// ==UserScript==
// @name JttaNew_bgo
// @namespace JttaNew_bgo
// @description through the ages sites translates to Japanese.
// @include http://www.boardgaming-online.com/index.php*
// @version 0.3.02
// @require http://code.jquery.com/jquery-1.8.2.js
// @grant hoge
// ==/UserScript==
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var cardJson;
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var naisei_icon = "";
var gunji_icon = "";
var shigen_icon = " ";
var culture_icon = "";
var science_icon = "";
var str_icon = "";
var temple_icon = "";
var food_icon = "";
var lab_icon = "";
var book_icon = "";
var theater_icon = "";
var ship_icon = "";
var happy_icon = "";
var cardtext_en = {
"Colossus":{"a":"Colossus<","b":""},
"Hanging Gardens":{"a":"Hanging Gardens<","b":""},
"Library of Alexandria":{"a":"Library of Alexandria<","b":"You may have 1 extra civil card and 1 extra military card in your hand."},
"Pyramids":{"a":"Pyramids<","b":""},
"Alexander the Great":{"a":"Alexander the Great<","b":"You have \\\+1 for each of your military units. As a political action, you may pay remove Alexander from play and add 1 yellow token from the box to your yellow bank."},
"Aristotle":{"a":"Aristotle<","b":"Every time you take a technology card from the card row, you score 1 point."},
"Hammurabi":{"a":"Hammurabi<","b":"On your turn, you may use one of your as a . Taking a leader from the card row costs you 1 less."},
"Homer":{"a":"Homer<","b":"On your turn, you have an extra 1 for building and upgrading military units. When you replace Homer, you may slide this card under one of your completed wonders to give it an extra 1 happy face. If you do, you do not get that back."},
"Julius Caesar":{"a":"Julius Caesar<","b":"After you played a political action, you may play another political action. This ability can be used only once per game."},
"Moses":{"a":"Moses<","b":"Increasing your population costs you 1 less."},
"Great Wall":{"a":"Great Wall<","b":"You have \\+1 for each of your infantry and artillery units."},
"St. Peter's Basilica":{"a":"St. Peter's Basilica<","b":"Any other card or worker that gives you at least 1 happy face now gives you an extra 1 happy face."},
"Taj Mahal":{"a":"Taj Mahal<","b":"If you replaced your leader this turn, taking this wonder costs you 2 less."},
"Universitas Carolina":{"a":"Universitas Carolina<"},
"Christopher Columbus":{"a":"Christopher Columbus<","b":"As a political action, you may remove Columbus from play to colonize a territory in your hand without sacrificing any unit."},
"Frederick Barbarossa":{"a":"Frederick Barbarossa<","b":"For 1 , you can increase your population and build a new military unit with it. This costs you 1 and 1 less than usual."},
"Genghis Khan":{"a":"Genghis Khan<","b":"One or more of your infantry units can be considered cavalry for purposes of tactics. At the end of turn, score 3 if you are one of the 2 strongest civilizations \\(you win ties\\)."},
"Joan of Arc":{"a":"Joan of Arc<","b":"Your and government give you \\+1 for each of their happy faces. At the beginning of your political phase, you may look at the top current event card."},
"Leonardo Da Vinci":{"a":"Leonardo Da Vinci<","b":"Your best or produces an additional amount of equal to its level.","c":"Every time you develop a technology, gain 1 ."},
"Michelangelo":{"a":"Michelangelo<","b":"Your , , and wonders produce an extra 1 for each of their happy faces.","c":"When taking a wonder from the card row, you do not pay extra actions for the wonders you have."},
"Eiffel Tower":{"a":"Eiffel Tower<","b":""},
"Kremlin":{"a":"Kremlin<","b":""},
"Ocean Liner":{"a":"Ocean Liner<","b":"During your Action Phase, you can gain 1 population. \\(This costs no or .\\)"},
"Transcontinental Railroad":{"a":"Transcontinental Railroad<","b":"One of your best mines produces twice as many \\(One of the workers on it produces 2 blue tokens instead of 1\\)."},
"Isaac Newton":{"a":"Isaac Newton<","b":"You best or produces an additional amount of equal to its level.","c":"Every time you develop a technology, you get back 1 spent ."},
"James Cook":{"a":"James Cook<","b":"When colonizing, you may discard up to 2 military card to get \\+1 . One of your colonies produces 2 . Every colony after that produces 1 ."},
"Johannes Sebastian Bach":{"a":"Johannes Sebastian Bach<","b":"Each of your produces an extra 1 . It costs you 2 less to develop technologies. Once during your turn, you may spend a to upgrade any urban building to a of the same level or higher for the usual cost."},
"Maximillien Robespierre":{"a":"Maximillien Robespierre<","b":"A revolution costs you all of your instead of all of your . You score 3 when declaring a revolution."},
"Napoleon Bonaparte":{"a":"Napoleon Bonaparte<","b":"You have \\+2 for each different type of military unit you have. \\(The four types are infantry, cavalry, artillery, and air force\\)"},
"William Shakespeare":{"a":"William Shakespeare<","b":"If you have a , you can build for 1 less and develop technologies for 1 less. Vice versa if you have a . Each \\- pair produces an extra 2 ."},
"Fast Food Chains":{"a":"Fast Food Chains<","b":"You immediately score 1 for every worker in a military unit or urban building and 2 for every worker in a farm or mine."},
"First Space Flight":{"a":"First Space Flight<","b":"You immediately score 1 per level of each of your technology cards."},
"Hollywood":{"a":"Hollywood<","b":"You immediately score equal to twice the produced by your and ."},
"Internet":{"a":"Internet<","b":"You immediately score equal to the and produced by your urban buildings plus any bonuses they provide."},
"Albert Einstein":{"a":"Albert Einstein<","b":"You best or produces an additional amount of equal to its level.
","c":"Every time you develop a technology, you score 3 ."},
"Bill Gates":{"a":"Bill Gates<","b":"Each of your also produces equal to its level. When Bill Gates leaves play or at the end of the game, score equal to this additional production."},
"Charles Chaplin":{"a":"Charles Chaplin<","b":"Your best produces twice as much ."},
"Mahatma Gandhi":{"a":"Mahatma Gandhi<","b":"You may not play aggression or war cards. Your rivals must pay twice as many to declare aggression or war against you."},
"Sid Meier":{"a":"Sid Meier<","b":"Each of your produces an amount of equal to its level. However, each produces 1 less."},
"Winston Churchill":{"a":"Winston Churchill<","b":"On your turn, choose one\:","c":"Score 3 \\;","d":"or you have 3 and 3 for developing military unit technologies and building and upgrading military units."},
//施設
"Organized Religion":{"a":"Organized religion<","b":""},
"Iron":{"a":"Iron<","b":"Mine<"},
"Irrigation":{"a":"Irrigation<","b":""},
"Impact of Agriculture":{"a":"Impact of Agriculture<","b":"Each civilization scores equal to the amount of it produces with a bonus of 4 if this exceeds consumption."},
"Mechanized Agriculture":{"a":"Mechanized Agriculture<","b":""},
"Agriculture":{"a":"Agriculture<","b":""},
"Bronze":{"a":"Bronze<","b":""},
"Alchemy":{"a":"Alchemy<","b":""},
"Philosophy":{"a":"Philosophy<","b":""},
"Religion":{"a":"Religion<","b":""},
"Knights":{"a":"Knights<","b":""},
"Swordsmen":{"a":"Swordsmen<","b":""},
"Warrior":{"a":"Warrior<","b":""},
"Drama":{"a":"Drama<","b":""},
"Printing Press":{"a":"Printing Press<","b":""},
"Team Sports":{"a":"Team Sports<","b":""},
"Journalism":{"a":"Journalism<","b":""},
"Computers":{"a":"Computers<","b":""},
"Multimedia":{"a":"Multimedia<","b":""},
"Rockets":{"a":"Rockets<","b":""},
"Tanks":{"a":"Tanks<","b":""},
"Selective Breeding":{"a":"Selective breeding<","b":""},
"Scientific Method":{"a":"Scientific Method<","b":""},
"Opera":{"a":"Opera<","b":""},
"Oil":{"a":"Oil<","b":""},
"Movies":{"a":"Movies<","b":""},
"Air Forces":{"a":"Air Forces<","b":"Each unit also doubles the tactics card bonus for 1 army."},
"Theology":{"a":"Theology<","b":""},
"Bread & Circuses":{"a":"Bread & Circuses<","b":""},
"Military Build-Up":{"a":"Military Build-Up<","b":"For each civilization stronger than yours, you have extra for building and upgrading military units this round\\:","c":"3 in a 4-player game","d":"5 in a 3-player game","e":"8 in a 2-player game"},
"Patriotism":{"a":"Patriotism<","b":"For this turn, you have an extra","c":" for building and upgrading military units and 1 extra ."},
"Coal":{"a":"Coal<","b":""},
"Professional Sports":{"a":"Professional Sports<","b":""},
// "":{"a":"<","b":""},
// "":{"a":"<","b":""},
//植民地
"Inhabited Territory":{"a":"Inhabited Territory<","b":"Increase population by 1","c":"Increase population by 2"},
"Vast Territory":{"a":"Vast Territory<","b":""},
"Wealthy Territory":{"a":"Wealthy Territory<","b":""},
"War over Territory":{"a":"War over Territory<","b":"The victor takes 1 yellow token plus 1 yellow token for every 5 point of advantage from the defeated civilization's yellow bank."},
"Historic Territory":{"a":"Historic Territory<","b":""},
"Strategic Territory":{"a":"Strategic Territory<","b":"3 military cards","c":"5 military cards"},
"Developed Territory":{"a":"Developed Territory<","b":""},
//政治体制
"Despotism":{"a":"Despotism<","b":""},
"Monarchy":{"a":"Monarchy<","b":""},
"Theocracy":{"a":"Theocracy<","b":""},
"Constitutional Monarchy":{"a":"Constitutional Monarchy<","b":""},
"Republic":{"a":"Republic<","b":""},
"Democracy":{"a":"Democracy<","b":""},
"Communism":{"a":"Communism<","b":""},
"Fundamentalism":{"a":"Fundamentalism<","b":""},
//戦争
"War over Culture":{"a":"War over Culture<","b":"The victor takes 5 \\+ 1 for each point of advantage from the defeated civilization. "},
"War over Technology":{"a":"War over Technology<","b":"The victor takes equal to the advantage from the defeated civilization. Special \\(blue\\) technologies can be stolen instead equal to their cost."},
// "":{"a":"<","b":""},
//侵略
"Raid":{"a":"Raid<","b":"Destroy up to 2 of your rival's urban buildings: one of age II or older and one of age I or older. You gain equal to half their total cost, rounded up.","c":"Destroy up to 2 of your rival's urban buildings: one of age III or older and one of age II or older. You gain equal to half their total cost, rounded up.","d":"Destroy one of your rival's age A or age I urban building. You gain equal to half its cost, rounded up."},
"Armed Intervention":{"a":"Armed Intervention<","b":"Take up to 7 from your rival."},
"Enslave":{"a":"Enslave<","b":"Your rival loses 1 population. You gain 2 and 2 ."},
//戦術
"Defense / Colonization":{"a":"Defense \\/ Colonization","b":"\\+2 Defense \\/ \\+1 Colonization.","c":"\\+6 Defense \\/ \\+3 Colonization.","d":"\\+4 Defense \\/ \\+2 Colonization."},
"Fighting Band":{"a":"Fighting Band<","b":""},
"Mechanized Army":{"a":"Mechanized Army<","b":""},
"Shock Troops":{"a":"Shock Troops<","b":""},
"Mobile Artillery":{"a":"Mobile Artillery<","b":""},
"Defensive Army":{"a":"Defensive Army<","b":""},
"Modern Army":{"a":"Modern Army<","b":""},
"Entrenchments":{"a":"Entrenchments<","b":""},
"Classic Army":{"a":"Classic Army<","b":""},
"Medieval Army":{"a":"Medieval Army<","b":""},
"Fortifications":{"a":"Fortifications<","b":""},
"Conquistadors":{"a":"Conquistadors<","b":""},
"Legion":{"a":"Legion<","b":""},
"Napoleonic Army":{"a":"Napoleonic Army<","b":""},
// "":{"a":"<","b":""},
//イベント
"Raiders":{"a":"Raiders<","b":"Each of the two weakest civilizations lose a total of 2 and\\/or ."},
"Impact of Architecture":{"a":"Impact of Architecture<","b":"Each civilization scores 1 per level of each of its urban buildings."},
"Impact of Government":{"a":"Impact of Government<","b":"Each civilization scores 2 per and 1 per ."},
"Impact of Population":{"a":"Impact of Population<","b":"Each civilization scores 2 per content worker above 10."},
"Civil Unrest":{"a":"Civil Unrest<","b":"Each civilization loses 4 per discontent worker. All civilizations with the most discontent workers also returns 1 blue token to the box. If no one has discontent workers, this event has no effect."},
"National Pride":{"a":"National Pride<","b":"The civilization with the most points scores 5 ."},
"Refugees":{"a":"Refugees<","b":"The strongest scores 3 and gains 1 population. The weakest civilization loses 3 and 1 population. "},
//戦闘部隊
"Cannon":{"a":"Cannon<","b":""},
"Riflemen":{"a":"Riflemen<","b":""},
"Cavalrymen":{"a":"Cavalrymen<","b":""},
"Modern Infantry":{"a":"Modern Infantry<","b":""},
"Heavy Cavalry":{"a":"Heavy Cavalry<","b":""},
// "":{"a":"<","b":""},
//条約
"International Tourism":{"a":"International Tourism<","b":"Each civilization produces an extra 1 per round for every wonder owned by the other civilization."},
"Military Alliance":{"a":"Military Alliance<","b":"Both civilizations add \\+3 to their . This pact ends if one attacks the other."},
"Loss of Sovereignity":{"a":"Loss of Sovereignity<","b":"The two civilizations cannot attack each other. A produces an extra 2 per turn and B, 2 fewer . No one can declare war on civilization B."},
"International Trade Agreement":{"a":"International Trade Agreement<","b":"Each round, A produces an extra and B produces an extra ."},
"Peace Treaty":{"a":"Peace Treaty<","b":"The two civilizations cannot attack each other. Each civilization produces 1 extra ."},
//技術
"Masonry":{"a":"Masonry<","b":"Cost of urban buildings is reduced\\:","c":"You may build up to 2 stages of a wonder for 1 ."},
"Engineering Genius":{"a":"Engineering Genius<","b":"Build one stage of a wonder\\; pay","c":" less."},
"Engineering":{"a":"Engineering<","b":"Cost of urban buildings is reduced\\:","c":"You may build up to 4 stages of a wonder for 1 ."},
"Cultural Influence":{"a":"Cultural Influence<","b":"Each civilization immediately scores equal to the amount of it produces."},
"Phalanx":{"a":"Phalanx<","b":""},
"Popularization of Science":{"a":"Popularization of Science<","b":"Each civilization scores equal to the amount of it produces."},
"Annex":{"a":"Annex<","b":"Take one colony from a rival. You gain \\(and he loses\\) its permanent bonuses but ignore any one\\-time gains."},
"Infiltrate":{"a":"Infiltrate<","b":"Remove your rival's leader or incomplete wonder from play. You score 3 per level of the discarded card."},
"Terrorism":{"a":"Terrorism<","b":"The civilization with the least points destroys 1 urban building of each other civilization."},
"Cartography":{"a":"Cartography<","b":""},
"New Deposits":{"a":"New Deposits<","b":"Each civilization produces immediately. Ignore corruption."},
"Frugality":{"a":"Frugality<","b":"Increase your population. After you pay the cost, gain 1 .","c":"Increase your population. After you pay the cost, gain 2 .","d":"Increase your population. After you pay the cost, gain 3 ."},
"Urban Growth":{"a":"Urban Growth<","b":"Build or upgrade an urban building\\; pay","c":"Build or upgrade an urban building. Pay","d":" less."},
"Rich Land":{"a":"Rich Land<","b":"Build or upgrade a mine or farm; pay","c":" less."},
"Barbarians":{"a":"Barbarians<","b":"If the civilization with the most points is one of the two weakest civilizations it loses 1 population."},
"Strategy":{"a":"Strategy<","b":""},
"Architecture":{"a":"Architecture<","b":"Cost of urban buildings is reduced\\:","c":"You may build up to 3 stages of a wonder for 1 ."},
"Justice System":{"a":"Justice System<","b":""},
"Code of Laws":{"a":"Code of Laws<","b":""},
"Impact of Progress":{"a":"Impact of Progress<","b":"Each civilization scores 2 per level of each of its government and special \\(blue\\) technologies."},
"Independence Declaration":{"a":"Independence Declaration<","b":"The weakest civilization loses 1 colony \\(the player choses which one\\)."},
"Impact of Industry":{"a":"Impact of Industry<","b":"Each civilization scores equal to the amount of its mines produce. \\(Ignore any production from other sources\\)"},
"Impact of Strength":{"a":"Impact of Strength<","b":"Each civilizations score according to their relative \\:","c":"for 4-player","d":"for 3-player","e":"for 2-player"},
"Endowment for the Arts":{"a":"Endowment for the Arts<","b":"You score for each civilization with more than your have\\:","c":"2 in a 4\\-player game","d":"3 in a 3\\-player game","e":"6 in a 2\\-player game"},
"Revolutionary Idea":{"a":"Revolutionary Idea<","b":"Scores "},
"Impact of Science":{"a":"Impact of Science<","b":"Each civilizations score according to the relative amount of it produces\\:","c":"for 4-player","d":"for 3-player","e":"for 2-player"},
"Impact of Balance":{"a":"Impact of Balance<","b":"Each civilization scores equal to double the amount of whatever it produces the least \\(, , , or \\). Ignore corruption and consumption."},
"Satellites":{"a":"Satellites<","b":""},
"Military Theory":{"a":"Military Theory<","b":""},
"Civil Service":{"a":"Civil Service<","b":""},
"Efficient Upgrade":{"a":"Efficient Upgrade<","b":"Upgrade a farm, mine or urban building; pay 4 less.","c":"Upgrade a farm, mine or urban building; pay 3 less."},
"Impact of Competition":{"a":"Impact of Competition<","b":"Each civilization scores 1 per level of each of its military units and ."},
"Impact of Variety":{"a":"Impact of Variety<","b":"Each civilization scores 2 for each type of unit, urban building and special \\(blue\\) technology."},
"Development of Warfare":{"a":"Development of Warfare<","b":"Each player with an unused worker may immediately build a Warrior unit for free."},
"Warfare":{"a":"Warfare<","b":""},
"Impact of Technology":{"a":"Impact of Technology<","b":"Each civilization scores 4 for each of its level III technologies \\(level II in Advanced game\\)."},
"Impact of Wonders":{"a":"Impact of Wonders<","b":"Each civilization scores for each wonders\\:","c":"5 for age A","d":"4 for age I","e":"3 for age II","f":"2 for age III"},
"Reserves":{"a":"Reserves<","b":"Gain either","c":" or"},
"Impact of Colonies":{"a":"Impact of Colonies<","b":"Each civilization scores 3 per colony."},
"Impact of Happiness":{"a":"Impact of Happiness<","b":"Each civilization scores 2 per happy face \\(no more than 16 points\\) and loses 2 per discontent worker.","c":"Each civilization scores 2 per \\(no more than 16 points\\) and loses 2 per discontent worker."},
"Plunder":{"a":"Plunder<","b":"Your rival loses a total of up to","c":" and\\/or \\(your choice\\). You gain that many and ."},
"International Agreement":{"a":"International Agreement<","b":"The strongest civilization may immediately take up to 5 in cards by giving up its next chance to take a political action. Replenish the card row. This may end the Age."},
"Foray":{"a":"Foray<","b":"Each of the two strongest civilizations gains a total of 3 and\\/or ."},
"Good Harvest":{"a":"Good Harvest<","b":"Each civilization produces immediately. Ignore corruption and consumption."},
"Navigation":{"a":"Navigation<","b":""},
"Cold War":{"a":"Cold War<","b":"The two strongest civilizations score 6 ."},
"Politics of Strength":{"a":"Politics of Strength<","b":"The strongest civilization draws 5 military cards. The weakest civilization discards 3 military cards. In the game-ending age, is scored or lost instead."},
"Stockpile":{"a":"Stockpile<","b":"Gain 1 and 1 ."},
"Border Conflict":{"a":"Border Conflict<","b":"The weakest civilization must destroy one of its own urban building, farm, or mine. The strongest civilization gains 3 ."},
"Breakthrough":{"a":"Breakthrough<","b":"Develop a technology. After you pay the cost, score"},
"Wave of Nationalism":{"a":"Wave of Nationalism<","b":"For each civilization stronger than yours, you have extra for building and upgrading military units this round\\:","c":"2 in a 4\\-player game","d":"3 in a 3-player game","e":"6 in a 2-player game"},
"Immigration":{"a":"Immigration<","b":"All civilizations with the most happy faces gain 1 population."},
"Crusades":{"a":"Crusades<","b":"The strongest civilization scores 4 . The weakest civilization loses 4 ."},
"Reign of Terror":{"a":"Reign of Terror<","b":"The weakest civilization loses 1 population."},
"Development of Markets":{"a":"Development of Markets<","b":"Each civilization gains 2 or 2 \\(player's choice\\)."},
"Rebellion":{"a":"Rebellion<","b":"Each civlization immediately spends 2 \\(without effect\\) per discontent worker."},
"Cultural Heritage":{"a":"Cultural Heritage<","b":"Score 2 and 2 .","c":"Score 1 and 4 ."},
"Economic Progress":{"a":"Economic Progress<","b":"Each player produces immediately:","c":"Evaluate corruption.
\nProduce .","d":"Evaluate consumption.
\nProduce ."},
"Crime Wave":{"a":"Crime Wave<","b":"The two weakest civilizations lose 3 and return 1 blue token to the box."},
"Spy":{"a":"Spy<","b":"A rival loses up to 5 . You score that many ."},
"Iconoclasm":{"a":"Iconoclasm<","b":"Each civilization with a leader that is not from the current age must remove that leader from play."},
"Rats":{"a":"Rats<","b":"Each civilization loses all stored ."},
"Alexander's Empire":{"a":"Alexander's Empire<","b":""},
// "":{"a":"<","b":""},
};
var cardtext_jp = {
"Colossus":{"a":"ロードス島の巨像<","b":""},
"Hanging Gardens":{"a":"空中庭園<","b":""},
"Library of Alexandria":{"a":"アレキサンドリア図書館<","b":"内政カードと軍事カードの手札上限がそれぞれ1枚増える"},
"Pyramids":{"a":"ピラミッド<","b":""},
"Alexander the Great":{"a":"アレクサンドロス大王<","b":"兵士、砲兵等、軍事部隊1つにつき +1 "+str_icon+"。政治アクションの際にアレクサンドロスを除外して黄色トークンをボックスから黄色バンクに加えてもよい"},
"Aristotle":{"a":"アリストテレス<","b":"カード列から技術カードを取得するたびに 1 "+science_icon+" を得る"},
"Hammurabi":{"a":"ハンムラビ<","b":"自分のターン時に"+gunji_icon+"を"+naisei_icon+"として使用できる。カード列からリーダーを獲る場合"+naisei_icon+"が1少なくてよい"},
"Homer":{"a":"ホメロス<","b":"毎回、軍事部隊編成/アップブレード用に追加 1 "+shigen_icon+"を得る。リーダー交代の場合、カードを完成済み偉業の下に置き幸福度 1 を追加する。その場合"+naisei_icon+"を返さなくてよい"},
"Julius Caesar":{"a":"ユリウス・カエサル<","b":"政治アクションをプレイ後に再度政治アクションをプレイしてよい。この能力はゲーム中1回のみ使用可能"},
"Moses":{"a":"モーゼ<","b":"人口増加の食料コスト -1 "+food_icon},
"Great Wall":{"a":"万里の長城<","b":"歩兵1と弓兵1つにつきそれぞれ +1 "+str_icon},
"St. Peter's Basilica":{"a":"バシリカ聖堂<","b":"最低1つの幸福度があるカード、または偉業は、追加の幸福度 1 をもたらす"},
"Taj Mahal":{"a":"タージマハル<","b":"同じターンにリーダーの交代を行った場合、この偉業の建設コストが2 "+naisei_icon+" 少なくなる"},
"Universitas Carolina":{"a":"プラハ・カレル大学<"},
"Christopher Columbus":{"a":"クリストファー・コロンブス<","b":"政略アクションの際、コロンブスをプレイから除外する事で手札にある領土1つをユニットを犠牲にすることなく即座に植民地化できる"},
"Frederick Barbarossa":{"a":"赤髭王フリードリヒ<","b":"1 "+gunji_icon+" で人口を 1 増やし同時にそれで新たな軍事部隊 1 つを編成できる。この時のコストは通常より 1 "+food_icon+" と 1 "+shigen_icon+" 少なくてもよい"},
"Genghis Khan":{"a":"チンギス・ハーン<","b":"1以上の兵隊は戦術計算では騎兵隊として数える。ターン終了時に軍事力2位以内に入っていれば 3 "+culture_icon+" を得る(同率は勝ち)"},
"Joan of Arc":{"a":"ジャンヌ・ダルク<","b":"寺院 "+temple_icon+" と政治の幸福度 1 につき +1 "+str_icon+" を得る。政治フェイズの開始時に現在のイベントカードの一番上を見てよい"},
"Leonardo Da Vinci":{"a":"レオナルド ダ・ヴィンチ<","b":"最高レベルの "+lab_icon+" または "+book_icon+" は、そのレベル数分 "+science_icon+" を追加で産み出す。","c":"技術カードを場に出す時に "+shigen_icon+" を得る"},
"Michelangelo":{"a":"ミケランジェロ<","b":temple_icon+" ・ "+theater_icon+" ・ 偉業は、それが持つ幸福度だけ追加の 1 "+culture_icon+" を生み出す。","c":"カード列から偉業カードを取得するのにアクションコストはかからない"},
"Eiffel Tower":{"a":"エッフェル塔<","b":""},
"Kremlin":{"a":"クレムリン<","b":""},
"Ocean Liner":{"a":"大洋航路<","b":"アクションフェイズ時に人口 1 を得る( "+naisei_icon+" や "+gunji_icon+" のコストは不要)"},
"Transcontinental Railroad":{"a":"大陸横断鉄道<","b":"最もレベルの高い炭鉱は 2倍の "+shigen_icon+" を産み出す(そのカード上の労働者1人は2つの青色トークンを生産する)"},
"Isaac Newton":{"a":"アイザック・ニュートン<","b":"最高レベルの "+lab_icon+" または "+book_icon+" は、そのレベル数分 "+science_icon+" を追加で産み出す。","c":"技術カードを場に出したさいに支払った "+naisei_icon+" が1つ戻る"},
"James Cook":{"a":"ジェームズ・クック<","b":"植民地化の際、軍事カード2枚までを捨て 1 "+ship_icon+" を得る。植民地の1つは 2 "+culture_icon+" を産み出し、その後全ての植民地が 1 "+culture_icon+" を産み出す"},
"Johannes Sebastian Bach":{"a":"ヨハン・ゼバスティアン・バッハ<","b":"各 "+theater_icon+"は追加の 1 "+culture_icon+"を産み出す。"+theater_icon+"の技術カードを出すコストは 2 "+science_icon+" 少なくてよい。ターン中1度、都市建築物を "+theater_icon+"のレベル以上にアップグレードする場合、通常より "+naisei_icon+"少なくてよい"},
"Maximillien Robespierre":{"a":"マクシミリアン・ロベスピエール<","b":"革命のコストが全部 "+naisei_icon+"から "+gunji_icon+" に代わる。革命を宣言した時 3 "+culture_icon+"を得る"},
"Napoleon Bonaparte":{"a":"ナポレオン・ボナパル<","b":"所持する軍事部隊のタイプの種類ごとに +2 "+str_icon+"する(兵士、騎兵隊、砲兵、空軍の4タイプ)"},
"William Shakespeare":{"a":"ウィリアム・シェイクスピア<","b":book_icon+"を所持してる場合 "+theater_icon+"建設に 1 "+shigen_icon+"少なく "+theater_icon+"の技術カードを出すのに 1 "+science_icon+"少なくてよい。"+theater_icon+"を所持してる場合 "+book_icon+"-"+theater_icon+"のペア1組につき 2 "+culture_icon+"を産み出す"},
"Fast Food Chains":{"a":"ファストフードチェーン<","b":"軍事部隊または都市建築物の労働者1につき 1 "+culture_icon+"を得る。農場と鉱山の労働者1につき 2 "+culture_icon+"を得る"},
"First Space Flight":{"a":"初の宇宙飛行<","b":"すべての技術カードについてレベル1ごとに 1 "+culture_icon+"を直ちに得る"},
"Hollywood":{"a":"ハリウッド<","b":theater_icon+" と "+book_icon+"が産み出す "+culture_icon+"の 2倍の "+culture_icon+"を直ちに得る"},
"Internet":{"a":"インターネット<","b":"都市建築物に加え、"+str_icon+"ボーナスからから生み出される "+culture_icon+" と "+science_icon+"と同じ数の "+culture_icon+"を直ちに得る"},
"Albert Einstein":{"a":"アルバート アインシュタイン<","b":"最高レベルの "+lab_icon+" または "+book_icon+" は、そのレベル数分 "+science_icon+" を追加で産み出す。","c":"技術カードを出すたびに 3 "+culture_icon+"を得る"},
"Bill Gates":{"a":"ビル・ゲイツ<","b":"各 "+lab_icon+"はそのレベルと同じ数の "+shigen_icon+"を産み出す。ビルゲイツがゲームから除外するか、またはゲーム終了時にはこの追加生産と同じ数の "+culture_icon+"を得る",},
"Charles Chaplin":{"a":"チャールズ・チャップリン<","b":"最高レベルの "+theater_icon+"は2倍の "+culture_icon+"を産み出す"},
"Mahatma Gandhi":{"a":"マハトマ・ガンジー<","b":"侵略・戦争カードを使えない。ガンジーのいる文明に侵略や戦争を仕掛ける相手は2倍の "+gunji_icon+"払わねばならない"},
"Sid Meier":{"a":"シド・メイヤー<","b":"各 "+lab_icon+"はそのレベルと同数の "+culture_icon+"を生み出しますが、"+science_icon+"の生産は1少なくなります"},
"Winston Churchill":{"a":"ウィンストン・チャーチル<","b":"どちらかを選ぶ:","c":"3 "+culture_icon+"を得る;","d":"軍事部隊技術と軍事部隊の建設、アップグレードのために 3 "+science_icon+" と 3 "+shigen_icon+"を得る"},
//施設
"Organized Religion":{"a":"組織的宗教<","b":""},
"Iron":{"a":"鉄<","b":"鉱山<"},
"Irrigation":{"a":"灌漑<","b":""},
"Impact of Agriculture":{"a":"農業の影響<","b":"各文明は農場が生産する "+food_icon+"と同じ数だけ "+culture_icon+"と、もし消費が超えた場合は 4 "+culture_icon+"のボーナスを得る"},
"Mechanized Agriculture":{"a":"機械化農業<","b":""},
"Agriculture":{"a":"農場<","b":""},
"Bronze":{"a":"鉱山<","b":""},
"Alchemy":{"a":"錬金術<","b":""},
"Philosophy":{"a":"哲学<","b":""},
"Religion":{"a":"宗教<","b":""},
"Knights":{"a":"騎士<","b":""},
"Swordsmen":{"a":"剣士<","b":""},
"Warrior":{"a":"戦士<","b":""},
"Drama":{"a":"戯曲<","b":""},
"Printing Press":{"a":"印刷技術<","b":""},
"Team Sports":{"a":"集団スポーツ<","b":""},
"Journalism":{"a":"ジャーナリズム<","b":""},
"Computers":{"a":"コンピュータ<","b":""},
"Multimedia":{"a":"マルチメディア<","b":""},
"Rockets":{"a":"ロケット<","b":""},
"Tanks":{"a":"戦車<","b":""},
"Selective Breeding":{"a":"品種改良<","b":""},
"Scientific Method":{"a":"科学的方法論<","b":""},
"Opera":{"a":"オペラ<","b":""},
"Oil":{"a":"石油<","b":""},
"Movies":{"a":"映画<","b":""},
"Air Forces":{"a":"空軍<","b":"軍隊1つが戦術カードから得るボーナスを2倍にする"},
"Theology":{"a":"神学<","b":""},
"Bread & Circuses":{"a":"パンとサーカス<","b":""},
"Military Build-Up":{"a":"軍隊編成<","b":"あなたより軍事力が強い文明1つにつき、このラウンドで軍事部隊の編成とアップグレード用の追加の "+shigen_icon+"を得る:","c":"4人プレイゲームで追加資源3","d":"3人プレイゲームで追加資源5","e":"2人プレイゲームで追加資源8"},
"Patriotism":{"a":"愛国心<","b":"このラウンドでは軍事部隊の編成やアップグレード用で追加","c":shigen_icon+"と追加の 1 "+gunji_icon+"を得る"},
"Coal":{"a":"石炭<","b":""},
"Professional Sports":{"a":"プロスポーツ<","b":""},
//植民地
"Inhabited Territory":{"a":"住みよい領土<","b":"人口が 1 増加する","c":"人口が 2 増加する"},
"Vast Territory":{"a":"広大な領土<","b":""},
"Wealthy Territory":{"a":"裕福な領土<","b":""},
"War over Territory":{"a":"領土戦争<","b":"勝者は黄色トークンを1つと、それに加え相手より上回る"+str_icon+"が5ポイントにつき1つの黄色トークンを防御側の黄色バンクから奪う"},
"Historic Territory":{"a":"歴史的領土<","b":""},
"Strategic Territory":{"a":"戦略的領土<","b":"3 軍事カード","c":"5 軍事カード"},
"Developed Territory":{"a":"発展した領土<","b":""},
//政治体制
"Despotism":{"a":"独裁<","b":""},
"Monarchy":{"a":"君主制<","b":""},
"Theocracy":{"a":"神政<","b":""},
"Constitutional Monarchy":{"a":"立憲君主制<","b":""},
"Republic":{"a":"共和制<","b":""},
"Democracy":{"a":"民主主義<","b":""},
"Communism":{"a":"共産主義<","b":""},
"Fundamentalism":{"a":"原理主義<","b":""},
//戦争
"War over Culture":{"a":"文化戦争<","b":"勝者は 5 "+culture_icon+"と "+str_icon+" の戦力差分の "+culture_icon+"を敗者から奪う"},
"War over Technology":{"a":"技術戦争<","b":"勝者は敗戦文明から "+str_icon+"の差分だけ "+science_icon+"を獲得する。特殊技術(青色)をそれらコストの代わりに盗むことができる"},
//侵略
"Raid":{"a":"襲撃<","b":"相手の同種類同レベルの都市建築物を2つまで破壊する:1つは時代IIより古く、1つは時代Iより古い。それらのコストの半分(端数切捨)にあたる資源"+shigen_icon+"を得る.","c":"相手の同種類同レベルの都市建築物を2つまで破壊する:1つは時代IIIより古く、1つは時代IIより古い。それらのコストの半分(端数切捨)にあたる資源"+shigen_icon+"を得る.","d":"相手の時代Aか時代Iの都市建築物を1つ破壊する。それらのコストの半分(端数切捨)にあたる資源"+shigen_icon+"を得る"},
"Armed Intervention":{"a":"武力干渉<","b":"相手から 7 "+culture_icon+"を奪う"},
"Enslave":{"a":"奴隷化<","b":"相手の人口を1減少させる。3 "+food_icon+"と"+shigen_icon+"を生産する"},
//戦術
"Defense / Colonization":{"a":"防御と植民地化","b":"防御+2 / 植民地化+1","c":"防御+6 / 植民地化+3","d":"防御+4 / 植民地化+2"},
"Fighting Band":{"a":"戦闘部隊<","b":""},
"Mechanized Army":{"a":"機甲兵団<","b":""},
"Shock Troops":{"a":"突撃隊<","b":""},
"Mobile Artillery":{"a":"機動砲兵隊<","b":""},
"Defensive Army":{"a":"防衛軍<","b":""},
"Modern Army":{"a":"現代軍<","b":""},
"Entrenchments":{"a":"塹壕<","b":""},
"Classic Army":{"a":"精鋭軍<","b":""},
"Medieval Army":{"a":"中世軍<","b":""},
"Conquistadors":{"a":"征服者<","b":""},
"Legion":{"a":"軍団<","b":""},
"Napoleonic Army":{"a":"ナポレオン軍<","b":""},
//イベント
"Raiders":{"a":"襲撃者<","b":"軍事力下位の文明2つは合計で2つの "+shigen_icon+" または "+food_icon+" を失う"},
"Impact of Architecture":{"a":"建築物の影響<","b":"各文明は都市建築物のレベルごとに 1 "+culture_icon+"を得る"},
"Impact of Government":{"a":"政府の影響<","b":"各文明は "+naisei_icon+"1つにつき 2 "+culture_icon+"を獲得し、"+gunji_icon+"1つにつき 1 "+culture_icon+"を獲得する"},
"Impact of Population":{"a":"人口の影響<","b":"各文明は労働者数が10を超える1個につき 2 "+culture_icon+"を得る"},
"Fortifications":{"a":"要塞<","b":""},
"Civil Unrest":{"a":"政情不安<","b":"各文明は不満労働者1個につき 4 "+culture_icon+"失う。最も不満労働者が多い文明は青色トークン1をボックスに返す。不満労働者がいない場合は効果を無視する"},
"National Pride":{"a":"国家の誇り<","b":culture_icon+"が最上位の文明は 5 "+culture_icon+"を得る"},
"Refugees":{"a":"難民<","b":"軍事力最上位の文明は 3 "+culture_icon+"と人口1を得る。軍事力最下位の文明は 3 "+culture_icon+"と人口を1失う."},
//戦闘部隊
"Cannon":{"a":"大砲<","b":""},
"Riflemen":{"a":"ライフル兵<","b":""},
"Cavalrymen":{"a":"騎兵<","b":""},
"Modern Infantry":{"a":"現代歩兵<","b":""},
"Heavy Cavalry":{"a":"重騎兵<","b":""},
//条約
"International Tourism":{"a":"国際観光<","b":"各文明はターンごとに、相手の文明が持つ偉業1つにつき 1"+culture_icon+"を追加で産み出す"},
"Military Alliance":{"a":"軍事同盟<","b":"両文明は"+str_icon+"に +3 追加する。この条約はどちらかが一方を攻撃したら終了する"},
"Loss of Sovereignity":{"a":"主権喪失<","b":"2つの文明はお互い攻撃できない。A は毎ターン追加で 2 "+culture_icon+"を生み、B は 2 "+culture_icon+"少なくなる。誰も文明Bに宣戦布告することはできない"},
"International Trade Agreement":{"a":"国際通商協定<","b":"ラウンド、文明Aは 1 "+shigen_icon+"を追加で生産し文明Bは 1 "+food_icon+"を追加で生産する"},
"Peace Treaty":{"a":"平和条約<","b":"両文明はお互いに攻撃できない。各文明はターンごとに追加の 1 "+culture_icon},
//技術
"Masonry":{"a":"石工<","b":"都市建築物建設コストを以下のように減らせる:","c":"1 "+naisei_icon+"で偉業を最大2段階建設してもよい"},
"Engineering Genius":{"a":"土木の才能<","b":"偉業の建設を1段階進める。コストは","c":shigen_icon+"少なくてよい"},
"Engineering":{"a":"建築工学<","b":"都市建築物建設コストを以下のように減らせる:","c":"1 "+naisei_icon+"で偉業を最大4段階建設してもよい"},
"Cultural Influence":{"a":"文化的影響<","b":"各文明はただちに文明が生産可能な"+culture_icon+"に等しい数の"+culture_icon+"を得る"},
"Phalanx":{"a":"密集部隊<","b":""},
"Popularization of Science":{"a":"科学の大衆化<","b":"各文明は文明が生産可能な"+science_icon+"に等しい数の"+culture_icon+"を得る"},
"Annex":{"a":"併合<","b":"相手の植民地を1つ奪う. その永続ボーナスを得るが、1回限りの効果は無視する"},
"Infiltrate":{"a":"潜入<","b":"相手のリーダーか、または偉業を取り除きます。捨て札にしたカードのレベルの3倍の"+culture_icon+"を生産します"},
"Terrorism":{"a":"テロリズム<","b":culture_icon+"が最下位の文明はお互いの文明の都市建築物を1つずつ破壊する"},
"Cartography":{"a":"地図作製法<","b":""},
"New Deposits":{"a":"新たな鉱脈<","b":"各プレイヤーの鉱山はただちに"+shigen_icon+"を生産する。横領は無視する."},
"Frugality":{"a":"倹約<","b":"人口を増やす。コスト "+food_icon+"を支払った後に 1 "+food_icon+"を得る","c":"人口を増やす。コスト "+food_icon+"を支払った後に 2 "+food_icon+"を得る","d":"人口を増やす。コスト "+food_icon+"を支払った後に 3 "+food_icon+"を得る"},
"Urban Growth":{"a":"都市発展<","b":"都市建設物を","c":"都市建設物を","d":shigen_icon+"少ない支払いで建設またはアップグレードする"},
"Rich Land":{"a":"豊かな土地<","b":"鉱山や農場を","c":shigen_icon+"少ない支払いで建設またはアップグレードする"},
"Barbarians":{"a":"蛮族<","b":"最も高い "+culture_icon+"を持つ文明が軍事力下位2位いずれかに入るなら、人口を1失う"},
"Strategy":{"a":"軍事戦略<","b":""},
"Architecture":{"a":"建築物の影響<","b":"都市建築物建設コストを以下のように減らせる:","c":"1 "+naisei_icon+"で偉業を最大3段階建設してもよい"},
"Justice System":{"a":"裁判制度<","b":""},
"Code of Laws":{"a":"法典<","b":""},
"Impact of Progress":{"a":"発展の影響<","b":"各文明は政府と特殊技術(青)のレベルごとに 2 "+culture_icon+"を得る"},
"Independence Declaration":{"a":"独立宣言<","b":"軍事力最下位の文明は植民地1つを失う(失うプレイヤーが選択する)"},
"Impact of Industry":{"a":"産業の影響<","b":"各文明は鉱山が生産する "+shigen_icon+"と同じ数だけ "+culture_icon+"を得る"},
"Impact of Strength":{"a":"軍事力の影響<","b":"各文明は "+str_icon+"の順位によって "+culture_icon+"を得る:","c":" --:4人プレイ時","d":" --:3人プレイ時","e":" --:2人プレイ時"},
"Endowment for the Arts":{"a":"文化振興<","b":"自分の文明より "+culture_icon+"が多い文明1つにつき "+culture_icon+"を得る:","c":"4人プレイ時に 2 点","d":"3人プレイ時に 3 点","e":"2人プレイ時に 6 点"},
"Revolutionary Idea":{"a":"革新的閃き<","b":"右のものを獲得"},
"Impact of Science":{"a":"科学の影響<","b":"各文明は "+science_icon+"の生産量の順に従い以下の "+culture_icon+"を得る:","c":" --:4人プレイ時","d":" --:3人プレイ時","e":" --:2人プレイ時"},
"Impact of Balance":{"a":"バランスの影響<","b":"各文明は全ての生産物("+science_icon+","+culture_icon+","+food_icon+","+shigen_icon+")の中で最も少ない物の2倍の数の "+culture_icon+"を得る。消費や横領は無視する"},
"Satellites":{"a":"衛星技術<","b":""},
"Military Theory":{"a":"軍事理論<","b":""},
"Civil Service":{"a":"住民サービス<","b":""},
"Efficient Upgrade":{"a":"効果的改良<","b":"農場・鉱山・都市建築物のいずれか1つを改良する。コスト 4 "+shigen_icon+"少なくてよい","c":"農場・鉱山・都市建築物のいずれか1つを改良する。コスト 3 "+shigen_icon+"少なくてよい"},
"Impact of Competition":{"a":"競技の影響<","b":"各文明は軍事部隊と "+shigen_icon+"のレベルごとに 1 "+culture_icon+"を得る"},
"Impact of Variety":{"a":"多様性の影響<","b":"各文明は部隊と都市建築物と特殊技術(青)の各タイプにつき 2 "+culture_icon+"を得る"},
"Development of Warfare":{"a":"軍事技術発展<","b":"未使用労働者のいる各文明は直ちに無料で戦闘部隊を編成できる"},
"Warfare":{"a":"軍事技術<","b":""},
"Impact of Technology":{"a":"技術の影響<","b":"各文明はレベルⅢの技術(上級ゲームではレベルⅡの技術)1枚につき 4 "+culture_icon+"を得る"},
"Impact of Wonders":{"a":"偉業の影響<","b":"各文明は偉業の数によって "+culture_icon+"を得る:","c":"時代 A の偉業は 5","d":"時代 I の偉業は 4","e":"時代 II の偉業は 3","f":"時代 III の偉業は 2"},
"Reserves":{"a":"予備品<","b":"右の資源のいずれかを手に入れる:","c":food_icon+"または"},
"Impact of Colonies":{"a":"植民地の影響<","b":"各文明は植民地1つにつき 3 "+culture_icon+"を得る"},
"Impact of Happiness":{"a":"幸福度の影響<","b":"各文明は幸福度1につき 2 "+culture_icon+"(最大16)を得る。不満労働者1個につき 2 "+culture_icon+"失う","c":"各文明は 1 "+happy_icon+" につき 2 "+culture_icon+"(最大16)を得る。不満労働者1個につき 2 "+culture_icon+"失う"},
"Plunder":{"a":"略奪<","b":"相手は "+shigen_icon+"または"+food_icon+"を全部で","c":"失う(内訳は攻撃側が決める)。それと同数の "+shigen_icon+"と"+food_icon+"を獲得する"},
"International Agreement":{"a":"国際的合意<","b":"軍事力最上位の文明は、次の政略アクションを諦めることで直ちに 5 "+naisei_icon+"コストの文明カードを取得してよい。カード列は補充する"},
"Foray":{"a":"急襲<","b":"軍事力が強い2つの文明は "+shigen_icon+"または "+food_icon+"を全部で3つ獲得する"},
"Good Harvest":{"a":"豊かな収穫<","b":"各プレイヤーの農場はただちに "+food_icon+"を生産する。消費と横領は無視する"},
"Navigation":{"a":"航海技術<","b":""},
"Cold War":{"a":"冷戦<","b":"軍事力上位の文明2つはそれぞれ 6 "+science_icon+"を得る"},
"Politics of Strength":{"a":"強さの政治<","b":"軍事力最上位の文明は 5 枚の軍事カードを引く。軍事力最下位の文明は軍事カードを 3 枚捨てる。ゲーム終了時には "+culture_icon+"を得る(訳:審議)"},
"Stockpile":{"a":"備蓄品<","b":"1 "+food_icon+"と 1 "+shigen_icon+"を得る"},
"Border Conflict":{"a":"国境争い<","b":"軍事力最下位の文明は都市建築物か農場か鉱山を 1つ失い、最上位の文明は 3 "+shigen_icon+"を得る"},
"Breakthrough":{"a":"科学的進歩<","b":"技術カードを出す。"+science_icon+"のコストを支払った後に次のものを得る:"},
"Wave of Nationalism":{"a":"国家主義の潮流<","b":"このラウンド、自分の文明より軍事力が上の文明1つにつき軍事部隊編成用/アップグレード用の追加 "+shigen_icon+"を得る:","c":"4人プレイ時 : 2","d":"3人プレイ時 : 3","e":"2人プレイ時 : 6"},
"Immigration":{"a":"移民<","b":"最も笑顔がある文明は人口1を得る"},
"Crusades":{"a":"十字軍<","b":"軍事力最上位の文明は 4 "+culture_icon+"を得る。最下位の文明は 4 "+culture_icon+"失う"},
"Reign of Terror":{"a":"恐怖政治<","b":"軍事力最下位の文明は人口を1失う"},
"Development of Markets":{"a":"市場の発達<","b":"各文明は 2 "+shigen_icon+"か 2 "+food_icon+"を生産する(各プレイヤーが選ぶ)"},
"Rebellion":{"a":"反乱<","b":"各プレイヤーは不満労働者1個につき 2 "+naisei_icon+"失う(特殊効果を除く)"},
"Cultural Heritage":{"a":"文化遺産<","b":"2 "+science_icon+" と 2 "+culture_icon+" を獲得","c":"1 "+science_icon+" と 4 "+culture_icon+" を獲得"},
"Economic Progress":{"a":"経済発展<","b":"各プレーヤーは直ちに生産する:","c":"横領の処理:
\n"+food_icon+"を生産する","d":"消費の処理:
\n"+shigen_icon+"を生産する"},
"Crime Wave":{"a":"治安悪化<","b":"軍事力下位の文明2つはそれぞれ 3 "+culture_icon+"と青トークン1個を失う"},
"Spy":{"a":"スパイ<","b":"相手文明は最大で 5 "+science_icon+"までを失う。あなたの文明は同じ数の "+science_icon+"を得る"},
"Iconoclasm":{"a":"偶像破壊<","b":"現在の時代以外の指導者はすべて捨て札にされる."},
"Rats":{"a":"鼠<","b":"各文明は全ての "+food_icon+" を失う"},
"Alexander's Empire":{"a":"アレキサンダー帝国<","b":""},
};
acttext_en = [
"----- Select an action -----",
"End Action Phase",
"Increase population",
"Disband \\/ Destroy",
"Pass political phase",
"Reset Action Phase",
"Play event",
"Build 1 stage of",
"Build 2 stages of",
"Build 3 stages of",
"Play",
"Discover",
"Elect Leader:",
"Gain 1 food",
"Gain 2 food",
"Gain 3 food",
"Gain 4 food",
"Gain 5 food",
"Gain 6 food",
"Gain 1 resources",
"Gain 2 resources",
"Gain 3 resources",
"Gain 4 resources",
"Gain 5 resources",
"Gain 6 resources",
"Set up new tactics:",
"Build",
"Adopt tactics:",
"Upgrade",
"Revolution! Change to Constitutional",
"Declare"
];
acttext_jp = [
"----- アクション選択 -----",
"アクションフェイズ終了",
"人口を増やす",
"解体 / 破壊",
"政略フェイズをパス",
"アクションをリセット",
"イベントをプレイ:",
"1段階建設:",
"2段階建設:",
"3段階建設:",
"カードをプレイ:",
"発見する:",
"リーダーを選出する:",
"食料 1 を得る",
"食料 2 を得る",
"食料 3 を得る",
"食料 4 を得る",
"食料 5 を得る",
"食料 6 を得る",
"資源 1 を得る",
"資源 2 を得る",
"資源 3 を得る",
"資源 4 を得る",
"資源 5 を得る",
"資源 6 を得る",
"新戦術をセットする:",
"建設する:",
"戦術を採用する:",
"アップグレードする:",
"革命!体制変更:",
"宣戦布告:",
];
function initLoad()
{
$("#menu").append("");
//発生イベント
$("body").on("mouseenter","#evtActif",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave","#evtActif",function(){$("#toolchip2").css("display","none");});
//取得カード
$("body").on("mouseenter","#carteMain",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave","#carteMain",function(){$("#toolchip2").css("display","none");});
//ディスプレイのカード
$("body").on("mouseenter","#carteRangee",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave","#carteRangee",function(){$("#toolchip2").css("display","none");});
//偉業ボックスのカード
$("body").on("mouseenter",".wondersBox #carteJoueur",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".wondersBox #carteJoueur",function(){$("#toolchip2").css("display","none");});
//技術ボックスのカード
$("body").on("mouseenter",".specTechsBox #carteJoueur",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".specTechsBox #carteJoueur",function(){$("#toolchip2").css("display","none");});
//植民地ボックスのカード
$("body").on("mouseenter",".colonyBox #carteJoueur",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".colonyBox #carteJoueur",function(){$("#toolchip2").css("display","none");});
//ステータスボックス
$("body").on("mouseenter",".civDataBox>#carteJoueur>table>tbody>tr>td a",function(){obj=$(this).parent("li");fc_toolchip1(obj,$("#carte",obj).offset().left+3,$("#carte",obj).offset().top+35,175,0);});
$("body").on("mouseleave",".civDataBox>#carteJoueur>table>tbody>tr>td a",function(){$("#toolchip2").css("display","none");});
/*
//リーダー
$("body").on("mouseenter",".civDataBox>#carteJoueur>table>tbody>tr>td:eq(1)>li:eq(0)",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".civDataBox>#carteJoueur>table>tbody>tr>td:eq(1)>li:eq(0)",function(){$("#toolchip2").css("display","none");});
//政治
$("body").on("mouseenter",".civDataBox>#carteJoueur>table>tbody>tr>td:eq(1)>li:eq(1)",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".civDataBox>#carteJoueur>table>tbody>tr>td:eq(1)>li:eq(1)",function(){$("#toolchip2").css("display","none");});
//戦術
$("body").on("mouseenter",".civDataBox>#carteJoueur>table>tbody>tr:eq(1) #carteJoueur",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave",".civDataBox>#carteJoueur>table>tbody>tr:eq(1) #carteJoueur",function(){$("#toolchip2").css("display","none");});
*/
//戦術ストック
$("body").on("mouseenter","#Plateau1>table>tbody>tr:eq(1)>td:eq(0)>table>tbody>tr:eq(3) #carteJoueur",function(){fc_toolchip1(this,$("#carte",this).offset().left+3,$("#carte",this).offset().top+35,175,0);});
$("body").on("mouseleave","#Plateau1>table>tbody>tr:eq(1)>td:eq(0)>table>tbody>tr:eq(3) #carteJoueur",function(){$("#toolchip2").css("display","none");});
//ジャーナル
$("body").on("mouseenter","#carteRecap",function(e){cardtext_update(this);}); //取得したカード
//文明ディスプレイ
$("body").on("mouseenter","#descBatiment",function(e){cardtext_update3(this);});
//コマンド
// $("body").on("mouseenter","#action",function(){fc_toolchip_act(this,$(this).position().right,$(this).position().top,250);});
// $("body").on("mouseleave","#action",function(){$(".toolchip").css("display","none");});
$("body").on("mouseenter","#action",function(e){acttext_update(this);}); //コマンド選択
infotext_update(0);
}
function cardtext_update(thisdom)
{
if($(thisdom).find(".nomCarteCivile").length){c_name = $(thisdom).find(".nomCarteCivile").text();};
if($(thisdom).find(".nomCarteMilitaire").length){c_name = $(thisdom).find(".nomCarteMilitaire").text();};
for(var i in cardtext_en[c_name]){$(thisdom).html($(thisdom).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
function cardtext_update1(thisdom)
{
if($(thisdom).find(".nomCarteCivile").length){c_name = $(thisdom).find(".nomCarteCivile").text();};
if($(thisdom).find(".nomCarteMilitaire").length){c_name = $(thisdom).find(".nomCarteMilitaire").text();};
if($(obj).find(".ssTypeCarte:first").text()=="Leader"){obj2=$(obj).find(".texteCarte");}else{obj2=$(obj).find(".texteCarteG");}
for(var i in cardtext_en[c_name]){$(obj2).html($(obj2).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
function cardtext_update3(thisdom) //コマンド選択
{
if($(thisdom).find(".nomCarte:first").length){c_name = $(thisdom).find(".nomCarte:first").text();};
for(var i in cardtext_en[c_name]){$(thisdom).html($(thisdom).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
function infotext_update(num)
{
// for(var i in cardtext_en){$("#carteMain").html($("#carteMain").html().replace(RegExp(cardtext_en[i],"i"),cardtext_jp[i]));};
// for(var i in infotext_en){if($("#infoLabel").length){$("#infoLabel").html($("#infoLabel").html().replace(RegExp(infotext_en[i],"i"),infotext_jp[i]))};};
}
function acttext_update(thisdom)
{
acttext_sub(thisdom);
i=0;
while($(thisdom).children("optgroup:eq("+i+")").length)
{
j=0;
while($(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").length)
{
for(var k in acttext_en){$(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").text($(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").text().replace(RegExp(acttext_en[k],"i"),acttext_jp[k]));};
j++;
}
i++;
}
}
function acttext_update2(thisdom)
{
i=0;
while($(thisdom).children("optgroup:eq("+i+")").length)
{
j=0;
while($(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").length)
{
for(var k in acttext_en){$(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").text($(thisdom).children("optgroup:eq("+i+")").children("option:eq("+j+")").text().replace(RegExp(acttext_en[k],"i"),acttext_jp[k]));};
j++;
}
i++;
}
}
function acttext_sub(thisdom)
{
for(var i in cardtext_en)
{
str = cardtext_en[i]["a"];
entxt = str.substring(0,str.length-1);
str = cardtext_jp[i]["a"];
jptxt = str.substring(0,str.length-1);
$(thisdom).html($(thisdom).html().replace(RegExp(entxt,"ig"),jptxt));
};
}
/*
function cardtext_update2(thisdom)
{
var c_name = $(thisdom).find("a").text();
for(var i in cardtext_en[c_name]){$(thisdom).html($(thisdom).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
function cardtext_update4(thisdom) //セットした条約戦術
{
if($(thisdom).find(".nomCarte:first").length){c_name = $(thisdom).find(".nomCarte:first").text();};
for(var i in cardtext_en[c_name]){$(thisdom).html($(thisdom).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
*/
function initializeCardJson() {
var json = {
};
return json;
}
function fc_toolchip0(obj,x,y,wdt,sw)
{
$("#tool_title_m").text($(obj).find(".ageCarte:first").text()).css({'text-align':'center','font-size':'1.0em'});
$("#tool_title_r").text($(obj).find(".ssTypeCarte:first").text()).css({'text-align':'right','font-size':'0.5em'});
if(sw==2){str0 = $(obj).find(".nomCarte:first").text();}else{str0 = $(obj).find("#carte .nomCarte").text();}
if(($("#tool_title_r").text()=="Leader")||($("#tool_title_r").text()=="Wonder")){str1 = $(obj).find(".texteCarteG").html();}else{str1 = $(obj).find(".texteCarte").html();}
str2 = ""+str0 + "
" + str1 + "";
$(".toolchip_text").html(str2).css({'text-align':'center','height':'180px'});
for(var i in cardtext_en[str0]){$(".toolchip_text").html($(".toolchip_text").html().replace(RegExp(cardtext_en[str0][i],"ig"),cardtext_jp[str0][i]));};
$(".toolchip_text").html($(".toolchip_text").html().replace("undefined",""));
$(".cname").css({'font-size':'0.75em','font-weight':'bold'});
$(".ctext").css({'font-size':'0.6em','font-weight':'normal','line-height':'130%'}).find("img").css({'width':'12px'});
if(x<-5000){x=329-185};
$(".toolchip").css({"display":"block","position":"absolute","left":x,"top":y,"width":wdt});
}
function fc_toolchip1(obj,x,y,wdt,sw)
{
if(sw==2){c_name = $(obj).find(".nomCarte:first").text();}else{c_name = $(obj).find("#carte .nomCarte").text();}
str = ""+c_name + "";
$("#toolchip2").html(str).css({'text-align':'center'});
for(var i in cardtext_en[c_name]){$("#toolchip2").html($("#toolchip2").html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
$(".cname").css({'font-size':'0.75em','font-weight':'bold'});
// if(x<-5000){x=329-185};
$("#toolchip2").css({"display":"block","position":"absolute","left":x,"top":y,"width":wdt});
switch($(obj).find(".ssTypeCarte:first").text())
{
case "Leader":
obj2=$(obj).find(".texteCarteG");
$("#toolchip2").css({"color":"black","background-color":"#f0f5e4"});
break;
case "Wonder":
obj2=$(obj).find(".texteCarteG");
$("#toolchip2").css({"color":"black","background-color":"#efe7f2"});
break;
case "Mine":
case "Farm":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#f4ebc5"});
break;
case "Lab":
case "Temple":
case "Arena":
case "Theater":
case "Library":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#eeebeb"});
break;
case "Infantry":
case "Cavalry":
case "Artillery":
case "Air Force":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#fce1dd"});
break;
case "Action":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#fdf9dc"});
break;
case "Civil":
case "Construction":
case "Military":
case "Exploration":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#e5e9f4"});
break;
case "Event":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"white","background-color":"#75750e"});
break;
case "Bonus":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"white","background-color":"#124b55"});
break;
case "Aggression":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"white","background-color":"#733712"});
break;
case "Tactics":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"white","background-color":"#8d1108"});
break;
case "Government":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"black","background-color":"#fceddd"});
break;
case "War":
obj2=$(obj).find(".texteCarte");
$("#toolchip2").css({"color":"white","background-color":"#020206"});
break;
default:
obj2=$(obj).find(".texteCarte");
break;
}
for(var i in cardtext_en[c_name]){$(obj2).html($(obj2).html().replace(RegExp(cardtext_en[c_name][i],"ig"),cardtext_jp[c_name][i]));};
}
function fc_toolchip_act(obj,x,y,wdt)
{
$(".toolchip_title").text("--- アクション選択 ---").css({'font-size':'0.6em'});
$(".toolchip_text").html($(obj).html()).css({'font-size':'0.542em'});
acttext_sub($(".toolchip_text"));
acttext_update2($(".toolchip_text"));
$(".toolchip").css({"display":"block","left":x,"top":y,"width":wdt});
}
/*
var cardtext_en = [
">Construction<",
">Mine<",
">Government<",
">Artillery<",
">Event<",
">Bonus<",
">Aggression<",
">Wonder<",
">Tactics<",
">War<",
">Leader<",
">Exprolation<",
];
var cardtext_jp = [
">建築技術<",
">鉱山<",
">政治<",
">砲兵<",
">イベント<",
">ボーナス<",
">侵略<",
">偉業<",
">戦術<",
">戦争<",
">リーダー<",
">探検<",
];
*/
})();