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  • 削除された行はこの色です。
encyclopedia_template_strings_text_base_unit_stats	Basic Unit Statistics	True
encyclopedia_template_strings_text_basic_building_stats	Basic Building Statistics	True
encyclopedia_template_strings_text_buildings	Buildings	True
encyclopedia_template_strings_text_buildings_intro	Buildings are used for the recruitment of military units and also subterfuge and religious agents. They also have a range of effects, either on a clan’s economy or on the units and agents they produce. See each chain for details of how it can be used.	True
encyclopedia_template_strings_text_clans	Clans	True
encyclopedia_template_strings_text_effects	Effects	True
encyclopedia_template_strings_text_index_arts	Arts are important technological and cultural developments that, when mastered, can give your clan the advantage over its rivals. They are divided into two categories: bushido – the way of the warrior – for the military arts, and chi – the way of wisdom – for government and economics.	True
encyclopedia_template_strings_text_index_buildings_chain_archery	All bow-armed units can be recruited from this chain of buildings. Those buildings higher up the chain  improve the quality of archers and enable the recruitment of bow heroes. In combination with a temple, it is possible to recruit bow warrior monks from the archery chain. Archers are excellent for skirmishing but poor in melee. 	True
encyclopedia_template_strings_text_index_buildings_chain_buddhist	This chain of buildings enables the recruitment of both monk agents and, in combination with a yari or bow dojo, warrior monk units. As places of study, Buddhist buildings contribute to your mastery of the arts. Those buildings higher up the chain increase the happiness of the Buddhist population of a province, and can even convert non-Buddhists living there.	True
encyclopedia_template_strings_text_index_buildings_chain_buff	This chain of buildings improves your recruitment and replenishment capabilities, and can be specialised to improve the statistics of specific units.	True
encyclopedia_template_strings_text_index_buildings_chain_cavalry	All cavalry units can be recruited from this chain of buildings. Better cavalry types require the warhorse commodity and corresponding weapon dojos.	True
encyclopedia_template_strings_text_index_buildings_chain_christian	This chain of buildings enables the recruitment of missionary agents. The rigidly organised structure of Catholicism enables swifter mastery of the arts and much quicker conversion to their religion than their Buddhist counterparts can manage. The Christian chain promotes a more fluid society with the effect of increased economic growth.	True
encyclopedia_template_strings_text_index_buildings_chain_craftwork	This chain of province speciality buildings produce the craftwork commodity that can be traded and is required for the construction of certain other buildings. The craftwork chain can also be used to improve the quality of bows, giving a bonus to all bow units recruited in the same province.	True
encyclopedia_template_strings_text_index_buildings_chain_farm	This chain of buildings provides food and is the principle source of income across your entire empire. Farms should be upgraded early in a campaign and often after that.	True
encyclopedia_template_strings_text_index_buildings_chain_gold	This chain of province speciality buildings improves your clan’s income.	True
encyclopedia_template_strings_text_index_buildings_chain_holy	This chain of province speciality buildings improves the quality of all monk agents and warrior monk units recruited here, and is therefore of limited use to Christian clans.	True
encyclopedia_template_strings_text_index_buildings_chain_horse	This chain of province speciality buildings provides the warhorse commodity required for better cavalry units, also improving all cavalry recruited in the same province.	True
encyclopedia_template_strings_text_index_buildings_chain_infrastructure	The castle is the heart of the population and public order's main controlling factor. Each level of castle building increases the size of its castle town: providing an additional slot on which to build, enabling the recruitment of basic ashigaru units and determining how many units can be recruited there in each turn. Larger castles are more difficult to assault and spawn a larger defence force of samurai retainers and women. They are also the chief consumer of food in a province, so if farm building levels are not in step with castle size there will be food shortages.	True
encyclopedia_template_strings_text_index_buildings_chain_intellectual	This chain of province speciality buildings reduces the time required to master arts. The intellectual centre chain can also be used to produce improved metsuke, thereby reducing corruption and increasing income in a province.	True
encyclopedia_template_strings_text_index_buildings_chain_iron	This chain of province speciality buildings produces income and reduces the cost of recruitment in the same province, also providing the iron commodity that can be traded.	True
encyclopedia_template_strings_text_index_buildings_chain_market	This chain of buildings enables the recruitment of metsuke agents and is a major contributor to long-term wealth across your empire.	True
encyclopedia_template_strings_text_index_buildings_chain_naval	This chain of province speciality buildings can be developed to either improve overseas trade income or increase the experience of locally-recruited ship crews.	True
encyclopedia_template_strings_text_index_buildings_chain_port	This chain of buildings enables the recruitment of ships. Those buildings higher up the chain facilitate overseas trading, increase economic growth, and can allow foreign powers to negotiate the export of their new weapons and ideas to Japan.	True
encyclopedia_template_strings_text_index_buildings_chain_siege	This chain of buildings enables the recruitment of matchlock gun-armed units and siege weapons.	True
encyclopedia_template_strings_text_index_buildings_chain_smith	This chain of province speciality buildings either improves the armour or melee attack statistics of certain locally-recruited units. The higher the level of building, the greater the number of troop types that can be improved.	True
encyclopedia_template_strings_text_index_buildings_chain_stealth	This chain of buildings enables the recruitment of both ninja agents and kisho ninja units and also keeps your population happy through the many pleasures they offer. Some of the profits made here are skimmed-off and added to your treasury.	True
encyclopedia_template_strings_text_index_buildings_chain_stone	This chain of province speciality buildings reduces the cost of buildings constructed in the same province, also providing the stone commodity required for some high level buildings.	True
encyclopedia_template_strings_text_index_buildings_chain_sword	All katana-armed units can be recruited from this chain of buildings. Those buildings higher up the chain improve the quality of the swordsmen and enable the recruitment of katana heroes. All swordsmen are excellent attackers. 	True
encyclopedia_template_strings_text_index_buildings_chain_timber	This chain of province speciality buildings reduces the cost of locally-constructed ships and produces an income, also providing the lumber commodity that can be traded.	True
encyclopedia_template_strings_text_index_buildings_chain_yari	All yari and naginata-armed units can be recruited from this chain of buildings. Those buildings higher up the chain improve the quality of yari and naginata troops and enable the recruitment of heroes. In combination with a temple, it is possible to recruit naginata warrior monks from the yari chain. Pole-armed units such as these are good defenders, especially against cavalry. 	True
encyclopedia_template_strings_text_index_clans	Clans are the noble families and associated retainers of feudal Japan. Each clan has a unique starting position, traits and military specialities for maximum variety of game-play.	True
encyclopedia_template_strings_text_index_skills	Skills can be chosen for characters as they acquire experience points from performing their various functions, enabling you to fashion and enhance a character’s capabilities.	True
encyclopedia_template_strings_text_index_units_chain_cavalry_general	The general gives a large boost to the morale of nearby friendly units, but a huge penalty to it if he is killed. He is best kept close to the frontlines and protected at all times - remember that your general can also be your daimyo or even the shogun himself!	True
encyclopedia_template_strings_text_index_units_chain_cavalry_missile	These units are excellent for harassing enemies from a distance but are poor in melee. As they are able to fire and the re-position they are difficult to pin down, but should always be kept away from concentrated enemy missile units.	True
encyclopedia_template_strings_text_index_units_chain_cavalry_sword	These units are extremely effective melee cavalry and are strong against all infantry except yari-armed units. They are vulnerable to missiles and yari cavalry.	True
encyclopedia_template_strings_text_index_units_chain_cavalry_yari	These units have a deadly charge but are vulnerable in prolonged melee. They are good in combat against other cavalry but generally weak when fighting yari infantry.	True
encyclopedia_template_strings_text_index_units_chain_infantry_bow	These units are fast-firing, long range missile units that are extremely vulnerable to cavalry and weak when in melee. On impact, arrows are more accurate but less damaging overall than matchlock balls.	True
encyclopedia_template_strings_text_index_units_chain_infantry_heavy	These units are highly versatile as they are excellent in melee and able to withstand cavalry attacks, although they are not as strong in melee as katana infantry or as good against cavalry as yari infantry.	True
encyclopedia_template_strings_text_index_units_chain_infantry_matchlock	These units are armed with slow-firing but deadly matchlock guns. They are vulnerable to cavalry charges and are generally weak in melee.	True
encyclopedia_template_strings_text_index_units_chain_infantry_special	These units perform very specialised tasks on the battlefield and are vulnerable to units who perform broader roles.	True
encyclopedia_template_strings_text_index_units_chain_infantry_sword	These units excel in close-quarters melee and are vulnerable to cavalry and bow or matchlock-armed units.	True
encyclopedia_template_strings_text_index_units_chain_infantry_yari	These units are excellent when fighting cavalry, due to the angle at which their weapons are held. They are vulnerable to attack by katana units and weak against bow or matchlock-armed units.	True
encyclopedia_template_strings_text_index_units_chain_siege_artillery	These crews operate advanced weapons designed for attacking castles and buildings. They are vulnerable to cavalry charges and are generally weak in melee.	True
encyclopedia_template_strings_text_index_units_chain_siege_weapons	These crews operate large engines designed for attacking castles and buildings. They are vulnerable to cavalry charges and are generally weak in melee.	True
encyclopedia_template_strings_text_level	Level %n	True
encyclopedia_template_strings_text_regions	Provinces	True
encyclopedia_template_strings_text_required_arts	Required Arts	True
encyclopedia_template_strings_text_required_buildings	Required Buildings	True
encyclopedia_template_strings_text_required_religions	Required Religions	True
encyclopedia_template_strings_text_required_resources	Required Resources	True
encyclopedia_template_strings_text_requirements	Requirements	True
encyclopedia_template_strings_text_skills	Character Skills	True
encyclopedia_template_strings_text_strengths_and_weaknesses	Strengths & Weaknesses	True
encyclopedia_template_strings_text_techs	Arts	True
encyclopedia_template_strings_text_title	Total War Encyclopaedia	True
encyclopedia_template_strings_text_units	Units	True