Translation

TutorialOnAdvancedLogistics__name
English title of message or tutorial
Context English Hebrew
TruckT3Fluid__name Haul truck (tank)
TruckT3FluidH__desc Large hauling truck with max capacity of {0}. This type can transport only liquid or gas products. It cannot go under transports.
TruckT3FluidH__name Haul truck (tank)
TruckT3Loose__desc Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports.
TruckT3Loose__name Haul truck (dump)
TruckT3LooseH__desc Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports.
TruckT3LooseH__name Haul truck (dump)
TurbineHighPress__desc Uses high pressure steam to create mechanical power.
TurbineHighPress__name High-pressure turbine
TurbineHighPressT2__name High-pressure turbine II
TurbineLowPress__desc Improves power production efficiency by reusing low pressure steam to create mechanical power.
TurbineLowPress__name Low-pressure turbine
TurbineLowPressT2__name Low-pressure turbine II
TurbineSuperPress__desc Uses super pressure steam to create mechanical power.
TurbineSuperPress__name Super-pressure turbine
TutorialOnAdvancedLogistics__name Custom routes
TutorialOnCargoShip__name Cargo ship
TutorialOnCargoShip__part1 A Cargo ship allows to automate product deliveries from world mines and oil rigs. The ship has to be discovered, repaired, or purchased on the world map, it cannot be built directly on your island. Once you obtain a cargo ship you can build a {0} on your island and the ship will dock there automatically.
TutorialOnCargoShip__part2 The number of ships available (repaired) and the number of ships discovered is shown at the top of the interface.
TutorialOnCargoShip__part3a A {0} can only be researched once a first cargo ship is discovered on the world map. Depots can be built on the shore of your island. When placing a {0}, you will see striped patterns reaching out into the sea indicating ship access. You must ensure that at least one area is green, indicating that a ship will be able to dock. Be careful to not block these areas with other buildings such as other depots or ocean pumps.
TutorialOnCargoShip__part3b A {0} requires <b>modules</b> in order to store and transfer products. There are modules for each type of product and you can mix and match them on a single depot. These modules determine what types of products your ship will import or export, you need to assign this product manually. Modules also have input and output ports for you to connect transports to.
TutorialOnCargoShip__part4Heading Ship logistics
TutorialOnCargoShip__part4V2 A cargo ship will depart automatically when there is enough cargo to fill the ship on the world map (1). A ship can pick up cargo from any entity on the world map. Each trip of the ship has a fixed fuel cost which is based on the size of the ship (2).
TutorialOnCargoShip__part5V2 Upgrading the cargo depot will also upgrade the attached ship. This expands the number of slots and thus the amount of transported materials. Larger ships are more efficient in fuel consumption.
TutorialOnCoalPower__name Coal power plant
TutorialOnCoalPower__part1 A more efficient way of generating power compared to diesel generators is a coal power plant. Coal burned in boilers turns water into steam (1). This steam then spins turbines (2) and transfers mechanical force over a shaft into attached power generators (3) which make electricity from it.
TutorialOnCoalPower__part2 It does not matter how you order your turbines and generators, as long as they are all on one shaft they work together.
TutorialOnCoalPower__part3 Generators do not produce electricity when there is no need and ignore the energy from the mechanical shaft. However, the turbines do not stop when the shaft is spinning at full power, instead, they let the steam pass through which means some energy gets lost. To combat this, you can use a {0} attached to the mechanical shaft which will store the mechanical energy as inertia and return it when the power is needed, behaving like batteries.
TutorialOnCoalPower__part4 A {0} can be used in combination with “auto-balance” toggle on turbines. Once enabled, turbines will automatically turn off when the connected shaft has maximum inertia, and back on when the inertia is low. The {0} helps to increase the total inertia of the shaft to make this system more efficient and prevent loss of power due to turbines' slow startup.
TutorialOnContracts__name Contracts
TutorialOnContracts__part1 You can establish contracts with settlements to <b>exchange goods on regular basis</b>. Contracts are typically much more lucrative than quick trading deals but they cost Unity and require a dedicated {0}.
Context English Hebrew
TruckT3FluidH__name Haul truck (tank)
TruckT3Fluid__desc Large hauling truck with max capacity of {0}. This type can transport only liquid or gas products. It cannot go under transports.
TruckT3Fluid__name Haul truck (tank)
TruckT3LooseH__desc Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports.
TruckT3LooseH__name Haul truck (dump)
TruckT3Loose__desc Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports.
TruckT3Loose__name Haul truck (dump)
TurbineHighPressT2__name High-pressure turbine II
TurbineHighPress__desc Uses high pressure steam to create mechanical power.
TurbineHighPress__name High-pressure turbine
TurbineLowPressT2__name Low-pressure turbine II
TurbineLowPress__desc Improves power production efficiency by reusing low pressure steam to create mechanical power.
TurbineLowPress__name Low-pressure turbine
TurbineSuperPress__desc Uses super pressure steam to create mechanical power.
TurbineSuperPress__name Super-pressure turbine
TutorialOnAdvancedLogistics__name Custom routes
TutorialOnCargoShip__name Cargo ship
TutorialOnCargoShip__part1 A Cargo ship allows to automate product deliveries from world mines and oil rigs. The ship has to be discovered, repaired, or purchased on the world map, it cannot be built directly on your island. Once you obtain a cargo ship you can build a {0} on your island and the ship will dock there automatically.
TutorialOnCargoShip__part2 The number of ships available (repaired) and the number of ships discovered is shown at the top of the interface.
TutorialOnCargoShip__part3a A {0} can only be researched once a first cargo ship is discovered on the world map. Depots can be built on the shore of your island. When placing a {0}, you will see striped patterns reaching out into the sea indicating ship access. You must ensure that at least one area is green, indicating that a ship will be able to dock. Be careful to not block these areas with other buildings such as other depots or ocean pumps.
TutorialOnCargoShip__part3b A {0} requires <b>modules</b> in order to store and transfer products. There are modules for each type of product and you can mix and match them on a single depot. These modules determine what types of products your ship will import or export, you need to assign this product manually. Modules also have input and output ports for you to connect transports to.
TutorialOnCargoShip__part4Heading Ship logistics
TutorialOnCargoShip__part4V2 A cargo ship will depart automatically when there is enough cargo to fill the ship on the world map (1). A ship can pick up cargo from any entity on the world map. Each trip of the ship has a fixed fuel cost which is based on the size of the ship (2).
TutorialOnCargoShip__part5V2 Upgrading the cargo depot will also upgrade the attached ship. This expands the number of slots and thus the amount of transported materials. Larger ships are more efficient in fuel consumption.
TutorialOnCoalPower__name Coal power plant
TutorialOnCoalPower__part1 A more efficient way of generating power compared to diesel generators is a coal power plant. Coal burned in boilers turns water into steam (1). This steam then spins turbines (2) and transfers mechanical force over a shaft into attached power generators (3) which make electricity from it.
TutorialOnCoalPower__part2 It does not matter how you order your turbines and generators, as long as they are all on one shaft they work together.
TutorialOnCoalPower__part3 Generators do not produce electricity when there is no need and ignore the energy from the mechanical shaft. However, the turbines do not stop when the shaft is spinning at full power, instead, they let the steam pass through which means some energy gets lost. To combat this, you can use a {0} attached to the mechanical shaft which will store the mechanical energy as inertia and return it when the power is needed, behaving like batteries.
TutorialOnCoalPower__part4 A {0} can be used in combination with “auto-balance” toggle on turbines. Once enabled, turbines will automatically turn off when the connected shaft has maximum inertia, and back on when the inertia is low. The {0} helps to increase the total inertia of the shaft to make this system more efficient and prevent loss of power due to turbines' slow startup.
TutorialOnContracts__name Contracts
Component Translation Difference to current string
This translation Propagated Empty Captain of Industry/Game
The following string has different context, but the same source.
Empty Captain of Industry/Game

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English Hebrew
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String information

Context
TutorialOnAdvancedLogistics__name
Source string comment
title of message or tutorial
String age
2 years ago
Source string age
3 years ago
Translation file
he.po, string 2607