example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "Acepta"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "Desactivar los destellos (por ejemplo, relámpagos)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "Accesibilidad"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "Pantalla activa"; Tooltip on "Mods available" label file shown in the details panel of the load & save window Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "Selecciona estos mods para añadirlos en tu partida guardada."; could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "AdditionError__CollisionWith" = "Colisión con {0}"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "Superposición con la designación del terreno"; {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water "AdditionError__HasDeposit" = "No se puede colocar sobre un depósito existente ({0})"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "Altura de colocación no válida, debe colocarse entre las alturas {0} y {1} (ambas inclusive)."; could not place a building as some part needs to be in the ocean (e.g. ship depot) could not place a building as some part needs to be in the ocean (e.g. ship depot) "AdditionError__NeedsOcean" = "Alguna parte necesita estar en el océano."; {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "AdditionError__NoDeposit" = "No hay yacimientos de {0}"; could not place a paint / decal as the terrain does not contain a surface that can be painted could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "Requiere una superficie dura (por ejemplo, hormigón)"; could not place a farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "Parte del terreno no es cultivable"; could not place a tree as the terrain is not fertile could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "Parte del terreno no es fértil"; could not place a building outside a predefined slot (e.g. shipyard module) could not place a building outside a predefined slot (e.g. shipyard module) "AdditionError__NotInSlot" = "Debe colocarse en una ranura resaltada"; could not place a building because the terrain is not stable enough (for example landfill) could not place a building because the terrain is not stable enough (for example landfill) "AdditionError__NotStable" = "Parte del terreno es inestable"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "Acceso al mar bloqueado"; could not place entity due blocked ocean access by an entity, {0} is entity name could not place entity due blocked ocean access by an entity, {0} is entity name "AdditionError__OceanBlockedBy" = "Acceso al océano bloqueado por '{0}', o por terreno."; could not place entity due blocked ocean access by terrain, {0} a positive integer could not place entity due blocked ocean access by terrain, {0} a positive integer "AdditionError__OceanBlockedByTerrain" = "Acceso al océano bloqueado por terreno en {0} ubicación, es posible que deba repetir la acción de recuperación."; could not place a building as it can't be placed in the ocean could not place a building as it can't be placed in the ocean "AdditionError__OceanNotAllowed" = "No se puede colocar en el océano"; could not place a building as it is outside of buildable area of the game (outside of the map) could not place a building as something was in the way (building, tree) "AdditionError__OutsideOfMap" = "Fuera del área de construcción"; could not place a building as something was in the way (building, tree) could not place a building as something was in the way (building, tree) "AdditionError__SomethingInWay" = "Algo está estorbando"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "Terreno muy elevado"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "El terreno es demasiado bajo"; shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness "AdditionError__ThinDeposit" = "Requiere un depósito de tierra con un grosor mínimo: {0}, espesor actual: {1}"; could not place a tree as it is too close to another could not place a tree as it is too close to another "AdditionError__TooCloseToOtherTree" = "Demasiado cerca de otro árbol"; could not place a building because it already exists and only one is allowed in the game could not place a building because it already exists and only one is allowed in the game "AdditionError__Unique" = "El edificio es único y ya existe"; Warning that a lift's port may be too high to connect to a transport. Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "Aviso: El puerto está por encima de la altura de transporte soportada. La conexión puede que no sea posible"; title of a window that enables to install a new ship part title of a window that enables to install a new ship part "AddNewShipPart" = "Añadir nueva pieza"; title of a panel that enables to adopt population from a village, the adopted population will join player's island title of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Title" = "Adoptar población"; tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Tooltip" = "Personas en el asentamiento que están dispuestas a unirse a tu isla. Este número se repone naturalmente con el tiempo hasta que se alcanza el límite. La capacidad y la tasa de reabastecimiento se ven afectadas por su reputación. Además, es posible que algunos asentamientos no tengan esta opción."; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "Acoje {0} hab"; short description of a machine short description of a machine "AirSeparator__desc" = "Realiza un proceso de destilación criogénica a temperaturas que alcanzan los -200 ° C para separar el aire atmosférico en sus componentes primarios: oxígeno y nitrógeno."; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "Planta de separación de aire"; Map description Map description "AlphaStaticIslandMap__desc" = "Mapa de la versión Alpha. Un mapa equilibrado que es ideal para jugadores nuevos o casuales. Comienza en la plataforma más baja y obtiene todos los recursos iniciales que necesita. El área inicial tiene mucho espacio para colocar todos sus muelles de carga. Más adelante, necesitaras construir rampas a las otras dos plataformas para aumentar aún más tus fábrica y operaciones mineras.\n"; Map name Map name "AlphaStaticIslandMap__name" = "Nuevo refugio"; represents number of people in a settlement, example '2 pops' (keep it short) represents amount of people in a settlement, example '2 pops' (keep it short) "AmountOfPops" = "{0} hab"; people who work somewhere. example: '1 worker', '2 workers' - keep it short! people who work somewhere. example: '1 worker', '2 workers' - keep it short! "AmountOfWorkers" = "{0} trabajador"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "Realiza un proceso en el que los microorganismos descomponen material biodegradable en ausencia de oxígeno para producir gas combustible y fertilizante."; name of a machine name of a machine "AnaerobicDigester__name" = "Digestor anaeróbico"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_AddAnimals_Tooltip" = "Reasigna animales de otras granjas a esta granja"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "Pausar el crecimiento"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "Detiene el crecimiento natural del número de animales en esta granja."; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "Eliminar todo"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_RemoveAnimals_Tooltip" = "Reasigna animales que están en esta granja a otras granjas"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "Animales"; "AnimalFarm_TitleTooltip" = "Animales alojados en esta granja. Puedes obtener nuevos animales comerciando con una aldea en el mundo. Una vez que haya algunos animales, comenzarán a aumentar naturalmente en número. Los animales deben recibir comida y agua, de lo contrario pueden perecer."; notification notification "AnimalFarmMissingFood__name" = "{entity}: No hay suficiente comida"; notification notification "AnimalFarmMissingWater__name" = "{entity}: No hay suficiente agua"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "Habilitar sacrificio"; "AnimalSlaughtering__Tooltip" = "Cuando está habilitado, aparece un control deslizante rojo. Si el número total de animales en esta granja supera el control deslizante rojo, el exceso se sacrificará para obtener productos como la carne. En caso de que el control deslizante esté configurado a plena capacidad, solo sacrificará el exceso nacido que no cabría en la granja. Si el sacrificio está desactivado, no se produce carne."; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "Suavizado de bordes por multi muestras (MSAA)"; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "MSAA {0}"; rendering setting name "AntiAliasingRenderingSetting__Name" = "Suavizado de bordes"; anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "Anti-aliasing morfológico subpíxel (SMAA)"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "SMAA"; button to apply changes "ApplyChanges" = "Aplicar cambios"; confirmation shown when applying keybinding changes when conflicts are present confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "¿Deseas ignorar los conflictos y aplicar los cambios?"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "Aplicar configuración de"; short description of a machine name of a machine "ArcFurnace__desc" = "Funde los metales mediante un potente arco eléctrico. El arco se despliega utilizando ánodos de grafito que se gastan parcialmente durante el proceso debido al elevado calor. Hay que tener en cuenta que el horno consume una cantidad importante de energía. Sería conveniente avisar a la central eléctrica local antes de encenderlo."; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "Horno de arco eléctrico I"; short description of a machine name of a machine "ArcFurnace2__desc" = "Este horno de arco eléctrico cuenta con un sistema de refrigeración para alcanzar con seguridad temperaturas de funcionamiento más elevadas. Proporciona un mayor rendimiento y la oportunidad de reutilizar parte del exceso de calor. También aumentan las necesidades de energéticas."; name of a machine name of a machine "ArcFurnace2__name" = "Horno de arco eléctrico II"; Formats a numerical land area value of an island. Example of use: '2.1 km²' Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "{0} km²"; notification notification "AreasWithoutForestryTowers__name" = "Existen algunas zonas forestales fuera de las zonas de torres forestales"; notification notification "AreasWithoutTowers__name" = "Hay algunas zonas mineras fuera de las áreas de las torres de control de minería"; Map description "ArmageddonMap__desc" = "ArmageddonMap__desc"; Map name "ArmageddonMap__name" = "Armagedón"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "Blindaje"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "Blindaje I"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "Blindaje II"; description of a machine short description of a machine "AssemblyElectrified__desc" = "La ensambladora eléctrica es más rápida y puede producir productos más avanzados."; name of a machine name of a machine "AssemblyElectrified__name" = "Ensambladora (eléctrica)"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "Ensambladora (eléctrica) II"; short description of a machine short description of a machine "AssemblyManual__desc" = "Ensambladora manual que produce productos básicos."; name of a machine name of a machine "AssemblyManual__name" = "Ensambladora (manual)"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "La ensambladora robótica es mucho más rápida y puede producir productos mucho más avanzados."; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "Ensambladora (robótica)"; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "Ensambladora (robótica) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains excavator assignment to a mine tower "AssignedExcavators__MineTower_Title" = "Las excavadoras asignadas minarán automáticamente de todas las zonas mineras administradas por esta torre. No olvide asignar también algunos camiones para que las excavadoras puedan descargar su cuchara."; title of a panel that enables to assign excavators to a building title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "Excavadoras asignadas"; shown when they are no routes assigned shown when they are no routes assigned "AssignedForLogistics__Empty" = "No hay rutas asignadas"; "AssignedForLogistics__ExportTooltipForestryTower" = "Permite asignar unidades de almacenamiento para la exportación de troncos de madera que son cortados por las cosechadoras de árboles asignadas a esta torre. Si al menos una unidad de almacenamiento está asignada, la madera se entregará solo a las unidades asignadas y en ningún otro lugar."; "AssignedForLogistics__ExportTooltipFuelStation" = "Permite asignar camiones de reabastecimiento de combustible en esta estación a torres mineras individuales."; "AssignedForLogistics__ExportTooltipGeneral" = "Configura rutas de exportación dedicadas para camiones. Una vez que este almacenamiento esté configurado para exportar a otro almacenamiento (B), los camiones solo exportarán productos a ese almacenamiento (B). Ningún otro almacenamiento o máquina sin asignar podrá exportar desde este almacenamiento. Esto no afecta las importaciones. Las asignaciones de rutas no afectan a los transportadores o tuberías conectados. El almacenamiento también se puede asignar a una torre de control de la mina."; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "Configura rutas de exportación dedicadas para camiones. Por ejemplo, si desea entregar materiales extraídos aquí a un almacenamiento específico pero en ningún otro lugar, puede asignar este {0} al almacenamiento elegido. También puede asignarlo con otro {0} para usarlo para descargar."; "AssignedForLogistics__ImportTooltipForestryTower" = "Configura rutas de importación dedicadas para camiones. También puedes asignar una estación de combustible para que los camiones reposten las plantadoras y cosechadoras de árboles en este lugar."; "AssignedForLogistics__ImportTooltipGeneral" = "Configura rutas de importación dedicadas para camiones. Una vez que este almacenamiento esté configurado para importar desde otro almacenamiento (B), los camiones solo importarán productos de ese almacenamiento (B). Ningún otro almacenamiento o máquina sin asignar podrá importar a este almacenamiento. Esto no afecta a la exportación. Las asignaciones de rutas no afectan a los transportadores o tuberías conectados. El almacenamiento también se puede asignar a una torre de control de la mina."; "AssignedForLogistics__ImportTooltipMineTower" = "Configura rutas de importación dedicadas para camiones. Por ejemplo, si desea que los materiales de algún almacenamiento se descarguen aquí pero en ningún otro lugar, puede asignar este {0} al almacenamiento elegido. También puede asignar una estación de combustible para que sus camiones reposten excavadoras en este lugar."; example: 'assigned to Tree harvesting' example: 'assigned to Tree harvesting' "AssignedTo" = "asignado a {0}"; tooltip that explains what tree harvesters do when assigned to a forestry tower tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "Los cosechadores de árboles asignados cosecharán automáticamente árboles en todas las zonas forestales gestionadas por esta torre. Los recolectores no asignados trabajarán aquí mientras no haya ningún recolector asignado."; title of a panel that enables to assign tree planters to a building title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "Recolectores de árboles asignados"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "Los plantadores de árboles asignados plantarán automáticamente árboles jóvenes en todas las zonas forestales gestionadas por esta torre. Los plantadores no asignados trabajarán aquí mientras no haya un plantador asignado."; title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "Plantadores de árboles asignados"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) tooltip that explains trucks assignment to a fuel station "AssignedTrucks__Building_Tooltip" = "Los vehículos asignados se usarán para transferir carga exclusivamente a este edificio. Esto significa que cada vez que un vehículo asignado realiza una entrega, este edificio debe ser el origen, o el destino, de la carga. Esto se puede combinar con otras rutas para formar líneas de suministro dedicadas."; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains trucks assignment to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "Los camiones asignados repostarán automáticamente todas las excavadoras y taladoras de árboles cercanas."; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains trucks assignment to a mine tower "AssignedTrucks__MineTower_Tooltip" = "Los camiones asignados servirán automáticamente a las excavadoras asignadas a la torre de control de minería."; title of a panel that enables to assign trucks to a building title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "Camiones asignados"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains trucks assignment to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "Los camiones asignados seguirán a esta cosechadora que los cargará con madera. Los camiones entregarán la madera a la fábrica y regresarán a la cosechadora."; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip title of a panel that enables to assign trucks to a building "AssignedTrucksEnforce__Title" = "Solo asignados"; tooltip that explains trucks assignment to a mine tower "AssignedTrucksEnforce__Tooltip" = "Cuando está habilitado, solo los vehículos asignados podrán cargar o descargar aquí."; tooltip "AssignVehicleBtn__NotAvailable" = "No hay vehículos disponibles de este tipo"; tooltip "AssignVehicleBtn__Tooltip" = "Haga clic para asignar este tipo de vehículo"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "Sonidos ambientales (ej: clima)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "Volumen de efectos"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "Entidades (ej: máquinas, vehículos)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "Volumen general"; label for music volume slider label for music volume slider "AudioEffectsVolume__Music" = "Volumen de la música"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "Interfaz de usuario"; title of audio settings title of audio settings "AudioSettings_Title" = "Audio"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "Guardado automático"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Cada {0} minuto"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "Disponible para asignar"; label of a panel that shows an average monthly production (keep it short) label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "Producción media"; average damage average damage "AvgDamage" = "Daño medio"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "Límite de FPS en segundo plano"; short description of a machine short description of a machine "BakingUnit__desc" = "Hornea productos orgánicos como el pan."; name of a machine name of a machine "BakingUnit__name" = "Unidad de horneado"; title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "Últimas transacciones"; title of a panel that configures in / out priorities for a balancer title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "Priorización"; "BalancerPrioritization__Tooltip" = "Usted puede elegir qué puertos dar prioridad. Si habilita la priorización de salida, todos los productos de cualquier entrada se intentarán primero emitir a través del puerto priorizado. Si ese puerto no puede aceptar más productos, se utilizará el otro puerto no priorizado. La priorización de entradas funciona de manera similar."; "BalancerRatios__Inputs" = "Hacer cumplir estrictamente entradas uniformes"; "BalancerRatios__Outputs" = "Hacer cumplir estrictamente salidas uniformes"; title for balancer ratios configuration title for balancer ratios configuration "BalancerRatios__Title" = "Relaciones de E/S uniformes"; "BalancerRatios__Tooltip" = "Puede optar por forzar una relación de producto de entrada / salida estrictamente uniforme. Si habilita una relación de salida estricta, los productos se enviarán a ambos puertos de salida de manera uniforme. Si un puerto no puede aceptar más productos, la salida se detendrá hasta que se libere el puerto. La relación estricta de entrada funciona de manera similar."; name name "BarrierCorner__name" = "Barrera en esquina"; name name "BarrierCross__name" = "Barrera en intersección"; name name "BarrierEnd__name" = "Barrera final"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "Barrera que bloquea el acceso de vehículos."; name name "BarrierStraight1__name" = "Barrera recta"; name name "BarrierTee__name" = "Barrera en T"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "Permite destilar gasóleo de baja calidad, pero es bastante ineficaz y produce muchos residuos."; name of a machine name of a machine "BasicDieselDistiller__name" = "Destilador básico"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "Rack básico, Centro de datos"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "Daño hecho: {0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "¡Derrotado!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "Nuestro barco"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "¡Victoria!"; abstract value that helps to determine how capable a ship is in a battle abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "Puntuación de batalla"; Map description Map description "BeachStaticIslandMap__desc" = "Comenzamos en una playa de arena, hay mucho espacio para construir una fábrica, pero las granjas no se pueden construir en la arena, por lo que la alimentación del asentamiento será un desafío. Otro desafío es que no hay mucho espacio para construir muelles de carga y la isla principal tiene montañas altas alrededor del perímetro, por lo que será necesario hacer un arrecife artificial o utilizar un espacio más alejado."; Map name Map name "BeachStaticIslandMap__name" = "La Playa"; short description short description "Beacon__desc" = "Una luz potente que ayuda a otros refugiados a encontrar tu isla y unirse a ti. Esto puede ayudar a conseguir mas trabajadores y algo de botín inicial extra."; building or machine building or machine "Beacon__name" = "Faro"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "¡No hay más refugiados disponibles!"; "Beacon__Notice" = "Nota: el progreso se restablece si se interrumpe la señal del faro"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Esperando refugiado {0} en menos de:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} te permite traer más gente a tu isla y conseguir más trabajadores. Necesita un suministro constante de energía de un {1}. Y hacer funcionar {0} requiere {2}. Los refugiados que te encuentren a través de {0} también traerán consigo recursos adicionales. También asegúrate de tener suficientes viviendas para los nuevos refugiados, ya que la falta de vivienda puede afectar negativamente a {2}."; disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "BestEffortLocalized"; "BirchTree__desc" = "Abedul"; "BirchTreeDry__desc" = "Abedul (seco)"; name name "BirthRateCategoryCat_Base__name" = "Base"; name name "BirthRateCategoryCat_Disease__name" = "Enfermedad"; name name "BirthRateCategoryCat_Edicts__name" = "Decretos"; name name "BirthRateCategoryCat_Health__name" = "Salud"; name name "BirthRateCategoryCat_Radiation__name" = "Radiación"; name name "BirthRateCategoryCat_Starvation__name" = "Inanición"; tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file "Blueprint__NumberOfBackups" = "{0} archivo de copia de seguridad ubicado en el mismo directorio"; tooltip of a button that allows to export a blueprint tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "Exporta al portapapeles el plano o la carpeta actualmente seleccionados en forma de cadena."; tooltip for a button that allows to add a new blueprint via selection tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "Cree un nuevo plano seleccionando y una área de estructuras existentes."; tooltip for a button that allows to add a new blueprint via string tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "Añade un nuevo plano pegando texto desde el portapapeles."; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "Coloque el plano actual en el mundo."; tooltip explaining that some content in the currently selected blueprint is not available. tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "No se han podido cargar algunos objetos. O bien el plano es demasiado antiguo o se hizo con mods que actualmente no están presentes."; title that is followed by a list of content that is missing in the current blueprint title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "Contenido faltante:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "Eliminar"; confirmation text of a dialog to delete a blueprint confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "¿Estás seguro de que quieres borrar '{0}'? Esto no se puede deshacer."; tooltip of a button that deletes a blueprint or folder tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "Borra el elemento seleccionado."; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "Error de copia de seguridad"; tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "La biblioteca se guardó, pero hubo un problema para crear un archivo de copia de seguridad (verifique que el juego tenga permiso de acceso al archivo)."; status explaining that the blueprint library failed to load (keep short) status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "Fallo al cargar"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "Falló carga de la biblioteca debido a un formato incorrecto. Cualquier cambio nuevo lo sobrescribirá."; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "Falló carga de la biblioteca porque el acceso al archivo fue denegado."; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "Fallo al grabar"; tooltip for blueprint library save failure tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "Fallo al grabar la biblioteca (revisar que el juego tiene permisos de acceso a archivos)."; status explaining that the blueprint library was saved / loaded successfully (keep short) status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "Sincronizado"; "BlueprintProtosLocked__CanDowngrade" = "BlueprintProtosLocked__CanDowngrade"; "BlueprintProtosLocked__NotAvailable" = "Los siguientes artículos aún no están disponibles:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "Planos"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "Planos no están disponibles pues {0} no está operativo"; short description of a machine short description of a machine "BoilerCoal__desc" = "Produce vapor a alta presión quemando productos sueltos (como carbón) para hervir agua."; name of a machine name of a machine "BoilerCoal__name" = "Caldera (carbón)"; short description of a machine short description of a machine "BoilerElectric__desc" = "Produce vapor de agua a alta presión hirviéndola. Básicamente una tetera gigante. Pero no se recomienda para preparar té."; name of a machine name of a machine "BoilerElectric__name" = "Caldera (eléctrica)"; short description of a machine short description of a machine "BoilerGas__desc" = "Produce vapor a alta presión quemando gas."; name of a machine name of a machine "BoilerGas__name" = "Caldera (gas)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "Quitar mejora"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "Mejora"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "Duplica el rendimiento mientras consume unidad. También ignora los requisitos de electricidad"; name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "Superficie de ladrillo"; short description of a machine short description of a machine "BricksMaker__desc" = "Extrae arcilla de la tierra y produce ladrillos."; name of a machine name of a machine "BricksMaker__name" = "Fábrica de ladrillos"; name name: ship part upgrade "BridgeT1__name" = "Puente de mando I"; short description short description "BridgeT2__desc" = "Proporciona capacidades de radar avanzadas."; name name: ship part upgrade "BridgeT2__name" = "Puente de mando II"; short description short description "BridgeT3__desc" = "Proporciona capacidades de radar avanzadas."; name name: ship part upgrade "BridgeT3__name" = "Puente de mando III"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "Fabrica {0} y asegúrate de que {1} se entregue a {2}"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "Edificios"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "Deposito de vehiculos"; category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "Construir"; short description of a machine short description of a machine "Burner__desc" = "Elimina los desechos sólidos quemándolos"; name of a machine name of a machine "Burner__name" = "Incineradora"; category for key bindings affecting camera "Camera" = "Cámara"; title for vertical field of view "CameraSettings__Fov" = "Campo visual vertical"; title for camera settings "CameraSettings__Title" = "Cámara"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "Cancelar"; notification notification "CannotDeliverFromMineTower__name" = "{entity}: No hay lugar disponible para verter productos"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "La oficina del capitán no está disponible"; name "CaptainOfficeT1__name" = "Oficina del Capitan I"; name "CaptainOfficeT2__name" = "Oficina del Capitan II"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "Retira instantáneamente la carga de este camión (a cualquier almacén o astillero disponible)"; cargo depot description cargo depot description "CargoDepotBase__desc" = "Una vez construido, un buque de carga reparado puede atracar aquí y transferir su carga a través de los módulos que el muelle de carga tiene adjuntos."; notification notification "CargoDepotHasNoModule__name" = "El muelle de carga no tiene ningún módulo disponible"; notification notification "CargoDepotHasNoShip__name" = "El muelle de carga no tiene buque de carga"; notification notification "CargoDepotModuleContractNotMatching__name" = "El módulo de carga no es compatible con el contrato asignado"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT1__name" = "Módulo de fluido (P)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT2__name" = "Módulo de fluido (M)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT3__name" = "Módulo de fluido (G)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "Módulo a granel (P)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "Módulo a granel (M)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "Módulo a granel (G)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "Ningún producto asignado al módulo de carga"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "Módulo general (S)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "Módulo general (M)"; building or machine building or machine "CargoDepotModuleUnitT3__name" = "Unidad de módulo (L)"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "Muelle de carga"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "Producto a exportar"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "Producto a importar"; building or machine building or machine "CargoDepotT1__name" = "Muelle de carga (2)"; building or machine building or machine "CargoDepotT2__name" = "Muelle de carga (4)"; building or machine building or machine "CargoDepotT3__name" = "Depósito de carga (6)"; building or machine building or machine "CargoDepotT4__name" = "Depósito de carga (8)"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "Asignar un contrato"; title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) "CargoDepotWizard__ImportProducts" = "Importación desde mina/plataforma petrolífera"; title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract "CargoDepotWizard__Title" = "¿Cómo le gustaría utilizar este depósito?"; tooltip of a selection dialog where player decides how their cargo depot should operate. tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "El depósito de carga se puede utilizar para importar productos de sus minas y plataformas petrolíferas o para realizar un contrato. El depósito de carga se puede asignar solo a un único contrato y una vez que se asigna, su barco realizará automáticamente el contrato asignado siempre que haya módulos correctos con los productos correctos asignados. Cuando se asigna un depósito de carga a un contrato, no puede realizar ninguna otra tarea, como importar productos de minas y plataformas petrolíferas."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "Módulo del muelle de carga para la transferencia de los fluidos (como petróleo). Se puede construir en cualquier espacio vacío del muelle de carga. Descarga la carga un {0} más rápido que el módulo pequeño."; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "Módulo del muelle de carga para la transferencia de los fluidos (como petróleo). Se puede construir en cualquier espacio vacío del muelle de carga."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "Almacén de carga para la transferencia de materiales a granel (como bauxita). Se puede construir en cualquier espacio vacío de un almacén de carga. Descarga la carga un {0} más rápido que el módulo pequeño."; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "Módulo del muelle de carga para la transferencia de materiales a granel (como el carbón). Se puede construir en cualquier espacio vacío del muelle de carga."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "Módulo de depósito de carga para transferir unidades de productos (como piezas de construcción). Se puede construir en cualquier espacio vacío de un depósito de carga. Descarga un {0} más rápido en comparación con el módulo básico."; cargo depot module description cargo depot module description "CargoModuleUnitCommon__desc" = "Módulo de depósito de carga para transferir unidades de productos (como piezas de construcción). Se puede construir en cualquier espacio vacío de un depósito de carga."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "No hay módulos construidos en el muelle de carga."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "Esperando hasta que haya suficiente carga para recoger."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "No hay nada que recoger."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "El barco está siendo descargado."; toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip "CargoShip_FuelSaver__Toggle" = "Reduce la velocidad del barco y ahorra combustible"; {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% "CargoShip_FuelSaver__Tooltip" = "Reduce la velocidad del barco en {0} para reducir el consumo total de combustible en {1}."; title of a panel that enables to configure journey parameters for current cargo ship title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "Opciones de viaje"; prefix for view that shows how long it takes for a cargo ship to go for cargo and come back prefix for view that shows how long it takes for a cargo ship to go for cargo and come back "CargoShip_TripDuration" = "Duración del viaje de ida y vuelta"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "No incluye el tiempo necesario para (des)cargar la carga en su isla."; reason why 'ship depart now' action is not available - general category, specific reason was not given reason why 'ship depart now' action is not available - general category, specific reason was not given "CargoShipCannotDepartNow__General" = "No disponible"; reason why 'ship depart now' action is not available reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "Ya solicitado"; notification notification "CargoShipContractLacksUpoints__name" = "No hay suficiente unidad para realizar el contrato asignado"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "Partir ahora"; tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded "CargoShipDepartNow__Tooltip" = "Solicite que el barco parta de inmediato para evitar más esperas"; notification notification "CargoShipMissingFuel__name" = "{entity} tiene poco combustible"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "Numero de barcos disponibles (reparados) / numero de barcos descubiertos."; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "El buque de carga parte automáticamente cuando hay suficiente carga para recoger en el mapa del mundo. Cada viaje del barco tiene un costo fijo de combustible que se basa en el tamaño del barco. Los barcos más grandes son más eficientes en el consumo de combustible (se actualizan automáticamente con la mejora del muelle de carga). No es necesario asignar el barco a minas o plataformas petrolíferas individuales, ya que recoge la carga automáticamente. Puede transportar varios tipos de productos al mismo tiempo y se asegurará de que se suministren todos (partirá en cualquier momento en que sea necesario transportar alguno de sus productos)."; ship name ship name "CargoShipT1__name" = "Buque de carga"; ship name ship name "CargoShipT2__name" = "Buque de carga"; ship name ship name "CargoShipT3__name" = "Barco de carga"; ship name ship name "CargoShipT4__name" = "Barco de carga"; name name "CargoShipWreckCost1__name" = "Buque de carga dañado"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "Carga"; description of a machine short description of a machine "Caster__desc" = "Vierte materiales fundidos en planchas."; name of a machine name of a machine "Caster__name" = "Fundición I"; description of a machine short description of a machine "CasterCooled__desc" = "Vierte materiales fundidos en planchas. También utiliza agua para enfriar y acelerar el proceso."; name of a machine name of a machine "CasterCooled__name" = "Fundición refrigerada I"; name of a machine name of a machine "CasterCooledT2__name" = "Fundición refrigerada II"; name of a machine name of a machine "CasterT2__name" = "Fundición II"; Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" "ChangeHistory__ConfirmPrompt" = "Una vez aplicadas, no podrás volver a cambiar estas opciones en {0} (en la partida):"; Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "¿Estás seguro?"; Label shown on the change history tab of the difficulty settings window when no changes have yet been made "ChangeHistory__EmptyLabel" = "No se han encontrado cambios en la configuración de la dificultad"; Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present "ChangeHistory__Title" = "Historial de cambios ({0})"; shows number of characters in a string, e.g. '1254 chars' shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0} carácter"; short description of a machine short description of a machine "CharcoalMaker__desc" = "Utiliza madera para producir carbón pero es bastante ineficiente."; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "Carbonera"; description of a machine short description of a machine "ChemicalPlant__desc" = "Realiza una variedad de recetas químicas, incluido el procesamiento de fluidos y su envasado."; name of a machine unit product "ChemicalPlant__name" = "Planta química"; name of a machine name of a machine "ChemicalPlant2__name" = "Planta química II"; short description short description "ChickenFarm__desc" = "Permite criar pollos para huevos y carne. Los pollos deben recibir agua y alimento para animales. Para obtener algunos pollos, puedes comerciar con un pueblo en el mapa mundial."; name name "ChickenFarm__name" = "Granja de pollos"; more info in ClearSurface__Tooltip "ClearSurface__Title" = "ClearSurface__Title"; "ClearSurface__Tooltip" = "Designa un área de superficie que será retirada por los camiones"; tooltip explaining that click opens a tutorial, example use: alt + click to learn more tooltip explaining that click opens a tutorial, example use: alt + click to learn more "ClickToLearnMore" = "{0} para aprender más"; title of a tool that is used to copy settings from one machine to another. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CloneTool" = "Copiar ajustes"; button to close a dialog button to close a dialog "Close" = "Cerrar"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "Nublado"; name name "CoalMine__name" = "Mina de carbón"; name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "Adoquín"; button to view the captain of industry community site "COIHub" = "Centro de la comunidad"; "Cold__desc" = "Esta enfermedad ocurre naturalmente y no se puede evitar por completo. Sin embargo, su impacto puede reducirse significativamente si se cuenta con un hospital provisto de suministros médicos."; name name "Cold__name" = "Frio"; Action to collect / claim a reward. Keep short Action to collect / claim a reward. Keep short "Collect" = "Recolectar"; label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "Recogido"; short description of a machine "Compactor__desc" = "Prensa los artículos sueltos en unidades compactas para facilitar su transporte. Puede utilizarse una trituradora para devolver los productos compactados a su estado original."; name of a machine "Compactor__name" = "Compactador"; Computing power in peta-flops Computing power in peta-flops "Computing__PFlop" = "{0} PFlops"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this "Computing__PFlop_short" = "{0} PF"; Computing power in terra-flops Computing power in terra-flops "Computing__TFlop" = "{0} TFlops"; super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this "Computing__TFlop_short" = "{0} TF"; explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. "ComputingDisplayTooltip" = "Demanda actual / Producción actual | Capacidad máxima de producción"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "Estadísticas informáticas"; short description of a machine short description of a machine "ConcreteMixer__desc" = "Mezclador de alta potencia que crea hormigón."; name of a machine name of a machine "ConcreteMixer__name" = "Hormigonera"; description of a machine description of a machine "ConcreteMixerT2__desc" = "Mezclador de alta potencia que crea hormigón. También proporciona recetas alternativas para el hormigón."; name of a machine name of a machine "ConcreteMixerT2__name" = "Hormigonera II"; name of a machine name of a machine "ConcreteMixerT3__name" = "Hormigonera III"; name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "Superficie reforzada"; used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load "ConfigureMods_Action" = "Mods"; Warning shown above the enable mod checkboxes in the new load nad save window "ConfigureMods_Warning" = "ConfigureMods_Warning"; button used to confirm great news (like discovery of something) button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "¡Hurra!"; used in a tooltip to list all the other key-bindings that conflict with the hovered one "ConflictsWith" = "Genera conflictos con:"; name "ConiferForest__name" = "Bosque de coníferas"; title of a panel showing a construction progress title of a panel showing a construction progress "ConstrType_Constructing" = "Construyendo"; title of a panel showing a construction progress that is paused title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "Construcción pausada"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "Deconstruyendo"; title of a panel showing a deconstruction progress that is paused title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "Deconstrucción pausada"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "Preparando mejora"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "Mejorando"; label for construction cost of buildings, after it there are product icons with numbers showing the cost label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "Coste:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "Trabajando"; status of construction progress - construction was paused status of construction progress - construction was paused "ConstructionState__Paused" = "Pausado"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "Listo"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "Esperando la entrega de materiales"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "Esperando la eliminación de materiales"; "ConsumedLastMonth" = "Consumido el mes pasado"; "ConsumedThisMonth" = "Consumido este mes"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "El consumo de productos electrónicos de consumo aumentó en {0}, la unidad otorgada aumentó en {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "ConsumerElectronicsConsumptionIncrease__name" = "Mayor consumo eléctrico"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "Consumo eléctrico"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "Utilice el excedente de energía"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "ConsumeSurplusPower__Tooltip"; "Consumption" = "Consumo"; button to request to continue some operation button to request to continue some operation "Continue" = "Continuar"; {0} will be replaced with the title of a button that provides mods configuration {0} will be replaced with the title of a button that provides mods configuration "ContinueDisabled__NeedsModConfig" = "El archivo guardado seleccionado requiere modificaciones que no están disponibles. Vaya al menú de carga y haga clic en el botón '{0}' para obtener más información."; button to assign a contract to a specific cargo depot button to assign a contract to a specific cargo depot "Contract__Assign" = "Asignar"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "Establecer"; tooltip explaining a button that establishes a new contract tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "Pagará el costo de la Unidad que se muestra y establecerá este contrato para que pueda ser realizado por su buque de carga."; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "Coste por cambio"; Used in statistics to denote monthly Unity fees for contracts Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "Costo mensual"; button to unassign a contract from a cargo depot button to unassign a contract from a cargo depot "Contract__Unassign" = "Desasignar"; Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. "ContractAssignCheck__IncompatibleProduct" = "Algunos módulos contienen productos incompatibles: {0}"; Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract "ContractAssignCheck__ModuleNotSupported" = "Algunos módulos no son compatibles: {0}"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "Contrato asignado"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "Muestra el contrato actualmente asignado. El producto del lado izquierdo es el que está exportando (vendiendo) y el del lado derecho está siendo importado. Los volúmenes comercializados que se muestran se calculan en función de todos los módulos del depósito de carga que están asignados a los productos correspondientes. Si no hay ningún módulo de depósito de carga correspondiente para ambos productos, las estimaciones mostrarán un signo de interrogación."; tooltip explaining why the current contract cannot be canceled tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "No se puede cancelar ya que actualmente está asignado al menos a un depósito de carga"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "Algunos de los productos comercializados aún no se han investigado"; "Contracts__NoneEstablished" = "No hay ningún contrato establecido. Puede establecer uno y luego asignarlo a uno de sus depósitos de carga."; prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> "Contracts__ShipSize" = "Tamaño del barco:"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> "Contracts__ShipSizeModules" = "{0} modulo"; title of a panel listing contracts that are available - either globally or in a settlement. title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "Contratos"; tooltip for contracts tooltip for contracts "Contracts__Tooltip" = "Muestra todos los contratos disponibles. El producto del lado izquierdo es el que está exportando (vendiendo) y el del lado derecho está siendo importado. Los contratos están destinados a ser utilizados de forma más permanente (en comparación con el comercio rápido). Se debe asignar un contrato a su depósito de carga (no a un muelle comercial como en el caso del comercio rápido). Para asignar un contrato, primero se debe establecer cuál tiene un costo unitario único. El contrato establecido también cuesta una tarifa de Unity mensual más pequeña y también paga una tarifa de Unity por cada carga intercambiada (depende de las cantidades intercambiadas). Para ver la cantidad máxima de cantidades que se pueden transferir en un viaje en barco, use el menú desplegable para seleccionar el tamaño del barco que va a usar. En el caso de productos más complejos, puede pasar el cursor sobre el icono de 'diamante' amarillo para ver su valor de producción. Los contratos son generalmente lucrativos (especialmente cuando exporta productos complejos), pero depende en gran medida de la eficiencia de su fábrica, por lo que generalmente se recomiendan para fábricas avanzadas."; title of controls (key-bindings & mouse) settings title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "Controles"; description of a machine description of a machine "CoolingTowerT1__desc" = "Mejora la eficiencia del agua de una planta de energía recuperando algo de vapor de regreso al agua."; name of a machine name of a machine "CoolingTowerT1__name" = "Torre de enfriamiento"; name of a machine name of a machine "CoolingTowerT2__name" = "Torre de refrigeración (grande)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "Purifica el cobre mediante refinamiento electrolítico hasta alcanzar una pureza superior al 99,95%."; name of a machine name of a machine "CopperElectrolysis__name" = "Electrólisis de cobre"; tooltip tooltip "CopySettings__Tooltip" = "Haga clic sobre una estructura para copiar su configuración y luego haga clic nuevamente para aplicarla. También puede arrastrar el cursor sobre varias estructuras para aplicar la configuración a la vez."; title of a button to copy string into the clipboard title of a button to copy string into the clipboard "CopyString__Action" = "Copiar"; text shown after a string was successfully copied to the clipboard text shown after a string was successfully copied to the clipboard "CopyString__Success" = "¡Copiado al portapapeles!"; tooltip tooltip "CopyString__Tooltip" = "Haga clic para copiar el código de origen al portapapeles."; title of a tool that is used to copy already existing buildings and machines. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CopyTool" = "Copiar"; tooltip tooltip "CopyTool__NoCopyTooltip" = "Mantenga presionada la tecla de acceso directo para evitar copiar la configuración original al colocar nuevas estructuras"; tooltip tooltip "CopyTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras para copiarlas."; title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "Costes"; Map description Map description "CraterStaticIslandMap__desc" = "Hay rumores de que este cráter no se ha generado de forma natural, sino que es una mina abandonada de uranio. Si bien ya no hay uranio, todavía quedan muchos recursos valiosos expuestos. Deberás ser extremadamente cuidadoso de no romper el perímetro exterior, en tal caso ¡el océano inundara el cráter entero!"; Map name Map name "CraterStaticIslandMap__name" = "El Cráter"; button to open credits of the game button to open credits of the game "Credits" = "Créditos"; name name "Crop_Canola__name" = "Colza"; name name "Crop_Corn__name" = "Maíz"; shows estimated harvest for a farm, example use: 'Estimate: 28 in 4 months', {0} is an integer specifying product quantity, and {1} is number of months like '4 months' shows how many months is left to harvest the current crop "Crop_DurationLeft" = "Cosecha en {0} mes"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "Duración restante para cosechar este cultivo siempre que haya suficiente agua. De lo contrario, se producirán retrasos."; name name "Crop_Flowers__name" = "Flores"; name name "Crop_Fruits__name" = "Frutas"; name name "Crop_GreenManure__name" = "Abono natural"; name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months "Crop_NoCrop__name" = "sin cultivo"; name name "Crop_Poppy__name" = "Amapola"; name name "Crop_Potato__name" = "Papa"; name name "Crop_Soybeans__name" = "Soja"; name name "Crop_SugarCane__name" = "Caña de azucar"; name "Crop_TreeSapling__name" = "Árbol joven"; name name "Crop_Vegetables__name" = "Verduras"; name name "Crop_Wheat__name" = "Trigo"; notification, any strings in curly braces { } must be preserved and non-translated notification "CropCouldNotBeStored__name" = "Granja: No se pudo almacenar todo {0} tras la cosecha"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropDiedNoFertility__name" = "Granja: {0} perdido debido a la falta de fertilidad"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "Granja: {0} perdido por falta de trabajadores"; notification, any strings in curly braces { } must be preserved and non-translated notification Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "Granja: {0} perdido por falta de agua"; button to harvests the current crop ASAP instead of waiting for harvest time button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "Cosechar ahora"; tooltip tooltip "CropHarvestNow__Tooltip" = "Cosechará la cosecha actual prematuramente. Rendimiento estimado: {0}"; button that opens a window with statistics from the last crop harvest, keep it short! button that opens a window with statistics from the last crop harvest, keep it short! "CropHarvestStats__Open" = "Estadísticas de cosecha"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "Estadísticas de cosechas anteriores"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "Granja: {0} carece de trabajadores"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. crop is delayed (did not have enough water to grow), {0} is always >= 2 "CropOverdue" = "{0} sin agua. El cultivo sobrevivirá hasta {1}"; tooltip tooltip "CropOverdue__Tooltip" = "Retraso total acumulado durante el cual este cultivo no crecía por falta de agua. Por lo general, esto está bien para las primeras granjas y cultivos con poca sensibilidad al agua. Sin embargo, los cultivos más sensibles pueden secarse."; error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm "CropRequiresGreenhouse" = "Requiere invernadero"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "Calendario de cultivos"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "Cada granja se puede configurar con un programa de rotación de cultivos de hasta 4 temporadas. Los cultivos se cultivarán en orden de izquierda a derecha, los huecos no asignados se omitirán automáticamente. Por ejemplo, para configurar una rotación de dos cultivos, seleccione dos cultivos en el programa y deje todo lo demás en blanco. La rotación de cultivos puede ser importante para la fertilidad de la granja."; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "Haga clic para forzar que la granja se mueva a la siguiente ranura en el calendario; cualquier progreso realizado en el cultivo actual se perderá."; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "Muerto: baja fertilidad"; crop died out due to lack of workers - no one cared about the crop crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "Muerto: sin trabajadores"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "Muerto: sin agua"; crop is being removed so it can be replaced with a different one crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "Destruido por cambiar"; item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. "CropStats__DelayedDueToWater" = "Fue retrasado por {0} debido a la falta de agua"; item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) "CropStats__LessDueEarlyHarvest" = "{0} menos rendimiento debido a la cosecha prematura"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility "CropStats__LessDueToFertility" = "{0} menos debido a la falta de fertilidad"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water "CropStats__LessDueToWater" = "{0} menos rendimiento debido a la falta de agua"; item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. "CropStats__MonthsWithoutWater" = "Estaba {0} sin agua"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus "CropStats__MoreDueToBonus" = "{0} más rendimiento gracias a la bonificación de la normativa"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility "CropStats__MoreDueToFertility" = "{0} más rendimiento gracias a la fertilidad"; explaining that crop is not planted yet as the farm has low fertility explaining that crop is not planted yet as the farm has low fertility "CropWaiting__Fertility" = "Esperando a una mejor fertilidad"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "No se puede iniciar, esperando"; explaining that crop is not planted yet as the farm's soil is dry and needs water explaining that crop is not planted yet as the farm's soil is dry and needs water "CropWaiting__Water" = "Esperando agua o lluvia"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "Granja: {0} se secará por falta de agua"; short description of a machine short description of a machine "Crusher__desc" = "Tritura los minerales en materiales de grano más fino para que puedan utilizarse en procesos avanzados."; name of a machine name of a machine "Crusher__name" = "Trituradora"; short description of a machine "CrusherLarge__desc" = "Trituradora grande para mejorar la eficacia y aumentar el rendimiento."; name of a machine "CrusherLarge__name" = "Trituradora (grande)"; Map description Map description "CurlandMap__desc" = "Hermosa isla rica en recursos naturales pero con una forma curvada, lo que la hace difícil para contruir grandes fábricas. ¡Puedes intentar conectar las 2 puntas para hacer un círculo!"; map name, this name is join of curly + island, this island is a curly line in a shape of letter G map name, this name is join of curly + island, this isliand is a curly line in a shape of letter G "CurlandMap__name" = "Isla Rizada"; info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' "CurrentDisease__Info" = "Meses restantes: {0} | Salud: {1} | Mortalidad: {2}"; explaining that there is no disease active explaining that there is no disease active "CurrentDisease__NoDisease" = "Sin enfermedad activa"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "Enfermedad actual"; tooltip tooltip "CurrentDisease__Tooltip" = "A medida que pasa el tiempo las enfermedades aparece en el asentamiento. Algunas enfermedades ocurren como consecuencia de la falta de facilidades en el asentamiento. Algunas son enfermedades de temporada que no se pueden afectar mucho. Cuando tu nave vaya a explorar, su tripulación puede traer versiones mas severas de las enfermedades de temporada a la isla."; title of a panel that shows current research that is in progress title of a panel that shows current research that is in progress "CurrentResearch" = "Investigación actual"; Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "Puedes ajustar con más detalle todos los parámetros que hay a continuación. Estos ajustes también están disponibles durante la partida."; Title above non-core maps on the map selection tab of the new game window "CustomMaps__Title" = "Mapas personalizados"; title of a tool that is used to cut & paste already existing buildings and machines. Please keep this short! title of a tool that is used to cut & paste already existing buildings and machines. Please keep this very short! "CutTool" = "Cortar"; tooltip tooltip "CutTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras no construidas para cortarlas y hacer que estén disponibles para una nueva ubicación"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0} (dañado)"; short description short description "DataCenter__desc" = "El centro de datos se utiliza para alojar bastidores de servidores que se le agregan. Cada rack de servidor agregado proporciona computación como un recurso que se puede usar en su isla. La informática se utiliza en máquinas avanzadas, como ensambladores robóticos o fabricantes de microchips. Vale la pena señalar que cada rack de servidor tiene sus demandas de energía, refrigeración y mantenimiento. Sin embargo, algunas personas dicen que todo lo que hace es persistir y buscar en una vasta colección de imágenes de gatos y memes; no pudimos desacreditarlo."; building or machine building or machine "DataCenter__name" = "Centro de datos"; {0} will be an integer year number "DateYear__Label" = "Año {0}"; opens a panel that allows to paint decals onto surfaces "Decals_Paint" = "Pintar"; tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. "DecreasePriority" = "Disminuir prioridad"; name: Surface that can be placed on the ground outside. "DefaultConcrete_TerrainSurface__name" = "Superficie de hormigón"; Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted "DeleteSave__Confirm" = "¿Estás seguro de que quieres eliminar {0}?"; {0} is name of the file that could not be deleted {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "¡Ups! ¡Fallo al eliminar {0}!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "Archivo guardado {0} ha sido eliminado."; tooltip tooltip "DeleteTool__EntireTransport" = "Mantenga presionada la tecla de acceso directo (mientras destruye) para eliminar toda la cinta transportadora o tubería"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "Mantenga presionada la tecla de acceso directo (mientras destruye) para eliminar también rápidamente todos los materiales con Unidad"; tooltip tooltip "DeleteTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras para demolerlas"; "Demand" = "Pedir"; title of a tool that is used to mark buildings and machines for removal. Please keep this short! title of a tool that is used to mark buildings and machines for removal. Please keep this very short! "Demolish" = "Demoler"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Zona de descarga"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "Designación forestal"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "Designación de nivelación"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Zona minera"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Zona de tala"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "Posición invalida."; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "Haga clic con el botón derecho y arrastre para eliminar las zonas existentes"; category for key bindings affecting designations "Designations" = "Designaciones"; shown when player is trying to paint lines outside of hard surface area "DesignationWarning__CannotPlaceDecal" = "No se puede pintar sobre el terreno."; shown when dumping designation is not yet mineable due to its edges being too deep shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "No se puede verter aún nada aquí, los bordes son demasiado altos sobre el terreno."; shown when forestry designation is not usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "DesignationWarning__CannotStartForestry"; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "No se puede comenzar a nivelar el terreno aquí todavía, los bordes están demasiado bajos/altos sobre el terreno."; shown when mining designation is not yet mineable due to its edges being too deep shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "No se puede empezar aún a minar aquí, los bordes del terreno son demasiado profundos."; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "Debe ser manejado por un área de torre forestal."; shown when mining designation is not contained by any mine tower area and cannot be mined. shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "Debe estar controlada por el área de una torre de control de minería."; short description short description "DieselGenerator__desc" = "Quema diésel para generar electricidad."; name name "DieselGenerator__name" = "Generador de diésel"; short description "DieselGeneratorT2__desc" = "Un generador más potente. También puede servir como respaldo de energía."; name "DieselGeneratorT2__name" = "Generador diésel II"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "Dificultad: {0}"; Difficulty impact on construction "DifficultyConstruction__Easy" = "DifficultyConstruction__Easy"; Difficulty impact on construction "DifficultyConstruction__Hard" = "DifficultyConstruction__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "DifficultyContracts__Easy"; Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "DifficultyContracts__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "DifficultyContracts__Normal"; Difficulty impact on disease "DifficultyDisease__Easy" = "DifficultyDisease__Easy"; Difficulty impact on disease "DifficultyDisease__Hard" = "DifficultyDisease__Hard"; Difficulty impact on disease "DifficultyDisease__Normal" = "DifficultyDisease__Normal"; Difficulty impact on food consumption "DifficultyFood__Easy" = "DifficultyFood__Easy"; Difficulty impact on food consumption "DifficultyFood__Hard" = "DifficultyFood__Hard"; Difficulty impact on food consumption "DifficultyFood__Normal" = "DifficultyFood__Normal"; Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "DifficultyFuel__Easy"; Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "DifficultyFuel__Hard"; Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "DifficultyFuel__Normal"; Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "DifficultyGrowth__Easy"; Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "DifficultyGrowth__Hard"; Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "DifficultyGrowth__Normal"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "DifficultyMaintenance__Easy"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "DifficultyMaintenance__Hard"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "DifficultyMaintenance__Normal"; Difficulty impact on mining "DifficultyMining__Easy" = "DifficultyMining__Easy"; Difficulty impact on mining "DifficultyMining__Hard" = "DifficultyMining__Hard"; Difficulty impact on mining "DifficultyMining__Normal" = "DifficultyMining__Normal"; Difficulty impact on pollution "DifficultyPollution__Easy" = "DifficultyPollution__Easy"; Difficulty impact on pollution "DifficultyPollution__Hard" = "DifficultyPollution__Hard"; Difficulty impact on pollution "DifficultyPollution__Normal" = "DifficultyPollution__Normal"; Difficulty impact on rainfall "DifficultyRainfall__Easy" = "DifficultyRainfall__Easy"; Difficulty impact on rainfall "DifficultyRainfall__Hard" = "DifficultyRainfall__Hard"; Difficulty impact on rainfall "DifficultyRainfall__Normal" = "DifficultyRainfall__Normal"; Difficulty impact on research "DifficultyResearch__Easy" = "DifficultyResearch__Easy"; Difficulty impact on mining "DifficultyResearch__Hard" = "DifficultyResearch__Hard"; Difficulty impact on mining "DifficultyResearch__Normal" = "DifficultyResearch__Normal"; Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "DifficultySettingsSaved"; Difficulty impact on unity generation "DifficultyUnity__Easy" = "DifficultyUnity__Easy"; Difficulty impact on unity generation "DifficultyUnity__Hard" = "DifficultyUnity__Hard"; Difficulty impact on unity generation "DifficultyUnity__Normal" = "DifficultyUnity__Normal"; a difficulty option where machines / vehicles slow down and after a while stop instead of stopping abruptly when they run out of something (power) "DiffOption__GraduallyStops" = "DiffOption__GraduallyStops"; a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "DiffOption__RunsOnUnity"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "DiffOption__SlowsDown"; a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "DiffOption__StopsWorking"; {0} = Dirt {0} = Dirt "DigDirtTip" = "Puede configurar una mina {0} dedicada en caso de que no tenga suficiente."; used when some option is disabled used when some option is disabled "Disabled" = "Deshabilitado"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "Descartar todo"; {0} - title of a product to discard, e.g. Coal {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "¿Está seguro de que desea descartar permanentemente todos los {0} almacenados aquí?"; "DiscardAllProducts__NotSupported" = "Este producto no se puede desechar."; button to discard changes "DiscardChanges" = "Descartar"; explains the player what they need to do in order to get access to some technology explains the player what they need to do in order to get access to some technology "DiscoverOnWorldMap__desc" = "Tiene que ser descubierto explorando el mapa del mundo."; disease name "Disease1__name" = "Gripe"; disease severity, this is the lowest severity 1/5, {0} is disease name disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "{0} (leve)"; disease severity, this is second lowest severity 2/5, {0} is disease name "DiseaseSeverity__2" = "{0} (moderado)"; disease severity, this is third lowest severity, 3/5, {0} is disease name "DiseaseSeverity__3" = "{0} (grave)"; disease severity, this is second highest severity 4/5, {0} is disease name disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "{0} (muy grave)"; disease severity, this is the highest severity 5/5, {0} is disease name disease severity, this is the highest severity 5/5, {0} is disease name "DiseaseSeverity__5" = "{0} (mortal)"; button to dismiss a dialog button to dismiss a dialog "Dismiss" = "Descartar"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "La primera industria para el procesamiento avanzado del petróleo. Separa el petróleo en dos derivados para su procesamiento adicional en recursos más útiles."; name of a machine name of a machine "DistillationTowerT1__name" = "Destilación (etapa I)"; description of a distillation tower short description of a machine "DistillationTowerT2__desc" = "Añade un paso a la destilación del petróleo para expandir las capacidades de su procesamiento."; name of a machine name of a machine "DistillationTowerT2__name" = "Destilación (etapa II)"; name of a machine name of a machine "DistillationTowerT3__name" = "Destilación (etapa III)"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "Dlc__Detail"; name: toolbar category name name: toolbar category name "docksCategory__name" = "Muelles de carga"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "No mostrar de nuevo"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "Determina el desplazamiento a la altura máxima de la pila vertida."; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "No se ha permitido nada para ser descargado"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain dumping designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Title" = "Que puede ser desechado aquí"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Tooltip" = "Configura qué materiales pueden ser volcados por camiones en las designaciones que se gestionan aquí."; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain title of a panel that configures what products are allowed to be dumped by trucks onto the terrain "DumpingFilterGlobal__Title" = "Qué pueden verter los camiones"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilterGlobal__Tooltip" = "Configura qué productos pueden ser descargados por camiones en las designaciones de descarga en su isla. Cada torre de mina tiene su propio filtro para anular y ajustar lo que se puede arrojar en el área que administra."; shown next to a material that can be dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. shown next to a material that can de dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. "DumpInMineTowerOnly" = "Se puede descargar solo en el área de la torre de control de la mina con un conjunto de filtros de descarga o habilitando este producto en el filtro de descarga global."; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "Desplazamiento de descarga"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name name "EdictCategory_Industry__name" = "Normas industriales"; name name "EdictCategory_Population__name" = "Normas de población"; Explanation shown when some edict could not be activated due to low health Explanation shown when some edict could not be activated due to low health "EdictReason__HealthLow" = "La salud es demasiado baja (es: {0}, requerido: {1})"; Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) "EdictReason__HousingFull" = "La vivienda está llena"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "Requiere una oficina de capitán avanzada"; Electricity in giga-watts Electricity in giga-watts "Electricity__Gw" = "{0} GW"; Electricity in kilo-watts Electricity in kilo-watts "Electricity__Kw" = "{0} KW"; Electricity in mega-watts Electricity in mega-watts "Electricity__Mw" = "{0} MW"; explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. "ElectricityDisplayTooltip" = "demanda actual / producción actual | Capacidad total de producción"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "Estadísticas de electricidad"; description of a machine short description of a machine "Electrolyzer__desc" = "Descompone un producto en sustancias más simples al pasar una corriente eléctrica a través de él."; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Electrolizador"; name of a machine "ElectrolyzerT2__name" = "ElectrolyzerT2__name"; shown when entity has no products (e.g. when transport is empty) shown when entity has no products (e.g. when transport is empty) "Empty" = "Vacío"; used when some option is enabled allows trucks to deliver materials "Enabled" = "Activo"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "Habilita mods (Requiere reinicio)"; tooltip that explains what mods do and their potential danger title for enabling mods (mod is a game extension provided by community) "EnableMods__Tooltip" = "Advertencia: Los «mods» pueden ejecutar un código arbitrario y acceder a los archivos de tu ordenador, incluso conectado a internet. Solo usar «mods» en los que confíes. Usa los «mods» bajo tu propia responsabilidad."; enemy ship(s) enemy ship(s) "Enemy" = "Enemigo"; name name: ship part upgrade "EngineT1__name" = "Motor de barco"; short description short description "EngineT2__desc" = "Aumenta la velocidad y el alcance del barco."; name name: ship part upgrade "EngineT2__name" = "Motor de barco II"; short description short description "EngineT3__desc" = "Aumenta la velocidad y el alcance del barco."; name name: ship part upgrade "EngineT3__name" = "Motor de barco III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "probabilidad de avería: {0}"; notification "EntityCannotBeReached__name" = "EntityCannotBeReached__name"; "EntityCannotBeReachedDesc" = "EntityCannotBeReachedDesc"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector. "EntityComputingConsumptionTooltip" = "Computación consumida cuando está operativa"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "EntityComputingConsumptionTooltip__Consuming"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "EntityComputingConsumptionTooltip__NotConsuming"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "EntityComputingConsumptionTooltip__NotEnough"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "Computación generada cuando está operativo"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "Electricidad consumida cuando está en funcionamiento"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "EntityElectricityConsumptionTooltip__Consuming"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "Electricidad consumida cuando está en funcionamiento (actualmente no consume)"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "Electricidad requerida para operar (actualmente no es suficiente)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "Producción máxima de electricidad generada"; notification notification "EntityMayCollapseUnevenTerrain__name" = "El edificio {entity} puede derrumbarse debido a un terreno irregular"; tooltip that explains the panel that shows monthly unity consumed in a machine / building tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "Unidad mensual consumida"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__Consuming" = "EntityMonthlyUnitTooltip__Consuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "EntityMonthlyUnitTooltip__NotConsuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "EntityMonthlyUnitTooltip__NotEnough"; tooltip that explains quick repair action tooltip that explains quick repair action "EntityRepair__Tooltip" = "Reparación rápida de emergencia que cuesta Unidad"; title of a panel that shows the current status of a vehicle, ship or machine title of a panel that shows the current status of a vehicle, ship or machine "EntityStatus" = "Estado"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "Sobrecalentado"; animal farm has no animals, so it's empty has nothing to do animal farm has no animals, so it's empty has nothing to do "EntityStatus__AnimalFarm_NoAnimals" = "Sin animales"; animal farm is missing food to feed its animals animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "Sin comida"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "Roto"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "Despejando"; status of a datacenter, can't work as player did not add any servers into it (keep it short!) status of a datacenter, can't work as player did not add any servers into it (keep it short!) "EntityStatus__Datacenter_NoServers" = "Sin servidores"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "Creciendo"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "Baja fertilidad"; farm has no crop selected, so it can't work (keep it short!) farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "Ningún cultivo seleccionado"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "No hay agua"; blocked as output is full - status of a selected entity (keep it short!) blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "Salida completa"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "Almacén lleno"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "Inactivo"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "Ubicación no valida"; not enough electricity - status of a selected entity (keep it short!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "Energía baja"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "Falta refrigerante"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "Registro faltante"; selected entity can't work as it is lacking fuel (keep it short!) selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "Necesita combustible"; not enough computing from datacenter - status of a selected entity (keep it short!) not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "Sin computación"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "Sin tareas"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "Sin receta"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "No conectado a un eje"; transport is not connected - status of a selected entity (keep it short!) transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "No conectado"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "Sin Unidad"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "Sin trabajadores"; status for ore sorter when it got stuck with some products but still can sort others (keep it short!) "EntityStatus__PartiallyStuck" = "EntityStatus__PartiallyStuck"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Paused" = "Pausado"; status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) status of a research lab when the current research is too advanced and the lab can't reseacrh it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "No se puede investigar"; shown when entity such as mine has run out of a deposit to mine machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__ResourceDepleted" = "Recurso agotado"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "Llegando"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "Partiendo"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "Atracado"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "Explorador"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "En combate"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "En movimiento"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "Sin ordenes"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "Esperando productos"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "Faltan productos"; all cool! - Status of a selected entity (keep it short!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "Trabajando"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "Trabajando ({0})"; button that toggles navigation overlay, keep short button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "Alternar superposición de navegación"; explanation of what navigation overlay toggle does explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "Muestra una superposición que explica dónde puede o no puede conducir este vehículo."; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains the panel that shows the amount of required workers in a machine / building' "EntityWorkersNeededTooltip" = "Trabajadores necesarios"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "Trabajadores actualmente asignados"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "Número de trabajadores requeridos cuando esté operativo (no hay trabajadores asignados en este momento)"; Label for a button to copy an error message "Error__Copy" = "Error__Copy"; Label for a button shown on error notifications to view more details "Error__View" = "Error__View"; name of a toggle button that turns on / off the error reporting title for setting that configures error reporting "ErrorReporting__Title" = "Error al reportar"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "Permite enviar informes anónimos de errores que ocurren durante la partida. Esto nos ayuda a descubrir problemas rápidamente y mejorar el juego para todos."; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "Sin contratos establecidos. ¿Es hora de cerrar un nuevo trato?"; title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. "EstablishedContracts__Title" = "Contratos establecidos"; tooltip for EstablishedContracts__Title tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "Lista de los contratos establecidos. Estos contratos pueden tener un costo mensual de Unity. El contrato establecido puede cancelarse solo si no está asignado a ningún depósito de carga."; title of a panel showing an estimate of water yield for rainwater harvester title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "Recolección de agua promedio"; short description of a machine short description of a machine "EvaporationPond__desc" = "Produce sal al evaporar el agua residual de la salmuera."; name of a machine name of a machine "EvaporationPond__name" = "Estanque de evaporación"; short description of a machine short description of a machine "EvaporationPondHeated__desc" = "Produce sal al evaporar el agua residual de la salmuera. El proceso se acelera utilizando un conjunto de calentadores eléctricos."; name of a machine name of a machine "EvaporationPondHeated__name" = "Estanque de evaporación (calefactada)"; notification notification "ExcavatorHasNoValidTruck__name" = "{entity} no tiene ningún camión compatible"; vehicle description, for instance {0}=6 vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "Adecuado para la minería en cualquier terreno con una capacidad máxima de cuchara de {0}. Es demasiado alto y no puede pasar por debajo de las tuberías y cintas, use rampas para cruzarlos."; vehicle vehicle "ExcavatorT1__name" = "Excavadora pequeña"; vehicle description, for instance {0}=18 vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "¡Esta es una máquina de minería con una capacidad máxima de cubeta de {0}! Es demasiado alto y no puede pasar por debajo de los tuberías y cintas, use rampas para cruzarlos."; vehicle vehicle "ExcavatorT2__name" = "Excavadora"; vehicle "ExcavatorT2H__name" = "ExcavatorT2H__name"; vehicle description, for instance {0}=60 vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "Excavadora extremadamente grande que puede minar cualquier terreno con facilidad. Tiene una capacidad de cubeta de {0}. No puede pasar por debajo de los transportes debido a su tamaño, use rampas para cruzarlos."; vehicle vehicle "ExcavatorT3__name" = "Mega excavadora"; vehicle "ExcavatorT3H__name" = "ExcavatorT3H__name"; {0} is a number, used like for instance '75%' {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "Filtra el {0} % de las emisiones contaminantes extrayendo recursos útiles."; name of a machine name of a machine "ExhaustScrubber__name" = "Depurador de emisiones"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "Salir al menú principal"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "¡Nuestro barco ha descubierto {0}!"; "ExplorationResult__Loot" = "¡Encontré un botín!"; "ExplorationResult__Nothing" = "¡No se ha encontrado nada!"; "ExplorationResult__Title" = "¡Área explorada!"; title of a dialog that allows to export blueprint into a string title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "Exportar a cadena"; title of a panel that configures truck's export priority - keep it short! title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "Exportar"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "Prioridad de los camiones para la retirada del combustible almacenado."; tooltip for export of cargo stored in shipyard tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "Prioridad de los camiones para la retirada de la carga almacenada."; tooltip world mine tooltip "ExportPriority__StorageTooltip" = "Prioridad de los camiones para la retirada de los productos almacenados."; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "Rutas de exportación"; title of settings affecting game failures, outages "FailureOutages" = "FailureOutages"; title of a panel showing the currently planted crop (can be only one per farm). title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "Cultivo plantado"; tooltip explaining average farm production rate tooltip "FarmAvgProduction__Tooltip" = "Producción media estimada por mes de todos los cultivos del calendario. Esta estimación se basa en el tiempo de crecimiento del cultivo y el equilibrio de la fertilidad del suelo (o la fertilidad objetivo establecida a través del control deslizante a continuación). Las pérdidas incurridas por falta de fertilidad o agua no están incluidas en esta estimación. Sin embargo, se incluye el tiempo extra incurrido por las franjas horarias que no tienen rendimiento. Para ver cuántos alimentos se necesitan, consulte su informe de consumo del mercado de alimentos."; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "Selección de cultivos"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "Fertilidad"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "Equilibrio de fertilidad: {0}"; describes fertility equilibrium describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "El equilibrio de fertilidad es un valor al cual la fertilidad del suelo convergerá naturalmente para el programa de cultivo actual. En el equilibrio, el consumo de fertilidad de los cultivos es igual a la tasa de reposición natural. Si hay varios cultivos configurados en una rotación, este valor es solo aproximado, ya que cada cultivo puede tener un valor de equilibrio diferente. Tenga en cuenta que el equilibrio no tiene en cuenta el fertilizante."; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "Regeneración natural"; describes natural fertility replenish rate display describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "Tasa mensual a la que la fertilidad del suelo se repone naturalmente (sin fertilizante). Cuanto menos fértil sea el suelo, mayor será la tasa de reposición. Cuando la fertilidad del suelo está por encima del 100%, la recuperación natural será negativa y la fertilidad disminuirá lentamente."; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "Fertilidad necesaria: {0}"; tooltip explaining farm fertility need display tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "Cantidad de fertilidad adicional necesaria en promedio (para la rotación de cultivos actual) para alcanzar el nivel de fertilidad objetivo. Esta fertilidad extra necesita ser suministrada con fertilizante."; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "OBJETIVO: {0}"; tooltip explaining farm fertility tooltip explaining farm fertility "FarmFertility__Tooltip" = "La fertilidad del suelo afecta al rendimiento de los cultivos, con un 60% de fertilidad sólo habrá un 60% de rendimiento. La mayoría de los cultivos consumen fertilidad al crecer. La fertilidad se repone de forma natural cuando está por debajo del 100%, o puede aumentarse cultivando productos que aporten fertilidad, o utilizando fertilizantes. El hecho de cultivar los mismos cultivos uno tras otro aumenta su consumo de fertilidad. Por lo tanto, es ventajoso rotar diferentes cultivos."; explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) "FarmFertilityPenaltyNoRotation" = "El consumo de fertilidad se incrementa debido a la falta de rotación de cultivos."; title for farm fertility panel title for farm fertility panel "FarmFertilityTitle" = "Fertilidad del suelo"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1 fertilizante -> {0}"; describes fertilizer to fertility conversion describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "Cuánta fertilidad del suelo proporciona cada unidad de fertilizante almacenado."; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "Fertilización máxima: {0}"; describes maximum fertilization target describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "Máximo objetivo de fertilización alcanzable con el fertilizante actualmente almacenado."; title for farm's stored fertilizer title for farm's stored fertilizer "FarmFertilizer__Title" = "Fertilizante almacenado"; describes fertilizers function and storage describes fertilizers function and storage "FarmFertilizer__Tooltip" = "Los fertilizantes se pueden utilizar para aumentar artificialmente la fertilidad del suelo por encima de su equilibrio natural. Algunos fertilizantes pueden incluso elevar la fertilidad del suelo por encima del 100%. Use el control deslizante verde para establecer el objetivo de fertilización deseado. El fertilizante tiene que ser entregado a través de tuberías. Cuando se entreguen diferentes tipos de fertilizantes, sus propiedades se mezclarán proporcionalmente."; button to open overview window of all the existing fertilizers, keep short button to open overview window of all the existing fertilizers, keep short "FarmFertilizersOverview__Open" = "Resumen de fertilizantes"; title of a window showing overview of all the existing fertilizers title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "Resumen de fertilizantes"; title for farm irrigation tank title for farm irrigation tank "FarmIrrigation__Title" = "Tanque de riego"; tooltip explaining farm irrigation tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "Cantidad de agua almacenada lista para el riego. La granja comenzará a regar automáticamente cuando el nivel de agua del suelo sea bajo. El riego estará siempre apagado cuando llueva."; info text that points the player to click the plus button to plant new crop and start growing something in the farm info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "Haga clic en '+' para comenzar el crecimiento"; short description short description "FarmT1__desc" = "Permite crecer diferentes cultivos. Puede utilizarse para la producción de alimentos. Esta granja depende solo de la lluvia. Para suministrarle agua de una fuente externa necesita ser mejorada."; name name "FarmT1__name" = "Granja básica"; short description short description "FarmT2__desc" = "Granja con regadío que se puede conectar a una fuente de agua y fertilizante. Eso podría ser útil."; name name "FarmT2__name" = "Granja con regadío"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "Tiene un {0} más de rendimiento al cultivar en comparación con la granja básica."; name name "FarmT3__name" = "Invernadero"; name name "FarmT4__name" = "Invernadero II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "Promedio necesario"; title of a panel showing the current soil water level (how well is the farm watered) title of a panel showing the current soil water level (how well is the farm watered) "FarmWater__Title" = "Nivel de agua del suelo"; tooltip explaining how water works on farms tooltip explaining how water works on farms "FarmWater__Tooltip" = "Cada cultivo necesita agua para crecer en función de sus necesidades de agua. Si no hay suficiente agua, el cultivo dejará de crecer y comenzará a marchitarse. Si no se proporciona agua durante largos períodos de tiempo, el cultivo puede secarse, lo que obliga a una cosecha prematura. El agua se repone durante la lluvia. Posteriormente, las granjas pueden actualizarse con un sistema de riego que puede proporcionar agua en cualquier momento. Cuando no crezca nada en la granja, el agua se evaporará lentamente. Los cultivos pueden comenzar a crecer solo cuando el suelo tiene algo de agua."; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "El rendimiento agrícola aumentó en {0}, la demanda de agua en {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "FarmYieldIncrease__name" = "Impulso a la agricultura"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "Reactor reproductor rápido que utiliza combustible altamente enriquecido para producir calor mediante neutrones rápidos. El núcleo (que contiene el combustible enriquecido) está rodeado de un manto de material fisionable que es bombardeado por neutrones rápidos y transformado en combustible fisible. Este proceso también permite quemar isótopos transuarnicos que normalmente tardarían miles de años en desintegrarse. Este reactor no utiliza barras de combustible sólido, sino que su combustible está disuelto en sal fundida. Funciona a temperaturas más elevadas para producir vapor superpresurizado (800 °C). Si se sobrecalienta (sin refrigeración disponible), el reactor se apagará, pero todo su combustible se perderá y el reactor resultará dañado. Esta central puede configurarse para proporcionar efectivamente hasta {0} MW de electricidad cuando funciona a plena potencia."; name "FastBreederReactor__name" = "Reactor reproductor rápido"; short description of a machine short description of a machine "FermentationTank__desc" = "Emplea microorganismos para convertir los azúcares en otras sustancias útiles como el etanol. Los microorganismos empleados aquí no reciben ningún salario (simplemente les encanta el azúcar)."; name of a machine name of a machine "FermentationTank__name" = "Tanque de fermentación"; shows a location of a file, {0} is replaced with the location shows a location of a file, {0} is replaced with the location "FileLocation" = "Ubicación: {0}"; caption for a table header displaying file sizes "FileSize_Title" = "FileSize_Title"; "FirTree__desc" = "Abeto"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Puede quemar líquidos y gases combustibles pero produce contaminación."; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Antorcha de quemado"; description of transport short description "FlatConveyorFormattedFirst__desc" = "Transporta productos sólidos."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "Transporta productos sólidos. Su rendimiento es {0} veces mejor comparado con la cinta anterior."; short description: small machine that allows sorting of products short description When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "Permite la clasificación de productos."; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "Clasificador plano"; name name "FlatConveyorT1__name" = "Cinta plana I"; name name "FlatConveyorT2__name" = "Cinta plana II"; name name "FlatConveyorT3__name" = "Cinta plana III"; name: default name of the main ship name "Fleet__name" = "El barco"; tooltip tooltip "FlipShortcut__Tooltip" = "Presiona la tecla de acceso directo para darle la vuelta"; description of flywheel, {0} = '120 MW-seconds' description of flywheel, {0} = '80 MW-seconds' "Flywheel__desc" = "El volante es capaz de almacenar {0} un valor de potencia mecánica como inercia de una masa giratoria."; name name "Flywheel__name" = "Volante de inercia"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "Seguir vehículo con la cámara. Pulse {0} para cancelar."; title of a panel showing information about food in a settlement title of a panel showing information about food in a settlement "Food" = "Alimentos"; number of food categories satisfied, example use: '2 categories' number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0} categoría satisfecha"; name name "FoodCategory_Carbs__name" = "Carbohidratos"; name name "FoodCategory_Protein__name" = "Proteína"; name name "FoodCategory_Treats__name" = "Dulces"; name name "FoodCategory_Vitamins__name" = "Vitaminas"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "El consumo de alimentos aumentó en un {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionIncrease__name" = "Comida abundante"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "Reducción del consumo de comida en un {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionReduction__name" = "Ahorro de comida"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "alimenta a {0} persona"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "Esta categoría de alimentos proporciona una bonificación de salud cuando se ofrece."; title of a panel showing information about health bonus from the food provided to the settlement title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "Bono de salud"; tooltip tooltip "FoodHealth__Tooltip" = "Proporcionar alimentos de múltiples categorías puede mejorar la salud de la población. Una categoría de comida puede tener una bonificación de salud si hay un ícono de salud al lado. Se deben cumplir al menos dos categorías antes de que se otorgue un bono."; title of a panel showing information about food in the currently selected settlement title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "Comida en el asentamiento"; tooltip tooltip "FoodInSettlement__Tooltip" = "Muestra todos los alimentos disponibles en el asentamiento junto con información sobre el consumo y los beneficios. Los alimentos se dividen en categorías, y proporcionar alimentos de múltiples categorías puede brindar beneficios para la salud. Si ofrece diferentes alimentos, el consumo total se distribuye entre todos los diferentes tipos de alimentos proporcionados. Proporcionar una variedad de alimentos también puede ser una gran fuente de unidad."; tooltip "FoodLeftMainPanel__Tooltip" = "Muestra el tiempo que dura el suministro actual de alimentos. Sólo cuenta el suministro almacenado en los mercados de alimentos adjuntos a los asentamientos."; short description of a machine short description of a machine "FoodMill__desc" = "Muele productos orgánicos en un polvo fino o aceite."; name of a machine name of a machine "FoodMill__name" = "Molino"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "FoodNeed__name" = "Comida"; short description of a machine short description of a machine "FoodProcessor__desc" = "Puede elaborar diferentes tipos de alimentos con los ingredientes proporcionados."; name of a machine name of a machine "FoodProcessor__name" = "Procesador de alimentos"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "Suministro de alimentos"; this tooltip is for a panel that shows food supply in a single settlement this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "El suministro de alimentos disponible en este asentamiento. Basado en la suma de todos los alimentos almacenados en los mercados de alimentos adjuntos."; Description of forestry tower. "ForestryTower__desc" = "Permite asignar plantadores y cosechadores de árboles a zonas forestales designadas. Sólo se pueden utilizar las zonas forestales designadas dentro de la influencia de la torre."; name "ForestryTower__name" = "Torre de control forestal"; option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "FpsLimitOption__NoLimit"; option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "FpsLimitOption__VSync1"; tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "FpsLimitOption__VSync1Tooltip"; option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "FpsLimitOption__VSync2"; tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "FpsLimitOption__VSync2Tooltip"; title for fuel information (keep it general, no diesel references) title for fuel information (keep it general, no diesel references) "Fuel" = "Combustible"; title of a panel that shows amount of stored fuel (keep it as general fuel) title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "Combustible disponible"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "Combustible para el barco"; "FuelForShip__Tooltip" = "Mueva el control deslizante verde de la izquierda hacia la derecha para que este edificio transfiera el combustible almacenado al barco. Este edificio también solicitará camiones para mantener su almacenamiento lleno hasta el marcador verde."; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "por un solo viaje"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "El consumo de combustible de los vehículos se reduce un {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "Ahorro de combustible"; building or machine "FuelStationHydrogenT1__name" = "FuelStationHydrogenT1__name"; notification building or machine "FuelStationNotConnected__name" = "La {entity} no tiene una tubería de combustible conectada"; notification building or machine "FuelStationOutOfFuel__name" = "La {entity} no tiene combustible"; building or machine "FuelStationT1__desc" = "Los camiones asignados repostarán automáticamente a las excavadoras en sus torres de control de minería para que no pierdan tiempo de excavación."; building or machine building or machine "FuelStationT1__name" = "Gasolinera"; advanced fuel station description building or machine "FuelStationT2__desc" = "Los camiones asignados repostarán automáticamente a las excavadoras en sus torres de control de minería para que no pierdan tiempo de excavación. Proporciona un mayor almacén de combustible en comparación con el nivel anterior."; building or machine building or machine "FuelStationT2__name" = "Gasolinera II"; building or machine building or machine "FuelStationT3__name" = "Gasolinera III"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "Tanque de combustible"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "Tanque de combustible adicional"; Label above the game name column in the load & save; game is a set of save files in one session / folder "Game__Title" = "Game__Title"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "Salud base"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "Afecta la salud de referencia de su población."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ComputingLow" = "GameDiff__ComputingLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "Costes de construcción"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "Afecta los costos de construcción de entidades tales como máquinas, edificios, vehículos."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConsumerBroken" = "GameDiff__ConsumerBroken"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DeconstructionRefund" = "GameDiff__DeconstructionRefund"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "GameDiff__DeconstructionRefund_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DiseaseMortalityDiff" = "GameDiff__DiseaseMortalityDiff"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraContractsProfit" = "GameDiff__ExtraContractsProfit"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "GameDiff__ExtraContractsProfit_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "Materiales extra al empezar"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "Materiales extra al empezar y se consiguen más materiales al desguazar edificios en ruinas."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "Rendimiento de las granjas"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "Afecta el rendimiento de todas las granjas e invernaderos."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "Consumo de combustible"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "Afecta el consumo de combustible en vehículos y buques de carga."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__GroundwaterPumpLow" = "GameDiff__GroundwaterPumpLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__LoansDifficulty" = "GameDiff__LoansDifficulty"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "Coste del mantenimiento"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__OreSorting" = "GameDiff__OreSorting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__OreSorting_Tooltip" = "GameDiff__OreSorting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "GameDiff__PollutionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PollutionDiff_Tooltip" = "GameDiff__PollutionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerLow" = "GameDiff__PowerLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "GameDiff__PowerSetting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "GameDiff__PowerSetting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickActionsCostDiff" = "GameDiff__QuickActionsCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__QuickActionsCostDiff_Tooltip" = "GameDiff__QuickActionsCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "Reparación rápida"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "Densidad de agua de lluvia"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "Afecta a la cantidad de agua que se genera a partir de la lluvia."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResearchCostDiff" = "GameDiff__ResearchCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "GameDiff__ResearchCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "Densidad de las menas"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResourceMiningDiff_Tooltip" = "Aumenta o reduce la cantidad extraída de minerales y arena. Si aumenta, las excavadoras extraerán más mineral del depósito en comparación con lo que extraerían por defecto."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "Consumo del asentamiento"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "Afecta la cantidad de alimentos, servicios y bienes que consumen los habitantes."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "GameDiff__ShipsNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SolarPowerDiff" = "GameDiff__SolarPowerDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SolarPowerDiff_Tooltip" = "GameDiff__SolarPowerDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__Starvation" = "GameDiff__Starvation"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "GameDiff__TreesGrowthDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "GameDiff__TreesGrowthDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__UnityProductionDiff" = "Producción de unidad"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__UnityProductionDiff_Tooltip" = "Afecta a la cantidad de unidad que se produce."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "GameDiff__VehiclesNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "Clima"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesNoUnity" = "GameDiff__WorldMinesNoUnity"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "Depósitos de minas mundiales"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "Afecta el tamaño de los depósitos en las minas del mundo (por ejemplo, minas de cuarzo o plataformas petrolíferas)."; description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "GameDifficulty__AdmiralDescription"; clear description of difficulty setting (this is hard difficulty) clear description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "Solo para jugadores experimentados"; title of game difficulty setting (this is hard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__AdmiralTitle" = "Almirante"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__CustomTitle" = "Personalizado"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "GameDifficulty__EasyDescription"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "Para nuevos jugadores que quieran una partida sin problemas"; title of game difficulty setting (this is easy difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__EasyTitle" = "Marinero"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "GameDifficulty__NormalDescription"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "Para jugadores que buscan aventuras"; title of game difficulty setting (this is standard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__NormalTitle" = "Capitán"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "GameFpsLimitRenderingSetting__Name"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "Lo sentimos mucho, pero el juego ha fallado al iniciar, por favor envíanos un reporte con los detalles."; message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "GameInitFail__Mod"; message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "GameInitFail__OutOrMemory"; Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "GameMechanic__Casual"; Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "GameMechanic__Challenges"; Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "GameMechanic__Realism"; title of the game over message title of the game over message "GameOver__Message" = "Se acabó. No hay más gente en esta isla. Me pregunto qué podría haber hecho para evitar esto..."; title of the game over message title of the game over message "GameOver__Title" = "¡Se acabó!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "GameSaveLoad__CannotLoadFile"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "GameSaveLoad__CannotSaveFile"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile_Crash" = "GameSaveLoad__CannotSaveFile_Crash"; message when game failed to load due to missing save file message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "No se pudo cargar el guardado dado, el archivo está vacío o no existe: {0}."; message when game failed to load due to missing mod message when game failed to load due to save version being too old "GameSaveLoad__MissingMod" = "No se ha podido cargar la partida porque falta: «mod» '{0}' (versión {1}, tipo \"{2}\")."; explains to the player how they can get older version of this game to load an older save file. "GameSaveLoad__SwitchSteamVersion" = "GameSaveLoad__SwitchSteamVersion"; message when game failed to load due to save version being too new message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "No se ha podido cargar la partida guardada ya que viene de una versión mas actualizada ({0}) que la soportada actualmente ({1})."; message when game failed to load due to save version being too old message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "No se ha podido cargar la partida guardada ya que viene de una versión mas antigua ({0}) que ya no está soportada."; label for game seed, see https://en.wikipedia.org/wiki/Random_seed label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "Semilla de la partida"; tooltip explaining how is seed used in the game tooltip explaining how soil water level works "GameSeed__Tooltip" = "Afecta la aleatorización utilizada en lugares como la generación del clima o el diseño de mapas del mundo. No afecta la generación de mapas"; category for key bindings affecting game speed "GameSpeed" = "Velocidad de juego"; short description of a machine short description of a machine "GasInjectionPump__desc" = "Permite la eliminación permanente de gases como el dióxido de carbono disolviéndolos en un líquido e inyectándolos a presión en el suelo. No tiene ningún efecto contaminante. Sólo puede construirse sobre un depósito de piedra caliza."; pump name pump name "GasInjectionPump__name" = "Bomba de inyección de gas"; Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "GateTime__Detail"; title of a panel showing general information about a settlement, things like services, number of occupants, etc. title of a panel showing general information about a settlement, things like services, number of occupants, etc. "General" = "Información de asentamiento"; category for general key bindings "GeneralShortcuts" = "General"; short description of a machine short description of a machine "GlassMakerT1__desc" = "Moldea vidrio fundido en láminas de vidrio"; name of a machine name of a machine "GlassMakerT1__name" = "Fabrica de vidrio"; short description of a machine short description of a machine "GlassMakerT2__desc" = "Moldea vidrio fundido en láminas de vidrio y con mucha mayor eficiencia"; name of a machine name of a machine "GlassMakerT2__name" = "Fabrica de vidrio II"; title of a panel that shows global maintenance status title for balancer ratios configuration "GlobalMaintenanceStatus__Title" = "Estado del mantenimiento global"; title of a panel that shows global maintenance status tooltip explaining why entity needs to be maintained "GlobalMaintenanceStatus__Tooltip" = "Muestra el estado global del mantenimiento. Cualquier mantenimiento excesivo se almacena. Si el almacén de los talleres está lleno, los talleres pausan su progreso. Si el almacén de los talleres está vacío, significa que falta mantenimiento."; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "Necesidades globales:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "Goal__ActivateEdict"; title for set of goals title for set of goals "Goal__AdvancedDiesel__name" = "Procesamiento avanzado de gasoil"; goal text, {0} = assembly, {1} = construction parts goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "Cree otro {0} para producir {1}"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "Goal__AssignTrucksToTreeHarvester"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "Asigne {0} a {1} para que reabastezca automáticamente todas sus excavadoras"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "Construir {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "Goal__BuildAndConnect"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "Construye {0} y conéctalo a {1}"; text for a goal, {0}, {1}, {2} - machine / building names text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "Construye {0} y conéctalo a {1} y a {2}"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "Construye {0} y conéctalo a {1} usando una tubería"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "Construye {0} y asegúrate que {1} se entrega desde {2}"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "Construye otro {0}"; title for set of goals title for set of goals "Goal__BuildCaptainOffice__name" = "Oficina del capitán"; goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "Goal__BuildCargoDock"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "Goal__BuildCoalStorage"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "Goal__BuildDieselStorage"; goal text, {0} - farm "Goal__BuildFarm" = "Construir {0} en tierra fértil (hierba)"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "Goal__BuildFuelStation"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "Goal__BuildHousing"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "Goal__BuildLiquidDump"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "Goal__BuildOilPump"; goal text "Goal__BuildPowerGenerator" = "Goal__BuildPowerGenerator"; title for set of goals title for set of goals "Goal__BuildResearchLab2__name" = "Investigación avanzada"; title for set of goals "Goal__BuildSlagStorage__name" = "Mejorar la exportación de escoria"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "Goal__BuildSlagStorage2"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "Goal__BuildSteamTurbine"; goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "Goal__BuildStorage"; goal text "Goal__BuildWasteCollection" = "Goal__BuildWasteCollection"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "Goal__ConstructVehicle"; title for set of goals "Goal__ConveyorBelts__name" = "Goal__ConveyorBelts__name"; goal text "Goal__Conveyors" = "Conectar varias máquinas mediante cintas transportadoras"; title for set of goals "Goal__CopperProduction__name" = "Producción de cobre"; title for set of goals "Goal__CpIProduction__name" = "Piezas de construcción"; title for set of goals "Goal__CrudeOilImport__name" = "Goal__CrudeOilImport__name"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "Designar una zona de descarga para {0}"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "Inhabilitar la importación de camiones para el nuevo almacenamiento {0}"; title for set of goals "Goal__DiscoverOilRig__name" = "Encontrar plataforma petrolera"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "Volcar {0}"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "Volcar {0}"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "Establecer {0} mina y comenzar a minar {0}"; goal text "Goal__ExploreWithShip" = "Explora la primera ubicación en el mapa mundial con el barco"; title for set of goals "Goal__ExploreWithShip__name" = "Reparar astillero y zarpar"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "Asigne el {0} con {1} y arrastre el control deslizante derecho (rojo) hacia la izquierda para exportar / volcar"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "Almacenar {0} en {1} "; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "Quemar exceso {0} en {1}"; title for set of goals "Goal__FoodProduction__name" = "Producción de alimentos"; title for set of goals "Goal__FoodProduction2__name" = "Producción de alimentos II"; text for a goal, example with replacements: 'Build a Mine control tower near iron ore deposit, assign Excavator and Pickup to it and set up mining designations.' "Goal__ForTower" = "Cree un depósito {0} cerca de {1}, asígnele {2} y {3} y configure designaciones mineras."; title for set of goals "Goal__FuelStation__name" = "Gasolinera"; goal text "Goal__GrowPotatoes" = "Espera la primera cosecha de papas"; goal text "Goal__HarvestTrees" = "Empezar a cosechar árboles"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "Haga que su {0} importe {1} desde {2}"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "Arrastre el control deslizante izquierdo/verde en {0} hacia la derecha para que solicite activamente {1}"; title for set of goals "Goal__IronOreMining__name" = "Minería de mineral de hierro"; title for set of goals "Goal__IronProduction__name" = "Producción de hierro"; goal text "Goal__LoadCrew" = "Carga tripulación al barco"; title for set of goals "Goal__Maintenance__name" = "Mantenimiento"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "Mina {0}"; title for set of goals "Goal__MineCoal__name" = "Mina de carbón"; goal text, {0} - beacon "Goal__PauseBeacon" = "Detenga el {0} para reducir la tasa de refugiados entrantes"; title for set of goals "Goal__PauseBeacon__name" = "Reducir los refugiados entrantes"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "Pausa {0} para guardar en {1}"; title for set of goals "Goal__PopulationGrowth__name" = "Crecimiento de la población"; title for set of goals "Goal__PowerFromCoal__name" = "Central eléctrica de carbón"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Process" = "Proceso {0}"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "Cree {0} con {1} y {2} y habilite la receta para el procesamiento de mineral de cobre"; goal text goal text "Goal__ProcessIron" = "Habilitar receta de hierro que usa {0} en {1}"; title for set of goals title for set of goals "Goal__ProcessIronOre__name" = "Procesamiento de mineral de hierro"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Produce" = "Producir {0}"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "Cree un nuevo {0} y produzca {1}"; goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "Producir {0} en {1}"; text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "Comience a reciclar {1} para obtener algo de {0}"; goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "Llena el barco con {0}"; goal text, {0} - cargo ship "Goal__RepairCargoShip" = "Descubre {0} en el mapa mundial y repáralo usando tu nave principal"; goal text, {0} - oil rig "Goal__RepairOilRig" = "Reparar {0}"; goal text "Goal__RepairShip" = "reparar el barco"; goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "Reparar {0}"; text for a goal, {0} replaced with title of a node to research "Goal__Research" = "Investigación {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "Investigar y construir {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "Investigar y actualizar a {0}"; title for set of goals "Goal__RubberProduction__name" = "Caucho sintético"; goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "Seleccione la receta en {0} para producir {1}"; title for set of goals "Goal__SettlementWater__name" = "Agua para el asentamiento"; title for set of goals "Goal__SetupBricks__name" = "producción de ladrillos"; title for set of goals "Goal__SetupCp2__name" = "Construcción II"; title for set of goals "Goal__SetupDiesel__name" = "Producción de diésel"; title for set of goals "Goal__SetupTradings__name" = "Comercio"; title for set of goals "Goal__SetupVehicleParts__name" = "Partes de vehículo"; text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "Empezar a producir {0}"; title for set of goals "Goal__StockpileDiesel__name" = "Reserva de diesel"; title for set of goals "Goal__StockpileProducts__name" = "Productos de reserva"; goal text, {0} - bricks, {1} - iron goal text, {0} - bricks, {1} - wood "Goal__Trade" = "Compra {0} por {1} del pueblo en el mapa mundial"; goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "Produce {0} convirtiendo {1}"; text for a goal "Goal__WaitForRefugees" = "Espera a que lleguen los primeros refugiados"; title for set of goals "Goal__WasteDumping__name" = "Vertido de residuos"; goal text, {0} - oil rig "Goal__WorldMine" = "Descubre {0} explorando con tu barco"; tooltip explaining that the current goal is long-term "Goal_TakeTime" = "No hay necesidad de apresurar este objetivo. Tómese su tiempo y asegúrese de desarrollar también otras partes de su industria."; title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "Mostrar elementos completados"; title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "Mostrar elementos bloqueados"; title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "Saltar este objetivo"; confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "¿Seguro que quieres saltarte este objetivo? Te perderás las recompensas que normalmente obtendrías al finalizar."; {0} = Maintenance depot "GoalTip__Maintenance" = "La mayoría de las máquinas y vehículos requieren un mantenimiento regular. Debe investigar y construir un {0} lo antes posible; de lo contrario, su equipo comenzará a averiarse."; "GoalTip_ActivateRecipe" = "Haga clic en la máquina y luego haga clic en la receta para activarla. La receta activa está marcada con un borde verde alrededor. Puede seleccionar varias recetas en cuyo caso su prioridad está determinada por su orden."; "GoalTip_BeltsMotivation" = "Conectar sus máquinas con cintas transportadoras reduce la demanda de sus camiones."; "GoalTip_BuildMore" = "Siempre puede construir más máquinas para acelerar su producción."; "GoalTip_BuildNearShore" = "Construya su complejo de procesamiento de petróleo avanzado cerca de la costa para importar fácilmente petróleo crudo a través de barcos."; {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "Puede construir una tubería para conectar el {0} al {1} si están cerca."; {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "Para deshabilitar la importación desde camiones, seleccione {0} y haga clic en {1} en la sección '{2}'."; {0} = Shipyard "GoalTip_RefuelShip" = "Para repostar tu barco, selecciona tu {0} y arrastra el control deslizante verde de combustible hacia la derecha."; {0} = iron ore "GoalTip_ReorderRecipes" = "Puede priorizar la producción {0} moviendo la receta {0} más arriba en la lista de recetas. La prioridad de ejecución de recetas se basa en su orden. También puede construir otro horno con ruedas de metal para ampliar su producción."; button to go back (e.g. to close a window) button to go back (e.g. to close a window) "GoBack" = "Atrás"; name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "Gold_TerrainSurface__name"; Map description Map description "GoldenPeakStaticIslandMap__desc" = "¡Tiene un pico alto en el medio hecho de mineral de oro! Este mapa es un poco complicado debido a su alta montaña en el centro formada por muchas plataformas en diferentes alturas que deben conectarse mediante rampas para acceder. La expansión de la tierra edificable mediante la minería de la montaña y el vertido de rocas en el océano es una estrategia vital aquí."; Map name Map name "GoldenPeakStaticIslandMap__name" = "El Pico Dorado"; name of a machine name of a machine "GoldFurnace__name" = "Fundición para oro"; Button to advance to the next step or tab in a wizard "GoNext" = "GoNext"; tooltip of a button that allows the player to manually order vehicle to go somewhere tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "Le permite hacer clic en un lugar específico para ordenar manualmente que este vehículo conduzca allí"; button that takes player a window that shows contracts overview button that takes player a window that shows contracts overview "GoToContracts" = "Ir a contratos"; tooltip tooltip "GroundReserveTooltip__Groundwater" = "Muestra el estado general de los yacimientos de agua subterránea. Estos yacimientos se reponen durante la lluvia y pueden agotarse temporalmente si se extrae mucha cantidad."; tooltip tooltip "GroundReserveTooltip__Oil" = "Muestra el estado de la reserva subterránea de petróleo en este yacimiento petrolífero. Es un recurso limitado. Necesitaremos encontrar uno nuevo antes de agotarlo. La fuente a largo plazo de petróleo debe de encontrarse en el mapa del mundo."; policy / edict which can enabled by the player in their Captain's office. short description: policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "Desactiva el crecimiento poblacion natural"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "Pausa de crecimiento"; name: ship part upgrade name: ship part upgrade "Gun0__name" = "Cañón (básico)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "Cañón I (frontal)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "Cañón I (trasero)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "Cañón II (frontal)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "Cañón II (trasero)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "Cañón III (frontal)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "Cañón III (trasero)"; short description "HeadquartersT1__desc" = "Te permite declarar edictos que pueden afectar significativamente a la población y la industria de tu isla. Algunos edictos pueden brindarle beneficios, pero pueden costarle Unity mensual. Otros edictos pueden generar Unidad mensual, pero generalmente requieren que proporcione algo a cambio. Los edictos se pueden alternar en cualquier momento."; example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "HeadquartersT1__QuickTrade__desc"; title of a panel showing health overview or statistics of people on the island title of a panel showing health overview or statistics of people on the island "Health" = "Salud"; tooltip tooltip "Health__Tooltip" = "La salud de su población puede verse afectada por muchos factores que siempre se enumerarán en la siguiente tabla. La salud positiva genera Unidad y también conduce al crecimiento de su población. Por otro lado, la salud negativa penaliza a la Unidad y conduce a la disminución de su población. Existen servicios de asentamientos que pueden ayudarlo a mejorar la salud de su población, como agua limpia, atención médica o variedad de alimentos."; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "Aumente las condiciones de seguridad para obtener +{0} puntos de salud adicionales."; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HealthBonus__name" = "Estímulo de salud"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HealthCareNeed__name" = "hospitales"; name name "HealthPointsCat_AirPollution__name" = "Contaminación del aire"; name "HealthPointsCat_AirPollutionShips__name" = "HealthPointsCat_AirPollutionShips__name"; name "HealthPointsCat_AirPollutionVehicles__name" = "HealthPointsCat_AirPollutionVehicles__name"; name name "HealthPointsCat_Base__name" = "Base"; name name "HealthPointsCat_Disease__name" = "Enfermedad"; name name "HealthPointsCat_Edicts__name" = "Decretos"; name name "HealthPointsCat_Food__name" = "Alimentos"; name name "HealthPointsCat_Healthcare__name" = "Cuidado de la salud"; name "HealthPointsCat_LandfillPollution__name" = "HealthPointsCat_LandfillPollution__name"; name name "HealthPointsCat_WasteInSettlement__name" = "Residuos del asentamiento"; name name "HealthPointsCat_WaterPollution__name" = "Contaminación del agua"; name: describes the current weather name: describes the current weather "HeavyRainWeather__name" = "Lluvia torrencial"; amount of hit points amount of hit points "HitPoints" = "Puntos de golpe"; notification notification "Homeless__name" = "No hay suficientes viviendas, el asentamiento está abarrotado"; notification, any strings in curly braces { } must be preserved and non-translated notification "HomelessLeft__name" = "{0} personas sin hogar abandonaron la isla debido a la falta de alimentos."; short description short description "Hospital__desc" = "Brinda atención médica que aumenta la salud general de su población, brinda unidad adicional y también reduce los efectos negativos de las enfermedades. Este edificio debe contar con suministros médicos para poder trabajar."; name name "Hospital__name" = "Clínica"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "Esta clínica debe recibir suministros médicos para prestar sus servicios al asentamiento adjunto. La calidad de la asistencia sanitaria depende de los suministros proporcionados. El consumo de suministros puede aumentar temporalmente en caso de que haya una enfermedad activa en la isla."; shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' "Hospital_MortalityReduction" = "Reducción de la mortalidad"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "Reduce la tasa de mortalidad de cualquier enfermedad en curso. Si por ejemplo una enfermedad tiene una tasa de mortalidad del 3% y la reducción es del 2%, la tasa de mortalidad final será del 1%."; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "El consumo de electrodomésticos aumentó en {0}, la unidad otorgada aumentó en {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "Más electrodomésticos"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "Electrodomésticos"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "El consumo de artículos para el hogar aumentó en {0}, la unidad otorgada aumentó en {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "Más artículos para el hogar"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "Artículos de uso doméstico"; housing description, for instance {0}=60 housing description, for instance {0}=60 "Housing__desc" = "Vivienda básica para {0} personas hecha de contenedores de transporte."; building or machine building or machine "Housing__name" = "Vivienda I"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "Las viviendas pueden adjuntarse a un asentamiento existente para formar parte de él (y beneficiarse de todos los servicios ya proporcionados, como la comida). O bien puede colocarse de forma independiente para establecerse como un nuevo asentamiento, en cuyo caso es necesario adjuntarlo con módulos de servicio."; label of a chart showing total housing capacity label of a chart showing total housing capacity "HousingCap" = "Capacidad total"; name: toolbar category name name: toolbar category name "housingCategory__name" = "Viviendas y servicios"; title of a panel that lists all the increases of settlement services demands title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "Incremento de demandas"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "La vivienda ha aumentado la demanda además de su consumo habitual. Esto es típico de los niveles de vivienda más avanzados."; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "Vivienda avanzada para {0} habitantes que brinda más comodidad. También puede proporcionar un aumento mensual de unidad si la vivienda cuenta con los servicios requeridos."; building or machine building or machine "HousingT2__name" = "Vivienda II"; building or machine building or machine "HousingT3__name" = "Vivienda III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "Bonus de unidad"; tooltip "HousingUnityBonus__Tooltip" = "Si se satisfacen todas las necesidades mostradas, esta vivienda proporcionará un bonus de unidad además de su unidad por defecto que genera a partir de los servicios que se le proporcionan."; short description of a machine short description of a machine "HydroCrackerT1__desc" = "Transforma diferentes derivados del petróleo entre sí para ayudar con el desequilibrio del consumo."; name of a machine name of a machine "HydroCrackerT1__name" = "Unidad de craqueo"; name of a machine name of a machine "HydrogenReformer__name" = "Reformador de hidrógeno"; "ImportantAnnouncementTitle" = "ImportantAnnouncementTitle"; message shown when blueprint string failed to import "ImportBlueprint__Fail" = "No se pudo importar la cadena dada."; message shown when blueprint was successfully imported "ImportBlueprint__Success" = "¡Nuevo plano agregado!"; title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "Importar desde cadena"; title of a panel that configures truck's import priority - keep it short! title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "Descarga"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "Prioridad de los camiones para entregas de materiales que se soliciten cargar en el barco."; tooltip tooltip explaining farm fertility "ImportPriority__ShipFuelTooltip" = "Prioridad de los camiones para las entregas de combustible."; tooltip tooltip that explains quick repair action "ImportPriority__ShipRepairTooltip" = "Prioridad de camiones para entregas de materiales necesarios para reparaciones y modificaciones de barcos."; tooltip tooltip explaining farm fertility "ImportPriority__StorageTooltip" = "Prioridad de camiones para entregas de producto asignado."; toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "Aceptar solo asignado"; tooltip tooltip "ImportRoutesEnforce__Tooltip" = "Aceptar la importación de carga solo a través de las rutas asignadas (esto está configurado por defecto). Si está deshabilitado, la carga se puede entregar desde cualquier lugar (lo que significa que las rutas de importación se ignoran)."; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "Rutas de importación"; short description of a machine "IncinerationPlant__desc" = "IncinerationPlant__desc"; name of a machine "IncinerationPlant__name" = "IncinerationPlant__name"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "Prioridad"; tooltip tooltip for the electricity consumption status in machine inspector "IncreasedPriority__ConstructionTooltip" = "Los camiones priorizarán esta operación para que finalice lo antes posible"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "Aumentar prioridad"; tooltip tooltip "IndividualFoodSupply__Tooltip" = "Estime durante cuánto tiempo el suministro actual puede alimentar el asentamiento. Esta estimación se incrementa en caso de que también haya otros tipos de alimentos disponibles en el asentamiento."; description of a machine short description of a machine "IndustrialMixer__desc" = "Mezclador de alta potencia para mezcla de materiales en general."; name of a machine name: message for player "IndustrialMixer__name" = "Mezclador"; name of a machine "IndustrialMixerT2__name" = "IndustrialMixerT2__name"; short description short description "InfectionDisease__desc" = "Para prevenir esta enfermedad en el futuro, evite que la basura se acumule en su asentamiento."; name name "InfectionDisease__name" = "Infección"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "asentamiento lleno de residuos"; allows trucks to deliver materials allows trucks to deliver materials "Input__Enable" = "Habilitar entrada"; temporarily disables any material deliveries temporarily disables any material deliveries "Input__Pause" = "Pausar entrada"; title of a panel listing all the inputs of some machine / building title of a panel listing all the inputs of some machine / building "InputsTitle" = "Entradas"; Map description "InsulaMortis__desc" = "Un hermoso grupo de islas ricas en recursos naturales. Para acceder a las islas cercanas, deberá hacer puentes terrestres arrojando material al océano. Hay rumores de que esta isla está maldita, pero nuestros exploradores no encontraron evidencia de esto, por lo que probablemente sea solo una leyenda."; map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this "InsulaMortis__name" = "ínsula mortis"; notification "InvalidExportRoute__name" = "{entity}: ruta asignada no válida."; "InvalidExportRouteSuffix" = "El almacenamiento tiene la ruta de exportación, pero también tiene el control deslizante '{0}' o la exportación de camiones desactivada, estos modos no son compatibles."; notification "InvalidImportRoute__name" = "{entity}: ruta asignada no válida."; "InvalidImportRouteSuffix" = "El almacenamiento tiene una ruta de importación pero también tiene el control deslizante '{0}' configurado o la importación de camiones desactivada, estos modos no son compatibles."; Short label for input, keep it short! Short label for input, keep it short! "IoLabel__IN" = "Entrada"; Short label for output, keep it short! Short label for output, keep it short! "IoLabel__OUT" = "Salida"; label explaining how difficult a selected island map is (this is the easiest one) label explaining how difficult a selected island map is (this is the easiest one) "IslandMapDifficulty__Easy" = "Estándar"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "Un mapa equilibrado. Ideal para principiantes o jugadores casuales."; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "Difícultad"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "Para jugadores habilidosos que ya tienen algo de experiencia con el juego. Requiere planificación y compensaciones."; label explaining how difficult a selected island map is (this is the hardest one) label explaining how difficult a selected island map is (this is the hardest one) "IslandMapDifficulty__Insane" = "Desafiante"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "Para jugadores que están listos para fallar y les gusta superar sus límites. No des por sentado el éxito."; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "Avanzado"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "Un mapa un poco más avanzado que puede requerir un poco de planificación adicional."; label for a key-binding "Kb_ApplyChanges__label" = "Kb_ApplyChanges__label"; label for a key-binding label for a key-binding "Kb_ClearDesignation__label" = "Limpiar designación"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration label for a key-binding that does: Hold while copying structures to exclude copying their configuration "Kb_CopyExcludingSettings__label" = "Copiar sin configuración"; tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "Mantenga presionado mientras copia estructuras para excluir la copia de su configuración"; label for a key-binding "Kb_DecreaseGameSpeed__label" = "Reducir velocidad"; label for a key-binding label for a key-binding "Kb_DeleteEntireTransport__label" = "Demoler todo el transporte"; label for a key-binding label for a key-binding "Kb_DeleteWithQuickRemove__label" = "Con eliminación rápida (por Unidad)"; label for a key-binding "Kb_Flip__label" = "Modo voltear/alternar"; label for a key-binding "Kb_FreeLookMode__label" = "Modo vista libre"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "Aumentar velocidad"; label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "Kb_JumpToCameraPosition1__label"; label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "Kb_JumpToCameraPosition2__label"; label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "Kb_JumpToCameraPosition3__label"; label for a key-binding "Kb_LiftSnapping__label" = "Kb_LiftSnapping__label"; label for a key-binding "Kb_LowerDown__label" = "Más abajo"; label for a key-binding "Kb_MoveDown__label" = "Mover hacia abajo"; label for a key-binding "Kb_MoveLeft__label" = "Mover a la izquierda"; label for a key-binding "Kb_MoveRight__label" = "Mover a la derecha"; label for a key-binding "Kb_MoveUp__label" = "Mover arriba"; label for a key-binding "Kb_PanCamera__label" = "Mover cámara (mantener)"; label for a key-binding "Kb_PanSpeedBoost__label" = "Aumentar velocidad de movimiento"; label for a key-binding "Kb_PauseGame__label" = "Alternar pausa"; label for a key-binding that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. label for a key-binding that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. "Kb_PauseMore__label" = "Solo pausa"; tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "Mantenga presionado para hacer que la herramienta de pausa solo pause las cosas en lugar de alternar automáticamente la pausa."; label for a key-binding label for a key-binding "Kb_PhotoModeRotation__label" = "Rotación automática de la cámara"; label for a key-binding label for a key-binding that does: Taken screenshots will be saved in your documents in Captain Of Industry/Screenshots. "Kb_PhotoModeTakePicture__label" = "Tomar captura de pantalla"; label for a key-binding label for a key-binding "Kb_PlaceMultiple__label" = "Coloque múltiples"; label for a key-binding label for a key-binding "Kb_PrimaryAction__label" = "Acción principal/seleccionar"; label for a key-binding "Kb_RaiseUp__label" = "Levantar"; label for a key-binding "Kb_Redo__label" = "Kb_Redo__label"; label for a key-binding "Kb_Rotate__label" = "Rotar"; label for a key-binding label for a key-binding "Kb_RotateClockwise__label" = "Rotar en el sentido de las agujas del reloj"; label for a key-binding label for a key-binding "Kb_RotateCounterClockwise__label" = "Rotar en sentido contrario a las agujas del reloj"; label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "Kb_SaveCameraPosition1__label"; label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "Kb_SaveCameraPosition2__label"; label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "Kb_SaveCameraPosition3__label"; label for a key-binding "Kb_Search__label" = "Buscar"; label for a key-binding label for a key-binding "Kb_SecondaryAction__label" = "Acción alternativa / deseleccionar"; label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "Kb_SetGameSpeedTo0__label"; label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "Kb_SetGameSpeedTo1__label"; label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "Kb_SetGameSpeedTo2__label"; label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "Kb_SetGameSpeedTo3__label"; label for a key-binding "Kb_ToggleBlueprints__label" = "Planos"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "Kb_ToggleCaptainsOffice__label"; label for a key-binding "Kb_ToggleCloneConfigTool__label" = "Clonar"; label for a key-binding "Kb_ToggleConsole__label" = "Consola"; label for a key-binding "Kb_ToggleCopyTool__label" = "Copiar"; label for a key-binding "Kb_ToggleCutTool__label" = "Cortar"; label for a key-binding "Kb_ToggleDeleteTool__label" = "Demoler / quitar"; label for a key-binding "Kb_ToggleDumpingTool__label" = "Designaciones de vertido"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity label for a key-binding "Kb_ToggleInstaCopyTool__label" = "Copiar (copia instantánea)"; tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "También se copiará instantáneamente en la prensa mientras se desplaza sobre una entidad"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity label for a key-binding "Kb_ToggleInstaCutTool__label" = "Cortar (corte instantáneo)"; tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "También se cortará instantáneamente en la prensa mientras se desplaza sobre una entidad"; label for a key-binding "Kb_ToggleLevelingTool__label" = "Kb_ToggleLevelingTool__label"; label for a key-binding "Kb_ToggleMap__label" = "Mapa del mundo"; label for a key-binding "Kb_ToggleMiningTool__label" = "Designaciones mineras"; label for a key-binding "Kb_TogglePauseTool__label" = "Herramienta de pausa"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). label for a key-binding "Kb_TogglePhotoMode__label" = "Alternar modo foto"; tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "El modo de fotografía permite tomar capturas de pantalla de alta calidad (mejor calidad que la captura de pantalla predeterminada). Controles de velocidad de rotación automática: [, ] y \"; label for a key-binding "Kb_TogglePlanningMode__label" = "Alternar modo planificación"; label for a key-binding label for a key-binding "Kb_TogglePricePopup__label" = "Alternar ventana emergente de precios"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "Kb_TogglePropsRemovalTool__label"; label for a key-binding "Kb_ToggleRecipesBook__label" = "Libro de recetas"; label for a key-binding "Kb_ToggleResearchWindow__label" = "Investigación"; label for a key-binding "Kb_ToggleResVis__label" = "Visualización de recursos"; label for a key-binding "Kb_ToggleStats__label" = "Estadísticas"; label for a key-binding "Kb_ToggleSurfacingTool__label" = "Kb_ToggleSurfacingTool__label"; label for a key-binding "Kb_ToggleTradePanel__label" = "Comercio"; label for a key-binding "Kb_ToggleTransportMenu__label" = "Menú Transportes"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "Designaciones de cosecha"; label for a key-binding "Kb_ToggleTutorials__label" = "Tutoriales"; label for a key-binding "Kb_ToggleUnityTool__label" = "Herramienta de unidad"; label for a key-binding "Kb_ToggleUpgradeTool__label" = "Herramienta de actualización"; label for a key-binding "Kb_TransportNoTurn__label" = "Prohibir giros"; label for a key-binding "Kb_TransportPortsBlocking__label" = "Alternar evitación de puerto"; label for a key-binding label for a key-binding "Kb_TransportSnapping__label" = "Alternar ajuste"; label for a key-binding label for a key-binding "Kb_TransportTieBreak__label" = "Usar ruta alternativa"; label for a key-binding "Kb_Undo__label" = "Kb_Undo__label"; label for a key-binding "Kb_ZoomIn__label" = "Acercar zoom"; label for a key-binding "Kb_ZoomOut__label" = "Alejar zoom"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "KeybindingHowToClear"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "KeybindingHowToEdit"; notification notification "LabCannotResearchHigherTech__name" = "La investigación actual es demasiado avanzada para nuestro laboratorio"; notification "LabMissingInputProducts__name" = "LabMissingInputProducts__name"; research lab is missing input products "LabStatus__MissingInput" = "Faltan productos de entrada"; name: toolbar category name name: toolbar category name "landmarksCategory__name" = "Puntos de referencia"; description of ground water pump short description of a machine "LandWaterPump__desc" = "Bombea agua de un yacimiento, el cual se repone mientras llueve. Debe construirse encima de un yacimiento subterráneo de agua."; pump name pump name "LandWaterPump__name" = "Bomba de agua subterránea"; label for a dropdown that provides language setting for the game label for a dropdown that provides language setting for the game "Language" = "Idioma"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "Respecto al mes pasado: {0}"; "LastMonthUnityChanges__Title" = "Cambios del mes pasado"; "LastMonthUnityChanges__Tooltip" = "Resumen de las ganancias y gastos de unidad del último mes. Esto no incluye acciones únicas ni ingresos por servicios del asentamiento."; Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "Launches__Detail"; title of a buffer showing the state of fuel in launchpad's attached rocket title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "Combustible en cohete"; option to toggle to launch rockets automatically when they are ready option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "Inicio automático cuando esté listo"; Shown at then end of countdown when rocket lifts off Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "¡Despegar!"; starts countdown and launches the current rocket starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "¡Empieza la cuenta atrás para el lanzamiento!"; title of a panel to control rocket launch title of a panel to control rocket launch "LaunchPad_Launch__Title" = "Control de lanzamiento"; title of a panel showing unity given per rocket launch title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "Unidad por lanzamiento"; title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. "LaunchPad_WaterBufferTitle" = "Supresión de sonido"; title of an overview that shows resources layers on top of the island terrain. Please keep this very short! title of an overview that shows resources layers on top of the island terrain. Please keep this very short! "Layers" = "Capas"; small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "LiftFlat__desc"; small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "LiftFlat__name"; small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "LiftLoose__desc"; small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "LiftLoose__name"; name name "LimestoneMine__name" = "Cantera de piedra caliza"; button to load the game from the currently selected save file button to load the game from the currently selected save file "Load_Action" = "Cargar"; title of a window that that enables to load existing save files title of a window that that enables to load existing save files "Load_Title" = "Cargar partida"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "LoadDisabled__Corrupted"; tooltip "LoadDisabled__Error" = "Error al abrir el archivo guardado y leer sus metadatos. Intenté reiniciar el juego. En caso de que el problema persista, revise los registros para obtener más información."; tooltip "LoadDisabled__ModsMissing" = "Al menos un mod requerido por el archivo guardado actual no está instalado. Instala el mod que falta o desactívalo para intentar ejecutar el juego sin él."; {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "La carga de mods está deshabilitada, debe habilitar los mods en {0} o deshabilitar todos los mods requeridos por este archivo guardado."; status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "Cargando ..."; Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "Loan_Borrow__Action"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "Loan_Borrow__Tooltip"; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "Loan_BorrowFieldLabel"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "Loan_CreditScore"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "Loan_CreditScore__Tooltip"; how much player owes, used as: 'debt: 100' "Loan_Debt" = "Loan_Debt"; Tooltip for loan duration "Loan_DurationTooltip" = "Loan_DurationTooltip"; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "Loan_Fee"; Tooltip for loan fee "Loan_Fee__Tooltip" = "Loan_Fee__Tooltip"; Loan interest rate "Loan_InterestRate" = "Loan_InterestRate"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "Loan_InterestRate__Tooltip"; Total interest paid on the current loan so far plus extra interest added to the existing debt (used as label to show the quantity). "Loan_InterestSoFar" = "Loan_InterestSoFar"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "Loan_LifetimeInterest"; Maximum number of loans, keep short, please :) "Loan_MaxLoans" = "Loan_MaxLoans"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "Loan_MaxLoans__Tooltip"; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "Loan_MaxToBorrowTooltip"; Loan volume multiplier, keep short, please :) "Loan_Multiplier" = "Loan_Multiplier"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "Loan_Multiplier__Tooltip"; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "Loan_NewLoan"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "Loan_NextPayment"; tooltip explaining how payments are being paid "Loan_NextPayment__Tooltip" = "Loan_NextPayment__Tooltip"; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "Loan_NextPaymentIn"; "Loan_NotAvailable__LowProduction" = "Loan_NotAvailable__LowProduction"; "Loan_NotAvailable__MaxLoans" = "Loan_NotAvailable__MaxLoans"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "Loan_NotAvailable__QuantityHigh"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "Loan_NotAvailable__QuantityLow"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "Loan_Overdue"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "Loan_PaymentBuffer__Closed"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "Loan_PaymentBuffer__ClosedTooltip"; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "Loan_PaymentBuffer__PriorityToggle"; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "Loan_PaymentBuffers__Title"; "Loan_PaymentBuffers__Tooltip" = "Loan_PaymentBuffers__Tooltip"; see Loan_PayPerYear__part2, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part1" = "Loan_PayPerYear__part1"; see Loan_PayPerYear__part1, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part2" = "Loan_PayPerYear__part2"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "Loan_ProductsDeliveryTooltip"; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "Loan_RemainingInterest"; button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "Loan_Repay__Action"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "Loan_Repay__InvalidQuantity"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "Loan_Repay__LackOfProducts"; tooltip "Loan_Repay__Tooltip" = "Loan_Repay__Tooltip"; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "Loan_StartDate"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "Loan_StartingLoan"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "Loan_TimeLeft"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "LoanPaymentDelayed__name"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "LoanPaymentFailed__name"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "Loans_Active"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "Loans_ProductsToLend"; title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "Loans_Title"; "Loans_Title__Tooltip" = "Loans_Title__Tooltip"; a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "LoansSetting__Easy"; a difficulty option for loans, this is the hardest (although not really severe) "LoansSetting__Hard" = "LoansSetting__Hard"; Example use: 350 km away from our Island "Location_Distance" = "{0} km de nuestra isla"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "{0} barco con puntuación de batalla:"; Example use: This location has Oil rig "Location_HasEntity" = "Esta ubicación tiene {0}"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "Barco en camino"; shown in a detail of a research that is currently not available (locked behind other ones) shown in a detail of a research that is currently not available (locked behind other ones) "Locked" = "Bloqueado"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "LockedFor__Tooltip"; rendering setting name "LodBiasRenderingSetting__Name" = "LodBiasRenderingSetting__Name"; keep it short, there is more info in the tooltip for player to understand automatic mode, more info in the tooltip. note: keep it short! "LogisticsControl__Auto" = "Auto"; "LogisticsControl__Auto_InputTooltip" = "Los camiones podrán descargar los productos, pero una vez que el producto se reciba a través de una cinta o tubería, los camiones ya no descargarán los productos. Si la cinta o tubería se desconecta, se restablecerán las entregas por camión."; "LogisticsControl__Auto_OutputTooltip" = "Los camiones podrán recoger un producto, pero una vez que el producto se entrege a través de una cinta o tubería, los camiones ya no recogerán los productos. Si la cinta o tubería se desconecta, se restablecen las recogidas por camión."; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "Importación de camiones"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "LogisticsControl__InputTooltip"; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__Off" = "No"; "LogisticsControl__Off_InputTooltip" = "Los camiones no podrán descargar aquí."; "LogisticsControl__Off_OutputTooltip" = "Los camiones no podrán cargar aquí."; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__On" = "Sí"; "LogisticsControl__On_InputTooltip" = "El camión podrá descargar aquí si es posible."; "LogisticsControl__On_OutputTooltip" = "El camión podrá cargar aquí si es posible."; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "Cargar camiones"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "LogisticsControl__OutputTooltip"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "Ocupado"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "Extremadamente ocupado"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "Estable"; tooltip "LogisticsStatus__Tooltip" = "Muestra el grado de ocupación de sus camiones (no incluye las operaciones de minería). Haga clic para obtener más detalles."; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "Muy ocupado"; description of transport short description "LooseConveyorFormattedFirst__desc" = "Transporta productos sueltos."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "Transporta productos sueltos. Su rendimiento aumenta {0} veces en comparación con el nivel anterior."; short description: small machine that allows sorting of products short description "LooseConveyorSorter__desc" = "Permite la clasificación de productos."; name: small machine that allows sorting of products building or machine "LooseConveyorSorter__name" = "Clasificador en forma de U"; name name "LooseMaterialConveyor__name" = "Cienta en forma de U I"; name name "LooseMaterialConveyorT2__name" = "Cienta en forma de U II"; name name "LooseMaterialConveyorT3__name" = "Cienta en forma de U III"; title of panel that lists all the loot received by getting new refugees title of panel that lists all the loot received by getting new refugees "LootReceived" = "Botín recibido"; notification notification "LowFarmFertility__name" = "La fertilidad de la granja es demasiado baja"; notification notification "LowFoodSupply__name" = "¡Bajo suministro de alimentos!"; notification notification "LowGroundwater__name" = "El nivel de agua subterránea es bajo"; notification notification "MachineIsBroken__name" = "La máquina está averiada por falta de mantenimiento"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "Máquinas generales"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "Producción de energía"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "Producción de alimentos"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "Metalurgia y fundición"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "Refinamiento de petróleo"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "Extracción y procesamiento del agua"; example: 'Made in version: 1.0.0' example: 'Made in version: 1.0.0' "MadeInVersion" = "Hecho en la versión: {0}"; button to subscribe for our updates button to subscribe for our updates "MailingList" = "Lista de correo"; short description "Mainframe__desc" = "Mainframe__desc"; name "Mainframe__name" = "Mainframe__name"; title of player's main ship title of player's main ship "MainShipTitle" = "El barco"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else. "Maintenance" = "Mantenimiento"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "Esta entidad necesita mantenimiento regular para funcionar. Consulta el taller para obtener más detalles."; name name "MaintenanceDepotT0__name" = "Taller (básico)"; description of a maintenance depot short description "MaintenanceDepotT1__desc" = "Convierte productos en mantenimiento que se distribuye a todas las máquinas, edificios y vehículos que lo necesitan. Importante ya que si no hay suficiente mantenimiento, pueden averiarse temporalmente."; name name "MaintenanceDepotT1__name" = "Taller I"; name name "MaintenanceDepotT2__name" = "Taller II"; name name "MaintenanceDepotT3__name" = "Depósito de mantenimiento III"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "Mantenimiento reducido en un {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "Reducir mantenimiento"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "Establecer por defecto"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "Establece esta prioridad para ser la predeterminada en todas las construciones y mejoras."; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "Establecer esta prioridad para que sea la predeterminada para todas las demoliciones."; button to click on to change the area that is managed by the selected tower button to click on to change the area that is managed by the selected mining tower "ManagedArea__EditAction" = "Editar zona"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "Área gestionada: {0}"; button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "ManagedDesignation__EditAction"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "Guardado en proceso..."; To show the island map name, used like this: 'Map New Haven "Map" = "Map"; Shows the total flat area of an island. Flat are considered areas that have no cliffs or mountains and can be used for construction. Example of use: 'Flat area 2.1 km²' "MapArea__Flat" = "MapArea__Flat"; Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' "MapArea__Land" = "MapArea__Land"; Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value "MapArea__Total" = "MapArea__Total"; shown when the current map file is probably corrupted. "MapInvalid" = "MapInvalid"; "MapleTree__desc" = "MapleTree__desc"; "MapleTreeDry__desc" = "MapleTreeDry__desc"; Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. "MapResources_EasyToReach_Tooltip" = "MapResources_EasyToReach_Tooltip"; Label for a checkbox in the "Map resources" section of the map selection tab of the new game wizard that toggles preview of resource locations on the map "MapResources_ShowPins" = "MapResources_ShowPins"; Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map "MapResources_ShowPinsTooltip" = "MapResources_ShowPinsTooltip"; Title shown above the map's resources in the map selection tab of the new game flow "MapResources_Title" = "MapResources_Title"; shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. "MapSize_XY" = "MapSize_XY"; text showing how many matches were found for a search query text showing how many matches were found for a search query "MatchesFound" = "{0} coincidencia"; describes a chart that visualizes maximal production capacity, e.g. for electricity or computing describes a chart that visualizes maximal production capacity, e.g. for electricity or computing "MaxCapacity" = "Capacidad Maxima"; max. fire range from all the weapons available max. fire range from all the weapons available "MaxWeaponRange" = "Max. rango de arma"; item of a game mechanic "Mechanic_Casual__InfiniteMines" = "Mechanic_Casual__InfiniteMines"; item of a game mechanic "Mechanic_Casual__LogisticsPower" = "Mechanic_Casual__LogisticsPower"; title of a game mechanic "Mechanic_Casual__Title" = "Mechanic_Casual__Title"; item of a game mechanic "Mechanic_Casual__WorldMines" = "Mechanic_Casual__WorldMines"; item of a game mechanic "Mechanic_OreSorting__OreSorting" = "Mechanic_OreSorting__OreSorting"; title of a game mechanic "Mechanic_OreSorting__Title" = "Mechanic_OreSorting__Title"; item of a game mechanic "Mechanic_Realism__Pumps" = "Mechanic_Realism__Pumps"; item of a game mechanic "Mechanic_Realism__ShipsFuel" = "Mechanic_Realism__ShipsFuel"; item of a game mechanic "Mechanic_Realism__Starvation" = "Mechanic_Realism__Starvation"; title of a game mechanic "Mechanic_Realism__Title" = "Mechanic_Realism__Title"; item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "Mechanic_Realism__VehiclesFuel"; item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "Mechanic_RealismPlus__BrokenConsumers"; item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "Mechanic_RealismPlus__LogisticsPower"; item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "Mechanic_RealismPlus__QuickRepair"; title of a game mechanic "Mechanic_RealismPlus__Title" = "Mechanic_RealismPlus__Title"; title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "Mechanic_ReducedWorldMines__Title"; item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "Mechanic_ReducedWorldMines__WorldMines"; item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "Mechanic_ResourcesBoost__ExtraMaterials"; item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "Mechanic_ResourcesBoost__InfiniteMines"; item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "Mechanic_ResourcesBoost__Refund"; title of a game mechanic "Mechanic_ResourcesBoost__Title" = "Mechanic_ResourcesBoost__Title"; title for difficulty settings affecting game mechanics "Mechanics" = "Mechanics"; label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power name "MechPowerGenerator__AutoBalance" = "Auto-balanceo"; tooltip explaining auto-balancing toggle name "MechPowerGenerator__AutoBalanceTooltip" = "Cuando está habilitada, la turbina se pausará automáticamente una vez que el eje esté casi completamente cargado para evitar que se desperdicie el producto de entrada. La producción se reanudará una vez que la carga del eje sea baja. Tenga en cuenta que cuando la turbina se pone en marcha, tarda algún tiempo en alcanzar la máxima potencia."; efficiency title for mech power generators short description "MechPowerGenerator__EfficiencyTitle" = "Eficiencia"; efficiency tooltip for mech power generators short description "MechPowerGenerator__EfficiencyTooltip" = "La eficiencia es una relación entre la potencia producida y la utilizada. Representa la eficiencia con la que la potencia se convierte en energía cinética. Si el eje está sobrecargado, se desperdiciará parte de la potencia producida y la eficiencia disminuirá en consecuencia. También hay pérdida de eficiencia cuando la máquina se pone en marcha. Para evitar pérdidas de arranque, esta máquina debe funcionar continuamente sin interrupciones."; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "Continuar"; button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "Menu__DifficultySettings"; Label for a button that opens game's discord, keep short! "Menu__Discord" = "Menu__Discord"; button to open a window that enables to choose a saved game and load it button to open a window that enables to choose a saved game and load it "Menu__Load" = "Cargar"; button to click on to open a map editor "Menu__MapEditor" = "Menu__MapEditor"; button to start a new game button to start a new game "Menu__NewGame" = "Nueva partida"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "Ajustes"; button to open a window that enables to save the current game progress button to open a window that enables to save the current game progress "Menu__Save" = "Guardar"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "MenusFpsLimitRenderingSetting__Name"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "Mensajes"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "Centro de mensajes"; name of tutorial group about food production "MessageGroupFoodProduction__name" = "La producción de alimentos"; name of tutorial group about general topics name of tutorial group about general topics "MessageGroupGeneral__name" = "General"; name of tutorial group for initial tutorials name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "Empezando"; name of tutorial group about logistics (truck, belts, ships) name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "Logística"; name of tutorial group about settlements name of tutorial group about settlements "MessageGroupSettlement__name" = "Asentamiento"; name of tutorial group about terraforming (mining, dumping) name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "Terraformación"; name of tutorial group about game tools (copy, paste, pause) name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "Herramientas"; name of messages group for warnings name of messages group for warnings "MessageGroupWarnings__name" = "Advertencias"; name of tutorial group about world map (world settlements, exploration, ships) name of tutorial group about world map (world settlements, exploration, ships) "MessageGroupWorld__name" = "Mundo"; victory message (part 1) victory message (part 1) "MessageOnVictory__part1" = "¡Felicidades, Capitán! Contra todo pronóstico, ¡construiste un próspero imperio industrial y lanzaste un cohete al espacio!"; victory message (part 2) victory message (part 2) "MessageOnVictory__part2" = "Este es el final del contenido de esta versión de acceso anticipado de Captain of Industry, ¡pero aún quedan muchas cosas por explorar! Puedes seguir jugando en este mapa todo el tiempo que quieras o probar diferentes mapas y niveles de dificultad más altos."; victory message (part 3) victory message (part 3) "MessageOnVictory__part3" = "Si tiene algún comentario, comuníquese con nosotros en nuestro servidor de Discord o a través de los foros de Steam, ¡nos encantaría saber de usted!"; victory message caption victory message caption "MessageOnVictory__title" = "¡Felicidades!"; title of message or tutorial name: message for player "MessageWelcome__name" = "¡Bienvenido Capitán!"; name: message for player "MessageWelcome__part1" = "Capitán, hemos encontrado la isla que buscábamos, ¡no estaba en el mapa! Nuestro barco ha sufrido muchos daños y necesitará reparaciones importantes para volver a navegar, pero deberíamos estar a salvo aquí."; {0} = Construction parts {0} = Construction parts "MessageWelcome__part2V2" = "Además de nuestros suministros iniciales, estamos comenzando desde cero. Deberíamos comenzar a fabricar {0} para poder construir nuestra infraestructura, cultivar alimentos para alimentar a nuestra gente y encontrar una forma de fabricar combustible para nuestros vehículos."; "MessageWelcome__part3V2" = "La isla parece abandonada pero tiene muchos recursos naturales que podríamos usar. Incluso hay algunos edificios abandonados que podríamos desmontar como chatarra."; {0} = Research Lab {0} = Research Lab "MessageWelcome__part4V2" = "También deberíamos configurar un {0} para que podamos reinventar todas las tecnologías que dimos por sentadas durante tanto tiempo."; {0} = Trading Dock {0} = Trading Dock "MessageWelcome__part5" = "Nos enteramos de un asentamiento cercano con el que podemos comerciar en caso de que nos quedemos sin algo. Pueden entregarnos los productos una vez que tengamos un {0}."; "MessageWelcome__part6" = "Todo el equipo cuenta contigo después de todo lo que hemos pasado juntos. ¡Buena suerte!"; Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "Metal_TerrainSurface"; description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s "MicrochipMachine__desc" = "Los procesos de fabricación más sofisticados en los que una fina oblea monocristalina se transforma lentamente en una matriz de microchips. Los chips se construyen a partir de muchas capas donde cada capa debe colocarse con precisión nanométrica. Esto se realiza en una cámara especial que emplea tecnología ultravioleta: sustancias que reaccionan con la luz para formar las capas. Los microchips suelen pasar por muchas etapas, incluido el lavado y el recubrimiento en el medio. Es bueno empezar poco a poco y luego expandirse. Las configuraciones pequeñas se pueden conectar en forma de bucle con un clasificador."; name of a machine name of a machine "MicrochipMachine__name" = "Máquina de microchips"; name of a machine name of a machine "MicrochipMachineT2__name" = "Máquina de microchips II"; short description short description "MineTower__desc" = "Permite la asignación de excavadoras y camiones a las áreas de designación minera. Solo se pueden explotar las áreas de designación minera dentro de la influencia de la torre de control de minería."; building or machine building or machine "MineTower__name" = "Torre de control de minería"; explains that there are currently no products selected in the notification filter explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "No hay notificaciones configuradas"; title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification "MineTowerNotifyFilter__Title" = "Notificar si no se puede desechar"; tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification "MineTowerNotifyFilter__Tooltip" = "Configura para qué materiales quieres recibir una notificación en caso de que los camiones asignados aquí no puedan deshacerse de ellos. Un caso de ejemplo es cuando se le acaban las designaciones de descarga y los camiones mineros no pueden deshacerse de la suciedad."; title of a panel that sets what material should be prioritized by an excavator when mining title of a panel that configures in / out priorities for a balancer "MiningPriority__Title" = "Prioridad minera"; tooltip "MiningPriority__Tooltip" = "Cuando se selecciona un material, la excavadora dará prioridad a las zonas mineras que contengan el material seleccionado."; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "Conector"; title of other / misc settings title of other / misc settings "MiscellaneousSettings_Title" = "Otros"; Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "ModMissing__Tooltip"; title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "Modos disponibles"; tooltip "ModsAvailable__Tooltip" = "Mods que están instalados pero no se usan en el archivo guardado actual. Puede seleccionar las modificaciones a continuación para incluirlas al cargar el archivo guardado. Esto funcionará solo para algunas modificaciones."; List of mods required to load the selected save file shown in the details panel of the load & save window "ModsInSave__Detail" = "ModsInSave__Detail"; tooltip "ModsInSave__Tooltip" = "Mods utilizados por el archivo guardado actual. Puedes anular la selección de un mod para intentar cargar el juego sin él. Tenga cuidado de que la eliminación de un mod que proporciona un nuevo contenido de juego no siempre funcione."; description of transport short description "MoltenConveyorFormattedFirst__desc" = "Transporta productos fundidos."; name name "MoltenMetalChannel__name" = "Canal de fundición"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1 mes = {0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW-segundos"; title of settings affecting nature - trees, crops growth "Nature" = "Nature"; tooltip suffix that explains that player can navigate through all the results by pressing {0} key tooltip suffix that explains that player can navigate through all the results by pressing {0} key "NavigateTo__KeyHint" = "presione la tecla {0} para recorrer todos los resultados"; tooltip for button that navigates to the next search result tooltip for button that navigates to the next search result "NavigateTo__Next" = "Navegar al siguiente resultado"; tooltip for button that navigates to the previous search result tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "Navegar al resultado anterior"; e.g. 'Needs: 40 / month' e.g. 'Needs: 40 / month' "Needs" = "Necesidades:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "Este {0} debe repararse antes de que podamos usarlo."; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} necesita una cinta transportadora para sacar {0}"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "Plano"; title of a panel showing new discovery, e.g. a new technology title of a panel showing new discovery, e.g. a new technology "NewDiscovery" = "¡Nuevo descubrimiento!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "Ocurrió un nuevo error"; tooltip of a button that creates a new folder "NewFolder__Tooltip" = "Crear una nueva carpeta."; placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "Nueva carpeta"; In new game wizard. Title of the tab where you configure game options "NewGameWizard__Customization" = "NewGameWizard__Customization"; In new game wizard. Title of a panel that enables to configure game difficulty In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "Dificultad del juego"; In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "NewGameWizard__GameName"; Shown when we fail to write a testing save file to a save folder before starting the new game "NewGameWizard__GameName__FailedToWrite" = "NewGameWizard__GameName__FailedToWrite"; In new game wizard. Warning shown next to the game name entry field when the name is already used "NewGameWizard__GameName__InUse" = "NewGameWizard__GameName__InUse"; In new game wizard. Warning shown next to the game name entry field when the name contains invalid characters. "NewGameWizard__GameName__InvalidChars" = "NewGameWizard__GameName__InvalidChars"; Button that launches a new game Button that launches a new game "NewGameWizard__Launch" = "Lanzar nuevo juego"; In new game wizard. Title of a panel that enables to pick a map and configure it In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "Selección de mapa"; In new game wizard. Title of the tab where you configure optional game meachanics "NewGameWizard__Mechanics" = "NewGameWizard__Mechanics"; Title of window that enables the player to configure and start a new game. Contains several configuration panels. Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "Nueva partida"; "NewRefugees" = "¡La población aumentó!"; "NewRefugees__Beacon" = "¡Los refugiados se unieron a nuestra isla! ¡Buen trabajo, baliza!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "{entity} no tiene zonas disponibles para minar en el área"; notification notification "NoCropToGrow__name" = "La granja no tiene ningún cultivo asignado"; notification "NoForestryDesignInTowerArea__name" = "NoForestryDesignInTowerArea__name"; status shown when there is a research in progress but no lab is available (keep it short!) status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "No hay laboratorio disponible"; notification notification "NoMineDesignInTowerArea__name" = "{entity} no tiene zonas para minar en el área"; used for items in a list that have no value, often used to unset something used for items in a list that have no value, often used to unset something "None" = "Ninguno"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification notification "NoProductAssignedToEntity__name" = "{entity} no tiene ningún producto asignado"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} no tiene ninguna receta seleccionada"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "Investigación sin seleccionar"; example: 'Groundwater pump has no resource to extract' notification "NoResourceToExtract__name" = "{entity} no tiene recursos para extraer"; notification notification "NotEnoughFuelToRefuel__name" = "No hay suficiente combustible para echar al vehículo"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "No hay suficiente {0}"; notification notification "NotEnoughPower__name" = "No hay suficiente electricidad"; notification notification This is displayed when the accumulated unity that the player has gets to 0 but there are some demands for it on regular basis (e.g. active oil rig that needs 1 every month). "NotEnoughUpoints__name" = "No hay suficiente Unidad"; notification notification "NotEnoughUpointsForEntity__name" = "{entidad} no tiene suficiente Unidad"; notification notification "NotEnoughWorkers__name" = "No hay suficientes trabajadores"; shown when nothing is found for a search query. shown when nothing is found for a search query. "NothingFound" = "Nada Encontrado"; shown when nothing is found for a given search query where {0} is the search query. shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "No se encontró nada para \"{0}\""; notification text when new world map location is explored notification text when new world map location is explored "Notification__LocationExplored" = "UBICACIÓN EXPLORADA"; notification text when refugees arrive to the island notification text when refugees arrive to the island "Notification__NewRefugees" = "nuevos refugiados"; notification text when research is completed, {0} is research name notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "FINALIZADO: {0}"; notification text when player's ship gets into a battle (with pirates ships) notification text when player's ship gets into a battle (with pirates ships) "Notification__ShipInBattle" = "NAVE EN BATALLA"; mute notifications audio "Notifications__Mute" = "Silenciar notificaciones"; explains that there are no new notifications "Notifications__NoNew" = "No hay notificaciones nuevas"; unmute notifications audio "Notifications__Unmute" = "Activar notificaciones"; Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. "NotifyIfFarmBufferFull" = "Notificar si no puede almacenar más"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "Notificar si la reserva es baja"; notification "NoTreeSaplingsForPlanter__name" = "NoTreeSaplingsForPlanter__name"; notification notification "NoTreesToHarvest__name" = "{entity} no tiene árboles para cosechar"; notification notification "NoTruckAssignedToTreeHarvester__name" = "{entity} no tiene camión asignado"; "NoVehicleDepotAvailable" = "No hay depósito de vehículos operativo que pueda aceptar este tipo de vehículos"; shown in a vehicle assignment panel in case there are no vehicles assigned shown in a vehicle assignment panel in case there are no vehicles assigned "NoVehiclesAssigned" = "No hay vehículos asignados"; short description short description "NoWaterDisease__desc" = "La enfermedad bacteriana se propaga a través del agua contaminada. Para prevenir esta enfermedad en el futuro, asegúrese de que su asentamiento tenga un suministro estable de agua limpia."; name name "NoWaterDisease__name" = "Cólera"; explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "bajo suministro de agua"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "NuclearReactor__AutoThrottle"; "NuclearReactor__AutoThrottle_Tooltip" = "NuclearReactor__AutoThrottle_Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "Mantiene la reacción en cadena nuclear a partir de barras de uranio enriquecidas. La reacción libera una gran cantidad de energía que se utiliza para la generación de vapor. Esta planta se puede configurar para proporcionar de forma eficaz hasta {0} MW de electricidad cuando funciona a plena potencia. Ten en cuenta que los residuos nucleares son radiactivos y pueden ser perjudiciales para los habitantes si no se almacenan en una instalación especializada."; tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "NuclearReactor__DisableBeforeUpgrade"; title of a panel that shows status of emergency cooling buffers, see tooltip to get better context title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "Refrigeración de emergencia"; "NuclearReactor__EmergencyCoolingTooltip" = "El enfriamiento de emergencia se implementa en caso de que el reactor comience a sobrecalentarse, y eso suele ocurrir cuando el agua no se suministra lo suficientemente rápido como para convertirse en vapor. El enfriamiento de emergencia no es obligatorio, pero se recomienda encarecidamente, ya que brinda protección adicional y ayuda a evitar cualquier posible sobrecalentamiento."; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "NuclearReactor__EnrichmentTitle"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "NuclearReactor__EnrichmentTooltip"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "NuclearReactor__HeatLevelNoRadiationSuffix"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "NuclearReactor__HeatLevelRadiationSuffix"; title of a section that shows reactor heat, see tooltip to get better context title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "Calor del reactor"; tooltip explaining how soil water level works "NuclearReactor__HeatLevelTooltip" = "El calor actual que se ha acumulado en el reactor. El calor es necesario para producir vapor para hacer funcionar las turbinas. El ritmo de generación de calor depende del nivel de potencia actual del reactor. Cuando el calor llega por encima del marcador rojo, el enfriamiento de emergencia intentará reducir el exceso de calor en el reactor. Si el nivel de calor supera el máximo de la barra de calor, el reactor se sobrecalentará críticamente, dañando el reactor y liberando radiación en el área."; name vehicle "NuclearReactor__name" = "Reactor nuclear"; explanation of nuclear reactor state when it has low maintenance notification "NuclearReactor__NotEnoughMaintenance" = "Advertencia: El reactor nuclear no puede encenderse si no tiene suficiente mantenimiento. Aumenta el mantenimiento para iniciarlo de manera segura."; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "Advertencia: El reactor nuclear se recalentó críticamente y se está apagando. Dependiendo de la gravedad, esto puede provocar una pérdida del combustible, daños al edificio (pérdida de mantenimiento) y fugas de radioactividad."; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "Nivel de potencia"; tooltip explaining how soil water level works "NuclearReactor__PowerLevelTooltip" = "Al arrastrar el control deslizante naranja hacia la derecha, define el nivel de potencia deseado que se mantiene en el reactor. Esto afecta la cantidad de vapor que genera el reactor y la rapidez con que se quema a través del combustible. Es necesario utilizar todo el calor generado. Cualquier calor adicional puede acumularse lentamente, lo que eventualmente provocará un sobrecalentamiento del reactor. Los reactores básicos no tienen una regulación de potencia automatizada, lo que hace que su producción de calor sea fija. Los reactores avanzados pueden utilizar la informática para regular su nivel de potencia de forma automatizada, reduciendo el consumo de combustible y agua."; notification notification "NuclearReactorInMeltdown__name" = "¡El reactor nuclear ha alcanzado la temperatura crítica y se está desactivando!"; shows the minimum number of fuel required in the reactor in order for it to work, used like this: 'At least 16 units of fuel required to operate' "NuclearReactorRods__MinRequired" = "se requiere al menos {0} varilla"; title of a panel that shows status of fuel stored in the reactor "NuclearReactorRods__StatusTitle" = "NuclearReactorRods__StatusTitle"; tooltip explaining how fuel works in a reactor "NuclearReactorRods__Tooltip" = "NuclearReactorRods__Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "NuclearReactorT2__desc"; name "NuclearReactorT2__name" = "NuclearReactorT2__name"; short description of a machine "NuclearReprocessingPlant__desc" = "NuclearReprocessingPlant__desc"; name of a machine "NuclearReprocessingPlant__name" = "NuclearReprocessingPlant__name"; short description description of a research node in the research tree "NuclearWasteStorage__desc" = "Una instalación de almacenamiento subterránea especial que puede gestionar de forma segura cualquier residuo radiactivo sin causar ningún peligro a la población de la isla. Dejando un legado para las próximas generaciones."; name title of a research node in the research tree "NuclearWasteStorage__name" = "Cementerio nuclear"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0} mes"; e.g. 1 settlement, 2 settlements example: '1 month', '2 months' "NumberOfSettlements" = "{0} asentamiento"; example: '1 year', '2 years' "NumberOfYears" = "NumberOfYears"; "OakTree__desc" = "OakTree__desc"; "OakTreeDry__desc" = "OakTreeDry__desc"; title of a panel showing the current population size on the island or in a settlement and amount of housing available. title of a panel listing all the outputs of some machine / building "Occupants__Title" = "Ocupantes"; this tooltip is for a panel showing occupants on the whole island this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "Cantidad de habitantes actuales en todos los asentamientos de la isla y su capacidad. Exceder la capacidad hará que tu isla sea superpoblada y generará una penalización mensual de unidad."; this tooltip is for a panel showing occupants in a single settlement this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "Cantidad de habitantes actuales en este asentamiento y la capacidad. Para ver los habitantes de toda la isla, ve a la descripción general de la isla."; notification "OceanAccessBlocked__name" = "OceanAccessBlocked__name"; title for ocean quality setting "OceanRenderingQuality" = "OceanRenderingQuality"; short description: {0} is an integer specifying max height such as '10' short description of a machine "OceanWaterPumpLarge__desc" = "Bomba más grande que se puede colocar en acantilados más altos, pero requiere más potencia para funcionar."; name name of a machine "OceanWaterPumpLarge__name" = "Bomba de agua de mar (alta)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "Bombea agua del océano."; name name of a machine "OceanWaterPumpT1__name" = "Bomba de agua marina"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "Apagado"; short description of a machine short description of a machine "OilPump__desc" = "Bombea petróleo desde el subsuelo."; pump name pump name "OilPump__name" = "Pozo petrolífero"; short description short description "OilRigCost1__desc" = "Esta estación produce petróleo cuando se le asignan trabajadores."; name name "OilRigCost1__name" = "Plataforma petrolífera I"; used as for instance: / month used as for instance: / month "OneMonth" = "mes"; In new game wizard. Label on a button to open the CoI Hub community website "OpenCoIHub" = "OpenCoIHub"; button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "OpenResearch_Action"; Button to open statistics for a particular product Button to open statistics for a particular product "OpenStats" = "Abrir Estadísticas"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "OpenTutorial"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "Permita que cualquier vehículo se reposte aquí"; a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely "Option_ReducesThroughput" = "Option_ReducesThroughput"; configuration option that sets something to be unlimited (e.g. oil reserve). configuration option that sets something to be unlimited (e.g. oil reserve). "Option_Unlimited" = "Ilimitado"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "Opciones"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "{0} aumentado"; example usages: '-4 meters' or '+1 meter' title for options (to configure machine or building) "OptionValMeters" = "{0} metro"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "{0} reducido"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' "OptionValStandard" = "Standard"; title for a panel that can order a vehicle to do something (scrap, assign) title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "Órdenes"; more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "OreSorter_AllowedProducts__Title"; {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "OreSorter_AllowedProducts__Tooltip"; tooltip for toggle in ore sorting plant to set to notify if plant can't no longer work due to its output being blocked "OreSorter_BlockedAlert__Tooltip" = "OreSorter_BlockedAlert__Tooltip"; title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "OreSorter_InputTitle"; note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "OreSorter_LimitReached"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "OreSorter_NoSingleLoad__Toggle"; tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "OreSorter_NoSingleLoad__Tooltip"; tooltip "OreSorter_ProductBlocked__Tooltip" = "OreSorter_ProductBlocked__Tooltip"; Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "OreSorter_SelectProducts"; short description "OreSortingPlantT1__desc" = "OreSortingPlantT1__desc"; name "OreSortingPlantT1__name" = "OreSortingPlantT1__name"; tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "OutputPort__Tooltip"; title of a panel listing all the outputs of some machine / building title of a panel listing all the outputs of some machine / building "OutputsTitle" = "Salidas"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "OutputThisProductOnly"; tooltip "OutputThisProductOnly__Tooltip" = "OutputThisProductOnly__Tooltip"; toggles visibility of mining & dumping designations toggles visibility of mining & dumping designations "Overlays__Designations" = "Minería y descarga"; toggles visibility of grid on terrain toggles visibility of grid on terrain "Overlays__Grid" = "Cuadrícula de terreno"; title to panel that highlights individual resources like coal, iron ore. title fo panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "Recursos"; title for window that shows overlays like resources, designations. title for window that shows overlays like resources, designations. "Overlays__Title" = "Superposiciones"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "Cosecha de árboles"; button to overwrite an already existing save file button to delete the currently selected save file "OverwriteSave__Action" = "Sobrescribir"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "OverwriteSave__ConfirmPrompt"; title of panel that shows all the owned vehicles title of panel that shows all the owned vehicles "OwnedVehicles" = "En propiedad"; description of a machine name of a machine "OxygenFurnace__desc" = "Crea acero soplando oxígeno puro a alta presión en hierro fundido, reduciendo su contenido de carbono."; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "Planta siderúrgica I"; name of a machine name of a machine "OxygenFurnaceT2__name" = "Planta siderúrgica II"; "PalmTree__desc" = "PalmTree__desc"; explained in PartialTrucksToggle__Tooltip explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "Permitir camiones parcialmente cargados"; tooltip tooltip "PartialTrucksToggle__Tooltip" = "Si esto está habilitado y no hay trabajos en la cola, se pueden asignar trabajos de entrega a los camiones que no necesariamente utilizan su capacidad de carga por completo (por ejemplo, 50% de utilización de la carga). Esto hace que la logística sea más receptiva en las primeras fases de su isla. Sin embargo, más adelante, es razonable deshabilitarlo para ahorrar en costos de combustible."; title for particle quality setting "ParticlesRenderingQuality" = "ParticlesRenderingQuality"; title of a button to paste string from the clipboard "PasteString__Action" = "Pegar"; tooltip "PasteString__Tooltip" = "Haga clic para pegar una cadena desde el portapapeles."; button to open patch notes and title of a window with patch notes as well button to open patch notes and title of a window with patch notes as well "PatchNotes" = "Notas del parche"; title of a window that shows new patch notes since the last time the player played the game title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "Nuevos cambios desde la última vez que jugaste"; button to request to pause some operation (not the game itself) button to request to pause some operation (not the game itself) "Pause" = "Pausa"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "Pausado"; title of a tool that is used to pause / unpause machines and vehicle title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "Herramienta de pausa"; tooltip tooltip "PauseTool__PauseOnlyTooltip" = "Mantenga presionada la tecla de acceso directo para aplicar solo la pausa. Esto deshabilita la funcionalidad de pausa."; tooltip tooltip "PauseTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras y vehículos para pausarlos o reanudarlos"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "PerJourneySuffix"; category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) "PhotoMode" = "Modo foto"; description of transport description for storage "PipeFormattedFirst__desc" = "Transporta líquidos y gases. Las tuberías no pueden transportar más de un tipo de producto a la vez."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "Transporta líquidos y gases. Su rendimiento aumenta {0} veces en comparación con el nivel anterior."; name name "PipeT1__name" = "Tubería"; name name "PipeT2__name" = "Tubería II"; name name "PipeT3__name" = "Tubería III"; tooltip tooltip "PlaceMultipleTooltip" = "Mantenga presionada la tecla de acceso directo para colocar las estructuras seleccionadas varias veces"; "PlaceSurface__Tooltip" = "PlaceSurface__Tooltip"; title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) "PlanningMode" = "Modo de planificación"; label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "Modo de planificación activado"; tooltip "PlanningModeActive__Tooltip" = "El modo de planificación está habilitado, lo que significa que cualquier nueva construcción se detendrá (evitando que los camiones realicen entregas). Este modo se puede desactivar en el menú de herramientas en el lado izquierdo de la pantalla."; title for pollution title for pollution "Pollution" = "Contaminación"; name of a machine name of a machine "PolymerizationPlant__name" = "Planta de polimerización"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "Crecimiento de la población"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "Natalidad de la población aumentada en {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "Impulso de natalidad"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "PopsCannotWork__Quarantine"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "PopsCannotWork__Starving"; title to explain that some people can't work, followed by a list of reasons with number of people "PopsCannotWorkTitle" = "PopsCannotWorkTitle"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsEviction__desc" = "Cada mes, {0} de la población tendrá que hacer las maletas y abandonar la isla"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "Desalojo"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "Pone en cuarentena a {0} de la fuerza laboral total para reducir los efectos de cualquier enfermedad en curso para {1}."; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsQuarantine__name" = "Cuarentena"; notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "¡{0} ciudadanos murieron de hambre!"; notification "PopsStarving__name" = "¡La gente se muere de hambre!"; tooltip explaining that people can't be adopted from the world settlement because there are no people available tooltip explaining that people can't be adopted from the world settlement because there are no people available "PopsToAdoptNotAvailable" = "No hay personas para adoptar"; title for population title for population "Population" = "Población"; title of a panel showing statistics for population increase / decrease and diseases. title of a window that shows the global population overview "PopulationGrowth__Title" = "Crecimiento"; tooltip "PopulationGrowth__Tooltip" = "La población puede crecer si hay buenas condiciones y suficientes viviendas. Este crecimiento puede verse reducido por enfermedades y contaminación."; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "Resumen de población abierta"; title of a window that shows the global population overview title of a window that shows the global population overview "PopulationOverview__Title" = "Resumen de la población"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "Prioridad para la generación eléctrica. En caso de que exista un excedente de energía, un generador con mayor prioridad (un número menor) generará energía mientras que los de menor prioridad estarán en espera."; tooltip describing how electricity generation works short description "PowerGenerator__AutoScalingTooltip" = "La producción de energía se escala automáticamente en función de la demanda actual. No se genera electricidad que no se necesita. Tenga en cuenta que la eficiencia de producción puede ser menor cuando el generador no está funcionando al 100% de su capacidad."; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "Utilización: {0}"; short description short description "PowerGeneratorT1__desc" = "Convierte la energía cinética en electricidad. La eficiencia se reduce según lo lento que gire."; name name "PowerGeneratorT1__name" = "Generador de energía"; short description short description "PowerGeneratorT2__desc" = "Generador de energía optimizado con menor fricción y mejor eficiencia. Cuanto más lento gira, menor es su eficiencia."; name name "PowerGeneratorT2__name" = "Generador de energía II"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "Electricidad"; if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "PowerSetting__ConsumeAlways"; if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "PowerSetting__ConsumeIfCan"; if set, belts will never consumer power "PowerSetting__DoNotConsume" = "PowerSetting__DoNotConsume"; title of a panel that enabled to configure a priority or title of a button that toggle priority title of a panel that enabled to configure a priority "Priority" = "Prioridad"; tooltip tooltip for the electricity consumption status in machine inspector "Priority__ConstructionTooltip" = "Prioridad para la entrega de materiales necesarios para su construcción."; tooltip tooltip for the electricity production status in power generator inspector "Priority__DeconstructionTooltip" = "Prioridad para la retirada de materiales devueltos por esta demolición."; suffix added into each priority tooltip suffix added into each priority tooltip "Priority__OrderingExplanation" = "Cuanto menor sea el número, mayor es la prioridad."; tooltip tooltip that explains quick repair action "PriorityGeneral__Tooltip" = "Prioridad general para la asignación de trabajadores, electricidad, mantenimiento y consumo de unidad."; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "Prioridad general para la asignación de trabajadores, electricidad, mantenimiento y consumo de unidad. También determina la prioridad para la entrega y retiro de productos cuando se utilizan camiones."; "ProducedLastMonth" = "Producido el mes pasado"; "ProducedThisMonth" = "Producido este mes"; fluid product fluid product "Product_Acid__name" = "Ácido"; fluid product fluid product "Product_Ammonia__name" = "Amoníaco"; name: unit product unit product "Product_Anesthetics__name" = "Anestésicos"; name: loose product loose product "Product_AnimalFeed__name" = "Alimentación animal"; name: unit product unit product "Product_Antibiotics__name" = "Antibióticos"; name: loose product loose product "Product_Biomass__name" = "Biomasa"; liquid content to be enriched in a fast breeder reactor, placed to wrap the reactor core as blanket, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_BlanketFuel__name" = "Product_BlanketFuel__name"; see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "Product_BlanketFuelEnriched__name"; name: unit product unit product "Product_Bread__name" = "Pan"; name: unit product "Product_Bricks__name" = "Ladrillos"; fluid product fluid product "Product_Brine__name" = "Salmuera"; name: loose product loose product "Product_BrokenGlass__name" = "Vidrio roto"; name: unit product unit product "Product_Cake__name" = "Pastel"; name: loose product loose product "Product_Canola__name" = "Colza"; fluid product loose product "Product_CarbonDioxide__name" = "Dióxido de carbono"; name: virtual product name: virtual product "Product_CargoShip__name" = "Barco de carga"; name: unit product unit product "Product_Cement__name" = "Cemento"; name: virtual product name: virtual product "Product_Chicken__name" = "Pollo"; name: a chicken body with removed limbs and feathers, ready to be butchered a chicken body with removed limbs and feathers, ready to be butchered "Product_ChickenCarcass__name" = "Pollo muerto"; fluid product fluid product "Product_ChilledWater__name" = "Agua helada"; fluid product fluid product "Product_Chlorine__name" = "Cloro"; name: loose product loose product "Product_Coal__name" = "Carbón"; name: loose product loose product "Product_Compost__name" = "Compostaje"; name: unit product unit product "Product_ConcreteSlab__name" = "Bloque de hormigón"; name: unit product unit product "Product_ConstructionParts__name" = "Piezas de construcción"; name: unit product unit product "Product_ConstructionParts2__name" = "Piezas de construcción II"; name: unit product unit product "Product_ConstructionParts3__name" = "Piezas de construcción III"; name: unit product unit product "Product_ConstructionParts4__name" = "Piezas de construcción IV"; name: unit product unit product "Product_ConsumerElectronics__name" = "Dispositivo electrónico"; fluid product fluid product "Product_CookingOil__name" = "Aceite de cocina"; name: unit product unit product "Product_Copper__name" = "Cobre"; name: loose product loose product "Product_CopperOre__name" = "Mineral de cobre"; name: loose product loose product "Product_CopperOreCrushed__name" = "Mineral de cobre triturado"; name: loose product loose product "Product_CopperScrap__name" = "Desecho de cobre"; name: unit product "Product_CopperScrapPressed__name" = "Product_CopperScrapPressed__name"; liquid fuel for a fast breeder reactor that goes into its core, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_CoreFuel__name" = "Product_CoreFuel__name"; result of Product_CoreFuel after it was used in nuclear reactor, but this still gets filtered and reprocessed back to some Product_CoreFuel, so it is not entirely spent yet "Product_CoreFuelDirty__name" = "Product_CoreFuelDirty__name"; name: loose product loose product "Product_Corn__name" = "Maíz"; fluid product fluid product "Product_CornMash__name" = "Puré de maíz"; fluid product fluid product "Product_CrudeOil__name" = "Petróleo"; fluid product fluid product "Product_Diesel__name" = "Diésel"; name: loose product loose product "Product_Dirt__name" = "Tierra"; name: unit product unit product "Product_Disinfectant__name" = "Desinfectante"; name: unit product unit product "Product_Eggs__name" = "Huevos"; name: unit product unit product "Product_Electronics__name" = "Electrónica I"; name: unit product unit product "Product_Electronics2__name" = "Electrónica II"; name: unit product unit product "Product_Electronics3__name" = "Electrónica nivel 3"; fluid product fluid product "Product_Ethanol__name" = "Etanol"; fluid product fluid product "Product_Exhaust__name" = "Escape"; fluid product fluid product "Product_Fertilizer__name" = "Fertilizante nivel 1"; fluid product fluid product "Product_Fertilizer2__name" = "Fertilizante nivel 2"; fluid product fluid product "Product_FertilizerOrganic__name" = "Fertilizante (orgánico)"; name: loose product fluid product "Product_FilterMedia__name" = "Filtro de medios"; name: waste from nuclear fission "Product_FissionProduct__name" = "Product_FissionProduct__name"; name: unit product unit product "Product_Flour__name" = "Harina"; name: unit product unit product "Product_Flowers__name" = "Flores"; name: unit product unit product "Product_FoodPack__name" = "Paquete de comida"; name: unit product unit product "Product_Fruit__name" = "Fruta"; fluid product unit product "Product_FuelGas__name" = "Gas combustible"; name: unit product unit product "Product_Glass__name" = "Vidrio"; name: loose product unit product "Product_GlassMix__name" = "Mezcla de vidrio"; name: unit product unit product "Product_Gold__name" = "Oro"; name: loose product loose product "Product_GoldOre__name" = "Mineral de oro"; name: loose product loose product "Product_GoldOreConcentrate__name" = "Mineral de oro concentrado"; name: loose product loose product "Product_GoldOreCrushed__name" = "Mineral de oro triturado"; name: loose product loose product "Product_GoldOrePowder__name" = "Polvo de mineral de oro"; name: loose product loose product "Product_GoldScrap__name" = "Chatarra de oro"; name: unit product "Product_GoldScrapPressed__name" = "Product_GoldScrapPressed__name"; name: unit product fluid product "Product_Graphite__name" = "Grafito"; name: loose product unit product "Product_Gravel__name" = "Grava"; fluid product fluid product "Product_HeavyOil__name" = "Petróleo pesado"; name: unit product unit product "Product_HouseholdAppliances__name" = "Electrodomésticos"; name: unit product unit product "Product_HouseholdGoods__name" = "Artículos de uso doméstico"; fluid product fluid product "Product_Hydrogen__name" = "Hidrógeno"; fluid product fluid product "Product_HydrogenFluoride__name" = "Fluoruro de hidrógeno"; name: unit product unit product "Product_ImpureCopper__name" = "Cobre impuro"; name: unit product unit product "Product_Iron__name" = "Hierro"; name: loose product loose product "Product_IronOre__name" = "Mineral de hierro"; name: loose product loose product "Product_IronOreCrushed__name" = "Mineral de hierro triturado"; name: loose product loose product "Product_IronScrap__name" = "Chatarra de hierro"; name: unit product "Product_IronScrapPressed__name" = "Product_IronScrapPressed__name"; name: unit product unit product "Product_LabEquipment__name" = "Equipo de laboratorio"; name: unit product unit product "Product_LabEquipment2__name" = "Equipo de laboratorio nivel 2"; name: unit product unit product "Product_LabEquipment3__name" = "Equipo de laboratorio nivel 3"; name: unit product unit product "Product_LabEquipment4__name" = "Equipo de laboratorio nivel 4"; fluid product fluid product "Product_LightOil__name" = "Petróleo ligero"; name: loose product fluid product "Product_Limestone__name" = "Caliza"; name: loose product "Product_ManufacturedSand__name" = "Product_ManufacturedSand__name"; name: unit product unit product "Product_Meat__name" = "Carne"; name: loose product loose product "Product_MeatTrimmings__name" = "Residuos de matadero"; name: unit product unit product "Product_MechanicalParts__name" = "Partes mecánicas"; name: unit product unit product "Product_MedicalEquipment__name" = "Equipo medico"; name: unit product unit product "Product_MedicalSupplies__name" = "Suministros médicos"; name: unit product unit product "Product_MedicalSupplies2__name" = "Suministros médicos nivel 2"; name: unit product unit product "Product_MedicalSupplies3__name" = "Suministros médicos III"; fluid product fluid product "Product_MediumOil__name" = "Petróleo medio"; name: unit product unit product "Product_Microchips__name" = "Circuito integrado"; name: unit product unit product "Product_MicrochipsStage1A__name" = "Microchips etapa 1 a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "Microchips etapa 1 b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "Microchips etapa 1 c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "Microchips etapa 2 a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "Microchips etapa 2 b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "Microchips etapa 2 c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "Microchips etapa 3 a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "Microchips etapa 3 b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "Microchips etapa 3 c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "Microchips etapa 4 a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "Microchips etapa 4 b"; molten product molten product "Product_MoltenCopper__name" = "Cobre fundido"; molten product molten product "Product_MoltenGlass__name" = "Vidrio fundido"; molten product molten product "Product_MoltenIron__name" = "Hierro fundido"; molten product molten product "Product_MoltenSilicon__name" = "Silicio fundido"; molten product molten product "Product_MoltenSteel__name" = "Acero fundido"; name: unit product unit product "Product_Morphine__name" = "Morfina"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "Product_MoxRod__name"; fluid product fluid product "Product_Naphtha__name" = "Nafta"; fluid product fluid product "Product_Nitrogen__name" = "Nitrógeno"; fluid product fluid product "Product_Oxygen__name" = "Oxígeno"; name: unit product "Product_Paper__name" = "Product_Paper__name"; name: unit product loose product "Product_PCB__name" = "Circuito impreso"; name: unit product unit product "Product_Plastic__name" = "Plástico"; name: unit product "Product_Plutonium__name" = "Product_Plutonium__name"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "Silicio (poli)"; name: loose product loose product "Product_Poppy__name" = "Amapola"; name: loose product loose product "Product_Potato__name" = "Papa"; name: loose product loose product "Product_Quartz__name" = "Cuarzo"; name: loose product "Product_QuartzCrushed__name" = "Product_QuartzCrushed__name"; name: loose product loose product "Product_Recyclables__name" = "Reciclables"; name: unit product "Product_RecyclablesPressed__name" = "Product_RecyclablesPressed__name"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "Product_RetiredWaste__name"; name: loose product loose product "Product_Rock__name" = "Roca"; name: unit product unit product "Product_Rubber__name" = "Caucho"; name: loose product loose product "Product_Salt__name" = "Sal"; name: loose product loose product "Product_Sand__name" = "Arena"; name: unit product unit product "Product_Sausage__name" = "Embutido"; fluid product fluid product "Product_Seawater__name" = "Agua de mar"; name: unit product unit product "Product_Server__name" = "Servidor"; name: unit product unit product "Product_SiliconWafer__name" = "Oblea de silicio"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "Escoria"; name: loose product loose product "Product_SlagCrushed__name" = "Escoria triturada"; name: loose product loose product "Product_Sludge__name" = "Lodo"; name: unit product unit product "Product_Snack__name" = "Aperitivo"; name: unit product unit product "Product_SolarCell__name" = "Paneles solares"; name: unit product unit product "Product_SolarCellMono__name" = "Célula solar"; fluid product fluid product "Product_SourWater__name" = "Agua ácida"; name: loose product loose product "Product_Soybean__name" = "Haba de soja"; name: spent nuclear fuel, radioactive, keep short unit product "Product_SpentFuel__name" = "Residuos nucleares"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "Product_SpentMox__name"; fluid product fluid product This is a steam that has such a low pressure that it is consider depleted (no longer useful). So this is a product, it's not a notification that some machine ran out of steam. It goes like this steam hi > steam lo > steam depleted "Product_SteamDepleted__name" = "Vapor agotado"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "Vapor de alta presión"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "Vapor de baja presión"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "Product_SteamSp__name"; name: unit product unit product "Product_Steel__name" = "Acero"; name: loose product unit product "Product_Sugar__name" = "Azúcar"; name: loose product loose product "Product_SugarCane__name" = "Caña de azúcar"; name: loose product unit product "Product_Sulfur__name" = "Azufre"; name: unit product unit product "Product_Tofu__name" = "Tofu"; fluid product unit product "Product_ToxicSlurry__name" = "Lodo tóxico"; name: unit product "Product_TreeSapling__name" = "Product_TreeSapling__name"; name: loose product "Product_UraniumDepleted__name" = "Product_UraniumDepleted__name"; name: unit product "Product_UraniumEnriched__name" = "Product_UraniumEnriched__name"; name: unit product "Product_UraniumEnriched20__name" = "Product_UraniumEnriched20__name"; name: loose product loose product "Product_UraniumOre__name" = "Mineral de uranio"; name: loose product loose product "Product_UraniumOreCrushed__name" = "Mineral de uranio triturado"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Product_UraniumReprocessed__name"; name: unit product loose product "Product_UraniumRod__name" = "Barra de uranio"; name: unit product unit product "Product_Vegetables__name" = "Verduras"; name: unit product unit product "Product_VehicleParts__name" = "Partes de vehículo"; name: unit product unit product "Product_VehicleParts2__name" = "Partes de vehículo nivel 2"; name: unit product unit product "Product_VehicleParts3__name" = "Partes de vehículo nivel 3"; name: virtual product name: virtual product "Product_Virtual_Computing__name" = "Computación"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "electricidad"; name name: virtual product "Product_Virtual_Groundwater__name" = "agua subterránea"; name: virtual product "Product_Virtual_Heat__name" = "Product_Virtual_Heat__name"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "Mantenimiento I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "Mantenimiento II"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT3__name" = "Mantenimiento nivel 3"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "Energía cinética"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "Aire contaminado"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "Agua contaminada"; abstract points that player gains for taking good care of people and making sure they are well, people unite and pull together, and player gains unity, 'togetherness' name: virtual product "Product_Virtual_Upoints__name" = "Unidad"; name: loose product loose product "Product_Waste__name" = "Desperdicio"; name: unit product "Product_WastePressed__name" = "Product_WastePressed__name"; fluid product fluid product "Product_WasteWater__name" = "Aguas residuales"; fluid product fluid product "Product_Water__name" = "Agua"; name: loose product loose product "Product_Wheat__name" = "Trigo"; name: unit product unit product "Product_Wood__name" = "Madera"; name: loose product "Product_Woodchips__name" = "Product_Woodchips__name"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "Product_Yellowcake__name"; list of products "Production" = "Producción"; title of a panel showing estimates of quantities required to produce some quantity of a product title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "Estimación de coste de producción"; list of products list of products "Products" = "Productos"; title of a window that enables to select a product from multiple ones title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "Elige un producto"; lists products that are filtered in the sorter into its special output port lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "Productos para filtrar"; "ProductsToFilter__None" = "No se ha configurado el filtro de productos"; title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "PropsRemovalTool"; tooltip "PropsRemovalTool__Tooltip" = "PropsRemovalTool__Tooltip"; example usage: 'Provides ' - means this entity provides coal. example usage: 'Provides ' - means this entity provides coal. "Provides" = "Proporciona"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ProvideSurplusPower__Toggle" = "ProvideSurplusPower__Toggle"; option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "ProvideSurplusPower__Tooltip"; rendering preset name for 2nd best option "QualityPreset__HighQuality" = "QualityPreset__HighQuality"; rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "QualityPreset__LowQuality"; rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "QualityPreset__MediumQuality"; rendering preset name for best rendering option "QualityPreset__UltraQuality" = "QualityPreset__UltraQuality"; shows some quantity per month, e.g. '4 / month' shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / mes"; name name "QuartzMine__name" = "Mina de cuarzo"; button to instantly deliver some materials for unity button to quick build something for unity "QuickBuild__Action" = "Entrega rápida"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity tooltip that explains quick build for unity "QuickBuild__Tooltip" = "Acelera la construcción actual entregando instantáneamente los materiales faltantes sin tener que esperar a que los camiones los entreguen. Los materiales a entregar deben de estar disponibles en el almacén ó en el muelle."; button to instantly remove some materials something for unity button to instantly remove some materials something for unity "QuickRemove__Action" = "Deconstrucción rápida"; tooltip that explains quick remove for unity tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "Acelera la deconstrucción actual eliminando instantáneamente todos los materiales. Los materiales retirados se transferirán al almacén o al astillero."; exits the game entirely (back to windows) exits the game entirely (back to windows) "QuitGame" = "Salir"; shown when player click a button to quit the game {0} is name of the file to be deleted "QuitGame__ConfirmationQuestion" = "¿Seguro que quieres salir? El progreso no guardado se perderá."; range of a ship radar range of a ship radar "RadarRange" = "Alcance del radar"; tooltip "RadiationLevel__Tooltip" = "RadiationLevel__Tooltip"; short description short description "RainwaterHarvester__desc" = "Recoge agua al llover. Tiene un pequeño depósito de agua incorporado."; building or machine building or machine "RainwaterHarvester__name" = "Recolector de agua de lluvia"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "Lluvioso"; title that is displayed above a list of recipes (a recipe is what a machine performs) title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "Recetas"; title that is displayed above a list of new recipes in a research node title that is displayed above a list of new recipes in a research node "Recipes__New" = "Nuevas recetas"; "RecipesBook__OpenHint" = "Sugerencia: puede hacer clic derecho en el icono de un producto en cualquier receta del juego para acceder a la descripción general."; Title of a window that shows all the recipes in the game. Recipes are used in machines for production. Title of a window that shows all the recipes in the game. Recipes are used in machines for production. "RecipesBook__Title" = "Recetas de fabricación"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "Desatascar"; vehicle recovery button tooltip vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "El vehículo será desmontado y vuelto a montar en el depósito más cercano."; shows recycling efficiency, more details on this in tooltip shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "Eficiencia de reciclaje del asentamiento"; "RecyclingEfficiency__Tooltip" = "Esto no se relaciona con la eficiencia de esta planta de clasificación. En cambio, define la eficiencia con la que su isla convierte los desechos en reciclables en lugares como depósitos de mantenimiento y asentamientos. Entonces, por ejemplo, una eficiencia del 40 % significa que el 40 % del hierro utilizado en el mantenimiento termina en materiales reciclables. Lo que no se convierte en reciclable se desperdicia. Tenga en cuenta que posponer el procesamiento de los materiales reciclables debido a las expectativas de un aumento futuro de la eficiencia no ayudará, ya que la conversión se realiza cuando se crean los materiales reciclables, no cuando se clasifican. La eficiencia se puede aumentar a través de la investigación y los edictos."; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "RecyclingIncrease__desc" = "La eficiencia de reciclaje aumentó en {0}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "RecyclingIncrease__name" = "Aumento de reciclaje"; description of research that increases recycling efficiency by {0} percent description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "+{0}% DE AUMENTO DE RECICLAJE"; a difficulty option where player gets a full (100%) refund when deconstructing something "RefundOption__Full" = "RefundOption__Full"; a difficulty option where player gets only a partial refund when deconstructing something "RefundOption__Partial" = "RefundOption__Partial"; Relative times shown in the load & save windows "RelativeTime_Days" = "RelativeTime_Days"; Relative times shown in the load & save windows "RelativeTime_Hours" = "RelativeTime_Hours"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "RelativeTime_Minutes"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "RelativeTime_Seconds"; trying to remove a building that is not allowed to be removed (e.g. shipyard) could not remove a housing as it would split the settlement into two individual ones "RemovalError__CannotRemove" = "No se puede quitar"; could not demolish a cargo depot as it is transferring cargo right now could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "La carga está siendo transferida"; could not demolish an animal farm as it has animals could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "La granja tiene animales"; could not demolish a cargo depot / unassign its product as it has some products stored could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "El producto almacenado debe vaciarse primero"; trying to remove a shipyard that can't be removed as it has the ship assigned trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "No se puede eliminar: tiene un barco asignado"; could not remove a housing or square as it has a service module attached could not remove a housing as it has a service module attached "RemovalError__HousingHasModuleAttached" = "No se puede eliminar una parte del asentamiento que tiene algunos edificios de servicios adjuntos."; could not remove a housing as it would split the settlement into two individual ones could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "El asentamiento debe permanecer contiguo"; could not demolish a depot as its modules need to be removed first could not remove a housing as it has a service module attached "RemovalError__RemoveModulesFirst" = "Los módulos deben eliminarse primero"; could not demolish an abandoned building, it needs to be scrapped for parts could not remove a housing as it would split the settlement into two individual ones "RemovalError__ScrapItFirst" = "Necesita ser desguazado"; could not demolish a cargo depot as its ship still has some cargo to unload could not remove a housing as it would split the settlement into two individual ones "RemovalError__ShipHasCargo" = "El barco tiene carga"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "Quitar productos"; button to stop products removal from a conveyor belt button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "Detener eliminación"; tooltip tooltip "RemoveProducts__Tooltip" = "Solicita a los camiones que retiren los productos de este transporte."; tooltip for a button that allows to remove products from machine's buffers tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "Elimine instantáneamente los productos almacenados en los búferes internos de entrada y salida utilizados por esta receta. Los productos se trasladarán a cualquier almacén o astillero disponible."; option for rendering quality setting for the high quality "RenderingQuality__High" = "RenderingQuality__High"; option for rendering quality setting for low quality "RenderingQuality__Low" = "RenderingQuality__Low"; option for rendering quality setting for medium quality "RenderingQuality__Medium" = "RenderingQuality__Medium"; option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "RenderingQuality__Off"; option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "RenderingQuality__VeryHigh"; note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "RenderingSetting_NotSupported"; title for rendering settings "RenderingSetting_Title" = "RenderingSetting_Title"; Label for the rendering quality preset buttons in the settings window "RenderingSettingPreset_Label" = "RenderingSettingPreset_Label"; button to request to repair something button to request to repair something "Repair" = "Reparar"; title of a window that enables to replace an existing ship part with a different one title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "Reemplazar parte"; tooltip "ReplaceVehicle__MainTooltip" = "ReplaceVehicle__MainTooltip"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "ReplaceVehicle__NoDepot"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "ReplaceVehicle__NoVehicleSelected"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "ReplaceVehicle__OnItsWay"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "ReplaceVehicle__WaitingForReplace"; button to open a page to report game issue / bug button to open a page to report game issue / bug "ReportIssue" = "Reportar un problema"; button to donate products to a settlement to increase player's reputation, will be deliver by ship button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "Donar"; title of a panel providing an option to increase player's reputation in the current world map settlement title of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Title" = "Aumento de reputación"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "Puedes donar algunos productos para aumentar tu reputación en este asentamiento. Cuanta mejor reputación tengas, más ofertas comerciales recibirás. La reputación también afecta la adopción de pops. Los productos tienen que ser entregados por su barco."; text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' "ReputationIncreaseTitle" = "Aumentar nuestra reputación a {0}"; title of a panel that lists requirements of something (e.g. research) title of a panel that lists requirements of something (e.g. research) "Requires" = "Requiere"; title or tooltip of a button that opens research tree title or tooltip of a button that opens research tree "Research" = "Investigación"; ex: 14 / 98, research progress in the details panel of the load & save window "Research__Detail" = "Research__Detail"; description of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "Proporciona una gestión adicional de la logística y la descarga."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "Control logístico avanzado"; description of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__desc" = "Proporciona a la fundición un mayor rendimiento y una mayor eficiencia para minerales triturados."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "Fundición avanzada"; title of a research node in the research tree title of a research node in the research tree "ResearchArcFurnace2__name" = "Horno de arco eléctrico II"; title of a research node in the research tree title of a research node in the research tree "ResearchAssembler3__name" = "Ensambladora (robótica) II"; title of a research node in the research tree "ResearchBasicComputing__name" = "ResearchBasicComputing__name"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicDiesel__desc" = "Permite bombear la reserva limitada de petróleo de la isla y convertirla en diésel. No es muy eficiente."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "Diésel básico"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "Cultivo básico de patatas. Solo tenemos que esperar que llueva."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "Agricultura básica"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "Faro"; title of a research node in the research tree title of a research node in the research tree "ResearchBioDiesel__name" = "biodiésel"; title of a research node in the research tree title of a research node in the research tree "ResearchBiofuel__name" = "Biocombustible"; title of a research node in the research tree "ResearchBlueprints__name" = "Planos"; title of a research node in the research tree title of a research node in the research tree "ResearchBoilerElectric__name" = "Caldera electrica"; title of a research node in the research tree "ResearchBricksProduction__name" = "ResearchBricksProduction__name"; title of a research node in the research tree title of a research node in the research tree "ResearchBurner__name" = "Quemador"; title of a research node in the research tree title of a research node in the research tree "ResearchCanola__name" = "Colza"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice__desc" = "¡Tu propia oficina! Aquí es donde se toman todas las decisiones importantes."; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "Oficina del capitán"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "ResearchCaptainsOffice2__desc"; title of a research node in the research tree "ResearchCaptainsOffice2__name" = "ResearchCaptainsOffice2__name"; title of a research node in the research tree title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "reciclaje de CO2"; description of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__desc" = "Permite automatizar el proceso de transporte de recursos que se encuentran fuera de la isla (petróleo, por ejemplo)."; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__name" = "Muelle de carga I"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot2__name" = "Muelle de carga II"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot3__name" = "Muelle de carga III"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot4__name" = "Muelle de carga IV"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant__name" = "Planta química y fertilizantes"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant2__name" = "Planta química II"; title of a research node in the research tree title of a research node in the research tree "ResearchChickenFarm__name" = "Granja de pollos"; title of a research node in the research tree "ResearchCompactor__name" = "ResearchCompactor__name"; title of a research node in the research tree title of a research node in the research tree "ResearchConcreteAdvanced__name" = "hormigón eficiente"; title of a research node in the research tree title of a research node in the research tree "ResearchConsumerElectronics__name" = "Electrónica de consumo"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "Conecta máquinas directamente para proporcionar un funcionamiento suave y continuo."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "Cintas transportadoras I"; description of a research that provides advanced conveyor belts description of a research node in the research tree "ResearchConveyorBeltsT2__desc" = "Cintas transportadoras con mayor rendimiento."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "Cintas transportadoras II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "Cintas transportadoras III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "Enrutamiento inteligente de transportadores"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "La electrolisis del cobre nos permite alcanzar un 99% de pureza. De esta forma podemos aprovechar al máximo sus propiedades."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "Refinamiento de cobre"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "Proceso más eficiente de refinamiento de cobre con ácido."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "Refinamiento de cobre II"; description of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__desc" = "Permite cultivar y cosechar maíz en granjas."; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "Cultivo de maíz"; description of a research that provides advanced construction parts description of a research node in the research tree "ResearchCp2Packing__desc" = "Producción de piezas de construcción avanzadas."; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "Construcción II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "Construcción III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "Construcción IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "Producción de piezas básicas de construcción."; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "Construcción"; title of a research node in the research tree title of a research node in the research tree "ResearchCropRotation__name" = "La rotación de cultivos"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "Proceso avanzado para la producción de diésel y mucho más."; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "Diésel avanzado"; title of a research node in the research tree "ResearchCrusherLarge__name" = "ResearchCrusherLarge__name"; title of a research node in the research tree "ResearchCustomSurfaces__name" = "ResearchCustomSurfaces__name"; title of a research node in the research tree "ResearchDatacenter__name" = "ResearchDatacenter__name"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "Eficiencia de deconstrucción"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "Eficiencia de deconstrucción II"; title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "ResearchDieselGeneratorLarge__name"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts1__desc" = "Algunos edictos realmente útiles que puedes aplicar en tu oficina."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "Edictos"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "Otro conjunto de edictos útiles."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "Edictos II"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts3__name" = "Edictos III"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts4__name" = "Edictos IV"; title of a research node in the research tree "ResearchElectricity__name" = "ResearchElectricity__name"; title of a research node in the research tree name of a machine "ResearchElectrolysis__name" = "Electrólisis"; title of a research node in the research tree "ResearchElectrolysis2__name" = "ResearchElectrolysis2__name"; description of a research of a ship engine upgrade description of a research node in the research tree "ResearchEngine2__desc" = "Una vez instalado, el barco podrá viajar más lejos."; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "Motor de barco II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "Motor de barco III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "Filtración de gases de escape"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "Granjas de regadío"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "Invernadero"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "Invernadero II"; title of a research node in the research tree title of a research node in the research tree "ResearchFermentation__name" = "Fermentación"; description of a research node in the research tree "ResearchFertilizers__desc" = "ResearchFertilizers__desc"; title of a research node in the research tree "ResearchFertilizers__name" = "ResearchFertilizers__name"; title of a research node in the research tree title of a research node in the research tree "ResearchFoodMarket2__name" = "Mercado de alimentos II"; description of a research node in the research tree description of a research node in the research tree "ResearchFoodPacking__desc" = "Permite envasar alimentos para venderlos mediante contratos."; title of a research node in the research tree title of a research node in the research tree "ResearchFoodPacking__name" = "envasado de alimentos"; description of a research node in the research tree description of a research node in the research tree "ResearchFruit__desc" = "Permite cultivar y cosechar fruta en invernaderos."; title of a research node in the research tree title of a research node in the research tree "ResearchFruit__name" = "Fruta"; description of a research node in the research tree description of a research node in the research tree "ResearchFuelStation__desc" = "¿Cansado de que las excavadoras vayan y vengan para repostar? Construye esta estación y asígnale algunos camiones."; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "Gasolinera"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "Gasolinera II"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation3__name" = "Gasolinera III"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "Combustión de gas"; description of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__desc" = "Proporciona producción de vidrio."; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "Fabricación de vidrio y productos"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "Fundición de vidrio II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "Fundición de oro"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "Craqueo de crudo"; title of a research node in the research tree title of a research node in the research tree "ResearchHospital__name" = "Hospital"; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdAppliances__name" = "Electrodomésticos"; description of a research node in the research tree description of a research node in the research tree "ResearchHouseholdGoods__desc" = "Los bienes del hogar para un asentamiento, genera una Unidad extra cuando se proporciona."; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdGoods__name" = "Artículos de uso doméstico"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing2__name" = "Vivienda II"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing3__name" = "Vivienda III"; title of a research node in the research tree "ResearchHydrogenCell__name" = "ResearchHydrogenCell__name"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "Producción de hidrógeno"; title of a research node in the research tree "ResearchIncinerationPlant__name" = "ResearchIncinerationPlant__name"; title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "ResearchIndustrialMixerT2__name"; description of a research node in the research tree description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "Producción de hierro a partir de chatarra metálica."; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "Fundición de hierro (a partir de chatarra)"; short description short description "ResearchLab1__desc" = "Proporciona investigación. Cuantos más laboratorios tengas, más rápido investigarás."; building or machine building or machine "ResearchLab1__name" = "Laboratorio de investigación I"; description of a research lab short description "ResearchLab2__desc" = "Proporciona acceso a tecnologías más avanzadas. Importante: este laboratorio tiene que estar provisto de equipos de laboratorio de forma continua para poder trabajar. Cuantos más laboratorios tenga, más rápido investigará. El laboratorio puede devolver los productos consumidos en forma de materiales reciclables, si se desbloquea la tecnología de reciclaje. "; building or machine building or machine "ResearchLab2__name" = "Laboratorio de investigación II"; building or machine building or machine "ResearchLab3__name" = "Laboratorio de investigación III"; building or machine building or machine "ResearchLab4__name" = "Laboratorio de investigación IV"; building or machine building or machine "ResearchLab5__name" = "Laboratorio de investigación V"; {0} = Unity "ResearchLabTip" = "Si necesita acelerar su investigación, puede construir más laboratorios de investigación. Pero no olvide que ejecutarlos cuesta {0}. {0} se genera naturalmente en los asentamientos cuando las personas están bien y felices, pero puede disminuir cuando no se satisfacen sus necesidades. Puede visitar el asentamiento para ver los detalles."; tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "ResearchLocked_LifetimeProduction"; title of a research node in the research tree title of a research node in the research tree "ResearchMaintenanceDepot__name" = "Depósito de mantenimiento II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "Proporciona la habilidad de almacenar energía cinética y la capacidad de auto-balanceo de las turbinas."; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "Almacén de energía cinética"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies2__name" = "Suministros médicos II"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies3__name" = "Suministros médicos III"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction__name" = "Producción de microchips"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction2__name" = "Producción de microchips II"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaProcessing__name" = "Procesamiento de nafta"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaReforming__name" = "Reformado de nafta"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "Reactor nuclear"; title of a research node in the research tree "ResearchNuclearReactor2__name" = "ResearchNuclearReactor2__name"; title of a research node in the research tree "ResearchNuclearReactor3__name" = "ResearchNuclearReactor3__name"; title of a research node in the research tree title of a research node in the research tree "ResearchOrganicFertilizer__name" = "Fertilizante orgánico"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransports__desc" = "Las tuberías son geniales. ¿Imagina transportar todo eso con camiones?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "Tuberías"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "Resulta que si aumentamos el diámetro de la tubería, tiene un mayor rendimiento."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "Tuberías II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "Otro aumento en el rendimiento."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "Tuberías III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "Plástico"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "Silicio"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "Energía y mantenimiento"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "Desbloquea la generación de energía a partir del carbón."; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "Generación de energía II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "Generación de energía III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "Generación de energía IV"; button to add the current research into the queue description of a research node in the research tree "ResearchQueue__Add" = "Añadir a la cola"; button to remove the current research from the queue title of a research node in the research tree "ResearchQueue__Remove" = "Quitar de la cola"; shows what place in the queue a research node has, e.g. 'in queue (3)' shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "En cola ({0})"; title of a research node in the research tree title of a research node in the research tree "ResearchRecycling__name" = "Reciclaje"; research node description research node description "ResearchRecyclingEdict__desc" = "Edictos que se pueden habilitar para aumentar la eficiencia global de reciclaje de la isla."; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict__name" = "Edictos de reciclaje"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict2__name" = "Edictos de reciclaje II"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "Reciclaje de asentamientos"; {0}=10 {0}=10 "ResearchRecyclingIncrease__desc" = "Aumenta la eficiencia general del reciclaje en un {0} % adicional."; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingIncrease__name" = "Aumento de reciclaje"; description of a research node in the research tree description of a research node in the research tree "ResearchRepairDock__desc" = "Permite reparar el muelle para que podamos empezar a trabajar en las reparaciones del barco."; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "Muelle de reparación de barcos"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "Laboratorio de investigación II"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "Laboratorio de investigación III"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "Laboratorio de investigación IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "Laboratorio de investigación V"; title of a research node in the research tree title of a research node in the research tree "ResearchRetainingWalls__name" = "Muro de contención"; title of a research node in the research tree title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "Montaje y lanzamiento de cohetes"; title of a research node in the research tree title of a research node in the research tree "ResearchRotaryKilnGas__name" = "Horno rotatorio (gas)"; title of a research node in the research tree title of a research node in the research tree "ResearchRubberProduction__name" = "Caucho sintético"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "Producción de sal"; title of a research node in the research tree title of a research node in the research tree "ResearchSausageProduction__name" = "producción de salchichas"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementDecorations__name" = "Decoraciones de asentamiento"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementPower__name" = "Energía del asentamiento"; description of a research node in the research tree description of a research node in the research tree "ResearchSettlementWaste__desc" = "Recogida y eliminación básica de residuos de asentamientos."; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWaste__name" = "Residuos de asentamiento"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWater__name" = "Agua del asentamiento"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "Nuestro barco resistirá más impactos de la artillería enemiga. Nuestro equipo está ansioso por probarlo, ¿eh?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "Blindaje del barco"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "Blindaje del barco II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "Mejora del tanque de combustible"; description of a research of a ship bridge upgrade description of a research node in the research tree "ResearchShipRadar__desc" = "Puente de barco avanzado. También contiene un mejor radar para la exploración de áreas."; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "Puente de barco II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "Puente de barco III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "Una vez lo equipemos en el barco, finalmente podremos dejar de huir de cada combate."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "Armas del barco I"; description of ship weapons description of a research node in the research tree "ResearchShipWeapons2__desc" = "Las armas del barco proporcionan un mayor alcance y daño."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "Armas del barco II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "Armas del barco III"; title of a research node in the research tree title of a research node in the research tree "ResearchSnacksProduction__name" = "Producción de aperitivos"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "Paneles solares"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels2__name" = "Paneles solares nivel 2"; title of a research node in the research tree title of a research node in the research tree "ResearchSoybeanCrop__name" = "Cultivo de soja"; title of a panel that shows current research speed of a research lab title of a panel that shows current research speed of a research lab "ResearchSpeed__Title" = "Velocidad de investigación"; title of a research node in the research tree "ResearchStacker__name" = "ResearchStacker__name"; title of a research node in the research tree title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "Mantenimiento"; description of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__desc" = "Proceso para convertir el hierro en acero más duradero."; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "Fundición de acero"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage2__name" = "Almacenamiento II"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage3__name" = "Almacenamiento (Grande) I"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage4__name" = "Almacenamiento (Grande) II"; title of a research node in the research tree title of a research node in the research tree "ResearchStoragesT1__name" = "Almacenamiento I"; title of a research node in the research tree title of a research node in the research tree "ResearchSugarCane__name" = "Caña de azúcar"; title of a research node in the research tree title of a research node in the research tree "ResearchSulfurProcessing__name" = "Procesamiento de azufre"; description of a research node in the research tree "ResearchSuperPressSteam__desc" = "ResearchSuperPressSteam__desc"; title of a research node in the research tree "ResearchSuperPressSteam__name" = "ResearchSuperPressSteam__name"; title of a research node in the research tree "ResearchTerrainLeveling__name" = "ResearchTerrainLeveling__name"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalination__name" = "Desalinización térmica"; description of a research node in the research tree description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "Permite reutilizar el destilador básico para la desalinización de agua. No es muy eficiente."; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "Desalinizador básico"; title of a research node in the research tree "ResearchThermalStorage__name" = "ResearchThermalStorage__name"; title of a research node in the research tree title of a research node in the research tree "ResearchTombOfCaptains__name" = "Tumba de capitanes"; description of a research node in the research tree "ResearchTools__desc" = "ResearchTools__desc"; title of a research node in the research tree "ResearchTools__name" = "ResearchTools__name"; explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "Es necesario investigar una tecnología para reparar esto."; title of a research node in the research tree title of a research node in the research tree "ResearchTradeDock__name" = "Muelle de comercio"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "Ya puede dividir / combinar transportes. Pero esto le da la capacidad de establecer prioridades y ratios de entrada / salida."; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "Equilibrio de transportes"; description of a research node in the research tree "ResearchTransportsLifts__desc" = "ResearchTransportsLifts__desc"; title of a research node in the research tree "ResearchTransportsLifts__name" = "ResearchTransportsLifts__name"; title of a research node in the research tree title of a research node in the research tree "ResearchTreeHarvester__name" = "Cosechador de árboles II"; title of a research node in the research tree "ResearchTreePlanting__name" = "ResearchTreePlanting__name"; title of a research node in the research tree title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "Edicto de sobrecarga de camiones"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "Bomba de agua subterránea"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "{0} ¡desbloqueado!"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "Edificios nuevos:"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "Nuevos productos:"; title of a research node in the research tree title of a research node in the research tree "ResearchUraniumEnrichment__name" = "Enriquecimiento de uranio"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "Permite utilizar el excedente de vapor para la desalinización."; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "Desalinización al vacío"; description of a research node in the research tree description of a research node in the research tree "ResearchVegetables__desc" = "Permite cultivar y cosechar vegetales en granjas."; title of a research node in the research tree title of a research node in the research tree "ResearchVegetables__name" = "Cultivo de hortalizas"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAndMining__desc" = "Excavadora y torre de control de minería para permitir la extracción de materias primas. Y más camiones para reforzar nuestra logística."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "Vehículos y minería"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "Grandes vehículos para escalar sus operaciones mineras y logísticas. Su producción requiere vidrio que debe adquirirse a través del comercio rápido de otros asentamientos mundiales hasta que investigue cómo producirlo usted mismo."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "Vehículos grandes"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly3__name" = "Mega pala"; title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "ResearchVehicleAssembly3H__name"; {0}=25 {0}=25 "ResearchVehicleCapIncrease__desc" = "Aumenta el límite de vehículos en {0}."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "Gestión de vehículos"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "Gestión de vehículos II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "Gestión de vehículos III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "Gestión de vehículos IV"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "Gestión de vehículos V"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "ResearchVehicleCapIncrease6__name"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleRamps__name" = "Rampa para vehículos"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "Recuperación de agua"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "Tratamiento de aguas residuales"; description of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__desc" = "Un proceso de tratamiento de aguas residuales más eficiente."; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "Tratamiento de aguas residuales II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "Cultivo y procesamiento de trigo"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "Estado de la reserva"; title for screen resolution setting title for screen resolution setting "Resolution" = "Resolución"; example: 'Groundwater resource is getting low' notification "ResourceIsLow__name" = "{0} recurso se está agotando"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (es necesario reiniciar)"; button to restore defaults "RestoreDefaults" = "Restaurar los valores predeterminados"; name name "RetainingWallCorner__name" = "Muro de contención (esquina)"; name name "RetainingWallCross__name" = "Muro de contención (cruz)"; Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "Muro de contención"; description of retaining wall description of retaining wall "RetainingWallStraight1__desc" = "Evita que el terreno se derrumbe. Los muros se pueden colocar debajo de la superficie para evitar el colapso del terreno durante la extracción o sobre el terreno para ayudar con las operaciones de descarga. La elevación de colocación es ajustable. Los muros se derrumbarán si tienen más de {0} unidades de altura o si se llenan en exceso."; name name "RetainingWallStraight1__name" = "Muro de contención (corto)"; name name "RetainingWallStraight4__name" = "Muro de contención (largo)"; name name "RetainingWallTee__name" = "Muro de contención (T)"; informs how much time is left until the current radioactive waste gets converted into nonradioactive waste. Example use: 'Next disposal in: 40 years' "RetiredWaste__NextDisposal" = "RetiredWaste__NextDisposal"; tooltip "RetiredWaste__Tooltip" = "RetiredWaste__Tooltip"; tooltip explaining that mouse right click remove the hovered element tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "Haga clic derecho para eliminar"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "El {0} no está estacionado adentro."; short description: rocket assembly building description, {0} is launch pad short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "Construye cohetes espaciales y los entrega al {0} más cercano utilizando un transportador especializado. El transportador es un vehículo grande y no puede conducir sobre terreno irregular, así que asegúrese de que el {0} esté en el mismo nivel de altura que este edificio."; name name "RocketAssemblyDepot__name" = "Ensambladora de cohetes"; short description short description "RocketLaunchPad__desc" = "¡Habilita el lanzamiento de cohetes al espacio! Una vez que se entrega un cohete y se sujeta de forma segura a la torre, se llenará con combustible según el tipo de cohete. Esto tiene que coincidir con el combustible conectado a esta torre. El combustible nunca se almacena en la plataforma de lanzamiento por razones de seguridad. También es necesario conectar el agua, ya que el proceso de lanzamiento requiere una gran cantidad para amortiguar las ondas de choque del escape del cohete."; name name "RocketLaunchPad__name" = "Plataforma de lanzamiento de cohetes"; name name "RockMine__name" = "Mina de piedra"; description of a machine short description "RotaryKiln__desc" = "Realiza proceso de calcinación a altas temperaturas. Utilizado para producir cemento."; name of a machine building or machine "RotaryKiln__name" = "Horno rotatorio"; name of a machine name of a machine "RotaryKilnGas__name" = "Horno rotatorio (gas)"; tooltip tooltip "RotateShortcut__Tooltip" = "Pulse la tecla de acceso directo para girar en el sentido de las agujas del reloj"; short description short description "Ruins__desc" = "Parece un edificio que lleva abandonado durante mucho tiempo y ya no es útil. Podemos demoler este edificio para chatarra metálica que se pueden procesar en nuestra fábrica."; building or machine building or machine "Ruins__name" = "Estación de comunicaciones abandonada"; starts recycling a building for metal scraps starts recycling a building for metal scraps "RuinsRecycle__Action" = "Empezar a reciclar"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "Reciclar este edificio te proporciona materiales útiles que se transportarán automáticamente en camiones cuando sea necesario (por ejemplo, {0} se entregará a {1})."; title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. "RunOnLowFuel__Action" = "RunOnLowFuel__Action"; tooltip for a button "RunOnLowFuel__Tooltip" = "RunOnLowFuel__Tooltip"; Message shown when a save is unsuccessful "Save__FailureMessage" = "Save__FailureMessage"; {0} is name of the file that was saved {0} is name of the file that was deleted "Save__SuccessMessage" = "¡El archivo {0} se ha guardado!"; Label above the save name column in the load & save windows "Save__Title" = "Save__Title"; button to save the game after the player clicks it button to save the game after the player clicks it "Save_Action" = "Guardar"; title of a window that that enables to save the current game progress title of a window that that enables to save the current game progress "Save_Title" = "Guardar partida"; Label for the date of the save in the details panels of the load & save windows "Saved__Detail" = "Saved__Detail"; a message shown on the screen when save or auto-save is in progress a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "Guardando..."; note about blueprints "SaveMigration__BlueprintsNote" = "SaveMigration__BlueprintsNote"; {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "SaveMigration__Intro"; Label next to the save name entry box in the save window "SaveName__Label" = "SaveName__Label"; button to click on to create a new save file (shows a new text field where player can type name of the save file) button to click on to create a new save file (shows a new text field where player can type name of the save file) "SaveNew" = "+ Nuevo guardado"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "Escala"; button to send the current vehicle to a depot to have it scrapped for parts button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "Chatarra"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "ScrapVehicle__InProgress"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "Envía el vehículo al depósito de vehículos para su desguace por piezas"; title of graphical settings (resolution, quality, etc.) title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "Pantalla"; placeholder used in a search text box placeholder used in a search text box "Search" = "Buscar"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "Para descubrir nuevas semillas, explora el mapa del mundo con tu nave."; title of a panel that allows to select a fuel type for a consumer like a ship for instance "SelectFuel_Title" = "SelectFuel_Title"; Title on the "Select mods" tab of the new game window "SelectMods_Title" = "SelectMods_Title"; Message shown in dropdown buttons when no value is selected "SelectOption" = "SelectOption"; title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "SelectVehicle_Title"; title of a panel that enables to manage server racks in data center title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "Bastidores del servidor (Rack)"; tooltip in data center tooltip in data center "ServerRacks__Tooltip" = "El centro de datos alberga bastidores de servidores. Cada bastidor de servidor agregado aumenta la salida de cómputo, pero también aumenta la demanda de energía, refrigeración y más. Los bastidores de servidores se pueden agregar y quitar libremente a continuación."; title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip "ServiceLimit__Title" = "Límite de servicio"; "ServiceLimit__Tooltip" = "Este módulo de liquidación tiene un límite de cuántas personas puede atender. En caso de que la población total del asentamiento adjunto supere este límite, deberá construir más módulos."; title of the settings window title of the settings window "Settings_Title" = "Ajustes"; short description short description "SettlementBiomassModule__desc" = "Recoge los residuos orgánicos (normalmente restos de comida). Si un asentamiento no tiene construido este módulo, todos los desechos orgánicos terminan en desechos generales."; name name "SettlementBiomassModule__name" = "Recolector de biomasa"; short description short description "SettlementConsumerElectronicsModule__desc" = "Proporciona productos electrónicos de consumo al acuerdo adjunto que genera Unidad adicional."; building or machine building or machine "SettlementConsumerElectronicsModule__name" = "Módulo de electrónica de consumo"; short description short description "SettlementFoodModule__desc" = "Proporciona alimentos para el asentamiento adjunto. Un asentamiento debe tener al menos un mercado de alimentos adjunto, de lo contrario su población pasará hambre."; name building or machine "SettlementFoodModule__name" = "Mercado de comida"; short description short description "SettlementFoodModuleT2__desc" = "Proporciona alimentos al asentamiento adjunto. Éste puede almacenar múltiples tipos de productos."; name name "SettlementFoodModuleT2__name" = "Mercado de alimentos II"; name name "SettlementFountain__name" = "plaza con fuente"; notification notification "SettlementFullOfLandfill__name" = "El asentamiento está lleno de basura"; notification notification "SettlementHasNoFoodModule__name" = "¡El asentamiento no tiene mercado de alimentos!"; short description short description "SettlementHouseholdAppliancesModule__desc" = "Brinda electrodomésticos a la liquidación anexa lo que genera Unidad extra."; building or machine building or machine "SettlementHouseholdAppliancesModule__name" = "Módulo de electrodomésticos"; short description short description "SettlementHouseholdGoodsModule__desc" = "Proporciona artículos domésticos al asentamiento adjunto, lo que genera una Unidad adicional."; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "Módulo de bienes domésticos"; notification notification "SettlementIsStarving__name" = "¡El asentamiento se muere de hambre!"; short description short description "SettlementLandfillModule__desc" = "Recoge los desechos generales del asentamiento actual para evitar que se acumulen en el asentamiento y causen problemas de salud."; name name "SettlementLandfillModule__name" = "Colección de basura"; name name "SettlementPillar__name" = "Pilar"; short description short description "SettlementPowerModule__desc" = "Proporciona electricidad al asentamiento contiguo. Proveer de electricidad genera Unidad extra."; name building or machine "SettlementPowerModule__name" = "Transformador"; {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "Recoge materiales reciclables del asentamiento adjunto. Los materiales reciclables se generan solo a partir de productos que usted proporciona al acuerdo (por ejemplo, {0}). Si un asentamiento no tiene este módulo construido, todos los materiales reciclables terminan en la basura general."; name name "SettlementRecyclablesModule__name" = "Recogida de reciclables"; title of a panel showing status of all the services in the settlement or globally title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "Servicios"; tooltip of a panel that shows status of all the services in the selected settlement tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "Estado de los servicios prestados a este asentamiento."; name name "SettlementSmall1__name" = "Asentamiento"; name name "SettlementSquare1__name" = "Cuadrado (luz)"; name name "SettlementSquare2__name" = "Cuadrado (oscuro)"; title of a window showing individual settlement information title of a window showing individual settlement information "SettlementTitle" = "Asentamiento"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "{0} (Reputación {1})"; title of a panel showing amount of waste accumulated in a settlement title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "Residuos en liquidación"; tooltip tooltip "SettlementWaste__Tooltip" = "La población en asentamiento genera residuos. La cantidad de residuos generados depende de la cantidad de productos entregados al asentamiento. Sin embargo, el asentamiento siempre genera una cantidad básica de residuos. Cuando los desechos en el asentamiento superan el límite, crean efectos negativos para la salud, por lo que es importante recolectar los desechos a través de un módulo de desechos dedicado. Los residuos se pueden tirar al suelo. Sin embargo, la investigación podría encontrar nuevas formas de lidiar con los desechos."; short description short description "SettlementWaterModule__desc" = "Proporciona agua dulce al asentamiento adjunto y devuelve las aguas residuales que deben ser eliminadas. El suministro de agua dulce a un asentamiento genera una Unidad adicional y reduce los riesgos sanitarios."; building or machine building or machine "SettlementWaterModule__name" = "Instalación de agua"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "Tanque de sedimentación"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "ShadowsQualityRenderingSetting__Name"; name name "Shaft__name" = "Eje"; shaft status, currently showing maximum output percentage shaft status, currently showing maximum output percentage "Shaft__Status" = "Máx. salida: {0} %"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "Eje conectado"; tooltip explaining shafts, {0} = throughput in MW tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "Esta máquina está conectada a un eje que permite el intercambio de energía cinética. Todas las máquinas conectadas a un eje contribuyen a su inercia: energía cinética almacenada. Cuando el eje gira demasiado lento, las máquinas no podrán usar su potencia (indicado con un marcador rojo) y primero debe cargarse. Cuando la inercia es baja, la salida máxima es limitada y es posible que las máquinas conectadas no obtengan toda la potencia que necesitan. De manera similar, cuando la inercia es demasiado alta, la entrada máxima al eje es limitada y es posible que las máquinas conectadas no puedan entregar toda la potencia producida al eje. El eje tiene un rendimiento máximo de {0}."; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0} turno"; used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. "ShipAutoRepair__Toggle" = "Reparación automática"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "Las reparaciones se solicitarán automáticamente cada vez que el barco sufra daños."; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "Regreso automático a casa"; tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "El barco regresará automáticamente del mapa mundial si no tiene ubicaciones disponibles para explorar."; displayed when the ship has cargo but can't unload it displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "¡No se puede descargar! El astillero está lleno."; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "El barco está siendo modificado"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "El barco está siendo modificado"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "El barco está demasiado dañado"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "El barco está llegando al muelle."; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "El barco no tiene acceso"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "No hay suficiente tripulación"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "No hay suficiente combustible"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "Solicite a nuestro barco visitar esta ubicación"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "En la ubicación o en camino"; reason why the action to visit a location by the ship is not available "ShipCantVisit__TooFar" = "ShipCantVisit__TooFar"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "El barco ha entregado la carga a {0}"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "Se ha terminado de llenar la carga para {0}"; ship crew label ship crew label "ShipCrew" = "Tripulación"; button to request to load a crew onto the ship button to request to load a crew onto the ship "ShipCrew__Load" = "Cargar tripulación"; ship crew tooltip ship crew tooltip "ShipCrew__Tooltip" = "El barco requiere tripulación para operar"; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "Descargar tripulación"; title of a window that provides ship modifications & upgrades title of a window that provides ship modifications & upgrades "ShipDesigner" = "Diseñador de barcos"; shown when modifications cannot proceed because the ship is being repaired shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "¡El barco está siendo reparado!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipNeedsRepairs" = "¡El barco tiene que ser reparado!"; title of a panel that shows button to confirm current modifications of the ship title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "¿Continuar con las modificaciones?"; title of a panel that shows costs & confirmation of pending ship modifications title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "Modificaciones pendientes"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ShipFuelReduction__desc" = "Consumo de combustible del buque de carga reducido en {0}"; policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "Ahorro de combustible de barcos"; ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "ShipFuelSwitch__InProgress"; can't switch fuel type for ship as the selected fuel is already in use "ShipFuelSwitch__InUse" = "ShipFuelSwitch__InUse"; "ShipFuelSwitch__MissingMaterials" = "ShipFuelSwitch__MissingMaterials"; can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "ShipFuelSwitch__ShipBusy"; "ShipFuelSwitch__Tooltip" = "ShipFuelSwitch__Tooltip"; title of a button that unloads fuel from the ship title of a button that unloads fuel from the ship "ShipFuelUnload" = "Descargar combustible"; tooltip of a button that performs this action tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "Descarga combustible del barco de vuelta al astillero."; "ShipHealth__Title" = "Salud y reparación del barco"; "ShipHealth__Tooltip" = "El estado actual de reparación del barco. Si el valor está por debajo de la marca verde, significa que debe ser reparado para partir hacia nuevas aventuras."; requests to start loading material onto the ship requests to start loading material onto the ship "ShipLoading__Action" = "Empieza a cargar el barco"; "ShipLoading__CancelProject" = "Abandona este proyecto por ahora (se puede reiniciar en cualquier momento)"; tooltip tooltip "ShipLoading__Desc" = "Lista de todas las ubicaciones del mapa del mundo que están programadas para la reparación o su mejora. Después de que solicites que se carguen los materiales, los camiones llevarán todos los productos requeridos al astillero y este los cargará en el barco. Una vez que se cargan todos los materiales requeridos en el barco, puedes enviarlo a la ubicación requerida para descargar la carga y que la construcción pueda comenzar."; "ShipLoading__Done" = "¡Todos los productos requeridos han sido cargados! El barco puede partir hacia su destino."; "ShipLoading__InProgress" = "Cargando materiales requeridos ..."; "ShipLoading__NotStarted" = "Haga clic para traer el material requerido al barco."; lists all the world map repairs and upgrades in progress lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "Reparaciones y actualizaciones del mapa del mundo"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "Se completaron las modificaciones del barco"; notification notification "ShipRepaired__name" = "El barco fue completamente reparado"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "Blindaje"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "Puente"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "Motor"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "Tanque de combustible"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "Cañones (frente)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "Cañones (traseros)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "Estadísticas del barco"; modifications are being performed modifications are being performed "ShipUpgrade_Performing" = "Realizando modificaciones"; tooltip - modifications are being performed tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "Se están aplicando modificaciones"; modifications are being prepared (e.g. materials are being loaded to the shipyard) modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "Preparando modificaciones"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "El barco aún puede operar mientras se preparan las modificaciones"; modifications are ready but ship needs to come back so they can be applied modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "Esperando al barco"; tooltip - modifications are ready but ship needs to come back so they can be applied tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "Las modificaciones están listas, esperando al barco para que se apliquen"; short description short description "Shipyard__desc" = "Este astillero está dañado y necesita ser reparado para poder reparar nuestro barco."; name name "Shipyard__name" = "Astillero (dañado)"; short description short description "Shipyard2__desc" = "Sirve para repostar, reparar y modificar nuestro barco. También manipula la carga del barco. A veces los camiones pueden descargar su carga aquí en caso de que se queden con productos que no se pueden descargar en ningún otro lugar."; name name "Shipyard2__name" = "Astillero"; tooltip of a panel showing all the cargo stored in a shipyard tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "Toda la carga que se almacena temporalmente en el astillero. Cuando está demasiado lleno, no se puede descargar más carga del barco."; shown when the shipyard has too much cargo that it can't keep unloading the ship shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "¡El astillero está a rebosar de carga!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "El Astillero no descargará del barco a menos que parte de su carga se retire primero. Eso se puede hacer construyendo almacenamientos externos para los productos almacenados aquí."; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "Mantener vacío"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "Solicita a los camiones que prioricen la descarga de toda la carga almacenada aquí."; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "Hacer primario"; tooltip tooltip "ShipyardMakePrimary__Tooltip" = "Solicita que el barco atraque aquí (permite eliminar cualquier astillero que no esté en uso)"; tooltip tooltip "ShipyardMakePrimary__TooltipInProgress" = "Este astillero está siendo reasignado actualmente"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "El astillero necesita ser reparado primero"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "IMPORTANTE: Es posible que deba realizar esta acción varias veces."; button that allows recovering ocean access by digging ground button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "Excavar el terreno para recuperar el acceso al océano"; title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "Recuperación de área"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "El área de atraque está bloqueada e impide que el barco opere. Puede usar el botón a continuación para eliminar automáticamente los depósitos de material accidentales. Esta acción le cuesta a Unity y es posible que deba realizarla varias veces. En caso de que el área esté bloqueada por otra estructura, como un muelle o una bomba, debe demolerla usted mismo."; button to open current directory in OS explorer "ShowInExplorer" = "Mostrar en la carpeta"; example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "Mostrar"; short description of a machine "Shredder__desc" = "Shredder__desc"; name of a machine "Shredder__name" = "Shredder__name"; short description of a machine short description of a machine "SiliconCrystallizer__desc" = "Produce silicio monocristalino. Sumerge una varilla con semilla de cristal en silicio fundido y la tira lentamente hacia arriba y la gira simultáneamente. Luego, el lingote final se corta en obleas."; name of a machine name of a machine "SiliconCrystallizer__name" = "Cristalizador de silicio"; short description of a machine short description "SiliconReactor__desc" = "Purifica el silicio con hidrógeno. El silicio procesado se puede utilizar en electrónica."; name of a machine name "SiliconReactor__name" = "Reactor de lecho fluidizado"; Action to skip something (e.g. skip a task) "Skip" = "Saltar"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "Fundirá diversos materiales como el hierro o el cobre. La salida es un material fundido que necesita ser enviado a través del transporte del canal fundido, por ejemplo, a una máquina de colada para su posterior procesamiento. Los materiales fundidos no se pueden transportar en camiones."; name of a machine name of a machine "SmeltingFurnaceT1__name" = "Planta metalúrgica I"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "Fundirá diversos materiales como el hierro o el cobre. La salida es un material fundido que necesita ser enviado a través del transporte del canal fundido, por ejemplo, a una máquina de colada para su posterior procesamiento. Los materiales fundidos no se pueden transportar en camiones."; name of a machine name of a machine "SmeltingFurnaceT2__name" = "Planta metalúrgica II"; description of a smoke stack short description of a machine "SmokeStack__desc" = "Permite la liberación de gases a la atmósfera. Algunos gases, como los de escape, provocan contaminación."; name of a machine name of a machine "SmokeStack__name" = "Chimenea"; name of a machine name of a machine "SmokeStackLarge__name" = "Chimenea (grande)"; short description short description "SolarPanel__desc" = "Convierte la luz solar en electricidad. Sorprendentemente, la eficiencia dependerá de lo soleado que esté."; name name "SolarPanel__name" = "Panel solar"; solar panel description, example use of {0}: 'they provide 25% more energy' solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "Paneles solares que están hechos de cristal de silicio. Eso los hace más caros de producir, pero proporcionan un {0}% más de energía."; name name "SolarPanelMono__name" = "Panel solar (mono)"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "Un procedimiento de limpieza exigente para los paneles solares, que aumenta su potencia de salida en {0}."; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "SolarPowerIncrease__name" = "Limpiar paneles"; notification "SortingPlantBlockedOutput__name" = "SortingPlantBlockedOutput__name"; notification "SortingPlantNoProductSet__name" = "SortingPlantNoProductSet__name"; short description of a machine short description of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__desc" = "Hace que el agua ácida sea útil convirtiéndola en ácido. El ácido se puede utilizar, por ejemplo, en la producción de cobre"; name of a machine name of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "Separador de agua ácida"; example replacements: {0} => 50% "SpeedReduced__Machine" = "SpeedReduced__Machine"; example replacements: {0} => 50% "SpeedReduced__Vehicle" = "SpeedReduced__Vehicle"; "SpruceTree__desc" = "SpruceTree__desc"; short description "Stacker__desc" = "Stacker__desc"; name "Stacker__name" = "Stacker__name"; title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "StackerProducts__Title"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "{0} (etapa {1})"; Title shown above the starting location description in the map selection tab of the new game flow "StartingLocation_Title" = "StartingLocation_Title"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "StartingLocationDifficulty__EasyTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "StartingLocationDifficulty__HardTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "StartingLocationDifficulty__InsaneTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "StartingLocationDifficulty__MediumTooltip"; label explaining how difficult a selected island map is (this is the easiest one) "StartingLocationDifficulty_Easy" = "StartingLocationDifficulty_Easy"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "StartingLocationDifficulty_Hard"; label explaining how difficult a selected island map is (this is the hardest one) "StartingLocationDifficulty_Insane" = "StartingLocationDifficulty_Insane"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Medium" = "StartingLocationDifficulty_Medium"; button to click on to open a research window to pick a new research, shown when no research is in progress button to click on to open a research window to pick a new research "StartNewResearch_Action" = "Comenzar nueva investigación"; requests to start repairs requests to start repairs "StartRepairs" = "Comenzar reparaciones"; tooltip tooltip "StartRepairs__Tooltip" = "Necesitamos cargar todos los materiales requeridos en nuestro barco y solicitar la entrega de todos los materiales en esta ubicación."; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "Comenzar investigación"; "StarvationMode__Death" = "StarvationMode__Death"; "StarvationMode__ReducedWorkers" = "StarvationMode__ReducedWorkers"; title of a window containing statistics title of a window containing statistics "Statistics" = "Estadísticas"; shown when statistics have no data yet shown when statistics have no data yet "Stats_NoDataYet" = "Sin datos"; statistics category referring to usage of fuel in cargo ships statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "Barcos de carga"; statistics category referring to usage of fuel in the main player's ship statistics category referring to usage of fuel in the main player's ship "StatsCat__MainShip" = "Barco principal"; statistics category referring to usage of products in power production statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "Producción de energía"; statistics category referring to usage of fuel in vehicles statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "Vehículos"; label of a chart showing consumption of a product via costs in construction label of a chart showing consumption of a product via costs in construction "StatsEntry__Construction" = "Construcción"; label of a chart showing production of a product by getting it back via deconstruction label of a chart showing production of a product by getting it back via deconstruction "StatsEntry__Deconstruction" = "Deconstrucción"; label of a chart showing consumption of a product by dumping it (on terrain or into ocean) or disposing it (burning it) label of a chart showing consumption of a product by dumping it (on terrain or into ocean) "StatsEntry__Dumping" = "Vertido"; label of a chart showing consumption of a product by exporting it into the world label of a chart showing consumption of a product by exporting it into the world "StatsEntry__Export" = "Exportar"; label of a chart showing consumption of a product via farming (e.g. by irrigation) label of a chart showing consumption of a product via farming (e.g. by irrigation) "StatsEntry__Farming" = "Agricultura"; label of a chart showing production of a product by importing it from world map label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "Importar"; label of a chart showing production of a product by mining label of a chart showing production of a product by mining "StatsEntry__Mining" = "Minería"; label of a chart showing production of a product by recycling it label of a chart showing production of a product by recycling it "StatsEntry__Recycling" = "Reciclaje"; label of a chart showing total consumption of a product label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "Consumo total"; label of a chart showing total production of a product label of a chart showing total production of a product "StatsEntry__TotalProduction" = "Producción total"; title of a chart that shows total global quantity of a product in factory / island over time. title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "Cantidad total"; statistics category referring to people born on the island statistics category referring to people born on the island "StatsPops__Born" = "Nacido"; statistics category referring to people lost (people who died / left the island) statistics category referring to people lost (people who died / left the island) "StatsPops__Lost" = "Perdido"; statistics category referring to people that joined they island as refuges or the player adopted them statistics category referring to people that joined they island as refugess or the player adopted them "StatsPops__Refugees" = "Refugiados y adoptados"; title of a chart that shows quantity statistics of a product over time. title of a chart that shows quantity statistics of a product over time. "StatsProduct_Quantity" = "Cantidad"; shows stats for the last {0} day shows stats for the last {0} day "StatsRange__Days" = "Último {0} día"; title of a column showing sum of data from previous year title of a column showing sum of data from previous year "StatsRange__LastYear" = "El año pasado"; title of a column showing sum of lifetime data - sum of data for the whole gameplay duration title of a column showing sum of lifetime data - sum of data for the whole gameplay duration "StatsRange__Lifetime" = "Toda la vida"; shows max range of statistics chart shows max range of statistics chart "StatsRange__Max" = "Max"; shows stats for the last {0} month shows stats for the last {0} month "StatsRange__Months" = "Último {0} mes"; title of a column showing sum of data from this year title of a column showing sum of data from this year "StatsRange__ThisYear" = "Este año"; shows stats for the last {0} years shows stats for the last {0} years "StatsRange__Years" = "Último {0} año"; title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "StatsTab__Breakdown"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "StatsTab__Chart"; e.g. {0} - '5%', {1} - 'Fuel gas' e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "Estatua que no sólo demuestra la riqueza de tu isla, sino que también sirve para celebrar tu éxito industrial. Tiene un efecto tan positivo en tu población que reduce los requisitos de mantenimiento de tu isla en {0}. Para obtener la bonificación, la estatua debe recibir {1} de forma continuada. Sin embargo, si no mantienes tu estatua obtendrás un efecto negativo. Porque nada desmotiva más a tus trabajadores para realizar el mantenimiento que ver una estatua de mantenimiento rota. Puedes construirla varias veces si tu riqueza te lo permite, pero sólo obtendrás la bonificación una vez."; name name "StatueOfMaintenance__name" = "La estatua del mantenimiento"; name name "StatueOfMaintenanceGolden__name" = "La estatua de mantenimiento (dorada)"; label of a panel showing current entity status "Status" = "Estado"; Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 "Status_LowReputation" = "Requiere que la reputación sea al menos {0}"; Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "Stone_TerrainSurface"; title of a button that opens a panel with storage alerts setup title of a button that opens a panel with storage alerts setup "StorageAlert__BtnTitle" = "Alertas"; used in the following context '[checkbox] notify if Empty' used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "Vacío"; used in the following context '[checkbox] notify if Full' used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "Completo"; used in the following context '[checkbox] notify if Empty / Full' used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "Avisar si"; building or machine building or machine "StorageFluid__name" = "Tanque de almacenamiento I"; description for storage description for storage "StorageFluidFormattedBase__desc" = "Almacena hasta {0} unidades de un producto líquido o gas."; building or machine building or machine "StorageFluidT2__name" = "Tanque de almacenamiento II"; building or machine building or machine "StorageFluidT3__name" = "Almacenamiento de líquidos III"; building or machine building or machine "StorageFluidT4__name" = "Almacenamiento de líquidos IV"; building or machine building or machine "StorageLoose__name" = "Silo I"; description for storage description for storage "StorageLooseFormattedBase__desc" = "Almacena hasta {0} unidades de un producto a granel."; building or machine building or machine "StorageLooseT2__name" = "Silo II"; building or machine building or machine "StorageLooseT3__name" = "Almacenamiento a granel III"; building or machine building or machine "StorageLooseT4__name" = "Almacenamiento a granel IV"; appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "StoragePowerConsumptionSuffix"; name: toolbar category name name: toolbar category name "storagesCategory__name" = "Almacenamiento"; description for storage description for storage "StorageSolidFormattedBase__desc" = "Almacena hasta {0} unidades de un producto sólido."; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooHigh__name" = "Alerta: {entity} tiene suministro alto de {0}"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "Alerta: {entity} tiene suministro bajo de {0}"; building or machine building or machine "StorageUnit__name" = "Unidad de almacenamiento"; building or machine building or machine "StorageUnitT2__name" = "Unidad de almacenamiento II"; building or machine building or machine "StorageUnitT3__name" = "Unidad de almacenamiento III"; building or machine building or machine "StorageUnitT4__name" = "Unidad de almacenamiento IV"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "StoredHeat__NoProductSelected"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "StoredHeat__Title"; tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "StoredHeat__Tooltip"; tooltip tooltip "StoredProduct__Clear_Tooltip" = "Haga clic para eliminar el producto asignado actualmente. Si el almacenamiento no está vacío, se solicitará a los camiones que retiren todos los productos restantes."; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "El almacenamiento está siendo vaciado por camiones."; note: keep this short!! - label of a slider that requires the storage to be empty note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "Vaciar"; note: keep this short!! - label of a slider that requires the storage to be full note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "Mantener lleno"; explains that no product was assigned to a storage so far explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "Ningún producto asignado"; Title of a panel that shows product that is stored in a some entity Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "Producto almacenado"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "Mover el control deslizante verde (izquierda) hacia la derecha informará a los camiones que prioricen sus entregas para que el almacenamiento se llene hasta el control deslizante verde. Esto es útil cuando el almacenamiento está conectado a máquinas que necesitan los productos. Mover el control deslizante rojo (derecha) hacia la izquierda solicitará a los camiones que retiren activamente los productos del almacenamiento hasta que su carga esté por debajo del marcador rojo. Esto es útil cuando el almacenamiento debe vaciarse o se utiliza como almacenamiento temporal, por ejemplo, para la escoria que debe arrojarse al terreno."; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "Productos almacenados en este sitio minero. Para transportarlos a la isla, debemos enviar nuestro barco y solicitarle que llene la carga o conseguir algunos barcos de carga dedicados para automatizar esto."; button to open a page for posting suggestions button to open a page for posting suggestions "Suggestions" = "Sugerencias"; name name "SulfurMine__name" = "Mina de azufre"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "Soleado"; title of a panel that shows products support by a given storage or transport title of a panel showing all the products transported by a selected transport "SupportedProducts" = "Productos compatibles"; title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. "SupportedTrucks__Title" = "Camiones compatibles"; Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "SupporterMaps__Title"; name: toolbar category name "surfaceCategory__name" = "surfaceCategory__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "SurfaceDecalsCat_Areas__name"; name: Title for category of decals - lines & symbols pained on surfaces Contains letters and numbers. "SurfaceDecalsCat_Characters__name" = "SurfaceDecalsCat_Characters__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Hazard__name" = "SurfaceDecalsCat_Hazard__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "SurfaceDecalsCat_Lines__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "SurfaceDecalsCat_LinesDouble__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "SurfaceDecalsCat_Symbols__name"; short description "TechnologyBlueprints__desc" = "Permite crear, importar y utilizar planos."; name "TechnologyBlueprints__name" = "Planos"; name name "TechnologyCanolaSeeds__name" = "Semillas de colza"; short description short description "TechnologyCargoShip__desc" = "Necesitamos descubrir un buque de carga en el mapa del mundo para entender cómo diseñar este edificio."; name name "TechnologyCargoShip__name" = "Tecnología de buque de carga"; name name "TechnologyCornSeeds__name" = "Semillas de maiz"; short description short description "TechnologyCropRotation__desc" = "Permite configurar la rotación de cultivos para las granjas. Se puede utilizar para aumentar el rendimiento de la granja."; name name "TechnologyCropRotation__name" = "La rotación de cultivos"; {0}=list of buildings {0}=list of buildings "TechnologyCustomRoutes__desc" = "Permite asignar edificios manualmente entre sí para configurar las rutas que seguirán los camiones. Compatible con almacenes, {0}. También permite asignar camiones a almacenes individuales."; name name "TechnologyCustomRoutes__name" = "Rutas personalizadas"; short description "TechnologyCustomSurfaces__desc" = "TechnologyCustomSurfaces__desc"; name "TechnologyCustomSurfaces__name" = "TechnologyCustomSurfaces__name"; name "TechnologyElectronics2__name" = "TechnologyElectronics2__name"; name name "TechnologyFruitSeeds__name" = "Semillas de frutas"; name "TechnologyHydrogenCargoShip__name" = "TechnologyHydrogenCargoShip__name"; short description short description "TechnologyMechPowerAutoBalance__desc" = "Una vez se habilite para una turbina de vapor, esto evita que se desperdicie vapor apagándola automáticamente en caso de que haya un gran exceso de potencia en el eje. Una vez que la potencia en el eje disminuye, la turbina se reinicia. Sin embargo, los reinicios no son instantáneos, por lo que el eje debe ir acompañado de un almacén de energía cinética para lograr un suministro estable de energía."; name name "TechnologyMechPowerAutoBalance__name" = "Control de turbina"; name "TechnologyMicrochip__name" = "TechnologyMicrochip__name"; name name "TechnologyNuclearPower__name" = "Energía nuclear"; short description short description "TechnologyOilDrilling__desc" = "Necesitamos descubrir una plataforma petrolífera en el mapa del mundo para obtener esta tecnología."; name name "TechnologyOilDrilling__name" = "Tecnología de perforación oceánica"; name name "TechnologyPoppySeeds__name" = "Semillas de amapola"; short description short description "TechnologyRecycling__desc" = "Permite reciclar productos en lugares como laboratorios de investigación."; name name "TechnologyRecycling__name" = "Reciclaje"; name name "TechnologyShipRadar__name" = "Sistema de radar"; name name "TechnologyShipRadarT2__name" = "Sistema de radar II"; name name "TechnologySoybeansSeeds__name" = "Semillas de soja"; name name "TechnologySugarCaneSeeds__name" = "Semillas de caña de azúcar"; short description "TechnologyTerrainLeveling__desc" = "TechnologyTerrainLeveling__desc"; name "TechnologyTerrainLeveling__name" = "TechnologyTerrainLeveling__name"; name name "TechnologyWheatSeeds__name" = "Semillas de trigo"; rendering setting name "TerrainDetailsRenderDistance" = "TerrainDetailsRenderDistance"; rendering setting name "TerrainQuality" = "TerrainQuality"; short description: rocket description, {0} is fuel like 'hydrogen' short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "¡Cohete de prueba que demuestra la capacidad de llegar al espacio! Utiliza {0} como combustible."; name name "TestingRocketT0__name" = "Cohete de prueba"; short description of a machine short description of a machine "ThermalDesalinator__desc" = "Calienta el agua salina hasta convertirla en vapor para recogerla como agua limpia. Produce salmuera como subproducto."; name of a machine name of a machine "ThermalDesalinator__name" = "Desaladora térmica"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "ThermalStorage__ChargingRecipeTitle"; description of a thermal storage "ThermalStorage__desc" = "ThermalStorage__desc"; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "ThermalStorage__DischargingRecipeTitle"; name "ThermalStorage__name" = "ThermalStorage__name"; "ThisVehicleCannotDriveUnderTransports" = "Tenga en cuenta que este vehículo no puede pasar por debajo de cintas transportadoras y tuberías."; throughput of something, e.g. 'Throughput: 20%' throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "Rendimiento: {0}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "Construye maquinas que procesen el material extraído cerca de las minas para reducir el consumo de combustible de los camiones."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "Si tu red logística está sobrecargada, construye más camiones o conecta las fábricas con las cintas o tuberías para aliviar la carga."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "No pierdas de vista la cantidad de diésel restante. Si se te acaba, tus camiones y excavadoras dejarán de funcionar."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "Asegúrate de tener siempre suficiente comida, de lo contrario tus habitantes se morirán de hambre."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "Si te estás quedando sin petróleo crudo en tu isla, puedes explorar con tu barco plataformas petrolíferas remotas."; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "Consejo #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "Al construir transportes, mantenga presionada la tecla MAYÚS para permitir solo transportes rectos, o presione CTRL para una ruta alternativa."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "Al construir transportadoras, en lugar de seleccionarlo de forma particular en el menú, puede iniciar la construcción simplemente pasando el ratón y haciendo clic en las flechas u otras transportadoras."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "La Unidad se genera cuando las personas del asentamiento están bien y contentos. Se usa en muchos lugares importantes, pero guardar algo extra para emergencias es una sabia decisión."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "La Unidad también se puede utilizar para la construcción o reparación rápida de entidades, incluso cuando lass piezas de mantenimiento faltan por completo."; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "Cambio de dirección"; a description of tomb of captains a description of tomb of captains "TombOfCaptainsStage1__desc" = "La Tumba de los Capitanes ofrece un lugar de descanso final para las generaciones de capitanes que dirigieron al pueblo de esta isla. Una vez terminada, las hogueras deben estar siempre encendidas y la tumba debe estar decorada con flores para rendir homenaje a los capitanes que descansan."; name of a building name of a building "TombOfCaptainsStageFinal__name" = "Tumba de los capitanes"; tooltip tooltip "Toolbox__HideCosts" = "Pulsa la tecla de acceso directo para alternar la visualización del precio."; title of a menu containing editing tools such as copy paste or delete. title of a menu containing editing tools such as copy paste or delete. "ToolsTitle" = "Herramientas"; title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' "Total" = "Total"; label of a chart showing total population label of a chart showing total population "TotalPopulation" = "Población total"; tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "Hay personas sin hogar en tu isla. Construir más viviendas, desalojarlas mediante edictos o reducir la entrada de nueva población. Tenga en cuenta que las personas sin hogar no trabajarán para usted."; tooltip explaining total population view "TotalPopulation__Tooltip" = "La población total / la capacidad total de vivienda."; used like this 'Total settlement need: 40 / month' describes a settlement in the world map "TotalSettlementNeed" = "Necesidad total del asentamiento"; used like this 'Total settlement production: 40 / month' title of a window showing individual settlement information "TotalSettlementOutput" = "Producción total del asentamiento"; could not place a transport as it the other being connected to it is being destroyed could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "En construcción"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "Bloqueado por {0}"; could not place reverse a transport could not place a transport as it would form a loop with itself "TrAdditionError__CannotReverse" = "No se puede revertir"; could not place a transport as its direction could not be resolved could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "Conectando salida a salida o entrada a entrada"; could not place a transport due to incompatible port at transport end could not place a transport as its direction could not be resolved "TrAdditionError__IncompatiblePortAtEnd" = "Puerto incompatible al final"; could not place a transport due to incompatible port at transport start could not place a transport as its direction could not be resolved "TrAdditionError__IncompatiblePortAtStart" = "Puerto incompatible al inicio"; could not connect a transport could not place a transport as its direction could not be resolved "TrAdditionError__InvalidConnection" = "Conexión inválida"; generic message for invalid transport could not place a building outside a predefined slot (e.g. shipyard module) "TrAdditionError__InvalidTransport" = "Transporte inválido"; generic message for invalid transport split position generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "El transporte no se puede dividir aquí."; could not place a transport because its start and end are connected to the same transport could not place a transport as it would form a loop with itself "TrAdditionError__Loop" = "El principio y el final están conectados a la misma transportadora"; transport of this type cannot be split/merged could not place a transport as it would form a loop with itself "TrAdditionError__NoMiniZipper" = "No se puede dividir ni fusionar"; could not place a transport because of no valid pillars (supports) placement could not place a transport as it would form a loop with itself "TrAdditionError__NoPillars" = "No se puede encontrar una ubicación de pilares válida"; could not merge a transport due to not being flat could not place a building as the ground is not flat enough "TrAdditionError__NotFlat" = "No se puede unir a una rampa"; could not find a valid transport to selected position could not place a transport as no suitable placement was found "TrAdditionError__PathNotFound" = "No se encontró la transportadora de la posición seleccionada."; could not place a transport because it is self-colliding could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "TrAdditionError__SelfColliding" = "Auto-colisión"; could not place a transport because of collision with terrain could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "TrAdditionError__TerrainCollision" = "Colisión con el terreno"; could not create a connector because it is too close to other connector, {0} is translated name of the connector could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "Demasiado cerca de otro {0}"; could not connect a transport to another one as they don't match could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "Formato incompatible"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "Comercio"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "Vendido"; short description short description "TradeDock__desc" = "Permite el comercio de diversos bienes con pueblos del mapa del mundo. Todos los productos que se comercializan se entregarán en un muelle de comercio. Además, el comercio puede salvarle la vida si te encuentras con una escasez de productos críticos, por lo que se recomienda tener siempre un muelle de comercio disponible."; name name "TradeDock__name" = "Muelle de comercio"; tooltip of a panel showing all the cargo stored in a trade dock tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "Todos los productos adquiridos a través del comercio se entregan aquí."; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "¡Los productos se entregaron en su muelle comercial!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "¡Los animales fueron entregados a tu granja!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "¡Tu nuevo carguero está listo para usar!"; title of a panel that shows trade offer from a world map settlement title of a panel that show trade offer from a world map settlement "TradeOffers" = "Ofertas comerciales rápidas"; title of a panel that shows trade offer from a world map settlement title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "Las ofertas de comercio requieren un muelle de comercio. Estos intercambios se realizan de forma instantánea: los productos a exportar se retiran de su almacén y los importados aparecerán en su muelle de comercio. El producto de la izquierda es el que está exportando (vendiendo) y el de la derecha está siendo importado. Estas operaciones se encarecen con volúmenes más altos y suelen ser menos rentables en comparación con los contratos."; player can't afford the current trade as it requires more products than they have player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "No tiene suficientes productos para comerciar"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "Los productos se entregarán en su muelle comercial de inmediato."; tooltip explaining how buying animals works tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "Los animales serán transportados a su granja inmediatamente"; tooltip explaining how buying cargo ships works tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "El barco estará disponible inmediatamente después de la compra"; player can't trade an animal (e.g. chicken) as they have no farm where they could place it into, note: players confuse regular farm with animal farm, try to make it clear player can't trade an animal (e.g. chicken) as they have no farm where they could place it into "TradeStatus__NoSpaceInFarm" = "No hay suficiente espacio en la granja de animales o no se ha construido una granja de animales"; player can't trade as they are missing a trade dock building that enables them to trade player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "Primero necesitas construir un muelle de comercio"; player lack unity to afford the current trade or feature player lack unity to afford the current trade "TradeStatus__NoUnity" = "No hay suficiente Unidad"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "Agotado - vuelve más tarde"; player can't trade as their trade dock is not operational player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "El muelle comercial no está en estado operativo o el acceso del barco está bloqueado"; title of a window that provides overview on trading - buying, selling products title of a window that provides overview on trading - buying, selling products "TradeTitle" = "Comercio"; Button that takes player to a world so they can trade with some village they'd like Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "Comercio con otro asentamiento vecino"; title of a panel showing all the products transported by a selected transport title of a panel showing all the products transported by a selected transport "TransportedProducts" = "Productos transportados"; height of the current transport that is being build - e.g. 'Height: 2' height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "Altura: {0}"; category for key bindings used during transport build / editing (when players builds / places transports) category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "Construcción de transporte"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "Transportes"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "TransportSnappingOff__Title"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "TransportSnappingOff__Tooltip"; short description description of a research node in the research tree "TransportsPillar__desc" = "Pilar que soporta transportes."; name name: message for player "TransportsPillar__name" = "Pilar"; tooltip "TransportTool__NoTurnTooltip" = "Mantenga presionada la tecla de método abreviado para hacer que la cinta / tubería sea recta sin giros."; tooltip tooltip "TransportTool__PortBlockTooltip" = "Pulse la tecla de método abreviado para alternar la evitación de puertos. Por defecto, las cintas y las tuberías están planificadas para evitar el bloqueo de los puertos existentes. Cuando esto está habilitado, los puertos se ignorarán y las cintas y tuberías se pueden colocar en cualquier lugar cerca de ellos."; tooltip tooltip "TransportTool__PortSnapTooltip" = "Presione la tecla de método abreviado para alternar el ajuste automático. Es útil deshabilitar el ajuste cuando se construyen cintas/tuberías una encima de la otra."; tooltip tooltip "TransportTool__TieBreakTooltip" = "Mantenga presionada la tecla de acceso directo para obtener una opción alternativa de ubicación en caso de que haya varias con el mismo costo."; explanation how to make transport shorter explanation how to make transport shorter "TransportTooLong__HowToResolve" = "Para acortar el transporte, puedes dividirlo con conector o balanceador."; notification notification "TransportTooLong__name" = "{entity} es demasiado larga"; could not cut transport as it is already being constructed could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "La construcción ya comenzó"; short description short description "TreeHarvesterT1__desc" = "Una máquina para cosechar árboles. Asegúrese de asignar camiones de servicio para utilizarla. No puede pasar por debajo de los transportes."; name name "TreeHarvesterT1__name" = "Cosechadora de árboles"; short description "TreeHarvesterT2__desc" = "No hay nada que pueda cosechar árboles más rápido que esta máquina. Asegúrese de asignar un montón de camiones de servicio para mantenerse al día con la cantidad de madera cosechada."; name name "TreeHarvesterT2__name" = "Cosechadora de árboles grandes"; name "TreeHarvesterT2H__name" = "TreeHarvesterT2H__name"; {0} = 'key binding that open the tool' {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "Para designar árboles para talar, seleccione la herramienta de designación de árboles (tecla {0}) (1) y arrastre el cursor sobre un bosque (2)."; {0} = 'Tree harvester' "TreeHarvesting__part2" = "{0} comenzará a cosechar automáticamente cualquier árbol designado. Haga clic en {0} y asígnele al menos un camión para que pueda descargar la madera talada."; "TreeHarvesting__part3" = "Una vez que los camiones estén cargados con madera, la entregarán en un almacén cercano o en cualquier máquina que requiera madera."; "TreePlanterT1__desc" = "TreePlanterT1__desc"; name "TreePlanterT1__name" = "TreePlanterT1__name"; name "TreePlanterT1H__name" = "TreePlanterT1H__name"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "Trees__CutAfter"; Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "Trees__HarvestingOptions"; tooltip "Trees__HarvestingOptionsTooltip" = "Trees__HarvestingOptionsTooltip"; Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "Trees__NoCut"; description of tree in a build menu "TreesInMenuDescription" = "TreesInMenuDescription"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "{entity} no puede entregar {0}. No hay un destino válido"; notification "TruckCannotDeliverMixedCargo__name" = "TruckCannotDeliverMixedCargo__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% {0}=25 "TruckCapacityIncrease__desc" = "Los camiones pueden sobrecargarse con {0}, pero requieren un {1} mantenimiento adicional"; policy / edict which can enabled by the player in their Captain's office. title of a research node in the research tree "TruckCapacityIncrease__name" = "Camiones sobrecargados"; notification notification "TruckHasNoValidExcavator__name" = "{entity} no tiene excavadora compatible"; Tab that contains more insights into jobs done by vehicles and the cargo they exchanged Tab that contains more insights into jobs done by vehicles and the cargo they exchanged "TrucksAnalytics__Title" = "Analítica"; number of jobs done by a vehicle, example use: '1 job', '2 jobs' number of jobs done by a vehicle, example use: '1 job', '2 jobs' "TrucksStats__JobsCnt" = "{0} trabajo"; "TrucksStats__OptionGeneral" = "Incluir trabajos generales"; "TrucksStats__OptionGeneralTooltip" = "Incluye todos los trabajos generales realizados por camiones no incluidos en las opciones siguientes. Ejemplos de estos trabajos son: el traslado de la carga entre almacenes o máquinas, el vertido desde el almacén. No incluye los trabajos en los que el camión se reabastece a sí mismo."; "TrucksStats__OptionMining" = "Incluir camiones mineros"; "TrucksStats__OptionMiningTooltip" = "Incluye trabajos realizados por camiones asignados a la minería y tala de árboles."; "TrucksStats__OptionRefueling" = "Incluir camiones de repostaje"; "TrucksStats__OptionRefuelingTooltip" = "Incluye trabajos realizados por camiones asignados para repostar otros vehículos como excavadoras."; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "Historial de carga de camiones"; truck description, for instance {0}=20,{1}=2 truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "Camión de carga pesada con una capacidad máxima de {0}. Puede pasar por debajo de transportes que estén a una altura de {1} o superior."; vehicle vehicle "TruckT1__name" = "Camioneta"; vehicle description, for instance {0}=20,{1}=2 vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "Camión industrial grande con una capacidad máxima de {0}. Puede pasar por debajo de los transportes si están a una altura de {1} o superior."; vehicle vehicle "TruckT2__name" = "Camión"; vehicle "TruckT2H__name" = "TruckT2H__name"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "Camión de transporte grande con una capacidad máxima de {0}. Este tipo sólo puede transportar productos líquidos o gaseosos. No puede ir por debajo de los transportes."; vehicle vehicle "TruckT3Fluid__name" = "Camión de transporte (cisterna)"; vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "TruckT3FluidH__desc"; vehicle "TruckT3FluidH__name" = "TruckT3FluidH__name"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "Camión de transporte grande con una capacidad máxima de {0}. Este tipo sólo puede transportar productos sueltos (carbón, por ejemplo). No puede ir por debajo de los transportes."; vehicle vehicle "TruckT3Loose__name" = "Camión de transporte (volquete)"; vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "TruckT3LooseH__desc"; vehicle "TruckT3LooseH__name" = "TruckT3LooseH__name"; description of a high pressure turbine short description of a machine "TurbineHighPress__desc" = "Utiliza vapor de alta presión para crear energía cinética."; name name of a machine "TurbineHighPress__name" = "Turbina de alta presión"; name name of a machine "TurbineHighPressT2__name" = "Turbina de alta presión II"; description of a low pressure turbine short description of a machine "TurbineLowPress__desc" = "Mejora la eficiencia de la producción de energía al reutilizar la presión baja para crear energía cinética."; name name of a machine "TurbineLowPress__name" = "Turbina de baja presión"; name name of a machine "TurbineLowPressT2__name" = "Turbina de baja presión II"; description of a super pressure turbine "TurbineSuperPress__desc" = "TurbineSuperPress__desc"; name "TurbineSuperPress__name" = "TurbineSuperPress__name"; title of message or tutorial name: message for player "TutorialOnAdvancedLogistics__name" = "Logística avanzada"; title of message or tutorial name: message for player "TutorialOnCargoShip__name" = "Buque de carga"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "Un buque de carga permite automatizar las entregas de productos desde las minas y plataformas petrolíferas del mundo. El barco tiene que ser descubierto, reparado o comprado en el mapa mundial, no puede ser construido directamente en tu isla. Una vez que obtenga un barco de carga, puede construir un {0} en su isla y el barco atracará allí automáticamente."; name: message for player "TutorialOnCargoShip__part2" = "El número de barcos disponibles (reparados) y el número de barcos descubiertos se muestra en la barra de estado superior (imagen a continuación)."; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "Un {0} solo se puede investigar una vez que se descubre un primer barco de carga en el mapa mundial. Se pueden construir depósitos en la costa de tu isla. Al colocar un {0}, verá patrones de rayas que se adentran en el mar para indicar el acceso del barco. Debe asegurarse de que al menos un área esté verde, lo que indica que un barco podrá atracar. Tenga cuidado de no bloquear estas áreas con otros edificios, como otros depósitos o bombas oceánicas."; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "Un {0} requiere módulos para almacenar y transferir productos. Hay módulos para cada tipo de producto y puede mezclarlos y combinarlos en un solo depósito. Estos módulos determinan qué tipos de productos importará o exportará su barco, debe asignar este producto manualmente. Los módulos también tienen puertos de entrada y salida para conectar transportes."; name: message for player "TutorialOnCargoShip__part4Heading" = "Logística naval"; "TutorialOnCargoShip__part4V2" = "Un barco de carga partirá automáticamente cuando haya suficiente carga para llenar el barco en el mapa mundial (1). Un barco puede recoger carga de cualquier entidad en el mapa mundial. Cada viaje del barco tiene un costo fijo de combustible que se basa en el tamaño del barco (2). "; "TutorialOnCargoShip__part5V2" = "Mejorar el depósito de carga también mejorará el barco adjunto. Esto amplía el número de ranuras y, por tanto, la cantidad de materiales transportados. Los barcos más grandes son más eficientes en el consumo de combustible."; title of message or tutorial "TutorialOnCoalPower__name" = "planta de energía de carbón"; "TutorialOnCoalPower__part1" = "Una forma más eficiente de generar energía en comparación con los generadores diésel es una central eléctrica de carbón. El carbón quemado en las calderas convierte el agua en vapor (1). Este vapor luego hace girar las turbinas (2) y transfiere la fuerza mecánica sobre un eje a los generadores de energía adjuntos (3) que generan electricidad a partir de él."; "TutorialOnCoalPower__part2" = "No importa cómo ordene sus turbinas y generadores, siempre que estén todos en un eje, funcionan juntos."; {0} = Flywheel "TutorialOnCoalPower__part3" = "Los generadores no producen electricidad cuando no hay necesidad e ignoran la energía del eje mecánico. Sin embargo, las turbinas no se detienen cuando el eje gira a plena potencia, sino que dejan pasar el vapor, lo que significa que se pierde algo de energía. Para combatir esto, puede usar un {0} adjunto al eje mecánico que almacenará la energía mecánica como inercia y la devolverá cuando se necesite energía, comportándose como baterías."; {0} = Flywheel "TutorialOnCoalPower__part4" = "Se puede usar un {0} en combinación con el interruptor de \"equilibrio automático\" en las turbinas. Una vez habilitadas, las turbinas se apagarán automáticamente cuando el eje conectado tenga la máxima inercia y se volverán a encender cuando la inercia sea baja. El {0} ayuda a aumentar la inercia total del eje para que este sistema sea más eficiente y evitar la pérdida de energía debido al arranque lento de las turbinas."; title of message or tutorial "TutorialOnContracts__name" = "Contratos"; {0} = Cargo ship "TutorialOnContracts__part1" = "Puede establecer contratos con liquidaciones para intercambiar bienes de manera regular. Los contratos suelen ser mucho más lucrativos que las transacciones comerciales rápidas, pero le cuestan a Unity y requieren un {0} dedicado."; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "Después de establecer un contrato, necesitará un {0} y un {1} con módulos aptos para el contrato. Por ejemplo, si está intercambiando {2} por {3}, necesitará tener un módulo de unidades ({2}) y un módulo de fluidos ({3}) adjuntos al {1} (1). Seleccione cualquiera de los módulos, haga clic en 'asignar un contrato' (2) y asigne el contrato que desea comenzar (3). Tenga en cuenta que cualquier otro módulo adjunto se asignará automáticamente al tipo de material apropiado si es compatible con el contrato."; {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "Una vez que sus módulos {1} reciban las cantidades correctas de bienes requeridos, el {0} viajará automáticamente al asentamiento para intercambiar los bienes. Los contratos le permiten operar todo lo que quiera sin ninguna restricción de tiempo"; "TutorialOnCopySettings__part1" = "Esta herramienta le permite copiar la configuración de un edificio a otro. Incluso puede arrastrar varios edificios para aplicar en masa la configuración seleccionada."; {0} = shortcut key "TutorialOnCopySettings__part2" = "Esta herramienta se puede activar presionando {0} o haciendo clic en el icono en la barra de herramientas (1). Luego haga clic en el edificio del que desea copiar la configuración (2). Finalmente, haga clic o arrastre a través de tantos otros edificios similares para pegar esa configuración (3)."; "TutorialOnCopyTool__part1" = "Esta herramienta le permite seleccionar uno o más edificios para copiar y colocar en otro lugar. Esto le permite copiar sin esfuerzo los diseños de fábrica existentes para escalar su producción."; {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "Para copiar varios edificios a la vez, pulse {0} o haga clic en el icono de la barra de herramientas (1) para seleccionar la herramienta de copia y, a continuación, haga clic y arrastre por la herramienta de edificios deseada (2). Suelte el botón del mouse y arrastre hacia donde desea colocar los edificios copiados y haga clic con el botón izquierdo una vez para colocarlos (3). Puede copiar un solo edificio pasando el cursor sobre él y presionando {1}."; {0} shortcut key "TutorialOnCopyTool__part3" = "Esta herramienta copia configuraciones de edificios por defecto. Puedes mantener pulsado el {0} mientras colocas un edificio para evitar que copie la configuración. Las copias de los edificios se construirán como nuevas. "; title of message or tutorial title of message "TutorialOnCrisis__name" = "Gestión de crisis"; "TutorialOnCrisis__part1" = "De vez en cuando, tu isla puede entrar en crisis: se acaba el combustible, no hay electricidad, el mantenimiento es escaso, etc. Obviamente, nunca es culpa tuya. Siempre se debe a que los habitantes de la isla hacen un mal trabajo. Sin embargo, hay formas de evitar algunos de los problemas desde el principio."; "TutorialOnCrisis__part2" = "Puede anclar/desanclar los productos que desee supervisar en el panel lateral derecho. Esto puede ayudarle a detectar casos en los que se está agotando el suministro global de algún producto."; "TutorialOnCrisis__part2Heading" = "Fijación de productos importantes"; "TutorialOnCrisis__part3" = "Se recomienda configurar alertas de almacenamiento para productos como {0} o productos que son críticos para los servicios de mantenimiento o liquidación. Recibir una notificación desde el principio le da tiempo para reaccionar. También puede configurar almacenes dedicados, llenarlos con suministros de emergencia y deshabilitar la exportación de camiones. De esta manera, usted tiene suministros de emergencia cuando los necesite."; "TutorialOnCrisis__part3Heading" = "Alertas de almacenamiento"; "TutorialOnCrisis__part4" = "La mayoría de tus máquinas y edificios tienen una prioridad asignada. Cuanto más alta sea la prioridad, más probabilidades tendrán de recibir energía, unidad, trabajadores, mantenimiento, etc. Tener las infraestructuras más críticas con una prioridad aumentada es una buena manera de hacerlo."; "TutorialOnCrisis__part4Heading" = "Sistema de prioridad"; "TutorialOnCrisis__part5" = "Quedarse sin energía no es ninguna broma y hay varias formas de evitarlo. La primera es establecer alertas para los almacenes que alimentan las calderas o los generadores de gasóleo. De este modo, sabrás que el combustible se está agotando antes de que el suministro de energía se detenga por completo."; "TutorialOnCrisis__part5Heading" = "Gestión de crisis energética"; {0} - keep full {0} - keep full "TutorialOnCrisis__part6V2" = "También puede dar mayor prioridad a un almacenamiento que alimente su planta de energía. Primero debe mover el control deslizante {0} (1) lejos de la ubicación predeterminada o no verá la pantalla de selección de prioridad (2). "; "TutorialOnCrisis__part7a" = "La configuración más robusta pero costosa es tener una planta de respaldo como en el mundo real. Esto puede ser, por ejemplo, una serie de generadores de diésel que estén listos para funcionar cuando cae la energía"; {0} - Diesel generator {0} - Diesel generator "TutorialOnCrisis__part7b" = "Esto funciona de forma predeterminada porque un {0} tiene una prioridad de producción más baja que los generadores estándar conectados a las turbinas. Usted mismo puede reconfigurar la prioridad de generación de energía para cualquier generador de energía. Tenga en cuenta que las máquinas consumen menos mantenimiento cuando están inactivas."; {0} - Unity "TutorialOnCrisis__part8V2" = "En caso de la peor emergencia, también puede impulsar una máquina. Boost permite que las máquinas funcionen sin energía al costo mensual de {0}."; "TutorialOnCutTool__part1" = "Esta herramienta es similar a la herramienta de copia, pero elimina los edificios copiados. Solo funciona para edificios fantasma cuya construcción aún no ha comenzado."; {0}, {1} = shortcut keys {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "La herramienta se puede activar pulsando {0} o haciendo clic en el icono de la barra de herramientas (1). También puedes pulsar {1} mientras pasas el cursor sobre un edificio para cortarlo al instante, lo que puede ser útil cuando haces ajustes rápidos."; title of message or tutorial name: message for player "TutorialOnDiesel__name" = "Producción de diésel"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "{0} se puede producir destilando {1} en {2}. Para extraer {1}, construye un {3} encima de un depósito de petróleo. Cuando se selecciona un {3} para construir, verá barras negras que revelan las ubicaciones del depósito de petróleo."; "TutorialOnDiesel2__part2" = "La superposición de recursos también se puede mostrar en cualquier momento activándola en el panel inferior izquierdo."; {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "Cuando se seleccionan los edificios de producción, los iconos que muestran los productos de entrada y salida se mostrarán sobre los puertos de conexión para que pueda determinar dónde entrará y saldrá todo. Conecte 3x {0} a un {1} usando tuberías."; {0} = crude oil "TutorialOnDiesel2__part4" = "Hay suministros subterráneos limitados de {0} en la isla. Más adelante en el juego podrás encontrar {0} recursos adicionales en el mapa mundial. Para encontrarlos necesitarás usar tu nave y explorar los alrededores."; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "La producción de diesel no es un proceso limpio, produce {0} y {1}. {1} se puede liberar a través de un {2} y {0} se puede arrojar al océano con un {3}. Tenga en cuenta que la liberación de contaminantes al medio ambiente tendrá efectos negativos en su población cuando se realice en grandes volúmenes."; "TutorialOnDiesel2__part5Heading" = "Productos de desecho"; title of message or tutorial title of message "TutorialOnDumping__name" = "Desechos y vertidos"; title of message or tutorial "TutorialOnFarmFertility__name" = "Fertilidad agrícola"; title of message or tutorial title of message "TutorialOnFarming__name" = "Agricultura"; "TutorialOnFarming__part2" = "En las granjas crecen cultivos, y los cultivos se pueden utilizar en varios lugares, pero principalmente para alimentar a tu población. Pero los cultivos no crecen gratis, sino que consumen agua y fertilidad del suelo."; "TutorialOnFarming__water" = "El agua se repone con la lluvia (incluso en los invernaderos), pero la lluvia no es una fuente fiable y los cultivos más avanzados son más exigentes, por lo que se recomienda disponer de una fuente externa de agua. Las explotaciones de regadío distribuyen automáticamente el agua cuando el suelo se seca, por lo que el agua suministrada externamente no se desperdicia. El rendimiento de las explotaciones se reduce si los cultivos no tienen suficiente agua y pueden incluso secarse por completo."; "TutorialOnFarming__water2" = "Tener una fuente externa de agua es vital para una agricultura confiable. Esto requiere mejorar las granjas con sistemas de riego (desbloqueados a través de la investigación). Las fincas irrigadas solo consumen agua cuando el suelo se seca para que el agua suministrada externamente no se desperdicie."; "TutorialOnFarming__waterHeading" = "Agua"; "TutorialOnFertility__fertilizers1" = "El mayor sueño de los agricultores son los fertilizantes. Pueden aumentar la fertilidad del suelo más allá del valor de equilibrio natural, ¡algunos incluso más allá del 100%!"; "TutorialOnFertility__fertilizers2" = "Para que los fertilizantes funcionen, debe conectar una tubería con producto fertilizante a la granja (1) y arrastrar el control deslizante de objetivo de fertilidad (2) al nivel deseado. La granja fertilizará automáticamente el suelo hasta el nivel seleccionado. Tenga en cuenta que cada tipo de fertilizante tiene su propio objetivo máximo de fertilización que se muestra en la IU de descripción general de fertilizantes."; "TutorialOnFertility__fertilizers3" = "Tenga en cuenta que cuanto mayor sea su objetivo de fertilización del suelo, menor será la reposición natural. Y una vez que la fertilidad supere el 100%, la reposición natural se volverá negativa, lo que requerirá aún más fertilizante para sostenerla."; "TutorialOnFertility__fertilizersHeading" = "Fertilizantes"; "TutorialOnFertility__part1" = "El rendimiento de los cultivos se basa en la fertilidad del suelo. Si una finca tiene un 50% de fertilidad del suelo, solo tendrá un rendimiento del 50% de los productos. Los cultivos consumen fertilidad a medida que crecen, pero la fertilidad también se repone naturalmente con el tiempo (una granja vacía eventualmente alcanzaría el 100 % de fertilidad)."; "TutorialOnFertility__part2" = "Tenga en cuenta que la fertilidad del suelo no afecta el consumo de agua del cultivo ni la duración del crecimiento. Esto significa que los cultivos que crecen en suelos más fértiles no solo producirán más, sino que también serán más eficientes con el agua (mayor rendimiento por la misma cantidad de agua)."; fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently "TutorialOnFertility__part3" = "Con el tiempo, el consumo de fertilidad de los cultivos y la reposición natural se estabilizarán en un valor llamado equilibrio de fertilidad. Este valor representa una estimación de la fertilidad promedio del suelo basada en el programa de crecimiento actual. El equilibrio existe porque el consumo de fertilidad de los cultivos es constante, pero la velocidad de reposición natural aumenta a medida que la fertilidad del suelo disminuye."; {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "Cultivar el mismo cultivo más de una vez seguidas impondrá una {0} penalización a la fertilidad. Esto se puede evitar plantando diferentes cultivos en un programa de rotación de cultivos. Puede plantar {1} que no produce ningún producto útil pero ayuda a regenerar la fertilidad del suelo y elimina la penalización por fertilidad del mismo cultivo cuando se planta entre otros cultivos."; "TutorialOnFertility__rotation2" = "También puede dejar el campo vacío sin ningún cultivo sembrado. Esto le da tiempo al suelo para regenerar la fertilidad de forma natural, pero no eliminará por sí solo la penalización de la fertilidad del mismo cultivo."; "TutorialOnFertility__rotationHeading" = "La rotación de cultivos"; title of message or tutorial name: message for player "TutorialOnFurnace__name" = "Fundiendo hierro"; title of message or tutorial title of message "TutorialOnHealth__name" = "Salud y contaminación"; "TutorialOnHealth__part1" = "Tu población tiene salud. Si la salud es positiva, tu población crece y te proporciona una unidad extra. Si la salud es negativa, tu población empieza a disminuir."; "TutorialOnHealth__part2" = "Puede aumentar la salud de su población proporcionándole una variedad de alimentos, agua y atención sanitaria."; "TutorialOnHealth__part2Heading" = "Efectos positivos"; "TutorialOnHealth__part3" = "La salud de tu población disminuye si emites contaminación: aire o agua. La contaminación en tu isla es global, así que mover las chimeneas más lejos de tu asentamiento no ayudará. Es una buena idea vigilar la cantidad de contaminación que emites."; "TutorialOnHealth__part3Heading" = "Efectos negativos"; "TutorialOnHealth__part4" = "Cuando algo emite contaminación, se muestra en la interfaz de usuario, como se muestra a continuación."; "TutorialOnHealth__part5a" = "Tu población puede sufrir enfermedades. Hay enfermedades que van y vienen y no es posible prevenirlas por completo. Brindar atención médica puede reducir significativamente su impacto negativo."; "TutorialOnHealth__part5b" = "También hay enfermedades que pueden ocurrir debido a las malas condiciones en tu asentamiento, por ejemplo, falta de agua limpia o demasiada basura. No hay enfermedades por la contaminación, ya que la contaminación afecta directamente a la salud."; "TutorialOnHealth__part5Heading" = "Enfermedades"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "El {0} puede procesar tanto {1} como {2} activando ambas recetas. Para hacerlo, active la receta {1} haciendo clic en ella."; {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "TutorialOnIronOre__part2"; {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "Con {0} fundido, {2} producirá {1}. {1} se puede volcar en cualquier parte de la isla colocando designaciones de volcado (a menos que evite {1} volcado cambiando el filtro de volcado global ). Los camiones siempre darán prioridad a la entrega de {1} y otros materiales donde se necesiten antes de descargarlos (p. ej., producción de hormigón). El vertido de {1} es importante ya que normalmente su industria de fundición producirá mucho más {1} de lo que puede usar. Verterlo no tiene efecto contaminante."; title of message or tutorial "TutorialOnIronOreSmelting__name" = "fundición de mineral de hierro"; title of message or tutorial "TutorialOnMaintenance__name" = "Mantenimiento"; {0} = Unity "TutorialOnMaintenance__part1" = "El mantenimiento es un recurso global crucial que requieren los vehículos y los edificios para mantenerse operativos; de lo contrario, se descomponen y dejan de funcionar. El nivel de mantenimiento de cada entidad se puede ver en la parte inferior de su ventana (1). En una emergencia, las entidades rotas se pueden reparar instantáneamente usando {0} (2)."; {0} = Maintenance depot "TutorialOnMaintenance__part2" = "Para producir mantenimiento, debe construir un {0} y suministrarle los materiales necesarios."; "TutorialOnMaintenance__part3" = "Puede ver el monto de mantenimiento actual en el lado derecho de la pantalla (1). También puede ver la producción y el consumo de mantenimiento a lo largo del tiempo en la pantalla Estadísticas (2)."; title of message or tutorial name: message for player "TutorialOnMineTower__name" = "Minería y vertidos"; "TutorialOnMining__part1" = "Puede eliminar cualquier material del terreno minándolo con sus excavadoras y agregar material descargándolo con camiones."; "TutorialOnMining__part10" = "A continuación se muestra un ejemplo de cómo se puede alcanzar una designación minera que comienza en el nivel de la superficie solo si toca la superficie. La designación superior es accesible como lo indica el color amarillo. El fondo comienza un nivel por debajo de la superficie y no es accesible, indicado por el color naranja con bordes rojos."; {0} = shortcut key "TutorialOnMining__part11" = "Utilice la tecla {0} para cambiar al modo rampa. Luego puede ajustarse a las designaciones planas anteriores y extender una rampa desde allí."; "TutorialOnMining__part11Header" = "Creación de rampas"; "TutorialOnMining__part12" = "Cada cuadro de designación puede ser minado por solo una excavadora a la vez. Asegúrese de que haya suficientes designaciones disponibles si tiene varias excavadoras."; "TutorialOnMining__part13" = "Puede ver los recursos disponibles alternando una superposición de recursos en la esquina inferior izquierda de la pantalla."; "TutorialOnMining__part13Header" = "Capa de recursos"; {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "Si bien las designaciones de vertedero se pueden colocar en cualquier lugar de la isla, las designaciones de minería deben estar dentro de un área administrada {0}. Con una torre de control de mina seleccionada, haz clic en el botón {1} para delinear una nueva área."; {0} = Mine control tower "TutorialOnMining__part3" = "Los camiones y las excavadoras deben asignarse a un {0} para que comience la minería. Las excavadoras minan el terreno designado mientras los camiones transportan los materiales extraídos desde las excavadoras hasta las máquinas, los almacenes o cualquier área de descarga disponible."; {0} = shortcut key "TutorialOnMining__part4" = "Para minar el terreno, seleccione la herramienta de designación de minas {0} de la barra de herramientas inferior (1) y haga clic y arrastre el terreno para designar su área de minería (2)."; "TutorialOnMining__part4Header" = "Designaciones mineras"; "TutorialOnMining__part5" = "Las designaciones indican cómo se formará el terreno después de la minería."; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "Esta herramienta se comporta igual que la herramienta de designación de vertidos. {0} alternará entre las designaciones plano o rampa. Presionar {1} cambiará la dirección de la rampa ya sea hacia arriba o hacia abajo cuando se coloca al lado de otra designación."; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "Mueva la altura hacia arriba o hacia abajo usando {0} y {1} respectivamente."; {0} = shortcut key "TutorialOnMining__part8" = "Gire la dirección de la rampa usando {0}."; "TutorialOnMining__part9" = "Las designaciones mineras deben comenzar en el terreno o por encima de él ; de lo contrario, sus excavadoras no podrán acceder a ellas. Si no se puede alcanzar un borde de la designación, se muestra una línea roja. Si hay líneas rojas alrededor de un área designada, eso significa que no se puede minar."; "TutorialOnPathing__part1" = "Si su vehículo tiene problemas para llegar a su objetivo porque no hay una ruta válida, puede investigar esta situación alternando su superposición de navegación. Cada tipo de vehículo tiene su propia superposición. Los camiones que entregan materiales de construcción tienen cierta tolerancia a la distancia, pero los vehículos que realizan tareas regulares deben poder navegar cerca de su objetivo."; "TutorialOnPathing__part3" = "A veces, los vehículos pueden atascarse. Siempre puedes recuperar un vehículo usando la acción de recuperación. Para evitar situaciones como esta, use rampas anchas y muros de contención durante la minería para evitar el colapso del terreno."; "TutorialOnPathing__part4" = "A veces, los camiones no pueden acceder a ciertos edificios debido a obstáculos como el terreno u otros edificios. En lugar de reconstruir partes de su fábrica para acomodar los vehículos, puede desactivar la importación o exportación en el edificio problemático para evitar que los vehículos intenten acceder a él."; "TutorialOnPauseTool__part1" = "Esta herramienta permite pausar y reanudar entidades individuales, como máquinas o vehículos. También admite la pausa/despausa masiva arrastrando sobre un área."; {0} = key shortcut "TutorialOnPauseTool__part2" = "La herramienta se puede activar pulsando {0} o haciendo clic en el icono de la barra de herramientas (1). Cuando arrastra sobre un área con edificios no construidos, alternará la pausa de construcción; de lo contrario, alternará la pausa normal. Si alguna entidad en la selección está en pausa, reanuda todo lo seleccionado, de lo contrario, pausa todo lo seleccionado."; "TutorialOnPlanning__part1" = "El modo de planificación es un modo conmutable que hace que cualquier edificio colocado se detenga inicialmente. Puede activar y desactivar el Modo de planificación haciendo clic en el botón Modo de planificación en la barra de herramientas de la esquina inferior izquierda. Los edificios con construcción en pausa se colorean Gris como se muestra a continuación."; {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "Desactivar el modo de planificación no detiene los edificios que se colocaron mientras estaba activado. Para reanudar la pausa de los edificios colocados, use {0} (1). También puede seleccionar un edificio que se colocó en {1} y reanudarlo haciendo clic en el botón de pausa en la ventana del inspector de construcción (2)."; "TutorialOnPlanning__part5Heading" = "Estados de color de la construcción"; "TutorialOnPlanning__part6" = "Al colocar edificios, el color del fantasma del edificio cambiará dependiendo de su estado de construcción."; "TutorialOnPlanning__part7" = "Los edificios de color Blanco están planificados para su construcción y actualmente están en pausa. Actualmente se están construyendo edificios de color azul. Los edificios de color rojo están siendo deconstruidos actualmente."; title of message or tutorial "TutorialOnPopsAndUnity__name" = "Población y Unidad"; "TutorialOnPopsAndUnity__part1" = "La población es uno de los pilares más importantes de su economía. Necesitas proporcionar a tu gente alojamiento, comida y otros servicios y, a cambio, ellos trabajarán para ti."; "TutorialOnPopsAndUnity__part2" = "La gente vive en asentamientos. Un asentamiento puede estar compuesto por una o más unidades de vivienda adjuntas y edificios de servicios. Puede tener más de un asentamiento, pero cada uno requiere sus propios servicios."; "TutorialOnPopsAndUnity__part3" = "Si hay más personas que la capacidad de vivienda, algunas se quedarán sin hogar. Las personas sin hogar son muy infelices y no trabajarán para usted."; {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "La población aumentará naturalmente con el tiempo si las personas gozan de buena salud y hay viviendas disponibles. Puede controlar la tasa de crecimiento mediante edictos en {0}."; {0} = Unity "TutorialOnPopsAndUnity__part5" = "{0} es un recurso virtual que se genera cuando las personas están bien y felices. Cuantos más servicios y comodidades proporciones, más unidos se sentirán y generarán más unidad a cambio."; {0} = Unity "TutorialOnPopsAndUnity__part6" = "{0} se puede gastar en tareas especiales como investigación, comercio, trabajo en minas remotas o recuperación de vehículos. Las acciones que requieren unidad generalmente se indican con color púrpura."; {0} = Unity "TutorialOnPopsAndUnity__part7" = "{0} puede ser extremadamente útil en situaciones de emergencia. Por ejemplo, {0} acciones permiten entregar instantáneamente productos para la construcción o impulsar la producción de máquinas seleccionadas. Se recomienda guardar siempre algo de {0} sin gastar para cuando más se necesite."; {0} = Unity "TutorialOnPopsAndUnity__part8" = "Se puede ver una descripción general de {0} ganancias/pérdidas en la ventana de descripción general de la población. La cantidad máxima de {0} que se puede acumular está determinada por la cantidad y calidad de la vivienda. La ganancia/pérdida unitaria recurrente se calcula mensualmente."; "TutorialOnRoutes__part1V2" = "Los camiones entregan la carga automáticamente según la configuración de prioridad del edificio de origen y destino. En ocasiones, es posible que desee tener un mayor control sobre el origen/destino de la entrega o los vehículos de servicio. Las rutas personalizadas ofrecen este control y pueden aumentar la eficiencia y la confiabilidad de la logística."; {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) "TutorialOnRoutes__part2V2" = "Se puede asignar un {0} para exportar productos extraídos a almacenes específicos. Para hacer esto, seleccione un {0} (1) y luego haga clic en el botón {1} debajo de {2} (2) y luego haga clic en los almacenamientos deseados. "; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "Los almacenes asignados se pueden ver en {0} y al hacer clic con el botón derecho en su icono se eliminará la ruta . Las rutas también se pueden eliminar haciendo clic en el botón {1} nuevamente y haciendo clic en los almacenamientos previamente asignados."; {0} = Mine control tower "TutorialOnRoutes__part4V2" = "Cuando un {0} tiene rutas de exportación configuradas para almacenamientos con ciertos productos, los camiones entregarán estos productos solo en los almacenamientos asignados y en ningún otro lugar."; {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "Las rutas personalizadas también se pueden usar para asignar un {0} a un {1} para especificar las preferencias de combustible para camiones y excavadoras."; "TutorialOnRoutes__part8" = "Se recomienda usar las rutas personalizadas con prudencia y colocarlas en los lugares donde más ayuda. La microgestión de cada almacenamiento individual con rutas personalizadas puede generar una complejidad innecesaria en su sistema y causar problemas durante su futura expansión."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "También se pueden configurar rutas personalizadas entre almacenes para optimizar aún más sus operaciones, como se muestra a continuación. Solo asegúrese de que el almacenamiento de destino tenga el control deslizante {0} configurado (1). Opcionalmente, puede asignar camiones al almacenamiento de recepción para dar servicio únicamente a esta línea de suministro (2). También hay dos conmutadores (3) que le permiten restringir el almacenamiento para aceptar solo almacenamientos conectados y camiones asignados."; {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "El siguiente ejemplo muestra cómo una cinta transportadora junto con rutas personalizadas pueden reducir los viajes de camiones mientras descargan el exceso de material extraído. Primero, asigne el {0} a un almacenamiento cercano (1). El almacenamiento está conectado a través de una cinta transportadora larga (2) a otro almacenamiento. El segundo almacenamiento está configurado para exportar a la torre cercana (3) que tiene un área marcada para el vertido."; title of message or tutorial name: message for player "TutorialOnShipRepair__name" = "Exploración del mundo"; name: message for player "TutorialOnShipRepair__part1" = "Puedes usar tu barco para explorar el mapa del mundo. Puedes encontrar botines, refugiados, plataformas petrolíferas y más."; {0} -> key-binding that opens the map, {1} = 'Explore' name: message for player "TutorialOnShipRepair__part2" = "Para comenzar a explorar, abra el mapa del mundo ({0}), seleccione un destino y haga clic en {1}. Una vez que llegue el barco, comenzará a explorar. La exploración lleva algún tiempo y se le notificará cuando se complete."; name: message for player "TutorialOnShipRepair__part2Heading" = "Exploración"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "Todos los artículos que traiga su barco se descargarán automáticamente en el {0}. Solo asegúrese de que {0} tenga suficiente espacio libre. Puede activar {1} para encargar a sus camiones que descarguen activamente toda la carga si hay almacenamiento disponible."; name: message for player "TutorialOnShipRepair__part4Heading" = "Autonomía y combustible del barco"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "El barco necesita combustible para viajar y la exploración de una nueva ubicación requiere una cantidad adicional. Para cargar el barco con combustible, selecciona {0} y arrastra el control deslizante verde del búfer de combustible hacia la derecha. El combustible puede ser entregado por camiones o por tubería."; name: message for player "TutorialOnShipRepair__part5" = "Algunos puntos pueden estar ocupadas por piratas. No puedes atravesar o explorar estos puntos a menos que derrotes a los piratas. Si su barco no tiene armas equipadas, este escapará automáticamente, de lo contrario, comenzará la batalla."; name: message for player "TutorialOnShipRepair__part5Heading" = "Enemigos y piratas"; {0} - Shipyard "TutorialOnShipRepair__part6" = "Se pueden agregar o actualizar muchos componentes del barco. Las actualizaciones se realizan en {0}. El {0} prepara los componentes necesarios independientemente de si el barco está presente o no. Una vez que se preparan las actualizaciones, se aplican automáticamente cuando llega el barco."; name: message for player "TutorialOnShipRepair__part6Heading" = "Mejoras del barco y armas"; {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "El {0} permite fundir productos como minerales y chatarra en materiales fundidos. El {1} se puede utilizar para moldear materiales fundidos en losas."; {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "Para producir placas de hierro, puedes usar {0} recolectadas de los edificios abandonados cercanos. Más adelante podrá configurar una operación de minería para fundir {1} directamente."; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "Cree un {0} y 2x {1}. Conéctelos usando {2}. Los canales fundidos son necesarios ya que el hierro fundido está demasiado caliente para ser transportado por camiones."; {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "Cree y adjunte un {0} al {1}, ya sea directamente o a través de una canalización (que se puede encontrar en la categoría transportes)."; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "Como aún no tienes acceso a la extracción de carbón, crea un {0} para producir carbón a partir de madera. No olvides adjuntarle un {1} también. Incluso puede compartir el mismo {1} que se usa para {2}. Para aprender a obtener madera, lea el tutorial de {3}."; {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "Mire la receta del horno en progreso mientras los camiones lo suministran automáticamente con {0} y carbón. Las losas de hierro producidas en {1} se almacenarán allí hasta que los camiones puedan encontrar un lugar para entregarlas. Más tarde, podrá desbloquear y construir cintas transportadoras para entregar hierro directamente a sus edificios de producción o almacenamiento."; "TutorialOnStorage__part1" = "Es beneficioso utilizar cintas transportadoras y tuberías para transportar mercancías desde los edificios de producción hasta los almacenes y dejar que los camiones equilibren el inventario entre los almacenes. Esto ayuda a mantener alta la utilización de los camiones, ya que siempre pueden viajar completamente cargados. También proporciona a las máquinas un búfer adicional de entrada y salida para un funcionamiento ininterrumpido."; {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "Por ejemplo, {0} puede beneficiarse al tener {1} y {2} silos de almacenamiento conectados a través de cintas transportadoras."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "Una unidad de almacenamiento no solicitará activamente productos de los camiones de forma predeterminada. Para cambiar esto, arrastre el control deslizante verde marcado como {0} hacia la derecha. Esto hace que los productos de solicitud de almacenamiento se llenen hasta el control deslizante verde."; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "Para los almacenes que no desea llenar (como {0}, que se muestra a continuación), puede usar el control deslizante {1} para establecer el umbral en el que los vehículos recuperarán materiales automáticamente y los almacenarán en otro almacenamiento disponible. ."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "Tenga en cuenta que los controles deslizantes rojo/verde no tienen efecto en los transportes conectados. Por ejemplo, un almacenamiento establecido en {0} seguirá generando productos a través de transportes conectados, ignorando cualquier regla establecida para el almacenamiento."; "TutorialOnStorage__part6" = "También puede configurar alertas para recibir una notificación si el almacenamiento está demasiado lleno o demasiado vacío, lo que impediría que las máquinas conectadas funcionen correctamente. Esto es ideal para alertarlo si un material crítico que proporciona almacenamiento, como el carbón para una planta de energía, se está agotando."; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "Una vez que las máquinas se conectan a través de transportes y se entrega/recibe un primer producto, los camiones ya no intentarán entregar/recibir ese tipo de producto. Puede anular manualmente este comportamiento a través del panel de logística en cada máquina en los paneles {0} y {1}."; title of message or tutorial "TutorialOnStoragesAndTransports__name" = "Almacenamientos con transportes"; "TutorialOnTerDumping__colorsDesc1" = "Los contornos de colores en los cuadrados de designación le permiten determinar muchas cosas."; "TutorialOnTerDumping__colorsDesc2" = "cuadrado verde claro: es accesible y se utilizará"; "TutorialOnTerDumping__colorsDesc3" = "cuadrado verde amarillo con un contorno rojo: aún no está accesible"; "TutorialOnTerDumping__colorsDesc4" = "cuadrado verde oscurecido: ya se cumplió y se ignorará"; "TutorialOnTerDumping__colorsDesc5" = "Los números en la designación indican la altura del nivel del terreno."; {0} = key shortcut "TutorialOnTerDumping__part1" = "Para descargar materiales en el terreno, seleccione la herramienta de designación de descarga {0} en la barra de herramientas inferior (1). Pase el cursor sobre el terreno para ver la dirección inicial y la elevación de la herramienta (2). Haga clic con el botón izquierdo y arrastre para crear una designación de vertido (3). Es importante que las designaciones de vertederos comiencen en o debajo del terreno , de lo contrario, los camiones no podrán acceder a ellos."; {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "El {0} tiene la opción de filtrar qué productos se pueden volcar dentro de su área administrada. Esta área administrada ignora el filtro de vertido global, que es ideal para restringir los materiales que se pueden desechar. Por ejemplo, solo puede permitir que {1} se vuelque en un área específica eliminándolo del filtro de volcado global y agregándolo a los productos volcables en la ventana {0}."; {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "{0} filtro de volcado"; "TutorialOnTerDumping__part2" = "Las designaciones de vertedero muestran cómo se verá el terreno cuando esté terminado."; {0} = key shortcut "TutorialOnTerDumping__part3" = "La tecla {0} alternará la herramienta de designación entre una designación inclinada (1) para colocar el terreno en una rampa ascendente/descendente y una designación plana (2)."; {0} = key shortcut "TutorialOnTerDumping__part4" = "La tecla {0} (1) rotará las designaciones de rampa en el sentido de las agujas del reloj para elegir en qué dirección irá la pendiente. Cuando se ajusta a otra designación, la tecla {0} simplemente cambia la pendiente (2)."; {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "Las teclas {0} y {1} (1) subirán (2) y bajarán (3) la designación respectivamente, permitiéndole controlar la altura del objetivo. Recuerde que los camiones no pueden acceder a las designaciones de vertido con todos los bordes por encima del terreno."; "TutorialOnTerDumping__part7" = "Los camiones descargan los productos automáticamente. Si hay un producto desechable que debe eliminarse y no hay una máquina o almacenamiento que lo acepte, los camiones navegarán automáticamente hasta la designación más cercana para descargarlo."; {0} = key shortcut "TutorialOnTerDumping__part8" = "Hay muchos productos que pueden ser objeto de dumping. Si alguna vez tiene curiosidad por saber si un producto se puede volcar, abra la pantalla Recetas {0} haciendo clic en el ícono en la parte inferior derecha (1), navegue hasta el producto (2) y verifique si se está volcando. es una opción para el consumo (3)."; "TutorialOnTerDumping__part8Heading" = "que se puede botar"; {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "Los filtros de volcado global eligen qué productos se pueden volcar en áreas designadas en toda la isla de forma predeterminada. Por ejemplo, si solo desea que {0} y {1} se utilicen como materiales de desecho, puede eliminar cualquier otro producto enumerado allí además de esos dos."; "TutorialOnTerDumping__part9Heading" = "Filtros de volcado global"; title of message or tutorial name: message for player "TutorialOnTransports__name" = "Logística"; {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "Los camiones pueden pasar por debajo de cualquier transportador o tubería que esté a una altura {0} o superior. Sin embargo, los vehículos más altos, como las excavadoras, no pueden pasar por debajo de ellos. Para permitir el paso de vehículos más altos, debe construir un {1}."; "TutorialOnTransports2__part1" = "Los transportes (tuberías y cintas transportadoras) son una forma alternativa de transportar productos alrededor de su fábrica. Reducen las demandas en la logística de su camión y hacen que las entregas de productos sean más estables."; {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "Puede ver qué productos hacen que los camiones estén más ocupados en la pestaña {0}."; {0} = technology title "TutorialOnTransports2__part3" = "Dividir y fusionar transportes simplemente conectándolos entre sí. Si necesita controlar las prioridades y las proporciones, investigue {0} para obtener balanceadores con capacidades avanzadas."; "TutorialOnTransports2__part4" = "También puedes empezar a construir un transporte pasando el cursor sobre la flecha roja/verde junto a un edificio/puerto de transporte mientras el menú de construcción está abierto."; {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "La mayoría de los transportes (excepto {0}) pueden subir/bajar presionando las teclas {1} durante el proceso de diseño. Esto es útil cuando se trata de hacer espacio para que los vehículos pasen por debajo."; {0} = key-binding "TutorialOnTransports2__part7" = "Puedes construir transportes apilados uno encima del otro. Para hacerlo más fácil, cambie la tecla {0} mientras coloca un transporte para evitar que se ajuste a cualquiera existente."; title of message or tutorial "TutorialOnTreesPlanting__name" = "TutorialOnTreesPlanting__name"; "TutorialOnTreesPlanting__part1" = "TutorialOnTreesPlanting__part1"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "TutorialOnTreesPlanting__part2"; {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "TutorialOnTreesPlanting__part3"; "TutorialOnTreesPlanting__part4" = "TutorialOnTreesPlanting__part4"; {0} - Tree planter "TutorialOnTreesPlanting__part5" = "TutorialOnTreesPlanting__part5"; title of message or tutorial "TutorialOnTrucks__name" = "Camiones"; "TutorialOnTrucks__part1" = "Los camiones son la opción más versátil para transportar productos por la isla. Pueden transportar casi todos los productos excepto materiales fundidos o gases calientes como el vapor."; "TutorialOnTrucks__part2" = "Cada vez que hay una máquina que necesita un producto, los camiones intentarán encontrar una fuente y entregarlo. Lo mismo ocurre con la construcción."; "TutorialOnTrucks__part3" = "Los camiones pueden estar muy ocupados si hay muchos trabajos que hacer. Puede ver la carga actual en el panel de información general en la parte superior izquierda de la pantalla. Si la carga es alta, considere construir más camiones o automatizar la entrega de productos construyendo tuberías y transportadores."; "TutorialOnTrucks__part4" = "Cuando los camiones están demasiado ocupados, es posible que las entregas que son críticas para el funcionamiento de su fábrica no se completen a tiempo. Para ayudar con esto, puede establecer una mayor prioridad en los lugares donde más se necesitan los productos. Cuanto menor sea el número, mayor es la prioridad."; {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "Los camiones suelen esperar hasta que haya suficiente carga para transportar para que su viaje valga la pena. Si desea que los camiones siempre prefieran conducir completamente cargados para optimizar aún más su viaje, puede deshabilitar {0}."; "TutorialOnTrucks__part6" = "No olvide que los camiones requieren combustible y mantenimiento; no proporcionarlos puede detener su logística y causar problemas."; "TutorialOnUnityTool__part1" = "Puede usar Unity para entregar/retirar instantáneamente productos hacia/desde la construcción para finalizar los proyectos de construcción rápidamente."; "TutorialOnUnityTool__part2" = "Esta herramienta le permite arrastrar sobre un área para ordenar la entrega/retirada rápida de todos los edificios seleccionados. Si no es posible la entrega del producto, esta herramienta actuará como un interruptor de refuerzo."; {0} = shortcut key "TutorialOnUnityTool__part3" = "La herramienta se puede activar pulsando {0} o haciendo clic en el icono de la barra de herramientas (1). Luego haga clic y arrastre a través de los edificios deseados (2)."; title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "Accesibilidad de vehículos"; "TutorialOnWalls__part1" = "Cuando hay terreno excavado debajo de un edificio o deslizamiento de tierra que entierra un edificio, puede provocar el colapso del edificio. En ese caso, el edificio se pierde y puede provocar más derrumbes y derrumbes. Cuando se extrae una mina más profunda, el terreno también puede colapsar impidiendo que los vehículos entren o salgan de la mina."; "TutorialOnWalls__part2" = "Cada material tiene sus propias propiedades sobre el ángulo pronunciado que puede mantener hasta que colapsa."; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "Puedes construir {0} para evitar que el terreno se derrumbe sin control. Estos están diseñados para mantener el terreno en su lugar. Pueden contener hasta {1} mosaicos de terreno."; {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "Los muros de contención se construyen mejor antes de la extracción/descarga. Tampoco se pueden construir sobre áreas de minería/vertedero previamente designadas. Usa las teclas {0} y {1} para subir o bajar la pared."; {0} = number (e.g. 5) "TutorialOnWalls__part5" = "Cualquier terreno más alto o más bajo que {0} al lado del muro de contención hará que se derrumbe."; {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "{0} también se puede usar para crear un lugar contenido para descargar en áreas que de otro modo no serían adecuadas."; title of message or tutorial "TutorialOnWasteDumping__name" = "Tirar basura"; "TutorialOnWasteDumping__part1" = "Su población genera desechos que deben recolectarse para mantener condiciones saludables en su asentamiento."; {0} = waste module "TutorialOnWasteDumping__part2" = "Cree un {0} y adjúntelo a su acuerdo. Almacenará automáticamente los residuos generados por la población del asentamiento."; {0} = key shortcut "TutorialOnWasteDumping__part3a" = "Configure designaciones de vertido ({0}) en cualquier lugar de su isla."; {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "Tus camiones recogerán automáticamente los residuos de {0} y los arrojarán al suelo. Para obtener más información sobre el volcado, consulte el {1} tutorial."; "TutorialOnWasteDumping__part4" = "Tenga en cuenta que la cantidad de desechos generales que produce su población depende de la cantidad de suministro que obtengan y de si reciclan. No es posible deshacerse por completo de los desechos generales, pero más adelante podrá investigar más formas de lidiar con los desechos."; title of message or tutorial "TutorialOnWorldEntities__name" = "Estructuras mundiales"; {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "Cuando descubres por primera vez una mina mundial, debes repararla antes de explotarla. Esto se hace seleccionando el icono de estructura en el mapa y haciendo clic en {0} (1). El {1} ahora tendrá la opción de cargar los suministros necesarios para reparar esa estructura (2). Una vez cargados, deben ser entregados por su barco principal para comenzar las reparaciones."; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "Las estructuras mundiales tienen una ventana de configuración cuando se seleccionan en {0} (1). Puede seleccionar el {1} (2) que determina la tasa de producción, pero también afecta la cantidad de trabajadores que se requieren para trabajar allí y el {2} costo asociado con él (3). Puede aumentar el {1} máximo actualizando la estructura (4). En caso de emergencia, puede cargar carga en su barco cuando esté presente (5)."; {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "Para obtener más información sobre el uso de buques de carga y depósitos para automatizar la recolección de estos suministros, visite el tutorial {0}."; button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "Restablecer progreso"; text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "Restablecimiento hecho!"; title for a button that enables to reset tutorial progress "TutorialReset__Title" = "Progreso del tutorial"; tooltip "TutorialReset__Tooltip" = "Restablece el progreso de su tutorial para que reciba una notificación sobre cualquier nuevo tutorial que ya haya visto antes."; Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "Tutorials__Description"; Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "Tutorials__Title"; title of message or tutorial title of message or tutorial "TutorialTreeHarvesting__name" = "Cosecha de árboles"; title for user interface settings title for user interface settings "UiSettings_Title" = "IU"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "Desasignar"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Elimina el vehículo de la asignación actual."; virtual & abstract currency expressing how people 'pull together' to achieve higher goals virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "La unidad es importante para gestionar cosas como los laboratorios de investigación, las plataformas petrolíferas o los edictos. La unidad se puede aumentar proporcionando mejores servicios a tus asentamientos o construyendo una mejor vivienda. La unidad de los asentamientos se genera mensualmente."; title of a panel showing the current global Unity capacity "UnityCap__Title" = "Límite de Unidad"; tooltip that explains quick repair action "UnityCap__Tooltip" = "Cantidad máxima de unidad que se puede acumular. Normalmente aumenta con la cantidad de viviendas y su calidad."; example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract "UnityPerShip" = "barco"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' example: '1 Unity' "UnityStr_Format" = "{0} Unidad"; title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this short! title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this very short! "UnityTool" = "Herramienta de unidad"; tooltip tooltip "UnityTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras para aplicar esta herramienta. Realiza una construcción rápida, una eliminación rápida o alterna el impulso de producción según el contexto."; title of a panel that lists all the things that player unlocks by a research title of a panel that lists all the things that player unlocks by a research "Unlocks" = "Desbloqueos"; Group heading for all saves with no game name shown in the game column of the load & save window "UnsortedSaves__Title" = "UnsortedSaves__Title"; "Update1__BlueprintsCopied" = "Update1__BlueprintsCopied"; "Update1__LocationChange" = "Update1__LocationChange"; shows new blueprint files location "Update1__NewBlueprintsLocation" = "Update1__NewBlueprintsLocation"; shows new save files location "Update1__NewSaveLocation" = "Update1__NewSaveLocation"; "Update1__OldLocationStillExists" = "Update1__OldLocationStillExists"; shows old save files location "Update1__OldSaveLocation" = "Update1__OldSaveLocation"; placeholder of a text area for description input "UpdateDescription__Placeholder" = "Escriba la descripción."; title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "Actualizar descripción."; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "Actualizar la descripción de este artículo."; button to upgrade something button to upgrade something "Upgrade" = "Mejora"; explains that upgrade is currently being in progress explains that upgrade is currently being in progress "UpgradeInProgress" = "Actualización en curso"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "Mejora"; tooltip "UpgradeTool__CancelTooltip" = "Haga clic derecho o arrastre sobre un área de estructuras para cancelar cualquier actualización en curso"; tooltip "UpgradeTool__Tooltip" = "Haga clic o arrastre sobre un área de estructuras para actualizarlas"; name name "UpointsCat_Boost__name" = "Impulso"; name name "UpointsCat_Contract__name" = "Contratos"; name name "UpointsCat_ContractEstablish__name" = "Establecer contrato"; name name "UpointsCat_Decorations__name" = "Calidad de los asentamientos"; name name "UpointsCat_Edict__name" = "Decretos"; name name "UpointsCat_FreeUnity__name" = "Libre"; name name "UpointsCat_Health__name" = "Salud"; name name "UpointsCat_Homeless__name" = "Sin hogar"; name name "UpointsCat_IslandBuildings__name" = "Edificios de la isla"; name name "UpointsCat_OneTimeActions__name" = "Acciones de una sola vez"; name name "UpointsCat_OtherDecorations__name" = "Otras decoraciones"; name name "UpointsCat_PopsAdoption__name" = "Adopción pops"; name name "UpointsCat_QuickBuild__name" = "Construcción rápida"; name name "UpointsCat_QuickRemove__name" = "Deconstrucción rápida"; name name "UpointsCat_QuickRepair__name" = "Reparación rápida"; name name "UpointsCat_QuickTrade__name" = "Comercio rápido"; name name "UpointsCat_Rockets__name" = "Lanzamiento de cohete"; name "UpointsCat_ShipFuel__name" = "UpointsCat_ShipFuel__name"; name "UpointsCat_Starvation__name" = "UpointsCat_Starvation__name"; name name "UpointsCat_VehicleRecovery__name" = "Recuperación de vehículos"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "Decoraciones"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "Bono por decoraciones"; name name "UpointsStatsCat_Services__name" = "Servicios"; name name "UpointsStatsCat_WorldMapMines__name" = "Minas del mapa mundial"; short description of a machine short description of a machine "UraniumEnrichmentPlant__desc" = "Utiliza un gran conjunto de centrifugadoras para concentrar el isótopo de uranio-235 a partir del uranio natural (un proceso llamado separación de isótopos). El producto resultante son pastillas de uranio fisionables, listos para sufrir una reacción en cadena en un reactor nuclear. Las pastillas aún no son radiactivas y se pueden manipular manualmente."; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "Planta de enriquecimiento"; name name "UraniumMine__name" = "Mina de uranio"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "Produce caucho sintético."; name of a machine name of a machine "VacuumDistillationTower__name" = "Fábrica de caucho"; notification "VehicleGoalStruggling__name" = "VehicleGoalStruggling__name"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "VehicleGoalStrugglingCannotGoUnder__name"; notification notification "VehicleGoalUnreachable__name" = "{entity} no puede llegar al destino."; notification notification "VehicleGoalUnreachableCannotGoUnder__name" = "{entity} no puede llegar al destino."; notification notification "VehicleIsBroken__name" = "El vehículo está averiado por falta de mantenimiento"; truck job status message truck job status message "VehicleJob__DrivingToGoal" = "Conduciendo al destino"; truck job status message when a job is in invalid state truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "Estado Inválido"; truck job status message truck job status message "VehicleJob__Loading" = "Cargando carga"; vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "VehicleJob__Navigating"; truck status when truck is adding / removing a ground surface (e.g. concrete) "VehicleJob__ProcessingSurface" = "VehicleJob__ProcessingSurface"; truck job status message truck job status message "VehicleJob__SearchingForDesignation" = "Búsqueda de una designación de terreno válida"; truck job status message truck job status message "VehicleJob__Unloading" = "Descargando carga"; vehicles cap increase increase, all caps vehicles cap increase increase, all caps Example: 15 vehicle cap. Meaning: this will increase the global limit of vehicles that the player can have. "VehicleLimitIncrease" = "+ {0} LIMITE DE VEHÍCULO"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "¡Límite de vehículos alcanzado!"; notification notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} no tiene combustible"; notification notification "VehicleNoReachableDesignations__name" = "{entity} no tiene designaciones de terreno accesibles"; description for vehicle ramps short description "VehicleRamp__desc" = "Permite a los vehículos cruzar obstáculos bajos como transportes. Es una pieza de tecnología interesante."; name name "VehicleRamp__name" = "Rampa para vehículos (pequeña)"; name name "VehicleRamp2__name" = "Rampa para vehículos (mediana)"; name name "VehicleRamp3__name" = "Rampa para vehículos (grande)"; vehicle role which means the vehicle will harvest trees vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "Cosecha de árboles"; list of vehicles assigned to buildings - fuel station, storage list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "Asignado a edificios"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "Asignado a operaciones mineras"; list of vehicles assigned to tree harvesting list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "Asignado a tala de arboles"; description of a machine short description "VehiclesDepot__desc" = "Permite la construcción de vehículos como camiones y excavadoras."; building or machine building or machine "VehiclesDepot__name" = "Fábrica de vehículos"; building or machine building or machine "VehiclesDepotT2__name" = "Depósito de vehículos II"; building or machine building or machine "VehiclesDepotT3__name" = "Depósito de vehículos III"; tooltip tooltip "VehiclesLimit__Tooltip" = "Número de vehículos en propiedad / límite de vehículos. El límite se puede aumentar a través de la investigación."; example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "VehiclesMaintenance"; window that provides management & overview of all the vehicles window that provides management & overview of all the vehicles "VehiclesManagement" = "Gestión de vehículos"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} conductor"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "libre: {0}"; example: 'Version: alpha 1.0.0' "Version" = "Versión: {0}"; title of video settings title of video settings "VideoSettings_Title" = "Video"; shown when the UI is waiting for the player to press a key to assign a key-binding shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "esperando"; title of message or tutorial name: message for player "WarningLowDiesel__name" = "¡Poco diésel!"; name: message for player "WarningLowDiesel__part1" = "¡La cantidad de diésel es críticamente bajo! Tienes un alto riesgo de quedarte sin diésel. Cuando todos tus suministros de diésel se agoten, los vehículos y generadores diésel dejarán de funcionar. Sin una logística de trabajo y sin generación de electricidad, tu economía se paralizará."; {0} = Oil Pump {0} = Oil Pump "WarningLowDiesel__part2" = "Asegúrate de tener suficiente producción de diésel y de extraer suficiente petróleo. Puedes potenciar un {0} usando unidad, lo que no solo aumentará la producción, sino que también hará que funcione sin necesidad de electricidad."; title of message or tutorial name: message for player "WarningLowMaintenanceNoDepot__name" = "¡Poco mantenimiento!"; name: message for player "WarningLowMaintenanceNoDepot__part1" = "Algunas entidades se están quedando sin mantenimiento y pueden comenzar a fallar pronto."; {0} = Maintenance depot {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "Para obtener más mantenimiento, debe priorizar la investigación y la creación de un {0}. Una vez en funcionamiento, deberá suministrarle productos y comenzará a realizar el mantenimiento de todas sus máquinas y vehículos."; name: message for player "WarningLowMaintenanceNoDepot__part3" = "Mientras tanto, puede gastar Unidad en acción de reparación rápida para reparar las máquinas o vehículos que más se necesitan."; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "¡Sin trabajadores!"; name: message for player "WarningNoWorkersNoBeacon__part1" = "No tienes más trabajadores libres en tu isla. Todos ya están ocupados trabajando. Algunos edificios o vehículos no podrán operar."; {0} = Beacon {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "Para atraer a más personas, debe priorizar la investigación y la creación de una {0}. Ayudará a atraer más refugiados a su isla y no solo obtendrá más trabajadores sino también algunos materiales adicionales de ellos. La efectividad de la baliza disminuirá con el tiempo. Por lo tanto, debe priorizar la reparación del barco para traer más personas y recursos a la isla."; name: message for player "WarningNoWorkersNoBeacon__part3" = "Mientras tanto, puede pausar algunos edificios que necesite menos para liberar a algunos trabajadores."; example: '10 people died of starvation' "WarningPrefix" = "Advertencia:"; name: toolbar category name name: toolbar category name "wasteCategory__name" = "Gestión de residuos"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "Permite el vertido de líquidos al océano. Algunos líquidos contaminan el agua, por lo que puede afectar a la salud y felicidad de tus habitantes."; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "Tubería de drenaje"; "WasteSortingOutputs__Tooltip" = "Las proporciones de los productos de salida individuales dependen de dónde provienen los materiales reciclables de entrada (por ejemplo, dónde se produjeron y de qué productos). Lo que significa que estas proporciones están sujetas a cambios en función de los procesos de producción utilizados."; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "El reciclaje puede transformar la economía de tu isla de manera significativa, ya que permite recuperar una parte de las materias primas de diversas fuentes, como asentamientos, mantenimiento o investigación. El reciclaje reduce la necesidad de extraer minerales en bruto y, por lo tanto, también prolonga la longevidad de los depósitos. Los lugares que admiten reciclaje devolverán '{0}'. Este producto se puede separar a través de una planta de clasificación de residuos en desechos (como desechos de hierro o cobre) que se pueden enviar a cualquier horno para su fundición. La proporción de materiales reciclados se basa en '{1}' y se explica más al respecto en la planta de clasificación de residuos."; name name "WasteSortingPlant__name" = "Planta de clasificación de residuos"; name of a machine name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "Enfriador de agua"; title of a panel that shows the amount of water collected in a rainwater harvester title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "Agua recogida"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "WaterConsumptionReduction__desc" = "Reduce el consumo de agua en los asentamientos y granjas en un {0}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "Ahorrar agua"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "WaterNeed__name" = "Agua"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "Convierte el agua no tan agradable en agua potable. No se lo digas a los habitantes que la beben."; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "Tratamiento de aguas residuales"; short description short description of a machine "WaterWell__desc" = "Esta estación puede extraer agua dulce."; name name: name of a settlement service provided to pops "WaterWell__name" = "Pozo de agua subterránea"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "Seco"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "Menos seco"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "Sin bordes"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "Pantalla completa"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "Ventana"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "Modo ventana"; category for key bindings to open different windows like research, world-map, etc. category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "Accesos directos a ventanas"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "disponible"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "Necesario"; tooltip "WorkersAvailable__Tooltip" = "El número de trabajadores disponibles. Para conseguir más trabajadores aumenta tu población. Puedes hacerlo construyendo una baliza, explorando el mapa del mundo o aplicando edictos."; label of a chart showing total workers demand - number of workers needed over time label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "Demanda de trabajadores"; title of a panel showing quantities available to pick up by a cargo ship in the world title of a panel showing quantities available to pick up by a cargo ship in the world "WorldCargo__Title" = "Disponible para recoger"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0} se reparó al completo"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "¡Exploración en curso!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "Esto ya fue explorado."; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "Completamente explorado"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "¡Esta es nuestra isla de origen!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "Isla de origen"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "¡Necesitamos explorar esto!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "Ubicación desconocida"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "¡Nuestro barco está en camino para explorar esto!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "¡Hay un enemigo que necesita ser derrotado!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "Ubicación con enemigo"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "¡Nuestro barco está en camino a la batalla!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "Enemigo encontrado"; title for ship orders title for ship orders "WorldLocation_Orders" = "Órdenes del barco"; button to request ship to enter a battle for a location button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "Batalla"; button to request ship to deliver cargo to the selected location button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "Descargar carga"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "Explorar"; button to request ship to return back to the home island button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "Ir a casa"; button to request ship to load cargo at the selected location button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "Llenar la carga"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "Visita"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "Estructura encontrada"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "Mapa del mundo"; description of a world mine, example use: This site mines Coal when assigned with workers. description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "Este sitio extrae {0} cuando se le asignan trabajadores."; shown when e.g. an oil rig has a production penalty (the output is not just reduced, the non-mined product also gets wasted), example substitutes: {0} => 20% {1} => 12 "WorldMine_ReducedOutput" = "WorldMine_ReducedOutput"; provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' "WorldMine_ReserveEstimate" = "Años restantes: {0} (estimación)"; tooltip tooltip "WorldMine_ReserveEstimate__Tooltip" = "Esta estimación aproximada se basa en el nivel de producción actual. Los tiempos de inactividad (como los debidos a una producción completa) no se tienen en cuenta, en cuyo caso la duración restante podría ser mayor."; tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. "WorldMine_ReserveTooltip" = "Muestra el estado general de la reserva disponible en este depósito. Este es un recurso limitado."; example use: {0} = Oil rig | Mine example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "Este {0} debe repararse antes de que podamos usarlo."; example use: {0} = Oil rig example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "Este {0} nos proporciona recursos. Para llevar los recursos a nuestra isla necesitamos enviar nuestro barco a buscarlos. O encuentre y repare un buque de carga dedicado y construya un depósito de carga para automatizar el proceso."; production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip "WorldMineProductionLvl__Title" = "Nivel de producción"; station can represent an oil rig, mine or forestry station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "El nivel de producción determina la salida de esta estación, pero también aumenta sus demandas sobre los trabajadores, el mantenimiento y la Unidad. Las estaciones se pueden actualizar para proporcionar niveles de producción aún más altos."; shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' "WorldMineTitleWithLevel" = "{0} (Nivel {1})"; describes a settlement in the world map describes a settlement in the world map "WorldSettlement_NeutralDesc" = "Este es un asentamiento pacífico con el que podemos comerciar. También podemos invertir en su infraestructura para motivar a algunos de sus habitantes a unirse a nuestra isla."; Map description Map description "YouShallNotPassStaticIslandMap__desc" = "Un mapa experimental para poner a prueba tus habilidades. La ubicación de inicio es un valle muy pequeño y restringido, y aunque tiene una gran cantidad de recursos, debe llegar a la meseta superior antes de que se le acabe el carbón y la madera. Después de llegar a la cima, eres recompensado con un área grande por construir una gran fábrica para que puedas utilizar todos los recursos disponibles. Este mapa es solo para expertos."; Map name Map name "YouShallNotPassStaticIslandMap__name" = "Paso prohibido"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "Permite distribuir y priorizar productos utilizando cualquiera de sus dos puertos de entrada y salida."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Distribuidor plano"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Permite distribuir y priorizar productos utilizando cualquiera de sus dos puertos de entrada y salida."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "Distribuidor en forma de U"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Permite distribuir y priorizar productos utilizando cualquiera de sus dos puertos de entrada y salida."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Distribuidor de fundidos"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Permite distribuir y priorizar productos utilizando cualquiera de sus dos puertos de entrada y salida."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Distribuidor de tuberías";