diff --git a/binaries/data/mods/public/gui/credits/texts/donators.json b/binaries/data/mods/public/gui/credits/texts/donators.json index d027d2a04b..235d82622b 100644 --- a/binaries/data/mods/public/gui/credits/texts/donators.json +++ b/binaries/data/mods/public/gui/credits/texts/donators.json @@ -164,7 +164,7 @@ ] }, { - "Title": "IndieGoGO 2013 campaign\nMore than 1000 donators (!), including:", + "Title": "Indiegogo 2013 campaign\nMore than 1000 donators (!), including:", "List": [ {"name": "1lightsource"}, {"name": "@GuiAmbros"}, diff --git a/binaries/data/mods/public/gui/gamesetup/gamesetup.js b/binaries/data/mods/public/gui/gamesetup/gamesetup.js index f9f81475cf..af5ac9f91e 100644 --- a/binaries/data/mods/public/gui/gamesetup/gamesetup.js +++ b/binaries/data/mods/public/gui/gamesetup/gamesetup.js @@ -133,7 +133,7 @@ const g_VictoryColor = "orange"; /** * Placeholder item for the map-dropdownlist. */ -const g_RandomMap = '[color="' + g_ColorRandom + '"]' + translateWithContext("map", "Random") + "[/color]"; +const g_RandomMap = '[color="' + g_ColorRandom + '"]' + translateWithContext("map type", "Random") + "[/color]"; /** * Placeholder item for the civ-dropdownlists. @@ -1381,7 +1381,7 @@ function setMapDescription() gameDescription += translate("Victory Condition:") + " " + victoryTitle + ".\n\n"; gameDescription += mapDescription; - Engine.GetGUIObjectByName("mapInfoName").caption = mapName == "random" ? translateWithContext("map", "Random") : translate(getMapDisplayName(mapName)); + Engine.GetGUIObjectByName("mapInfoName").caption = mapName == "random" ? translateWithContext("map selection", "Random") : translate(getMapDisplayName(mapName)); Engine.GetGUIObjectByName("mapInfoDescription").caption = gameDescription; setMapPreviewImage("mapPreview", getMapPreview(mapName)); } diff --git a/binaries/data/mods/public/maps/random/island_stronghold.json b/binaries/data/mods/public/maps/random/island_stronghold.json index cd386592d9..9d6e190e54 100644 --- a/binaries/data/mods/public/maps/random/island_stronghold.json +++ b/binaries/data/mods/public/maps/random/island_stronghold.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Island Stronghold", "Script" : "island_stronghold.js", - "Description" : "Teams start off with nearly adjacent town centers on a small island, offering a fortified base from which to expand.", + "Description" : "Teams start off with nearly adjacent civic centers on a small island, offering a fortified base from which to expand.", "BaseTerrain" : ["medit_sand_wet"], "BaseHeight" : -10, "Keywords": ["naval"], diff --git a/binaries/data/mods/public/maps/random/stronghold.json b/binaries/data/mods/public/maps/random/stronghold.json index 0160812e1a..a11e014e7c 100644 --- a/binaries/data/mods/public/maps/random/stronghold.json +++ b/binaries/data/mods/public/maps/random/stronghold.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Stronghold", "Script" : "stronghold.js", - "Description" : "Teams start off with nearly adjacent town centers, offering easy military and construction cooperation. With slivers of personal territory, teammates must rely on each other to defend their rear.", + "Description" : "Teams start off with nearly adjacent civic centers, offering easy military and construction cooperation. With slivers of personal territory, teammates must rely on each other to defend their rear.", "BaseTerrain" : ["medit_sea_depths"], "BaseHeight" : 30, "Preview" : "stronghold.png",