Łukasz Jakowski 13,395 Posted October 14, 2024 How to Add Translations for Different Languages to Your Mod game/_FAQ/Translations_For_Your_Mod.txt Each mod can have its own translation files! ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### You can add anything that needs to be translated to the translation files: events, buildings, technologies, units, legacies, laws, Civilization names, and more! #### How to Add Translations for Different Languages to Your Mod Go to Your Mod Folder: mods/YourMod/ ## Instead 'YourMod' use unique name for YourMod!! Create a Languages Folder: Inside your mod folder, create a new folder called: languages The path for your translations will now be: mods/YourMod/languages/ ##### Create the Default English Translation File: Inside the languages folder, create a file named: Bundle.properties So the full path will look like this: mods/YourMod/languages/Bundle.properties This file will serve as your default English translation. Inside the file, add your translatable text as key-value pairs. Here’s an example for unit names: ########################### SharkCat = Shark Cat HomeCat = Home Cat DadCat = Dad Cat ########################### The text on the left side (before the =) is the key. The text on the right side (after the =) is the translation. #### Add Translations for Other Languages, Example: Polish To add translations for another language, such as Polish, you’ll need to create a new file in the same languages folder. All the game’s translation formats can be found in: game/languages/ From this, you’ll find that Polish translations use '_pl' in the file name. So, create a new file for Polish: mods/YourMod/languages/Bundle_pl.properties Inside this file, provide the Polish translations like this: ########################### SharkCat = Kot Rekin HomeCat = Domowy Kot DadCat = Kot Tata ########################### You're Done! Now your mod has both English and Polish translations. For a complete example, check out: modsExamples/NewUnits_PlusTranslations/ ########################### Do not add translations to the main game translation files! game/languages/ Use mod-specific translations instead! mods/YourMod/languages/ Example: https://steamcommunity.com/sharedfiles/filedetails/?id=3348698884 Unity, Dule22, Outlawexperience and 6 others 9 Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted October 14, 2024 (edited) If someone wants to modify something from the original translation files, for example civilization name, it works like this too? Edited October 14, 2024 by Iceman Nowarhia 1 Quote Share this post Link to post Share on other sites More sharing options...
Redguy325 240 Posted October 14, 2024 So original deafult translation won't get overwritten by mods? You don't have to copy full translation from the original files to the mod? Quote Share this post Link to post Share on other sites More sharing options...
neverger84 86 Posted October 14, 2024 To translate a civilization need to use civ ID or civ name as a translation key? Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,395 Posted October 14, 2024 26 minutes ago, Iceman said: If someone wants to modify something from the original translation files, for example civilization name, it works like this too? Yes, if you include a key that already exists in the main translation, it will be overridden. You can change the Civilization name or anything else. Of course, all the changes you make should be added to: mods/YourMod/languages/ 19 minutes ago, Redguy325 said: So original deafult translation won't get overwritten by mods? You don't have to copy full translation from the original files to the mod? The main translation file will not be overwritten. You don't have to copy full translation from the original files to the mod. This is an additional translation file; you start with an empty file and add new translations. 11 minutes ago, neverger84 said: To translate a civilization need to use civ ID or civ name as a translation key? For Civilizations you use CivTag CivTag = Translation pol = Poland And: Do not add translations to the main game translation files! game/languages/ Use mod-specific translations instead! mods/YourMod/languages/ Fire Quickly, Iceman, Redguy325 and 3 others 6 Quote Share this post Link to post Share on other sites More sharing options...
OwnM3Z0 1,102 Posted October 14, 2024 Quote 54 minutes ago, Łukasz Jakowski said: Yes, if you include a key that already exists in the main translation, it will be overridden. You can change the Civilization name or anything else. Of course, all the changes you make should be added to: mods/YourMod/languages/ The main translation file will not be overwritten. You don't have to copy full translation from the original files to the mod. This is an additional translation file; you start with an empty file and add new translations. For Civilizations you use CivTag CivTag = Translation pol = Poland And: Do not add translations to the main game translation files! game/languages/ Use mod-specific translations instead! mods/YourMod/languages/ for arabic, will the game support the writing style? since arabic is written right to left 38 minutes ago, OwnM3Z0 said: for arabic, will the game support the writing style? since arabic is written right to left It is like that 18 minutes ago, Łukasz Jakowski said: It is like that many of the letters are skewed and disconnected so they're unreadable, please fix it Outlawexperience and Atqijg 2 Quote Share this post Link to post Share on other sites More sharing options...