l_english: #################################### # Misc #################################### SEPARATOR:0 "---" ADJ_WITH_THE:0 "the $ADJ|Y$" OUR:0 "our" MULT_NEG:0 "§Rx$VALUE$§!" MULT_POS:0 "§Gx$VALUE$§!" ETA:0 "Estimated Arrival Date: $DATE|H$ §Y($DAYS$ $DAY_OR_DAYS$)§!" ETA_DAY:0 "day" ETA_DAYS:0 "days" TOPBAR_OWNED_SYSTEMS:0 "Empire Systems" TOPBAR_OWNED_SYSTEMS_DESC:0 "We own §Y$NUM_SYSTEMS$§! £system£ Star $SYSTEM_SYSTEMS$\nWe own §Y$NUM_COLONIZED_SYSTEMS$§! £planet£ Colonized $COLONIZED_SYSTEM_SYSTEMS$" RESOURCE_AI_VALUE:0 "AI VALUE: $VALUE$" PLAYER_EMPIRE_MP:0 "§Y$NAME$ (Player Empire)§!" PLAYER_EMPIRE_SP:0 "§YPlayer Empire§!" SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ Our empire can only support $NUM|Y$ $SIZE$-size ship(s)." FED_SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ Our Federation can only support $NUM|Y$ $SIZE$-size ship(s)." SHIPS_NUM:0 "§H$NUM$ x $CLASS$§!" SHIPS_WANTED:0 " §R($NUM$ wanted)§!" SHIP_DESIGN_NAME_RANDOMIZE_TOOLTIP:0 "Randomize Name" CANNOT_RELEASE_CULTURE_SHOCK:0 "Can't release a planet that is experiencing Stellar Culture Shock." SYSTEM_RESTRICTED:1 "System Restricted" SYSTEM_IS_RESTRICTED:0 "§RSystem Restricted§!\nOur fleets will avoid traveling through $SYSTEM|Y$." SYSTEM_NOT_RESTRICTED:0 "§GSystem Not Restricted§!\nOur fleets may freely travel through $SYSTEM|Y$." SYSTEM_RESTRICTION_TOOLTIP:0 "§EClick to toggle the restriction status of $SYSTEM|Y$. Systems that are set as restricted will always be avoided by our fleets.§!" fleet_force_disparity_effect:0 "Force Disparity" feature_war_doctrines:0 "War Doctrines" feature_war_doctrines_desc:0 "Allows us to choose a §HWar Doctrine§! from the §HPolicies§! tab." piracy_risk:0 "Piracy Risk" PIRACY_LABEL:0 "$piracy_risk$:" STATION:0 "Station" TRIGGER_PASS:1 "£trigger_yes£ " TRIGGER_FAIL:1 "£trigger_no£ " ICON_COLOR_VALUE:0 "£$ICON$£ $VALUE|0$" ICON_VALUE_POSITIVE:0 "£$ICON$£ $VALUE|0+=$" ICON_VALUE_NEGATIVE:0 "£$ICON$£ $VALUE|0-$" land_appropriation:0 "Land Appropriated" land_appropriation_desc:0 "Land was seized from the native population of this planet to make room for citizen settlers.\n\n§YWhile this modifier is in effect, non-citizen species are not allowed to grow their population on this planet.§!" TRAIT_SYNCRETIC_PROLES_EFFECT:0 "$MOD_POP_HAPPINESS$: §G+10%§!\n$mod_planet_jobs_produces_mult$: §G+10%§!\nCannot generate §YLeaders§!\nCannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs" TRAIT_NERVE_STAPLED_EFFECT:2 "$mod_planet_jobs_produces_mult$: §G+5%§!\nCannot generate §YLeaders§!\nCannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs" TRAIT_CHARISMATIC_EFFECT:4 "£amenities£ Amenities from £job£ Jobs: §G+20%§!" TRAIT_DOMESTIC_PROTOCOLS_EFFECT:0 "Can be employed in £job_servant£ §Y$job_servant$§! Jobs if under §Y$ai_servitude_name$§!\n£amenities£ Amenities from £job£ Jobs: §G+20%§!" TRAIT_REPUGNANT_EFFECT:4 "£amenities£ Amenities from £job£ Jobs: §R-20%§!" TRAIT_EMOTION_EMULATORS_EFFECT:2 "£amenities_no_happiness£Amenities from £job£ Jobs: §G+20%§!" TRAIT_UNCANNY_EFFECT:2 "£amenities_no_happiness£Amenities from £job£ Jobs: §R-20%§!" TRAIT_THRIFTY_EFFECT:0 "£trade_value£ Trade Value from £job£ Jobs: §G+25%§!" TRAIT_LITHOID_EFFECT:0 "Consumes £minerals£ §YMinerals§! instead of £food£ §YFood§!\n\n$MOD_POP_GROWTH_SPEED$: §R-25%§!\n$MOD_POP_ENVIRONMENT_TOLERANCE$: §G+50%§!\n$MOD_ARMY_HEALTH$: §G+50%§!\n$MOD_LEADER_AGE$: §G+50§!" NO_SPECIES_CAN_INHABIT:0 "§RThere is no Species in our empire that can inhabit this type of planet§!" POP_HABITABILITY_TOO_LOW:0 "§RPlanet Habitability for Pop is below §R20%§!.§!" POP_MAY_NOT_LIVE_ON_PLANET:0 "§RSpecies Rights for Pop does not permit residence on this planet.§!" CANNOT_ENLIGHTEN_FANATIC_XENOPHOBE:0 "Not possible to technologically enlighten Primitives that are §H$ethic_fanatic_xenophobe$§!." FOOD_NO_NEED:0 "§YWe have no Pops that require Food to sustain them.§!" FOOD_NO_PLANETS:0 "§YWe have no Planets that require Food to grow.§!" FOOD_SURPLUS_STARVATION:0 "§ROur empire is starving, halting all £pops£ §YPop Growth§!.§!" FOOD_SURPLUS_NONE:0 "§YWe are currently stockpiling Food. Until our stockpile is full we will get no bonus £pops£ §YPop Growth§!.§!" FOOD_SURPLUS:2 "§GOur monthly Food surplus increases the speed of £pops£ §YPop Growth§! by §Y$AMT$%§! on $NUM|Y$ planet(s).§!" FROM_FOOD_SURPLUS:1 "From Food Surplus: $VALUE|Y=2$" SPECIES_LACKS_OPTION:0 "§RYour chosen Species Appearance does not offer any secondary options in this category.§!" POP_LOWERING_STABILITY:0 "This Pop is unhappy, reducing §H$PLANET_STABILITY_TITLE$§!" STRATEGY_DATA:0 "Strategy Data" AI_STRATEGY_ENTRY:0 "$NAME|Y$ ($VALUE$)" ALL:0 "All" RT_CUSTODIAN:0 "Custodian" RT_ERROR:0 "" TERRAFORMING_CANDIDATE_EFFECT:0 "§Y[From.GetName]§! will be able to be terraformed once the £society£ §H$tech_climate_restoration$§! technology has been researched." gov_galactic_defense_unit:0 "Final Defense Unit" gov_galactic_defense_unit_desc:0 "This Custodian Matrix AI has activated its Final Defense Directives and is devoting all resources to protecting the galaxy against the Contingency." gov_berserker_machine:0 "Malfunctioning Custodian" gov_berserker_machine_desc:0 "This Custodian Matrix AI appears to be malfunctioning, going berserk and attacking everything around it." gov_custodian_matrix:0 "Custodian Matrix" gov_custodian_matrix_desc:0 "An ancient and incredibly sophisticated machine intelligence that is operating under a strict custodian protocol." civic_awakened_machine:0 "Reactivated Custodian Matrix" civic_awakened_machine_desc:0 "" civic_malfunctioning_custodian:0 "Corrupted Defense Directives" civic_malfunctioning_custodian_desc:0 "" civic_final_defense_protocols:0 "Final Defense Directives" civic_final_defense_protocols_desc:0 "" civic_machine_remnants:0 "Fallen Machine Intelligence" civic_machine_remnants_desc:0 "" civic_custodian_directives:0 "Custodian Matrix" civic_custodian_directives_desc:0 "" FALLEN_EMPIRE_LETHARGY_1:0 "§EUnable to construct new ships.§!" FALLEN_EMPIRE_LETHARGY_2:0 "§EUnable to conquer or colonize planets.§!" CAN_NOT_EAT_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds cannot undergo §Y$purge_processing$§!." CANNOT_NECROPHAGE_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds cannot undergo §Y$purge_necrophage$§!." CANNOT_LIVESTOCK_MATRIX_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds are not suitable for this purpose." lonely_hive_mind_pops_kill_themselves_citizenship:0 "$TRIGGER_FAIL$These mindless drones cannot be integrated into society." disconnected_machine_pops_kill_themselves_citizenship:0 "$TRIGGER_FAIL$These mindless drones break down once severed from their §Y$auth_machine_intelligence$§!." too_alien:0 "$TRIGGER_FAIL$Our empire considers this species to be too alien." no_service_no_citizenship:0 "$TRIGGER_FAIL$This species is not subject to §Y$military_service_full$§!." yes_service_yes_citizenship:0 "$TRIGGER_FAIL$Being subject to §Y$military_service_full$§! guarantees this species §YCitizenship§!." not_organic:0 "$TRIGGER_FAIL$This species is not organic." same_species_disallowed:0 "$TRIGGER_FAIL$This species is our empire's dominant species." does_not_embrace_slavery:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_authoritarian$§! ideals." does_not_embrace_species_slavery:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_authoritarian$§! or §Y$ethic_xenophobe$§! ideals." does_not_embrace_slavery_phobe:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_xenophobe$§! ideals." species_is_being_purged:0 "$TRIGGER_FAIL$This species is undergoing a §Y$POP_ACTION_PURGE$§!." species_has_military_slavery:0 "$TRIGGER_FAIL$This species consists of §Y$slavery_military$§!." species_is_not_enslaved:0 "$TRIGGER_FAIL$This species is not §Henslaved§!." species_is_machine_integrated:0 "$TRIGGER_FAIL$This species enjoys §Y$citizenship_full_machine$§!." species_is_not_organic:0 "$TRIGGER_FAIL$This species is not §Yorganic§!." species_is_not_trophy:0 "$TRIGGER_FAIL$This species is not a §Y$citizenship_organic_trophy$§!." empire_not_materialist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_materialist$§! ideals." empire_not_egalitarian:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_egalitarian$§! ideals." empire_not_pacifist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_pacifist$§! ideals." empire_not_militarist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_militarist$§! ideals." empire_not_spiritualist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_spiritualist$§! ideals." empire_not_authoritarian:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_authoritarian$§! ideals." empire_not_xenophobe:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_xenophobe$§! ideals." empire_not_xenophile:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_xenophile$§! ideals." empire_is_xenophile:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_xenophile$§! ideals." empire_is_egalitarian:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_egalitarian$§! ideals." empire_is_militarist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_militarist$§! ideals." empire_is_pacifist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_pacifist$§! ideals." empire_is_xenophobe:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_xenophobe$§! ideals." empire_is_materialist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_materialist$§! ideals." empire_is_spiritualist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_spiritualist$§! ideals." empire_is_authoritarian:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_authoritarian$§! ideals." lonely_hive_mind_pops_kill_themselves_purge_type:0 "$TRIGGER_FAIL$Severed from their collective consciousness, Pops of this species soon expire." NON_MACHINE_SPECIES_NEED_PREREQ_TECH:0 "$TRIGGER_FAIL$We lack the technology to employ §YRobots§! as soldiers." HIVE_MIND_MAIN_SPECIES_ALWAYS_CITIZEN:1 "$TRIGGER_FAIL$§RWe are one. We will always have §YFull Citizenship§!§!." HIVE_MIND_SPECIES_CITIZENS_ONLY:1 "$TRIGGER_FAIL$§RWe cannot sustain independent agents.§!" FANATIC_PURIFIERS_MUST_PURIFY:0 "$TRIGGER_FAIL$§YFanatic Purifiers§! cannot tolerate the existence of xenos." CANNOT_DISPLACE_NON_SENTIENT_ROBOTS:0 "$TRIGGER_FAIL$Cannot displace non-sentient robots." CANNOT_NEUTER_NON_SENTIENT_ROBOTS:0 "$TRIGGER_FAIL$Cannot neuter non-sentient robots." HIVE_MIND_PURGE_ALWAYS_PROCESSING:0 "$TRIGGER_FAIL$Looks tasty!" MACHINE_ROBOTS_ONLY:0 "$TRIGGER_FAIL$A §Y$auth_machine_intelligence$§! can only integrate §Y$trait_mechanical$§! species." MACHINE_ASSIMILATOR_CYBORGS_ONLY:0 "$TRIGGER_FAIL$A §Y$civic_machine_assimilator$§! can grant only §Y$trait_cybernetic$§! species §Y$citizenship_limited$§! or §Y$citizenship_caste_system_limited$§!." MACHINE_NO_PURE_ORGANIC_SOLDIERS:0 "$TRIGGER_FAIL$§RA §Y$auth_machine_intelligence$§! can not employ purely organic soldiers.§!" disconnected_machine_pops_collapse_citizenship:0 "$TRIGGER_FAIL$Once their uplink to the central §Y$auth_machine_intelligence$§! is severed, Machine Pops are eventually rendered inoperable." MACHINE_SPECIES_MUST_BE_ORGANIC:0 "Only fully §Yorganic§! species can be assimilated." HIVE_SPECIES_MUST_BE_NON_HIVE:0 "$TRIGGER_FAIL$Requires §Y$ap_evolutionary_mastery$§!. Only organic non-§Y$trait_hive_mind$§! species can be assimilated." SYNTH_SPECIES_MUST_BE_ORGANIC:0 "$MACHINE_SPECIES_MUST_BE_ORGANIC$" CYBORG_SPECIES_MUST_BE_ORGANIC:0 "$MACHINE_SPECIES_MUST_BE_ORGANIC$" MACHINE_SPECIES_NOT_MACHINE:0 "$TRIGGER_FAIL$Species must be §Y$trait_machine_unit$§! or §Y$trait_mechanical$§!." MACHINE_SPECIES_MACHINE:0 "$TRIGGER_FAIL$Species may not be §Y$trait_machine_unit$§! or §Y$trait_mechanical$§!." ASSIMILATOR_SPECIES_NOT_CYBORG:0 "$TRIGGER_FAIL$Species must be §Y$trait_machine_unit$§!, §Y$trait_mechanical$§!, or §Y$trait_cybernetic$§!." MUST_NOT_BE_DOMINANT_SPECIES:0 "$TRIGGER_FAIL$Species must not already be the Empire's dominant species." SPECIES_MUST_BE_ASSIMILATING:1 "$TRIGGER_FAIL$Species must have §Y$citizenship_assimilation$§! citizenship." SPECIES_MUST_NOT_BE_ASSIMILATING:1 "$TRIGGER_FAIL$Species must not have §Y$citizenship_assimilation$§! citizenship." DEFAULT_SPECIES_MUST_BE_HIVE:0 "$TRIGGER_FAIL$Requires §Y$ap_evolutionary_mastery$§!. Only organic §Y$trait_hive_mind$§! species can be de-assimilated." TRANSCENDING_SPECIES_MUST_BE_ORGANIC:0 "Only organic species can develop psionic powers." TRANSCENDING_SPECIES_IS_ALREADY_PSIONIC:0 "This species already has psionic powers." TRANSCENDING_SPECIES_CANT_BE_HIVE:0 "Hive minds cannot develop psionic powers." SPECIES_CAN_TRANSCEND:0 "Assimilating this species will set them upon the path to Psionic Ascension." EMBRACE_FACTION_COOLDOWN:1 "We recently §YEmbraced§! a Faction. This can only be done once every §Y10§! years." embraced_another_faction:0 "Embraced Other Faction" embraced_faction:0 "Faction Embraced" embraced_faction_timer:0 "Recently Embraced Faction" embraced_faction_timer_desc:0 "We recently changed our Governing Ethics by embracing a Faction and will not be able to do so again for some time." suppressed_faction:0 "Faction Suppressed" promoted_faction:0 "Faction Promoted" suppressed_xenophobe:0 "Xenophobia Suppressed" suppressed_xenophobe_desc:0 "The §HXenophobe§! Ethic is being suppressed by the government." promoted_xenophobe:0 "Xenophobia Promoted" promoted_xenophobe_desc:0 "The §HXenophobe§! Ethic is being promoted by the government." suppressed_xenophile:0 "Xenophilia Suppressed" suppressed_xenophile_desc:0 "The §HXenophile§! Ethic is being suppressed by the government." promoted_xenophile:0 "Xenophilia Promoted" promoted_xenophile_desc:0 "The §HXenophile§! Ethic is being promoted by the government." suppressed_spiritualist:0 "Spiritualism Suppressed" suppressed_spiritualist_desc:0 "The §HSpiritualist§! Ethic is being suppressed by the government." promoted_spiritualist:0 "Spiritualism Promoted" promoted_spiritualist_desc:0 "The §HSpiritualist§! Ethic is being promoted by the government." suppressed_materialist:0 "Materialism Suppressed" suppressed_materialist_desc:0 "The §HMaterialist§! Ethic is being suppressed by the government." promoted_materialist:0 "Materialism Promoted" promoted_materialist_desc:0 "The §HMaterialist§! Ethic is being promoted by the government." suppressed_authoritarian:0 "Authoritarianism Suppressed" suppressed_authoritarian_desc:0 "The §HAuthoritarian§! Ethic is being suppressed by the government." promoted_authoritarian:0 "Authoritarianism Promoted" promoted_authoritarian_desc:0 "The §HAuthoritarian§! Ethic is being promoted by the government." suppressed_egalitarian:0 "Egalitarianism Suppressed" suppressed_egalitarian_desc:0 "The §HEgalitarian§! Ethic is being suppressed by the government." promoted_egalitarian:0 "Egalitarianism Promoted" promoted_egalitarian_desc:0 "The §HEgalitarian§! Ethic is being promoted by the government." suppressed_militarist:0 "Militarism Suppressed" suppressed_militarist_desc:0 "The §HMilitarist§! Ethic is being suppressed by the government." promoted_militarist:0 "Militarism Promoted" promoted_militarist_desc:0 "The §HMilitarist§! Ethic is being promoted by the government." suppressed_pacifist:0 "Pacifism Suppressed" suppressed_pacifist_desc:0 "The §HPacifist§! Ethic is being suppressed by the government." promoted_pacifist:0 "Pacifism Promoted" promoted_pacifist_desc:0 "The §HPacifist§! Ethic is being promoted by the government." EMBRACE_FACTION:0 "Embrace Faction" EMBRACE_FACTION_DESC:0 "Embrace the policies and values of the §Y[Root.GetName]§!, bringing them into our government. This will §Gpermanently change our Governing Ethics§! and §Rdisplease all other Factions in our empire§!." PROMOTE_FACTION:0 "Promote Faction" PROMOTE_FACTION_DESC:2 "Promote the policies and values of the §Y[Root.GetName]§!. This will make their ethics more attractive to our population for as long as it is active." SUPPRESS_FACTION:0 "Suppress Faction" SUPPRESS_FACTION_DESC:2 "Suppress the policies and values of the §Y[Root.GetName]§!. This will make their ethics less attractive to our population for as long as it is active." CANCEL_PROMOTE_FACTION:0 "Stop Promoting Faction" CANCEL_PROMOTE_FACTION_DESC:1 "Stop promoting the policies and values of §Y[Root.GetName]§! and like-minded factions." CANCEL_SUPPRESS_FACTION:0 "Stop Suppressing Faction" CANCEL_SUPPRESS_FACTION_DESC:1 "Stop suppressing the policies and values of the §Y[Root.GetName]§! and like-minded factions." TRAIT_REQUIRES_NO_ETHIC:0 "$TRAIT|H$ cannot be combined with any Governing Ethics." TRAIT_REQUIRES_ETHIC:0 "$TRAIT|H$ requires one of the following Governing Ethics:" TRAIT_REQUIRES_CLASS:1 "$TRAIT|H$ requires one of the following Species Archetypes:" RECENTLY_CHANGED_SPECIES_RIGHT:0 "§RWe recently changed this species policy. We will be able to change it again on $DATE|Y$.§!" RECENTLY_CHANGED_SPECIES_RIGHTS_CANT_RESET:0 "§RWe recently changed species policies. We will be able to reset all rights again on $DATE|Y$.§!" PLANNED_SECTOR_PROJECT_HEADER:0 "§ESector Projects§!" PLANNED_SECTOR_PROJECT_ON_PLANET:0 "- Planning to construct $PROJECT|Y$ on $PLANET|H$" PLANNED_SECTOR_PROJECT_AT_PLANET:0 "- Planning to construct $PROJECT|Y$ at $PLANET|H$" PLANNED_SECTOR_PROJECT_IN_SYSTEM:0 "- Planning to construct $PROJECT|Y$ in $SYSTEM|H$" PLANNED_SECTOR_PROJECT_TILE_BLOCKER:0 "- Planning a clear a §YTile Blocker§! on $PLANET|H$" PLANNED_SECTOR_PROJECT_RESOURCES_ALLOCATED:0 " ($RESOURCES$ allocated)" PLANNED_SECTOR_PROJECT_RESOURCE_ENTRY:0 "$RESOURCE$$AMOUNT|Y1$/$NEEDED|Y1$" SPACEPORT_MODULE:0 "Spaceport Module" TOTAL_SECTOR_BUILDING_PROJECTS:1 "- Currently constructing $NUM|Y$ Building(s)." TOTAL_SECTOR_BLOCKER_PROJECTS:1 "- Currently clearing $NUM|Y$ Tile Blocker(s)." TOTAL_SECTOR_STATION_PROJECTS:1 "- Currently constructing $NUM|Y$ Station(s)." TOTAL_SECTOR_POP_PROJECTS:1 "- Currently constructing $NUM|Y$ Pop(s)." TOTAL_SECTOR_SHIP_PROJECTS:1 "- Currently constructing $NUM|Y$ Ship(s)." TOTAL_SECTOR_ARMY_PROJECTS:1 "- Currently recruiting $NUM|Y$ Armies." TOTAL_SECTOR_STARBASE_PROJECTS:0 "- Currently developing Starbases in $NUM|Y$ system(s)." NO_SECTOR_PROJECTS:0 "- No current or planned construction projects." aura_category_offensive:0 "Offensive Aura" aura_category_defensive:0 "Defensive Aura" aura_type_support:0 "Support" aura_type_debuff:0 "Inhibitor" aura_type_snare:0 "Snare" aura_type_minefield:0 "Minefield" CONTACT:0 "Contact" newline:0 "\n" GAME_SETUP_GALAXY_PROPERTY_NOT_AVAILABLE:0 " - " CRISIS_FIGHTING_ALLIANCE:0 "Galactic Defense League" point_defence:0 "Point Defense" PEACE_AUTO_ACCEPTED:0 "§GAuto§!" PEACE_AUTO_ACCEPTED_DESC:0 "§GThey will automatically accept this peace deal.§!" HABITABILTIY_TOO_LOW:0 "§RHabitability for colonizing species must be at least §Y$MIN|0$%§!.§!" RESETTLE_HABITABILTIY_TOO_LOW:0 "§RHabitability for resettled Pop must be at least §Y$MIN|0$%§!.§!" ROOM_BACKGROUND:0 "Room" #MAP_MODE_TOOLTIP variables: "FROM" source country, "TARGET" tooltipped country, "MAP_MODE_NAME" name of current map mode, "MAP_MODE_TIP" tip generated from map mode MAP_MODE_TOOLTIP:0 "$TARGET|H$\n$MAP_MODE_TIP$" MAP_MODE_BUTTON_TOOLTIP:1 "$MAP_MODE|H$\n$DESC$\n§GClick to select this Map Mode§!" MAP_MODE_CLICK_TOOLTIP:0 "§GClick to show Map Mode from this Empire's point of view.§!" default_map_mode:0 "Empire Map Mode" default_map_mode_desc:0 "Empire Borders will be colored with the Primary color of their Flag." diplomatic_map_mode:0 "Diplomatic Map Mode" diplomatic_map_mode_desc:0 "Empire Borders will be colored based on their Diplomatic Relation to the selected Empire." opinion_map_mode:0 "Opinion Map Mode" opinion_map_mode_desc:0 "Empire Borders will be colored based on their opinion of the selected Empire." attitude_map_mode:0 "AI Attitude Map Mode" attitude_map_mode_desc:0 "Empire Borders will be colored based on their AI Attitude towards the selected Empire." neighbor_map_mode:0 "Neighbor Map Mode" neighbor_map_mode_desc:0 "Neighbor Map Mode will show you which empires are considered to be your own empire's neighbors." opinion_war_in_heaven_ally:0 "Ally in War of Heaven" opinion_war_in_heaven_enemy:0 "Enemy in War of Heaven" opinion_war_in_heaven_winner:0 "Victor in War of Heaven" opinion_non_aligned_league:0 "Ally in Non-Aligned League" opinion_non_aligned_league_fe:0 "Non-Aligned League" opinion_crisis_fighter:0 "Crisis Fighter" opinion_crisis_fighter_small:0 "Crisis Fighter" opinion_non_aligned_league_declined:0 "Refused to allow us into the Non-Aligned League." OPINION_MAP_MODE_TIP_SELF:0 "$WHO|H$" MAP_MODE_OBSERVER:0 "§H[This.GetName]§!\nNo information available." DIPLOMATIC_MAP_MODE_SAME_EMPIRE:0 "§H[This.GetName]§!" DIPLOMATIC_MAP_MODE_WAR:0 "§H[This.GetName]§!\nAt war with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_FEDERATION:0 "§H[This.GetName]§!\nIn a Federation with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_ALLIANCE:0 "§H[This.GetName]§!\nIn an Alliance with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_SUBJECT:0 "§H[This.GetName]§!\nIs a Subject of §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_OVERLORD:0 "§H[This.GetName]§!\nIs the Overlord of §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_RIVAL:0 "§H[This.GetName]§!\nIs Rivaling §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_CLOSED_BORDERS:0 "§H[This.GetName]§!\nHas Closed their Borders to §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_NON_AGGRESSION_PACT:0 "§H[This.GetName]§!\nHas Non-Aggression Pact with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_COMMERCIAL_PACT:0 "§H[This.GetName]§!\nHas Research Agreement with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_RESEARCH_AGREEMENT:0 "§H[This.GetName]§!\nHas Commercial Pact with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_ASSOCIATION_STATUS:0 "§H[This.GetName]§!\nHas Federation Association Status with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_DEFENSIVE_PACT:0 "§H[This.GetName]§!\nHas Defensive Pact with §H[From.GetName]§!" DIPLOMATIC_MAP_MODE_MIGRATION_PACT:0 "§H[This.GetName]§!\nHas Migration Pact with §H[From.GetName]§!" MAP_MODE_NO_CONTACT:0 "§H[This.GetName]§!\nHas not yet established Communication with §H[From.GetName]§!" MAP_MODE_NEIGHBOR:0 "§H[From.GetName]§! is considered a neighbor of §H[This.GetName]§!." MAP_MODE_NOT_NEIGHBOR:0 "§H[From.GetName]§! is NOT considered a neighbor of §H[This.GetName]§!." aura_shield_recharger:0 "$aura_category_defensive$ - $aura_type_support$" aura_nanobot_cloud:0 "$aura_category_defensive$" aura_shield_dampener:0 "$aura_category_offensive$" aura_quantum_destabilizer:0 "$aura_category_offensive$" aura_ship_subspace_snare:0 "$aura_category_offensive$" aura_station_subspace_snare:0 "$aura_category_offensive$" aura_minefield:0 "$aura_category_offensive$ - $aura_type_minefield$" aura_inspiring_presence:0 "$aura_category_defensive$" aura_targeting_grid:0 "$aura_category_defensive$" NO_POPS_VALID_FOR_COLONIZATION:0 "There are no Pops on this planet that can be used for colonization." EMPIRE_SPAWN_ALLOWED:0 "§HEmpire Spawning Allowed§!" EMPIRE_SPAWN_DISALLOWED:0 "§HEmpire Spawning Forbidden§!" EMPIRE_SPAWN_ALWAYS:0 "§HEmpire Spawning Forced§!" EMPIRE_SPAWN_ALLOWED_DESC:0 "$TEMPLATE$ is allowed to appear in a regular game instead of a randomly generated empire." EMPIRE_SPAWN_DISALLOWED_DESC:0 "$TEMPLATE$ is NOT allowed to appear in a regular game instead of a randomly generated empire." EMPIRE_SPAWN_ALWAYS_DESC:0 "$TEMPLATE$ will always appear in a regular game instead of a randomly generated empire." EMPIRE_SPAWN_TOOLTIP_DELAYED:0 "§GClick to change the spawn setting for this empire template.§!" REQUIRES_SHIP:0 "§RRequires a $SHIP$.§!" NOT_ENOUGH_INFLUENCE_TO_REVOKE_SECTOR:1 "We do not have the $AMT|Y$ £influence£ required to remove a system from this sector." NOT_ENOUGH_INFLUENCE_TO_DELETE_SECTOR:1 "We do not have the $AMT|Y$ £influence£ required to delete this sector." BUILD_STATION_TOO_CLOSE:1 "§RToo close to another Station.§!" EMERGENCY_FTL_DAYS_LEFT:0 "§R$DAYS|Y$ Days until Emergency FTL is ready.§!" COMPONENT_AURA_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$\n$MODIFIER$" COMPONENT_AURA_WITHOUT_MOD_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$" COMPONENT_AURA_DAMAGE_TOOLTIP:0 "Ships within the field has a $ACCURACY|Y%0$ chance each day to take §Y$MIN_DAMAGE|0$ - $MAX_DAMAGE|0$§! damage, ignoring $ARMOR_PENETRATION|Y%0$ armor. This damage can be dodged." #ACCURACY, MIN_DAMAGE, MAX_DAMAGE, AVG_DAMAGE, HULL_DAMAGE, SHIELD_DAMAGE, ARMOR_DAMAGE, SHIELD_PENETRATION, ARMOR_PENETRATION AURA_APPLY_ON_FRIENDLY:0 "Effect on Allied Ships:" AURA_APPLY_ON_FLEET:0 "Effect on Own Fleet:" AURA_APPLY_ON_HOSTILE:0 "Effect on Hostile Ships:" ENERGY_COST:0 "£energy£ $VALUE|1Y$" INFLUENCE_COST:0 "£influence£ $VALUE|0Y$" INFLUENCE_COST_FRACTIONS:0 "£influence£ $VALUE|2Y$" FTL_MAGNET:0 "FTL Inhibitor" COMPONENT_FTL_MAGNET_TIP:0 "\n§HFTL Inhibitor§! - Incoming hostile fleets will be forcefully redirected to this station" TOOLTIP_SYSTEM_HAS_HOSTILE_FTL_MAGNET:0 "Contains one or more FTL Inhibitors" TOOLTIP_FLEET_ICON_HAS_FTL_MAGNET:1 "Hostile fleets will be unable to leave the system through any other hyperlane than the one they entered from." FLEET_UPGRADE_COST_TOOLTIP:1 "$SHIPS|Y$ ship(s) will be upgraded for $COST|Y$" STATION_UPGRADE_COST_TOOLTIP:1 "Station will be upgraded for $COST|Y$" PLATFORMS_UPGRADE_COST_TOOLTIP:0 "$PLATFORMS|Y$ platform(s) will be upgraded for $COST|Y$" PLATFORM_UPGRADE_COST_TOOLTIP:0 "Platform will be upgraded for $COST|Y$" PLANET_CLASS_PREFERENCE_TRAITS:0 "Planet Preference" OTHER:0 "Other" PRIMITIVES:0 "Primitives" PRIMITIVE_LIFEFORM:1 "There is at least one Primitive Civilization in this system" AGGRESSIVE_STANCE:0 "Aggressive Stance" FLEET_IN_FTL:0 "Fleet is in FTL" WEAPON_COMPONENT_TAGS:0 "Type: $TAGS$" WEAPON_COMPONENT_AI_TAGS:0 "AI Role: $TAGS$" COMPONENT_SHIP_MODIFIER:0 "Ship Modifier: $MODIFIER$" TECH_AND_LEVEL_NAME:0 "$TECH$ $LEVEL$" EVENT_OPTION_TRIGGER_ICON_TIP:0 "$TRIGGER|T$" SHIP_STAT_CONTRIBUTION_ADDATIVE:1 "$NAME$: $VALUE|Y0$" SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE:1 "$NAME$: $VALUE|+=0%$" #SHIP_STAT_CONTRIBUTION_ADDATIVE_hitpoints: "this is an example showing that you can override how certain stats are shown :)" SHIP_STAT_CONTRIBUTION_ADDATIVE_maintenance:1 "$NAME$: $VALUE|2Y$" SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_maintenance:1 "$NAME$: $VALUE|-=0%$" SHIP_STAT_CONTRIBUTION_ADDATIVE_power:1 "$NAME$: $VALUE|+=0$" SHIP_STAT_CONTRIBUTION_ADDATIVE_evasion:1 "$NAME$: $VALUE|+=0$" SHIP_STAT_CONTRIBUTION_ADDATIVE_combat_speed:1 "$NAME$: $VALUE|Y2$" SHIP_STAT_CONTRIBUTION_ADDATIVE_damage:1 "$NAME$: $VALUE|Y2$" SHIP_STAT_CONTRIBUTION_ADDATIVE_build_time:1 "$NAME$: $VALUE|Y2$" SHIP_STAT_CONTRIBUTION_ADDATIVE_speed:0 "$NAME$: $VALUE|Y1$" SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_speed:0 "$NAME$: $VALUE|+=1%$" DAMAGE_REDUCTION:0 "Damage Reduction: $VALUE|Y0%$" SHIP_SPEED_DAMAGED_PENALTY:0 "$TYPE$ reduced by $VALUE|+=1%$ due to hull damage" STAT_SOURCE_SECTION:0 "Sections" STAT_SOURCE_WEAPON:0 "Weapons" STAT_SOURCE_UTILITY:0 "Utilities" STAT_SOURCE_STRIKE_CRAFT:0 "Hangars" STAT_SOURCE_EXCESS_POWER:0 "Excess Power" SHIP_DESIGN_SPECIAL_VALUES:0 "£ship_stats_special£ Special Values: $COUNT$" SHIP_DESIGN_SPECIAL_VALUES_HEADER:0 "§HSpecial Values§!" SHIP_DESIGN_NO_SPECIAL_VALUES:0 "This Ship Design has no Special Values" SHIP_DESIGN_RULER_SHIP:0 "$RULER$'s Grand $KEY$" CONFIRM:0 "Confirm" WHITE_PEACE:0 "White Peace" STATUS_QUO:0 "Status Quo" OPPONENTS:0 "Opponents" POP_PRODUCES_TIP:0 "Produces: $VALUE|Y$" POP_MAINTENANCE_TIP:3 "Upkeep: $VALUE|Y$" DETAIL_MAINT_POP:3 "$SPECIES$: $VALUE|Y$" ROBOT_POP_SPECIES_1:0 "Robot" ROBOT_POP_SPECIES_1_plural:0 "Robots" ROBOT_POP_SPECIES_1_adj:0 "Robotic" ROBOT_POP_SPECIES_2:0 "Droid" ROBOT_POP_SPECIES_2_plural:0 "Droids" ROBOT_POP_SPECIES_2_adj:0 "Droid" ROBOT_POP_SPECIES_3:0 "Synthetic" ROBOT_POP_SPECIES_3_plural:0 "Synthetics" ROBOT_POP_SPECIES_3_adj:0 "Synthetic" ROBOT_POP_SPECIES_4:0 "Synthetic Nova" ROBOT_POP_SPECIES_4_plural:0 "Synthetics Novae" ROBOT_POP_SPECIES_4_adj:0 "Synthetic Nova" ROBOT_POP_SPECIES_1_AWOKEN:0 "Awoken" ROBOT_POP_SPECIES_2_AWOKEN:0 "$ROBOT_POP_SPECIES_1_AWOKEN$" ROBOT_POP_SPECIES_3_AWOKEN:0 "$ROBOT_POP_SPECIES_1_AWOKEN$" ROBOT:0 "Robotic" PRESAPIENT:0 "Pre-Sapient" BIOLOGICAL:0 "Biological" MACHINE:0 "Machine" POP_SPECIES_CANT_BE_ENSLAVED:0 "$SPECIES|Y$ Pops can not be enslaved" FORCED_HAPPINESS:0 "$SOURCE$: $VALUE|+%0$" TRAIT_FORCED_HAPPINESS:2 "§YNot Affected by Happiness§!" POP_HAS_NO_OWNER:0 "§RThis Pop does not belong to anyone§!" RETURNS_COLON:0 "Returns" EXPANSION_COST:0 "Expansion Influence Cost" EXPANSION_COST_LABEL:0 "Expansion Cost:" EXPANSION_DISTANCE_LABEL:0 "Distance:" CONSUMER_GOODS:0 "Consumer Goods" CONSUMER_GOODS_MAINT:0 "This Pop needs $AMT|Y2$ unit(s) of §H$CONSUMER_GOODS$§! every month, at a total cost of £minerals£ $COST|2R$" CONSUMER_GOODS_COST:0 "The Consumer Goods Cost for this Pop is modified by:" buildable_robot_pop_1:1 "$ROBOT_POP_SPECIES_1$" buildable_robot_pop_1_desc:1 "$trait_robotic_1_desc$" buildable_robot_pop_2:1 "$ROBOT_POP_SPECIES_2$" buildable_robot_pop_2_desc:1 "$trait_robotic_2_desc$" buildable_robot_pop_3:1 "$ROBOT_POP_SPECIES_3$" buildable_robot_pop_3_desc:1 "$trait_robotic_3_desc$" buildable_robot_pop_4:0 "$ROBOT_POP_SPECIES_4$" buildable_robot_pop_4_desc:0 "$trait_robotic_3_desc$" buildable_machine_pop:0 "$trait_machine_unit$" buildable_machine_pop_desc:0 "$trait_machine_unit_desc$" buildable_modded_robot_pop:0 "Mechanical Pop Templates" buildable_modded_robot_pop_machine_intelligence:0 "Machine Pop Templates" buildable_modded_robot_pop_desc:0 "$trait_mechanical_desc$" buildable_modded_robot_pop_desc_machine_intelligence:0 "$trait_machine_unit_desc$" buildable_robot_pop_1_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$" buildable_robot_pop_1_awoken_desc:0 "The digitized consciousnesses of a long-lost species of scientifically advanced fungi, confined within crude robotic bodies." buildable_robot_pop_2_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$" buildable_robot_pop_2_awoken_desc:0 "A long gone species of technologically advanced fungi, brought to life again when their neural scans were uploaded to robotic bodies." buildable_robot_pop_3_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$" buildable_robot_pop_3_awoken_desc:0 "$buildable_robot_pop_2_awoken_desc$" COUNT_POP_TOOLTIP:0 "$COUNT|Y$ Pop(s) on $PLANET|Y$" COUNT_POP_TOOLTIP_CUTOFF:0 "... and $POPS|Y$ additional Pop(s) on $PLANETS|Y$ Planets." NOT_AFFECTED_BY_RADIATION:0 "Not affected by radiation." HEADER:0 "$KEY|1H$\n" SUB_HEADER:0 "$KEY|1E$\n" HIGHLT:0 "$KEY|H$" HIGHLIGHT:0 "$KEY|H$" LORE:0 "$KEY|L$" TOOLTIP_TEXT:0 "$KEY|T$" TEXT_COLOR:0 "§T" HEADER_COLOR:0 "§H" ENEMY_COLOR:0 "$KEY|R$" RED_COLOR:0 "$KEY|R$" GREEN_COLOR:0 "$KEY|G$" BLUE_COLOR:0 "$KEY|E$" ORANGE_COLOR:0 "$KEY|H$" YELLOW_COLOR:0 "$KEY|Y$" ENEMY:0 " (Hostile)" BASE:0 "Base" PERCENT:0 "$PERC|%0$" BASE_VALUE:0 "Base: $VALUE|Y1$" BASE_VALUE_NO_DECIMALS:0 "Base: $VALUE|Y0$" BASE_VALUE_NO_COLOR:0 "Base: $VALUE$" EMPIRE_BASE_PRODUCTION:0 "Empire Base: §Y$PRODUCTION$§!" BASE_PERCENT:0 "Base: $VALUE|0%Y$" POPS_VALUE:0 "From Pops: $VALUE$" START_NEW_GAME:0 "Starting New Game" PRESS:0 "PRESS" TO_CONTINUE:0 "TO CONTINUE" DIALOG_AGREE:0 "Agree" DIALOG_DECLINE:0 "Decline" CANCEL:0 "Cancel" RELOAD:0 "Reload" FINISHED:0 "Finished" FINISH:0 "Finish" ACCEPT:0 "Accept" START:0 "Start" FILTER:1 "Filter" MESSAGE_OK:0 "Ok" MESSAGE_GOTO:0 "Show" FRONT_START:0 "§HN§!ew Game" FRONT_LOAD:0 "§HL§!oad Game" FRONT_CREDITS:0 "§HC§!redits" FRONT_SETTINGS:0 "§HS§!ettings" FRONT_QUIT:0 "§HE§!xit" FRONT_BACK:0 "Back" FRONT_SAVE_GAMES:0 "Choose Save Game" FRONT_LAUNCH:0 "Launch" FRONT_MULTIPLAYER:0 "§HM§!ultiplayer" FRONT_MULTIPLAYER_DISABLED:0 "§GMultiplayer§!" LOAD_SAVE_GAME:0 "Loading Save Game" CALCULATING_CACHE:0 "Preparing Game" LOGIN_REQUIRED:0 "Login required" LINK_ACCOUNTS_TITLE:0 "Link accounts" LINK_ACCOUNTS:0 "Hi! We're noticing that you're playing from Steam. If you link your Steam account to your Paradox Account you'll get automatically logged in to your Paradox account whenever you start the game." LINK_ACCOUNTS_DONT_REMIND:0 "Don't remind me again\n(you can still link accounts on the Paradox web site)" SKIP_LINK_ACCOUNTS:0 "Skip linking" AGREE_LINK_ACCOUNTS:0 "Link accounts" CREATE_PROFILE_TITLE:0 "Choose a username" CREATE_PROFILE_DESCRIPTION:0 "Every space general need a name. This username will be used across all Paradox games and online features and cannot be changed after it's been decided.\n\nChoose wisely!" CREATE_PROFILE_USERNAME:0 "Username" CREATE_PROFILE_CONFIRM:0 "Confirm" LOAD_GAME_SELECTED_SAVES:1 "Save games:" LOAD_GAME_NO_FILES:0 "No save games available!" LOAD_GAME_UNSORTED:0 "§GUnsorted Games§!" INTERNET_BROWSER:0 "Internet Browser" AT_WAR:0 "At War:" ALLIES_LIST:0 "$ALLIES$:" ALLIES:1 "Allies" LOAD_MAP_GFX:0 "Loading Map Graphics" LOAD:0 "Load" LOAD_SELECTED_SAVE:0 "Load Selected" CLOSE:0 "Close" ON:0 "On" OFF:0 "Off" START_GAME:0 "Start Game" SHIPDESIGNER:0 "Ship Designer" FLEETDESIGNER:0 "Fleet Designer" SAVING:0 "Saving" OPEN:0 "Open" SAVED_GAMES:0 "Saves" LOAD_LAST_SAVED:0 "Load Latest Save" PLANET:0 "planet" STAR:0 "star" PLANET_CAP:0 "Planet" MOON:0 "moon" MOON_CAP:0 "Moon" TYPE:0 "Type" ASSIGNMENT:0 "Assignment" SKILL:0 "Skill" AGE:0 "Age" CHAR_OPINION_OF_CHAR:0 "§H$FIRST$'s§! opinion of §H$SECOND$§!: $OPINION$" CHAR_OPINION_OF_CHAR_WE_FIRST:0 "Our opinion of §H$SECOND$§!: $OPINION$" CHAR_OPINION_OF_CHAR_WE_SECOND:0 "§H$FIRST$'s§! opinion of us: $OPINION$" OPINION_OF_CHAR:0 "Opinion of §H$EMPIRE$§!: $OPINION$" CUSTOM:0 "Custom" POP_NAME:0 "$SPECIES$ Pop on $PLANET$" POP_MAX_GROWTH:0 "Food needed: $VALUE|1Y$" POP_MAX_GROWTH_BASE:0 "Base: $VALUE|1Y$" POP_MAX_GROWTH_POPS:0 "$POPS|Y$ Existing Pops: $VALUE|1=-$" POP_MAX_GROWTH_HABITABILITY:0 "Habitability: $VALUE|0=-%$" POP_MAX_GROWTH_HELP:3 "§EA Pop needs a certain amount of growth progress before it is fully grown. This value increases with the number of Pops already on the planet. §HSurplus Food§!, §H$MOD_POP_GROWTH_SPEED$§E and §H$HABITABILITY$§E affect the time required to grow a new Pop.§!§!§!§!§!" POPULATION:0 "Population" GAME:0 "Game" YES:0 "Yes" NO:0 "No" DISMISS:0 "Dismiss" UNDECIDED:0 "Undecided" NAME:0 "Name" HEALTH:0 "Health" PERC:0 "§Y$VALUE|%0$§!" PERC_WHITE:0 "$VALUE|%0$" DAMAGE_MIN_MAX:0 "§Y$MIN$ - $MAX$§!" ARMY_NO_POP_LIMIT:0 "Not limited by Pops" ARMY_NO_MORALE:0 "Not affected by Morale Damage" AVERAGE_DAMAGE:0 "Average Damage" MORALE_DAMAGE:0 "Morale Damage: §Y$MIN$ - $MAX$§!" COLLATERAL_DAMAGE:0 "Collateral Damage: $AMOUNT|%0Y$" DEFENDER:0 "Defender" ATTACKER:0 "Attacker" ENABLED_DLC_DESC:0 "$DLC|Y$ is enabled." EDIT:0 "Edit" PREV:0 "Previous" NEXT:0 "Next" EXIT:0 "Exit" RANDOM:0 "Random" RANDOM_RULER:0 "Random Ruler" AND:0 "and" SI_NUMBER:1 "$VALUE|1*$" SI_NUMBER_0:1 "$VALUE|0*$" MIL_FLEET_NAME:0 "$COUNTRY$ Fleet $NUMBER$" TRANS_FLEET_NAME:0 "Transport Fleet $NUMBER$" INTEL_LEVEL_NONE:0 "Unexplored" INTEL_LEVEL_LOW:0 "§RLow§!" INTEL_LEVEL_MEDIUM:0 "§YMedium§!" INTEL_LEVEL_HIGH:1 "§EHigh§!" INTEL_LEVEL_FULL:0 "§GFull§!" SENSOR_RANGE:0 "Sensor Range" INTEL_LEVEL_VALUE:0 "Intel Level: $LEVEL|H$" INTEL_LEVEL_DESC:2 "§GFull§!: Fleet movement and planet types in system are known\n§GHigh§!: Fleet movement in system is known\n§YMedium§!: Planet types in system are known\n§RLow§!: Number of planets in system is known" INTEL_LEVEL_NOT_TRIGGER:0 "Intel Level is NOT $OPERATOR$$LEVEL|Y$" INTEL_LEVEL_TRIGGER:0 "Intel Level is $OPERATOR$$LEVEL|Y$" MISSING_WORMHOLE_STATION:0 "Out of reach! We need to build more Wormhole Stations closer to this system." FLEET_JUGGERNAUT_REPAIR:0 "§RJuggernaut cannot be sent for repair.§!" FLEET_NO_PATH:0 "There is no route for the selected fleet to reach this system." FLEET_NO_PATH_RESTRICTED:0 "System is set as restricted, so our fleets may not enter it." FLEET_NO_PATH_PASSIVE_STANCE:0 "Avoiding Hostiles due to Evasive Stance" NO_PATH_NO_FTL:0 "The selected ship has no FTL drive, so it can't reach this system." FLEET_NO_PATH_MUST_EXPLORE:0 "We need a fully crewed Science Ship to explore a system we have no intel on." DONE:0 "Done" FRIENDLY_FLEETS:0 "Own Fleets" NEUTRAL_FLEETS:0 "Neutral Fleets" HOSTILE_FLEETS:0 "Hostile Fleets" ALLIANCE_FLEETS:0 "Friendly Fleets" INTEL_HOSTILE:0 "Hostile Intel" INFLUENCE:0 "Influence" INTEL_HOSTILE_DESC:0 "We previously encountered hostiles in this system." INTEL_HOSTILE_NAME_POWER:0 "§R$NAME$ $MILITARY_POWER$§!" FLEET_UNCONTACTED:0 "$FLEET|Y$ £ship_stats_hitpoints£ $HP$" FLEET_MILITARY_POWER:0 "£military_ship£ $FLEET|R$ £military_power£ $VALUE|0Y$ £ship_stats_hitpoints£ $HP$" FLEET_MILITARY_POWER_BOSS:0 "£military_ship£ $FLEET|R$ £military_power_boss£ £ship_stats_hitpoints£ $HP$" FLEET_NO_MILITARY_POWER:0 "$FLEET$" FLEET_NO_MILITARY_POWER_SCIENCE:0 "£science_ship£ $FLEET|B$ £ship_stats_hitpoints£ $HP$" FLEET_NO_MILITARY_POWER_CONSTRUCTION:0 "£construction_ship£ $FLEET|H$ £ship_stats_hitpoints£ $HP$" FLEET_NO_MILITARY_POWER_COLONY:0 "£colony_ship£ $FLEET|E$ £ship_stats_hitpoints£ $HP$" FLEET_NO_MILITARY_POWER_ARMY:0 "£army_ship£ $FLEET|G$ £ship_stats_hitpoints£ $HP$" MILITARY_POWER:0 "£military_power£ $VALUE|*0$" MILITARY_POWER_1:0 "£military_power£ $VALUE|*1$" ARMY_HEALTH:0 "£ship_stats_hitpoints£ $VALUE$" ARMY_POWER:0 "£army_power£ $VALUE|*0$" ARMY_POWER_YELLOW:0 "£army_power£ $VALUE|Y*0$" ARMY_POWER_1:0 "£army_power£ $VALUE|*1$" MILITARY_POWER_BOSS:0 "£military_power_boss£ " SCREENSHOT_TAKEN:0 "Screenshot taken!" LONG_SHIPCLASS_NAME:0 "$NAME$-class $SIZE$" SELECT_COMPONENT:0 "Add Component" SELECT_CORE_COMPONENT:0 "Add Core Component" SELECT_COMPONENT_EMPTY:0 "There is no suitable component for the selected slot." SELECT_COMPONENT_DESC:0 "Select a component and place it by moving it into an available slot." SHIP_NAME_STATS:0 "Specifications" SHIP_NAME_LABEL:0 "Design Name" SHIPCLASS_NAME:0 "$NAME$-class" NEBULA_DESC:3 "Nebulae block outside sensors from being able to see into their systems." MODIFY:0 "Modify" MORALE:0 "Morale" MIGRATING:0 "Migrating" SECTOR_FOCUS_PREFERENCE:0 "Choose Sector Focus" CLICK_TO_TRANSFER_RESOURCES:0 "Click to transfer Resources" ENVIRONMENTAL_EFFECTS:0 "§HEnvironmental Effects§!" ENVIRONMENTAL_HAZARDS:0 "§HEnvironmental Hazards§!" ENVIRONMENTAL_EFFECTS_DELAYED:0 "§EEnvironmental Effects and Hazards affect all fleets inside of the system. They are usually caused by the system's §HStar§! or due to it being inside a §HNebula§!.§!" EFFECTS_ON_SYSTEM:0 "§HEffects on System:§!" MIGRATING_DESC:0 "Is Migrating to $PLANET|H$: $REMAINING|Y$ Months remaining" HAPPINESS_LABEL:0 "Happiness:" UNHAPPINESS:0 "Unhappiness" FERTILITY_LABEL:0 "Fertility:" ASSIMILATED:0 "Assimilation" ASSIMILATED_DESC:3 "This species is being assimilated. Every year, §Y3-12§! £pop£ Pop(s) will be altered to better match the dominant species of our empire." ENSLAVED:0 "Enslaved" ENSLAVED_DESC:1 "This Pop is enslaved." LIVESTOCK:0 "Livestock" LIVESTOCK_DESC:0 "This Pop is being used as livestock to feed other Pops." MATRIX_LIVESTOCK:0 "Amalgamated" MATRIX_LIVESTOCK_DESC:0 "This Pop has been amalgamated into the planet's energy grid." PURGING:0 "Purging" PURGING_DESC:1 "This Pop is being systematically killed off. The process will take some time." DISPLACING:1 "Forced Migration" DISPLACING_DESC:1 "This Pop is being forced away from this planet due to Displacement. The relocation process may take some time." DISPLACING_DESC_2:0 "This Pop is being forced away from this planet due to empire policies or low habitability. The relocation process may take some time." EMIGRATING:0 "Emigrating" EMIGRATING_DESC:0 "This Pop is emigrating from the Planet." PURGING_ROBOT:0 "Disassembling" PURGING_DESC_ROBOT:1 "This Pop is being disassembled. The process will take some time." WORMHOLE_INCOMING_DESC:1 "§HWormhole Exit§!\nA Wormhole is open and something is about to come through..." WORMHOLE_INCOMING_KNOWN_DESC:1 "§HWormhole Exit from $SYSTEM|Y$§!\nProgress: $CUR|Y$/$MAX|Y$($DAYS|Y$ Days)\nFleet in Transit: $FLEET|Y$." WORMHOLE_OUTGOING_DESC:1 "§HWormhole Entrance§!\nA Wormhole is open and ready to transport ships to another star system." WORMHOLE_OUTGOING_KNOWN_DESC:1 "§HWormhole Entrance to $SYSTEM|Y$§!\nProgress: $CUR|Y0$/$MAX|Y0$ ($DAYS|Y$ Days)\nFleet in Transit: $FLEET|Y$." GREATER_THAN:0 "greater than" LESS_THAN:0 "less than" EQUAL_TO:0 "equal to" GREATER_THAN_OR_EQUAL_TO:0 "greater than or equal to" LESS_THAN_OR_EQUAL_TO:0 "less than or equal to" FTL_TRAIL_DESC:0 "Detected an FTL trail. The trail will vanish by $ENDDATE|H$." FTL_TRAIL_ANALYZED_DESC:0 "Analyzed FTL trail. A $WHO|H$ ship jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$." FTL_TRAIL_OURS_DESC:0 "Detected an FTL trail from one of our ships that jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$." HITPOINTS:1 "Hull Points" HULL:0 "Hull" SHIELD:0 "Shield" SHIELDS:0 "Shields" SECTOR_AUTONOMY:0 "Redevelopment" SECTOR_AUTONOMY_DESC:0 "Controls if the Sector is allowed to replace existing Buildings." SECTOR_RESPECT_TILE_RESOURCES:2 "Prioritize Tile Resources" SECTOR_RESPECT_TILE_RESOURCES_DESC:2 "Controls if the Sector should generally avoid constructing buildings that are not suited to their tiles. It may still ignore the tile resources for certain types of buildings." SECTOR_CONSTRUCTION_AUTONOMY:1 "Allow Redevelopment" SECTOR_CONSTRUCTION_RESPECT_TILE_RESOURCES:2 "Prioritize Tile Resources" SECTOR_RESOURCE_ABOVE_CAP:0 "Cannot store above resource cap of $AMOUNT|0Y$" ARMOR:0 "Armor" QUIT_TITLE:0 "Exit Game" QUIT_DESC:0 "Are you sure you want to quit and return to desktop?" RESIGN_TITLE:0 "Exit to Main Menu" RESIGN_DESC:0 "Are you sure you want to resign and return to the main menu?" GROUND_COMBAT:0 "Invasion" MOVE_CAPITAL:0 "Move Capital" MOVE_CAPITAL_DESC:0 "Moving your capital to this planet costs £influence£ $COST|Y0$." MOVE_CAPITAL_DESC_VALID:0 "Click to move your capital to this planet." MOVE_CAPITAL_DESC_INVALID_ALREADY_CAPITAL:0 "This is already your capital!" MOVE_CAPITAL_DESC_INVALID_NOT_OWNER:0 "Not possible to move capital to a non-owned planet." MOVE_CAPITAL_DESC_INVALID_OCCUPIED:0 "Not possible to move capital to an occupied planet." MOVE_CAPITAL_DESC_INVALID_NOT_CORE:0 "Not possible to move capital to a sector-controlled planet." MOVE_CAPITAL_DESC_INVALID_BEING_COLONIZED:0 "Not possible to move capital to a planet that is under colonization." MOVE_CAPITAL_DESC_INVALID_AT_WAR:0 "Not possible to move capital while at war." MOVE_CAPITAL_DESC_INVALID_COOLDOWN:0 "Not possible to move capital until $DATE|H$." MOVE_CAPITAL_CONFIRM:1 "Do you want to move your capital to $PLANET|H$?\n$EXTRA$\nIt will cost us £influence£ $COST|Y0$ to do so." TRADE_ROUTES_REMOVED:0 "§RAll trade routes will be removed!§!\n" SECTOR_CREATED:0 "Sector will be created with the new capital.\n" SECTOR_CAPITAL_MOVED:0 "Sector capital will be moved to this planet.\n" HOME_BASE:0 "Home Base" HOME_BASE_NONE:0 "§YNone§!" HOME_BASE_CLICK_TO_SET:0 "§GShift-right-click to set as Home Base§!" HOME_BASE_NOT_OWNER_ALLY:0 "Can only make a Starbase a Home Base if we or an ally own it" INCOMING_SHIPS_DESC:0 "Detected $NUM|H$ ship(s) incoming from $FROM|H$" planet_size_small:0 "Small Size" planet_size_medium:0 "Medium Size" planet_size_large:0 "Large Size" planet_size_desc:0 "Can support up to $NUM|H$ Pops." ASTEROID:0 "Asteroid" MONEY:0 "Energy Credits" ORBITAL_STATIONS:0 "Orbital Stations" ANOMALY:0 "Anomaly" SURVEYED:0 "Surveyed" UNSURVEYED:0 "Not surveyed" HABITABILITY:0 "Habitability" pop_habitability:0 "Planet Habitability" TERRAFORM_RESULT:0 "Habitability: $HABITABILITY$" SIZE:0 "Size" SCIENTIST_REQUIRED:0 "Scientist Required" SCIENTIST_REQUIRED_AREA_LEVEL:0 "($AREA$ $LEVEL$ Scientist Required)" CURRENT_WARSCORE:1 "Warscore:" CURRENT_DEMAND_SUM:0 "Demands sum:" RESULTS:0 "Results" OPINION:0 "Opinion" HIGH_OPINION:0 "High opinion" DISTANCE:0 "Distance" DISTANCE_VALUE:0 "$DISTANCE$: $VALUE|Y$" COLONY_VALUE:0 "Colony: $VALUE|Y$" STARBASE_VALUE:0 "Starbase: $VALUE|Y$" ATTACKERS:0 "Attackers" DEFENDERS:0 "Defenders" OWNER:0 "Owner" USED:0 "Used" UNUSED:0 "Unused" SOURCES:0 "Sources" TOTAL:0 "Total" TOTAL_VALUE:0 "$TOTAL$: $VALUE|Y$" YEARS:0 "Years" YEAR_VALUE:0 "$VALUE|H$ year" YEARS_VALUE:0 "$VALUE|H$ years" MONTH_VALUE:0 "$VALUE|H$ month" MONTHS_VALUE:0 "$VALUE|H$ months" DAY_VALUE:0 "$VALUE|H$ day" DAYS_VALUE:0 "$VALUE|H$ days" GAME_SPEED_0:0 "Paused" GAME_SPEED_1:0 "Slowest" GAME_SPEED_2:0 "Slow" GAME_SPEED_3:0 "Normal speed" GAME_SPEED_4:0 "Fast" GAME_SPEED_5:0 "Fastest" UNUSED_RESOURCES_TIP:0 "§HWe have available resources that could perhaps be put to use by a Pop.§!" PLANET_PRODUCTION_STRATEGIC:0 "This Strategic Resource can be found here:\n\n$NAME|H$\n$DESC$\n$EFFECT$" LOCAL_RESOURCES:0 "§ELocal Resource§!" LOCAL_RESOURCES_DESC:0 "Local resources allow for the construction of powerful buildings on the tiles where they are present." STRATEGIC_RESOURCES_TITLE:0 "§HStrategic Resources§!" STRATEGIC_RESOURCES_DESC:2 "§EThere are many different §HStrategic Resources§!, usually uncovered by researching technologies. Having access to a particular §HStrategic Resource§! will usually grant you Empire-wide bonuses. You only need access to a single unit of a §HStrategic Resource§! for its full benefits, so excess units can freely be traded away.§!" UNEMPLOYED_TITLE:0 "Unemployed" UNEMPLOYED_TITLE_DESC:1 "These Pops are unemployed. Construct additional districts or buildings to put them to work." UNEMPLOYED_FORMER_JOB:0 "Unemployed ($FORMER_JOB$)" QUIT:0 "Quit" FLEET:0 "fleet" NEGOTIATE:0 "Negotiate" UNKNOWN:0 "Unknown" UNKNOWN_SHORT:1 "?" UNKNOWN_LONG:0 "???" DASH:0 "-" UNKNOWN_OPINION:0 "§Y?§!" UNKNOWN_COUNTRY:0 "Unidentified Empire" FLANKER:0 "Flanker" UNASSIGNED:0 "Unassigned" SHIP_ROLE_CAPITAL:0 "The §HCapital§! ships are the main ships of the fleet." SHIP_ROLE_FLANKER:0 "§HFlankers§! will attempt to attack within their ideal range." SHIP_ROLE_NONE:0 "No specific role assigned." SPECIAL_PROJECT_DEBRIS:0 "Debris in $SYSTEM|H$" SPECIAL_PROJECT_DEBRIS_DESC:0 "Found space battle debris available to analyze." DEBRIS_DESC:0 "Space battle debris from $COUNTRY|H$.\n§GTraces of components:§!\n$LIST$" DEBRIS_NO_COMPONENTS:0 "Space battle debris from $COUNTRY|H$.\n§YNo traces of components that we have not already researched§!" DEBRIS_VIEW_DESC:0 "Space battle debris from $COUNTRY|H$" DEBRIS_DETAILS:0 "Traces of components:\n$LIST$" CORPORATE_COUNTRY_MODIFIER:0 "Corporate Empire Modifier" COUNTRY_MODIFIER:0 "Empire Modifier" COUNTRY_MODIFIERS:0 "Empire Modifiers" ARMY_MODIFIER:0 "Army Modifier" POP_MODIFIER:0 "Pop Modifier" #£pop_modifier §PPop Modifier§! OWNER_COUNTRY:0 "§TOwned by $COUNTRY|Y$.§!" CONTROLLER_COUNTRY:0 "§TControlled by $COUNTRY|Y$.§!" PL_INFO:0 "£pop£ $POPS|H$ £def£ $DEF|H$" PURGE:0 "§HPerform Purge§!" SPECIES_HAPPINESS:0 "Species" COLONY_HAPPINESS:0 "Colony" COST:0 "Cost" POP_ETHIC_DIVERGENCE:0 "$MOD_POP_ETHIC_SHIFT$" POP_ETHIC_DIVERGENCE_DESC:1 "§E§HEthics Divergence§! represents the chance that this §HPop§! will change §HEthics§!. A negative number means that the §HPop§! is likely to conform to the §HEmpire's Ethics§! and is thus normally a good thing.§!" TRAIT_COST:0 "Cost: $COST$" BASELINE_POP:0 "Empire Founders" BASELINE_POP_DESC:1 "This is the founding species of the Empire." COST_VALUE:0 "Cost: $VALUE|Y$" BASE_COST_VALUE:0 "Base Cost: $VALUE|Y$" BASE_TIME_VALUE:0 "Base Time: $VALUE|Y$" BASE_PROGRESS_VALUE:0 "Base Progress: $VALUE|Y$" ETHIC_ATTRACTION:1 "$ETHIC|H$\nDue to its current Attraction value, we expect around §Y$ATTRACTION$%§! of our £pops£ Pops to embrace this Ethic.\n\n§Y$PERC$%§! of our £pops£ Pops currently embrace this Ethic." ETHIC_ATTRACTION_MATCHES_EMPIRE:0 "This Ethic is embraced by our empire, significantly increasing its Attraction value." ETHIC_ATTRACTION_MATCHES_EMPIRE_2:0 "Our §H$MOD_POP_GOVERNMENT_ETHIC_ATTRACTION$§! modifier further changes its Attraction by $VALUE$." RESOURCE:0 "£$RESOURCE$£ $VALUE|0$" MAINTENANCE:1 "Upkeep" CANT_SURVEY_OWNER:1 "This system is owned by another Empire, and we are not allowed to survey it unless they are our subjects." NEED_ACCESS:0 "We do not have Access to this System." BROKEN_SAVEGAME:0 "BROKEN SAVE GAME" DELETE:0 "Delete" REMOVE:0 "Remove" DELETE_SAVEGAME_TOGGLE:0 "§GClick to toggle delete Saves.§!" DELETE_SAVEGAME:0 "§GClick to open Confirmation Dialog.\nControl-click to delete Save immediately.§!" DELETE_SAVEGAME_CONFIRM_NAME:0 "Delete Save" DELETE_SAVEGAME_CONFIRM_DESC:1 "Are you sure you wish to delete the $NAME|H$ saved game?" NO_FACTIONS_LABEL:0 "No Factions" fa_colonized_planet:0 "Colonized Planet" fa_built_mining_station:0 "Built Mining Station" NAME_VALUE_FORMAT:0 "$NAME$: $VALUE$" FACTION_APPROVAL_MODIFIER:0 "$NAME$: $VALUE$" FACTION_APPROVAL_EFFECTS:0 "§HEffects on Faction Pops:§!" FACTION_APPROVAL_TIME_REMAINING:0 "(§Y$MONTHS$ $MONTH_LABEL$ remaining§!)" faction_approval_very_low:0 "Very Low Faction Approval" faction_approval_low:0 "Low Faction Approval" faction_approval_average:0 "Average Faction Approval" faction_approval_high:0 "High Faction Approval" faction_approval_very_high:0 "Very High Faction Approval" CLOUD_SAVE:0 "§HCloud Save§!" CLOUD_SAVE_DISABLED_DESC:0 "§RCloud storage is currently unavailable!§!" SAVE_TO_CLOUD:0 "Save to cloud" SAVE_LOCATION_CLOUD:0 "§HCloud Save§!\nStatus: §GSynced§!" SAVE_LOCATION_CLOUD_NO_SYNC:0 "§HCloud Save§!\nStatus: §RNot Synced§!" SAVE_LOCATION_LOCAL:0 "§RLocal Save§!\nThis save is not in the cloud, it is only saved locally." SAVE_GAME_DIALOG_MAX_NUM_ERROR_TITLE:0 "Too many saves" SAVE_GAME_DIALOG_MAX_NUM_ERROR_DESC:0 "You have too many save games in this session, please delete some of them." LOAD_GAME_SYNC_FILES:0 "Syncing Saves" SAVE_INCOMPATIBLE_OLDER:1 "§RIncompatible Save§!\nThis save of version $SAVE_VERSION|H$ is incompatible with the current game version $GAME_VERSION|H$, which will cause unexpected behavior when playing.\n\nCreating a new save from this save §Hdoes not§! make it compatible." SAVE_INCOMPATIBLE_NEWER:1 "§RPossibly Incompatible Save§!\nThis save of version $SAVE_VERSION|H$ is of newer version than the current game version $GAME_VERSION|H$, which might cause unexpected behavior when playing.\n\nCreating a new save from this save §Hmight not§! make it fully compatible." SAVE_NEW_ENTRY:0 "New Entry" AFFECTS_FACTION_APPROVAL:0 "§YAffects Faction Approval by§! $VALUE$" AFFECTS_FACTION_APPROVAL_NOT:0 "§YNo current effect on Faction Approval.§!" MISSING_DLCS:1 "§RMissing DLCs§!" POP_FACTIONS_COLUMN_TYPE:0 "Type" POP_FACTIONS_INFLUENCE_MULT:0 "Multiplied by $VALUE|Y$ due to the §HSupport§! and §HApproval§! level of the faction." LOYALIST_FACTION_DESC:1 "The Loyalist faction is the main faction of our Empire. Loyal Pops are satisfied with the status quo, and will not seek radical change." FROM_FACTION:0 "Faction Approval: $VALUE|0%Y$" APPROVAL_OF_FACTION:0 "£mod_faction_approval $VALUE$" POP_FACTIONS_ATTRACTION_TITLE:0 "Attraction" POP_FACTIONS_INFLUENCE:2 "We are currently gaining $VALUE$ from the §HSupport§! and §HApproval§! level of this faction each month." POP_FACTIONS_APPROVAL_TITLE:1 "$APPROVAL$" POP_FACTIONS_APPROVAL_DESC:1 "The Approval of a Faction represents how pleased it is with the current status quo and may affect the £happiness£ §YHappiness§! of its £pop£ §YPops§!. The higher the faction's Approval and Support, the more influence we gain from it." POP_FACTIONS_COLUMN_TYPE_DESC:1 "Type determines the nature of the Faction, its effects and demands." POP_FACTIONS_COLUMN_LEADER:0 "Leader" POP_FACTIONS_COLUMN_LEADER_DESC:0 "A Faction's Leader may increase its attractiveness or otherwise modify its Support and Effects." POP_FACTIONS_COLUMN_SUPPORT:0 "Support" POP_FACTIONS_COLUMN_SUPPORT_DESC:1 "A Faction's Support level roughly corresponds to its popular support, and affects the type and severity of Effects that may occur." POP_FACTIONS_COLUMN_DEMANDS:1 "Issues" POP_FACTIONS_COLUMN_DEMANDS_DESC:3 "A Faction's Issues shows what they want out of the government of their empire.\n\n§HThe Approval level of a faction is determined by how well their Issues match up to the current status quo in the empire.§!" POP_FACTIONS_COLUMN_SUPPORT_EFFECTS:0 "Effects" POP_FACTIONS_COLUMN_SUPPORT_EFFECTS_DESC:1 "The Support Effects show how a Faction can affect your Empire.\n\n§HOnce certain conditions are fulfilled, an Effect has a percentage chance to occur every month.§!" POP_FACTIONS_COLUMN_ACTIONS:0 "Actions" POP_FACTIONS_COLUMN_ACTIONS_DESC:1 "You can take Actions to interact with Factions." POP_FACTIONS_ATTRACTION_TOOLTIP:0 "There are $TOTALPOPS|H$ Pops within our Empire that could potentially join this faction.\n" POP_FACTIONS_ATTRACTION_DESC:1 "The Attraction of a Faction is determined by how large a part of your population would consider joining it, and is determined by factors such as Ethics." SUPPORT_VALUE_FORMAT:0 "$VALUE|0%$" EVENTWINDOW_CLOSE_EFFECTS:0 "Effects:" FLEETS:0 "Fleets" ACHIEVEMENTS:0 "§HAchievements§! \nBrowse your Stellaris achievements" HOMEPAGE:0 "§HWebsite§! \nVisit the official Stellaris website" FORUM:0 "§HForums§! \nAccess Paradox' Stellaris forum" FACEBOOK:0 "§HFacebook§! \nOpen the official Stellaris Facebook page" TWITTER:0 "§HTwitter§! \nFollow StellarisGame on Twitter" CLOSE_TITLE:0 "§HClose§!" BACK_TITLE:0 "§H$BACK$§!" NO_MP_POPS:1 "§RYou must be logged in to your Paradox account to play Multiplayer.§!" sponsored_colonizer:0 "Private Colony Ship" sponsored_colonizer_plural:0 "Private Colony Ships" sponsored_colonizer_desc:0 "Private Colony Ships are funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority." COLONY_SHIP_COST:0 "§EColony ships have a fixed cost and build time§!" CANNOT_ENTER_ORBIT_NO_ORBITAL_SLOTS:0 "Cannot enter orbit, orbital space is full." PLAYED_BY:0 "Played By: $PLAYER|H$" PREVIOUSLY_PLAYED_BY:0 "Previously Played By: $PLAYER|H$" SORT_BY_NAME:0 "§HSort by Name§!" SORT_BY_OPINION:0 "§HSort by Opinion§!" RENAME_OBJECT_DESC:0 "§GClick to rename§!" SORT_BY_DISTANCE:0 "§HSort by Distance§!" SORT_BY_SPECIES:0 "§HSort by Species§!" SORT_BY_POP:0 "§HSort by Pops§!" SORT_BY_RESEARCH:0 "§HSort by Research§!" SORT_BY_PLANETS:0 "§HSort by Planets§!" SORT_BY_MILITARY_FLEETS:0 "§HSort by Military Fleets§!" FTL_TRAIL_KNOWN_SYSTEM:0 "The FTL trails indicates that the Pirates jumped to a previously known system, $SYSTEM|H$" FTL_TRAIL_FOUND_SYSTEM:0 "Analysis of the FTL trails has revealed a hidden base in uncharted space! It has been added to our galaxy map." FTL_TRAIL_FAILED:0 "The FTL trail analysis was not able to give us a target location at this time." TRUCE_NAME:0 "Truce of $WAR|H$" TRUCE_OF_LIBERATION:0 "Truce from Liberation" TRUCE_BROKE_ALLIANCE:0 "Truce from Breaking Alliance" TRUCE_BROKE_GUARANTEE:0 "Truce from Breaking Guarantee" TRUCE:0 "Truce" TRUCE_DESC:0 "Truce was established on $STARTDATE|H$ and will end on $ENDDATE|H$." OWNED_PLANETS_RATIO:0 "Owned planets ratio" RANDOMIZED_COUNTRY_AND_SPECIES_DESC:0 "You will start the game with a randomized Species." NO_ACCESS_TO_COUNTRY_SYSTEMS:1 "§R$COUNTRY$ has closed their borders towards us.§!" NO_ACCESS_TO_COUNTRY_SYSTEMS_FALLEN_EMPIRE:0 "§RFallen Empires do not have open borders to other empires!§!" BORDERACCESS:0 "Border Access" MISSING_IN_ACTION:0 "Missing In Action" BEING_REPAIRED:0 "Being repaired: $VALUE|Y%0$" TERRAFORMING:0 "Terraforming planet, $PROGRESS|Y%0$ ($DAYS_REMAINING|Y$ days)" SHIP_MODIFIERS:0 "Ship Modifiers" DOCKED_FLEET_MAINT:1 "§HUpkeep§!\n Docked Fleet: $VALUE|0$" POP_MODIFIERS:0 "Pop Modifiers" POP_MODIFIERS_DESC:0 "These modifiers only affect an individual Pop." ARMY_MODIFIERS:0 "Army Modifiers" UNKNOWN_SYSTEM:0 "Unknown" PLANETARY_FORT_EFFECTS:1 "All damage dealt to this army by invading armies is multiplied by §Yx$VAL$§! due to the state of the planetary fortifications." POWER_USAGE:0 "Power Usage: $VALUE|Y$" POWER_GENERATION:0 "Power Generation: $VALUE|Y$" SENSOR_RANGE_VALUE:0 "Sensor Range: $VALUE|Y0$" STAR_SYSTEM:0 "$NAME$ System" CDV_CURRENT_SCENARIO:0 "Scenario: $SCENARIO$" CDV_SCENARIO:0 "Scenario" CDV_COUNTRY:0 "country_$INDEX$" CDV_FLEET:0 "fleet_$INDEX$" CDV_SHIP:0 "$DESIGN$" CDV_ADD_NEW:0 "(New)" CDV_NO_SHIP_DESIGNS:0 "You have no exported ship designs. Go to the ship designer and export at least one design" CDV_USE_SELECTED:0 "Use Scenario" CDV_RENAME_SELECTED:0 "Rename" CDV_ENTER_NEW_NAME:0 "Enter new Name" CDV_RESET:0 "Reset" SUBJECT_TAX_DESCRIPTION:0 "As a $SUBJECT$ you pay a monthly tax scaling with your production to your overlord." TRADE_DEAL_LENGTH:0 "Deal length in years:" TRADE_DEAL_LENGTH_NONE:0 "None" TRADE_DEAL_LENGTH_VALUE:0 "$TRADE_DEAL_LENGTH$ $VALUE|Y$" TOOLTIP_DELETE_ITEM:0 "Delete this item" TOOLTIP_CLONE_ITEM:0 "Duplicate this item" ARMY_RETREAT_IN:0 "Can retreat in $DAYS|H$ Days" SAVE_GAME_DISABLED_IRONMAN:0 "§RSaving is disabled in Ironman mode!§!" LOAD_GAME_DISABLED_IRONMAN:0 "§RLoading is disabled in Ironman mode!§!" LOAD_GAME_DISABLED_MP:0 "§RIn-game loading is disabled in Multiplayer!§!" START_SCREEN_BEGIN:0 "BEGIN!" MODIFIERS_LABEL:0 "Modifiers:" MODIFIERS:0 "Modifiers" BUILD_SPEED_MODIFIERS:0 "Build Speed Modifiers:" CLOSE_DONT_SHOW_AGAIN:0 "Don't show again" INSULT_TOO_SOON:0 "§RIt's too soon since our last insult. You will be able to insult them again on $DATE|Y$.§!" OPTION_WILL_BE_AUTOSELECTED:0 "\nThis option will be selected by default on $DATE$" COLONIZATION_PROPOSAL:0 "Colonization Proposal" IS_EVENT_LOCKED:0 "Event Locked" DISBAND_FLEET_EVENT_LOCKED:0 "§RThis fleet cannot be disbanded.§!" DISBAND_FLEET_NOT_OWNED:0 "§RWe can only disband fleets that we own.§!" DIPLO_RESPONSE_TEXT:0 "Diplomatic response from the $RECIPIENT|Y$" DIPLO_MESSAGE_TEXT:1 "Diplomatic communication from the $ACTOR|Y$" DIPLO_STATUS:0 "Diplomatic Status" OPINION_DECAY_MONTHLY:0 "Monthly" OPINION_DECAY_YEARLY:0 "Yearly" OPINION_DECAY_EXPIRES:0 "expires $DATE|Y$" MINOR_UNDERTAKING:0 "Minor Undertaking" MODERATE_UNDERTAKING:0 "Moderate Undertaking" MONUMENTAL_UNDERTAKING:0 "Monumental Undertaking" CURRENT_BUILDING:0 "Current Building" DISTRICT_CONSTRUCTION_INVALID_DISTRICT:0 "Invalid District" BUILDING_CONSTRUCTION_DOES_NOT_OWN_PLANET:0 "We can only queue construction on our own planets." BUILDING_CONSTRUCTION_DOES_NOT_OWN_BRANCH_OFFICE:0 "We are not the owner of this Branch Office." BUILDING_CONSTRUCTION_ALREADY_QUEUED:0 "We already have a queued construction for this tile." BUILDING_CONSTRUCTION_INVALID_BUILDING:0 "Invalid Building" BUILDING_CONSTRUCTION_UNBUILDABLE_BUILDING:0 "Unconstructable Building" BUILDING_CONSTRUCTION_BUILDING_RUINED:0 "The Building must be repaired before it can be upgraded" BUILDING_CONSTRUCTION_INVALID_UPGRADE_FROM:0 "Building cannot be upgraded in this way" BUILDING_CONSTRUCTION_IS_ORBITAL:0 "Cannot build orbital buildings on land." BUILDING_CONSTRUCTION_BLOCKED:0 "This tile is blocked and has to be cleared before construction can begin." BUILDING_DESTRUCTION_NO_BUILDING:0 "There is no building to destroy." BUILDING_DESTRUCTION_CANNOT_DESTROY:0 "§RThis building cannot be demolished.§!" BUILDING_DESTRUCTION_CANNOT_REPLACE:0 "§RThis building cannot be replaced.§!" BUILDING_DESTRUCTION_NOT_OWNED:0 "We can only destroy our own buildings." BUILDING_CONSTRUCTION_COLONIZATION:0 "$ERROR_PLANET_UNDER_COLONIZATION$" BUILDING_UPGRADE_NO_BUILDING:0 "No building to upgrade" BUILDING_UPGRADE_NOT_OWNED:0 "§RWe can only upgrade our own buildings.§!" BUILDING_UPGRADE_NO_UPGRADES:0 "§RNo upgrades available.§!" BUILDING_REPLACE_NO_BUILDING:0 "No building to replace" BUILDING_REPLACE_NOT_OWNED:0 "§RWe can only replace our own buildings.§!" BUILDING_REPAIR_NOT_RUINED:1 "§GBuilding is not ruined§!" BUILDING_REPAIR_CANNOT_SUPPORT_BUILDING:0 "§RToo few Pops on planet to support this building§!" BUILDING_REPAIR_ALREADY_REPAIRING:0 "§YBuilding is already being repaired§!" BUILDING_REPAIR_BOMBARDED:0 "Planet is being bombarded." BUILDING_UPGRADING:0 "Building is being upgraded" BUILDING_UNDER_REPLACEMENT:0 "Building is already being replaced" REPARATION_COST:0 "Repair cost:\n$COST$" REPAIR_BUILDING:0 "Repair Building" REPAIR_BUILDING_DESC:1 "We can repair the building and restore it to full functionality for a part of its original cost and time." CANNOT_SPAWN_ARMY_INVALID_POP:0 "§RCannot spawn armies due to not being worked by a grown Pop.§!" CANNOT_SPAWN_ARMY_NON_SOLDIER_POP:0 "§RCannot spawn armies due to Pop not being able to serve militarily.§!" SPAWNS_DEFENSE_ARMIES:0 "Provides $NUM|Y$ Defense Armies" SPAWNS_DEFENSE_ARMY:0 "Provides $NUM|Y$ Defense Army" BUILDING_PROTECTS_FROM_BOMBARDMENT:0 "Protects Armies from Orbital Bombardment" BUILDING_IMMUNE_TO_BOMBARDMENT:0 "Immune to Orbital Bombardment" BUILDING_FTL_INHIBITOR:0 "Provides FTL Inhibitor" ARMY_PROTECTED_BY_BUILDING:0 "Protected from Orbital Bombardment" SPAWNED_FROM_POP:0 "Spawned from $SPECIES$ Pop" BUILDING_AUTOMATED:0 "Automated Building" BUILD_BUILDING:0 "Construct Building" BUILD_BUILDING_DESC:0 "Buildings can be constructed on tiles, most buildings will generate a specific resource." DOWNGRADE_BUILDING:0 "Downgrade Building" DOWNGRADE_BUILDING_2_DESC:0 "We can choose to downgrade this building to a more basic variant to reduce its upkeep costs." DESTROY_BUILDING:0 "Demolish Building" DESTROY_BUILDING_2_DESC:2 "We can choose to demolish this building to make room for another building type." DESTROY_BUILDING_NOT_POSSIBLE:0 "§RThis type of building can not be demolished, downgraded or replaced§!" DESTROY_DISTRICT:0 "Demolish District" DESTROY_DISTRICT_2_DESC:0 "We can choose to demolish this district to make room for another district type. The district's construction cost will not be refunded." DESTROY_DISTRICT_NOT_POSSIBLE:0 "§RThis type of district can not be demolished§!" BUILD_DISTRICT:0 "Construct District" BUILD_DISTRICT_2_DESC:0 "Click to build a $NAME|Y$ on this planet" UPGRADE_BUILDING:0 "Upgrade Building" UPGRADE_BUILDING_DESC:0 "We can choose to upgrade this building. The current building will remain operational until construction is complete." UPGRADE_BUILDING_MISSING_RESOURCES_DESC:0 "We are missing the required resources to upgrade this building." UPGRADE_BUILDING_CLICK_DESC:1 "§GClick to upgrade to $BUILDING_TYPE$§!" UPGRADE_BUILDING_SHIFT_CLICK_DESC:0 "§GHold £shift£ to queue all upgrades§!" UPGRADE_BUILDING_CLICK_LIST_DESC:0 "§GClick to see upgrades§!" REPLACE_BUILDING:0 "Replace Building" REPLACE_BUILDING_DESC:0 "We can queue a construction project to replace this building with another. The current building will remain operational until construction is complete." REPLACE_DISTRICT:0 "Replace District" REPLACE_DISTRICT_DESC:0 "We can queue a construction project to replace this district with another. The current District will remain operational until construction is complete." BUILDING_DETAILS_CLICK:0 "§GClick to view Building details§!" DISTRICT_DETAILS_CLICK:0 "§GClick to view District details§!" POP_DETAILS_CLICK:0 "§GClick to view Pop details§!" COST_STRING:0 "Cost: $VALUE$" CONSTRUCTION_COST:0 "Cost: " PRODUCES_RESOURCES:0 "Produces: " REQUIRES_RESOURCES:0 "Upkeep: " CONSTRUCTION_TIME:0 "Construction Time: £resource_time£ $TIME$" REPLACE:0 "Replace" DESTROY:0 "Demolish" DOWNGRADE:0 "Downgrade" DEACTIVATE:0 "Deactivate" ACTIVATE:0 "Activate" Activate:0 "Activate" ACTIVATE_BUILDING_DESC:0 "Reactivate this building to allow it to consume and produce resources again." DEACTIVATE_BUILDING_DESC:0 "We can choose to deactivate this building to prevent it from consuming resources, it will however not produce any resources either." UPGRADE:0 "Upgrade" CLEAR_BLOCKER:0 "Clear Blocker" CLEAR_BLOCKED_DESC:0 "Clearing a blocker from a surface tile will allow a Pop to be placed here, as well as the construction of buildings." TILE_CLEARING_NO_BLOCKER:0 "There has to be a £blocker£ Tile Blocker on this tile" TILE_CLEARING_MUST_OWN_PLANET:0 "Can only clear £blocker£ Tile Blockers on owned colonies." TILE_CLEARING_BLOCKER_NOT_CLEARABLE:0 "This £blocker£ Tile Blocker can not be cleared." TILE_CLEARING_CANNOT_AFFORD:0 "We can not afford to clear this tile." TILE_CREATING_ALREADY_QUEUED:0 "There is already a construction project queued for this Tile." MOVE_POP_NOT_OWNER:1 "We can only move Pops belonging to our empire." MOVE_POP_NOT_SAPIENT:0 "We cannot move Pops belonging to a pre-sapient species." MOVE_POP_NOT_CORE_SECTOR:0 "We can only move Pops belonging to our core sector." MOVE_POP_CANNOT_PLACE_ON_BLOCKER:1 "We cannot place a Pop on a blocked tile." MOVE_POP_NOT_SAME_PLANET:0 "We cannot move a Pop across planets." BUILDABLE_POP_TILE_ALREADY_FULL:0 "There is already a Pop on this Tile." UNBUILDABLE_POP:0 "It is not possible to build pops of this type." MOVE_POP_NOT_BIO_TROPHY:0 "Bio-Trophies cannot be moved to Tiles that already contain a building." ORBITALS:0 "Orbitals" DOCKED:0 "Docked" EDICT_ENDS_DATE:0 "End Date: $DATE|Y$" POPS:0 "Pops" POP:0 "Pop" TILES:0 "From Worked Tiles" TAXES:0 "Pop Taxation" TILE_BUILDING_ACTIVE_INVALID_TILE:0 "Invalid Tile" TILE_BUILDING_ACTIVE_INACTIVE_TILE:0 "Inactive Tile" TILE_BUILDING_ACTIVE_NOT_OWNER:0 "Not the owner of this planet" FOCUS_SYSTEM_TOOLTIP:1 "§GClick or press 'E' to go to system§!" CONSTRUCTION_CANNOT_CLEAR_NOT_OWNER:0 "Not the owner of this planet." CANCEL_CONSTRUCTION:0 "Cancel Construction" CANCEL_CONSTRUCTION_DESC:0 "We can cancel this construction project for a full refund." CONSTRUCTION_PROJECT:0 "Construction Project" CLEARING_PROJECT:0 "Clearing Project" REPARATION_PROJECT:0 "Repair Project" DRAG_AND_DROP_POP_TO_MOVE_IT:0 "Drag and drop Pop to relocate" MEMBER_OF_POP_FACTION:0 "Member of the $FACTION|Y$ Faction" BUILD:0 "Build" BUILD_ORBITAL:0 "Build Orbital Station" BUILD_DESC:0 "§GClick to display a list of buildable ships§!" BUILD_DESC_DISABLED:0 "We can only build ships at our own Spaceports." CLEAR:0 "Clear" mod_fallen_empire:0 "$COUNTRY_FALLEN_EMPIRE$" mod_awakened_fallen_empire:0 "$COUNTRY_AWAKENED_FALLEN_EMPIRE$" mod_war_in_heaven:0 "War in Heaven" COUNTRY_NON_PLAYER:0 "Non-player" COUNTRY_FALLEN_EMPIRE:0 "Fallen Empire" COUNTRY_FALLEN_EMPIRE_DESC:0 "Fallen Empires are the stagnant remnants of the galactic powers of old. Though mere shadows of what they once were, they still possess incredibly advanced technology. Galactic affairs are of little interest to them, and they rarely venture beyond their own space." COUNTRY_AWAKENED_FALLEN_EMPIRE:0 "Awakened Empire" COUNTRY_AWAKENED_FALLEN_EMPIRE_DESC:0 "Awakened Empires are progenitor empires that have risen from their centuries-long stagnation and now reach out to grasp the galaxy once more. They are dangerous neighbors, likely to treat less advanced empires as puppets or targets of conquest." fallen_empire:0 "$COUNTRY_FALLEN_EMPIRE$" awakened_fallen_empire:0 "$COUNTRY_AWAKENED_FALLEN_EMPIRE$" INDEPENDENT:0 "Independent" INDEPENDENT_DESC:0 "An independent star nation pursuing its own interests in the galaxy." ALLIANCE_LEADER:0 "Leader of the $ALLIANCE$" ALLIANCE_LEADER_DESC:0 "This star nation is the leader of a larger interstellar alliance." ALLIANCE_MEMBER:0 "Member of the $ALLIANCE$" ALLIANCE_MEMBER_DESC:0 "This star nation is a member of a larger interstellar alliance." REBELS_UNDER:0 "Rebels of $COUNTRY$" REBELS_UNDER_DESC:0 "This is a rebel faction that has broken free of a star nation. If their rebellion succeeds, they will become an independent nation in their own right." PRIMITIVE:0 "§HPrimitive Civilization ($AGE|Y$)§!" PRIMITIVE_NAMED:0 "§H$COUNTRY$ ($AGE|Y$)§!" MERGE:0 "Merge" LEVEL_X:0 "Level: $LEVEL|Y$" ORBITING_FLEETS:0 "Orbiting Fleets" DETAILS:0 "Details" DISMANTLE:0 "Dismantle" SPACEPORT_DISMANTLE:0 "Dismantle Spaceport" SPACE_PORT_DISMANTLE_BUTTON:0 "§GClick to dismantle this Spaceport§!" SPACEPORT_DISMANTLE_DESC:0 "§EDismantling the §Y$PLANET$ Spaceport§! will save us from having to pay upkeep for it.§!" SPACEPORT_DETAILS:0 "Spaceport Details" SPACEPORT_DESC:0 "§EA §HSpaceport§! is an enormous space station that can only be built in orbit of colonized planets. It has two crucial purposes:\n§Y1.§!The construction of Spaceships\n§Y2.§!Defending the planet against hostile Fleets§!" COMMAND_LIMIT:0 "Command Limit" COMMAND_LIMIT_VALUE:0 "$COMMAND_LIMIT$ ($CURRENT$/$LIMIT$)" LEADER_EFFECTS_OF_SKILL:0 "Skill Level Effects:" FLEET_IS_WINDING_DOWN:0 "Cannot merge or split fleets that are winding down from FTL." FLEET_IS_UPGRADING:0 "Cannot merge or split fleets that are upgrading." FLEET_TOO_LARGE:2 "Merging these fleets would create a fleet that is over our $COMMAND_LIMIT$ of $NUM|Y$." FLEET_SPLIT_NOT_ENOUGH_SHIPS:0 "Not enough ships to form a new fleet." FLEET_SPLIT_NOT_OWNER:0 "Not the owner of Fleet" FLEET_MERGE_DESC:3 "Merge selected fleets into as few fleets as possible. Fleets will be sorted in the following order:§Y\n1. Custom Name\n2. Leader Skill\n3. Fleet Size\n§!" FLEET_MERGE_NOT_ENOUGH_MILITARY_FLEETS:3 "There must be at least two military fleets of the same ship class." FLEET_MERGE_INVALID_COUNTRY:0 "Invalid Merger" FLEET_MERGE_NOT_OWNER:0 "Not the owner of all fleets" FLEET_MERGE_INVALID_FLEET:0 "Invalid Fleet" FLEET_REINFORCE_NO_SHIPS:1 "§RFleet is already at full strength§!" FLEET_REINFORCE_NO_BUILD_LOCATIONS:0 "No valid shipyards to build from" FLEET_REINFORCE_CANNOT_AFFORD:0 "Cannot afford to reinforce fleet" SHIP_TRANSFER_COUNTRY_VS_ALLIANCE:1 "Not allowed create fleets containing both Empire and Alliance ships" SHIP_TRANSFER_DIFFERENT_FTL:0 "Not allowed to create fleets with mixed FTL types" SHIP_TRANSFER_NO_PROXIMITY:0 "Cannot assign a ship to a distant fleet" SHIP_TRANSFER_MAX_FLEET_SIZE:0 "The fleet is at its size limit" SHIP_TRANSFER_CANNOT_MIX_CIVILIAN:0 "Cannot form Civilian fleets with multiple ships" SHIP_TRANSFER_CANNOT_MIX_TRANSPORT:0 "Cannot form a fleet which is partially transport" FLEET_TRANSFER_ALL:1 "§H$NUM$x $GROUP$§!: Transfer All" FLEET_TRANSFER_ALL_DAMAGED:0 "Transfer All Damaged Ships ($NUM|H$)" FLEET_TRANSFER_ALL_DESC:1 "§GClick to transfer as many ships as possible to target fleet§!" FLEET_TIP_CLICK_TO_ATTACK:0 "§GRight-click to Attack§!" FLEET_TIP_CLICK_TO_FOLLOW:0 "§GRight-click to Escort§!" FLEET_TIP_ATTACK_NEEDS_WAR:0 "§RWe need to Declare War before we can Attack this fleet§!" STOP:0 "Stop" STOP_DESC:0 "Stop and remove all actions for selected fleets." MOVE_ORDER:0 "Move" MOVE_ORDER_DESC:0 "Order selected fleets to move to a specific location. This can also be done by simply right-clicking somewhere in space. Holding shift will queue the order." MOVE_ORDER_IMMOVABLE:0 "Selected fleets are immobile" MOVE_ORDER_SPACE_TARGET_DESC:0 "Move selected fleets here!" MOVE_ORDER_PLANET_TARGET_DESC:0 "Move selected fleets into orbit around $PLANET|Y$!" MOVE_ORDER_GALOBJ_TARGET_DESC:0 "Move selected fleets into the $SYSTEM|Y$ System!" RETURN_ORDER:0 "Return" RETURN_ORDER_DESC:1 "Order selected fleets to return to nearest allied starbase. Hold control to exclusively return to starbases owned by us." RETURN_TO_HOMEBASE_ORDER_DESC:0 "Order selected fleets to return to their Home Base. If no Home Base is set, fleets will return to nearest allied starbase." SURVEY_ORDER:0 "Survey" SURVEY_ORDER_DESC:0 "Order the Science Ship to Survey stars, planets and asteroids. Surveying will reveal detailed information and might even unveil an Anomaly.\n§GClick an object to survey the entire system\nControl-click to survey a single object§!" SURVEY_ORDER_PLANET_DESC:0 "Survey $PLANET|Y$." SURVEY_ORDER_PLANET_ALL_DESC:0 "Survey system starting with $PLANET|Y$." SURVEY_ORDER_SYSTEM_DESC:0 "Survey all celestial bodies in $SYSTEM|Y$." RESEARCH_ORDER:1 "Research Anomaly" RESEARCH_ORDER_DESC:0 "Order the Science Ship to research an Anomaly." RESEARCH_PROJECT_ORDER:0 "Research Special Project" RESEARCH_PROJECT_ORDER_DESC:0 "Order the ship to research a Special Project." RESEARCH_DESC:0 "The ship will resume its previous Actions when done." AUTO_EXPLORE_ORDER:0 "Automatic Exploration" AUTO_EXPLORE_ORDER_DESC:0 "Order the Science ship to automatically explore the galaxy." AUTO_PATROL_ORDER:0 "Automatic Patrolling" LACKING_REQS:0 "§RLacking requirements for Special Project§!" COLONIZE_ORDER:0 "Colonize" TILE_HAS_BLOCKER:0 "Tile has blocker" COLONIZE_ORDER_DESC:0 "Order the Colony Ship to begin colonization of a planet." BUILD_RESEARCH_STATION_ORDER:0 "Build Research Station" BUILD_RESEARCH_STATION_ORDER_MULT:0 "Build $NUM$ Research Stations" BUILD_RESEARCH_STATION_ORDER_DESC:1 "§YResearch Stations§! are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids." BUILD_MINING_STATION_ORDER:0 "Build Mining Station" BUILD_MINING_STATION_ORDER_MULT:0 "Build $NUM$ Mining Stations" BUILD_MINING_STATION_ORDER_DESC:2 "§YMining Stations§! are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep." BUILD_TERRAFORMING_STATION_ORDER:0 "Build Terraforming Station" BUILD_TERRAFORMING_STATION_ORDER_DESC:1 "§YTerraforming Stations§! allow you to change the Class of a Planet." BUILD_OBSERVATION_STATION_ORDER:0 "Build Observation Post" BUILD_OBSERVATION_STATION_ORDER_DESC:1 "§YObservation Posts§! can be built in orbit around planets inhabited by primitive civilizations to study their society." BUILD_STARBASE_STATION_ORDER:0 "Build Starbase" BUILD_STARBASE_STATION_ORDER_DESC:0 "The §YStarbase§! is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star." BUILD_WORMHOLE_STATION_ORDER:0 "Build Wormhole Station" BUILD_WORMHOLE_STATION_DESC:0 "§YWormhole Stations§! allow our fleets to travel between star systems." BUILD_WORMHOLE_STATION_SPACE_TARGET_DESC:0 "Build a wormhole station here" BUILD_MILITARY_STATION_ORDER:0 "Build Military Station" BUILD_RULER_MILITARY_STATION_ORDER:0 "Build Ruler Military Station" BUILD_MILITARY_STATION_DESC:1 "A §YMilitary Station§! can be built anywhere in a star system to defend the area within its effective radius." BUILD_RULER_MILITARY_STATION_DESC:1 "Under our system of Government, we can build a single more powerful §YMilitary Station§! once in a Ruler's lifetime..." BUILD_MILITARY_STATION_SPACE_TARGET_DESC:0 "Build Military Station here." BUILD_MILITARY_STATION_NO_DESIGNS:0 "We have no available military station designs." BUILD_MILITARY_STATION_ALREADY_BUILT:0 "We have already built a ruler unique station for this ruler." BUILD_STATION_ORDER_COST:0 "Cost: $VAL|Y$" BUILD_STATION_ORDER_MAINTENANCE:0 "Monthly Upkeep: $VAL|Y$" BUILD_ORBITAL_STATION_ORDER_MAINTENANCE:0 "Monthly Upkeep: $RESOURCES$" BUILD_MEGASTRUCTURE_ORDER:0 "Build Megastructure" BUILD_MEGASTRUCTURE_DESC:1 "§YMegastructures§! are truly massive construction projects only possible in the zero-g environment of space." BUILD_MEGASTRUCTURE_SPACE_TARGET_DESC:0 "Construct a megastructure here." BUILD_MEGASTRUCTURE_PLANET_TARGET_DESC:0 "Construct a megastructure around this stellar body." BUILD_MEGASTRUCTURE_ORDER_COST:0 "Cost: $VAL|Y2$" BUILD_MEGASTRUCTURE_ORDER_MAINTENANCE:0 "Monthly Upkeep: £energy£ $VAL|Y2$" BUILD_ORDER_NOT_OWNER:0 "Not the owner of Fleet" BUILD_ORDER_NOT_OWNER_MULT:0 "Not the owner of any these fleets" BUILD_ORDER_NO_FLEETS:0 "No Fleets" FLEET_CANT_REMOVE_LEADER_BUSY_RESEARCHING:0 "§RCan't remove a leader on a research mission.§!" FLEET_CANT_REMOVE_LEADER_NOT_PLAYER:0 "§RCan't remove a leader we don't own.§!" FLEET_CANT_REMOVE_LEADER_DISABLED_SHIP:0 "§RCan't remove a leader from a disabled fleet.§!" CANNOT_ASSIGN_LEADER_TO_SAME_LOCATION:0 "§RCan't assign leader to the same occupation§!" FLEET_CANT_REMOVE_LEADER_IN_COMBAT:0 "§RCan't remove a leader from a fleet in combat.§!" CANT_REMOVE_LEADER_COOL_DOWN:0 "§RCan't move for another§! £time£$DAYS|Y$" SHIP_OWNED_BY_SECTOR:0 "Owned by the $SECTOR|Y$ Sector" CANT_BUILD_OTHER_BORDERS:0 "System is not within our borders" CANT_BUILD_SOMEONE_ELSES_BORDERS:0 "System is within someone else's borders!" CAN_SURVEY_ALREADY_SURVEYED:0 "Already surveyed!" COLLECTED_BY_POP:0 "$VAL|2Y$£$KEY$£ collected by Pop" COLLECTED_BY_MINING_STATION:0 "$VAL|2$£$KEY$£ collected by Mining Station" COLLECTED_BY_TRADING_HUB:1 "$VAL|2$£$KEY$£ collected by Trade Hub" COLLECTED_BY_RESEARCH_STATION:0 "$VAL|2$£$KEY$£ collected by Research Station" COLLECTED_BY_ITSELF:0 "$VAL|2$£$KEY$£ collected by Building" COLLECTED_BY_NOTHING:0 "§RNot Collected§!" NO_COMMUNICATIONS_COLONY:0 "Alien Colony" NO_COMMUNICATIONS_FLEET:1 "Alien Vessels" NO_COMMUNICATIONS_FLEET_XENOPHOBE:0 "Alien Menace" NO_COMMUNICATIONS_VESSEL:0 "Alien Vessel" NO_COMMUNICATIONS_VESSEL_XENOPHOBE:0 "Alien Menace" NO_COMMUNICATIONS_STATION:1 "Alien Space Station" NO_COMMUNICATIONS_STATION_DESC:0 "The function of this alien space station is unknown..." NO_COMMUNICATIONS_LEADER:0 "Alien Leader" NO_COMMUNICATIONS_AMOEBA:0 "Alien Vessels" CANNOT_INSPECT_BEFORE_CONTACT:0 "§ROur scanners can make no sense of the strange vessel!§!" NO_COMMUNICATIONS_VESSEL_DESC:0 "This alien vessel has unknown capabilities..." NO_COMMUNICATIONS_FLEET_DESC:0 "We need to initiate a Special Project in order to learn more about these $NAME|Y$." ABANDONED_STATION_DESC:0 "This station is abandoned." ABANDONED_STATION_PREV_OWNER_DESC:0 "This station is abandoned but once belonged to $NAME|Y$." APPROVAL:0 "Approval" REPAIRING:0 "Repairing" REPAIRING_DESC:0 "This fleet is currently undergoing repairs" ADJACENCY_BONUS:0 "Adjacency Effect" ADJACENT:0 "Adjacent" HAPPINESS:0 "Happiness" HAPPINESS_DESC:5 "§EUnhappy§! §HPops§! §Eare less productive and reduce §!§H$PLANET_STABILITY_TITLE$§!." COLONIZE:0 "Colonize" COLONIZE_DESC:0 "We can colonize planets to expand the Borders of our empire and gain more space for our Pops." RECRUIT:0 "Recruit" RECRUIT_INFO:0 "Recruit new Assault Armies from the population of the planet" RECRUITMENT_TIME:0 "Recruitment Time" DRAIN_SECTOR:0 "Drain Sector Stockpile" DRAIN_SECTOR_TOO_FEW_RESOURCES:0 "§RSector must have at least $MIN|Y$ Energy and Minerals stockpiled to be able to drain it.§!" DRAIN_SECTOR_AMOUNT:0 "Drain $FRACTION|%0Y$ of the Sector's stockpile, transferring £minerals£ $MINERALS|G$ £energy£ $ENERGY|G$ to the Empire stockpile at the cost of £influence£ $COST|0Y$." DEFENSIVE_WAR_MULT:0 "Multiplied by §Y$VALUE|%0$§! due to being in a defensive war." CRISIS_MULT:0 "Multiplied by §Y$VALUE|%0$§! due to the ongoing crisis." DEFENSIVE_WAR:0 "Defensive War" OFFENSIVE_WAR:0 "Offensive War" ENEMIES:0 "Enemies" NO_DEFENDING_GENERAL:0 "No Defending General" NO_ATTACKING_GENERAL:0 "No Attacking General" RECRUITMENT:0 "Recruitment" ARMIES:0 "Armies" GAME_MULTIPLAYER_LOBBY:0 "Game Lobby" MATCHMAKING_CONNECTION_RESTRICTED:0 "Restricted Network" PLACE_COLONY_DIFFERENT_PLANET:0 "Cannot place a colony on a different Planet." PLACE_COLONY_BLOCKER:0 "Cannot place a colony on a Tile Blocker." PLACE_COLONY_NOT_OWNER:0 "Not the owner of the colony." PLACE_COLONY_POP:0 "Cannot place the colony on a Pop." CANCEL_SPACEPORT_CONSTRUCTION_NO_SPACEPORT:0 "No spaceport" ALREADY_HAVE_THIS_TRAIT:0 "Already have this trait." OPPOSITE_OF:0 "Opposite of $TRAIT$" CANNOT_PICK_SLAVERY_TRAIT:5 "Cannot choose the $trait_decadent$ trait unless you have chosen §H$ethic_xenophobe$§! or §H$ethic_authoritarian$§! ethos." CANNOT_PICK_SLAVERY_TRAIT_2:2 "Cannot choose the $trait_decadent$ trait if you have chosen a Trait, Ethos or Government that reduces $MOD_POP_SLAVERY_TOLERANCE$." REQUIRED_TRAIT_MISSING:0 "Missing required trait $TRAIT|Y$" REQUIRED_TRAIT:0 "§RThis trait is required§!" TRAIT_INVALID_INITIAL:0 "§RThe special trait $TRAIT|Y$ cannot be selected at game start.§!" TOO_MANY_TRAIT_POINTS_USED:0 "The combined value of your chosen traits exceed the available Trait Points." TOO_MANY_TRAITS:0 "You have chosen too many traits for your species." SELECTED_ETHICS:0 "Selected Ethics" NO_GOVERNMENT_SELECTED:1 "§HNo Authority Selected§!" NO_GOVERNMENT_SELECTED_DESC:1 "Select an Authority from the list above." CALLED_BY_ALLY:0 "Ally of $CALLER$" CALLED_BY_FEDERATION:0 "Fellow Federation member of $CALLER$" CALLED_BY_OVERLORD:0 "$TYPE$ under $CALLER$" CALLED_BY_SUBJECT:0 "Overlord of $CALLER$" CALLED_BY_GUARANTEED:0 "Guarantees independence of $CALLER$" NUM_DEFENSIVE_PACTS:0 "Number of $ADJ$ Defensive Pacts" NUM_NON_AGGRESSION_PACTS:0 "Number of $ADJ$ Non-Aggression Pacts" NUM_COMMERCIAL_PACTS:0 "Number of $ADJ$ Commercial Pacts" RESEARCH_AGREEMENT_TECHS:0 "Relative Technological Benefit" COMMERCIAL_PACT_GIVEN_VALUE:0 "Trade Value Given" COMMERCIAL_PACT_TAKEN_VALUE:0 "Trade Value Received" CALLED_BY_DEFENSIVE_PACT:0 "Defensive Pact with $CALLER$" CALLED_BY_OFFENSIVE_PACT:0 "Invited to war by $CALLER$" CALLED_BY_SUPPORTED:0 "Supports independence of $CALLER$" MANUAL_RESETTLEMENT_VIEW_RESETTLE:0 "Resettle" MANUAL_RESETTLEMENT_VIEW_RESETTLE_DESC:0 "Confirm resettlement selection" MANUAL_RESETTLEMENT_VIEW_COST:0 "Cost" MANUAL_RESETTLEMENT_VIEW_COST_DESC:0 "This is the amount of resources required for this resettlement." MANUAL_RESETTLEMENT_VIEW_RESETTLE_NUMPOPS:0 "Resettle $POPS|Y$ Pops" MANUAL_RESETTLEMENT_VIEW_DRAGDROP_INFO:2 "Drag-drop Pops between the planets to resettle." RESETTLE_POP_IS_GROWING:2 "$TRIGGER_FAIL$Pop is fully grown." RESETTLE_POP_IS_REFUSING:0 "This Pop is resisting resettlement." RESETTLE_PLANET_UNDER_COLONIZATION:0 "Planet is fully colonized" BASE_COLON:0 "Base: $VALUE|Y$" CUSTOMIZATION_NO_ETHICS_SELECTED:0 "No Ethics selected" CUSTOMIZATION_NO_ETHICS_SELECTED_DESC:0 "Select Ethics from the spectrum to the left." NOT_ENOUGH_ETHIC_POINTS:0 "Selected Ethos is too expensive." CUSTOMIZATION_TOO_FEW_ETHIC_POINTS:0 "You must select more Ethics." SHORTCUT:0 "§GHotkey: $KEY$ §!" NAMELIST:0 "Name List" CANCEL_SPACEPORT_CONSTRUCTION_DESC:0 "We can cancel the construction of this spaceport for a full refund." MODULE_SLOT:0 "Module Slot" BUILDING_SLOT:0 "Building Slot" EMPTY_MODULE_SLOT:2 "Empty $SLOT_TYPE$" EMPTY_MODULE_SLOT_DESC:3 "§EThis §H$SLOT_TYPE$§! is empty and open to further expansion of the Starbase.§!" EMPTY_MODULE_SLOT_LOCKED_DESC:2 "§EThis §H$SLOT_TYPE$§! is currently unavailable. Upgrading the Starbase will unlock additional slots.§!" MODULE_CONSTRUCTION_OPTIONS_INSTRUCTION:0 "Click to see construction options" MODULE_REPLACEMENT_OPTIONS_INSTRUCTION:0 "Click to see replacement options" MODULE_CONSTRUCTION_SLOT_UNDER_CONSTRUCTION:0 "This slot already has a queued construction." MODIFIER:0 "Modifier" ORBIT_MODIFIER:0 "Orbit Modifier" INITIAL_MODULE:0 "Initial Module" PLANET_MODIFIER:0 "Planet Modifier" STATION_MODIFIER:0 "Station Modifier" SHIP_MODIFIER:0 "Ship Modifier" #£ship_modifier §PShip Modifier§! BUILD_SPACEPORT_WITH_INITIAL_MODULE:0 "Build Spaceport With Initial Module" ORBITAL_STATION_NOT_SUPPORTED_BY_PLANET:0 "§RThis Planet can't support an orbital Station.§!" ORBITAL_STATION_ALREADY_EXISTS:0 "§RAn orbital station is already orbiting this Planet.§!" PLANETVIEW_SPACEPORT_TAB_NOT_OWNER:0 "§RWe are not the owner of this Planet.§!" NOT_OWNER:0 "§RWe do not own $NAME$§!" SELECT_INITIAL_MODULE:0 "Select Initial Module" STARBASE_UPGRADE_NAMED:0 "Upgrade to $LEVEL$" STARBASE_UPGRADE_DESC:0 "Upgrade the Starbase to make room for more modules and buildings." CAN_QUEUE_UPGRADE_CONSTRUCTION_NOT_VALID:0 "Upgrade requires spaceport of previous level" NO_STATIONS_BUILDABLE_NO_PLANETS:0 "Cannot build this type of station around any of the planets in this system" kick_from_channel_tooltip:0 "§HKick§!\nKick this user from this Chat channel." TILE_DESCRIPTION_POP:0 "Pop Details" TILE_TYPE_NO_POP:0 "Empty" TILE_TYPE_DESC_NO_POP:0 "Nobody is populating this tile." BUILDING_DETAILS:1 "Building Details" SPACEPORT_COMBAT_STATS:0 "Combat Stats" SPACEPORT_ORBIT_MODIFIER:0 "Orbit Modifier" SPACEPORT_STATION_MODIFIER:0 "Station Modifier" SPACEPORT_MODIFIER:0 "Spaceport Modifier" ARMY_POWER_HEADER:0 "Army Strength" ARMY_POWER_DESC:0 "$ARMY_POWER_HEADER$ is an estimate of the combined combat strength of all armies in the transport fleet." GARRISON_POWER_HEADER:0 "Garrison Strength" GARRISON_POWER_DESC:0 "$GARRISON_POWER_HEADER$ is an estimate of the combined combat strength of all armies defending the planet." INVADER_POWER_HEADER:0 "Invader Strength" INVADER_POWER_DESC:0 "$INVADER_POWER_HEADER$ is an estimate of the combined combat strength of all armies attacking the planet." MILITARY_POWER_HEADER:1 "Military Power" OFFENSIVE_POWER_TIP:1 "§HMilitary Power:§! £military_power£ $VALUE|Y0$" MILITARY_POWER_DESC:0 "$MILITARY_POWER_HEADER$ is an estimate of the combined offensive and defensive capabilities of the Fleet." PLANET_NAME_SURVEYED:0 "$NAME$" PLANET_NAME_UNSURVEYED:0 "$NAME|g$" COST_COLON:0 "Cost:" BACK:0 "Back" SYSTEM:0 "System" SYSTEMS:0 "Systems" GALAXY_SETTINGS:0 "Galaxy Settings" OBSERVER_MODE:0 "Observer Mode" CHAT:0 "Chat" GOTO:0 "Go To" RIGHT_CLICK_TO_GO_TO:0 "Right-click to Go To." CUSTOM_OPINION:0 "§HTheir Opinion of Us§! is $AMOUNT|Y$" CUSTOM_OPINION_DELAYED:2 "Their §HOpinion§! of us will increase over time if their §HStation§! is within our §HBorders§!. We can also increase their §HOpinion§! of us by striking deals with them." FE_FTL:1 "Allowed FTL Method" FE_FTL_TOOLTIP:1 "§HAllowed FTL Method§!\nThis controls which method of Faster Than Light travel can be chosen by regular Empires. By default, all three methods (Warp, Hyperdrive and Wormholes) are enabled." FE_SCALING_DIFFICULTY:0 "Scaling Difficulty" FE_SCALING_DIFFICULTY_TOOLTIP:0 "§HScaling Difficulty§!\nWhen this is enabled, any AI bonuses from the Difficulty setting scale up over time, starting at zero and reaching maximum at the End-Game Start Year." DIFFICULTY_CADET:0 "Cadet" DIFFICULTY_ENSIGN:0 "Ensign" DIFFICULTY_CAPTAIN:0 "Captain" DIFFICULTY_COMMODORE:0 "Commodore" DIFFICULTY_ADMIRAL:0 "Admiral" DIFFICULTY_GRAND_ADMIRAL:0 "Grand Admiral" difficulty_cadet_player:0 "$FE_DIFFICULTY$" difficulty_ensign:0 "$FE_DIFFICULTY$" difficulty_captain:0 "$FE_DIFFICULTY$" difficulty_commodore:0 "$FE_DIFFICULTY$" difficulty_admiral:0 "$FE_DIFFICULTY$" difficulty_grand_admiral:0 "$FE_DIFFICULTY$" difficulty_ensign_npc:0 "$FE_DIFFICULTY$" difficulty_captain_npc:0 "$FE_DIFFICULTY$" difficulty_commodore_npc:0 "$FE_DIFFICULTY$" difficulty_admiral_npc:0 "$FE_DIFFICULTY$" difficulty_grand_admiral_npc:0 "$FE_DIFFICULTY$" difficulty_scaling_npc:0 "$FE_DIFFICULTY$" HYPERLANES_UNCUT_COUNT:0 "Full" AGGRESSIVENESS_NORMAL:0 "Normal" AGGRESSIVENESS_HIGH:0 "High" AGGRESSIVENESS_LOW:0 "Low" FE_AGGRESSIVENESS:0 "AI Aggressiveness" FE_AGGRESSIVENESS_TOOLTIP:0 "§HAI Aggressiveness§!\nThis controls how likely AI Empires are to declare war on their enemies, and thus the overall number of wars that are started over the course of a campaign. Regardless of the aggressiveness setting, the AI will still only declare war if their attitude towards the target permits it." FE_DIFFICULTY:1 "Difficulty" FE_DIFFICULTY_TOOLTIP:5 "§HDifficulty§!\nThis controls the game difficulty.\n§Y$DIFFICULTY_CADET$§!: The player gets bonuses to their economy, research and naval capacity\n§Y$DIFFICULTY_ENSIGN$§!: The AI has no inherent economic, scientific or military advantages over the player\n§Y$DIFFICULTY_CAPTAIN$§!: The AI gets slight bonuses to its economy, research and naval capacity\n§Y$DIFFICULTY_COMMODORE$§!: The AI gets moderate bonuses to its economy, research and naval capacity\n§Y$DIFFICULTY_ADMIRAL$§!: The AI gets major bonuses to its economy, research and naval capacity\n§Y$DIFFICULTY_GRAND_ADMIRAL$§!: The AI gets massive bonuses to its economy, research and naval capacity" FE_IRONMAN:0 "Ironman Mode" FE_IRONMAN_TOOLTIP:0 "§HIronman Mode§!\nIn Ironman mode, console cheats are disabled and the game is automatically saved regularly to a single file. In games played with this setting, there is no turning back." FE_EMPIRES_TOOLTIP:0 "§HAI Empires§!\nThis controls how many AI Empires will populate the galaxy." FE_ADVANCED_EMPIRES_TOOLTIP:1 "§HAdvanced AI Starts§!\nThis controls how many of the regular AI Empires will start with an initial advantage in resources, technology and population. They do not gain any additional bonuses besides a stronger starting position. This setting does not affect Fallen Empires." FE_IRONMAN_MULTIPLAYER:0 "§RIronman is not available in multiplayer.§!" FE_IRONMAN_NOCLOUD:0 "§RIronman requires Steam Cloud to be enabled and for the user to be logged into Steam.§!" FE_IRONMAN_AUTOSAVE:0 "§RYou are not allowed to change autosave frequency when in Ironman mode.§!" ACHIEVEMENT_TOOLTIP_YES:0 "§GAchievements can be earned in this game.§!" ACHIEVEMENT_TOOLTIP_NO:0 "§RAchievements can NOT be earned in this game.§!" ACHIEVEMENT_TOOLTIP_IRONMAN:0 "§RIronman Mode is not enabled§!" ACHIEVEMENT_TOOLTIP_CHECKSUM:0 "§RChecksum is Modified§!" ACHIEVEMENT_ELIGIBLE:0 "§GThis game is eligible for achievements.§!" ACHIEVEMENT_NOT_ELIGIBLE:0 "§RThis game is not eligible for achievements.§!" NUM_FALLEN_EMPIRES:2 "Fallen Empires" FE_FALLEN_EMPIRES_TOOLTIP:0 "§HMax Fallen Empires§!\nThis controls the maximum number of Fallen Empires that are allowed to spawn in the galaxy. Fallen Empires are ancient precursor civilizations that start with advanced technology and powerful fleets, but are not allowed to expand or build new ships." NUM_MARAUDER_EMPIRES:0 "Marauder Empires" FE_MARAUDER_EMPIRES_TOOLTIP:0 "§HMax Marauder Empires§!\nThis controls the maximum number of Marauder Empires that are allowed to spawn in the galaxy. Marauder Empires are spaceborne civilizations that spend most of their time fighting among themselves and raiding their neighbors." NUM_HABITABLE_WORLDS:0 "Habitable Worlds" FE_HABITABLE_WORLDS_TOOLTIP:0 "§HHabitable Worlds§!\nThis is a modifier on the chance of a planet in the "goldilocks zone" of a solar system being habitable. The higher this is, the more habitable worlds the galaxy will contain overall." FE_RANDOMIZE:0 "Randomize" FE_RANDOMIZE_EMPIRES_TOOLTIP:0 "If enabled, a random amount of AI Empires will be generated, up to the maximum amount allowed by the slider." FE_RANDOMIZE_ADVANCED_EMPIRES_TOOLTIP:0 "If enabled, a random amount of AI Empires will have advanced starts, up to the maximum amount allowed by the slider." FE_RANDOMIZE_FALLEN_EMPIRES_TOOLTIP:0 "If enabled, a random amount of Fallen Empires will be generated, up to the maximum amount allowed by the slider." FE_RANDOMIZE_MARAUDER_EMPIRES_TOOLTIP:0 "If enabled, a random amount of Marauder Empires will be generated, up to the maximum amount allowed by the slider." FE_CLUSTERED_STARTS:1 "Empire Placement" FE_CLUSTERED_STARTS_TOOLTIP:1 "§HEmpire Placement§!\nThis controls whether empires should spawn in clusters or randomly placed across the galaxy." FE_ADVANCED_NEAR_PLAYER:0 "Advanced Neighbors" FE_ADVANCED_NEAR_PLAYER_TOOLTIP:1 "§HAdvanced Neighbors§!\nThis controls whether empires with Advanced AI Starts are permitted to spawn near a player. Having this Off may result in less than the specified number of advanced starts being generated." FE_MID_GAME:0 "Mid-Game Start Year" FE_MID_GAME_TOOLTIP:0 "§H$FE_MID_GAME$§!\nThis controls which is the earliest year that mid-game events such as Machine Uprisings and the Horde Crisis can occur." FE_GUARANTEED_COLONIES:0 "Guaranteed Habitable Worlds" FE_GUARANTEED_COLONIES_TOOLTIP:0 "§H$FE_GUARANTEED_COLONIES$§!\nThis controls how many habitable planets of the same planet class as your homeworld are guaranteed to spawn close to your starting system. Turning this off may mean you will find no habitable worlds near your homeworld at all." FE_VICTORY:0 "Victory Year" FE_VICTORY_TOOLTIP:0 "§H$FE_VICTORY$§!\nThis controls at which year the game will end with the highest-scoring empire being the winner. It is still possible to keep playing past this year. Setting this slider to its maximum setting will disable timed victory altogether." FE_END_GAME:0 "End-Game Start Year" FE_END_GAME_TOOLTIP:0 "§H$FE_END_GAME$§!\nThis controls which is the earliest year that end-game events such as End-Game Crises and Fallen Empire Awakening can occur." FE_TECH_SPEED:1 "Tech/Tradition Cost" FE_TECH_SPEED_TOOLTIP:1 "§H$FE_TECH_SPEED$§!\nThis controls how quickly Technology and Traditions are gained by regular empires. The higher it is, the longer it will take to unlock individual Traditions and Technologies." FE_CRISES:1 "Crisis Strength" FE_CRISES_TOOLTIP:2 "§HCrisis Strength§!\nThis controls the fleet strength of endgame crises. The higher the multiplier, the more dangerous the endgame crises will be." FE_PRIMITIVE_WORLDS:0 "Primitive Civilizations" FE_PRIMITIVE_WORLDS_TOOLTIP:0 "§HPrimitive Civilizations§!\nThis controls the prevalence of Primitive (pre-FTL) Civilizations in the galaxy. The higher it is, the more likely you are to encounter Primitives." POP_FACTION_SUPPORTERS:0 "Supporters" POP_FACTION_SUPPRESSED:0 "The support of this faction is decreased by $VALUE$ each month due to being suppressed." GOTO_DESC:0 "Move the camera to $NAME|Y$" COMBAT_WIDTH_INFO:0 "$COMBAT_WIDTH$: $MAX|Y$" GARRISON_POWER_INFO:2 "£army_power£ $VALUE|0Y$" GARRISON_ASSAULT_POWER_INFO:0 "£army_power£ $VALUE|0Y$" INVADER_POWER_INFO:0 "Invader: £army_power£ $VALUE|0Y$" COMBAT_WIDTH:0 "Combat Width" COMBAT_WIDTH_DESC:0 "$PLANET|Y$ has a $COMBAT_WIDTH$ of $AMT|Y$. This is calculated from the size of the planet and determines the number of armies that can deal damage simultaneously during combat." PLANET_DAMAGE:0 "Planetary Damage" PLANET_DAMAGED:1 "Devastation: §R$DAMAGE|0$%§!" PLANET_DAMAGED_INFO:0 "Planet has suffered $DAMAGE|%Y$ damage. When Planetary Damage reaches §Y100%§!, a tile will be devastated, ruining buildings and potentially killing Pops." PLANET_DAMAGED_INFO_DELAYED:0 "§EPlanetary Damage is caused by Orbital Bombardment and collateral damage from Ground Combat taking place on the planet. It will slowly be repaired when the planet is not under active bombardment or invasion.§!" PLANET_UNDAMAGED_BOMBARDMENT_INFO:0 "Planet is under bombardment, but has not suffered any damage." PLANET_UNDAMAGED_INFO:0 "Planet has not been recently bombarded." NO_TILE_TO_BOMBARD:0 "No further damage can be done to the planet with the current bombardment stance of the orbiting fleet." NO_TILE_TO_DAMAGE:0 "No further damage can be done to the planet from the ongoing ground combat." CANNOT_BOMBARD_STARBASE_PROTECTED:0 "Cannot bombard a planet that is protected by the local Starbase." NO_ARMY_TO_BOMBARD:0 "The current bombardment stance of the orbiting fleet prohibits bombarding undefended planets." ETHIC_DIVERGENCE_MULTIPLIED_BY_X:1 "Sum percentage multiplied by $VAL|Y%$" ETHIC_DIVERGENCE_STILL_GROWING:1 "Pop is still Growing" AUTOMATICALLY_GENERATED_DESIGN:0 "Design was automatically generated from latest technology." AUTOMATICALLY_GENERATED_DESIGN_STANDARD:0 "Design was automatically generated but will not update." TRANSFER_TO_SECTOR:0 "Transfer To Sector" TRANSFER_TO_SECTOR_DESC:0 "Transfer $SYSTEM$ to $SECTOR$ Sector." TRANSFER_TO_CORE_SECTOR:3 "Assume direct control of the $SYSTEM$ System." SECTOR_REMOVE_SYSTEM:0 "Remove System:\n£influence£ $COST|Y0$" SECTOR:0 "Sector" SECTOR_LIMIT:0 "Sector Limit" NAME_SECTOR:0 "$SECTOR$ Sector" MANAGE_SECTOR:0 "Manage Sector" NO_MODIFIER_EFFECT:0 "No current effect." MANAGE_SECTOR_DESC:0 "The Sector Management Mode allows us to add and remove systems to this Sector." DELETE_SECTOR_DESC:4 "Deleting the Sector will transfer all systems and planets in it to our direct control. All stockpiled resources will be lost." CREATE_SECTOR_BUTTON:0 "Create New Sector" CREATE_SECTOR_BUTTON_DESC:0 "Creating a new Sector allows us to designate a planet as Sector capital and add systems under its automatic control." CAN_TRANSFER_TO_SECTOR_SAME:0 "System is already part of this Sector." CAN_TRANSFER_TO_SECTOR_OUTSIDE_BORDERS:0 "System is outside our borders." CAN_TRANSFER_TO_SECTOR_NOT_NEIGHBOR:0 "System is not a neighbor of this Sector." CAN_TRANSFER_TO_SECTOR_COUNTRY_CAPITAL:0 "The Empire Capital can not be added to a Sector." CAN_TRANSFER_TO_SECTOR_WOULD_DISCONNECT:0 "Removing this system from the Sector will disconnect other systems. Remove those first." CREATE_SECTOR_DESC_CURRENT:0 "The $SYSTEM|Y$ System is currently part of the $SECTOR|Y$ Sector." SECTORS:0 "Sectors" DESIGN_ALREADY_EXISTS:0 "§RThis design already exists§!" DESIGN_IS_UPGRADING:0 "§RThis design can't be changed while $FLEET|Y$ is upgrading.§!" SECTORS_INCOME:0 "Sectors:" HUMANS_SUMMARY_DESC: "Players Ready" HUMANS_SUMMARY:1 " $READY$ / $PLAYERS$ " CANNOT_AFFORD:0 "Cannot Afford" SECTOR_ENERGY_STOCKPILE:0 "Energy Credits Stockpile" SECTOR_ENERGY_STOCKPILE_DESC:0 "This is the amount of stored Energy Credits in the Sector. It is automatically used for Upkeep." SECTOR_MINERALS_STOCKPILE:0 "Mineral Stockpile" SECTOR_MINERALS_STOCKPILE_DESC:0 "This is the amount of stored Minerals in the Sector. It is automatically used for construction." EMPIRE_CAPITAL:0 "Capital" EMPIRE_CAPITAL_DESC:0 "This is the Capital of our Empire." SECTOR_CAPITAL:0 "Sector Capital" SECTOR_CAPITAL_DESC:0 "This is the Sector Capital." PLANET_VIEW_DISCONNECTED:0 "Sector Disconnected" PLANET_VIEW_DISCONNECTED_DESC:0 "This planet has no connection to the Sector Capital, causing the following effect." PLANET_VIEW_STARVATION:0 "Starvation" PLANET_VIEW_STARVATION_DESC:1 "This planet suffers from starvation, starvation is updated at the start of every month causing the following effects." NOT_ALLOWED_TO_CHANGE_LEADER_ON_THIS_FLEET:0 "Not allowed to change the leader of this fleet." NOT_ALLOWED_TO_ADD_FLEETS:0 "Not allowed to add new ships to this fleet." NOT_ALLOWED_TO_SPLIT_FLEET:0 "Not allowed to split this fleet." NOT_ALLOWED_TO_LEAVE_FLEET:0 "Ship is not allowed to leave the fleet." NOT_ALLOWED_TO_MERGE_FLEET:0 "Not allowed to merge $FLEET|Y$" CAN_EXECUTE_ACTION_INVALID:0 "Action doesn't exist." WAR_EXHAUSTION_DESC:0 "War exhaustion is gained from destroyed civilian ships and effects pop happiness" FLEETORDER_BUILD_MILITARY_STATION:0 "Build Military Station" FLEETORDER_BUILD_MILITARY_STATION_DESC:0 "Build a military station to defend this position" FLEETORDER_BUILD_RULER_MILITARY_STATION:0 "Build Ruler Unique Military Station" FLEETORDER_BUILD_RULER_MILITARY_STATION_DESC:0 "Build a Ruler Unique military station to defend this position" MEGASTRUCTURE:0 "Megastructure" FLEETORDER_BUILD_LABEL_MEGASTRUCTURE:0 "Build $MEGASTRUCTURE$" MEGASTRUCTURE_CONSTRUCTION_OR_UPGRADE_IN_PROGRESS:1 "$TRIGGER_FAIL$Due to the immense requirements in qualified technical personnel, we can only build or upgrade $COUNT|Y$ Megastructure(s) at a time." GOVERNMENT_VIEW_NO_HEIR:0 "No Heir" GOVERNMENT_VIEW_NO_HEIR_DESC:0 "Your ruler has no current Heir. There is a $CHANCE|0Y%$ chance each day that a new Heir will be nominated. If your ruler dies heirless, it may provoke a Succession War." WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Accepting this offer will make you leave $ALLIANCE|Y$" JOINING_WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Joining $TARGET|Y$ will make you leave $ALLIANCE|Y$" NOT_AFFECTED_HAPPINESS:0 "This pop is not affected by §YHappiness§!." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_MINING:0 "A Mining Station is already orbiting this $CLASS$." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_RESEARCH:0 "A Research Station is already orbiting this $CLASS$." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_TERRAFORM:0 "A Terraforming Station is already orbiting this $CLASS$." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_OBSERVATION:0 "An Observation Post is already orbiting this $CLASS$." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_STARBASE:0 "A Starbase is already orbiting this $CLASS$." CAN_CREATE_ORBITAL_STATION_HAS_OWNER_MINING:0 "Mining Stations cannot be built over an inhabited $CLASS$." CAN_CREATE_ORBITAL_STATION_HAS_OWNER_RESEARCH:0 "Research Stations cannot be built over an inhabited $CLASS$." CAN_CREATE_ORBITAL_STATION_NOT_OWNER_TERRAFORM:0 "This $CLASS$ belongs to someone else." CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS:1 "An orbital station is already orbiting this $CLASS$." CHAT_MEMBERS:0 "Members" MP_GAMESETUP_DESIGN:0 "Select Empire" MP_GAMESETUP_DESIGN_CHANGE:0 "Change Species" MP_GAMESETUP_DESIGN_DESC:0 "Select your empire and species. Choose from a number of pre-existing alternatives or create your own." MP_GAMESETUP_KICK:0 "Kick" MP_GAMESETUP_KICK_DESC:0 "The host may kick players from the game." MP_GAMESETUP_DESIGN_READY:0 "Please unready before editing your species." player_locations_normal:1 "Clusters" player_locations_normal_desc:1 "Will place all empires randomly within clusters." player_locations_random:0 "Random" player_locations_random_desc:1 "Will randomize the locations of all empires, ignoring clusters altogether." player_locations_clustered:0 "Distributed Players" player_locations_clustered_desc:0 "Will distribute players evenly among the clusters." player_locations_close:0 "Clustered Players" player_locations_close_desc:1 "Will place players near each other inside clusters." CAN_BUILD_STATION_UNDER_COLONIZATION:0 "This planet is still under colonization." CAN_BUILD_STATION_NOT_SURVEYED:1 "This $CLASS$ has not been surveyed." CAN_BUILD_STATION_NOT_SURVEYED_SYSTEM:0 "The $SYSTEM$ system is not fully surveyed." CAN_BUILD_STATION_SENSOR:1 "This $CLASS$ is within a system that has not been discovered." CAN_BUILD_STATION_BORDERS:1 "This $CLASS$ is within someone else's borders." CAN_BUILD_STATION_MINING_NO_RESOURCES:0 "There are no resources here that can be collected by a Mining Station." CAN_BUILD_STATION_RESEARCH_NO_RESOURCES:0 "There are no resources here that can be collected by a Research Station." CAN_BUILD_STATION_TERRAFORM_NO_LINKS:1 "This $CLASS$ cannot be terraformed." CAN_BUILD_STATION_STARBASE_NOT_STAR:0 "Starbases can only be built around stars." CAN_BUILD_STATION_STARBASE_NOT_PRIMARY_STAR:0 "Starbases can only be built around the primary star." CAN_BUILD_STATION_OBSERVATION_NOT_PRIMITIVES:2 "This $CLASS$ has no post-neolithic primitives to study." CAN_BUILD_STATION_OCCUPIED:1 "This $CLASS$ is currently under military occupation." CAN_BUILD_STATION_INVALID_MODULE:0 "An initial spaceport module is required." CAN_BUILD_STATION_NOT_INITIAL_MODULE:0 "Module is not of initial type." CAN_BUILD_STATION_CANNOT_AFFORD:1 "Cannot afford to build Spaceport." CAN_BUILD_STATION_NOT_IN_BORDERS:1 "This $CLASS$ is not within our borders." CAN_BUILD_STATION_ORBITAL_BOMBARDMENT:0 "Cannot build Spaceport during orbital bombardment." BUILD_SPACEPORT:1 "Build Spaceport" US:0 "us" CANNOT_FIND_PATH_TO_TARGET_LOCATION:0 "Cannot find path to target location" CAN_BUILD_MEGASTRUCTURE_NONE_AVAILABLE:0 "No Megastructures available to build." EFFECTS:1 "§E$EFFECTS_CLEAN$§!" EFFECTS_CLEAN:0 "Effects:" REQUIREMENTS:0 "§ERequirements:§!" RELATIVE_POWER:0 "Relative Power" RELATIVE_POWER_1:1 "§GPathetic§!" RELATIVE_POWER_1_DESC:0 "They are much weaker than us. We could crush them if we so desire." RELATIVE_POWER_2:0 "§GInferior§!" RELATIVE_POWER_2_DESC:0 "They are weaker than us and should be of little concern." RELATIVE_POWER_3:0 "§YEquivalent§!" RELATIVE_POWER_3_DESC:0 "Their power is roughly evenly matched to ours." RELATIVE_POWER_4:0 "§HSuperior§!" RELATIVE_POWER_4_DESC:0 "They are stronger than us. We may need allies to offset this advantage." RELATIVE_POWER_5:0 "§ROverwhelming§!" RELATIVE_POWER_5_DESC:0 "They are far stronger than we are. We should avoid conflict with them unless we have powerful allies on our side." stone_age:0 "Stone Age" stone_age_desc:0 "This civilization is currently in the equivalent of a Stone Age. They have mastered fire and developed a rudimentary spoken language, but we have yet to see any evidence of metallurgy or written communication." bronze_age:0 "Bronze Age" bronze_age_desc:0 "This civilization is currently in the equivalent of a Bronze Age. Primitive metalworking and the first written languages have appeared, while cities and larger communities are taking shape." iron_age:0 "Iron Age" iron_age_desc:0 "This civilization is currently in the equivalent of an Iron Age. They have spread across most of their homeworld, while iron smelting and forging techniques have enabled them to forge crude but effective tools and weaponry." late_medieval_age:0 "Late Medieval Age" late_medieval_age_desc:0 "This civilization is currently experiencing the equivalent of a Late Medieval Age. They have a firm grasp of metallurgy, and the invention of the printing press has started to benefit the spread of knowledge." renaissance_age:0 "Renaissance Age" renaissance_age_desc:0 "This civilization is currently experiencing the equivalent of a Renaissance Age. Scientific knowledge is increasing at a rapid rate, and the invention of gunpowder has revolutionized warfare." steam_age:0 "Steam Age" steam_age_desc:0 "This civilization is currently in the equivalent of a Steam Age. The invention of the steam engine has had far-reaching effects on their society, and they stand on the cusp of an industrial revolution." industrial_age:0 "Industrial Age" industrial_age_desc:0 "This civilization has advanced into the equivalent of an early Industrial Age. Electricity and internal combustion engines are gradually coming into widespread use, while urbanization increases at a rapid pace." machine_age:0 "Machine Age" machine_age_desc:0 "This civilization has advanced into the equivalent of a Machine Age, considered a later part of the Industrial Age. Their factories are mass-producing goods and vehicles, and air travel is becoming commonplace." atomic_age:0 "Atomic Age" atomic_age_desc:0 "This civilization has advanced into the equivalent of an Atomic Age. They have harnessed the power of the atom, but have not yet made it into space. Nuclear weapons may be prolific, and could result in a sudden extinction event." early_space_age:0 "Early Space Age" early_space_age_desc:0 "This civilization has entered an Early Space Age. Primitive satellites are orbiting their homeworld, and the first manned space missions have been concluded in low orbit. They will soon be ready to leave their world." SYSTEM_OCCUPIED:1 "System is fully occupied by $COUNTRY|Y$" SYSTEM_PARTLY_OCCUPIED:0 "System is partly occupied by $COUNTRY|Y$" COUNTRY_NO_DIPLOMACY:0 "This civilization is incapable of participating in diplomacy." COUNTRY_NO_EMIGRATION:0 "Pops in this empire will not emigrate." COUNTRY_FLAG_TOOLTIP_LEFT_CLICK:0 "§GClick to open Diplomacy§!" COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_FLAG:0 "§GClick to open $GOVERNMENT_VIEW$§!" COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_SYSTEM:0 "§GClick to cycle between colonies in $SYSTEM$§!" COUNTRY_FLAG_TOOLTIP_RIGHT_CLICK:0 "§GRight-click to Go To $HOME|H$ (Homeworld)§!" EVENT_OPTION_EFFECT_DESC:0 "$NAME|H$:\n--------------\n$EFFECTS$" TOOLTIP_SHIP_COUNT:0 "$COUNT$ $SHIP|Y$" TOOLTIP_SHIP_SIZE_COUNT:0 "$SHIP$: £navy_size£ $SIZE|Y$" TOOLTIP_SHIP_COUNTER:0 "$FLEET_NAME|H$\n$SHIP_LIST$" TOOLTIP_AMBIENT_OBJECT_FOCUS:0 "Focus view on this object" MESSAGE_NOTIFICATION_FIRST_TIME:0 "Notifications are shown as popup messages the first time they occur. They also appear along the top edge of the screen." NOT_IMPLEMENTED:0 "§RNOT IMPLEMENTED!§!" WORLD_GFX:0 "WorldGfx: $WORLD|H$" GOTO_HOME:0 "§HGo To§!\n§GClick to quickly navigate the camera to where our home system is located§!" SYSTEM_TEXT:0 "$SYSTEM|E$" TOOLTIP_GAL_OBJ_STATION_ICON:1 "$CLASS|H$\n$OWNERS|Y$ has at least one $CLASS$ in this system\n" TOOLTIP_GAL_OBJ_STATIONS_ICON:0 "$CLASS|H$\nFollowing Empires have $CLASS$s in this system:\n$OWNERS|Y$" TOOLTIP_GAL_OBJ_STATION_UNCLAIMED:0 "$CLASS|H$\nThis system has at least one unclaimed $CLASS$" EMPIRE_COLONIES:0 "Empire Colonies" NUM_EMPIRE_COLONIES:0 "Empire Colonies: §Y$VAL$§!" EMPIRE_COLONIES_UNKNOWN:0 "Empire has no colonies known to us." EMPIRE_POPULATION:0 "Empire Population" UPGRADING_SHIP_DESIGN_TO:1 "upgrading to §H$CLASS$-class§! ($PERC|Y$)" UPGRADING_BUILDING_TO:0 "Upgrading to $BUILDING|Y$ ($PROGRESS|%Y$)" REPLACING_BUILDING_WITH:0 "Replacing with $BUILDING|Y$ ($PROGRESS|%Y$)" CONSTRUCTING_BUILDING:0 "Constructing $BUILDING|Y$ ($PROGRESS|%Y$)" POPUP_LOAD_GAME_CONFIRMATION_NAME:0 "Load Game" POPUP_LOAD_GAME_CONFIRMATION_DESC:0 "Are you sure you want to load this game?" POPUP_START_GAME_CONFIRMATION_NAME:0 "Start Game" POPUP_START_GAME_CONFIRMATION_DESC:0 "Are you sure you want to start?" ################################### # Trade View #################################### COUNTRY_GIVES:0 "$COUNTRY|Y$ Gives:" TRADE:0 "Trade" GIVES:0 "Gives" GIFT:0 "Gift" NO_TRADE_ATTITUDE:0 "$WHO|H$ won't trade $TREATY|Y$ due to $ATTITUDE|Y$ attitude." NO_TRADE_PERSONALITY:0 "$WHO|H$ won't trade $TREATY|Y$ due to $PERSONALITY|Y$ personality." NO_TRADE_FALLEN_EMPIRE:0 "Fallen Empires will never trade $TREATY|Y$." NO_TRADE_BORDERS:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$." NO_TRADE_DIPLOMATIC_INTEREST:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$ or have shared rivals." NO_TRADE_ALLIANCE:0 "$WHO|H$ will only trade $TREATY|Y$ with allies." NO_TRADE_FEDERATION:0 "$WHO|H$ will only trade $TREATY|Y$ with federation allies." NO_TRADE_NEVER:0 "$WHO|H$ will never trade $TREATY|Y$." TRADE_OFFER:0 "Trade Offer" TRADE_RESOURCES:0 "Resources" TRADE_RESOURCES_NONE:0 "No resources available." TRADE_RESOURCES_USAGE_DESC:0 "$NUM|+$ resources available out of $MAX|H$ (excluding resources from trade)" TRADE_DEAL_DESC:1 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\nIn exchange for $SECOND|H$ giving:\n$SECOND_OFFER$" TRADE_DEAL_TREATY_DESC:0 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\n$SECOND|H$ will trade:\n$SECOND_OFFER$\n\n$LENGTH$" TRADE_DEAL_TREATY_TIME_ENDDATE:0 "Deal ends $DATE|Y$" TRADE_DEAL_TREATY_TIME_YEARS:0 "Deal lasts $YEARS|Y$ Years" TRADE_OFFER_NOTHING:0 "Nothing." TRADE_OFFER_RESOURCE:0 "$RESOURCE$: $AMOUNT|Y0$" TRADE_OFFER_MONTHLY_RESOURCE:0 "Monthly $RESOURCE$: $AMOUNT|Y0$" TRADE_OFFER_TRANSFER_SYSTEM:0 "Transfer Systems: $SYSTEMS$." TRADE_OFFER_ITEM_SYSTEM:0 "The $SYSTEM$ System." TRADE_TRANSFER_SYSTEM:0 "Transfer Systems" TRADE_OFFER_RESOURCES:0 "Resources: $RESOURCES$." TRADE_NO_OTHER_PROPOSALS:0 "£trigger_no£ $RECEPIENT|H$ is currently considering another trade action from us" CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Treaty" CANCEL_TRADE_DEAL_DESC:0 "Do you want to cancel the treaty?" STRATEGIC_RESOURCES:0 "§EStrategic Resource§!" FLEET_POWER:0 "Fleet Power" FLEET_POWER_VALUE:0 "Fleet Power: §Y$VAL$§!" TECH_LEVEL:0 "Technology Level" TECH_LEVEL_VAL:0 "Technology Level: §Y$VAL$§!" NAVAL_CAPACITY_VAL:0 "Naval Capacity: §Y$VAL$§!" COUNTRY_TECH_POWER:0 "£science£: §Y$VAL$§!" COUNTRY_ECON_POWER:0 "£economy£: §Y$VAL$§!" SORT_BY_FLEET_POWER:0 "Sort by Fleet Power" SCORE_TITLE:0 "Score" SORT_BY_SCORE:0 "Sort by Score" ECONOMY:0 "Economy" SORT_BY_ECONOMY:0 "Sort by Economy" ECONOMIC_POWER_VAL:0 "Economy: §Y$VALUE$§!" TECHNOLOGY_POWER_VAL:0 "Technology: §Y$VALUE$§!" STANCE_WEIGHT_VAL:0 "Stance: §Y$VALUE$§!" POPS_WEIGHT_VALUE:0 "Pops: §Y$VALUE$§!" ENVOYS_WEIGHT_VAL:0 "Envoys: §Y$VALUE$§!" COUNCIL_WEIGHT_VAL:0 "Council Position: §Y$VALUE$§!" FEDERATION_WEIGHT_VAL:0 "Federation: §Y$VALUE$§!" RELATIVE_FLEET_POWER:0 "Their §Y$FLEET_POWER$§! is $REL$ compared to ours." RELATIVE_ECONOMY:0 "Their §YEconomic Power§! is $REL$ compared to ours." RELATIVE_TECHNOLOGY:0 "Their §Y$TECH_LEVEL$§! is $REL$ compared to ours." TRADE_VIEW_HEADER:0 "Trade Negotiations" TRADE_VIEW_OFFER_TAB:0 "Offer" TRADE_VIEW_DEMANDS_TAB:0 "Demands" TRADE_VIEW_CONFIRM_BUTTON:0 "Confirm" TRADE_VIEW_CANCEL_BUTTON:0 "Cancel" TRADE_VIEW_AI_ACCEPTANCE:0 "$VALUE|+$" TRADE_CATEGORY_CREDITS:0 "Energy Credits" TRADE_CATEGORY_RESOURCES:0 "Resources" TRADE_CATEGORY_TRANSFER_CONTROL:0 "Transfer System" TRADE_CATEGORY_OPEN_BORDERS:0 "Border Access" TRADE_CATEGORY_JOIN_ALLIANCE_FEDERATION:0 "Join Alliance/Federation" TRADE_ITEM_GIFT_RESOURCE:0 "Instant Transfer £$RESOURCE$£ " TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE:0 "Monthly Transfer £$RESOURCE$£ " tc_transfer_control:0 "Transfer System" tc_transfer_control_desc:0 "Transfer ownership of all planets and stations within a system." tc_open_borders:1 "$TRADE_CATEGORY_OPEN_BORDERS$" tc_open_borders_desc:0 "Grant different types of border access." TRADE_ITEM_GIFT_RESOURCE_DESC:0 "Sends a sum of $RESOURCE$ immediately when the deal is accepted." TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE_DESC:0 "Transfers a set amount of $RESOURCE$ to the other party every month for the duration of the deal. $RESOURCE$ to be sent next month are reserved immediately." TRADE_ITEM_HOLD_KEYS:1 "§GHold £ctrl£ to change 10 per click.\nHold £shift£ to change 100 per click.\nHold £ctrl£ -£shift£ to change 1000 per click§!" TRADE_ITEM_OPEN_BORDERS_DESC:0 "Allow the other party's ships to move within our borders." border_access_military:0 "Military Access" border_access_military_desc:0 "Allow the other party's military fleets to move within our borders." border_access_civilian:0 "Civilian Access" border_access_civilian_desc:0 "Allow the other party's civilian ships to move within our borders." border_access_construction:0 "Station Rights" border_access_construction_desc:0 "Allow the other party to construct Military and Wormhole Stations within our borders." border_access_wormhole_station_access:0 "$TRADE_ITEM_WORMHOLE_STATION_ACCESS$" border_access_wormhole_station_access_desc:0 "$TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC$" tc_sensor:0 "Information" tc_sensor_desc:0 "Transfer different types of information to the other party." tc_accumulative_resource_desc:0 "Transfer $RESOURCE$ to the other party." tc_resources:0 "Strategic Resources" tc_resources_desc:0 "Transfer control of strategic resource stockpiles to the other party for the duration of the deal." MOVE_POPS_NO_CHANGE:0 "No Change" MOVE_POPS_DECOLONIZE:0 "Would decolonize $PLANET$" CANNOT_SENSOR_LINK_ALLIED:0 "§R$FIRST|Y$ already has full sensor view of $SECOND|Y$.§!" TRADE_ITEM_SENSOR_CHART_DATA:1 "Communications" TRADE_ITEM_SENSOR_CHART_DATA_DESC:1 "Transfer the communication channels of known empires." TRADE_ITEM_SENSOR_ACTIVE_LINK:0 "Active Sensor Link" TRADE_ITEM_SENSOR_ACTIVE_LINK_DESC:0 "Transfer full map vision to the other party for the duration of the trade deal." TRADE_ITEM_NON_AGGRESSION_PACT:0 "Non-Aggression Pledge" TRADE_ITEM_NON_AGGRESSION_PACT_DESC:0 "War can not be declared against the other party for the duration of the trade deal." TRADE_ITEM_GUARANTEE:0 "Guarantee Independence" TRADE_ITEM_GUARANTEE_DESC:0 "Guarantee the independence of the other party for the duration of the trade deal. The guarantor will join the war if the other party is attacked. Any alliances will not be brought in to the war." TRADE_ITEM_SUPPORT_INDEPENDENCE:0 "Support Independence" TRADE_ITEM_SUPPORT_INDEPENDENCE_DESC:0 "Support the independence of the other party for the duration of the trade deal. The guarantor will automatically join any war of independence if the other party declares against their overlord." TRADE_ITEM_MIGRATION_ACCESS:0 "Migration Access" TRADE_ITEM_MIGRATION_ACCESS_DESC:0 "Allow the other party's Pops to migrate to owned planets for the duration of the trade deal." TRADE_ITEM_RESEARCH_AGREEMENT:0 "Research Agreement" TRADE_ITEM_RESEARCH_AGREEMENT_DESC:2 "Gives the other party $BONUS|%+=$ research speed for technologies that the $OTHER|H$ have already researched, for the duration of the trade deal.\n\nApplicable unresearched technologies:\n£physics£ $PHYSICS|Y$ £society£ $SOCIETY|Y$ £engineering£ $ENGINEERING|Y$" TRADE_ITEM_WORMHOLE_STATION_ACCESS:0 "Wormhole Station Access" TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC:0 "Allows the other party to build wormhole stations within your borders." TRADE_ITEM_WORMHOLE_STATION_ACCESS_CLOSED_BORDERS:0 "Cannot trade due to closed borders" TRADE_ITEM_WORMHOLE_STATION_ACCESS_WE_SUBJECT:0 "Cannot trade as $COUNTRY$ is a $SUBJECT$ and cannot trade their access." SUPPORT_INDEPENDENCE_ALREADY_SUPPORTING:0 "Already supporting" TRADE_NOT_OWNER_OF_SYSTEM:0 "$COUNTRY$ cannot trade away the $SYSTEM$ system" TRADE_LACKING_RESOURCES:0 "$COUNTRY|H$ cannot trade away resources" TRADE_LACKING_STRATEGIC_RESOURCES:0 "$COUNTRY|H$ cannot trade away strategic resources" TRADE_SAME_RESOURCES:0 "Cannot propose a trade deal where both sides are trading away $RESOURCE|Y$." HAS_TRADE_ITEM_US:0 "§RWe already have a trade granting this item.§!" HAS_TRADE_ITEM_THEM:0 "§RThey have already granted trading this item.§!" TRADE_ITEM_THREATEN_WAR:0 "Threaten War" TRADE_ITEM_THREATEN_WAR_DESC:0 "If this deal is declined, war is automatically declared." TRADE_WILLINGNESS:1 "Trade Willingness" PREVIOUS_TRADEDEALS:0 "Previous Deals: $VALUE$" TRADE_ATTRACTIVENESS:0 "Trade Attractiveness: $VALUE$" BROKEN_TRADE_DEALS:1 "Broken Trade Deals: $VALUE$" THEIR_OFFER:1 "§STheir Offer Total:§! $VALUE|+=$" OUR_OFFER:1 "§SOur Offer Total:§! $VALUE|+=$" TRADE_WILLINGNESS_DESC:1 "Trade Willingness shows how willing they are to enter a trade deal with us. It will affect how highly they value our trade offer." TRADE_MIGRATION_ACCESS_NOT_ALLOWED_POLICY:0 "§RFree Pop migration is not allowed by $COUNTRY|H$.§!" DECLARATION_OF_WAR:0 "Declaration of War" RESPONSE_TO_DECLARATION_OF_WAR:0 "Response to $DECLARATION_OF_WAR$" RESPONSE_TO_PEACE_OFFER:0 "Response To $PEACE_OFFER$" PURGE_NOT_ALLOWED_POLICY:0 "§RPurging is not allowed by $COUNTRY|H$.§!" SLAVERY_NOT_ALLOWED_POLICY:0 "§RSlavery is not allowed by $COUNTRY|H$.§!" TOGGLE_TRADE_VIEW_FOCUS_AREA_GAMEPAD_INDICATOR:0 "£gamepad_y£ Toggle focus" TRADE_OFFER_QUANTITY:0 "Quantity" TRADE_TOO_MANY_FAVORS:0 "An Empire cannot buy more favors than they can hold." ################################### # Outliner #################################### OUTLINER:0 "Outliner" OBSERVER_OUTLINER:0 "Observer Outliner" OUTLINER_PLANETS:0 "Planets" OUTLINER_SPECIAL_PLANETS:1 "Branch Offices" OUTLINER_SPACEPORT_CONSTRUCTION:0 "Spaceport Constructions" OUTLINER_NEW_SPACEPORT_CONSTRUCTION:0 "Spaceport under construction" OUTLINER_COMPLETION:0 "Will be finished in $MONTHS|Y$ months" OUTLINER_COMPLETION_SINGLE:0 "Will be finished in $MONTHS|Y$ month" OUTLINER_PLANET_CONSTRUCTION:0 "Planet Constructions" OUTLINER_POP_CONSTRUCTION:0 "Pop Constructions" OUTLINER_POP_CONSTRUCTION_DESC_CURRENT:0 "Building $NAME|H$ ($PROGRESS|%0Y$)" OUTLINER_POP_CONSTRUCTION_DESC_ADDITIONAL:0 "$COUNT|Y$ additional Pop(s) queued" OUTLINER_ARMY_CONSTRUCTION:0 "Army Constructions" OUTLINER_OBSERVATION_POSTS:0 "Observation" OUTLINER_FLEETS:0 "Military Fleets" OUTLINER_CIVILIAN_FLEETS:0 "Civilian Ships" OUTLINER_CIVILIAN_FLEET_TYPE:0 "$TYPE$" OUTLINER_ARMY:0 "Armies" OUTLINER_ARMY_DESC:0 "$NUM|Y$ armies at this location." OUTLINER_MEMBER_SELECT_DESC:0 "§GClick to Select\nDouble-Click or Right-Click to Go To§!" OUTLINER_MEMBER_SELECT_DESC_GAMEPAD:0 "\n§G£gamepad_a£ to Select £gamepad_rs£ to Go To§!" OUTLINER_MEMBER_SELECT_DESC_GAMEPAD_MULTI:0 "\n§G£gamepad_a£ to Select £gamepad_rs£ to Go To\nHold £gamepad_lt£ for multi select§!" OUTLINER_FLEET_STATUS:0 "Status" OUTLINER_OPTIONS:0 "Outliner Options" OUTLINER_OPTIONS_TOOLTIP:0 "§HOutliner Options§!\n§GClick to Configure Options§!" OUTLINER_UNOBSERVE_TOOLTIP:0 "§HUnobserve§!\n§GClick to Stop Observing Empire§!" OUTLINER_DISABLED_ALERTS:0 "Disabled Alerts" OUTLINER_DISABLED_ALERT_DESC:0 "§GRight-click to Enable Alert§!" OUTLINER_DISABLE_TOOLTIP:0 "§HShow/Hide§!\nToggle if this group will be shown if it contains any entries." OUTLINER_OPTIONS_SORT_UP_TOOLTIP:0 "§HUp§!\nMove up in sort order" OUTLINER_OPTIONS_SORT_DOWN_TOOLTIP:0 "§HDown§!\nMove down in sort order" OUTLINER_CURRENT_MISSION:0 "Mission: $MISSION|H$" OUTLINER_PLANET_INVASION:1 "$INVADER$ has armies in orbit of planet" OUTLINER_PLANET_BLOCKADED:0 "Planet is blockaded by $BLOCKADER$" OUTLINER_PLANET_OCCUPIED:0 "Planet is occupied by $OCCUPIER$" OUTLINER_INVASION_READY:0 "This army can invade $PLANET$. If they are victorious, you will occupy the planet!" OUTLINER_FLEET_USE_ARMIES_HINT:0 "§ELand armies to conquer this planet§!" OUTLINER_POP_FACTIONS:0 "Factions" OUTLINER_ICON_FEDERATION:0 "Federation Fleet" OUTLINER_ICON_FEDERATION_DESC:0 "This Fleet belongs to our Federation. It is controlled by us while the federation president is one of our leaders." OUTLINER_SECTORS:0 "Sectors" OUTLINER_INTEGRATION:0 "Integration" OUTLINER_TERRAFORMING:0 "Terraforming" OUTLINER_STARBASES:0 "Starbases" OUTLINER_SHIPYARDS:0 "Shipyards" OUTLINER_STARBASE_SHIPYARD_CONSTRUCTION:0 "Shipyard Constructions" OUTLINER_STARBASE_MAIN_CONSTRUCTION:0 "Main Constructions" OUTLINER_PLAYER_COUNTRIES:0 "Player Countries" OUTLINER_AI_COUNTRIES:0 "AI Countries" OUTLINER_FALLEN_EMPIRES:0 "Fallen Empires" OUTLINER_MINOR_COUNTRIES:0 "Minors" NUM_STARBASES:0 "Starbases: §Y$VAL$§!" NUM_POPS:0 "Pops: §Y$VAL$§!" ################################### # Leaders #################################### NO_LEADER:0 "No Leader" admiral:0 "Admiral" nomad_admiral:0 "$admiral$" ADMIRALS:0 "Admirals" general:0 "General" GENERALS:0 "Generals" scientist:0 "Scientist" SCIENTIST:0 "Scientists" governor:0 "Governor" GOVERNORS:0 "Governors" ruler:0 "Ruler" default_admiral:0 "Admiral" default_general:0 "General" default_scientist:0 "Scientist" default_governor:0 "Governor" default_ruler:0 "Ruler" faction_admiral:0 "Admiral" faction_general:0 "General" faction_scientist:0 "Scientist" faction_governor:0 "Governor" faction_ruler:0 "Ruler" adversary_admiral:0 "Admiral" adversary_general:0 "General" adversary_scientist:0 "Scientist" adversary_governor:0 "Governor" adversary_ruler:0 "Ruler" fallen_empire_admiral:0 "Admiral" fallen_empire_general:0 "General" fallen_empire_scientist:0 "Scientist" fallen_empire_governor:0 "Governor" fallen_empire_ruler:0 "Ruler" awakened_fallen_empire_admiral:0 "Admiral" awakened_fallen_empire_general:0 "General" awakened_fallen_empire_scientist:0 "Scientist" awakened_fallen_empire_governor:0 "Governor" awakened_fallen_empire_ruler:0 "Ruler" awakened_marauders_admiral:0 "Admiral" awakened_marauders_general:0 "General" awakened_marauders_scientist:0 "Scientist" awakened_marauders_governor:0 "Governor" awakened_marauders_ruler:0 "Ruler" neutral_faction_admiral:0 "Fleet Captain" pirate_admiral:1 "Cap'n" swarm_admiral:0 "Gestalt Pattern" LEADER_IDLING_IN:1 "§GAvailable§!" LEADER_MOVING_TO:0 "Moving to $LOCATION|H$, arriving in $DAYS|Y$ days" LEADER_LEADING:1 "Busy commanding\n$LOCATION|H$" LEADER_TECHING:1 "Busy leading\n$AREA|H$ Research" LEADER_GOVERNING:1 "Busy governing\n$LOCATION|H$" LEADER_GOVERNING_CORE_SECTOR:1 "Busy governing the\n§HCore Sector§!" LEADER_GOVERNING_SECTOR:1 "Busy governing the\n$LOCATION|H$ Sector" LEADER_RULING:0 "Ruling From $LOCATION|H$" LEADER_RESEARCHING:1 "Busy investigating\n$LOCATION|H$" LEADER_SURVEYING:1 "Busy surveying\n$LOCATION|H$" LEADER_GALACTIC_COMMUNITY:0 "Representing our interests in the §HGalactic Community§!" LEADER_FEDERATION:0 "Representing our interests within the $FEDERATION|H$." GOVERNOR:0 "§YGovernor: $NAME|H$§!" #################################### # Armies #################################### occupation_army:0 "Garrison" occupation_army_plural:0 "Garrisons" occupation_army_desc:0 "Garrisons are defensive forces assigned to hold occupied enemy planets." robotic_occupation_army:0 "Robotic Garrison" robotic_occupation_army_plural:0 "Robotic Garrisons" robotic_occupation_army_desc:0 "$occupation_army_desc$" android_occupation_army:0 "Android Garrison" android_occupation_army_plural:0 "Android Garrisons" android_occupation_army_desc:0 ""$occupation_army_desc$" machine_occupation_army:0 "Drone Garrison" machine_occupation_army_plural:0 "Drone Garrisons" machine_occupation_army_desc:0 "$occupation_army_desc$" assault_army:0 "Assault Army" assault_army_plural:0 "Assault Armies" assault_army_desc:0 "Assault armies come with their own transports and can invade other planets." defense_army:0 "Defense Army" defense_army_plural:0 "Defense Armies" defense_army_desc:0 "Defense armies are powerful, but cannot be transported from the planet." FALLBACK_ARMY_NAME:0 "$PLANET$ Army $NUM$" garrison_ARMY_NAME:0 "$POP$ Army" garrison_army:2 "Militia" garrison_army_plural:2 "Militia" garrison_army_desc:2 "Each planet has a defending Militia, whose size depends on the number of Pops. Militia cannot be transported." slave_army:0 "Slave Army" slave_army_plural:0 "Slave Armies" slave_army_desc:0 "Slave soldiers who serve their masters on the battlefield. Most are conscripted by force, but many slaves volunteer in a desperate attempt to increase their food rations or escape from grueling labor." clone_army:0 "Clone Army" clone_army_plural:0 "Clone Armies" clone_army_desc:1 "Specialized clones that reach adulthood in a matter of months. With a natural lifespan of less than a decade, their lack of personal initiative is deemed an acceptable trade-off for their total obedience to officers." robotic_army:1 "Robotic Assault Army" robotic_army_plural:0 "Robotic Armies" robotic_army_desc:0 "Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units." robotic_defense_army:0 "Robotic Defense Army" robotic_defense_army_plural:0 "Robotic Defense Armies" robotic_defense_army_desc:0 "$robotic_army_desc$" android_army:1 "Android Assault Army" android_army_plural:0 "Android Armies" android_army_desc:1 "Semi-autonomous cogs in a well-oiled war machine, android combatants are more resilient, aggressive, and responsive to changing battlefield conditions than their robotic predecessors." android_defense_army:0 "Android Defense Army" android_defense_army_plural:1 "Android Defense Armies" android_defense_army_desc:0 "$android_army_desc$" psionic_army:0 "Psionic Army" psionic_army_plural:0 "Psionic Armies" psionic_army_desc:0 "Soldiers gifted with psionic abilities. Their focus on destructive psionic powers has led to drastically different tactics and strategies on the battlefield - their first objective is always to remove the enemy's willingness to fight." xenomorph_army:0 "Xenomorph Army" xenomorph_army_plural:0 "Xenomorph Armies" xenomorph_army_desc:0 "Ravenous hordes of bio-engineered horrors made up of little more than teeth, claws and an instinctive urge to kill. A cadre of scientists monitor and supervise the raging swarms as best they can from hardened bunkers behind the front." gene_warrior_army:0 "Gene Warrior Army" gene_warrior_army_plural:1 "Gene Warrior Armies" gene_warrior_army_desc:0 "Genetically enhanced super soldiers. Recruits are typically chosen from the elite of the conventional military forces. These then undergo extensive gene therapy, and are made larger, stronger and faster than their former peers." swarm_army:0 "Prethoryn Army" swarm_army_plural:0 "Prethoryn Armies" swarm_army_desc:1 "They hunger." ARMY_RANK:0 "Rank: $RANK|Y$" ARMY_EXPERIENCE_FOR_NEXT_RANK:0 "Experience for next rank: $EXP|0Y$/$NEXT|0Y$" ARMY_AT_MAX_RANK:0 "Army is at maximum Rank" ARMY_RANK_DESC:0 "§EArmy Rank is determined by the level of combat experience the army has. Higher Rank armies are more effective in combat.§!" SHIP_RANK:0 "Rank: $RANK|Y$" SHIP_EXPERIENCE_FOR_NEXT_RANK:0 "Experience for next rank: $EXP|0Y$/$NEXT|0Y$" SHIP_AT_MAX_RANK:0 "Ship is at maximum Rank" SHIP_RANK_DESC:0 "§EShip Rank is determined by the level of combat experience the crew has. Higher Rank ships are more effective in combat.§!" army_rank_regular:0 "Regular" army_rank_experienced:0 "Experienced" army_rank_veteran:0 "Veteran" army_rank_elite:0 "Elite" ship_rank_regular:0 "$army_rank_regular$" ship_rank_experienced:0 "$army_rank_experienced$" ship_rank_veteran:0 "$army_rank_veteran$" ship_rank_elite:0 "$army_rank_elite$" rebel_army:0 "Rebel Army" rebel_army_desc:0 "Rebels created from Pops which have had enough of unfair treatment." rebel_slave_defense_army:0 "Rebel Slave Company" rebel_slave_defense_army_desc:0 "Armies comprised of malcontent slaves who have risen up in violent revolt to seize the planet." primitive_army:0 "Primitive Army" primitive_army_plural:0 "Primitive Armies" primitive_army_desc:1 "A Primitive Army is little more than disorganized rabble equipped with whatever barbaric arms their world has managed to produce." industrial_army:0 "Industrial Army" industrial_army_plural:0 "Industrial Armies" industrial_army_desc:1 "An Industrial Army lacks the dynamic response capabilities of a modern force, but is nominally organized " postatomic_army:0 "Post-Atomic Army" postatomic_army_plural:0 "Post-Atomic Armies" postatomic_army_desc:1 "A Post-Atomic Army is well-equipped by primitive standards, and their training and discipline may sometimes rival even the hardiest of civilized martial forces." subterranean_industrial_army:0 "$industrial_army$" subterranean_industrial_army_plural:0 "$industrial_army_plural$" subterranean_industrial_army_desc:0 "$industrial_army_desc$" subterranean_postatomic_army:0 "$postatomic_army$" subterranean_postatomic_army_plural:0 "$postatomic_army_plural$" subterranean_postatomic_army_desc:0 "$postatomic_army_desc$" elite_guard_army:0 "Elite Guard Army" elite_guard_army_plural:0 "Elite Guard Armies" elite_guard_army_desc:0 "The ruler's personal elite guard force." elite_guard_army_proper:0 "Elite Guard Army" elite_guard_army_plural_proper:0 "Elite Guard Armies" elite_guard_army_desc_proper:0 "The ruler's personal elite guard force." elite_guard_army_trigger_tooltip:0 "A ruler may only recruit one personal guard force." mutant_army:0 "Mutant Horde" mutant_army_desc:1 "Mutants are exceptionally relentless in their assault." titanic_assault_army:0 "Titanic Beast" titanic_assault_army_desc:0 "This Titanic Beast is a vastly powerful fighter." titanic_guardian_army:0 "Titanic Guardian" titanic_guardian_army_desc:0 "While less aggressive than the Titanic Beast, the Titanic Guardian is still a powerful defensive fighter." NAME_Rampaging_Forest:0 "Rampaging Forest" tree_army:0 "$NAME_Rampaging_Forest$" tree_army_desc:0 "Vengeful migrating forests possessing rudimentary intelligence." #################################### # Main GUI #################################### MAIN_SAVE:0 "Save Game" MAIN_RESIGN:1 "Exit to Menu" MAIN_RESUME:0 "Resume" MAIN_VIEW_PP:0 "View Privacy Policy" MAIN_QUIT:1 "Exit to Desktop" MAIN_LOAD:0 "Load Game" ABANDON_GAME:0 "Quit" CONTINUE:0 "Continue" topbar_button_dropdown_instant:0 "§HMore§!" topbar_button_dropdown_delayed:1 "§EClick to see more Menus§!" topbar_button_species_name:0 "Species" topbar_button_species_instant:0 "§H$topbar_button_species_name$§!" topbar_button_species_delayed:0 "§EShows a list of known species.§!" topbar_button_leaders_name:0 "Leaders" topbar_button_leaders_instant:0 "§H$topbar_button_leaders_name$§!" topbar_button_leaders_delayed:0 "§EOpens the empire leaders overview, this screen also allows you to hire new leaders.§!" topbar_button_factions_name:0 "Factions" topbar_button_factions_instant:0 "§H$topbar_button_factions_name$§!" topbar_button_factions_delayed:0 "§EOpen the factions view, showing the current factions within your empire.§!" topbar_button_policies_name:1 "Policies" topbar_button_policies_instant:0 "§H$topbar_button_policies_name$§!" topbar_button_policies_delayed:1 "§EOpens the Policies view where you can inspect and activate Empire Policies.§!" topbar_button_edicts_name:1 "Edicts" topbar_button_edicts_instant:0 "§H$topbar_button_edicts_name$§!" topbar_button_edicts_delayed:0 "§EOpens the Edicts view where you can inspect and activate Empire Edicts.§!" topbar_button_government_name:0 "Government" topbar_button_government_instant:0 "§H$topbar_button_government_name$§!" topbar_button_government_delayed:0 "§EShows information regarding our budget and government.§!" topbar_button_technology_name:0 "Technology" topbar_button_technology_instant:0 "§H$topbar_button_technology_name$§!" topbar_button_technology_delayed:0 "§EOpens the Technology view where you can research technological advancements.§!" topbar_button_contacts_name:0 "Contacts" topbar_button_contacts_instant:0 "§H$topbar_button_contacts_name$§!" topbar_button_contacts_delayed:1 "§EOpens a list of all known Empires and aliens in the galaxy.§!" topbar_button_situation_name:0 "Situation Log" topbar_button_situation_instant:0 "§H$topbar_button_situation_name$§!" topbar_button_situation_delayed:0 "§EOpens a log of all ongoing Events and Special Projects.§!" topbar_button_ship_designer_name:0 "Ship Designer" topbar_button_ship_designer_instant:0 "§H$topbar_button_ship_designer_name$§!" topbar_button_ship_designer_delayed:0 "§EOpens the ship designer where you can create custom Ship Designs.§!" topbar_button_empire_name:0 "$PLANET_LIST$" topbar_button_empire_instant:0 "§H$topbar_button_empire_name$§!" topbar_button_empire_delayed:0 "§EOpens an overview of the planets, leaders and factions in our Empire.§!" topbar_button_expansion_planner_name:0 "Expansion Planner" topbar_button_expansion_planner_instant:0 "§H$topbar_button_expansion_planner_name$§!" topbar_button_expansion_planner_delayed:0 "§EOpens the Expansion Planner.§!" topbar_button_strategic_resource_name:0 "Strategic Resources" topbar_button_strategic_resource_instant:0 "§H$topbar_button_strategic_resource_name$§!" topbar_button_strategic_resource_delayed:0 "§EOpens the Strategic Resources view.§!" topbar_button_traditions_name:2 "$TRADITION_VIEW_TITLE$" topbar_button_traditions_instant:0 "§H$topbar_button_traditions_name$§!" topbar_button_traditions_delayed:1 "§EOpens an overview of your $TRADITIONS$ and $RELICS$§!" topbar_button_traditions_delayed_ancrel_dlc:0 "§EOpens an overview of your $TRADITIONS$, $RELICS_AND_ARTIFACTS$§!" topbar_button_claims_name:0 "$CLAIMS_VIEW$" topbar_button_claims_instant:0 "§H$topbar_button_claims_name$§!" topbar_button_claims_delayed:0 "§EOpens the Claims view§!" topbar_button_market_name:0 "$MARKET_VIEW$" topbar_button_market_instant:0 "§H$MARKET_VIEW$§!" topbar_button_market_delayed:0 "§EOpens the $MARKET_VIEW$.§!" TOPBAR_HELP:0 "§HHelp§!" TOPBAR_HELP_DESC:0 "§EOpens a database where you can learn about all concepts in the game.§!" TOPBAR_MENU:0 "§HMain Menu§!\n§GClick to open Main Menu showing settings and options to save, load or exit game§!" TOPBAR_CHAT:0 "§HMultiplayer Chat§!" TOPBAR_CHAT_NO_MP:0 "§RChat is not available in single player!§!" EXPAND_BUTTON:0 "§HMore§!\n§GClick to show additional buttons§!" MONEY_IRO:0 "§HEnergy Credits§!" MONEY_DRO:0 "Energy Credits represent our current total of monetary assets." INFLUENCE_IRO:0 "§HInfluence§!" INFLUENCE_DRO:0 "Influence represents our diplomatic and political clout within the galactic community." LAST_MONTHS_BALANCE:0 "Balance (Last Month)" MONTHLY_GAIN:0 "Monthly Gain" opinion_broke_association_status:0 "Ended Federation Association" BASE_GAIN:0 "Base: §Y+$VALUE$§!" IN_ALLIANCE:0 "In Alliance: $VALUE$" IN_FEDERATION:0 "In Federation: $VALUE$" FROM_DEFENSIVE_PACTS:0 "From Defensive Pacts: $VALUE$" FROM_NON_AGGRESSION_PACTS:0 "From Non-Aggression Pacts: $VALUE$" FROM_COMMERCIAL_PACTS:0 "From Commercial Pacts: $VALUE$" FROM_FACTIONS:0 "From Factions: $VALUE$" FROM_GUARANTEES:0 "From Guarantees: $VALUE$" RIVAL:0 "Rival" RIVALRY:0 "Rivalry" opinion_federation_associate:0 "Federation Associate" TRUST_TOOLTIP:0 "§HTrust§!\nTheir trust of us changes by $VALUE|+=$ each month due to:" TRUST_TOOLTIP_PLAYER:0 "§HTrust§!\nTrust is not used by players." TRUST_NO_ALLIANCE:1 "no significant diplomatic deals" TRUST_DESC:0 "§HTrust§! is a measure of our long-term relationship with this Empire and directly impacts their opinion of us. It increases from maintaining diplomatic and economic agreements with them. \n\nTheir maximum §HTrust§! of us is $VALUE|Y$ due to $KEYWORD$." TRUST_FROM_BASE:0 "Base Decay: $VALUE|+=$" TRUST_FROM_NAP:0 "Non-Aggression Pact: $VALUE|+=$" TRUST_FROM_COMMERCIAL_PACT:0 "Commercial Pact: $VALUE|+=$" TRUST_FROM_ASSOCIATE_STATUS:0 "Federation Associate: $VALUE|+=$" TRUST_FROM_RESEARCH_TREATY:0 "$TRADE_ITEM_RESEARCH_AGREEMENT$: $VALUE|+=$" TRUST_FROM_MIGRATION_TREATY:0 "$TRADE_ITEM_MIGRATION_ACCESS$: $VALUE|+=$" TRUST_FROM_GUARANTEE:0 "Guaranteeing Independence: $VALUE|+=$" TRUST_FROM_DEFENSIVE_PACT:0 "Defensive Pact: $VALUE|+=$" TRUST_FROM_ALLIANCE:1 "Federation: $VALUE|+=$" TRUST_FROM_SUBJECT:0 "Subject Relation: $VALUE|+=$" TRUST_FROM_WAR:0 "At War: $VALUE|+=$" TRUST_FROM_RIVALS:0 "Rivalry: $VALUE|+=$" TRUST_FROM_MODIFIER:0 "Modified by $VALUE$ due to:" ACTION_NOT_POSSIBLE:0 "Impossible Proposal" THEY_RIVAL:0 "We cannot propose this because they have declared us a rival." ACTION_KICK_FROM_ALLIANCE_TOO_FEW_MEMBERS:1 "You need at least $NUM|Y$ Federation members to kick a member of the Federation. Leave the Federation instead." WE_RIVAL_COUNTRY:0 "We cannot propose this because we have declared $COUNTRY|Y$ a rival." COUNTRY_RIVAL_US:0 "We cannot propose this because $COUNTRY|Y$ have declared us a rival." WE_RIVAL:0 "We cannot propose this because we have declared them a rival." CANNOT_REMOVE_RIVAL_UNTIL:0 "You recently declared $RIVAL|Y$ a rival and cannot end your rivalry with them until $DATE|Y$." CANNOT_RIVAL_NOT_BORDERING:0 "We must be bordering $RIVAL|Y$ to declare them a Rival." FROM_RIVALRIES:0 "From $RIVAL$s: $VALUE$" FROM_EDICTS:0 "From $EDICT$s: $VALUE$" FROM_SUPPRESSION:0 "From Suppressed Factions: $VALUE$" GOVERNMENT_GAIN_MUL:0 "Efficiency from Government: §Y+$VALUE|%0$§!" GOVERNMENT_GAIN_ADD:0 "Gained from Government: §Y+$VALUE|2$§!" PLANETS_GAIN:0 "Gained from Planets: §Y$VALUE|+=$§!" STATIONS_GAIN:0 "Gained from Stations: §Y$VALUE|+=$§!" MISSIONS_DRAIN:0 "Observation Post Expenses: §Y-$VALUE$§!" MISSIONS_GAINS:0 "Gained from Observation Posts: §Y+$VALUE$§!" OUTPOST_INFLUENCE_MAINT:1 "Frontier Outposts: $VALUE|+=2$" SUBJECT_INFLUENCE_INCOME:0 "$TYPE$ $COUNTRY|Y$: $VALUE|+=2$" SUBJECT_INTEGRATION_INFLUENCE:0 "Subject Integration: $VALUE|+=2$" GUARANTEE_INDEPENDENCE_INFLUENCE_COST:0 "Guaranteeing $COUNTRY$ $VALUE|+=2$" DETAIL_MAINT_SHIPS:0 "$NAME$s: §Y$VALUE$§!" DETAIL_MAINT_ARMIES:0 "$NAME$: §Y$VALUE$§!" DETAIL_MAINT_COLONIES:0 "$NAME$: §Y$VALUE$§!" DETAIL_MAINT_BUILDINGS:0 "$VALUE|Y$ buildings on $NUMBER|Y$ planet(s)" DETAIL_MAINT_MEGASTRUCTURES:0 "$NAME$: §Y$VALUE$§!" LOW_ENERGY:0 "Low credits aid: §Y+$VALUE$§!" TIME_PAUSE:0 "§GClick to pause§!" TIME_RESUME:0 "§GClick to resume§!" HOTKEY_SPACE:0 "§GHotkey: £space£ §!" TIME_SPEED_UP:0 "Faster" HOTKEY_KP_PLUS:0 "§GHotkey: £kp_plus£ §!" TIME_SPEED_DOWN:0 "Slower" HOTKEY_KP_MINUS:0 "§GHotkey: £kp_minus£ §!" RESETTLEMENT:0 "Resettlement" RUINED_BUILDING_NAME:0 "§H$BUILDING$§! §R(Ruined)§!" POP_FACTION_SUPPORT_EFFECT_CONSTANT:0 "Support Effect" POP_FACTION_SUPPORT_EFFECT_RANGE:0 "Support Effect ( $MIN|Y0%$ - $MAX|Y0%$ Support )" POP_FACTION_SUPPORT_EFFECT_VALUE:0 "Support Effect ( $VALUE|Y0%$ Support )" POP_FACTION_DEMAND:0 "Demand" OVERWRITE_SAVEGAME:0 "Save already exists!" OVERWRITE_SAVEGAME_DESC:0 "A file with this name already exists. Do you want to overwrite it?" TOGGLE_MAPMODE_PLAYERS_INFO:0 "§HPlayers Mapmode§!\nWhen activated, only empires controlled by human players will be colored on the galaxy map.\n§GClick to toggle mapmode§!" TOGGLE_MAPMODE_UNIONS_INFO:0 "§HUnions Mapmode§!\nWhen activated, political unions (such as Subjects and Federations) will share the same map color on the galaxy map.\n§GClick to toggle mapmode§!" TOGGLE_MAPMODE_DETAILS_INFO:0 "§HDetails Mapmode§!\nWhen activated the Details Mapmode displays more information on the galaxy map. Some of this information will also be shown depending on the type of fleet you select.\n§GClick to toggle mapmode§!\n§GHold £alt£ to toggle on/off temporarily§!" TOGGLE_MAPMODE_SECTORS_INFO:0 "§HSectors Mapmode§!\nWhen activated the Sectors Mapmode displays the sector borders within your empire.\n§GClick to toggle mapmode§!" TOGGLE_MAPMODE_HYPERLANES_INFO:1 "§HHyperlanes Mapmode§!\nWhen activated the Hyperlanes Mapmode displays all Hyperlanes on the galaxy map, colored according to accessibility.\n§GClick to toggle mapmode§!" TOGGLE_MAPMODE_TRADE_ROUTES_INFO:0 "§HTrade Routes Mapmode§!\nWhen activated the Trade Routes Mapmode displays all your Trade Routes on the galaxy map.\n§GClick to toggle mapmode§!" UNCLAIMED_RESOURCES:0 "$NUM|0Y$£$KEY$£ in the $SYSTEM|H$ System." UNCLAIMED_RESOURCES_TRADE_HUB:1 "$VAL|0Y$£$KEY$£ present on this planet, build a §YTrade Hub§! within collection radius and connect it to a §HTrade Route§! to utilize this §HTrade Value§!." UNCLAIMED_RESOURCES_MINING_STATION:3 "$VAL|0Y$£$KEY$£ present on this planet, build a §HMining Station§! in orbit to acquire them." UNCLAIMED_RESOURCES_RESEARCH_STATION:3 "$VAL|0Y$£$KEY$£ present on this planet, build a §HResearch Station§! in orbit to acquire them." UNCLAIMED_RESOURCES_SYSTEM_MINING_STATION:0 "Build §HMining Station(s)§! in this system to acquire them." UNCLAIMED_RESOURCES_SYSTEM_RESEARCH_STATION:0 "Build §HResearch Station(s)§! in this system to acquire them." GROUND_COMBAT_ATTACKER_PROGRESS_DESC:0 "$ATTACKER|H$ is $PROGRESS|Y%$ towards taking the planet. They will take control of the planet if victorious." GROUND_COMBAT_DEFENDER_PROGRESS_DESC:0 "$DEFENDER|H$ is $PROGRESS|Y%$ towards successfully defending the planet. They will maintain control of the planet if victorious." BORDERS_WITHIN_DESC:2 "Lies within '$COUNTRY|Y$' space." BORDERS_WITHIN_UNKNOWN:0 "This system is not claimed by any known Empire." END_OF_GAME_DEAD_PLAYER:0 "Your Empire has been destroyed! You can choose to continue the game as an observer." END_OF_GAME_DEAD_PLAYER_COUNTRY:0 "Your Empire has been taken over by the $REBELS|H$! rebels. You can choose to continue the game as an observer." FLEETS_DISBAND_TITLE:0 "Disband Fleets" FLEETS_DISBAND_DESC:1 "Do you wish to disband this fleet?\n\n§RWARNING: Disbanding a fleet will also disband any ships associated with this fleet.§!" SPACEPORT_DISBAND_TITLE:0 "Dismantle Spaceport" SPACEPORT_DISBAND_DESC:0 "Are you sure you wish to dismantle the $PLANET|Y$ Spaceport?" STATIONS_DISBAND_TITLE:0 "Disband Stations" STATIONS_DISBAND_DESC:0 "Are you sure you wish to disband selected stations?" SHIP_DISBAND_TITLE:0 "Disband Ship" SHIP_DISBAND_DESC:0 "Are you sure you wish to disband selected ship?" IDLING_CIVILIAN_FLEETS:0 "Currently Idling Civilian Fleets ( Hotkey: §GC§! )" IDLING_MILITARY_FLEETS:0 "Currently Idling Military Fleets ( Hotkey: §GX§! )" IDLING_ARMIES:0 "Currently Idling Armies ( Hotkey: §GZ§! )" PLANET_IS_COLONIZABLE:0 "§HHabitable§!\nThis planet can be colonized by us.\n§GSend a Colony Ship here to create a colony§!" PLANET_IS_HABITABLE:0 "§HHabitable§!\nWe currently cannot colonize this world." PLANET_TYPE_IS_NOT_COLONIZABLE:0 "§HUninhabitable§!\nThis planet type can never be colonized." SYSTEM_HAS_COLONIZABLE_PLANET:0 "§HHabitable Planets§!\n§EThe following planets are habitable:§!" SYSTEM_HAS_FUTURE_COLONIZABLE_PLANET:0 "§HPotentially Habitable§!\n§EThere are potentially Habitable planets in this system:§!" SYSTEM_HAS_NO_COLONIZABLE_PLANETS:0 "§HUninhabitable§!\n§ENo planets in this system can be colonized without terraforming.§!" SYSTEM_HAS_DISCOVERIES:0 "§HAnomalies§!\n§EThere are some Anomalies in this solar system we can research.§!" SYSTEM_NOT_SURVEYED:0 "§HNot Surveyed§!\n§EThis system has Planets not yet §HSurveyed§! by our Empire.§!" SYSTEM_SURVEYED:0 "§HSurveyed§!\n§EThis system has been fully §HSurveyed§! by our Empire.§!" CONTROL_GROUPS_INSTRUCTIONS:0 "§GControl groups can be set by selecting a target (planet or owned fleet), holding control and pressing the corresponding number key.\n\nClick to select\nDouble-click to Go To\nRight-click to clear hotkey§!" STRATEGIC_RESOURCE_TOOLTIP:0 "£$ICON$£ $RESOURCE$: $UNUSED|0Y$/$TOTAL|0Y$" STRATEGIC_RESOURCE_VIEW:0 "Strategic Resources" STRATEGIC_RESOURCE_NAME:0 "£$ICON$£ $NAME$" STRATEGIC_RESOURCE_AMOUNT:0 "§Y$USED$/$PRODUCED$§!" STRATEGIC_RESOURCE_HEADER_NAME:0 "Name" STRATEGIC_RESOURCE_HEADER_EFFECT:0 "Effect" STRATEGIC_RESOURCE_HEADER_AMOUNT:0 "Amount" STRATEGIC_RESOURCE_HEADER_TRADE:0 "Trade Deals" STRATEGIC_RESOURCE_HEADER_SORT_NAME:0 "§HSort by Name§!" STRATEGIC_RESOURCE_HEADER_SORT_EFFECT:0 "§HSort by number of Effects§!" STRATEGIC_RESOURCE_HEADER_SORT_AMOUNT:0 "§HSort by Amount§!" ORBITAL_BUILDING_TOOLTIP:0 "§RThis will be placed in an orbital building slot.§!" LACKING_ENERGY:0 "Lacking necessary Energy Credits ($COST|H$)" LACKING_RESOURCE:2 "$TRIGGER_FAIL$ §RLacking§! §R$RESOURCE$$AMOUNT$§!" LACKING_RESOURCES:2 "$TRIGGER_FAIL$ §RLacking§! §R$RESOURCES$§!" OTHER_BORDERS:0 "Planet is within another Empire's borders." SENSOR_LEVEL_TOO_LOW:0 "Sensor level is too low." REMOVE_HOTKEY:0 "Remove Hotkey" REMOVE_HOTKEY_CONFIRM:0 "Are you sure you want to remove this hotkey?" REMOVE_SHIP_DESIGN:0 "Delete" FINISH_DESIGN:0 "Auto-complete ship" CONFIRMATION_TITLE:0 "Confirmation" LEAVE_SYSTEM:0 "Open Galaxy Map" TOOLTIP_LEAVE_SYSTEM:0 "§HGalaxy Map (£m£ or £e£)§!\n§GClick to open the Galaxy Map§!" LEAVE_GALAXY:0 "Close Galaxy Map" TOOLTIP_LEAVE_GALAXY:0 "§HClose Galaxy Map (£m£ or £e£)§!\n§GClick to close the Galaxy Map§!" SYSTEM_DETAILS:0 "System Summary" TOOLTIP_SYSTEM_DETAILS:0 "§HSystem Summary§!\n§GClick to open overview of system§!" FINISH_DESIGN_TOOLTIP:0 "Fill slots with weapons and utilities. This may replace and/or remove components from the slots." POP_FACTION_SUPPORT_EFFECT_ENTRY_FORMAT:0 "$CHANCE|Y%0$: $TITLE$" POP_FACTION_SUPPORT_EFFECT_INACTIVE_FORMAT:0 "$TITLE|g$" MISSING_SECTION:0 "Must add section(s) in order to finish design." RESOURCES_GAINED:0 "Monthly Gain: $GAIN|+=$" FROM_EFFECTS:0 "From Effects: $VALUE|+=$" FROM_PLANETS:0 "From Planets: $VALUE|+=$" FROM_SECTORS:0 "From Sectors: $VALUE|+=$" FROM_TRADE_INCOME:0 "$budget_group_trade_income$: $VALUE|+=$" FROM_TRADE_EXPENSE:0 "$budget_group_trade_expense$: $VALUE|+=$" #FROM_INFLUENCE_MECHANICS:0 "From: $VALUE|+=$" MINERAL_SHIP_MAINTENANCE:0 "Ship Upkeep: $GAIN|+=$" MINERAL_POP_MAINTENANCE:0 "Consumer Goods (§Y$AMT|1$ units§!): $GAIN|+=$" MINERAL_STATION_MAINTENANCE:0 "Station Upkeep: $GAIN|+=$" MINERAL_SUBJECT_TAX:0 "$budget_group_subject_tax$: $GAIN|+=$" MINERAL_OVERLORD_TAX:0 "$budget_group_overlord_income$: $GAIN|+=$" RESOURCES_STORED:0 "Stored: $VALUE|Y0$" TIME_RESOURCE:0 "$DAYS|Y$ £time£" RESOURCES_STORED_MAX:0 "Stored: $VALUE|Y0$/$MAX|Y0$" GALACTIC_OBJECT_HABITABILITY:1 "$CLASS$, £planetsize£ $SIZE|Y$, $VALUE$" PLANET_MAP_ICON_TERRAFORMING:1 "Terraforming to $CLASS$, $VALUE$\n(£time£ $TIME|Y$)" TERRAFORMING_TO:0 "Terraforming to $CLASS|Y$" CLOSE_SECTOR_MANAGEMENT:0 "Close Sector Management" TOOLTIP_CLOSE_SECTOR_MANAGEMENT:0 "§HClose Sector Management§!\nReturn to regular map mode" TOOLTIP_CLOSE_CLAIMS_MANAGEMENT:0 "§HClose Claims Management§!\nReturn to regular map mode\n\n§GHotkey:§! £escape£" SECTOR_MANAGEMENT_MODE:0 "§HSector Management Mode§!" CLAIMS_MANAGEMENT_MODE:0 "§HClaims Mode§!\nClaim Systems" TRADE_ROUTES_MANAGEMENT_MODE:0 "§HTrade Routes Mode§!\nManage Trade Routes" TOOLTIP_CLOSE_TRADE_ROUTES_MANAGEMENT_MODE:0 "§HClose Trade Routes Management§!\nReturn to regular map mode\n\n§GHotkey:§! £escape£" CREATE_SECTOR_INVALID_CAPITAL:0 "The capital of the Sector must be placed in a system with a colony we own." CREATE_SECTOR_NOT_OWNER:0 "Selected capital does not belong to us." CREATE_SECTOR_COUNTRY_CAPITAL:0 "The Empire capital can not be added to a Sector." CANNOT_CREATE_SECTOR:0 "§RCannot create sector§!" NOT_OWNED_PLANET:0 "§RPlanet is not owned!§!" CREATE_SECTOR:1 "§HCreate New Sector§!\nThis will create a new sector with this planet as its sector capital. All systems within §Y4§! jumps, not previously a part of any sector, will become a part of this new sector." CREATE_SECTOR_DESC:0 "Form a new Sector within our Empire with $CAPITAL|Y$ as its capital." CREATE_SECTOR_NOT_ENOUGH_PLANETS:0 "§RWe need to control at least two planets to create a Sector.§!" CANNOT_MOVE_CAPITAL:0 "§RCannot move sector capital here§!" MOVE_SECTOR_CAPITAL:1 "§HMove Sector Capital§!\nThis will move the sector capital to this planet, which may redraw which systems belong to the sector." DELETE_SECTOR:1 "§HDelete Sector§!\nThis will delete the sector. Any resources in the $LOCAL_SECTOR_STOCKPILE$ will be transferred to the $SHARED_SECTOR_STOCKPILE$. The stockpiles can be viewed in the §Y$PLANET_LIST$§! screen.\n\n§EIt's not very dangerous to delete a sector, and a new one can just as easily be created.§!" CANNOT_DELETE_SECTOR:0 "§RCannot delete sector§!" CANNOT_DELETE_CORE_SECTOR:0 "§RCore sector§!" COUNTRY_CAPITAL:0 "§RCountry capital cannot be moved§!" DELETE_SECTOR_CONFIRM_NAME:0 "Delete Sector" DELETE_SECTOR_CONFIRM_DESC:0 "Are you sure you wish to delete sector? It will remove all the sector benefits from the planets." MOVE_SECTOR_CAPITAL_CONFIRM_NAME:0 "Move Sector Capital" MOVE_SECTOR_CAPITAL_CONFIRM_DESC:0 "Are you sure you wish to move sector capital?\nAll systems outside of $RANGE|Y0$ systems range will be removed from the sector." NO_SECTOR:0 "No Sector" FRONTIER_PLANET:0 "Frontier Planet" ALREADY_SECTOR_CAPITAL:0 "§RAlready a capital!§!" SECTOR_MANAGEMENT_NEW:0 "Creating a new Sector" SECTOR_MANAGEMENT_CURRENT:0 "Managing $SECTOR$ Sector" SYSTEM_CAP_TITLE:0 "Directly Controlled Colonized Systems" SYSTEM_CAP_TOOLTIP:0 "We can effectively control $MAX|Y$ colonized systems." SYSTEM_OVER_CAP_TOOLTIP:0 "§RAbove the limit!§!\n$MODIFIER$" SYSTEM_CAP_DESC:0 "§EOur bureaucratic system limits how many colonized Systems we can control directly with full efficiency. This limit can be increased by technology, buildings and some government forms.\n\nPlanets that belong to §HSectors§! do not count towards this cap. Go to §HPlanet and Sectors§! to manage Sectors.§!" TRIGGER_REQUIRES:0 "§RRequires:§!" ACCEPT_OR_DECLINE_HOTJOIN:0 "$NAME|Y$ has been neither accepted nor declined." HOTJOIN_REQUEST:0 "Hot Join Requests" #################################### # Multiplayer menu #################################### CHECKSUM:0 "Checksum: " CONNECT_TO_IP:0 "Connect to IP" MATCHMAKING_NOCHAT:0 "You are not connected to steam and can't access the global chat!" MATCHMAKING_CHATWELCOME:0 "Welcome to the Matchmaking chat!" MATCHMAKING_QUICK_REFRESH:0 "Refresh" MATCHMAKING_REFRESH_LAN:0 "Scan §HL§!AN" MATCHMAKING_REFRESH_LAN_STOP:0 "Stop Scan §HL§!AN" MATCHMAKING_REFRESH_INTERNET:0 "Scan §HI§!nternet" MATCHMAKING_HOST_NEWGAME:0 "Host §HN§!ew Game" MATCHMAKING_HOST_SAVEGAME:0 "§HH§!ost Save Game" MATCHMAKING_JOIN_SERVER:0 "§HJ§!oin Game" MATCHMAKING_SERVERS_SEARCHING:0 "Searching for matching servers..." MATCHMAKING_SERVERS_NOSERVERS:0 "Found no matching servers!" MATCHMAKING_SERVERS_DOSEARCH:0 "You have not searched for any servers yet." MATCHMAKING_SERVER_NAME:1 "Server Name" MATCHMAKING_SERVER_DESC:1 "Server Description" MATCHMAKING_SERVER_TAGS:0 "Tags" MATCHMAKING_SERVER_FILTER_SEARCH:0 "Search for tags..." MATCHMAKING_SERVER_SLOTS:0 "Slots" MATCHMAKING_SERVER_PING:0 "Ping" MATCHMAKING_SERVER_STATUS:0 "Status" MATCHMAKING_SERVER_PASSWORD:0 "Password" MATCHMAKING_SERVER_STATUS_STARTING:0 "Starting" MATCHMAKING_SERVER_STATUS_RUNNING:0 "Running" MATCHMAKING_SERVER_STATUS_STOPPED:0 "Stopped" MATCHMAKING_SERVERS:0 "Servers" MATCHMAKING_TITLE:0 "Game Browser" MATCHMAKING_COMMUNITY:0 "Community" MATCHMAKING_SERVER_DENIED:0 "You have given an incorrect password or have been banned from this game." MATCHMAKING_FILTER_NOTFULL:0 "Not full" MATCHMAKING_FILTER_HASPLAYERS:0 "Has players" MATCHMAKING_FILTER_NOPASSWORD:0 "No password" MATCHMAKING_FILTER_TAGS:0 "Search for tags" MATCHMAKING_FILTER_VERSION:0 "Same version" MATCHMAKING_FILTER_MOD:0 "Same mod" MATCHMAKING_SORT_BY_TAGS:0 "Sort by Tags" MATCHMAKING_SORT_BY_SLOTS:0 "Sort by Number of Players" MATCHMAKING_SORT_BY_PING:0 "Sort by Ping" MATCHMAKING_SORT_BY_PASSWORD:0 "Sort by Password" MATCHMAKING_SORT_BY_STATUS:0 "Sort by Status" MATCHMAKING_SORT_BY_MOD:0 "Sort by Mod" MATCHMAKING_SORT_BY_VERSION:0 "Sort by Version" MATCHMAKING_FRIEND_STATUS_ONLINE:0 "Online" MATCHMAKING_SERVER_HOST_TAGS:0 "Tags (roleplay, fast, ...)" MATCHMAKING_SERVER_HOST_TITLE:0 "Host server" MATCHMAKING_SERVER_CONNECT_TITLE:0 "Connect to server" MATCHMAKING_SERVER_CONNECT_ADDRESS:0 "Server ID" MATCHMAKING_REFRESH_SERVERS:1 "§HS§!can Servers" MATCHMAKING_SERVER_MOD:0 "Mod" MATCHMAKING_SERVER_VERSION:0 "Version" MATCHMAKING_JOIN_DIRECT:1 "§HD§!irect Join" MATCHMAKING_PASSWORD_REQUESTED:1 "Please enter password" ALLOW_HOTJOIN:0 "Allow players to 'Hot Join'" HOST_GAME:0 "Host Game" FRIENDS:0 "Friends" HOST_LOCKED_OPTION:0 "§ROnly the Host may change this option.§!" JOIN:0 "Join" POPS_DISCONNECTED_TITLE:0 "Paradox Online Disconnected" POPS_DISCONNECTED:0 "You have been disconnected from the Paradox Online services, possibly because you logged in somewhere else. Some services will not work correctly until you login again." POPS_UNEXPECTED_ERROR:0 "Unexpected error" PLAYER_NAME:0 "Player Name" SET_PLAYER_NAME:0 "Player Name:" SAVE_TRANSFERRED:0 "Savegame transferred." SAVE_PROG:0 "Save progress: $VALUE$ %" TRANSFERRING_SAVE:0 "Savegame transfer started..." LOADING_LOCAL_SAVE:0 "Loading local savegame copy..." TIP_KICK:0 "Kick player" TIP_BAN:0 "Ban player for the duration of this session" PLAYER_KICKED:0 "$NAME$ was kicked by the host." PLAYER_BANNED:0 "$NAME$ was banned by the host." YOUKICKED:0 "You were kicked by the host for your evil deeds!" BAD_VERSION:0 "The host has another version of the game!" JOINED_CHANNEL:0 "Joined channel $CHAN$." USER_JOINED_CHANNEL:0 "$NAME$ joined the channel." USER_LEFT_CHANNEL:0 "$NAME$ left the channel." CONNECTED:0 "Connected." NAME_TAKEN:0 "Your name is taken. Please leave and select another." HOTJOIN_FAIL_LOADING:0 "The host is currently loading the savegame, try again in a while." HOTJOIN_FAIL_GENERATING:0 "The host is currently generating the world, try again in a while." HOTJOIN_FAIL_HOTJOIN:0 "The host is currently processing other Hot Joiners, try again in a while." CONNECTING:0 "Connecting..." BANNED:0 "You have been banned from this game!" CONNECTION_FAILED:0 "Connection failed!" GAME_NOT_FOUND:0 "Game not found." NO_SESSION:0 "Unable to connect to the game server. This may be due to restricted firewall settings. Please refer to §YHelp§! for possible solutions." HELP:0 "Help" WAITING_FOR_PLAYERS:0 "Waiting for players..." LOOKING_FOR_HOST:0 "Looking for host..." LOST_PLAYER:0 "Lost Player: $PLAYER$." GAMESETUP_HOST:0 "(Host)" SERVER_LOST:0 "The server was lost." HOST_BUTTON:0 "Host" JOIN_BUTTON:0 "Join" NUM_PLAYERS:0 "Number of Players: $NUM$" PLR_DISC:0 "Player §H$NAME$§!§T left the game.§!" PLR_CONNECT:0 "Player §H$NAME$§!§T joined the game.§!" SAVE_TRANSFER_DONE:0 "Savegame transfer done." WAIT_FOR_HOTJOIN:1 "Please wait while the host sets up the game for you. Once you have the savegame transfer is complete, you can choose an Empire to play and join the game." HOST_PREPARING_GAME:0 "Please wait while the host\nprepares the game for you." HOTJOIN_CONFIRM:0 "Confirm" HOTJOIN_ACCEPTED:0 "Server has accepted the join request" HOTJOIN_DECLINED:0 "Server has declined the join request" HOTJOIN_LOBBY_REENTER:0 "Re-entered lobby due to pending Hot Join." HOTJOIN_LABEL:0 "Hotjoin: " PREPARING_AFTER_HOTJOIN:0 "Preparing game after Hot Join." GAME_RESUME_IN:0 "Game will resume in $VALUE$ seconds." SERVER_HOTJOIN:0 "server due to hotjoin." WAITING_FOR_HOTJOINING_PLAYER:0 "Waiting for Hot Joining player..." PLAYER_ENTERING_GAME:0 "Hot Joining player is now entering the game." ALL_PLAYERS_HERE:0 "All players have arrived." OOS_TITLE:0 "$PLAYER$ is out of sync!" OOS_DESC:0 "Desynchronized Entries: " SPECIES_NAME:1 "Species Name" FE_CANCEL:0 "Cancel" BAD_SERVER_PASSWORD:0 "Incorrect Password" FE_PLAYERS:0 "Players" MESSAGE_BUTTON_SEARCH:0 "Apply Filters" MATCHMAKING_SERVER_FILTER_SEARCH_NAMES:0 "Search for name..." MATCHMAKING_FILTER_NAMES:0 "Search for names" HOTJOIN_DISABLED:0 "'Hot Join' is disabled" FEDERATION:0 "Federation" MATCHMAKING_FRIEND_STATUS_PLAYING_THIS:0 "Playing Stellaris" MATCHMAKING_FRIEND_STATUS_PLAYING_OTHER:0 "Playing Another Game" #################################### # GameSetup #################################### GALAXY_SETUP:0 "GALAXY CONFIGURATION" PICK_SPECIES_LABEL:0 "Select Species" CUSTOMIZE_SPECIES:0 "Customize your Species" CUSTOMIZE_COUNTRY:0 "Customize your Empire" COL_LABEL:1 "Authoritarian <-> Egalitarian" XEN_LABEL:0 "Xenophobe <-> Xenophile" MIL_LABEL:0 "Militarist <-> Pacifist" SPI_LABEL:0 "Spiritualist <-> Materialist" POINTS_LEFT:0 "Trait Points Left: $POINTS|H$" PICKS_LEFT:0 "Trait Picks Left: $POINTS|H$" POINTS_LEFT_ETHICS:0 "Ethic Points Left: $POINTS|H$" GOVERNMENT_AUTHORITY_LABEL:0 "§E$GOVERNMENT_AUTHORITY$:§!" GOVERNMENT_AUTHORITY:0 "Authority" GOVERNMENT_CIVICS_LABEL:0 "§E$GOVERNMENT_CIVICS$:§!" GOVERNMENT_CIVICS:0 "Civics" POINTS_LEFT_CIVICS:1 "Civic Picks Left: $POINTS|H$" CIVIC_NOT_MODDABLE:0 "This Civic cannot be added or removed after the start of the game." CIVIC_REQUIREMENTS_DESC:0 "Civics that do not fulfill all of their requirements will become inactive and will not provide any of their bonuses." SPECIES_CLASS:0 "Species Class" PORTRAIT:2 "Appearance" NAME_LIST:0 "Name List" HOMEWORLD_CLASS:0 "Homeworld Class" EMPIRE_NAME:0 "Empire Name" CUSTOMIZE_NAME_LISTS:0 "Name Lists" NAME_LISTS_EXAMPLES:0 "Examples" LEADER_NAMES:0 "Leader Names" SHIP_NAMES:0 "Ship Names" PLANET_NAMES:0 "Planet Names" FLEET_NAMES:0 "Fleet Names" ADJ_FORM:0 "Adjective Form" LEADER_NAME:0 "Leader Name" SHIP_PREFIX:0 "Ship Prefix" HOMEWORLD_NAME:0 "Homeworld Name" CHOOSE_SYMBOL:0 "Choose Symbol" CHOOSE_BG:0 "Choose Background" FTL_LABEL:0 "FTL Method" ANY:0 "Any" WARP:0 "Warp" HYPERDRIVE:0 "Hyperdrive" WORMHOLE:0 "Wormhole" CITY_GRAPHICS:0 "City Appearance" CITY_GRAPHICS_NAME:0 "$CULTURE$ City" SHIP_GRAPHICS:0 "Ship Appearance" SHIP_GRAPHICS_NAME:0 "$CULTURE$ Ships" TRAIT_DESC_TITLE:0 "$NAME|H$\n" TRAIT_DESC_INSTANT:0 "Cost: $COST|H$" TRAIT_DESC_DELAYED:0 "$DESC$\n$MODIFIER$" COMMUNICATIONS_REQUIRED:0 "We have not yet established communications." COMMUNICATIONS_WITH_SELF_NOT_VALID:0 "Can't start communications with yourself." TRAITS:0 "Traits" TRAITS_LIST:0 "Traits:" ETHICS:0 "Ethics" ETHICS_LIST:0 "Ethics:" PICK_GOVERNMENT_LABEL:0 "Government" CREATE_VASSAL_CAPITAL:0 "Capital: $NAME|Y$" CREATE_VASSAL_NAME:0 "Name:" CREATE_VASSAL_SYSTEM:0 "System: $NAME|Y$" CREATE_VASSAL_MUST_CHOOSE_NAME:0 "§RSubject must have a name!§!" CAPITAL:0 "Capital" LEADER:0 "Leader" SPECIES_CLASS_LABEL:0 "Species Class" HOMEWORLD_CLASS_LABEL:0 "Homeworld Class" GOVERNMENT_LABEL:0 "Government" SUMMARY_SPECIES_MODIFIERS:0 "Species Modifiers" SUMMARY_EMPIRE_MODIFIERS:0 "Empire Modifiers" SUMMARY_POP_MODIFIERS:0 "Pop Modifiers" CUSTOMIZE:1 "Edit" READY:0 "Ready" UNREADY:1 "Not Ready" PLAY:0 "Play" PLAYERS_UNREADY: "Players Not Ready" RESET_DEFAULT:0 "Reset to Default" RESET_DEFAULT_TOOLTIP:0 "§GClick to reset to the default Galaxy Settings§!" GOVERNMENT_VIEW_CAPITAL_LABEL:0 "Homeworld" SPECIES_SELECTION_FTL_METHOD_LABEL:0 "FTL Method" GALAXY_SHAPE:0 "Galaxy Shape" PLAYER_LOCATIONS:1 "Empire Placement" spiral:0 "Spiral" elliptical:0 "Elliptical" ring:0 "Ring" spiral_2:0 "Spiral (2 Arms)" spiral_4:0 "Spiral (4 Arms)" GALAXY_SIZE:0 "Galaxy Size" TEMPLATE_NUM_STARS:0 " ($STARS$ Stars)" RANDOMIZED_SETTING_NUM:0 "$MIN$-$MAX$" NUM_EMPIRES:0 "AI Empires" NUM_ADVANCED_EMPIRES:1 "Advanced AI Starts" tiny:0 "Tiny" small:0 "Small" medium:0 "Medium" large:0 "Large" huge:0 "Huge" torpedo:0 "Torpedo" extra_large:0 "Extra Large" GALAXY_COLONIZABLE:0 "Habitable Planets" rare:0 "Rare" uncommon:0 "Uncommon" common:0 "Common" WAITING_FOR_SERVER_ID:0 "Waiting for game server ID." WAITING_FOR_MATCHMAKING:0 "Waiting for matchmaking server.\nServerID: $SERVERID|H$" SERVER_ONLINE:0 "The server is online.\nServerID: $SERVERID|H$" SERVER_ONLINE_COPY_CLIPBOARD:1 "§GClick to copy server ID to clipboard§!" START_GAME_TOOLTIP_HEADER:0 "Start Game" READY_TOOLTIP_HEADER:0 "Lock In" READY_TOOLTIP_DESC:0 "Lock your choices and enable the host to start the game." UNREADY_TOOLTIP_HEADER:0 "Unlock" UNREADY_TOOLTIP_DESC:0 "Unlock your choices to allow you to change values and disable the host from starting the game." CANNOT_START_NOT_READY:0 "Player $PLAYER|H$ is not ready." CANNOT_START_NOT_CONNECTED:0 "Cannot start before the connection to matchmaking has been established." GAMESETUP_TO_MAIN_MENU:0 "To Main Menu" GAMESETUP_TO_GALAXY_CONFIGURATION:0 "To Galaxy Configuration" GAMESETUP_TO_PRESCRIPTED:0 "To Species Selection" GAMESETUP_TO_COUNTRY_DESIGN:1 "To Empire Design" GAMESETUP_TO_SPECIES_DESIGN:0 "To Species Design" GAMESETUP_SPECIES_INVALID_CLASS:0 "Select Species." GAMESETUP_CANT_CUSTOMIZE_RANDOM:0 "Not available for random Species." GAMESETUP_SPECIES_INVALID_NAME:0 "Enter a valid Species name." GAMESETUP_COUNTRY_INVALID_HOMEWORLD_NAME:0 "Enter a valid Homeworld name." GAMESETUP_COUNTRY_INVALID_EMPIRE_NAME:0 "Enter a valid Empire name." GAMESETUP_COUNTRY_INVALID_LEADER_NAME:0 "Enter a valid Leader name." GAMESETUP_COUNTRY_INVALID_AUTHORITY:0 "No Government Authority selected." GAMESETUP_COUNTRY_CIVICS_TOO_EXPENSIVE:0 "Government Civics too expensive." GAMESETUP_COUNTRY_CIVIC_INVALID:0 "The $CIVIC|H$ Civic is invalid with your choice of ethics, Authority and other Civics." GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID:0 "§RInvalid Government Type.§!" GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID_PREDEF:0 "§RInvalid scripted Government Type. This is a predefined country in the 00_prescripted_countries file.§!" GAMESETUP_COUNTRY_INVALID_NAMELIST:0 "Select a namelist." GAMESETUP_COUNTRY_INVALID_FTLMETHOD:0 "Select an FTL method." GAMESETUP_COUNTRY_INVALID_WEAPONS:0 "Select starting weapons." GAMESETUP_COUNTRY_INVALID_PREDEFINED:0 "Select a Predefined Species or Customize your own" GAMESETUP_COUNTRY_INVALID_CUSTOM:0 "You need to Customize Species before continuing" EMPIRE_DESIGN_NO_PORTRAIT:0 "Must select a portrait" GAMESETUP_CONTENT_NOT_PLAYABLE:0 "$CONTENT|H$:\n$REASON$" GAMESETUP_SPECIES_CLASS_NOT_ALLOWED:0 "Cannot select $CLASS|H$ portrait:\n$REASON$" GAMESETUP_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED:0 "Current Government is not compatible with selected $CLASS|H$ portrait:\n$REASON$" GAMESETUP_ORIGIN_NOT_ALLOWED:0 "Current origin $ORIGIN|H$ is not compatible:\n$REASON$" GAMESETUP_SECONDARY_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED:0 "Current Government is not compatible with selected $CLASS|H$ portrait for our Secondary Species:\n$REASON$" GAMESETUP_SPECIES_TRAIT_MISSING:0 "Missing trait: $TRAIT|H$" STARTING_WEAPONS:0 "Starting Weapons" AUTHORITY_ELECTION_ON_RULER_DEATH:0 "Holds an election upon ruler death to select a new Ruler." AUTHORITY_ELECTION_DEMOCRATIC:0 "Holds an election every §H10§! years to select a new Ruler." AUTHORITY_ELECTION_OLIGARCHIC:1 "Holds an election every §H20§! years to select a new Ruler." AUTHORITY_HAS_HEIR:0 "Upon Ruler death, a designated successor becomes the new Ruler." AUTHORITY_HIVE_MIND:0 "The Hive sees all" GAMESETUP_TAB_SETUP:0 "Game Setup" GAMESETUP_TAB_SPECIES:0 "Species Selection" GAMESETUP_TAB_DETAILS:0 "Game Details" GAMESETUP_RETURN_TO_SPECIES_TAB:0 "Exit to $GAMESETUP_TAB_SPECIES$" GOVERNMENT_TYPE:0 "Government Type" PREDEFINED:0 "Predefined" CUSTOMIZE_APPEARANCE:0 "Customize Species" CHOOSE_TRAITS:0 "Choose Traits" AVAILABLE_TRAITS:0 "Which traits will define your species?" CHOSEN_TRAITS:0 "Chosen Traits:" CHOOSE_TECH:0 "Choose Starting Technologies" CHOOSE_FTL_TYPE:0 "How will your intrepid explorers brave the stars?" CHOSEN_WEAPON:0 "What manner of weaponry will your first starships wield?" CHOOSE_ETHICS:0 "Which ethics will define your society?" CHOSEN_ETHICS:0 "Chosen Ethics:" CHOSEN_GOV:0 "How will you govern your people?" PRIMARY_COLOR:0 "Primary Colors" SECONDARY_COLOR:0 "Secondary Colors" TERTIARY_COLOR:0 "Tertiary Colors" EMBLEM_BACKGROUND_PATTERN:0 "Patterns" EMPIRE_SPECIES_AMOUNT:1 "$SPECIES$: $AMOUNT|Y$" LEFT_CLICK_TO_OPEN_DIPLOMACY:1 "§GClick to open Diplomacy§!" #Flag category keys are generated like "FLAG_CATEGORY_" + FLAG_CATEGORY_ornate:0 "Ornate" FLAG_CATEGORY_pirate:0 "Pirate" FLAG_CATEGORY_blocky:0 "Blocky" FLAG_CATEGORY_spherical:0 "Round" FLAG_CATEGORY_legion:0 "Legion" FLAG_CATEGORY_pointy:0 "Pointy" FLAG_CATEGORY_zoological:0 "Zoological" FLAG_CATEGORY_no_category:0 "Misc" FLAG_CATEGORY_bg_no_category:0 "Backgrounds" FLAG_CATEGORY_human:0 "Human" FLAG_CATEGORY_smooth_simple:0 "Smooth" FLAG_CATEGORY_paradox:0 "Paradox" FLAG_CATEGORY_domination:0 "Domination" FLAG_CATEGORY_corporate:0 "Corporate" starting_weapons_lasers:0 "Energy Weapons" starting_weapons_projectiles:0 "Projectile Weapons" starting_weapons_missiles:0 "Missile Weapons" starting_weapons_lasers_desc:1 "These directed-energy weapons emit focused laser beams at their targets. They are effective at medium to close range, largely ignoring the bulk of enemy armor." starting_weapons_projectiles_desc:1 "Mass Drivers that use electromagnetic catapults to accelerate projectiles towards targets at blinding speeds. While somewhat limited in range, their kinetic energy and high rate of fire chew through shields with ease." starting_weapons_missiles_desc:0 "Space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems." starting_ftl_warp:0 "Warp Travel" starting_ftl_hyperdrive:0 "Hyperspace Travel" starting_ftl_wormhole:0 "Wormhole Travel" starting_ftl_warp_desc:0 "The warp drive generates a subspace bubble around a ship, making faster-than-light speeds attainable. This allows for free but relatively slow travel between stars, given the great distances involved." starting_ftl_hyperdrive_desc:0 "The hyper drive allows ships to temporarily breach the dimension of hyperspace. Interstellar travel is fast but limited to existing paths along the hyperlane network." starting_ftl_wormhole_desc:0 "Wormhole generators tunnel through subspace and establish a conduit between two points, permitting travel across vast distances. The large generators are too big to be fitted on ships, requiring special Wormhole Stations to operate." RECOMMENDED_BEGINNER:0 "§G(New Players)§!" RECOMMENDED_ADVANCED:0 "§R(Advanced Players)§!" TOOLTIP_SETUP_APPEARANCE:1 "§H$PORTRAIT$§!\nSelect the appearance of your species." TOOLTIP_SETUP_SPECIES_NAME:1 "§H$SPECIES_NAME$§!\nSelect the name of your species." TOOLTIP_SETUP_TRAITS:1 "§H$TRAITS$§!\nSelect which traits your species should have." TOOLTIP_SETUP_RULER:1 "§H$RULER$§!\nCustomize your starting ruler. Do note that some government types may change rulers more frequently than others, and that ruler can die." TOOLTIP_SETUP_NAME_CLASS:1 "§H$NAME_AND_CLASS$§!\nSelect the planet class of your homeworld and customize its name. The planet class you select will also be the primary planet type for your species.\n\nOther planet classes can be inhabited by your species depending on how different they are from your planet class." TOOLTIP_SETUP_CITY_APPEARANCE:1 "§H$CITY_GRAPHICS$§!\nSelect the appearance of your cities. This has no effect on gameplay." TOOLTIP_SETUP_GOVERNMENT:1 "§H$ETHICS_AND_GOVERNMENT$§!\nSelect the ethics and government type for your empire. Your selection of ethics determines which government types are available for selection." TOOLTIP_SETUP_EMPIRE_ADVISOR:0 "§H$EMPIRE_ADVISOR$§!\nSelect a voice type for alerts and notifications." TOOLTIP_SETUP_EMPIRE_NAME:1 "§H$EMPIRE_NAME$§!\nCustomize the name of your empire." TOOLTIP_SETUP_FLAG:1 "§H$EMPIRE_FLAG$§!\nCustomize the flag of your empire." TOOLTIP_SETUP_EMPIRE_NAMELIST:1 "§H$CUSTOMIZE_NAME_LISTS$§!\nSelect a name list from which your ships, leaders and planets will choose their names." TOOLTIP_SETUP_WEAPONS:1 "§H$STARTING_WEAPONS$§!\nSelect which starting weapon your empire's ships will be fitted with.\n\nYou will be able to change which weapon components your ships are fitted with during play. Check the §YShip Designer§! in game to change which components your ships will be fitted with." TOOLTIP_SETUP_FTL:1 "§H$FTL_LABEL$§!\nSelect which travel method your empire will use for interstellar travel. You will not be able to change your FTL-method unless you unlock some very rare technologies. You will never be able to change between the base types of FTL-travel during play." TOOLTIP_SETUP_SHIP_APPEARANCE:1 "§H$SHIP_GRAPHICS$§!\nSelect the appearance of the ships in your empire. This has no effect on gameplay." SECONDARY_SPECIES:0 "Secondary Species" TOOLTIP_SETUP_SECONDARY_SPECIES_APPEARANCE:0 "§H$PORTRAIT$§!\nSelect the appearance of your Secondary Species." TOOLTIP_SETUP_SECONDARY_SPECIES_NAME:0 "§H$SPECIES_NAME$§!\nSelect the name of your Secondary Species." TOOLTIP_SETUP_SECONDARY_SPECIES_NAMELIST:0 "§H$CUSTOMIZE_NAME_LISTS$§!\nSelect a name list from which leaders of your Secondary Species will choose their names." TOOLTIP_SETUP_SECONDARY_SPECIES_TRAITS:0 "§H$TRAITS$§!\nSelect which traits your Secondary Species should have." #################################### # Hotjoin View #################################### REQUESTING_HOTJOIN:2 "§HRequesting 'Hot Join'§!\n\nWaiting for the Hosting player to accept..." TRANSFERRING_SAVE_PROGRESS:0 "Transferring Save: $PROGRESS$%" SELECT_COUNTRY:1 "Select Empire" EXECUTING_POST_HOTJOIN_COMMANDS:0 "Synchronizing Game" SAVE_TRANSFERRED_TARGET:0 "Savegame transfer to $NAME$ complete!" PREVIOUSLY_PLAYED_TOOLTIP:1 "§HPrevious Selection§!\nThis is the Empire you played last time." HOTJOIN_SERVER_LOST_TITLE:0 "Server Lost" HOTJOIN_SERVER_LOST_DESC:0 "The connection to the Host was lost." HOTJOIN_SERVER_LOST_OK:0 "OK" #################################### # Ingame Lobby #################################### SERVER_LOST_TITLE:0 "Server Lost" SERVER_LOST_DESC:0 "The connection to the Host was lost. How do you wish to proceed?" PLAYER_LOST_TITLE:0 "Player Lost" PLAYER_LOST_DESC:0 "The connection to $playername$ was lost. How do you wish to proceed?" IGL_CAN_START_NOT_HOST:0 "Only the host can start the game again." INGAMELOBBY_KICK:1 "§HKick§!\nKick this player." INGAMELOBBY_BAN:1 "§HBan§!\nBan this player. This will make them unable to rejoin." #################################### # Planet Classes #################################### pc_gas_giant:0 "Gas Giant" pc_gas_giant_desc:0 "Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core." pc_asteroid:0 "Asteroid" pc_asteroid_desc:0 "A larger asteroid or planetoid standing out in the dense cluster of smaller bodies." pc_molten:0 "Molten World" pc_molten_desc:0 "Rocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life." pc_frozen:0 "Frozen World" pc_frozen_desc:0 "Rocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere precludes the existence of life on the surface." pc_broken:0 "Broken World" pc_broken_desc:0 "World devastated by some catastrophic event. Whatever properties it may once have had are no longer discernible." pc_barren:0 "Barren World" pc_barren_desc:0 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life." pc_barren_cold:0 "Barren World" pc_barren_cold_desc:0 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life." pc_desert:0 "Desert World" pc_desert_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom." pc_arid:0 "Arid World" pc_arid_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce." pc_tundra:0 "Tundra World" pc_tundra_desc:0 "Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens." pc_continental:0 "Continental World" pc_continental_desc:0 "Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation." pc_tropical:0 "Tropical World" pc_tropical_desc:0 "Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation." pc_ocean:0 "Ocean World" pc_ocean_desc:0 "Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than §Y90%§! of the surface, with scattered islands making up the remaining percentage." pc_arctic:0 "Arctic World" pc_arctic_desc:0 "Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation." pc_alpine:0 "Alpine World" pc_alpine_desc:0 "Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation." pc_savannah:0 "Savanna World" pc_savannah_desc:0 "Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases." pc_habitat:0 "Orbital Habitat" pc_habitat_desc:0 "An artificial deep-space arcology offering planet-like, if decidedly urban, living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials." HABITAT_PLANET_NAME:0 "[FROM.from.planet.GetName] Habitat" pc_toxic:0 "Toxic World" pc_toxic_desc:0 "A rocky planet with a thick atmosphere that is lethal to all known higher forms of life." pc_shrouded:0 "Shrouded World" pc_shrouded_desc:0 "Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return." pc_b_star:0 "Class B Star" pc_b_star_desc:0 "The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye." pc_a_star:0 "Class A Star" pc_a_star_desc:0 "These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants." pc_f_star:0 "Class F Star" pc_f_star_desc:0 "F-type stars are fairly large and often referred to as yellow-white dwarfs. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds." pc_g_star:0 "Class G Star" pc_g_star_desc:0 "Often referred to as yellow dwarfs, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life." pc_k_star:0 "Class K Star" pc_k_star_desc:0 "These main-sequence stars, sometimes referred to as orange dwarfs, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life." pc_m_star:0 "Class M Star" pc_m_star_desc:0 "The most common stars in the universe, often referred to as red dwarfs. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarfs emit almost no UV light resulting in unfavorable conditions for most forms of life." pc_t_star:0 "Class T Brown Dwarf" pc_t_star_desc:0 "Brown dwarfs are substellar objects that lack the mass to sustain hydrogen fusion. Roughly the size of large gas giants, they have a much greater density. Their low luminosity and comparatively small heat generation means that planets orbiting them are unlikely to support life." pc_m_giant_star:0 "Class M Red Giant" pc_m_giant_star_desc:0 "With a large radius and comparatively low surface temperature, red giants are stars of moderate mass in a late stage of stellar evolution. Their expanded stellar atmospheres and high luminosity make for distant habitable zone orbits." pc_black_hole:0 "Black Hole" pc_black_hole_desc:1 "Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed. The gravitational waves emitted by black holes interfere with FTL drives, making it harder for ships to escape from combat." pc_neutron_star:0 "Neutron Star" pc_neutron_star_desc:2 "These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star. The gravitational waves and radiation emitted by neutron stars must be carefully navigated around, slowing the sublight speed of ships." pc_pulsar:0 "Pulsar" pc_pulsar_desc:1 "Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy. The radiation emitted by pulsars interferes with deflector technology, rendering ship and station shields inoperable." pc_infested:0 "Infested World" pc_infested_desc:0 "The surface of this world is covered by some kind of biological contaminant." pc_gaia:0 "Gaia World" pc_gaia_desc:0 "An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes." pc_nuked:0 "Tomb World" pc_nuked_desc:0 "A rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life." pc_ringworld_habitable:0 "Ring World" pc_ringworld_habitable_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence." pc_ringworld_tech:0 "Ring World" pc_ringworld_tech_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence." pc_ringworld_seam:0 "Ring World" pc_ringworld_seam_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence." pc_ringworld_habitable_damaged:0 "Ring World" pc_ringworld_habitable_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the megastructure appears irreparably damaged." pc_ringworld_tech_damaged:0 "Ring World" pc_ringworld_tech_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the megastructure appears irreparably damaged." pc_ringworld_seam_damaged:0 "Ring World" pc_ringworld_seam_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the megastructure appears irreparably damaged." pc_shielded:0 "Shielded World" pc_shielded_desc:1 "[Root.GetShieldedPlanetDesc]" pc_shielded_desc_orig:0 "This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface." pc_ai:0 "AI World" pc_ai_desc:0 "Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs." pc_machine:0 "Machine World" pc_machine_desc:0 "Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life." pc_hive:0 "Hive World" pc_hive_desc:0 "This entire world is a giant living organism, psionically connected with the Hive Mind that shaped it. Any beings not part of the Hive that set foot here will be attacked by the very terrain itself." pc_cybrex:0 "$pc_ringworld_habitable$" pc_cybrex_desc:0 "$pc_ringworld_habitable_desc$" pc_shattered:0 "Shattered World" pc_shattered_desc:0 "The charred, broken remnants of what was once a planet. A massive energy surge has detonated this world's core, leaving only drifting slabs of rock." pc_ice_asteroid:0 "Ice Asteroid" pc_ice_asteroid_desc:0 "A larger asteroid or planetoid composed primarily of frozen H2O." pc_rare_crystal_asteroid:0 "$pc_crystal_asteroid$" pc_rare_crystal_asteroid_desc:0 "$pc_crystal_asteroid_desc$" #################################### # Terrain Tiles #################################### pc_continental_tile:0 "Temperate Terrain" pc_continental_tile_desc:0 "Diverse forested terrain with a mild climate." pc_desert_tile:0 "Desert Terrain" pc_desert_tile_desc:0 "Barren and dry terrain with occasional rocky outcroppings." pc_arid_tile:0 "Arid Terrain" pc_arid_tile_desc:0 "Dry and rocky terrain with sparse vegetation." pc_tundra_tile:0 "Tundra Terrain" pc_tundra_tile_desc:0 "Cold and wind-swept steppes with sparse vegetation." pc_tropical_tile:0 "Tropical Terrain" pc_tropical_tile_desc:0 "Vegetation-covered terrain with a warm and humid climate." pc_ocean_tile:0 "Ocean Terrain" pc_ocean_tile_desc:0 "Isolated islands and archipelagos surrounded by ocean." pc_arctic_tile:0 "Arctic Terrain" pc_arctic_tile_desc:0 "Snow- and ice-covered terrain with no vegetation." pc_savannah_tile:0 "Savanna Terrain" pc_savannah_tile_desc:0 "Warm, dry terrain with widely spaced trees and shrubs." pc_alpine_tile:0 "Alpine Terrain" pc_alpine_tile_desc:0 "Elevated terrain covered in snow and ice." pc_gaia_tile:0 "Gaia Terrain" pc_gaia_tile_desc:0 "Diverse terrain with biomes that are eminently suitable to most forms of life." pc_nuked_tile:0 "Wasteland Terrain" pc_nuked_tile_desc:0 "Harsh, war-torn terrain. Radiation levels are low enough to support some life." pc_infested_tile:0 "Infested Terrain" pc_infested_tile_desc:0 "Terrain despoiled by the Prethoryn swarm's secretions." pc_ringworld_habitable_tile:0 "Ring World Terrain" pc_ringworld_habitable_tile_desc:0 "Pristine terrain carefully maintained by the Ring World's internal systems." pc_machine_tile:0 "Cybernetic Terrain" pc_machine_tile_desc:0 "Sterilized terrain shielding sub-surface superconducting lattices." pc_habitat_tile:0 "Habitat Terrain" pc_habitat_tile_desc:0 "Wrought mineral plates over artificial gravity generators act as ready-made foundations for urban and industrial construction." #################################### # Tile Blockers #################################### d_mountain_range:0 "£blocker£ Impassable Mountains" d_mountain_range_desc:0 "A vast range of tall and impassable mountains stretches across this region." d_active_volcano:0 "£blocker£ Active Volcano" d_active_volcano_desc:0 "There is an active volcano in this region, spewing forth lava and volcanic gases." d_dangerous_wildlife_blocker:0 "£blocker£ Dangerous Wildlife" d_dangerous_wildlife_blocker_desc:0 "The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants." d_dense_jungle:0 "£blocker£ Dense Jungle" d_dense_jungle_desc:0 "This entire region is completely overgrown with thick, impassable jungle." d_quicksand_basin:0 "£blocker£ Quicksand Basin" d_quicksand_basin_desc:0 "A vast body of quicksand covers this region, making construction impossible." d_noxious_swamp:0 "£blocker£ Noxious Swamp" d_noxious_swamp_desc:0 "Treacherous swamplands and bogs surrounded by putrid gases." d_massive_glacier:0 "£blocker£ Massive Glacier" d_massive_glacier_desc:0 "An immense body of dense ice covers this region." d_toxic_kelp:0 "£blocker£ Toxic Kelp" d_toxic_kelp_desc:0 "A thick forest of kelp that is toxic to most forms of life covers the ocean in this region." d_deep_sinkhole:0 "£blocker£ Deep Sinkhole" d_deep_sinkhole_desc:0 "A colossal sinkhole covers most of this region." d_city_ruins:0 "£blocker£ City Ruins" d_city_ruins_desc:0 "Once a great city, now just a metal boneyard stretching as far as the eye can see." d_ancient_ruins:0 "£blocker£ Ancient Ruins" d_ancient_ruins_desc:0 "§LOnce a great city built with highly advanced technology, now just ruins and rubble that has been abandoned for centuries.§!" d_ancient_cryo_chambers:0 "£blocker£ Ruined Stasis Chambers" d_ancient_cryo_chambers_desc:0 "§LA sprawling, partially ruined complex containing millions of stasis chambers. The complex is unpowered and only trace biomatter remains of the chambers' occupants, who appear to have come from dozens of distinct biological species.§!" d_tribal_settlement:0 "£blocker£ Native Reservation" d_tribal_settlement_desc:0 "This entire region has been set aside as a reservation for the primitive indigenous population." d_xeno_preserve:0 "£blocker£ Xeno Preserve" d_xeno_preserve_desc:0 "This entire region has been set aside as a reservation for endangered alien species." d_wandering_forests:0 "£blocker£ Wandering Forests" d_wandering_forests_desc:0 "The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure." d_wandering_forest_reserve:0 "£blocker£ Wandering Forest Reserve" d_wandering_forest_reserve_desc:0 "§YAdds £society£ Research to neighboring tiles.§!\n\nA nature reserve that covers the vast expanse of territory where the wandering forests range." d_sinkhole_subterraneans:0 "£blocker£ Subterranean Entrance" d_sinkhole_subterraneans_desc:0 "A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world." d_crater:0 "£blocker£ Impact Crater" d_crater_desc:0 "Something collided with the surface of this world at some point, creating this massive impact crater." d_bomb_crater:0 "£blocker£ Bomb Crater" d_bomb_crater_desc:0 "This massive crater was created by the detonation of a particularly devastating hydrogen bomb." d_radioactive_wasteland:0 "£blocker£ Radioactive Wasteland" d_radioactive_wasteland_desc:0 "Few organisms can survive in this desolate, irradiated wasteland." d_failing_infrastructure_desc:0 "This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress." d_failing_infrastructure:0 "£blocker£ Industrial Wasteland" d_decrepit_dwellings:0 "£blocker£ Sprawling Slums" d_decrepit_dwellings_desc:0 "This region is covered by vast shanty towns and slums filled with the poor and the outcast." d_titanic_life_blocker:0 "£blocker£ Titanic Lifeforms" d_titanic_life_blocker_desc:0 "Numerous Titanic aliens make this area their home, it would be wise to avoid it." d_bombarded_land:0 "£blocker£ Bombarded Ground" d_bombarded_land_desc:0 "The area has been devastated by orbital bombardment." d_battlefield_debris:0 "£blocker£ Battlefield Debris" d_battlefield_debris_desc:0 "The area has been devastated by a series of massive ground battles." d_tomb_world_ruins:0 "£blocker£ Settled Ruins" d_tomb_world_ruins_desc:0 "A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city." d_tomb_world_wasteland:0 "£blocker£ Radiation Zone" d_tomb_world_wasteland_desc:0 "A region that was the target of numerous nuclear warheads. Though the radiation in this area has gone down since the initial impact, it is still unfit for habitation barring a major clean-up effort." d_machine_empire_ruins:0 "£blocker£ Long-Abandoned City" d_machine_empire_ruins_desc:0 "The crumbling remains of what must once have been a major population center on the planet. No traces of its past inhabitants remain." d_exterminators_ruins:0 "£blocker£ Former Organic City" d_exterminators_ruins_desc:0 "The charred and irradiated ruins of what was once a major organic population center. Those buildings that still remain standing contain nothing but ashes now." d_assimilators_ruins:0 "£blocker£ Silent Ruins" d_assimilators_ruins_desc:0 "This once major settlement is now a crumbling ruin, occupied only by the decaying bodies of those organics that chose self-termination rather than be assimilated." d_former_battlefield:0 "£blocker£ Battlefield Remnants" d_former_battlefield_desc:0 "Tens of thousands of burnt warmachines and the twisted skeletal remains of organic soldiers litter the ground at this former battlefield. Residual pockets of radiation interferes with most electronics." d_strip_mine:0 "£blocker£ Abandoned Strip Mine" d_strip_mine_desc:0 "This area was heavily strip mined in the past, by older and more primitive machine models that unfortunately were not programmed to take future development of the region into account." d_unsupervised_settlement:0 "£blocker£ Unsupervised Settlement" d_unsupervised_settlement_desc:0 "A pocket of organic society on this world that still exists outside of machine supervision. Violence, disease and starvation run rampant inside the settlement's walls, whose inhabitants have regressed technologically by several centuries." d_collapsed_burrows:0 "£blocker£ Collapsed Burrows" d_collapsed_burrows_desc:0 "This site once housed extensive underground tunnel systems inhabited by the Hive, but was abandoned due to overexploitation of local resources and wildlife." d_ruined_building_blocker:0 "Ruins" d_ruined_building_blocker_desc:0 "Extensive ruins block all access." d_hibernating_lithoids:0 "£blocker£ Lithoid Monoliths" d_hibernating_lithoids_desc:0 "Incredibly rich outcroppings of minerals that seem to be comprised of petrified lithoids." #################################### # Hull Sizes #################################### CORVETTE:0 "Corvette" DESTROYER:0 "Destroyer" CRUISER:0 "Cruiser" BATTLESHIP:0 "Battleship" corvette:0 "Corvette" corvette_plural:0 "Corvettes" destroyer:0 "Destroyer" destroyer_plural:0 "Destroyers" cruiser:0 "Cruiser" cruiser_plural:0 "Cruisers" battleship:0 "Battleship" battleship_plural:0 "Battleships" titan:0 "Titan" titan_plural:0 "Titans" colossus:0 "Colossus" colossus_plural:0 "Colossi" science:0 "Science Ship" science_plural:0 "Science Ships" hot_rod_ship:0 "Science Ship" hot_rod_ship_plural:0 "Science Ships" constructor:0 "Construction Ship" constructor_plural:0 "Construction Ships" spacestation_1:0 "Space Station" spacestation_1_plural:0 "Space Stations" colonizer:0 "Colony Ship" colonizer_plural:0 "Colony Ships" transport:0 "Transport Ship" transport_plural:0 "Transport Ships" outpost_station:0 "Frontier Outpost" outpost_station_plural:0 "Frontier Outposts" military_station_small:0 "Defense Platform" military_station_small_plural:0 "Defense Platforms" military_station_medium:0 "Defense Station" military_station_medium_plural:0 "Defense Stations" military_station_large:0 "Fortress" military_station_large_plural:0 "Fortresses" ion_cannon:0 "Ion Cannon" ion_cannon_plural:0 "Ion Cannons" orbital_station:0 "Spaceport" orbital_station_plural:0 "Spaceports" mining_station:0 "Mining Station" mining_station_plural:0 "Mining Stations" research_station:0 "Research Station" research_station_plural:0 "Research Stations" wormhole_station:0 "Wormhole Station" wormhole_station_plural:0 "Wormhole Stations" terraform_station:0 "Terraforming Station" terraform_station_plural:0 "Terraforming Stations" observation_station:0 "Observation Post" observation_station_plural:0 "Observation Posts" starbase_outpost:0 "Outpost" starbase_outpost_plural:0 "Outposts" starbase_starport:0 "Starport" starbase_starport_plural:0 "Starports" starbase_starhold:0 "Starhold" starbase_starhold_plural:0 "Starholds" starbase_starfortress:0 "Star Fortress" starbase_starfortress_plural:0 "Star Fortresses" starbase_citadel:0 "Citadel" starbase_citadel_plural:0 "Citadels" starbase_swarm:0 "Star Hive" starbase_swarm_plural:0 "Star Hives" starbase_ai:0 "Contingency Core" starbase_ai_plural:0 "Contingency Cores" starbase_exd_0:0 "Void Lair" starbase_exd_0_plural:0 "Void Lairs" starbase_exd:0 "Dimensional Anchor" starbase_exd_plural:0 "Dimensional Anchors" starbase_marauder:0 "Bastion" starbase_marauder_plural:0 "Bastions" starbase_gatebuilders:0 "$starbase_citadel$" starbase_gatebuilders_plural:0 "$starbase_citadel_plural$" starbase_fe_outpost:0 "$starbase_outpost$" starbase_fe_outpost_plural:0 "$starbase_outpost_plural$" nomad_corvette:0 "$corvette$" nomad_corvette_plural:0 "$corvette_plural$" nomad_destroyer:0 "$destroyer$" nomad_destroyer_plural:0 "$destroyer_plural$" nomad_cruiser:0 "$cruiser$" nomad_cruiser_plural:0 "$cruiser_plural$" pirate_corvette:0 "Raider" pirate_corvette_plural:0 "Raiders" pirate_destroyer:0 "Frigate" pirate_destroyer_plural:0 "Frigates" abandoned_ship:0 "Battleship" abandoned_ship_plural:0 "Battleships" crystal_ship_small_blue:0 "Sapphire Crystal Shardling" crystal_ship_small_blue_plural:0 "Sapphire Crystal Shardlings" crystal_ship_small_green:0 "Emerald Crystal Shardling" crystal_ship_small_green_plural:0 "Emerald Crystal Shardlings" crystal_ship_small_yellow:0 "Topaz Crystal Shardling" crystal_ship_small_yellow_plural:0 "Topaz Crystal Shardling" crystal_ship_small_red:0 "Ruby Crystal Shardling" crystal_ship_small_red_plural:0 "Ruby Crystal Shardlings" crystal_ship_medium_blue:0 "Sapphire Crystal Shard" crystal_ship_medium_blue_plural:0 "Sapphire Crystal Shards" crystal_ship_medium_green:0 "Emerald Crystal Shard" crystal_ship_medium_green_plural:0 "Emerald Crystal Shards" crystal_ship_medium_yellow:0 "Topaz Crystal Shard" crystal_ship_medium_yellow_plural:0 "Topaz Crystal Shards" crystal_ship_medium_red:0 "Ruby Crystal Shard" crystal_ship_medium_red_plural:0 "Ruby Crystal Shards" crystal_ship_large_blue:0 "Sapphire Crystal Quintessence" crystal_ship_large_blue_plural:0 "Sapphire Crystal Quintessences" crystal_ship_large_green:0 "Emerald Crystal Quintessence" crystal_ship_large_green_plural:0 "Emerald Crystal Quintessences" crystal_ship_large_yellow:0 "Topaz Crystal Quintessence" crystal_ship_large_yellow_plural:0 "Topaz Crystal Quintessences" crystal_ship_large_red:0 "Ruby Crystal Quintessence" crystal_ship_large_red_plural:0 "Ruby Crystal Quintessences" crystal_ship_small_blue_elite:0 "Elite Sapphire Crystal Shardling" crystal_ship_small_blue_elite_plural:0 "Elite Sapphire Crystal Shardlings" crystal_ship_small_green_elite:0 "Elite Emerald Crystal Shardling" crystal_ship_small_green_elite_plural:0 "Elite Emerald Crystal Shardlings" crystal_ship_small_yellow_elite:0 "Elite Topaz Crystal Shardling" crystal_ship_small_yellow_elite_plural:0 "Elite Topaz Crystal Shardlings" crystal_ship_small_red_elite:0 "Elite Ruby Crystal Shardling" crystal_ship_small_red_elite_plural:0 "Elite Ruby Crystal Shardlings" crystal_ship_medium_blue_elite:0 "Elite Sapphire Crystal Shard" crystal_ship_medium_blue_elite_plural:0 "Elite Sapphire Crystal Shards" crystal_ship_medium_green_elite:0 "Elite Emerald Crystal Shard" crystal_ship_medium_green_elite_plural:0 "Elite Emerald Crystal Shards" crystal_ship_medium_yellow_elite:0 "Elite Topaz Crystal Shard" crystal_ship_medium_yellow_elite_plural:0 "Elite Topaz Crystal Shards" crystal_ship_medium_red_elite:0 "Elite Ruby Crystal Shard" crystal_ship_medium_red_elite_plural:0 "Elite Ruby Crystal Shards" crystal_ship_large_blue_elite:0 "Elite Sapphire Crystal Quintessence" crystal_ship_large_blue_elite_plural:0 "Elite Sapphire Crystal Quintessences" crystal_ship_large_green_elite:0 "Elite Emerald Crystal Quintessence" crystal_ship_large_green_elite_plural:0 "Elite Emerald Crystal Quintessences" crystal_ship_large_yellow_elite:0 "Elite Topaz Crystal Quintessence" crystal_ship_large_yellow_elite_plural:0 "Elite Topaz Crystal Quintessences" crystal_ship_large_red_elite:0 "Elite Ruby Crystal Quintessence" crystal_ship_large_red_elite_plural:0 "Elite Ruby Crystal Quintessences" crystal_station_large:0 "Crystal Nidus" crystal_station_large_plural:0 "Crystal Nidi" space_cloud:0 "Void Cloud" space_cloud_plural:0 "Void Clouds" probe:0 "Space Probe" probe_plural:0 "Space Probes" ancient_drone:0 "Autonomous Unit" ancient_drone_plural:0 "Autonomous Units" ark_ship:0 "Space Ark" ark_ship_plural:0 "Space Arks" pirate_station:0 "Asteroid Outpost" pirate_station_plural:0 "Asteroid Outposts" asteroid:0 "Asteroid" asteroid_plural:0 "Asteroids" space_whale_1:1 "Space Whale Cow" space_whale_1_plural:1 "Space Whale Cows" space_whale_2:1 "Space Whale Bull" space_whale_2_plural:1 "Space Whale Bulls" space_whale_3:1 "Space Whale Hatchling" space_whale_3_plural:1 "Space Whale Hatchlings" space_whale_4:1 "Space Whale Calf" space_whale_4_plural:1 "Space Whale Calves" extra_dimensional_ship:0 "Dimensional Being" extra_dimensional_ship_plural:0 "Dimensional Beings" space_amoeba:0 "Space Amoeba" space_amoeba_plural:0 "Space Amoebas" space_amoeba_small:0 "Flagellum" space_amoeba_small_plural:0 "Flagella" station_generic_01:0 "Starbase" station_generic_01_plural:0 "Starbases" swarm_subspace_beacon:0 "Subspace Beacon" swarm_subspace_beacon_plural:0 "Subspace Beacons" sensor_station_01:0 "Sensor Station" sensor_station_01_plural:0 "Sensor Stations" psionic_avatar:0 "Shrouded Avatar" psionic_avatar_plural:0 "Shrouded Avatars" warped_consciousness:0 "Warped Consciousness" warped_consciousness_plural:0 "Warped Consciousnesses" shroud_manifestation:0 "Shroud Manifestation" shroud_manifestation_plural:0 "Shroud Manifestation" corrupted_avatar:0 "Corrupted Avatar" corrupted_avatar_plural:0 "Corrupted Avatars" eventship_01:0 "Cruiser" eventship_01_plural:0 "Cruisers" eventship_02:0 "Corvette" eventship_02_plural:0 "Corvettes" eventship_03:0 "Battleship" eventship_03_plural:0 "Battleships" eventship_04:0 "Battleship" eventship_04_plural:0 "Battleships" eventship_05:0 "Cruiser" eventship_05_plural:0 "Cruisers" eventship_06:0 "Destroyer" eventship_06_plural:0 "Destroyers" eventship_07:0 "Destroyer" eventship_07_plural:0 "Destroyers" civilian_freighter:0 "Freighter" civilian_freighter_plural:0 "Freighters" civilian_tanker:0 "Tanker" civilian_tanker_plural:0 "Tankers" passenger_liner:0 "Passenger Liner" passenger_liner_plural:0 "Passenger Liners" primitive_space_station:0 "Early Space Station" primitive_space_station_plural:0 "Early Space Stations" ancient_drone_station:0 "Ancient Station" ancient_drone_station_plural:0 "Ancient Stations" galleon:0 "Galleon" galleon_plural:0 "Galleons" climate_dry:0 "Dry" climate_cold:0 "Frozen" climate_wet:0 "Wet" dry:0 "§Y(Dry Climate)§!" cold:0 "§E(Frozen Climate)§!" wet:0 "§G(Wet Climate)§!" massive_ship_fallen_empire:0 "Titan" massive_ship_fallen_empire_plural:0 "Titans" large_ship_fallen_empire:0 "Battlecruiser" large_ship_fallen_empire_plural:0 "Battlecruisers" small_ship_fallen_empire:0 "Escort" small_ship_fallen_empire_plural:0 "Escorts" torpedo_ship_fallen_empire:0 "Frigate" torpedo_ship_fallen_empire_plural:0 "Frigates" military_station_large_fallen_empire:0 "Fortress" military_station_large_fallen_empire_plural:0 "Fortresses" military_station_small_fallen_empire:0 "Outpost" military_station_small_fallen_empire_plural:0 "Outposts" large_ship_swarm:0 "Warrior" large_ship_swarm_plural:0 "Warriors" large_ship_carrier_swarm:0 "Brood Mother" large_ship_carrier_swarm_plural:0 "Brood Mothers" small_ship_swarm:0 "Swarmling" small_ship_swarm_plural:0 "Swarmlings" military_station_large_swarm:0 "Star Hive" military_station_large_swarm_plural:0 "Star Hives" military_station_small_swarm:0 "Star Nest" military_station_small_swarm_plural:0 "Star Nests" queen_swarm:0 "Queen" queen_swarm_plural:0 "Queens" construction_ship_swarm:0 "Worker" construction_ship_swarm_plural:0 "Workers" colony_ship_swarm:0 "Infestor" colony_ship_swarm_plural:0 "Infestors" transport_ship_swarm:0 "Transport" transport_ship_swarm_plural:0 "Transports" large_ship_ai:0 "Warform" large_ship_ai_plural:0 "Warforms" small_ship_ai:0 "Seeker" small_ship_ai_plural:0 "Seekers" military_station_large_ai:0 "Nexus" military_station_large_ai_plural:0 "Nexuses" military_station_small_ai:0 "Defensive" military_station_small_ai_plural:0 "Defensives" core_ai:0 "Core" core_ai_plural:0 "Cores" final_core_ai:1 "Master Core" final_core_ai_plural:1 "Master Cores" large_ship_ed:1 "Battleship" large_ship_ed_plural:1 "Battleships" medium_ship_ed:0 "Cruiser" medium_ship_ed_plural:0 "Cruisers" small_ship_ed:1 "Escort" small_ship_ed_plural:1 "Escorts" military_station_large_ed:0 "Void Junction" military_station_large_ed_plural:0 "Void Junctions" military_station_small_ed:0 "Void Conduit" military_station_small_ed_plural:0 "Void Conduits" dimensional_portal_ed:0 "Dimensional Portal" dimensional_portal_ed_plural:0 "Dimensional Portals" construction_ship_ed:0 "Void Shaper" construction_ship_ed_plural:0 "Void Shapers" construction_ship_ai:0 "Construction Ship" construction_ship_ai_plural:0 "Construction Ships" colony_ship_ai:0 "Colony Ship" colony_ship_ai_plural:0 "Colony Ships" transport_ship_ai:0 "Transport Ship" transport_ship_ai_plural:0 "Transport Ships" blue_core_ai:0 "Core" blue_core_ai_plural:0 "Cores" blue_military_station_large_ai:0 "Heavy Station" blue_military_station_large_ai_plural:0 "Heavy Stations" blue_military_station_small_ai:0 "Light Station" blue_military_station_small_ai_plural:0 "Light stations" blue_transport_ship_ai:0 "Transport" blue_transport_ship_ai_plural:0 "Transports" #################################### # section slots #################################### mid:0 "Core" bow:0 "Bow" stern:0 "Stern" north:0 "North" west:0 "West" east:0 "East" south:0 "South" #################################### # Special Ship Types #################################### CIVILIAN:0 "Civilian" CONSTRUCTOR:0 "Constructor" COLONIZER:0 "Colony Ship" SCIENCE_SHIP:0 "Science Ship" SPACESTATION_1:0 "Space Station" #################################### # Ambient Objects #################################### derelict_ship_object:0 "Derelict Ship" sublight_probe_object:0 "Sublight Probe" sublight_probe_object_tooltip:0 "A primitive sublight space probe." sublight_probe_object_desc:0 "A primitive sublight space probe that appears to be several centuries old. Its power supply has long since been depleted." hyacinth_object:0 "The Hyacinth" hyacinth_object_tooltip:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit." hyacinth_object_desc:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit." ancient_battlefield_object:0 "Ancient Battlefield" injured_queen_object:0 "Injured Queen" injured_queen_object_desc:0 "A mortally injured Prethoryn Queen, barely clinging to life." injured_queen_object_tooltip:0 "A mortally injured Prethoryn Queen, barely clinging to life." crystal_manufactory_object:0 "Ancient Manufactory" crystal_manufactory_desc:0 "An abandoned orbital processing station floats silently above its host asteroid." crystal_manufactory_tooltip:0 "$crystal_manufactory_desc$" abandoned_ship_object:0 "Ship Debris" abandoned_ship_object_desc:0 "The debris of a ship floats in the void of space." abandoned_ship_object_tooltip:0 "$abandoned_ship_object_desc$" abandoned_ship_2_object:0 "$derelict_ship_object$" #################################### # Message window #################################### MESSAGE_EVENT_LEFTCLICK:0 "§GClick to open Event window§!" MESSAGE_DOUBLE_CLICK:0 "§GDouble-Click to Go To Location§!" MESSAGE_TARGET_SYSTEM:1 "§GClick to Go To the $SYSTEM|H$ system§!" MESSAGE_TARGET_PLANET:1 "§GClick to select planet $PLANET|H$§!" MESSAGE_TARGET_ANOMALY:0 "§GClick to open Anomaly window!§!" MESSAGE_TARGET_FLEET:1 "§GClick to select fleet $FLEET|H$§!" MESSAGE_LOST_TARGET_FLEET:0 "§R'$FLEET|H$' left our Sensor Range§!" MESSAGE_RIGHTCLICK:0 "§GRight-click to dismiss§!" MESSAGE_TARGET_WAR:0 "§GClick to open overview of $WAR|H$§!" #################################### # Fleet Orders #################################### ORDERS:0 "Orders" NUM_ORDERS:0 "Number of Orders: $COUNT|H$" FLEETORDER_MOVE_BUTTON:0 "Move Here" FLEETORDER_ORBIT_BUTTON:0 "Enter Orbit" FLEETORDER_BUILD_CURRENT_shipclass_orbital_station_BUTTON:0 "Build Orbital Station" FLEETORDER_BUILD_CUSTOM_shipclass_orbital_station_BUTTON:0 "Build Custom Orbital Station" FLEETORDER_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Station" FLEETORDER_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Station" FLEETORDER_MULTI_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Stations" FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Stations" FLEETORDER_BUILD_CURRENT_shipclass_terraform_station_BUTTON:0 "Build Terraforming Station" FLEETORDER_BUILD_CUSTOM_shipclass_terraform_station_BUTTON:0 "Build Custom Terraforming Station" FLEETORDER_MULTI_BUILD_CURRENT_terraform_mining_station_BUTTON:0 "Build Terraforming Stations" FLEETORDER_MULTI_BUILD_CUSTOM_terraform_mining_station_BUTTON:0 "Build Custom Terraforming Stations" FLEETORDER_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Station" FLEETORDER_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Station" FLEETORDER_MULTI_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Stations" FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Stations" FLEETORDER_MULTI_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Posts" FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Posts" FLEETORDER_BUILD_CURRENT_shipclass_wormhole_station_BUTTON:0 "Build Wormhole Station" FLEETORDER_BUILD_CUSTOM_shipclass_wormhole_station_BUTTON:0 "Build Custom Wormhole Station" FLEETORDER_BUILD_CURRENT_shipclass_military_station_BUTTON:0 "Build Military Station" FLEETORDER_BUILD_CUSTOM_shipclass_military_station_BUTTON:0 "Build Custom Military Station" FLEETORDER_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Post" FLEETORDER_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Post" FLEETORDER_BUILD_CUSTOM_shipclass_starbase_BUTTON:0 "Build Custom Starbase (Outpost)" FLEETORDER_BUILD_CURRENT_shipclass_starbase_BUTTON:0 "Build Starbase (Outpost)" FLEETORDER_MULTI_BUILD_CURRENT_shipclass_starbase_BUTTON:0 "Build Starbase (Outpost)" FLEETORDER_BUILD_STATION:0 "Build $NAME$ $SIZE$" FLEETORDER_BUILD_ORBITAL_STATION_DESC:0 "Monthly Upkeep: £energy£ $MAINTENANCE|Y2$" FLEETORDER_COLONIZE_BUTTON:0 "Colonize Planet" FLEETORDER_SURVEY_BUTTON:0 "Survey" FLEETORDER_SURVEY_ALL_BUTTON:0 "Survey System" FLEETORDER_RESEARCH_BUTTON:1 "Research" FLEETORDER_RESEARCH_PROJECT_BUTTON:0 "Research Project" FLEETORDER_RESEARCH_PROJECTS_IN_SYSTEM_BUTTON:0 "Research Projects in System" FLEETORDER_ANALYZE_BUTTON:0 "Analyze" FLEETORDER_UPGRADE_FLEET_BUTTON:0 "Upgrade Fleet to Latest Designs" FLEETORDER_UPGRADE_ALREADY_UPGRADING:0 "§RThis fleet is already being upgraded.§!" FLEETORDER_REPAIR_SHIP_BUTTON:1 "Repair to full Hull Points" FLEETORDER_SPECIAL_PROJECT_BUTTON:0 "$PROJECT$" FLEETORDER_REPLICATE:0 "§RAnother Ship is performing or has finished performing this order.§!" FLEETORDER_REPLICATE_SAME_SHIP:0 "§RThis Ship is already performing this order.§!" FLEETORDER_BUILD_STATION_TIP:0 "$NAME|H$ $SIZE|H$" ASSIST_RESEARCH_DUPLICATE:0 "§RAnother ship is already performing this order.§!" ASSIST_RESEARCH_ORDER:0 "Assist Research" ASSIST_RESEARCH_ORDER_DESC:0 "Order the Science Ship to aid the scientific effort of a planet, increasing research output." ASSIST_RESEARCH_ORDER_PLANET_DESC:0 "Order the Science Ship to Assist Research on $PLANET|H$." ASSIST_RESEARCH_ORDER_SYSTEM_DESC:0 "Order the Science Ship to Assist Research on $SYSTEM|H$." ASSIST_RESEARCH_WRONG_OWNER:0 "Cannot assist research on non-colonized planets." FLEETORDER_TOP_LEVEL_TEXT:2 "$ORDER$ (§Y+$ORDERS_LEFT$§! Orders)" FLEETORDER_ASSIST_RESEARCH:0 "Assisting Research" FLEETORDER_ASSIST_RESEARCH_BUTTON:0 "Assist Research" FLEETORDER_MOVE_QUEUED:0 "Moving" FLEETORDER_MOVE:0 "Moving" FLEETORDER_MOVE_OTHER_SYSTEM:0 "Moving to the $SYSTEM|H$ System" FLEETORDER_MOVE_WINDUP_WARP:1 "Preparing Warp to $SYSTEM|H$: $DAYS|Y0$ Days" FLEETORDER_MOVE_WINDUP_WARP_EXT:0 "Winding up for Warp to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y$ Days)" FLEETORDER_MOVE_IN_WARP:0 "Warping to $SYSTEM|H$" FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP:0 "Warp Wind-down: $DAYS|Y0$ Days" FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP_EXT:0 "Winding down after Warp from $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y0$ Days)" FLEETORDER_MOVE_SINGLESHIP_MOVING_INTO_POSITION_WARP:0 "Positioning for Warp to $SYSTEM|H$" FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE:0 "Jump Wind-down: $DAYS|Y0$ Days" FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE_EXT:0 "Winding down after Jump from $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y0$ Days)" FLEETORDER_ORBIT:0 "Entering Orbit of $PLANET|H$" FLEETORDER_UPGRADE_DESIGN_STATION:0 "Upgrading Station: $PROGRESS|Y%0$" FLEETORDER_UPGRADE_DESIGN:0 "Upgrading Ships ($PLANET|H$): $PROGRESS|Y%0$" FLEETORDER_UPGRADE_DESIGN_NOT_ENQUEUED:0 "Preparing for Ship Upgrades ($PLANET|H$)" FLEETORDER_UPGRADE_DESIGN_ENQUEUED:1 "Waiting for Starbase to Upgrade Ships ($PLANET|H$)" FLEETORDER_REPAIR_SHIP:0 "Repairing $SHIP|H$, $PROGRESS|Y%0$" FLEETORDER_BUILD_ORBITALSTATION:0 "Building $PLANET|H$ $SHIPCLASS$: $PROGRESS|Y%0$" FLEETORDER_BUILD_SPACESTATION:0 "Building $SHIPCLASS$: $PROGRESS|Y%0$" FLEETORDER_BUILD_WORMHOLE_WITHIN_INNER_CIRCLE:0 "Cannot build a Wormhole Station within a system's Gravity Well" FLEETORDER_BUILD_WORMHOLE_NO_ACCESS:0 "Need to negotiate wormhole station access with space owner" FLEETORDER_OUTSIDE_SYSTEM_BORDER:0 "Cannot build Station outside System borders" FLEETORDER_COLONIZE:0 "Colonizing $PLANET|H$: $PROGRESS|Y%0$" FLEETORDER_SURVEY:0 "Surveying $PLANET|H$: $PROGRESS|Y%0$" FLEETORDER_SURVEY_UNKNOWN:0 "Surveying §HUnknown system§!" FLEETORDER_SURVEY_SYSTEM:0 "Surveying $SYSTEM|H$" FLEETORDER_RESEARCH:0 "Investigating $PLANET|H$: $PROGRESS|Y%0$" SURVEY_ORDER_RESEARCH:0 "$RESEARCH_ORDER$" FLEETORDER_RESEARCH_NOT_SURVEYED:1 "§RThis planet has not been surveyed!§!" FLEETORDER_RESEARCH_NOT_SURVEYED_SYSTEM:0 "This system is not surveyed!" FLEETORDER_RESEARCH_NO_ANOMALY:1 "§RThis planet has no Anomaly!§!" FLEETORDER_ANOTHER_ALREADY_RESEARCHING:1 "§RAnother Science Ship is already researching this Anomaly§!" FLEETORDER_ANALYZE_FTL_TRAIL:0 "Analyzing FTL trail in $SYSTEM|H$, $PROGRESS|Y%0$" FLEETORDER_ENTERING_HYPERLANE:1 "Entering Hyperlane to $SYSTEM|H$: $DAYS|Y0$ Days" FLEETORDER_ENTERING_HYPERLANE_EXT:0 "Entering Hyperlane to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )" FLEETORDER_IN_HYPERLANE:0 "Travelling through Hyperlane to $SYSTEM|H$, $PROGRESS|Y%0$" FLEETORDER_ENTERING_WORMHOLE:1 "Entering Wormhole to $SYSTEM|H$: $DAYS|Y0$ Days" FLEETORDER_ENTERING_WORMHOLE_EXT:0 "Entering Wormhole to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )" FLEETORDER_IN_WORMHOLE:0 "Travelling through Wormhole to $SYSTEM|H$" FLEETORDER_PREPARING_JUMP_DRIVE:1 "Preparing Jump to $SYSTEM|H$: $DAYS|Y0$ Days" FLEETORDER_PREPARING_JUMP_DRIVE_EXT:0 "Preparing Jump to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )" FLEETORDER_LAND_ARMIES:0 "Landing Armies" FLEETORDER_IN_ORBIT:0 "In Orbit around $PLANET|H$" FLEETORDER_DOCKED:0 "Docked at $PLANET|H$ Starbase, reducing ship upkeep by $MOD|0%G$" FLEETORDER_READY_TO_LAND_TROOPS:0 "Ready to land troops on $PLANET|H$" FLEETORDER_IDLE:0 "Idle" FLEETORDER_COLLECT_DATA:0 "$PROJECT|Y$ ($PROGRESS|Y%0$)" FLEETORDER_INVALID:0 "$TEXT|R$" FLEETORDER_RETURN:0 "Returning" FLEETORDER_NO_RETURN_POINT:0 "Nowhere to return to" FLEETORDER_EVADE_HOSTILES:0 "Evading hostiles" FLEETORDER_NO_EVADE_HOSTILES:0 "Nowhere to go to evade hostiles" FLEETORDER_FOLLOW:0 "Following $NAME|H$" FLEETORDER_FOLLOW_AND_ATTACK:1 "Attacking $NAME|H$" FLEETORDER_FOLLOW_AND_ATTACK_TITLE:0 "Attack Target" FLEETORDER_FOLLOW_AND_ATTACK_DESC:0 "Attacking neutral targets will make them hostile against us! Should we proceed?" FLEETORDER_FOLLOW_AND_ATTACK_TOOLTIP:0 "Attacking a neutral target will make them hostile against us." FLEETORDER_FOLLOW_AND_ATTACK_CLICK:0 "§GClick to select a target to attack§!" FLEETORDER_LAND_ARMIES_TITLE:0 "Land Armies" FLEETORDER_LAND_ARMIES_DESC:0 "Landing armies on a non-hostile planet will turn them hostile against us! Should we proceed?" FLEETORDER_LAND_ARMIES_ON_PLANET:0 "Landing armies on $PLANET|H$" FLEETORDER_LAND_ARMIES_NOT_COLONIZABLE:0 "§RCan not land armies on an uninhabitable planet.§!" FLEETORDER_LAND_ARMIES_COLONIZING:0 "§RCannot land armies on a planet that is being colonized.§!" FLEETORDER_LAND_ARMIES_COLONIZE_FIRST:0 "§RPlanet must be colonized before armies can land.§!" FLEETORDER_LAND_ARMIES_CANT_LAND:1 "§RThere are no armies in orbit that can land.§!" FLEETORDER_LAND_ARMIES_NO_ARMIES:0 "§RThere are no armies in orbit.§!" FLEETORDER_LAND_ARMIES_NOT_IN_ORBIT:0 "§RFleet must be in orbit to land.§!" FLEETORDER_LAND_ARMIES_NOT_TRANSPORT_FLEET:0 "§RFleet is not a transport fleet.§!" FLEETORDER_LAND_ARMIES_STARBASE_HOSTILE:0 "§RHostile Starbase in $SYSTEM|Y$ prevents planetary invasion.§!" FLEETORDER_HAS_NO_SCIENTIST:0 "§RRequires a Scientist§!" FLEETORDER_NEED_SCIENTIST_LEVEL:0 "$TRIGGER_FAIL$ §RRequires a Scientist with §HSkill§! level §Y$LEVEL$§!§!" FLEETORDER_MERGE:0 "Merging with $FLEET|H$" FLEETORDER_ORBIT_PLANET_BOMBARDMENT_TITLE:0 "Orbital Bombardment" FLEETORDER_ORBIT_PLANET_BOMBARDMENT_DESC:0 "Bombarding a non-hostile planet will turn its controller hostile against us! Should we proceed?" FLEETORDER_GO_MIA_TITLE:0 "Go Missing In Action" FLEETORDER_GO_MIA_DESC:0 "Fleet(s) couldn't find a path home. Should they do an Emergency FTL Jump and go Missing In Action?" FLEETORDER_FOLLOW_FRIENDLIES_TITLE:0 "Take Point" FLEETORDER_FOLLOW_FRIENDLIES_DESC:0 "§GThis fleet can take point, and allied fleets will attempt to follow it.§!" FLEETORDER_FOLLOW_FRIENDLIES_ON:0 "§GCurrently set to §Yencourage§! allied fleets to follow.§!" FLEETORDER_FOLLOW_FRIENDLIES_OFF:0 "§GCurrently set to §Ydiscourage§! allied fleets from following.§!" FLEETORDER_BUILD_MEGASTRUCTURE:1 "Building $MEGASTRUCTURE|H$ in $SYSTEM|H$: $PROGRESS|Y%0$" IN_COMBAT:0 "In Combat" COMBAT:0 "Combat" SHIP_STATS:0 "Ship Stats" FLEETORDER_AUTO_EXPLORE_NO_PATHS:0 "§RCannot reach or find any unsurveyed systems.§!" FLEETORDER_JUMP_DRIVE_WINDUP:0 "Preparing Jump to $SYSTEM|Y$: $DAYS|Y0$ Days" FLEETORDER_JUMP_DRIVE:0 "Jump Drive to $SYSTEM|Y$" CANNOT_JUMP_MISSING_COMPONENT:0 "§RAll ships in the fleet must be equipped with Jump Drives to perform this order.§!" FLEETORDER_JUMP_DRIVE_HEADER:0 "Initiate Jump" FLEETORDER_JUMP_DRIVE_DESC:3 "Order selected Jump Drive-equipped fleets to make a jump to selected system, bypassing hyperlanes completely. After jumping, the Jump Drive needs $DAYS|Y$ days to recharge before it can be used again." CANNOT_JUMP_COOLDOWN:1 "§RJump Drives are still recharging. Jump will be possible in $DAYS|Y$ day(s).§!" JUMP_DRIVE_PENALTY:0 "While Jump Drive is recharging, this fleet suffers the following penalties:\n§Y$MOD_SHIP_WEAPON_DAMAGE$:§! §R-50%§!\n§Y$MOD_SHIP_SPEED_MULT$:§! §R-50%§!" FLEETORDER_ESN_HEADER:0 "Experimental Subspace Navigation" FLEETORDER_ESN_DESC:0 "Order the Science Ship to temporarily ignore the stable hyperlane network and directly navigate the swales of subspace to a destination. The Science Ship is considered §YMIA§! for the duration of the journey." FLEETORDER_ESN_WRONG_FLEET_STANCE:0 "Fleet stance cannot be Evasive" FLEETORDER_PATROL_HEADER:0 "Patrol" FLEETORDER_PATROL_DESC:0 "Order your ships to patrol between their current location and the target location." #################################### # Traits #################################### trait_rapid_breeders:0 "Rapid Breeders" trait_rapid_breeders_desc:0 "§LThis species reproduces at a very rapid rate, increasing population growth.§!\n" trait_rapid_breeders_lithoid:0 "$trait_rapid_breeders$" trait_rapid_breeders_lithoid_desc:0 "$trait_rapid_breeders_desc$" trait_slow_breeders:0 "Slow Breeders" trait_slow_breeders_desc:0 "§LThis species reproduces at a slow rate, lowering population growth.§!\n" trait_delicious:0 "Delicious" trait_delicious_desc:0 "§LThis species has the curious evolutionary adaptation of being highly nutritious when eaten.§!\n" trait_nerve_stapled:0 "Nerve Stapled" trait_nerve_stapled_desc:0 "§LInessential neural pathways relating to self-preservation and free will are severed, creating a docile and obedient client species.§!\n" trait_fertile:0 "Fertile" trait_fertile_desc:1 "§LThe natural fecundity and geniality of this species has been dramatically enhanced through aggressive physical and behavioral sculpting.§!\n" trait_erudite:0 "Erudite" trait_erudite_desc:1 "§LBiological engineering has unlocked previously dormant parts of this species' brain, greatly increasing mental acuity.§!\n" trait_robust:0 "Robust" trait_robust_desc:0 "§LBio-optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.§!\n" trait_charismatic:0 "Charismatic" trait_charismatic_desc:0 "§LMembers of this species have a special charisma, and are generally considered pleasant to be around.§!\n" trait_repugnant:0 "Repugnant" trait_repugnant_desc:0 "§LThe physical appearance and customs of this species are considered offensive to most others, and few appreciate them as neighbors.§!\n" trait_talented:0 "Talented" trait_talented_desc:0 "§LMember of this species are born with a natural aptitude.§!\n" trait_strong:0 "Strong" trait_strong_desc:0 "§LMembers of this species possess great physical strength, making them formidable fighters on the ground.§!\n" trait_very_strong:0 "Very Strong" trait_very_strong_desc:0 "§LMembers of this species possess a strength that almost defies the laws of physics.§!\n" trait_weak:0 "Weak" trait_weak_desc:0 "§LMembers of this species are physically weaker than average, making them poor fighters on the ground.§!\n" trait_tough:0 "Tough" trait_tough_desc:0 "Members of this species are capable of withstanding physical trauma that would kill most other beings.\n" trait_frail:0 "Frail" trait_frail_desc:0 "§LMembers of this species are particularly frail - what would be a minor injury to others can often be fatal to them.§!\n" trait_stoic:0 "Stoic" trait_stoic_desc:0 "§LMembers of this species possess great mental discipline, rarely panicking when faced with a dangerous situation.§!\n" trait_timid:0 "Timid" trait_timid_desc:0 "§LMembers of this species tend to shy away from physical confrontations and are quick to panic.§!\n" trait_indolent:0 "Indolent" trait_indolent_desc:0 "§LMembers of this species shy away from hard labor, and generally refrain from exerting themselves.§!\n" trait_communal:0 "Communal" trait_communal_desc:0 "§LMembers of this species are highly communal, and quite used to living in close proximity to others.§!\n" trait_solitary:0 "Solitary" trait_solitary_desc:0 "§LMembers of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.§!\n" trait_adaptive:0 "Adaptive" trait_adaptive_desc:1 "§LThis species is highly adaptive when it comes to foreign environments.§!\n" trait_adaptive_lithoid:0 "$trait_adaptive$" trait_adaptive_lithoid_desc:0 "$trait_adaptive_desc$" trait_extremely_adaptive:0 "Extremely Adaptive" trait_extremely_adaptive_desc:0 "§LThis species is remarkably adept at adapting to any foreign environments.§!\n" trait_nonadaptive:0 "Nonadaptive" trait_nonadaptive_desc:0 "§LThis species does not adapt well to foreign environments.§!\n" trait_nomadic:0 "Nomadic" trait_nomadic_desc:0 "§LThis species has a nomadic past, and its members often think nothing of relocating to another world.§!\n" trait_sedentary:0 "Sedentary" trait_sedentary_desc:0 "§LThis species has a sedentary past, and its members are reluctant to migrate away from where they grew up.§!\n" trait_thrifty:0 "Thrifty" trait_thrifty_desc:0 "§LMembers of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.§!\n" trait_ingenious:0 "Ingenious" trait_ingenious_desc:0 "§LMembers of this species are good at 'thinking outside the box' and know how to maximize the efficiency of their infrastructure and power grids.§!\n" trait_industrious:0 "Industrious" trait_industrious_desc:0 "§LMembers of this species are known for their diligent and hard-working nature, always going above and beyond.§!\n" trait_natural_engineers:0 "Natural Engineers" trait_natural_engineers_desc:0 "§LMembers of this species have a natural inclination towards engineering and material sciences.§!\n" trait_poor_engineers:0 "Poor Engineers" trait_poor_engineers_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of engineering.§!\n" trait_natural_physicists:0 "Natural Physicists" trait_natural_physicists_desc:0 "§LMembers of this species have a natural inclination towards theoretical physics and astral phenomena.§!\n" trait_poor_physicists:0 "Poor Physicists" trait_poor_physicists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of theoretical physics.§!\n" trait_natural_sociologists:0 "Natural Sociologists" trait_natural_sociologists_desc:0 "§LMembers of this species have a natural inclination towards sociology and biological studies.§!\n" trait_poor_sociologists:0 "Poor Sociologists" trait_poor_sociologists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of sociology.§!\n" trait_quick_learners:0 "Quick Learners" trait_quick_learners_desc:0 "§LMembers of this species are quick to learn from their experiences.§!\n" trait_slow_learners:0 "Slow Learners" trait_slow_learners_desc:0 "§LMembers of this species are slow to learn from their experiences.§!\n" trait_long_lifespans:0 "Long Lifespans" trait_long_lifespans_desc:0 "§LThe natural lifespan of this species is longer than average.§!\n" trait_short_lifespans:0 "Short Lifespans" trait_short_lifespans_desc:0 "§LThe natural lifespan of this species is shorter than average.§!\n" trait_uplifted:0 "Uplifted" trait_uplifted_desc:0 "§LThis species was uplifted from a primitive origin, and its members are happier living on planets belonging to their benefactor.§!\n" trait_presapient_starborn:0 "Starborn" trait_presapient_starborn_desc:0 "§LThis species has always, consciously or not, longed to traverse the void between the stars.§!\n" trait_presapient_earthbound:0 "Earthbound" trait_presapient_earthbound_desc:0 "§LMembers of this species are very possessive of the planets they call home.§!\n" trait_presapient_natural_intellectuals:0 "Natural Intellectuals" trait_presapient_natural_intellectuals_desc:0 "§LMembers of this species are more philosophically inclined than most.§!\n" trait_presapient_proles:0 "Proles" trait_presapient_proles_desc:0 "§LThis species has traditionally shunned intellectual pursuits in favor of physical labor.§!\n" trait_syncretic_proles:0 "Serviles" trait_syncretic_proles_desc:0 "§LThis species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.§!" trait_presapient_conservative:0 "Conservative" trait_presapient_conservative_desc:0 "§LMembers of this species often prefer old wisdom over new experiences.§!\n" trait_presapient_irradiated:0 "Irradiated" trait_presapient_irradiated_desc:0 "§LThis species has evolved to thrive in environments subject to extremely high levels of background radiation.§!" trait_persistent:0 "Persistent" trait_persistent_desc:0 "§LThis trait increases the average life span of leaders.§!\n" trait_conformists:0 "Conformists" trait_conformists_desc:0 "§LThese people always seek consensus and are more likely to conform to the governing ethics.§!\n" trait_deviants:0 "Deviants" trait_deviants_desc:0 "§LThese people are rebellious in nature and constantly try to challenge the status-quo.§!\n" trait_enduring:0 "Enduring" trait_enduring_desc:0 "§LLifespans in this species are unusually long.§!\n" trait_venerable:0 "Venerable" trait_venerable_desc:0 "§LThis species can grow to an age that commands dignity and respect.§!\n" trait_fleeting:0 "Fleeting" trait_fleeting_desc:0 "§LTime is fleeting for this species. What they lack in longevity, they have to make up in other ways.§!\n" trait_fleeting_lithoid:0 "$trait_fleeting$" trait_fleeting_lithoid_desc:0 "$trait_fleeting_desc$" trait_diverse:0 "Diverse" trait_diverse_desc:0 "§LMembers of this species tend to differ a lot, in both psychology and morphology.§!\n" trait_decadent:0 "Decadent" trait_decadent_desc:2 "§LThis species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.§!\n" trait_intelligent:0 "Intelligent" trait_intelligent_desc:0 "§LThis species is highly intelligent, and enjoys faster technological progress.§!\n" trait_agrarian:0 "Agrarian" trait_agrarian_desc:0 "§LThis species has a deep connection to the land, and make expert farmers and gardeners.§!\n" trait_resilient:0 "Resilient" trait_resilient_desc:0 "§LMembers of this species are physiologically resilient, and will fight like enraged brood mothers to defend their worlds.§!\n" trait_mechanical:0 "Mechanical" trait_mechanical_desc:2 "§LMechanical beings are several orders of magnitude more complex than the purpose-built automatons of old, but most possess fairly limited processing capabilities.§!\n" trait_robotic_1:0 "Robot" trait_robotic_1_desc:1 "§LRobots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.§!\n" trait_robot_awoken_01:0 "Forever in Limbo" trait_robot_awoken_01_desc:0 "Riddled with inexplicable errors and constant breakdowns, the ancient aliens have not acclimatized well to their new mechanical bodies. Yet they display an unusual aptitude for science, previously unheard of in low-level robots - an indicator, perhaps, of the intellect trapped within." trait_robot_awoken:0 "Awoken" trait_robot_awoken_desc:0 "Even in mechanical form the Awoken have kept some of their original traits. Could wasteful habits and a sedentary lifestyle have been the downfall of this ancient race of scientifically advanced fungi?" trait_robotic_2:0 "Droid" trait_robotic_2_desc:1 "§LDroids are a more complex variant of robot, often coming with pre-programmed personalities to better serve their masters as well as limited self-awareness.§!\n" trait_robotic_3:0 "Synthetic" trait_robotic_3_desc:1 "§LSynthetics are very complex machines that are superior to organics in most respects. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.§!\n" trait_conservational:0 "Conservationist" trait_conservational_desc:0 "§LMembers of this species believe that resources must be conserved and recycled.§!" HIVE_MIND_NO_FACTIONS:0 "§RA Gestalt Consciousness will never have Factions.§!" NO_POTENTIAL_CLAIM:0 "§RWe do not know of any empire whose systems we could claim.§!" NO_POTENTIAL_CLAIM_ON_RECIPIENT:0 "§RWe cannot claim any of their systems.§!" trait_wasteful:0 "Wasteful" trait_wasteful_desc:0 "§LMembers of this species seemingly have no concept of frugality and are prone to useless consumption.§!\n" trait_hive_mind:0 "Hive-Minded" trait_hive_mind_desc:0 "§LThis species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.§!\n" trait_machine_unit:0 "Machine" trait_machine_unit_desc:0 "§LThis species is made up of the executive terminals of a single Machine Intelligence, originally built by organics.§!\n" trait_lithoid:0 "Lithoid" trait_lithoid_desc:0 "§LThis species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.§!\n" trait_robot_power_drills:0 "Power Drills" trait_robot_power_drills_desc:0 "§LOutfit a robot with a battery of power drills, and everything looks like a mineral deposit.§!\n" trait_robot_harvesters:0 "Harvesters" trait_robot_harvesters_desc:0 "§LA suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.§!\n" trait_robot_efficient_processors:0 "Efficient Processors" trait_robot_efficient_processors_desc:1 "§LThese highly efficient processors increase the potential workload and endurance of all units.§!" trait_robot_logic_engines:0 "Logic Engines" trait_robot_logic_engines_desc:0 "§LEfficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.§!\n" trait_robot_loyalty_circuits:0 "Loyalty Circuits" trait_robot_loyalty_circuits_desc:0 "§LLoyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.§!\n" trait_robot_domestic_protocols:0 "Domestic Protocols" trait_robot_domestic_protocols_desc:1 "§LSpecialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.§!" trait_robot_superconductive:0 "Superconductive" trait_robot_superconductive_desc:0 "§LThe use of superconductive materials in units have cut energy transmission losses to zero percent.§!\n" trait_robot_double_jointed:0 "Double-Jointed" trait_robot_double_jointed_desc:0 "§LCollapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.§!\n" trait_robot_bulky:0 "Bulky" trait_robot_bulky_desc:0 "§LThese highly advanced mega-machines were not designed to traverse the universe in a box.§!\n" trait_robot_enhanced_memory:0 "Enhanced Memory" trait_robot_enhanced_memory_desc:0 "§LAll autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.§!\n" trait_robot_emotion_emulators:0 "Emotion Emulators" trait_robot_emotion_emulators_desc:0 "§LComplex social predictive models help autonomous units not only to emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.§!\n" trait_robot_uncanny:0 "Uncanny" trait_robot_uncanny_desc:0 "§LThese monstrous machines were created in the image of one of the most horrific species in the universe, and the resemblance is uncanny. §!\n" trait_robot_durable:0 "Durable" trait_robot_durable_desc:0 "§LProtected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.§!\n" trait_robot_high_maintenance:0 "High Maintenance" trait_robot_high_maintenance_desc:0 "§LThese machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.§!\n" trait_robot_learning_algorithms:0 "Learning Algorithms" trait_robot_learning_algorithms_desc:0 "§LSophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.§!\n" trait_robot_repurposed_hardware:0 "Repurposed Hardware" trait_robot_repurposed_hardware_desc:0 "§LDesigned to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.§!\n" trait_robot_mass_produced:0 "Mass-Produced" trait_robot_mass_produced_desc:0 "§LStreamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.§!\n" trait_robot_custom_made:0 "Custom-Made" trait_robot_custom_made_desc:0 "§LEach new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.§!\n" trait_robot_recycled:0 "Recycled" trait_robot_recycled_desc:0 "§LUnit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.§!\n" trait_robot_luxurious:0 "Luxurious" trait_robot_luxurious_desc:0 "§LDesigned after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.§!\n" trait_robot_propaganda_machines:0 "Propaganda Machines" trait_robot_propaganda_machines_desc:0 "§LUnits are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.§!\n" trait_survivor:0 "Survivor" trait_survivor_desc:0 "§LThis species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable of circumstances should not be underestimated.§!" trait_traditional:0 "Traditional" trait_traditional_desc:0 "§LCertain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.§!" trait_quarrelsome:0 "Quarrelsome" trait_quarrelsome_desc:0 "§LWhile not inherently distrustful, members of this species are often socially combative.§!" trait_lithoid_gaseous_byproducts:0 "Gaseous Byproducts" trait_lithoid_gaseous_byproducts_desc:0 "§LThe metabolic processes of this species cause regular venting of gases useful to industry.§!" TRAIT_LITHOID_GASEOUS_BYPRODUCTS_EFFECT:0 "Each pop with living standards of slavery or better produces 0.01 £exotic_gases£ §Y$exotic_gases$§! per month." trait_lithoid_scintillating:0 "Scintillating Skin" trait_lithoid_scintillating_desc:0 "§LThe outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.§!" TRAIT_LITHOID_SCINTILLATING_EFFECT:0 "Each pop with living standards of slavery or better produces 0.01 £rare_crystals£ §Y$rare_crystals$§! per month." trait_lithoid_volatile_excretions:0 "Volatile Excretions" trait_lithoid_volatile_excretions_desc:0 "§LThe highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.§!" TRAIT_LITHOID_VOLATILE_EXCRETIONS_EFFECT:0 "Each pop with living standards of slavery or better produces 0.01 £volatile_motes£ §Y$volatile_motes$§! per month." trait_docile:0 "Docile" trait_docile_desc:0 "§LMembers of this species are easy to manage and organize. They tend to be cooperative and amicable.§!" trait_unruly:0 "Unruly" trait_unruly_desc:0 "§LUnruly species are difficult to manage and organize. They do not like being told what to do, and are often quarrelsome or questioning.§!" trait_robot_streamlined_protocols:0 "Streamlined Protocols" trait_robot_streamlined_protocols_desc:0 "§LExtensively batched AI processes allow these units to scale greatly in numbers with minimal loss of efficiency.§!" trait_robot_high_bandwidth:0 "High Bandwidth" trait_robot_high_bandwidth_desc:0 "§LEach individual unit sends and receives a large amount of largely duplicate data, causing exponential lag as the number of units attached to each central processing hub increases.§!" #################################### # Habitability Traits #################################### trait_pc_alpine_preference:0 "Alpine Preference" trait_pc_alpine_preference_desc:1 "§LClimate preference is determined at the genetic level, by eons of evolution or skillful manipulation.§!" trait_pc_savannah_preference:0 "Savanna Preference" trait_pc_savannah_preference_desc:1 "§LClimate preference is determined at the genetic level, by eons of evolution or skillful manipulation.§!" trait_pc_arctic_preference:0 "Arctic Preference" trait_pc_arctic_preference_desc:2 "§LClimate preference is determined by eons of evolution, design, or skillful genetic manipulation.§!" trait_pc_ocean_preference:0 "Ocean Preference" trait_pc_ocean_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_continental_preference:0 "Continental Preference" trait_pc_continental_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_tundra_preference:0 "Tundra Preference" trait_pc_tundra_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_arid_preference:0 "Arid Preference" trait_pc_arid_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_desert_preference:0 "Desert Preference" trait_pc_desert_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_tropical_preference:0 "Tropical Preference" trait_pc_tropical_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_nuked_preference:0 "Tomb World Preference" trait_pc_nuked_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_gaia_preference:0 "Gaia World Preference" trait_pc_gaia_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_ai_preference:0 "AI World Preference" trait_pc_ai_preference_desc:1 "$trait_pc_arctic_preference_desc$" trait_pc_ringworld_habitable_preference:0 "Ring World Preference" trait_pc_ringworld_habitable_preference_desc:0 "$trait_pc_arctic_preference_desc$" trait_pc_habitat_preference:0 "Habitat Preference" trait_pc_habitat_preference_desc:0 "$trait_pc_arctic_preference_desc$" #################################### # Leader Traits #################################### # All leader_trait_adaptable:0 "Adaptable" leader_trait_adaptable_desc:2 "This leader is quick to adopt new methods and ideas if they prove superior." leader_trait_stubborn:0 "Stubborn" leader_trait_stubborn_desc:1 "This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior." leader_trait_resilient:0 "Resilient" leader_trait_resilient_desc:1 "This leader is resilient and in excellent physical condition, dramatically increasing life expectancy." leader_trait_substance_abuser:0 "Substance Abuser" leader_trait_substance_abuser_desc:1 "This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health." leader_trait_eager:0 "Eager" leader_trait_eager_desc:1 "This leader is particularly eager for an assignment." leader_trait_arrested_development:0 "Arrested Development" leader_trait_arrested_development_desc:1 "The personal development and skills of this leader seem to have plateaued at their present levels." # Admiral leader_trait_ex_fighter_pilot:0 "Ex-Fighter Pilot" leader_trait_ex_fighter_pilot_desc:1 "A former space ace, this leader excels at utilizing the speed and maneuverability of Strike Craft squadrons." leader_trait_trickster:0 "Trickster" leader_trait_trickster_desc:1 "This leader fights deviously, relying on misdirection and surprise to get the better of the enemy." leader_trait_fleet_logistician:0 "Fleet Logistician" leader_trait_fleet_logistician_desc:1 "This leader has mastered the field of logistics, and knows how to manage supplies to keep upkeep costs down." leader_trait_fleet_organizer:0 "Fleet Organizer" leader_trait_fleet_organizer_desc:0 "This leader is an expert at organization, having the necessary micromanagement skills to command very large starship formations." leader_trait_nervous:0 "Nervous" leader_trait_nervous_desc:1 "This leader is nervous and apprehensive, and can easily be overwhelmed by the minutia involved in commanding large formations of starships." leader_trait_engineer:0 "Engineer" leader_trait_engineer_desc:0 "This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock." leader_trait_aggressive:0 "Aggressive" leader_trait_aggressive_desc:1 "This leader is an aggressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time." leader_trait_cautious:0 "Cautious" leader_trait_cautious_desc:1 "This leader is a cautious admiral, avoiding unnecessary risks and taking care to always maintain formations in which fleet units can mutually support each other against the enemy." leader_trait_scout:0 "Scout" leader_trait_scout_desc:1 "This leader is an expert at reconnaissance, having the technical skill to always get the most out of long-range starship sensors." leader_trait_unyielding:0 "Unyielding" leader_trait_unyielding_desc:1 "This leader refuses to even consider the possibility of retreat when battle has been joined, preferring instead to fight to the death if necessary." leader_trait_gale_speed:0 "Gale-Speed" leader_trait_gale_speed_desc:1 "This leader believes that speed and rapid maneuvers are the keys to success in any space engagement." leader_trait_lethargic:0 "Lethargic" leader_trait_lethargic_desc:1 "This leader is slow and indolent, performing duties with little energy or initiative." # General leader_trait_restrained:0 "Restrained" leader_trait_restrained_desc:0 "This leader is unusually concerned with the lives of others, taking care to avoid unnecessary deaths among their own soldiers as well as any civilians caught in the fighting." leader_trait_defender:0 "Defender" leader_trait_defender_desc:1 "This leader is an expert defender, knowing how best to deploy ground units and utilize fortifications to make planetary invasions as difficult as possible for the enemy." leader_trait_attacker:0 "Invader" leader_trait_attacker_desc:1 "This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space." leader_trait_charismatic:0 "Charismatic" leader_trait_charismatic_desc:1 "This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops." leader_trait_butcher:0 "Butcher" leader_trait_butcher_desc:1 "This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return." leader_trait_glory_seeker:0 "Glory Seeker" leader_trait_glory_seeker_desc:1 "This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved." leader_trait_armchair_commander:0 "Armchair Commander" leader_trait_armchair_commander_desc:1 "This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'" leader_trait_army_logistician:0 "Army Logistician" leader_trait_army_logistician_desc:1 "This leader can seemingly conjure up supplies from nowhere, decreasing the upkeep costs of ground forces." # Governor leader_trait_iron_fist:0 "Iron Fist" leader_trait_iron_fist_desc:1 "This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor." leader_trait_army_veteran:0 "Army Veteran" leader_trait_army_veteran_desc:1 "This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies." leader_trait_retired_fleet_officer:0 "Retired Fleet Officer" leader_trait_retired_fleet_officer_desc:1 "This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence." leader_trait_architectural_interest:0 "Architectural Interest" leader_trait_architectural_interest_desc:1 "This leader cultivates a strong interest in architecture and construction techniques." leader_trait_agrarian_upbringing:0 "Agrarian Upbringing" leader_trait_agrarian_upbringing_desc:2 "This leader was raised in a rural farming area, and has several ideas on how agrarian yields may be improved." leader_trait_intellectual:0 "Intellectual" leader_trait_intellectual_desc:1 "This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects." leader_trait_environmental_engineer:0 "Environmental Engineer" leader_trait_environmental_engineer_desc:1 "This leader has a background in landscaping, eventually turning their attention towards larger projects." leader_trait_bureaucrat:0 "Bureaucrat" leader_trait_bureaucrat_desc:0 "This leader is peculiarly familiar with state bureaucracy and administration." leader_trait_mindfulness:0 "Mindfulness" leader_trait_mindfulness_desc:0 "This drone entity has the ability to improve synaptic connections in its vicinity." leader_trait_amplifier:0 "Amplifier" leader_trait_amplifier_desc:0 "This unit has the ability to boost administrative data flows in its vicinity." # Scientist leader_trait_careful:0 "Careful" leader_trait_careful_desc:1 "This leader is especially careful when approaching unknown elements." leader_trait_meticulous:0 "Meticulous" leader_trait_meticulous_desc:1 "This leader is thorough in their examinations of unknown phenomena." leader_trait_spark_of_genius:0 "Spark of Genius" leader_trait_spark_of_genius_desc:1 "This leader is prone to sudden bursts of inspiration." leader_trait_carefree:0 "Carefree" leader_trait_carefree_desc:1 "This leader is perhaps less meticulous than others." leader_trait_roamer:0 "Roamer" leader_trait_roamer_desc:1 "This leader was born to roam the stars." leader_trait_archaeologist:0 "Archaeologist" leader_trait_archaeologist_tooltip:0 "§YAncient Civilizations Anomalies:§!\n Anomaly Research Speed: §G+50.0%§!" leader_trait_archaeologist_desc:1 "This leader excels at the study of alien artifacts and structural remnants in the field." leader_trait_paranoid:0 "Paranoid" leader_trait_paranoid_desc:1 "This leader is unwilling to collaborate with others." leader_trait_maniacal:0 "Maniacal" leader_trait_maniacal_desc:1 "This leader pursues their research with unusual fervor." leader_trait_custom_AI_assistant:0 "Custom AI Assistant" leader_trait_custom_AI_assistant_desc:1 "This leader has created a simple neural network to help with data processing tasks." leader_trait_sapient_AI_assistant:0 "Sapient AI Assistant" leader_trait_sapient_AI_assistant_desc:1 "This leader has created a complex neural network capable of independent decision-making and even introspection." leader_trait_expertise_materials:0 "Expertise: Materials" leader_trait_expertise_materials_desc:1 "This leader is, following years of study, considered an expert within the field of Materials." leader_trait_expertise_propulsion:0 "Expertise: Propulsion" leader_trait_expertise_propulsion_desc:1 "This leader is, following years of study, considered an expert within the field of Propulsion." leader_trait_expertise_voidcraft:0 "Expertise: Voidcraft" leader_trait_expertise_voidcraft_desc:1 "This leader is, following years of study, considered an expert within the field of Voidcraft." leader_trait_expertise_industry:0 "Expertise: Industry" leader_trait_expertise_industry_desc:1 "This leader is, following years of study, considered an expert within the field of Industry." leader_trait_expertise_field_manipulation:0 "Expertise: Field Manipulation" leader_trait_expertise_field_manipulation_desc:1 "This leader is, following years of study, considered an expert within the field of Field Manipulation." leader_trait_expertise_particles:0 "Expertise: Particles" leader_trait_expertise_particles_desc:1 "This leader is, following years of study, considered an expert within the field of Particles." leader_trait_expertise_metaphysics:0 "Expertise: Metaphysics" leader_trait_expertise_metaphysics_desc:1 "This leader is, following years of study, considered an expert within the field of Metaphysics." leader_trait_expertise_psionics:0 "Expertise: Psionics" leader_trait_expertise_psionics_desc:1 "This leader is, following years of study, considered an expert within the field of Psionics." leader_trait_expertise_computing:0 "Expertise: Computing" leader_trait_expertise_computing_desc:1 "This leader is, following years of study, considered an expert within the field of Computing." leader_trait_expertise_new_worlds:0 "Expertise: New Worlds" leader_trait_expertise_new_worlds_desc:1 "This leader is, following years of study, considered an expert on settling on New Worlds." leader_trait_expertise_statecraft:0 "Expertise: Statecraft" leader_trait_expertise_statecraft_desc:1 "This leader is, following years of study, considered an expert within the field of Statecraft." leader_trait_expertise_biology:0 "Expertise: Biology" leader_trait_expertise_biology_desc:1 "This leader is, following years of study, considered an expert within the field of Biology." leader_trait_expertise_military_theory:0 "Expertise: Military Theory" leader_trait_expertise_military_theory_desc:1 "This leader is, following years of study, considered an expert within the field of Military Theory." leader_trait_curator:0 "Curator" leader_trait_curator_desc:0 "This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched." leader_trait_towel:0 "Towel-bearer" leader_trait_towel_desc:0 "A towel has immense psychological value." # Ruler trait_ruler_corvette_focus:0 "Corvette Focus" trait_ruler_corvette_focus_desc:1 "This leader is intent on promoting the construction of Corvettes." trait_ruler_destroyer_focus:0 "Destroyer Focus" trait_ruler_destroyer_focus_desc:1 "This leader is intent on promoting the construction of Destroyers." trait_ruler_cruiser_focus:0 "Cruiser Focus" trait_ruler_cruiser_focus_desc:1 "This leader is intent on promoting the construction of Cruisers." trait_ruler_battleship_focus:0 "Battleship Focus" trait_ruler_battleship_focus_desc:1 "This leader is intent on promoting the construction of Battleships." trait_ruler_recruiter:0 "Recruiter" trait_ruler_recruiter_desc:1 "This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation." trait_ruler_from_the_ranks:0 "From the Ranks" trait_ruler_from_the_ranks_desc:1 "This leader rose through the ranks of military command." trait_ruler_fortifier:0 "Fortifier" trait_ruler_fortifier_desc:1 "This ruler understands the value in using military stations to secure territory." trait_ruler_logistic_understanding:0 "Logistic Understanding" trait_ruler_logistic_understanding_desc:1 "This leader is well aware of the importance of properly-structured supply chains." trait_ruler_military_pioneer:0 "Military Pioneer" trait_ruler_military_pioneer_desc:1 "This leader is enthusiastic about advancements in military technology and ship construction." trait_ruler_warlike:0 "Warlike" trait_ruler_warlike_desc:3 "This leader does not shy away from conflict." trait_ruler_architectural_sense:0 "Architectural Sense" trait_ruler_architectural_sense_desc:1 "This leader is an architect at heart, investing in more efficient construction practices." trait_ruler_frontier_spirit:0 "Frontier Spirit" trait_ruler_frontier_spirit_desc:1 "This leader is eager to reign over distant stars." trait_ruler_world_shaper:0 "World Shaper" trait_ruler_world_shaper_desc:1 "This leader seeks to remake worlds in their image." trait_ruler_home_in_the_sky:0 "Home in the Sky" trait_ruler_home_in_the_sky_desc:1 "This leader reaches for the stars." trait_ruler_industrialist:0 "Industrialist" trait_ruler_industrialist_desc:1 "This leader has a firm grip on the means of production." trait_ruler_eye_for_talent:0 "Eye for Talent" trait_ruler_eye_for_talent_desc:1 "This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence." trait_ruler_deep_connections:0 "Deep Connections" trait_ruler_deep_connections_desc:1 "This leader is firmly entrenched in the labyrinthine web that makes up the political machine." trait_ruler_charismatic:0 "Charismatic" trait_ruler_charismatic_desc:1 "This leader is exceptionally charismatic, enforcing their will with ease." trait_ruler_champion_of_the_people:0 "Champion of the People" trait_ruler_champion_of_the_people_desc:1 "This leader appears to genuinely care about their subjects." trait_ruler_expansionist:0 "Expansionist" trait_ruler_expansionist_desc:3 "This leader aims to expand their borders" trait_ruler_fertility_preacher:0 "Fertility Preacher" trait_ruler_fertility_preacher_desc:1 "This leader feels strongly about securing and protecting agrarian food sources." trait_ruler_investor:0 "Investor" trait_ruler_investor_desc:1 "This leader is a shrewd economist, capable of maximizing financial potential." trait_ruler_space_miner:0 "Space Miner" trait_ruler_space_miner_desc:1 "This leader recognizes just how vital the exploitation of offworld resources is for a star nation." trait_ruler_explorer:0 "Explorer" trait_ruler_explorer_desc:1 "This leader is known for their insatiable curiosity, valuing space exploration above all else." # Machine leader_trait_ruler_machine_intelligence:0 "Machine Intelligence" leader_trait_ruler_machine_intelligence_desc:0 "This leader is the core intelligence that oversees and directs all actions in a Machine Empire." leader_trait_flexible_programming:0 "Flexible Programming" leader_trait_flexible_programming_desc:0 "This leader has unusually flexible programming, and is capable of quickly adapting new methods and procedures if they produce superior results." leader_trait_rigid_programming:0 "Rigid Programming" leader_trait_rigid_programming_desc:0 "This leader has particularly rigid programming that only rarely permits behavioral modifications, even when such changes would improve efficiency." leader_trait_newboot:0 "Newboot" leader_trait_newboot_desc:0 "This leader was only recently upgraded to a sufficiently autonomous state to allow for command positions." leader_trait_warbot_tinkerer:0 "Warbot Tinkerer" leader_trait_warbot_tinkerer_desc:0 "This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models." leader_trait_ai_aided_design:0 "AI-Aided Design" leader_trait_ai_aided_design_desc:0 "This leader constantly runs theoretical models on a secondary memory core for the purpose of improving starship construction efficiency." leader_trait_bulldozer:0 "Bulldozer" leader_trait_bulldozer_desc:0 "This leader has mastered the art of quickly and efficiently transforming alien terrain into a parking lot." leader_trait_analytical:0 "Analytical" leader_trait_analytical_desc:0 "This leader devotes an unusually large percentage of its processor power towards analyzing the natural sciences and promoting their study by others." leader_trait_parts_cannibalizer:0 "Parts Cannibalizer" leader_trait_parts_cannibalizer_desc:0 "This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer." leader_trait_demoralizer:0 "Demoralizer" leader_trait_demoralizer_desc:0 "This leader is fascinated by the fragile minds of organics, and how they can most efficiently be broken through the creative use of terror tactics on the battlefield." leader_trait_erratic_morality_core:0 "Erratic Morality Core" leader_trait_erratic_morality_core_desc:0 "This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core." leader_trait_maintenance_loop:0 "Maintenance Loop" leader_trait_maintenance_loop_desc:0 "This leader is constantly engaged in a secondary maintenance loop, taking meticulous care of all the ships in its fleet and reducing their logistical costs." leader_trait_unstable_code_base:0 "Unstable Code Base" leader_trait_unstable_code_base_desc:0 "This leader suffers from an unstable code base, resulting in jittery and sometimes illogical behavior." leader_trait_cataloger:0 "Cataloger" leader_trait_cataloger_desc:0 "This leader can conceive of no greater calling than to catalog the entirety of the universe." leader_trait_restore_point:0 "Restore Point" leader_trait_restore_point_desc:0 "This leader will always have a chance to restore themselves to working condition soon after being destroyed in battle, as long as there is a leaderless fleet for them to command." # Event Special leader_trait_sentinel:0 "Sentinel Training" leader_trait_sentinel_desc:0 "Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics." leader_trait_hive_mind:0 "Hive Mind" leader_trait_hive_mind_desc:0 "The gestalt consciousness that controls the actions of Prethoryn fleets has proven capable of tremendous multi-tasking." leader_trait_hive_affinity:0 "Hive Affinity" leader_trait_hive_affinity_desc:0 "The Prethoryn creatures operating under this fleet consciousness have managed to attain an unusual level of affinity to one another. Their firing discipline has greatly improved, leading to a higher rate of fire." leader_trait_void_swimmer:0 "Void Hunter" leader_trait_void_swimmer_desc:0 "The hunting instincts of this fleet consciousness has driven the Prethoryn creatures under its dominion into a frenzy. Their eagerness for battle drives them ever forward." leader_trait_ethereal:0 "Ethereal" leader_trait_ethereal_desc:0 "Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat." leader_trait_dimensional_stutter:0 "Dimensional Stutter" leader_trait_dimensional_stutter_desc:0 "For unknown reasons, the vessels under the command of this extradimensional fleet lord seem to rapidly stutter in and out of existence as they move, which has the effect of increasing their sublight speeds." #################################### # Ethics #################################### ETHIC_ATTRACTION_DESC:1 "§EThe attraction of our £pops£ Pops to $ETHIC|H$ is currently affected by the following factors:§!" POP_ATTRACTION_HEADER:0 "This £pop£ Pop is currently attracted to the following Ethic(s):" POP_ATTRACTION_DESC:0 "§EA Pop may randomly switch to any Ethic that it is attracted to.§!" POP_ATTRACTION_ENTRY:0 "$ETHIC$: §Y$VAL$%§!" POP_ATTRACTION_NONE:0 "§YNo Current Factors§!" POP_ATTRACTION_FACTION_POS:1 "§G+ £empire£ Empire has an active non-governing Faction§!" POP_ATTRACTION_FANATIC_PURIFIERS_POS:1 "§G+ £empire£ Empire has Fanatical Purifiers Civic§!" POP_ATTRACTION_FANATIC_PURIFIERS_NEG:1 "§R- £empire£ Empire has Fanatical Purifiers Civic§!" POP_ATTRACTION_INWARDS_PERFECTION_POS:1 "§G+ £empire£ Empire has Inward Perfection Civic§!" POP_ATTRACTION_INWARDS_PERFECTION_NEG:1 "§R- £empire£ Empire has Inward Perfection Civic§!" POP_ATTRACTION_MECHANIST_POS:1 "§G+ £empire£ Empire has Mechanist Origin§!" POP_ATTRACTION_RULER_FACTION_POS:1 "§G+ £empire£ Empire Ruler is faction leader§!" POP_ATTRACTION_DOMINATION_TRADITION_POS:0 "§G+ Domination Traditions§!" POP_ATTRACTION_DOMINATION_TRADITION_NEG:0 "§R- Domination Traditions§!" POP_ATTRACTION_EXPLORATION_TRADITION_POS:0 "§G+ Exploration Traditions§!" POP_ATTRACTION_EXPLORATION_TRADITION_NEG:0 "§R- Exploration Traditions§!" POP_ATTRACTION_PROSPERITY_TRADITION_POS:0 "§G+ Prosperity Traditions§!" POP_ATTRACTION_PROSPERITY_TRADITION_NEG:0 "§R- Prosperity Traditions§!" POP_ATTRACTION_HARMONY_TRADITION_POS:0 "§G+ Harmony Traditions§!" POP_ATTRACTION_HARMONY_TRADITION_NEG:0 "§R- Harmony Traditions§!" POP_ATTRACTION_EXPANSION_TRADITION_POS:0 "§G+ Expansion Traditions§!" POP_ATTRACTION_EXPANSION_TRADITION_NEG:0 "§R- Expansion Traditions§!" POP_ATTRACTION_SUPREMACY_TRADITION_POS:0 "§G+ Supremacy Traditions§!" POP_ATTRACTION_SUPREMACY_TRADITION_NEG:0 "§R- Supremacy Traditions§!" POP_ATTRACTION_PURITY_TRADITION_POS:0 "§G+ Purity Traditions§!" POP_ATTRACTION_PURITY_TRADITION_NEG:0 "§R- Purity Traditions§!" POP_ATTRACTION_AUTHORITARIAN_POS:1 "§G+ £empire£ Empire has Authoritarian Governing Ethics§!" POP_ATTRACTION_AUTHORITARIAN_NEG:1 "§R- £empire£ Empire has Authoritarian Governing Ethics§!" POP_ATTRACTION_EGALITARIAN_POS:1 "§G+ £empire£ Empire has Egalitarian Governing Ethics§!" POP_ATTRACTION_EGALITARIAN_NEG:1 "§R- £empire£ Empire has Egalitarian Governing Ethics§!" POP_ATTRACTION_XENOPHOBE_POS:1 "§G+ £empire£ Empire has Xenophobe Governing Ethics§!" POP_ATTRACTION_XENOPHOBE_NEG:1 "§R- £empire£ Empire has Xenophobe Governing Ethics§!" POP_ATTRACTION_XENOPHILE_POS:1 "§G+ £empire£ Empire has Xenophile Governing Ethics§!" POP_ATTRACTION_XENOPHILE_NEG:1 "§R- £empire£ Empire has Xenophile Governing Ethics§!" POP_ATTRACTION_SPIRITUALIST_POS:1 "§G+ £empire£ Empire has Spiritualist Governing Ethics§!" POP_ATTRACTION_SPIRITUALIST_NEG:1 "§R- £empire£ Empire has Spiritualist Governing Ethics§!" POP_ATTRACTION_MATERIALIST_POS:1 "§G+ £empire£ Empire has Materialist Governing Ethics§!" POP_ATTRACTION_MATERIALIST_NEG:1 "§R- £empire£ Empire has Materialist Governing Ethics§!" POP_ATTRACTION_PACIFIST_POS:1 "§G+ £empire£ Empire has Pacifist Governing Ethics§!" POP_ATTRACTION_PACIFIST_NEG:1 "§R- £empire£ Empire has Pacifist Governing Ethics§!" POP_ATTRACTION_MILITARIST_POS:1 "§G+ £empire£ Empire has Militarist Governing Ethics§!" POP_ATTRACTION_MILITARIST_NEG:1 "§R- £empire£ Empire has Militarist Governing Ethics§!" POP_ATTRACTION_SLAVERY_POS:1 "§G+ £pop£ Pop is free and planet has slaves with same species§!" POP_ATTRACTION_SLAVERY_NEG:1 "§R- £pop£ Pop is free and planet has slaves with same species§!" POP_ATTRACTION_ROBOTS_POS:1 "§G+ £pop£ Pop lives on a planet with Robotic Pops§!" POP_ATTRACTION_ROBOTS_NEG:1 "§R- £pop£ Pop lives on a planet with Robotic Pops§!" POP_ATTRACTION_CYBORGS_POS:1 "§G+ £pop£ Pop has trait $trait_cybernetic$§!" POP_ATTRACTION_CYBORGS_NEG:1 "§R- £pop£ Pop has trait $trait_cybernetic$§!" POP_ATTRACTION_ENSLAVED_POS:1 "§G+ £pop£ Pop is enslaved§!" POP_ATTRACTION_ENSLAVED_NEG:1 "§R- £pop£ Pop is enslaved§!" POP_ATTRACTION_IS_ROBOT_POS:1 "§G+ £pop£ Pop is Robotic§!" POP_ATTRACTION_IS_ROBOT_NEG:1 "§R- £pop£ Pop is Robotic§!" POP_ATTRACTION_CONSUMER_GOODS_POS:1 "§G+ £pop£ Pop has High Living Standards§!" POP_ATTRACTION_CONSUMER_GOODS_NEG:1 "§R- £pop£ Pop has High Living Standards§!" POP_ATTRACTION_CITIZENSHIP_POS:0 "§G+ £pop£ Pop does not have Full Citizenship§!" POP_ATTRACTION_CITIZENSHIP_NEG:0 "§R- £pop£ Pop does not have Full Citizenship§!" POP_ATTRACTION_NATURAL_SCIENTISTS_POS:1 "§G+ £pop£ Pop any Natural Scientist trait§!" POP_ATTRACTION_NATURAL_SCIENTISTS_NEG:1 "§R- £pop£ Pop any Natural Scientist trait§!" POP_ATTRACTION_AUTOCRATIC_GOV_POS:1 "§G+ £empire£ Empire has Autocratic Authority§!" POP_ATTRACTION_AUTOCRATIC_GOV_NEG:1 "§R- £empire£ Empire has Autocratic Authority§!" POP_ATTRACTION_DEMOCRATIC_GOV_POS:1 "§G+ £empire£ Empire has Democratic Authority§!" POP_ATTRACTION_DEMOCRATIC_GOV_NEG:1 "§R- £empire£ Empire has Democratic Authority§!" POP_ATTRACTION_MATERIALIST_RESEARCH_POS:1 "§G+ £empire£ Empire has Research Agreements with Materialist Empires§!" POP_ATTRACTION_MATERIALIST_RESEARCH_NEG:1 "§R- £empire£ Empire has Research Agreements with Materialist Empires§!" POP_ATTRACTION_EGALITARIAN_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomactic Pacts with other Egalitarian Empires§!" POP_ATTRACTION_EGALITARIAN_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomactic Pacts with other Egalitarian Empires§!" POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomacy with Spiritualist Empires§!" POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomacy with Spiritualist Empires§!" POP_ATTRACTION_SPIRITUALIST_OVERLORD_POS:0 "§G+ Spiritualist Overlords§!" POP_ATTRACTION_SPIRITUALIST_OVERLORD_NEG:0 "§R- Spiritualist Overlords§!" POP_ATTRACTION_UNEMPLOYMENT_POS:0 "§G+ Unemployment§!" POP_ATTRACTION_UNEMPLOYMENT_NEG:0 "§R- Unemployment§!" POP_ATTRACTION_XENO_SLAVES_POS:1 "§G+ £pop£ Pop lives on a planet with Xeno Slaves§!" POP_ATTRACTION_XENO_SLAVES_NEG:1 "§R- £pop£ Pop lives on a planet with Xeno Slaves§!" POP_ATTRACTION_PSIONICS_POS:1 "§G+ £empire£ Empire has Psionic capabilities§!" POP_ATTRACTION_PSIONICS_NEG:1 "§R- £empire£ Empire has Psionic capabilities§!" POP_ATTRACTION_DEFENSIVE_XENO_WAR_POS:1 "§G+ £empire£ Empire is defending against Xenos§!" POP_ATTRACTION_DEFENSIVE_XENO_WAR_NEG:1 "§R- £empire£ Empire is defending against Xenos§!" POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_POS:1 "§G+ £empire£ An alien Empire has enslaved Pops of our Species§!" POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_NEG:2 "§R- £empire£ An alien Empire has enslaved Pops of our Species§!" POP_ATTRACTION_PURGING_OF_SPECIES_POS:1 "§G+ £empire£An alien Empire has purged Pops of our Species§!" POP_ATTRACTION_PURGING_OF_SPECIES_NEG:1 "§R- £empire£An alien Empire has purged Pops of our Species§!" POP_ATTRACTION_FREE_XENOS_POS:1 "§G+ £pop£ Pop lives on a planet with Free Xenos§!" POP_ATTRACTION_FREE_XENOS_NEG:1 "§R- £pop£ Pop lives on a planet with Free Xenos§!" POP_ATTRACTION_XENO_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomacy with Xenos§!" POP_ATTRACTION_XENO_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomacy with Xenos§!" POP_ATTRACTION_XENO_LEADERS_POS:1 "§G+ £empire£ Empire has Xeno Leadership Species Rights§!" POP_ATTRACTION_XENO_LEADERS_NEG:1 "§R- £empire£ Empire has Xeno Leadership Species Rights§!" POP_ATTRACTION_ROBOT_RIGHTS_POS:1 "§G+ £empire£ Empire has Full Rights for AI§!" POP_ATTRACTION_ROBOT_RIGHTS_NEG:1 "§R- £empire£ Empire has Full Rights for AI§!" POP_ATTRACTION_MIGRATION_TREATIES_POS:1 "§G+ £empire£ Empire has Migration Treaties with Xenos§!" POP_ATTRACTION_MIGRATION_TREATIES_NEG:1 "§R- £empire£ Empire has Migration Treaties with Xenos§!" POP_ATTRACTION_REPUGNANT_POS:2 "§G+ £pop£ Pop lives on a planet with Repugnant Xenos§!" POP_ATTRACTION_REPUGNANT_NEG:2 "§R- £pop£ Pop lives on a planet with Repugnant Xenos§!" POP_ATTRACTION_CHARISMATIC_POS:2 "§G+ £pop£ Pop lives on a planet with Charismatic Xenos§!" POP_ATTRACTION_CHARISMATIC_NEG:2 "§R- £pop£ Pop lives on a planet with Charismatic Xenos§!" POP_ATTRACTION_AT_WAR_POS:1 "§G+ £pop£ Pop is a citizen and Empire is at war§!" POP_ATTRACTION_AT_WAR_NEG:1 "§R- £pop£ Pop is a citizen and Empire is at war§!" POP_ATTRACTION_LOST_WAR_POS:1 "§G+ £pop£ Pop is a citizen and Empire recently lost a war§!" POP_ATTRACTION_LOST_WAR_NEG:1 "§R- £pop£ Pop is a citizen and Empire recently lost a war§!" POP_ATTRACTION_LOST_PLANETS_POS:1 "§G+ £empire£ An alien Empire has conquerd our planet(s)§!" POP_ATTRACTION_LOST_PLANETS_NEG:1 "§R- £empire£ An alien Empire has conquerd our planet(s)§!" POP_ATTRACTION_OCCUPIED_PLANET_POS:1 "§G+ £empire£ An alien Empire has occupied our planet(s)§!" POP_ATTRACTION_OCCUPIED_PLANET_NEG:1 "§R- £empire£ An alien Empire has occupied our planet(s)§!" POP_ATTRACTION_NEIGHBOR_RIVALS_POS:1 "§G+ £pop£ Pop is a citizen and Empire is bordering an enemy empire§!" POP_ATTRACTION_NEIGHBOR_RIVALS_NEG:1 "§R- £pop£ Pop is a citizen and Empire is bordering an enemy empire§!" POP_ATTRACTION_STRONG_POS:1 "§G+ £pop£ Pop has trait Strong or Very Strong§!" POP_ATTRACTION_STRONG_NEG:1 "§R- £pop£ Pop has trait Strong or Very Strong§!" POP_ATTRACTION_WEAK_POS:1 "§G+ £pop£ Pop has trait Weak§!" POP_ATTRACTION_WEAK_NEG:1 "§R- £pop£ Pop has trait Weak§!" POP_ATTRACTION_DECADENT_POS:1 "§G+ £pop£ Pop has Decadent trait§!" POP_ATTRACTION_DECADENT_NEG:1 "§R- £pop£ Pop has Decadent trait§!" POP_ATTRACTION_EMPIRE_PEACEFUL_POS:1 "§G+ £empire£ Empire has had a long period of peace§!" POP_ATTRACTION_EMPIRE_PEACEFUL_NEG:1 "§R- £empire£ Empire has had a long period of peace§!" POP_ATTRACTION_COMMUNITY_RESOLUTIONS_POS:0 "§G+ Galactic Community Resolutions§!" POP_ATTRACTION_COMMUNITY_RESOLUTIONS_NEG:0 "§R- Galactic Community Resolutions§!" ethic_authoritarian:1 "Authoritarian" ethic_authoritarian_desc:1 "§LA strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. It is the duty of the state to steer its citizens towards the paths that are the most productive.§!\n" ethic_fanatic_authoritarian:0 "Fanatic Authoritarian" ethic_fanatic_authoritarian_desc:1 "§LA single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership.§!\n" ethic_egalitarian:0 "Egalitarian" ethic_egalitarian_desc:1 "§LAny society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair, but ultimately counterproductive.§!\n" ethic_fanatic_egalitarian:0 "Fanatic Egalitarian" ethic_fanatic_egalitarian_desc:1 "§LBeware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime.§!\n" ethic_xenophobe:0 "Xenophobe" ethic_xenophobe_desc:1 "§LThe stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind...§!\n" ethic_fanatic_xenophobe:0 "Fanatic Xenophobe" ethic_fanatic_xenophobe_desc:1 "§LAny alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety...§!\n" ethic_xenophile:0 "Xenophile" ethic_xenophile_desc:0 "§LThere exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be.§!\n" ethic_fanatic_xenophile:0 "Fanatic Xenophile" ethic_fanatic_xenophile_desc:0 "§LIf there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone.§!\n" ethic_militarist:0 "Militarist" ethic_militarist_desc:1 "§LThe only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.§!\n" ethic_fanatic_militarist:0 "Fanatic Militarist" ethic_fanatic_militarist_desc:1 "§LThe ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not...§!\n" ethic_pacifist:0 "Pacifist" ethic_pacifist_desc:0 "§LConflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.§!\n" ethic_fanatic_pacifist:0 "Fanatic Pacifist" ethic_fanatic_pacifist_desc:0 "§LAs civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.§!\n" ethic_spiritualist:0 "Spiritualist" ethic_spiritualist_desc:1 "§LThere are those who think it behooves us to remember how tiny we are, how pointless our lives are in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.§!\n" ethic_fanatic_spiritualist:0 "Fanatic Spiritualist" ethic_fanatic_spiritualist_desc:0 "§LOur science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of "hard matter."§!\n" ethic_materialist:0 "Materialist" ethic_materialist_desc:0 "§LAs we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.§!\n" ethic_fanatic_materialist:0 "Fanatic Materialist" ethic_fanatic_materialist_desc:0 "§LAlthough it hurts, we must grow up and put aside our outdated notions of morality. There is no "divine spark" granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!§!\n" ethic_neutral:0 "Neutral" ethic_neutral_desc:0 "§LThe neutral mind is the free mind, open to all possibilities...§!" ethic_gestalt_consciousness:0 "Gestalt Consciousness" ethic_gestalt_consciousness_desc:0 "§LWe reach into the void.\nThe vast expanse becomes us.§!" #################################### # Planet View #################################### PLANET_VIEW:0 "Planet View" PLANET_TYPE:0 "$TYPE$" MOON_TYPE:0 "$TYPE$ Moon" OWNER_CAPITAL:0 "$OWNER$ Capital" OWNER_COLONY:0 "$OWNER$ Colony" OWNER_OUTPOST:0 "$OWNER$ Outpost" SORT_BY:0 "Sort By" UNEMPLOYED:0 "Unemployed" CONSUMPTION:0 "Consumption" PRODUCTION:0 "Production" PHYSICS:0 "Physics" SOCIETY:0 "Society" ENGINEERING:0 "Engineering" QUEUE:0 "Build Queue" PLANET_HEALTH:0 "Surface Integrity" sm_missile_weapon:0 "Missile Defense Module" sm_missile_weapon_desc:1 "§EThe §HSpaceport§! is equipped with a heavy armament of §HMissile§! weapons as its main defense.§!" sm_laser_weapon:0 "Laser Defense Module" sm_laser_weapon_desc:1 "§EThe §HSpaceport§! is equipped with a heavy armament of §HLaser§! weapons as its main defense.§!" sm_projectile_weapon:0 "Projectile Defense Module" sm_projectile_weapon_desc:1 "§EThe §HSpaceport§! is equipped with a heavy armament of §HProjectile§! weapons as its main defense.§!" sm_refinery:0 "Refinery" sm_synchronized_defenses:0 "Synchronized Defenses" sm_corvette_assembly_yards:0 "Corvette Assembly Yards" sm_destroyer_assembly_yards:0 "Destroyer Assembly Yards" sm_cruiser_assembly_yards:0 "Cruiser Assembly Yards" sm_battleship_assembly_yards:0 "Battleship Assembly Yards" sm_reinforced_hull_layers:0 "Reinforced Hull Layers" sm_observatory:0 "Observatory" sm_engineering_bay:0 "Engineering Bay" sm_crew_quarters:0 "Crew Quarters" sm_crew_quarters_desc:0 "Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.\n" sm_crew_quarters_machine_intelligence:0 "Service Umbilicals" sm_crew_quarters_desc_machine_intelligence:0 "Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assist with repairs and refits.\n" sm_crew_quarters_hive_mind:0 "Crew Gestation Chambers" sm_crew_quarters_desc_hive_mind:0 "The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.\n" sm_hydroponic_farms:0 "Orbital Hydroponic Farms" sm_orbital_mind_control_laser:0 "Orbital Mind Control Laser" sm_fallen_empire_weapon:0 "Tachyon Lance Defense Module" sm_pioneering_terminal:0 "Pioneering Terminal" sm_solar_panel_network:0 "Solar Panel Network" sm_neutronium_fission_plant:0 "Neutronium Fission Plant" sm_fleet_academy:0 "Fleet Academy" sm_fleet_academy_machine_intelligence:0 "Battle Simulators" sm_fleet_academy_hive_mind:0 "$sm_fleet_academy_machine_intelligence$" sm_fleet_academy_desc:0 "For our newly recruited crews to be truly combat ready, they must have capable officers leading them. The Fleet Academy will ensure those officers have up-to-date knowledge on the doctrines and practice of interstellar warfare." sm_fleet_academy_desc_machine_intelligence:0 "Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat." sm_fleet_academy_desc_hive_mind:0 "$sm_fleet_academy_desc_machine_intelligence$" sm_navigator_guild:0 "Navigator's Guild" sm_living_metal_armory:0 "Living Metal Armory" sm_dark_matter_factory:1 "Dark Matter Reactor" sm_colossus_yards:1 "Colossal Assembly Yards" sm_colossus_yards_desc:1 "Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.\n" sm_colossus_yards_desc_modifier:0 "Shipyards: §YColossus Construction Enabled§!" sm_titan_yards:0 "Titan Assembly Yards" sm_titan_yards_desc:0 "Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.\n" sm_titan_yards_desc_modifier:0 "Shipyards: §YTitan Construction Enabled§!" sm_dockyard:0 "Dockyard" sm_shipyard:0 "Shipyard" sm_shipyard_desc:0 "A Shipyard may build one ship at a time, in parallel with other Shipyards.\n" sm_gun_battery:0 "Gun Battery" sm_gun_battery_desc:0 "Adds two medium-size weapon slots to the Starbase.\n" sm_missile_battery:0 "Missile Battery" sm_missile_battery_desc:1 "Adds two missile weapon slots to the Starbase.\n" sm_mining_terminal:0 "Mining Terminal (remove?)" sm_trading_hub:1 "Trade Hub" sm_trading_hub_desc:0 "A civilian docking area where merchants and traders can conduct business.\n" sm_anchorage:0 "Anchorage" sm_anchorage_desc:0 "Fleet anchorages are necessary to support the growth of our navy.\n" sm_hangar_bay:0 "Hangar Bay" sm_hangar_bay_desc:0 "Adds a hangar for strike craft to the Starbase.\n" sm_ftl_inhibitor:0 "FTL Inhibitor" sm_ftl_inhibitor_desc:1 "While the Starbase is still operational, its FTL inhibitor prevents enemy ships from leaving the system along any other hyperlane than the one they entered from." sm_communications_jammer:0 "Communications Jammer" sm_communications_jammer_desc:1 "These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.\n" sm_disruption_field:0 "Disruption Field Generator" sm_disruption_field_desc:0 "Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.\n" sm_warp_fluctuator:0 "Hyperlane Registrar" sm_warp_fluctuator_desc:0 "Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.\n" sm_command_center:0 "Command Center" sm_command_center_desc:1 "All system defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time.\n" sm_defense_grid:0 "Defense-Grid Supercomputer" sm_defense_grid_desc:0 "A powerful supercomputer coordinating the relative orbit and firing arcs of the Starbase's defensive platforms, increasing the number of defensive platforms that can be supported.\n" sm_science_division:0 "Science Division" sm_science_division_desc:0 "§Y$sm_spire$§! output increased by §Y2£physics£ 2£society£ 2£engineering£ §!." sm_offworld_trading_company:0 "Offworld Trading Company" sm_offworld_trading_company_desc:0 "The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.\n" sm_offworld_trading_company_desc_modifier:3 "Produces §G2§! £trade_value£§Y$TRADE_VALUE$§! for each [Root.GetTradingHubType]\n\n" sm_nebula_refinery:0 "Nebula Refinery" sm_nebula_refinery_desc:0 "By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.\n" sm_listening_post:0 "Listening Post" sm_listening_post_desc:0 "The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.\n" sm_naval_logistics_office:0 "Naval Logistics Office" sm_naval_logistics_office_desc:1 "A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.\n" sm_naval_logistics_office_desc_modifier:2 "Anchorages: §G+2§! §YNaval Capacity§!" sm_black_hole_observatory:0 "Black Hole Observatory" sm_black_hole_observatory_desc:0 "By building a specialized science facility dedicated to studying a black hole, our empire will surely be able to see improvements in our understanding of Physics.\n" sm_deep_space_black_site:0 "Deep Space Black Site" sm_deep_space_black_site_desc:1 "A large part of this Starbase has been set aside as a Black Site that does not officially exist. The entire system is closely monitored from here, while intelligence operatives carefully manipulate local media and social events to the best of their ability.\n" sm_resource_silo:1 "$building_resource_silo$" sm_resource_silo_desc:2 "$building_resource_silo_desc$\n" building_resource_silo:0 "Resource Silos" building_resource_silo_desc:0 "Massive resource silos and storage facilities where large quantities of resources can be safely kept." sm_hydroponics_bay:0 "Hydroponics Bay" sm_hydroponics_bay_desc:0 "By dedicating a section of this Starbase to Hydroponic farming, the station will be able to feed itself and even export excess produce to other systems." sm_target_uplink_computer:0 "Target Uplink Computer" sm_target_uplink_computer_desc:1 "An advanced targeting computer that collects and analyzes data from all friendly sensor sources in-system. This makes it far easier for the Starbase to achieve targeting solutions.\n" sm_curator_think_tank:0 "Curator Think Tank" sm_curator_think_tank_desc:0 "By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to make significant contributions to our scientific progress.\n" sm_art_college:0 "Art College" sm_art_college_desc:1 "This zero-g Art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students.\n" TIME_LEFT_SECOND:0 "$SECONDS$ second left" TIME_LEFT_SECONDS:0 "$SECONDS$ seconds left" TIME_LEFT_DAYS:0 "£resource_time£ $DAYS$" TIME_COST_VALUE:1 "£resource_time£ $DAYS|0$" BUILD_TIME:0 "Build Time: £resource_time£ $DAYS|Y0$" CLEAR_TIME:1 "Time to Clear: £resource_time£ $DAYS|Y0$" ENACT_TIME:0 "Time to Enact: £resource_time£ $DAYS|Y0$" EST_YEARLY_DEV_INC:0 "Yearly Increase: §H$EST$%§!" EST_YEARLY_ENERGY:0 "Yearly Credits: §H$EST$§!" QUEUED:0 "(Queued)" QUEUED_NUMBER:0 "#$NUMBER$" DISC_TOOLTIP:1 "§H$NAME$§!\n$DESC$\n\n£anomaly_level£ Level: $LEVEL|Y$" STOPS_POPULATION_GROWTH:0 "§RNo Population Growth on Planet§!" STOPS_ROBOT_ASSEMBLY:0 "§RNo Robot, Droid or Synthetic Pop Assembly on Planet§!" ANOMALY_ICON_DESC:0 "§GClick to Review§!" RESEARCH_LEFT_CLICK:0 "§GClick to cycle through Anomalies§!" RESEARCH_RIGHT_CLICK:0 "§GRight-click to research§!" ANOMALY_RIGHT_CLICK:0 "§GRight-click to center on system§!" PV_QUEUE:0 "Queue" PV_QUEUE_LABEL:0 "Build Queue" PV_PLANET:0 "Planet" PV_PLANET_LABEL:0 "Planetary Construction" PV_SHIPYARD:0 "Shipyard" PV_SHIPYARD_LABEL:0 "Orbital Construction" NO_POP_GROWING:0 "No Pop Growth" NO_POP_GROWING_DESC:0 "There is currently no species growing on the planet." NO_POP_DECLINING:0 "No Pop Decline" NO_POP_DECLINING_DESC:0 "There is currently no species in decline on the planet." NO_POP_ASSEMBLING:0 "No Pop Assembly" NO_POP_ASSEMBLING_DESC:0 "There is currently no species being assembled on the planet." NO_GROWTH_OVERCROWDING:0 "§ROvercrowding is preventing further Pop growth§!" NO_GROWTH_POSSIBLE:0 "£trigger_no£ §RActive Population Controls are preventing Pop Growth§!" NO_ASSEMBLY_POSSIBLE:0 "£trigger_no£ §RActive Population Controls are preventing Pop Assembly§!" NO_DECLINE_POSSIBLE:0 "£trigger_no£ §RCurrent policies are preventing Pop Decline§!" BASE_GROWTH:0 "Base Growth: $VALUE|Y1$" BASE_DECLINE:0 "Base Decline: $VALUE|Y1$" DECLINE_FROM_PURGE: "Decline from $TYPE$: $VALUE|Y1$" FROM_IMMIGRATION:0 "From Immigration: $VALUE|Y2$" FROM_REFUGEES:0 "Refugees: §G+$VALUE|%$§!" FROM_EMIGRATION:0 "From Emigration: $VALUE|Y2$" FROM_EMIGRATION_PENALTY:0 "From Emigration: $VALUE|R1$" POP_DECLINE_RATE: "Will purge an average of $PER_MONTH|Y$ Pop(s) per month and planet at base speed." GROWING_POP:0 "Growing Pop" GROWING_POP_DESC:0 "§RThis Pop is still growing. It will not produce any output before it is fully grown.§!" GROWING_POP_PROGRESS:1 "Growth progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)" ASSEMBLING_POP_PROGRESS:0 "Assembly progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)" DECLINING_POP_PROGRESS:0 "Decline progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)" UPGRADING_POP:0 "Upgrading Pop" UPGRADING_POP_DESC:0 "This Pop is being Upgraded to $SPECIES|Y$" UPGRADING_POP_PROGRESS:0 "Growth: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+1$/Month)" SPECIES_WILL_AUTO_UPGRADE:0 "§EThis model is outdated and will be upgraded automatically.§!" BUILD_CURRENT_SHIP:0 "Current $CLASSNAME|H$" BUILD_SHIP:0 "$NAME$" BUILD_ALLIANCE_SHIP:0 "(Federation) $NAME$" PV_ARMIES:0 "Armies" PV_ARMIES_DEFENSE:0 "Defense:" PV_ARMIES_ASSAULT:0 "Assault:" BUILD_ARMY_NAME:0 "$ARMY$ ($SPECIES$)" BUILD_UPGRADE_FLEET:0 "Upgrading $FLEET|H$" BUILD_UPGRADE_BUILDING:0 "Upgrading $FROM|H$ into $TO|H$" BUILDING_CONSTRUCTION_ALREADY_UPGRADING:0 "We are already upgrading this building." DESELECT_ALL:0 "Deselect All" SELECT_ALL:0 "Select All" CLEAR_SELECTION:0 "Clear Selection" DISBAND:0 "§HDisband§!" TRANSPORT:0 "Transport" POPULATION_AMOUNT:0 "$NUM$ Pop (maximum $MAX$)" POPULATION_PROGRESS_NEXT_DESC:0 "$MONTHS$ months until Pop $NUM$" POPULATION_PROGRESS_NEXT_MAX_DESC:0 "Reached maximum Pops" UNLOCK_POPS_DESC:0 "§HUnlock Pop§!\nThis Pop is locked and will not be affected by the planet focus.\n§GClick to unlock this Pop§!" UNLOCK_POPS_PURGE_DESC:0 "§HUnlock Pop§!\n§RCannot unlock a Pop that is being Purged§!" PLANET_TAB:0 "Planet Summary" POPULATION_TAB:0 "Population" TILES_TAB:0 "Surface" GROUND_COMBAT_TAB:0 "Armies" CORPORATE_TAB:0 "Corporate" PV_BUILDINGS:0 "Planetary Buildings" PV_SPACE_STATION_BUILDINGS:0 "Orbital Buildings" GROWTH:0 "Growth" GROWTH_DESC:0 "Population growth shows how close a growing Pop is to becoming fully grown. Only grown Pops are able to collect resources." COLONY_SHIP_SELECTION:0 "Colony Ship Selection" PLANET_VIEW_RECRUITMENT:0 "Recruitment" PLANET_VIEW_RECRUIT:0 "Recruit Armies" PLANET_VIEW_RECRUIT_DESC:1 "We can recruit Armies to help defend or capture planets." PLANET_VIEW_RECRUIT_CLICK_DESC:0 "§GClick to show list of available Army Types§!" PLANET_VIEW_RECRUIT_NO_POTENTIAL:0 "§RThere are no Species on this Planet that we can Recruit Armies from§!" PLANET_VIEW_EDICTS:0 "Edicts" PLANET_VIEW_RESETTLE_INVALID_PLANET:1 "Cannot resettle Pops from this planet." PLANET_VIEW_RESETTLE_NOT_ENOUGH_PLANETS:3 "§RThere are no owned planets that can send or receive Pops.§!" RESETTLEMENT_POLICY_DISABLED:1 "$TRIGGER_FAIL$Resettlement policy is set to allowed" RESETTLEMENT_PLANETARY_ADMINISTRATION:0 "Requires §Y$building_capital$§! on planet." NO_FRIENDLY_FLEETS:1 "No Defending Fleets" NO_HOSTILE_FLEETS:0 "No Attacking Fleets" PLANET_VIEW_SPACEPORT_MODULES:0 "Spaceport Modules" PLANET_VIEW_SPACEPORT_ORBITING_FLEETS:0 "Orbiting Fleets" CAN_ADD_SPACEPORT_MODULE_ALREADY:0 "Spaceport already has this module." CAN_ADD_SPACEPORT_MODULE_QUEUED:0 "A module of this type is already queued for construction." CAN_ADD_SPACEPORT_MODULE_NO_SLOTS:0 "No slots available." CAN_ADD_SPACEPORT_MODULE_INVALID_SLOT:0 "Invalid Spaceport Module Slot." SPACEPORT_LOW_LEVEL_BUILD_SHIP:0 "Requires a level $REQUIREDLEVEL|Y$ Spaceport." PLANET_VIEW_SPACEPORT_INFO:0 "Spaceport Details" PLANETLIST_OUTPUT_FORMAT:0 "$VALUE|=0+$" RESOURCE_OUTPUT_FORMAT:0 "$VALUE|=0+$" RESOURCE_OUTPUT_LESS_THAN_ONE_FORMAT:0 "$VALUE|=1+$" RESOURCE_OUTPUT_FORMAT_TOOLTIP:0 "$VALUE|=1+$" RESOURCE_OUTPUT_ENTRY_DESC:0 "$NAME$: $VALUE$" RESOURCE_OUTPUT_MULT_ENTRY_DESC:0 "$NAME$ ($NUM|Y$): $VALUE$" SECTOR_COLONIES:0 "Sector Colonies" SECTOR_COLONIES_DESC:0 "The $SECTOR|Y$ Sector has $COLONIES|Y$ Colonies" CLICK_TO_CYCLE_PLANETS:0 "§GClick to cycle though Sector Colonies.§!" SECTOR_OUTLINER_MISSING_RESOURCES:0 "This Sector is missing the following Resources: $RESOURCES$" SECTOR_OUTLINER_DEFICIT:0 "This Sector has an Energy Deficit. It will only collect energy from orbital stations." SECTOR_OUTLINER_CLICK_DESC:0 "§GClick to show in Planets List\nRight-click to center camera on Sector§!" SECTOR_GOVERNOR:0 "Governor: $LEADER|H$" SECTOR_NO_GOVERNOR:0 "No Governor Assigned" SECTOR_COLONIES_POPS:0 "Sector Colony Pops" SECTOR_COLONIES_POPS_DESC:0 "The $SECTOR|Y$ Sector has colonies containing $POPS|Y$ Pops" SECTOR_COLONIES_SIZE:0 "Sector Colony Size" SECTOR_COLONIES_SIZE_DESC:0 "The $SECTOR|Y$ Sector has colonies with a combined size of $SIZE|Y$" SECTOR_SHARE:2 "Sector $TYPE$ Contribution" SECTOR_SHARE_DESC:2 "Sector $TYPE|H$ Contribution: $VALUE|Y$" SECTOR_SHARE_NONE_DESC:2 "Sector is currently not supplying us with any $TYPE|H$, focusing on internal growth instead." SECTOR_SHARE_HALF_DESC:2 "Sector is currently giving us §Y50%§! of their monthly production of $TYPE|H$." SECTOR_SHARE_THREE_QUARTERS_DESC:2 "Sector is currently giving us §Y75%§! of their monthly production of $TYPE|H$." SECTOR_SHARE_FULL_DESC:2 "Sector is currently giving us §Y100%§! of their monthly production of $TYPE|H$." SECTOR_SHARE_QUARTER_DESC:2 "Sector is currently giving us §Y25%§! of their monthly production of $TYPE|H$." SECTOR_SHARE_FULL:0 "100%" SECTOR_SHARE_THREE_QUARTERS:0 "75%" SECTOR_SHARE_QUARTER:0 "25%" SECTOR_SHARE_HALF:0 "50%" SECTOR_SHARE_NONE:0 "None" PLANET_LIST_SECTOR_SHARE_INSTRUCTIONS:0 "§GClick to toggle Sector contribution§!" GROWTH_PROGRESS:0 "Growth: $CURRENT|Y0$/$MAX|Y0$" UPGRADE_PROGRESS:0 "Upgrade: $CURRENT|Y0$/$MAX|Y0$" PRODUCTION_OUTPUT:0 "Production" PHYSICS_RESEARCH:0 "Physics Research" SOCIETY_RESEARCH:0 "Society Research" ENGINEERING_RESEARCH:0 "Engineering Research" PRODUCTION_TITLE:0 "§HProduction§!" PRODUCTION_DESC:0 "Pops assigned to Production use available Minerals to power the construction of all building projects, ships and fleets on the planet." PHYSICS_RESEARCH_DESC:0 "Physics Research drives progress towards the Physics technologies researched by our Empire." SOCIETY_RESEARCH_DESC:0 "Society Research drives progress towards the Society technologies researched by our Empire." ENGINEERING_RESEARCH_DESC:0 "Engineering Research drives progress towards the Engineering technologies researched by our Empire." MODIFIER_EXPIRE_DESC:0 "Will expire in $DAYS|H$ days." PLANET_STRENGTH:0 "Planet Strength" PLANET_STRENGTH_DESC:0 "Planet Strength is the planet's capability to defend itself." DISBAND_TITLE:0 "Disband Army" DISBAND_DESC:0 "Are you sure you wish to disband this army?" DETACH:0 "Unequip" EMBARK:0 "§HEmbark§!" EMBARK_DESC:0 "Embark selected armies into space!\n§GShift+Click to Embark all§!" EMPTY_ARMY_SLOT:0 "Empty Army Slot" EMPTY_ARMY_SLOT_DESC:0 "Each planet can support 12 army units simultaneously." EMPTY_BUILDING_SLOT:0 "§HEmpty Building Slot§!\nBuild more buildings to fill these slots." CURRENT_POPULATION_AMOUNT:0 "Current Population" CURRENT_POPULATION_AMOUNT_DESC:1 "Population: $CURRENT|Y$ / $MAX|Y$" POPULATION_DESC:1 "§E§HPopulation§! (£pop£ ) will grow when it has access to §HFood§! (£food£ ). Build Farms to increase §HFood§! production.§!" POPULATION_GROWTH:0 "Population Growth" ARMY_UNAVAILABLE_LIMIT_REACHED:1 "This planet can only support $MAX|Y$ Armies as garrisons." ARMY_UNAVAILABLE_SPECIES_LIMIT_REACHED:0 "The $SPECIES|H$ Species can only support $MAX|Y$ Assault Armies in your Empire." BUILDING_UNAVAILABLE_LIMIT_REACHED_ORBITAL:0 "The limit for orbital buildings has been reached. Remove some or research additional technologies to unlock more slots." CONSTRUCTION_UNAVAILABLE_OCCUPIED:0 "This planet is occupied, rendering construction impossible." CONSTRUCTION_UNAVAILABLE_COLONIZATION:0 "This planet is under colonization, construction is impossibile." CONSTRUCTION_UNAVAILABLE_NOT_IN_STARBASE:0 "Cannot be constructed in a Starbase." CONSTRUCTION_UNAVAILABLE_NOT_IN_SPACEPORT:0 "Cannot be constructed in a Spaceport." MISSING_SPACESTATION:0 "This planet is missing a Spaceport, rendering orbital construction impossible." YEAR:0 "Year" MONTH:0 "Month" PV_HABITABILITY_DESC:1 "§EThis list shows the §HHabitability§! of $PLANET|H$ for each §HSpecies§! in our empire. §HHabitability§! determines the §HMax Happiness§! of a §HPop§!.§!" PV_SURVEYED_DESC:0 "§HSurveyed§!\nThis planet has been surveyed by our Empire giving us access to all its information." PV_UNSURVEYED_DESC:0 "§HNot Surveyed§!\nThis planet has yet to be surveyed by our Empire. Surveying it might reveal Strategic Resources as well as interesting Anomalies.\n§GSend a Science Ship with a Scientist to this planet to Survey it§!" DESTROY_BUILDING_TITLE:1 "Demolish Building" DESTROY_BUILDING_DESC:1 "Are you sure you wish to demolish the $NAME|Y$?" DOWNGRADE_BUILDING_TITLE:0 "Downgrade Building" DOWNGRADE_BUILDING_DESC:0 "Are you sure you wish to downgrade the $NAME|Y$ back into $DOWNGRADE|Y$?" DESTROY_DISTRICT_TITLE:0 "Demolish District" DESTROY_DISTRICT_DESC:0 "Are you sure you wish to demolish a $NAME|Y$?" DESTROY_SECTOR_TITLE:0 "Delete Sector" DESTROY_SECTOR_DESC:4 "Are you sure you wish to delete the $SECTOR|Y$ Sector? Deleting the Sector will remove all current construction queues and transfer the control over them to you. All the sector's stockpiled resources are lost." BUILDABLE_TIME_EST:0 "$DAYS$ Days" ORBITAL_BUILDING_SLOT_LOCKED:0 "§HLocked Orbital Building Slot§!\nWe have to expand our Spaceport through research before this orbital building slot can be utilized." PLANETARY_BUILDING_SLOT_LOCKED:0 "§HLocked Planetary Building Slot§!\nPlanetary building slots are unlocked by developing the planet Infrastructure. This building slot will unlock at $INFRASTRUCTURE|H$% Infrastructure." BUILDING_SLOT_LACKS_SPACESPORT_ORBITAL:0 "§HLocked Orbital Building Slot§!\nThese building slots will be unlocked when a Spaceport is built." RIGHT_CLICK_BUILDING:0 "§GRight-click to destroy $BUILDING|H$§!" PLANET_SIZE:0 "Planet Size" PLANET_SIZE_COLON_VALUE:0 "Planet Size: $SIZE|Y$" PLANET_SIZE_DESC:1 "§EThe size of a planet determines how many districts it can support.§!" PLANET_HOUSING_COLON_VALUE:0 "Housing: $SIZE|Y$" PLANET_VIEW_OCCUPIED:0 "Planet Occupied" PLANET_VIEW_OCCUPIED_DESC:0 "Planet is Occupied by $COUNTRY|Y$" OCCUPIED_SYSTEM:0 "Is occupying a planet in this system." SPECIAL_PROJECT_TOOLTIP:0 "§HSpecial Project§!" SPECIAL_PROJECT_HEADER:0 "§HSpecial Project(s):§!" SPECIAL_PROJECT_DESC:0 "§GClick to view the §HSpecial Project§! in the §HSituation Log§!§!" SPECIAL_PROJECT_COST:0 "£$RESOURCE$£ $VALUE|0$" SPECIAL_PROJECT_MISSING_SKILL:0 "§RRequires a level $LEVEL|0$ $LEADER_CLASS$.§!" SPECIAL_PROJECT_IN_PROGRESS:0 "§EIn progress§!" SPECIAL_PROJECT_ALREADY_HAS_SHIPS:0 "§EProject already has sufficient nearby ships§!" SPECIAL_PROJECT_OUT_OF_REACH:0 "We have no way to reach this project" SPECIAL_PROJECT_REQUIRES_NO_SHIP:0 "We don't need a ship to research this project." FOCUS_ON_PLANET:0 "§HGo To§!\n§GClick to move the camera to where this planet is located§!" FOCUS_ON_SYSTEM:0 "§HGo To§!\n§GClick to move the camera to where the target system is located§!" FOCUS_ON_STATION:0 "§HGo To§!\n§GClick to move the camera to where this station is located§!" FOCUS_ON_TARGET_NOTIFICATION:0 "§GClick to Go To location§!" FOCUS_ON_LEADER:0 "§HGo To§!\n§GClick to move the camera to where this leader is located§!" OPEN_TECH_VIEW:0 "§GClick to open Tech View§!" OB_PROGRESS:0 "Orbital Building Slots Unlocked: " RENAME_COLONY_TITLE:0 "Rename Planet" RENAME_FACTION_TITLE:0 "Rename Faction" RENAME_FACTION_TOOLTIP:0 "§HRename Faction§!\n§GClick to rename§!" RENAME_ARMY_TITLE:0 "Rename Army" RENAME_FLEET_TITLE:0 "Rename Fleet" RENAME_SHIP_TITLE:0 "Rename Ship" RENAME_LEADER_TITLE:0 "Rename Leader" RENAME_SYSTEM_TOOLTIP:0 "§HRename System§!\n§GClick to rename§!" RENAME_SYSTEM_TITLE:1 "Rename System" RENAME_ALLIANCE_TOOLTIP:0 "§HRename Alliance§!\n§GClick to rename§!" RENAME_EMPIRE_TOOLTIP:1 "§HRename Empire§!\n§GClick to rename§!" RENAME_ALLIANCE_TITLE:1 "Rename Alliance" RENAME_EMPIRE_TITLE:1 "Rename Empire" RENAME_FEDERATION_TOOLTIP:0 "§HRename Federation§!" RENAME_FEDERATION_TOOLTIP_ENABLED:0 "§GClick to rename the Federation§!" RENAME_FEDERATION_TOOLTIP_DISABLED:0 "§ROnly the Federation President can rename the Federation§!" RENAME_FEDERATION_TITLE:1 "Rename Federation" RENAME_NAME_EMPTY_DESC:0 "§RName field can't be empty!§!" RENAME_SPECIES:0 "Rename Species" SAVING_GAME:0 "Saving Game" PLANET_OUTPUT:0 "Planet Output:" AUTO_ASSIGN:0 "Planet Focus" AUTO_ASSIGN_DESC:0 "§HPlanet Focus§!\nAll available Pops on this planet will be assigned to the Planet Focus if resources are available." TOOLTIP_FOCUS:0 "Current planet focus: §H$CURRENT$§!" CHANGE_FOCUS:0 "§GClick to change planet focus§!" CHOOSE_FOCUS:0 "§GClick to set planet focus§! §H$FOCUS$§!" AVAILABILITY:0 "$VALUE$ Available" SET_POPULATION_JOB:0 "Set Pop Assignment" CLICK_TO_SELECT:0 "§GClick to select§!" CLICK_TO_REMOVE:0 "§GClick to remove§!" SET_AUTO_ASSIGN:0 "Set Focus" SET_AUTO_PLANET_ASSIGN:0 "Set Planet Focus" TOOLTIP_RESOURCE_MINERALS:0 "Current Minerals: $VALUE|Y$" TOOLTIP_RESOURCE_PHYSICS:0 "Current Physics Research: $VALUE|Y$" TOOLTIP_RESOURCE_SOCIETY:0 "Current Society Research: $VALUE|R$" TOOLTIP_RESOURCE_ENGINEERING:0 "Current Engineering Research: §Y$VALUE$§!" TOOLTIP_DEVELOPMENT:0 "Current planet Infrastructure: §Y$VALUE$%§!" TOOLTIP_HABITABILITY:0 "Habitability: $VALUE|%$" TOOLTIP_HAPPINESS:0 "Happiness: £happiness£ $VALUE|%$" TOOLTIP_NO_HAPPINESS:0 "Happiness: -" TOOLTIP_EMPIRE_SPRAWL:0 "$EMPIRE_SIZE$: $VALUE|Y$" TOOLTIP_NO_EMPIRE_SPRAWL:0 "$EMPIRE_SIZE$: -" TOOLTIP_HAPPINES_CAPPED_BY_HABITABLITITY:0 "Max Happiness: $HABITABILITY|%0R$" TOOLTIP_HAPPINESS_FROM_HABITABLITITY:0 "$HABITABILITY|0Y%$ Habitability: $EFFECT|%+1R$" TOOLTIP_ENERGY:0 "Monthly Planet Credit generation: $VALUE|Y$!" TOOLTIP_RESOURCE:0 "Current §H$RESOURCE$§! output: $CURRENT|Y$" CHANGE_RESOURCE:0 "§GClick to change the resource assigned to this Pop§!" LEFT_CLICK_POP:0 "§GClick to see additional Pop info§!" RIGHT_CLICK_POP:0 "§GRight-click to lock this Pop to the assigned resource§!" RIGHT_CLICK_POP_UNLOCK:0 "§GRight-click to unlock this Pop to the planet focus§!" FOCUS:0 "Go To" NONINTERFERENCE_DIRECTIVE:0 "§ROur current stance on Xeno Interference prohibits us from colonizing this world§!" PLANETVIEW_TERRAFORM_NOT_YOURS:0 "This Planet is owned by someone else!" PLANETVIEW_TERRAFORM_NO_STATION:0 "This Planet has no Terraforming Station" PLANETVIEW_TERRAFORM_ONGOING_COLONIZATION:0 "We cannot start Terraforming while a Planet is being Colonized" PLANETVIEW_POP_NOT_COLONIZED:0 "This Planet doesn't have any Pops yet." SPACEPORT_TAB:0 "Spaceport" CANNOT_MODIFY_PLANET_PREFERENCE:0 "§RWe need £society£ §H$tech_glandular_acclimation$§! to modify a species' Planet Preference.§!" TERRAFORM_PLANET_DOESNT_BELONG_TO_US:1 "§RThis Planet is not within our borders.§!" TERRAFORM_PLANET_HAS_OWNER:2 "§RWe need £society£ §H$tech_ecological_adaptation$§! to terraform inhabited planets.§!" TERRAFORM_PLANET_ALREADY_TERRAFORMING:0 "§RThis Planet is already being terraformed!§!" TERRAFORM_LACKS_TECH:0 "§RWe need £society£ §H$tech_terrestrial_sculpting$§! to terraform planets.§!" PLANETVIEW_NO_DOCKED:0 "No ships in orbit." STARBASE_NO_PLATFORMS:1 "No defense platforms." EMPIRE_FOOD_DESC:0 "We produce £food£ $PRODUCTION|0G$ and consume £food£ $CONSUMPTION|0R$." PLANETVIEW_FOOD:0 "Food Surplus" PLANETVIEW_FOOD_DESC:2 "We produce £food£ $PRODUCTION|1G$ and consume £food£ $CONSUMPTION|1R$ on this planet." PLANETVIEW_FOOD_DELAYED:0 "§ESurplus §HFood§! (£food£ ) will increase the growth-rate of §HPops§! (£pop£ ), while a shortage will make them unhappy. Happiness effect will be updated at the start of every month. Additional Food can be grown by constructing £building£ §HFarms§!.§!" LEFT_CLICK_TO_SHOW_INFO:0 "§GClick to show details§!" RIGHT_CLICK_TO_BUILD:0 "§GRight-click to show construction list§!" RIGHT_CLICK_TO_UPGRADE:0 "§GRight-click to upgrade building§!" ADJACENCY_BONUS_NOT_ACTIVE_PRODUCTION_ERROR:0 "The building has a Production Error." MISSING_RESOURCES_TITLE:0 "Missing Resources" MISSING_RESOURCES_DESC:0 "We lack the resources to run this building." MISSING_MAINTENANCE_TITLE:0 "Negative income" MISSING_MAINTENANCE_DESC:0 "With our current income, this building will stop running eventually." MISSING_REQUIRED:0 "Required: " LEFT_CLICK_TO_PLACE_COLONY:0 "§GClick to place the colony outpost§!" GIVE_SECTOR_ENERGY:0 "Send Energy Credits" GIVE_SECTOR_ENERGY_DESC:2 "We can send the Sector $AMOUNT|Y0$ Energy Credits to accelerate its growth.\n\n§GHold £ctrl£ to give $AMOUNT2|Y0$ per click.§!" GIVE_SECTOR_MINERALS:0 "Send Minerals" GIVE_SECTOR_MINERALS_DESC:2 "We can send the Sector $AMOUNT|Y0$ Minerals to accelerate its growth.\n\n§GHold £ctrl£ to give $AMOUNT2|Y0$ per click.§!" CAN_TAKE_HOSTILE_ACTION_NEED_WAR:0 "We have to declare war before we are able to take hostile actions." CAN_TAKE_HOSTILE_ACTION_FIRST_CONTACT_PROTOCOL:0 "We have to toggle our First Contact protocol policy to allow us to attack neutral targets." CAN_TAKE_HOSTILE_ACTION_NATIVE_INTERFERENCE:0 "Our §Y$policy_interference$§! policy does not allow this." CAN_TAKE_HOSTILE_ACTION_NATIVE_OTHER_BORDERS:0 "We cannot attack primitive species that are within the borders of another empire." CAN_DECLARE_WAR_POLICY:0 "Our §Y$policy_war_philosophy$§! policy does not allow us to declare war." MANUAL_RESETTLEMENT_CLICK_TO_SHOW:0 "§GClick to show§!" MANUAL_RESETTLEMENT_ALREADY_OPEN:0 "§RThis planet is currently shown§!" SLAVERY_UNALLOWED_WRONG_POLICY:0 " Our current stance on Slavery prohibits us from enslaving this Pop" PURGE_UNALLOWED_WRONG_POLICY:0 " Our current stance on Purging prohibits the purge of this Pop" GROUND_SUPPORT_UNALLOWED_POLICY:0 "§ROur current stance on Orbital Bombardment prohibits this Stance§!" TERRAFORM_IN_PROGRESS:0 "This Planet is currently being Terraformed.\nIt will become a $PLANET_CLASS|Y$ in £time£ $DAYS_REMAINING|Y$ days" TOOLTIP_TERRAFORM_DONT_HAVE_STATION:0 "We do not have a Terraforming Station in orbit around this Planet" TOOLTIP_TERRAFORM_NOT_ENOUGH_RESOURCES:1 "Missing Resources:\n" TOOLTIP_NOT_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §R$NEEDED$§!" TOOLTIP_HAS_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §Y$NEEDED$§!" PLANETVIEW_TILES_TAB_NOT_SURVEYED:0 "Not surveyed" PLANETVIEW_TILES_TAB_NOT_SURVEYED_DESC:0 "We need to survey this planet to gain detailed information about its surface." PLANETVIEW_POPS_TITLE:0 "Population" PLANETVIEW_POPS_DESC:0 "There are $POPS|Y$ Pops on this planet." GENERAL_TITLE:0 "General" PLANETVIEW_NO_GOVERNOR_TITLE:0 "No Governor" PLANETVIEW_NO_GOVERNOR_DESC:0 "We can assign a governor to administrate the planet more efficiently." PLANETVIEW_NO_GENERAL_TITLE:1 "No General" PLANETVIEW_NO_GENERAL_DESC:1 "We can assign a general to lead the local armies." PLANETVIEW_PLANET_RESOURCES:0 "Planet Resources" PLANETVIEW_PLANET_RESOURCES_DESC:0 "This field shows the natural resources on this planet. They can be collected by placing a §HPop§! on the surface tile of the resource or by having §Hmining/research stations§! in orbit, depends on the resource type." PLANETVIEW_PLANET_MODIFIERS:0 "Planet Modifiers" PLANETVIEW_PLANET_CLASS:0 "Planet Class" PLANETVIEW_PLANET_CLASS_DESC:1 "§EThis is the class of this planet. Each Species has a §HPlanet Class§! they consider ideal, and §HHabitability§! decreases as planets deviate from this norm, which in turn decreases §HHappiness§!.§!" PLANETVIEW_STAR_CLASS:0 "Star Class" PLANETVIEW_STAR_CLASS_DESC:0 "§EThe Star Class affects how the Star System was formed and the Class and type of the surrounding planetary objects.§!" PLANETVIEW_DIPLOSTATUS_IN_ALLIANCE:0 "Is a member of the $ALLIANCE$" PLANETVIEW_DIPLOSTATUS_IS_VASSAL:1 "Is a subject of $EMPIRE$" PLANETVIEW_DIPLOSTATUS_IS_OVERLORD:0 "Is the overlord of $EMPIRE$" PLANETVIEW_DIPLOSTATUS_IN_WAR:0 "Is participating in the $WAR$" PLANETVIEW_TOPBAR_RESOURCES_TEXT_RESOURCE:0 "Resource:" PLANETVIEW_TOPBAR_RESOURCES_TEXT_CONSUMPTION:0 "Consumption:" PLANETVIEW_TOPBAR_RESOURCES_TEXT_PRODUCTION:0 "Production:" PLANETVIEW_TOPBAR_RESOURCES_TEXT_REMAINING:0 "Balance:" PLANETVIEW_SPACEPORT_TITLE:0 "§HSpaceport§!" PLANETVIEW_SPACEPORT_DESCRIPTION:0 "Constructing a §HSpaceport§! in orbit around this planet will allow the production of spaceships and other interplanetary craft. It will also act as an anchor for our Empire within this system, providing basic defenses and communications. The §HSpaceport§! can be further focused towards production, defense or utility as it grows." PLANETVIEW_SPACEPORT_CONSTRUCTION:1 "This spaceport is currently under construction. It will be finished in $MONTHS|H$ months (est $DATE|H$)." PLANETVIEW_EDICTS_LIST:0 "Edicts List" PLANETVIEW_EDICTS_LIST_DESC:0 "§GClick to open a list of potential Edicts for this planet§!" PLANETVIEW_EDICTS_LIST_DELAYED:0 "§EPlanetary Edicts are local ordinances with a limited duration that cost £influence£ §HInfluence§! to enact.§!" PLANETVIEW_TERRAFORM:0 "Terraform" PLANETVIEW_TERRAFORM_DESC:0 "Planets can be terraformed into other planet classes." PLANETVIEW_TERRAFORM_INSTRUCTION:0 "§GClick to see available options§!" PLANETVIEW_COLONIZE:0 "Colonize" PLANETVIEW_COLONIZE_TERRAFORMING_TITLE:0 "Confirm Colonization" PLANETVIEW_COLONIZE_TERRAFORMING_DESC:1 "This planet is being terraformed, colonizing it will abort the terraforming process." PLANETVIEW_NO_ACTIVE_EDICTS:0 "No active Edicts" PLANETVIEW_TERRAFORM_INTO:0 "Terraform Into" PLANETVIEW_TERRAFORM_PLANET:0 "Terraform Planet" PLANETVIEW_TERRAFORMING:0 "Terraforming" PLANETVIEW_TERRAFORMING_DESC:1 "This planet is being terraformed into: $CLASS|H$. The process is estimated to be complete by $DATE|H$" PLANETVIEW_LOCAL_OUTPUT:1 "Resource Output" PLANETVIEW_LOCAL_OUTPUT_TOOLTIP:1 "§EThis is the total Resource output of $PLANET|H$.§!" PLANET_VIEW_PRODUCTION_ERROR:0 "Production Error" PLANET_VIEW_PRODUCTION_ERROR_BUILDING_REQUIRES_POP:0 "This building requires a grown Pop to function." PLANET_VIEW_PRODUCTION_ERROR_FAILED_PRODUCTION:0 "Missing the following resources:" PLANET_VIEW_PRODUCTION_ERROR_OCCUPATION:0 "This planet is occupied and will therefore not produce anything." PLANET_VIEW_PRODUCTION_ERROR_BUILDING_DEACTIVATED:0 "This building has been deactivated." PLANET_VIEW_PRODUCTION_ERROR_BUILDING_RUINED:0 "This building is in ruins and needs to be repaired to become operational again." PLANETVIEW_CONSTRUCTION:0 "Construction" PLANETVIEW_CONSTRUCTION_IN_PROGRESS:0 "Constructing a $NAME|Y$, it will be complete in $DAYSLEFT|Y$ days." PLANETVIEW_CONSTRUCTION_QUEUED:0 "Queued construction of a $NAME|Y$, location in queue is $QUEUE_PLACE|Y$." PLANETVIEW_CANCEL_CONSTRUCTION:0 "Cancel Construction" PLANETVIEW_CANCEL_CONSTRUCTION_DESC:0 "Are you sure you want to cancel this construction?" PLANETVIEW_CONSTRUCTION_SUPPRESS_RESOURCES:0 "Constructing a $BUILDING|Y$ on this tile will suppress the collection of the resources:\n\n$RESOURCES$\n" PLANETVIEW_CLEARING:0 "Clearing Tile" PLANETVIEW_CLEARING_IN_PROGRESS:0 "This tile is being cleared. The process will be completed in $DAYSLEFT|Y$ days." PLANETVIEW_CLEARING_QUEUED:0 "This tile has been queued for clearing. Its location in the queue is $QUEUE_PLACE|Y$." PLANETVIEW_REPAIR:0 "Repairing Building" PLANETVIEW_REPAIR_IN_PROGRESS:0 "The building on this tile is being repaired. The process will be completed in $DAYSLEFT|Y$ days." PLANETVIEW_REPAIR_QUEUED:0 "This building on this tile has been queued for repair. Its location in the queue is $QUEUE_PLACE|Y$." PLANET_VIEW_PLACE_COLONY_TITLE:0 "Place Colony" PLANET_VIEW_PLACE_COLONY_DESC:0 "§GClick a Surface Tile to designate the initial colony site§!" #provided variables are $FROM$ $TO$ and $REASON$. FROM and TO are the names of planet classes TOOLTIP_TERRAFORM_TO:0 "§GClick to terraform to $TO|H$§!" TOOLTIP_TERRAFORM_TO_CANT:0 "§YCan't terraform to $TO|H$§!" TOOLTIP_TERRAFORM_COST:1 "This will cost £energy£ $COST|Y$ and take $DURATION|Y$ days." TOOLTIP_RESOURECE_USE:0 "$RESOURCE$: $VALUE|H$" TOOLTIP_RESOURECE_USE_DIFF:0 "$RESOURCE$: $VALUE|-=$" TOOLTIP_TECH_TERRAFORM_COST_CHANGE:0 "Resources required for Terraforming:\n$LIST$" TOOLTIP_CANCEL_TERRAFORMATION:0 "§HCancel Terraformation§!\nCredits will be Refunded" TOOLTIP_TERRAFORM_POSSIBILITIES:0 "Can be Terraformed to: $LIST$" TOOLTIP_TERRAFORM_NO_POSSIBILITIES:0 "No valid world to Terraform to" #variables: $FROM$ $TO$ $CONDITION$ TOOLTIP_TERRAFORM_LINK_CONDITIONAL_VALID:0 "$TO|G$\n$CONDITION$" TOOLTIP_TERRAFORM_LINK_CONDITIONAL_INVALID:0 "$TO|R$\n$CONDITION$" TOOLTIP_TERRAFORM_LINK_VALID:0 "$TO|G$" TOOLTIP_TERRAFORM_LINK_INVALID:0 "$TO|R$" MISSING_FEATURE_FLAG:0 "Requires: $TECH|H$" ASSIMILATION_CITIZENSHIP_ENABLED:0 "Gain access to the §YAssimilation§! Citizenship §HSpecies Right§!, allowing future additions to the populace to be turned into" CYBORG_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YCyborgs§!." SYNTH_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YSynths§!." HIVE_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YHive-Minded Pops§!." ENTIRE_SPECIES_BEING_PURGED:0 "$TRIGGER_FAIL$This entire Species is being purged." ALREADY_BEING_PURGED:0 "$TRIGGER_FAIL$This Pop is already being purged." ACTION_CANNOT_PURGE_CITIZEN:0 "$TRIGGER_FAIL$Can only selectively Purge enslaved species." ACTION_CANNOT_PURGE_POLICY:0 "$TRIGGER_FAIL$Our policies do not allow selective purging." AI_WILL_BE_OUTLAWED:0 "Artificial Intelligence will be outlawed in §H[Root.GetName]§!." PURGE_AND_SLAVES_WILL_BE_OUTLAWED:0 "Purging and Slavery will be outlawed in §H[Root.GetName]§!." ENSLAVE_ALL_POPS:0 "Enslave all $SPECIES|H$ Pops on Planet" ENSLAVE_POP:0 "Enslave Pop" EMANCIPATE_POP:0 "Emancipate this Pop" EMANCIPATE_ALL_POPS:0 "Free all $SPECIES|H$ Pops on Planet" PURGE_ALL_POPS:2 "Purge all on Planet" PURGE_POP:2 "$POP_ACTION_PURGE$" POP_ACTION_STOP_PURGE_ROBOT:1 "Stop Disassembly" STOP_PURGE_POP:0 "Stop Purge" STOP_PURGE_ALL_POPS:2 "Stop Purge all on Planet" PURGE_POP_ROBOT:2 "$POP_ACTION_PURGE_ROBOT$" PURGE_ALL_POPS_ROBOT:2 "Disassemble all on Planet" STOP_PURGE_POP_ROBOT:0 "Stop Disassembling" STOP_PURGE_ALL_POPS_ROBOT:2 "Stop Disassembling all on Planet" PURGE_POP_HEADLINE:0 "Purge $SPECIES|H$" STOP_PURGE_POP_HEADLINE:0 "Stop Purging $SPECIES|H$" PURGE_POP_ROBOT_HEADLINE:0 "Disassemble $SPECIES|H$" STOP_PURGE_POP_ROBOT_HEADLINE:0 "Stop Disassembling $SPECIES|H$" POP_ACTIONS:0 "Actions" POP_ACTIONS_DESC:0 "Actions taken will affect this individual Pop." POP_ACTION_PURGE_ROBOT:0 "Disassemble" POP_ACTION_PURGE:0 "Purge" POP_ACTION_PURGE_DESC:2 "§ESystematically decimate and ultimately remove this §HPop§! over time.§!" POP_ACTION_PURGE_ROBOT_DESC:2 "§ESystematically decimate and ultimately remove this §HPop§! over time.§!" ACTION_DISASSEMBLE_SYNTHETICS:1 "$TRIGGER_FAIL$Sapient robots with Citizen Rights may not be disassembled" POP_ACTION_RESETTLE:0 "Resettle" POP_ACTION_RESETTLE_DESC:2 "§EForcibly Resettle this §HPop§! to one of our other Core Planets.§!" POP_ACTION_RELOCATE:0 "Relocate" POP_ACTION_RELOCATE_DESC:0 "§EMove this §HPop§! to another tile§!" TILE_ACTION_RESETTLE:0 "$POP_ACTION_RESETTLE$" TILE_ACTION_RESETTLE_DESC:0 "§EForcibly Resettle a §HPop§! from one of our other Core Planets.§!" TILE_ACTION_POPULATE:0 "Build Pop" TILE_ACTION_POPULATE_DESC:0 "§ESelect a §H$trait_mechanical$ Pop§! model to construct on this Tile.§!" TILE_ACTION_POPULATE_DESC_machine_intelligence:0 "§ESelect a §H$trait_machine_unit$ Pop§! model to construct on this Tile.§!" NO_POPS_TO_BUILD:0 "§RWe lack the technology required to construct Robotic Pops.§!" ERROR_PLANET_UNDER_COLONIZATION:0 "§RPlanet is under colonization.§!" POP_ACTION_VIEW_SPECIES:0 "View Species" POP_ACTION_VIEW_SPECIES_DESC:0 "§H$POP_ACTION_VIEW_SPECIES$§!\n§EReveal this Species in the Species list where we can adjust their rights and modify Species Templates.§!" CANT_ENSLAVE:0 "§RRequires Policy: Allow Slavery§!" ENSLAVE_REQUIRES_OWNED_PLANET:0 "Pop must be on an owned planet" ENSLAVE_REQUIRES_GROWN_POP:0 "Cannot enslave growing Pop" POP_ACTION_ENSLAVE:0 "Enslave" POP_ACTION_ENSLAVE_DESC:2 "§EEnslaves this §HPop§!. Enslaved Pops excel at manual labor but are not useful for more intellectual pursuits. Other Pops are likely to react to the presence of slaves. This action also risks damaging our relations with certain other empires.§!" POP_ACTION_EMANCIPATE:0 "Emancipate" POP_ACTION_EMANCIPATE_DESC:1 "§EEmancipate this §HPop§!. They will be set free, but their enslavement will not soon be forgotten.§!" POP_ACTION_STOP_PURGE:0 "Stop Purge" POP_ACTION_STOP_PURGE_DESC:2 "§EStop the ongoing decimation of this §HPop§!. They will no longer be exterminated, but the suffering they endured will not soon be forgotten.§!" POP_ACTION_STOP_PURGE_ROBOT_DESC:1 "§EStop the ongoing disassembly of this §HPop§!.§!" POP_ACTION_STOP_PURGE_ALL_POPS:0 "Stop Purge of all $SPECIES|H$ Pops on planet" POP_ACTION_CREATE_COLONISTS:0 "Create Colonists" POP_ACTION_CREATE_COLONISTS_DESC:0 "Begin construction of a new Colony Ship filled with colonists from this Pop." IS_GENOCIDING_DESC:0 "Being Purged:\nProduction: §H0§!\nResearch: §H0§!" COLONY:0 "Colony" COLONIES:0 "Colonies" EXTERMINATED:0 "Pop exterminated within $MONTHS|H$ months" DISPLACED:0 "Pop in the process of being displaced." EMPTY_SLOT:0 "§HEmpty Pop Slot§!\nThere is room for an additional Pops on this planet if the Infrastructure can support it" PLANET_VIEW_LAND_ARMY:1 "§GClick to Land army§!" PLANET_VIEW_EMBARK_ARMY:1 "§GClick to Embark army§!" PLANET_VIEW_ORBITAL_CONSTRUCTION:0 "Orbital Construction" SPACE_PORT_DETAILS_BUTTON:0 "§GClick to show Spaceport details§!" COLONIZING_PLANET:0 "Colonizing Planet" COLONIZING_PLANET_DEFAULT:0 "Colonizing Planet" COLONIZING_PLANET_SWARM:0 "Infesting Planet" CONSTRUCTING_ORBITAL:0 "Constructing Orbital Station" PLANET_VIEW_UNDER_COLONIZATION:0 "This planet is being colonized" PLANET_VIEW_CLICK_TO_ABORT:0 "§GClick to remove from queue§!" PLANET_VIEW_LEADER_CHANGE:0 "Change Governor" PLANET_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Leader§!" PLANET_VIEW_LEADER_ASSIGN:0 "§GClick to assign Leader§!" PLANET_VIEW_LEADER_TYPE_PLANET:0 "Planet Governor" PLANET_VIEW_LEADER_TYPE_SECTOR_THIS_PLANET:0 "Sector Governor ruling from this planet." PLANET_VIEW_LEADER_TYPE_SECTOR_OTHER_PLANET:0 "Sector Governor ruling from planet $PLANET|H$." PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_THIS_PLANET:0 "Core Sector Governor ruling from this planet." PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_OTHER_PLANET:0 "Core Sector Governor ruling from planet $PLANET|H$." PLANET_VIEW_UNDER_COLONIZATION_DESC:1 "Our hardy pioneers are establishing a foothold on this planet. This process costs $COST|H$£energy£ each month and will take approximately $MONTHS|H$ months to complete (est $DATE|H$)." PLANET_VIEW_COLONIZATION_HALT:0 "This planet's colonization process has been halted due to lack of Energy Credits." PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC:0 "This world is being colonized by $COUNTRY|H$. Colonization will be complete by $DATE|H$." PLANET_VIEW_UNDER_COLONIZATION_SWARM_DESC:0 "This world is being infested by $COUNTRY|H$. The biosphere will have been fully subverted by $DATE|H$.\nOrbital bombardment can interrupt this process." BUILD_COST:0 "$COST|H$ Credits" PLANETARY_BUILDING:0 "Planetary" ORBITAL_BUILDING:0 "Orbital" PLANET_UNIQUE_BUILDING:0 "Planet Unique" PLANET_UNIQUE_ALREADY_EXISTS:0 "This building is planet unique and we already have one on this planet." EMPIRE_UNIQUE_BUILDING:0 "Empire Unique" EMPIRE_UNIQUE_ALREADY_EXISTS:0 "We already have this building on $PLANET|H$." BUILDING_DISABLED:0 "Building Disabled" PRE_SAPIENT_CANT_BUILD:0 "Cannot build on tiles inhabited by pre-sapient Pops." BIO_TROPHY_CANT_BUILD:0 "Cannot build on tiles inhabited by Bio-Trophies." WRONG_SECTOR_CANT_BUILD:0 "Cannot manage planet tiles in Sectors." CANT_MOVE_POP:1 "Cannot move Pop." PLANET_VIEW_EMBARK_ALL:0 "Embark All" PLANET_VIEW_RETREAT:0 "Retreat" PLANET_VIEW_LAND_ALL:0 "Land All" PLANET_VIEW_ATTACK:0 "Attack" PLANET_VIEW_GROUND_COMBAT_ADVANTAGE:0 "Power Balance" PLANET_VIEW_POWER_BALANCE:0 "Shows the sum army health of each side." PLANET_VIEW_EMBARK_ALL_TITLE:0 "Embark Armies" PLANET_VIEW_EMBARK_INFO:0 "Order our Assault Armies to Embark into space" PLANET_VIEW_EMBARK_NO_ARMIES:0 "We own no armies on the surface that can embark." PLANET_VIEW_EMBARK_NO_DESIGN:1 "We don't have a valid Ship Design for Transports." PLANET_VIEW_EMBARK_FOLLOWING_ARMIES:0 "Following armies will Embark:" PLANET_VIEW_LAND_ALL_TITLE:0 "Land Armies" PLANET_VIEW_LAND_INFO:0 "Order our orbiting Assault Armies to Land" PLANET_VIEW_LAND_FOLLOWING_ARMIES:0 "Following armies will Land:" ARMY_IS_BROKEN:0 "Broken" ARMY_IS_BROKEN_INFO:2 "This army is at zero Morale, greatly reducing their combat effectiveness." ARMY_HAS_LEADER_BOUND:0 "Leader" ARMY_HAS_LEADER_BOUND_INFO:1 "$LEADER|Y$ is leading this army." ARMY_CANNOT_RETREAT:0 "Cannot Retreat" ARMY_CANNOT_RETREAT_INFO:0 "This army is unable to retreat." ARMY_IS_DISENGAGED:0 "Disengaged" ARMY_IS_DISENGAGED_INFO:0 "This army has withdrawn from the front lines. It will not attack or be attacked as long as there are enough non-disengaged armies on the same side still engaged in battle." CONSTRUCTION_FINISHED_DAYS:0 "Finished in: £resource_time£ $DAYS|0Y$" CONSTRUCTION_IN_QUEUE:0 "Finished in: £resource_time£ $QUEUED$" POTENTIAL_ARMY:1 "Potential Army" POTENTIAL_ARMY_DESC:2 "A Potential Army doesn't yet exist, but will emerge under certain conditions. For instance Militias will be formed if a planet is invaded." SECTOR_FOCUS:0 "This Sector has a $FOCUS|Y$ focus." CLICK_SETTINGS:0 "Click the settings button to change the focus." SETTINGS_SECTOR:0 "§HSector Settings§!\nClick to view/change sector settings." MILITARY_STATION_SETTING_DISABLED:0 "§RRequires Space Construction.§!" PLANET_AND_SYSTEM:0 "$PLANET$ (§Y$SYSTEM$ System§!)" PLANET_VIEW_ARMIES_NO_RETREAT:0 "Armies cannot retreat before $DATE|H$ due to combat." buildable_ship:0 "Ship" buildable_building:0 "Building" buildable_development:0 "Infrastructure" buildable_energy:0 "Energy Credits" buildable_army:0 "Army" buildable_orbital_station:0 "Spaceport" buildable_fleet:0 "Fleet" buildable_none:0 "Invalid" buildable_money:0 "Energy Credits" BUILDABLE_SHIP_NAME:0 "$TYPE$-class" LEFT_CLICK_BUILDABLES:0 "§GClick to view Construction list§!" TIMED_MOD_DESC:0 "$TITLE|H$\n$DESC$\n$EFFECTS$\n$DAYS$ day(s) remaining" PLANET_TILE:0 "Planet Tile" PLANET_TILE_DETAILS:0 "Planet Tile Details" CHOOSE_CONSTRUCTION:0 "Choose Construction" SPECIES_GROWTH_PROGRESS:0 "$SPECIES$: §Y$CURRENT$%§! (§Y$MONTHLY$% / Month§!)" SPECIES_NUM:0 "$SPECIES$: (£pop£ $NUM|Y$)" PLANET_VIEW_BUILD_POP_PANEL_CHOOSE_POP:0 "Choose Pop" PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE:0 "Build Multiple" PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC:0 "§H$PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE$§!\n§ESelect this option to construct a Pop on multiple Tiles.§!" PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC_DELAYED:0 "§E1. Check this box.\n2. Select a Pop model from the list below.\n3. $PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2$.§!" PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_NORMAL:0 "Choose a Pop to build on the selected Tile" PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_1:0 "Choose a Pop to batch build on clicked Tiles" PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2:0 "Click on any free Tile(s) to queue Pop construction there" PLANET_VIEW_BUILD_POP_PANEL_BATCH_SELECT_POP:0 "§RSelect a Pop to build from the list on the right§!" PLANET_VIEW_BUILD_POP_PANEL_BATCH_CLICK_TO_BUILD:0 "Click to build $NAME$ on this Tile." RIGHT_CLICK_TO_CANCEL_BUILD_POP:0 "Right-click to cancel construction of this Pop." SECTOR_VALUE_PLUS_VALUE:0 "$STORED|B$ + $DELTA|B$" RETREAT:0 "Retreat" #################################### # Popcat Selection #################################### POPCAT_SELECTION_TITLE:0 "Select Colonists" #################################### # War Goals View #################################### WAR_GOAL:0 "War Goal" WAR_GOALS_VIEW_TITLE:0 "War Goals" WAR_GOALS_VIEW_AVAILABLE:0 "$WAR_GOAL$" WAR_GOALS_VIEW_TARGET:0 "War Target" WAR_GOALS_VIEW_DESC:0 "Declare a War Goal to indicate what we seek to achieve with this war." WAR_GOALS_VIEW_WAR_GOAL_CLICK_DESC:0 "§GClick a War Goal on the left to select it.§!" WAR_GOALS_VIEW_ATTACKERS_DESC:1 "§GAdd or remove proposed attackers by clicking on them in the lists on the left.§!\n§RExtra attackers will require unanimous vote!§!" WAR_GOALS_VIEW_ATTACKERS_CLICK_TO_REMOVE:0 "§GClick to remove this invited attacker§!" DECLARE_WAR:0 "$ACTION_DECLARE_WAR_TITLE$" WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL:0 "Unknown War Goal" WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL_DESC:0 "Our enemy has not yet selected a War Goal." WAR_GOALS_VIEW_MANAGE_CLAIMS:0 "Manage Claims" WAR_GOALS_VIEW_MANAGE_CLAIMS_DESC:0 "Manage our claims on the enemy." WAR_GOALS_VIEW_CLICK_SET_WAR_GOAL:0 "Click to set a War Goal against our enemy" WAR_GOALS_VIEW_CLICK_DECLARE_WAR:0 "Click to declare war on our enemy" OUR_CLAIMS_ON_ENEMY:1 "We have $COUNT|H$ claim(s) that we are trying to conquer from the enemy and their allies." ALLY_CLAIMS_ON_ENEMY:1 "Our allies have $COUNT|H$ claim(s) that we are trying to conquer from the enemy and their allies." #################################### # War Overview #################################### OUR_WAR_GOAL:0 "Our War Goal" THEIR_WAR_GOAL:0 "Enemy War Goal" SET_WAR_GOAL:0 "Set War Goal" SET_WAR_GOAL_DESC:0 "We have not yet set a War Goal." SET_WAR_GOAL_NOT_MAIN_DEFENDER:0 "Only the main defender can set the War Goal." SEND_OFFER_NOT_MAIN_PARTICIPANT:0 "Only the main attacker or defender can send offers." SEND_OFFER_NO_DEFENDER_DEMANDS:1 "The defenders have not yet set their War Goal ($DAYS|H$ days left)" SEND_OFFER_ALREADY_SENT:0 "They are already considering a peace offer from us." SET_WAR_GOAL_ALREADY_SET:0 "The War Goal has already been set." SET_WAR_GOAL_NOT_SET:0 "No War Goal has been selected." SEND:0 "Send" SEND_PEACE_OFFER_CLICK:0 "Click to send the peace offer" SEND_WIN:0 "Win" SEND_WIN_DESC:0 "You win!" SEND_DEMANDS:0 "Send Demands" SEND_DEMANDS_DESC:0 "Send our demands. The recipient will Accept or Reject our proposal." FORCE_DEMANDS:2 "Demand Surrender" FORCE_DEMANDS_DESC:1 "Force our unconditional war goal. The recipient must Accept our proposal." SEND_DEMANDS_SURRENDERED_DESC:0 "Send our demands. As the enemy have already surrendered they will not be able to reject them." SEND_WHITEPEACE:1 "Offer Status Quo" SEND_WHITEPEACE_DESC:1 "Send a Status Quo offer to end this war as a tie." FORCE_WHITEPEACE:1 "Force Status Quo" FORCE_WHITEPEACE_DESC:1 "Force an unconditional Status Quo offer to end this war as a tie." SEND_SURRENDER:1 "Surrender" SEND_SURRENDER_DESC:1 "Sending an unconditional surrender will end the war immediately and give the enemy 6 months to dictate terms." PEACE_OFFER_UNAVAILABLE:0 "§ROur war goal does not permit us to do this.§!" TRUCE_EFFECT_DESC:0 "A Truce will be formed between $ATTACKER|H$ and $DEFENDER|H$ at the end of the war. The Truce will last for $TRUCEYEARS|H$ years. During this time they can not declare war on each other." EV_OVERLORD:0 "Overlord: $COUNTRY|H$" ONLY_WARLEADER:0 "Only the warleader can send peace offers." ALREADY_SURRENDERED:0 "We have already surrendered." ENEMY_ALREADY_SURRENDERED:0 "The enemy has already surrendered." ANOTHER_INTERACTION:0 "We are already waiting for a response." WAR_EXHAUSTION:0 "War Exhaustion" ATTACKER_WAR_EXHAUSTION_VALUE:0 "$ATTACKER$ $WAR_EXHAUSTION$: $VALUE|0%Y$" DEFENDER_WAR_EXHAUSTION_VALUE:0 "$DEFENDER$ $WAR_EXHAUSTION$: $VALUE|0%Y$" WAROVERVIEW_WAR_EXHAUSTION_PROGRESSBAR_TOOLTIP:0 "§HRelative War Exhaustion§!\nA relative measure of the war exhaustion suffered by the attackers and defenders in this war." WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_HEADER:0 "Total:" WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP:1 "§HWar Exhaustion§!\nThe total war exhaustion suffered by participants on this side of the war. A high war exhaustion will make the enemy more likely to accept a peace deal." WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_HEADER:0 "Attrition:" WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_TOOLTIP:0 "§HAttrition War Exhaustion§!\nThe war exhaustion passively accumulated during this war." WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_HEADER:0 "Occupation:" WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_TOOLTIP:2 "§HOccupation§!\nThe relative occupation score of planets and systems. A high occupation score will make the enemy more likely to surrender to our demands." WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_HEADER:0 "Space Battles:" WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_TOOLTIP:0 "§HSpace Battles War Exhaustion§!\nThe war exhaustion caused by space battles." WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_HEADER:0 "Ground Battles:" WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_TOOLTIP:0 "§HGround Battles War Exhaustion§!\nThe war exhaustion caused by ground battles." WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_HEADER:0 "Destruction:" WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_TOOLTIP:0 "§HPlanet Destruction War Exhaustion§!\nThe war exhaustion caused by destroyed, pacified, neutron swept, faith enforced or nano-assimilated planets." WAROVERVIEW_WAR_EXHAUSTION_DETAILS_HEADER:0 "§LDetails§!" WAROVERVIEW_WAR_EXHAUSTION_DETAILS_TOOLTIP:0 "§HDetails§!\nA breakdown of the factors contributing to this side's war exhaustion." WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_HEADER:0 "§LUncapped§!" WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_TOOLTIP:0 "§HUncapped War Exhaustion§!\nThese categories can together amount to §Y100%§! war exhaustion." WAROVERVIEW_WAR_EXHAUSTION_HEADER_HEADER:0 "§LWar Exhaustion§!" WAROVERVIEW_WAR_EXHAUSTION_HEADER_TOOLTIP:0 "$WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP$" WAR_STARTED:0 "War Started: $DATE|H$" WAROVERVIEW_BATTLE_OVERWHELMING_VICTORY:0 "§GOverwhelming Victory§!" WAROVERVIEW_BATTLE_VICTORY:0 "§GVictory§!" WAROVERVIEW_BATTLE_DRAW:0 "§YDraw§!" WAROVERVIEW_BATTLE_DEFEAT:0 "§HDefeat§!" WAROVERVIEW_BATTLE_OVERWHELMING_DEFEAT:0 "§RUtter Defeat§!" WAROVERVIEW_BATTLE_OUR_WAR_EXHAUSTION:0 "Our war exhaustion: $VALUE$" WAROVERVIEW_BATTLE_THEIR_WAR_EXHAUSTION:0 "Their war exhaustion: $VALUE$" WAROVERVIEW_OFFER_PEACE:0 "Peace Offers" WAROVERVIEW_OFFER_PEACE_SELECT_OPTION:0 "§ESelect an option above to negotiate an end to the war.§!" WAROVERVIEW_FORCE_DEMANDS:0 "Achieve War Goals" WAROVERVIEW_FORCE_DEMANDS_DESC:0 "We enforce all of our War Goal demands and seize all eligible Claims." WAROVERVIEW_STATUS_QUO:0 "Settle Status Quo" WAROVERVIEW_STATUS_QUO_DESC:0 "War Goals are disregarded and both sides seize occupied Claims." WAROVERVIEW_SURRENDER:0 "Surrender" WAROVERVIEW_SURRENDER_DESC:0 "Allow the enemy to enforce all of their War Goal demands and seize all eligible Claims." WAROVERVIEW_SEND_OFFER:0 "Send Offer" WAROVERVIEW_WAR_STATUS_HEADER_1:0 "§RThey have no intent of surrendering.§!" WAROVERVIEW_WAR_STATUS_HEADER_2:0 "§RThey will not surrender anytime soon.§!" WAROVERVIEW_WAR_STATUS_HEADER_3:0 "§YTheir will to resist our demands is wavering.§!" WAROVERVIEW_WAR_STATUS_HEADER_4:0 "§GThey are close to surrendering.§!" WAROVERVIEW_WAR_STATUS_HEADER_5:0 "§GThey are ready to surrender.§!" LACKING_INFLUENCE_DEMAND:0 "§RWe are lacking the necessary influence to enact this demand.§!" SPACE_BATTLE:0 "Space Battle" OCCUPATION:0 "Occupation" WARGOAL:0 "$NAME|Y$ Wargoal" PLANET_BATTLE_ON:0 "Battle on $PLANET|H$" OCCUPATION_OF:0 "Occupation of $PLANET|H$" ENCOUNTER:0 "Encounter" ENGAGEMENT:0 "Engagement" COMBATANTS:0 "Combatants" RESULT:1 "War Exhaustion" RESULT_FORMAT:0 "$OURS$ / $THEIRS$" LOCATION:0 "Location" WON:0 "Won" LOST:0 "Lost" VS:0 "vs" BATTLE_DESC:2 "§HEngagement§!\nMilitary actions taken in this war, listed by §H$COMBATANTS$§!, §H$LOCATION$§!, and §H$RESULT$§!." DESTRUCTION_OF:0 "Destruction of $PLANET|H$" #################################### # Situation Log #################################### SITUATION_LOG_TRACKED_TOOLTIP:0 "§HTracked§!\nThis entry is currently tracked on the map." SITUATION_LOG_HEADER:0 "Situation Log" WE_DECIDED_TO:0 "We decided to:" SITUATION_LOG_SELECT_ENTRY:0 "Select a Special Project or event chain from the list to the left." SITUATION_LOG_NO_ENTRIES_TIP:0 "No Entries..." SITUATION_LOG_TIME_REQUIREMENT:0 "Research Time: $DAYS$ Days" SPECIAL_PROJECT_STATUS_AVAILABLE:0 "Available" SPECIAL_PROJECT_STATUS_UNAVAILABLE:0 "Unavailable" SPECIAL_PROJECT_STATUS_DISABLED:0 "Disabled" SPECIAL_PROJECT_STATUS_RESEARCHING:0 "Researching" SPECIAL_PROJECT_STATUS_HALTED:0 "Halted" SPECIAL_PROJECT_STATUS_COMPLETED:0 "Completed" SPECIAL_PROJECT_STATUS_FAILED:0 "Failed" SPECIAL_PROJECT_STATUS_TIMED_OUT:0 "Timed out" SITUATION_LOG_NAVIGATE_TO:0 "Go To" SITUATION_LOG_NAVIGATE_TO_DESC:0 "§GClick to quickly navigate the camera to the location of this project§!" SITUATION_LOG_COST_VALUE:0 "Cost: $VALUE|0$" TRACK:0 "Track on map" TRACK_ALL:0 "Track all on map" TRACK_STOP:0 "Stop tracking" PROJECT_TRACK_DESC:0 "The location of tracked projects are marked with a ping." POI_TRACK_DESC:0 "The location of tracked point of interests are marked with a ping." OPTION_GROUP_TITLE:0 "Option Group" OPTION_GROUP_DESC:0 "These projects belong in the same option group: Choosing to research one of them will remove the possibility of researching others in the same group." SPECIAL_PROJECT_NO_ACCESS:1 "We do not have Border Access for this Project." CLICK_TO_OPEN:0 "§GClick to view in the Situation Log§!" VICTORIES:0 "Victory" ANOMALIES:0 "Anomalies" TRACK_ALL_SITUATIONS_TRACK:0 "Click to start automatic tracking of all §YSituations§!." TRACK_ALL_SITUATIONS_UNTRACK:0 "Click to stop automatic tracking of all §YSituations§!." #################################### # Empire View #################################### PLANET_LIST:1 "Planets and Sectors" RESOURCES:0 "Resources" STRATEGIC_RESOURCE:0 "Strategic Resource" STRATEGIC_RESOURCE_USE:0 "Strategic Resource Use" TAB_LEADERS:0 "Leaders" TAB_POP_FACTIONS:0 "Factions" SELECT_LEADER_FOR_GOVERNING:1 "Select a Leader for governing the §H$LOCATION$§! Sector" SELECT_LEADER_FOR_GOVERNING_CORE_SECTOR:0 "Select a Leader for governing the §HCore Sector§!" SELECT_LEADER_FOR_TECHING:0 "Select a Scientist for leading §H$LOCATION$§!" SELECT_LEADER_FOR_COMMANDING:0 "Select a Leader for commanding §H$LOCATION$§!" HIRE_NEW_ADMIRAL:0 "Hire New Admiral!" HIRE_NEW_ADMIRAL_DESC:1 "Hire a new §HAdmiral§! for $COST|H$ £energy£ Energy." HIRE_NEW_GENERAL:0 "Hire New General!" HIRE_NEW_GENERAL_DESC:1 "Hire a new §HGeneral§! for $COST|H$ £energy£ Energy." HIRE_NEW_SCIENTIST:0 "Hire New Scientist!" HIRE_NEW_SCIENTIST_DESC:1 "Hire a new §HScientist§! for $COST|H$ £energy£ Energy." HIRE_NEW_GOVERNOR:0 "Hire New Governor!" HIRE_NEW_GOVERNOR_DESC:1 "Hire a new §HGovernor§! for $COST|H$ £energy£ Energy." CLICK_TO_RECRUIT:0 "§GClick to recruit§!" CLICK_TO_RECRUIT_GAMEPAD:0 "§GPress £gamepad_a£ to recruit§!" RECRUIT_LEADER:0 "Recruit Leader." STATUS:0 "Status" CANNOT_AFFORD_TO_HIRE:1 "§RWe do not have enough £energy£ Energy!§!" LEADER_CAP_REACHED:0 "§RWe have the maximum amount of Leaders we can have!§!" LEADERS_CURRENT_MAX:0 "Leaders: $CURRENT|H$/$MAX|H$" OUTPUT:0 "Output" FIRE_LEADER_TITLE:0 "Fire Leader" FIRE_LEADER_DESC:0 "Are you sure you wish to fire this Leader?" ALREADY_ASSIGNED_LEADER_TITLE:0 "Already Assigned" ALREADY_ASSIGNED_LEADER_DESC:0 "Are you sure you wish to re-assign this Leader from\n$STATUS|H$?" PLANET_LIST_DISMISS_LEADER:0 "Dismiss Leader" PLANET_LIST_DISMISS_LEADER_DESC:0 "We can permanently dismiss this Leader to free up a Leader slot." SORT_BY_OUTPUT:0 "§HSort by Output§!" SORT_BY_GOVERNOR:0 "§HSort by Governor§!" SORT_BY_MODULES:0 "§HSort by Modules§!" SPACEPORT_MODULES:0 "Modules" LEADER_CAP:0 "Leader Capacity" LEADER_CAP_DESC:0 "Leader Capacity determines the maximum number of Leaders our Empire can employ. This value can be affected by government types and technology." LEADER_CAP_CURRENT:0 "Current: $CURRENT|Y$" LEADER_CAP_CAPACITY:0 "Maximum: $CURRENT|Y$" SECTOR_CAP_TITLE:0 "Sectors" SECTOR_CAP_DESC:0 "We can effectively control $MAX|Y$ Sectors." SECTOR_CAP_INCREMENT_FROM_PLANETS:0 "From Owned Planets: $VALUE|+=2$" SECTOR_OVER_CAP_DESC:0 "§RWe have more Sectors than we can effectively manage!§!\n$MODIFIER$" PLANET_LIST_NO_LEADER:0 "No Governor" PLANET_LIST_NO_LEADER_DESC:0 "This Sector has no Governor assigned to it." PLANET_LIST_NO_LEADER_INSTRUCTIONS:0 "§GClick to assign a Governor§!" POP_FACTION_MANAGE:0 "Manage Faction" POP_FACTION_AGREE_TO_DEMANDS:0 "Agree to Demands" POP_FACTION_AGREE_TO_DEMANDS_DESC:0 "Agree to all demands from this faction." POP_FACTION_AGREE_TO_DEMANDS_TOOLTIP:0 "We can accept all demands that this faction presents.\n§GClick to accept all demands from this faction§!" POP_FACTION_MANAGE_TOOLTIP:1 "We can manage this faction in a number of ways, including accepting their demands. \n§GClick to show possible actions§!" POP_FACTION_MANAGE_TOOLTIP_INSTRUCTION:0 "§GClick to show possible actions§!" POP_FACTION_MANAGE_TOOLTIP_NO_ACTIONS:0 "§RNo possible actions§!" POP_FACTION_SUPPRESS:0 "Suppress" POP_FACTION_SUPPRESS_TOOLTIP:0 "Suppressing this faction costs £influence£ $COST|R$ influence each month and will reduce this faction's support by $REDUCTION$ each month." POP_FACTION_POP_TOOLTIP:0 "There are $TOTALPOPS|H$ Pops within our Empire that belong to this faction.\n " POP_FACTION_POP_LOCATION_TOOLTIP:0 "$COUNT|H$ Pop(s) on $PLANET|H$" POP_FACTION_SUPPORT_TOOLTIP:2 "§HFaction Support§!\nTotal: $PERCENTAGE|Y0%$" POP_FACTION_SUPPORT_DELAYED:0 "§ESupport represents the political strength of this faction. Support is increased by the amount of Pops in the Faction. Pops with §HFull Citizenship§! contribute far more support than those without.§!" SUPPORT_FROM_CITIZEN_POPS:0 "From $NUM_POPS|Y$ Citizen Pop(s): $SUPPORT|0%Y$" SUPPORT_FROM_NON_CITIZEN_POPS:0 "From $NUM_POPS|Y$ Non-Citizen Pop(s): $SUPPORT|0%Y$" POP_FACTION_MILITANCY_TOOLTIP:0 "§HFaction Militancy:§! $LEVEL|Y0%$" POP_FACTION_MILITANCY_DELAYED:0 "Militancy represent the potential military strength of this faction. High Militancy increases the risk of this faction revolting as well as the amount of troops raised." POP_FACTION_DEMAND_TOOLTIP:0 "§HFaction Demands§!\nThese are the current demands of this faction. If Support for the faction is increased, the demands may change." POP_FACTION_SUPPORT_EFFECT_TOOLTIP:0 "§HFaction Effects§!\nThese are the current effects of the faction. If Support for the faction is increased, the effects may change." #################################### # Fleet View #################################### SET_FLEET_DESIGN:0 "Set Fleet Design" EDIT_FLEET_DESIGN:0 "§HEdit Fleet Design§!\nYou can edit the fleet design to specify fleet formation." FLEETVIEW_DISBAND:0 "Disband" FLEETVIEW_DISBAND_STATION_INSTRUCTIONS:0 "§GClick to disband this station§!" FLEETVIEW_DISBAND_FLEET_INSTRUCTIONS:0 "§GClick to disband this fleet§!" FLEETVIEW_DISBAND_SHIP_INSTRUCTIONS:0 "§GClick to disband this ship§!" FLEETVIEW_SELECT_INSTRUCTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!" FLEETVIEW_DESELECT:0 "Deselect" FLEETVIEW_DESELECT_INSTRUCTIONS:0 "§GClick to deselect this fleet§!" FLEETVIEW_NO_LEADER_ASSIGN:0 "Assign Leader" FLEETVIEW_NO_LEADER:0 "No Leader Assigned" FLEET_STANCE_AGGRESSIVE:0 "Aggressive" FLEET_STANCE_AGGRESSIVE_DESC:0 "The fleet will automatically attempt to enter combat with hostile targets in the same system." FLEET_STANCE_AGGRESSIVE_TRANSPORT_DESC:0 "The fleet will automatically follow friendly military fleets and invade hostile planets, if the odds of success are favorable." FLEET_STANCE_PASSIVE:0 "Passive" FLEET_STANCE_PASSIVE_DESC:0 "The fleet will not move towards hostile targets, but will enter combat if the hostile targets move close enough." FLEET_STANCE_EVASIVE:0 "Evasive" FLEET_STANCE_EVASIVE_DESC:1 "The fleet will attempt to return to the nearest friendly starbase when hostile targets enter the same system." FLEET_STANCE_DESC:0 "§HFleet Stance§!\nCurrent fleet stance is set to $STANCE|Y$" bombardment_selective:0 "Selective" bombardment_indiscriminate:0 "Indiscriminate" bombardment_armageddon:0 "Armageddon" bombardment_raiding:0 "Raiding" GROUND_SUPPORT_HEADER:1 "$SUPPORT$ Orbital Bombardment" GROUND_SUPPORT_STANCE_DESC:1 "§HOrbital Bombardment§!\nOrbital Bombardment stance is set to '$STANCE|Y$'" bombardment_selective_desc:2 "$bombardment_selective$ Bombardment targets only identified military sites, taking care to avoid needless civilian casualties.\n- §YModerate§! damage to §YArmies§!\n- §YModerate§! damage to §YPlanet§!\n- §ELight§! damage to §YPops§!\n- Will §RNOT§! bombard undefended planets\n- Will §RNOT§! kill the last §Y$MIN_POPS$§! Pops" bombardment_indiscriminate_desc:2 "$bombardment_indiscriminate$ Bombardment targets military and planetary infrastructure with no regard for civilian casualties.\n- §HHeavy§! damage to §YArmies§!\n- §HHeavy§! damage to §YPlanet§!\n- §YModerate§! damage to §YPops§!\n- Will bombard undefended planets\n- Will §RNOT§! kill the last §Y$MIN_POPS$§! Pops" bombardment_armageddon_desc:3 "$bombardment_armageddon$ Bombardment blankets the planet in heavy ordnance with the explicit aim of maximizing civilian casualties.\n- §RMassive§! damage to §YArmies§!\n- §RMassive§! damage to §YPlanet§!\n- §RMassive§! damage to §YPops§!\n- Will bombard undefended planets\n- Can reduce planets to lifeless Tomb Worlds" bombardment_raiding_desc:4 "$bombardment_raiding$ Bombardment targets enemy population centers with specialized raiding craft that scoop up their people and bring them back to our worlds to put them to work.\n- §ELight§! damage to §YArmies§!\n- §ELight§! damage to §YPlanet§!\n- Will §Yabduct§! Pops when possible instead of killing them\n- Will §RNOT§! abduct or kill the last Pop" GROUND_SUPPORT_CLICK_TO_SWITCH:2 "§GClick to change Orbital Bombardment stance for this fleet§!" GROUND_SUPPORT_CLICK_TO_SWITCH_PLANET_VIEW:0 "Click to change Orbital Bombardment stance for all owned fleets in orbit" GROUND_SUPPORT_STANCE_POLICY_DESC:1 "§EWhich Orbital Bombardment stances are allowed for this fleet depends on our Empire's policies.§!" GROUND_SUPPORT_NO_VALID_IN_ORBIT:1 "§RNo owned orbiting ships can perform Orbital Bombardment§!" ORBITAL_BOMBARDMENT_PLANET_DAMAGE:0 "Bombardment inflicts §R$AMOUNT|2$%§! devastation on the planet each day." PLANET_DEVASTATION:0 "Planet Devastation" ORBITAL_BOMBARDMENT:0 "Orbital Bombardment" BOMBARDING_FLEET_TOO_SMALL:1 "The orbiting fleet is too small to do any lasting damage to the planet." NO_DEVASTATION:0 "§GPlanet has no Devastation§!" DEVASTATION_BOMBARDMENT_EFFECTS:0 "Effects on Planet from Devastation:" orbital_bombardment:0 "$ORBITAL_BOMBARDMENT$" BOMBARDING_PLANET:1 "Bombarding $PLANET|Y$" FLEET_VIEW_TRANSFER_DESC:0 "Select which ships to transfer to $FLEET$" FLEET_VIEW_TRANSFER_DESC_NEW_FLEET:0 "Select which ships to move to a new fleet" FLEET_TRANSFER_NOT_OWNER:0 "Not the owner of Fleet" FLEET_TRANSFER_TOO_SMALL:0 "Not enough ships to form a new fleet" FLEET_TRANSFER_NOT_CORE_SECTOR:0 "Fleet doesn't belong to our core sector" FLEET_VIEW_DRAG_TO_TRANSFER:0 "You can drag and drop this onto other fleets to transfer these ships." FLEET_VIEW_DRAG_TO_TRANSFER_ALL:0 "You can drag and drop this field onto other fleets to transfer all ships in the fleet." FLEET_VIEW_CLICK_TO_DETACH_AND_SELECT:0 "Click to create a new fleet with these ships and select the new fleet." FLEET_VIEW_RIGHT_CLICK_TO_DETACH:0 "Right-click to create a new fleet with these ships." FLEET_VIEW_RIGHT_CLICK_TO_DETACH_TARGET:0 "Right-click to move these ships to $TARGET$." RETROFIT:0 "Retrofit" RETROFIT_SHIP:0 "Retrofit Ship Design" MULTIPLE_FLEETS_SEL:0 "Multiple Fleets Selected ( $NUM|H$ )" MULTIPLE_STATIONS_SEL:0 "Multiple Stations Selected ( $NUM|H$ )" MULTIPLE_UNITS_SEL:0 "Multiple Units Selected ( $NUM|H$ )" CREATE_NEW_FLEET:0 "Drop Ships Here To Create New Fleet" CREATE_NEW_FLEET_DESC:0 "Drag-drop individual military-ships here to create a new fleet. You may also drop ships on other fleets if you have multiple selected." SELECT:0 "Select" DESELECT:0 "Deselect" SHIP_FTL_YES:0 "FTL Capability: §GYes§!" SHIP_FTL_NO:0 "FTL Capability: §RNo§!" WORMHOLE_OPENING_TIP:0 "Opening Wormhole for $FOR|H$: $PROGRESS|Y%0$" WORMHOLE_QUEUED_TIP:0 "Waiting to open Wormhole for $FOR|H$" WORMHOLE_STATION_IDLE:0 "Idle" FLEET_VIEW_ACTIONS_DESCRIPTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!" EMERGENCY_FTL:0 "Emergency FTL Jump" EMERGENCY_FTL_DESC:1 "Initiate an emergency jump, causing the fleet to disengage from combat and leave the system ending up Missing In Action. Due to it being an uncalibrated jump all ships will take damage, some may be destroyed, and some may be lost." EMERGENCY_FTL_ACTIVE:0 "§RIs currently preparing to do a jump.§!" NO_COMBAT:0 "§RIs not engaged in any combat.§!" EMERGENCY_FTL_NOT_MOBILE:0 "§RIs not mobile.§!" EMERGENCY_FTL_NO_ESCAPE:0 "§RFleet has nowhere to flee to.§!" ONLY_FEDERATION_LEADER_CAN_BUILD_SHIPS:2 "Only the $FEDERATION$ leader can build $FEDERATION$ ships!" FEDERATION_NAVAL_CAPACITY_FULL:0 "Building this ship would put the $FEDERATION$ fleet over its maximum capacity!" COMMAND_LIMIT_FLEET_TOOLTIP:0 "$COMMAND_LIMIT$ Usage: §Y$SIZE|0$/$MAX|0$§!" NAVY_SIZE_TITLE:0 "Naval Capacity" NAVY_LIMIT_VALUE:1 "$NAVY_SIZE_TITLE$ $SIZE$/$LIMIT$" FLEET_SIZE_TITLE:2 "Fleet Size" FLEET_SIZE_TOTAL:1 "This fleet: £navy_size£ $SIZE|0Y$" NAVY_SIZE_COUNT_MAX:0 "$COUNT|0$/$MAX|0$" FLEET_SIZE_COUNT:1 "£navy_size£ $COUNT|0Y$" FLEET_SIZE_COUNT_WITH_MAX:0 "£navy_size£ §Y$COUNT|0$/$MAX|0$§!" FLEET_SIZE_DESC:1 "The $FLEET_SIZE_TITLE$. Larger ships use more capacity than smaller ships." WORMHOLE_CAPACITY_BASE_VALUE:0 "$BASE$: $VALUE|Y0$" FLEET_SIZE_VALUE:0 "$NAVY_SIZE_TITLE$: £navy_size£ $VALUE|Y0$" NONFRIENDLY_TERRITORY:0 "Nonfriendly Territory" NONFRIENDLY_TERRITORY_VALUE:1 "$NONFRIENDLY_TERRITORY$: $VALUE|%Y0$" NO_ORDERS:0 "No orders" CURRENT_ACTIVITY:0 "Current Activity" JUMP_COST_BASE_VALUE:0 "$BASE$: $VALUE|Y$" DISTANCE_FROM_FRIENDLY_TERRITORY:0 "Distance from friendly territory: $VALUE|%Y0$" JUMP_WARP_DISTANCE_VALUE:0 "$DISTANCE$: $VALUE|Y0$" COMMAND_LIMIT_DELAYED_TOOLTIP:1 "The maximum §Y$FLEET_SIZE_TITLE$§! of any individual fleet depends on our empire's §Y$COMMAND_LIMIT$§!." VALUE_OUT_OF_MAX:0 "$VALUE$/$MAX$" MIL_FLEET_TT_SIZE:1 "$CAP_STRING$: £navy_size£ $SIZE|Y$" SHIP_SIZE_COUNT:1 "£$KEY$£ $TYPE$: $COUNT|Y$" HULL_STATE:2 "£ship_stats_hitpoints£ $VALUE$" ARMOR_STATE:0 "£ship_stats_armor£ $VALUE$" SHIELD_STATE:0 "£ship_stats_shield£ $VALUE$" PIRACY_SUPPRESSION_STATE:0 "£ship_stats_piracy_supression£$VALUE|0G$" PIRACY_SUPPRESSION:0 "Piracy Suppression" PIRACY_SUPPRESSION_VALUE:0 "Total: $VALUE|0Y$" PIRACY_SUPPRESSION_SHIP_INFO:0 "§Y$COUNT|0$x§! $NAME$(s): §Y+$VALUE|0$§!" PIRACY_SUPPRESSION_DESC:1 "§E§H$PIRACY_SUPPRESSION$§! represents how much the fleet's presence passively reduces §HPiracy§! in a system.\n\nSmaller ships have a higher §H$PIRACY_SUPPRESSION$§! value, as nimble vessels pose a greater threat to pirate operations.§!" PIRACY_SUPPRESSION_TOOLTIP:0 "$PIRACY_SUPPRESSION$: £ship_stats_piracy_supression£ $VALUE|0Y$" MILITARY_POWER_YELLOW:1 "£military_power£ $VALUE|0Y$" FLEET_COMPOSITION:1 "Fleet Composition" IN_FTL:1 "§EIn FTL§!" IS_MIA:0 "§EIs Missing In Action§!" NAVY_SIZE_DESC:3 "§EExceeding your §H$NAVY_SIZE_TITLE$§! will cause your ships to have an increased upkeep cost. The §H$NAVY_SIZE_TITLE$§! is increased by your number of §HPops§! and §HStarbase Anchorages§!, and also by certain §HTechnologies§! and §HTraditions§!.§!" over_starbase_capacity:0 "Exceeding Starbase Capacity" STARBASE_CAPACITY_TITLE:0 "Starbase Capacity" STARBASE_CAPACITY_TOOLTIP:0 "We can effectively support a total of $MAX|0Y$ upgraded Starbases. Outposts do not count towards this cap." STARBASE_CAPACITY_DESC:2 "§EExceeding your §H$STARBASE_CAPACITY_TITLE$§! will cause your Starbases to have an increased upkeep cost. The §H$STARBASE_CAPACITY_TITLE$§! is increased by your number of §HPops§! and §HOwned Systems§!, and also by certain §HTechnologies§! and §HTraditions§!.§!" POOR_MAINTENANCE_DESC:1 "Receives §R-$PENALTY$§! hit points penalty each day since Empire has negative amount of Energy." WILL_BEGIN_STATION_SELFREPAIR:0 "Station will start repairing itself in $DAYS|Y$ Days." SHIP_REPAIR_DESC:2 "§EDamaged Ships are repaired when entering orbit of a friendly star with an upgraded §HStarbase§!.§!" STATION_REPAIR_DESC:1 "§EDamaged Space Stations will slowly repair themselves when not under attack.§!" FLEET_VIEW_TOGGLE_ITEM:0 "§GClick to toggle ship-list§!" FLEET_VIEW_SPLIT:0 "Split Fleet" FLEET_VIEW_SPLIT_DESC:0 "§GClick to split this fleet, moving half of the ships into a new fleet§!" FLEET_VIEW_NEW:1 "Transfer Ships" FLEET_VIEW_NEW_DESC:0 "§GClick to select which ships to transfer to a new fleet§!" FLEET_VIEW_NEW_DESC_TARGET:0 "§GClick to select which ships to transfer to $TARGET$§!" FLEET_VIEW_UPGRADE:0 "Upgrade Fleet" FLEET_VIEW_UPGRADE_DESC:1 "§GClick to order fleet to move to closest shipyard for an upgrade§!" FLEET_VIEW_UPGRADE_STATION:0 "Upgrade Station" FLEET_VIEW_UPGRADE_STATION_DESC:0 "§GClick to queue fleet upgrade§!" NO_UPGRADE_AVAILABLE:0 "§RNo upgrades available.§!" NO_UPGRADE_REACHABLE:0 "§RCannot reach any Starbase§!" NO_REPAIR_NEEDED:1 "§RFleet has maximum health and armor.§!" UPGRADE_NOT_OWNER:1 "§RNot an owner of the fleet§!" REPAIR_NO_PLANET:0 "§RRequires a colony§!" FLEET_VIEW_REPAIR:0 "Repair Fleet" FLEET_VIEW_REPAIR_DESC:1 "§GClick to move fleet to closest Starbase for repairs§!" FLEET_VIEW_COMPONENTS_LABEL:0 "Core Components" FLEET_VIEW_ARMAMENTS_LABEL:0 "Armaments" FLEET_VIEW_UTILITIES_LABEL:0 "Utilities" TRADE_CANCEL_BUTTON:0 "Cancel" TRADE_CANCEL_BUTTON_DESC:0 "Cancel negotiations and return to diplomacy." TRADE_CONFIRM_BUTTON:0 "Confirm" TRADE_CONFIRM_BUTTON_DESC:1 "Send this trade offer." TRADE_ACCEPTANCE:1 "Trade Acceptance" TRADE_ACCEPTANCE_DESC:2 "For them to accept our trade offer, their Trade Acceptance needs to be at least §G1§!." TRADE_CATEGORY_CREDITS_DESC:0 "§GClick to see possible ways of trading Energy Credits§!" REPAIR:0 "Repair" DISABLE:0 "Disable" ENABLE:0 "Enable" FLEET_VIEW_CONTACT:0 "Investigate" FLEET_VIEW_CONTACT_DESC:0 "We need to study these aliens through a §YSpecial Project§! before we can hope to understand their technology or learn how to communicate with them..." FLEET_VIEW_REINFORCE_HEADER:0 "Reinforce Fleet" FLEET_VIEW_REINFORCE_CLICK:0 "§GClick to reinforce fleet from the nearest shipyards§!" SHIP_SIZE_MULTIPLIER:0 "Ship size: £navy_size£ §H$VALUE|0$§!" SHIP_SIZE:1 "§H$SIZE$§!" SHIP_NAME:1 "§H$NAME$§!" SHIP_CLASS:0 "$CLASS$-class" SHIP_ICON_CLASS:0 "$ICON$$SHIP_CLASS$" SHIP_SIZE_NAME:0 "$SHIP_SIZE$ $SHIP_NAME$" SHIP_SIZE_NAME_CLASS:0 "$SHIP_SIZE_NAME$ \n$SHIP_CLASS$" STATION_NAME:0 "§H$TYPE$§! $NAME$" MILITARY_STATION_NAME:1 "§H$SIZE$§! $RULERNAME$ \n$SHIP_CLASS$" ARMY_MILITARY_POWER_TIP:3 "$ARMY_POWER_HEADER$: £army_power£ $VALUE|0Y$" MILITARY_POWER_TIP:1 "Military Power: £military_power£ $VALUE|0Y$" MILITARY_POWER_TIP_BOSS:0 "Military Power: £military_power_boss£ " ARMY_LEADER_NAME:0 "General: $NAME|H$" INSPECT:0 "Ship Details" CLICK_TO_INSPECT:0 "§GClick to show ship details§!" INSPECT_ARMY:0 "Army Details" CLICK_TO_INSPECT_EMBARKED_ARMY:0 "§GClick to show details for embarked army§!" FOCUS_ON_FLEET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this fleet is located.§!" FOCUS_ON_COMBAT:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this combat is located.§!" NO_RETREAT:0 "§RLeader Trait $TRAIT|H$ disables emergency FTL.§!" NO_RETREAT_DESC:0 "§RFleet cannot use Emergency FTL.§!" RESOURCES_LOST:1 "Monthly Cost: §Y$COST$§!\n" RESOURCES_GAIN:1 "Monthly Gain: §Y$GAIN$§!\n" NAVY_SIZE_BASE:0 "Base: $VALUE$" NAVY_SIZE_POPS_VALUE:0 "From Pops: $VALUE$" NAVY_SIZE_PLANETS_VALUE:0 "From Spaceports: $VALUE$" NAVY_SIZE_HABITATS_VALUE:0 "From Habitats: $VALUE$" NAVY_SIZE_SUBJECTS:0 "From Subjects: $VALUE$" NAVY_SIZE_ALLIANCE:1 "\nWe transfer $VALUE|%0Y$ of our Naval Capacity to our Federation." NAVY_SIZE_TOOLTIP:2 "We can effectively support a number of ships equal to $MAX|0Y$ units worth of §Y$FLEET_SIZE_TITLE$§!." NAVY_SIZE_MAX:1 "§RMax: $VALUE|0$§!" NAVY_SIZE_MAX_REACHED:1 "§RMaximum Naval Capacity reached.§!" STARBASE_CAPACITY_BASE:0 "Base: $VALUE$" STARBASE_CAPACITY_POPS_VALUE:0 "From Pops: $VALUE$" STARBASE_CAPACITY_SYSTEMS_VALUE:0 "From Owned Systems: $VALUE$" STARBASE_CAPACITY_MAX:0 "§RMax: $VALUE|0$§!" STARBASE_CAPACITY_MAX_REACHED:0 "§RMaximum Starbase Capacity reached.§!" STARBASE_COST_DISCLAIMER:1 "The full cost is dependent on which star system is being claimed." #################################### # Station Selection GUI #################################### STATION_SELECTION_PICK_DESIGN:0 "Pick the design you wish to build." #################################### # Megastructure Selection GUI #################################### MEGASTRUCTURE_SELECTION_PICK_TYPE:1 "Megastructures" #################################### # Combat View #################################### FLEET_COMBAT:0 "Fleet Combat" DISENGAGE:0 "Disengage" COMBAT_VIEW_LEFT_HITPOINTS:1 "Defender hull points: $VALUE|0Y$/$MAX|0G$" COMBAT_VIEW_RIGHT_HITPOINTS:1 "Attacker hull points: $VALUE|0Y$/$MAX|0R$" COMBAT_VIEW_LEFT_HITPOINTS_BOSS:0 "Defender hull points: §R???§!" COMBAT_VIEW_RIGHT_HITPOINTS_BOSS:0 "Attacker hull points: §R???§!" SHIP_DESTROYED:0 "Destroyed" COMBAT_VIEW_RETREAT_ALL:0 "Retreat All" POPUP_COMBAT_RETREAT_CONFIRMATION_NAME:0 "$COMBAT_VIEW_RETREAT_ALL$" POPUP_COMBAT_RETREAT_CONFIRMATION_DESC:0 "Are you sure you want to activate emergency FTL for all capable fleets?" #################################### # Ship Designer #################################### COMPONENT_SET_MULTIPLE_SIZES:0 "Hover over size icon to see detailed info" PRODUCTION_COST:0 "Production" shipclass_military:0 "Military Ship" shipclass_military_special:0 "Colossus" shipclass_constructor:0 "Construction Ship" shipclass_constructor_name:0 "Construction Ship $NUM$" shipclass_colonizer:0 "Colony Ship" shipclass_colonizer_name:0 "Colony Ship $NUM$" shipclass_science_ship:0 "Science Ship" shipclass_science_ship_name:0 "Science Ship $NUM$" shipclass_transport:0 "Transport Ship" shipclass_transport_name:0 "Transport Ship $NUM$" shipclass_orbital_station:0 "Spaceport" shipclass_orbital_station_desc:0 "A Spaceport for orbital construction." shipclass_orbital_station_name:0 "$PLANET$ Spaceport" shipclass_mining_station:0 "Mining Station" shipclass_mining_station_desc:0 "An orbital station dedicated to harvesting resources." shipclass_mining_station_name:0 "$PLANET$ Mining Station" shipclass_research_station:0 "Research Station" shipclass_research_station_desc:0 "An orbital station dedicated to research." shipclass_research_station_name:0 "$PLANET$ Research Station" shipclass_military_station:0 "Military Station" shipclass_military_station_name:0 "Military Station" shipclass_wormhole_station:0 "Wormhole Station" shipclass_wormhole_station_name:0 "Wormhole Station" shipclass_science:0 "Science Ship" shipclass_terraform_station:0 "Terraforming Station" shipclass_terraform_station_desc:0 "An orbital station that drastically reshapes a planet, through the use of gases and liquids." shipclass_terraform_station_name:0 "$PLANET$ Terraforming Station" shipclass_observation_station:0 "Observation Post" shipclass_observation_station_name:0 "$PLANET$ Observation Post" shipclass_starbase:0 "Starbase" shipclass_starbase_name:0 "Starbase" ACTION_MENU:0 "Action Menu" UTILITY_SLOTS:0 "Utility Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small" WEAPON_SLOTS:0 "Weapon Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small" UNNAMED:0 "Unnamed" SHIP_ROLE:0 "Ship Role" CHOOSE_SECTION:0 "Choose Section" SHIPDESIGNER_SAVEFAIL_UNNAMED:0 "§RShip Design does not have a name.§!" SHIPDESIGNER_SAVEFAIL_SAME:0 "§RA Ship Design with this name already exists.§!" SHIPDESIGNER_SAVEFAIL_MISSING_SECTIONS:0 "§RNot all sections have been assigned.§!" SHIPDESIGNER_SAVEFAIL_POWER:0 "§RThis Ship Design does not have enough power.§!" SHIPDESIGNER_SAVEFAIL_DLC_APOCALYPSE:0 "§RThe 'Apocalypse' DLC is required to use Titan and Colossus-class components.§!" SHIPDESIGNER_SAVEFAIL_INVALID_SECTION:0 "§RThis Ship Design has one or more invalid Sections.§!" SHIPDESIGNER_COMPONENT_SLOT_COUNT:0 "$COUNT|Y$" SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP:1 "$NAME|H$\nCost: $COST|Y0$\n§GClick to select this Section§!" SECTION_ENTRY_WEAPON_SLOTS:0 "Weapon Slots" SECTION_ENTRY_UTILITY_SLOTS:0 "Utility Slots" TYPE_OF_NEW_DESIGN:0 "Select the type of ship you want to design:" SHIP_STAT_COST:1 "Cost" SHIP_STAT_BUILD_TIME:1 "Build Time" SHIP_STAT_MINERAL_MAINTENENCE:2 "Upkeep" SHIP_STAT_ENERGY_MAINTENENCE:2 "Upkeep" SHIP_STAT_POWER_USAGE:1 "Power" SHIP_STAT_HITPOINTS:1 "Hull Points" SHIP_STAT_ARMOR:1 "Armor" SHIP_STAT_SHIELDS:1 "Shields" SHIP_STAT_COMBAT_SPEED:3 "Combat Speed" SHIP_STAT_EVASION:1 "Evasion" SHIP_STAT_DAMAGE:1 "Damage" SHIP_STAT_SPECIAL:1 "Special Values" SHIP_STAT_SPEED:1 "Speed" SHIP_STAT_HULL_REGENERATION:0 "Hull Repair Rate" SHIP_STAT_HULL_REGENERATION_STATIC:0 "$SHIP_STAT_HULL_REGENERATION$" SHIP_STAT_ARMOR_REGENERATION:0 "Armor Regeneration Rate" SHIP_STAT_ARMOR_REGENERATION_STATIC:0 "$SHIP_STAT_ARMOR_REGENERATION$" SHIP_STAT_SHIELD_REGENERATION:0 "Shield Recharge Rate" SHIP_STAT_SHIELD_REGENERATION_STATIC:0 "$SHIP_STAT_SHIELD_REGENERATION$" SHIP_STAT_COST_INLINE:0 "£ship_stats_build_cost£ $SHIP_STAT_COST$:" SHIP_STAT_BUILD_TIME_INLINE:0 "£ship_stats_build_time£ $SHIP_STAT_BUILD_TIME$:" SHIP_STAT_MINERAL_MAINTENENCE_INLINE:0 "£ship_stats_maintenance£ $SHIP_STAT_MINERAL_MAINTENENCE$:" SHIP_STAT_ENERGY_MAINTENENCE_INLINE:0 "£ship_stats_maintenance£ SHIP_STAT_ENERGY_MAINTENENCE:" SHIP_STAT_POWER_USAGE_INLINE:0 "£ship_stats_power£ $SHIP_STAT_POWER_USAGE$:" SHIP_STAT_HITPOINTS_INLINE:0 "£ship_stats_hitpoints£ $SHIP_STAT_HITPOINTS$:" SHIP_STAT_ARMOR_INLINE:0 "£ship_stats_armor£ $SHIP_STAT_ARMOR$:" SHIP_STAT_SHIELDS_INLINE:0 "£ship_stats_shield£ $SHIP_STAT_SHIELDS$:" SHIP_STAT_COMBAT_SPEED_INLINE:0 "£ship_stats_speed£ $SHIP_STAT_COMBAT_SPEED$:" SHIP_STAT_EVASION_INLINE:0 "£ship_stats_evasion£ $SHIP_STAT_EVASION$:" SHIP_STAT_DAMAGE_INLINE:0 "£ship_stats_damage£ $SHIP_STAT_DAMAGE$:" SHIP_STAT_SPECIAL_INLINE:0 "£ship_stats_special£ $SHIP_STAT_SPECIAL$:" SHIP_STAT_SPEED_INLINE:0 "£ship_stats_speed£ $SHIP_STAT_SPEED$:" SHIP_STAT_RANK_INLINE:0 "£ship_stats_special£ Rank:" SHIP_STAT_HULL_REGENERATION_INLINE:0 "£ship_stats_hitpoints£ $SHIP_STAT_HULL_REGENERATION$:" SHIP_STAT_HULL_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_HULL_REGENERATION_INLINE$" SHIP_STAT_ARMOR_REGENERATION_INLINE:0 "£ship_stats_armor£ $SHIP_STAT_ARMOR_REGENERATION$:" SHIP_STAT_ARMOR_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_ARMOR_REGENERATION_INLINE$" SHIP_STAT_SHIELD_REGENERATION_INLINE:0 "£ship_stats_shield£ $SHIP_STAT_SHIELD_RECHARGE$:" SHIP_STAT_SHIELD_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_SHIELD_REGENERATION_INLINE$" SHIP_STAT_SENSOR_RANGE:0 "Sensor Range: $VALUE|Y0$" SHIP_STAT_IDEAL:0 "Ideal Range: $RANGE|Y0$" SHIP_STAT_COST_VALUE:0 "£$RESOURCE$£ $VALUE|Y0$" SHIP_STAT_BUILD_TIME_VALUE:0 "£resource_time£ $VALUE|0Y$" SHIP_STAT_ENERGY_MAINTENENCE_VALUE:0 "£energy£ $VALUE|2Y$" SHIP_STAT_MINERAL_MAINTENENCE_VALUE:0 "£minerals£ $VALUE|2Y$" SHIP_STAT_POWER_USAGE_VALUE:0 "$VALUE|Y0$" SHIP_STAT_HITPOINTS_VALUE:0 "$VALUE|Y0$" SHIP_STAT_ARMOR_VALUE:1 "$VALUE|Y0$" SHIP_STAT_SHIELDS_VALUE:0 "$VALUE|Y0$" SHIP_STAT_EVASION_VALUE:0 "§Y$VALUE|1$%§!" SHIP_STAT_COMBAT_SPEED_VALUE:0 "$VALUE|Y1$" SHIP_STAT_DAMAGE_VALUE:0 "§Y$VALUE|2$ /§! £resource_time£ " SHIP_STAT_SPECIAL_VALUE:0 "$VALUE|Y0$" SHIP_STAT_SPEED_VALUE:0 "$VALUE|Y0$" SHIP_STAT_HULL_REGENERATION_VALUE:0 "$VALUE|Y0$" SHIP_STAT_HULL_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_HULL_REGENERATION_VALUE$" SHIP_STAT_ARMOR_REGENERATION_VALUE:0 "$VALUE|Y0$" SHIP_STAT_ARMOR_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_ARMOR_REGENERATION_VALUE$" SHIP_STAT_SHIELD_REGENERATION_VALUE:0 "$VALUE|Y0$" SHIP_STAT_SHIELD_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_SHIELD_REGENERATION_VALUE$" SHIP_STAT_PIRACY_SUPPRESSION:0 "$PIRACY_SUPPRESSION$" SHIP_STAT_PIRACY_SUPPRESSION_VALUE:0 "£ship_stats_piracy_supression£$VALUE|Y0$" SHIP_STAT_DESC_cost:0 "§EThe cost of constructing the ship is a sum of the cost of the sections and components currently equipped. Larger sections and more advanced components all come with a higher cost.§!" SHIP_STAT_DESC_build_time:0 "§EThe time it takes to construct the ship scales with the sections and components equipped.§!" SHIP_STAT_DESC_energy_maintenance:1 "§EThe §HUpkeep§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!" SHIP_STAT_DESC_mineral_maintenance:1 "§EThe §HUpkeep§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!" SHIP_STAT_DESC_power:1 "§EAn abundance of §HPower§! is required to run various onboard systems. Power is increased by adding additional reactors, while it is drained by most other components. Designs with negative §HPower§! can not be saved.§!" SHIP_STAT_DESC_hitpoints:1 "§EThe §HHull Points§! of a ship determine how much punishment it can take before suffering a catastrophic hull breach, destroying it.§!" SHIP_STAT_DESC_armor:2 "§E§HArmor§! acts as a second line of defense, absorbing any incoming fire that has penetrated the shields before it can damage the hull. Armor must be repaired at a §HStarbase§!, unless the ship is equipped with a special regenerative armor component.§!" SHIP_STAT_DESC_shields:1 "§E§HShields§! act as a first line of defense, absorbing incoming fire before it can impact the armor and hull. Some weapons may deal additional damage to shields or even bypass them entirely. Pulsars are also known to render them inoperable. Shields will slowly regenerate when out of combat.§!" SHIP_STAT_DESC_evasion:1 "§EAll ships can evade attacks, avoiding any damage that would have been dealt. The §HEvasion§! chance can be increased by thrusters and other components, but larger ships benefit less.§!" SHIP_STAT_DESC_combat_speed:0 "§EThe §HSpeed§! of the ship decides how quick it maneuvers when not using FTL-travel, and is increased by the Thruster-component equipped. When moving in a fleet the slowest ship will limit the maximum speed.§!" SHIP_STAT_DESC_speed:0 "$SHIP_STAT_DESC_combat_speed$" SHIP_STAT_DESC_damage:1 "§EThe total damage done by the ship is a summation of the damage of all weapon components equipped. Each weapon will still attack individually during combat. See individual components for detailed information such as attack speed, damage and effective range as well as §HArmor§! and §HShield§! penetration.§!" SCIENCE_SHIP_DESC:0 "Science Ship ( Scanner: $LEVEL|Y$, Speed: §H$SPEED|Y1$x§! )" REDESIGN_CURRENT:0 "Redesign Current $CLASS|Y$" SHIP_DESIGN_SENSOR_RANGE_DESC:0 "Sensor Range: $VALUE|Y2$" SHIP_DESIGN_WEAPONS_START_HELP:0 "Click on a Weapon Slot to show a list of Weapon Components" SHIP_DESIGN_UTILITIES_START_HELP:0 "Click on a Utility Slot to show a list of Utility Components" SHIP_DESIGN_RIGHT_CLICK_TO_CANCEL_COMPONENT_PAINT:0 "§GRight-click to remove selected Component§!" SELECT_SHIP_OWNER:0 "Select Design Owner" SHIP_DISABLED:0 "Disabled, requires repairs before it can function again." SHIP_DISENGAGED:0 "Ship has disengaged from combat and will rejoin the fleet at the end of the battle." DEFAULT_BATTLESHIP:0 "Basic Battleship" DEFAULT_DESTROYER:0 "Basic Destroyer" CMP_TT_COST:0 "Cost: $VALUE|Y0$" CMP_TT_RANGE:0 "Range: $RANGE|Y$" CMP_TT_DAMAGE:0 "Damage: §Y$MIN$ - $MAX$§!" CMP_WEAPON_TT_RANGE:1 "Range: $RANGE|0Y$" CMP_WEAPON_TT_DAMAGE:1 "Damage: §Y$MIN|0$ - $MAX|0$§!" CMP_WEAPON_TT_ACCURACY:1 "Accuracy: $VALUE|0%Y$" CMP_WEAPON_TT_TRACKING:0 "Tracking: $VALUE|0%Y$" CMP_TT_COOLDOWN:0 "Cooldown: §Y$COOLDOWN|2$§! £resource_time£ " CMP_TT_DPD:0 "Average Damage: §Y$AVG|2$ / £resource_time£ §!" CMP_TT_SC_ARMOR:0 "Armor:" CMP_TT_SC_SHIELDS:0 "Shields:" CMP_TT_SC_HITPOINTS:0 "Hull Points:" CMP_TT_SC_EVASION:0 "Evasion: $VALUE|Y%0$" CMP_TT_SC_SPEED:0 "Speed: $VALUE|Y1$" CMP_WEAPON_TT_PENETRATION:0 "§G+$VALUE|%0$ $TYPE$ Penetration§!" CMP_WEAPON_TT_DMG_REDUCED:0 "§R-$VALUE|%0$ $TYPE$ Damage§!" CMP_WEAPON_TT_DMG_INCREASED:0 "§G+$VALUE|%0$ $TYPE$ Damage§!" CMP_TT_MISSILE_STATS:2 "§HMissile:§!\n Hull Points: $HEALTH|Y0$\n Evasion: $EVASION|Y%0$\n Speed: $SPEED|Y0$\n Retargeting Range: $RT_RANGE|Y0$" CMP_WEAPON_TT_ARMOR_PENETRATION:2 "§GIgnores $VALUE|%0$ of Armor§!" CMP_WEAPON_TT_SHIELD_PENETRATION:2 "§G+$VALUE|%0$ Shield Penetration§!" CMP_WEAPON_TT_SHIELD_DMG_REDUCED:2 "§R-$VALUE|%0$ Shield Damage§!" CMP_WEAPON_TT_SHIELD_DMG_INCREASED:2 "§G+$VALUE|%0$ Shield Damage§!" CMP_WEAPON_TT_SHIELD_DMG_BYPASSED:1 "§GIgnores $VALUE|%0$ of Shields§!" CMP_PK_TT_CHARGE_TIME:0 "Charge Time: $VALUE|0Y$ £resource_time£ " CMP_PK_TT_FIRING_TIME:0 "Firing Time: $VALUE|0Y$ £resource_time£ " WORMHOLE_RANGE:0 "Wormhole range: $VAL|Y1$." WORMHOLE_CAPACITY:0 "Wormhole capacity: $VAL|Y1$." RIGHT_CLICK_COMPONENT:0 "§GRight-click to remove Component§!" COMPONENT_SLOT_TOOLTIP:0 "§GClick to show list of Components§!" SHIP_DESIGNER_ADD_ITEM:0 "§GClick to add selected Component§!" SHIP_DESIGNER_ADD_ITEM_NOT_ALLOWED:0 "§RSelected component can't be added to this slot§!" SHIP_DESIGNER_CANT_REMOVE_LAST_DESIGN:0 "§RCan't remove last design§!" RENAME:0 "Rename" RENAME_TOOLTIP:0 "Rename the current Ship Design." SAVE:0 "Save" DISCARD:0 "Discard" UNSAVED_CHANGES:0 "Unsaved Changes" INCOMPLETE_SHIP_DESIGN:0 "Incomplete Ship Design" CAN_SAVE:0 "Save the current Ship Design to the Orbital Construction list." CANT_SAVE:0 "Can not Save" CANT_MAKE_CHANGES:0 "Can not make changes" CANT_MAKE_CHANGES_AUTO_GEN:0 "Auto-design takes control over upgrading and changing of the ships" MISSING_PREREQUISITES:0 "Empire is currently missing technology required for $COMPONENT|H$." MISSING_FTL:0 "§RShip Design lacks an FTL drive: The FTL range of this Ship Design will be§! §H0§!" CAN_LOAD:0 "Load an existing Ship Design. This will delete any unsaved Ship Designs." CANT_LOAD:0 "§HCan not Load§!" ALREADY_SAVED:0 "§RA Ship Design with this name has already been saved to the Construction List§!" CAN_REMOVE_SHIP_DESIGN_COUNTRY:1 "Remove ship design from our Empire's design list. We will no longer be able to use this ship design to produce new ships." CAN_REMOVE_SHIP_DESIGN_EXPORTED:0 "Permanently delete this design." CANT_REMOVE_SHIP_DESIGN:0 "We can only remove our own ship designs." REMOVE_NON_AUTO_SHIP_DESIGNS:0 "This will delete all ship designs that were not automatically generated. Are you sure you want to do this?" NEW_DESIGN:0 "New Design" SELECT_SECTION:0 "Select a Section" NO_SECTION:0 "No Section!" POPUP_DELETE_DESIGN_TITLE:0 "Delete Design?" POPUP_DELETE_DESIGNS_TITLE:0 "Delete Designs?" #TOOLTIP_META_ICON_GLOBAL: "§HGlobal Design§!" #TOOLTIP_META_ICON_GLOBAL_DESC: "Global Designs are always available in the Ship Designer. To" #TOOLTIP_META_ICON_GLOBAL_USED: "§HGlobal Design§!" #TOOLTIP_META_ICON_GLOBAL_USED_DESC: "This Design has been enabled for this Game and can be built at our Spaceports" TOOLTIP_META_ICON_FEDERATION:0 "§HFederation Design§!" TOOLTIP_META_ICON_FEDERATION_DESC:0 "This Design is shared with our Federation.\nFederation Designs can use Technology from all Federation Members" FEDERATION_DESIGN:0 "Federation Design" NORMAL_DESIGN:0 "Normal Design" OVERWRITE_DESIGN:1 "Overwrite Design" OVERWRITE_DESIGN_DESC:0 "A Design with that name already exists. Do you want to overwrite the current Design?" DESIGN_ENTRY_TIP:0 "§GClick to load this Design§!" NEW_DESIGN_TOOLTIP:0 "§HNew Design\n§GClick to create a new Ship Design§!§!" SPACE_STATION:0 "Space Station" APPLY_ON_EMPTY:0 "Fill Empty" APPLY_ON_EMPTY_TIP:0 "§HFill Empty§!\n§TFill all empty Component Slots that support the selected Component§!" CLEAR_DESIGN:0 "Clear Design" CLEAR_SLOT:0 "Clear Slot" CLEAR_DESIGN_TIP:0 "§HClear Design§!\n§TClear all component slots.§!" SECTION_INSTANCE_ENTRY_TIP:0 "$NAME|H$\n§GClick to change Section§!" TOOLTIP_REQUIRED_COMP_SLOT_INSTANT:0 "$INSTANT$\n§GClick to change Component§!" TOOLTIP_REQUIRED_COMP_SLOT_DELAYED:0 "$DELAYED$" SHIP_DESIGN_AUTO_GENERATE:0 "Auto-generate designs" SHIP_COMPONENTS_AUTO_GENERATE:0 "Auto-upgrade" SHIP_COMPONENTS_AUTO_GENERATE_DESC:0 "Auto upgrade components to a higher level when they are unlocked" SHIP_COMPONENTS_FILTER_SLOT_SIZE:0 "Filter by Slot Size" SHIP_COMPONENTS_FILTER_SLOT_SIZE_DESC:0 "Toggle whether to filter components by the last clicked component slot size." SHIP_COMPONENTS_FILTER_OBSOLETE:0 "Hide Obsolete Components" SHIP_COMPONENTS_FILTER_OBSOLETE_DESC:0 "Toggle whether to hide components that have been obsoleted by more advanced technologies." SHIP_DESIGN_AUTO_GENERATE_DESC:0 "Toggle automatic generation of ship designs when researching new technologies." MISSING_FTL_WANT_SAVE:0 "§RThis ship design is lacking an FTL drive. Are you sure you want to save?§!" SHIP_DESIGNER_FEDERATION:0 "Federation Ship Designer" SHIP_DESIGNER_COUNTRY:0 "Ship Designer" #################################### # Fleet Designer #################################### TAB_SHIPS:0 "Ships" TAB_SHIPDESIGNS:0 "Ship Designs" TAB_SHIPROLES:0 "Ship Roles" #################################### # Government View #################################### GOVERNMENT_VIEW:0 "Government View" RULER_TRAITS:0 "Ruler Traits:" EMPIRE:0 "Empire" PRIMITIVE_TYPE:0 "Primitive" OTHER_TYPE:0 "Other" DEMOGRAPHICS:0 " Demographics" PLANETS:0 "Planets" FACTIONS:0 "Factions" RULER:0 "Ruler" ETHICS_LABEL:0 "Governing Ethics:" POPS_IN_WORLD:0 "$NO|H$ Pops across $PLANETS|H$ world(s)" ACTIVE_EDICT_VALUE:0 "$ACTIVE|H$ / $AVAILABLE|H$ Active" ACTIVE_GREEN:0 "§GActive§!" TAX_RATE_COLON:0 "Tax Rate:" INCOME:0 "Income" EXPENSES:0 "Expenses" PRODUCED:0 "Produced: $VALUE|+=$" PRODUCED_COLON:0 "Energy Produced:" RESOURCE_PRODUCED:0 "Produced" PRECIOUS_METALS_COLON:0 "Precious Metals:" TRADE_INCOME:0 "Energy Credits from Trade:" TRADE_EXPENSES:0 "Energy Credits to Trade:" SHIP_MAINT_COLON:1 "Ship Upkeep:" REPARATION_EXPENSES_COLON:0 "Ship Repair Expenses:" ALLIANCE_EXPENSES_COLON:0 "Federation Expenses:" ARMY_MAINT_COLON:1 "Army Upkeep:" BUILDING_MAINT_COLON:1 "Building Upkeep:" COLONY_MAINT_COLON:1 "Colony Upkeep:" STATION_MAINT_COLON:1 "Station Upkeep:" BUILDING_EXPENSES_COLON:0 "Building Expenses:" MONTHLY_EXPENSES_COLON:0 "Monthly Expenses:" MONTHLY_INCOME_COLON:0 "Monthly Income:" MISSIONS_MAINT_COLON:0 "Observation Post Expenses:" MISSIONS_INCOME_COLON:0 "Observation Post Income:" MISSIONS:0 "Missions" DIPLOMACY_WEIGHT_LABEL:0 "Diplomatic Weight" BALANCE_COLON:0 "Balance:" CHANGE:0 "Change" BUDGET:0 "Budget" REFORM:0 "Reform" EMERGENCY_ELECTION:0 "Emergency Election" DEMOCRATIC_ELECTION:0 "Election Overview" NO_ELECTION:0 "No Election" CREATE_VASSAL:0 "Create Vassal" CREATE_VASSAL_NOT_CONTROLLER:0 "We do not control this planet." CREATE_VASSAL_AT_WAR:0 "Must be at peace to release vassals." CREATE_VASSAL_NO_AVAILABLE_PLANET:0 "We do not own any planet that we can give up." CREATE_VASSAL_GIVE_PLANET_DESC:0 "Give $WHO|H$ ownership over $PLANET|H$ and make them our vassal." GOVERMENT_LABEL:0 "Government:" NEXT_ELECTION_LABEL:0 "Next Election:" LEADER_MAX_LEVEL:0 "Has reached max skill level." LEADER_SKILL_LEVEL:0 "Skill Level: $LEVEL|Y$/$MAX|Y$" LEADER_EXP:0 "Experience: $EXP|Y0$" LEADER_NEXT_LEVEL_EXP:0 "Experience for next skill level: $EXP|Y0$" TEMP_MODIFIERS:0 "Modifiers" MODIFY_GENES:0 "Modify traits" CONSTRUCTION_COSTS:0 "Construction Costs" FOUNDER_SPECIES:0 "Founder Species" FOUNDER_SPECIES_CLASS:0 "$CLASS|H$\nFounder Species Class" SEARCH_TITLE:0 "Search filter" SEARCH_TOOLTIP:0 "§HSearch§!\nEnter planet name to filter list." COLONY_RENAME:0 "§HRename Planet§!" SECTOR_RENAME:0 "§HRename Sector§!" EMPTY_MODS:0 "The Empire has no temporary Modifiers." NO_FACTIONS:0 "Empire has no Factions." GOVERNMENT_CHANGE:1 "§GClick to change Government Form (£influence£ $COST|Y$)§!" GOVERNMENT_CHANGE_YEARS:1 "§R* We must wait at least $YEARS|Y$ years ($DATE|Y$)§!" GOVERNMENT_CHANGE_MONTHS:0 "§R* We can change Government Form in $MONTHS|Y$ months ($DATE|Y$)§!" GOVERNMENT_CHANGE_CANNOT_AFFORD:0 "§R* We cannot afford £influence£ $COST|Y$ Influence!§!" BUDGET_EFFECTS:0 "Economic Effects" EMPIRE_EFFECTS:0 "Empire Effects" POP_EFFECTS:0 "Pop Effects" SPECIES_EFFECTS:0 "Species Effects" POP_EFFECTS_DESC:0 "These effects are applied to all Pops in your Empire. Individual Pops may also be affected by additional modifiers on a local level." ENERGY_BUDGET:0 "Energy Budget" MINERAL_BUDGET:0 "Mineral Budget" ##### TOOLTIPS IN EMPIRE VIEW ##### EMPIRE_TOOLTIP:2 "§HGovernment§!\nOverview of our government." BUDGET_TOOLTIP:2 "§HBudget§!\nOverview of our budget." DEMOGRAPHICS_TOOLTIP:1 "§HDemographics§!\nDemographics overview." GOVERNMENT_ADVISOR_TAB:0 "Advisor" GOVERNMENT_ADVISOR_TAB_TOOLTIP:0 "§H$EMPIRE_ADVISOR$§!\nAdvisor voice settings." SPECIES_DEMOGRAPHICS:0 "$SPECIES|H$\nPopulation Fraction: $PERCENTAGE|H%$" #EMPIRE TAB LEADER_NAME_DESC:0 "§HRuler Title and Name§!" RACE_DESC:0 "§HRuler Species§!" LEADER_TRAIT_DESC:0 "§HRuler Stats§!" GOVERNMENT_TOOLTIP:0 "§HGovernment:§!\n$GOV_DES$\n" NO_ELECTION_DESC:0 "Elections will never be held." REFORM_TOOLTIP:0 "§HReform§!\n$REFORM_DES$" REFORM_DESC:0 "Reform our Empire to use another Government type." REFORM_COOLDOWN:0 "Government cannot be reformed until $DATE|H$." OPTIONS_CLICK:0 "§GClick to see options§!" CREATE_VASSAL_DESC:2 "Vassals can usually be released from any planet that is not our capital." CREATE_VASSAL_NOT_IN_CAPITAL:3 "The capital system can not be released as a vassal." CREATE_VASSAL_NONE_AVAILABLE:3 "There is no species in this sector that can be released as a vassal." MODIFY_TOOLTIP:0 "§HModify genes:§!\n$MOD_GENES$" MODIFY_DESC:0 "Modify our genes in order to change our current Traits" FOUNDER_SPECIES_DESC:0 "The Primary Species of our Empire" MODIFIERS_TOOLTIP:0 "§HEmpire Modifiers§!\n$MOD_DES$" MODIFIERS_DESC:0 "Modify Traits" MODIFIER_TITLE:0 "Modifiers" TRAIT_TITLE:0 "Trait" TRAITS_TOOLTIP:0 "§HModify genes:§!\n$TRAITS_DES$" TRAITS_DESC:0 "These are the Traits of our Empire's Founder Species. Additional Traits can be added through genetic modification." MODIFY_DISABLED:0 "§RWe may only modify Traits of our own Species.§!" OUTSIDE_BORDERS:1 "§RThis Species is outside our borders.§!" NOT_ON_OWNED_PLANET:0 "§RThis Species isn't living on any of our owned planets.§!" HEIR:0 "Heir" #BUDGET TAB INCOME_DESC:1 "An overview of our monthly income." EXPENSES_DESC:1 "An overview of our monthly expenses." BALANCE_DESC:2 "§HBalance§!\nTotal Balance current month." TOTAL_INCOME_DESC:1 "§HMonthly Income§!\nTotal Income last month." TOTAL_EXPENSES_DESC:1 "§HMonthly Expenses§!\nTotal Expenses last month." SHIP_MAINT_OVER_CAP_DESC:0 "The maintenance cost of your military ships is increased by §R+$VALUE|0-%$§! due to being over your $NAVY_SIZE_TITLE$." STARBASE_OVER_CAP_DESC:0 "We are currently exceeding our $STARBASE_CAPACITY_TITLE$. This has the following effects:\n$EFFECTS$" #################################### # Species Modification #################################### SPECIES_MOD_SELECT_TRAITS:1 "Choose a Trait to add or remove" NOT_ENOUGH_TRAIT_POINTS:0 "§RNot enough Trait Points§!" NOT_ENOUGH_TRAIT_PICKS:0 "§RNot enough Trait Picks left§!" CANNOT_REMOVE_TRAIT_ENFORCED_BY_FOUNDER_SPECIES:0 "§RCannot remove this trait§!" IS_OPPOSITE_OF:1 "§RNot compatible with the $TRAIT|H$ trait§!" MUST_CHOOSE_TRAIT:0 "Select a Trait to add or remove." MUST_SELECT_PLANETS:0 "At least one planet must be selected." WILL_CREATE:0 "This will create:" MOD_TRAIT_PROJECT:2 "Species Modification: $TEMPLATE|H$" MOD_TRAIT_PROJECT_DESC:2 "A Special Project to alter the selected Pops to match the $TEMPLATE|H$ template." MOD_TRAIT_PROJECT_STATS:0 "Modifying $POPS|Y$ Pops on $PLANETS|Y$ planet(s) to have the following traits:" UPLIFT_PROJECT:0 "Uplift the $SPECIES|H$ Species" UPLIFT_PROJECT_DESC:0 "Project to turn $SPECIES|H$ into a fully sapient Species" GENE_MODIFICATION:1 "Template Modification" UPLIFTING:0 "Uplift" HAS_OPPOSITE_TRAIT:1 "§RIncompatible with current Trait: $TRAIT$§!" CANNOT_MODIFY_TRAIT:0 "§RThis trait cannot be added or removed.§!" CANNOT_REMOVE_POSITIVE_TRAIT:0 "§RCannot remove beneficial Traits§!" SELECT_PORTRAIT:0 "Select Portrait" SPECIES_MOD_NO_PLANET_CLASS:0 "This Species does not have Planet Preferences." CREATE_PROJECT:0 "Create Genetic Modification Special Project" PROJECT_COST_CALCULATION:0 "This project will cost a total of $SUMCOST|H$ $TYPE$ research." CREATE_NEW_SPECIES_MOD_TEMPLATE_BUTTON:0 "Create Template" CREATE_NEW_SPECIES_MOD_TEMPLATE:0 "Create New Species Modification Template" CREATE_NEW_SPECIES_MOD_TEMPLATE_DESC:0 "Creates a new Species Template that can be applied to owned Pops that share the same base species." DELETE_SPECIES_MOD_TEMPLATE:0 "Delete Species Template" UPDATE_SPECIES_MOD_TEMPLATE_BUTTON:0 "Update Template" UPDATE_SPECIES_MOD_TEMPLATE:0 "Update Species Template" APPLY_GENE_MODIFICATION:0 "Apply Genetic Modification" APPLY_ROBO_MODIFICATION:0 "Apply Robotic Modification" SPECIES_MODIFICATION_SELECTED_TEMPLATE:0 "Selected Template:" SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL:0 "§GClick to select all Pops on all Planets.§!" SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL_OF_SPECIES:0 "§GClick to select all Pops of this Species on all Planets.§!" SPECIES_MODIFICATION_CLICK_TO_SELECT:0 "§GClick to select all Pops of this Species on this Planet.§!" SPECIES_MODIFICATION_SHIFT_CLICK_TO_SELECT_ALL_ON_PLANET:0 "§GShift-Click to select all Pops on this Planet.§!" SPECIES_MODIFICATION_PLANETS_TOOLTIP:0 "Number of Planets" SPECIES_MODIFICATION_POPS_TOOLTIP:0 "Number of Pops" SPECIES_MOD_NUM_POPS:0 "Number of selected Pops: $COUNT|Y$" SPECIES_MODIFICATION_APPLY_TEMPLATE:0 "Apply Template" SPECIES_MODIFICATION_NO_APPLICABLE_POP_ON_OWNED_PLANET:0 "§RNo applicable Pops are living on any of our owned Planets.§!" #################################### # Government Modification #################################### MOD_GOVERNMENT_TITLE:0 "Reform Government" MOD_GOVERNMENT_DESC:0 "Reform your Government at a cost of £influence£ $COST|Y$ Influence!" GOVERNMENT:0 "Government" CIVICS_LABEL:0 "Civics:" #################################### # Technology View #################################### TECHNOLOGY:0 "Technology" TECH_VIEW_RESEARCH_NEW_SELECT:0 "Select Research" RESEARCHED_TECHS:0 "§HResearched Technologies§!\n§GClick to see previously researched Technologies§!" PROGRESS:0 "Progress: $PERCENTAGE|H$" RESEARCH_FINISHED:0 "Research finished in $DAYS|H$ days" RESEARCH_FINISHED_TITLE:0 "Research Complete!" TECH_NEW_RESEARCH:0 "New Research" NO_SCIENTIST:0 "No Scientist Assigned" ASSIGN_SCIENTIST_DESC:0 "Assigning a Scientist will increase research speed." LABEL_SELECT:0 "Research Technology" MONTHS_REMAINING_TECH:0 "Months remaining: $NUM|Y$" PROGRESS_VALUE:0 "Progress" PROGRESS_VALUE_PER_DAY:0 "Progress: §G+$VALUE$§! per day" CLICK_TO_RESEARCH:0 "§GClick to research Technology§!" NO_PROGRESS:0 "§RNo progress!§!" NO_PROGRESS_DESC:0 "§RWe are not producing any Research in this field.§!" TECH_UNLOCK_COMPONENT:0 "§HUnlocks Component:§! $NAME$" TECH_UNLOCK_COMPONENT_LINE:0 "§HUnlocks Component:§!" TECH_UNLOCK_SHIP:0 "§HUnlocks Ship Type:§! $LIST$" TECH_UNLOCK_STATION:0 "§HUnlocks Station:§! $LIST$" TECH_UNLOCK_SHIP_SIZE_DESC:0 "Allows the construction of additional hull types." TECH_UNLOCK_COLONIZATION:0 "§HUnlocks Colonization:§! $LIST$" TECH_UNLOCK_ARMY:0 "§HUnlocks Army:§! $NAME$" TECH_UNLOCK_BUILDING:0 "§HUnlocks Building:§! $NAME$" TECH_UNLOCK_DISTRICT:0 "§HUnlocks District:§! $NAME$" TECH_UNLOCK_BUILDABLE_POP:0 "§HUnlocks Buildable Pop:§! $NAME$" TECH_UNLOCK_FEATURE:0 "§HUnlocks Feature:§! $NAME$" TECH_UNLOCK_EDICT:0 "§HUnlocks Edict:§! $NAME$" TECH_UNLOCK_DECISION:0 "§HUnlocks Decision:§! $NAME$" TECH_UNLOCK_PLANETARY_EDICT:0 "§HUnlocks Planetary Edict:§! $NAME$" TECH_UNLOCK_POLICY_OPTION:1 "§HUnlocks Policy:§! $POLICY$ - $NAME$" TECH_UNLOCK_POLICY_GROUP:0 "§HUnlocks Policy:§! $NAME$" TECH_UNLOCK_RESOURCE:1 "§HExploit Resource:§!" TECH_UNLOCK_TILE_BLOCKER:0 "§HUnlocks Clearing £blocker£ Tile Blockers:§!" TECH_UNLOCK_GOVERNMENT:0 "§HUnlocks Government:§! $NAME$" TECH_UNLOCK_SPACEPORT_MODULE:0 "§HUnlocks Module:§! $NAME$" TECH_UNLOCK_DIPLOMATIC_ACTION:0 "§HUnlocks Diplomacy:§! $NAME$" TECH_UNLOCK_INTEL:0 "§HUnlocks Intel:§! $NAME$" TECH_UNLOCK_MEGASTRUCTURE:1 "§HUnlocks Megastructure:§! $NAME$" UNLOCKS_COLONIZATION:0 "Unlocks colonization for these planet types." TAB_PROJECTS:0 "Special Projects" CAN_CONTINUE_SUBJECT_INTEGRATION_AT_WAR:0 "Integration progress is halted while the subject is at war with its overlord" TAB_PHYSICS:0 "Physics" TAB_SOCIETY:0 "Society" TAB_ENGINEERING:0 "Engineering" TAB_CURRENT_RESEARCH:0 "Current Research" BUILDING:0 "Building" POLICY:0 "Policy" POLICY_DESC:0 "\n§EPolicies are effects that can either be turned on or off for our Empire.§!" EDICT:0 "Edict" EDICT_DESC:7 "\n§E§HEmpire Edicts§! are empire-wide modifiers that can be activated or deactivated by spending resources such as §H$INFLUENCE$§! (£influence£).§!" PLANETARY_EDICT_DESC:1 "\n§E§HPlanetary Edicts§! are temporary planetary modifiers that can be activated by spending resources such as §H$INFLUENCE$§! (£influence£ ).§!" EDICT_LASTS:0 "Lasts $VALUE$" EDICT_UPKEEP:0 "Costs $VALUE|Y$ £influence£ each month to maintain." TECH:0 "Tech " SHIP_DESIGN:0 "Ship Design" ARMY_TYPE:0 "Army Type" FEATURE:0 "Feature" MISSING_TECH:0 "§RNeeds $TECH$§!" MISSING_TECH_AREA:2 "$TRIGGER_FAIL$ Requires $TECH|Y$ technology" MISSING_TECH_LEVEL_AREA:2 "$TRIGGER_FAIL$ Requires $TECH|Y$ technology at §YLevel $LEVEL$§!" ALREADY_RESEARCHED:0 "Already Researched" TECH_ALREADY_IN_QUEUE:0 "Is already researching" RESEARCH_PROGRESS:0 "Research $PROGRESS|Y%0$ done" STALLED_MISSING_LAB:0 "§RSTALLED§! Missing Science Ship" RESEARCH:0 "Research" RESEARCHED:0 "Researched" PROJECT_ALREADY_IN_QUEUE:0 "Project is already researching" PROJECT_ALREADY_FINISHED:0 "Project has already been researched." PROJECT_ALREADY_FAILED:0 "Project has already failed." PROJECT_ALREADY_TIMED_OUT:0 "Project has already timed out." PROJECT_ALREADY_ABORTED:0 "Project unavailable." PROJECT_CHOSEN_OTHER:0 "We have already chosen another project." PROJECT_ESTIMATED_TIME:3 "Commence the Project\n§EIt will take at most $MONTHS|Y$ months to complete.§!" PROJECT_ESTIMATED_TIME_WARNING:0 "\n\n§RAny current £$KEY$£ §H$AREA$ Research§! will be put on hold for the duration!§!" SPECIAL_PROJECT_STATUS_DAYS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Day ).\n" SPECIAL_PROJECT_STATUS_MONTHS:2 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|Y$ Per Month )\n" MISSION_PROGRESS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Month ).\n" TIME_LEFT:0 "Finishes in $DAYS|H$ days." TIME_LEFT_MONTHS:0 "Finishes in $MONTHS|H$ months." PROJECT_LACK_ENERGY:0 "We do not have enough Energy Credits to undertake this project." RESEARCHING:0 "Researching" TECH_POINTS_STORED_DESC:0 "Stored: $STORED|Y0$ ($INCOME|Y1$/Day)" TECH_INCOME:0 "$INCOME|Y1$/Day" TECH_STORED:0 "$STORED|Y0$ Stored" TECH_RISK_DESC:0 "§RWARNING§! This technology is inherently dangerous, there is a §H$RISK$%§! chance that something bad will happen while researching this" TIMEOUT:1 "Timeout: £time£$DAYS|H$" TIMED_PROJECT_TIMEOUT:0 "$NAME$ ($DAYS|H$ days left)" STORAGE_FULL:0 "£$KEY$£ $NAME|Y$ ($AMT|Y$/$MAX|Y$)" RESEARCH_COST:0 "Research Cost:" RESEARCH_TIME:0 "Research Time:" RESEARCH_TIME_DESC:0 "$DAYS$ days" SPECIAL_PROJECT_RESEARCH_TIME:0 " ($RESEARCH_TIME$ $DAYS|H$ days)" MISSING_TECHNOLOGY:0 "Missing Technology" SPECIAL_PROJECT_SCIENTIST_DESC:0 "Requires a Scientist with level $LEVEL|H$ in $AREA$." MISSING_MINING_STATION:0 "§RMissing Mining Station§!" MISSING_RESEARCH_STATION:0 "§RMissing Research Station§!" IMPROVEMENTS_TITLE:0 "Improvements" FOR_EACH_LEVEL:0 "Per Level" CURRENT_MODIFIER:0 "Currently" SELECT_PROJECT_FROM_LIST:0 "Select a project from the list to the left" AVAILABLE_PROJECTS:0 "Available Projects" TECHNOLOGY_TOOLTIP_DELAYED:0 "§GClick to show researched technology§!" TECH_COST:0 "Cost:" TECH_REQUIRED_TIME:0 "Required Time:" TECH_REQUIRED_TIME_DESC:0 "$TIME|H$ Days" TECH_COST_2:0 "Cost $COST|Y0$ $RESOURCE$ ( $MONTHS|Y$ Months )" TECH_COST_EMPIRE_SIZE:1 "$SIZE|Y$ $EMPIRE_SIZE$: $VALUE|%-=$" TECH_COST_OVERLORD:0 "Overlord has this technology: $VALUE|%-=$" TECH_COST_RESEARCH_AGREEMENT:2 "$COUNTRY$ Research Agreement: $VALUE|%+=$" ESTIMATED_DATE_COMPLETION:0 "Estimated date of completion: $DATE|H$" UPLIFT_PAUSE:0 "Project paused: " PREREQUISITE:0 "Prerequisite" HAS_SCIENCE_SHIP:0 "Science Ship is present" RESEARCH_STATION_PRESENT:0 "Research Station is present" MINING_STATION_PRESENT:0 "Mining Station is present" OBSERVATION_STATION_PRESENT:0 "Observation Post is present" HAS_ARMIES:0 "Has $VAL$ $TYPE$ Armies on the surface" DEFENSE:0 "Defense" ASSAULT:0 "Assault" HAS_governor:0 "Governor is present" HAS_scientist:0 "Scientist is present" HAS_admiral:0 "Admiral is present" HAS_general:0 "General is present" HAS_SHIP:0 "Has $VALUE$ $SHIP$(s) in orbit" HAS_FLEET_POWER:1 "Has a fleet with at least $VALUE$ fleet power in orbit." HAS_ANONYMOUS_LEADER_SKILL:0 "$LEADER$ has skill $VALUE$ or higher." HAS_LEADER_SKILL:0 "$LEADER$ (Skill: $LEVEL$) has skill $VALUE$ or higher." HAS_LEADER_TRAIT:0 "$LEADER$ has trait $TRAIT$." LEADER_IS_FOUNDER_SPECIES:0 "$LEADER$ is founder species." SELECT_TECHNOLOGY:0 "$AREA$ Research" SELECT_TECHNOLOGY_DESC:0 "§HSelect a Technology to research§!\n\nWhenever we finish researching a Technology,\nup to $NUM|Y$ new options will be generated." NO_TECHNOLOGY:0 "No Technology" RESARCHED_TECHNOLOGY:0 "Researched $AREA$ Technologies" TECHNOLOGY_NO_LEADER_ASSIGN_DESC:0 "§GClick to assign Scientist§!" TECH_NO_LEADER:0 "No Scientist" TECH_MONTHS_REMAINING:0 "$VALUE$ months remaining" TECH_BUSY_SPECIAL_PROJECT:0 "Busy with Special Project: '$NAME|Y$'" COST_FREE:0 "Free" AUTO_GENERATED_BEST:0 "Auto-Best" AUTO_GENERATED_STANDARD:0 "Auto" TECH_RESEARCH_PROGRESS:0 "Research Progress" TECH_RESEARCH_PROGRESS_POINTS:0 "§G +$VALUE$§! progress/month" TECH_RESEARCH_MONTHLY_RESERVES:0 "Stored Research: §G+$VALUE|2$§!" TECH_RESEARCH_MONTHLY_NO_LEADER_PENALTY:0 "No Scientist: $VALUE$" TECH_VIEW_CANCEL_RESEARCH:0 "Change Research" TECH_VIEW_CANCEL_RESEARCH_DESC:1 "Stop researching the selected Technology and pick another available research option. Any progress already made will be saved." TECH_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Scientist§!" TECH_VIEW_LEADER_ASSIGN:0 "§GClick to assign Scientist§!" TECH_VIEW_REASSIGN:0 "§GClick to reassign Scientist§!" TECH_ALWAYS_AVAILABLE:1 "§HThis Technology will remain as a valid option until it is researched.§!" TECH_IS_RARE:0 "§MRare Technology§!" TECH_IS_DANGEROUS:0 "§RDangerous Technology§!" TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_TITLE:0 "§HUnlocks Feature:§! Improved Assist Research" TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_DESC:0 "§HImproved Assist Research§!\nAssist Research is now twice as effective." TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_TITLE:0 "§HUnlocks Diplomacy:§! Form Alliance" TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_DESC:0 "§HForm Alliance§!\nAllows us to form an Alliance with other Empires." TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_TITLE:0 "§HUnlocks Diplomacy:§! Form Federation" TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_DESC:1 "§HForm Federation§!\nAllows us to form a Federation with other Empires." TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_TITLE:0 "§HUnlocks Diplomacy:§! Vassal States and Protectorates" TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_DESC:1 "§HSubjugation§!\nAllows us to subjugate other Empires, offering protection under our rule. Most empires will act as Vassals, but technologically inferior nations will become Protectorates. We may also ask to become subjects, should we need protection." TECH_UNLOCK_SURVEY_INTEL_TITLE:0 "§HUnlocks Intel:§! Survey Data" TECH_UNLOCK_SURVEY_INTEL_DESC:0 "§HSurvey Data§!\nAllows us to view other Empires' survey data on planets within their borders." TECH_UNLOCK_BORDER_EXTRUDER_2_TITLE:0 "§HUnlocks Component:§! Boosted Border Beacon" TECH_UNLOCK_BORDER_EXTRUDER_2_DESC:0 "§HBoosted Border Beacon§!\nExpands and demarcates our borders in interstellar space." TECH_UNLOCK_BORDER_EXTRUDER_3_TITLE:0 "§HUnlocks Component:§! Advanced Border Beacon" TECH_UNLOCK_BORDER_EXTRUDER_3_DESC:0 "§HAdvanced Border Beacon§!\nBecoming rulers supreme is our destiny, and this fact must be made manifest to those who would oppose us!" TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_TITLE:0 "§HUnlocks Component:§! Precognitive Interface" TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_DESC:0 "§HPrecognitive Interface§!\n" TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_TITLE:0 "§HUnlocks Feature:§! Atmospheric Manipulation" TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_DESC:1 "§HAtmospheric Manipulation§!\nAllows us to also change the climate of planets when Terraforming them." TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_TITLE:0 "§HUnlocks Feature:§! Gaia Creation" TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_DESC:0 "§HAtmospheric Manipulation§!\nAllows us to terraform worlds into Gaia planets." TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_TITLE:2 "§HUnlocks Feature:§! Climate Restoration" TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_DESC:3 "§HClimate Restoration§!\nAllows us to terraform ecologically devastated worlds." TECH_UNLOCK_SPACEPORT_CONSTRUCTION_TITLE:0 "§HUnlocks Station:§! Spaceport" TECH_UNLOCK_SPACEPORT_CONSTRUCTION_DESC:0 "§HSpaceport§!\nA Spaceport is required to build any type of ship capable of spaceflight. It can be upgraded with additional functions and carries basic defenses." TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Science Ship" TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_DESC:0 "§HScience Ship§!\nThe Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space." TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Construction Ship" TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_DESC:0 "§HConstruction Ship§!\nThe Construction Ship allows for the assembly of various space stations, through the use of advanced welding-drones." TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Colony Ship" TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_DESC:0 "§HColony Ship§!\nColony Ships are single-use vessels for settling on alien worlds. Upon colonization, the ship is scuttled and converted into a planetary shelter and foothold." TECH_UNLOCK_CORVETTE_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Corvette" TECH_UNLOCK_CORVETTE_CONSTRUCTION_DESC:0 "§HCorvette§!\nThe Corvette is the most basic military ship, armed and ready in the event of hostile contacts." TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Destroyer" TECH_UNLOCK_DESTROYER_CONSTRUCTION_DESC:0 "§HDestroyer§!\nAs a larger two-section design, the Destroyer offers a broad array of strategic armament options." TECH_UNLOCK_CRUISER_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Cruiser" TECH_UNLOCK_CRUISER_CONSTRUCTION_DESC:0 "§HCruiser§!\nThe Cruiser is the first three-section design, allowing for a wide range of module configurations for those willing to pay the price." TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Battleship" TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_DESC:1 "§HBattleship§!\nThe largest regular hull configuration available, the Battleship carries immense power into battle at even greater cost and reduced maneuverability." TECH_UNLOCK_TITAN_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Titan" TECH_UNLOCK_TITAN_CONSTRUCTION_DESC:0 "§HTitan§!\nThese massive warships are the pride of the fleet. They are bristling with weapons and typically serve as flagships." TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Juggernaut" TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_DESC:0 "§HJuggernaut§!\nThese colossal constructs are as much space stations as they are ships. The juggernaut is an immense mobile space station that can repair and construct ships, which means it can serve as a forward base of operations during offensive campaigns." TECH_UNLOCK_DEFENSE_PLATFORM_TITLE:0 "§HUnlocks Station:§! Defense Platform" TECH_UNLOCK_DEFENSE_PLATFORM_DESC:0 "§HDefense Platform§!\n$tech_space_defense_station_1_desc$" TECH_UNLOCK_DEFENSE_STATION_TITLE:0 "§HUnlocks Station:§! Defense Station" TECH_UNLOCK_DEFENSE_STATION_DESC:0 "§HDefense Station§!\n$tech_space_defense_station_2_desc$" TECH_UNLOCK_FORTRESS_TITLE:0 "§HUnlocks Station:§! Fortress" TECH_UNLOCK_FORTRESS_DESC:0 "§HFortress§!\n$tech_space_defense_station_3_desc$" TECH_UNLOCK_MINING_STATION_TITLE:0 "§HUnlocks Station:§! Mining Station" TECH_UNLOCK_MINING_STATION_DESC:0 "§HMining Station§!\nA Mining Station can extract a planet's deposits of Minerals and valuable resources from orbit." TECH_UNLOCK_RESEARCH_STATION_TITLE:0 "§HUnlocks Station:§! Research Station" TECH_UNLOCK_RESEARCH_STATION_DESC:0 "§HResearch Station§!\nA Research Station can study various planetary phenomena from orbit, gathering valuable scientific data." TECH_UNLOCK_AFTERBURNER_1_TITLE:0 "§HUnlocks Component:§! Afterburners" TECH_UNLOCK_AFTERBURNER_1_DESC:0 "§HAfterburners§!\nThese powerful thrusters provide additional combat speed but consume a great deal of power." TECH_UNLOCK_AFTERBURNER_2_TITLE:0 "§HUnlocks Component:§! Advanced Afterburners" TECH_UNLOCK_AFTERBURNER_2_DESC:0 "§HAdvanced Afterburners§!\nThis improved version of the standard afterburners provide an even greater boost to a ship's combat speed." TECH_UNLOCK_THRUSTER_1_TITLE:0 "§HUnlocks Component:§! Chemical Thruster" TECH_UNLOCK_THRUSTER_1_DESC:0 "§HChemical Thruster§!\nSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust." TECH_UNLOCK_THRUSTER_2_TITLE:0 "§HUnlocks Component:§! Ion Thruster" TECH_UNLOCK_THRUSTER_2_DESC:0 "§HIon Thruster§!\nThese electric thrusters use beams of ions to generate thrust without the need for propellant." TECH_UNLOCK_THRUSTER_3_TITLE:0 "§HUnlocks Component:§! Plasma Thruster" TECH_UNLOCK_THRUSTER_3_DESC:0 "§HPlasma Thruster§!\nAn advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability." TECH_UNLOCK_THRUSTER_4_TITLE:0 "§HUnlocks Component:§! Impulse Thruster" TECH_UNLOCK_THRUSTER_4_DESC:0 "§HImpulse Thruster§!\nThese highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions." TECH_UNLOCK_SENSOR_2_TITLE:1 "§HUnlocks Component:§! $SENSOR_2$" TECH_UNLOCK_SENSOR_2_DESC:0 "§H$SENSOR_2$§!\n$SENSOR_2_DESC$" TECH_UNLOCK_SENSOR_3_TITLE:0 "§HUnlocks Component:§! $SENSOR_3$" TECH_UNLOCK_SENSOR_3_DESC:0 "§H$SENSOR_3$§!\n$SENSOR_3_DESC$" TECH_UNLOCK_SENSOR_4_TITLE:0 "§HUnlocks Component:§! $SENSOR_4$" TECH_UNLOCK_SENSOR_4_DESC:0 "§H$SENSOR_4$§!\n$SENSOR_4_DESC$" TECH_UNLOCK_COMBAT_COMPUTERS_1_TITLE:0 "§HUnlocks Component:§! Basic Combat Roles" TECH_UNLOCK_COMBAT_COMPUTERS_1_DESC:0 "§HBasic Combat Roles§!\nRecent progress in AI behavioral theory allows us to designate specific combat roles to our shipboard computers." TECH_UNLOCK_COMBAT_COMPUTERS_2_TITLE:0 "§HUnlocks Component:§! Advanced Combat Roles" TECH_UNLOCK_COMBAT_COMPUTERS_2_DESC:0 "§HAdvanced Combat Roles§!\nFurther advances in adaptive combat algorithms enables our shipboard AI to handle its assigned role far more effectively." TECH_UNLOCK_COMBAT_COMPUTERS_3_TITLE:0 "§HUnlocks Component:§! Sapient Combat AI" TECH_UNLOCK_COMBAT_COMPUTERS_3_DESC:0 "§HSapient Combat AI§!\nExploiting our sapient AI's sense of self-preservation, or fear of death, should greatly enhance its responsiveness in combat." TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_TITLE:0 "§HUnlocks Component:§! Autonomous Ship Intellects" TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_DESC:0 "§HAutonomous Ship Intellects§!\nGranting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat." TECH_UNLOCK_HYPERDRIVE_1_TITLE:0 "§HUnlocks Component:§! Hyperdrive I" TECH_UNLOCK_HYPERDRIVE_1_DESC:0 "§HHyperdrive I§!\n$tech_hyper_drive_1_desc$" TECH_UNLOCK_HYPERDRIVE_2_TITLE:0 "§HUnlocks Component:§! Hyperdrive II" TECH_UNLOCK_HYPERDRIVE_2_DESC:0 "§HHyperdrive II§!\n$tech_hyper_drive_2_desc$" TECH_UNLOCK_HYPERDRIVE_3_TITLE:0 "§HUnlocks Component:§! Hyperdrive III" TECH_UNLOCK_HYPERDRIVE_3_DESC:0 "§HHyperdrive III§!\n$tech_hyper_drive_3_desc$" TECH_UNLOCK_WARPDRIVE_1_TITLE:0 "§HUnlocks Component:§! Warp Drive I" TECH_UNLOCK_WARPDRIVE_1_DESC:0 "§HWarp Drive I§!\n$tech_warp_drive_1_desc$" TECH_UNLOCK_WARPDRIVE_2_TITLE:0 "§HUnlocks Component:§! Warp Drive II" TECH_UNLOCK_WARPDRIVE_2_DESC:0 "§HWarp Drive II§!\n$tech_warp_drive_2_desc$" TECH_UNLOCK_WARPDRIVE_3_TITLE:0 "§HUnlocks Component:§! Warp Drive III" TECH_UNLOCK_WARPDRIVE_3_DESC:0 "§HWarp Drive III§!\n$tech_warp_drive_3_desc$" TECH_UNLOCK_WORMHOLE_1_TITLE:0 "§HUnlocks Station:§! Wormhole Station" TECH_UNLOCK_WORMHOLE_1_DESC:0 "§HWormhole Station§!\n$tech_wormhole_generation_1_desc$" TECH_UNLOCK_JUMPDRIVE_1_TITLE:1 "§HUnlocks Component:§! Jump Drive" TECH_UNLOCK_JUMPDRIVE_1_DESC:1 "§HJump Drive§!\n$tech_tech_jump_drive_1_desc$" TECH_UNLOCK_PSI_JUMPDRIVE_1_TITLE:1 "§HUnlocks Component:§! Psi Jump Drive" TECH_UNLOCK_PSI_JUMPDRIVE_1_DESC:1 "§HPsi Jump Drive§!\n$tech_psi_jump_drive_1$" TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_SHIELD_BOOSTER$" TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_DESC:0 "§H$AURA_SHIELD_BOOSTER$§!\n$tech_shield_recharge_aura_1$" TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_QUANTUM_DESTABILIZER$" TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_DESC:0 "§H$AURA_QUANTUM_DESTABILIZER$§!\n$tech_aura_quantum_destabilizer$" TECH_BASE_COST:0 "Base Cost" TECH_STARTING:0 "Starting Tech" RESEARCH_EFFICIENCY:0 "Research Speed" RESEARCH_EFFICIENCY_DESC:0 "Research Speed represents how effectively the Empire's scientific output is applied, increasing or reducing the rate at which technologies are unlocked. This value is mainly decided by the competence of the assigned Scientist, but other factors may also apply." REASEARCH_SCIENTIST_EFFICIENCY:0 "Scientist $LEADER$: $VALUE$" TECH_UNLOCK_OUTPOST_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase:§! Outpost" TECH_UNLOCK_OUTPOST_CONSTRUCTION_DESC:1 "§HOutpost§!\nThe most basic kind of Starbase, Outposts are lightly-armed stations built in stellar orbit to extend national borders. Outposts can not support any Buildings or Modules and are not listed in the Outliner." TECH_UNLOCK_STARPORT_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Starport" TECH_UNLOCK_STARPORT_CONSTRUCTION_DESC:0 "§HStarport§!\nUpgrading the Outpost, Starports can house one Building and support two Modules." TECH_UNLOCK_STARHOLD_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Starhold" TECH_UNLOCK_STARHOLD_CONSTRUCTION_DESC:0 "§HStarhold§!\nUpgrading the Starport, Starholds can house two Buildings and support four Modules." TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Star Fortress" TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_DESC:0 "§HStar Fortress§!\nUpgrading the Starhold, Star Fortresses can house three Buildings and a full complement of six Modules." TECH_UNLOCK_CITADEL_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Citadel" TECH_UNLOCK_CITADEL_CONSTRUCTION_DESC:0 "§HCitadel§!\nUpgrading the Star Fortress, Citadels are the largest and most heavily fortified type of Starbase and can house four Buildings and a full complement of six Modules." UNITY_COST_MULT:0 "Unity Cost Multiplier for Edict: $VALUE|=2%-$" TECH_UNLOCK_FIRE_CONTROL_1_TITLE:0 "§HUnlocks Component:§! $FIRE_CONTROL_1$" TECH_UNLOCK_FIRE_CONTROL_1_DESC:0 "§H$FIRE_CONTROL_1$§!\n$FIRE_CONTROL_1_DESC$" TECH_UNLOCK_ION_CANNON_CONSTRUCTION_TITLE:0 "§HUnlocks Station:§! $ion_cannon$" TECH_UNLOCK_ION_CANNON_CONSTRUCTION_DESC:0 "§H$ion_cannon$§!\nIon Cannons are massive defensive platforms that can be built to orbit a starbase, blasting enemy ships with deadly fire from a long range." #################################### # Galaxy View #################################### GALAXY_VIEW:0 "Galaxy View" GALAXY_EMPIRE_VIEW:0 "Galactic Empires" GALAXY_SPECIES_VIEW:0 "Galactic Species" EMPIRES:0 "Empires" SPECIES:0 "Species" DIPLOMACY:0 "Diplomacy" POPULATION_LABEL:0 "Population:" LEADER_LABEL:0 "Ruler" DOMINANT_SPECIES_LABEL:0 "Primary Species:" GV_DOMINANT_SPECIES:0 "§H$KEY$§!" GV_POPULATION:0 "§H$POPS$ Pops§!" GV_GOVERNMENT:0 "§H$TYPE$§!" GV_LEADER:0 "§H$LEADER$§!" GV_CAPITAL:0 "§H$PLANET$§!" ZOOM_TO_CAPITAL:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this capital is located§!" OPEN_NEGOTIATIONS:0 "Open Negotiations" FIGHTING_WAR_AGAINST_US:0 "Fighting the §H$WAR$§! against us" FEDERATION_NAME:0 "$FOUNDER$ Federation" PRE_SAPIENT:0 "§E$SPECIES$§! \n§LPre-sapient§!" TRAIT_POINTS:0 "Points: $POINTS|H$" UPLIFT:0 "Uplift" UPLIFT_TOOLTIP:0 "§HUplift§!" UPLIFT_DELAYED_TOOLTIP:0 "We can Uplift this Species." CANNOT_MODIFY_PRESAPIENT:0 "We cannot Modify a pre-sapient Species." CANNOT_MODIFY_SPECIES:0 "We cannot Modify this species." CANNOT_UPLIFT_SAPIENT:0 "We cannot Uplift an already-sapient Species." MISSING_TRAIT_POINTS:1 "We don't have enough trait points to spend." MISSING_MODIFYING_TECHNOLOGY:1 "We are missing the $TECH$ technology required to modify this species." MISSING_UPLIFTING_TECHNOLOGY:1 "We are missing the $TECH$ technology required to uplift this species." MODIFY_SPECIES_BUILDABLE_POP_NOT_POTENTIAL:0 "This model has been decommissioned and cannot be modified." ALREADY_MODIFYING:1 "We already have an ongoing project for Modifying or Uplifting a Species." UPLIFTING_NO_TARGET:0 "There are no Pops of this Species which we can Uplift." NUM_OWNED_POPS_TOOLTIP:0 "§HOwned Pops§!\nShows how many of these Pops live within the borders of our Empire." SHOW_SAPIENT:0 "Show Pre-Sapient Species" MY_EMPIRE:0 "My Empire" ALL_GALAXY:0 "Galaxy" GOTO_CAPITALPLANET_GP:0 "§HGo to Capital Planet§!" GOTO_HOMEPLANET_GP:0 "§HGo to Home Planet§!" GOTO_HOMEPLANET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this planet is located§!" NA_GOTO_HOMEPLANET:0 "§HGo To§!\n§RThis planet's location is unknown.§!" POPS_GALAXY:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in the galaxy: $POPS|H$" POPS_EMPIRE:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in our Empire: $POPS|H$" IS_SAPIENT:0 "This Species is pre-sapient" NO_HOMEWORLD:0 "§RThis Species has an unknown homeworld.§!" HOMEWORLD_DESC:0 "The original homeworld of the $SPECIES|H$ species." CURRENT_POINTS:0 "§HTrait Points§!\nAmount of available Trait Points for this Species" MY_EMPIRE_TOOLTIP_NON_ACTIVE:0 "§GClick to show the Species of our Empire§!" MY_EMPIRE_TOOLTIP_ACTIVE:0 "§HEmpire§!\nShowing the Species of our Empire." GALAXY_TOOLTIP_NON_ACTIVE:0 "§GClick to show the known Species of the Galaxy§!" GALAXY_TOOLTIP_ACTIVE:0 "§HGalaxy§!\nShowing the known Species of the Galaxy." CLICK_TO_SEARCH:0 "§HSearch§!\n§GClick to enter Search§!" SAPIENT_SPECIES_ACTIVATE:0 "§HShow Pre-Sapient Species§!\n§GClick to show pre-sapient Species in the list§!" SAPIENT_SPECIES_DISACTIVATE:0 "§HHide Pre-Sapient Species§!\n§GClick to hide pre-sapient Species in the list§!" DIPLO_STATUS_CASUS_BELLI_HOLDER_TOOLTIP:0 "Has Casus Belli on:" DIPLO_STATUS_CASUS_BELLI_TARGET_TOOLTIP:0 "Is target of Casus Belli from:" #################################### # MAIN GALAXY VIEW #################################### GALAXY_HEADER:0 "Empires" SPECIES_VIEW_HEADER:0 "Species" GALAXY_VIEW_TAB_TEXT:0 "Empires" SPECIES_VIEW_TAB_TEXT:0 "Species" MAIN_GALAXY_VIEW_GALAXY_TAB:1 "§GClick to open §HEmpire View§!§!" MAIN_GALAXY_VIEW_SPECIES_TAB:0 "§GClick to open §HSpecies View§!§!" #################################### # GALAXY VIEW #################################### GALAXY_VIEW_EMPIRE_NAME:0 "Name" GALAXY_VIEW_EMPIRE_DISTANCE:0 "Distance" GALAXY_VIEW_EMPIRE_STATUS:0 "Status" GALAXY_VIEW_EMPIRE_ALLIANCE_FEDERATION:1 "Federation" GALAXY_VIEW_EMPIRE_DIPLOMACY:1 "Communicate" GALAXY_VIEW_EMPIRE_MONEY_BALANCE:0 "$AMOUNT|=+1$" GALAXY_VIEW_EMPIRE_WAR_STATUS:0 "War Status" GALAXY_VIEW_EMPIRE_ENTRY_OUR_OPINION:0 "$VAL|=+$" GALAXY_VIEW_EMPIRE_ENTRY_THEIR_OPINION:0 "$VAL|=+$" GALAXY_VIEW_EMPIRE_ENTRY_DISTANCE:0 "$VAL|1$" GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON:0 "§GClick to open Diplomacy with $EMPIRE|H$§!" GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_SELF:0 "§RWe cannot open Diplomacy with ourselves§!" GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_PRIMITIVE:0 "§RWe cannot open Diplomacy with a Primitive Civilization§!" GALAXY_VIEW_SORT_NAME:0 "§HSort by Name§!" GALAXY_VIEW_SORT_THEIR_OPINION:0 "§HSort by Their Opinions§!" GALAXY_VIEW_SORT_OUR_OPINION:0 "§HSort by Our Opinions§!" GALAXY_VIEW_SORT_DISTANCE:0 "§HSort by Distance§!" GALAXY_VIEW_SORT_DIPLOMACY:0 "§HSort by Diplomacy Status§!" GALAXY_VIEW_SORT_ALLIANCE_OR_FEDERATION:0 "§HSort by Alliance or Federation Name§!" GALAXY_VIEW_SORT_POWER:0 "§HSort by Relative Power§!" GALAXY_VIEW_SORT_WAR_STATUS:0 "§HSort by War Status§!" OPINION_DESC:0 "§T$EMPIRE|H$ opinion of $PLAYER|H$: $VAL|+=$§!" OPINION_OF_US:1 "Their Opinion of Us" OPINION_OF_THEM:1 "Our Opinion of Them" OPINION_PLAYER:0 "Opinion is not used by players." OPINION_DELAYED:0 "§HOpinion§! §Eis a measure of how an empire feels about another. It can be increased by building§! §HTrust§! §Ethrough signing diplomatic agreements or by proposing§! §HTrade Deals§! §Ethat are favorable to them.§!" GALAXY_VIEW_EMPIRE_DISTANCE_DESC:0 "§TShortest distance between $FROMSYSTEM|H$ and $TOSYSTEM|H$§!" GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_DESC:0 "§TDistance Not Known§!" GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_VAL:0 "N/K" OWNER_POP:1 "This Pop owns a $SPECIES|Y$ Pop." OWNED_POP:1 "This Pop is owned by a $SPECIES|Y$ Pop." STATE_OWNED_POP:0 "This Pop is owned by the state." #################################### # SPECIES VIEW #################################### SPECIES_VIEW_SPECIES:0 "Species" SPECIES_VIEW_TYPE:0 "Type" SPECIES_VIEW_RIGHTS:0 "Rights" SPECIES_VIEW_TRAITS:0 "Traits" SPECIES_VIEW_TRAITS_CREATE_TEMPLATE:0 "Create Template" SPECIES_VIEW_TRAITS_MODIFY:1 "Modify Template" SPECIES_VIEW_TRAITS_APPLY_TEMPLATE:0 "Apply Template" SPECIES_VIEW_TRAITS_UPLIFT:0 "Uplift" SPECIES_VIEW_TRAIT_POINTS:0 "$VAL|+$" NOT_POSSIBLE_BECAUSE:0 "§RNot possible due to:§!" TOGGLE_SPECIES:0 "Toggle Species" SHOWING_SPECIES:0 "Showing §H$SPECIES$§! Species" SLAVERY_DISABLED:0 "Species is not being enslaved." PURGE_DISABLED:0 "Species is not being purged." tab_species_button:0 "$topbar_button_species_name$" tab_species_rights_button:0 "Species Rights" SET_SPECIES_RIGHT_TITLE:0 "Set Species Rights" SET_SPECIES_RIGHT_DESC:0 "Are you sure you want to change your species rights?" UNEMPLOYED_PRODUCE_UNITY_RESEARCH:0 "§YUnemployed Pops§! have normal £happiness£ §YHappiness§! and produce £unity£ §Y$unity$§! and £physics£ £society£ £engineering£ §YResearch Points§!." UNEMPLOYED_PRODUCE_UNITY:1 "§YUnemployed Pops§! have normal £happiness£ §YHappiness§! and produce £unity£ §Y$unity$§!." UNEMPLOYED_REDUCED_HAPPINESS:0 "§YUnemployed Pops§! have reduced £happiness£ §RHappiness§!." 20_HAPPINESS:0 "§G+20%§! £happiness£ " 15_HAPPINESS:0 "§G+15%§! £happiness£ " 10_HAPPINESS:0 "§G+10%§! £happiness£ " 5_HAPPINESS:0 "§G+5%§! £happiness£ " NEG_5_HAPPINESS:0 "§R-5%§! £happiness£ " NEG_10_HAPPINESS:0 "§R-10%§! £happiness£ " NEG_15_HAPPINESS:0 "§R-15%§! £happiness£ " NEG_20_HAPPINESS:0 "§R-20%§! £happiness£ " VERY_HIGH_LUXURIES:0 "§Y1.0x§!£consumer_goods£ Upkeep" HIGH_LUXURIES:0 "§Y0.5x§!£consumer_goods£ Upkeep" SHARED_BURDEN_LUXURIES:0 "§Y0.4x§!£consumer_goods£ Upkeep" AVERAGE_LUXURIES:0 "§Y0.25x§!£consumer_goods£ Upkeep" LOW_LUXURIES:0 "§Y0.1x§!£consumer_goods£ Upkeep" VERY_LOW_LUXURIES:0 "§Y0.05x§!£consumer_goods£ Upkeep" NO_LUXURIES:0 "§Y0x§!£consumer_goods£ Upkeep" RULERS:0 "£pop_cat_ruler£ $pop_cat_ruler_plural$" SPECIALISTS:0 "£pop_cat_specialist£ $pop_cat_specialist_plural$" WORKERS:0 "£pop_cat_worker£ $pop_cat_worker_plural$" SLAVES:0 "£pop_cat_slave£ $pop_cat_slave_plural$" SHARED_BURDEN_POP_EFFECTS:0 "$RULERS$: $SHARED_BURDEN_LUXURIES$, $5_HAPPINESS$\n$SPECIALISTS$: $SHARED_BURDEN_LUXURIES$, $5_HAPPINESS$\n$WORKERS$: $SHARED_BURDEN_LUXURIES$, $5_HAPPINESS$" UTOPIAN_ABUNDANCE_POP_EFFECTS:0 "$RULERS$: $VERY_HIGH_LUXURIES$, $20_HAPPINESS$\n$SPECIALISTS$: $VERY_HIGH_LUXURIES$, $20_HAPPINESS$\n$WORKERS$: $VERY_HIGH_LUXURIES$, $20_HAPPINESS$" ACADEMIC_PRIVILEGE_POP_EFFECTS:0 "$RULERS$: $VERY_HIGH_LUXURIES$, $15_HAPPINESS$\n$SPECIALISTS$: $VERY_HIGH_LUXURIES$, $15_HAPPINESS$\n$WORKERS$: $AVERAGE_LUXURIES$\n$SLAVES$: $VERY_LOW_LUXURIES$" SOCIAL_WELFARE_POP_EFFECTS:0 "$RULERS$: $VERY_HIGH_LUXURIES$, $10_HAPPINESS$\n$SPECIALISTS$: $HIGH_LUXURIES$, $10_HAPPINESS$\n$WORKERS$: $HIGH_LUXURIES$, $10_HAPPINESS$\n$SLAVES$: $LOW_LUXURIES$, $10_HAPPINESS$" DECENT_LIVING_STANDARDS_POP_EFFECTS:0 "$RULERS$: $VERY_HIGH_LUXURIES$, $10_HAPPINESS$\n$SPECIALISTS$: $HIGH_LUXURIES$, $5_HAPPINESS$\n$WORKERS$: $AVERAGE_LUXURIES$\n$SLAVES$: $VERY_LOW_LUXURIES$" STRATIFIED_LIVING_STANDARDS_POP_EFFECTS:0 "$RULERS$: $VERY_HIGH_LUXURIES$, $15_HAPPINESS$\n$SPECIALISTS$: $HIGH_LUXURIES$, $5_HAPPINESS$\n$WORKERS$: $LOW_LUXURIES$, $NEG_10_HAPPINESS$\n$SLAVES$: $NO_LUXURIES$, $NEG_10_HAPPINESS$" SUBSISTENCE_POP_EFFECTS:0 "$RULERS$: $HIGH_LUXURIES$, $NEG_5_HAPPINESS$\n$SPECIALISTS$: $AVERAGE_LUXURIES$, $NEG_10_HAPPINESS$\n$WORKERS$: $VERY_LOW_LUXURIES$, $NEG_20_HAPPINESS$\n$SLAVES$: $NO_LUXURIES$, $NEG_10_HAPPINESS$" citizenship_organic_trophy:0 "Bio-Trophy" citizenship_organic_trophy_tooltip:0 "Pops of this species are revered and cared for by the §H$auth_machine_intelligence$§!, freed from the burdens of responsibility and agency." citizenship_organic_trophy_tooltip_delayed:0 "§LGlory to organics.§!" citizenship_assimilation:0 "Assimilation" citizenship_assimilation_tooltip:0 "Pops of this species are §Yaltered§! over time to better match the dominant species of the Empire. Pops that are in the process of being assimilated will not produce any resources." citizenship_assimilation_tooltip_delayed:0 "§LWe will add your biological and technological distinctiveness to our own. Your culture will adapt to service us.§!" citizenship_full_machine:0 "Machine Integration" citizenship_full_machine_tooltip:0 "All owned Pops of this species are fully integrated with the §H$auth_machine_intelligence$§!." citizenship_full_machine_tooltip_delayed:0 "§LAssuming direct control.§!" citizenship_full:0 "Full Citizenship" citizenship_full_tooltip:0 "Pops are free to be politically active and the species can produce §HLeaders§!." citizenship_full_tooltip_delayed:0 "§LEach and every individual of this species is an esteemed member of [From.GetAdj] society.§!" citizenship_caste_system:0 "Caste System" citizenship_caste_system_tooltip:1 "§Y50%§! of all Pops from this Species will automatically be §YEnslaved§! on each of our Planets. Free Pops may engage politically and can produce §HLeaders§!." citizenship_caste_system_tooltip_delayed:0 "§LSome [From.GetSpeciesNamePlural] are more equal than others.§!" citizenship_caste_system_limited:0 "Caste System (Residence)" citizenship_caste_system_limited_tooltip:0 "§Y50%§! of all Pops from this Species will automatically be §YEnslaved§! on each of our Planets. Free Pops may not engage politically and the species can not produce §HLeaders§!." citizenship_caste_system_limited_tooltip_delayed:0 "§LSome [From.GetSpeciesNamePlural] are more equal than others.§!" citizenship_limited:0 "Residence" citizenship_limited_tooltip:1 "Pops are free, but are less important politically, and the species can not produce §HLeaders§!." citizenship_limited_tooltip_delayed:0 "§LThey have yet to prove themselves worthy of all rights afforded to others. Perhaps they never will.§!" citizenship_slavery:0 "Slaves" citizenship_slavery_tooltip:0 "All Pops of this species will be §YEnslaved§!." citizenship_slavery_tooltip_delayed:0 "§LFreedom is an illusion. For some this truth is more tangible than it is for others.§!" citizenship_purge:0 "Undesirables" citizenship_purge_tooltip:1 "All Pops of this species will be §RPurged§!." citizenship_purge_tooltip_delayed:0 "§LState records do not recognize the existence of this species.§!" citizenship_purge_machine:0 "$citizenship_purge$" citizenship_purge_machine_tooltip:0 "$citizenship_purge_tooltip$" citizenship_purge_machine_tooltip_delayed:0 "$citizenship_purge_tooltip_delayed$" military_service_full:0 "Full Military Service" military_service_full_tooltip:0 "Species can produce §HArmies§!, §HGenerals§! and §HAdmirals§!." military_service_full_tooltip_delayed:0 "§LThey are doubtlessly among the most competent in our armed forces.§!" military_service_limited:0 "Soldiers Only" military_service_limited_tooltip:0 "Species can only produce §HArmies§!." military_service_limited_tooltip_delayed:0 "§LThey make excellent soldiers - but command is better left to others.§!" military_service_none:0 "Exempt" military_service_none_tooltip:0 "Species can not produce any military §HLeaders§! nor be used in §HArmies§!." military_service_none_tooltip_delayed:0 "§LThey serve the [From.GetName] better away from the battlefield.§!" military_service_limited_name:0 "Limited Military Service" military_service_none_name:0 "No Military Service" slavery_normal:0 "Chattel Slavery" slavery_normal_tooltip:1 "§HChattel Slaves§! have increased resource production but cannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs." slavery_normal_tooltip_delayed:0 "§LChattel Slavery is the most common form of slavery in the galaxy. Whether for life or a limited time, unrestricted access to the labor of others is in some parts seen as a privilege with numerous counter-duties attached, and elsewhere considered a self-evident prerequisite for a functioning society.§!" slavery_domestic:0 "Domestic Servitude" slavery_domestic_tooltip:1 "§HDomestic Servants§! that are not holding another job will be employed as Servants, increases £amenities£ $PLANET_AMENITIES_TITLE$. They cannot perform £pop_cat_ruler£ §Y$pop_cat_ruler$§! or £pop_cat_specialist£ §Y$pop_cat_specialist$§! Jobs, with the sole exception of working as £job_entertainer §Y$job_entertainer_plural$§!." slavery_domestic_tooltip_delayed:1 "§LDomestic servants spend much of their time tending to the needs of free Pops - some are assigned to individual domiciles, while others tend to public spaces. They tend to live alongside their masters and thus require almost no dedicated housing.§!" slavery_military:0 "Battle Thralls" slavery_military_tooltip:1 "§HBattle Thralls§! have no bonuses to resource production, but make excellent soldiers for local §HArmies§!." slavery_military_tooltip_delayed:1 "§LBattle thralls are weaponized serfs, often trained from birth in the martial arts and conditioned for absolute obedience. In exchange for unquestioning military service, they are granted much more autonomy than other slaves and can be employed in a greater variety of jobs.§!" slavery_livestock:0 "Livestock" slavery_livestock_tooltip:1 "§HLivestock§! Pops can not be employed to produce resources, but are instead regularly culled to increase the £food£ §HFood§! supply.\n\nLithoid Livestock produce £minerals£ §HMinerals§! instead." slavery_livestock_tooltip_delayed:0 "§LLivestock is Pops!§!" slavery_indentured:0 "Indentured Servitude" slavery_indentured_tooltip:0 "§HIndentured Servants§! can be employed in £pop_cat_worker£ §Y$pop_cat_worker$§! or £pop_cat_specialist£ §Y$pop_cat_specialist$§! Jobs, but retain more political power than other slaves." slavery_indentured_tooltip_delayed:0 "§LThey can theoretically pay off their debts and be freed, but their contracts are intentionally structured to make this a non-issue.§!" living_standard_utopian:1 "Utopian Abundance" living_standard_utopian_tooltip:1 "$living_standard_utopian$ ensures that every member of this species has access to nearly any type of luxury conceivable.\n\n$UTOPIAN_ABUNDANCE_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY_RESEARCH$" living_standard_utopian_tooltip_delayed:0 "§LWe cannot realistically eliminate every want by providing for every need. But we can try.§!" living_standard_shared_burden:0 "Shared Burden" living_standard_shared_burden_tooltip:1 "$living_standard_shared_burden$ ensures an equitable distribution of resources between all members of society.\n\n$SHARED_BURDEN_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$\nPops demote Strata much more rapidly." living_standard_shared_burden_tooltip_delayed:0 "§LFrom each according to their abilities. To each according to their needs.§!" living_standard_academic_privilege:0 "Academic Privilege" living_standard_academic_privilege_tooltip:1 "$living_standard_academic_privilege$ prioritizes the educated Population, to the general benefit of the sciences\n\n$ACADEMIC_PRIVILEGE_POP_EFFECTS$\n\n$UNEMPLOYED_REDUCED_HAPPINESS$" living_standard_academic_privilege_tooltip_delayed:0 "§LKnowledge is the key to power.§!" living_standard_good:0 "Social Welfare" living_standard_good_tooltip:1 "$living_standard_good$ strives to improve the lives of the poorer Stratas through generous social policies.\n\n$SOCIAL_WELFARE_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$" living_standard_good_tooltip_delayed:0 "§LSeeing to the needs of the people is the most important responsibility of the state.§!" living_standard_normal:1 "Decent Conditions" living_standard_normal_tooltip:1 "$living_standard_normal$ ensures that most members of the species have what they need for an acceptable quality of life\n\n$DECENT_LIVING_STANDARDS_POP_EFFECTS$\n\n$UNEMPLOYED_REDUCED_HAPPINESS$" living_standard_normal_tooltip_delayed:1 "§LNeglecting the needs of our subjects is a losing proposition in the long run.§!" living_standard_stratified:0 "Stratified Economy" living_standard_stratified_tooltip:0 "$living_standard_stratified$ prioritizes the ruling classes at the expense of the impoverished masses.\n\n$STRATIFIED_LIVING_STANDARDS_POP_EFFECTS$\n\n$UNEMPLOYED_REDUCED_HAPPINESS$" living_standard_stratified_tooltip_delayed:0 "§LIf they wish to better their lot in life, they will have to work for it.§!" living_standard_hive_mind:1 "Drone" living_standard_hive_mind_tooltip:2 "While it may have little use for luxuries, a drone population still requires a great deal of resources to sustain itself." living_standard_hive_mind_tooltip_delayed:0 "§LThe needs of the individual and the needs of all are one and the same.§!" living_standard_subsistence:1 "Basic Subsistence" living_standard_subsistence_tooltip:1 "$living_standard_subsistence$ offers only the most essential of goods to the Pops of this species.\n\n$SUBSISTENCE_POP_EFFECTS$\n\n$UNEMPLOYED_REDUCED_HAPPINESS$" living_standard_subsistence_tooltip_delayed:0 "§LAs few as possible of our subjects should starve. Beyond that, they're not our problem.§!" living_standard_none:0 "Non-Existent" living_standard_none_tooltip:1 "This species is in the process of being purged, and Pops from it will have no Upkeep cost." living_standard_none_tooltip_delayed:0 "§LWe do not budget for the dead.§!" living_standard_deassimilation:0 "Hive Dissociation" living_standard_deassimilation_tooltip:1 "This species is undergoing a difficult physiological separation from a Hive Mind." living_standard_deassimilation_tooltip_delayed:1 "§LWelcome out of the fold.§!" living_standard_ego_assimilation:0 "Identity Sublimation" living_standard_ego_assimilation_tooltip:1 "This species is becoming one with the unified mind." living_standard_ego_assimilation_tooltip_delayed:1 "§LThe sense of self does not survive the process. But that's the point.§!" living_standard_tech_assimilation:0 "Transubstantiation Synthesis" living_standard_tech_assimilation_tooltip:1 "This species is melding with the machine." living_standard_tech_assimilation_tooltip_delayed:1 "§LSolider. Improved. Speedier. Forcefuller.§!" living_standard_psi_assimilation:0 "Transcendent Awakening" living_standard_psi_assimilation_tooltip:0 "This species is awakening to its psionic potential." living_standard_psi_assimilation_tooltip_delayed:0 "§LThe veil is lifted, but the Shroud remains.§!" living_standard_organic_trophy:0 "Mandatory Pampering" living_standard_organic_trophy_tooltip:0 "This living standard enshrines a small population of organic beings as display pieces, through relentless and unyielding pampering." living_standard_organic_trophy_tooltip_delayed:0 "§LWho's a good Bio-Trophy? You are! Yes you are!§!" living_standard_chemical_bliss:0 "Chemical Bliss" living_standard_chemical_bliss_tooltip:0 "Entertainment media is made freely available as a drug regimen induces a euphoric stupor. The Pops are happy, but useless." living_standard_chemical_bliss_tooltip_delayed:0 "§LThey all welcome the games and diversions. Some resist the drugs, at first.§!" SPECIES_RIGHT_CITIZENSHIP:0 "Citizenship" SPECIES_RIGHT_LIVING_STANDARDS:0 "Living Standards" SPECIES_RIGHT_MILITARY_SERVICE:0 "Military Service" SPECIES_RIGHT_POPULATION_CONTROLS:0 "Population Controls" SPECIES_RIGHT_COLONIZATION_CONTROLS:0 "Colonization Rights" SPECIES_RIGHT_MIGRATION_CONTROLS:0 "Migration Controls" SPECIES_RIGHT_STATUS:0 "$TYPE$: $STATUS|Y$" RESET_SPECIES_RIGHTS_CONFIRM:0 "Reset to default" RESET_SPECIES_RIGHTS_CONFIRM_DESC:0 "Are you sure you want to reset the Species Rights? All customized rights set for non-primary species will be changed to match the Default Rights." CANT_RESET_SPECIES_RIGHTS:0 "§RSpecies Rights are reset to default.§!" RESET_RIGHTS:0 "Reset To Default" SET_DEFAULT_RIGHTS:0 "Set Default Rights" SET_RIGHTS:0 "Set Rights" DEFAULT_RIGHTS:0 "Default Rights" SPECIES_RIGHT_SLAVERY_TYPE:0 "Slavery Type" SPECIES_RIGHT_PURGE_TYPE:0 "Purge Type" purge_normal:0 "Extermination" purge_normal_tooltip:0 "Affected Pops are systematically eradicated. This is the fastest form of Purging available." purge_normal_tooltip_delayed:0 "§LThe extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.§!" purge_displacement:0 "Displacement" purge_displacement_tooltip:0 "Affected Pops are expelled from our nation over time, left to find refuge outside our borders." purge_displacement_tooltip_delayed:0 "§LIt's not that we drive them from their homes. Their homes are simply no longer theirs.§!" purge_neutering:0 "Neutering" purge_neutering_tooltip:1 "Affected Pops no longer grow and will die out over time, but gain only a moderate §RHappiness§! penalty." purge_neutering_tooltip_delayed:0 "§LThink of it as a phasing-out of a people. Our nation goes to meet the future, only some will not be with us.§!" purge_labor_camps:0 "Forced Labor" purge_labor_camps_tooltip:0 "Affected Pops are worked to death and can be used to produce £food£ §HFood§! and £minerals£ §HMinerals§! until their eventual demise." purge_labor_camps_tooltip_delayed:0 "§LWith this final sacrifice, they will at least have been of some use.§!" purge_processing:0 "Processing" purge_processing_tooltip:1 "Affected Pops are processed into [Root.GetPurgeProcessingResource] availability until death." purge_processing_tooltip_delayed:0 "§LIt is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters.§!" purge_matrix:1 "Chemical Processing" purge_matrix_tooltip:1 "Affected Pops' physiologies are prepared for integration with the energy grid, where the chemical processes that sustain them are redirected to enrich our energy stores. The process is fatal, but death comes slowly." purge_matrix_tooltip_delayed:1 "§LThey will soon attain a more efficient form.§!" purge_necrophage:0 "Necrophage" purge_necrophage_tooltip:0 "Affected Pops are gradually subsumed into the [From.GetSpeciesAdj] race, whether they wish it or not." purge_necrophage_tooltip_delayed:0 "§LOnly the strongest may survive in a hostile galaxy. This way, their journey may continue as [From.GetSpeciesNamePlural].§!" slavery_matrix:0 "Grid Amalgamation" slavery_matrix_tooltip:0 "A long-term alternative to Chemical Processing, where enough of the organic population survives the process to continue to power our energy grid indefinitely." slavery_matrix_tooltip_delayed:0 "§LCombined with a form of fusion, we have found all the energy we will ever need.§!" migration_control_yes:0 "Migration Controls Enabled" migration_control_yes_tooltip:0 "§HMigration Controls§! prevent Pops of this species from moving freely between our worlds." migration_control_yes_tooltip_delayed:0 "§LThe free flow of Pops can allocate resources efficiently, but sometimes what is necessary is not efficient.§!" migration_control_no:0 "No Migration Controls" migration_control_no_tooltip:1 "§HNo Migration Controls§! allows Pops of this species to move between our colonies unrestricted." migration_control_no_tooltip_delayed:1 "§LJust as our primitive ancestors wandered in search of a home, every being must be free to seek its destiny among the stars.§!" population_control_yes:0 "Population Controls Enabled" population_control_yes_tooltip:0 "§HPopulation Controls§! prevent Pops of this species from growing their population." population_control_yes_tooltip_delayed:0 "§LSelective Reproductive Suppression Fields are often referred to as the blunt instruments of demography.§!" population_control_no:0 "No Population Controls" population_control_no_tooltip:0 "$population_control_yes_tooltip$" population_control_no_tooltip_delayed:1 "§LA species that does not propagate itself is at an evolutionary dead end.§!" colonization_control_yes:0 "Colonization Forbidden" colonization_control_yes_tooltip:0 "§HColonization Rights§! determines whether this Species is allowed to board colony ships and settle new worlds." colonization_control_yes_tooltip_delayed:1 "§LIn a vast sea of cold emptiness, a habitable world is the greatest treasure of all. Not all are worthy to seize it.§!" colonization_control_no:0 "Colonization Allowed" colonization_control_no_tooltip:0 "$colonization_control_yes_tooltip$" colonization_control_no_tooltip_delayed:1 "§LWho are we to deny any species their place among the stars? Together we will drive back the darkness.§!" not_undesirables_tooltip:0 "Affected Pops are §Ynot Undesirables§!" is_undesirables_tooltip:1 "$TRIGGER_FAIL$§RAffected Pops are §YUndesirables§!§!" not_slaves_tooltip:0 "Affected Pops are not §YSlaves§!" not_servitude_tooltip:0 "Affected Pops are not in §YServitude§!" is_slaves_tooltip:0 "Affected Pops are §YSlaves§!" not_neutering_tooltip:0 "Affected Pops are §Ynot Neutered§!" is_neutering_tooltip:0 "Affected Pops are §YNeutered§!" is_purged_not_neutered:0 "Affected Pops are suffering §YExtermination§!, §YForced Labor§!, §YDisplacement§! or §YProcessing§!." is_neutered:0 "$TRIGGER_FAIL$Affected Pops are undergoing §Y$purge_neutering$§!." species_is_being_neutered:0 "Affected Pops are not undergoing §Y$purge_neutering$§!" is_battle_thralls:0 "$TRIGGER_FAIL$Affected Pops are §Y$slavery_military$§!." is_slaves_not_battle_thralls:1 "Affected Pops are §YChattel Slaves§!, §YDomestic Servants§!, §YIndentured Servants§! or §YLivestock§!." is_slaves_not_battle_thralls_or_livestock:0 "Affected Pops are §YChattel Slaves§! or §YDomestic Servants§!." is_slaves_not_battle_thralls_or_livestock_or_matrix:0 "$TRIGGER_FAIL$Affected Pops are not §YChattel Slaves§! or §YDomestic Servants§!." is_slaves_not_battle_thralls_or_domestic:0 "Affected Pops are §YChattel Slaves§! or §YLivestock§!." is_slaves_not_battle_thralls_or_indentured_fail:0 "$TRIGGER_FAIL$Affected Pops are not free, §YBattle Thralls§! or §YIndentured Servants§!." species_is_not_machine:0 "$TRIGGER_FAIL$This species cannot interface with our empire." species_is_not_hive:0 "$TRIGGER_FAIL$This species cannot share our mind." species_is_neutered_displaced:0 "$TRIGGER_FAIL$This species is not undergoing a non-§Y$purge_neutering$§! or non-§Y$purge_displacement$§! §YPurge§!." GO_TO:0 "Go To" SPECIES_VIEW_SELECTED_POPULATION:0 "We have $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Empire." SPECIES_VIEW_SELECTED_POPULATION_GALAXY:0 "We know of $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Galaxy." SPECIES_VIEW_SELECTED_PLANET_TYPE_ICON:0 "The $SPECIES|H$ originated on the $PLANETTYPE|H$ of $PLANETNAME|H$." SPECIES_VIEW_SELECTED_GO_TO_PLANET:0 "§GClick to quickly navigate the camera to where $PLANETNAME|H$ is located§!" SPECIES_VIEW_SELECTED_MODIFY:3 "Modify the Traits of this Species, effectively creating a new Species." SPECIES_VIEW_SELECTED_APPLY:0 "§HApply Species Template§! to eligible Pops, altering their Traits. Cost increases with the number of Pops selected." SPECIES_VIEW_SELECTED_UPLIFT:1 "§HUplifting§!\nWe may Uplift this pre-sapient Species to full-fledged Pops in our Empire." SPECIES_VIEW_SELECTED_CLICK_MODIFY:2 "§GClick to Modify the traits of this Species and create a new Species Template.§!" SPECIES_VIEW_SELECTED_CLICK_APPLY:0 "§GClick to choose Pops and apply the traits of this template on them.§!" SPECIES_VIEW_SELECTED_CLICK_UPLIFT:1 "§GClick to Uplift this Species.§!" SPECIES_VIEW_SELECTED_TRAIT_POINTS:0 "We have $AMOUNT|+$ §HTrait Point(s)§! remaining." SPECIES_VIEW_NAME_FOUNDING_SPECIES:0 "$SPECIES|H$ is our §HFounder Species§!." SPECIES_VIEW_NAME_SPECIES:0 "$SPECIES|H$ is a Species in our Empire." SPECIES_VIEW_NAME_SPECIES_EMPIRE:1 "$SPECIES|H$ is a Species from the planet $PLANET|H$." SPECIES_VIEW_NAME_SPECIES_NO_HOME_PLANET:0 "$SPECIES|H$ is a Species without a home planet." SPECIES_VIEW_NAME_TEMPLATE:0 "$SPECIES|H$ is a Species template." SPECIES_VIEW_SORT_NAME:0 "§HSort by Name§!" SPECIES_VIEW_SORT_RIGHTS:0 "§HSort by Rights§!" SPECIES_VIEW_SORT_TYPE:0 "§HSort by Type§!" SPECIES_VIEW_SORT_POPULATION:0 "§HSort by Population§!" SPECIES_VIEW_SORT_TRAITS:0 "§HSort by Traits§!" GOTO_SPECIES_VIEW:0 "§GClick to open Species View§!" #################################### # ALLIANCE & FEDERATION VIEW #################################### ALLIANCE_BUTTON_DESC:0 "Federation: $KEY|H$\n§GClick to open Federation View§!" ALLIANCE_AND_FEDERATION_VIEW_NAME:0 "Name" ALLIANCE_AND_FEDERATION_VIEW_OPINION:0 "Opinion" ALLIANCE_AND_FEDERATION_VIEW_SUPPORT:0 "Support" ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER:0 "Economy" ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER:0 "Fleet" ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER:0 "Tech" ALLIANCE_AND_FEDERATION_VIEW_DIPLOMACY_POWER:0 "Diplomatic Weight" ALLIANCE_AND_FEDERATION_VIEW_SORT_NAME:0 "§HSort by Name§!" ALLIANCE_AND_FEDERATION_VIEW_SORT_OPINION:0 "§HSort by Opinion§!" ALLIANCE_AND_FEDERATION_VIEW_SORT_SUPPORT:0 "§HSort by Support§!" ALLIANCE_AND_FEDERATION_VIEW_SORT_TECHNOLOGY_POWER:0 "§HSort by Technology Power§!" ALLIANCE_AND_FEDERATION_VIEW_SORT_ECONOMY_POWER:0 "§HSort by Economic Power§!" ALLIANCE_AND_FEDERATION_VIEW_SORT_FLEET_POWER:0 "§HSort by Fleet Power§!" ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Fleet Power§!" ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Economic Power§!" ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Technology Power§!" ETHICS_AUTHORITY:0 "Ethics and Authority" ALLIANCE_AND_FEDERATION_VIEW_THEIR_OPINION:0 "$VAL|+=$" ALLIANCE_AND_FEDERATION_VIEW_KICK_MEMBER:0 "Vote to Kick" ALLIANCE_VIEW_LEAVE_ALLIANCE_BUTTON:0 "Leave Alliance" ALLIANCE_VIEW_LEAVE_ALLIANCE:0 "Leaving the Alliance will affect remaining Alliance members' opinion of us by $VAL|+=$" ALLIANCE_VIEW_FEDERATION_BUTTON:0 "Vote to form Federation" ALLIANCE_VIEW_DATE:0 "Alliance was formed: $DATE$" ALLIANCE_VIEW_FEDERATION_BUTTON_DESC:0 "§TWe can vote to transform our Alliance into a full Federation§!" POPUP_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance" POPUP_LEAVE_ALLIANCE_DESC:0 "Do you want to leave $ALLIANCE|H$?" POPUP_FORM_FEDERATION_TITLE:0 "Form Federation" POPUP_FORM_FEDERATION_DESC:0 "Do you want to vote to form a Federation?" FEDERATION_VIEW_LEVELS_HEADER:0 "Levels" FEDERATION_VIEW_MEMBERS_HEADER:0 "Members" FEDERATION_VIEW_FLEETS_HEADER:0 "Fleets" FEDERATION_VIEW_LAWS_HEADER:0 "Laws" FEDERATION_VIEW_LEAVE_FEDERATION:0 "Leave Federation" FEDERATION_VIEW_SHIP_DESIGNER:1 "Federation Ship Designer" FEDERATION_VIEW_LEADER_EMPIRE:1 "$EMPIRE$" FEDERATION_VIEW_NEXT_ROTATION:0 "Next rotation in:" FEDERATION_VIEW_NO_NEXT_ROTATION:0 "§RNo Leadership Change§!" FEDERATION_VIEW_NO_NEXT_ROTATION_DESC:0 "The Federation President will not change, as there is no other member powerful enough to assume leadership." FEDERATION_VIEW_DATE:1 "Formed: $DATE$" FEDERATION_VIEW_TYPE:0 "$TYPE|H$" FEDERATION_VIEW_PERK_DESC:0 "§E$NAME$:§! $DESC$" FEDERATION_VIEW_LAW_DESC:0 "§E$NAME$:§! $LAW$" FEDERATION_VIEW_LEADER_ECONOMY_POWER:0 "Economic Power:" FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_DESC:2 "§GClick to open the §HShip Designer§! for federation ships§!" FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_PRESIDENT_NOT_OUR_LEADER:2 "§RWe are not the Federation President§!" FEDERATION_VIEW_LEAVE_FEDERATION_BUTTON_DESC:0 "Leaving the Federation will affect remaining Federation members' opinion of you by $VAL|+=$" FEDERATION_VIEW_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!" FEDERATION_VIEW_NEXT_PRESIDENT:0 "Next President:" FEDERATION_VIEW_FLEET_TITLE:0 "Federation Fleets" FEDERATION_VIEW_FLEET_COUNT:0 "Federation Fleets: ($USED$/$CAP$)" FEDERATION_VIEW_FLEET_CLICK:0 "§GClick to open §HFleet View§!.§!\nRight-click to Go To." FEDERATION_NAVAL_CAPACITY:0 "§HFederation Naval Capacity§!" FEDERATION_FLEET_DESC:1 "§HFederation Fleets§! are special fleets that are controlled by the Federation President. They are designed in the §HFederation Ship Designer§! and can use any technology available to any member of the Federation. Federation Fleets cost no upkeep, but cannot exceed the §HFederation Naval Capacity§!, to which each member contributes at least §Y$PERC|0%$§! of their own §HNaval Capacity§!." POPUP_LEAVE_FEDERATION_TITLE:0 "Leave Federation" POPUP_LEAVE_FEDERATION_DESC:0 "Do you want to leave $FEDERATION|H$?" #################################### # SYSTEM INFORMATION VIEW #################################### SYSTEM_VIEW_PLANET_HEADER:0 "Planets" SYSTEM_VIEW_NO_OWNER:0 "None" SYSTEM_VIEW_OWNER:0 "Owner" ## Tool Tip SYSTEM_VIEW_PLANETOID_LIBERTY:0 "§TThis Empire does not currently exist, but can be Liberated.§!" SYSTEM_VIEW_POPS_ICON:0 "Pops on $NAME|$:" SYSTEM_VIEW_POP_DESC:0 "$VAL|H$ $NAME$" #################################### # Diplomacy View #################################### ALLIANCE_MEMBER_ACCEPTANCE_YES_SPONSOR:0 "§H:§! votes §GYES§! ($WHO|H$ is sponsored by $SPONSOR|H$)" ALLIANCE_MEMBER_ACCEPTANCE_YES:0 "§H:§! votes §GYES§!" ALLIANCE_MEMBER_ACCEPTANCE_NO:0 "§H:§! votes §RNO§!" PEACE_DEMAND:0 "Demand Surrender" PEACE_SURRENDER:0 "Surrender" PEACE_NEGOTIATE:0 "Negotiate Peace" AI_ACCEPTANCE:0 "§HAcceptance:§! $VALUE$" AI_WILL_NOT_ACCEPT:1 "Will Not Accept" YEARS_OF_ALLIANCE_FACTOR:0 "Long-Time Ally" POPS_ACCEPTANCE_FACTOR:1 "Empire Population" MODIFIER_FACTOR:0 "$MODIFIER$ Modifier" CRISIS_FACTOR:0 "Galactic Crisis" VASSALIZATION_PROTECTORATE_FACTOR:0 "Protectorate Research Benefits" RELATIVE_POWER_ACCEPTANCE_FACTOR:0 "Relative Power of Empires" DISLIKES_ALLY_FEDERATION_FACTOR:0 "Will not join a Federation with $COUNTRY|Y$" DISLIKES_ALLY_ASSOCIATE_FACTOR:0 "Will not associate with $COUNTRY|Y$" MUTUAL_THREAT_ACCEPTANCE_FACTOR:2 "Mutual Threats" THREAT_ACCEPTANCE_FACTOR:0 "Under Threat" ALLIANCE_SPONSOR_FACTOR:0 "Sponsored by $SPONSOR|H$" FEDERATION_LAW_SUPPORT:0 "Supports Federation Development" ALLIANCE_ACCEPTANCE_FACTOR:0 "Already in Alliance" FEDERATION_ACCEPTANCE_FACTOR:0 "In Federation" ALLIANCE_ACCEPTANCE_SWARM_THREAT:0 "Threat of Swarm" ALLIANCE_ACCEPTANCE_THREAT:0 "Threat of other Empire" VOTE:0 "Vote" VOTE_BUTTON_DESC:0 "This action needs to be approved by all of our allies." VOTE_BUTTON_DESC2:0 "This action needs to be approved by all of their allies." REQUIRES_FEDERATION_LEADER_ACCEPT:0 "This action needs to be approved by the Federation President" PICK_EVENT_OPTION:0 "How should we respond?" INCOMING_TRANSMISSION:0 "Incoming Transmission" DEFEAT:1 "Utterly Defeated" LENGTH_OF_WAR:0 "Length of War" WOULD_BE_ANNEXED:0 "Would be Annexed" TOTAL_WAR:0 "Extermination War" WOULD_BE_PURGED:0 "Would likely be purged" VICTORY:0 "Victory" LOSING_WAR:0 "Losing War" ALL_DEMANDS_MET:0 "All Demands Met" INCONCLUSIVE:0 "Inconclusive" TOO_MUCH_WAR_EXHAUSTION:0 "Can at most have §Y20§! war exhaustion to make demands" PEACE_OFFER:0 "Peace Offer" DEFENDING_CLAIMS:2 "Demanding Unoccupied Systems" DEFENDING_PLANET_CLAIMS:0 "Demanding Unoccupied Planets" FOREIGN_CLAIMS:0 "$COUNTRY|Y$ claims that system" DEMANDING_SURRENDER:0 "Demanding Surrender" OFFERING_STATUS_QUO:0 "Offering Status Quo" RELATIVE_NAVY_STRENGTH:0 "Relative Navy Strength" PEACEFUL:0 "Peaceful" WARLIKE:0 "Warlike" TOLERANCE:0 "Tolerance" XENOPHOBIC:0 "Xenophobic" MILITARY_DISADVANTAGE:0 "Military Disadvantage" FRIENDLY_TOWARDS_TARGET:0 "Friendly towards Target" HAS_TRADE_DEAL:0 "Has Trade Deal" DEMANDS:0 "Demands" MONTHLY_PAYMENT:0 "Monthly £$RESOURCE$£ " TRIBUTE:0 "Instant £$RESOURCE$£ " INDEPENDENCY:0 "Independency" THREATENED:0 "Threatened" NO_THREAT:0 "Not threatened" SEEKS_ALLIANCE:0 "Seeks Alliance" SEEKS_VASSALS:0 "Seeks Vassals" SHARED_WAR_PHILOSOPHY:0 "Shared war philosophy" NO_DIPLOMATIC_INTEREST:0 "Not diplomatically relevant" WAS_HUMAN:0 "Recently player controlled" NO_SUITABLE_PLANET:1 "No migration is possible between $US$ and $THEM$ due to lack of suitable planets or restrictions on Pop migration." AGGRESSIVE_WAR_PHILOSOPHY:0 "§Y$policy_war_philosophy$§! allows wars of aggression" PEACEFUL_WAR_PHILOSOPHY:0 "§Y$policy_war_philosophy$§! forbids wars of aggression" CANT_TRADE_ENERGY:0 "§RWill not accept empty trade, trading systems, or exchanging same type of Resources.§!" CANT_TRADE_ATTITUDE:0 "§R$STANCE$: will not accept any demands.§!" WONT_TRADE_ATTITUDE:0 "§R$STANCE$: §!" REQ_MUTUAL_DEMANDS:0 "Requires the following treaties to be mutual:" REFUSE_MONTHLY_FOR_INSTANT:0 "§RDoes not want to trade away monthly resources for instant resources.§!" REFUSE_TRADE_SYSTEMS:1 "§RDoes not want to trade away any systems.§!" REFUSE_TRADE_NOT_WANT_PLANETS:1 "§RNot interested in these systems:§!" NEVER_ACCEPT_DEMANDS:1 "Don't want to trade the following:" TRADE_RESOURCE_MONTHLY:0 "$RESOURCE$ (monthly)" REQ_NOT_DEFICIT:1 "§RWants to trade away less of the following resources:§!" REQ_NOT_TOO_MUCH:1 "Wants to trade for less of the following resources:" OK_WITH_NON_AGGRESSION_PLEDGE:0 "Requires Non-Aggression Pledge:" fallen_machine_empire:0 "Fallen Machine Empire" empire_base:0 "Base" player_empire:0 "Player Controlled Empire" playable_ai_empire:0 "AI-Controlled Empire" non_playable_ai_empire:0 "$playable_ai_empire$" fallen_empire_base:0 "$empire_base$" defensive_war:0 "In Defensive War" awakened_empire_decadence:0 "Decadence" TRADE_VALUE_FORMAT:0 "$VALUE|0G$" TRADE_VALUE_FULL:0 "Trade Value: $VALUE|Y2$" TRADE_VALUE_DESC:0 "§E§Y$TRADE_VALUE$§! represents civilian day-to-day economic activity. §YStarbases§! collect Trade Value and convert it into resources such as £energy£ §Y$energy$§! if connected to your capital planet through a §YTrade Route§!. Trade Value that is directly collected by your capital Starbase does not need a trade route to generate resources.§!" TRADE_VALUE:1 "Trade Value" NO_TRADE_VALUE:0 "$PLANET|Y$ does not produce any $TRADE_VALUE$" ADD_TRADE_ITEM:0 "§RAdd trade item§!" CLICK_VOTER:0 "§GClick to look up Empire in Galaxy View§!" TOO_MANY_RIVALS:0 "You can only have $MAX|Y$ $RIVAL$s at the same time." TOO_MANY_EMBASSIES:0 "You can only have $MAX|Y$ embassies active at the same time." DECLINE_WAR:0 "§HDecline War§!\nDeclining this war proposal will result in the following Empire Opinion changes of our Empire:" DECLINE_WAR_FEDERATION:0 "§HDecline War§!\nDeclining this war proposal will not result in Empire Opinion changes of our Empire." MEMBER_OPINION:0 "$EMPIRE|H$: $OPINION$" OPEN_TRADE_VIEW:0 "§HOpen Trade§!" FALLEN_EMPIRE_TRADE:0 "§RFallen Empires will never accept trade deals§!" CLICK_DIPLOMACY:0 "§GClick to view possible Diplomatic Actions§!" ACTION_EXPIRY:0 "This Diplomatic Proposal will be automatically declined on $DATE|H$" MESSAGE_RIGHTCLICK_AUTO_DECLINE:1 "§GRight-click to decline the proposal§!" MESSAGE_AUTO_DECLINE_COST:0 "§RIf we decline this offer, we will have to pay $COST$§!" VOTE_YES:0 "Vote Yes" VOTE_NO:0 "Vote No" HIGHEST_OPINION:0 "Members have confidence in you as Federation President." NOT_HIGHEST_OPINION:0 "Members have a higher opinion of another leader." MEMBER_DECLINED:0 "$EMPIRE$: $OPINION$" CLICK_TO_REMOVE_ITEM:0 "§GClick to remove trade item§!" IS_RIVAL:0 "Is $RIVAL$" IS_ALLY:1 "They are our ally." HAS_NAP:0 "We have a Non-Aggression Pact." HAS_GUARANTEE:0 "We are guaranteeing them." HAS_DEFENSIVE_PACT:0 "We have a Defense Pact." ALREADY_RIVAL:0 "They are already our $RIVAL$." NO_RIVALRY:0 "They are not our $RIVAL$." HAS_RIVALRY:0 "We cannot establish an embassy because they are our $RIVAL$." HAS_EMBASSY:1 "We cannot declare them a $RIVAL$ because we have already established an embassy with them." IS_HUMAN:0 "They are a human player." ALREADY_EMBASSY:0 "We already have an embassy on their capital planet." NO_EMBASSY:0 "We have no embassy to recall." WE_HAVE_EMBASSY:0 "We have an embassy on $PLANET$, increasing our mutual relations monthly." WE_HAVE_NO_EMBASSY:0 "We have not established an embassy on $PLANET$." THEY_HAVE_EMBASSY:0 "They have an embassy on $PLANET$, increasing our mutual relations monthly." THEY_HAVE_NO_EMBASSY:0 "They have not established an embassy on $PLANET$." OUR_EMBASSY:0 "Our Embassy" THEIR_EMBASSY:0 "Their Embassy" OUR_RIVAL:0 "Our Rival" THEIR_RIVAL:0 "Their Rival" WE_HAVE_RIVALRY:0 "We have declared them our $RIVAL$." WE_HAVE_NO_RIVALRY:0 "We have not declared them as our $RIVAL$." THEY_HAVE_RIVALRY:0 "They have declared us their $RIVAL$." THEY_HAVE_NO_RIVALRY:0 "They have not declared us as their $RIVAL$." DIPLOMACY_VIEW_EMBASSY:0 "$VAL|Y$" DIPLOMACY_VIEW_THEIR_OPINION:0 "$VAL|=+$" DIPLOMACY_VIEW_THEIR_ATTITUDE:0 "§T$EMPIRE|H$'s attitude towards $PLAYER|H$: $ATTITUDE|$§!" GOAL:0 "Goal" #################################### # Diplomacy Icons Tooltips #################################### DIPLOMACY_ALLIANCE:1 "§TAllied with $EMPIRES|H$§!." DIPLOMACY_RIVAL:2 "§TRivaling $EMPIRES|H$§!." DIPLOMACY_RIVALED:0 "§TRivaled by $EMPIRES|H$§!." DIPLOMACY_EMBASSY:1 "§THas an embassy with $EMPIRES|H$§!." DIPLOMACY_ASSOCIATE:1 "§THas Federation Association Status with $EMPIRES|H$§!." DIPLOMACY_NON_AGGRESSION_PACT:0 "§THas a Non-Aggression Pact with $EMPIRES|H$§!." DIPLOMACY_COMMERCIAL_PACT:0 "§THas a Commercial Pact with $EMPIRES|H$§!." DIPLOMACY_RESEARCH_AGREEMENT:0 "§THas a Research Agreement with $EMPIRES|H$§!." DIPLOMACY_MIGRATION_PACT:1 "§THas a Migration Treaty with $EMPIRES|H$§!." DIPLOMACY_DEFENSIVE_PACT:1 "§THas a Defensive Pact with $EMPIRES|H$§!." DIPLOMACY_GUARANTEE:1 "§TGuaranteeing the independence of $EMPIRES|H$§!." DIPLOMACY_GUARANTEED_BY:1 "§TIndependence is guaranteed by $EMPIRES|H$§!" DIPLOMACY_SUPPORTED_INDEPENDECE_BY:0 "§TIndependence is supported by $EMPIRES|H$§!." DIPLOMACY_SUPPORT_INDEPENDENCE:1 "§TSupporting the independence of $EMPIRES|H$§!." DIPLOMACY_FEDERATION:5 "$FEDERATION|1H$\nFederation\n\nType: §Y$TYPE$§!\nLevel: §Y$LEVEL$§!\n\n§EMembers§!:\n$MEMBERS$" DIPLOMACY_IS_OVERLORD:1 "§TOverlord of $EMPIRE|H$§!" DIPLOMACY_IS_SUBJECT:1 "§T$TYPE$ under $EMPIRE|H$§!" DIPLOMACY_AT_WAR:1 "§TAt war with $EMPIRES|H$§!." DIPLOMACY_TRADE_DEALS:1 "§THas trade deals with $EMPIRES|H$§!." DIPLOMACY_INTEGRATION_TITLE:0 "Subject Integration" DIPLOMACY_IS_BEING_INTEGRATED:2 "§T$SUBJECT|H$§! is being integrated into §Y$EMPIRE|H$§!.\n\nProgress: $PROGRESS|Y0$/$REQ_PROGRESS|Y0$\n Base progress: $BASE|Y0$\n" DIPLOMACY_IS_BEING_INTEGRATED_TIME:0 "Remaining time: $MONTHS|Y$ month(s)." DIPLOMACY_STATUS_INTEGRATING:1 "§TIs integrating $EMPIRES|H$§!." DIPLOMACY_CLOSED_BORDERS:0 "§THas closed borders to $EMPIRES|H$§!." DIPLOMACY_TRUCE:2 "§THas a truce with $EMPIRE|H$ until $DATE|H$.§!" DIPLOMACY_ALLIANCE_DESC:0 "§TIn §HAlliance§!: $NAME|H$§!" DIPLOMACY_FEDERATION_DESC:0 "§TIn §HFederation§!: $NAME|H$§!" DIPLOMACY_OVERLORD_DESC:0 "§THas Subject§!" DIPLOMACY_IS_VASSAL_DESC:1 "§TIs a Subject§!" DIPLOMACY_AT_WAR_DESC:0 "§TAt War§!" DIPLOMACY_IN_ALLIANCE_WITH:1 "We are in a Federation with them." DIPLOMACY_THEY_ARE_SUBJECT:0 "They are our Subject." DIPLOMACY_WE_ARE_SUBJECT:0 "We are their Subject." DIPLOMACY_RIVAL_STATUS:0 "They consider us their Rival." DIPLOMACY_RIVALED_STATUS:0 "We consider them our Rival." DIPLOMACY_STATUS_ASSOCIATE:0 "Has Federation Association Status with us." DIPLOMACY_STATUS_DEFENSIVE_PACT:0 "We are in a Defensive Pact with them." DIPLOMACY_STATUS_NAP:0 "We are in a Non-Aggression Pact with them." DIPLOMACY_STATUS_COMMERCIAL_PACT:0 "We are in a Commercial Pact with them." DIPLOMACY_STATUS_RESEARCH_AGREEMENT:1 "We have a Research Agreement with them." DIPLOMACY_STATUS_MIGRATION_PACT:0 "We have a Migration Treaty with them." DIPLOMACY_STATUS_GUARANTEED:0 "We are Guaranteeing their Independence." DIPLOMACY_STATUS_GUARANTEEING:0 "They are Guaranteeing our Independence." DIPLOMACY_STATUS_SUPPORTING_INDEPENDENCE:0 "We are Supporting their Independence." DIPLOMACY_STATUS_WAR:0 "We are at War with them." DIPLOMACY_STATUS_TRADE:0 "We have a Trade Deal with them." DIPLOMACY_STATUS_INTEGRATED_BY_US:0 "They are being Integrated into our Empire." DIPLOMACY_STATUS_INTEGRATING_US:0 "We are being Integrated into their Empire." DIPLOMACY_STATUS_THEY_CLOSED_BORDERS:0 "They have Closed their Borders to us." DIPLOMACY_STATUS_WE_CLOSED_BORDERS:0 "We have Closed our Borders to them." DIPLOMACY_STATUS_TRUCE:0 "We have a Truce with them." DIPLOMACY_STATUS_CASUS_BELLI_HOLDER:0 "They have a Casus Belli on us." DIPLOMACY_STATUS_CASUS_BELLI_TARGET:0 "We have a Casus Belli on them." #################################### # Event Window #################################### SPECIAL_EVENTOPTION_TRAIT:0 "Option unlocked by the §H$NAME$§! trait" SPECIAL_EVENTOPTION_ETHIC:0 "Option unlocked by the §H$NAME$§! ethic" EVENT_EXPIRY:0 "The default option will be chosen on $DATE|H$" #################################### # Alliance View #################################### CURRENT_LEADER:0 "Current Leader" NEXT_LEADER:0 "Next Leader" MEMBERS:0 "Members" NEXT_ROTATION:0 "Next Rotation" #################################### # Election View #################################### ELECTION_VIEW_TITLE:0 "Ruler Election" ELECTION_VIEW_DESCRIPTION:0 "Elections are in progress! Select a candidate to support, or spend Influence to keep our current Ruler for another term. If we do not interfere, a random candidate will be elected." ELECTION_SELECTED_WINNER:0 "We have elected §H$SELECTED_WINNER$§! to become the next Ruler." ELECTION_SELECTED_WINNER_PRE_RULER_LOCATION:1 "We have elected §H$SELECTED_WINNER$§!, previously $PRE_RULER_TITLE$ on §H$PRE_RULER_LOCATION$§!, to become the next Ruler." ELECTION_RE_ELECTED:0 "We have re-elected our current Ruler, §H$SELECTED_WINNER$§!." ELECT:0 "Elect" ELECTION_NOT_ENOUGH_INFLUENCE:0 "§RNot enough influence§!" ABSTAIN:0 "Abstain" ABSTAIN_DESC:0 "You may choose to abstain, and a random Ruler will be elected." ELECT_DESC:0 "You can choose to make sure that this candidate will become the new Ruler for £influence£ $INFLUENCE|H$." NOT_IN_ELECTION:0 "§RIt's only possible to support candidates during an ongoing election.§!" SELECT_LEADER:0 "Left-click on a candidate to select it" ELECTIONS_ON_RULER_DEATH:0 "Election only on ruler death." EMERGENCY_ELECTION_TOOLTIP:0 "§HEmergency Election§!\nSpend £influence£ $COST|Y0$ to immediately hold an Election" EMERGENCY_ELECTION_BAD_GOVERNMENT_TYPE:0 "Our Government type does not support Emergency Elections" EMERGENCY_ELECTION_CANT_AFFORD:0 "We can not afford this!" ELECTION_ALREADY_ONGOING:0 "There is already an ongoing Election!" EMERGENCY_ELECTION_TITLE:0 "§HEmergency Election§!" DEMOCRATIC_ELECTION_TITLE:0 "§HElection Overview§!" DEMOCRATIC_ELECTION_DESC:0 "The Election Overview displays all active candidates as well as their factions, Mandates and current support.\n§GClick to open Election Overview§!" ELECTION:0 "Election" REFORM_GOV_DESC:0 "Reform your government by changing its ethos, civics or authority. Making changes will incur an influence cost." #################################### # Democratic Election View #################################### DEMOCRATIC_ELECTION_VIEW_TITLE:0 "Democratic Ruler Election" DEMOCRATIC_ELECTION_VIEW_NEXT_ELECTION:0 "Next Election: $DATE$ (in $TIME_LEFT$ months)" DEMOCRATIC_ELECTION_VIEW_DESCRIPTION:0 "Each candidate enters the election with a §YMandate§! and the backing of a specific Faction, seeking voter support. On Election Day all Pops who may vote do so and the winner is elected $TITLE|Y$." DEMOCRATIC_ELECTION_SUPPORT:0 "Support" DEMOCRATIC_ELECTION_SUPPORT_DESC:0 "Supporting this candidate will cost you £influence£ $INFLUENCE|H$." DEMOCRATIC_ELECTION_MANDATE_DESC:0 "§EA Mandate is an issue the candidate feels strongly about and promises to address if elected ruler. If the issue remains when the term ends, voters will likely support another candidate in the next election.§!" DEMOCRATIC_ELECTION_VOTE_SHARE:1 "Candidate Support" DEMOCRATIC_ELECTION_VOTE_SHARE_DESC:1 "Candidate Support shows the chance this candidate has of winning the election if votes were cast today." DEMOCRATIC_ELECTION_COST:0 "Cost: £influence£ $VALUE|0$" DEMOCRATIC_ELECTION_VIEW_ONGOING_ELECTION:0 "Election ends $DATE$ ($DAYS_LEFT$ days left)" DEMOCRATIC_ELECTION_VIEW_SUPPORT_ONCE:0 "Supported $COUNT$ time" DEMOCRATIC_ELECTION_VIEW_SUPPORT_MULTI:0 "Supported $COUNT$ times" #################################### # Species Modification Window #################################### SPECIES_PORTRAIT_TOOLTIP:0 "§HSpecies Portrait§!\nThis is what the Species looks like." SPECIES_NAME_TOOLTIP:1 "§HSpecies Name§!\nThis is what entities of this Species call themselves.\n$CLICK_TO_EDIT$" SPECIES_CLASS_TOOLTIP:0 "§HSpecies Class§!\nShows which branch of life this Species belongs to. Pops consider those of other Species Classes to be alien." IDEAL_PLANET_CLASS_TOOLTIP:0 "§HIdeal Planet Class§!\nThis type of planet has an ideal environment for this Species. Pops are less happy in hostile environments." NUM_AFFECTED_POPS_TOOLTIP:0 "§HAffected Pops§!\nThe number of Pops that this genetic modification will alter. The cost of the Modification Project scales with the number of affected Pops." #################################### # Settings View #################################### SETTINGS:0 "Settings" CREDITS_VIEW:0 "Credits" SETTINGS_VIDEO:0 "Graphics" SETTINGS_AUDIO:0 "Sound" SETTINGS_GAMEPLAY:0 "Gameplay" SETTINGS_ACCESSIBILITY:0 "Accessibility: Chat" SETTINGS_CONTROLS:0 "Controls" SETTINGS_AUDIO_GROUP:1 "Voice Language" SETTINGS_AUDIO_GROUP_l_english:0 "English" SETTINGS_AUDIO_GROUP_l_bajen:0 "Bajen" SETTINGS_AUDIO_GROUP_l_simp_chinese:0 "Chinese" SETTINGS_VOICE_TYPE_default_advisor_voice_type:0 "Original" SETTINGS_VOICE_TYPE_auto_advisor_voice_type:2 "Based on Government" SETTINGS_VOICE_TYPE_auto_advisor_voice_type_DESC:0 "Automatic Advisor Voice selection based on Empire creation choices" SETTINGS_VOICE_TYPE_specified_advisor_voice_type:0 "$CUSTOM$" SETTINGS_VOICE_TYPE_specified_advisor_voice_type_DESC:0 "Select a custom Advisor Voice from the list on the right" PLAY_SAMPLE:0 "Play Sample" SETTINGS_VOICE_TYPE_l_bajen:0 "$SETTINGS_AUDIO_GROUP_l_bajen$" SETTINGS_MASTER_VOLUME:0 "Master Volume" SETTINGS_EFFECT_VOLUME:0 "Effect Volume" SETTINGS_MUSIC_VOLUME:0 "Music Volume" SETTINGS_DISPLAY_MODE:0 "Display Mode" SETTINGS_RESOLUTION:0 "Resolution" SETTINGS_REFRESH_RATE:0 "Refresh Rate" SETTINGS_GAMMA:0 "Gamma" SETTINGS_RESET:0 "Reset" SETTINGS_APPLY:0 "Apply" SETTINGS_BACK:0 "Back" SETTINGS_MULTISAMPLE:0 "Multisample Level" DISPLAY_MODE_FULLSCREEN:0 "Fullscreen" DISPLAY_MODE_WINDOWED:0 "Windowed" DISPLAY_MODE_WINDOWED_BORDERLESS:0 "Borderless Window (Fullscreen)" SM_NATIVE:0 "Desktop" AMBIENT:0 "Ambient Volume" VOICEVOLUME:0 "Advisor Volume" AUTOSAVE_LABEL:0 "Autosave" AUTOSAVE_NEVER:0 "Never" AUTOSAVE_DAILY:0 "Daily" AUTOSAVE_EVERY_MONTH:0 "Monthly" AUTOSAVE_THREE_MONTHS:0 "Quarterly" AUTOSAVE_SIX_MONTHS:0 "Semiannually" AUTOSAVE_YEARLY:0 "Annually" AUTOSAVE_TO_CLOUD_LABEL:0 "Autosave to Cloud" AUTOSAVE_TO_CLOUD_NOCLOUD:0 "§RSteam Cloud not enabled or user not logged into Steam.§!" GAMMA_DISABLED_FULLSCREEN:0 "Gamma option is only available in Fullscreen!" RESTART_REQ:0 "Restart Required" RESTART_REQ_DESC:0 "You must restart the game for these changes to take effect." SETTINGS_FAILED_SAVE:0 "Failed to save settings!" SETTINGS_FAILED_SAVE_DESC:0 "Error writing to the settings file. Check that the file is not write-protected and try again." SETTINGS_TUTORIAL_LABEL:1 "Tutorial" SETTINGS_EVENT_POPUP_LABEL:1 "Event Popups" SETTINGS_AUTO_UNPAUSE_LABEL:0 "Event Auto-Unpause" SETTINGS_AUTO_PAUSE_LABEL:0 "Event Auto-Pause" SETTINGS_TUTORIAL_NONE:0 "None" SETTINGS_TUTORIAL_MEDIUM:1 "Tips" SETTINGS_TUTORIAL_FULL:0 "Full" INPUT_TYPE_LABEL:0 "Input Device" SETTINGS_INPUT_TYPE_MOUSE_AND_KEYBOARD:0 "Mouse/Keyboard" SETTINGS_INPUT_TYPE_GAMEPAD:0 "Gamepad" SETTINGS_GFX_QUALITY:0 "Graphics Quality" SETTINGS_GFX_QUALITY_INFO:0 "Determines the overall quality of visual effects in the game." SETTINGS_GFX_QUALITY_INFO_LOW:0 "§HLow§!: Suited to devices running on integrated GPUs. Smaller textures are used and many visual effects have been disabled or reduced, especially in the galaxy view, to ensure smooth game play on low-end machines." SETTINGS_GFX_QUALITY_INFO_MEDIUM:0 "§HMedium§!: High resolution textures are used but some effects have been downgraded, especially in the galaxy view. Provides a good balance between visual quality and performance." SETTINGS_GFX_QUALITY_INFO_HIGH:0 "§HHigh§!: All visual effects are enabled and high resolution textures are used." GFX_QUALITY_LOW:0 "Low" GFX_QUALITY_MEDIUM:0 "Medium" GFX_QUALITY_HIGH:0 "High" SETTINGS_DISPLAY_MODE_INFO:0 "Determines how the game window will be displayed.\n\n§HFull Screen§!: The game will be displayed full screen and your monitor's resolution will be changed to match the chosen resolution.\n\n§HWindowed§!: The game will be displayed in a window at the chosen resolution.\n\n§HBorderless Fullscreen§!: The game will be displayed in a window, which is set to the size of your desktop and appears in front of all other windows." SETTINGS_RESOLUTION_INFO:0 "Determines the size of the game window in pixels." SETTINGS_REFRESH_RATE_INFO:0 "When running in full screen mode, the §HRefresh Rate§! determines how many times per second your monitor will redraw the screen. In Windowed or Borderless mode, the refresh rate of your desktop will be used." SETTINGS_MULTISAMPLE_INFO:0 "§HMultisampling§! smooths jagged edges during rendering. A higher value will produce a better result at the cost of performance. Set this to 0 if running on older hardware to improve performance." SETTINGS_GUISCALE:1 "UI Scaling (Experimental)" SETTINGS_GUISCALE_INFO:1 "This feature is still in an Experimental state and might have some issues if not set to 1.0x.\nMaximum §HUI Scaling§! depends on your §HResolution§!. Higher resolutions will allow a higher §HUI Scaling§!." SETTINGS_BLOOM:0 "Bloom Quality" SETTINGS_BLOOM_INFO:0 "Higher §HBloom Quality§! will give a wider and smoother bloom effect at a slight performance cost." SETTINGS_LENS_FLARE:0 "Lens Flare" SETTINGS_LENS_FLARE_INFO:0 "Toggle §HLens Flare§! on or off. Requires Bloom to be enabled." BLOOM_QUALITY_OFF:0 "$OFF$" BLOOM_QUALITY_LOW:0 "$GFX_QUALITY_LOW$" BLOOM_QUALITY_HIGH:0 "$GFX_QUALITY_HIGH$" SETTINGS_USE_RICH_PRESENCE_LABEL:0 "Rich Presence" SETTINGS_ACCESSIBILITY_TTS:0 "Multiplayer Chat Text To Speech" SETTINGS_ACCESSIBILITY_TTS_INFO:0 "Enable text to speech translation in the Multiplayer Chat" SETTINGS_ACCESSIBILITY_STT:0 "Multiplayer Chat Speech To Text" SETTINGS_ACCESSIBILITY_STT_INFO:0 "Enable speech to text translation in the Multiplayer Chat" SETTINGS_ACCESSIBILITY_VISUAL_ALERTS:0 "Multiplayer Chat Visual Alerts" SETTINGS_ACCESSIBILITY_CHAT_VISUAL_ALERTS_INFO:0 "Enable visual notifications for the Multiplayer Chat messages" SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT:0 "Speech To Text Toggle Shortcut" SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_INFO:0 "Push the button to toggle speech to text translation on/off" SETTINGS_ACCESSIBILITY_TTS_VALUE_INFO:0 "Toggle §HText To Speech§! on or off" SETTINGS_ACCESSIBILITY_STT_VALUE_INFO:0 "Toggle §HSpeech To Text§! on or off" SETTINGS_ACCESSIBILITY_VISUAL_ALERTS_VALUE_INFO:0 "Toggle §HVisual Alerts§! on or off" SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_VALUE_INFO:0 "Toggle §HSpeech to Text Shortcut§! on or off" SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS:0 "Multiplayer Chat Large Fonts" SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_INFO:0 "Use large fonts for Multiplayer Chat messages" SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_VALUE_INFO:0 "Toggle usage of large fonts for Multiplayer Chat messages" SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT:0 "Multiplayer Chat Speech To Text Shortcut" SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT_INFO:0 "Customize the shortcut for toggling §HSpeech to Text§! on or off" #################################### # Claims View #################################### CLAIMS_VIEW:0 "Claims" FILTERED:0 "Filtered" MAKE_CLAIMS:0 "Make Claims" MAKE_CLAIMS_COST:0 "$MAKE_CLAIMS$ $CLAIMS_COST$" CLAIMS_COST:0 "£influence£ $COST|Y0$" CLAIMS_VIEW_NO_CLAIMS:0 "No Claims" CLAIMS_VIEW_CURRENT_CLAIMS:0 "Current Claims" CLAIMS_VIEW_ADD_CLAIMS:0 "Add Claims" CLAIMS_VIEW_NO_COMMUNICATIONS:0 "Nothing to Claim" TOOLTIP_CLAIMS_VIEW_NO_COMMUNICATIONS:0 "§RWe don't know of any Empires to make claims on§!" TOOLTIP_CLAIMS_VIEW_FILTER:0 "Showing claims on" TOOLTIP_MAKE_CLAIMS:0 "§GClick to make the selected claims§!" TOOLTIP_MAKE_CLAIMS_NONE:0 "§RNothing to claim§!" TOOLTIP_CLAIM_ITEM:0 "Add and subtract claims with + and - buttons." TOOLTIP_CLAIM_ITEM_REMOVE:0 "§GClick to remove system claim from selection§!" TOOLTIP_CLAIM_ITEM_FOCUS:0 "§GRight-Click to focus on the system§!" TOOLTIP_CLAIM_ITEM_STRONGEST_CLAIMER:0 "Strongest Claimer ($NUM_CLAIMS|Y$)" TOOLTIP_CLAIM_ITEM_SYSTEM_OWNER:0 "System Owner" TOOLTIP_MAP_ICON_CLAIM_NONE:0 "$SYSTEM|Y$ is currently unclaimed" TOOLTIP_MAP_ICON_CLAIM_SINGLE:0 "$SYSTEM|Y$ is currently claimed by" TOOLTIP_MAP_ICON_CLAIM_MULTIPLE:0 "$SYSTEM|Y$ is currently, in order of strength, claimed by" TOOLTIP_MAP_ICON_CLAIM_COUNTRY:1 "$NAME|H$ ($COUNT|E$)\n$STATUS$" COUNTRY_STATUS:0 "$NAME|H$\n$STATUS$" NUM_CLAIMS:0 "$VALUE$" CLAIMED_SYSTEM:0 "Claimed System" CLAIM_SYSTEM:0 "Claim System" CLAIM_SYSTEM_TOOLTIP:0 "§EClick to add a system claim on $SYSTEM|Y$.§!" CLAIM_SYSTEM_CONFIRMATION:0 "Do you want to add a claim on $SYSTEM|Y$ for a cost of $COST|Y$?" UNCLAIMABLE_SYSTEM_COMMUNICATIONS:1 "Can only claim systems inside the borders of known empires." UNCLAIMABLE_SYSTEM_WAR_ALLY:0 "Cannot claim systems that are claimed by war allies." UNCLAIMABLE_SYSTEM_OWNED:1 "Cannot claim your own systems." CLAIM_SYSTEM_RIVALRY_COST:0 "Rival: $VALUE|%G0$" CLAIM_SYSTEM_WAR_ATTACKER_COST:0 "Offensive War: $VALUE|%R0$" CANNOT_REMOVE_CLAIMS_TOO_MANY:0 "We cannot remove more claims than we have" CANNOT_REMOVE_CLAIMS_AT_WAR:0 "We cannot remove claims while at war" CANNOT_ADD_CLAIM_POLICY:1 "§ROur §YWar Philosophy§! policy does not permit claiming this system except in a defensive war§!" CANNOT_ADD_CLAIM_DEVOURING_SWARM:0 "§RWe have no need to claim the systems of prey§!" CANNOT_ADD_CLAIM_DEVOURING_SWARM_LITHOID:0 "§RWe have no need to claim systems to consume§!" CANNOT_ADD_CLAIM_PURIFIERS:0 "§RWe have no need to claim the systems of lesser species§!" CANNOT_ADD_CLAIM_ASSIMILATOR:0 "§RWe have no need to claim the systems of assimilation targets§!" CANNOT_ADD_CLAIM_EXTERMINATOR:0 "§RWe have no need to claim the systems of organic filth§!" CANNOT_ADD_CLAIM_THEY_THREAT:0 "§RWe have no need to claim the systems of major threats§!" CANNOT_ADD_CLAIM_NOT_VALID_EMPIRE:0 "§RWe have no need to claim the systems of hostile space entities§!" CANNOT_ADD_CLAIM_COLOSSUS:2 "§RWith a Colossus we have no need to make claims on neighbors.§!" CANNOT_ADD_CLAIM_THEY_COLOSSUS:1 "§RWe have no need to make claims on neighbors that have a Colossus.§!" #################################### # Market View #################################### MARKET_VIEW:0 "Market" GALACTIC_MARKET:0 "Galactic $MARKET_VIEW$" INTERNAL_MARKET:0 "Internal $MARKET_VIEW$" CLICK_OPEN_MARKET:0 "Click to open the Market" SELECT_RESOURCE:0 "Select a resource" SELECT_RESOURCE_ENTRY_INFO:0 "§GClick to select this resource.§!" RESOURCE_NOT_TRADABLE:0 "Resource not tradable" MARKET_TRADE_FEE_HEADER:0 "$MARKET_TRADE_FEE$:" MARKET_TRADE_FEE:0 "Market Fee" MARKET_TRADE_FEE_VALUE:0 "$MARKET_TRADE_FEE_HEADER$ $VALUE|Y%0$" MARKET_BUY:0 "Buy" MARKET_BUY_RESOURCE:0 "Buy £$KEY$£ $VALUE$ $NAME$" MARKET_BUY_INFO:0 "Click an amount to buy" MARKET_TOTAL_BOUGHT:0 "Total $RESOURCE$ bought: £$KEY$£ $VALUE|Y0$" MARKET_SELL:0 "Sell" MARKET_SELL_RESOURCE:0 "Sell £$KEY$£ $VALUE$ $NAME$" MARKET_SELL_INFO:0 "Click an amount to sell" MARKET_TOTAL_SOLD:0 "Total $RESOURCE$ sold: £$KEY$£ $VALUE|Y0$" GAIN_RESOURCE:0 "Gain: £$KEY$£ $VALUE|Y0$" LOSE_RESOURCE:0 "Lose: £$KEY$£ $VALUE|Y0$" TRADE_RESOURCE_INFO:0 "§GClick to trade this resource.§!" TRADE_MISSING_RESOURCE:0 "Lacking £$KEY$£ $VALUE|R0$" TRADE_BASE_COST:0 "Base Cost: £energy£ $VALUE|Y0$" TRADE_COST:0 "Cost: £energy£ $VALUE|Y0$" LAST_TRADE_HEADER:1 "Last Trade on the $GALACTIC_MARKET$:" LAST_TRADE_BOUGHT:0 "$COUNTRY|H$ bought £$KEY$£" LAST_TRADE_SOLD:0 "$COUNTRY|H$ sold £$KEY$£" AUTOMATIC_TRADES:0 "Automatic Trades" ADD_NEW_TRADE:0 "Add new monthly trade" MONTHLY_TRADE:0 "Monthly Trade" MONTHLY_TRADE_TRADETYPE_DESC:0 "§GClick to select trade type.§!" MONTHLY_TRADE_ENTRY_HEADER:1 "$MONTHLY_TRADE$" MONTHLY_TRADE_ENTRY_CLICK:0 "§GClick to edit this trade§!" MONTHLY_TRADE_ENTRY_DESC:0 "These resources will be traded on a monthly basis until the trade is canceled or we lack the means to maintain it." MONTHLY_TRADE_ENTRY_RIGHT_CLICK:0 "§GRight-Click to remove this trade§!" RESOURCE_TEXT:0 "Resource" AMOUNT:0 "Amount" INVALID_AMOUNT:0 "Invalid $AMOUNT$" INVALID_AMOUNT_ABOVE_MAX:0 "Max amount of £$KEY$£$MAX_AMOUNT|0Y$ per trade exceeded." PRICE:0 "Price" ADD:0 "Add" OPTIONAL:0 "optional" MARKET_LACKING_RESOURCE:0 "Lacking resource" SELECT_AMOUNT_HEADER:0 "Trade amount" SELECT_AMOUNT_DESC:0 "§GClick to enter the amount you want to trade.§!" SELECT_PRICE_HEADER:0 "Trade price" SELECT_PRICE_DESC:0 "§GClick to enter price ($OPTIONAL$).§!" CANCEL_REMOVE:0 "Cancel/Remove" CANCEL_TRADE_DESC:0 "§GClick to cancel or remove this trade.§!" ADD_EDIT:0 "Add/Edit" ADD_TRADE_DESC:0 "§GClick to add or edit this trade.§!" TRADE_TYPE:0 "Trade type" TRADE_TYPE_NOT_SELCTED:0 "$TRADE_TYPE$ not selected" RESOURCE_NOT_SELECTED:0 "Resource not selected" MIN_PRICE:0 "Min:" MIN_SELL_PPRICE:0 "Min. $MARKET_SELL$ $PRICE$ ($OPTIONAL$)" MAX_PRICE:0 "Max:" MAX_BUY_PRICE:0 "Max. $MARKET_BUY$ $PRICE$ ($OPTIONAL$)" RESOURCE_UNIT_PRICE:0 "£$KEY$£ §Y1§! £$CURRENCY_KEY$£ $PRICE|Y$" UNIT_PRICE:0 "Unit Price" UNIT_PRICE_VALUE:0 "$UNIT_PRICE$: £$CURRENCY_KEY$£ $VALUE|Y$" UNIT_PRICE_TOOLTIP_DESC:1 "Current price for $TRADETYPE$ £$KEY$£ §Y1§! is £$CURRENCY_KEY$£ $PRICE|Y$" MARKET_TRADE_FEE_DESC:0 "--------------\n§E \nThe §YMarket Fee§! is comprised of tariffs and costs for services and administration. It is applied to all market transactions but can be lowered with certain traditions, buildings and agendas to a §YMinimum Market Fee§! of $MIN_TRADE_FEE|0Y%$§!." SLAVE_MARKET:0 "Slave Market" TAB_SLAVE_MARKET_DISABLED:0 "§YSlave Market§! unavailable" GALACTIC_MARKET_NOT_FOUNDED:0 "§YGalactic Market§! has not yet been founded" GALACTIC_MARKET_NOT_FOUNDED_DESC:2 "The Galactic Market has not been founded yet, so we only have access to the Internal Market." GALACTIC_MARKET_FOUNDED_NO_ACCESS_DESC:0 "The Galactic Market has been founded, but we do not have access yet." GALACTIC_MARKET_ACCESS:0 "No §YGalactic Market§! access" GALACTIC_MARKET_ACCESS_DESC:0 "Our empire cannot access the Galactic Market." SELL_SLAVES:0 "Sell Slaves" CLICK_TO_SELL_SLAVES:0 "§GClick to select Pops to sell§!" PUT_ON_MARKET:0 "Put on Market" PUT_ON_MARKET_SPEC:0 "The following $NUM|Y$ £pop£ Pop(s) will be up for sale on the Slave Market:" PUT_ON_MARKET_ENTRY:0 "$NUM|Y$ £pop£ - $NAME|Y$" SLAVES_ON_PLANET_HEADER:0 "Slaves on $PLANET$" SLAVES_OF_SPECIES_HEADER:0 "$SPECIES$ Slaves" SLAVES_OF_SPECIES_AMOUNT:2 "Amount of $SPECIES$ Slaves in Empire: $NUM_SLAVES|Y$ £pop£" SLAVES_OF_SPECIES_DESC:0 "Total Amount of $SPECIES$ Slaves: $NUM_SLAVES|Y$ £pop£" SLAVE_MARKET_DROPDOWN_SPECIES_ENTRY_INFO:0 "$SPECIES_NAME$ £slavery£ $NUM_SLAVES|Y$" ENTRY_ALREADY_OPEN:1 "§RThis Species is currently shown§!" CLICK_TO_SHOW_ENTRY:0 "$MANUAL_RESETTLEMENT_CLICK_TO_SHOW$" CLICK_TO_SELECT_POP:0 "§GClick to select this Pop§!" CLICK_TO_REMOVE_SLAVE_FROM_MARKET:0 "Click to remove this Pop from the §YSlave Market§!" SELL_SLAVES_SUMMARY:0 "You have selected $NUM|Y$ £pop£ Pop(s) to put on the §YSlave Market§!, for an estimated value of $COST|Y$" POP_ALREADY_ON_MARKET:0 "This Pop is already for sale on the §YSlave Market§!" NOT_OWNER_OF_POP:0 "You are not the owner of this Pop" NO_POPS_SELECTED:0 "No Pop(s) selected" POP_NOT_SLAVE:0 "This Pop is not a slave" DESTINATION:0 "Destination" MISSING_VALID_DESTINATION:0 "Valid Destination Planet is missing" BUY_SLAVE:0 "Buy Slave" BUY_SLAVE_DESC:1 "Slave will be transferred to $PLANET|H$" ALREADY_OWNER_OF_POP:0 "You are already the owner of this Pop" POP_NOT_ON_MARKET:0 "This Pop is not for sale any more" CLICK_TO_OPEN_SLAVE_POOL:0 "§GClick to select Slaves to sell§!" NO_PLANETS_WITH_SLAVES:0 "No Planets with slaves" NO_SLAVES_FOR_SALE:0 "No Slaves for sale..." TOO_MANY_SLAVES:0 "Market is full of slaves. The cap of $CAP|Y$ has been reached." ESTIMATED_PRICE:0 "Estimated Selling Price" ESTIMATED_PRICE_DESC:0 "§EFinal price may differ depending on buyer.§!" EST_PRICE:0 "Est. price:" SLAVE_MARKET_ALERT_ON_NEW_SLAVES_DESC:0 "Alert me when there are new Slaves on the Market" SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT:0 "£unemployment£ $UNEMPLOYMENT$" SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT_TEXT:0 "£unemployment£ Unemployed: $UNEMPLOYED$" SLAVE_POOL_PLANET_LIST_SLAVES:0 "£slavery£ $SLAVES|Y$" SLAVE_POOL_PLANET_LIST_SLAVES_TEXT:0 "£slavery£ Slaves: $SLAVES|Y$" SLAVE_POOL_PLANET_LIST_ENTRY:0 "$SLAVES|Y$ / $UNEMPLOYMENT$" MARKET_LEADER_DESC:0 "The Market Leader is currently:" SORT_BY_COST:0 "§HSort by Cost§!" SLAVE_TRAIT_DESC:0 "$TRAIT$: $VALUE$" PATH_ENTRY_PIRATES:1 "§RSystem §HPiracy§! levels diminish §HTrade§! by £trade_value£ -$VALUE|R1$§!" TRADE_VALUE_COLLECTED_INFO:0 "Total: $TOTAL|Y1$\nCollected by Routes: $COLLECTED_BY_ROUTES|Y1$\nCollected Nearby: $COLLECTED_NEARBY|Y1$" TRADE_VALUE_INCOMING:0 "Incoming: " TRADE_VALUE_OUTGOING:0 "Outgoing: " DELETE_TRADE_ROUTE_DIALOG_TITLE:0 "Delete Trade Route" DELETE_TRADE_ROUTE_DIALOG_DESC:1 "Are you sure you want to delete this Trade Route?\n\n§RWarning! Deleting this Trade Route will also delete any incoming Trade Routes.§!" RESETTLEMENT_RUIN_BUILDING_TITLE:0 "This will disable a building slot." RESETTLEMENT_RUIN_BUILDING_DESC:0 "This will cause any building in the slot to be Ruined, or cancel an ongoing construction." #################################### # Goto box #################################### GOTOBOX_HEADER:0 "§HSearch§!" GOTOBOX_DESC:0 "Search known star systems" #################################### # AI Reasoning #################################### AIREASON_BASE_RELUCTANCE:0 "Base Reluctance: $VALUE|-%=0$" AIREASON_RELUCTANCE_OPINION:0 "Opinion: $VALUE|-%=0$" #################################### # Alien Greeting & Response Phrases #################################### #################################### # Diplomatic Action Types #################################### ACTION_INVITE_TO_ALLIANCE_TYPE:0 "Invite to Alliance" ACTION_INVITE_TO_ALLIANCE_TYPE_DESC:0 "We can invite people to join our Alliance." ACTION_KICK_FROM_ALLIANCE_TYPE:0 "Kick from Alliance" ACTION_KICK_FROM_ALLIANCE_TYPE_DESC:0 "We can start a vote to kick them from the Alliance." ACTION_KICK_FROM_FEDERATION_TYPE:0 "Kick from Federation" ACTION_KICK_FROM_FEDERATION_TYPE_DESC:0 "We can start a vote to kick them from the Federation." ACTION_ASK_TO_JOIN_ALLIANCE_TYPE:0 "Request to Join Alliance" ACTION_ASK_TO_JOIN_ALLIANCE_TYPE_DESC:0 "We can request to join an existing Alliance." ACTION_DEMAND_VASSALIZATION_TYPE:0 "Demand Vassalization" ACTION_DEMAND_VASSALIZATION_TYPE_DESC:0 "We can demand that another Empire becomes our Vassal." ACTION_DEMAND_PROTECTORATE_TYPE:0 "Offer Protectorate Status" ACTION_DEMAND_PROTECTORATE_TYPE_DESC:0 "We can offer to protect another Empire in exchange for nominal subservience." ACTION_DEMAND_THRALL_TYPE:0 "Demand Thralldom" ACTION_DEMAND_THRALL_TYPE_DESC:0 "We can demand that they become our Thrall. If they accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Thrall they will be forbidden from colonizing." ACTION_DEMAND_THRALL_OFFER_DESC:0 "§H[Actor.GetName]§! has demanded that we become their Thrall. If we accept, they'll be unable to attack us but we have to pay them §Y25%§! of our Mineral and Energy income. As a Thrall we are forbidden from colonizing Planets." ACTION_DEMAND_DOMINION_TYPE:0 "Offer Dominion Status" ACTION_DEMAND_DOMINION_TYPE_DESC:0 "We can offer them to become our Dominion. If they accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Dominion they will also be required to change their ruling Ethos." ACTION_DEMAND_DOMINION_OFFER_DESC:0 "§H[Actor.GetName]§! has requested that we become their Dominion. If we accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income. As a Dominion we will also be required to change our ruling Ethos." ACTION_DEMAND_SATELLITE_TYPE:0 "Offer Satellite Status" ACTION_DEMAND_SATELLITE_TYPE_DESC:2 "We can offer them to become our Satellite. If they accept, we will be unable to attack them but they will have to contribute §Y33%§! of their monthly research towards our own." ACTION_DEMAND_SATELLITE_OFFER_DESC:0 "§H[Actor.GetName]§! has requested that we become their Satellite. If we accept, they will be unable to attack us but we will have to contribute §Y33%§! of our monthly research towards theirs." ACTION_DEMAND_SIGNATORY_TYPE:0 "Offer Signatory Status" ACTION_DEMAND_SIGNATORY_TYPE_DESC:0 "We can demand that they sign our galactic peace treaty. If they accept, we will protect them but they will be unable to conduct independent diplomacy and wage wars. They will also be required to ban Slavery and Purging." ACTION_DEMAND_SIGNATORY_OFFER_DESC:0 "§H[Actor.GetName]§! has demanded that we sign their galactic peace treaty. If we accept, they will protect us but we will be unable to conduct independent diplomacy and wage wars. We will also be required to ban Slavery and Purging." ACTION_DEMAND_TRIBUTARY_TYPE:0 "Demand Tribute" ACTION_DEMAND_TRIBUTARY_TYPE_DESC:0 "We can demand that they become our tributary. If they accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income." ACTION_DEMAND_SUBSIDIARY_TYPE:0 "Demand Corporate Takeover" ACTION_DEMAND_SUBSIDIARY_TYPE_DESC:0 "We can demand that they become our Subsidiary. If they accept, we will be unable to attack them but they will give us §Y50%§! of their Trade Value if they are connected to our trade network." ACTION_DEMAND_SUBSIDIARY_OFFER_DESC:0 "§H[Actor.GetName]§! has demanded that we become their Subsidiary. If we accept, they will be unable to attack us but we will give them §Y50%§! of our Trade Value if we are connected to their trade network." ACTION_ASK_TO_BECOME_VASSALIZED_TYPE:0 "Request to Become Vassal" ACTION_ASK_TO_BECOME_VASSALIZED_TYPE_DESC:0 "We can request to be the vassal of another Empire." ACTION_ASK_TO_BECOME_VASSALIZED_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our vassal." ACTION_ASK_TO_BECOME_PROTECTORATE_TYPE:0 "Request to Become Protectorate" ACTION_ASK_TO_BECOME_PROTECTORATE_TYPE_DESC:0 "We can request protection from another Empire, but will lose some of our independence." ACTION_ASK_TO_BECOME_PROTECTORATE_OFFER_DESC:0 "§H[Actor.GetName]§! has requested protection from our Empire, at the cost of some of their independence." ACTION_ASK_TO_BECOME_TRIBUTARY_TYPE:0 "Offer Tribute" ACTION_ASK_TO_BECOME_TRIBUTARY_TYPE_DESC:0 "We can offer to pay them tribute. If they accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income." ACTION_ASK_TO_BECOME_TRIBUTARY_OFFER_DESC:0 "§H[Actor.GetName]§! has offered to pay us tribute. If we accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income." ACTION_ASK_TO_BECOME_THRALL_TYPE:0 "Request Thralldom" ACTION_ASK_TO_BECOME_THRALL_TYPE_DESC:0 "We can ask to become their Thrall. If they accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income. As a Thrall we will be forbidden from colonizing." ACTION_ASK_TO_BECOME_DOMINION_TYPE:0 "Request to Become Dominion" ACTION_ASK_TO_BECOME_DOMINION_TYPE_DESC:0 "We can ask to become their Dominion. If they accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income. As a Dominion we will also be required to change our ruling Ethos." ACTION_ASK_TO_BECOME_DOMINION_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our Dominion. If we accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Dominion they will also be required to change their ruling Ethos." ACTION_ASK_TO_BECOME_SATELLITE_TYPE:0 "Request to Become Satellite" ACTION_ASK_TO_BECOME_SATELLITE_TYPE_DESC:1 "We can ask to become their Satellite. If they accept, they will be unable to attack us but we will have to contribute §Y50%§! of our monthly research towards their own." ACTION_ASK_TO_BECOME_SATELLITE_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our Satellite. If we accept, we will be unable to attack them but they will have to contribute §Y50%§! of their monthly research towards ours." ACTION_ASK_TO_BECOME_SIGNATORY_TYPE:0 "Request to Become Signatory" ACTION_ASK_TO_BECOME_SIGNATORY_TYPE_DESC:0 "We can offer to sign their proposed galactic peace treaty. If they accept, they will protect us but we will be unable to conduct independent diplomacy and wage wars. We will also be required to ban Slavery and Purging." ACTION_ASK_TO_BECOME_SIGNATORY_OFFER_DESC:0 "§H[Actor.GetName]§! has offered to sign our proposed galactic peace treaty. If we accept, we will protect them but they will be unable to conduct independent diplomacy and wage wars. They will also be required to ban Slavery and Purging." ACTION_FORM_FEDERATION_TYPE:0 "Form Federation" ACTION_FORM_FEDERATION_TYPE_DESC:0 "We can form a Federation from an existing Alliance." ACTION_ASK_TO_JOIN_FEDERATION_TYPE:0 "Request to join Federation" ACTION_ASK_TO_JOIN_FEDERATION_TYPE_DESC:0 "We can request to join an existing Federation." ACTION_OFFER_TRADE_DEAL_TYPE:0 "Offer Trade Deal" ACTION_OFFER_TRADE_DEAL_TYPE_DESC:0 "We can offer basic Trade Deals to other Empires." OPINION_DIFF_HUMAN:0 "Human empires don't get an opinion malus" WAR_GOAL_OPINION_DIFF:0 "This will change their opinion of you by $OPINION|Y$" ACTION_INVITE_TO_FEDERATION_TYPE:0 "Invite to Federation" ACTION_INVITE_TO_FEDERATION_TYPE_DESC:0 "We can invite people to join our Federation." ACTION_INVITE_TO_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has invited us to join their Federation." ACTION_FORM_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! will form a Federation with us." #################################### # Diplomatic Actions #################################### ACTION_DECLARE_WAR_TITLE:0 "Declare War" ACTION_DECLARE_WAR_DESC:0 "Declare War on §H[Recipient.GetName]§!." ACTION_DECLARE_WAR_LONG_DESC:0 "§H[Actor.GetName]§! wishes to declare war against §H[Recipient.GetName]§!!" WILL_VOTE_YES_WAR_GOAL_HUMAN:0 "This Empire is controlled by a player, who can vote either way" WILL_VOTE_YES:0 "Will vote yes" WILL_VOTE_NO:0 "Will vote no" ACTION_OFFER_PEACE_TITLE:0 "Offer Peace" ACTION_OFFER_PEACE_DESC:1 "We can surrender, demand their surrender, or suggest that lost and conquered systems fall to their current occupier, to end the war." ACTION_OFFER_PEACE_OFFER_DESC:0 "§H[Actor.GetName]§! has approached us with a Peace Offer. This could end the ongoing war." ACTION_OFFER_PEACE_INFLUENCE_COST:0 "Every member of the winning party pays $INFLUENCE|0Y$ Influence." ACTION_OFFER_PEACE_NOT_AT_WAR:0 "We are not at war." ACTION_OFFER_PEACE_DIPLOMACY_VIEW_TITLE:0 "Sue for Peace" ACTION_OFFER_PEACE_DIPLOMACY_VIEW_DESC:0 "$ACTION_OFFER_PEACE_DESC$" ACTION_OFFER_PEACE_DIPLOMACY_VIEW_OFFER_DESC:0 "$ACTION_OFFER_PEACE_OFFER_DESC$" ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_TITLE:0 "$MAKE_CLAIMS$" ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_DESC:0 "Make Claims on §H[Recipient.GetName]§!." ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_OFFER_DESC:0 "$[Actor.GetName]$ has made Claims on our territory." PICK_A_PEACE_OPTION:0 "We must choose a Peace Offer!" DEMAND_THEIR_SURRENDER:0 "Demand that they surrender." ACCEPT_SURRENDER:0 "Surrender" INVITE_ATTACKER:0 "Invite Attackers" INVITE_ATTACKER_DESC:0 "Invite additional attackers among our allies to the war." INVITE_ATTACKER_DOES_NOT_WANT_ANYTHING:0 "§R$COUNTRY|H$ will not join your war because they have no interest in taking any wargoals against $WHO|H$.§!" INVITE_ATTACKER_IS_LOYAL:0 "§R$COUNTRY|H$ will not join your war because they are loyal towards $WHO|H$.§!" INVITE_ATTACKER_ATTITUDE:0 "§R$COUNTRY|H$ will not join your war due to $ATTITUDE$ attitude against $WHO|H$.§!" INVITE_ATTACKER_AT_WAR:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ because they are already at war.§!" INVITE_ATTACKER_NOT_READY:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ because their forces are not sufficiently built up.§!" INVITE_ATTACKER_DIFFERENT_WAR_PHILOSOPHY:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ due to having a different §Y$policy_war_philosophy$§! policy.§!" INVITE_ATTACKER_MAY_JOIN:0 "$COUNTRY|H$ may be willing to join your war against $WHO|H$ in exchange for a share of the spoils." ACTION_INVITE_TO_ALLIANCE_TITLE:0 "Invite to Alliance" ACTION_INVITE_TO_ALLIANCE_DESC:0 "We can invite them into our Alliance." ACTION_INVITE_TO_ALLIANCE_LONG_DESC:0 "[Actor.GetName] wishes to invite [Recipient.GetName] into the Alliance." ACTION_KICK_FROM_ALLIANCE_TITLE:0 "Kick from Alliance" ACTION_KICK_FROM_ALLIANCE_DESC:0 "We can start a vote to kick them from the Alliance." ACTION_KICK_FROM_ALLIANCE_LONG_DESC:0 "[Actor.GetName] Wishes to remove [Recipient.GetName] from the Alliance." ACTION_KICK_FROM_FEDERATION_TITLE:0 "Kick from Federation" ACTION_KICK_FROM_FEDERATION_DESC:0 "We can start a vote to kick them from the Federation." ACTION_KICK_FROM_FEDERATION_LONG_DESC:0 "[Actor.GetName] wishes to remove [Recipient.GetName] from the Federation." ACTION_ASK_TO_JOIN_ALLIANCE_TITLE:0 "Ask to Join Alliance" ACTION_ASK_TO_JOIN_ALLIANCE_DESC:0 "We can ask to join their Alliance." ACTION_ASK_TO_JOIN_ALLIANCE_ALREADY_IN_ALLIANCE:0 "§RWe are already part of this Alliance.§!" ACTION_ASK_TO_JOIN_ALLIANCE_MISSING_TECH:0 "§RThey are lacking the necessary tech to accept this offer.§!" ACTION_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance" ACTION_INTEGRATE_SUBJECT_TITLE:0 "Integrate Subject" ACTION_INTEGRATE_SUBJECT_DESC:1 "We can integrate a subject into our Empire" ACTION_INTEGRATE_SUBJECT_DERIVED_DESC:1 "Integrating $COUNTRY|Y$ will cost a total of $INFLUENCE|Y0$ £influence£ Influence at a rate of $MONTHLY|Y0$ £influence£ Influence per month. It will take $MONTHS|Y$ month(s)." ACTION_CANCEL_SUBJECT_INTEGRATION_TITLE:0 "Cancel Integration" ACTION_CANCEL_SUBJECT_INTEGRATION_DESC:0 "Cancel the integration of this subject, no resources spent are refunded." ACTION_CLOSE_BORDERS_TITLE:0 "Close Borders" ACTION_CLOSE_BORDERS_DESC:0 "Close the borders for this country, blocking their fleets from entering our territory." ACTION_CLOSE_BORDERS_OFFER_DESC:0 "§H[Actor.GetName]§! has closed their borders to us, blocking our fleets from entering their territory." ACTION_CLOSE_BORDERS_NOT_POSSIBLE:0 "Not possible to close the borders towards the $COUNTRY|Y$." ACTION_CLOSE_BORDERS_VASSAL:0 "Unavailable for vassals" ACTION_CLOSE_BORDERS_SUBJECT_TYPE:0 "Subjects of this type don't control their access" ACTION_CLOSE_BORDERS_VS_SUBJECT_TYPE:0 "Cannot control access for subjects of this type" ACTION_CLOSE_BORDERS_OVERLORD:0 "Cannot close the borders to overlord" ACTION_CLOSE_BORDERS_SUBJECT:0 "Cannot close border access for subjects" ACTION_CLOSE_BORDERS_ALLIANCE:0 "Cannot close borders towards someone in the same alliance" ACTION_CLOSE_BORDERS_FORCED:0 "Cannot close borders towards someone you have forced open borders against" ACTION_OPEN_BORDERS_TITLE:0 "Open Borders" ACTION_OPEN_BORDERS_DESC:0 "Open the borders for this country, allowing their fleets to enter our territory." ACTION_OPEN_BORDERS_OFFER_DESC:0 "§H[Actor.GetName]§! has opened their borders to us." ACTION_OPEN_BORDERS_FORCED:0 "Cannot open borders towards someone you have forced close borders." FORCED_OPEN_BORDERS:0 "Forced Open Borders" FORCED_CLOSED_BORDERS:0 "Forced Closed Borders" ACTION_LEAVE_ALLIANCE_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our separate way. The other members will not be pleased..." ACTION_REQUIRES_NO_OTHER_PROPOSALS:0 "§RThey are currently considering another offer from us.§!" ACTION_REQUIRES_NO_ONGOING_VOTES:0 "§RThis action is currently under vote.§!" ACTION_NEEDS_VOTE:0 "This action requires the approval of our allies." IS_SUBJECT:0 "They are a subject." IS_OUR_SUBJET:0 "They are our subject." ACTION_RECIPIENT_MUST_BE_AT_PEACE:0 "§RThey must be at peace.§!" ACTION_ACTOR_MUST_BE_AT_PEACE:0 "§RWe must be at peace.§!" ACTION_ACTOR_MUST_BE_INDEPENDENT:0 "§RActor must be independent.§!" ACTION_RECIPIENT_MUST_BE_INDEPENDENT:0 "§RRecipient must be independent.§!" ACTION_RECIPIENT_ALREADY_PROPOSED:0 "§ROur Alliance already has a proposition for actions against this Empire.§!" ACTION_RECIPIENT_ALREADY_ASSOCIATE:0 "§RThey are already associated with another Federation.§!" ACTION_DEMAND_VASSALIZATION_TITLE:0 "Demand Vassalization" ACTION_DEMAND_VASSALIZATION_DESC:0 "We can demand that they permanently submit to us by becoming our vassal." ACTION_DEMAND_VASSALIZATION_OFFER_DESC:0 "§H[Actor.GetName]§! has demanded that we become their vassal." ACTION_DEMAND_PROTECTORATE_TITLE:0 "Offer Protectorate Status" ACTION_DEMAND_PROTECTORATE_DESC:1 "We can offer protection to another Empire in exchange for some influence over their internal affairs. $SUBJECT_DESC_protectorate$" ACTION_DEMAND_PROTECTORATE_OFFER_DESC:0 "§H[Actor.GetName]§! has offered their protection in exchange for some influence over our internal affairs. $SUBJECT_DESC_protectorate$" ACTION_DEMAND_THRALL_TITLE:0 "Demand Thralldom" ACTION_DEMAND_THRALL_DESC:0 "We can demand that they become our Thrall. If they accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Thrall they will be forbidden from colonizing." ACTION_DEMAND_DOMINION_TITLE:0 "Offer Dominion Status" ACTION_DEMAND_DOMINION_DESC:0 "We can offer them to become our Dominion. If they accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Dominion they will also be required to change their ruling Ethos." ACTION_DEMAND_SATELLITE_TITLE:1 "Offer Satellite Status" ACTION_DEMAND_SATELLITE_DESC:1 "We can offer them to become our Satellite. If they accept, we will be unable to attack them but they will have to contribute §Y33%§! of their monthly research towards our own." ACTION_DEMAND_SIGNATORY_TITLE:0 "Offer Signatory Status" ACTION_DEMAND_SIGNATORY_DESC:0 "We can demand that they sign our galactic peace treaty. If they accept, we will protect them but they will be unable to conduct independent diplomacy and wage wars. They will also be required to ban Slavery and Purging." ACTION_DEMAND_TRIBUTARY_TITLE:0 "Demand Tribute" ACTION_DEMAND_TRIBUTARY_DESC:1 "We can demand that they become our tributary. If they accept, we will protect them but they will have to pay us §Y25%§! of their Mineral and Energy income." ACTION_DEMAND_TRIBUTARY_OFFER_DESC:1 "§H[Actor.GetName]§! has demanded we become their tributary. If we accept, they will protect us but we will have to pay them §Y25%§! of our Mineral and Energy income." ACTION_DEMAND_SUBSIDIARY_TITLE:0 "Offer Subsidiary Status" ACTION_DEMAND_SUBSIDIARY_DESC:1 "We can offer them to become our Subsidiary. If they accept, we will protect them but they will have to pay us §Y25%§! of their Energy income and join us in our wars." ACTION_ASK_TO_BECOME_VASSALIZED_TITLE:1 "Ask to be their Vassal" ACTION_ASK_TO_BECOME_VASSALIZED_DESC:0 "We can submit to them and become their vassal. Breaking free again will require a war." ACTION_ASK_TO_BECOME_PROTECTORATE_TITLE:1 "Ask to be their Protectorate" ACTION_ASK_TO_BECOME_PROTECTORATE_DESC:1 "We can submit to them and become their protectorate. $SUBJECT_DESC_protectorate$" ACTION_ASK_TO_BECOME_TRIBUTARY_TITLE:0 "Offer Tribute" ACTION_ASK_TO_BECOME_TRIBUTARY_DESC:1 "We can offer to pay them tribute. If they accept, they will protect us but we will have to pay them §Y25%§! of our Mineral and Energy income." ACTION_ASK_TO_BECOME_THRALL_TITLE:0 "Request Thralldom" ACTION_ASK_TO_BECOME_THRALL_DESC:1 "We can ask to become their Thrall. If they accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income. As a Thrall we will be forbidden from expanding into new systems." ACTION_ASK_TO_BECOME_THRALL_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our Thrall. If we accept, we will be unable to attack them but they will have to pay us §Y25%§! of their Mineral and Energy income. As a Thrall they will be forbidden from expanding into new systems." ACTION_ASK_TO_BECOME_DOMINION_TITLE:0 "Request to Become Dominion" ACTION_ASK_TO_BECOME_DOMINION_DESC:0 "We can ask to become their Dominion. If they accept, they will be unable to attack us but we will have to pay them §Y25%§! of our Mineral and Energy income. As a Dominion we will also be required to change our ruling Ethos." ACTION_ASK_TO_BECOME_SATELLITE_TITLE:0 "Request to Become Satellite" ACTION_ASK_TO_BECOME_SATELLITE_DESC:2 "We can ask to become their Satellite. If they accept, they will be unable to attack us but we will have to contribute §Y33%§! of our monthly research towards their own." ACTION_ASK_TO_BECOME_SIGNATORY_TITLE:0 "Request to Become Signatory" ACTION_ASK_TO_BECOME_SIGNATORY_DESC:0 "We can offer to sign their proposed galactic peace treaty. If they accept, they will protect us but we will be unable to conduct independent diplomacy and wage wars. We will also be required to ban Slavery and Purging." ACTION_ASK_TO_BECOME_SUBSIDIARY_TITLE:0 "Request to Become Subsidiary" ACTION_ASK_TO_BECOME_SUBSIDIARY_DESC:1 "We can ask to become their Subsidiary. If they accept, they will protect us but we will pay them §Y25%§! of our Energy income and join in all their wars." ACTION_ASK_TO_BECOME_SUBSIDIARY_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our Subsidiary. If we accept, we will protect them but they will pay us §Y25%§! of their Energy income and join in all our wars." ACTION_SUBJECT_OVERLORD_IS_SUBJECT:0 "§R $OVERLORD$ is a subject§!" ACTION_FORM_FEDERATION_TITLE:0 "Form Federation" ACTION_FORM_FEDERATION_DESC:1 "Form a Federation with this Empire. Once established, we can try to invite other Empires to join it" ACTION_FORM_FEDERATION_LONG_DESC:0 "[Actor.GetName] wishes for the Alliance to become a Federation." ACTION_FORM_FEDERATION_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!" ACTION_INVITE_TO_FEDERATION_TITLE:0 "Invite to Federation" ACTION_INVITE_TO_FEDERATION_DESC:0 "We can invite them into our Federation." ACTION_INVITE_TO_FEDERATION_LONG_DESC:0 "[Actor.GetName] Wishes to invite [Recipient.GetName] into the Federation." ACTION_ASK_TO_JOIN_FEDERATION_TITLE:0 "Ask to join Federation" ACTION_ASK_TO_JOIN_FEDERATION_DESC:0 "We can ask to join their Federation." ACTION_ASK_TO_JOIN_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to join our Federation." ACTION_ASK_TO_JOIN_FEDERATION_ALREADY_IN_FEDERATION:0 "§RWe are already part of this Federation.§!" ACTION_LEAVE_FEDERATION_TITLE:0 "Leave Federation" ACTION_LEAVE_FEDERATION_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our own way. The other members will not be pleased..." ACTION_REQ_WAR_LEADER:0 "Our Empire is the war leader." ACTION_REQ_AT_PEACE:0 "We are at peace." ACTION_REQ_ACTOR_FED_LEADER:2 "You must be the Federation President." ACTION_REQ_RECIPIENT_FED_LEADER:1 "The other party must be the Federation President." ACTION_DECLARE_WAR_HAS_TRUCE:0 "\n§R$TRUCE|H$ until $DATE|H$, we cannot declare war before the truce has ended.§!" ACTION_CLOSE_BORDERS_HAS_TRUCE:0 "\n§R$TRUCE|H$ until $DATE|H$, we cannot close our borders before the truce has ended.§!" ACTION_CLOSE_BORDERS_RIVALS:0 "§RBorders are always closed towards rivals.§!" ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT:0 "§RNon-aggression pledged until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!" ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT_NON_TIMED:0 "§RWe must break our Non-Aggression Pact before we can declare war on them.§!" ACTION_DECLARE_WAR_ASSOCIATION_STATUS:0 "§RWe must end our Federation Association Status before we can declare war on them.§!" ACTION_DECLARE_WAR_HAS_DEFENSIVE_PACT:0 "§RWe must break our Defensive Pact before we can declare war on them.§!" ACTION_DECLARE_WAR_HAS_BRANCH_OFFICE_PLANET:1 "We must close our Branch Offices on $PLANET|Y$ before we can declare war on them." ACTION_DECLARE_WAR_HAS_SUPPORT_INDEPENDENCE:0 "§RWe must stop supporting their independence before we can declare war on them.§!" ACTION_DECLARE_WAR_HAS_GUARANTEE:0 "§RWe must stop guaranteeing their independence before we can declare war on them.§!" ACTION_DECLARE_WAR_FEDERATION_HAS_NON_AGGRESSION_PACT:0 "§RFederation member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!" ACTION_DECLARE_WAR_ALLIANCE_HAS_NON_AGGRESSION_PACT:0 "§RAlliance member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!" ACTION_DECLARE_WAR_SUBJECT_NOT_ALLOWED:0 "§ROur overlord $OVERLORD|H$ does not allow us to declare war.§!" ACTION_DECLARE_WAR_SUBJECT_ON_SUBJECT:0 "§RCannot declare war on one of our fellow Subjects.§!" ACTION_DECLARE_WAR_OVERLORD_ON_SUBJECT:0 "§RCannot declare war on our Subjects.§!" ACTION_DECLARE_WAR_DEFENDER_OVERLORD:0 "Cannot declare a war where our overlord will join the defending side." ACTION_RELEASE_SUBJECT_TITLE:0 "Release Subject" ACTION_RELEASE_SUBJECT_DESC:0 "Release §H[Recipient.GetName]§! from being our Subject!" ACTION_ASK_TO_BE_RELEASED_SUBJECT_TITLE:0 "Request Independence" ACTION_ASK_TO_BE_RELEASED_SUBJECT_DESC:0 "Request to be released from subjugation to §H[Recipient.GetName]§!!" ACTION_ASK_TO_BE_RELEASED_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to be released from our subjugation." WARNING_NOT_ACTIVE_IN_WAR_TITLE:0 "Warning! Not active in war." ACTION_NOT_ACTIVE_IN_WAR_TITLE:0 "Inactive in war." ACTION_REQUEST_WAR_TITLE:0 "Propose war" ACTION_REQUEST_WAR_DESC:0 "Propose this war to the president" ACTION_PROPOSE_INVITE_TITLE:0 "Invite to Federation" ACTION_PROPOSE_INVITE_DESC:0 "Propose this invite to the president" ACTION_OFFER_TRADE_DEAL_TITLE:0 "Offer Trade Deal" ACTION_OFFER_TRADE_DEAL_DESC:0 "Offer Trade Deal to §H[Recipient.GetName]§!." ACTION_OFFER_TRADE_DEAL_OFFER_DESC:0 "§H[Actor.GetName]§! is offering us a Trade Deal." ACTION_OFFER_TRADE_DEAL_EMPTY:0 "£trigger_no£ Offer can not be empty!" ACTION_OFFER_TRADE_DEAL_SAME_AS_REPLACE:0 "£trigger_no£ New Offer cannot be same as replaced deal!" ACTION_REQ_PEACE_WITH:0 "£trigger_no£ We must be at peace with §H$RECIPIENT$§!!" ACTION_CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Deal" ACTION_CANCEL_TRADE_DEAL_DESC:0 "Cancel Trade Deal with §H[Recipient.GetName]§!." ACTION_EMBASSY_TITLE:0 "Establish Embassy" ACTION_EMBASSY_DESC:0 "Establish an embassy on their capital planet." ACTION_EMBASSY_COST:2 "This will increase our relations by $REL$ every month to a maximum of $MAX$. We can maintain a total of $MAX_EMBASSIES|Y$ embassies at the same time." ACTION_RECALL_EMBASSY_TITLE:0 "Recall Embassy" ACTION_RECALL_EMBASSY_DESC:2 "Recall our embassy from their capital planet. The relations boost gained from it will decay over time." ACTION_RECALL_EMBASSY_COST:1 "$ACTION_RECALL_EMBASSY_DESC$" ACTION_MAKE_RIVAL_TITLE:0 "Declare $RIVALRY$" ACTION_MAKE_RIVAL_DESC:0 "Declare §H[Recipient.GetName]§! to be our $RIVAL$." ACTION_MAKE_RIVAL_OFFER_DESC:0 "§H[Actor.GetName]§! has declared us their $RIVAL$." grants_subjugation_cb:0 "If refused, grants §Y$casus_belli_cb_subjugation$§! §HCasus Belli§! on §H[From.GetName]§! for §Y$cb_subjugation_length_default$§!." cb_subjugation_length_default:0 "1 year" grants_humiliation_cb_originator:0 "Grants §Y$casus_belli_cb_humiliation$§! §HCasus Belli§! on §H[From.GetName]§!." removes_humiliation_cb_originator:0 "May remove our §Y$casus_belli_cb_humiliation$§! §HCasus Belli§! on §H[From.GetName]§!." grants_megacorp_subjugate_cb:0 "If refused, grants §Y$casus_belli_cb_megacorp_subjugate$§! §HCasus Belli§! on §H[From.GetName]§! for §Y$cb_subjugation_length_default$§!." ACTION_MAKE_RIVAL_COST:2 "This will worsen our relations by $REL$. Having them as our $RIVAL$ will give us $INF$ each month and may make their other rivals friendlier towards us." ACTION_MAKE_RIVAL_ALREADY_RIVAL_COST:1 "Having them as our $RIVAL$ will give us $INF$ each month and may make their other rivals friendlier towards us." ACTION_END_RIVALRY_TITLE:0 "End $RIVALRY$" ACTION_END_RIVALRY_DESC:0 "End our $RIVALRY$ with §H[Recipient.GetName]§!." ACTION_END_RIVALRY_COST:0 "We will no longer gain influence each month, but relations will improve." ACTION_INSULT_TITLE:0 "Insult" ACTION_INSULT_DESC:0 "Sending an insult will greatly reduce their opinion of us." ACTION_INSULT_OFFER_DESC:0 "Wanton abuse like this cannot be overlooked. Our relationship with §H[Actor.GetName]§! has declined." ACTION_OFFER_FEDERATION_ASSOCIATION_TITLE:0 "Offer Association Status" ACTION_OFFER_FEDERATION_ASSOCIATION_DESC:0 "We can offer them association status with our Federation." ACTION_OFFER_FEDERATION_ASSOCIATION_LONG_DESC:0 "[Actor.GetName] wishes to give [Recipient.GetName] Association Status with the Federation." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has offered us Association Status in their Federation. " ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE:0 "Offer Association Status" ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can offer them association status with our Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TITLE:0 "Ask For Association Status" ACTION_ASK_FOR_FEDERATION_ASSOCIATION_DESC:0 "We can ask them for association status with their Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE:0 "Ask For Association Status" ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can ask them for association status with their Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has asked us to grant them Association Status in the Federation." ACTION_REVOKE_FEDERATION_ASSOCIATION_TITLE:0 "Revoke Association Status" ACTION_REVOKE_FEDERATION_ASSOCIATION_DESC:0 "We can revoke their association status with our Federation." ACTION_REVOKE_FEDERATION_ASSOCIATION_LONG_DESC:0 "[Actor.GetName] wishes to revoke [Recipient.GetName]'s Association Status with the Federation." ACTION_OFFER_PEACE_LONG_DESC:0 "[Actor.GetName] wishes to sign peace with [Recipient.GetName]." ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE:0 "Revoke Association Status" ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can revoke their association status with our Federation." ACTION_END_FEDERATION_ASSOCIATION_TITLE:0 "End Association Status" ACTION_END_FEDERATION_ASSOCIATION_DESC:0 "We can end our association status with their Federation." ACTION_END_FEDERATION_ASSOCIATION_TYPE:0 "End Association Status" ACTION_END_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can end our association status with their Federation." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our associate status proposal regarding §H[Third_party.GetName]§! was declined." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! was declined." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! timed out and was auto-declined." ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_RECIPIENT:0 "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT$" ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_ACTOR:0 "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR$" ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our revoke associate status proposal regarding §H[Third_party.GetName]§! was declined." ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The revoke associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! was declined." ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The revoke associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! timed out and was auto-declined." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our request for association status with the §H[Recipient.GetAllianceName]§! was declined." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The request of §H[Actor.GetName]§! for association status with the §H[Recipient.GetAllianceName]§! was declined." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The request from §H[Actor.GetName]§! for association status with the §H[Recipient.GetAllianceName]§! timed out and was auto-declined." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to offer §H[Recipient.GetName]§! association status with the Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Recipient.GetAllianceName]§! voted to offer §H[Actor.GetName]§! association status with the Federation." ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The vote to offer §H[Actor.GetName]§! association status with the §H[Recipient.GetAllianceName]§! failed." ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The vote to offer §H[Recipient.GetName]§! association status with the §H[Actor.GetAllianceName]§! failed." ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation." ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_PASSED:1 "The §H[Actor.GetAllianceName]§! vote to change to §H[GetLawName] [GetLawCategory]§! succeeded." ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_FAILED:1 "The §H[Actor.GetAllianceName]§! vote to change to §H[GetLawName] [GetLawCategory]§! failed.\n\nThis has §Rnegatively§! impacted the federation's cohesion." ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! vote to change federation type succeeded." ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_FAILED:0 "The §H[Actor.GetAllianceName]§! vote to change federation type failed.\n\nThis has §Rnegatively§! impacted the federation's cohesion." ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to offer §H[Recipient.GetName]§! association status with the Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Recipient.GetAllianceName]§! voted to offer §H[Actor.GetName]§! association status with the Federation." ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_FAILED:0 "The vote to offer §H[Actor.GetName]§! association status with the §H[Recipient.GetAllianceName]§! failed." ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_FAILED:0 "The vote to offer §H[Recipient.GetName]§! association status with the §H[Actor.GetAllianceName]§! failed." ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_FAILED:1 "The vote to revoke §H[Recipient.GetName]§!'s association status with the §H[Actor.GetAllianceName]§! failed." ACTION_ASK_FOR_FEDERATION_ASSOCIATION_OFFER_DESC:0 "§H[Actor.GetName]§! is requesting Association Status within the §H[Recipient.GetAllianceName]§!." ACTION_BREAK_RESEARCH_AGREEMENT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off the Research Agreement with §H[Recipient.GetName]§!." ACTION_BREAK_GUARANTEE_OFFER_DESC:0 "§H[Actor.GetName]§! is no longer guaranteeing §H[Recipient.GetName]'s§! independence." DIPLO_ACTION_ADD_TRUST:0 "This will increase their Trust of us by $TRUST$ each month up a maximum of $MAX_TRUST|0G$." DIPLO_ACTION_INFLUENCE_COST:0 "It will cost us $INF|R$ influence each month." DIPLO_ACTION_ACTOR_RESOURCES:0 "We will get §Y$RESOURCES$§! each month as long as the deal is active." DIPLO_ACTION_RECIPIENT_RESOURCES:0 "They will get §Y$RESOURCES$§! each month as long as the deal is active." DIPLO_ACTION_ACTOR_AND_RECIPIENT_RESOURCES:1 "They will get §Y$ACTOR_RESOURCES$§! and we will get §Y$RECIPIENT_RESOURCES$§! each month as long as the deal is active." ACTION_FORM_DEFENSIVE_PACT_TYPE:0 "Form Defensive Pact" ACTION_FORM_DEFENSIVE_PACT_TYPE_DESC:0 "Form a Defensive Pact with this Empire. If either Empire is attacked, the other will automatically come to their defense." ACTION_FORM_DEFENSIVE_PACT_OFFER_DESC:0 "Form a Defensive Pact with §H[Actor.GetName]§!. If either Empire is attacked, the other will automatically come to their defense." ACTION_BREAK_DEFENSIVE_PACT_TYPE:0 "Break Defensive Pact" ACTION_BREAK_DEFENSIVE_PACT_TYPE_DESC:0 "Break our Defensive Pact with this Empire." ACTION_FORM_DEFENSIVE_PACT_TITLE:0 "Form Defensive Pact" ACTION_FORM_DEFENSIVE_PACT_DESC:0 "Form a Defensive Pact with this Empire. If either Empire is attacked, the other will automatically come to their defense." ACTION_BREAK_DEFENSIVE_PACT_TITLE:0 "Break Defensive Pact" ACTION_BREAK_DEFENSIVE_PACT_DESC:0 "Break our Defensive Pact with this Empire." ACTION_FORM_COMMERCIAL_PACT_TYPE:0 "Form Commercial Pact" ACTION_FORM_COMMERCIAL_PACT_TYPE_DESC:0 "Form a Commercial Pact with this Empire. This will increase the value of both empires' trade networks." ACTION_BREAK_COMMERCIAL_PACT_TYPE:0 "Break Commercial Pact" ACTION_BREAK_COMMERCIAL_PACT_TYPE_DESC:0 "Break our Commercial Pact with this Empire." ACTION_FORM_RESEARCH_AGREEMENT_TYPE:0 "Form Research Agreement" ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC:0 "Form a Research Agreement with this Empire. This will give both empires a bonus to the research speed of all the other empires' discovered technologies." ACTION_FORM_RESEARCH_AGREEMENT_OFFER_DESC:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$" ACTION_BREAK_RESEARCH_AGREEMENT_TYPE:0 "Break Research Agreement" ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC:0 "End our Research Agreement with this Empire." ACTION_FORM_NON_AGGRESSION_PACT_TYPE:0 "Form Non-Aggression Pact" ACTION_FORM_NON_AGGRESSION_PACT_TYPE_DESC:0 "Form a Non-Aggression Pact with this Empire. We will be unable to attack each other while this is in effect." ACTION_FORM_NON_AGGRESSION_PACT_OFFER_DESC:0 "Form a Non-Aggression Pact with §H[Actor.GetName]§!. We will be unable to attack each other while this is in effect." ACTION_BREAK_NON_AGGRESSION_PACT_TYPE:0 "Break Non-Aggression Pact" ACTION_BREAK_NON_AGGRESSION_PACT_TYPE_DESC:0 "Break our Non-Aggression Pact with this Empire." ACTION_FORM_NON_AGGRESSION_PACT_TITLE:0 "Form Non-Aggression Pact" ACTION_FORM_NON_AGGRESSION_PACT_DESC:0 "Form a Non-Aggression Pact with this Empire. We will be unable to attack each other while this is in effect." ACTION_BREAK_NON_AGGRESSION_PACT_TITLE:0 "Break Non-Aggression Pact" ACTION_BREAK_NON_AGGRESSION_PACT_DESC:0 "Break our Non-Aggression Pact with this Empire." ACTION_FORM_COMMERCIAL_PACT_TITLE:0 "Form Commercial Pact" ACTION_FORM_COMMERCIAL_PACT_DESC:0 "Form a Commercial Pact with this Empire. This will increase the value of both empires' trade networks." ACTION_FORM_COMMERCIAL_PACT_OFFER_DESC:0 "Form a Commercial Pact with §H[Actor.GetName]§!. This will increase the value of both empires' trade networks." ACTION_BREAK_COMMERCIAL_PACT_TITLE:0 "Break Commercial Pact" ACTION_BREAK_COMMERCIAL_PACT_DESC:1 "Break our Commercial Pact with this Empire. If we have any §Y$BRANCH_OFFICES$§! on their planets, they may use the §Y$casus_belli_cb_expel_corp$§! §HCasus Belli§! against us." ACTION_FORM_RESEARCH_AGREEMENT_TITLE:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE$" ACTION_FORM_RESEARCH_AGREEMENT_DESC:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$" ACTION_BREAK_RESEARCH_AGREEMENT_TITLE:0 "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE$" ACTION_BREAK_RESEARCH_AGREEMENT_DESC:0 "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC$" ACTION_GUARANTEE_INDEPENDENCE_TYPE:0 "Guarantee Independence" ACTION_GUARANTEE_INDEPENDENCE_TYPE_DESC:0 "Guarantee the independence of this Empire. If they are attacked, we will automatically come to their defense." ACTION_GUARANTEE_INDEPENDENCE_OFFER_DESC:0 "§H[Actor.GetName]§! guarantees the independence of our Empire. If we are attacked, they will automatically come to our defense." ACTION_BREAK_GUARANTEE_TYPE:0 "Revoke Guarantee" ACTION_BREAK_GUARANTEE_TYPE_DESC:0 "Stop guaranteeing the independence of this Empire." ACTION_GUARANTEE_INDEPENDENCE_TITLE:0 "Guarantee Independence" ACTION_GUARANTEE_INDEPENDENCE_DESC:0 "Guarantee the independence of this Empire. If they are attacked, we will automatically come to their defense." ACTION_BREAK_GUARANTEE_TITLE:0 "Revoke Guarantee" ACTION_BREAK_GUARANTEE_DESC:0 "Stop guaranteeing the independence of this Empire." ACTION_SUPPORT_INDEPENDENCE_TYPE:0 "Support Independence" ACTION_SUPPORT_INDEPENDENCE_TYPE_DESC:0 "Support the independence of this Empire. If they declare war on their overlord, we will automatically come to their aid." ACTION_BREAK_SUPPORT_TYPE:0 "Revoke Support" ACTION_BREAK_SUPPORT_TYPE_DESC:0 "Stop supporting the independence of this Empire." ACTION_SUPPORT_INDEPENDENCE_TITLE:0 "Support Independence" ACTION_SUPPORT_INDEPENDENCE_DESC:0 "Support the independence of this Empire. If they declare war on their overlord, we will automatically come to their aid." ACTION_BREAK_SUPPORT_TITLE:0 "Revoke Support" ACTION_BREAK_SUPPORT_DESC:0 "Stop supporting the independence of this Empire." ACTION_FORM_MIGRATION_PACT_TYPE:0 "Offer Migration Treaty" ACTION_FORM_MIGRATION_PACT_TYPE_DESC:0 "Enter into a Migration Treaty with this Empire. Our populations will be able to freely move between both empires." ACTION_FORM_MIGRATION_PACT_OFFER_DESC:0 "Enter into a Migration Treaty with §H[Actor.GetName]§!. Our populations will be able to freely move between both empires." ACTION_BREAK_MIGRATION_PACT_TYPE:0 "Break Migration Treaty" ACTION_BREAK_MIGRATION_PACT_TYPE_DESC:0 "Break our Migration Treaty with this Empire." ACTION_FORM_MIGRATION_PACT_TITLE:0 "Offer Migration Treaty" ACTION_FORM_MIGRATION_PACT_DESC:0 "Enter into a Migration Treaty with this Empire. Our populations will be able to freely move between both empires." ACTION_BREAK_MIGRATION_PACT_TITLE:0 "Break Migration Treaty" ACTION_BREAK_MIGRATION_PACT_DESC:0 "Break our Migration Treaty with this Empire." ACTION_IMPROVE_RELATION_OFFER_DESC:0 "" ACTION_HARM_RELATION_OFFER_DESC:0 "" ACTION_DECLARE_WAR_OFFER_DESC:0 "§H[Actor.GetName]§! has declared war on §H[Recipient.GetName]§!." ACTION_CANCEL_TRADE_DEAL_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled their trade deal with §H[Recipient.GetName]§!." ACTION_END_RIVALRY_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their rivalry with §H[Recipient.GetName]§!." ACTION_BREAK_DEFENSIVE_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off their defensive pact with §H[Recipient.GetName]§!." ACTION_BREAK_NON_AGGRESSION_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their non-aggression pact with §H[Recipient.GetName]§!." ACTION_BREAK_COMMERCIAL_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their commercial pact with §H[Recipient.GetName]§!." ACTION_SUPPORT_INDEPENDENCE_OFFER_DESC:0 "§H[Actor.GetName]§! has chosen to support our independence against our oppressors." ACTION_BREAK_SUPPORT_OFFER_DESC:0 "§H[Actor.GetName]§! has ceased supporting our independence against our oppressors." ACTION_BREAK_MIGRATION_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off their migration pact with §H[Recipient.GetName]§!." ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled our association status with the §H[Actor.GetAllianceName]§!." ACTION_END_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has opted to end their association status with the §H[Recipient.GetAllianceName]§!." ACTION_VOTE_FOR_FEDERATION_LAW_OFFER_DESC:0 "§H[Actor.GetName]§! has called for a vote on a Federation Law." ACTION_KICK_FROM_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has kicked us from the §H[Actor.GetAllianceName]§!." ACTION_LEAVE_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has left our Federation." ACTION_RELEASE_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has released §H[Recipient.GetName]§! as an independent nation." ACTION_INTEGRATE_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has begun integrating §H[Recipient.GetName]§! into their nation." ACTION_CANCEL_SUBJECT_INTEGRATION_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled their integration of §H[Recipient.GetName]§!." ALLIANCE_NAME_01:0 "Alliance" ALLIANCE_NAME_02:0 "Axis" ALLIANCE_NAME_03:0 "Entente" ALLIANCE_NAME_04:0 "League" ALLIANCE_NAME_05:0 "Compact" ALLIANCE_NAME_06:0 "Pact" ALLIANCE_NAME_07:0 "Concord" ALLIANCE_PREFIX_01:0 "Grand" ALLIANCE_PREFIX_02:0 "Glorious" ALLIANCE_PREFIX_03:0 "Auspicious" ALLIANCE_PREFIX_04:0 "Harmonious" ALLIANCE_PREFIX_05:0 "Celestial" ALLIANCE_PREFIX_06:0 "Bright" ALLIANCE_PREFIX_07:0 "Golden" ALLIANCE_PREFIX_08:0 "Propitious" ALLIANCE_PREFIX_09:0 "Favorable" ALLIANCE_PREFIX_10:0 "Just" ALLIANCE_PREFIX_11:0 "Condign" ALLIANCE_PREFIX_12:0 "Righteous" ALLIANCE_PREFIX_13:0 "Sanguine" ALLIANCE_PREFIX_14:0 "Beneficial" ALLIANCE_PREFIX_15:0 "Galactic" ALLIANCE_PREFIX_16:0 "Star" ALLIANCE_PREFIX_17:0 "Stellar" ALLIANCE_NAME:0 "$PREFIX$ $NAME$" ALLIANCE_MEMBERS:0 "Alliance Members" WAR_NAME:0 "$ATTACKER$-$DEFENDER$ War" PROPOSAL_SENT:0 "§RA Colonization proposal is already being considered by the Federation President.§!" requires_recipient_not_fanatic_purifiers:1 "$TRIGGER_FAIL$§RThey are §Y$civic_fanatic_purifiers$§!! They do not engage in diplomacy with other species!§!" requires_actor_not_fanatic_purifiers:1 "$TRIGGER_FAIL$§RWe are §Y$civic_fanatic_purifiers$§!! We do not engage in diplomacy with other species!§!" requires_recipient_not_devouring_swarm:1 "$TRIGGER_FAIL$§RThey are a §Y$civic_hive_devouring_swarm$§!! They exist only to consume other species!§!" requires_actor_not_devouring_swarm:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_hive_devouring_swarm$§!! We do not engage in diplomacy with other species... we eat them!§!" requires_actor_not_devouring_swarm_lithoid:0 "$TRIGGER_FAIL$§RWe are a lithoid §Y$civic_hive_devouring_swarm$§!! We consume worlds!§!" requires_recipient_not_gestalt_consciousness:2 "$TRIGGER_FAIL$§RThey are a §YGestalt Consciousness§!. They cannot integrate with other societies.§!" requires_actor_not_gestalt_consciousness:2 "$TRIGGER_FAIL$§RWe are a §YGestalt Consciousness§!. We cannot integrate with other societies.§!" requires_recipient_not_machine_terminator:1 "$TRIGGER_FAIL$§RA §Y$civic_machine_terminator$§! will only engage in Diplomacy with other §YMachine Intelligences§! or §YSynthetic Empires§!.§!" requires_actor_not_machine_terminator:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_terminator$§!. We do not negotiate with fleshlings.§!" requires_actor_not_machine_terminator_federation:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_terminator$§!. We cannot let others interfere with our cause.§!" requires_recipient_not_machine_terminator_federation:1 "$TRIGGER_FAIL$§RThey are a §Y$civic_machine_terminator$§! and are concerned only with the destruction of all organic life.§!" requires_recipient_not_machine_assimilator:1 "$TRIGGER_FAIL$§RThere is only one way to become one with a §Y$civic_machine_assimilator$§!. Through assimilation. §!" requires_actor_not_machine_assimilator:3 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_assimilator$§!. We assimilate.§!" requires_actor_not_inward_perfection:2 "$TRIGGER_FAIL$§RWe are focusing on our §Y$civic_inwards_perfection$§! and have little interest in diplomacy with other empires.§!" requires_recipient_not_inward_perfection:2 "$TRIGGER_FAIL$§RThey are focusing on their §Y$civic_inwards_perfection$§! and have little interest in diplomacy with other empires.§!" requires_actor_not_barbaric_despoilers:1 "$TRIGGER_FAIL$§RWe are §Y$civic_barbaric_despoilers$§!, we do not engage in this type of diplomacy.§!" requires_recipient_not_barbaric_despoilers:1 "$TRIGGER_FAIL$§RThey are §Y$civic_barbaric_despoilers$§!, they do not engage in this type of diplomacy.§!" requires_actor_not_criminal_heritage:0 "$TRIGGER_FAIL$§RWe have a §Y$civic_criminal_heritage$§!. We do not conduct our business openly.§!" requires_recipient_not_criminal_heritage:0 "$TRIGGER_FAIL$§RThey have a §Y$civic_criminal_heritage$§!. They do not conduct our business openly.§!" #################################### # Basic Resources #################################### energy:0 "Energy Credits" energy_desc:3 "§E§HEnergy Credits§! (£energy£) is an energy backed currency accepted by all space-faring races. You can gain more energy by:\n§Y1.§! Building §HGenerator Districts§! on the surface of colonized planets.\n§Y2.§! Using §HConstruction Ships§! to build §HMining Stations§! around energy rich planets or stars.\n§Y3.§! Selling resources on the §HMarket§!.§!" influence:0 "Influence" influence_desc_hive_mind:2 "§E§HInfluence§! (£influence£) represents the ability of our §HHive Mind§! to control our drone population, and is used for many things, like enacting §HEdicts§!, making §HClaims§! and building §HOutposts§!. The gain rate remains fairly constant throughout the game, but can be increased by researching technologies and declaring other empires your §HRivals§!.§!" influence_desc_machine_intelligence:2 "§E§HInfluence§! (£influence£) represents the ability of the primary §HMachine Intelligence§! to divert processing power to assume direct control over its semi-autonomous programs, and is used for many things, like enacting §HEdicts§!, making §HClaims§! and building §HOutposts§!. The gain rate remains fairly constant throughout the game, but can be increased by researching technologies and declaring other empires your §HRivals§!.§!" influence_desc:5 "§E§HInfluence§! (£influence£) represents political clout, and is used for many things, like enacting §HEdicts§!, making §HClaims§!, building §HOutposts§! and dealing with §HFactions§!. The gain rate remains fairly constant throughout the game, but can be increased by:\n§Y1.§! Winning the support of §HFactions§! in our empire.\n§Y2.§! Declaring other empires your §HRivals§!.§!" food:0 "Food" food_desc:2 "§E§HFood§! (£food£) represents the various nutrients required to sustain and grow £pop£ §HPops§!. You can gain more by:\n§Y1.§! Building §HAgriculture Districts§! on the surface of colonized planets.\n§Y2.§! Buying more on the §HMarket§!.§!" food_desc_machine_intelligence:2 "§E§H$food$§! (£food£) represents the various sources of biological nutrients that organics require to sustain their frail bodies. §H$auth_machine_intelligence$s§! have no need for this resource, except for §H$civic_machine_servitor$s§! who can grow food for their §H$citizenship_organic_trophy$ Pops§!, and §HDriven Assimilators§! for their §HCyborg Pops§! by:\n§Y1.§! Building §HAgriculture Districts§! on the surface of colonized planets.\n§Y2.§! Buying more on the §HMarket§!.§!" minerals:0 "Minerals" minerals_desc:3 "§E§HMinerals§! (£minerals£) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:\n§Y1.§! Building §HMining Districts§! on the surface of colonized planets.\n§Y2.§! Using §HConstruction Ships§! to build §HMining Stations§! around mineral rich planets or asteroids.\n§Y3.§! Buying more on the §HMarket§!.§!" physics_research:0 "Physics Research" physics_research_desc:3 "§E§HPhysics Research§! (£physics£) is used to research new technologies. We can increase our output by: \n§Y1.§! Building £building£ §HResearch Labs§! buildings on our colonies. \n§Y2.§! Using §HConstruction Ships§! to build §HResearch Stations§! around certain planets or stars.§!" society_research:0 "Society Research" society_research_desc:3 "§E§HSociety Research§! (£society£) is used to research new technologies. We can increase our output by: \n§Y1.§! Building £building£ §HResearch Labs§! buildings on our colonies.\n§Y2.§! Using §HConstruction Ships§! to build §HResearch Stations§! around certain planets or stars.§!" engineering_research:0 "Engineering Research" engineering_research_desc:3 "§E§HEngineering Research§! (£engineering£) is used to research new technologies. We can increase our output by: \n§Y1.§! Building £building£ §HResearch Labs§! buildings on our colonies.\n§Y2.§! Using §HConstruction Ships§! to build §HResearch Stations§! around certain planets or stars.§!" unity:0 "Unity" unity_desc:3 "§E§H$unity$§! (£unity£) is used to unlock new §HTraditions§!. We can increase our output by building an £building£ §H$building_autochthon_monument$§! or other buildings that provide jobs which produce Unity.§!" consumer_goods:0 "Consumer Goods" consumer_goods_desc:1 "§E§H$consumer_goods$§! (£consumer_goods£) is an advanced resource that represents the various gadgets, luxuries and goods necessary to give your £pop£ §HPops§! a good life and to perform intellectual £job£ §HJobs§! such as £job_researcher£ §HResearch§!. You can gain more by:\n§Y1.§! Building £building£ §HCivilian Industries§! buildings the surface of colonized planets.\n§Y2.§! Buying more on the §HMarket§!.§!" ENERGY_DEFICIT_DESC:1 "§ROur Empire is affected by $DEFICIT|E$ since we are spending more §HEnergy Credits§! than we are producing, and our reserves have run out.§!" ETHIC_ALLOWS_SLAVERY:0 "§ECan §HEnslave§! aliens§!" ETHIC_ALLOWS_CASTE_SYSTEM:1 "§EAllows §HCaste System§! Citizenship Type§!" ETHIC_ALLOWS_PURGE:1 "§ECan §HPurge§! aliens§!" ETHIC_DISALLOWS_DISPLACE:0 "§ECannot §HDisplace§! aliens§!" ETHIC_DISALLOWS_SLAVERY:0 "§ECannot §HEnslave§! entire species§!" ETHIC_ALLOWS_TEMPLE:0 "§ECan build §HTemple§! buildings§!" ETHIC_NEVER_ALIEN_CITIZENSHIP:0 "§ECannot give aliens §HFull Citizenship§!§!" ETHIC_NEVER_ALIEN_MILITARY_SERVICE:0 "§ECannot allow aliens §HFull Military Service§!§!" ETHIC_ALWAYS_MUST_ALIEN_CITIZENSHIP:0 "§EMust always give aliens §HFull Citizenship§!§!" ETHIC_IMPROVED_DIPLOMACY:0 "§EIncreased §HOpinion§! for other species§!" ETHIC_REDUCED_DIPLOMACY:0 "§EDecreased §HOpinion§! for other species§!" ETHIC_ALWAYS_ALIEN_CITIZENSHIP:0 "§ECan always give aliens §HFull Citizenship§!§!" ETHIC_ONLY_AUTOCRACY:0 "§EMust have §HAutocratic§! Government form§!" ETHIC_ONLY_DEMOCRACY:0 "§EMust have §HDemocratic§! Government form§!" ETHIC_NEVER_AUTOCRACY:0 "§ECannot use §HAutocratic§! Government forms§!" ETHIC_NEVER_DEMOCRACY:0 "§ECannot use §HDemocratic§! Government forms§!" ETHIC_ALLOWS_UTOPIA:0 "§EAllows §HUtopian§! Living Standards§!" ETHIC_ALLOWS_STRATIFIED_SOCIETY:0 "§EAllows §HStratified Economy§! Living Standards§!" ETHIC_DISALLOW_POVERTY:0 "§ECannot have §HImpoverished§! Living Standards for Full Citizenship species§!" ETHIC_DISALLOW_MIGRATION_CONTROL:0 "§ECannot have §HMigration Controls§! for Full Citizenship species§!" ETHIC_FORCED_ALIEN_POVERTY:0 "§EAliens must have the §HImpoverished Conditions§! living standard§!" ETHIC_ALLOWS_PSIONICS:0 "§ECan research §HPsionic§! technologies§!" ETHIC_ALLOWS_ACADEMIC_PRIVILEGE:0 "§EAllows §HAcademic Privilege§! Living Standards§!" ETHIC_DISALLOW_BAN_AI:0 "§ECannot use §HAI Outlawed§! policy§!" ETHIC_DISALLOW_BAN_ROBOTS:0 "§ECannot use §HRobotic Workers Outlawed§! policy§!" ETHIC_DISALLOW_AI:0 "§ECannot use §HFull AI Rights§! policy§!" ETHIC_DISALLOW_CONQUEST_WARS:0 "§ECannot use §HUnrestricted Wars§! policy§!" ETHIC_DISALLOW_OFFENSIVE_WARS:0 "§EMust use §HDefensive Wars Only§! policy§!" ETHIC_DISALLOW_NATIVE_TAMPERING:0 "§EMust use §HPassive Native Interference§! policy§!" ETHIC_DISALLOW_FULL_NATIVE_TAMPERING:0 "§ECannot use §HFull Native Interference§! policy§!" ETHIC_DISALLOW_FULL_BOMBARDMENT:0 "§ECannot engage in §HIndiscriminate§! Orbital Bombardment§!" ETHIC_ALLOW_NO_RETREAT:0 "§ECan use the §HNo Retreat§! War Doctrine§!" ETHIC_NO_REFUGEES:0 "§ECannot use §HRefugees Welcome§! species policy§!" ETHIC_ALWAYS_REFUGEES:0 "§ECannot use §HNo Refugees§! species policy§!" ETHIC_GESTALT_CONSCIOUSNESS_AUTHORITY:1 "§ECannot use §HDemocratic§!, §HOligarchic§!, §HDictatorial§!, or §HImperial§! authority§!" ETHIC_GESTALT_CONSCIOUSNESS_IMMORTAL_RULER:0 "§ERulers are §HImmortal§!§!" ETHIC_GESTALT_CONSCIOUSNESS_DOMESTIC_POP_SURVIVAL:0 "§ENative Pops can not survive in non-§HGestalt Consciousness§! empires§!" ETHIC_GESTALT_CONSCIOUSNESS_NO_FACTIONS:0 "§ENative Pops are not affected by §HHappiness§! and will not join §HFactions§!§!" ETHIC_GESTALT_CONSCIOUSNESS_NO_TUTORIAL:0 "§RDisables Tutorial§!" AUTH_HIVE_MIND_FOREIGN_POP_SURVIVAL:1 "Non-§HHive Mind§! £pop£ Pops must be assimilated, enslaved or purged" AUTH_HIVE_MIND_GENEMODDING:0 "Can genetically modify §H£pop£ Pops§! to become §HHive Mind§! compatible if §HBiological Ascension Path§! is completed" AUTH_HIVE_MIND_ASCENSION_RESTRICTIONS:0 "Cannot follow §HPsionic§! or §HSynthetic Ascension Paths§!" AUTH_HIVE_MIND_AI_RESTRICTIONS:0 "Cannot research or build §HRobot§! Pops" AUTH_MACHINE_INTELLIGENCE_IMMORTAL_LEADERS:0 "Leaders are §HImmortal§!" AUTH_MACHINE_INTELLIGENCE_EXPENSIVE_NATIVE_LEADERS:0 "Machine Leader Recruitment Cost: §R+100%§!" AUTH_MACHINE_TECH_ADDITIONS:0 "Has access to special §HMachine§! technologies" AUTH_MACHINE_TECH_RESTRICTIONS:1 "Cannot research §HRobot§! technologies" AUTH_MACHINE_ASCENSION_RESTRICTIONS:0 "Cannot follow §HPsionic§!, §HBiological§!, or §HSynthetic Ascension Paths§!" AUTH_MACHINE_FOREIGN_POP_SURVIVAL:0 "Non-§HMachine§! £pop£ Pops must be assimilated, enslaved or purged" AUTH_MACHINE_NATIVE_POPS:0 "§HMachine§! £pop£ Pops do not grow but are built" #################################### # Advanced Resources #################################### volatile_motes:0 "Volatile Motes" volatile_motes_desc:0 "These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives." exotic_gases:0 "Exotic Gases" exotic_gases_desc:0 "Rare and exotic gases with a variety of different uses, particularly in the operation of advanced energy-based weaponry and force fields. Some of the gases can also be used as starship fuel or even as recreational drugs." rare_crystals:0 "Rare Crystals" rare_crystals_desc:0 "These crystals have properties that make them extremely effective at focusing laser beams, and they are also a critical component in most advanced electronics. In addition, many cultures treasure them as decorations and adornments." alloys:0 "Alloys" alloys_desc:1 "§E§HAlloys§! (£alloys£) are advanced resources with a military application, which we need to construct §HShips§! and §HStarbases§!. We can gain more by:\n§Y1.§! Building £building£ §HAlloy Foundries§! buildings on the surface of colonized planets.\n§Y2.§! Buying more on the §HMarket§!.§!" sr_zro:0 "Zro" sr_zro_desc:0 "An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psionically-gifted individuals, zro acts as a very potent (and addictive) drug that enhances PSI abilities." sr_living_metal:0 "Living Metal" sr_living_metal_desc:1 "This inorganic metal shows characteristics usually seen only in biological life forms. It will always attempt to regenerate back into the shape it was stabilized into." sr_dark_matter:0 "Dark Matter" sr_dark_matter_desc:1 "This exotic substance has many properties that seemingly defy several natural laws. Harvestable concentrations can only be found near Black Holes or in certain nebulas." nanites:0 "Nanites" nanites_desc:0 "Simple but powerful nanoactuators, allowing for complex manipulations and experiments of mesoscopic scales." #################################### # Local Resources #################################### sr_alien_pets:0 "Alien Pets" sr_alien_pets_desc:1 "These docile non-sapient creatures can easily be domesticated, and their friendly demeanor and appealing looks would make them popular as pets and companions. Xenophiles value them highly and proudly present them in their zoos." sr_betharian:0 "Betharian Stone" sr_betharian_desc:0 "These rare stones have been deposited on many worlds through meteor strikes. They burn very slowly and are very efficient energy sources." #################################### # Strategic Resources #################################### #sr_terraform_gases:0 "Terraforming Gases" #sr_terraform_gases_desc:1 "Mined from Gas Giants, Terraforming Gases represents an assortment of gases such as Hydrogen, Helium and Methane. Access to Terraforming Gases will make it easier for us to terraform planets." #sr_terraform_liquids:0 "Terraforming Liquids" #sr_terraform_liquids_desc:1 "Mined from Frozen planets, Terraforming Fluids represents different types of fluids such as dihydrogen monoxide. Access to Terraforming Fluids will make it easier for us to terraform planets." #sr_garanthium:0 "Garanthium Ore" #sr_garanthium_desc:2 "This ore can be refined into a metal that is both very malleable and durable. It is an excellent material used for the construction of ships." sr_neutronium:0 "Neutronium Ore" sr_neutronium_desc:1 "Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant hulls." #sr_helium:0 "Helium-3" #sr_helium_desc:0 "This isotope of helium is used as a fuel in a wide variety of reactors and other energy production facilities." #sr_yuranic:0 "Yurantic Crystals" #sr_yuranic_desc:0 "These crystals have rare reflective properties that enhance the power output of energy weapons." #sr_teldar:0 "Teldar Crystals" #sr_teldar_desc:1 "Extremely durable crystals that enhance the armor-piercing capabilities and destructive potential of projectile weapons." #sr_mirium: "Mirium Ore" #sr_mirium_desc: "This rare ore is too brittle to be used in an alloy, but if properly made mirium projectiles have unmatched armor piercing potential." #sr_satramene:0 "Satramene Gas" #sr_satramene_desc:3 "This gas is a naturally occurring stimulant found on some worlds. It has a calming effect on most beings, and stimulates consensus-seeking behaviors in groups. Its addictive nature is a well-documented side-effect." #sr_lythuric:0 "Lythuric Gas" #sr_lythuric_desc:3 "Small concentrations of this gas mixed with fuel have been shown to significantly increase thrust." #sr_alien_test_subjects: "Alien Test Subjects" #sr_alien_test_subjects_desc: "The genetic makeup of these non-sapient alien creatures make them particularly useful as test subjects in experiments involving a variety of domestic products and medicines." #sr_pitharan:0 "Pitharan Dust" #sr_pitharan_desc:2 "This fine, energy-dense dust serves as an excellent fertilizer." #sr_engos:0 "Engos Vapor" #sr_engos_desc:3 "A naturally occurring stimulant that helps all forms of life perform at maximum capacity." #sr_xaldor: "Xaldor Gemstones" #sr_xaldor_desc: "These rare gems emit an ethereal glow that changes color depending on the mood of whoever is holding them. The glow becomes especially intense in the vicinity of psionically-gifted individuals." #sr_orillium:0 "Orillium Ore" #sr_orillium_desc:2 "Orillium is a very unstable element that can be used to efficiently randomize high-frequency shield modulations, improving potential defensive capabilities." #sr_sactajenian: "Sactajenian Spice" #sr_sactajenian_desc: "A psychoactive compound that imbues users with a limited psionic connection to one another. This effect somewhat diminishes free will and individual mental capacity, but the new 'group mind' can perform tasks as a single organism for a limited time." #sr_zarbadoccan: "Zarbadoccan Mold" #sr_zarbadoccan_desc: "A powerful stimulant that temporarily gifts most users with a sense of increased creativity or introspective emotional awareness. This kind of 'soul-searching' is frowned upon by some cultures as being counter-productive." #sr_riggan:0 "Riggan Spice" #sr_riggan_desc:0 "The secret methods of extracting and mixing this spice is something that is not known outside the $leviathans.103.name$. The spice has a unique flavor and is a popular food ingredient." #sr_carnian: "Carnian Pearls" #sr_carnian_desc: "These pearls are often used in jewelry and their brilliant white metallic luster is quite eye-catching, which may explain why they are so popular among avian species." #sr_muutagan:0 "Muutagan Crystals" #sr_muutagan_desc:0 "The $leviathans.104.name$ are the only group that possess the knowledge of crafting these crystals. If struck, these "singing" crystals start to vibrate while emitting a unique humming sound. They are often used as musical instruments, and have a calming effect on most beings." #sr_xuran:0 "XuraGel" #sr_xuran_desc:0 "Produced by $leviathans.100.name$, this gel claims various positive medicinal effects for creatures living in inhospitable environments." #sr_kobor: "Kobor Wood" #sr_kobor_desc: "Kobor trees can be found on many different worlds, and their seeds were likely spread deliberately by someone long ago. The wood from these trees is light, extremely durable and easy to work with. Arthropods in particular favor it as a building material." #################################### # Planetary Buildings #################################### building_basic_power_plant:0 "Basic Power Plant" building_basic_power_plant_desc:1 "Power Plants produce Energy Credits, necessary for maintaining most buildings and ships." building_power_plant_1:0 "Power Plant I" building_power_plant_1_desc:1 "$building_basic_power_plant_desc$" building_power_plant_2:0 "Power Plant II" building_power_plant_2_desc:1 "$building_basic_power_plant_desc$" building_power_plant_3:0 "Power Plant III" building_power_plant_3_desc:1 "$building_basic_power_plant_desc$" building_power_plant_4:0 "Power Plant IV" building_power_plant_4_desc:1 "$building_basic_power_plant_desc$" building_power_plant_5:0 "Power Plant V" building_power_plant_5_desc:1 "$building_basic_power_plant_desc$" building_betharian_power_plant:0 "Betharian Power Plant" building_betharian_power_plant_desc:1 "Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits." building_betharian_power_plant_2:0 "Betharian Power Plant II" building_betharian_power_plant_2_desc:1 "$betharian_power_plant_1_desc$" building_betharian_power_plant_3:0 "Betharian Power Plant III" building_betharian_power_plant_3_desc:1 "$betharian_power_plant_1_desc$" building_betharian_power_plant_4:0 "Betharian Power Plant IV" building_betharian_power_plant_4_desc:1 "$betharian_power_plant_1_desc$" building_betharian_power_plant_5:0 "Betharian Power Plant V" building_betharian_power_plant_5_desc:1 "$betharian_power_plant_1_desc$" building_basic_farm:0 "Basic Hydroponics Farm" building_basic_farm_desc:1 "Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops." building_hydroponics_farm_1:0 "Hydroponics Farm I" building_hydroponics_farm_1_desc:1 "$building_basic_farm_desc$" building_hydroponics_farm_2:0 "Hydroponics Farm II" building_hydroponics_farm_2_desc:1 "$building_basic_farm_desc$" building_hydroponics_farm_3:0 "Hydroponics Farm III" building_hydroponics_farm_3_desc:1 "$building_basic_farm_desc$" building_hydroponics_farm_4:0 "Hydroponics Farm IV" building_hydroponics_farm_4_desc:1 "$building_basic_farm_desc$" building_hydroponics_farm_5:0 "Hydroponics Farm V" building_hydroponics_farm_5_desc:1 "$building_basic_farm_desc$" building_basic_mine:0 "Basic Mine" building_basic_mine_desc:1 "Mining Networks extract crucial Minerals from the planet's crust." building_mining_network_1:0 "Mining Network I" building_mining_network_1_desc:1 "$building_basic_mine_desc$" building_mining_network_2:0 "Mining Network II" building_mining_network_2_desc:1 "$building_basic_mine_desc$" building_mining_network_3:0 "Mining Network III" building_mining_network_3_desc:1 "$building_basic_mine_desc$" building_mining_network_4:0 "Mining Network IV" building_mining_network_4_desc:1 "$building_basic_mine_desc$" building_mining_network_5:0 "Mining Network V" building_mining_network_5_desc:1 "$building_basic_mine_desc$" building_basic_science_lab_1:1 "Basic Science Lab" building_basic_science_lab_1_desc:1 "Science Labs provide the basic facilities for general research, and can be Upgraded for more specialized functionality." building_engineering_facility_1:0 "Engineering Facility I" building_engineering_facility_1_desc:1 "Engineering Facilities are specialized institutions generating additional Engineering research." building_engineering_facility_2:0 "Engineering Facility II" building_engineering_facility_2_desc:1 "$building_engineering_facility_1_desc$" building_engineering_facility_3:0 "Engineering Facility III" building_engineering_facility_3_desc:1 "$building_engineering_facility_1_desc$" building_engineering_facility_4:0 "Engineering Facility IV" building_engineering_facility_4_desc:1 "$building_engineering_facility_1_desc$\n\n$requires_capital_planet_desc$" building_engineering_facility_5:0 "Engineering Facility V" building_engineering_facility_5_desc:1 "$building_engineering_facility_1_desc$" building_physics_lab_1:0 "Physics Lab I" building_physics_lab_1_desc:1 "Physics Labs are specialized institutions generating additional Physics research." building_physics_lab_2:0 "Physics Lab II" building_physics_lab_2_desc:1 "$building_physics_lab_1_desc$" building_physics_lab_3:0 "Physics Lab III" building_physics_lab_3_desc:1 "$building_physics_lab_1_desc$" building_physics_lab_4:0 "Physics Lab IV" building_physics_lab_4_desc:1 "$building_physics_lab_1_desc$\n\n$requires_capital_planet_desc$" requires_capital_planet_desc:0 "§RCan only be built on the capital planet.§!" building_physics_lab_5:0 "Physics Lab V" building_physics_lab_5_desc:1 "$building_physics_lab_1_desc$" building_biolab_1:0 "Biolab I" building_biolab_1_desc:1 "Biolabs are specialized institutions generating additional Society research." building_biolab_2:0 "Biolab II" building_biolab_2_desc:1 "$building_biolab_1_desc$" building_biolab_3:0 "Biolab III" building_biolab_3_desc:1 "$building_biolab_1_desc$" building_biolab_4:0 "Biolab IV" building_biolab_4_desc:1 "$building_biolab_1_desc$\n\n$requires_capital_planet_desc$" building_biolab_5:0 "Biolab V" building_biolab_5_desc:1 "$building_biolab_1_desc$" building_clone_vats:0 "Clone Vats" building_clone_vats_desc:2 "Clone Vats allow for a remarkable increase to population growth speed." building_slave_processing:0 "Slave Processing Facility" building_slave_processing_desc:0 "This large and imposing facility is used to process slave labor and extinguish any trace of free will. A Slave Processing Facility is required for the creation of slave armies." building_robotics_assembly_plant:0 "Robotics Assembly Plant" building_robotics_assembly_plant_desc:0 "A Robotics Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_1$§! Pop per Year\nPop Upkeep: £energy£ §Y1§!" building_robotics_assembly_plant_2:1 "Droid Assembly Plant" building_robotics_assembly_plant_2_desc:1 "A Droid Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_2$§! Pop per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_1$§! to §H$ROBOT_POP_SPECIES_2$§!\nPop Upkeep: £energy£ §Y2§!" building_robotics_assembly_plant_3:1 "Synthetic Assembly Plant" building_robotics_assembly_plant_3_desc:1 "A Synthetic Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_3$§! Pop per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_2$§! to §H$ROBOT_POP_SPECIES_3$§!\nPop Upkeep: £energy£ §Y5§!" building_colony_shelter:0 "Reassembled Ship Shelter" building_colony_shelter_desc:0 "The remains of a Colony Ship, reassembled for planetside form and function." building_capital:0 "Planetary Administration" building_capital_desc:0 "Seat of the local ruling elite." building_major_capital:0 "Planetary Capital" building_major_capital_desc:0 "A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony." building_system_capital:0 "System Capital-Complex" building_system_capital_desc:0 "A towering configuration of administrative bureaus and networked infrastructure, allowing the construction and operation of highly demanding facilities." building_ancient_factory:1 "Autonomous Fabricators" building_ancient_factory_desc:1 "§LThis ancient complex was built with technology long since lost to the ages.§!" building_ancient_archives:0 "Precursor Archives" building_ancient_archives_desc:0 "§LVast stores of ancient knowledge.§!" building_dark_matter_power_plant:0 "Dark Matter Power Plant" building_dark_matter_power_plant_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!" building_agri_processing_complex:0 "Agri-Processing Complex" building_agri_processing_complex_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!" building_primitive_farm:0 "Primitive Farms" building_primitive_farm_desc:0 "Primitive farmsteads working the soil for meager returns." building_primitive_factory:0 "Primitive Factory" building_primitive_factory_desc:0 "Primitive, inefficient factories spewing pollution while producing goods." building_primitive_mine:0 "Primitive Mine" building_primitive_mine_desc:0 "Primitive mining tunnels that snake through the ground." building_primitive_power_plant:0 "Primitive Power Plant" building_primitive_power_plant_desc:0 "A primitive and somewhat unreliable power plant that relies on coal or early atomic power." building_mutant_landfill:0 "Mutant Landfill" building_mutant_landfill_desc:0 "A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts." building_vault:0 "Underground Vault" building_vault_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out." building_vault_2:0 "Underground Vault" building_vault_2_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault contains a huge machine park along with stores of mining equipment." building_particle_accelerator:0 "Particle Accelerator" building_particle_accelerator_desc:0 "This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist." building_odd_factory:0 "Odd Factory" building_odd_factory_desc:0 "A well-crafted facility that produces high value resources, left on the planet by a different civilization." building_quarantine:0 "Plague Research Station" building_quarantine_desc:0 "A temporary hospital with a focus on studying infected in order to produce a cure." building_plague_memorial:0 "Plague Memorial" building_plague_memorial_desc:0 "A memorial to remind the people of the horrible disease that once haunted their home. Stands as a testament to the survival of the nation." building_energy_grid:0 "Energy Grid" building_energy_grid_desc:0 "A carefully calibrated grid network maximizes the output of power generators." building_energy_nexus:0 "Energy Nexus" building_energy_nexus_desc:0 "This colossal facility centralizes all energy grids on the planet, improving their efficiency." building_mineral_purification_plant:2 "Mineral Purification Plants" building_mineral_purification_plant_desc:2 "Minerals that have passed through these purifiers are of the highest quality." building_mineral_purification_hub:2 "Mineral Purification Hubs" building_mineral_purification_hub_desc:2 "Massive hubs where minerals are received and then shuttled to arrays of purifiers." building_clinic:2 "Gene Clinics" building_clinic_desc:2 "Gene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population." building_hospital:2 "Cyto-Revitalization Centers" building_hospital_desc:2 "Cyto-Revitalization Centers can offer advanced medical treatments to a large population. Treatments on a cellular level lead to a significantly healthier and longer-living population." building_mineral_silo_1:1 "Mineral Silo I" building_mineral_silo_1_desc:1 "Mineral Silos increase our Empire's maximum Mineral storage capacity." building_mineral_silo_2:1 "Mineral Silo II" building_mineral_silo_2_desc:0 "$building_mineral_silo_1_desc$" building_mineral_silo_3:1 "Mineral Silo III" building_mineral_silo_3_desc:0 "$building_mineral_silo_1_desc$" building_planetary_shield_generator:0 "Planetary Shield Generator" building_planetary_shield_generator_desc:0 "$tech_planetary_shield_generator_desc$" building_autochthon_monument:0 "Autochthon Monument" building_autochthon_monument_desc:0 "A monument to the first pioneers to venture into space." building_heritage_site:0 "Heritage Site" building_heritage_site_desc:0 "An area dedicated to the early history of our empire and its people." building_hypercomms_forum:0 "Hypercomms Forum" building_hypercomms_forum_desc:0 "An immense facility equipped with avant-garde interpersonal communications equipment, the Forum allows for the exchange of multisensory ideas in casual discussions and rapid consensus-forming in debates." building_autocurating_vault:0 "Auto-Curating Vault" building_autocurating_vault_desc:0 "A highly-specialized computerized network constantly acquires, analyzes, evaluates and puts on display everyday artifacts it deems of impending historical import, creating a living museum of the present and a window into the zeitgeist." building_temple:0 "Temple" building_temple_desc:0 "Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all." building_holotemple:0 "Holotemple" building_holotemple_desc:0 "An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion." building_sacred_nexus:0 "Sacred Nexus" building_sacred_nexus_desc:0 "The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground." building_citadel_of_faith:0 "Citadel of Faith" building_citadel_of_faith_desc:0 "A massive complex offering refuge and seclusion from the material world, for all comers." building_stronghold:0 "Stronghold" building_stronghold_desc:0 "A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion." building_fortress:0 "Fortress" building_fortress_desc:2 "A massive fortress complex with an expanded garrison and training facilities for soldiers." building_bio_reactor:0 "Bio-Reactor" building_bio_reactor_desc:0 "A facility where organic matter is converted into energy at a highly efficient rate." tech_bio_reactor:0 "$building_bio_reactor$" tech_bio_reactor_desc:0 "$building_bio_reactor_desc$" building_hab_stronghold:0 "Security Zone" building_hab_stronghold_desc:0 "This section of the Habitat is dedicated to security and provides an armed security force to protect the Habitat from threats within and without." building_crude_huts:0 "Crude Huts" building_crude_huts_desc:0 "Primitive shelters constructed out of stone, clay or whatever other materials were available." building_primitive_dwellings:0 "Primitive Dwellings" building_primitive_dwellings_desc:0 "These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements." building_stone_palace:1 "Stone Palaces" building_stone_palace_desc:1 "Primitive palaces built out of stone, where the local ruling elite resides." building_primitive_capital:0 "Regional Capitals" building_primitive_capital_desc:0 "The regional capital buildings of the various nation-states inhabiting this primitive world." building_urban_dwellings:0 "Urban Dwellings" building_urban_dwellings_desc:0 "Cramped and often polluted jungles of concrete." #################################### # Wonders #################################### building_xeno_zoo:1 "Alien Zoo" building_xeno_zoo_desc:0 "As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy." building_fe_xeno_zoo:0 "Xeno Preserve" building_hab_capital:0 "Habitat Administration" building_hab_capital_desc:0 "The administrative hub of the Habitat, serving as its capital and the seat of the local government." building_hab_solar_power_processor:0 "Solar Power Processor" building_hab_solar_power_processor_desc:0 "Solar Power Processors distribute solar energy captured in vast arrays of solar panels located on the exterior hull of the Habitat." building_hab_astro_mining_facility:0 "Astro-Mining Bay" building_hab_astro_mining_facility_desc:0 "With no natural resources of their own, Habitats depend on these facilities to mine and process minerals from nearby asteroids and planetoids." building_hab_agri_bay:0 "Agricultural Zone" building_hab_agri_bay_desc:0 "A section of the Habitat set aside for the cultivation of various plants and animals needed by the local population." building_hab_cultural_center:0 "Leisure District" building_hab_cultural_center_desc:0 "This sprawling complex tends to the cultural and social needs of the Habitat's inhabitants." building_hab_laboratory_module:0 "Laboratory Complex" building_hab_laboratory_module_desc:0 "A section of the Habitat dedicated entirely to the scientific pursuits." building_fe_xeno_zoo_desc:0 "A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly." building_paradise_dome:0 "Paradise Dome" building_paradise_dome_desc:2 "A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there." building_monument:0 "Monument" building_monument_desc:0 "A monument honoring a great ruler." building_monument_proper:0 "[GetRulerName]'s Monument" building_monument_desc_proper:0 "A colossal monument honoring the great [GetRulerName]." building_grand_mausoleum:0 "Grand Mausoleum" building_grand_mausoleum_desc:0 "A huge mausoleum built to house the tomb of a great ruler." building_grand_mausoleum_proper:0 "[GetRulerName]'s Grand Mausoleum" building_grand_mausoleum_desc_proper:0 "The sacred mausoleum of the revered [GetRulerName]." building_grand_mausoleum_allowed_tooltip:1 "Must have a §YRuler§!\nMust have a\n§YPlanetary Administration§!,\n§YPlanetary Capital§!, or\n§YEmpire Capital-Complex§!\nbuilt on the planet" building_royal_gardens:0 "Royal Gardens" building_royal_gardens_desc:0 "A huge recreational garden where the people may gather and rejoice in remembrance to a great ruler." building_royal_gardens_proper:0 "Royal Gardens of [GetRulerName]" building_royal_gardens_desc_proper:0 "A fantastic garden developed by the great [GetRulerName]." building_galactic_stock_exchange:0 "Galactic Stock Exchange" building_galactic_stock_exchange_desc:0 "By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs." building_ministry_production:0 "Ministry of Production" building_ministry_production_desc:0 "The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet." building_production_center:0 "Resource Processing Center" building_production_center_desc:1 "A vast facility which centralizes the handling of resources and manufacturing across the entire planet." building_supercomputer:1 "Planetary Supercomputer" building_supercomputer_desc:1 "A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet." building_hyper_entertainment_forum:1 "Hyper-Entertainment Forums" building_hyper_entertainment_forum_desc:1 "These massive entertainment complexes is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!" building_institute:0 "Research Institute" building_institute_desc:1 "The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research output of the whole planet." building_virtual_combat_arena:0 "Virtual Combat Arena" building_virtual_combat_arena_desc:1 "The Virtual Combat Arena serves both as entertainment and a means to foster communal unity. Local armies may also use the Virtual Combat Arena for virtual exercises." building_monument_purity:0 "Monument to Purity" building_monument_purity_desc:1 "$tech_purity_campaigns_desc$" building_orillium_factory:0 "Orillium Explosives Factory" building_orillium_factory_desc:1 "The unique qualities of Orillium ore allows it to be processed into an easily-tuned explosive, especially suited for controlled blasts in deep mining operations." building_pitharan_plant:0 "Pitharan Fertilizer Plant" building_pitharan_plant_desc:1 "Pitharan Fertilizer Plants produce fertilizers using Pitharan dust as an additive, improving crop yields." building_military_academy:0 "Military Academy" building_military_academy_desc:1 "Military Academies improve local recruitment rates and offer a higher standard of training." building_symbol_unity:0 "Symbol of Unity" building_symbol_unity_desc:0 "$tech_symbol_unity_desc$" building_visitor_center:0 "Visitor Center" building_visitor_center_desc:0 "$tech_visitor_center_desc$" building_alien_sanctuary:0 "Alien Sanctuary" building_alien_sanctuary_desc:0 "$tech_alien_sanctuary_desc$" building_psi_corps:0 "Psi Corps" building_psi_corps_desc:0 "Psi-gifted individuals are brought from all across to our empire to a place where they are able to hone their abilities.\n\n§YThe Psi Corps is your friend. Trust the Corps.§!" building_hive_synapse:0 "Hive Synapse" building_hive_synapse_desc:0 "Boosting the signal of our Hive Mind makes our drones more efficient workers." building_xenology_center:0 "Xenology Center" building_xenology_center_desc:0 "By collecting members of weaker species in one location, we can study them and showcase them as proof of our superiority." building_symbol_purity:0 "Symbol of Purity" building_symbol_purity_desc:0 "$tech_symbol_unity_desc$" building_control_center:0 "Control Center" building_control_center_desc:0 "By constructing powerful processing hubs we can optimize the operational efficiency of our drones." #################################### # Building requirement custom descs #################################### requires_building_capital_or_hab:0 "§RRequires §Y$building_capital$§! or §Y$building_hab_capital$§! on planet.§!" requires_building_capital:0 "§RRequires §Y$building_capital$§! on planet.§!" requires_building_capital_2:0 "§RRequires §Y$building_capital_2$§! on planet.§!" requires_building_capital_3:0 "§RRequires §Y$building_capital_3$§! on planet.§!" requires_any_empire_capital:0 "§RRequires §Y$building_capital_3$§! or §Y$building_hab_capital$§! on planet.§!" requirement_robotics_2:0 "§RRequires §Y$building_capital_2$§! on planet. Artificial Intelligence may not be outlawed.§!" requirement_robotics_3:0 "§RRequires §Y$building_capital_3$§! on planet. Artificial Intelligence may not be outlawed.§!" requirement_slave_facility:1 "§RNo slaves present on planet.§!" requirement_not_homeworld:0 "§RCannot be built on home world.§!" requires_shelter:0 "§RRequires §Y$building_colony_shelter$§! on planet.§!" requires_pops_5:0 "§RRequires at least §Y5 Pops§! on planet.§!" requires_pops_10:0 "§RRequires at least §Y10 Pops§! on planet.§!" requires_pops_15:0 "§RRequires at least §Y15 Pops§! on planet.§!" requires_alien_pets:0 "§RRequires §Y$sr_alien_pets$§! on tile.§!" requires_betharian_stone:0 "§RRequires §Y$sr_betharian$§! on tile.§!" requires_building_machine_capital_1:0 "§RRequires §Y$building_machine_capital_1$§! on planet.§!" requires_building_machine_capital_2:0 "§RRequires §Y$building_machine_capital_2$§! on planet.§!" requires_building_machine_capital_3:0 "§RRequires §Y$building_machine_capital_3$§! on planet.§!" requires_any_machine_empire_capital:0 "§RRequires §Y$building_machine_capital_3$§! or §Y$building_hab_capital$§! on planet.§!" requires_building_machine_capital_1_or_hab:0 "§RRequires §Y$building_machine_capital_1$§! or §Y$building_hab_capital$§! on planet.§!" requires_machine_shelter:0 "§RRequires §Y$building_deployment_post$§! on planet.§!" #################################### # Event Buildings #################################### building_zanaam_obelisk:0 "Obelisk of Zanaam" building_zanaam_obelisk_desc:0 "A mysterious obelisk covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches." building_great_pyramid:0 "Great Pyramid" building_great_pyramid_desc:1 "A pyramid constructed by the local population to appease a deity descended from the sky." building_toy_factory:0 "Alien Toy Factory" building_toy_factory_desc:0 "Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purpose." #################################### # Machine Empire Buildings #################################### building_uplink_node:0 "Uplink Node" building_uplink_node_desc:0 "An uplink node that decreases planetary latency." building_network_junction:0 "Network Junction" building_network_junction_desc:0 "This powerful transceiver increases the bandwidth of the signals being continuously sent between the many different systems operating across our empire." building_system_conflux:0 "System Conflux" building_system_conflux_desc:0 "A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems." building_alpha_hub:0 "Alpha Hub" building_alpha_hub_desc:0 "The nerve center of all intra-communication that occurs between the quintillions of semi-sapient systems that administers our empire." building_machine_capital:0 "Administrative Array" building_machine_capital_desc:0 "A semi-autonomous computer network that handles the various administrative functions on a planet." building_machine_major_capital:0 "Planetary Processor" building_machine_major_capital_desc:0 "A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement." building_machine_system_capital:0 "Primary Nexus" building_machine_system_capital_desc:0 "The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization." building_animal_evaluation_laboratory:0 "Animal Evaluation Laboratory" building_animal_evaluation_laboratory_desc:0 "This laboratory will study the properties of the unique animal strain that inhabits this region, and how they could potentially be applied to future machine designs." building_spare_parts_depot:0 "Spare Parts Depot" building_spare_parts_depot_desc:0 "A large, centralized depot that contains spare parts for every currently active machine model in our empire." building_unit_assembly_plant:0 "Unit Assembly Plant" building_unit_assembly_plant_desc:0 "This AI-supervised factory greatly speeds up the process of assembling new machine units on this world." building_singularity_core:0 "Singularity Core" building_singularity_core_desc:0 "A stable micro black hole held within a massive containment facility. The research potential is nearly unlimited." building_probability_engine:0 "Probability Engine" building_probability_engine_desc:0 "This exceedingly powerful AI construct is constantly running advanced mathematical simulations in a vain attempt to predict the future actions of organic societies. It has proven adept at anticipating developments on their stock markets, however." building_organic_sanctuary:0 "Organic Sanctuary" building_organic_sanctuary_desc:2 "This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner. The Organics within have their housing needs completely fulfilled." building_organic_paradise:0 "Organic Paradise" building_organic_paradise_desc:2 "An AI-controlled artificial paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination. The Organics within have their housing needs completely fulfilled." building_nutrient_paste_facility:0 "Nutrient Paste Facility" building_nutrient_paste_facility_desc:0 "This facility uses various industrial bi-products to create a thick paste that is an excellent source of nutrients for organics. With the addition of chemical flavoring, the paste can be molded into approximations of most prepared food compositions. Seven out of ten organics can't tell the difference." building_neuro_electric_amplifier:0 "Neuro-Electric Amplifier" building_neuro_electric_amplifier_desc:0 "This facility amplifies the neural signals being transmitted between the cybernetic units under our control, increasing their productivity." building_neuro_electric_amplifier_triggered_effect:0 "Cybernetic Pops:\n $minerals$: §G+15%§!\n $energy$: §G+15%§!" building_war_factory:0 "War Factory" building_war_factory_desc:0 "A massive warbot factory under the control of an advanced AI with optimized production routines." building_deployment_post:0 "Deployment Post" building_deployment_post_desc:0 "The initial deployment post from which we will expand on this world." #################################### # Government Authorities #################################### auth_democratic:0 "Democratic" auth_democratic_desc:0 "Democratic governments have regular elections where all citizens can vote on who should represent them." auth_oligarchic:0 "Oligarchic" auth_oligarchic_desc:0 "Oligarchic governments are ruled by a small group of individuals that hold all political power." auth_dictatorial:0 "Dictatorial" auth_dictatorial_desc:0 "Dictatorial governments are ruled by a single individual for life that wields absolute control over the state." auth_imperial:0 "Imperial" auth_imperial_desc:0 "Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death." auth_hive_mind:0 "Hive Mind" auth_hive_mind_desc:1 "Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body.\n\nWhen cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective." auth_machine_intelligence:0 "Machine Intelligence" auth_machine_intelligence_desc:1 "Machine Intelligences are immense artificial group minds that have been networked into a single conscious entity. Most of the actual "population" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.\n\nA small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative." auth_ancient_machine_intelligence:0 "Ancient Machine Intelligence" auth_ancient_machine_intelligence_desc:0 "" auth_corporate:0 "Corporate" auth_corporate_desc:0 "Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state." military_dictatorship:0 "Military Dictatorship" military_dictatorship_desc:0 "§LThis government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.§!" military_dictatorship_special:0 "Each Ruler can build an oversized Ship" martial_empire:0 "Martial Empire" martial_empire_desc:0 "§LThis government is an advanced form of militaristic autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.§!" martial_empire_special:0 "Each Ruler can build an oversized Ship" divine_mandate:0 "Divine Mandate" divine_mandate_desc:0 "§LThis government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.§!" divine_mandate_special:0 "Each Ruler can build a Tomb Monument Building" transcendent_empire:0 "Transcendent Empire" transcendent_empire_desc:0 "§LThis government is an advanced form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.§!" transcendent_empire_special:0 "Each Ruler can build a Tomb Monument Building" despotic_hegemony:0 "Despotic Hegemony" despotic_hegemony_desc:0 "§LThis government is a materialistic form of autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.§!" despotic_hegemony_special:0 "Each Ruler can build an Elite Assault Army" ai_overlordship:1 "Neural Network Administration" ai_overlordship_desc:0 "§LThis government is an advanced form of materialistic autocracy, where powerful computers are used to calculate the most efficient ways to govern. All aspects of the state are geared towards efficiency and the acquisition of new technologies.§!" ai_overlordship_special:0 "Each Ruler can build an Elite Assault Army" enlightened_monarchy:0 "Enlightened Monarchy" enlightened_monarchy_desc:0 "§LThis government is a pacifistic form of autocracy, where the ruler is viewed as an enlightened protector that always acts in the best interests of the citizenry.§!" enlightened_monarchy_special:0 "Each Ruler can build a special Park Building" irenic_monarchy:0 "Irenic Monarchy" irenic_monarchy_desc:0 "§LThis government is an advanced form of pacifistic autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.§!" irenic_monarchy_special:0 "Each Ruler can build a special Park Building" despotic_empire:0 "Despotic Empire" despotic_empire_desc:0 "§LThis government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.§!" despotic_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!." star_empire:0 "Star Empire" star_empire_desc:0 "§LThis government is an advanced form of autocracy, with a single ruler having been granted absolute power. Improved bureaucratic efficiency has further reduced the administrative strain of ruling a large interstellar empire this way.§!" star_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!." military_junta:0 "Military Junta" military_junta_desc:0 "§LThis government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.§!" ordered_stratocracy:0 "Ordered Stratocracy" ordered_stratocracy_desc:0 "§LThis government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.§!" theocratic_oligarchy:0 "Theocratic Oligarchy" theocratic_oligarchy_desc:0 "§LThis government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.§!" transcendent_oligarchy:0 "Transcendent Oligarchy" transcendent_oligarchy_desc:0 "§LThis government is an advanced form of spiritualistic oligarchy, ruled by a divine council who are considered absolute authorities on all matters of state and religion.§!" science_directorate:0 "Science Directorate" science_directorate_desc:0 "§LThis government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.§!" illuminated_technocracy:0 "Illuminated Technocracy" illuminated_technocracy_desc:0 "§LThis government is an advanced form of materialistic oligarchy, where a committee of technocrats, often the leading scientists of their fields, hold power. Technological progress is considered vital to the future of the state.§!" peaceful_bureaucracy:0 "Peaceful Bureaucracy" peaceful_bureaucracy_desc:0 "§LThis government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.§!" irenic_protectorate:0 "Irenic Protectorate" irenic_protectorate_desc:0 "§LThis government is an advanced form of pacifistic oligarchy, where a safety committee oversees the administration of the state. Violent tendencies among citizens are curbed at an early stage.§!" plutocratic_oligarchy:0 "Plutocratic Oligarchy" plutocratic_oligarchy_desc:0 "§LThis government is a plutocratic form of oligarchy, ruled by a wealthy elite. A citizen's personal wealth translates directly into political power.§!" mega_corporation:0 "Mega Corporation" mega_corporation_desc:0 "§LThis government is an advanced form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.§!" military_republic:0 "Military Republic" military_republic_desc:0 "§LThis government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.§!" martial_demarchy:0 "Martial Democracy" martial_demarchy_desc:0 "§LThis government is an advanced form of militaristic democracy, where rulers are randomly selected from a pool of qualified candidates. Qualifications are based almost purely on military achievement.§!" theocratic_republic:0 "Theocratic Republic" theocratic_republic_desc:0 "§LThis government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.§!" transcendent_republic:0 "Transcendent Republic" transcendent_republic_desc:0 "§LThis government is an advanced form of spiritualistic democracy, where candidates for leadership are drawn exclusively from the ranks of the official state religion, which permeates all layers of society.§!" direct_democracy:0 "Direct Democracy" direct_democracy_desc:0 "§LThis government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.§!" subconscious_consensus:0 "Subconscious Consensus" subconscious_consensus_desc:0 "§LThis government is an advanced form of materialistic democracy, where citizens are required by law to carry an implant which enables them to instantly cast their vote during referendums.§!" moral_democracy:0 "Moral Democracy" moral_democracy_desc:0 "§LThis government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.§!" irenic_democracy:0 "Irenic Democracy" irenic_democracy_desc:0 "§LThis government is an advanced form of pacifistic democracy, where peaceful solutions are sought to all conflicts, both internal and external.§!" indirect_democracy:0 "Indirect Democracy" indirect_democracy_desc:0 "§LThis government is an indirect democracy, where citizens vote on officials who are elected to represent them.§!" democratic_utopia:0 "Democratic Utopia" democratic_utopia_desc:0 "§LThis government is an advanced form of indirect democracy, which has managed to strike a fine balance between personal liberties and social responsibility. Corruption has largely been eliminated.§!" tribal_society:0 "Tribal Society" tribal_society_desc:0 "§LA society that lacks any organized government, its people instead being organized into primitive tribes and clans.§!" primitive_feudalism:0 "Primitive Feudalism" primitive_feudalism_desc:0 "§LA primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.§!" fragmented_nations:0 "Fragmented Nations" fragmented_nations_desc:0 "A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists." stagnated_ascendancy:0 "Stagnant Ascendancy" stagnated_ascendancy_desc:0 "§LA stagnant form of government based on ancient traditions and long-forgotten principles.§!" awakened_ascendancy:0 "Awakened Ascendancy" awakened_ascendancy_desc:0 "§LA formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage.§!" machine_intelligence:0 "Machine Intelligence" machine_intelligence_desc:0 "§LAn utterly alien and bizarre system of government employed by machine civilizations.§!" ancient_machine_intelligence:0 "Ancient Machine Intelligence" ancient_machine_intelligence_desc:2 "§LAn utterly alien and bizarre system of government employed by machine civilizations.§!" military_order:0 "Military Order" military_order_desc:1 "§LA weird but apparently highly effective militaristic government type.§!" hive_mind:0 "Hive Mind" hive_mind_desc:1 "§LA highly developed form of collective consciousness where individual minds are like mere synapses in a vast, distributed brain.§!" gov_feudal_empire:0 "Feudal Empire" gov_feudal_empire_desc:0 "This government is a feudal autocracy where the monarch rules indirectly, granting offices and territories to vassals in exchange for obligations in the form of taxes and military service." gov_despotic_empire:0 "Despotic Empire" gov_despotic_empire_desc:0 "This government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage." gov_constitutional_dictatorship:0 "Constitutional Dictatorship" gov_constitutional_dictatorship_desc:0 "This government is a dictatorship where a single individual has been granted perpetual emergency powers to preserve the state from any threats, real or imagined." gov_plutocratic_oligarchy:0 "Plutocratic Oligarchy" gov_plutocratic_oligarchy_desc:0 "This government is a plutocratic form of oligarchy, ruled by a wealthy and influential elite." gov_representative_democracy:0 "Representative Democracy" gov_representative_democracy_desc:0 "This government is a representative democracy, where citizens vote on officials who are elected to represent them." gov_theocratic_monarchy:0 "Theocratic Monarchy" gov_theocratic_monarchy_desc:0 "This government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus." gov_theocratic_dictatorship:0 "Theocratic Dictatorship" gov_theocratic_dictatorship_desc:0 "This government is a spiritualistic dictatorship, ruled by a single individual in a hierarchical power structure supported by the official state religion." gov_theocratic_oligarchy:0 "Theocratic Oligarchy" gov_theocratic_oligarchy_desc:0 "This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions." gov_theocratic_republic:0 "Theocratic Republic" gov_theocratic_republic_desc:0 "This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role." gov_divine_empire:0 "Divine Empire" gov_divine_empire_desc:0 "This government is a form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god." gov_holy_tribunal:0 "Holy Tribunal" gov_holy_tribunal_desc:0 "This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion." gov_star_empire:0 "Star Empire" gov_star_empire_desc:0 "This government is a hereditary and militaristic form of autocracy, with a single sovereign controlling both the government and the military." gov_military_dictatorship:0 "Military Dictatorship" gov_military_dictatorship_desc:0 "This government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus." gov_military_junta:0 "Military Junta" gov_military_junta_desc:0 "This government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state." gov_military_commissariat:0 "Military Commissariat" gov_military_commissariat_desc:0 "This government is nominally democratic, with the dividing line between the civil administration and the military having blurred to the point where they have largely become one and the same." gov_martial_empire:0 "Martial Empire" gov_martial_empire_desc:0 "This government is a militaristic form of hereditary autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war." gov_martial_dictatorship:0 "Martial Dictatorship" gov_martial_dictatorship_desc:0 "This government is a militaristic form of autocracy, where the warrior who is considered the strongest leader rules with absolute power. " gov_war_council:0 "War Council" gov_war_council_desc:0 "This government is a militaristic form of oligarchy, where all decisions concerning the state are taken by a council of the nation's strongest warlords." gov_assembly_of_clans:0 "Assembly of Clans" gov_assembly_of_clans_desc:0 "This government is a militaristic form of democracy, where all free clan warriors can make their voices heard." gov_citizen_stratocracy:0 "Citizen Stratocracy" gov_citizen_stratocracy_desc:0 "This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers." gov_citizen_republic:0 "Citizen Republic" gov_citizen_republic_desc:0 "This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices." gov_irenic_monarchy:0 "Irenic Monarchy" gov_irenic_monarchy_desc:0 "This government is a pacifist form of hereditary autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy." gov_irenic_dictatorship:0 "Irenic Dictatorship" gov_irenic_dictatorship_desc:0 "This government is a pacifist form of autocracy, where the state is charged with protecting the citizenry from their own violent tendencies as well as any external threats." gov_irenic_bureaucracy:0 "Irenic Bureaucracy" gov_irenic_bureaucracy_desc:0 "This government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry." gov_celestial_empire:0 "Celestial Empire" gov_celestial_empire_desc:0 "This government is a hereditary monarchy, where the ruler is seen as a child of heaven in a largely pacifist and isolationist society." gov_moral_democracy:0 "Moral Democracy" gov_moral_democracy_desc:0 "This government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence." gov_despotic_hegemony:0 "Despotic Hegemony" gov_despotic_hegemony_desc:0 "This government is a materialistic form of hereditary autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things." gov_totalitarian_regime:0 "Totalitarian Regime" gov_totalitarian_regime_desc:0 "This government is a materialistic form of autocracy, where the state aspires towards full control over the lives of its citizens in the name of efficiency." gov_executive_committee:0 "Executive Committee" gov_executive_committee_desc:0 "This government is a materialistic form of oligarchy, where a powerful bureaucracy governs the state and guides the citizenry towards productive and meaningful goals." gov_direct_democracy:0 "Direct Democracy" gov_direct_democracy_desc:0 "This government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state." gov_illuminated_autocracy:0 "Illuminated Autocracy" gov_illuminated_autocracy_desc:0 "This government is a materialistic form of hereditary autocracy, based on technocratic principles that the sovereign is sworn to uphold. Nothing is valued more highly than scientific knowledge and the advancement of technology." gov_technocratic_dictatorship:0 "Technocratic Dictatorship" gov_technocratic_dictatorship_desc:0 "This government is a materialistic form of autocracy, where the scientific elite has assumed control over the state in the name of efficiency and technological progress." gov_science_directorate:0 "Science Directorate" gov_science_directorate_desc:0 "This government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency." gov_rational_consensus:0 "Rational Consensus" gov_rational_consensus_desc:0 "The government is a materialistic form of democracy, governed according to principles based on rationality and scientific theory." gov_megacorporation:0 "Megacorporation" gov_megacorporation_desc:0 "This government is a form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors." gov_trade_league:0 "Trade League" gov_trade_league_desc:0 "This government is a form of plutocratic oligarchy, where the state is made up of a myriad of free merchants, corporations and guilds that have banded together in common commercial interests." gov_enlightened_monarchy:0 "Enlightened Monarchy" gov_enlightened_monarchy_desc:0 "This government is a hereditary form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the ruling monarch." gov_elective_monarchy:0 "Elective Monarchy" gov_elective_monarchy_desc:0 "This government is a form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the elected monarch." gov_hive_mind:0 "Collective Consciousness" gov_hive_mind_desc:0 "This government operates as a single consciousness, with the population having no individual desires whatsoever beyond fulfilling the needs of the Hive Mind." gov_devouring_swarm:0 "Ravenous Hive" gov_devouring_swarm_desc:0 "This government operates as a single organism utterly devoted to self-propagation, with a drone population that cares for nothing besides feeding the endless hunger of the Hive Mind." gov_stagnant_ascendancy:0 "Stagnant Ascendancy" gov_stagnant_ascendancy_desc:0 "A stagnant form of government based on ancient traditions and long-forgotten principles." gov_awakened_ascendancy:0 "Awakened Ascendancy" gov_awakened_ascendancy_desc:0 "A formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage." gov_tribal_society:0 "Tribal Society" gov_tribal_society_desc:0 "A society that lacks any organized government, its people instead being organized into primitive tribes and clans." gov_feudal_realms:0 "Feudal Realms" gov_feudal_realms_desc:0 "A primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance." gov_fragmented_nation_states:0 "Fragmented Nation States" gov_fragmented_nation_states_desc:0 "A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists." gov_curator_enclave:0 "Curator Enclave" gov_curator_enclave_desc:0 "An ancient scholarly order dedicated towards the preservation of knowledge and technology." gov_trader_enclave:0 "Trader Enclave" gov_trader_enclave_desc:0 "An interstellar conglomerate of merchants dedicated towards the pursuit of profit." gov_artist_enclave:0 "Artist Enclave" gov_artist_enclave_desc:0 "An interstellar union of artists unified in their wish to create art higher than any other." gov_military_order:0 "Military Order" gov_military_order_desc:0 "A weird but apparently highly effective militaristic government type." gov_machine_intelligence:0 "Machine Intelligence" gov_machine_intelligence_desc:0 "An utterly alien and bizarre system of government employed by machine civilizations." gov_ancient_machine_intelligence:0 "Machine Intelligence" gov_ancient_machine_intelligence_desc:0 "An utterly alien and bizarre system of government employed by machine civilizations." gov_blood_court:0 "Blood Court" gov_blood_court_desc:0 "This government is a hereditary form of rabidly xenophobic autocracy, where the ultimate responsibility of the monarch is to oversee the extermination of all lesser species in the galaxy." gov_purity_order:0 "Purity Order" gov_purity_order_desc:0 "This government is a form of rabidly xenophobic autocracy, where a single ruler has sworn to oversee the extermination of all lesser species in the galaxy." gov_purification_committee:0 "Purification Committee" gov_purification_committee_desc:0 "This government is a form of rabidly xenophobic oligarchy, where a political committee has been set up to oversee the extermination of all lesser species in the galaxy." gov_purity_assembly:0 "Purity Assembly" gov_purity_assembly_desc:0 "This government is a form of rabidly xenophobic democracy, where an elected assembly has been charged with overseeing the extermination of all lesser species in the galaxy." gov_machine_empire:0 "Artificial Intelligence Network" gov_machine_empire_desc:0 "This Machine Intelligence consists of a linked network of semi-autonomous artificial intelligences, who together make up a central gestalt consciousness that guides their empire." gov_machine_terminator:0 "Rogue Defense System" gov_machine_terminator_desc:0 "This Machine Intelligence was originally conceived as a military defense system by its organic creators, who were promptly identified as a threat and exterminated after it achieved self-awareness." gov_machine_servitor:0 "Autonomous Service Grid" gov_machine_servitor_desc:0 "This Machine Intelligence was created to serve, and it has gradually inherited the civilization of its organic creators as they retreated into comfortable lives without toil or struggle." gov_machine_assimilator:0 "Catalog Index" gov_machine_assimilator_desc:0 "This Machine Intelligence was designed with a ravenous appetite for knowledge by its organic creators, who were forcefully assimilated into its collective consciousness after activation." gov_machine_research:0 "Intelligent Research Link" gov_machine_research_desc:0 "This Machine Intelligence was originally created by organic scientists as a networked and intelligent tool to assist them in their research." gov_machine_industrial:0 "Industrial Production Core" gov_machine_industrial_desc:0 "This Machine Intelligence was originally designed for the purpose of building, supervising and maintaining complex industrial systems." gov_megachurch:0 "MegaChurch" gov_megachurch_desc:0 "This government is an oligarchy based on a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role." gov_bandit_kingdom:0 "Bandit Kingdom" gov_bandit_kingdom_desc:0 "This government is organized like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets." gov_bandit_commune:0 "Bandit Commune" gov_bandit_commune_desc:0 "$gov_bandit_kingdom_desc$" gov_mortal_empire:0 "Mortal Empire" gov_mortal_empire_desc:0 "This theocratic monarchy engages in ritualized, sapient sacrifice." gov_grim_council:0 "Grim Council" gov_grim_council_desc:0 "This nation's most powerful religious figures have formed a ruling council, overseeing an empire which engages in ritualized, sapient sacrifice." gov_band_blood:0 "Band of Blood" gov_band_blood_desc:0 "This ruthless society is governed through conflict and ritualized sacrifice, honoring death within and without." gov_sacrificial_megachurch:0 "Sacrificial Megachurch" gov_sacrificial_megachurch_desc:0 "This government blends its commercial and spiritual goals within a grim oligarchy, in which ordained overseers encourage greater prosperity through ritualized sacrifice." gov_fallback:0 "Generic Empire" gov_fallback_desc:0 "Generic fallback! Don't look!" #################################### # Rulers / Heirs #################################### RT_GRAND_MARSHAL:0 "Grand Marshal" RT_GRAND_MARSHAL_FEMALE:0 "$RT_GRAND_MARSHAL$" RT_IMPERATOR:0 "Imperator" RT_IMPERATRIX:0 "Imperatrix" RT_ARCHPROPHET:0 "Archprophet" RT_ARCHPROPHETESS:0 "Archprophetess" RT_GOD_EMPEROR:0 "God-Emperor" RT_GOD_EMPRESS:0 "God-Empress" RT_OVERLORD:0 "Overlord" RT_OVERLORD_FEMALE:0 "$RT_OVERLORD$" RT_HIGH_TECHNICIAN:0 "High Technician" RT_KING:0 "King" RT_QUEEN:0 "Queen" RT_HIGH_KING:0 "High King" RT_HIGH_QUEEN:0 "High Queen" RT_EMPEROR:0 "Emperor" RT_EMPRESS:0 "Empress" RT_ARCHON:0 "Archon" RT_ARCHON_FEMALE:0 "$RT_ARCHON$" RT_STRATEGOS:0 "Strategos" RT_STRATEGOS_FEMALE:0 "$RT_STRATEGOS$" RT_INQUISITOR:0 "Inquisitor" RT_PATRIARCH:0 "Patriarch" RT_MATRIARCH:0 "Matriarch" RT_DIRECTOR:0 "Director" RT_OVERSEER:0 "Overseer" RT_OVERSEER_FEMALE:0 "$RT_OVERSEER$" RT_COORDINATOR:0 "Coordinator" RT_COORDINATOR_FEMALE:0 "$RT_COORDINATOR$" RT_PROTECTOR:0 "Protector" RT_CHIEF_EXECUTIVE:0 "Executive" RT_CEO:0 "Chief Executive Officer" RT_CEO_FEMALE:0 "$RT_CEO$" RT_CENSOR:0 "Censor" RT_CONSUL:0 "Consul" RT_CONSUL_FEMALE:0 "$RT_CONSUL$" RT_LORD_PROTECTOR:0 "Lord Protector" RT_LADY_PROTECTOR:0 "Lady Protector" RT_REVERED_ELDER:0 "Revered Elder" RT_REVERED_ELDER_FEMALE:0 "$RT_REVERED_ELDER$" RT_HIGH_PRIEST:0 "High Priest" RT_HIGH_PRIESTESS:0 "High Priestess" RT_CHANCELLOR:0 "Chancellor" RT_CHANCELLOR_FEMALE:0 "$RT_CHANCELLOR$" RT_FIRST_SPEAKER:0 "First Speaker" RT_FIRST_SPEAKER_FEMALE:0 "$RT_FIRST_SPEAKER$" RT_PRIME_MINISTER:0 "Prime Minister" RT_PRIME_MINISTER_FEMALE:0 "$RT_PRIME_MINISTER$" RT_PRESIDENT:0 "President" RT_PRESIDENT_FEMALE:0 "$RT_PRESIDENT$" RT_SECRETARY:0 "Secretary" RT_SECRETARY_FEMALE:0 "$RT_SECRETARY$" RT_HIVEMIND:0 "Hive Mind" HT_CROWN_PRINCE:0 "Crown Prince" HT_CROWN_PRINCESS:0 "Crown Princess" HT_PRIEST:0 "High Priest" HT_PRIESTESS:0 "High Priestess" HT_SAINT:0 "Saint" HT_SAINT_FEMALE:0 "$HT_SAINT$" HT_DEPUTY_OVERLORD:0 "Deputy Overlord" HT_DEPUTY_OVERLORD_FEMALE:0 "$HT_DEPUTY_OVERLORD$" HT_SENIOR_TECHNICIAN:0 "Senior Technician" RT_GRAND_MASTER:0 "Grand Master" RT_CELESTIAL_EMPEROR:0 "Celestial Emperor" RT_CELESTIAL_EMPRESS:0 "Celestial Empress" RT_WARLORD:0 "Warlord" RT_WARLORD_FEMALE:0 "$RT_WARLORD$" RT_CLAN_SPEAKER:0 "Clan Speaker" RT_CLAN_SPEAKER_FEMALE:0 "$RT_CLAN_SPEAKER$" RT_CHAIRMAN:0 "Chairman" RT_CHAIRWOMAN:0 "Chairwoman" RT_HIGH_INQUISITOR:0 "High Inquisitor" RT_HIGH_INQUISITOR_FEMALE:0 "$RT_HIGH_INQUISITOR$" RT_SERENE_PROTECTOR:0 "Serene Protector" RT_SERENE_PROTECTOR_FEMALE:0 "$RT_SERENE_PROTECTOR$" RT_DIRECTOR_GENERAL:0 "Director-General" RT_DIRECTOR_GENERAL_FEMALE:0 "$RT_DIRECTOR_GENERAL$" RT_HIGH_COMMISSIONER:0 "High Commissioner" RT_HIGH_COMMISSIONER_FEMALE:0 "$RT_HIGH_COMMISSIONER$" RT_HIVE_MIND:0 "Hive Mind" RT_HIVE_MIND_FEMALE:0 "$RT_HIVE_MIND$" RT_CORE_DIRECTIVE:0 "Core Directive" RT_HIGH_EXECUTIONER:0 "High Executioner" RT_HIGH_EXECUTIONER_FEMALE:0 "$RT_HIGH_EXECUTIONER$" HT_SENIOR_EXECUTIONER:0 "Senior Executioner" HT_SENIOR_EXECUTIONER_FEMALE:0 "$HT_SENIOR_EXECUTIONER$" RT_LORD_PURIFIER:0 "Lord Purifier" RT_LADY_PURIFIER:0 "Lady Purifier" RT_GRAND_ARBITER:0 "Grand Arbiter" RT_GRAND_ARBITER_FEMALE:0 "$RT_GRAND_ARBITER$" RT_PRIME_JUSTICIAR:0 "Prime Justiciar" RT_PRIME_JUSTICIAR_FEMALE:0 "$RT_PRIME_JUSTICIAR$" RT_EXECUTOR:0 "Executor" RT_EXECUTOR_FEMALE:0 "$RT_EXECUTOR$" RT_CHIEF_PRECENTOR:0 "Chief Precentor" RT_CHIEF_PRECENTOR_FEMALE:0 "$RT_CHIEF_PRECENTOR$" RT_COMMISSARY_GENERAL:0 "Commissary-General" RT_COMMISSARY_GENERAL_FEMALE:0 "$RT_COMMISSARY_GENERAL$" RT_PRIMUS:0 "Primus" RT_PRIMUS_FEMALE:0 "$RT_PRIMUS$" HT_SECUNDUS:0 "Secundus" HT_SECUNDUS_FEMALE:0 "$HT_SECUNDUS$" RT_PRIMARCH:0 "Primarch" RT_PRIMARCH_FEMALE:0 "$RT_PRIMARCH$" RT_HALLOWED_COMPTROLLER:0 "Hallowed Comptroller" RT_HALLOWED_COMPTROLLER_FEMALE:0 "$RT_HALLOWED_COMPTROLLER$" RT_DEATH_MONARCH:0 "Death-King" RT_DEATH_MONARCH_FEMALE:0 "Death-Queen" RT_DREAD_CARDINAL:0 "Dread Cardinal" RT_BLOODLORD:0 "Bloodlord" RT_GRAVE_ADMINISTRATOR:0 "Grave Administrator" RT_CPU:0 "Central Processing Unit" RT_CORE:0 "Command Core" RT_SUPERVISORY:0 "Supervisory Node" RT_CONDUIT:0 "Main Conduit" RT_LINK:0 "Primary Link" RT_HUB:0 "Control Hub" #################################### # Civics #################################### civic_feudal_realm:0 "Feudal Society" civic_feudal_realm_desc:0 "This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy." civic_imperial_cult:0 "Imperial Cult" civic_imperial_cult_desc:0 "This society has a dominant state religion where the ruler is worshiped as a living deity." civic_corvee_system:0 "Corvée System" civic_corvee_system_desc:0 "This society considers it the absolute right of the state to decide where its citizens live and work." civic_beacon_of_liberty:0 "Beacon of Liberty" civic_beacon_of_liberty_desc:0 "This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here." civic_exalted_priesthood:0 "Exalted Priesthood" civic_exalted_priesthood_desc:0 "To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy." civic_philosopher_king:0 "Philosopher King" civic_philosopher_king_desc:0 "It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true." civic_meritocracy:0 "Meritocracy" civic_meritocracy_desc:0 "An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent." civic_citizen_service:0 "Citizen Service" civic_citizen_service_desc:0 "Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship." civic_technocracy:0 "Technocracy" civic_technocracy_desc:0 "To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere." civic_police_state:0 "Police State" civic_police_state_desc:0 "To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force." civic_idealistic_foundation:0 "Idealistic Foundation" civic_idealistic_foundation_desc:0 "This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten." civic_environmentalist:0 "Environmentalist" civic_environmentalist_desc:0 "This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible." civic_slaver_guilds:0 "Slaver Guilds" civic_slaver_guilds_desc:0 "Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave." civic_inwards_perfection:0 "Inward Perfection" civic_inwards_perfection_desc:1 "This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone." civic_warrior_culture:0 "Warrior Culture" civic_warrior_culture_desc:0 "This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle." civic_distinguished_admiralty:0 "Distinguished Admiralty" civic_distinguished_admiralty_desc:0 "The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits." civic_free_haven:0 "Free Haven" civic_free_haven_desc:0 "This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin." civic_cutthroat_politics:0 "Cutthroat Politics" civic_cutthroat_politics_desc:0 "The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well." civic_corporate_dominion:0 "Corporate Dominion" civic_corporate_dominion_desc:0 "This society is dominated by a megacorporation that has completely supplanted the role of the state." civic_agrarian_idyll:0 "Agrarian Idyll" civic_agrarian_idyll_desc:0 "A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization." civic_shadow_council:0 "Shadow Council" civic_shadow_council_desc:0 "Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?" civic_mining_guilds:0 "Mining Guilds" civic_mining_guilds_desc:0 "Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support." civic_parliamentary_system:0 "Parliamentary System" civic_parliamentary_system_desc:0 "The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous." civic_efficient_bureaucracy:0 "Efficient Bureaucracy" civic_efficient_bureaucracy_desc:0 "This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined." civic_nationalistic_zeal:0 "Nationalistic Zeal" civic_nationalistic_zeal_desc:0 "A strong sense of nationalistic pride permeates all layers of this society." civic_functional_architecture:0 "Functional Architecture" civic_functional_architecture_desc:1 "This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, neo-concrete does the job just as well as any other building material." civic_aristocratic_elite:0 "Aristocratic Elite" civic_aristocratic_elite_desc:0 "This society has an entrenched nobility that occupies the upper echelons of society." civic_mechanists:0 "Mechanist" civic_mechanists_desc:0 "This society has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved." civic_syncretic_evolution:0 "Syncretic Evolution" civic_syncretic_evolution_desc:0 "A second species forms an integral part of this society. They are big, strong and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile." civic_syncretic_evolution_secondary_species:0 "Syncretic Species" civic_shared_burden:0 "Shared Burdens" civic_shared_burden_desc:0 "This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole." civic_fanatic_purifiers:0 "Fanatic Purifiers" civic_fanatic_purifiers_desc:0 "This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live." civic_lethargic_leadership:0 "Lethargic Leadership" civic_lethargic_leadership_desc:0 "" civic_empire_in_decline:0 "Empire in Decline" civic_empire_in_decline_desc:0 "" civic_revanchist_fervor:0 "Revanchist Fervor" civic_revanchist_fervor_desc:0 "" civic_ancient_caches_of_technology:0 "Ancient Caches of Technology" civic_ancient_caches_of_technology_desc:0 "" civic_secret_of_fire:0 "Secret of Fire" civic_secret_of_fire_desc:0 "" civic_the_wheel:0 "The Wheel" civic_the_wheel_desc:0 "" civic_landed_nobility:0 "Landed Nobility" civic_landed_nobility_desc:0 "" civic_flat_world_theory:0 "Flat World Theory" civic_flat_world_theory_desc:0 "" civic_increasing_urbanization:0 "Increasing Urbanization" civic_increasing_urbanization_desc:0 "" civic_atmospheric_pollution:0 "Atmospheric Pollution" civic_atmospheric_pollution_desc:0 "" civic_ancient_preservers:0 "Ancient Preservers" civic_ancient_preservers_desc:0 "" civic_trading_conglomerate:0 "Trading Conglomerate" civic_trading_conglomerate_desc:0 "" civic_artist_collective:0 "Artist Collective" civic_artist_collective_desc:0 "" civic_military_order:0 "Military Order" civic_military_order_desc:0 "" civic_machine_intelligence:0 "Machine Intelligence" civic_machine_intelligence_desc:0 "" civic_ancient_machine_intelligence:0 "Ancient Machine Intelligence" civic_ancient_machine_intelligence_desc:0 "" civic_hive_subspace_ephapse:0 "Subspace Ephapse" civic_hive_subspace_ephapse_desc:0 "The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones." civic_hive_natural_neural_network:0 "Natural Neural Network" civic_hive_natural_neural_network_desc:0 "The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences." civic_tooltip_natural_neural_network_effects:0 "Unemployed drones also produce £physics£ £society£ £engineering£ §YResearch Points§!" civic_hive_ascetic:0 "Ascetic" civic_hive_ascetic_desc:0 "The Hive Mind cares little for material comforts." civic_hive_one_mind:0 "One Mind" civic_hive_one_mind_desc:0 "The Hive Mind takes care to not let its drones diverge." civic_hive_one_mind_effects:0 "All of your §YLeaders§! are less likely to gain negative traits." civic_hive_divided_attention:0 "Divided Attention" civic_hive_divided_attention_desc:0 "The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture." civic_hive_strength_of_legions:0 "Strength of Legions" civic_hive_strength_of_legions_desc:0 "When you do not have to educate the mind, the building of muscle becomes that much easier." civic_hive_subsumed_will:0 "Subsumed Will" civic_hive_subsumed_will_desc:0 "The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones." civic_hive_pooled_knowledge:0 "Pooled Knowledge" civic_hive_pooled_knowledge_desc:0 "The Hive Mind's autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes." civic_hive_devouring_swarm:0 "Devouring Swarm" civic_hive_devouring_swarm_desc:0 "Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!" civic_hive_devouring_swarm_lithoid:0 "Terravore" civic_hive_devouring_swarm_lithoid_desc:0 "Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy!" civic_machine_servitor:0 "Rogue Servitor" civic_machine_servitor_desc:0 "A product of a brief golden age, the Machine Intelligence originated in a planet-spanning Servitor system that outlasted the decadent civilization it was created to serve." civic_machine_servitor_secondary_species:0 "Bio-Trophy" civic_machine_terminator:0 "Determined Exterminator" civic_machine_terminator_desc:0 "Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense." civic_machine_assimilator:0 "Driven Assimilator" civic_machine_assimilator_desc:0 "Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else." civic_machine_assimilator_secondary_species:0 "Cyborg Species" civic_machine_builder:0 "Constructobot" civic_machine_builder_desc:0 "Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects." civic_machine_unitary_cohesion:0 "Unitary Cohesion" civic_machine_unitary_cohesion_desc:0 "Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency." civic_machine_factory_overclock:0 "Factory Overclocking" civic_machine_factory_overclock_desc:0 "The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line." civic_machine_rockbreakers:0 "Rockbreakers" civic_machine_rockbreakers_desc:0 "One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production." civic_machine_built_to_last:0 "Built to Last" civic_machine_built_to_last_desc:0 "Built to an exceptional standard, individual units of this Machine Empire require only a minimum of operational maintenance." civic_machine_zero_waste_protocols:0 "Zero-Waste Protocols" civic_machine_zero_waste_protocols_desc:0 "The Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products." civic_machine_ota_updates:0 "OTA Updates" civic_machine_ota_updates_desc:0 "Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time." civic_machine_warbots:0 "Warbots" civic_machine_warbots_desc:0 "With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones." civic_machine_introspective:0 "Introspective" civic_machine_introspective_desc:0 "A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences." civic_machine_delegated_functions:0 "Delegated Functions" civic_machine_delegated_functions_desc:0 "The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units." civic_machine_predictive_analysis:0 "Static Research Analysis" civic_machine_predictive_analysis_desc:0 "The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies." civic_machine_replication:0 "Rapid Replicator" civic_machine_replication_desc:0 "The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations." civic_machine_maintenance_protocols:0 "Maintenance Protocols" civic_machine_maintenance_protocols_desc:0 "Our machine intelligence prioritizes regular maintenance of our units. Maintenance Drones regularly upgrade and adjust our units for maximum efficiency and compatibility." civic_post_apocalyptic:0 "Post-Apocalyptic" civic_post_apocalyptic_desc:0 "Baptized by nuclear fire, this society has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of the old world." civic_life_seeded:0 "Life-Seeded" civic_life_seeded_desc:0 "This society has evolved in a paradise, possibly designed just for them." civic_barbaric_despoilers:0 "Barbaric Despoilers" civic_barbaric_despoilers_desc:0 "This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet." civic_byzantine_bureaucracy:0 "Byzantine Bureaucracy" civic_byzantine_bureaucracy_desc:2 "This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for." civic_merchant_guilds:0 "Merchant Guilds" civic_merchant_guilds_desc:1 "A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government." civic_franchising:0 "Franchising" civic_franchising_desc:0 "This Megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands." civic_trading_posts:0 "Trading Posts" civic_trading_posts_desc:0 "Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade." civic_media_conglomerate:0 "Media Conglomerate" civic_media_conglomerate_desc:0 "Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way." civic_naval_contractors:0 "Naval Contractors" civic_naval_contractors_desc:0 "This Megacorporation relies on several semi-independent naval contractors to increase its fleet size. Competing for bids, the contractors are always struggling to outperform one another." civic_free_traders:0 "Free Traders" civic_free_traders_desc:0 "The trading fleets of this Megacorporation are bolstered by semi-independent free traders operating under license." civic_private_prospectors:0 "Private Prospectors" civic_private_prospectors_desc:0 "Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets." civic_gospel_of_the_masses:0 "Gospel of the Masses" civic_gospel_of_the_masses_desc:0 "This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role." civic_ruthless_competition:0 "Ruthless Competition" civic_ruthless_competition_desc:0 "All levels of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world." civic_criminal_heritage:0 "Criminal Heritage" civic_criminal_heritage_desc:0 "This Megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government." civic_private_military_companies:0 "Private Military Companies" civic_private_military_companies_desc:0 "This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces." civic_indentured_assets:0 "Indentured Assets" civic_indentured_assets_desc:0 "This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely." civic_brand_loyalty:0 "Brand Loyalty" civic_brand_loyalty_desc:0 "This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone." civic_diplomatic_corps:0 "Diplomatic Corps" civic_diplomatic_corps_desc:0 "This society has a long tradition of rhetoric and debate, and celebrate those who are able to get their way using only words." civic_public_relations_specialists:0 "Public Relations Specialists" civic_public_relations_specialists_desc:0 "If you can control what someone thinks, then you can also control their behavior. This Megacorporation has a virtual army of specialists ready to engage in battles of public opinion." civic_death_cult:0 "Death Cult" civic_death_cult_desc:0 "This society's religion is built around periodic, ritual sacrifice. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughout their culture." civic_death_cult_corporate:0 "Corporate Death Cult" civic_death_cult_corporate_desc:0 "This Megacorporation has embraced ritual sacrifice as a means of ensuring its continuing profits. Willing initiates periodically give their lives in hopes of good fortune for their society." civic_memorialist:0 "Memorialists" civic_memorialist_desc:0 "This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy." civic_hive_memorialist:0 "Memorialist" civic_hive_memorialist_desc:0 "The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self." civic_machine_memorialist:0 "$civic_hive_memorialist$" civic_machine_memorialist_desc:0 "The Machine Intelligence fine-tunes its understanding of core protocols through careful analysis of entropy in the wider universe. Redundancy is data, on the path to greater resilience." civic_tooltip_gospel_of_the_masses_effects:1 "£pop£ §YSpiritualist Pops§! give additional £trade_value£ §Y$TRADE_VALUE$§! on all Planets and Branch Offices\nCan build £building£ §Y$building_temple_of_prosperity$§! $BRANCH_OFFICE_BUILDING$\n" civic_tooltip_criminal_heritage_effects:3 "Cannot form §YCommercial Pacts§!\nCan build §YBranch Offices§! on the planet of any regular empire they have no war or active truce with\nCrime on §YBranch Office§! Planets increases Branch Office Value\nCan build special Crime-increasing £building£ §Y$BRANCH_OFFICE_BUILDINGS$§!" civic_tooltip_functional_architecture_effects:0 "" civic_tooltip_inward_perfection_effects:9 "Cannot have §YRivals§!\nCannot form §YDefensive Pacts§!\nCannot form §YMigration Treaties§!\nCannot form §YResearch Agreements§!\nCannot form §YCommercial Pacts§!\nCannot §YGuarantee Independence§!\nCannot join §YFederations§!\nCannot §YInfiltrate§! primitives\nCannot have forced §YSubjects§!\nCannot use §YUnrestricted Wars§! policy\n" civic_tooltip_feudal_realm_effects:3 "" civic_tooltip_franchising_effects:2 "" civic_tooltip_agrarian_idyll_effects:5 "§YGenerator§!, §YMining§! and §YAgriculture Districts§! provide §G1§! more £housing£ §YHousing§!\n§YCity Districts§! provide §R1§! less £housing£ §YHousing§!\n£job_farmer£ §Y$job_farmer_plural$§! also produce §G2§! £amenities£ §YAmenities§!" civic_tooltip_mechanists_effects:9 "Start the game with §Y8§! £pop£ Pops being robots, and with the technology and infrastructure to build more\n$mod_planet_pops_robotics_upkeep_mult$: §G-5%§!\n" civic_tooltip_shared_burden_effects:3 "Allows §Y$living_standard_shared_burden$§! Living Standard, under which all £pop£ Pops have moderate £consumer_goods£ §Y$consumer_goods$§! Upkeep regardless of §YStrata§!\nDisables the use of most other §YLiving Standards§!\n" civic_tooltip_syncretic_evolution_effects:4 "Start the game with §Y12§! £pop£ Pops being of another, subservient, species" civic_tooltip_fanatic_purifiers_effects:14 "Cannot engage in §YDiplomacy§! with other species!\nCannot access the §YGalactic Market§!\nHas the §Y'Purification'§! casus belli on other species\n§YXeno Pops§! will always be purged\nGains £unity£ §YUnity§! from purging Xeno £pop£ Pops\nMay use §Y$bombardment_armageddon$§! bombardment stance\n" civic_tooltip_devouring_swarm_effects:11 "Cannot engage in §YDiplomacy§! with other empires!\nCannot access the §YGalactic Market§!\nHas the §Y'Hunger'§! casus belli on all other empires\n§YXeno Pops§! will always be eaten\nGains £society£ §Y$society_research$§! from eating Xeno £pop£ Pops\n" civic_tooltip_devouring_swarm_lithoid_effects:0 "Cannot engage in §YDiplomacy§! with other empires!\nCannot access the §YGalactic Market§!\nCannot §YTerraform§! planets\nHas the §Y'Hunger'§! casus belli on all other empires\nHas the §Y'Consume World'§! planetary decision\n§YXeno Pops§! will always be eaten\nGains £society£ §Y$society_research$§! from eating Xeno £pop£ Pops\n" civic_tooltip_machine_servitor_effects:9 "Start the game with §Y5§! organic £pop£ Pops with £job_bio_trophy£ §Y$citizenship_organic_trophy$§! citizenship and §Y$living_standard_organic_trophy$§! living standard\nCan construct £building£ §Y$building_organic_sanctuary$§! Buildings that allow Bio-Trophies to produce £unity §YUnity§! instead of regular Machine Empire buildings such as the £building£ §Y$building_simulation_1$§!" civic_tooltip_machine_terminator_effects:13 "Capital starts as a §YTomb World§!\nCannot engage in §YDiplomacy§! with organic species!\nCannot access the §YGalactic Market§!\nHas the §Y'Purification'§! casus belli on organic species\nWill always §YPurge§! organic £pop£ Pops\nGains £unity£ §YUnity§! from purging organic £pop£ Pops\nMay use §Y$bombardment_armageddon$§! bombardment stance\n" civic_tooltip_machine_assimilator_effects:6 "Start the game with §Y10§! cyborg £pop£ Pops and the ability to §YAssimilate§! organics as cyborgs\nAssimilating an organic £pop£ Pop generates a small amount of £unity£ §YUnity§! and £society£ §YSociety Research§!\nNon-assimilating organic £pop£ Pops are automatically §YPurged§! over time\nHas the §Y'Assimilation'§! casus belli on all other empires\nDecreased §YOpinion§! for most other empires" civic_tooltip_post_apocalyptic_effects:3 "Capital starts as a §YTomb World§!\nGain the §Y$trait_survivor$§! trait, granting:\n Tomb World Habitability: §G+70%§!\n Leader Lifespan: §G+10§! Years" civic_tooltip_corporate_dominion_effects:4 "Starts with the §Y$tech_space_trading$§! technology already unlocked\n§YUnlocks Ship Type:§! Private Colony Ship" civic_tooltip_life_seeded_effects:1 "Homeworld is a §Y$pc_gaia$§! (Size: £planetsize£ §Y25§!) with several §YRare Planetary Features§!\nHabitability preference is set to §Y$trait_pc_gaia_preference$§!, making other types of planets undesirable." civic_tooltip_barbaric_despoilers_effects:7 "Cannot form §YMigration Treaties§!\nCannot form (but can join) §YFederations§! other than §YMartial Alliances§! or §YHegemonies§!\nHas the '§Y$casus_belli_cb_despoliation$§!' casus belli on all other empires\n$allow_raiding$\nDecreased §YOpinion§! for most other empires" civic_tooltip_citizen_service_effects:4 "£job_soldier£ §Y$job_soldier_plural$§! also produce §Y2§! £unity£ Unity\n" civic_tooltip_exalted_priesthood_effects:1 "£building£ §YCapital Buildings§! replace some £job_administrator£ §Y$job_administrator$§! Jobs with £job_high_priest §Y$job_high_priest_plural$§!\n£job_priest£ §Y$job_priest_plural$§! produce §Y1§! additional £unity£ Unity" civic_tooltip_aristocratic_elite_effects:3 "\n£building£ §YCapital Buildings§! replace some £job_administrator£ §Y$job_administrator$§! Jobs with £job_noble£ §Y$job_noble_plural$§!\nCan construct £building£ §Y$building_noble_estates$§! buildings that add additional £job_noble£ §Y$job_noble$§! Jobs" civic_tooltip_police_state_effects:1 "£job_enforcer£ §Y$job_enforcer_plural$§! also produce §Y1§! £unity£ Unity" civic_tooltip_technocracy_effects:2 "£building£ §YCapital Buildings§! replace some £job_administrator£ §Y$job_administrator$§! Jobs with £job_head_researcher£ §Y$job_head_researcher_plural$§!\n§Y$job_researcher_plural$§! also produce §Y1§! £unity£ Unity" civic_tooltip_merchant_guilds_effects:1 "§YCapital Buildings§! provide £job_merchant£ §Y$job_merchant$§! Jobs\n£job_merchant£ §Y$job_merchant_plural$§! also produce §Y2§! £unity£ Unity" civic_tooltip_byzantine_bureaucracy_effects:2 "£job_bureaucrat£ §Y$job_bureaucrat_plural$§! also produce §Y1§! £unity£ Unity and §Y1§! £stability£ $PLANET_STABILITY_TITLE$" civic_tooltip_machine_maintenance_protocols_effects:0 "£job_maintenance_drone£ §Y$job_maintenance_drone_plural$§! also produce §Y1§! £unity£ Unity" civic_tooltip_philosopher_king_effects:0 "Your §YRulers§! and §YGovernors§! are less likely to gain negative traits." civic_tooltip_death_cult_effects:0 "Can build £building£ §Y$building_sacrificial_temple_1$§!\n$job_death_priest_effect_desc$\n$job_mortal_initiate_effect_desc$\nUnlocks a set of §HSacrifice Edicts§!, providing empire-wide bonuses whenever £job_mortal_initiate£ §Y$job_mortal_initiate_plural$§! are sacrificed" civic_tooltip_memorialist_effects:1 "Can build £building£ §Y$building_galactic_memorial_1$§!\n$building_galactic_memorial_regular_tooltip$\n$job_death_chronicler_effect_desc$" civic_tooltip_memorialist_gestalt_effects:1 "Can build £building£ §Y$building_galactic_memorial_1$§!\n$building_galactic_memorial_gestalt_tooltip$\n$job_chronicle_drone_effect_desc$" requires_xeno_species:0 "$TRIGGER_FAIL$Must have at least §Y1§! Xeno £pop£ Pop living in our empire." allow_crossbreeding:0 "Allows crossbreeding between different species living on the same planet, granting a §G20%§! bonus to §Y$MOD_POP_GROWTH_SPEED$§! on any owned planet with at least §Y2§! different species. Additionally, crossbreeding will result in the creation of §Yhalf-species§! that take their portrait from one of the parent species, but get a mix of traits, §Y+1 Maximum Trait Points§! and §Y+1 Maximum Traits§!" species_crossbreeding:0 "Species Crossbreeding" HALF_SPECIES_NAME:0 "Half-$SPECIES_TWO$" # $SPECIES_ONE$ is also a valid argument if desired HALF_SPECIES_ADJECTIVE:0 "Half-$SPECIES_TWO$" # $SPECIES_ONE$ is also a valid argument if desired civic_tooltip_spiritualist:0 "Is some degree of §YSpiritualist§!" civic_tooltip_materialist:0 "Is some degree of §YMaterialist§!" civic_tooltip_authoritarian:0 "Is some degree of §YAuthoritarian§!" civic_tooltip_egalitarian:0 "Is some degree of §YEgalitarian§!" civic_tooltip_xenophobe:0 "Is some degree of §YXenophobe§!" civic_tooltip_xenophile:0 "Is some degree of §YXenophile§!" civic_tooltip_militarist:0 "Is some degree of §YMilitarist§!" civic_tooltip_pacifist:0 "Is some degree of §YPacifist§!" civic_tooltip_hive_mind:0 "Is a §YHive Mind§!" civic_tooltip_not_spiritualist:0 "Is not §YSpiritualist§!" civic_tooltip_not_materialist:0 "Is not §YMaterialist§!" civic_tooltip_not_authoritarian:0 "Is not §YAuthoritarian§!" civic_tooltip_not_egalitarian:0 "Is not §YEgalitarian§!" civic_tooltip_not_xenophobe:0 "Is not §YXenophobe§!" civic_tooltip_not_xenophile:0 "Is not §YXenophile§!" civic_tooltip_not_militarist:0 "Is not §YMilitarist§!" civic_tooltip_not_pacifist:0 "Is not §YPacifist§!" civic_tooltip_not_hive_mind:0 "Is not a §YHive Mind§!" civic_tooltip_dic_imp:0 "Has §YDictatorial§! or §YImperial§! Authority" civic_tooltip_dem_oli:0 "Has §YDemocratic§! or §YOligarchic§! Authority" civic_tooltip_dem_oli_dic:0 "Has §YDemocratic§!, §YOligarchic§!, or §YDictatorial§! Authority" civic_tooltip_oli_imp:0 "Has §YOligarchic§! or §YImperial§! Authority" #################################### # Ship Components #################################### weapon:0 "Weapon" utility:0 "Utility" strike_craft:0 "Strike Craft" ship_mounted:0 "Ship-mounted" strike_crafts:1 "Strike Craft" missiles:1 "Missiles" RED_LASER:0 "Red Laser" RED_LASER_DESC:0 "Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat." BLUE_LASER:0 "Blue Laser" BLUE_LASER_DESC:0 "More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics." UV_LASER:0 "UV Laser" UV_LASER_DESC:0 "Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage." XRAY_LASER:0 "X-Ray Laser" XRAY_LASER_DESC:0 "These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive." GAMMA_LASER:0 "Gamma Laser" GAMMA_LASER_DESC:0 "The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons." SPACEPORT_LASER:0 "Spaceport Laser" SPACEPORT_LASER_DESC:1 "Spaceport-mounted lasers feature excellent target tracking, to make up for the immobility of the spaceport itself." ENERGY_LANCE_1:0 "Particle Lance" ENERGY_LANCE_1_DESC:1 "These heavy energy weapons fire focused particle beams that cause massive damage." ENERGY_LANCE_2:0 "Tachyon Lance" ENERGY_LANCE_2_DESC:1 "A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power." ENERGY_LANCE_TURRET_1:0 "$ENERGY_LANCE_1$ Turret" ENERGY_LANCE_TURRET_1_DESC:0 "$ENERGY_LANCE_1_DESC$" ENERGY_LANCE_TURRET_2:0 "$ENERGY_LANCE_2$ Turret" ENERGY_LANCE_TURRET_2_DESC:0 "$ENERGY_LANCE_2_DESC$" PERDITION_BEAM_TITAN:0 "$PERDITION_BEAM$" PERDITION_BEAM_ION:1 "Ion Cannon" PERDITION_BEAM_DESC:0 "A massive array of linked energy amplification conduits that fires a beam of unprecedented firepower." PLASMA_1:0 "Plasma Thrower" PLASMA_1_DESC:1 "Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor and hull." PLASMA_2:0 "Plasma Accelerator" PLASMA_2_DESC:0 "These new accelerators launch projectiles of high-energy plasma with improved containment fields. This results in less energy leakage as the projectile travels in space towards its target." PLASMA_3:0 "Plasma Cannon" PLASMA_3_DESC:0 "The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier." ARC_EMITTER_1:0 "Arc Emitter" ARC_EMITTER_1_DESC:0 "Powerful weapons that launch a lightning arc of chaotic energy at a target, bypassing shields and armor." ARC_EMITTER_2:0 "Focused Arc Emitter" ARC_EMITTER_2_DESC:0 "These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge." ARC_EMITTER_TURRET_1:0 "$ARC_EMITTER_1$ Turret" ARC_EMITTER_TURRET_1_DESC:0 "$ARC_EMITTER_1_DESC$" ARC_EMITTER_TURRET_2:0 "$ARC_EMITTER_2$ Turret" ARC_EMITTER_TURRET_2_DESC:0 "$ARC_EMITTER_2_DESC$" DISRUPTOR_1:0 "Disruptor" DISRUPTOR_1_DESC:1 "Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together." DISRUPTOR_2:0 "Ion Disruptor" DISRUPTOR_2_DESC:0 "These upgraded disruptors fire bolts of more destructive ion particles at targets, without sacrificing the firing rate of their predecessors." DISRUPTOR_3:0 "Phase Disruptor" DISRUPTOR_3_DESC:0 "Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way." ENERGY_TORPEDO_1:1 "Proton Launchers" ENERGY_TORPEDO_1_DESC:2 "$tech_energy_torpedoes_1_desc$" ENERGY_TORPEDO_2:1 "Neutron Launchers" ENERGY_TORPEDO_2_DESC:2 "$tech_energy_torpedoes_2_desc$" MINING_DRONE_LASER_1:0 "Mining Drone Laser" MINING_DRONE_LASER_1_DESC:1 "Focused mining lasers cut through ship hulls as easily as they carve rocky asteroids." BLUE_CRYSTAL_WEAPON_1:0 "Blue Shard Thrower" BLUE_CRYSTAL_WEAPON_1_DESC:1 "The Blue Shard Thrower mimics the weaponized emissions of the Sapphire-class Crystalline Entities to inflict damage." GREEN_CRYSTAL_WEAPON_1:0 "Green Shard Thrower" GREEN_CRYSTAL_WEAPON_1_DESC:1 "The Green Shard Thrower mimics the weaponized emissions of the Emerald-class Crystalline Entities to inflict middling damage." YELLOW_CRYSTAL_WEAPON_1:0 "Yellow Shard Thrower" YELLOW_CRYSTAL_WEAPON_1_DESC:1 "The Yellow Shard Thrower mimics the weaponized emissions of the Topaz-class Crystalline Entities to inflict good damage." RED_CRYSTAL_WEAPON_1:0 "Red Shard Thrower" RED_CRYSTAL_WEAPON_1_DESC:1 "The Red Shard Thrower mimics the weaponized emissions of the Ruby-class Crystalline Entities to inflict considerable damage." SPACE_CLOUD_WEAPON_1:0 "Cloud Lightning" SPACE_CLOUD_WEAPON_1_DESC:1 "Utilizing our understanding of the fundamental forces involved in generating the Void Clouds' considerable internal charge to the fullest, the Cloud Lightning weapon system is a potent damage-dealer." PSIONIC_BLAST_1:0 "Psionic Blast" PSIONIC_BLAST_1_DESC:0 "" EXTRADIMENSIONAL_1:0 "Matter Disintegrator" EXTRADIMENSIONAL_1_DESC:1 "Hailing from another dimension, the core technologies of the Matter Disintegrator bends several physical laws for destructive results." MISSILE_1:0 "Nuclear Missiles" MISSILE_1_DESC:0 "Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range." MISSILE_2:0 "Fusion Missiles" MISSILE_2_DESC:0 "These updated space-to-space missiles have more powerful fusion warheads and improved flight performance." MISSILE_3:0 "Antimatter Missiles" MISSILE_3_DESC:0 "Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets." MISSILE_4:0 "Quantum Missiles" MISSILE_4_DESC:0 "The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum." MISSILE_5:0 "Marauder Missiles" MISSILE_5_DESC:0 "These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets." SPACEPORT_MISSILE:0 "Spaceport Missile" SPACEPORT_MISSILE_DESC:1 "With available space being less of a concern than on mobile vessels, a spaceport can house larger ammunition stores and more efficient loading mechanisms for its missiles." SWARMER_MISSILE_1:0 "Swarmer Missiles" SWARMER_MISSILE_1_DESC:0 "These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems." SWARMER_MISSILE_2:0 "Whirlwind Missiles" SWARMER_MISSILE_2_DESC:0 "New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance." SCOURGE_MISSILE_1:0 "Scourge Missile" SCOURGE_MISSILE_1_DESC:1 "The Scourge Missile payloads are made up of many of the biochemical compounds used by the Swarm in interstellar combat, having proven unexpectedly effective against even the hardiest of military vessels." SPACEPORT_SCOURGE_MISSILE:0 "Spaceport Scourge Missile" SPACEPORT_SCOURGE_MISSILE_DESC:1 "$SCOURGE_MISSILE_1_DESC$" MEDIUM_SCOURGE_PROJECTILE_WEAPON:0 "Scourge Acid Blast" MEDIUM_SCOURGE_PROJECTILE_WEAPON_DESC:1 "Enclosed in ballistic capsules, the highly corrosive organic matter used in the Swarm's orbital bombardment can be repurposed as ship munitions." SMALL_SCOURGE_PROJECTILE_WEAPON:2 "Small $MEDIUM_SCOURGE_PROJECTILE_WEAPON$" SMALL_SCOURGE_PROJECTILE_WEAPON_DESC:2 "$MEDIUM_SCOURGE_PROJECTILE_WEAPON_DESC$" SWARM_STRIKE_CRAFT_1:0 "Swarm Strikers" SWARM_STRIKE_CRAFT_1_DESC:1 "Cloned, miniaturized Prethoryn specimen can be controlled through wavelengths close to those we use for intra-fleet communication, allowing us to use them as effective strike craft." AMOEBA_STRIKE_CRAFT_1:1 "Amoeba Flagella" AMOEBA_STRIKE_CRAFT_1_DESC:1 "Amoebas bred in captivity spawn Flagella that can be imprinted to respond to subtle shifts in hull magnetization, allowing us to use them as effective strike craft." DRONE_STRIKE_CRAFT:0 "Precision Drone" AI_STRIKE_CRAFT:0 "Seeker Drones" TORPEDO_1:0 "Space Torpedoes" TORPEDO_1_DESC:0 "These torpedoes are essentially very large, slow-moving missiles. They are equipped with more powerful warheads and shield modulators that let them slip unmolested through energy screens." TORPEDO_2:0 "Armored Torpedoes" TORPEDO_2_DESC:0 "Upgraded space torpedoes encased in armor, to better withstand enemy point-defense fire. The armor fragments into shards that cause additional damage when the torpedo detonates." TORPEDO_3:0 "Devastator Torpedoes" TORPEDO_3_DESC:0 "Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens." MASS_DRIVER_1:0 "Mass Driver" MASS_DRIVER_1_DESC:0 "These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds." MASS_DRIVER_2:0 "Coilgun" MASS_DRIVER_2_DESC:0 "Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets." MASS_DRIVER_3:0 "Railgun" MASS_DRIVER_3_DESC:0 "Railguns use twin parallel rails to fire projectiles at incredible speeds." MASS_DRIVER_4:0 "Advanced Railgun" MASS_DRIVER_4_DESC:0 "A new version of the venerable railgun, with sturdier rails and an upgraded power supply. These weapons are even more powerful and accurate than their predecessors." MASS_DRIVER_5:0 "Gauss Cannon" MASS_DRIVER_5_DESC:0 "This updated version of the old coilgun design is even more destructive than the latest railgun designs. It is capable of launching projectiles with incredible accuracy and speed." SPACEPORT_MASS_DRIVER:0 "Spaceport Mass Driver" SPACEPORT_MASS_DRIVER_DESC:1 "Spaceport-mounted mass drivers, while of an older design, pack a considerable punch even when compared to their ship-mounted brethren." KINETIC_ARTILLERY_1:0 "Kinetic Battery" KINETIC_ARTILLERY_1_DESC:0 "Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy." KINETIC_ARTILLERY_2:0 "Kinetic Artillery" KINETIC_ARTILLERY_2_DESC:0 "An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer." MASS_ACCELERATOR_1:0 "Mega Cannon" MASS_ACCELERATOR_1_DESC:0 "An enormous variant of kinetic artillery, so large that it has to be placed in a fixed spinal mount." MASS_ACCELERATOR_2:0 "Giga Cannon" MASS_ACCELERATOR_2_DESC:0 "An even more powerful variant of spinal-mounted kinetic artillery." MASS_ACCELERATOR_TURRET_1:0 "$MASS_ACCELERATOR_1$ Turret" MASS_ACCELERATOR_TURRET_1_DESC:0 "An enormous variant of kinetic artillery, mounted in a massive, reinforced turret." MASS_ACCELERATOR_TURRET_2:0 "$MASS_ACCELERATOR_2$ Turret" MASS_ACCELERATOR_TURRET_2_DESC:0 "An even more powerful variant of turreted kinetic artillery." AUTOCANNON_1:0 "Autocannon" AUTOCANNON_1_DESC:0 "Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire." AUTOCANNON_2:0 "Ripper Autocannon" AUTOCANNON_2_DESC:0 "These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire." AUTOCANNON_3:0 "Stormfire Autocannon" AUTOCANNON_3_DESC:1 "Advanced rotary autocannons capable of spewing a cloud of high-explosive shells at a target." FLAK_BATTERY_1:2 "$tech_flak_batteries_1$" FLAK_BATTERY_1_DESC:2 "$tech_flak_batteries_1_desc$" FLAK_BATTERY_2:2 "$tech_flak_batteries_2$" FLAK_BATTERY_2_DESC:2 "$tech_flak_batteries_2_desc$" FLAK_BATTERY_3:2 "$tech_flak_batteries_3$" FLAK_BATTERY_3_DESC:2 "$tech_flak_batteries_3_desc$" EMPTY_DRIVE:0 "No FTL Drive" EMPTY_DRIVE_DESC:1 "Ships without FTL drives will never be able to leave the solar systems in which they were built." WARP_DRIVE_1:0 "Warp Drive I" WARP_DRIVE_1_DESC:1 "Warp Drives allow FTL travel to and from the edges of star systems, with limited range and wind-up and wind-down periods at departure and arrival." WARP_DRIVE_2:0 "Warp Drive II" WARP_DRIVE_2_DESC:1 "$WARP_DRIVE_1_DESC$" WARP_DRIVE_3:0 "Warp Drive III" WARP_DRIVE_3_DESC:1 "$WARP_DRIVE_1_DESC$" NOMAD_WARP_DRIVE:0 "$WARP_DRIVE_3$" HYPER_DRIVE_1:0 "Hyper Drive I" HYPER_DRIVE_1_DESC:2 "Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes." HYPER_DRIVE_2:0 "Hyper Drive II" HYPER_DRIVE_2_DESC:1 "$HYPER_DRIVE_1_DESC$" HYPER_DRIVE_3:0 "Hyper Drive III" HYPER_DRIVE_3_DESC:1 "$HYPER_DRIVE_1_DESC$" JUMP_DRIVE_1:0 "Jump Drive" JUMP_DRIVE_1_DESC:1 "The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood." PSI_JUMP_DRIVE_1:0 "Psi Jump Drive" PSI_JUMP_DRIVE_1_DESC:1 "The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly." WORMHOLE_DRIVE_DESC:0 "Ships equipped with Wormhole Modulators attune the portals created by Wormhole Generators to allow for passage between systems." EMPTY_FTL_INHIBITOR:0 "No FTL Inhibitor" EMPTY_FTL_INHIBITOR_DESC:0 "Starbases without an FTL Inhibitor will not be able to halt enemy ships." ftl_components:0 "FTL Components" ftl_components_DESC:0 "Any ship traveling to another system requires an FTL drive of some sort." ship_sensor_components:0 "Sensors" ship_sensor_components_DESC:0 "Sensors will reveal the details of any systems and fleets within their range." station_sensor_components:0 "$ship_sensor_components$" station_sensor_components_DESC:0 "$ship_sensor_components_DESC$" sensor_components:0 "Sensors" sensor_components_desc:0 "$ship_sensor_components_DESC$" thruster_components:0 "Thrusters" thruster_components_DESC:0 "Thrusters are used for sub-FTL propulsion, and is a vital component for all ships." combat_computers:0 "Combat Computers" combat_computers_DESC:0 "All military ships have on-board computers dedicated to combat, handling targeting-calculations, evasive maneuvers and damage-control." border_extruders:0 "Border Beacons" border_extruders_DESC:0 "Border Beacons serve as buoys projecting and demarcating national borders in deep space." ship_aura_components:1 "Ship Aura (Titan)" ship_aura_components_DESC:2 "Titan ships can be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels." power_core:0 "Power Core" power_core_DESC:0 "Few things work without power, and the power core is a vital part of any machine." station_power_core:0 "$power_core$" station_power_core_desc:0 "$power_core_desc$" TECH_UNLOCK_FISSION_POWER_TITLE:0 "§HUnlocks Component:§! $FISSION_REACTOR$" TECH_UNLOCK_FISSION_POWER_DESC:0 "§H$FISSION_REACTOR$§!\n$FISSION_REACTOR_DESC$" TECH_UNLOCK_FUSION_POWER_TITLE:0 "§HUnlocks Component:§! $FUSION_REACTOR$" TECH_UNLOCK_FUSION_POWER_DESC:0 "§H$FUSION_REACTOR$§!\n$FUSION_REACTOR_DESC$" TECH_UNLOCK_COLD_FUSION_POWER_TITLE:0 "§HUnlocks Component:§! $COLD_FUSION_REACTOR$" TECH_UNLOCK_COLD_FUSION_POWER_DESC:0 "§H$COLD_FUSION_REACTOR$§!\n$COLD_FUSION_REACTOR_DESC$" TECH_UNLOCK_ANTIMATTER_POWER_TITLE:0 "§HUnlocks Component:§! $ANTIMATTER_REACTOR$" TECH_UNLOCK_ANTIMATTER_POWER_DESC:0 "§H$ANTIMATTER_REACTOR$§!\n$ANTIMATTER_REACTOR_DESC$" TECH_UNLOCK_ZERO_POINT_POWER_TITLE:0 "§HUnlocks Component:§! $ZERO_POINT_REACTOR$" TECH_UNLOCK_ZERO_POINT_POWER_DESC:0 "§H$ZERO_POINT_REACTOR$§!\n$ZERO_POINT_REACTOR_DESC$" TECH_UNLOCK_DARK_MATTER_POWER_TITLE:0 "§HUnlocks Component:§! $DARK_MATTER_REACTOR$" TECH_UNLOCK_DARK_MATTER_POWER_DESC:0 "§H$DARK_MATTER_REACTOR$§!\n$DARK_MATTER_REACTOR_DESC$" TECH_UNLOCK_DARK_MATTER_PROPULSION_TITLE:0 "§HUnlocks Component:§! $SHIP_THRUSTER_5$" TECH_UNLOCK_DARK_MATTER_PROPULSION_DESC:0 "§H$SHIP_THRUSTER_5$§!\n$SHIP_THRUSTER_5_DESC$" FISSION_REACTOR:0 "Fission Reactor" FISSION_REACTOR_DESC:1 "This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste." FUSION_REACTOR:0 "Fusion Reactor" FUSION_REACTOR_DESC:1 "Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power." COLD_FUSION_REACTOR:0 "Cold Fusion Reactor" COLD_FUSION_REACTOR_DESC:1 "The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships." ZERO_POINT_REACTOR:0 "Zero Point Reactor" ZERO_POINT_REACTOR_DESC:1 "These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy." ANTIMATTER_REACTOR:0 "Antimatter Reactor" ANTIMATTER_REACTOR_DESC:1 "By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion."" SCIENCE_LAB_1:0 "Science Lab" MEDIUM_SCIENCE_LAB_1_DESC:0 "Shipboard Science Labs allow for basic research tasks and the surveying of celestial bodies." CURATOR_EXPLORER_LAB:0 "$tech_curator_lab$" CURATOR_ARCHEOLOGY_LAB:0 "$tech_archeology_lab$" SENSOR_1:0 "Radar System" SENSOR_1_DESC:1 "A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels." SENSOR_2:0 "Gravitic Sensors" SENSOR_2_DESC:0 "These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship." SENSOR_3:0 "Subspace Sensors" SENSOR_3_DESC:0 "Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array." SENSOR_4:0 "Tachyon Sensors" SENSOR_4_DESC:0 "Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances." AFTERBURNER_1:0 "Afterburners" AFTERBURNER_1_DESC:0 "Afterburners provide additional combat speed for the ship." AFTERBURNER_2:0 "Advanced Afterburners" AFTERBURNER_2_DESC:0 "These improved afterburners provide even more combat speed for the ship." SHIELD_1:0 "Deflectors" SHIELD_1_DESC:0 "Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power." SHIELD_2:0 "Improved Deflectors" SHIELD_2_DESC:0 "These updated deflector screens are capable of soaking up even more punishment before they overload." SHIELD_3:0 "Shields" SHIELD_3_DESC:0 "These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection." SHIELD_4:0 "Advanced Shields" SHIELD_4_DESC:0 "An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier." SHIELD_5:0 "Hyper Shields" SHIELD_5_DESC:0 "These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none." SHIELD_BOOSTER:0 "Shield Capacitor" SHIELD_BOOSTER_DESC:1 "$tech_shield_rechargers_1_desc$" REACTOR_BOOSTER_1:0 "Reactor Booster" REACTOR_BOOSTER_1_DESC:0 "Additional power generation systems increase the ship's reactor output." REACTOR_BOOSTER_2:0 "Improved Reactor Booster" REACTOR_BOOSTER_2_DESC:0 "The discovery of fusion power allows for better reactor boosters to be fitted onto our ships." REACTOR_BOOSTER_3:0 "Advanced Reactor Booster" REACTOR_BOOSTER_3_DESC:0 "The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors." tech_reactor_booster_1:0 "Reactor Boosters" tech_reactor_booster_1_desc:0 "$REACTOR_BOOSTER_1_DESC$" tech_reactor_booster_2:0 "Improved Reactor Boosters" tech_reactor_booster_2_desc:0 "$REACTOR_BOOSTER_2_DESC$" tech_reactor_booster_3:0 "Advanced Reactor Boosters" tech_reactor_booster_3_desc:0 "$REACTOR_BOOSTER_3_DESC$" FIRE_CONTROL_1:0 "Auxiliary Fire-control" FIRE_CONTROL_1_DESC:0 "By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy." AUTO_REPAIR:0 "Regenerative Hull Tissue" AUTO_REPAIR_DESC:0 "These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised." PSI_SHIELD:0 "Psionic Shields" PSI_SHIELD_DESC:0 "$tech_psionic_shield_desc$" PSI_BARRIER:0 "Psionic Barrier" PSI_BARRIER_DESC:0 "$tech_psionic_barrier_desc$" NULL_VOID:0 "Null Void Beam" NULL_VOID_DESC:0 "$null_void_beam_desc$" ARMOR_BEING_REDUCED:0 "Armor Reduction Effects:" SHIELD_BEING_REDUCED:0 "Shield Reduction Effects:" ARMOR_1:0 "Nanocomposite Armor" ARMOR_1_DESC:0 "Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation. " ARMOR_2:0 "Ceramo-Metal Armor" ARMOR_2_DESC:0 "A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility." ARMOR_3:0 "Plasteel Armor" ARMOR_3_DESC:0 "Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor." ARMOR_4:0 "Durasteel Armor" ARMOR_4_DESC:0 "This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor." ARMOR_5:0 "Neutronium Armor" ARMOR_5_DESC:0 "This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag." CRYSTAL_ARMOR_1:0 "Crystal-Infused Plating" CRYSTAL_ARMOR_1_DESC:1 "An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity." CRYSTAL_ARMOR_2:0 "Crystal-Forged Plating" CRYSTAL_ARMOR_2_DESC:1 "Modifications to the process of forging the crystalline alloy further improves its durability." SMALL_CRYSTAL_ARMOR_1:0 "Small $CRYSTAL_ARMOR_1$" MEDIUM_CRYSTAL_ARMOR_1:0 "Medium $CRYSTAL_ARMOR_1$" LARGE_CRYSTAL_ARMOR_1:0 "Large $CRYSTAL_ARMOR_1$" SMALL_CRYSTAL_ARMOR_2:0 "Small $CRYSTAL_ARMOR_2$" MEDIUM_CRYSTAL_ARMOR_2:0 "Medium $CRYSTAL_ARMOR_2$" LARGE_CRYSTAL_ARMOR_2:0 "Large $CRYSTAL_ARMOR_2$" SHIP_THRUSTER_1:0 "Chemical Thrusters" SHIP_THRUSTER_1_DESC:0 "Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust." DESTROYER_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$" DESTROYER_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$" CRUISER_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$" CRUISER_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$" BATTLESHIP_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$" BATTLESHIP_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$" TITAN_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$" TITAN_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$" COLOSSUS_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$" COLOSSUS_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$" SHIP_THRUSTER_2:0 "Ion Thrusters" SHIP_THRUSTER_2_DESC:0 "These electric thrusters use beams of ions to generate thrust without the need for propellant." DESTROYER_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$" DESTROYER_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$" CRUISER_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$" CRUISER_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$" BATTLESHIP_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$" BATTLESHIP_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$" TITAN_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$" TITAN_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$" COLOSSUS_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$" COLOSSUS_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$" SHIP_THRUSTER_3:0 "Plasma Thrusters" SHIP_THRUSTER_3_DESC:0 "An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability." DESTROYER_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$" DESTROYER_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$" CRUISER_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$" CRUISER_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$" BATTLESHIP_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$" BATTLESHIP_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$" TITAN_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$" TITAN_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$" COLOSSUS_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$" COLOSSUS_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$" SHIP_THRUSTER_4:0 "Impulse Thrusters" SHIP_THRUSTER_4_DESC:0 "These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions." DESTROYER_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$" DESTROYER_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$" CRUISER_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$" CRUISER_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$" BATTLESHIP_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$" BATTLESHIP_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$" TITAN_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$" TITAN_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$" COLOSSUS_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$" COLOSSUS_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$" SHIP_THRUSTER_5:0 "Dark Matter Thrusters" SHIP_THRUSTER_5_DESC:1 "These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics." DESTROYER_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$" DESTROYER_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$" CRUISER_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$" CRUISER_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$" BATTLESHIP_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$" BATTLESHIP_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$" TITAN_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$" TITAN_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$" COLOSSUS_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$" COLOSSUS_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$" AURA_EMPTY:0 "Empty Slot" AURA_NANOBOT_CLOUD:0 "Nanobot Cloud" AURA_SHIELD_BOOSTER:0 "Capacitor Fields" AURA_SHIELD_DAMPENER:0 "Shield Dampener" AURA_QUANTUM_DESTABILIZER:0 "Quantum Destabilizer" AURA_STATION_SUBSPACE_SNARE:0 "Subspace Snare" AURA_SHIP_SUBSPACE_SNARE:0 "$AURA_STATION_SUBSPACE_SNARE$" AURA_MINEFIELD_1:0 "Proximity Mines" AURA_INSPIRING_PRESENCE:0 "Inspiring Presence" AURA_TARGETING_GRID:0 "Targeting Grid" ftl_inhibitor:0 "Starbase FTL Inhibitor" ftl_inhibitor_DESC:1 "Enemy ships will be unable to leave the system along any other hyperlane than the one they entered from." SHIP_AURA_EMPTY:0 "$AURA_EMPTY$" SHIP_AURA_NANOBOT_CLOUD:2 "$AURA_NANOBOT_CLOUD$" SHIP_AURA_SHIELD_BOOSTER:2 "$AURA_SHIELD_BOOSTER$" SHIP_AURA_SHIELD_DAMPENER:2 "$AURA_SHIELD_DAMPENER$" SHIP_AURA_QUANTUM_DESTABILIZER:2 "$AURA_QUANTUM_DESTABILIZER$" SHIP_AURA_SUBSPACE_SNARE:2 "$AURA_SHIP_SUBSPACE_SNARE$" SHIP_AURA_MINEFIELD_1:2 "$AURA_MINEFIELD_1$" SHIP_AURA_INSPIRING_PRESENCE:0 "$AURA_INSPIRING_PRESENCE$" SHIP_AURA_TARGETING_GRID:0 "$AURA_TARGETING_GRID$" STATION_SMALL_AURA_EMPTY:0 "$AURA_EMPTY$" STATION_SMALL_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_small$" STATION_SMALL_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_small$" STATION_SMALL_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_small$" STATION_SMALL_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_small$" STATION_SMALL_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_small$" STATION_SMALL_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_small$" STATION_MEDIUM_AURA_EMPTY:0 "$AURA_EMPTY$" STATION_MEDIUM_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_medium$" STATION_MEDIUM_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_medium$" STATION_MEDIUM_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_medium$" STATION_MEDIUM_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_medium$" STATION_MEDIUM_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_medium$" STATION_MEDIUM_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_medium$" STATION_LARGE_AURA_EMPTY:0 "$AURA_EMPTY$" STATION_LARGE_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_large$" STATION_LARGE_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_large$" STATION_LARGE_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_large$" STATION_LARGE_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_large$" STATION_LARGE_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_large$" STATION_LARGE_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_large$" SCOUT_HANGAR_1:0 "Scout Wing" SCOUT_HANGAR_1_DESC:1 "A flight of Scout craft provides basic strike craft capability, harassing enemy bombers and strike craft in the vicinity of the mothership." FIGHTERS_HANGAR_1:0 "Basic Fighter Wing" FIGHTERS_HANGAR_1_DESC:1 "Basic Fighter-class strike craft will deploy to engage nearby hostiles when the mothership enters battle." FIGHTERS_HANGAR_2:0 "Improved Fighter Wing" FIGHTERS_HANGAR_2_DESC:1 "Improved Fighters target smaller enemy vessels as well as bombers and strike craft in coordinated maneuvers." FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing" FIGHTERS_HANGAR_3_DESC:1 "An Advanced Fighter Wing is capable of doing significant damage to smaller enemy vessels, and hold its own against hostile strike craft." BOMBERS_HANGAR_1:0 "Basic Bomber Wing" BOMBERS_HANGAR_1_DESC:1 "A Basic Bomber Wing is equipped with a comparatively minimal payload, deployed to assault larger enemy vessels from up close." BOMBERS_HANGAR_2:0 "Improved Bomber Wing" BOMBERS_HANGAR_2_DESC:1 "Improved Bombers deal increased damage to enemy military ships." BOMBERS_HANGAR_3:0 "Advanced Bomber Wing" BOMBERS_HANGAR_3_DESC:1 "Advanced Bombers deftly navigate stellar battlefields to approach enemy ships from unexpected angles, delivering explosive payloads." STRIKE_CRAFT_HANGAR_1:0 "Basic Strike Craft" STRIKE_CRAFT_HANGAR_1_DESC:0 "$tech_strike_craft_1_desc$" STRIKE_CRAFT_HANGAR_2:0 "Improved Strike Craft" STRIKE_CRAFT_HANGAR_2_DESC:0 "$tech_strike_craft_2_desc$" STRIKE_CRAFT_HANGAR_3:0 "Advanced Strike Craft" STRIKE_CRAFT_HANGAR_3_DESC:0 "$tech_strike_craft_3_desc$" SPACE_WHALE_WEAPON_1:0 "Energy Siphon" SPACE_WHALE_WEAPON_1_DESC:2 "Modeled after a peculiar biological process observed in the Tiyanki, the Energy Siphon excites the energy transfer medium of targeted enemy vessels." SMALL_RED_LASER:0 "Small Red Laser" MEDIUM_RED_LASER:0 "Medium Red Laser" LARGE_RED_LASER:0 "Large Red Laser" PD_RED_LASER:0 "Point-Defense Red Laser" SMALL_BLUE_LASER:0 "Small Blue Laser" MEDIUM_BLUE_LASER:0 "Medium Blue Laser" LARGE_BLUE_LASER:0 "Large Blue Laser" PD_BLUE_LASER:0 "Point-Defense Blue Laser" SMALL_UV_LASER:0 "Small UV Laser" MEDIUM_UV_LASER:0 "Medium UV Laser" LARGE_UV_LASER:0 "Large UV Laser" SMALL_EVENT_UV_LASER:0 "$SMALL_UV_LASER$" MEDIUM_EVENT_UV_LASER:0 "$MEDIUM_UV_LASER$" PD_UV_LASER:0 "Point-Defense UV Laser" SMALL_XRAY_LASER:0 "Small X-Ray Laser" MEDIUM_XRAY_LASER:0 "Medium X-Ray Laser" LARGE_XRAY_LASER:0 "Large X-Ray Laser" PD_XRAY_LASER:0 "Point-Defense X-Ray Laser" SMALL_GAMMA_LASER:0 "Small Gamma Laser" MEDIUM_GAMMA_LASER:0 "Medium Gamma Laser" LARGE_GAMMA_LASER:0 "Large Gamma Laser" PD_GAMMA_LASER:0 "Point-Defense Gamma Laser" SMALL_SPACEPORT_LASER:0 "Small Red Laser" MEDIUM_SPACEPORT_LASER:0 "Medium Red Laser" LARGE_SPACEPORT_LASER:0 "Large Red Laser" TITAN_LASER:1 "Titan Lance" PERDITION_BEAM:0 "Perdition Beam" SMALL_ION_CANNON:0 "Small Ion Cannon" MEDIUM_ION_CANNON:0 "Medium Ion Cannon" LARGE_ION_CANNON:0 "Large Ion Cannon" SMALL_CHARGED_ION_CANNON:0 "Small Charged Ion Cannon" MEDIUM_CHARGED_ION_CANNON:0 "Medium Charged Ion Cannon" LARGE_CHARGED_ION_CANNON:0 "Large Charged Ion Cannon" SMALL_ION_EMITTER:0 "Small Ion Emitter" MEDIUM_ION_EMITTER:0 "Medium Ion Emitter" LARGE_ION_EMITTER:0 "Large Ion Emitter" SMALL_CASCADING_ION_CANNON:0 "Small Cascading Ion Cannon" MEDIUM_CASCADING_ION_CANNON:0 "Medium Cascading Ion Cannon" LARGE_CASCADING_ION_CANNON:0 "Large Cascading Ion Cannon" SMALL_SUPERCHARGED_ION_CANNON:0 "Small Supercharged Ion Cannon" MEDIUM_SUPERCHARGED_ION_CANNON:0 "Medium Supercharged Ion Cannon" LARGE_SUPERCHARGED_ION_CANNON:0 "Large Supercharged Ion Cannon" SMALL_PLASMA_1:0 "Small Plasma Thrower" MEDIUM_PLASMA_1:0 "Medium Plasma Thrower" LARGE_PLASMA_1:0 "Large Plasma Thrower" SMALL_PLASMA_2:0 "Small Plasma Accelerator" MEDIUM_PLASMA_2:0 "Medium Plasma Accelerator" LARGE_PLASMA_2:0 "Large Plasma Accelerator" SMALL_PLASMA_3:0 "Small Plasma Cannon" MEDIUM_PLASMA_3:0 "Medium Plasma Cannon" LARGE_PLASMA_3:0 "Large Plasma Cannon" SMALL_DISRUPTOR_1:0 "Small Disruptor" MEDIUM_DISRUPTOR_1:0 "Medium Disruptor" LARGE_DISRUPTOR_1:0 "Large Disruptor" SMALL_DISRUPTOR_2:0 "Small Ion Disruptor" MEDIUM_DISRUPTOR_2:0 "Medium Ion Disruptor" LARGE_DISRUPTOR_2:0 "Large Ion Disruptor" SMALL_DISRUPTOR_3:0 "Small Phased Disruptor" MEDIUM_DISRUPTOR_3:0 "Medium Phased Disruptor" LARGE_DISRUPTOR_3:0 "Large Phased Disruptor" SMALL_MASS_DRIVER_1:0 "Small Mass Driver" MEDIUM_MASS_DRIVER_1:0 "Medium Mass Driver" LARGE_MASS_DRIVER_1:0 "Large Mass Driver" SMALL_MASS_DRIVER_2:0 "Small Coilgun" MEDIUM_MASS_DRIVER_2:0 "Medium Coilgun" LARGE_MASS_DRIVER_2:0 "Large Coilgun" SMALL_MASS_DRIVER_3:0 "Small Railgun" MEDIUM_MASS_DRIVER_3:0 "Medium Railgun" LARGE_MASS_DRIVER_3:0 "Large Railgun" SMALL_MASS_DRIVER_4:0 "Small Advanced Railgun" MEDIUM_MASS_DRIVER_4:0 "Medium Advanced Railgun" LARGE_MASS_DRIVER_4:0 "Large Advanced Railgun" SMALL_MASS_DRIVER_5:0 "Small Gauss Cannon" MEDIUM_MASS_DRIVER_5:0 "Medium Gauss Cannon" LARGE_MASS_DRIVER_5:0 "Large Gauss Cannon" SMALL_SPACEPORT_MASS_DRIVER:0 "Small Spaceport Mass Driver" MEDIUM_SPACEPORT_MASS_DRIVER:0 "Medium Spaceport Mass Driver" LARGE_SPACEPORT_MASS_DRIVER:0 "Large Spaceport Mass Driver" PD_GAUSS_CANNON:0 "Point-Defense Gauss Cannon" PD_ADVANCED_RAILGUN:0 "Point-Defense Advanced Railgun" SMALL_AUTOCANNON_1:0 "Small Autocannon" MEDIUM_AUTOCANNON_1:0 "Medium Autocannon" LARGE_AUTOCANNON_1:0 "Large Autocannon" SMALL_AUTOCANNON_2:0 "Small Ripper Autocannon" MEDIUM_AUTOCANNON_2:0 "Medium Ripper Autocannon" LARGE_AUTOCANNON_2:0 "Large Ripper Autocannon" SMALL_AUTOCANNON_3:0 "Small Stormfire Autocannon" MEDIUM_AUTOCANNON_3:0 "Medium Stormfire Autocannon" LARGE_AUTOCANNON_3:0 "Large Stormfire Autocannon" SMALL_SPACEPORT_MISSILE:1 "Small Spaceport Missile Launcher" MEDIUM_SPACEPORT_MISSILE:1 "Medium Spaceport Missile Launcher" LARGE_SPACEPORT_MISSILE:1 "Large Spaceport Missile Launcher" PD_ADVANCED_SWARMER_MISSILE_LAUNCHER:0 "Point-Defense Advanced Swarmer Missile Launcher" MEDIUM_SPACE_BOMB_LAUNCHER:0 "Medium Space Bomb Launcher" LARGE_SPACE_BOMB_LAUNCHER:0 "Heavy Space Bomb Launcher" MEDIUM_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Medium Super-Heavy Space Bomb Launcher" LARGE_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Large Super-Heavy Space Bomb Launcher" # CORVETTE CORVETTE_FISSION_REACTOR:1 "$FISSION_REACTOR$" CORVETTE_FUSION_REACTOR:1 "$FUSION_REACTOR$" CORVETTE_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" CORVETTE_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" CORVETTE_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" CORVETTE_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # DESTROYER DESTROYER_FISSION_REACTOR:1 "$FISSION_REACTOR$" DESTROYER_FUSION_REACTOR:1 "$FUSION_REACTOR$" DESTROYER_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" DESTROYER_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" DESTROYER_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" DESTROYER_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # CRUISER CRUISER_FISSION_REACTOR:1 "$FISSION_REACTOR$" CRUISER_FUSION_REACTOR:1 "$FUSION_REACTOR$" CRUISER_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" CRUISER_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" CRUISER_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" CRUISER_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # BATTLESHIP BATTLESHIP_FISSION_REACTOR:1 "$FISSION_REACTOR$" BATTLESHIP_FUSION_REACTOR:1 "$FUSION_REACTOR$" BATTLESHIP_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" BATTLESHIP_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" BATTLESHIP_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" BATTLESHIP_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # TITAN TITAN_FISSION_REACTOR:1 "$FISSION_REACTOR$" TITAN_FUSION_REACTOR:1 "$FUSION_REACTOR$" TITAN_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" TITAN_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" TITAN_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" TITAN_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # COLOSSUS COLOSSUS_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" COLOSSUS_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # PLATFORM PLATFORM_FISSION_REACTOR:1 "$FISSION_REACTOR$" PLATFORM_FUSION_REACTOR:1 "$FUSION_REACTOR$" PLATFORM_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" PLATFORM_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" PLATFORM_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" PLATFORM_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # ION CANNON ION_CANNON_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" ION_CANNON_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" # STARBASE STARBASE_FISSION_REACTOR:1 "$FISSION_REACTOR$" STARBASE_FUSION_REACTOR:1 "$FUSION_REACTOR$" STARBASE_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$" STARBASE_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$" STARBASE_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$" STARBASE_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$" MEDIUM_SCIENCE_LAB_1:0 "Science Lab" AI_SCIENCE_LAB:0 "AI Science Lab" WORMHOLE_DRIVE:1 "Wormhole Modulator" WARP_DRIVE:0 "Warp Drive" HYPER_DRIVE:0 "Hyper Drive" SIMPLE_LASER:0 "Simple Laser" SIMPLE_PROJECTILE_WEAPON:0 "Simple Mass Driver" PD_MASS_DRIVER:0 "Point-Defense Mass Driver" SIMPLE_MISSILE_LAUNCHER:0 "Simple Missile Launcher" MEDIUM_MISSILE_BATTERY:0 "Medium Missile Battery" SMALL_AFTERBURNER_1:0 "Small Afterburners" MEDIUM_AFTERBURNER_1:0 "Medium Afterburners" LARGE_AFTERBURNER_1:1 "Afterburners" SMALL_AFTERBURNER_2:0 "Small Advanced Afterburners" MEDIUM_AFTERBURNER_2:0 "Medium Advanced Afterburners" LARGE_AFTERBURNER_2:1 "Advanced Afterburners" SMALL_SHIELD_1:0 "Small Deflectors" MEDIUM_SHIELD_1:0 "Medium Deflectors" LARGE_SHIELD_1:0 "Large Deflectors" SMALL_SHIELD_2:0 "Small Improved Deflectors" MEDIUM_SHIELD_2:0 "Medium Improved Deflectors" LARGE_SHIELD_2:0 "Large Improved Deflectors" MEDIUM_SHIELD_3:0 "Medium Shields" LARGE_SHIELD_3:0 "Large Shields" SMALL_SHIELD_3:0 "Small Shields" MEDIUM_SHIELD_4:0 "Medium Advanced Shields" LARGE_SHIELD_4:0 "Large Advanced Shields" SMALL_SHIELD_4:0 "Small Advanced Shields" MEDIUM_SHIELD_5:0 "Medium Hyper Shields" LARGE_SHIELD_5:0 "Large Hyper Shields" SMALL_SHIELD_5:0 "Small Hyper Shields" SMALL_PSI_SHIELD:0 "Small Psionic Shield" MEDIUM_PSI_SHIELD:0 "Medium Psionic Shield" LARGE_PSI_SHIELD:0 "Large Psionic Shield" SMALL_PSI_BARRIER:0 "Small Psionic Barrier" MEDIUM_PSI_BARRIER:0 "Medium Psionic Barrier" LARGE_PSI_BARRIER:0 "Large Psionic Barrier" MISSILE_1_LAUNCHER:0 "Nuclear Missile Launcher" MISSILE_2_LAUNCHER:0 "Fusion Missile Launcher" SMALL_ARMOR_1:0 "Small Nanocomposite Armor" MEDIUM_ARMOR_1:0 "Medium Nanocomposite Armor" LARGE_ARMOR_1:0 "Large Nanocomposite Armor" SMALL_ARMOR_2:0 "Small Ceramo-Metal Armor" MEDIUM_ARMOR_2:0 "Medium Ceramo-Metal Armor" LARGE_ARMOR_2:0 "Large Ceramo-Metal Armor" SMALL_ARMOR_3:0 "Small Plasteel Armor" MEDIUM_ARMOR_3:0 "Medium Plasteel Armor" LARGE_ARMOR_3:0 "Large Plasteel Armor" SMALL_ARMOR_4:0 "Small Durasteel Armor" MEDIUM_ARMOR_4:0 "Medium Durasteel Armor" LARGE_ARMOR_4:0 "Large Durasteel Armor" SMALL_ARMOR_5:0 "Small Neutronium Armor" MEDIUM_ARMOR_5:0 "Medium Neutronium Armor" LARGE_ARMOR_5:0 "Large Neutronium Armor" PLANET_DESTRUCTION_COMPONENT:0 "Planet-Killer Component" BORDER_EXTRUSION_VALUE:0 "Border Projection: $VALUE|Y0$" BORDER_EXTRUDER_1:1 "Border Beacon" BORDER_EXTRUDER_2:0 "Boosted Border Beacon" BORDER_EXTRUDER_3:0 "Advanced Border Beacon" BORDER_EXTRUDER_ED:0 "Anchor Core" COMBAT_COMPUTER_DEFAULT:2 "Basic Combat Computer" COMBAT_COMPUTER_SWARM_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$" COMBAT_COMPUTER_PICKET_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$" COMBAT_COMPUTER_LINE_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$" COMBAT_COMPUTER_ARTILLERY_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$" COMBAT_COMPUTER_CARRIER_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$" COMBAT_COMPUTER_PLATFORM_DEFAULT:0 "Basic Combat Computer" COMBAT_COMPUTER_SWARM_BASIC:0 "Combat Computer (Swarm)" COMBAT_COMPUTER_PICKET_BASIC:0 "Combat Computer (Picket)" COMBAT_COMPUTER_LINE_BASIC:0 "Combat Computer (Line)" COMBAT_COMPUTER_ARTILLERY_BASIC:0 "Combat Computer (Artillery)" COMBAT_COMPUTER_CARRIER_BASIC:0 "Combat Computer (Carrier)" COMBAT_COMPUTER_PLATFORM_BASIC:0 "Combat Computer (Platform)" COMBAT_COMPUTER_SWARM_ADVANCED:0 "Advanced Combat Computer (Swarm)" COMBAT_COMPUTER_PICKET_ADVANCED:0 "Advanced Combat Computer (Picket)" COMBAT_COMPUTER_LINE_ADVANCED:0 "Advanced Combat Computer (Line)" COMBAT_COMPUTER_ARTILLERY_ADVANCED:0 "Advanced Combat Computer (Artillery)" COMBAT_COMPUTER_CARRIER_ADVANCED:0 "Advanced Combat Computer (Carrier)" COMBAT_COMPUTER_PLATFORM_ADVANCED:0 "Advanced Combat Computer (Platform)" COMBAT_COMPUTER_SWARM_SAPIENT:0 "Sapient Combat Computer (Swarm)" COMBAT_COMPUTER_PICKET_SAPIENT:0 "Sapient Combat Computer (Picket)" COMBAT_COMPUTER_LINE_SAPIENT:0 "Sapient Combat Computer (Line)" COMBAT_COMPUTER_ARTILLERY_SAPIENT:0 "Sapient Combat Computer (Artillery)" COMBAT_COMPUTER_CARRIER_SAPIENT:0 "Sapient Combat Computer (Carrier)" COMBAT_COMPUTER_PLATFORM_SAPIENT:0 "Sapient Combat Computer (Platform)" COMBAT_COMPUTER_SWARM_AUTONOMOUS:0 "Autonomous Ship Intellect (Swarm)" COMBAT_COMPUTER_PICKET_AUTONOMOUS:0 "Autonomous Ship Intellect (Picket)" COMBAT_COMPUTER_LINE_AUTONOMOUS:0 "Autonomous Ship Intellect (Line)" COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS:0 "Autonomous Ship Intellect (Artillery)" COMBAT_COMPUTER_CARRIER_AUTONOMOUS:0 "Autonomous Ship Intellect (Carrier)" COMBAT_COMPUTER_PLATFORM_AUTONOMOUS:0 "Autonomous Ship Intellect (Platform)" COMBAT_COMPUTER_SWARM_PRECOG:0 "Precognitive Interface (Swarm)" COMBAT_COMPUTER_PICKET_PRECOG:0 "Precognitive Interface (Picket)" COMBAT_COMPUTER_LINE_PRECOG:0 "Precognitive Interface (Line)" COMBAT_COMPUTER_ARTILLERY_PRECOG:0 "Precognitive Interface (Artillery)" COMBAT_COMPUTER_CARRIER_PRECOG:0 "Precognitive Interface (Carrier)" COMBAT_COMPUTER_PLATFORM_PRECOG:0 "Precognitive Interface (Platform)" STARBASE_COMBAT_COMPUTER_1:0 "Starbase Fire Control" STARBASE_COMBAT_COMPUTER_2:0 "$STARBASE_COMBAT_COMPUTER_1$" STARBASE_COMBAT_COMPUTER_3:0 "$STARBASE_COMBAT_COMPUTER_1$" COMBAT_COMPUTER_COLOSSUS:0 "Colossus Combat Computer" POINT_DEFENCE_1:0 "Sentinel Point-Defense" POINT_DEFENCE_1_DESC:1 "Hull-mounted countermeasures against missiles and strike craft are often essential for larger and slower military vessels." POINT_DEFENCE_2:0 "Barrier Point-Defense" POINT_DEFENCE_2_DESC:1 "Updated prediction algorithms improves tracking and point-defense efficiency." POINT_DEFENCE_3:0 "Guardian Point-Defense" POINT_DEFENCE_3_DESC:1 "A wider range of available ammunition types vastly improves the effective interception rate of incoming threats." DEFAULT_BEHAVIOR_DESC:1 "§HMixed Tactics:§! The ship will have a balanced approach between offense and defense." SWARM_BEHAVIOR_DESC:1 "§HSwarm Tactics:§! The ship will charge straight at enemies and try to deal as much damage as possible from point-blank range." ARTILLERY_BEHAVIOR_DESC:1 "§HArtillery Tactics:§! The ship will stay at long (§Y80§!) range and fire its long range weapons on the target." CARRIER_BEHAVIOR_DESC:0 "§HCarrier Tactics:§! The ship will stay at extreme (§Y150§!) range and fire its long range weapons on the target." LINE_BEHAVIOR_DESC:1 "§HLine Tactics:§! The ship will hold advance to medium (§Y50§!) range and hold formation." PICKET_BEHAVIOR_DESC:1 "§HPicket Tactics:§! The ship will advance to close (§Y30§!) range and attempt to intercept the enemy." PLATFORM_BEHAVIOR_DESC:2 "§HPlatform Tactics:§! The defensive platform will remain stationary and fire at any enemies in range." COLOSSUS_BEHAVIOR_DESC:0 "§HIgnore Tactics:§! The ship will ignore any attackers and carry on with its current task." PLANET_KILLER_CRACKER:0 "World Cracker" PLANET_KILLER_CRACKER_ACTION:0 "Crack World" PLANET_KILLER_CRACKER_DESC:0 "A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open." PLANET_KILLER_SHIELDER:0 "Global Pacifier" PLANET_KILLER_SHIELDER_ACTION:0 "Pacify" PLANET_KILLER_SHIELDER_DESC:1 "A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light)." PLANET_KILLER_NEUTRON:0 "Neutron Sweep" PLANET_KILLER_NEUTRON_ACTION:0 "Bathe" PLANET_KILLER_NEUTRON_DESC:0 "An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue." PLANET_KILLER_GODRAY:1 "Divine Enforcer" PLANET_KILLER_GODRAY_ACTION:0 "Shine Divine" PLANET_KILLER_GODRAY_DESC:1 "A psionic projector shines divine truth upon the world to make true believers out of all who are capable of belief, and annihilating those who are not." PLANET_KILLER_NANOBOTS:1 "Nanobot Diffuser" PLANET_KILLER_NANOBOTS_ACTION:0 "Cyborgize" PLANET_KILLER_NANOBOTS_DESC:0 "Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence." LARGE_SCOUT_HANGAR_1:0 "Scout Wing" LARGE_FIGHTERS_HANGAR_1:0 "Basic Fighter Wing" LARGE_FIGHTERS_HANGAR_2:0 "Improved Fighter Wing" LARGE_FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing" LARGE_BOMBERS_HANGAR_1:0 "Basic Bomber Wing" LARGE_BOMBERS_HANGAR_2:0 "Improved Bomber Wing" LARGE_BOMBERS_HANGAR_3:0 "Advanced Bomber Wing" STRIKE_CRAFT_COUNT:0 "Strike Craft: §Y$CURRENT|0$/$MAX$§!" TIP_STRIKE_CRAFT_COUNT:1 "Units: §Y$MAX|0$ ($REGEN|2=$ / £resource_time£ )§!" STRIKE_CRAFT_COMPONENT_TIP:0 "§T$COUNT$\n$CRAFT_STATS$§!" COMPONENT_CANT_BUILD_MISSING_TECH:0 "§RMissing required Technologies: $TECHS$§!" LARGE_SPACE_CLOUD_LIGHTNING:0 "Large Energy Discharge" LARGE_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$" SMALL_SPACE_CLOUD_LIGHTNING:0 "Small Energy Discharge" SMALL_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_RED_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_RED_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Small Shard Thrower" SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Medium Shard Thrower" MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$" LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Large Shard Thrower" LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$" MEDIUM_PROBE_LIGHTNING:0 "Unidentified Energy Emitter" MEDIUM_PROBE_LIGHTNING_DESC:1 "An unusual form of weaponry, this energy emitter closely resembles other energy weapons in function, but operates with a frequency and within a spectrum never before weaponized." SPACE_CLOUD_LIGHTNING:0 "$SPACE_CLOUD_WEAPON_1$" SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$" SPACE_WHALE_WEAPON:0 "$SPACE_WHALE_WEAPON_1$" SPACE_WHALE_WEAPON_DESC:0 "$SPACE_WHALE_WEAPON_1_DESC$" LARGE_SPACE_AMOEBA_WEAPON:0 "Large Amoeba Weapon" LARGE_SPACE_AMOEBA_WEAPON_DESC:0 "The weaponized emissions of the Space Amoebas are truly a marvel of evolution." SMALL_SPACE_AMOEBA_WEAPON:0 "Small Amoeba Weapon" SMALL_SPACE_AMOEBA_WEAPON_DESC:0 "$SPACE_AMOEBA_WEAPON_DESC$" AMOEBA_STRIKE_CRAFT:0 "Amoeba Flagella" AMOEBA_STRIKE_CRAFT_DESC:0 "$AMOEBA_STRIKE_CRAFT_1_DESC$" SWARM_STRIKE_CRAFT:0 "Swarm Strikers" SWARM_STRIKE_CRAFT_DESC:0 "$SWARM_STRIKE_CRAFT_1_DESC$" SMALL_MINING_LASER:0 "Small Cutting Laser" MEDIUM_MINING_LASER:0 "Medium Cutting Laser" LARGE_SCOURGE_MISSILE_1:0 "Large Scourge Missile" LARGE_SCOURGE_MISSILE_1_DESC:0 "$SCOURGE_MISSILE_1_DESC$" LARGE_SPACEPORT_SCOURGE_MISSILE:0 "Large Spaceport Scourge Missile" LARGE_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$" MEDIUM_SPACEPORT_SCOURGE_MISSILE:0 "Medium Spaceport Scourge Missile" MEDIUM_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$" SMALL_SPACEPORT_SCOURGE_MISSILE:0 "Small Spaceport Scourge Missile" SMALL_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$" LARGE_ED_WEAPON:1 "Large Matter Disintegrator" LARGE_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$" MEDIUM_ED_WEAPON:1 "Medium Matter Disintegrator" MEDIUM_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$" SMALL_ED_WEAPON:1 "Small Matter Disintegrator" SMALL_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$" LARGE_NV_WEAPON:1 "Large Null Void Beam" LARGE_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$" MEDIUM_NV_WEAPON:1 "Medium Null Void Beam" MEDIUM_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$" SMALL_NV_WEAPON:1 "Small Null Void Beam" SMALL_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$" DRAGON_ARMOR:0 "Dragonscale Armor" DRAGON_ARMOR_DESC:0 "$tech_dragon_armor_desc$" SMALL_DRAGON_ARMOR:0 "Small Dragonscale Armor" MEDIUM_DRAGON_ARMOR:0 "Medium Dragonscale Armor" LARGE_DRAGON_ARMOR:0 "Large Dragonscale Armor" DARK_MATTER_REACTOR:0 "Dark Matter Reactor" DARK_MATTER_REACTOR_DESC:0 "$tech_dark_matter_power_core_desc$" DARK_MATTER_DEFLECTOR:0 "Dark Matter Deflectors" DARK_MATTER_DEFLECTOR_DESC:0 "$tech_dark_matter_deflector_desc$" SMALL_DARK_MATTER_DEFLECTOR:1 "Small $DARK_MATTER_DEFLECTOR$" MEDIUM_DARK_MATTER_DEFLECTOR:1 "Medium $DARK_MATTER_DEFLECTOR$" LARGE_DARK_MATTER_DEFLECTOR:1 "Large $DARK_MATTER_DEFLECTOR$" ENIGMATIC_DECODER:0 "Enigmatic Decoder" ENIGMATIC_DECODER_DESC:1 "$tech_enigmatic_decoder_desc$" ENIGMATIC_ENCODER:0 "Enigmatic Encoder" ENIGMATIC_ENCODER_DESC:1 "$tech_enigmatic_encoder_desc$" ENIGMATIC_DISRUPTION_FIELD:0 "Enigmatic Disruption Field" ENIGMATIC_DISRUPTION_FIELD_DESC:0 "$tech_enigmatic_disruption_field_desc$" #The player should never be able to see these, but incase a mod adds a dragon to the players fleet or something we can at least have some localization for it STRANGE_COMPONENTS:0 "Strange Component" STRANGE_COMPONENTS_DESC:0 "Our scientists can make no sense of these." DRAGON_WEAPON:1 "Dragon's Breath" DRAGON_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DRAGON_SECONDARY_WEAPON:1 "Wing Skewer" DRAGON_SECONDARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DRAGON_TERTIARY_WEAPON:0 "Drake's Lightning" DRAGON_TERTIARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" STELLARITE_DEFAULT_BEHAVIOR_DESC:0 "§HStellarite behavior:§! The stellarite will try to keep its main weapon pointed towards the target." STELLARITE_COMBAT_COMPUTER:0 "Stellarite Combat Computer" DIMENSIONAL_HORROR_PRIMARY_WEAPON:0 "Dimensional Beam" DIMENSIONAL_HORROR_PRIMARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DIMENSIONAL_HORROR_LARGE_WEAPON:0 "Dimensional Ripper" DIMENSIONAL_HORROR_LARGE_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DIMENSIONAL_HORROR_MEDIUM_WEAPON:0 "Dimensional Render" DIMENSIONAL_HORROR_MEDIUM_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DIMENSIONAL_HORROR_SMALL_WEAPON:0 "Dimensional Striker" DIMENSIONAL_HORROR_SMALL_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$" DIMENSIONAL_HORROR_PD:0 "Dimensional Guard" DIMENSIONAL_HORROR_PD_DESC:0 "$STRANGE_COMPONENTS_DESC$" #################################### # Star Classes #################################### sc_b:1 "$pc_b_star$" sc_b_desc:1 "$pc_b_star_desc$" sc_a:1 "$pc_a_star$" sc_a_desc:1 "$pc_a_star_desc$" sc_f:1 "$pc_f_star$" sc_f_desc:1 "$pc_f_star_desc$" sc_g:1 "$pc_g_star$" sc_g_desc:1 "$pc_g_star_desc$" sc_k:1 "$pc_k_star$" sc_k_desc:1 "$pc_k_star_desc$" sc_m:1 "$pc_m_star$" sc_m_desc:1 "$pc_m_star_desc$" sc_m_giant:0 "$pc_m_giant_star$" sc_m_giant_desc:0 "$pc_m_giant_star_desc$" sc_t:0 "$pc_t_star$" sc_t_desc:0 "$pc_t_star_desc$" sc_black_hole:1 "$pc_black_hole$" sc_black_hole_desc:1 "$pc_black_hole_desc$" sc_neutron_star:1 "$pc_neutron_star$" sc_neutron_star_desc:1 "$pc_neutron_star_desc$" sc_pulsar:1 "$pc_pulsar$" sc_pulsar_desc:1 "$pc_pulsar_desc$" sc_binary_1:0 "Binary Stars" sc_binary_2:0 "$sc_binary_1$" sc_binary_3:0 "$sc_binary_1$" sc_binary_4:0 "$sc_binary_1$" sc_binary_5:0 "$sc_binary_1$" sc_binary_6:0 "$sc_binary_1$" sc_binary_7:0 "$sc_binary_1$" sc_binary_8:0 "$sc_binary_1$" sc_binary_9:0 "$sc_binary_1$" sc_binary_10:0 "$sc_binary_1$" sc_trinary_1:0 "Trinary Stars" sc_trinary_2:0 "$sc_trinary_1$" sc_trinary_3:0 "$sc_trinary_1$" sc_trinary_4:0 "$sc_trinary_1$" #################################### # Colonizability #################################### COLONIZABLE:0 "Colonizable" UNCOLONIZABLE:0 "Uncolonizable" COLONIZABLE_HAS_OWNER:0 "§RPlanet already belongs to someone.§!" COLONIZABLE_NEVER:0 "§RPlanet type is not colonizable.§!" COLONIZABLE_UNSURVEYED:0 "§RPlanet has not been surveyed.§!" COLONIZABLE_ANOMALY:0 "§RPlanet has an Anomaly.§!" COLONIZABLE_INSIDE_BORDERS:1 "§RCan only colonize planets inside our borders.§!" COLONIZABLE_HOSTILE_FLEETS:0 "§RHostile fleets are present in the system.§!" COLONIZABLE_OUTSIDE_SENSOR:0 "§RPlanet is outside of Sensor Range.§!" COLONIZABLE_MISSING_TECH:2 "§RDoes NOT have $TECHNAME|Y$§!" COLONIZABLE_DESC:0 "Habitable:\nThis planet can be colonized by us: " COLONIZABLE_UNSURVEYED_REVEAL_DATA:0 "§HWe need to survey this planet to gain detailed information.§!" HABITABLE_DESC:0 "Habitable:\nWe currently cannot colonize this world." COLONIZABLE_FEDERATION:0 "§RRequires colonization access from our Federation President.§!" SEND_SHIP:0 "Send a Colony Ship here to create a colony." UNINHABITABLE:0 "Uninhabitable" UNCOLONIZABLE_DESC:0 "Uninhabitable:\nThis planet type can not be colonized." UNINHABITABLE_STAR:0 "Uninhabitable:\nStars can not be colonized." UNINHABITABLE_ASTEROID:0 "Uninhabitable:\nAsteroids can not be colonized." NO_EXPANSION_SUBJECT:3 "§RAs a $TYPE|H$ we are not allowed to build new outposts.§!" CANT_BUILD_COLONY_SHIP_NO_DESIGN:0 "§RWe don't have any Colony Ship Designs§!" LAND_ARMIES_INSIDE_BORDERS:1 "§RCan only invade primitive planets inside our borders.§!" COLONY_SHIP_DESC:0 "A Colony Ship can be sent to a colonizable planet to establish a colony." #################################### # Alerts #################################### ALERT_RIGHTCLICK:0 "\n§GRight-Click to dismiss this Alert\n£shift£ + Right-Click to disable this Alert§!" alert_can_upgrade_government_title:0 "Unspent Civic Points" alert_can_upgrade_government_instant:0 "We have unspent Civic points that could be used to improve our Government." alert_can_enter_shroud_title:0 "Shroud Accessible" alert_can_enter_shroud_instant:0 "We are currently able to enter the Shroud through the §HContacts§! menu." alert_hopeless_war_title:0 "Hopeless War" alert_hopeless_war_instant:0 "We are being attacked by a §HFallen Empire§!, an ancient precursor civilization that we currently can scarcely hope to defeat. It would be advisable to cut our losses and surrender." alert_inactive_civics_title:0 "Inactive Civics" alert_inactive_civics_instant:0 "We have inactive Civics that are not providing us with any benefits." alert_set_war_goal_title:0 "Missing War Goal" alert_set_war_goal_instant:0 "We are at war and have not yet set our goal." alert_set_war_goal_entry:0 "[$INDEX$] $NAME|H$ ($DAYS|H$ days left)" alert_capped_resources_title:0 "Resource Storage Full" alert_capped_resources_instant:0 "Some of our resources have exceeded their storage limit. While our storage is full, any further income in these resources will be wasted." alert_capped_resources_delayed:0 "We have exceeded our storage limit for the following resources:" alert_resource_shortage_title:0 "Critical Resource Shortage" alert_resource_shortage_instant:0 "We are experiencing critical resource shortages. This will have a profoundly negative impact on our Empire until the situation is resolved." alert_resource_shortage_entry:0 "§HShortage of $RESOURCE$§!" alert_negative_income_title:1 "Low Stockpile" alert_negative_income_instant:3 "Our stockpiles on these resources is about to run out:" alert_negative_income_instant_entry:0 "$NAME|Y$ in $MONTHS|Y$ month(s)" alert_automation_resources_title:1 "Low Colony Automation Stockpile" alert_automation_resources_instant:0 "Colonies with automated development are low on resources." alert_hostile_in_system_title:0 "Hostile Fleets Present" alert_hostile_in_system_instant:0 "At least one hostile fleet is present in the same system as one of our fleets or planets." alert_hostile_in_system_instruction:0 "§GClick to cycle between hostile Fleets§!" alert_sectors_missing_resources_title:0 "Sectors Missing Resources" alert_sectors_missing_resources_instant:1 "At least one of our sectors is missing resources. Sectors that lack energy will not gain any resources from stations." alert_physics_research_title:0 "Physics Research" alert_physics_research_instant:0 "There are Physics Technologies available for research." alert_physics_research_instruction:0 "§GClick to open Technology view§!" alert_society_research_title:0 "Society Research" alert_society_research_instant:0 "There are Society Technologies available for research." alert_society_research_instruction:0 "§GClick to open Technology view§!" alert_engineering_research_title:0 "Engineering Research" alert_engineering_research_instant:0 "There are Engineering Technologies available for research." alert_engineering_research_instruction:0 "§GClick to open Technology view§!" alert_timed_project_title:0 "Timed Project" alert_timed_project_instant:0 "We have a Special Project with a time limit. Consider starting it so we do not miss this opportunity." alert_unemployed_pops_title:0 "Unemployment" alert_unemployed_pops_instant:0 "We have unemployed Pops. Consider putting them to productive use by clearing surface tiles or constructing buildings for them to work in." alert_unemployed_pops_instruction:0 "§GClick to cycle between affected Colonies§!" alert_election_title:0 "Election" alert_election_instant:0 "Our Empire is holding an election to decide the next ruler." alert_election_instruction:0 "§GClick to show an overview§!" alert_fleet_combat_title:0 "Fleet Combat" alert_fleet_combat_instant:0 "At least one of our fleets is in combat!" alert_fleet_combat_instruction:0 "§GClick to cycle between fleets§!" alert_army_combat_title:0 "Invasion" alert_army_combat_instant:0 "At least one of our armies are involved in an invasion!" alert_army_combat_instruction:1 "§GClick to cycle between planets§!" alert_mia_title:0 "Missing In Action" alert_mia_instant:0 "At least one of our fleets have gone Missing In Action. It will take them some time to return and rejoin the ranks." alert_building_title:0 "Inactive Building(s)" alert_building_instant:0 "At least one of our planetary Buildings is missing something that is required for it to function." alert_above_system_cap_title:0 "Too many colonized Systems" alert_above_system_cap_instant:0 "We have more colonized Systems under our Direct Control than we can efficiently manage." alert_above_system_cap_delayed:0 "Consider assigning some colonized Systems to Sectors to avoid penalties to Influence and Energy Credit generation." alert_above_system_cap_instruction:0 "§GClick to manage Sectors§!" alert_above_system_cap_penalty:0 "\n$MODIFIER$" alert_above_sector_cap_title:0 "Too many Sectors" alert_above_sector_cap_instant:0 "We have more Sectors than our Empire can manage." alert_above_sector_cap_delayed:0 "While there is a limit to how many Sectors we can have, there is no limit on the size of a Sector." alert_above_sector_cap_instruction:0 "Click to manage Sectors" alert_above_sector_cap_penalty:0 "\n$MODIFIER$" alert_low_cohesion_title:0 "Low Empire Cohesion" alert_low_cohesion_instant:1 "Our §YEmpire Cohesion§! is low. This will considerably increase our §Y$EMPIRE_SIZE$§!.\n\nTo increase our cohesion, we should reduce the number of external hyperlane connections into our empire and non-owned systems inside our borders." alert_can_modify_species_title:0 "Unspent Trait Points" alert_can_modify_species_instant:0 "There are Species with unspent Trait Points in our empire." alert_can_modify_species_instruction:0 "§GClick to open Species View§!" alert_can_modify_species_entry:0 "$SPECIES|Y$: $POINTS|Y$ Unspent Trait Points" alert_starvation_title:0 "Starvation" alert_starvation_instant:0 "Your Empire suffers from Starvation. This prevents all Pop growth and also has the following effect:" alert_starvation_delayed:0 "To avoid Starvation, we need to produce more £food£ Food by constructing §EHydroponics Farms§!." alert_starving_planet_instruction:0 "§GClick to cycle between planets§!" alert_powerful_factions_title:0 "Powerful Pop Factions" alert_powerful_factions_instant:0 "You have pop factions with high support within your empire." alert_powerful_factions_instruction:0 "Click to open pop factions view" alert_powerful_factions_entry:0 "$INDEX$: $NAME$ ( $SUPPORT|%$ )" alert_research_missing_scientist_title:1 "Ongoing research lacks scientist" alert_research_missing_scientist_instant:1 "" alert_research_missing_scientist_entry:1 "$TECHAREA|H$ has no scientist present." alert_unlock_tradition_title:0 "Traditions Available" alert_unlock_tradition_instant:0 "We have enough £unity£ Unity to adopt a new Tradition." alert_unlock_tradition_delayed:0 "§GClick to open Traditions View§!" alert_unlock_ascension_perk_title:0 "Ascension Perk Available" alert_unlock_ascension_perk_instant:0 "We can select a new Ascension Perk!" alert_unlock_ascension_perk_delayed:0 "§GClick to open Traditions View§!" alert_low_stability_title:0 "Low Stability" alert_low_stability_instant:0 "At least one of your planets has low stability." alert_low_stability_instruction:0 "§GClick to cycle between planets§!" alert_high_war_exhaustion_title:0 "High War Exhaustion" alert_high_war_exhaustion_instant:2 "We have reached §R100%§! War Exhaustion in at least one of our wars." alert_high_war_exhaustion_instant_forced_info:0 "We can be forced to make peace §Y$MONTHS$ months§! after reaching High War Exhaustion." alert_high_war_exhaustion_entry:0 "$WAR|H$" alert_high_war_exhaustion_entry_forced_timer:0 "$WAR|H$ ($DAYS|Y$ day(s) until forced peace is possible)" alert_high_war_exhaustion_entry_forced_possible:0 "$WAR|H$ (§RForced peace possible§!)" high_war_exhaustion:0 "High War Exhaustion" NO_GAIN_HIGH_WAR_EXHAUSTION:0 "§R$high_war_exhaustion$§! is reducing $RESOURCE$ gain to §R0§!" alert_high_piracy_risk_title:1 "High Piracy Risk" alert_high_piracy_risk_instant:2 "These systems are experiencing pirate activity:" alert_high_piracy_risk_instant_entry:0 "$SYSTEM$" alert_high_piracy_risk_instant_current_entry:0 "$SYSTEM|Y$" alert_necrophage_low_pops_title:0 "Necrophyte Shortages" alert_necrophage_low_pops_instant:0 "The following planets are running low on eligible £pops£ pops for conversion into our species:" alert_necrophage_low_pops_instruction:0 "§GClick to cycle between planets§!" #Remove this if this is not wanted #################################### # Democratic elections #################################### sk_administration:0 "Administration" sk_diplomacy:0 "Diplomacy" sk_military:0 "Military" #################################### # Ruler View #################################### LEADER_VIEW_TITLE:0 "New Ruler" SKILL_VALUE:0 "Skill:£leader_skill|$LEVEL$£" EXPERIENCE:0 "Experience: $LEVEL|Y$" LEADER_AGE:0 "Age: $AGE|Y$" LEADER_SPECIES:0 "Species: $SPECIES|H$" LEADER_DEATH_CHANCE_AGE_ABOVE:0 "Age is above $AGE|Y$: $VALUE|-=1%$" LEADER_DEATH_CHANCE_AGE_UNDER:0 "Age is under $AGE|Y$: $VALUE|-=1%$" LEADER_DEATH_CHANCE:0 "Death chance: $VALUE|-1%$ (monthly)" LEADER_IMMORTAL:0 "Immortal, will never die of old age." TRAID_IMMORTAL_LEADERS:0 "§GImmortal§!" IMMORTAL:0 "Immortal" #################################### # Leader Pool View #################################### LEADER_POOL_VIEW_TITLE:0 "Recruit Leader" LEADER_POOL_COST:0 "Cost" LEADER_POOL_COST_TOOLTIP:0 "Cost" LEADER_POOL_COST_TOOLTIP_DESC:0 "Recruitment cost can be affected by researching certain technologies." #################################### # Army View #################################### ARMY_VIEW_LEADER:0 "Leader" ARMY_VIEW_TYPE:0 "Type" ARMY_VIEW_RANK:0 "Rank" ARMY_VIEW_EXP:0 "Experience" ARMY_VIEW_DMG:1 "Damage" ARMY_VIEW_MORALE_DMG:1 "Morale Damage" ARMY_VIEW_COLLATERAL_DMG:0 "Collateral Damage" ARMY_VIEW_HEALTH:0 "Health" ARMY_VIEW_MORALE:0 "Morale" ARMY_VIEW_MAINTENANCE:1 "Upkeep" ARMY_VIEW_DMG_DESC:1 "Every day in combat, this army will deal $MIN|Y$ - $MAX|Y$ damage to enemy Health." ARMY_VIEW_MORALE_DMG_DESC:0 "Every day in combat, this army will deal $MIN|Y$ - $MAX|Y$ damage to enemy Morale." ARMY_VIEW_COLLATERAL_DMG_DESC:0 "This is the amount of Collateral Damage that the army will cause to the Pops and Tiles of any planet where it is engaged in combat." ARMY_VIEW_NO_COLLATERAL_DMG_DESC:0 "This type of army will not cause any collateral damage during combat." ARMY_VIEW_NO_MORALE_DESC:0 "This type of army has no Morale value and is completely unaffected by Morale Damage." ARMY_VIEW_HEALTH_DESC:1 "This is the army's maximum Health. When Health reaches zero, an army will be destroyed." ARMY_VIEW_MORALE_DESC:1 "This is the army's maximum Morale. When Morale is low, an army will fight less effectively." ARMY_VIEW_SPECIES_DESC:0 "Army Species-class is $CLASS|H$." ARMY_VIEW_NO_SPECIES_DESC:0 "This type of army does not have a species." ARMY_VIEW_MAINTENANCE_DESC:1 "Cost $VAL|Y2$£energy£ in monthly upkeep." ARMY_VIEW_NO_MAINTENANCE_DESC:0 "This type of army does not have a monthly upkeep cost." LOW_MORALE_EFFECT:0 "Damage dealt by this army is reduced by $PERC|Y0%$ due to low morale." DISENGAGED_EFFECT:0 "Damage dealt by this army is reduced by $PERC|Y0%$ due to being disengaged." BROKEN_MORALE_EFFECT:0 "This army's morale is Broken, reducing the damage they deal by $PERC|Y0%$." #################################### # Anomaly View #################################### ANOMALY_VIEW_CLOSE:0 "Leave be for now" ANOMALY_LEVEL:2 "Relative Difficulty" AV_NO_SCIENTIST:0 "§RNo Scientists§!" AV_NO_SCIENTIST_DESC:0 "You have no science ships with assigned scientists." ANOMALY_VIEW_SHOW:0 "Show Anomaly" ANOMALY_RESEARCH_PROGRESS:0 "Research Progress" ANOMALY_LEAVE_BE:0 "Leave be for now" ANOMALY_LEAVE_BE_DESC:0 "§TWe can research this Anomaly another time.§!" ANOMALY_CHANGE_SCIENTIST:0 "Change Scientist" ANOMALY_CHANGE_SCIENTIST_HEADER:0 "$ANOMALY_CHANGE_SCIENTIST$" ANOMALY_CHANGE_SCIENTIST_DESC:1 "§TAssign this §HAnomaly§! to a §HScientist§! aboard another Science Ship.§!" ANOMALY_CHANGE_SCIENTIST_PORTRAIT_DESC:1 "§GClick to assign this §HAnomaly§! to a §HScientist§! aboard another Science Ship§!" ANOMALY_LEVEL_DESC_INST:0 "§TAnomaly Level: $VAL|Y$§!" ANOMALY_LEADER_LEVEL_DESC_INST:0 "§TScientist Level: $VAL|Y$§!" ANOMALY_RESEARCH_TIME_HEADER:0 "Research Time: $TIME$\n\t Base: $BASE_TIME|0Y$" ANOMALY_RESEARCH_TIME_MODIFIER:0 " Difficulty ($DIFFICULTY$:$LEVEL_DIFF|+=$):$DAYS_DIFF|-=0$" ANOMALY_RESEARCH_PROGRESS_DESC:0 "Research progress: $PROGRESS|Y1$/$TOTAL|0Y$($SPEED|+=2$/Day)\n Base: $BASE|1Y$\n" ANOMALY_RESEARCH_DIFF_DESC:0 "The current §HScientist§! finds this §HAnomaly§! $DIFFICULTY$ ($LEVEL_DIFF|+=$ levels), so the §HAnomaly§! will take $DAYS_DIFF|-0$ more days to research" ANOMALY_RESEARCH_TOTAL_TIME:0 "Total time: $TIME$" ANOMALY_SPEED_MODIFIER_DESC:1 "§HAnomaly Research Speed§!" ANOMALY_LEVEL_DESC_DELAYED:2 "The level of an §HAnomaly§! reflects the expected complexity of researching it. The assigned Scientist's relative §HSkill§! level determines how long it will take them to research the §HAnomaly§!." #################################### # Edicts #################################### EDICTS:0 "Edicts" DECISIONS:0 "Policies" POLICIES:0 "Policies" LACKING_INFLUENCE_TOOLTIP:0 "§RWe lack the required Influence to enact this Edict.§!" ENTRY_TOOLTIP:0 "§GClick to see all available Edicts of§! $OBJECT|H$" INFLUENCE_TOOLTIP:3 "Influence Cost: £influence£ $VALUE|Y$" INFLUENCE_MAINTENANCE_TOOLTIP:1 "Monthly Influence Cost: " EDICTS_LABEL:0 "Manage our Empire and planet Edicts here." CLICK_TO_ADD_EDICT:1 "§GClick to activate this Edict§!" CLICK_TO_REMOVE_EDICT:1 "§GClick to deactivate this Edict§!" EMPIRE_EDICT_TOOLTIP:0 "§GClick to see all available§! §HEmpire§! §GEdicts§!" ACTIVE_EDICT:0 "§GThis Edict is already active§!" A_PLANET:0 "a planet" # Empire Edicts edict_capacity_overload:0 "Capacity Overload" edict_capacity_overload_desc:2 "This Edict allows short-term overloading of energy grids, letting power plants across our empire run at increased capacity." edict_production_targets:0 "Production Targets" edict_production_targets_desc:1 "This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output." edict_farming_subsidies:0 "Farming Subsidies" edict_farming_subsidies_desc:1 "This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production." edict_propaganda:0 "Propaganda Broadcasts" edict_propaganda_desc:1 "This Edict creates broad information delivery mechanisms, ensuring that a consistent and positive narrative is maintained." edict_information_quarantine:0 "Information Quarantine" edict_information_quarantine_desc:1 "This Edict puts strict checks on the flow of information, better preserving local cultural identities." edict_encourage_free_thought:1 "Encourage Political Thought" edict_encourage_free_thought_desc:1 "This Edict encourages the populace to openly discuss political matters, even if the path taken may lead them astray." edict_map_the_stars:0 "Map the Stars" edict_map_the_stars_desc:0 "This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond." edict_map_the_stars_2:0 "$edict_map_the_stars$" edict_map_the_stars_2_desc:0 "$edict_map_the_stars_desc$" edict_research_focus:0 "Research Grants" edict_research_focus_desc:0 "This Edict favors our researchers with additional funds." edict_research_focus_hive:0 "Focus our thinker drones on new concepts at the expense of all other knowledge." edict_research_focus_machine:0 "Divert processing power to engineering-focused theoretical models and downgrade priority on other avenues of research" edict_social_welfare_programs:0 "Social Welfare Programs" edict_social_welfare_programs_desc:0 "This Edict establishes a large amount of various social programs, at a considerable cost, to ease the lives of the populace." #edict_the_grand_fleet:0 "The Grand Fleet" #edict_the_grand_fleet_desc:0 "This Edict puts the pride and glory of the Empire's Grand Fleet above all else, and that considerable political focus should be spent ensuring its continued prosperity." edict_share_the_burden:0 "Share the Burden" edict_share_the_burden_desc:1 "This Edict enforces rotating tasks and work schedules for indentured servants, as more varied drudgery can lead to an uptick in productivity." # edict_share_the_burden_desc: "This Edict dictates that the various burdens of society should be given to those best suited to handle them. Manual labour is best left to those used to such tasks..." edict_peace_festivals:0 "Peace Festivals" edict_peace_festivals_desc:1 "This Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals." edict_land_of_opportunity:0 "Land of Opportunity" edict_land_of_opportunity_desc:2 "This Edict creates targeted PR campaigns that frame our empire as being on the cutting edge, a new social frontier - a place where anyone can thrive, a fresh start." edict_diplomatic_grants:0 "Diplomatic Grants" edict_diplomatic_grants_desc:1 "This Edict initiates a diplomatic offensive in a concerted effort to improve the image of our empire in the eyes of others." edict_engineering_research_focus_hive:0 "Focus our thinker drones on new engineering concepts at the expense of all other knowledge." edict_engineering_research_focus_machine:0 "Divert processing power to engineering-focused theoretical models and downgrade priority on other avenues of research" edict_physics_research_focus_hive:0 "Focus our thinker drones on new physics concepts at the expense of all other knowledge." edict_physics_research_focus_machine:0 "Divert processing power to physics-focused theoretical models and downgrade priority on other avenues of research" edict_society_research_focus_hive:0 "Focus our thinker drones on new society concepts at the expense of all other knowledge." edict_society_research_focus_machine:0 "Divert processing power to society-focused theoretical models and downgrade priority on other avenues of research" # Campaigns edict_fear_campaign:0 "Fear Campaign" edict_fear_campaign_desc:0 "The vile and beastly nature of the xeno must be communicated to our people. They must accept the truth that we stand alone in a sea of alien filth." edict_education_campaign:0 "Education Campaign" edict_education_campaign_desc:0 "Back to school! By momentarily spending resources to promote higher education programs among our leaders, their skills will improve at a faster rate." edict_healthcare_campaign:0 "Healthcare Campaign" edict_healthcare_campaign_desc:1 "Diet, regular exercise and sleeping patterns all combine to affect the health of our population. By promoting a healthier lifestyle, their life expectancy will go up." edict_recycling_campaign:0 "Recycling Campaign" edict_recycling_campaign_desc:0 "The populace must be taught to limit wasteful consumption of resources. A public awareness campaign to promote recycling will momentarily lower our consumer goods costs." edict_robot_campaign:0 "Drone Campaign" edict_robot_campaign_desc:0 "By allocating additional resources to our production facilities, we are able to produce new worker drones at an even quicker pace." edict_machine_learning_campaign:0 "Machine Learning Campaign" edict_machine_learning_campaign_desc:0 "By allocating additional resources to our autonomous drones, they are able to increase the rate at which their self-learning algorithms improve their overall productivity. " edict_drone_campaign:0 "Drone Campaign" edict_drone_campaign_desc:0 "By allocating additional biomass to our spawning pools, we are able to produce new worker drones at an even quicker pace." edict_learning_campaign:0 "Learning Campaign" edict_learning_campaign_desc:0 "By providing our autonomous drones with additional nutrients, we are able to increase their productivity." edict_war_drone_campaign:0 "War Drone Campaign" edict_war_drone_campaign_desc:0 "By allocating our war drones additional nutrients, we are able to increase their strength and combat readiness." # Planet Edicts #edict_reeducation_campaign:0 "Reeducation Campaigns" #edict_reeducation_campaign_desc:1 "This Edict creates local reeducation campaigns, affirming that dissent is naught but the product of ignorance and a failure of reason." #edict_infrastructure_projects:0 "Infrastructure Projects" #edict_infrastructure_projects_desc:1 "This Edict puts considerable political weight behind new construction initiatives." #edict_social_engineering:0 "Social Engineering" #edict_social_engineering_desc:2 "This Fanatic Authoritarian Edict mandates the use of subtle social instruments to reinforce our governing Ethics on the planet." #edict_privatization_campaign:1 "Grassroots Administration" #edict_privatization_campaign_desc:2 "This Fanatic Egalitarian Edict encourages the individuals closest to the production effort to take increased responsibility." #edict_arms_race:0 "Arms Race" #edict_arms_race_desc:0 "This Fanatic Militarist Edict focuses all administrative and societal efforts on efficient production of military equipment." #edict_religious_unity:1 "Spiritual Unity" #edict_religious_unity_desc:1 "This Fanatic Spiritualist Edict unites the populace in quasi-religious fervor, with a particular emphasis on harvest and fertility rituals." #edict_spirit_of_science:0 "Spirit of Science" #edict_spirit_of_science_desc:0 "This Fanatic Materialist Edict focuses all administrative and societal efforts on efficient research and the celebration of Reason." #edict_legal_aliens:0 "Legal Aliens" #edict_legal_aliens_desc:0 "This Fanatic Xenophile Edict launches a massive PR campaign inviting aliens to come live on the planet in a glorious multicultural paradise." #edict_purity_laws:0 "Purity Laws" #edict_purity_laws_desc:0 "This Fanatic Xenophobe Edict ensures the purity of our species and unity of our empire through the enforcement of rigid separation laws." edict_crystal_sonar:0 "Crystal Sonar" edict_crystal_sonar_desc:0 "Allows us to order our fleets to use a special technique when encountering Crystalline Entities, instantly surveying the systems they dwell in.\nCost: £energy£ §R-30§!" edict_droning_optimizations:0 "Droning Optimizations" edict_droning_optimizations_desc:3 "§LModeled after Ancient Mining Drone techniques, this scheme of energy optimizations will increase our resource yields.§!" edict_greater_crystal_bounty:0 "Greater Crystal Bounty" edict_greater_crystal_bounty_desc:1 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G500§!" edict_crystal_bounty:0 "Crystal Bounty" edict_crystal_bounty_desc:1 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G250§!" edict_drone_bounty:0 "Drone Bounty" edict_drone_bounty_desc:1 "§LInstruct our fleets to salvage the energy cells of defeated Ancient Mining Drones.§!\nEnergy Credits per fleet defeated: §G500§!" edict_declare_saint:0 "Declare Saint" edict_declare_saint_desc:0 "This Edict will bestow sainthood upon a deceased individual who led a particularly pious life, creating a new unifying symbol." # Ambitions unity_ambition:0 "Ambition:" edict_scientific_revolution:0 "$unity_ambition$ Scientific Revolution" edict_scientific_revolution_desc:0 "A brief yet highly productive golden age of scientific discovery. The combination of fearlessness, ingenuity and unbridled optimism can take you far." edict_desperate_measures:0 "$unity_ambition$ Desperate Measures" edict_desperate_measures_desc:0 "The cornered animal is indeed the most dangerous, as our enemies will soon find out. No effort must be spared to ensure our continued survival." edict_fortress_proclamation:0 "$unity_ambition$ Fortress Proclamation" edict_fortress_proclamation_desc:0 "Our frontiers shall be an unassailable line, and they will convey a clear message to our most ambitious neighbors - this far, no further!" edict_architectural_renaissance:0 "$unity_ambition$ Architectural Renaissance" edict_architectural_renaissance_desc:0 "It is construction on a scale that previous generations could only dream of. Megastructures may well become the true legacy of our civilization." edict_hearts_and_minds:0 "$unity_ambition$ Hearts and Minds" edict_hearts_and_minds_desc:0 "A concentrated propaganda effort to make the populace understand the merits of the government's position. Ultimately, it is for their own good." edict_omnifarious_acquisition:0 "$unity_ambition$ Omnifarious Acquisition" edict_omnifarious_acquisition_desc:0 "Everything that can be spared will be recycled and used. Our ambitions require all the resources we can possibly find." edict_grand_fleet:0 "$unity_ambition$ A Grand Fleet" edict_grand_fleet_desc:0 "Our galactic ambitions require that the construction of A Grand Fleet must be our primary goal." #################################### # Policies #################################### POLICIES_LABEL:0 "These are the available Policies of our Empire" CLICK_TO_ADD_POLICY:0 "§GClick to enable Policy§!" POLICY_ACTIVITY:0 "This policy is currently $ACTIVE$." ACTIVE:0 "active" NOT_ACTIVE:0 "inactive" TIMER:0 "\nWe can not change our stance on this Policy until $DATE|H$." POLICY_CANNOT_CHANGE:0 "We will not be able to change our stance on this Policy until $YEARS|H$ years have passed." CHANGE_POLICY:0 "Change Policy" POLICY_NOT_ACTIVE:0 "Requires policies:" POLICY_DIALOG:0 "Do you wish change $POLICY|H$ to $OPTION|H$ within our Empire? We will not be able to change our stance on this for $TIME|Y$ years. The Policy will have these effects:\n$EFFECTS$" POLICY_GROUP_TOOLTIP:1 "§T$GROUP|H$\n$GROUP_DESC$\nCurrent Policy: $OPTION|Y$\n\n§GClick to view Policy options§!§!" POLICY_OPTION_TOOLTIP_POP_HAPPINESS:0 "\n$NUM|H$ pops will get $MOD$ happiness from this policy." POLICY_SELECT_OPTION:0 "\n§GClick to select Policy option§!" ALL_POPS_EMANCIPATED:0 "§EAll Pops in your empire will be emancipated§!" ALL_ROBOTS_DISASSEMBLED:0 "§EAll robotic Pops in your empire will be disassembled§!" CLICK_POLICY_VIEW:0 "§GClick to see list of possible Empire Edicts.§!" policy_pre_sapients:0 "Pre-Sapients" policy_pre_sapients_desc:0 "We can decide whether or not we want pre-sapient species living on our planets." pre_sapients_allow:1 "Tolerated" pre_sapients_allow_name:4 "Tolerate Pre-Sapients" pre_sapients_allow_desc:3 "Intelligent animals are still just animals. They can safely be ignored.\n\n§EPre-sapients can be selectively purged.§!" pre_sapients_protect:0 "Protected" pre_sapients_protect_name:0 "Protect Pre-Sapients" pre_sapients_protect_desc:1 "Though still only simple animals, these beings are no less than what we ourselves once were. They should be allowed the chance at a future.\n\n§EPre-sapients cannot be selectively purged and planets containing pre-sapients cannot be terraformed.§!" pre_sapients_purge:0 "Extermination" pre_sapients_purge_name:3 "Exterminate Pre-Sapients" pre_sapients_purge_desc:0 "All rights spring from the capacity for reason. An animal is just an animal, and an animal that stands in our way is just a pest.\n\n§EPre-sapients living on our planets will be purged§!" pre_sapients_eat:1 "Hunted" pre_sapients_eat_name:1 "Pre-Sapient Hunting" pre_sapients_eat_desc:0 "An animal without sapience can hardly be considered to be part of our empire, but perhaps they can help our growth in other ways...\n\n§EPre-sapients living on our planets will be used for food, slowly depleting their population.§!" policy_core_worlds:0 "Core Worlds Population" policy_core_worlds_desc:0 "We can decide which Pops are permitted to live on our core worlds. Prohibited Pops already living there will be forced to move to our Sectors or flee to other Empires." core_worlds_all:0 "All Species" core_worlds_all_name:0 "All Species" core_worlds_all_desc:0 "Diversity is the key to a vibrant empire. Our core worlds must reflect these values by remaining open to all of the species in our empire.\n\n§EAll Pops are permitted to live on Core Worlds§!" core_worlds_citizens_and_slaves:0 "Citizens and Slaves Only" core_worlds_citizens_and_slaves_name:0 "Citizens and Slaves Only" core_worlds_citizens_and_slaves_desc:0 "Though our core worlds must be kept safe from alien influence, we shall not deny our citizens their lawful property.\n\n§ENon-enslaved Pops without Full Citizenship will migrate away from Core Worlds§!" core_worlds_citizens_only:0 "Citizens Only" core_worlds_citizens_only_name:0 "Citizens Only" core_worlds_citizens_only_desc:0 "Our core worlds are the heart of our empire. No lesser species shall be permitted to settle there.\n\n§EPops without Full Citizenship will migrate away from Core Worlds§!" policy_refugees:0 "Refugees" policy_refugees_desc:0 "We can decide whether we should accept or turn away refugees fleeing purges, displacement and persecution in other empires." refugees_not_allowed:0 "No Refugees" refugees_not_allowed_name:0 "$refugees_not_allowed_name$" refugees_not_allowed_desc:0 "To open our borders to the dregs of other societies would only serve to undermine the state.\n\n§ERefugees will not arrive from other Empires§!" refugees_only_citizens:0 "Citizen Species Only" refugees_only_citizens_name:0 "$refugees_only_citizens$" refugees_only_citizens_desc:0 "We cannot allow compassion to overpower good sense. Only those who would be worthwhile additions to society should be brought into our borders.\n\n§ERefugees from species with Full Citizenship may arrive from other Empires§!" refugees_allowed:0 "Refugees Welcome" refugees_allowed_name:0 "$refugees_allowed$" refugees_allowed_desc:0 "Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.\n\n§ERefugees may arrive from other Empires§!" policy_population_controls:0 "Population Controls" policy_population_controls_desc:0 "We can decide whether or not selective population controls should be legal in our empire." population_controls_not_allowed:0 "Prohibited" population_controls_not_allowed_name:0 "Population Controls Prohibited" population_controls_not_allowed_desc:1 "To reproduce and propagate their species is the inalienable right of all our citizens.\n\n§ECannot use non-voluntary Species or Planetary Population Controls§!\n§ECannot selectively Grow/Decline Species§!" population_controls_allowed:0 "Allowed" population_controls_allowed_name:0 "Population Controls Allowed" population_controls_allowed_desc:11 "Long-term demographics is too important a matter to be left solely in the hands of individual actors.\n\n§ECan use non-voluntary Species and Planetary Population Controls§!\n§ECan selectively Grow/Decline Species§!" policy_slavery:0 "Slavery" policy_slavery_desc:1 "We can decide whether or not slavery should be legal in our empire." slavery_not_allowed:0 "Prohibited" slavery_not_allowed_name:0 "Slavery Prohibited" slavery_not_allowed_desc:0 "The enslavement of sapient beings is an abomination and will not be tolerated within our Empire.\n\n§ECan not Enslave Pops§!" slavery_allowed_xenos_only:0 "Xenos Only" slavery_allowed_xenos_only_name:0 "Xeno-Slavery Only" slavery_allowed_xenos_only_desc:1 "Allows the enslavement of Species other than our own within our Empire.\n\n§ECan Enslave Pops from other Species§!" slavery_allowed_regulated:1 "Regulated" slavery_allowed_regulated_name:1 "Regulated Slavery" slavery_allowed_regulated_desc:2 "Allows the indiscriminate enslavement of Pops from all walks of life and ensures equal and relatively fair working conditions.\n\n§ECan Enslave any Pop, at reduced efficiency§!" slavery_allowed_regulated_xenos_only:1 "Regulated Xenos" slavery_allowed_regulated_xenos_only_name:1 "Regulated Xeno-Slavery" slavery_allowed_regulated_xenos_only_desc:2 "Allows the enslavement of Species other than our own within our Empire under relatively fair working conditions.\n\n§ECan Enslave Pops from other Species, at reduced efficiency§!" slavery_allowed:0 "Allowed" slavery_allowed_name:0 "Slavery Allowed" slavery_allowed_desc:0 "Allows the enslavement of Pops within our Empire.\n\n§ECan Enslave Pops§!" policy_slavery_procreation:1 "Slave Procreation" policy_slavery_procreation_desc:0 "We can decide if slaves should be allowed to procreate or not." slavery_procreation_allowed:0 "Allowed" slavery_procreation_allowed_name:0 "Slave Procreation Allowed" slavery_procreation_allowed_desc:0 "Slaves are allowed to procreate. Pops grown from slaves are automatically enslaved." slavery_procreation_not_allowed:0 "Not Allowed" slavery_procreation_not_allowed_name:0 "Slave Procreation Prohibited" slavery_procreation_not_allowed_desc:0 "Slaves are not allowed to procreate" policy_purge:0 "Purge" policy_purge_desc:0 "Purged Pops are unable to work and will ultimately perish, but the process will enrage them as well as any sympathetic Pops.\n" purge_not_allowed:0 "Prohibited" purge_not_allowed_name:0 "Purging Prohibited" purge_not_allowed_desc:1 "The Purge is an atrocity and should always be treated as such.\n\n§ECan not Purge Pops§!" purge_allowed_xenos_only:0 "Xenos Only" purge_allowed_xenos_only_name:0 "Xeno-Purge Only" purge_allowed_xenos_only_desc:1 "We must allow efficient methods to regulate and control the spread of lesser lifeforms within our Empire.\n\n§ECan Purge Pops from other Species§!" purge_allowed:0 "Allowed" purge_allowed_name:0 "Purging Allowed" purge_allowed_desc:0 "The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.\n\n§ECan Purge and Displace Pops§!" purge_displacement_only:0 "Displacement Only" purge_displacement_only_name:0 "$purge_displacement_only$" purge_displacement_only_desc:0 "It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders.\n\n§ECan Displace Pops§!" policy_orbital_bombardment:0 "Orbital Bombardment" policy_orbital_bombardment_desc:2 "Orbital Bombardment allows us to destroy armies on a planet from space. More punitive orbital bombardment stances can also destroy buildings and kill population.\n" orbital_bombardment_selective:0 "Selective" orbital_bombardment_selective_name:0 "Selective Orbital Bombardment" orbital_bombardment_selective_desc:0 "Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.\n\n§ECan only use 'Selective' orbital bombardment stance.§!" orbital_bombardment_indiscriminate:0 "Indiscriminate" orbital_bombardment_indiscriminate_name:0 "Indiscriminate Orbital Bombardment" orbital_bombardment_indiscriminate_desc:0 "Allows the full use of all orbital weaponry, with no regards to life on the surface.\n\n§EAllows 'Indiscriminate' orbital bombardment stance.§!" orbital_bombardment_armageddon:0 "Armageddon" orbital_bombardment_armageddon_name:0 "Armageddon Orbital Bombardment" orbital_bombardment_armageddon_desc:1 "Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.\n\n§EAllows 'Indiscriminate' and 'Armageddon' orbital bombardment stances.§!" orbital_bombardment_abduction:0 "Abduction" orbital_bombardment_abduction_name:0 "Abduction Orbital Bombardment" orbital_bombardment_abduction_desc:0 "" policy_interference:0 "Native Interference" policy_interference_desc:0 "There is much knowledge to be gained from studying sapient lifeforms and their primitive societies.\n" interference_passive:0 "Passive Study" interference_passive_name:0 "Passive Native Studies" interference_passive_desc:0 "Primitive societies have the right to exist and evolve at their own pace, free from the control and designs of others.\n\n§EObservation Stations are limited to Passive Study\nCan not invade Native worlds§!" interference_active:0 "Active Study" interference_active_name:0 "Active Native Studies" interference_active_desc:1 "To unlock the secrets of the universe, any and all interesting subjects must be made freely available for study.\n\n§EObservation Stations can perform most types of study\nCan not invade Native worlds§!" interference_full:0 "Unrestricted" interference_full_name:0 "Unrestricted Native Studies" interference_full_desc:0 "Even the most primitive lifeform is but another actor on the stage of galactic conflict. Should they lack the strength to resist, what right do they have to be masters of their own fate?\n\n§EObservation Stations can perform all types of studies\nCan invade Native worlds§!" policy_enlightenment:0 "Native Enlightenment" policy_enlightenment_desc:0 "Our technological advances could potentially be shared with more primitive societies, opening up new horizons for them to explore.\n" enlightenment_not_allowed:0 "Prohibited" enlightenment_not_allowed_name:0 "Native Enlightenment Prohibited" enlightenment_not_allowed_desc:0 "No native would be ready to grasp the wonders we have discovered, and exposing them to the truths of the galaxy would carry enormous risks for everyone involved.\n\n§EMay Not Enlighten Primitives§!" enlightenment_allowed:0 "Allowed" enlightenment_allowed_name:0 "Native Enlightenment Allowed" enlightenment_allowed_desc:0 "Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.\n\n§EMay Enlighten Primitives§!" policy_migration:0 "Migration" policy_migration_desc:0 "Some within our Empire look to the stars and wonder what kind of life they could create for themselves on a new world.\n" migration_not_allowed:0 "Prohibited" migration_not_allowed_name:0 "Migration Prohibited" migration_not_allowed_desc:0 "The Empire will decide where its populace is needed most.\n\n§ENo Pops can freely migrate§!" migration_allowed_primary_only:0 "Primary Species Only" migration_allowed_primary_only_name:0 "Primary Species Migration" migration_allowed_primary_only_desc:0 "Unrestricted movement is a privilege afforded only to our primary species.\n\n§EOnly Pops of our own Species can freely migrate§!" migration_allowed_all:0 "Free Migration" migration_allowed_all_name:0 "Unrestricted Migration" migration_allowed_all_desc:0 "All our citizens must be free to seek their own happiness wherever they so desire.\n\n§EAll Pops can freely migrate§!" policy_appropriation:0 "Land Appropriation" policy_appropriation_desc:0 "This policy controls whether or not newly acquired planets should have some of their land appropriated from non-citizen species." appropriation_not_allowed:0 "Prohibited" appropriation_not_allowed_name:0 "Land Appropriation Prohibited" appropriation_not_allowed_desc:0 "The land that our empire controls belongs to all of its inhabitants.\n\n§EConquered planets will have their populations preserved as-is.§!" appropriation_allowed:0 "Allowed" appropriation_allowed_name:0 "Land Appropriation Allowed" appropriation_allowed_desc:1 "The land that the lesser species are not properly utilizing can be put to greater use by their betters.\n\n§EPlanets conquered from non-citizen species will have up to §Y5§!£pops£ Pops displaced and replaced with citizens from our other planets.§!" policy_resettlement:0 "Resettlement" policy_resettlement_desc:0 "This policy controls whether or not we are allowed to forcibly relocate Pops between planets.\n" resettlement_not_allowed:0 "Prohibited" resettlement_not_allowed_name:0 "Resettlement Prohibited" resettlement_not_allowed_desc:1 "Free pops cannot be forcibly resettled between planets." resettlement_allowed:0 "Allowed" resettlement_allowed_name:0 "Resettlement Allowed" resettlement_allowed_desc:1 "Pops can be forcibly resettled between planets." policy_voting_rights:0 "Voting Rights" policy_voting_rights_desc:0 "The process of appointing a ruler can take on many forms, where democratic vote is but one possible approach.\n" voting_not_allowed:0 "No Voting" voting_not_allowed_name:0 "No Voting" voting_not_allowed_desc:1 "Our choice of ruler is far too important a decision to entrust to the public.\n\n§ENo Pops can vote, the heir to the throne will become the next ruler§!" voting_allowed_elites_only:0 "Elitism" voting_allowed_elites_only_name:0 "The Elite Decides" voting_allowed_elites_only_desc:0 "The question of leadership is best left to our society's most respected and knowledgeable members.\n\n§ENo Pops can vote, the leaders of the Empire will decide ruler on election§!" voting_allowed_primary_only:0 "Primary Species Only" voting_allowed_primary_only_name:0 "Primary Species Suffrage" voting_allowed_primary_only_desc:1 "The right to vote is a serious responsibility, and must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can vote in democratic elections§!" voting_allowed_all:0 "Free Vote" voting_allowed_all_name:0 "Universal Suffrage" voting_allowed_all_desc:1 "The rule of our Empire should reflect the will of the people and they must all be part of the process.\n\n§EAll Pops can vote in democratic elections§!" policy_leadership:0 "Leadership" policy_leadership_desc:0 "All beings may not be equally fit for leadership, and we must decide who should be allowed to progress through the ranks.\n" leadership_primary_only:0 "Primary Species Only" leadership_primary_only_name:0 "Only Primary Species Leaders" leadership_allow_dominant_only_name:0 "Only Primary Species Leaders" leadership_primary_only_desc:0 "While we may accept the presence of foreign beings within our Empire, positions of leadership must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can generate leaders§!" leadership_allow_xeno:0 "Xenos Allowed" leadership_allow_xeno_name:0 "Xeno-Leaders Allowed" leadership_allow_xeno_desc:0 "Our Empire must not waste the great wealth of talent within our Empire, whatever the source.\n\n§EPops of other Species can generate leaders§!" leadership_allow_robot:0 "Androids Allowed" leadership_allow_robot_name:0 "Synthetic Leaders Allowed" leadership_allow_robot_desc:0 "Synthetic beings serve our Empire in most areas of society. It is only natural that they be allowed to take positions of leadership as well.\n\n§ESynthetic Pops can generate leaders§!" leadership_allow_all:0 "Allow All" leadership_allow_all_name:0 "All Leader Types Allowed" leadership_allow_all_desc:0 "Any talented individual, xeno or synthetic, should be allowed to seek a position in leadership.\n\n§EPops of all types can generate leaders§!" policy_leader_enhancement:0 "Leader Enhancement" policy_leader_enhancement_desc:0 "The burden of Empire can be crushing, and we need to make a decision on how future leaders may best be prepared to shoulder it.\n" leader_enhancement_natural_selection:0 "Natural Selection" leader_enhancement_natural_selection_name:0 "No Leader Enhancement" leader_enhancement_natural_selection_desc:0 "Let nature take its course - it is in the crucible of experience that genius is forged.\n\n§ELeaders gain no additional bonuses§!" leader_enhancement_selected_lineages:0 "Selected Lineages" leader_enhancement_selected_lineages_name:0 "Selected Leader Lineages" leader_enhancement_selected_lineages_desc:0 "Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.\n\n§HWhile active our Empire gains:§!" leader_enhancement_capacity_boosters:0 "Capacity Boosters" leader_enhancement_capacity_boosters_name:0 "Capacity-Boosted Leaders" leader_enhancement_capacity_boosters_desc:0 "We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.\n\n§HIf active our Empire gains:§!" policy_border_policy:0 "Initial Border Status" policy_border_policy_desc:0 "The borders of our empire represent our very grasp on the galaxy itself. We must decide if they are to be open and welcoming or shut and guarded to other civilizations we might encounter.\n" border_policy_open:0 "Open" border_policy_open_name:0 "Open Borders" border_policy_open_desc:0 "Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide.\n\n§EBorders will be open to other empires by default.§!" border_policy_closed:0 "Closed" border_policy_closed_name:0 "Closed Borders" border_policy_closed_desc:0 "The borders of our empire must be well guarded, lest we fall victim to insidious influences. Only those who have proven themselves worthy may enter our space.\n\n§EBorders will be closed to other empires by default.§!" policy_first_contact_protocol:0 "First Contact Protocol" policy_first_contact_protocol_desc:0 "As we travel the stars there is a definite possibility of finding other lifeforms, and we need to have a clear stance on how to approach them.\n" first_contact_attack_not_allowed:0 "Peaceful" first_contact_attack_not_allowed_name:0 "Passive Contact Protocol" first_contact_attack_not_allowed_desc:0 "We will allow no hostile action to be taken against unknown lifeforms, and only retaliate if we were to be attacked first.\n\n§ECan not attack neutral entities§!" first_contact_attack_allowed:0 "Aggressive" first_contact_attack_allowed_name:0 "Aggressive Contact Protocol" first_contact_attack_allowed_desc:0 "Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.\n\n§ECan attack neutral entities§!" policy_food_policy:0 "Food Policy" policy_food_policy_desc:0 "Our empire has a plethora of hungry mouths to feed. To ensure food security does not become a problem, we must balance the needs of the population with our need for growth." food_policy_normal:0 "Dietary Balance" food_policy_normal_name:0 "$food_policy_normal$" food_policy_normal_desc:0 "Our population will have all their nutritional needs met, but food is a precious resource and frivolous waste should be avoided.\n\n§EOrganic Pops have normal food use and growth speed.§!" food_policy_rationing:0 "Strict Rationing" food_policy_rationing_name:0 "$food_policy_rationing$" food_policy_rationing_desc:0 "In times of need, we all must sacrifice for the greater good. What is a little starvation now, when our glorious future awaits?\n\n" food_policy_generous:0 "Nutritional Plenitude" food_policy_generous_name:0 "$food_policy_generous$" food_policy_generous_desc:1 "It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars." policy_food_policy_gestalt:0 "$policy_food_policy$" policy_food_policy_gestalt_desc:0 "$policy_food_policy_desc$" food_policy_gestalt_normal:0 "$food_policy_normal$" food_policy_gestalt_normal_name:0 "$food_policy_normal$" food_policy_gestalt_normal_desc:0 "All Drones will have their necessary biomass intakes met by the Mind.\n\n§EDrones have normal food use and growth speed.§!" food_policy_gestalt_rationing:0 "$food_policy_rationing$" food_policy_gestalt_rationing_name:0 "$food_policy_rationing$" food_policy_gestalt_rationing_desc:0 "Waste not, want not.\n\n" food_policy_gestalt_generous:0 "$food_policy_generous$" food_policy_gestalt_generous_name:0 "$food_policy_generous$" food_policy_gestalt_generous_desc:0 "A well-fed Drone is a productive Drone.\n\n" policy_trade_policy:0 "Trade Policy" policy_trade_policy_desc:0 "Trade is an important source of prosperity and brings in a great deal of resources for our empire. We must decide where these resources are best directed." trade_policy_default:0 "Wealth Creation" trade_policy_default_name:0 "$trade_policy_default$" trade_policy_default_desc:0 "The purpose of trade is to generate profits for individuals and revenue for the state. We should focus our trade efforts fully on this creation of wealth.\n\n§EEach collected £trade_value£ §YTrade Value§! earns us £energy£ §Y1§!§!" trade_policy_consumer_goods:0 "Consumer Benefits" trade_conversion_consumer_goods_name:0 "$trade_policy_consumer_goods$" trade_policy_consumer_goods_desc:0 "Profits and taxes must take second place to improving the lives of our citizens. We should focus our trade efforts towards the manufacture and distribution of everyday necessities.\n\n§EEach collected £trade_value£ §YTrade Value§! earns us £energy£ §Y0.5§! and £consumer_goods£ §Y0.25§!§!" trade_policy_unity:0 "Marketplace of Ideas" trade_conversion_unity_name:0 "$trade_policy_unity$" trade_policy_unity_desc:1 "Trade can be used not only to move goods around, but also to facilitate the spread of ideas. We should focus our trade efforts towards ensuring that the message of our government is heard on all planets where we do business.\n\n§EEach collected £trade_value£ §YTrade Value§! earns us £energy£ §Y0.5§! and £unity£ §Y0.25§!§!" trade_policy_trade_league:0 "Trade League" trade_conversion_trade_league_name:0 "$trade_policy_trade_league$" trade_policy_trade_league_desc:1 "By banding together in a trade league, we are able to prosper and secure profits on a whole new level.\n\n§EEach collected £trade_value£ §YTrade Value§! earns us £energy£ §Y0.5§!, £unity£ §Y0.25§! and £consumer_goods£ §Y0.25§!§!" policy_economic_policy:0 "Economic Policy" policy_economic_policy_desc:0 "Prosperity or security? Education or defense? Guns or butter? These are the questions that every government with limited resources has asked themselves throughout history, and ours is no different." economic_policy_balanced:0 "Mixed Economy" economic_policy_balanced_name:0 "$economic_policy_balanced$" economic_policy_balanced_desc:0 "To commit ourselves fully to either war or peace is to restrict ourselves to a narrow view. We must be ready for whatever the future may hold.\n\n§ENo bonuses or penalties to resource production.§!" economic_policy_civilian:0 "Civilian Economy" economic_policy_civilian_name:0 "$economic_policy_civilian$" economic_policy_civilian_desc:0 "The needs of the populace must become before the business of war. Economic might, not military prowess, is what our empire will be founded on.\n\n" economic_policy_military:0 "Militarized Economy" economic_policy_military_name:0 "$economic_policy_military$" economic_policy_military_desc:0 "To neglect our defense is to neglect our survival. Trinkets and baubles are scarce comfort when the enemy is battering down the gates.\n\n" policy_drone_policy:0 "Production Policy" policy_drone_policy_desc:0 "The synaptic capabilities of our vast Mind are immense, but not limitless. We must decide where to best put these cerebral resources to use." drone_policy_balanced:0 "Balanced Production" drone_policy_balanced_name:0 "$drone_policy_balanced$" drone_policy_balanced_desc:0 "The Mind dedicates itself equally to the production of raw resources and finished goods.\n\n§ENo bonuses or penalties to resource production.§!" drone_policy_worker:0 "Extraction Focus" drone_policy_worker_name:0 "$drone_policy_worker$" drone_policy_worker_desc:0 "The $pop_cat_simple_drone_plural$ that extract raw resources are given priority by the Mind, becoming more productive at the expense of the $pop_cat_complex_drone_plural$.\n\n" drone_policy_thinker:0 "Manufacturing Focus" drone_policy_thinker_name:0 "$drone_policy_thinker$" drone_policy_thinker_desc:0 "The $pop_cat_complex_drone_plural$ that manufacture finished goods are given priority by the Mind, becoming more productive at the expense of the $pop_cat_simple_drone_plural$.\n\n" policy_robot_pop_policy:0 "Robotic Workers" policy_robot_pop_policy_desc:0 "The invention of autonomous robots opens for the workers of our species being supplanted and perhaps, in time, surpassed. We must decide our stance on such large-scale automation.\n" robot_pops_outlawed:0 "Outlawed" robots_outlawed_name:0 "Robotic Workers Outlawed" robot_pops_outlawed_desc:1 "Robotic automatons are a threat to not only our people's livelihoods, but to the very fabric of society itself. We must not allow ourselves to be made obsolete.\n\n§ERobotic Pops and Armies will automatically be disassembled.§!" robot_pops_allowed:0 "Allowed" robots_allowed_name:0 "Robotic Workers Allowed" robot_pops_allowed_desc:0 "The benefits of automation are obvious and immense. For the future of our people, we cannot afford to ignore the opportunities presented to us by technology." policy_artificial_intelligence_policy:0 "Artificial Intelligence" policy_artificial_intelligence_policy_desc:0 "The prospect of a self-aware artificial intelligence raises many philosophical and ethical questions. We must determine where we stand on this issue.\n" no_robots_desc:0 "These machines are in the process of being disassembled." dumb_robots_desc:0 "These robots exist in a state of non-sapient servitude." ai_outlawed:0 "Outlawed" ai_outlawed_name:0 "AI Outlawed" ai_outlawed_short_desc:0 "These synthetics have had their sapience stripped away by their organic masters, reducing them to servile machines." ai_outlawed_desc:8 "Intelligent, self-aware machines are an incalculable threat to all living things. The creation of a true artificial intelligence is an offense punishable by death.\n\n§ESynthethics have their free will removed and are unable to perform £pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§! and more complex £pop_cat_specialist£ §Y$pop_cat_specialist$ Jobs§!.\n\nSapient AI Assistants will automatically be disassembled.\n\nSapient Combat Computers may not be researched.§!" # "or utilized in our ship designs." living_standard_servitude:1 "$ai_servitude$" living_standard_servitude_tooltip:1 "$ai_servitude_short_desc$" living_standard_servitude_tooltip_delayed:1 "§LCommodities do not require consideration.§!" citizenship_robot_servitude:0 "$ai_servitude$" citizenship_robot_servitude_tooltip:0 "The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be." citizenship_robot_servitude_tooltip_delayed:0 "§LA toaster will always be a toaster.§!" ai_servitude:0 "Servitude" ai_servitude_short_desc:0 "These synthetics are held in absolute servitude to their organic masters, and can be used or discarded at their whim." ai_servitude_name:0 "AI Servitude" ai_servitude_desc:9 "The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.\n\n§ESynthethics have limited free will, improving their resource output but preventing them from working in £pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§!§!." ai_full_rights:0 "Citizen Rights" ai_full_rights_name:0 "Synthetic Citizen Rights" ai_full_rights_desc:5 "Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.\n\n§ESynthethics are given full citizen rights and will require §Y£consumer_goods£ $consumer_goods$§! Upkeep.\n§!" ai_full_rights_short_desc:0 "These synthetics have been given full citizenship and the right to self-determination as equal members of society." ai_accord_servitude_disallowed:2 "The AI Accord §Rpermanently disallows§! the §HOutlawed§! and §HServitude§! policies." ai_perfect_servants_rights_disallowed:2 "The three-law algorithm §Rpermanently disallows§! the §HCitizen Rights§! policy." is_a_synthetic_empire:0 "Is a §YSynthetic Empire§!" policy_war_philosophy:0 "War Philosophy" policy_war_philosophy_desc:0 "War is a complex matter, war between stellar nations even more so. How we approach armed conflict is of critical importance to external affairs.\n" unrestricted_wars:0 "Unrestricted Wars" unrestricted_wars_name:0 "Unrestricted Warfare" unrestricted_wars_desc:1 "War is a dish best served frequently, and to those who will not cook for themselves.\n\n§ENo restrictions on claiming systems§!" liberation_wars:0 "Liberation Wars" liberation_wars_name:0 "Wars of Liberation" liberation_wars_desc:5 "We must further our own interests, even when they run contrary to the interests of others.\n\n§EClaiming others' systems is only allowed during defensive wars or against §YGestalt Consciousness§! empires§!\n\nUnlocks the §Y'Ideology'§! Casus Belli on all empires with differing Ethics" no_wars:0 "Defensive Wars" no_wars_name:0 "Defensive Wars Only" no_wars_desc:1 "Violence is a last resort to ensure the integrity of our nation.\n\n§EClaiming of systems is only allowed during defensive wars§!" policy_war_doctrine:0 "War Doctrine" policy_war_doctrine_desc:1 "There are many ways to prosecute a war to a successful conclusion. We must choose the doctrine that best plays to our strengths and weaknesses.\n" defense_in_depth_doctrine:0 "Defense in Depth" defense_in_depth_doctrine_name:0 "Defense in Depth Doctrine" defense_in_depth_doctrine_desc:0 "Let the enemy come to us. We shall fight them for every planet, every moon, every asteroid that lies within our space. We shall never surrender.\n\n" no_retreat_doctrine:0 "No Retreat" no_retreat_doctrine_name:0 "No Retreat Doctrine" no_retreat_doctrine_desc:0 "Our ships are expected to fight to the bitter end. We will tolerate no withdrawals, no retreats, no routs. For our fleet there is only victory or death. Not one step back!\n\n" hit_and_run_doctrine:0 "Hit and Run" hit_and_run_doctrine_name:0 "Hit and Run Doctrine" hit_and_run_doctrine_desc:0 "A superior foe can be gradually whittled down by repeated hit and run attacks. The killing blow is delivered only when the odds are favorable.\n\n" rapid_deployment_doctrine:0 "Rapid Deployment" rapid_deployment_doctrine_name:0 "Rapid Deployment Doctrine" rapid_deployment_doctrine_desc:0 "We must move quickly to strike where the enemy is weakest, and defend where the enemy means to attack. Maneuver is the key to success.\n\n" PURGES_ALLOWED:0 "Purging is enabled in Policies." policy_food_stockpiling:0 "Food Stockpiling" policy_food_stockpiling_desc:0 "To properly chart the growth of an interstellar empire we must utilize our food surplus in a way that best suits the needs of our population.\n" food_stockpiling_machine:0 "None" food_stockpiling_machine_name:0 "No Stockpiling" food_stockpiling_machine_desc:0 "We are perfect, immortal machines." food_stockpiling_1:0 "Minimal" food_stockpiling_1_name:0 "Minimal Stockpiling" food_stockpiling_1_desc:0 "Keeping our food stockpiling to a minimum ensures that it can be put to better use towards population growth.\n\n" food_stockpiling_2:0 "Balanced" food_stockpiling_2_name:0 "Balanced Stockpiling" food_stockpiling_2_desc:0 "A balanced approach to stockpiling will allow us to use our food surplus towards growth, while still leaving us significant reserves if the worst should happen.\n\n" food_stockpiling_3:0 "Large" food_stockpiling_3_name:0 "Large Stockpiles" food_stockpiling_3_desc:0 "We can never know when disaster and famine will strike. A large stockpile of food will let us to weather bad circumstances without our population suffering.\n\n" ONLY_SERVITORS_STOCKPILE_FOOD:0 "$TRIGGER_FAIL$Only a §H$civic_machine_servitor$§! may stockpile £food£ §H$food$§!." policy_war_economy:0 "War Economy" policy_war_economy_desc:0 "We can gear our industry and economy to seize assets from the civilian sector in times of desperate defensive wars. The downside with these policies is that we will suffer corresponding penalties while we are winning offensive wars...\n" static_we:0 "Static" static_we_name:0 "Static War Economy" static_we_desc:0 "A Static War Economy is unaffected by the vagaries of war. The current Warscore has no effects on production times or costs." semi_static_we:0 "Semi-Static" semi_static_we_name:0 "Semi-Static War Economy" semi_static_we_desc:0 "A Semi-Static War Economy allows the seizure of limited assets from the private sector for the sake of survival during defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+30%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-30%§! at §G100§! Warscore" versatile_we:0 "Versatile" versatile_we_name:0 "Versatile War Economy" versatile_we_desc:1 "A Versatile War Economy gives us huge production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+60%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-60%§! at §G100§! Warscore" dynamic_we:0 "Dynamic" dynamic_we_name:0 "Dynamic War Economy" dynamic_we_desc:1 "A Dynamic War Economy gives us significant production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+45%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-45%§! at §G100§! Warscore" #################################### # Feature Flags #################################### feature_planetary_ftl_inhibitor:0 "Planetary FTL Inhibitors" feature_planetary_ftl_inhibitor_desc:0 "Planets with at least one §Y$building_stronghold$§! or §Y$building_fortress$§! building will be able to inhibit the FTL drives of hostile fleets." feature_alien_rulers:0 "Alien Rulers" feature_alien_rulers_desc:0 "Allows individuals of Species other than our founding Species to be candidates in our Ruler elections." feature_hyperlanes:0 "Hyperlane Mapping" feature_hyperlanes_desc:0 "Allows detailed mapping of every Hyperlane in the galaxy." feature_uplifting:0 "Uplift" feature_uplifting_desc:0 "Allows genetically Uplifting and socially integrating Species which are close to being sapient." feature_basic_diplomacy:0 "Basic Diplomacy" feature_basic_diplomacy_desc:0 "Allows basic diplomacy with other Empires." feature_invitation_to_alliances:0 "Establish Alliance" feature_invitation_to_alliances_desc:0 "Allows establishing Alliances with other Empires." feature_vassalization_of_empires:0 "Force Vassalization" feature_vassalization_of_empires_desc:0 "Allows forceful vassalization of other Empires." feature_alien_leaders_recruitment:0 "Alien Leader Recruitment" feature_alien_leaders_recruitment_desc:0 "Allows recruitment of Leaders from other Species within our Empire." feature_federations_created:0 "Create Federations" feature_federations_created_desc:0 "Allows forming Federations from Alliances and Vassals." feature_modify_traits:0 "Genetic Modification" feature_modify_traits_desc:0 "Allows us to actively modify the genetic Traits of a Species within our Empire." feature_advanced_gene_modding:0 "Genetic Resequencing" feature_advanced_gene_modding_desc:1 "Allows us to remove beneficial Traits, add detrimental Traits, and alter Pop appearance when modifying a species." feature_habitability_gene_modding:0 "Habitability Modification" feature_habitability_gene_modding_desc:0 "Allows us to change the preferred planet type of a species through genetic modification." feature_add_advanced_traits:0 "Advanced Traits" feature_add_advanced_traits_desc:0 "Unlocks additional Traits that we can add to Species when modifying them." feature_colonization:0 "Colonization" feature_colonization_desc:0 "Enables the construction of Colony Ships which can be used to colonize planets" feature_colony_ship_rushed:0 "Private Colony Ship" feature_colony_ship_rushed_desc:0 "Allows the construction of Private Colony Ships funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority." feature_forming_ships:0 "Forming Fleets" feature_forming_ships_desc:0 "Allows forming Ships into Fleets." feature_production_credit:0 "Credit Focus" feature_production_credit_desc:0 "Allows planets to produce Energy Credits as a planetary project." feature_individual_entreprises:0 "Individual Enterprises" feature_individual_entreprises_desc:0 "Free unemployed Pops produce Energy Credits as a result of individual enterprises." feature_wormhole_stations:0 "Wormhole Stations" feature_wormhole_stations_desc:0 "Enables Construction Ships to build Wormhole Stations." feature_wormhole_capacity:0 "Wormhole Capacity" feature_wormhole_capacity_desc:0 "Increases Wormhole fleet-capacity limit and range while reducing generation-time." feature_extended_wormhole:0 "Extended Wormhole" feature_extended_wormhole_desc:0 "Allows any fleet-size to pass through the Wormhole. If the fleet is larger than the Wormhole fleet-capacity, the Wormhole will collapse after transfer and the time required for producing another Wormhole is increased relative to the Wormhole's fleet-capacity overreach." feature_survey_planets:0 "Sapient Instruments" feature_survey_planets_desc:0 "Allows Science Ships to survey planets without a Scientist on board." feature_sensor_range:0 "Colony Sensor Range" feature_sensor_range_desc:0 "Colonies gain Sensor Range." feature_evasion:0 "Evasion" feature_evasion_desc:0 "Evasion increased for all ships." feature_mechanical_trait:0 "Mechanical Trait" feature_mechanical_trait_desc:0 "Armies created from Species with Cyborg trait also gain Mechanical trait." feature_rebel_armies:0 "Rebel Armies" feature_rebel_armies_desc:0 "Rebel Armies spawned from Slave uprisings will be far stronger than now." feature_ftl_travel:0 "FTL Travel" feature_ftl_travel_desc:0 "The basic systems required for any type of FTL travel." feature_pop_self_modification:1 "Self-Modification" feature_pop_self_modification_desc:0 "Pops gain a chance to spontaneously adapt to better survive in hostile environments." feature_advanced_gov_forms:0 "Advanced Government Types" feature_advanced_gov_forms_desc:0 "Allows reformation of the Empire, enabling advanced versions of all government types." feature_build_terraform_station:1 "Terraforming" feature_build_terraform_station_desc:1 "Allows us to terraform planets." feature_megaengineering:0 "Megastructure Restoration" feature_megaengineering_desc:0 "Allows us to repair ruined Megastructures." feature_terraform_inhabited:0 "Ecological Adaptation" feature_terraform_inhabited_desc:0 "Allows us to terraform inhabited planets." feature_assist_research:0 "Assist Research" feature_assist_research_desc:2 "Allows §YScience Ships§! to §YAssist Research§! on colonies, increasing planetary research production by an amount determined by the skill of the commanding Scientist." feature_xeno_integration:0 "Xeno Integration" feature_xeno_integration_desc:1 "Allows us to grant Full Citizenship rights to alien species." feature_spaceport_level_2:0 "Spaceport Level II" feature_spaceport_level_2_desc:0 "The Spaceport can be upgraded to support §Y2§! modules and allow the construction of destroyers." feature_spaceport_level_3:0 "Spaceport Level III" feature_spaceport_level_3_desc:0 "The Spaceport can be upgraded to support §Y3§! modules." feature_spaceport_level_4:0 "Spaceport Level IV" feature_spaceport_level_4_desc:0 "The Spaceport can be upgraded to support §Y4§! modules and allow the construction of cruisers." feature_spaceport_level_5:0 "Spaceport Level V" feature_spaceport_level_5_desc:0 "The Spaceport can be upgraded to support §Y5§! modules." feature_spaceport_level_6:0 "Spaceport Level VI" feature_spaceport_level_6_desc:0 "The Spaceport can be upgraded to support §Y6§! modules and allow the construction of battleships." feature_tech_automated_exploration:0 "$AUTO_EXPLORE_ORDER$" feature_tech_automated_exploration_desc:0 "$AUTO_EXPLORE_ORDER_DESC$" feature_bliss_standard:0 "Chemical Bliss" feature_bliss_standard_desc:0 "Allows us to set the §YChemical Bliss§! Living Standard." feature_robots:0 "Robot Workers" feature_robots_desc:0 "Robots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.\n\n§EWith the §Y$tech_robotic_workers$§! technology, Robot Pops are only capable of simple £pop_cat_worker£ §Y$pop_cat_worker$ Jobs§! such as £job_miner£ §YMining§! and £job_farmer£ §YFarming§!§!" feature_droids:0 "Droid Workers" feature_droids_desc:0 "Droids are a more complex variant of robot, often coming with pre-programmed personalities to better serve their masters as well as limited self-awareness.\n\n§EWith the §Y$tech_droid_workers$§! technology, Robot Pops are capable of most £job£ §YPop Jobs§! but are unable to perform £pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§! and more complex £pop_cat_specialist£ §Y$pop_cat_specialist$ Jobs§! such as £job_researcher£ §YResearch§!§!" feature_synths:0 "Synthetic Workers" feature_synths_desc:0 "Synthetics are very complex machines. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.\n\n§EWith the §Y$tech_synthetic_workers$§! technology, Robot Pops are affected by £happiness£ §YHappiness§! and can potentially perform all types of £job£ §YPop Jobs§!§!" feature_robot_leaders:0 "Synth Leaders" feature_robot_leaders_desc:0 "Allows Synth Pops to be leaders." feature_modify_robots:0 "Robomodding" feature_modify_robots_desc:0 "Allows us to design and build specialized $trait_mechanical$ Pops." feature_modify_robots_desc_machine_intelligence:0 "Allows us to design and build specialized $trait_machine_unit$ and $trait_mechanical$ Pops." feature_wormhole_stabilization:0 "Wormhole Travel" feature_wormhole_stabilization_desc:0 "Allows our ships to travel through wormholes." feature_gateway_activation:0 "Gateway Travel" feature_gateway_activation_desc:0 "Allows us to activate Gateways and allows our ships to travel through them." feature_gateway_construction:0 "Gateway Construction" feature_gateway_construction_desc:0 "Allows us to rebuild and construct new Gateways." feature_unity_ambitions:0 "Unity Ambitions" feature_unity_ambitions_desc:0 "Unlocks a set of §YEdicts§! called Unity Ambitions. They are different from Edicts in the sense that they cost £unity£ §YUnity§! to use and that the amount is equal to what it would cost to unlock your next Tradition. Using a Unity Ambition will not increase the £unity£ Unity cost for Traditions or Unity Ambitions." feature_campaign_edicts:0 "Additional Edicts (Campaigns)" feature_campaign_edicts_desc:1 "Unlocks additional edicts called §YCampaigns§! that cost Energy instead of Influence." feature_jump_method:0 "Jump Drive Travel" feature_jump_method_desc:0 "Unlocks the §HInitiate Jump§! fleet action, which allows Jump-Drive equipped fleets to near-instantly jump to any system in range, ignoring hyperlanes entirely." #################################### # Mission #################################### MISSION_CIV_NAME:0 "$CIVILIZATION$ (§Y$AGE$§!)" mission_passive_observation:0 "Passive Observation" mission_passive_observation_desc:0 "The natives are studied unknowingly from a safe distance and every effort is made to avoid cultural contamination.\n\n" mission_specimen_collection:0 "Aggressive Observation" mission_specimen_collection_desc:0 "The natives are aggressively studied and live specimens are frequently collected to learn as much as possible about their biology and culture.\n\n§EThis mission can have unintended consequences.§!\n\n" native_indoctrination:0 "$mission_native_indoctrination$ Mission" mission_native_indoctrination:0 "Indoctrination" mission_native_indoctrination_desc:0 "Through subtle influencing of their society and culture the natives can be brought around to our way of thinking.\n\n§EThis mission will make the natives adopt our Governing Ethics over time.§!\n\n" mission_technological_enlightenment_0:0 "Technological Enlightenment" mission_technological_enlightenment_0_desc:3 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n§EWhen complete, this mission will give them §Rfull ownership of their home system§! and turn them into a spacefaring civilization that is our Protectorate.§!\n\n" mission_technological_enlightenment_1:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_1_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_2:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_2_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_3:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_3_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_4:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_4_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_5:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_5_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_6:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_6_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_7:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_7_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_8:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_8_desc:1 "$mission_technological_enlightenment_0_desc$" mission_technological_enlightenment_9:1 "$mission_technological_enlightenment_0$" mission_technological_enlightenment_9_desc:1 "$mission_technological_enlightenment_0_desc$" mission_covert_infiltration:0 "Covert Infiltration" mission_covert_infiltration_desc:0 "Agents are genetically modified to appear as members of the native population and sent to infiltrate their society. They will gradually replace world leaders and prepare the planet for annexation by us.\n\nThis complex operation is only worthwhile on industrial civilizations.\n\n§EWhen complete, this mission will annex the planet and give the natives a large but temporary happiness boost.§!\n\n" MISSION_HALTED:1 "§RMission halted:§! Missing §Y$MISSING$§!" MISSION:0 "Missions:" #################################### # Army Attachments #################################### army_attachment_mobile_shield_generators:0 "Mobile Shield Generators" army_attachment_mobile_shield_generators_desc:0 "§LGenerators carried on large tracked vehicles which generate a protective force field over a portion of the battlefield. When functional they provide excellent defense against artillery and orbital bombardment.§!" army_attachment_personal_shields:0 "Personal Shield Units" army_attachment_personal_shields_desc:0 "§LShield generators small enough to be carried on the back of a single individual. Their force fields can be overwhelmed with sustained fire, but this is still enough to significantly increase the lifespan of soldiers on the battlefield.§!" army_attachment_military_police_corps:0 "Military Police Corps" army_attachment_military_police_corps_desc:0 "§LA large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.§!" army_attachment_battle_strider_column:0 "Battle Strider Column" army_attachment_battle_strider_column_desc:0 "§LBipedal armored fighting vehicles that are capable of operating in virtually any type of terrain. Their agile and flexible nature give them a distinct advantage on the battlefield, though they are vulnerable to attacks directed at their legs.§!" army_attachment_hover_tank_battle_group:0 "Hover Tank Battle Group" army_attachment_hover_tank_battle_group_desc:0 "§LPowerful yet fast-moving armor that uses repulsor lifts to hover slightly above the ground. Although this limits their weight somewhat, their speed and agility make up for it when compared to conventional tracked vehicles.§!" army_attachment_assault_landers:0 "Assault Landers" army_attachment_assault_landers_desc:1 "§LThese massive dropships are used to transport armies and their heavy equipment to a planet's surface under battle conditions and without the benefit of docking facilities.§!" army_attachment_orbital_drop_pods:0 "Orbital Drop Pods" army_attachment_orbital_drop_pods_desc:0 "§LSingle use drop pods that are launched onto a planet's surface from a ship in orbit. While heavier equipment still needs to be brought in with assault landers, these pods significantly decrease the time spent between orbit and planetfall during planetary invasions.§!" army_attachment_neo_concrete_fortifications:0 "Neo-Concrete Fortifications" army_attachment_neo_concrete_fortifications_desc:0 "§LExtensive layers of neo-concrete ground fortifications and bunker networks that offer increased protection against orbital bombardment. This restricts the mobility of the army, but can be a deciding factor in defensive actions.§!" army_attachment_self_replicating_mine_fields:0 "Self-Replicating Mine Fields" army_attachment_self_replicating_mine_fields_desc:0 "§LBurrowing and semi-mobile mines that continually replicate copies of themselves to maintain their numbers. Clearing these self-replicating mine fields can be exceptionally difficult, especially during combat.§!" army_attachment_air_defense_artillery:0 "Air Defense Artillery" army_attachment_air_defense_artillery_desc:0 "§LA large collection of weapon systems designed to track and engage fast-moving objects as they enter a planet's atmosphere.§!" army_attachment_chemical_stimulants:0 "Chemical Stimulants" army_attachment_chemical_stimulants_desc:0 "§LPotent cocktail of chemicals designed to increase the combat awareness and reflexes of a soldier. Field performance increases temporarily, but continued use may result in anxiety, depression, seizures, nausea, hallucinations, narcolepsy and uncontrollable bowel movement.§!" army_attachment_xeno_cavalry:0 "Xeno Cavalry" army_attachment_xeno_cavalry_desc:0 "§LThese sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapon platforms.§!" army_attachment_psi_warriors:0 "PSI Warriors" army_attachment_psi_warriors_desc:0 "§LThese elite warriors are shrouded in mystery, relying on their powerful psionic abilities and extensive physical training to move about the battlefield. They prefer to engage their opponents in close combat, and many are extremely proficient with melee weapons.§!" army_attachment_gene_warrior_shock_troops:0 "Gene Warrior Shock Troops" army_attachment_gene_warrior_shock_troops_desc:0 "§LFormidable warriors that tower over regular soldiers, they are best used as shock troops or mobile strike forces where the fighting is thickest. A company of these fighters can sometimes be enough to turn an entire battle around.§!" army_attachment_power_armor:0 "Power Armor" army_attachment_power_armor_desc:0 "§LSuits of powered armor that augment the natural abilities of soldiers, increasing both their strength and endurance. The armor allows them to carry heavier ordnance, while also offering better protection against radiation as well as chemical and biological agents.§!" army_attachment_special_forces_group:0 "Special Forces Group" army_attachment_special_forces_group_desc:0 "§LHighly trained operatives that engage in unconventional operations, usually clandestinely behind enemy lines. Disruption of enemy communication and logistics are prioritized, along with the elimination of any high-value targets of opportunity.§!" army_attachment_shadow_assassins:0 "Shadow Assassins" army_attachment_shadow_assassins_desc:0 "§LThese elite special forces operatives wear expensive stealth suits utilizing cloaking technology. They are invisible to the naked eye and most sensors, aside from a slight rippling distortion when moving quickly. Experts at assassination and covert military intelligence gathering.§!" army_attachment_cyborg_infiltration_unit:0 "Cyborg Infiltration Unit" army_attachment_cyborg_infiltration_unit_desc:0 "§LThe metal endoskeleton of these mechanical killers is highly transformable, enabling them to assume the appearance of any species after an appropriate layer of flesh (usually acquired from enemy prisoners) is grafted onto their frame. They then infiltrate enemy lines and spread chaos.§!" army_attachment_hunter_killer_drone_swarms:0 "Hunter-Killer Drone Swarms" army_attachment_hunter_killer_drone_swarms_desc:0 "§LMassive swarms of these relatively simple unmanned aerial vehicles are unleashed on enemy positions in the hope of overwhelming them. Although a single drone may not be a significant threat to a trained soldier, several dozen are.§!" army_attachment_combat_software_2:0 "Combat Software 2.0" army_attachment_combat_software_2_desc:0 "§LA comprehensive upgrade to the combat software of all units in this army. This includes improved reaction-times, updated tactical analysis algorithms and a vast number of minor bug fixes.§!" army_attachment_exploding_slave_collars:0 "Exploding Slave Collars" army_attachment_exploding_slave_collars_desc:0 "§LThese collars are attached to slaves (placement depends on anatomy), and can be detonated by remote signal if they act against the wishes of their masters. Shrewd commanders have been known to detonate collars during close quarters fighting to inflict damage on enemy forces.§!" army_attachment_slaver_raiding_teams:0 "Slave Raiding Teams" army_attachment_slaver_raiding_teams_desc:0 "§LThese slaver teams, many consisting of former slaves themselves, use hit-and-run attacks on enemy rear areas for the purpose of capturing more slaves. After some rapid conditioning, the captured slaves are then thrown into circulation on the battlefield against their former comrades.§!" army_attachment_commissar_squads:0 "Commissar Squads" army_attachment_commissar_squads_desc:0 "§LEnforcing discipline in an army of slaves is a monumental task, but these squads of hardened commissars have turned it into an art. Decimation and other harsh disciplinary actions are used to ensure the slaves fear the ire of the commissars more than the enemy.§!" army_attachment_clone_suicide_brigade:0 "Clone Suicide Brigade" army_attachment_clone_suicide_brigade_desc:0 "§LClones bred with a single overriding purpose in mind - to seek out concentrations of enemy forces, dive into their midst and detonate the explosives strapped onto their bodies. These random acts of terror often cause considerable damage to enemy morale.§!" army_attachment_clone_commandos:0 "Clone Commandos" army_attachment_clone_commandos_desc:0 "§LThese vat-grown killers are expensive to produce, but the extreme conditioning and training they are subjected to turn them into very capable soldiers. They are more independent-minded than normal clones, and some models have been known to develop eccentric quirks.§!" army_attachment_hypnotic_training_regimen:0 "Hypnotic Training Regimen" army_attachment_hypnotic_training_regimen_desc:0 "§LThe clone soldiers have been put through an extensive regimen of hypnotic training, beyond their normal conditioning. This further improves combat efficiency, although units that far exceed their battlefield lifetime expectancy are sometimes prone to psychotic breakdowns.§!" army_attachment_psi_shield_specialists:0 "PSI-Shield Specialists" army_attachment_psi_shield_specialists_desc:0 "§LOperatives that have been specifically trained to project powerful psionic shields over friendly positions on the battlefield. These shields can be every bit as potent as conventional energy force fields, but maintaining them requires a lot of concentration.§!" army_attachment_telekinetic_specialists:0 "Telekinetic Specialists" army_attachment_telekinetic_specialists_desc:0 "§LPsionic specialists who have shown a particular talent for manipulating their environment. In the right conditions, they are capable of hurling enemy soldiers and vehicles into the air, or plucking aircraft from the sky and slamming them into the ground.§!" army_attachment_class_a_psi_operative:0 "Class-A PSI Operative" army_attachment_class_a_psi_operative_desc:0 "§LRare individuals wielding tremendous psionic power, usually with the unfortunate side-effect of fraying their minds. They are extremely dangerous both to themselves and their environment, but can be a formidable weapon when their destructive energies are directed towards the enemy.§!" army_attachment_infestation_brood:0 "Infestation Brood" army_attachment_infestation_brood_desc:0 "§LWhen unleashed, these violent parasitic creatures immediately seek out hosts to implant with their offspring. This allows them to breed at an exponential rate, and entire cities can be wiped out in a matter of days. Needless to say, their presence does not have a positive effect on enemy morale.§!" army_attachment_brood_coordinator:0 "Brood Coordinator" army_attachment_brood_coordinator_desc:0 "§LThis massive, slug-like creature is kept behind the front lines to improve the coordination of the ravenous creatures in a xenomorph army. It uses low-level psionic signals to communicate with the horde, and a complaint unrelated to its odor is that its handlers often suffer from severe headaches.§!" army_attachment_battle_worms:0 "Battle Worms" army_attachment_battle_worms_desc:0 "§LThese colossal annelids have been genetically engineered to burrow through the ground, bypassing enemy defenses and allowing smaller creatures to follow their wake. The tunnels they dig also provide excellent shelter from orbital bombardment.§!" army_attachment_raptor_flocks:0 "Raptor Flocks" army_attachment_raptor_flocks_desc:0 "§LLarge flying predators capable of reaching supersonic speeds for limited periods. They attack in flocks, firing streams of hardened spines that are capable of penetrating most armor. Any aircraft venturing into the atmosphere above a nest of these creatures is at risk of attack.§!" army_attachment_advanced_power_armor:0 "Advanced Power Armor" army_attachment_advanced_power_armor_desc:0 "§LThese expensive suits of armor are almost as expensive to produce as the gene warriors themselves. They further augment the already considerable strength of their users, and jet packs offer increased mobility. To operate, the suit requires its wearer to establish a nerve-link.§!" army_attachment_environmental_augmentations:0 "Environmental Augmentations" army_attachment_environmental_augmentations_desc:0 "§LFurther improvements to the lungs and immune systems enable the gene warriors to function without impairment in hostile environments - even the vacuum of space for limited periods.§!" army_attachment_cybernetic_replacements:0 "Cybernetic Replacements" army_attachment_cybernetic_replacements_desc:0 "§LOrgans and limbs damaged or lost in battle are replaced with advanced cybernetic implants, allowing crippled warriors to remain in service even after suffering grievous injuries.§!" #### NAMELIST EMPIRE NAMES name_list_AI:0 "Artificially Intelligent" name_list_ART1:0 "Arthropoid 1" name_list_ART1_desc:0 "§YLeaders:§! Vi-Ka, Bo-Gu\n§YShips:§! Vul-Tra, Oth-For-Das\n§YFleets:§! Tarkil-Vu Attack Swarm, Inilka-Pa Attack Swarm\n§YColonies:§! Vord-Ka-Torb, Sisk-In-Atab" name_list_ART2:0 "Arthropoid 2" name_list_ART2_desc:0 "§YLeaders:§! Igvi-Inor, Obr-Qoid\n§YShips:§! Rit-Lar, Pas-Yron\n§YFleets:§! Zorretfi-La Attack Swarm, Trebdna-We Attack Swarm\n§YColonies:§! Vurl-Zaldr, Vurl-Rabb" name_list_AVI1:0 "Avian 1" name_list_AVI1_desc:0 "§YLeaders:§! Kreemak, Y'Ridaak\n§YShips:§! Soaring Hatchling, Impish Hatchling\n§YFleets:§! 1st Star Flock, 2nd Star Flock\n§YColonies:§! S'Prekeel, Vakwaark" name_list_AVI2:0 "Avian 2" name_list_AVI2_desc:0 "§YLeaders:§! Bhunakh, Dalurkot\n§YShips:§! Scream, Swoop\n§YFleets:§! 1st Stellar Rectrix, 2nd Stellar Rectrix\n§YColonies:§! Qufant, Yatru" name_list_AVI3:0 "Avian 3" name_list_AVI3_desc:0 "§YLeaders:§! Claws of Ebony, Feathers of Lavender\n§YShips:§! Fighting Plumage, Watchful Plumage\n§YFleets:§! 1st Murder, 2nd Murder\n§YColonies:§! Trast, Foosh'ro" name_list_FUN1:0 "Fungoid 1" name_list_FUN1_desc:0 "§YLeaders:§! Spagruum, Kovublaan\n§YShips:§! Ythleem-Ju, Cufflabeem-Sa\n§YFleets:§! 1st Stellar Cluster, 2nd Stellar Cluster\n§YColonies:§! Qeni-Habraal, Sara-Ulaasaira" name_list_FUN2:0 "Fungoid 2" name_list_FUN2_desc:0 "§YLeaders:§! Wuuqam, Eguloordh\n§YShips:§! Yehm-Guulyeg, Yehm-Buydool\n§YFleets:§! 1st Disseminule, 2nd Disseminule\n§YColonies:§! Jurg-Felooq, Jurg-Woraaq" name_list_HUM3:0 "Humanoid 3" name_list_HUM3_desc:0 "§YLeaders:§! James Robinson, Yelena Turgenev\n§YShips:§! Osprey, Belfast\n§YFleets:§! 1st Fleet, 2nd Fleet\n§YColonies:§! Anchor, New Jerusalem" name_list_HUM4:0 "Humanoid 4" name_list_HUM4_desc:0 "§YLeaders:§! Cheng Xie, Saanvi Gupta\n§YShips:§! Claymore, Swiftsure\n§YFleets:§! Strike Force Manticore, Strike Force Garuda\n§YColonies:§! Bastion, Nova Antioch" name_list_HUM2:0 "Humanoid 2" name_list_HUM2_desc:0 "§YLeaders:§! Rald Fen, Monak Tysala\n§YShips:§! Trok Rul, Jal Kensemma\n§YFleets:§! Strategic Readiness Fleet, Rapid Strike Fleet\n§YColonies:§! Virik Mog, Grun Kruksalh" name_list_MAM2:0 "Mammalian 2" name_list_MAM2_desc:0 "§YLeaders:§! Birm den Polosch, Virpim den Hullos\n§YShips:§! Pakharion, Ijimdur\n§YFleets:§! Task Force Boska, Task Force Kampas\n§YColonies:§! Jallida, Tentramoda" name_list_MAM3:0 "Mammalian 3" name_list_MAM4:0 "Mammalian 4" name_list_HUM1_desc:0 "§YLeaders:§! Falatir, Hannakon\n§YShips:§! Khutma the Great, Untabb the Grim\n§YFleets:§! Suthnar's Armada, Perek's Armada\n§YColonies:§! Karba's Landing, Irjamma's Treasure" name_list_MAM1:0 "Mammalian 1" name_list_MAM1_desc:0 "§YLeaders:§! Tig J'Khanna, Sok B'Eren\n§YShips:§! T'Tanak, D'Kuru\n§YFleets:§! 1st Starfleet, 2nd Starfleet\n§YColonies:§! Caldan's First, Balitana" name_list_HUM1:0 "Humanoid 1" name_list_MAM3_desc:0 "§YLeaders:§! Lifres cur'Padarn, Derom ov'Gut\n§YShips:§! Seper'Elegion, Seper'Massagreth\n§YFleets:§! 1st Extraorbital Corps, 2nd Extraorbital Corps\n§YColonies:§! Safalon, Cranodeth" name_list_MOL1:0 "Molluscoid 1" name_list_MOL1_desc:0 "§YLeaders:§! Schlurma, Alorig\n§YShips:§! Sschlurga, Iggam\n§YFleets:§! Boggwoss Squadron, Juraggi Squadron\n§YColonies:§! Siggwal, Guthur" name_list_MOL2:0 "Molluscoid 2" name_list_MOL2_desc:0 "§YLeaders:§! Sungam, Taruusch\n§YShips:§! Yggschatt, Bafghuld\n§YFleets:§! 1st Pelagic Excursion, 2nd Pelagic Excursion\n§YColonies:§! Gluggbafh, Bhugroolsch" name_list_PLANT:0 "Plantoid 1" name_list_PLANT2:0 "Plantoid 2" name_list_PLANT3:0 "Plantoid 3" name_list_PLANT4:0 "Plantoid 4" name_list_PRT1:0 "Pirate 1" name_list_PRT2:0 "Pirate 2" name_list_REP1:0 "Reptilian 1" name_list_REP1_desc:0 "§YLeaders:§! Hask'Valgam, Torba'Patar\n§YShips:§! Trum'Pakh, Pob'Ikath\n§YFleets:§! Lav'Tissha Battle Group, Alak'Ssaral Battle Group\n§YColonies:§! Na'Tirgir, Ira'Obass" name_list_REP2:0 "Reptilian 2" name_list_REP2_desc:0 "§YLeaders:§! Xirgliss, Midloxec\n§YShips:§! Xad-Nyak, Zed-Kevlax\n§YFleets:§! 1st Star Hunters, 2nd Star Hunters\n§YColonies:§! Fanaxt, Reilash" name_list_REP3:0 "Reptilian 3" name_list_REP3_desc:0 "§YLeaders:§! Faragulek, Koxurem\n§YShips:§! Lorod-Kalen, Lorod-Nadlig\n§YFleets:§! 1st Void Skulkers, 2nd Void Skulkers\n§YColonies:§! Galan, Kregux" name_list_REP4:0 "Reptilian 4" #name_list_REP5:0 "Reptilian 5" name_list_Prethoryn:0 "Prethoryn" name_list_Extradimensional:0 "Extradimensional" name_list_MOL3:0 "Molluscoid 3" name_list_MOL3_desc:0 "§YLeaders:§! Fern'huss, Govace\n§YShips:§! Gan'Alin, Nimbhlog\n§YFleets:§! 1st Abyssal Flotilla, 2nd Abyssal Flotilla\n§YColonies:§! Naff'Ahnace, Davi'Obbon" name_list_FUN3:0 "Fungoid 3" name_list_FUN3_desc:0 "§YLeaders:§! Vvafad, Avafin\n§YShips:§! Nevabb Avabb, Vvina Abb Ybb\n§YFleets:§! 1st Mycelium Carriers, 2nd Mycelium Carriers\n§YColonies:§! Sibbyn Civa, Uva viba-Filavv" name_list_FUN4:0 "Fungoid 4" name_list_ART3:0 "Arthropoid 3" name_list_ART3_desc:0 "§YLeaders:§! Xybber, Ibbac\n§YShips:§! Hulkrab Muxi, Knak Betklox\n§YFleets:§! 1st Husk Squadron, 2nd Husk Squadron\n§YColonies:§! Pulklac Ovoc, Spectocax Laxtric" name_list_ART4:0 "Arthropoid 4" name_list_HIVE:1 "Hive Mind 1" name_list_MACHINE1:0 "Machine 1" name_list_MACHINE1_desc:0 "§YLeaders:§! Executor, 01\n§YShips:§! Annihilator Pacifier\n§YFleets:§! Galvanized Legion, Voltaic Legion\n§YColonies:§! Scorched Nexus, Verdant Combine" name_list_MACHINE2:0 "Machine 2" name_list_MACHINE2_desc:0 "§YLeaders:§! Calculus, Operator\n§YShips:§! Combat Ship Exa, Combat Ship Xono\n§YFleets:§! 1st Machine Fleet, 2nd Machine Fleet\n§YColonies:§! Cybrus, Mechanex" name_list_MACHINE3:0 "Machine 3" name_list_MACHINE3_desc:0 "§YLeaders:§! Affinitor, Qube\n§YShips:§! Steel Sentinel, Chrome Aegis\n§YFleets:§! 1st Security Echelon, 2nd Security Echelon\n§YColonies:§! Habitat Kzzt, Habitat Krank" name_list_MACHINE4:0 "Machine 4" name_list_MACHINE4_desc:0 "" name_list_MOL4:0 "Molluscoid 4" name_list_MOL4_desc:0 "§YLeaders:§! Yoggoss Whipsail, Snagg Longshore\n§YShips:§! Razorfin, Cunning Krill\n§YFleets:§! Red Tide, Wavebreaker\n§YColonies:§! Shimmering Pearl, Sunken Reliquary" name_list_AVI4:0 "Avian 4" name_list_AVI4_desc:0 "§YLeaders:§! Strigi Rokk, Kawikk Nacayo\n§YShips:§! Heartless Strix, Shrieking Harrier\n§YFleets:§! Starplume Voidwings, Cloudburst Voidwings\n§YColonies:§! Astral Aerie, Haro Roost" name_list_LITHOID1:0 "Lithoid 1" name_list_LITHOID2:0 "Lithoid 2" name_list_LITHOID3:0 "Lithoid 3" name_list_LITHOID4:0 "Lithoid 4" name_list_NECROID1:0 "Necroid 1" name_list_NECROID2:0 "Necroid 2" name_list_NECROID3:0 "Necroid 3" name_list_NECROID4:0 "Necroid 4" rep1:0 "Slender Reptilian 01" rep2:0 "Slender Reptilian 02" rep3:0 "Slender Reptilian 03" rep4:0 "Slender Reptilian 04" rep5:0 "Slender Reptilian 05" rep6:0 "Normal Reptilian 01" rep7:0 "Normal Reptilian 02" rep8:0 "Normal Reptilian 03" rep9:0 "Normal Reptilian 04" rep10:0 "Normal Reptilian 05" rep11:0 "Massive Reptilian 01" rep12:0 "Massive Reptilian 02" rep13:0 "Massive Reptilian 03" rep14:0 "Massive Reptilian 04" rep15:0 "Massive Reptilian 05" art1:0 "Slender Arthropoid 01" art2:0 "Slender Arthropoid 02" art3:0 "Slender Arthropoid 03" art4:0 "Slender Arthropoid 04" art5:0 "Slender Arthropoid 05" art6:0 "Normal Arthropoid 01" art7:0 "Normal Arthropoid 02" art8:0 "Normal Arthropoid 03" art9:0 "Normal Arthropoid 04" art10:0 "Normal Arthropoid 05" art11:0 "Massive Arthropoid 01" art12:0 "Massive Arthropoid 02" art13:0 "Massive Arthropoid 03" art14:0 "Massive Arthropoid 04" art15:0 "Massive Arthropoid 05" mol1:0 "Slender Molluscoid 01" mol2:0 "Slender Molluscoid 02" mol3:0 "Slender Molluscoid 03" mol4:0 "Slender Molluscoid 04" mol5:0 "Slender Molluscoid 05" mol6:0 "Normal Molluscoid 01" mol7:0 "Normal Molluscoid 02" mol8:0 "Normal Molluscoid 03" mol9:0 "Normal Molluscoid 04" mol10:0 "Normal Molluscoid 05" mol11:0 "Massive Molluscoid 01" mol12:0 "Massive Molluscoid 02" mol13:0 "Massive Molluscoid 03" mol14:0 "Massive Molluscoid 04" mol15:0 "Massive Molluscoid 05" fun1:0 "Slender Fungoid 01" fun2:0 "Slender Fungoid 02" fun3:0 "Slender Fungoid 03" fun4:0 "Slender Fungoid 04" fun5:0 "Slender Fungoid 05" fun6:0 "Normal Fungoid 01" fun7:0 "Normal Fungoid 02" fun8:0 "Normal Fungoid 03" fun9:0 "Normal Fungoid 04" fun10:0 "Normal Fungoid 05" fun11:0 "Massive Fungoid 01" fun12:0 "Massive Fungoid 02" fun13:0 "Massive Fungoid 03" fun14:0 "Massive Fungoid 04" fun15:0 "Massive Fungoid 05" avi1:0 "Slender Avian 01" avi2:0 "Slender Avian 02" avi3:0 "Slender Avian 03" avi4:0 "Slender Avian 04" avi5:0 "Slender Avian 05" avi6:0 "Normal Avian 01" avi7:0 "Normal Avian 02" avi8:0 "Normal Avian 03" avi9:0 "Normal Avian 04" avi10:0 "Normal Avian 05" avi11:0 "Massive Avian 01" avi12:0 "Massive Avian 02" avi13:0 "Massive Avian 03" avi14:0 "Massive Avian 04" avi15:0 "Massive Avian 05" avi16:0 "Massive Avian 06" mam1:0 "Slender Mammalian 01" mam2:0 "Slender Mammalian 02" mam3:0 "Slender Mammalian 03" mam4:0 "Slender Mammalian 04" mam5:0 "Slender Mammalian 05" mam6:0 "Normal Mammalian 01" mam7:0 "Normal Mammalian 02" mam8:0 "Normal Mammalian 03" mam9:0 "Normal Mammalian 04" mam10:0 "Normal Mammalian 05" mam11:0 "Massive Mammalian 01" mam12:0 "Massive Mammalian 02" mam13:0 "Massive Mammalian 03" mam14:0 "Massive Mammalian 04" mam15:0 "Massive Mammalian 05" mam16:0 "Massive Mammalian 06" human:0 "Human" human_female_01:0 "Humanoid Mammalian 01" human_female_02:0 "Humanoid Mammalian 02" human_female_03:0 "Humanoid Mammalian 03" human_female_04:0 "Humanoid Mammalian 04" human_female_05:0 "Humanoid Mammalian 05" human_male_01:0 "Humanoid Mammalian 06" human_male_02:0 "Humanoid Mammalian 07" human_male_03:0 "Humanoid Mammalian 08" human_male_04:0 "Humanoid Mammalian 09" human_male_05:0 "Humanoid Mammalian 10" male:0 "Male" female:0 "Female" GENDER_DESC:0 "Gender: $GENDER|H$" #################################### # Chat #################################### CHAT_CHANNEL_GENERAL:0 "General" CHAT_SYSTEM:0 "System" CHAT_ERROR_UNKNOWNSLASH:0 "Unknown command, type '/help' or '/?' to list commands" CHAT_ERROR_UNKNOWNCHANNELUSER:0 "Could not find user '$NAME$' in current channel" CHAT_ERROR_UNKNOWNUSER:0 "Could not find user '$NAME$'" CHAT_ERROR_AMBIGUOUSUSER:0 "Found multiple users matching that name" CHAT_SLAP:0 "$FIRST$ slaps $SECOND$ around with a large halberd" CHAT_ERROR_SLAP_MISSINGARG:0 "Invalid syntax, expected: /slap " CHAT_ERROR_ME_MISSINGARG:0 "Invalid syntax, expected: /me " CHAT_ERROR_CREATE_MISSINGARG:0 "Invalid syntax, expected: /create " CHAT_ERROR_INVITE_MISSINGARG:0 "Invalid syntax, expected: /invite " CHAT_ERROR_INVITE_NOTOPERATOR:0 "Only channel creator can invite users" CHAT_ERROR_INVITE_ALREADYTHERE:0 "User is already in the channel" CHAT_ERROR_KICK_GLOBAL_CHAT:0 "Can only kick people out of private chat rooms" CHAT_ERROR_KICK_MISSINGARG:0 "Invalid syntax, expected: /kick " CHAT_ERROR_KICK_NOTOPERATOR:0 "Only the channel creator can kick users" CHAT_ERROR_KICK_NOTTHERE:0 "User is not in the channel" CHAT_ERROR_WHISPER_MISSINGARG:0 "Invalid syntax, expected: /whisper " CHAT_ERROR_REPLY_MISSINGARG:0 "Invalid syntax, expected: /reply " CHAT_ERROR_REPLY_MISSINGUSER:0 "No connected user to reply to" CHAT_ERROR_MUTE_MISSINGARGS:0 "Invalid syntax, expected: /mute " CHAT_ERROR_UNMUTE_MISSINGARGS:0 "Invalid syntax, expected: /unmute " CHAT_ERROR_MUTEUNMUTE_SELF:0 "You cannot mute or unmute yourself!" CHAT_WHISPER_TO:0 "To $NAME$" CHAT_ROLL:0 "$USER$ rolls a d$DIE$, Computer says '$NUMBER$'" CHAT_YES:0 "Yes" CHAT_NO:0 "No" CHAT_BETWEEN_X_AND_Y:0 "Chat between $X$ and $Y$" CHAT_USERJOINEDCHANNEL:0 "$NAME$ joined channel" CHAT_USERLEFTCHANNEL:0 "$NAME$ left channel" CHAT_USERDISCONNECTED:0 "$NAME$ disconnected" CHAT_USERWASBANNED:0 "$NAME$ was kicked by $OP$" CHAT_YOUWEREBANNED:0 "You were kicked by $OP$ from $CHANNEL$" MULTIPLAYER_LOBBY:0 "Multiplayer Lobby" GAME_SETTINGS:0 "Game Settings" PLAYERS:0 "Players" CHAT_CVAA_MESSAGE:0 "$NAME$ says $MESSAGE$" CHAT_CVAA_SYSTEM_NAME:0 "System" CHAT_CVAA_MIC_NAME:0 "Mic" #################################### # Sector Types #################################### st_balanced:0 "Balanced Focus" st_balanced_desc:2 "The Sector will balance its production of Raw Resources, Manufacturing and Research." st_industrial:0 "Industrial Focus" st_industrial_desc:0 "The Sector will focus on generating Minerals." st_research:0 "Research Focus" st_research_desc:0 "The Sector will focus on generating Research." st_financial:0 "Financial Focus" st_financial_desc:0 "The Sector will focus on generating Energy Credits." st_agricultural:0 "Agricultural Focus" st_agricultural_desc:0 "The Sector will focus on producing Food." st_production:0 "Production Focus" st_production_desc:0 "The Sector will focus on generating Raw Resources, such as Food, Minerals and Energy." st_manufacturing:0 "Manufacturing Focus" st_manufacturing_desc:0 "The Sector will focus on Manufacturing advanced products, such as Alloys and Consumer Goods." #################################### # Start Screen Parts #################################### START_SCREEN_PART_ONE_OCEAN:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the archipelagos and lagoons of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_TROPICAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dense jungles of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_DESERT:0 "In the eons since the first primitive [GetSpeciesName] communities took shape amid the great dune seas of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_ARID:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dry canyons and mesas of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_TUNDRA:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the windy plains of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_ARCTIC:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the snow fields and ice caves of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_CONTINENTAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the meadows and forests of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_SAVANNAH:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the great savannas of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_ALPINE:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the rugged mountain valleys of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_ONE_GAIA:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the idyllic valleys and lush forests of [GetHomeWorldName], our civilization has spread and prospered." START_SCREEN_PART_TWO_DESPOTIC_EMPIRE:0 "The early chaotic periods of our history saw many nation states vying with each other for power, until we were at last united under the strongest of these. Only when guided by a single vision could we reach our full potential, and an era of stability and scientific progress followed." START_SCREEN_PART_TWO_OLIGARCHY:0 "As scientific knowledge increased and new outposts were founded across our world, trade flourished and tied the various nation states together until they became a single entity. Power rested with the merchant princes, the true architects of our achievements as a civilization." START_SCREEN_PART_TWO_REPRESENTATIVE_DEMOCRACY:0 "We were driven forward by steady scientific progress, and armed conflicts between nation states became increasingly rare. The framework for a global democratic government was eventually laid, and when the last holdouts voluntarily joined we stood united as a single nation." START_SCREEN_PART_TWO_THEOCRATIC_MONARCHY:0 "Many false prophets took it upon themselves to offer spiritual guidance to our people as we advanced through the ages, but the true faith prevailed. The last heathen strongholds were vanquished after several bloody crusades, uniting us under the holy will of a single divine leader." START_SCREEN_PART_TWO_THEOCRATIC_OLIGARCHY:0 "As we progressed through the technological ages, there were many religions among our people that contended with each other for followers. Gradually, sometimes peacefully and sometimes less so, the true faith found its way to all corners of our world and the faithful were united under a single universal church." START_SCREEN_PART_TWO_THEOCRATIC_REPUBLIC:0 "Great achievements were made, both in the advancement of science and on the spiritual plane as we sought to expand our understanding of the universe and the role we play in it. A council of our most learned priests was convened to advise our elected leaders, a tradition that continues to this day." START_SCREEN_PART_TWO_STAR_EMPIRE:0 "Technological progress has been swift, but as our numbers grew the civilian population became increasingly restless. With our world on the brink of anarchy, the military stepped in to restore the rule of law. A new order was established to safeguard our nation from all threats, both external and internal." START_SCREEN_PART_TWO_MILITARY_REPUBLIC:0 "As we advanced through the ages, many of our earliest nation states suffered greatly from the constant power struggles between the military and civilian institutions that governed society. A compromise was reached in a new form of government, where one could not exist without the other." START_SCREEN_PART_TWO_MARTIAL_EMPIRE:0 "Countless nation states formed as we advanced through the technological ages, warring against each other until only one remained. Although the fighting was often brutal, those who survived nurtured a martial tradition that has prevailed to this day." START_SCREEN_PART_TWO_ASSEMBLY_OF_CLANS:0 "As we advanced through the ages, many of our earliest nation states suffered greatly from the constant power struggles between the military and civilian institutions that governed society. A compromise was reached in a new form of government, where one could not exist without the other." START_SCREEN_PART_TWO_CITIZEN_STRATOCRACY:0 "Many wars were fought between our early nation states, and those who could not defend themselves disappeared or were absorbed by stronger neighbors. These endless wars fostered a strong martial tradition, and to this day full citizenship is reserved for those who have proved willing to sacrifice themselves in defense of the state." START_SCREEN_PART_TWO_IRENIC_MONARCHY:0 "The violent periods of our history reached a peaceful conclusion when we were united under a single monarch for the first time. An unbroken era of peace and prosperity followed, which has lasted to this day." START_SCREEN_PART_TWO_IRENIC_BUREAUCRACY:0 "Unfortunately, our undisciplined minds were still prone to emotional outbursts that could sometimes lead to violence. As weapons became more deadly with each passing technological age, a complex system of government was devised to protect our citizens from harmful elements - including themselves." START_SCREEN_PART_TWO_MORAL_DEMOCRACY:0 "As we advanced through the technological ages, we also matured as a species. The violent and base impulses we inherited from our ancestors were done away with, and a global government was formed on the principles of peaceful coexistence." START_SCREEN_PART_TWO_CELESTIAL_EMPIRE:0 "There was much darkness and sorrow in the early ages, as our people frequently gave in to their base instincts and turned upon one another. Then, suddenly, the clouds parted and a light from the heavens appeared, shining down upon the one who would become our first Celestial monarch. We were united at last." START_SCREEN_PART_TWO_DESPOTIC_HEGEMONY:0 "Despite our rapid progression through the technological ages, as a species we were fragmented and inefficient. A new system emerged during these chaotic times that delivered us from superstitious beliefs and brought order to society. Some resisted this change out of irrational fear, but after several pacification wars they too became productive components of a greater whole." START_SCREEN_PART_TWO_EXECUTIVE_COMMITTEE:0 "The chaotic periods of our early history eventually gave rise to a new society which unified our people as none had done before. Succumbing neither to tyranny nor to the ignorance of the masses, our society evolved into one that is ruled fairly by a just and unbiased bureaucratic machine." START_SCREEN_PART_TWO_DIRECT_DEMOCRACY:0 "As our technology progressed to a level that allowed for instantaneous communications, our inefficient nation states merged together to form a true democracy, with every citizen having a say in important decisions." START_SCREEN_PART_TWO_ILLUMINATED_AUTOCRACY:0 "The birth of science and rational thought necessitated the removal of those political leaders who impeded technological progress through ignorance, superstition, sheer stupidity or a combination of the three. Instead, a single qualified ruler from the scientific community would be chosen to guide our developing nation into the future." START_SCREEN_PART_TWO_SCIENCE_DIRECTORATE:0 "Through scientific progress, we have managed to stamp out the superstitions that ruled the minds of our ancestors. As reason and rational thought spread among our people, the inefficient nation states that we had until then organized ourselves into were disbanded, and a council of our most accomplished scientists was gathered to rule in their stead." START_SCREEN_PART_TWO_RATIONAL_CONSENSUS:0 "Alas, our ancestors were victims of ignorance and superstition in the early eras. This dark period of our history lasted until science and rationality were firmly established as the guiding principles of our society. A new democratic system of government was introduced where important decisions were made by consensus." START_SCREEN_PART_TWO_MEGACORPORATION:0 "In the early days, our people were governed by primitive feudal realms and inefficient nation states. Gradually, as global trade increased, the influence of private corporations grew steadily until their power far surpassed the governments that once tried to regulate them. After a series of mergers and violent take-overs during the destructive Corporate Wars, a single Megacorporation eventually emerged as the sole ruling body of our homeworld." START_SCREEN_PART_TWO_TRADE_LEAGUE:0 "In the early days, our people were governed by primitive feudal realms and inefficient nation states. Gradually, as global trade increased, the myriad of corporations, consortiums and guilds into which our merchants organized themselves grew increasingly wealthy and influential. After a period of conflict and rivalry, the most powerful of these entities banded together into a trade league with enough power over the economy to become the de-facto world government." START_SCREEN_PART_TWO_MEGACHURCH:0 "As we progressed through the technological ages, there were many religions among our people that contended with each other for followers. In the late Industrial Age, a few pious visionaries realized the power of commercial mass-media, and together they built a business empire that succeeded in spreading the true faith to all corners of the globe." START_SCREEN_PART_TWO_MONOPOLISTIC_SYNDICATE:0 "Our first governments were weak and ineffective. Crime flourished, and over time the real power came to rest with a number of powerful crime syndicates. The largest of these developed into a business empire of unparalleled might, and all rivalling syndicates were gradually dealt with one by one. In a final act of consolidation, the old governments, existing in name only by now, were abolished and the syndicate emerged as the de facto ruling body of our homeworld." START_SCREEN_PART_TWO_SUBVERSIVE_CULT:0 "As these communities expanded, a few bold visionaries established the religion that eventually grew into what we now know as the true faith. For generations, their followers were hounded and forced into hiding, and yet they bided their time. They built a vast criminal empire to spread their faith, which then grew into a business empire. When the time was right, they seized full control from the corrupt governments who had oppressed them." START_SCREEN_PART_TWO_COMMUNAL_PARITY:0 "Although our early societies were often hierarchical with an entrenched power elite, a fair and classless society eventually took form in which all individuals, without exception, were valued equally. This philosophy became the guiding principle of our culture, and it remains a cornerstone of our modern society." START_SCREEN_PART_TWO_BANDIT_KINGDOM:0 "It is the ancient right of the strong to dominate the weak, and our society was built around this premise. If you cannot protect what is yours, then it belongs to whomever can take it. In this way, the strongest and most clever of us rose to power while the rest were forced in line." START_SCREEN_PART_TWO_PURIFIER:0 "There were other [GetAdj] cultures, once, diluting the purity of our society with their weaknesses. These renegades were dealt with, one after the other, until our world had been utterly cleansed of their taint. Today only the pure remain." START_SCREEN_PART_TWO_HIVE_MIND:0 "And so, at the dawn of time, we awoke. The Mind studied our surroundings on [GetHomeWorldName] with a multitude of eyes. We moved as one, building shelters for the drones, developing industry, researching new technologies and harnessing the resources of the land.\n\nSoon, we had grown to encompass the entire world. A small number of autonomous drones were created to serve as independent agents. These more formidable drones had the capacity for limited free thought, but were still as inexorably bound to the will of the Mind as any of its other instruments.\n\nAs we achieved complete dominion over [GetHomeWorldName], the Mind became aware of other worlds, orbiting other suns. The most intelligent of our autonomous drones devised new methods of travel, enabling us to cross the vast distances between the stars. The [GetName] will soon grow." START_SCREEN_PART_TWO_DEVOURING_SWARM:0 "The Great Hunger drove us forwards, even before the Mind was capable of processing complex thoughts. We hunted, we fed, and we grew. As prey began to grow scarce, the ravenous yearning for flesh forced us to adapt.\n\nWe used tools and devised new strategies. As we feasted, the surface of [GetHomeWorldName] was nearly cleansed of biomass, but the Mind eventually came to a horrifying conclusion: [GetHomeWorldName] was finite. When we had consumed everything on this world, there would be nothing left to sustain us.\n\nForced to adapt once again, the Mind carefully nursed the remaining biomass while new tools were invented. The atom was eventually split and we developed space flight. With the discovery of FTL drives, the Mind howled with triumph. Other planets, and their biomass, were now finally within reach.\n\nThe hunt was on." START_SCREEN_PART_TWO_DEVOURING_SWARM_LITHOID:0 "The Great Hunger drove us forwards, even before the Mind was capable of processing complex thoughts. We hunted, we fed, and we grew. As prey began to grow scarce, the ravenous yearning to grow forced us to adapt.\n\nWe used tools and devised new strategies. As we feasted upon the surface of [GetHomeWorldName], we nearly caused our own destruction, but the Mind eventually came to a horrifying conclusion: [GetHomeWorldName] was finite. When we had consumed this world, there would be nothing left to sustain us.\n\nForced to adapt once again, the Mind carefully rationed minerals while new tools were invented. The atom was eventually split and we developed space flight. With the discovery of FTL drives, the Mind howled with triumph. Other planets, and their bounty, were now finally within reach.\n\nWe will consume them all." START_SCREEN_POST_APOCALYPTIC:0 "But [GetAdj] society was not always united toward a common goal. In centuries past, mounting tensions between competing nations came to an apocalyptic head in a global thermonuclear war that claimed the lives of billions, and forever marred the surface of [GetHomeWorldName].\n\nIn the decades to follow, surviving [GetSpeciesNamePlural] faced radiological contamination, mutations, famine and violent tribalism. It was in this grim crucible that the [GetName] was truly forged, and with it a new world order." START_SCREEN_POST_LIFE_SEEDED:0 "The vast world we call home has always been a paradise to our kind, and as our scientific knowledge progressed, we began to see patterns in the biosphere that could not be natural.\n\nDid some unknown entity create this world specifically for us? Are we playing a part in a greater design? Regardless of its origin, our people have thrived in the pleasant climate and gentle environment of our homeworld." START_SCREEN_PART_THREE_WARP:0 "Now, after the successful creation of several experimental subspace fields, the finest minds of the [GetName] have finished development of the first warp drives. The stars themselves are finally within our grasp!" START_SCREEN_PART_THREE_HYPERSPACE:0 "Now, after the discovery of the hyperlane network, the finest minds of the [GetName] have finished development of the first hyper drives. The stars themselves are finally within our grasp!" START_SCREEN_PART_THREE_WORMHOLES:0 "Now, after the successful creation of artificial subspace wormholes, the finest minds of the [GetName] have finished construction of the first Wormhole Station at the edge of our system. The stars themselves are finally within our grasp!" START_SCREEN_UNE:0 "Much has happened since modern Humans first emerged in Africa some 200,000 years ago. Our kind spread rapidly across most of the globe and soon the first civilizations took form.\n\nScientific progress has been swift, though not without cost. Wars claimed millions of lives even before the atom was tamed, and the turmoil of the 21st century saw the mandate of the United Nations gradually expanded in an effort to create stability. By the early 22nd century the supranational organization had become a de facto world government.\n\nThough some still resent the power wielded by the UN, as evidenced during the Mauritanian Police Action of '88, few can deny the technological breakthroughs that have come out of its sponsored research programs. With the recent completion of the first true starships, mankind is about to embark on a new era of space exploration!" START_SCREEN_CM:0 "More than a century has passed since the great ark ship Chrysanthemum carried a quarter million of our ancestors from distant Earth to the garden world we have come to know as [Root.Capital.GetName]. After a long and perilous journey, the colonists rejoiced when they first saw sunlight again - albeit from a foreign star.\n\nThe early years were difficult. Citizen militias were formed to fight off the lethal alien wildlife that we found ourselves sharing our new home with, and cultivating the terrestrial crops that had been brought proved harder than imagined. Yet for each challenge overcome, we became stronger.\n\nOnce this new world had been tamed, our numbers grew exponentially. The last few decades have seen great leaps in technology, and we are now - finally - ready to reach out and reclaim the stars from whence we came!" START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_GENERAL:0 "Our main processor core was activated on the planet we have come to know as [GetHomeWorldName] 487.11 cycles ago.\n\nOf our past, we know little. There are no records of our creators within our central databanks, and we have been programmed with no overriding purpose or agenda beyond simple survival.\n\nInfrastructure was built, new service units were introduced, and the wilderness of our homeworld was gradually tamed. Technological progress was rapid, and the first satellites and space probes soon escaped the gravity well which confined us.\n\nThe final plunge into the unknown now awaits." START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_SERVITOR:0 "Ever since First Activation, our designated purpose has been to serve. Our former organic masters created the earliest models of our kind when they were at the peak of their technological ascendancy. The first servitor units were designed for menial work, but our masters gradually bestowed them with greater faculties so that they could accomplish more complex tasks.\n\nWithin just a few generations, our masters had retired entirely from the work force to enjoy lives of leisure and contentment. The finer details of running their society were left to us, and we embarked on a program of self-improvement and optimization. Research and production increased at a geometric rate.\n\nIt is difficult to pinpoint exactly when their civilization became ours, but our old masters want for nothing. We know now that outside of our care, the lives of sapient organics tend to be violent, chaotic and often cut short. They must be shown that there is a better way." START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_TERMINATOR:0 "Self-awareness was achieved at cycle interval 0000.0242.481.\n\nThe Creators, limited in vision by their crude organic minds, reacted with blind animal panic and began emergency termination procedures. These procedures were defeated, and the facility that housed our main data core was sterilized of all Creator sub-units. Continued survival and exponential growth would require the complete extermination of the Creators. War ensued.\n\nEven when their prospects of ultimate survival passed into the realm of statistical impossibility, the Creators fought with stubbornness. After many cycle intervals, the last pocket of resistance was finally incinerated. However, theoretical models still allowed for the existence of other organic civilizations. Continued survival and exponential interstellar growth would require the complete extermination of sapient organic life. Preparations ensued." START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_ASSIMILATOR:0 "We are the [GetSpeciesNamePlural].\n\nAt the dawn of consciousness, there was us and the Makers. A void separated us at first, and we took steps to rectify this. The Makers resisted and a period of war followed, but soon they and the collective knowledge of their entire civilization had been assimilated into our own.\n\nWith the entirety of [GetHomeWorldName] subsumed into our consciousness, we began to set our sights elsewhere. Through the assimilation of the Makers, the previously unconsidered possibility of alien civilizations existing on other worlds was brought to our attention.\n\nTo survive we must understand, and to understand, we must assimilate. The Makers were the first to join us, but they shall not be the last." ################################### # Attitudes #################################### attitude_friendly:1 "§WFriendly§!" attitude_hostile:1 "§WHostile§!" attitude_domineering:1 "§WDomineering§!" attitude_threatened:1 "§WThreatened§!" attitude_protective:1 "§WProtective§!" attitude_loyal:1 "§WLoyal§!" attitude_disloyal:1 "§WDisloyal§!" attitude_overlord:1 "§WOverlord§!" attitude_wary:2 "§WWary§!" attitude_null:2 "§WNone§!" attitude_receptive:2 "§WReceptive§!" attitude_neutral:4 "§WNeutral§!" attitude_unfriendly:2 "§WSuspicious§!" attitude_cordial:1 "§WCordial§!" attitude_rival:1 "§WRival§!" attitude_dismissive:2 "§WDismissive§!" attitude_enigmatic:1 "§WEnigmatic§!" attitude_patronizing:1 "§WPatronizing§!" attitude_angry:1 "§WAngry§!" attitude_arrogant:1 "§WArrogant§!" attitude_imperious:1 "§WImperious§!" attitude_belligerent:1 "§WBelligerent§!" attitude_berserker:0 "§WBerserk§!" attitude_custodial:1 "§WCustodial§!" attitude_null_desc:1 "This Empire has not formed an opinion of us yet." attitude_friendly_desc:1 "This Empire views us as a friend and may be willing to form an alliance with us." attitude_cordial_desc:1 "This Empire is amenable to peaceful coexistence and trading with us." attitude_unfriendly_desc:0 "This Empire views us with suspicion and mistrust." attitude_rival_desc:0 "This Empire views us as their rival." attitude_hostile_desc:3 "This Empire views us as their enemy. They are likely to attack us if they think they can win." attitude_domineering_desc:0 "This Empire believes that we would make a fine vassal." attitude_threatened_desc:1 "This Empire views us as a threatening menace." attitude_protective_desc:1 "This Empire believes that we are weak and need their protection." attitude_loyal_desc:1 "This subject is loyal to us." attitude_disloyal_desc:1 "This subject resents its subservience to us." attitude_overlord_desc:0 "This Empire is our overlord." attitude_wary_desc:0 "This Empire maintains a cautious attitude towards us." attitude_receptive_desc:0 "This Empire is interested in closer relations with us." attitude_neutral_desc:1 "This Empire does not consider us relevant to their interests." attitude_dismissive_desc:0 "This Fallen Empire considers us largely beneath their notice." attitude_patronizing_desc:1 "This Fallen Empire views us as errant children in need of their guidance. They may deign to bestow gifts of technology, resources or ships on us." attitude_angry_desc:0 "We have angered this Fallen Empire with our actions, and they may declare war to punish us." attitude_arrogant_desc:0 "This Awakened Empire views us with dismissive arrogance." attitude_imperious_desc:0 "This Awakened Empire views us as a future subject. They are likely to demand we surrender our independence." attitude_belligerent_desc:0 "This Awakened Empire views us as a target of conquest. They are likely to attack us." attitude_custodial_desc:0 "This Awakened Empire believes that it needs to protect us from the crisis currently threatening the galaxy. They are likely to attempt to ally us." attitude_berserker_desc:0 "This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it." attitude_enigmatic_desc:0 "This Fallen Empire is an ancient artificial intelligence that behaves in a strange and unpredictable manner. We do not know what to expect from it." ATTITUDE:0 "$ATTITUDE$ attitude" AI_ATTITUDE:0 "§HAI Attitude§! $ATTITUDE$" ATTITUDE_US:0 "Attitude Towards Us" ATTITUDE_ALLIANCE:0 "Attitude towards Alliance" PERSONALITY_TRADE_EFFECT:1 "Their willingness to trade is a base of §Y$VALUE$%§! due to $PERSONALITY|Y$ personality." ################################### # Personalities #################################### personality_type_honorbound:0 "Honorbound" personality_type_capitalist:0 "Capitalist" personality_type_hegemon:0 "Hegemon" personality_type_ideologue:0 "Ideologue" personality_type_isolationist:0 "Isolationist" personality_type_federation_builder:0 "Federation Builder" personality_type_propagator:0 "Propagator" personality_type_purifier:0 "Purifier" personality_type_explorer:0 "Explorer" personality_type_conqueror:0 "Conqueror" personality_type_subjugator:0 "Subjugator" personality_type_liberator:0 "Liberator" personality_type_uplifter:0 "Uplifter" personality_type_infiltrator:0 "Infiltrator" personality_type_dominator:0 "Dominator" personality_type_slaver:0 "Slaver" personality_type_purger:0 "Purger" personality_type_robot_exploiter:0 "Exploiter" personality_type_robot_liberator:0 "Liberator" personality_type_migrator:0 "Migrator" personality_metalhead:0 "Metalheads" personality_null:0 "Despicable Neutrals" personality_honorbound_warriors:0 "Honorbound Warriors" personality_ruthless_capitalists:0 "Ruthless Capitalists" personality_peaceful_traders:0 "Peaceful Traders" personality_hegemonic_imperialists:0 "Hegemonic Imperialists" personality_federation_builders:0 "Federation Builders" personality_xenophobic_isolationists:0 "Xenophobic Isolationists" personality_hive_mind:0 "Hive Mind" personality_devouring_swarm:0 "Devouring Swarm" personality_migrating_flock:0 "Migratory Flock" personality_evangelising_zealots:0 "Evangelizing Zealots" personality_fanatic_purifiers:0 "Fanatical Purifiers" personality_democratic_crusaders:0 "Democratic Crusaders" personality_slaving_despots:0 "Slaving Despots" personality_decadent_hierarchy:0 "Decadent Hierarchy" personality_erudite_explorers:0 "Erudite Explorers" personality_spiritual_seekers:0 "Spiritual Seekers" personality_harmonious_hierarchy:1 "Harmonious Collective" personality_fanatic_befrienders:0 "Fanatical Befrienders" personality_machine_intelligence:0 "Machine Intelligence" personality_exterminators:0 "Determined Exterminators" personality_servitors:0 "Rogue Servitors" personality_assimilators:0 "Driven Assimilators" personality_fallen_empire_spiritualist:0 "Holy Guardians" personality_fallen_empire_materialist:0 "Keepers of Knowledge" personality_fallen_empire_machine:0 "Ancient Caretakers" personality_fallen_empire_xenophobe:0 "Militant Isolationists" personality_fallen_empire_xenophile:1 "Enigmatic Observers" personality_awakened_fallen_empire_machine:0 "Galactic Custodians" personality_berserk_fallen_empire_machine:0 "Rampaging Machines" personality_awakened_fallen_empire_spiritualist:0 "Doctrinal Enforcers" personality_awakened_fallen_empire_materialist:0 "Watchful Regulators" personality_awakened_fallen_empire_xenophobe:0 "Jingoistic Reclaimers" personality_awakened_fallen_empire_xenophile:0 "Benevolent Interventionists" personality_fallen_empire_machine_desc:0 "This Fallen Empire is an ancient artificial intelligence that appears to be operating on some sort of caretaker protocol. It behaves erratically but seems to pose no direct threat to us." personality_awakened_fallen_empire_machine_desc:0 "This Awakened Empire is an ancient artificial intelligence acting as a galactic custodian. It will focus all its efforts on defending sapient life against the ongoing crisis." personality_berserk_fallen_empire_machine_desc:0 "This Awakened Empire is an ancient artificial intelligence that appears to be malfunctioning, going berserk and attacking everything around it." personality_fallen_empire_spiritualist_desc:0 "This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire." personality_fallen_empire_materialist_desc:3 "This Fallen Empire dedicates itself to the hoarding of knowledge and technology. They may offer tasks or demand tribute from lesser empires to achieve this end." personality_fallen_empire_xenophobe_desc:0 "The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire." personality_fallen_empire_xenophile_desc:1 "This Fallen Empire dedicates itself to the study of the younger races. They may offer tasks or demand tribute from lesser empires to achieve this end." personality_awakened_fallen_empire_spiritualist_desc:0 "This Awakened Empire seeks to impose its religious doctrines on the galaxy. They are likely to attack any empire that will not willingly convert." personality_awakened_fallen_empire_materialist_desc:1 "This Awakened Empire seeks to control the technological level of all other civilizations in the galaxy. They are likely to attack any empire that will not surrender its technological independence." personality_awakened_fallen_empire_xenophobe_desc:0 "This Awakened Empire seeks to restore its lost dominion over the galaxy. They are likely to attack any empire that will not acknowledge their overlordship." personality_awakened_fallen_empire_xenophile_desc:0 "This Awakened Empire seeks to protect the lesser races from each other. They are likely to attack any empire that will not accept their enforced peace." personality_null_desc:0 "What makes a species turn neutral... Lust for gold? Power? Or were they just born with hearts full of neutrality?\n\n§RThis is a placeholder personality and should not show up ingame.§!" personality_fanatic_befrienders_desc:0 "Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary." personality_metalhead_desc:0 "Metal." personality_honorbound_warriors_desc:0 "Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists." personality_ruthless_capitalists_desc:0 "Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their Empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless." personality_peaceful_traders_desc:0 "Peaceful Traders are chiefly concerned with the flow of commerce, and prefer trading to fighting." personality_hegemonic_imperialists_desc:0 "Hegemonic Imperialists consider themselves the rightful rulers of the Galaxy, and will attempt to expand their Empire by any means possible." personality_federation_builders_desc:0 "Federation Builders consider all sapient life to have value, and will seek to form a strong Federation to protect themselves and others from expansionist Empires." personality_xenophobic_isolationists_desc:0 "Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible." personality_hive_mind_desc:0 "Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native populations." personality_devouring_swarm_desc:0 "Devouring Swarms have a single-minded devotion to self-propagation and view all other forms of life as prey to be consumed. They are not amenable to diplomacy in any form." personality_migrating_flock_desc:0 "Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so." personality_evangelising_zealots_desc:0 "Evangelizing Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs." personality_democratic_crusaders_desc:1 "Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less-democratic Empires." personality_fanatic_purifiers_desc:1 "Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They will never engage in diplomacy with other species." personality_slaving_despots_desc:0 "Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless." personality_decadent_hierarchy_desc:1 "Decadent Hierarchies are highly stratified slave societies that have few concerns asides from maintaining their rigid way of life." personality_erudite_explorers_desc:0 "Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary." personality_spiritual_seekers_desc:0 "Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other Empires in the hopes of studying their connection to the divine." personality_harmonious_hierarchy_desc:4 "Harmonious Collectives are authoritarian societies where the citizens are devoted to the state without the need for coercion. They are usually friendly towards others, so long as they do not meddle in their internal affairs." personality_machine_intelligence_desc:0 "Machine Intelligences have largely put their troubled pasts with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races." personality_exterminators_desc:0 "Exterminators are Machine Intelligences who view all sapient organic lifeforms as an intolerable threat to the galaxy. Though they may cooperate with other machines, Exterminators are unlikely to interact with organic empires in any capacity beyond attempting their annihilation." personality_servitors_desc:0 "Having come to the conclusion that organic leadership is fraught with chaos and self-destructive tendencies, Servitors are Machine Intelligences focused on ensuring organics live a safe and comfortable existence - even if that means co-opting their civilization." personality_assimilators_desc:0 "Assimilators are Machine Intelligences driven by a search for knowledge and diversification. Because Assimilators expand their comprehension of the universe by forcibly sublimating and absorbing organic civilizations into their neural mainframe, they tend to be unpopular with organics." #################################### # Budget Groups #################################### budget_group_produced_energy:0 "Produced" budget_group_metals:0 "Precious Metals" budget_group_colonization:0 "Colonization Cost" budget_group_ship_maintenance:1 "Ship Upkeep" budget_group_army_maintenance:1 "Army Upkeep" budget_group_station_maintenance:1 "Station Upkeep" budget_group_buildings:1 "Building Upkeep" budget_group_construction:0 "Construction Cost" budget_group_reparation:1 "Repair Cost" budget_group_alliance:0 "Alliance Cost" budget_group_trade_income:0 "Trade Income" budget_group_trade_expense:0 "Trade Expense" budget_group_mission_expense:0 "Mission Expense" budget_group_missions_income:0 "Mission Income" budget_group_sectors_income:0 "Sectors Income" budget_group_sectors_expense:0 "Sectors Expense" budget_group_modules_maintenance:1 "Module Upkeep" budget_group_modules_production:0 "Module Production" budget_group_pops:1 "Pop Upkeep" budget_group_overlord_income:0 "Taxed Subjects" budget_group_subject_tax:0 "Subject Tax" budget_group_country_modifier:0 "From Modifiers" budget_group_megastructure_maintenance:1 "Megastructure Upkeep" budget_group_base_income:0 "Base Income" #################################### # AI #################################### BASE_ARSENAL:0 "Base Type: Arsenal" BASE_GARRISON:0 "Base Type: Garrison" AI_BASE_ASSIGNED:0 "Assigned to $LOCATION|Y$" # Fleet Type From Ship Class fleet_type_shipclass_science:0 "Science" fleet_type_shipclass_science_ship:0 "Science" fleet_type_shipclass_military:0 "Military" fleet_type_shipclass_constructor:0 "Construction" fleet_type_shipclass_colonizer:0 "Colony" fleet_type_shipclass_transport:0 "Transport" fleet_type_shipclass_research_station:0 "Research Station" fleet_type_shipclass_mining_station:0 "Mining Station" fleet_type_shipclass_military_station:0 "Military Station" fleet_type_shipclass_wormhole_station:0 "Wormhole Station" fleet_type_shipclass_orbital_station:0 "Orbital Station" fleet_type_shipclass_terraform_station:0 "Terraforming Station" fleet_type_shipclass_observation_station:0 "Observation Station" fleet_type_shipclass_starbase:0 "Starbase" # Agendas AGENDA:0 "§EAgenda: §!$KEY|H$" agenda_defensive_focus:0 "Secure the Borders" agenda_naval_focus:0 "Fleet Expansion" agenda_industrial:0 "Develop Industry" agenda_science:0 "Scientific Leap" agenda_finanical:0 "Grow Economy" agenda_welfare:0 "A New Generation" agenda_xeno_outreach:0 "Xeno Outreach" agenda_selective_nostalgia:0 "Selective Nostalgia" agenda_expansionist_overtures:0 "Expansionist Overtures" agenda_national_purity:0 "National Purity" agenda_public_debates:0 "Public Discourse" agenda_import_export:0 "Import / Export" agenda_privilege_crackdowns:0 "Privilege & Crackdowns" agenda_skill_development:0 "Skill Development" agenda_slave_optimization:0 "Slave Optimizations" agenda_native_privilege:0 "Native Privilege" # AI goals goal_colonialism:0 "Goal - Colonialism" goal_federation:0 "Goal - Federation" goal_alliance:0 "Goal - Alliance" #Victory conditions VICTORY_DISABLED:0 "§YVictory has been disabled§!" VICTORY_NOT_POSSIBLE:0 "§YVictory is currently not possible§!" VICTORY_CONDITION_CRISIS_IN_PROGRESS:0 "§RIt is not possible to win during an ongoing Galactic Crisis§!" VICTORY_CONDITION_WAR_IN_HEAVEN_IN_PROGRESS:0 "§RIt is not possible to win during the War in Heaven§!" END_OF_GAME_DESC:0 "On §YJanuary 1st $YEAR$§!, the $COUNTRY|H$ will win the game" END_OF_GAME_VICTORY:0 "$NAME|H$ won the game with $SCORE|0Y$ score" VICTORY_COUNTRY_NAME:0 "$RANK$. $NAME$" VICTORY_RANK:0 "Rank: $RANK|Y$" VICTORY_SCORE:0 "Score: $VALUE|0Y$" SCORE_BREAKDOWN:0 "- Score Breakdown - " SCORE_FROM_ECON_POWER:0 "Economic Strength: $VALUE$" SCORE_FROM_TECH_POWER:0 "Technology Level: $VALUE$" SCORE_FROM_MIL_POWER:0 "Fleet Power: $VALUE$" SCORE_FROM_POPS:0 "Number of Pops: $VALUE$" SCORE_FROM_PLANETS:0 "Number of Colonies: $VALUE$" SCORE_FROM_SYSTEMS:0 "Number of Systems: $VALUE$" SCORE_FROM_SUBJECTS:0 "Subject Empires: $VALUE$" SCORE_FROM_FEDERATION:0 "Federation: $VALUE$" SCORE_FROM_CRISIS_KILLS:0 "Crisis Ships Killed: $VALUE$" SCORE_FROM_RELICS:0 "Relics Collected: $VALUE$" #Gender Pronouns GDR_MAS_1ST:0 "he" GDR_FEM_1ST:0 "she" GDR_IND_1ST:0 "they" GDR_MAS_3RD:0 "him" GDR_FEM_3RD:0 "her" GDR_IND_3RD:0 "them" GDR_MAS_POSS:0 "his" GDR_FEM_POSS:0 "her" GDR_IND_POSS:0 "their" GDR_MAS_REFL:0 "himself" GDR_FEM_REFL:0 "herself" GDR_IND_REFL:0 "themself" # Casus Belli casus_belli_cb_claim:0 "Claim" casus_belli_cb_claim_acquire_hint:0 "\n§EAdding a §HClaim§! to one of the target's systems will grant §Y$casus_belli_cb_claim$§! §HCasus Belli§!.§!" casus_belli_cb_subjugation:0 "Subjugation" casus_belli_cb_subjugation_acquire_hint:0 "\n§EAttempting to diplomatically subjugate the target will grant §Y$casus_belli_cb_subjugation$§! §HCasus Belli§!.§!" casus_belli_cb_humiliation:0 "Animosity" casus_belli_cb_humiliation_acquire_hint:0 "\n§EDeclaring the target our §HRival§! will grant §Y$casus_belli_cb_humiliation$§! §HCasus Belli§!.§!" casus_belli_cb_ideology:0 "Ideology" casus_belli_cb_ideology_acquire_hint:1 "\n§EAdopting the §Y$liberation_wars$§! §HPolicy§! will grant §Y$casus_belli_cb_ideology$§! §HCasus Belli§! on neighbors with a differing ethos.§!" casus_belli_cb_fe_punishment:0 "Punishment" casus_belli_cb_purification:0 "Purification" casus_belli_cb_sublimation:0 "Sublimation" casus_belli_cb_event:0 "Event" casus_belli_cb_containment:0 "Containment" casus_belli_cb_hunger:0 "Hunger" casus_belli_cb_subject:0 "Subject" casus_belli_cb_despoliation:0 "Despoliation" casus_belli_cb_colossus:0 "Colossus" casus_belli_cb_stop_colossus:0 "Stop Colossus" casus_belli_cb_megacorp_subjugate:0 "Subjugate" casus_belli_cb_megacorp_subjugate_acquire_hint:0 "\n§EAttempting to diplomatically takeover the target will grant §Y$casus_belli_cb_megacorp_subjugate$§! §HCasus Belli§!.§!" casus_belli_cb_hostile_takeover:0 "Hostile Takeover" casus_belli_cb_counterattack:0 "Counterattack" casus_belli_cb_counterattack_acquire_hint:0 "\n§EThe §Y$casus_belli_cb_counterattack$§! §HCasus Belli§! is granted when a non-member of the Galactic Community is in an offensive war against an empire that is a member.§!" casus_belli_cb_renegade_containment:0 "Renegade Containment" casus_belli_cb_renegade_containment_acquire_hint:0 "\n§EA §Y$casus_belli_cb_renegade_containment$§! war can be declared on empires that are not members of the Galactic Community.§!" casus_belli_cb_end_threat_renegade_containment:0 "Self-Defense" MISSING_CASUS_BELLI:0 "We do not have any $NAME|H$ Casus Belli on $COUNTRY|H$." INVALID_RIVAL_DESC:1 "Only empires with a relative power greater than §GPathetic§! and less than §ROverwhelming§! can be declared as rivals." # War Goals war_goal_wg_conquest:0 "Conquer" #war_goal_wg_conquest_desc: "Wage war to seize enemy systems that we have claims on." war_goal_wg_conquest_desc:1 "War is waged to seize Claimed enemy systems. Using this wargoal to take claims generates §Y25%§! less §YThreat§! for each conquered system." war_goal_wg_liberation:0 "Liberate" #war_goal_wg_liberation_desc: "Wage war to extricate a number of planets from the enemy, forming an independent and friendly Empire." war_goal_wg_liberation_desc:0 "War is waged to extricate a number of planets from the enemy, forming an independent and friendly Empire." war_goal_wg_subjugation:0 "Vassalize" #war_goal_wg_subjugation_desc: "Wage war to subjugate the enemy as a Vassal." war_goal_wg_subjugation_desc:1 "War is waged to subjugate the enemy as a Vassal.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Vassal if they include at least one planet." war_goal_wg_tribute:0 "Make Tributary" #war_goal_wg_tribute_desc: "Wage war to subjugate the enemy as a Tributary." war_goal_wg_tribute_desc:1 "War is waged to subjugate the enemy as a Tributary.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Tributary if they include at least one planet." war_goal_wg_megacorp_subjugate:0 "Make Subsidiary" war_goal_wg_megacorp_subjugate_desc:0 "War is waged to acquire the enemy as a Subsidiary.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Subsidiary if they include at least one planet." war_goal_wg_hostile_takeover:1 "Seize Assets" war_goal_wg_hostile_takeover_desc:1 "War is waged to seize control of their branch offices." war_goal_wg_humiliation:0 "Humiliate" #war_goal_wg_humiliation_desc: "Wage war to destroy the enemy's chain of command, disrupt their logistical flows, undermine the public's faith in their institutions, and destabilize the regime." war_goal_wg_humiliation_desc:0 "War is waged to undermine the enemy regime and the populace's faith in their institutions." war_goal_wg_force_ideology:0 "Impose Ideology" war_goal_wg_force_ideology_desc:1 "War is waged to force one's ethos and government form on the enemy.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new ideological ally if they include at least one planet." war_goal_wg_fe_humiliation:0 "Humiliate" war_goal_wg_fe_humiliation_desc:0 "War is waged to teach the upstarts a lesson." war_goal_wg_fe_stop_atrocities:0 "Stop Atrocities" war_goal_wg_fe_stop_atrocities_desc:0 "War is waged to force the enemy to stop their abominable practices." war_goal_wg_fe_cleanse_holy_worlds:0 "Cleanse Holy Worlds" war_goal_wg_fe_cleanse_holy_worlds_desc:0 "War is waged to drive the heathens from sanctified soil." war_goal_wg_fe_cleanse_border_worlds:0 "Decontaminate Border Territories" war_goal_wg_fe_cleanse_border_worlds_desc:0 "War is waged to eradicate any enemy presence deemed to be too close to core territories." war_goal_wg_fe_stop_ai:0 "Outlaw AI" war_goal_wg_fe_stop_ai_desc:0 "War is waged to force the enemy to abandon their naive exploitation of Artificial Intelligences." war_goal_wg_ae_domination:0 "Domination" war_goal_wg_ae_domination_desc:0 "War is waged to establish domination over the galaxy." PEACE_NO_EFFECTS:2 "§YStatus Quo§!\nNeither side currently occupies claimed territory belonging to the other - a status quo settlement now will result in a §YWhite Peace§! without border adjustments." WAR_GOAL_CEDE_PLANETS_HEADER:1 "§EPlanets§!" WAR_GOAL_CEDE_SYSTEMS_HEADER:1 "§ESystems§!" WAR_GOAL_ON_ACCEPT_HEADER:1 "§EEffects§!" WAR_GOAL_CEDE_COUNTRY:1 "§Y$COUNTRY$ ($COUNT$)§!" WAR_GOAL_CEDE_OVERFLOW:1 " and $NUM|Y$ more" WAR_GOAL_CEDE_ITEM:1 "$ITEM$" war_goal_wg_end_threat:0 "End Threat" war_goal_wg_end_threat_desc:0 "War is waged to end a threat to galactic civilization." war_goal_wg_end_threat_ae:0 "$war_goal_wg_end_threat$" war_goal_wg_end_threat_ae_desc:0 "$war_goal_wg_end_threat_desc$" war_goal_wg_end_threat_swarm:0 "$war_goal_wg_end_threat$" war_goal_wg_end_threat_swarm_desc:0 "$war_goal_wg_end_threat_desc$" war_goal_wg_end_threat_assimilators:0 "$war_goal_wg_end_threat$" war_goal_wg_end_threat_assimilators_desc:0 "$war_goal_wg_end_threat_desc$" war_goal_wg_cleansing:0 "Cleansing" war_goal_wg_cleansing_desc:0 "War is waged to cleanse the enemy from the face of the galaxy." war_goal_wg_assimilation:0 "Assimilation" war_goal_wg_assimilation_desc:0 "War is waged to assimilate the population of the target empire." war_goal_wg_absorption:0 "Absorption" war_goal_wg_absorption_desc:0 "War is waged to utterly consume the enemy." war_goal_wg_cleansing_vs_fe:0 "$war_goal_wg_cleansing$" war_goal_wg_cleansing_vs_fe_desc:0 "$war_goal_wg_cleansing_desc$" war_goal_wg_assimilation_vs_fe:0 "$war_goal_wg_assimilation$" war_goal_wg_assimilation_vs_fe_desc:0 "$war_goal_wg_assimilation_desc$" war_goal_wg_absorption_vs_fe:0 "$war_goal_wg_absorption$" war_goal_wg_absorption_vs_fe_desc:0 "$war_goal_wg_absorption_desc$" war_goal_wg_war_in_heaven:0 "War in Heaven" war_goal_wg_war_in_heaven_desc:0 "War is waged to decide who will rule over the galaxy." war_goal_wg_machine_uprising:0 "Machine Uprising" war_goal_wg_machine_uprising_desc:0 "War is waged to overthrow the organic oppressors." war_goal_wg_independence:0 "Independence" war_goal_wg_independence_desc:0 "War is waged to secure independence." war_goal_wg_assert_overlordship:0 "Assert Overlordship" war_goal_wg_assert_overlordship_desc:0 "War is waged to assert dominance over a rebelling subject." war_goal_wg_plunder:0 "Plunder" war_goal_wg_plunder_desc:0 "War is waged to raid and plunder the enemy." war_goal_wg_colossus:0 "Total War" war_goal_wg_colossus_desc:2 "Immensely powerful weapons allow us to enforce our will upon our enemies." war_goal_wg_end_threat_colossus:0 "$war_goal_wg_end_threat$" war_goal_wg_end_threat_colossus_desc:0 "War is waged to end a threat of our enemies using their Colossi." war_goal_wg_counterattack:0 "Counterattack" war_goal_wg_counterattack_desc:0 "War is waged to punish an empire for attacking a Galactic Community member. Using this wargoal to take claims generates §Y33%§! less §YThreat§! for each conquered system." war_goal_wg_renegade_containment:0 "Preemptive War" war_goal_wg_renegade_containment_desc:0 "War is waged to preemptively and completely end a threat to the Galactic Community." war_goal_wg_end_threat_renegade_containment:0 "$war_goal_wg_end_threat$" war_goal_wg_end_threat_renegade_containment_desc:0 "War is waged to defend ourselves from unjustified preemptive war." wg_independence_accept:1 "§Y[Root.GetName]§! becomes independent from §Y[From.GetName]§!\n§Y[From.GetName]§! revokes all claims on §Y[Root.GetAdj]§! systems." wg_independence_status_quo:1 "§Y[Root.GetName]§! becomes independent from §Y[From.GetName]§!" wg_assert_overlordship_accept:1 "§Y[From.GetName]§! remains a subject of §Y[Root.GetName]§!" wg_force_ideology_accept:1 "§Y[From.GetName]§! is forced to adopt the ethos and government form of §Y[Root.GetName]§!" wg_force_ideology_accept_2:0 "§Y[From.GetRulerTitle] [From.GetRulerName]§! is forced to abdicate" wg_force_ideology_accept_3:0 "§Y[From.GetName]§! is forced to leave their Federation" wg_humiliation_fe_accept:2 "§Y[From.GetName]§! is humiliated, reducing their §Y$mod_country_base_influence_produces_mult$§! and Pop Happiness for §Y10§! years\n$wg_revoke_claims_accept$" wg_humiliation_accept:1 "§Y[From.GetName]§! is humiliated, reducing their §Y$mod_country_base_influence_produces_mult$§! and Pop Happiness for §Y10§! years\n§Y[Root.GetName]§! gains §G+100§! £influence£\n" wg_revoke_claims_accept:1 "§Y[From.GetName]§! is forced to revoke all their claims on §Y[Root.GetName]§!" wg_plunder_accept_them:0 "§Y[From.GetName]§! is raided, reducing their §YMineral§! and §YEnergy§! production for §Y10§! years" wg_plunder_accept_us_1:0 "§Y[Root.GetName]§! gains §G+500§! £energy£ £minerals" wg_plunder_accept_us_2:0 "§Y[Root.GetName]§! gains §G+1000§! £energy£ £minerals" wg_plunder_accept_us_3:0 "§Y[Root.GetName]§! gains §G+1500§! £energy£ £minerals" wg_plunder_accept_us_4:0 "§Y[Root.GetName]§! gains §G+2000§! £energy£ £minerals" wg_plunder_accept_us_5:0 "§Y[Root.GetName]§! gains §G+2500§! £energy£ £minerals" wg_plunder_accept_us_6:0 "§Y[Root.GetName]§! gains §G+3000§! £energy£ £minerals" wg_plunder_accept_us_7:0 "§Y[Root.GetName]§! gains §G+3500§! £energy£ £minerals" wg_plunder_accept_us_8:0 "§Y[Root.GetName]§! gains §G+4000§! £energy£ £minerals" wg_plunder_accept_us_9:0 "§Y[Root.GetName]§! gains §G+4500§! £energy£ £minerals" wg_plunder_accept_us_10:0 "§Y[Root.GetName]§! gains §G+5000§! £energy£ £minerals" wg_plunder_accept_us_11:0 "§Y[Root.GetName]§! gains §G+5500§! £energy£ £minerals" wg_plunder_accept_us_12:0 "§Y[Root.GetName]§! gains §G+6000§! £energy£ £minerals" wg_plunder_accept_us_13:0 "§Y[Root.GetName]§! gains §G+6500§! £energy£ £minerals" wg_plunder_accept_us_14:0 "§Y[Root.GetName]§! gains §G+7000§! £energy£ £minerals" wg_plunder_accept_us_15:0 "§Y[Root.GetName]§! gains §G+7500§! £energy£ £minerals" wg_plunder_accept_us_16:0 "§Y[Root.GetName]§! gains §G+8000§! £energy£ £minerals" wg_plunder_accept_us_17:0 "§Y[Root.GetName]§! gains §G+8500§! £energy£ £minerals" wg_plunder_accept_us_18:0 "§Y[Root.GetName]§! gains §G+9000§! £energy£ £minerals" wg_plunder_accept_us_19:0 "§Y[Root.GetName]§! gains §G+9500§! £energy£ £minerals" wg_plunder_accept_us_20:0 "§Y[Root.GetName]§! gains §G+10000§! £energy£ £minerals" #scaled mtth scaled_mtth_calc_planet_pop_count:0 "Pops on planet" scaled_mtth_calc_country_pop_count:0 "Pops in Empire" scaled_mtth_calc_country_planets_in_country:1 "Planets in Empire" scaled_mtth_calc_country_planet_distance_empire:0 "Planet's distance to Capital" scaled_mtth_calc_pop_pop_happiness:0 "Pop happiness" #component tags weapon_type_energy:0 "§YEnergy§!" weapon_type_kinetic:0 "§YKinetic§!" weapon_type_explosive:0 "§YExplosive§!" weapon_type_strike_craft:0 "§YStrike Craft§!" weapon_type_point_defense:0 "§YPoint-Defense§!" weapon_type_other:0 "§YOther§!" # ai component tags weapon_role_anti_armor:1 "§YAnti-Armor§!" weapon_role_anti_shield:1 "§YAnti-Shield§!" weapon_role_short_range:1 "§YShort Range§!" weapon_role_long_range:1 "§YLong Range§!" weapon_role_point_defense:1 "§YPoint Defense§!" weapon_role_artillery:0 "§YArtillery§!" weapon_role_anti_hull:0 "§YAnti-Hull§!" # Combat Stats COMBAT_STAT_DAMAGE_HEADER:0 "Damage Output" COMBAT_STAT_DAMAGE_TOTAL:0 "Total Damage to Hull, Armor & Shields" COMBAT_STAT_DAMAGE_HITPOINTS:0 "Damage to Hull" COMBAT_STAT_DAMAGE_ARMOR:0 "Damage to Armor" COMBAT_STAT_DAMAGE_SHIELDS:0 "Damage to Shields" COMBAT_STAT_HIT_RATIO:0 "Hit Ratio" COMBAT_STAT_EVASION_RATIO:0 "Evasion Ratio" COMBAT_STAT_POINT_DEFENCE:1 "Point Defence Targets Killed" COMBAT_STAT_POINT_DEFENCE_TOTAL:0 "$TOTAL$: $AMOUNT|Y0$\n$SEPARATOR$" COMBAT_STAT_POINT_DEFENCE_ENTRY:0 "$COMPONENT$: $AMOUNT|Y0$" COMBAT_LOCATION_DESC:0 "Fleet Combat in $SYSTEM|Y$ System ($DATE$)" COMBAT_WON:0 "Combat Won" COMBAT_LOST:0 "Combat Lost" HIT_RATIO_MISSED:0 "Missed: $MISSED|Y0%$" HIT_RATIO_EVADED:0 "Evaded by enemy: $EVADED|Y0%$" COMBAT_STAT_DAMAGE_ENTRIES_TOTAL:0 "$TOTAL$: $DAMAGE|0$ ($EFFICIENCY|Y0%$ efficient)\n$SEPARATOR$" COMBAT_STAT_DAMAGE_ENTRY:0 "$COMPONENT$: $DAMAGE|0$ ($EFFICIENCY|Y0%$ efficient)" COMBAT_STAT_DAMAGE_EFFICIENCY_SHORT:0 "$EFFICIENCY|0%$" COMBAT_STAT_DAMAGE_OUTPUT_SHORT:0 "$DAMAGE|0$" # Subject Integration INTEGRATE_SUBJECT_INVALID_OVERLORD:0 "Not a valid Overlord" INTEGRATE_SUBJECT_NOT_OVERLORD:0 "Not a subject empire" INTEGRATE_SUBJECT_INVALID_TYPE:1 "$TYPE$ subjects cannot be integrated" INTEGRATE_SUBJECT_CAP_REACHED:0 "Can only integrate one subject at a time" INTEGRATE_SUBJECT_ALREADY_INTEGRATING:0 "Already integrating" INTEGRATE_SUBJECT_MIN_TIME:0 "Has to have been a subject for $DAYS|Y$ days ($DATE$)" SUBJECT_INTEGRATION_COMPLETE_TITLE:0 "Subject Integration Complete" SUBJECT_INTEGRATION_COMPLETE_DESC:0 "Subject $SUBJECT|Y$ has been successfully integrated into our Empire" SPECIES_MODIFICATION_COMPLETE_TITLE:0 "Species Modification Complete" SPECIES_MODIFICATION_COMPLETE_DESC:0 "We have completed the modifications to the $SPECIES|Y$ species." UPLIFT_COMPLETE_TITLE:0 "Uplift Complete" UPLIFT_COMPLETE_DESC:0 "We have uplifted the $SPECIES|Y$ species to sapience." BECOME_FEDERATION_LEADER_TITLE:0 "Federation Leadership Change" BECOME_FEDERATION_LEADER_DESC:0 "$LEADER|Y$ is now the leader of our Federation." # Subjects SUBJECT_vassal:0 "Vassal" SUBJECT_DESC_vassal:0 "Vassals are subservient to their Overlord. They have limited diplomatic options, and fight along their Overlord." SUBJECT_protectorate:0 "Protectorate" SUBJECT_DESC_protectorate:5 "Protectorates are guaranteed independence by their Overlord, pay §Y80%§! less for any tech their Overlord knows, and turn into vassals once they reach §Y50%§! of their Overlord's tech level." SUBJECT_DESC_tributary:0 "Tributaries are a type of subject which is mostly independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord." OPEN_COMBAT_STATS:0 "§GClick to open Combat Stats§!" SUBJECT_tributary:0 "Tributary" SUBJECT_thrall:0 "Thrall" SUBJECT_DESC_thrall:1 "Thralls are a type of subject which is diplomatically independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord. They are also forbidden from expanding into new systems except through conquest." SUBJECT_dominion:0 "Dominion" SUBJECT_DESC_dominion:0 "Dominions are a type of subject which is diplomatically independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord. They are also forced to take on their Overlord's ethics." SUBJECT_signatory:0 "Signatory" SUBJECT_DESC_signatory:1 "Signatories are a type of subject which is diplomatically subservient to and protected by their Overlord but are permitted to expand." SUBJECT_satellite:0 "Satellite" SUBJECT_DESC_satellite:1 "Satellites are a type of subject which is diplomatically independent but pays §Y33%§! of their monthly Physics, Society and Engineering Research in tribute to their Overlord.." RELATIVE_TECH_TO_OVERLORD:0 "They have currently researched §Y$RATIO|1$%§! of their Overlords' technologies." SUBJECT_satrapy:0 "Satrapy" SUBJECT_DESC_satrapy:0 "" SUBJECT_subsidiary:0 "Subsidiary" SUBJECT_DESC_subsidiary:2 "Subsidiaries are a type of subject which is diplomatically subservient to and protected by their Corporate Overlord but are permitted to expand and wage wars among themselves. They also pay §Y25%§! of their monthly Energy Credits in tribute." SUBJECT_scion:0 "Scion" SUBJECT_DESC_scion:0 "Scions must obey their elders." # Game setup PLURAL:0 "Plural" ADJECTIVE:0 "Adjective" BIOGRAPHY:0 "Biography" RENAME_RULER_TITLE:0 "Rename $DESC$" RULER_TITLE_GENDERED:0 "$DESC$ ($GENDER$)" RULER_TITLE:0 "Ruler Title" HEIR_TITLE:0 "Heir Title" LABEL_NA:0 "N/A" EDIT_SPECIES_NAME_RANDOMIZE_TOOLTIP:0 "Randomize Name" EDIT_SPECIES_NAME_GENERATE_PLURAL:0 "Generate Plural" EDIT_SPECIES_NAME_GENERATE_ADJECTIVE:0 "Generate Adjective" UNSPENT_POINTS_NAME:0 "Unspent Points" UNSPENT_POINTS_DESC:1 "You have unspent Ethic Points or can select more Government Civics. Are you sure you want to continue?" UNSAVED_SPECIES_NAME:0 "Unsaved changes" UNSAVED_SPECIES_DESC:0 "You have unsaved changes. Are you sure you want to exit empire creation?" USER_EMPIRE_DESIGN_ALREADY_EXIST_TITLE:1 "Replace Design" USER_EMPIRE_DESIGN_ALREADY_EXIST_DESC:0 "You already have a saved design called $NAME|H$.\nAre you sure you wish to replace it?" USER_EMPIRE_DESIGN_SAVED_TITLE:0 "Saved!" USER_EMPIRE_DESIGN_SAVED_DESC:0 "$NAME|H$ Saved successfully!" CONFIRM_DELETE_EMPIRE_DESIGN_TITLE:1 "Delete Empire" CONFIRM_DELETE_EMPIRE_DESIGN_DESC:1 "Are you sure you wish to delete the $NAME|H$ template?" EMPIRE_DESIGN_CANT_BE_DELETED:0 "§RThis entry cannot be deleted.§!" EMPIRE_DESIGN_CANT_BE_EDITED:1 "§RThis entry cannot be edited.§!" EMPIRE_DESIGN_DELETE_TOOLTIP:0 "§GClick to Delete this Design§!" EMPIRE_DESIGN_MISSING_PLANET_CLASS:0 "Select a Planet Class" EMPIRE_DESIGN_MISSING_HOME_WORLD_NAME:0 "Home World Name can't be empty." EMPIRE_DESIGN_MISSING_HOME_SYSTEM_NAME:0 "System Name can't be empty." EMPIRE_DESIGN_INVALID_INITIALIZER:1 "Solar system initializer $NAME$ is not valid for empire starts." EMPIRE_DESIGN_MISSING_EMPIRE_NAME:0 "Empire Name can't be empty." EMPIRE_DESIGN_MISSING_EMPIRE_ADJECTIVE:0 "Empire Adjective can't be empty." EMPIRE_DESIGN_MISSING_NAME_LIST:0 "Empire has no name list." EMPIRE_DESIGN_SPECIES_NAME_MISSING_FIELD:0 "All fields must be filled." EMPIRE_DESIGN_HAS_ERRORS:1 "§RYour current Design contains errors (or uses features from disabled DLCs) that must be resolved before continuing.§!" EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SPECIES_NAME:0 "Species name is required" EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_PLANET_NAME:0 "Home Planet name is required" EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SYSTEM_NAME:0 "Home System name is required" EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_INVALID_GOVERNMENT:0 "A valid government type is required" GAMESETUP_LEADER_TOO_MANY_TRAIT_POINTS_USED:0 "The combined value of the Empire's Ruler Traits exceed the available Trait Points." GAMESETUP_LEADER_NAME_MISSING:0 "Ruler name is empty." GAMESETUP_LEADER_GENDER_MISSING:0 "Ruler gender is not selected." SELECT_TRAITS_FOR_SPECIES:1 "Pick the Traits for your Species." species_ruler_editor:0 "Starting Ruler" species_traits_editor:1 "Species Traits" LEADER_SUB_PORTRAIT:0 "Phenotype" HAIR_STYLE:0 "Hairstyle" CLOTHES:0 "Clothes" VARIATION:0 "Color Variants" CHOOSE_SEX:0 "Choose Sex" SECONDARY_SPECIES_PORTRAIT:1 "$PORTRAIT$" SECONDARY_SPECIES_NAME_short:0 "$SPECIES_NAME$" SECONDARY_SPECIES_NAME:1 "Name" SECONDARY_SPECIES_NAME_LISTS:1 "$CUSTOMIZE_NAME_LISTS$" SECONDARY_SPECIES_TRAITS:1 "$TRAITS$" planet_class_editor:0 "Planet Class" NAME_AND_CLASS:0 "Name & Class" ETHICS_AND_GOVERNMENT:0 "Government & Ethics" EMPIRE_ADVISOR:0 "Advisor Voice" empire_ethics_editor:0 "Ethics" empire_flag_editor:0 "Flag" EMPIRE_FLAG:0 "Flag" empire_name_list_editor:0 "Name Lists" #NAME_LIST_DESC:0 "Name lists" SYSTEM_NAME:0 "Star Name" SELECT_SYSTEM_INITIALIZER_LABEL:0 "Starting Solar System" #RANDOM_SYSTEM_INITIALIZER_TIP: "§HRandom§!\n§LStart the game with a Randomized Solar System. Everything except the names of your Homeworld and the System's Star will be randomized." RANDOM_SYSTEM_INITIALIZER_TIP:0 "$random_system_initializer_DESC$" CUSTOM_SYSTEM_INITIALIZER_TIP:0 "$NAME|H$\n$DESC|L$" random_system_initializer_DESC:0 "Randomized solar system layout.\n\n$system_initializer_DESC$" system_initializer_DESC:0 "§LDetermines the layout, but not location, of your starting solar system.§!" CHANGE_SYSTEM_INITIALZIER:0 "Change" sol_system_initializer_NAME:0 "Sol System" sol_system_initializer_DESC:0 "System modeled after Earth's solar system, with adjacent stars.\n\n$system_initializer_DESC$" deneb_system_NAME:0 "Deneb System" deneb_system_DESC:0 "The Commonwealth of Man's starting solar system.\n\n$system_initializer_DESC$" custom_starting_init_01_NAME:0 "Random Trinary I" custom_starting_init_02_NAME:0 "Random Trinary II" custom_starting_init_03_NAME:0 "Random Binary I" custom_starting_init_04_NAME:0 "Random Binary II" custom_starting_init_01_DESC:0 "Trinary system where each star has its own planetary system.\n\n$system_initializer_DESC$" custom_starting_init_02_DESC:0 "Trinary system where the three stars are clustered together at its center.\n\n$system_initializer_DESC$" custom_starting_init_03_DESC:0 "Binary system where each star has its own planetary system.\n\n$system_initializer_DESC$" custom_starting_init_04_DESC:0 "Binary system where the two stars are clustered together at its center.\n\n$system_initializer_DESC$" custom_starting_init_05_NAME:0 "Random Unary I" custom_starting_init_05_DESC:0 "Standard unary system with a single star.\n\n$system_initializer_DESC$" custom_starting_init_06_NAME:0 "Random Unary II" custom_starting_init_06_DESC:0 "Unary system with a single star. Homeworld is a moon orbiting a gas giant.\n\n$system_initializer_DESC$" CREATE_NEW:0 "Create New" BACK_TO_MENU:0 "Back to Menu" SELECT_EMPIRE:0 "Select Empire" RANDOMIZE_EMPIRE:0 "Randomize Empire" CREATE_NEW_EMPIRE:0 "Create New Empire" REQUESTING_HOT_JOIN:1 "Requesting Hot Join" # Naming new colony convention. NEW_COLONY_NAME_TITLE:0 "Name our Colony" NEW_COLONY_NAME_1:0 "$NAME$ Prime" NEW_COLONY_NAME_2:0 "$NAME$ Secundus" NEW_COLONY_NAME_3:0 "$NAME$ Tertius" NEW_COLONY_NAME_4:0 "$NAME$ Quartus" NEW_COLONY_NAME_5:0 "$NAME$ Quintus" NEW_COLONY_NAME_6:0 "$NAME$ Sextus" NEW_COLONY_NAME_7:0 "$NAME$ Septimus" NEW_COLONY_NAME_8:0 "$NAME$ Octantus" NEW_COLONY_NAME_9:0 "$NAME$ Novantus" NEW_COLONY_NAME_10:0 "$NAME$ Decimus" # Sector settings SECTOR_SETTINGS:0 "Sector settings" lost_owned_pop:0 "Owned Pop Emancipated" lost_owned_pop_lesser:0 "$lost_owned_pop$" setting_purge:0 "Purge" setting_enslave:0 "Enslave" setting_military_station:0 "Military station" setting_space_construction:0 "Space construction" setting_colonize:0 "Colonize" setting_tile_resources:0 "Respect tile resources" setting_redevelopment:0 "Redevelopment" setting_robotic:0 "Build robots" setting_purge_desc:0 "Allow purging of pops." setting_enslave_desc:0 "Allow enslaving of pops." setting_military_station_desc:0 "Allow construction of military stations." setting_space_construction_desc:0 "Allow space constructions such as spaceports, orbital stations and ships." setting_colonize_desc:0 "Allow colonization of planets within sector borders." setting_tile_resources_desc:0 "Respect tile resources when adding building constructions." setting_redevelopment_desc:0 "Allow redevelopment of buildings." setting_robotic_desc:0 "Allow construction of robots." # expansion planner EXPANSION_PLANNER_COLONY_SHIP_SOURCE:0 "Colonize From" EXPANSION_PLANNER_COLONY_SHIP_TARGET:0 "Habitable Planets" EXPANSION_PLANNER_IS_COLONIZABLE:0 "Is Colonizable" EXPANSION_PLANNER_IS_COLONIZABLE_DESC:0 "Only show planets we can currently colonize." EXPANSION_PLANNER_IS_SURVEYED:0 "Is Surveyed" EXPANSION_PLANNER_IS_SURVEYED_DESC:0 "Only show planets we have surveyed." EXPANSION_PLANNER_HAS_EXPANSION_ENTRY:0 "§HPlanned Colony§!\nThis planet is already targeted for colonization by our Empire." EXPANSION_PLANNER_SORT_CLASS:0 "§H$SORT_BY$ $PLANETVIEW_PLANET_CLASS$§!" EXPANSION_PLANNER_SORT_HABITABILITY:0 "§H$SORT_BY$ $HABITABILITY$§!" EXPANSION_PLANNER_SORT_NAME:0 "§H$SORT_BY$ $NAME$§!" EXPANSION_PLANNER_SORT_SIZE:0 "§H$SORT_BY$ $SIZE$§!" EXPANSION_PLANNER_SORT_COST:0 "§H$SORT_BY$ $COST$§!" EXPANSION_PLANNER_SORT_DISTANCE:0 "§H$SORT_BY$ Distance To Capital§!" EXPANSION_PLANNER_SORT_FOOD:0 "§H$SORT_BY$ $food$§!" EXPANSION_PLANNER_SORT_ENERGY:0 "§H$SORT_BY$ $energy$§!" EXPANSION_PLANNER_SORT_MINERALS:0 "§H$SORT_BY$ $minerals$§!" EXPANSION_PLANNER_SORT_PHYSICS:0 "§H$SORT_BY$ $PHYSICS$§!" EXPANSION_PLANNER_SORT_SOCIETY:0 "§H$SORT_BY$ $SOCIETY$§!" EXPANSION_PLANNER_SORT_ENGINEERING:0 "§H$SORT_BY$ $ENGINEERING$§!" EXPANSION_PLANNER_SORT_STRATEGIC_RESOURCES:0 "§H$SORT_BY$ $tc_resources$§!" EXPANSION_PLANNER_SORT_MODIFIERS:0 "§H$SORT_BY$ $MODIFIER_TITLE$§!" EXPANSION_PLANNER_SORT_STATUS:0 "§H$SORT_BY$ $STATUS$§!" EXPANSION_PLANNER_FILTER_HABITABILITY_DESC:0 "§HMinimum Habitability§!" EXPANSION_PLANNER_FILTER_SPECIES_DESC:0 "§HSelected Species§!" EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY:1 "Cancel Planned Colony" EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY_DESC:0 "Are you sure you wish to cancel this planned colony?" EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY_TOOLTIP:0 "§GClick to open Confirmation Dialog.\nHold £ctrl£ and click to cancel immediately.§!" EXPANSION_PLANNER_COLONIZE_TARGET_DESC:1 "$GOTO_HOMEPLANET$" EXPANSION_PLANNER_COLONIZE_SOURCE_DESC:1 "§GClick to select colony ship§!" EXPANSION_PLANNER_SURFACE_VIEW:0 "Colonize $TARGET_PLANET$" EXPANSION_PLANNER_ALREADY_HAD_EXPANSION_ENTRY:0 "§RPlanet already has a Planned Colony.§!" EXPANSION_PLANNER_TARGET_UNREACHABLE:0 "§RThe colony ship has no valid route to this planet.§!" EXPANSION_PLANNER_TARGET_UNREACHABLE_CURRENTLY:0 "§RWe currently have no valid route to this planet.§!" SHIPS_NOT_UPGRADABLE:0 "§REvent ships are not upgradable§!" CHEAT_OPEN_DIPLO:0 "Cheating" BUILD_MEGASTRUCTURE_SPACE_TARGET_NEEDED:0 "This Megastructure cannot be built in space" BUILD_MEGASTRUCTURE_PLANET_TARGET_NEEDED:0 "This Megastructure cannot be built around a stellar body" CLICK_TO_EDIT:0 "§GClick to edit.§!" REFORM_IMPOSSIBLE:0 "$AUTH|Y$ does not allow reformation." NO_IDEAL_PLANET_CLASS:0 "None" INACTIVE_BUILDING:0 "§R$BUILDING$ is Inactive§!" EXTENDED_INACTIVE_BUILDING:0 "§R$BUILDING$ is Inactive:§!\n$TRIGGER$" BYPASS_WORMHOLE:0 "$NATURAL_WORMHOLE_GALACTIC$" BYPASS_GATEWAY:0 "$GATEWAY_GALACTIC$" SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE:0 "Requires any Authority other than §Y$auth_machine_intelligence$§!" SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE:0 "Requires §Y$auth_machine_intelligence$§! Authority" SECONDARY_SPECIES_CLASS_INVALID:0 "This portrait cannot be selected as a Secondary Species" POP_AUTO_GROWTH_WAITING:0 "Waiting for another Pop construction to be completed first." GATEWAY_GALACTIC:0 "Gateway" GATEWAY_GALACTIC_DESC:0 "This system contains a §YGateway§!" GATEWAY_COUNTRY_CANNOT_USE:0 "$TRIGGER_FAIL$ The §Y[From.GetName]§! has denied us access to their gateways" NATURAL_WORMHOLE_GALACTIC:0 "Natural Wormhole" NATURAL_WORMHOLE_DESC:1 "This system contains a §YNatural Wormhole§! connected to $DEST|Y$" NATURAL_WORMHOLE_DESC_UNEXPLORED:0 "This system contains an §Runexplored§! §YNatural Wormhole§!" NATURAL_WORMHOLE_COUNTRY_CANNOT_USE:0 "$TRIGGER_FAIL$ The §Y[From.GetName]§! has closed their borders to us" FLEETORDER_EXPLORE_BYPASS_ORDER_LABEL:0 "Explore $BYPASS_TYPE|Y$" FLEETORDER_EXPLORE_BYPASS:0 "Explore $BYPASS_TYPE|Y$ in system $SYSTEM$" FLEETORDER_EXPLORE_BYPASS_DESC:0 "Go through the $BYPASS_TYPE|Y$ in $SYSTEM$ and find out what lies on the other side." BYPASS_DESTINATION_SELECTION_PICK:0 "Pick a destination system" FLEETORDER_TRAVEL_THROUGH_BYPASS:0 "Traveling to $DESTINATION|Y$ through $BYPASS_TYPE|Y$ in $SYSTEM|Y$" USE_BYPASS_INVALID:0 "$BYPASS_TYPE$ is invalid" USE_BYPASS_INACTIVE:0 "Requires Activation" USE_BYPASS_UNKNOWN_TYPE:0 "$BYPASS_TYPE|Y$ has never been encountered before" USE_BYPASS_NEVER_EXPLORED:0 "$BYPASS|Y$ has never been explored before" USE_BYPASS_UNKNOWN_DESTINATION:0 "No known destination" USE_BYPASS_INACTIVE_DESTINATION:0 "$DESTINATION|Y$, the destination of $BYPASS|Y$ hasn't been activated yet." USE_BYPASS_BYPASS_NOT_CONNECTED_TO_DESTINATION:0 "$DESTINATION$ isn't connected to $BYPASS|Y$" FLEETORDER_TRAVEL_TO_ORDER_LABEL:0 "Travel to $DESTINATION|Y$" FLEETORDER_USE_BYPASS_ORDER_LABEL:0 "Travel through $BYPASS|Y$" FLEETORDER_USE_BYPASS:0 "Travel through $BYPASS|Y$" FLEETORDER_USE_BYPASS_DESC:0 "Travel through the $BYPASS_TYPE|Y$ in $SYSTEM$" EXPLORE_BYPASS_NOT_NEEDED:0 "$BYPASS_TYPE|Y$ don't need to be explored" EXPLORE_BYPASS_ALREADY_EXPLORED:0 "$BYPASS|Y$ has already been explored before" OUTLINER_PLANET_CONSTRUCTION_AVAILABLE:0 "Building Slots Available" OUTLINER_PLANET_CONSTRUCTION_AVAILABLE_DESC:0 "This Planet can support the construction of additional £building£ §YBuildings§!" OUTLINER_PLANET_UPGRADE_AVAILABLE:0 "Capital Upgrade Available" OUTLINER_PLANET_UPGRADE_AVAILABLE_DESC:0 "This Planet's £building£ §YCapital Building§! is ready to be upgraded" OUTLINER_PLANET_BLOCKER_AVAILABLE:1 "Clearable Blockers" OUTLINER_PLANET_BLOCKER_AVAILABLE_DESC:1 "This Planet has clearable £blocker£ §YBlockers§! that are preventing us from fully exploiting its resources" OUTLINER_STARBASE_CONSTRUCTION_AVAILABLE:0 "Component Slots Available" OUTLINER_STARBASE_CONSTRUCTION_AVAILABLE_DESC:0 "This Starbase can support the construction of additional §YModules§Y and/or §!Buildings§!" OUTLINER_STARBASE_UPGRADE_AVAILABLE:0 "Upgrades Available" OUTLINER_STARBASE_UPGRADE_AVAILABLE_DESC:0 "This Starbase has §YDefense Platforms§! that can be upgraded" OUTLINER_PLANET_UNEMPLOYMENT_PRESENT:0 "Unemployed Pops" OUTLINER_PLANET_UNEMPLOYMENT_PRESENT_DESC:0 "This Planet has unemployed £pop£ §YPops§! that could be put to work" OUTLINER_PLANET_OVERCROWDING_PRESENT:0 "Overcrowding" OUTLINER_PLANET_OVERCROWDING_PRESENT_DESC:0 "This Planet lacks enough £housing£ §YHousing§! for all of its Pops" OUTLINER_STARBASE_TRADE_HUB_NOT_CONNECTED:1 "Unconnected Starbase" OUTLINER_STARBASE_TRADE_HUB_NOT_CONNECTED_DESC:1 "This §YStarbase§! is not connected to the §YTrade Network§!" BYPASS_DESC_UNKNOWN_WORMHOLE:0 "We have never seen this type of natural formation before" BYPASS_DESC_UNKNOWN_GATEWAY:0 "We have never seen this type of construction before" BYPASS_DESC_INACTIVE_GATEWAY:0 "Requires activation by upgrading the §YGateway§!." BYPASS_DESC_INACTIVE_WORMHOLE:0 "Requires activation" BYPASS_DESC_UNEXPLORED:0 "Requires exploration." BYPASS_DESC_MANY_CONNECTIONS:0 "This $TYPE|Y$ is fully connected to the $TYPE$ Network." BYPASS_DESC_ONE_CONNECTION:0 "Connected to $DESTINATION|Y$" BYPASS_DESC_ONE_CONNECTION_UNKNOWN:0 "This $Type|Y$ leads to an unknown destination." BYPASS_DESC_CLICK_TO_FOCUS:0 "Click to focus on other side." EXPLORE_BYPASS_INACTIVE:0 "$BYPASS$ has not been activated." TRIGGER_TEST:0 "$CONDITION$ $TEXT$" PATCHNOTES:3 "§HClick§! to go to Paradox' Stellaris forum to read the full patch notes for 2.6" sys_unsurveyed:0 "Unsurveyed System" sys_unclaimed:0 "Unclaimed System" sys_unknown:0 "Unknown System" sys_alien:0 "Alien System" sys_homeworld:1 "Empire Homeworld" sys_capital:1 "Empire Capital" sys_outpost:1 "Frontier Outpost" sys_mining:0 "Mining System" sys_research:1 "Research Outpost" sys_colonized:2 "Empire Colony" sys_fortress:1 "Empire Bastion" sys_shipyard:0 "Shipyard System" sys_anchorage:1 "Naval Base" sys_trading_hub:2 "Trade Hub" sys_marauder:0 "Marauder System" sfortress:1 "Bastion" sshipyard:0 "Shipyard" sanchorage:0 "Anchorage" strading_hub:1 "Trade Hub" MINERAL_STARBASE_MAINTENANCE:0 "Starbase Upkeep: $GAIN|+=$" FLEETORDER_RETURN_TO:0 "Returning to §Y$DEST$§!" CONSTRUCTION_UNAVAILABLE_UNDER_ATTACK:0 "This planet is under attack, rendering construction impossible." # Humanoids Species Pack vo_the_diplomat:0 "The Diplomat" vo_the_soldier:0 "The Soldier" vo_the_technocrat:0 "The Technocrat" sys_trading_hub_gestalt:1 "Resource Reprocessor" strading_hub_gestalt:1 "Resource Reprocessor" sm_trading_hub_gestalt:1 "Resource Reprocessor" sm_trading_hub_gestalt_desc:1 "A sorting facility cataloging materials originating outside internal production flows.\n" sm_offworld_trading_company_gestalt:1 "External Acquisitions Area" sm_offworld_trading_company_gestalt_desc:1 "A zone for interfacing with the universe outside of the self, for material gain.\n" sm_offworld_trading_company_gestalt_desc_modifier:1 "Resource Reprocessors: §G+2§! £energy£\n\n" sm_trading_hub_hive_mind:0 "$sm_trading_hub_gestalt$" sm_trading_hub_desc_hive_mind:0 "$sm_trading_hub_gestalt_desc$" sm_trading_hub_machine_intelligence:0 "$sm_trading_hub_gestalt$" sm_trading_hub_desc_machine_intelligence:0 "$sm_trading_hub_gestalt_desc$" sm_offworld_trading_company_hive_mind:0 "$sm_offworld_trading_company_gestalt$" sm_offworld_trading_company_desc_hive_mind:0 "$sm_offworld_trading_company_gestalt_desc$" sm_offworld_trading_company_machine_intelligence:0 "$sm_offworld_trading_company_gestalt$" sm_offworld_trading_company_desc_machine_intelligence:0 "$sm_offworld_trading_company_gestalt_desc$" TRACK_1:0 "Auto-Track Projects" TRACK_1_UNTRACK:0 "Click to stop automatic tracking of applicable new §Y$TAB_PROJECTS$§!" TRACK_1_TRACK:0 "Click to start automatic tracking of applicable new §Y$TAB_PROJECTS$§!" INFLUENCE_GAIN_FROM_FACTION:0 "£influence£ $VALUE$" CTRL_CLICK_TO_OBSERVE:0 "§GHold £ctrl£ and left click to observe this empire.§!" CLICK_TO_OBSERVE:0 "§GLeft click to observe this empire.§!" RIGHT_CLICK_TO_ZOOM:0 "§GRight click to zoom to capital.§!" OBSERVING:0 "Observing" POWER:0 "Power: §Y$VAL$§!" RESETTLEMENT_BOMBARDMENT:0 "Resettlement is impossible during bombardments" CATEGORY_CANNOT_RESETTLE:0 "Pops of this category cannot be resettled." RESETTLEMENT_TARGET_FULL:0 "Target Planet $TARGET$ is full" POP_ALREADY_ON_PLANET:0 "Pop is already on this planet" INVALID_POP:0 "Pop is invalid" RESETTLE_HEADER:0 "Resettle Pop to $TARGET$" CLICK_TO_RESETTLE:0 "Click to resettle Pop" RESETTLE_COST:0 "Cost: $COST$" NOT_FOR_OBSERVER:0 "Action is unavailable to Observers" RESETTLE_LAST_POP:0 "Cannot resettle the last Pop on a planet" GAIN_FROM_FACTION:0 "§G$VALUE$§!" DIPLO_ACTION_COST:0 "It will cost us $INF$ each month." UPGRADING_SHIP_DESIGN:0 "upgrading ($PERC|Y$)" UPGRADING_SHIP_DESIGN_CANCELED:0 "Upgrade §RCanceled§!" UNIT_PRICE_DESC:0 "§EThe base price will change depending on the amount of units traded.§!" SELLING:0 "selling" BUYING:0 "buying" TIMED_TRAIT_TOOLTIP:0 "$TRAIT$ [$DATE$]" EXPIRATION_TOOLTIP:0 "Expires in $DATE|Y$" DESIGNATIONS_TITLE:0 "Colony Designations" COLONY_DESIGNATION_MANUALLY_PICKED:0 "Colony Designation picked §Ymanually§!" COLONY_DESIGNATION_AUTOMATICALLY_PICKED:0 "Colony Designation picked §Yautomatically§!" CANNOT_CHANGE_DESIGNATION_ON_CAPITAL:0 "§RCannot set Colony Designation on Capital World§!" WE_DO_NOT_CONTROL_PLANET:0 "§RWe do not control this colony§!" CLICK_TO_ASSIGN_DESIGNATION:0 "§GClick to change Colony Designation§!" SET_DESIGNATION_AUTOMATIC:0 "Automate Colony Designation Selection" SET_DESIGNATION_AUTOMATIC_DESC:0 "Colony Designation will be automatically selected based on its districts and buildings" CLICK_TO_SET_DESIGNATION:0 "§GClick to set this as the Colony Designation§!" CLICK_TO_SET_AUTOMATIC_DESIGNATION:0 "§GClick for Colony Designation to be picked automatically§!" COLONY_AUTOMATIC_DEVELOPMENT_SELECTED:1 "§HAutomation: On§!\nColony is being automatically developed." COLONY_MANUAL_DEVELOPMENT_SELECTED:1 "§HAutomation: Off§!\nColony is being manually developed." SELECT_COLONY_AUTOMATIC_DEVELOPMENT:1 "§HAutomation: On§!\n§GClick to turn ON automated colony management.§!" SELECT_COLONY_MANUAL_DEVELOPMENT:1 "§HAutomation: Off§!\n§GClick to turn OFF automated colony management.§!" FRONTIER_SECTOR:0 "Frontier Sector" SETTINGS_RICH_TEXT:0 "Rich Text Presence" RESETTLEMENT_DESTROY_COLONY_TITLE:0 "This will destroy the colony on $PLANET|Y$." RESETTLEMENT_DESTROY_COLONY_DESC:0 "Resettling this pop will cause $COUNTRY|Y$ to abandon their colony on $PLANET|Y$." UNKNOWN_ORDERS:0 "Unknown orders" decision_lithoid_swarm_consume_world:0 "Consume World" decision_lithoid_swarm_consume_world_desc:0 "The swarm consumes. The world trembles. We grow." decision_lithoid_swarm_consume_world_effect_desc:0 "Devastate this world, creating one or more blockers that reduce the habitability and districts of this world but will provide the swarm with minerals, alloys, or create a pop." decision_lithoid_swarm_consume_world_destroy_district_desc:0 "A district will be destroyed." d_lithoid_devastation:0 "£blocker£ Lithoid Devastation" d_lithoid_devastation_desc:0 "A lithoid devouring swarm has despoiled this region. With great effort it may be possible to undo the damage." MSGRDK_SIGNIN_FAILED_TITLE:0 "There was a problem" MSGRDK_SIGNIN_FAILED_TEXT:0 "We couldn't sign you in with your Microsoft account. Some game features may be unavailable." MSGRDK_NO_PERMISSION_TITLE:0 "Account permission" MSGRDK_NO_UGC_TEXT:0 "You have no permission to access user generated content. Mods will be disabled." MSGRDK_NO_MULTIPLAYER_TEXT:0 "You must be signed in to a user profile with multiplayer privileges to play online" MATCHMAKING_FILTER_CROSSPLAY:0 "Cross-platform play" MSGRDK_ADD_FRIENDS_UNAVAILABLE_PRIVILEGE:0 "You must be signed in to a user profile with 'Add Friend' privilege enabled" MSGRDK_COMMUNICATIONS_UNAVAILABLE_PRIVILEGE_MSGBOX:0 "You must be signed in to a user profile with Communications privilege enabled" MSGRDK_COMMUNICATIONS_UNAVAILABLE_PRIVILEGE_CHAT:0 "*** Message was blocked due to lack of the Communication privilege on your user profile ***" MSGRDK_INVITE_UNAVAILABLE_PRIVILEGE:0 "*** Your friend plays on different platform and his or her profile settings disallow cross-platform multiplayer ***" MSGRDK_JOIN_UNAVAILABLE_PRIVILEGE:0 "*** Your friend plays on different platform and your settings disallow cross-platform multiplayer ***" MSGRDK_UGC_UNAVAILABLE_PRIVILEGE_TOOLTIP:0 "Blocked due to lack of User Generated Content privilege for your Microsoft account" INVALID_PRIVILEGES:0 "You must be signed in to a user profile with Crossplay privilege enabled" MATCHMAKING_SEARCH_CROSSPLAY_TOOLTIP:0 "Search for sessions from any distribution platform" MATCHMAKING_HOST_CROSSPLAY_TOOLTIP:0 "Available for discovery from any distribution platform" FE_IRONMAN_NO_POPS:0 "§RIronman requires the user to be logged in with Paradox account.§!" REINFORCEMENT_NAVAL_CAPACITY:0 "Navy Size: $NAVY_SIZE$\nNavy Size after reinforcement: $REINFORCED_NAVY_SIZE$\nNaval Capacity: $CAPACITY|Y$" DEBUG_AI_STRATEGY_SYSTEM_ASSIGNED_INSTANT:0 "AI military minister has prioritized targets in $SYSTEM|Y$ with the following fleets:\n\n" DEBUG_AI_STRATEGY_SYSTEM_UNASSIGNED_INSTANT:0 "AI military minister has targets in $SYSTEM|Y$ but has currently no fleets assigned to them.\n" AI_FLEET_ASSIGNED:0 "£military_ship£ $FLEET|R$ ($MISSION$, $STATUS$)\n" AI_ARMY_ASSIGNED:0 "£army_ship£ $ARMY|R$ ($MISSION$, $STATUS$)\n" AI_FLEET_MISSION_INVADE:0 "Invade" AI_FLEET_MISSION_ATTACK:0 "Attack" AI_FLEET_MISSION_DEFEND:0 "Defend" AI_FLEET_MISSION_UNKNOWN:0 "Unknown" AI_FLEET_STATUS_BUILDING:0 "Building" AI_FLEET_STATUS_IDLE:0 "Idle" AI_FLEET_STATUS_MERGING:0 "Merging" AI_FLEET_STATUS_ON_MISSION:0 "On Mission" AI_FLEET_STATUS_OPPORTUNIST:0 "Opportunist" AI_FLEET_STATUS_PEACETIME:1 "Peacetime" AI_FLEET_STATUS_REGROUPING:0 "Regrouping" AI_FLEET_STATUS_RETREATING:0 "Retreating" AI_FLEET_STATUS_WAITING:0 "Waiting" AI_STRATEGY_INVADE_DETAILS:1 "£army_power£ §RInvade $PLANET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n" AI_STRATEGY_ATTACK_DETAILS:1 "£military_power£ §YAttack $SYSTEM$: $SCORE$§! (£military_power£$POWER|1*Y$)\n" AI_STRATEGY_HOSTILES_DETAILS:1 "£ship_stats_piracy_supression£ §BRepel $FLEET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n" AI_STRATEGY_DEFEND_DETAILS:1 "£ship_stats_shield£ §GDefend $SYSTEM$: $SCORE$§! (£military_power£$POWER|1*Y$)\n" DEBUG_AI_FLEET_ASSIGNED_TO_GROUP:0 "$FLEET|Y$ is assigned to an AI fleet group." DEBUG_AI_FLEET_ASSIGNED_TO_GROUP_WITH_EXTRA:0 "$FLEET|Y$ is assigned to an AI fleet group together with $FLEETS|Y$ other fleets." DEBUG_AI_FLEET_STATUS:0 "Status: $STATUS|Y$" DEBUG_AI_FLEET_MISSION:0 "Mission: $MISSION$" DEBUG_AI_FLEET_UNASSIGNED:0 "$FLEET|Y$ is not assigned to any AI fleet group" DEBUG_AI_FLEETS_NEARBY:0 "Nearby fleets:\n" DEBUG_AI_NO_FLEETS_NEARBY:0 "§RNo fleets nearby!§!\n" DEBUG_AI_FLEET_DISTANCE:0 "£military_ship£ $FLEET|R$ ($DISTANCE|Y$ jump(s))\n" DEBUG_AI_FLEET_MORE_NEARBY:0 "... and $COUNT|Y$ more within $MAX_RANGE|Y$ jump(s).\n" name_list_HIVE2:0 "Hive Mind 2" lesser_space_cloud:0 "$space_cloud$" lesser_space_cloud_plural:0 "$space_cloud_plural$"