Open source Star Ruler 2 source code!
This commit is contained in:
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AI_STANDING_POSITIVE: They're inclined to be peaceful and helpful.
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AI_STANDING_VERY_POSITIVE: They see us as valued friends and allies.
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AI_STANDING_NEGATIVE: They have disdain towards us and are unlikely to cooperate with us.
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AI_STANDING_VERY_NEGATIVE: They see us as bitter enemies and rivals.
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AI_STANDING_NEUTRAL: They have no particular opinion about us.
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AI_STANDING_TRUE_NEUTRAL: They have no strong feelings one way or the other.
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AI_STANDING_OFFENSE_WAR: Declaring war has spoiled our relations.
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AI_STANDING_OFFENSE_INFLUENCE: Diplomatic actions against them have damaged our relations.
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AI_STANDING_OFFENSE_PLANET: Conquering their worlds has spoiled our relations.
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AI_STANDING_GLAD_DONATION: Our generous donation improved our relations.
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AI_STANDING_WAR: Our ongoing war strains our relations.
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AI_STANDING_WAR_FEAR: They fear our empire's might, weakening their opposition.
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AI_STANDING_ALLIES: Our enduring alliance strengthens our relations.
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AI_STANDING_ALLIES_WEAK: Our shaky alliance does little to help our standing.
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AI_STANDING_BORDER: Our shared border may one day be a tempting target.
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AI_STANDING_EXPANDING: They are seeking to expand, and may go to war to conquer our shared border.
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AI_STANDING_BORDER_WAR: They will seek to attack our border systems.
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AI_STANDING_IGNORE: Unless provoked, they will ignore us.
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AI_STANDING_WAAGH: They will wage war and cannot be reasoned with.
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AI_STANDING_WAIT: They are unlikely to entertain diplomatic proposals for a short time.
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AI_STANDING_GIVE_UP: They are weak and inclined to surrender.
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AI_STANDING_CHEATS: They aren't playing fair.
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AI_STANDING_EASY: They tend toward favorable relations.
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@@ -0,0 +1,439 @@
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ANOMALY_DEBRIS_FIELD: Debris Field
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ANOMALY_NOTIFICATION: Anomaly in $1 has been fully scanned.
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SCAN_PROGRESS: Scan with a ship to access options...
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ANOMALY_CHOICES: Options
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ANOMALY_DEBRIS_FIELD: Debris Field
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ANOMALY_NAR_DEBRIS: <<|
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Amongst the vast amounts of ancient wreckage, a lone signal flickers in and
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out of detection.
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>>
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ANOMALY_NAR_DERELICT_BROKEN: <<|
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Locating the source of the signal, you find the wreck of an ancient warship.
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The ship appears to be heavily damaged, but perhaps we can find something useful on board.
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>>
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ANOMALY_DERELICT_SCRAP: <<|
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Scrap the warship for parts and sell the technology on the black market.
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[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
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>>
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ANOMALY_DERELICT_RESEARCH: <<|
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Send a team of scientists aboard to study some of the intact subsystems.
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[b][color=#842cdb][right]Gain a random amount of research points.[/right][/color][/b]
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>>
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ANOMALY_NAR_DERELICT_INTACT: <<|
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Locating the source of the signal, you find a mostly intact ancient warship.
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Since the ship's programming is alien to us, reactivating it may have
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unintended consequences.
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>>
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ANOMALY_DERELICT_ACTIVATE: <<|
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Attempt to activate and gain control of the warship.
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[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
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>>
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ANOMALY_DERELICT_CAMP: <<|
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After some repairs to the core engine system, the warship activates and
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whirs to life.
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Unfortunately, the advanced AI programming rejects your engineers,
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jettisoning them into space and resuming its automated defense tasks.
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>>
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ANOMALY_DERELICT_DRYDOCK: <<|
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The warship's internals appear to have been damaged more than we
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anticipated and will require intensive refitting.
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Fortunately, we've been able to decode the ship's programming in the mean
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time. We will be able to fully operate the ship once its reconstruction has
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completed.
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>>
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ANOMALY_DERELICT_SUPPORTS: <<|
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After activating the warship's core computer, its AI programming detects
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the critical state of the engine system and autonomously launches its
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support ships from the hangar.
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Our engineers manage to evacuate in time to avoid the blast from the ship's
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destruction, but not after obtaining the control codes to the automated
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support ships.
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>>
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ANOMALY_NAR_ANCIENT_GATE: <<|
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A minor gravitational anomaly has lead to the discovery of a massive, heavily worn ring
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floating in space. The device's outer structure has decayed to a mere thin shell, the
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result of suspected eons of stellar radiation and micro-impacts.
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The ring's interior is composed of various unknown materials, though the remaining
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detectable fields are reminiscent of hyperlight distortions.
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>>
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ANOMALY_GATE_ACTIVATE: <<|
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Enough of the ring is intact that the device may be reactivated.
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[b][color=#d1cb6a][right]Creates an FTL gate.[/right][/color][/b]
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>>
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ANOMALY_GATE_HARVEST: <<|
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The application of relatively small amounts of power causes the ring to emit
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usable hyperfield particles.
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[b][color=#d1cb6a][right]Adds $1 FTL generation per second.[/right][/color][/b]
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>>
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ANOMALY_GATE_REPURPOSE: <<|
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The gate's core could be dismantled and used to store hyperfield particles
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for future use.
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[b][color=#d1cb6a][right]Adds $1 FTL storage.[/right][/color][/b]
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>>
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ANOMALY_NAR_NAVBUOY: <<|
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An old navigation buoy drifts through the deserted debris field, its main
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power long since run out but its databanks still filled with knowledge.
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>>
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ANOMALY_NAVBUOY_SCRAP: <<|
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Scrap the buoy for parts and sell the technology on the black market.
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[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
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>>
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ANOMALY_NAVBUOY_VISION: <<|
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Dismantle the buoy and download the information contained within its stores.
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[b][color=#96d16a][right]Obtain intelligence about planets in nearby systems.[/right][/color][/b]
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>>
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ANOMALY_NAR_MINING_OUTPOST: <<|
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An abandoned mining outpost sits dormant on a large asteroid. Its systems
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are still broadcasting a request for orders, but its mining equipment has
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been damaged beyond repair by weapons fire.
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>>
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ANOMALY_NAR_MINING_OUTPOST_VOLAT: <<|
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An abandoned mining outpost sits dormant on a large asteroid. Its systems
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are still broadcasting a request for orders, but its mining equipment has
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been damaged beyond repair by weapons fire.
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Your sensors detect a faint reading of an unknown reactive material below
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the layer of minerals that were being mined.
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>>
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ANOMALY_MINING_OUTPOST_MINE: <<|
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Ready the mining equipment for repairs and prepare to resume mining operations.
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[b][color=#72cbe0][right]Mine [template=resource_ref;Iron/], [template=resource_ref;AsteroidLabor/], or [template=resource_ref;Water/].[/right][/color][/b]
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>>
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ANOMALY_MINING_OUTPOST_CONVERT: <<|
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Prepare to convert some of the mining equipment to obtain and filter the more valuable materials present.
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[b][color=#e072c9][right]Mine [template=resource_ref;RareMetals/] or [template=resource_ref;NativeGold/].[/right][/color][/b]
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>>
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ANOMALY_MINING_OUTPOST_EXPLODE: <<|
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Detonate the surface layers of the asteroid to get to the reactive material below.
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[b][color=#ff0000][right]Mine for a hidden resource.[/right][/color][/b]
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>>
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ANOMALY_NAR_RIFT: <<|
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You encounter a strange station periodically emitting tachyon pulses at
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a nearby spatial anomaly. The station's power system appears functional,
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but the emitter's focusing mechanism is damaged.
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If we repair the emitter, we may be able to widen the spatial anomaly
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enough to pass through it.
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>>
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ANOMALY_RIFT_PULSE: <<|
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Repair the emitter's focusing mechanism.
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[b][color=#96d16a]Open a permanent rift to an unknown point in the galaxy.[/color][/b]
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>>
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ANOMALY_RIFT_DESTROY: <<|
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[b][color=#ff0000]Destroy the station and collapse the anomaly.[/color][/b]
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>>
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ANOMALY_NAR_PLANT: <<|
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Within the debris you quickly detect a station of intriguing design.
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Controlling dozens of drones, the station systematically severs and
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collects parts of the debris, using processes unknown to us to refine the
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material into gel-like chemicals.
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At one point during your studies, the station launched a capsule containing
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some of the chemicals into the system at great velocity. Study of the
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capsule's trajectory revealed its slingshot course around one of the
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planets and into interstellar space.
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>>
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ANOMALY_PLANT_SIPHON: <<|
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Quickly drill a small hole into the hull around one of the chemical stores
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and siphon it off for study and potential use.
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[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
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>>
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ANOMALY_PLANT_SIPHON_SUCCESS: <<|
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Your crew successfully siphons off a sample of one of the chemicals.
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Initial tests suggest its use as an extremely potent fertilizer, able to
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greatly increase the food production of one of your planets.
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[color=#96d16a]You have gained one [b]Cultivation[/b] influence card.[/color]
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Unfortunately, subsequent attempts to siphon more chemicals were detected
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and the station activated its self-destruct mechanisms in response to your
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interference.
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>>
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ANOMALY_PLANT_SIPHON_FAIL: <<|
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The chemical you attempted to siphon turned out to be highly explosive and
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detonated with the drill attempt. The station could not sustain hull
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integrity and was destroyed.
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Fortunately, your scientists foresaw the possibility, and none of your
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crew was killed in the explosion.
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>>
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ANOMALY_PLANT_CATCH: <<|
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Wait for another capsule to be launched and intercept it before it leaves
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the system.
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[b][right][color=#842cdb]Gain research points.[/color][color=#ff0000] May be dangerous.[/color][/right][/b]
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>>
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ANOMALY_PLANT_CATCH_SUCCESS: <<|
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The station does not seem to have detected your interception of its
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shipment, and continues to refine materials from the debris field.
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>>
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ANOMALY_PLANT_CATCH_FAIL: <<|
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Detecting your interference with its shipments, the station docks all its
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drones and arms its weapons. Get ready for combat!
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>>
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ANOMALY_PLANT_BOARD: <<|
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Board the station and attempt to identify the nature of the chemicals it contains.
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[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
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>>
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ANOMALY_PLANT_BOARD_FAIL: <<|
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The presence of our boarding party was detected by the station's internal
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sensor system. After setting its alien atmosphere on fire and purging our
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scientists, the station docks all its drones and arms its weapons.
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>>
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ANOMALY_PLANT_BOARDED: <<|
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Your boarding party has succesfully infiltrated the station.
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The station appears to contain an alien kind of atmosphere, consisting
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of a large amount of reactive elements.
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Exploring the station's insides, your scientists discover a large amount of
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distinct chemical stores, but the readings on the majority of them do not suggest
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any viable use for our species.
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>>
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ANOMALY_PLANT_BOARD_HAPPY: <<|
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Readings suggest that a particular chemical stored on the station is
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extremely beneficial for consumption by our species, inducing a greater
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lifespan.
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[b][color=#72cbe0][right]Target planet becomes Happy.[/right][/color][/b]
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>>
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ANOMALY_PLANT_HAPPY_BLURB: Give Happy
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ANOMALY_PLANT_BOARD_CULTIVATION: <<|
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One of the chemicals appears to be as an extremely potent fertilizer, able
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to greatly increase the food production of one of your planets.
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[b][color=#e072c9][right]Gain one Cultivation influence card.[/right][/color][/b]
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>>
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ANOMALY_PLANT_BOARD_STATION: <<|
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Ignoring all of the chemicals processing and take control of the station's
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significant defensive capabilities to help defend the system from invaders.
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[b][color=#e0ba72][right]Gain control of a Defense Core.[/right][/color][/b]
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>>
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ANOMALY_PLANT_DESTROY: <<|
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[b][color=#ff0000]Destroy the station from a distance before it can respond.[/color][/b]
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>>
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ANOMALY_NAR_PROTO_WARES: <<|
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A decrepit cargo station has weathered space for an age.
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Within the station, countless artifacts in varying states of completeness and repair
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sit lifeless.
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>>
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ANOMALY_PROTO_WARES_INSIGHT: <<|
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Safely disassemble, catalogue, and study the many artifacts.
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[b][color=#842cdb][right]Gain a random insight.[/right][/color][/b]
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>>
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ANOMALY_PROTO_WARES_ACTIVATE: <<|
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Activate any assembled artifacts to see what they do.
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[b][color=#db2c84][right]May gain a special research project.[/right][/color][/b]
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>>
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ANOMALY_PROTO_WARES_ACTIVATE_FAIL: <<|
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One of the devices was highly unstable and destroyed the facility.
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Only small pieces could be recovered for research.
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>>
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ANOMALY_PROTO_WARES_ACTIVATE_PASS: <<|
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The insights our scientists have gleaned from these ancient oddities
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will help immensely.
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>>
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ANOMALY_PROTO_WARES_SCRAP: <<|
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Nearly everything stored here can be sold for the right price.
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[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
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>>
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ANOMALY_OBELISK: Obelisk
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ANOMALY_MORPH_NAR: <<|
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An immense obelisk floats in orbit of the system's star, giving off faint
|
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energy readings in all directions.
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>>
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ANOMALY_MORPH_BLUE_NAR: <<|
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The ancient device glows with sapphire shine, energy readings detecting
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||||
a very large power cell inside.
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The outside of the obelisk is covered in vapor, streaming across the sides,
|
||||
almost as if in orbit of the machine.
|
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>>
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ANOMALY_MORPH_BLUE: <<|
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Activate the device for its intended purpose, whatever that may be.
|
||||
|
||||
[b][color=#008eff][right]Morph planetary resources.[/right][/color][/b]
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>>
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ANOMALY_MORPH_RED_NAR: <<|
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The ancient device glows with ruby shine, energy readings detecting
|
||||
a very large power cell inside.
|
||||
|
||||
The outside of the obelisk is covered with large, menacing metal spikes,
|
||||
vibrating slowly.
|
||||
>>
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ANOMALY_MORPH_RED: <<|
|
||||
Activate the device for its intended purpose, whatever that may be.
|
||||
|
||||
[b][color=#8d5d69][right]Morph planetary resources.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_MORPH_GREEN_NAR: <<|
|
||||
The ancient device glows with emerald shine, energy readings detecting
|
||||
a very large power cell inside.
|
||||
|
||||
The outside of the obelisk is covered by preserved biomatter, green and
|
||||
goopy, almost alive in its movement.
|
||||
>>
|
||||
ANOMALY_MORPH_GREEN: <<|
|
||||
Activate the device for its intended purpose, whatever that may be.
|
||||
|
||||
[b][color=#80ff00][right]Morph planetary resources.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_MORPH_HARVEST: <<|
|
||||
Disassemble the obelisk and drain the power cell for your own use.
|
||||
|
||||
[b][color=#42b4bd][right]Gain Energy.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_MORPH_RESPONSE: <<|
|
||||
In response to its activation, the obelisk emits an immense particle wave
|
||||
at each of the planets and asteroids in the system, exciting the morphic
|
||||
material on them and rapidly altering their entire ecologies.
|
||||
>>
|
||||
|
||||
ANOMALY_NAR_DATACENTER: <<|
|
||||
A hollowed out asteroid serves as a home to a datacenter.
|
||||
Hundreds of thousands of storage nodes rest idle, with a handful still functional.
|
||||
>>
|
||||
ANOMALY_DATACENTER_READ: <<|
|
||||
Copy and analyze what data is still in the activate memory banks.
|
||||
|
||||
[b][color=#96d16a][right]Obtain intelligence about planets in random systems.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_DATACENTER_RECOVER: <<|
|
||||
Attempt to revitalize the entire system to restore some of the broken records.
|
||||
|
||||
[b][color=#d1966a][right]May lose some data.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_DATACENTER_RECOVER_FAIL: <<|
|
||||
The ancient system failed to recover, and the currents burned out most of what had remained.
|
||||
>>
|
||||
ANOMALY_DATACENTER_RECOVER_SUCCEED: <<|
|
||||
The data center reactivated without incident. Our scientists were able to learn some things that had been holding us back.
|
||||
>>
|
||||
|
||||
ANOMALY_NAR_SYSREACTOR: <<|
|
||||
This facility encases a large generator. It appears to have been the source of power for this system in the past.
|
||||
>>
|
||||
ANOMALY_SYSREACTOR_DISASSEMBLE: <<|
|
||||
Studying the construction of the reactor could teach us how to replicate it.
|
||||
|
||||
[b][color=#842cdb]Unlocks and enchances Antimatter Generators.[/color][/b]
|
||||
>>
|
||||
ANOMALY_SYSREACTOR_REACTIVATE: <<|
|
||||
With the condition the station is in, we could reactivate it to produce large amounts of energy.
|
||||
|
||||
[b][color=#e0ba72][right]Creates an energy producing orbital.[/right][/color][/b]
|
||||
>>
|
||||
|
||||
ANOMALY_NAR_LIQUIDTANKS: <<|
|
||||
We have identified the shattered pieces of a massive hauling vessel.
|
||||
A particular tank, filled with an unidentified liquid has persisted.
|
||||
>>
|
||||
ANOMALY_LIQUIDTANKS_INFUSE: <<|
|
||||
The material has permeated its container, rendering it abnormally strong.
|
||||
We could apply it to one of our vessels.
|
||||
|
||||
[b][color=#96d196][right]Increase a fleet's effectiveness by 20%.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_LIQUIDTANKS_STUDY: <<|
|
||||
This material may be one of a kind. Studying it could advance our understanding of material sciences.
|
||||
>>
|
||||
ANOMALY_NAR_BEAUTY: The survey team is unknowingly drawn toward a massive crystal. Nearly an hour passes before any of them thought to report anything of interest. After withdrawing to a safer distance and observing from afar, nothing further can be determined.
|
||||
ANOMALY_BEAUTY_DESTROY: The crystal clearly has some power over our species, destroy it before something can go wrong.
|
||||
ANOMALY_BEAUTY_VOLUNTEER: A particular scientist, longing to study such a unique artifact, volunteers to experience its effects.
|
||||
ANOMALY_BEAUTY_SUCCESS: <<
|
||||
The volunteer spends several days studying the crystal, progressing from ignorance, through babbling confusion, to an impressive clarity. We will be able to use this brilliance to our advantage.
|
||||
|
||||
[b][color=#4141ff]+$1 Influence Generation[/color]
|
||||
[color=#af0baf]+$2/s Research Income[/color][/b]
|
||||
>>
|
||||
ANOMALY_BEAUTY_FAIL: <<
|
||||
The volunteer becomes utterly obsessed with the crystal, becoming corrupted by its influence.
|
||||
|
||||
[b][color=#ff2121]A new pirate vessel will attack your space.[/color][/b]
|
||||
>>
|
||||
ANOMALY_NAR_NEUTRONPLATE: All of the chunks of metal and rock in the area are heavily irradiated. One particular, distorted rock is easily located as the source. Careful study with a remote probe reveals the rock to be a fragment from the detonation of an ancient star. Within its core, a small amount of neutronium is discovered.
|
||||
ANOMALY_NEUTRONPLATE_INFUSE: <<
|
||||
The supply of neutronium is plenty to enhance all armor used by our fleets.
|
||||
|
||||
[b][color=#96d196][right]Increase all armor HP by $1%.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_NEUTRONPLATE_STUDY: <<
|
||||
This sample can give our scientists invaluable insight in replicating this material artificially.
|
||||
[right][b][color=#80ff80]Unlock[/color] [template=subsys_ref;NeutronArmor/][/b][/right]
|
||||
>>
|
||||
|
||||
ANOMALY_NAR_HIDDEN_OUTPOSTS: <<
|
||||
You find a small small outpost, covered in a stealth mesh and nearly undetectable to your sensors. Fortunately, the outpost's abandonment protocols were activated, and it has been broadcasting a distress signal ever since.
|
||||
|
||||
Downloading some initial data from the outpost's memory bank, you find out it was a control station for a larger group of illegal black research stations, set up by an alien government long replaced.
|
||||
|
||||
Still cloaked and undetectable, holding whatever secrets they were set up to protect, the outpost has data on how to find and detect these research stations.
|
||||
>>
|
||||
ANOMALY_HIDDEN_ACTIVATE: <<
|
||||
Download the outpost's databanks and detect the locations of the cloaked research stations.
|
||||
>>
|
||||
ANOMALY_HIDDEN_STUDY: <<
|
||||
Dismantle the outpost's cloaking mesh and learn from it how to hide vessels from detection.
|
||||
|
||||
[right][b][color=#5186e6]Unlock[/color] [template=subsys_ref;CloakPlating/][/b][/right]
|
||||
>>
|
||||
|
||||
ANOMALY_NAR_HIDDEN: <<
|
||||
You find a cloaked black research outpost, still holding secrets researched by an alien government long replaced.
|
||||
>>
|
||||
ANOMALY_HIDDEN_1_TAKE: <<
|
||||
Download the research data from the outpost.
|
||||
|
||||
[b][color=#96d196][right]Increase all engine thrust by 25%.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_HIDDEN_2_TAKE: <<
|
||||
Download the research data from the outpost.
|
||||
|
||||
[b][color=#96d196][right]Increase flagship supply storage capacity 25%.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_HIDDEN_3_TAKE: <<
|
||||
Download the research data from the outpost.
|
||||
|
||||
[b][color=#96d196][right]Increase planet and outpost support capacity by 128.[/right][/color][/b]
|
||||
>>
|
||||
ANOMALY_HIDDEN_4_TAKE: <<
|
||||
Download the research data from the outpost.
|
||||
|
||||
[b][color=#96d196][right]Increase labor generated by factories by 3.[/right][/color][/b]
|
||||
>>
|
||||
@@ -0,0 +1,283 @@
|
||||
ABL_HOTKEY_SPEC: [color=#aaa](Hotkey: [b][color=#00c0ff]$1[/color][/b])[/color]
|
||||
|
||||
ART_COMET: Comet
|
||||
ART_COMET_DESC: A giant comet that can be harvested to provide water for a planet.
|
||||
ABL_GENERATE_WATER: Generate Water
|
||||
ABL_GENERATE_WATER_DESC: <<|
|
||||
Adds a water resource to the targeted planet.
|
||||
|
||||
The water cannot be exported or bound to other waters.
|
||||
>>
|
||||
|
||||
ART_COMMAND_COMPUTER: Command Computer
|
||||
ART_COMMAND_COMPUTER_DESC: An equippable computer system that increases a fleet's maximum support capacity.
|
||||
ABL_EXPAND_FLEET: Equip Command Computer
|
||||
ABL_EXPAND_FLEET_DESC: <<|
|
||||
Expand the targeted fleet's support capacity by 300
|
||||
|
||||
An equipped flagship has a high chance to drop the computer when destroyed.
|
||||
>>
|
||||
STATUS_COMMAND_COMPUTER: Command Computer
|
||||
STATUS_COMMAND_COMPUTER_DESC: <<|
|
||||
Carrying Command Computer artifact.
|
||||
|
||||
Fleet support capacity increased by 300.
|
||||
May drop when flagship is destroyed.
|
||||
>>
|
||||
|
||||
ART_POWER_CELL: Power Cell
|
||||
ART_POWER_CELL_DESC: An equippable power source that increases a fleet's combat effectiveness by 20%.
|
||||
ABL_OVERCHARGE_FLEET: Equip Power Cell
|
||||
ABL_OVERCHARGE_FLEET_DESC: <<|
|
||||
Increase the targeted fleet's effectiveness by 20%.
|
||||
|
||||
A single cell can be equipped per fleet.
|
||||
An equipped flagship has a high chance to drop the cell when destroyed.
|
||||
>>
|
||||
STATUS_POWER_CELL: Power Cell
|
||||
STATUS_POWER_CELL_DESC: <<|
|
||||
Carrying Power Cell artifact.
|
||||
|
||||
Fleet Effectiveness increased by 20%.
|
||||
May drop when flagship is destroyed.
|
||||
>>
|
||||
|
||||
ART_ARCOLOGY: Arcology
|
||||
ART_ARCOLOGY_DESC: An abandoned orbital habitat that can be moved to a planet to increase maximum population.
|
||||
ABL_DEVELOP_PLANET: Move Arcology
|
||||
ABL_DEVELOP_PLANET_DESC: <<|
|
||||
Increase the maximum population on the targeted planet by 10.
|
||||
>>
|
||||
|
||||
ART_TELESCOPE: Telescope
|
||||
ART_TELESCOPE_DESC: A disposable quantum telescope that can provide vision over vast distances.
|
||||
ABL_TELESCOPE: Use Telescope
|
||||
ABL_TELESCOPE_DESC: <<|
|
||||
Grants vision over the targeted system and all systems adjacent to it for
|
||||
15 minutes.
|
||||
>>
|
||||
|
||||
ART_BUSTER_MACHINE: Buster Machine
|
||||
ART_BUSTER_MACHINE_DESC: An activatable ship equipped with a planet buster beam.
|
||||
ABL_BUSTER_MACHINE: Activate Buster Machine
|
||||
ABL_BUSTER_MACHINE_DESC: Reactivate the dormant Buster Machine ship, an ancient vessel equipped with a planet buster beam.
|
||||
ABL_BUSTER_BEAM: Toggle Buster Beam
|
||||
ABL_BUSTER_BEAM_DESC: <<
|
||||
Toggle the activation of the Buster Beam on a planet.
|
||||
|
||||
The buster beam will kill population and deplete a planet's Health. When the planet's health hits 0, the planet explodes. Some asteroids may be left behind after the destruction.
|
||||
>>
|
||||
ABL_BUST_PLANET: Bust Planet
|
||||
ABL_BUST_PLANET_DESC: <<|
|
||||
Destroy target level 0 planet, leaving behind several asteroids.
|
||||
>>
|
||||
NOTIFY_BUST_PLANET: The [color=$2]$1[/color] have activated a [b]Buster Machine[/b] and blown [color=$4]$3[/color] to bits!
|
||||
|
||||
ART_SPY_PROBE: Espionage Probe
|
||||
ART_SPY_PROBE_DESC: An activatable probe with sophisticated scanners that can spy for diplomatic advantage.
|
||||
ABL_SPAWN_SPY_PROBE: Activate Spy Probe
|
||||
ABL_SPAWN_SPY_PROBE_DESC: <<
|
||||
Reactivate the dormant espionage probe. The probe has sophisticated scanners that can spy for diplomatic advantage.
|
||||
>>
|
||||
STATUS_SPY_PROBE: Espionage Probe
|
||||
STATUS_SPY_PROBE_DESC: This ship is a refurbished Remnant spy probe, and is gathering intelligence for an empire. It's impossible to tell which empire has sent the probe.
|
||||
ABL_GAIN_LEVERAGE: Gain Leverage
|
||||
ABL_GAIN_LEVERAGE_DESC: <<|
|
||||
Gain leverage cards against all empires that control planets in the
|
||||
targeted system.
|
||||
>>
|
||||
|
||||
ART_ANCIENT_EMBASSY: Ancient Embassy
|
||||
ABL_ANCIENT_EMBASSY: Reactivate Embassy
|
||||
ABL_ANCIENT_EMBASSY_DESC: <<|
|
||||
Place an Ancient Embassy orbital at the targeted location.
|
||||
>>
|
||||
|
||||
ART_GENESIS_DEVICE: Genesis Device
|
||||
ART_GENESIS_DEVICE_DESC: A terraformation device that can change a planet's native resource to a random Tier 2 resource.
|
||||
ABL_GENESIS_DEVICE: Terraform Planet
|
||||
ABL_GENESIS_DEVICE_DESC: <<|
|
||||
Instantly terraform target owned planet to a random Tier 2 resource.
|
||||
|
||||
Removes all current native resources.
|
||||
>>
|
||||
|
||||
ART_MIND_CONTROL: Mind Control Device
|
||||
|
||||
ART_REVENANT_ENGINE: Engine of The Revenant
|
||||
ART_REVENANT_ENGINE_DESC: <<|
|
||||
The Revenant's engine system.
|
||||
Activate to grant all designs [b]100% increased thrust[/b].
|
||||
>>
|
||||
ORB_REVENANT_ENGINE: Engine of The Revenant
|
||||
ORB_REVENANT_BLURB: <<
|
||||
A part of the mighty Revenant. Grants a bonus while active, having all 4 parts active spawns the Revenant itself. Can be destroyed to disable its effects.
|
||||
>>
|
||||
ABL_REVENANT_ENGINE: Activate Engine of The Revenant
|
||||
ABL_REVENANT_ENGINE_DESC: <<
|
||||
Activate the engine of The Revenant, a dark ship of legend.
|
||||
|
||||
While active, the engine provides all your designs with [b]double thrust/acceleration[/b] and designs with hyperdrives with [b]50% increased hyperdrive speed[/b].
|
||||
|
||||
When the activated engine loses all its HP, it reverts back to its deactivated state.
|
||||
|
||||
[b]Having all 4 parts of The Revenant activated at the same time will grant you control over the most powerful warship in the universe.[/b]
|
||||
>>
|
||||
NOTIFY_REVENANT_ENGINE: The [color=$2]$1[/color] have activated the [b]Engine of The Revenant[/b].
|
||||
|
||||
ART_REVENANT_CANNON: Cannon of The Revenant
|
||||
ART_REVENANT_CANNON_DESC: <<|
|
||||
The Revenant's weapons system.
|
||||
Activate to grant all designs [b]75% increased weapons range[/b].
|
||||
>>
|
||||
ORB_REVENANT_CANNON: Cannon of The Revenant
|
||||
ABL_REVENANT_CANNON: Activate Cannon of The Revenant
|
||||
ABL_REVENANT_CANNON_DESC: <<
|
||||
Activate the cannon of The Revenant, a dark ship of legend.
|
||||
|
||||
While active, the cannon provides all your designs with [b]75% increased weapon range/speed[/b].
|
||||
|
||||
When the activated cannon loses all its HP, it reverts back to its deactivated state.
|
||||
|
||||
[b]Having all 4 parts of The Revenant activated at the same time will grant you control over the most powerful warship in the universe.[/b]
|
||||
>>
|
||||
NOTIFY_REVENANT_CANNON: The [color=$2]$1[/color] have activated the [b]Cannon of The Revenant[/b].
|
||||
|
||||
ART_REVENANT_CHASSIS: Chassis of The Revenant
|
||||
ART_REVENANT_CHASSIS_DESC: <<|
|
||||
The Revenant's chassis.
|
||||
Activate to grant all designs [b]50% reduced build costs[/b].
|
||||
>>
|
||||
ORB_REVENANT_CHASSIS: Chassis of The Revenant
|
||||
ABL_REVENANT_CHASSIS: Activate Chassis of The Revenant
|
||||
ABL_REVENANT_CHASSIS_DESC: <<
|
||||
Activate the chassis of The Revenant, a dark ship of legend.
|
||||
|
||||
While active, the chassis provides all your designs with [b]50% reduced build costs[/b].
|
||||
|
||||
When the activated chassis loses all its HP, it reverts back to its deactivated state.
|
||||
|
||||
[b]Having all 4 parts of The Revenant activated at the same time will grant you control over the most powerful warship in the universe.[/b]
|
||||
>>
|
||||
NOTIFY_REVENANT_CHASSIS: The [color=$2]$1[/color] have activated the [b]Chassis of The Revenant[/b].
|
||||
|
||||
ART_REVENANT_CORE: Core of The Revenant
|
||||
ART_REVENANT_CORE_DESC: <<|
|
||||
The Revenant's command modules.
|
||||
Activate to grant all designs [b]25% increased support capacity[/b].
|
||||
>>
|
||||
ORB_REVENANT_CORE: Core of The Revenant
|
||||
ABL_REVENANT_CORE: Activate Core of The Revenant
|
||||
ABL_REVENANT_CORE_DESC: <<
|
||||
Activate the core of The Revenant, a dark ship of legend.
|
||||
|
||||
While active, the core provides all your designs with [b]25% increased support capacity[/b].
|
||||
|
||||
When the activated core loses all its HP, it reverts back to its deactivated state.
|
||||
|
||||
[b]Having all 4 parts of The Revenant activated at the same time will grant you control over the most powerful warship in the universe.[/b]
|
||||
>>
|
||||
NOTIFY_REVENANT_CORE: The [color=$2]$1[/color] have activated the [b]Core of The Revenant[/b].
|
||||
|
||||
ART_PLANET_GENERATOR: Planet Generator
|
||||
ART_PLANET_GENERATOR_DESC: An accelerated mass generator that can assemble brand new planets out of pure energy.
|
||||
ABL_GENERATE_PLANET: Generate Planet
|
||||
ABL_GENERATE_PLANET_DESC: <<
|
||||
Spontaneously create a new randomized planet at the targeted position.
|
||||
>>
|
||||
|
||||
ART_STELLAR_GENERATOR: Stellar Generator
|
||||
ART_STELLAR_GENERATOR_DESC: Channels massive amounts of energy into a point in space to create a brand new star.
|
||||
ABL_GENERATE_STAR: Generate Star
|
||||
ABL_GENERATE_STAR_DESC: <<
|
||||
Spontaneously create a new star at the targeted position.
|
||||
>>
|
||||
|
||||
ART_SKIP_DRIVE: Skip Drive
|
||||
ART_SKIP_DRIVE_DESC: An equippable experimental drive system that uses raw energy to FTL very short distances. Grants 1 Use.
|
||||
ABL_EQUIP_SKIP_DRIVE: Equip Skip Drive
|
||||
ABL_EQUIP_SKIP_DRIVE_DESC: Equip a skip drive to the targeted fleet. Skip drives are instant teleportation, but use up large amounts of energy.
|
||||
STATUS_SKIP_DRIVE: Skip Drive
|
||||
STATUS_SKIP_DRIVE_DESC: This flagship has a skip drive equipped. Skip drives are instant teleportation, but use up large amounts of energy. Loses 1 stack per use.
|
||||
ABL_BLINK: Teleport
|
||||
ABL_BLINK_DESC: Instantly teleport the fleet to a nearby position. Costs more energy the further away the fleet is teleported.
|
||||
|
||||
ART_ION_CANNON: Ion Cannon
|
||||
ART_ION_CANNON_DESC: An equippable beam cannon that temporarily disables enemy engines and FTL. Grants 1 Use.
|
||||
ABL_EQUIP_ION_CANNON: Equip Ion Cannon
|
||||
ABL_EQUIP_ION_CANNON_DESC: Equip an ion cannon to the targeted fleet. Firing an ion cannon temporarily prevents the targeted ship from moving or using FTL.
|
||||
STATUS_ION_CANNON: Ion Cannon
|
||||
STATUS_ION_CANNON_DESC: This flagship has an ion cannon equipped. Firing an ion cannon temporarily prevents the targeted ship from moving or using FTL. Loses 1 stack per use.
|
||||
ABL_ION_CANNON: Fire Ion Cannon
|
||||
ABL_ION_CANNON_DESC: <<
|
||||
Fire the equipped ion cannon on a target enemy flagship. It will be unable to move or use FTL for a duration after being hit.
|
||||
|
||||
Ion cannons cost more energy to fire if the enemy ship is larger than the ship with the ion cannon.
|
||||
>>
|
||||
|
||||
ART_PROTO_PLANET: Protoplanet
|
||||
ART_PROTO_PLANET_DESC: A planet still in the process of forming. Expend a large amount of energy to regulate its formation.
|
||||
ABL_PROTO_LEVEL0: Form Planet (Tier 0)
|
||||
ABL_PROTO_LEVEL0_DESC: Manipulate the planet's formation by expending a large amount of energy. The planet will produce a random tier 0 resource.
|
||||
ABL_PROTO_LEVEL1: Form Planet (Tier 1)
|
||||
ABL_PROTO_LEVEL1_DESC: Manipulate the planet's formation by expending a large amount of energy. The planet will produce a random tier 1 resource.
|
||||
ABL_PROTO_LEVEL2: Form Planet (Tier 2)
|
||||
ABL_PROTO_LEVEL2_DESC: Manipulate the planet's formation by expending a large amount of energy. The planet will produce a random tier 2 resource.
|
||||
|
||||
ART_FRAME_CONSTRUCTOR: Orbital Frame Constructor
|
||||
ART_FRAME_CONSTRUCTOR_DESC: <<
|
||||
Create a frame that an orbital can be constructed on top of for reduced build and labor costs.
|
||||
>>
|
||||
ABL_ORBITAL_FRAME: Construct Orbital Frame
|
||||
ABL_ORBITAL_FRAME_DESC: <<
|
||||
Create an orbital frame at the specified location.
|
||||
|
||||
You can construct any other orbital on top of an orbital frame to replace it. Orbitals constructed on top of frames have 50% reduced build and labor costs, and do not suffer from build distance labor penalties.
|
||||
>>
|
||||
|
||||
ART_SUPPORT_STATION: Support Station
|
||||
ART_SUPPORT_STATION_DESC: <<
|
||||
An activatable support station that can empower and resupply a nearby fleet during combat.
|
||||
>>
|
||||
ABL_SPAWN_SUPPORT_STATION: Support Station
|
||||
ABL_SPAWN_SUPPORT_STATION_DESC: <<
|
||||
Activate the support station in a particular position.
|
||||
|
||||
Support stations automatically target one nearby allied fleet with a support beam, providing repair, increased efficiency and significant resupply even in combat.
|
||||
|
||||
Support stations take 60 seconds to construct after being activated.
|
||||
>>
|
||||
ABL_SUPPORT_BEAM: Target Support Beam
|
||||
ABL_SUPPORT_BEAM_DESC: <<
|
||||
Target the station's support beam on a particular fleet.
|
||||
|
||||
Support beams repair the flagship of the fleet they're targeting by 1% of its hp per second, resupply the flagship by 1% of its total supply capacity per second, even in combat, and improve the fleet's strength by 20% while active.
|
||||
>>
|
||||
STATUS_CONSTRUCTING: Constructing...
|
||||
STATUS_SUPPORTED: Supported
|
||||
STATUS_SUPPORTED_DESC: <<
|
||||
This fleet is being empowered by a support beam.
|
||||
|
||||
Support beams repair the flagship of the fleet they're targeting by 1% of its hp per second, resupply the flagship by 1% of its total supply capacity per second, even in combat, and improve the fleet's strength by 20% while active.
|
||||
>>
|
||||
ORB_SUPPORT_STATION: Support Station
|
||||
ORB_SUPPORT_STATION_BLURB: Supports nearby fleets and stations with a repair and resupply beam.
|
||||
|
||||
ART_FLOATING_CONTINENT: Floating Continent
|
||||
ART_FLOATING_CONTINENT_DESC: <<
|
||||
Adds a large new continent to a planet's surface that can be moved between planets.
|
||||
>>
|
||||
ABL_ADD_FLOATING_CONTINENT: Claim Floating Continent
|
||||
ABL_ADD_FLOATING_CONTINENT_DESC: <<
|
||||
Claim the floating continent and attach it to one of your planets to build on.
|
||||
|
||||
For a cost of energy dependent on distance, the floating continent and all buildings on it can be moved to another one of your planets.
|
||||
>>
|
||||
ABL_TRANSFER_FLOATING_CONTINENT: Move Floating Continent
|
||||
ABL_TRANSFER_FLOATING_CONTINENT_DESC: <<
|
||||
Move the floating continent and all buildings on it from this planet to another one of your planets.
|
||||
|
||||
The energy cost to move the floating continent is dependent on the distance between the two planets.
|
||||
|
||||
This ability cannot be activated while the planet the floating continent is currently on is under siege.
|
||||
>>
|
||||
@@ -0,0 +1,131 @@
|
||||
ATTITUDES_TAB: Attitudes
|
||||
ATT_MAX_LEVEL: Attitude is at maximum level.
|
||||
ATT_TAKE_ATT: [b]Take $1[/b] [color=$Influence]([vspace=-2][img=$Influence;20/][/vspace] $2)[/color]
|
||||
ATT_TAKE_COST: Take Extra Attitude: [color=$Influence][img=$Influence;22/] $1[/color]
|
||||
ATT_DISCARD: Discard: [color=$Influence][vspace=-3][img=$Influence;22/][/vspace] $1[/color]
|
||||
ATT_CONFIRM_DISCARD: Are you sure you wish to discard the [b]$1[/b] attitude?
|
||||
ATT_HEADER_DESC: <<
|
||||
[font=Medium][color=#63ebdb]Attitudes[/color][/font]
|
||||
[vspace=6/][offset=8][i][color=#aaa]It is possible to influence the attitudes that your government and your people behave by. Each attitude can be leveled up by performing its indicated action, and gives various bonuses depending on its level. Influence can be spent in order to take extra attitudes or discard existing ones.[/color][/i][/offset]
|
||||
>>
|
||||
ATT_HAVE_ATTITUDE: Attitude already taken.
|
||||
ATT_CANNOT_ATTITUDE: Cannot take this attitude.
|
||||
|
||||
ATT_DELINQUENT: Delinquent
|
||||
ATT_DELINQUENT_PROGRESS: Destroy [b]$1 Remnant Fleet(s)[/b].
|
||||
ATT_DELINQUENT_L1: Gain 10 Defense Reserve.
|
||||
ATT_DELINQUENT_L2: Gain double effects from all Remnant pickups.
|
||||
ATT_DELINQUENT_L3: Increases all ship weapon damage by 10%.
|
||||
ATT_DELINQUENT_L4: Doubles the health and mass of all weapon turret hexes.
|
||||
ATT_DELINQUENT_L5: All newly constructed flagships start at Veterancy Level 1.
|
||||
|
||||
ATT_REVERENT: Reverent
|
||||
ATT_REVERENT_PROGRESS: Activate [b]$1 Artifact(s)[/b].
|
||||
ATT_REVERENT_L1: Increases your empire's free energy storage by 100.
|
||||
ATT_REVERENT_L2: Increases ship shield capacity by 20%.
|
||||
ATT_REVERENT_L3: Spawns a random artifact in one of your systems every 5 minutes.
|
||||
ATT_REVERENT_L4: Decreases all FTL Costs by 30%.
|
||||
ATT_REVERENT_L5: For every 500 Energy you have stored, increases all Defense production by 30%. Gain "Reverent Overcharge" ability.
|
||||
ABL_REVERENT_OVERCHARGE: Reverent Overcharge
|
||||
ABL_REVERENT_OVERCHARGE_DESC: <<
|
||||
Activating Reverent Overcharge completely drains the Reverent attitude bar and resets it back to Level 0, losing all provided benefits.
|
||||
|
||||
Bestows a buff on all your current fleets for the next 6 minutes.
|
||||
|
||||
All buffed fleets have their health temporarily doubled, their combat strength increased by 25% and do not expend any supplies to repair or fire.
|
||||
>>
|
||||
STATUS_REVERENT_OVERCHARGE: Reverent Overcharge
|
||||
STATUS_REVERENT_OVERCHARGE_DESC: <<
|
||||
A temporary overcharge granted by the Reverent attitude.
|
||||
|
||||
Doubles the fleet's health, increases combat strength by 25% and does not expend any supplies to repair or fire.
|
||||
>>
|
||||
|
||||
ATT_MATERIALISM: Materialism
|
||||
ATT_MATERIALISM_PROGRESS: Invest §$1k into this attitude.
|
||||
ABL_SPEND_ATTITUDE_MONEY: Invest §500k
|
||||
ABL_SPEND_ATTITUDE_MONEY_DESC: <<
|
||||
Spend §500k from your empire's budget into upgrading this attitude's level.
|
||||
>>
|
||||
ATT_MATERIALISM_L1: Increases colony ship acceleration by 50%.
|
||||
ATT_MATERIALISM_L2: Gain 25% extra Special Funds whenever you gain any.
|
||||
ATT_MATERIALISM_L3: Borrowing money from the next budget cycle no longer costs any additional money.
|
||||
ATT_MATERIALISM_L4: Reduces the labor cost of Orbitals and Stations by 33%.
|
||||
ATT_MATERIALISM_L5: All resources of Tier 2 or higher produce 2 extra pressure of their type.
|
||||
|
||||
ATT_GENEROSITY: Generosity
|
||||
ATT_GENEROSITY_PROGRESS: Purchase [b]$1 Diplomacy Card(s)[/b] from the stack.
|
||||
ATT_GENEROSITY_L1: Gain up to 3 Influence Stake, 1 per empire you've made contact with.
|
||||
ATT_GENEROSITY_L2: Increases surface building construction speed by 35%.
|
||||
ATT_GENEROSITY_L3: All 'Negotiate' cards you play into votes give 1 extra support or opposition.
|
||||
ATT_GENEROSITY_L4: Immediately gain +5 Support on each Zeitgeist vote that is started.
|
||||
ATT_GENEROSITY_L5: Gain an extra quality star on every diplomacy card you purchase from the stack.
|
||||
|
||||
ATT_INDIVIDUALISM: Individualism
|
||||
ATT_INDIVIDUALISM_PROGRESS: Construct [b]$1 Imperial Building(s) or Orbital(s)[/b].
|
||||
ATT_INDIVIDUALISM_L1: Increases the pressure capacity of your homeworld by 6.
|
||||
ATT_INDIVIDUALISM_L2: Cities, Metropolises and Megacities on planetary surfaces are constructed instantaneously.
|
||||
ATT_INDIVIDUALISM_L3: Gain 1 Influence Stake for every 15 population in your empire.
|
||||
ATT_INDIVIDUALISM_L4: Increases the range of all missile-based weapons by 50%.
|
||||
ATT_INDIVIDUALISM_L5: All newly constructed flagships start named.
|
||||
|
||||
ATT_COLLECTIVISM: Collectivism
|
||||
ATT_COLLECTIVISM_PROGRESS: Construct [b]$1 Asteroid Mining Base(s)[/b].
|
||||
ATT_COLLECTIVISM_L1: Increases the pressure capacity of all your planets by 1.
|
||||
ATT_COLLECTIVISM_L2: Increases the labor generated by Factory buildings by 2.
|
||||
ATT_COLLECTIVISM_L3: Doubles the positive effects of [b]Planetary Conditions[/b].
|
||||
ATT_COLLECTIVISM_L4: Discovers a new random asteroid in one of your systems every 5 minutes.
|
||||
ATT_COLLECTIVISM_L5: Every factory on a planet increases the health of ships constructed there by 10%.
|
||||
CONS_HP_BONUS: Ship HP Bonus
|
||||
|
||||
ATT_WARMONGERING: Warmongering
|
||||
ATT_WARMONGERING_PROGRESS: Conquer [b]$1 Planet(s)[/b] through siege.
|
||||
ATT_WARMONGERING_L1: Doubles the time it takes for your planets to decay to lower levels.
|
||||
ATT_WARMONGERING_L2: Permanently gain 1% extra combat strength for all your fleets whenever you destroy an enemy empire's military flagship.
|
||||
ATT_WARMONGERING_L3: Increases the maximum support capacity of flagships by 15%.
|
||||
ATT_WARMONGERING_L4: Decreases the labor cost of constructing flagships and designed stations by 15%.
|
||||
ATT_WARMONGERING_L5: Defense and Energy generation are increased by up to 50% depending on how many of the other empires you are currently at war with.
|
||||
|
||||
ATT_SCHEMING: Scheming
|
||||
ATT_SCHEMING_PROGRESS: Win [b]$1 Annex Vote(s)[/b].
|
||||
ATT_SCHEMING_L1: Whenever an annex vote you started fails, you regain the card used to start it.
|
||||
ATT_SCHEMING_L2: Votes started by your empire begin with 1 extra support.
|
||||
ATT_SCHEMING_L3: Gain 3 Influence whenever someone else starts a vote.
|
||||
ATT_SCHEMING_L4: Doubles the Supply and time required for other empires to capture your planets through siege.
|
||||
ATT_SCHEMING_L5: Whenever someone else purchases an influence card from the stack, gain a 50% chance to get a single copy of that card as well.
|
||||
|
||||
ATT_STABLE: Stable
|
||||
ATT_STABLE_PROGRESS: Develop [b]$1 Planet(s)[/b] to Level 3 or higher at once.
|
||||
ATT_STABLE_L1: Increases the rate at which flagships regain supply by 20%.
|
||||
ATT_STABLE_L2: Increases the Loyalty of all your planets by 2.
|
||||
ATT_STABLE_L3: Reduces the build cost of surface structures by 50%.
|
||||
ATT_STABLE_L4: Doubles the effect of the [b]Happy[/b] status on planets.
|
||||
ATT_STABLE_L5: Whenever one of your ships is destroyed in combat, regain 20% of its build cost as Special Funds.
|
||||
|
||||
ATT_PROGRESSIVE: Progressive
|
||||
ATT_PROGRESSIVE_PROGRESS: Research [b]$1 Unlock(s)[/b] on the technology grid.
|
||||
ATT_PROGRESSIVE_L1: Gain 1 extra base research generation.
|
||||
ATT_PROGRESSIVE_L2: Increases FTL generation rate by 1/s.
|
||||
ATT_PROGRESSIVE_L3: Whenever you spend FTL energy, gain research points relative to the amount of FTL spent.
|
||||
ATT_PROGRESSIVE_L4: Doubles the effect of converting excess money in the budget into one of the welfare options.
|
||||
ATT_PROGRESSIVE_L5: Increases the size of all your flagships by 14 hexes.
|
||||
|
||||
ATT_TOLERANT: Tolerant
|
||||
ATT_TOLERANT_PROGRESS: Scout other empires' systems for [b]$1 Minute(s) * System(s)[/b].
|
||||
ATT_TOLERANT_L1: Increases Rocket Engine thrust by 25%.
|
||||
ATT_TOLERANT_L2: Increases population growth on all your planets by 30%.
|
||||
ATT_TOLERANT_L3: All votes started by empires you are not allied with start at -1 Support.
|
||||
ATT_TOLERANT_L4: Any cards specifically targeted at you are immediately removed from the diplomacy card stack.
|
||||
ATT_TOLERANT_L5: Empires that you become at war with immediately lose 50% of their stored Influence and Energy, and have 50% reduced Influence, Energy and Research generation for the next 6 minutes.
|
||||
TOLERANT_EFFECT: Tolerant and Friendly
|
||||
TOLERANT_EFFECT_DESC: <<
|
||||
Everybody likes this empire. If you become at war with them, you will lose 50% of your stored Influence and Energy, and have 50% reduced Influence, Energy and Research generation for 6 minutes.
|
||||
>>
|
||||
|
||||
ATT_XENOPHOBIC: Xenophobic
|
||||
ATT_XENOPHOBIC_PROGRESS: Maintain [b]$1 Outpost(s)[/b] in systems bordering other empires.
|
||||
ATT_XENOPHOBIC_L1: Increases the health of all orbitals by 50%.
|
||||
ATT_XENOPHOBIC_L2: Increases the support capacity of outposts by 128.
|
||||
ATT_XENOPHOBIC_L3: Support ships assigned to outposts independently move across the system to attack enemy fleets.
|
||||
ATT_XENOPHOBIC_L4: Decreases all support ship build costs by 30%.
|
||||
ATT_XENOPHOBIC_L5: Whenever you destroy an enemy ship in combat, gain 20% of its maintenance cost as Special Funds.
|
||||
@@ -0,0 +1,428 @@
|
||||
BCAT_Production: Production
|
||||
BCAT_Resource: Resource
|
||||
BCAT_Military: Military
|
||||
BCAT_Storage: Storage
|
||||
BCAT_Infrastructure: Infrastructure
|
||||
BCAT_ControlHubs: Control Hubs
|
||||
BCAT_Enhancing: Enhancing
|
||||
|
||||
CANNOT_BUILD_CONFLICT: Cannot build, $1 present.
|
||||
CANNOT_BUILD_REQUIRE: Cannot build, $1 is required.
|
||||
CANNOT_BUILD_LEVEL: Cannot build, native resource must be level $1 or up.
|
||||
|
||||
BLD_TT_AFFINITY_BUILD: [img=$4;22]Reduced build cost on [color=$2]$3[/color] biomes.[/img]
|
||||
BLD_TT_AFFINITY_MAINT: [img=$4;22]Reduced maintenance on [color=$2]$3[/color] biomes.[/img]
|
||||
BLD_TT_AFFINITY_BUILD_NEG: [img=$4;22][color=#f00]Increased build cost on [b]undeveloped[/b] [color=$2]$3[/color] biomes.[/color][/img]
|
||||
BLD_TT_AFFINITY_MAINT_NEG: [img=$4;22][color=#f00]Increased maintenance on [b]undeveloped[/b] [color=$2]$3[/color] biomes.[/color][/img]
|
||||
BLD_TT_DEV: [i][color=#aaa]Buildings have reduced build cost and maintenance on [b]Developed[/b] tiles.[/color][/i]
|
||||
BLD_TT_SIZE: [b]Size:[/b] [offset=120]$1x$2[/offset]
|
||||
BLD_TT_COST: [b]Base Cost:[/b] [offset=120]$1[/offset]
|
||||
|
||||
BLD_BASE: Base
|
||||
BLD_BASE_DESC: <<
|
||||
Produces 1 defense/min. Uses 1 defense pressure;
|
||||
|
||||
[img=$Defense;22/] [bbloc=#PRESSURE_Defense/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
BLD_BAZAAR: Bazaar
|
||||
BLD_BAZAAR_DESC: <<
|
||||
Upgrades from Market.
|
||||
Makes §110k per budget cycle. Uses 2 money pressure.
|
||||
|
||||
[img=$Money;22/] [bbloc=#PRESSURE_Money/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_BROADCAST: Broadcast Center
|
||||
BLD_BROADCAST_DESC: <<
|
||||
Upgrades from Media Center.
|
||||
Grants 1.5 influence stake. Uses 2 influence pressure.
|
||||
|
||||
[img=$Influence;22/] [bbloc=#PRESSURE_Influence/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_CITY: City
|
||||
BLD_CITY_DESC: <<
|
||||
Constructed for population to live in.
|
||||
>>
|
||||
|
||||
BLD_ENTERPRISE: Enterprise
|
||||
BLD_ENTERPRISE_DESC: <<
|
||||
Upgrades from Industry.
|
||||
Generates 3 labor per minute. Uses 4 labor pressure.
|
||||
|
||||
[img=$Labor;22/] [bbloc=#PRESSURE_Labor/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_FACTORY: Factory
|
||||
BLD_FACTORY_DESC: <<
|
||||
Adds labor generation to the planet.
|
||||
>>
|
||||
|
||||
BLD_FTLSTORE: FTL Storage
|
||||
BLD_FTLSTORE_DESC: <<
|
||||
A large storage chamber built inside a subspace isolation field to store FTL crystals.
|
||||
|
||||
Stores 250 FTL Energy.
|
||||
Storage doubled when placed on a planet with native FTL crystals.
|
||||
>>
|
||||
|
||||
TIP_PRESSURE: <<
|
||||
[i][color=#aaa]Pressure is generated by the resources imported to this planet. The types and amounts of pressure present dictate the types of buildings and resources generated by your civilian population.[/color][/i]
|
||||
>>
|
||||
|
||||
TIP_CIV_UPGRADES: <<
|
||||
[i][color=#baa]Upgraded civilian buildings use more pressure per production, but use up less space and pressure capacity on the planet. Civilian structures are up- and downgraded automatically depending on the current maximum pressure capacity.[/color][/i]
|
||||
>>
|
||||
|
||||
BLD_FARM: Megafarm
|
||||
BLD_FARM_DESC: <<
|
||||
Generates a basic unexportable food resource.
|
||||
>>
|
||||
|
||||
BLD_HYDROGENATOR: Hydrogenator
|
||||
BLD_HYDROGENATOR_DESC: <<
|
||||
Generates a basic unexportable water resource.
|
||||
>>
|
||||
|
||||
BLD_GENERATOR: Generator
|
||||
BLD_GENERATOR_DESC: <<
|
||||
Generates energy income dependent on your energy storage penalty rate. Uses 1 energy pressure.
|
||||
|
||||
[img=$Energy;22/] [bbloc=#PRESSURE_Energy/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
BLD_INDUSTRY: Industry
|
||||
BLD_INDUSTRY_DESC: <<
|
||||
Generates 2 labor per minute. Uses 2 labor pressure.
|
||||
|
||||
[img=$Labor;22/] [bbloc=#PRESSURE_Labor/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
BLD_LAUNCHPAD: Launch Pad
|
||||
BLD_LAUNCHPAD_DESC: <<
|
||||
Upgrades from Base.
|
||||
Produces 1.5 defense/min. Uses 2 defense pressure.
|
||||
|
||||
[img=$Defense;22/] [bbloc=#PRESSURE_Defense/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_MARKET: Market
|
||||
BLD_MARKET_DESC: <<
|
||||
Makes §75k per budget cycle. Uses 1 money pressure.
|
||||
|
||||
[img=$Money;22/] [bbloc=#PRESSURE_Money/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
BLD_MEDIACENTER: Media Center
|
||||
BLD_MEDIACENTER_DESC: <<
|
||||
Grants 1 influence stake. Uses 1 influence pressure.
|
||||
|
||||
[img=$Influence;22/] [bbloc=#PRESSURE_Influence/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
BLD_POWERPLANT: Power Plant
|
||||
BLD_POWERPLANT_DESC: <<
|
||||
Upgrades from Generator.
|
||||
Generates energy income dependent on your energy storage penalty rate. Uses 2 energy pressure.
|
||||
|
||||
[img=$Energy;22/] [bbloc=#PRESSURE_Energy/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_RESEARCHCOMPLEX: Research Complex
|
||||
BLD_RESEARCHCOMPLEX_DESC: <<
|
||||
Generates research points for the empire, and provides training and resources to civil scientists.
|
||||
|
||||
Gives 1 research generation.
|
||||
Adds 1 research pressure.
|
||||
>>
|
||||
|
||||
BLD_TECHCENTER: Tech Center
|
||||
BLD_TECHCENTER_DESC: <<
|
||||
Upgrades from University.
|
||||
Gives research generation. Uses 2 research pressure.
|
||||
|
||||
[img=$Research;22/] [bbloc=#PRESSURE_Research/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
|
||||
[bbloc=#TIP_CIV_UPGRADES/]
|
||||
>>
|
||||
|
||||
BLD_UNIVERSITY: University
|
||||
BLD_UNIVERSITY_DESC: <<
|
||||
Gives research generation. Uses 1 research pressure.
|
||||
|
||||
[img=$Research;22/] [bbloc=#PRESSURE_Research/]
|
||||
|
||||
[bbloc=#TIP_PRESSURE/]
|
||||
>>
|
||||
|
||||
|
||||
BLD_FORGE: Forge
|
||||
BLD_FORGE_DESC: <<|
|
||||
Increases labor generation by 25%.
|
||||
|
||||
The more forges you construct, the larger and more expensive subsequent forges become.
|
||||
>>
|
||||
|
||||
STATUS_HAS_DEFENSES: Has Defenses
|
||||
STATUS_HAS_DEFENSES_DESC: This planet has defensive weapons constructed on its surface or in low orbit that can fire at nearby enemies.
|
||||
BLD_DEFENSE_GRID: Planetary Defense Grid
|
||||
BLD_DEFENSE_GRID_DESC: <<|
|
||||
A massive field of missile silos located on the surface of the planet, capable of firing at nearby enemy fleets.
|
||||
|
||||
The grid is composed of 10 missile launchers totaling 250 DPS with 450 range.
|
||||
|
||||
[i]If there are enemy fleets in orbit and you do not have any remaining support ships to protect the satellite guidance system, the missile silos are disabled.[/i]
|
||||
>>
|
||||
BLD_PLANET_CANNON: Planetary Artillery Cannon
|
||||
BLD_PLANET_CANNON_DESC: <<|
|
||||
An enormous railgun on the planet's surface propels large projectiles towards enemy fleets in the system, inflicting devastating damage.
|
||||
|
||||
The cannon deals 200 Damage every 5 seconds at 1500 range.
|
||||
|
||||
[i]If there are enemy fleets in orbit and you do not have any remaining support ships to protect the satellite guidance system, the artillery cannon is disabled.[/i]
|
||||
>>
|
||||
|
||||
BLD_WAREHOUSE: Warehouse
|
||||
BLD_WAREHOUSE_DESC: <<|
|
||||
Adds 100 Labor Storage.
|
||||
|
||||
Labor storage fills up when not building anything, and empties as extra labor for construction projects.
|
||||
>>
|
||||
|
||||
BLD_METROPOLIS: Metropolis
|
||||
BLD_METROPOLIS_DESC: <<|
|
||||
A large urban area covering and connecting multiple smaller population centers.
|
||||
|
||||
Replaces up to 5 regular cities.
|
||||
|
||||
Increases the planet's total pressure capacity by 5.
|
||||
>>
|
||||
|
||||
BLD_MEGACITY: Megacity
|
||||
BLD_MEGACITY_DESC: <<|
|
||||
An enormous cluster of buildings, stacked from underground up into the sky. The more efficient use of space allows for a more productive society.
|
||||
|
||||
Replaces up to 16 regular cities.
|
||||
|
||||
Increases the planet's total pressure capacity by 9.
|
||||
|
||||
Increases the civilian production of energy, influence and research on this planet by 25%.
|
||||
>>
|
||||
|
||||
BLD_SPIRE: Spire
|
||||
BLD_SPIRE_DESC: <<|
|
||||
A habitation spire that pierces the sky and stretches all the way into space.
|
||||
|
||||
Replaces up to 20 regular cities.
|
||||
|
||||
Every type of pressure that is already present on the planet is increased by 3.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Building a spire requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
|
||||
BLD_REFINERY: Refinery
|
||||
BLD_REFINERY_DESC: <<|
|
||||
Generates 1 pressure of the native resource's main pressure type, but reduces total pressure capacity by 1.
|
||||
|
||||
The pressure is added on this planet only, and is not exported or removed when the native resource is exported.
|
||||
|
||||
[i]Cannot be built on planets without native pressure, or whose only pressure type is money.[/i]
|
||||
>>
|
||||
|
||||
BLD_MUSEUM: Museum
|
||||
BLD_MUSEUM_DESC: <<
|
||||
When build, immediately grants 10 bonus influence points.
|
||||
|
||||
Increases the planet's influence generation by 1 stake.
|
||||
|
||||
Cannot be removed once built.
|
||||
>>
|
||||
|
||||
BLD_PLANET_ENGINE: Planetary Thruster
|
||||
BLD_PLANET_ENGINE_DESC: <<
|
||||
A ludicrously large thruster constructed on the planet's surface allows the planet to accelerate itself slightly.
|
||||
|
||||
Gives the planet 0.5 u/s² of acceleration to move with. Multiple planetary thrusters further increase acceleration.
|
||||
>>
|
||||
|
||||
BLD_FTLBREEDER: FTL Breeder Reactor
|
||||
BLD_FTLBREEDER_DESC: <<
|
||||
A large reactor that uses FTL energy to excite and extract more FTL energy from the hyperfield, giving off radiation deadly to all organic life in the process.
|
||||
|
||||
[b]Can only be constructed by Mechanoid races.[/b]
|
||||
|
||||
[b][color=#ff8080]When completed, 1B mechanoid population will be expended to be integrated into the massive facility.[/color][/b]
|
||||
>>
|
||||
|
||||
BLD_SPACE_ELEVATOR: Space Elevator
|
||||
BLD_SPACE_ELEVATOR_DESC: <<
|
||||
A ribbon-like tether reaching vertically into space can be used to significantly increase the efficiency of transporting materials into space.
|
||||
|
||||
Increases the construction speed of support ships on this planet by 40%.
|
||||
|
||||
Only one Space Elevator may be constructed per planet.
|
||||
>>
|
||||
|
||||
BLD_BARRACKS: Barracks
|
||||
BLD_BARRACKS_DESC: <<
|
||||
Adds 15 Defense Reserve to your global pool.
|
||||
|
||||
When your defense reserve is full, it can be deployed at any time to one of your planets to spawn defense ships.
|
||||
>>
|
||||
|
||||
TIP_CONTROL_HUB: <<
|
||||
[color=#aaa][i]Only one Control Hub can be constructed per planet. Planets with Control Hubs will stay under your control even after moving the Orbital Replicator away.[/i][/color]
|
||||
>>
|
||||
|
||||
REPLICATORS: Planets with Orbital Replicators
|
||||
ABL_ANCIENT_BUILD_MINER: Attempt to Build Strip Miner
|
||||
ABL_ANCIENT_BUILD_MINER_DESC: Move to the target planet and attempt to build a Strip Miner on it. Building will fail if insufficient funds are available.
|
||||
BLD_ANCIENT_MINER: Strip Miner
|
||||
BLD_ANCIENT_MINER_DESC: <<
|
||||
Converts the planet's resource into an Ore resource that can be exported and generates [b]60 Ore per minute[/b] at its destination.
|
||||
|
||||
[bbloc=#TIP_CONTROL_HUB/]
|
||||
>>
|
||||
ABL_ANCIENT_BUILD_TRANSMUTER: Attempt to Build Transmuter
|
||||
ABL_ANCIENT_BUILD_TRANSMUTER_DESC: Move to the target planet and attempt to build a Transmuter on it. Building will fail if insufficient funds are available.
|
||||
BLD_ANCIENT_TRANSMUTER: Transmuter
|
||||
BLD_ANCIENT_TRANSMUTER_DESC: <<
|
||||
Converts the planet's resource into a Base Materials resource that can be exported and generates [b]10 Base Materials per minute[/b] at its destination.
|
||||
|
||||
[bbloc=#TIP_CONTROL_HUB/]
|
||||
>>
|
||||
ABL_ANCIENT_BUILD_CORE: Attempt to Build Core
|
||||
ABL_ANCIENT_BUILD_CORE_DESC: Move to the target planet and attempt to build a Core on it. Building will fail if insufficient funds are available.
|
||||
BLD_ANCIENT_CORE: Core
|
||||
BLD_ANCIENT_CORE_DESC: <<
|
||||
Produces 50% of the pressure that the planet's native resource gives.
|
||||
|
||||
Prevents the planet's native resource from being exported.
|
||||
|
||||
Pressure from asteroids imported at this planet is automatically produced.
|
||||
|
||||
[bbloc=#TIP_CONTROL_HUB/]
|
||||
>>
|
||||
|
||||
TIP_CONSUME_BASE_MATERIAL: <<
|
||||
[b][img=ResourceIconsSmall::81;20/] [color=#cda33d]Base Material Used:[/color][/b][offset=210]$1 / minute[/offset]
|
||||
|
||||
[i][color=#aaa]This building requires a certain amount of base materials to be consumed every minute to be active.[/color][/i]
|
||||
>>
|
||||
|
||||
STATUS_ANCIENT_REQUIRE_BASE_MAT: Requires Base Materials
|
||||
STATUS_ANCIENT_REQUIRE_BASE_MAT_DESC: <<
|
||||
This planet requires one or more sources of Base Materials in order for its buildings to be fully operational.
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_REFINERY: Refinery
|
||||
BLD_ANCIENT_REFINERY_DESC: <<
|
||||
Produces 30% of the pressure that the planet's native resource gives.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:10/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_DOCK: Dock
|
||||
BLD_ANCIENT_DOCK_DESC: <<
|
||||
Ships created on this planet have 10% increased health.
|
||||
|
||||
Increases this planet's support capacity by 100.
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_NETWORK: Network
|
||||
BLD_ANCIENT_NETWORK_DESC: <<
|
||||
Automatically produces defense satellites around this planet over time.
|
||||
|
||||
Increases this planet's loyalty by 3.
|
||||
>>
|
||||
|
||||
TIP_CONSUME_ORE: <<
|
||||
[b][img=ResourceIconsSmall::65;20/] [color=#91692c]Ore Used:[/color][/b][offset=150]$1 / minute[/offset]
|
||||
|
||||
[i][color=#aaa]This building requires a certain amount of ore to be consumed every minute to be active.[/color][/i]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_FOUNDRY: Foundry
|
||||
BLD_ANCIENT_FOUNDRY_DESC: <<
|
||||
Increases this planet's labor generation. Benefits from Factory research in the research grid.
|
||||
|
||||
2 Ore per second is consumed when the planet is using the labor to build.
|
||||
|
||||
[b][img=ResourceIconsSmall::65;20/] [color=#91692c]Ore Used:[/color][/b][offset=150]2 / second[/offset]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_LAB: Lab
|
||||
BLD_ANCIENT_LAB_DESC: <<
|
||||
Increases this planet's research production by 1.
|
||||
|
||||
[bbloc=#TIP_CONSUME_ORE:30/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_COMPRESSOR: Compressor
|
||||
BLD_ANCIENT_COMPRESSOR_DESC: <<
|
||||
All your ships have 8% less Mass.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:10/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_REINFORCER: Reinforcer
|
||||
BLD_ANCIENT_REINFORCER_DESC: <<
|
||||
On all your ships, Turrets, subsystem Cores and the entire Control Core have 25% more Health and Mass.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:10/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_DEVELOPER: Developer
|
||||
BLD_ANCIENT_DEVELOPER_DESC: <<
|
||||
Support Command on all your ships is increased by 5%, but has 25% more Mass.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:10/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_INFUSER: Infuser
|
||||
BLD_ANCIENT_INFUSER_DESC: <<
|
||||
Can only be constructed on Scalable resources. Increases the level of this planet by 1.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:30/]
|
||||
>>
|
||||
|
||||
BLD_ANCIENT_DEPOT: Depot
|
||||
BLD_ANCIENT_DEPOT_DESC: <<
|
||||
Adds 100 Labor Storage on this planet.
|
||||
|
||||
Adds 10 Defense Reserve to your global pool.
|
||||
|
||||
[bbloc=#TIP_CONSUME_BASE_MATERIAL:10/]
|
||||
>>
|
||||
@@ -0,0 +1,2 @@
|
||||
SYSTEM_STAR: $1 Star
|
||||
SYSTEM_BLACKHOLE: $1 Black Hole
|
||||
@@ -0,0 +1,36 @@
|
||||
COMMUNITY_TITLE: $1 (Community)
|
||||
COMMUNITY_HOME_TITLE: Community
|
||||
COMMUNITY_WIKI: Wiki: Main Page
|
||||
UPLOAD: Upload
|
||||
FEATURED_DESIGNS: Featured Designs
|
||||
COMMUNITY_DESIGN_SPEC: Size $1, by $2 on $3
|
||||
COMMUNITY_DESIGN_CURLINE: [color=#aaa][img=ThumbsUp;20x20/] [b][color=#0f0]$1[/color][/b] [hspace=100/] [img=MenuIcons::6;20/] [b]$2[/b] Comment(s)[/color]
|
||||
DOWNLOAD_DESIGN_CLASS: Downloaded
|
||||
DOWNLOAD_TO_PROFILE: Download to Profile
|
||||
TT_DOWNLOAD_TO_PROFILE: <<|
|
||||
Download the displayed design to your profile where you will be able to import it in this or any future games.
|
||||
>>
|
||||
SUCCESS_DOWNLOAD_TO_PROFILE: Design successfully downloaded to profile.
|
||||
DOWNLOAD_TO_EMPIRE: Download to Game
|
||||
TT_DOWNLOAD_TO_EMPIRE: <<|
|
||||
Download the displayed design to your current game only, for immediate use in your empire.
|
||||
>>
|
||||
TT_DOWNLOAD_ERRORS: <<|
|
||||
This design cannot be download into your current empire, because it has errors:
|
||||
>>
|
||||
SUCCESS_DOWNLOAD_TO_EMPIRE: Design successfully downloaded to the current game.
|
||||
DOWNLOAD_EDIT: Load in Editor
|
||||
TT_DOWNLOAD_EDIT: Open this design in the editor to make changes before saving.
|
||||
VOTES_BUTTON: $1
|
||||
TT_VOTES_BUTTON: Rate this design up.
|
||||
COMMENTS_BUTTON: $1 Comment(s)
|
||||
COMMENT_TEXT: Enter your comment....
|
||||
COMMENT_SUBMIT: Post Comment
|
||||
COMMUNITY_CONFIRM_DELETE_DESIGN: Are you sure you wish to delete this design from the online community? This cannot be undone.
|
||||
UPLOAD_DESIGN: Upload Design
|
||||
RECENT_DESIGNS: Recent Designs
|
||||
TOPRATED_DESIGNS: Top Rated Designs
|
||||
SEARCH_DESIGNS_PROMPT: Search Designs...
|
||||
DESIGN_DESCRIPTION_PROMPT: Enter a description for your design...
|
||||
DESIGN_CHOOSE_PROMPT: Choose a design...
|
||||
DESIGN_LINK_TIP: You can link to this design by typing [[design:$1]].
|
||||
@@ -0,0 +1,26 @@
|
||||
BCAT_Actions: Actions
|
||||
BCAT_Beacons: Beacons
|
||||
BCAT_Upgrades: Upgrades
|
||||
|
||||
CONS_MOON_BASE: Moon Base
|
||||
CONS_MOON_BASE_DESC: <<
|
||||
Construct a large amount of infrastructure on one of the planet's moons, making more area available for placing buildings and increasing the maximum population of the planet by 2.
|
||||
|
||||
Only one moon base may be constructed for every moon present in orbit of the planet.
|
||||
>>
|
||||
|
||||
CONS_FLARE_BOMB: Flare Bomb
|
||||
CONS_FLARE_BOMB_DESC: <<
|
||||
Construct a flare bomb using plans recovered from remnant artifacts.
|
||||
|
||||
Flare bombs can be used on stars. After a 60 second channel period, the star is triggered to emit a critical flare, wiping out all population in the solar system but leaving everything else intact. The planets in the system are irradiated for the next 5 minutes and cannot be colonized.
|
||||
|
||||
The flare bomb ship is destroyed in the process.
|
||||
>>
|
||||
|
||||
CONS_ARTIFICIAL_MOON: Artificial Moon
|
||||
CONS_ARTIFICIAL_MOON_DESC: <<
|
||||
Construct an artificial moon to orbit this planet. Only one artificial moon can be constructed around a planet.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Building an artificial moon requires Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
@@ -0,0 +1,213 @@
|
||||
ERROR_NOT_UNLOCKED: $1 not unlocked.
|
||||
ERROR_MODULE_NOT_UNLOCKED: Module $1 not unlocked.
|
||||
ERROR_NO_CORE: $1 requires a core.
|
||||
ERROR_NEEDS_EXTERIOR_CORE: $1's Core should be exterior.
|
||||
ERROR_REQUIRED_MODULE: $1 missing required module $2.
|
||||
ERROR_UNIQUE_MODULE: Only one $2 allowed on $1.
|
||||
ERROR_INSUFFICIENT_Crew: Insufficient Crew.
|
||||
ERROR_INSUFFICIENT_Command: Insufficient Control.
|
||||
ERROR_INSUFFICIENT_Power: Insufficient Power.
|
||||
ERROR_DUPLICATE_DESIGN: Design with this name exists: renamed to '$1'.
|
||||
ERROR_INVALID_FILE: File is not a valid exported design.
|
||||
ERROR_INVALID_HULL: Cannot use $1 on this hull type.
|
||||
ERROR_MINIMUM_SIZE: '$1' Hull requires minimum size $2.
|
||||
ERROR_MAXIMUM_SIZE: '$1' Hull has a maximum size of $2.
|
||||
ERROR_MIN_SIZE: $1 has minimum size $2.
|
||||
ERROR_HULL_NOT_IN_SHIPSET: Design's hull is not available to the current shipset.
|
||||
ERROR_NEED_CONTROL: At least 1 Control required.
|
||||
ERROR_HEX_LIMIT_ARC: $1 turret must point outwards.
|
||||
ERROR_FACE_BACKWARDS: $1 exhaust must face backwards.
|
||||
ERROR_NOT_CONNECTED: Design must be a connected whole.
|
||||
ERROR_NOT_CONTIGUOUS: $1 must be a contiguous area.
|
||||
ERROR_TOO_SMALL: $1 too small.
|
||||
ERROR_GRID_SIZE: Invalid hex grid size.
|
||||
ERROR_HEX_COUNT: Too much interior space used.
|
||||
ERROR_MUST_BE_EXTERIOR: All $1 hexes must be exterior.
|
||||
ERROR_MUST_COVER: $1 must cover the ship in all directions.
|
||||
ERROR_ONE_APPLIED: Only one $1 may be applied.
|
||||
ERROR_CANNOT_APPLY: Cannot apply $1 subsystem.
|
||||
ERROR_MUST_ADJACENT: All hexes must be adjacent to at least one $1.
|
||||
ERROR_MUST_ADJACENT_INTERIOR: Interior hexes must be adjacent to at least one $1.
|
||||
ERROR_CONTIGUOUS: $1 must be a connected whole.
|
||||
ERROR_MUST_BE_FILLED: Interior space must be filled.
|
||||
ERROR_EXPOSE_LEFT_RIGHT: $1 must be exterior on both the left and right sides of the design.
|
||||
ERROR_ONLY_ONE: Only one $1 is allowed.
|
||||
ERROR_NEED_PRAYER: Ship requires a Shrine to generate prayer.
|
||||
ERROR_EQUAL_PRAYER: Must have at least as much Prayer as Control.
|
||||
ERROR_NEED_SHIELD: $1 can only be used if the ship has Shields.
|
||||
ERROR_CANNOT_HAVE_WEAPONS: $1 cannot have weapons.
|
||||
ERROR_ALL_POWER: All power must come from the $1.
|
||||
ERROR_BRIDGE_AI: Ship cannot be controlled by both crew and an AI.
|
||||
ERROR_REQUIRE_SCOOP: $1 must contain at least one Ramscoop.
|
||||
ERROR_SCOOP_FACE_FRONT: Ramscoops must be exterior and face the front of the ship.
|
||||
ERROR_MUST_SURROUND: $1 must be surrounded by $2 hexes.
|
||||
ERROR_NOT_ALLOWED_ON_MOTHERSHIP: $1 is not allowed on Mothership hulls.
|
||||
REQUIRE_CONSTRUCTION_BAY: $1 requires Construction Bay to feed labor into.
|
||||
APPLIED_HULL: Hull
|
||||
DESIGNS: Designs
|
||||
DSG_INSERT_NAME: Enter a name for the design...
|
||||
AUTO_SELECT_HULL: Automatically select hull model...
|
||||
FORCE_HULL: Hull Model: $1
|
||||
DESIGN_HEX_LIMIT: Interior Space: $1 / $2
|
||||
TT_DESIGN_HEX_LIMIT: <<
|
||||
Designs can only contain up to a limited amount of interior hexes.
|
||||
|
||||
Certain subsystems like armor hexes placed on the outside of the ship do not count towards a ship's interior hex count.
|
||||
>>
|
||||
|
||||
TIP_ROTATE: You can rotate a turret's facing by using the scroll wheel.
|
||||
|
||||
SUBSYS_CORE: Core
|
||||
SUBSYS_AT: " at "
|
||||
SUBSYS_HEX: "Hex "
|
||||
|
||||
HULL_DELETE_FILE_CONFIRM: Are you sure you wish to delete hull file '$1'?
|
||||
HULL_DELETE_HULL_CONFIRM: Are you sure you wish to delete hull '$1'?
|
||||
HULL_CLEAR: Clear Hulls
|
||||
HULL_CONFIRM_CLEAR: Are you sure you wish to clear hull working data?
|
||||
|
||||
IMPORT_ERRORS: The following errors occurred during import:
|
||||
IMPORT_INTO_CLASS: Import into Class:
|
||||
SAVED_CLASS: <Saved Class>
|
||||
EXPORT_DESIGN: Export
|
||||
DUPLICATE_DESIGN: Duplicate
|
||||
|
||||
SANDBOX_WAR: Fighting!
|
||||
SANDBOX_PEACE: Ceasing Fire...
|
||||
SPAWN_ALLIED: Spawn Allied
|
||||
SPAWN_ENEMY: Spawn Enemy
|
||||
SANDBOX_CLEAR: Clear Sandbox
|
||||
SANDBOX_CONFIRM_CLEAR: Are you sure you wish to destroy all ships in the sandbox?
|
||||
SANDBOX_DESC: Welcome to the designs sandbox!\nDesigns are auto-exported here.\nUse 'Import Designs' to load them in-game.
|
||||
SANDBOX_SAVE_EXPORT: Save + Export
|
||||
|
||||
TT_EDIT_DESIGN: Edit this design.
|
||||
TT_OBSOLETE_DESIGN: Mark this design as obsolete. It will no longer appear in most design lists. Obsolete support designs will no longer be automatically built by Defense.
|
||||
TT_UNOBSOLETE_DESIGN: Put this design back into active use, removing its obsolete status.
|
||||
SHOW_OBSOLETE: Show Obsolete
|
||||
TT_SHOW_OBSOLETE: Toggle whether to show designs that have been marked as obsolete.
|
||||
TT_SUPPORT_DESIGN: This design uses a support ship hull. Support ships cannot move independently and can only act as part of a larger fleet, centered around a flagship or planet.
|
||||
TT_FLAGSHIP_DESIGN: This design uses a flagship hull. Flagships can move and act independently, and may be able to provide command for a support fleet. The amount of support ships a flagship can have is dependent on how much "Support Command" is in its design.
|
||||
TT_STATION_DESIGN: This design uses a station hull. Stations cannot move, but can be built remotely as orbitals.
|
||||
TT_SATELLITE_DESIGN: This design uses a support satellite hull. Support satellites can only be bought on planets, but have increased weapons range and stats.
|
||||
|
||||
S_HP: Total Health
|
||||
S_HexHP: Health
|
||||
STT_HP: The sum hitpoints of all hexes on the design.
|
||||
|
||||
S_REPAIR: Repair / Second
|
||||
STT_REPAIR: The amount of hitpoints the ship can repair per second. Reduced to 25% of the normal rate during combat.
|
||||
|
||||
S_Shield: Shield Capacity
|
||||
STT_Shield: Maximum hitpoints of the shield.
|
||||
|
||||
S_ShieldRegen: Shield Regen
|
||||
STT_ShieldRegen: Shield hitpoints regenerated per second.
|
||||
|
||||
S_DPS: Damage / Second
|
||||
STT_DPS: Total damage per second (DPS) dealt by the ship in combat, when undamaged.
|
||||
|
||||
S_SUPPLYCAP: Supply Capacity
|
||||
STT_SUPPLYCAP: The total amount of supply this flagship can store.
|
||||
|
||||
S_SUPPLYCAP_SUPPORT: Ammo Stores
|
||||
STT_SUPPLYCAP_SUPPORT: The amount of supply this ship can take with it on an attack run made detached from its fleet. When the local supply stores run out, the support ship needs to return to the fleet to resupply for the next run. Not all support ship behaviors pefrom attack runs.
|
||||
|
||||
S_SUPPORTCAP: Support Command
|
||||
STT_SUPPORTCAP: The sum size of support ships this flagship has the capacity to command.
|
||||
|
||||
S_ACCEL: Acceleration
|
||||
STT_ACCEL: The maximum acceleration the ship can maintain in transit.
|
||||
|
||||
S_BOOST_ACCELERATION: Boost Acceleration
|
||||
STT_BOOST_ACCELERATION: The extra acceleration boost the ship gains while it is raiding. This is added to the base acceleration.
|
||||
|
||||
S_THRUST: Thrust
|
||||
STT_THRUST: Maximum amount of sublight thrust the ship's engines are capable of generating.
|
||||
|
||||
S_TURN_THRUST: Turn Rate
|
||||
STT_TURN_THRUST: The speed at which the ship can rotate to change direction.
|
||||
|
||||
S_MASS: Mass
|
||||
STT_MASS: Total mass of the ship.
|
||||
|
||||
S_SUPPLYREGEN: Resupply Rate
|
||||
STT_SUPPLYREGEN: Amount of supply regenerated per second in friendly space.
|
||||
|
||||
S_SUPPLYUSE: Combat Supply Use
|
||||
STT_SUPPLYUSE: Amount of supply used by this ship per second while firing all weapons in combat.
|
||||
|
||||
S_POWER: Power
|
||||
STT_POWER: Amount of power generated and used up by the subsystems on the ship.
|
||||
|
||||
S_CONTROL: Control
|
||||
STT_CONTROL: Amount of control generated and used up by the subsystems on the ship.
|
||||
|
||||
S_HYPERDRIVESPEED: Hyperdrive Speed
|
||||
STT_HYPERDRIVESPEED: The speed this ship is capable of maintaining while traveling through hyperspace when undamaged.
|
||||
|
||||
S_SLIPSTREAMTIME: Slipstream Time
|
||||
STT_SLIPSTREAMTIME: The duration any slipstream tears created by this ship stay open.
|
||||
|
||||
S_SLIPSTREAMOPTDIST: Slipstream Opt. Distance
|
||||
STT_SLIPSTREAMOPTDIST: Any slipstreams created further away than this distance will incur FTL cost penalties.
|
||||
|
||||
S_CargoStorage: Cargo Storage
|
||||
STT_CargoStorage: Used to store multiple types of materials, primarily those mined from asteroids.
|
||||
|
||||
S_MiningRate: Mining Rate
|
||||
STT_MiningRate: Rate at which this ship's mining laser can mine materials from asteroids and put them into cargo storage.
|
||||
|
||||
S_LaborIncome: Labor Generation
|
||||
STT_LaborIncome: The amount of labor generated per minute by this ship's construction bays.
|
||||
|
||||
S_OreProcessRate: Ore Processing
|
||||
STT_OreProcessRate: Ore stored ore mined by this ship is processed into labor at this rate.
|
||||
|
||||
S_LaborProcessRate: Processing Labor Output
|
||||
STT_LaborProcessRate: The amount of stored labor generated when enough ore is available to supply the full Ore Processing rate.
|
||||
|
||||
S_OreCost: Ore Cost
|
||||
STT_OreCost: When building this ship, Ore mined from asteroids must be spent from local storage.
|
||||
|
||||
S_PRAYER: Prayer
|
||||
STT_PRAYER: The amount of prayer the shrine on the ship provides. Ships must have at least as much Prayer as they do Control.
|
||||
|
||||
S_DPS_SMALL: DPS
|
||||
S_DAMAGE: Damage
|
||||
S_BEAMDPS: Beam DPS
|
||||
S_DURATION: Duration
|
||||
S_COOLDOWN: Cooldown
|
||||
S_RELOAD: Reload
|
||||
S_RADIUS: Radius
|
||||
S_RANGE: Range
|
||||
S_SPEED: Speed
|
||||
S_PROJ_DR: Projectile DR
|
||||
S_BEAM_DR: Beam DR
|
||||
S_EXPL_DR: Explosive DR
|
||||
S_DR: Damage Resistance
|
||||
S_DamageThreshold: Damage Threshold
|
||||
S_SUPPLYCOST: Supply Cost
|
||||
S_BUILDCOST: Cost
|
||||
S_LABORCOST: Labor Cost
|
||||
S_RESUPPLY: Resupply
|
||||
S_ENERGYCOST: Energy Cost
|
||||
S_COST_FACTOR: Cost Factor
|
||||
S_STELLAR_DAMAGE: Stellar Damage
|
||||
S_EFFICIENCYBOOST: Strength Boost
|
||||
S_Chance: Chance
|
||||
S_Percentage: Percentage
|
||||
S_PowerUse: Power Used
|
||||
S_BonusShield: Bonus Shields
|
||||
S_EnergyBuildCost: Energy Build Cost
|
||||
STT_EnergyBuildCost: The amount of the empire's energy that must be expended when first starting construction on a ship of this type.
|
||||
S_DroneCount: Drone Count
|
||||
S_SupplyGain: Supply Gain
|
||||
S_DamageOverTime: DoT DPS
|
||||
S_ConvertInterval: Conversion Interval
|
||||
S_InfluenceBuildCost: Influence Build Cost
|
||||
STT_InfluenceBuildCost: The amount of the empire's influence that must be expended when first starting construction on a ship of this type.
|
||||
S_FTLBuildCost: FTL Build Cost
|
||||
STT_FTLBuildCost: The amount of the empire's FTL energy that must be expended when first starting construction on a ship of this type.
|
||||
S_Instances: Instances
|
||||
S_RaidRange: Raiding Range
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,964 @@
|
||||
PORTRAIT: Portrait
|
||||
RACE_NAME: Race Name
|
||||
FTL_METHOD: FTL Method
|
||||
SHIPSET: Shipset
|
||||
WEAPON_SKIN: Weapon Skin
|
||||
EMPIRE_UNIVERSE: Galaxy
|
||||
REMNANTS: Remnants
|
||||
PIRATES: Pirates
|
||||
|
||||
TT_DIFF: [font=Medium]Difficulty:[/font]
|
||||
DIFF_PASSIVE: [img=HappyFace;40][b][color=#0f0]Passive[/color][/b]\n[i]Will not declare war on human-controlled empires.[/i][/img]
|
||||
DIFF_EASY: [img=StatusPeace;40][b]Easy[/b]\n[i]An easy opponent to start with.[/i][/img]
|
||||
DIFF_NORMAL: [img=StatusWar;40][b]Normal[/b]\n[i]A moderate challenge.[/i][/img]
|
||||
DIFF_HARD: [img=StatusCeaseFire;40][b]Hard[/b]\n[i]Unlocks the full abilities of the AI.[/i][/img]
|
||||
DIFF_MURDEROUS: [img=AttributeIcons::3;40][b][color=#ff9000]Murderous[/color][/b]\n[i]Attempts to destroy human-controlled empires above everything else.[/i][/img]
|
||||
DIFF_CHEATING: [img=AttributeIcons::0;40][b][color=#f00]Cheating[/color][/b]\n[i]Abuses [b]cheats[/b] and free resources.[/i][/img]
|
||||
DIFF_SAVAGE: [img=VoteIcons::3;40][b][color=#f00]Savage[/color][/b]\n[i]Abuses [b]cheats[/b] and free resources to kill all humans.[/i][/img]
|
||||
DIFF_BARBARIC: [img=VoteIcons::3;40;#ff0000][b][color=#f00]Barbaric[/color][/b]\n[i]The ultimate challenge.[/i][/img]
|
||||
|
||||
CUSTOMIZE_RACE: Customize Race
|
||||
LOAD_CUSTOM_RACE: Load Custom Race
|
||||
RACE_OVERVIEW: Overview
|
||||
TRAITS: Traits
|
||||
NO_TRAITS: No traits chosen...
|
||||
CONFLICTS: Conflicts:
|
||||
RACE_IS_HARD: Not recommended for beginners.
|
||||
|
||||
RACE_POINTS_POS: +$1 point(s)
|
||||
RACE_POINTS_NEG: $1 point(s)
|
||||
RACE_POINTS_NEU: 0 points
|
||||
|
||||
RACE_POINTS_AVAIL_POS: $1 point(s) available
|
||||
RACE_POINTS_AVAIL_NEG: $1 point(s) required
|
||||
|
||||
RACE_PROFILE: [img=TabWiki;30][vspace=6/]Profile[/img]
|
||||
TRAIT_CAT_Government: [img=$Influence;30][vspace=6/]Government[/img]
|
||||
TRAIT_CAT_Foundation: [img=$Labor;30][vspace=6/]Foundation[/img]
|
||||
TRAIT_CAT_FTL: [img=$FTL;30][vspace=6/]FTL[/img]
|
||||
TRAIT_CAT_Personality: [img=$Population;30][vspace=6/]Personality[/img]
|
||||
TRAIT_CAT_Biology: Biology
|
||||
TRAIT_CAT_Military: Military
|
||||
TRAIT_CAT_Tendency: Tendency
|
||||
TRAIT_CAT_Lifestyle: [img=$Planet;30][vspace=6/]Life[/img]
|
||||
|
||||
TRAIT_POOR: Poor
|
||||
TRAIT_POOR_DESC: <<|
|
||||
Your first budget cycle when you start the game has no money available.
|
||||
>>
|
||||
|
||||
TRAIT_INDUSTRIOUS: Industrious
|
||||
TRAIT_INDUSTRIOUS_DESC: <<|
|
||||
The homeworld starts with $1 extra labor generation.
|
||||
>>
|
||||
|
||||
TRAIT_FTLCACHE: FTL Cache
|
||||
TRAIT_FTLCACHE_DESC: <<|
|
||||
Start with $1 FTL energy, but no generation.
|
||||
>>
|
||||
|
||||
TRAIT_PLANTATION: Plantation
|
||||
TRAIT_PLANTATION_DESC: <<|
|
||||
Start with an extra Grain on your homeworld.
|
||||
>>
|
||||
|
||||
TRAIT_CUNNING: Cunning
|
||||
TRAIT_CUNNING_DESC: <<|
|
||||
Start with an extra $1 random influence cards.
|
||||
>>
|
||||
|
||||
TRAIT_CRUDE: Crude
|
||||
TRAIT_CRUDE_DESC: <<|
|
||||
All ships cost $1% more money to construct.
|
||||
>>
|
||||
|
||||
TRAIT_INEFFICIENT: Inefficient
|
||||
TRAIT_INEFFICIENT_DESC: <<|
|
||||
All weapons drain $1x supply when firing.
|
||||
>>
|
||||
|
||||
TRAIT_NIMBLE: Nimble
|
||||
TRAIT_NIMBLE_DESC: <<
|
||||
Engine thrust and hyperdrive speed (when applicable) are increased by 30%.
|
||||
>>
|
||||
|
||||
TRAIT_EMPIRE: Government: Empire
|
||||
TRAIT_EMPIRE_DESC: <<
|
||||
[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#a06911]Extra nearby Asteroids[/color][/offset].
|
||||
[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]Heavy Carrier with support.[/offset]
|
||||
[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]5x Negotiate, 1x Name Flagship, 1x Name Planet.[/offset]
|
||||
[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#c73434]Delinquent[/color][/offset][/dlc]
|
||||
>>
|
||||
|
||||
TRAIT_COMMUNISM: Government: Communism
|
||||
TRAIT_COMMUNISM_DESC: <<
|
||||
[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#42b4bd]500 Energy[/color][/offset].
|
||||
[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]2x Dreadnaught.[/offset]
|
||||
[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]1x Negotiate, 1x Investigate, 1x Cultivation, 1x United Research Center, 1x Sabotage.[/offset]
|
||||
[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#ac332d]Collectivism[/color][/offset][/dlc]
|
||||
>>
|
||||
|
||||
TRAIT_THEOCRACY: Government: Theocracy
|
||||
TRAIT_THEOCRACY_DESC: <<
|
||||
[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#00c0ff]250 FTL[/color][/offset].
|
||||
[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]2x Scout, 1x Dreadnaught, Homeworld Defense.[/offset]
|
||||
[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]2x Call Out, 1x Ancient Knowledge, 2x Protect System, 1x Host Galactic Senate.[/offset]
|
||||
[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#3447c7]Reverent[/color][/offset][/dlc]
|
||||
>>
|
||||
|
||||
TRAIT_CAPITALISM: Government: Capitalism
|
||||
TRAIT_CAPITALISM_DESC: <<
|
||||
[vspace=6/][b][color=#0f0]Bonus:[/color][/b] [offset=140][color=#d1cb6a]§400k Special Funds[/color][/offset].
|
||||
[vspace=6/][b][color=#f00]Starting Fleet:[/color][/b] [offset=140]Heavy Carrier.[/offset]
|
||||
[vspace=6/][b][color=#0087c7]Starting Cards:[/color][/b] [offset=140]1-4x Leverage, 2x Attach Rider, 2x Gift.[/offset]
|
||||
[dlc=Heralds][vspace=6/][b][color=#63ebdb]Starting Attitude:[/color][/b] [offset=140]Level 1 [color=#d1cb6a]Materialism[/color][/offset][/dlc]
|
||||
>>
|
||||
|
||||
TRAIT_MERITOCRACY: Government: Meritocracy
|
||||
TRAIT_MERITOCRACY_DESC: <<|
|
||||
Power to the most productive citizens. Start with 5x Negotiate (*), 1x Open Forum, 1x Investigate, 2x Gift, 2x Enhance.
|
||||
>>
|
||||
|
||||
TRAIT_ANARCHY: Government: Anarchy
|
||||
TRAIT_ANARCHY_DESC: <<|
|
||||
A total lack of structural government. Start without any influence cards.
|
||||
>>
|
||||
|
||||
TRAIT_HYPERDRIVE: Hyperdrive
|
||||
TRAIT_HYPERDRIVE_DESC: <<|
|
||||
Outfit your ships with hyperdrive engines to FTL long distances through hyperspace.
|
||||
>>
|
||||
|
||||
TRAIT_JUMPDRIVE: Jumpdrive
|
||||
TRAIT_JUMPDRIVE_DESC: <<|
|
||||
Ships are equipped with jump drives that let them cheaply jump to positions within their safe jump range.
|
||||
|
||||
Jumping outside of safe jump range is possible, but can cause damage to the ship and may drop the ship at an location away from the intended destination.
|
||||
>>
|
||||
|
||||
TRAIT_FLUX: Flux
|
||||
TRAIT_FLUX_DESC: <<
|
||||
Your empire maintains an intricate flux field across all its systems to allow for instantaneous spatial translation.
|
||||
|
||||
Your ships instantly FTL to any system you have vision over. A fleet that has recently used the flux field cannot use it again immediately. Your ships are not able travel through deep space.
|
||||
|
||||
Ships cost FTL Energy to build.
|
||||
|
||||
You automatically gain vision over all systems within your trade range.
|
||||
>>
|
||||
|
||||
TRAIT_FLING: Fling Beacons
|
||||
TRAIT_FLING_DESC: <<|
|
||||
Build enormous beacons capable of flinging ships away from them at vast speeds.
|
||||
>>
|
||||
|
||||
TRAIT_GATE: Gates
|
||||
TRAIT_GATE_DESC: <<|
|
||||
Gate orbitals establish stable wormholes and let ships move from any gate to any other gate.
|
||||
>>
|
||||
|
||||
TRAIT_SLIPSTREAM: Slipstream
|
||||
TRAIT_SLIPSTREAM_DESC: <<|
|
||||
Specialized generator ships rip tears in time and space so ships can instantly pass between them.
|
||||
>>
|
||||
|
||||
TRAIT_ANCIENT_VESSEL: Ancient Vessel
|
||||
TRAIT_ANCIENT_VESSEL_DESC: <<|
|
||||
This proud vessel has long flown over our planet. Now, we shall reclaim it.
|
||||
Start with a Remnant Flagship.
|
||||
>>
|
||||
|
||||
TRAIT_MANIFEST_DESTINY: Manifest Destiny
|
||||
TRAIT_MANIFEST_DESTINY_DESC: <<|
|
||||
The worlds of the galaxy are ours to command.
|
||||
Use 25% less supply when performing a siege on an enemy world.
|
||||
>>
|
||||
|
||||
TRAIT_MILITARY_INDUSTRIAL_COMPLEX: Military Industrial Complex
|
||||
TRAIT_MILITARY_INDUSTRIAL_COMPLEX_DESC: <<|
|
||||
We have long held standing armies; this continues to be the case. Start with 50 Labor
|
||||
in free support ships.
|
||||
>>
|
||||
|
||||
TRAIT_FORTIFIED: Fortified
|
||||
TRAIT_FORTIFIED_DESC: <<|
|
||||
Your Homeworld starts with a native Pekelm.
|
||||
>>
|
||||
|
||||
TRAIT_PYROMANIA: Pyromania
|
||||
TRAIT_PYROMANIA_DESC: <<|
|
||||
Missile-based weapons deal 25% more damage. Damage from fires aboard your ships is doubled.
|
||||
>>
|
||||
|
||||
TRAIT_VIRILE: Virile
|
||||
TRAIT_VIRILE_DESC: <<|
|
||||
The population on your homeworld grows twice as fast.
|
||||
>>
|
||||
|
||||
TRAIT_SEDENTARY: Sedentary
|
||||
TRAIT_SEDENTARY_DESC: <<|
|
||||
Building construction is 30% slower. Applies to civilian as well as imperial infrastructure.
|
||||
>>
|
||||
|
||||
TRAIT_SUBLIGHT: Sublight
|
||||
TRAIT_SUBLIGHT_DESC: <<|
|
||||
We have not discovered any means to break the lightspeed barrier. No FTL drive, FTL generation, or FTL storage.
|
||||
>>
|
||||
|
||||
TRAIT_PIOUS: Tendency: Pious
|
||||
TRAIT_PIOUS_DESC: <<|
|
||||
Abilities: Incapacitate, Press the Attack, Warchest Contributions, Pilgrimage.
|
||||
>>
|
||||
|
||||
TRAIT_SPACE_PROGRAM: Space Program
|
||||
TRAIT_SPACE_PROGRAM_DESC: <<|
|
||||
We have examined our surroundings for decades. Nearby systems are pre-scouted at the start of the game.
|
||||
>>
|
||||
|
||||
TRAIT_REVOLUTIONARIES: Revolutionaries
|
||||
TRAIT_REVOLUTIONARIES_DESC: <<|
|
||||
They shall take our lives before they take our empire! Planets under siege generate support ships.
|
||||
>>
|
||||
|
||||
TRAIT_EMPATHIC: Empathic
|
||||
TRAIT_EMPATHIC_DESC: <<|
|
||||
We wield our ability to sense emotion as a warrior wields a sword. The support values of Leverage and Negotiate cards are doubled when you play them.
|
||||
>>
|
||||
|
||||
TRAIT_CHARISMATIC: Charismatic
|
||||
TRAIT_CHARISMATIC_DESC: <<|
|
||||
Votes started by your empire begin with 3 Support instead of 1.
|
||||
>>
|
||||
|
||||
TRAIT_SOCIAL_PARANOIA: Social Paranoia
|
||||
TRAIT_SOCIAL_PARANOIA_DESC: <<|
|
||||
Our social paranoia tends to work against us with other races. Propositions you start begin with 3 less Support.
|
||||
>>
|
||||
|
||||
TRAIT_EUPHORIC: Euphoric
|
||||
TRAIT_EUPHORIC_DESC: <<|
|
||||
We ride on an endless wave of euphoria, together. All Level 2+ planets are Happy.
|
||||
>>
|
||||
|
||||
TRAIT_GENEROUS: Generous
|
||||
TRAIT_GENEROUS_DESC: <<|
|
||||
Our generosity is a powerful ally for our cause. Empires you are allied with receive half the benefit of your Welfare option.
|
||||
>>
|
||||
|
||||
TRAIT_RED_TAPE: Red Tape
|
||||
TRAIT_RED_TAPE_DESC: <<|
|
||||
The jewels of our political influence often get buried under the weight of our administration's red tape. Each six minutes you hold a card reduces that card's quality by 1.
|
||||
>>
|
||||
|
||||
TRAIT_WAR_MINDED: War Minded
|
||||
TRAIT_WAR_MINDED_DESC: <<|
|
||||
We have little interest in galactic politics. Support and Vote cards cost 1 extra Influence to play.
|
||||
>>
|
||||
|
||||
TRAIT_PATENT_PENDING: Patent Pending
|
||||
TRAIT_PATENT_PENDING_DESC: <<|
|
||||
They shall come to fear the theft of our ideas. When you complete a research Project gain a Leverage card for each Empire which has also completed that research.
|
||||
>>
|
||||
|
||||
TRAIT_SEQUESTERED_SOCIETY: Sequestered Society
|
||||
TRAIT_SEQUESTERED_SOCIETY_DESC: <<|
|
||||
We have lived a quiet life so far but now is the time to reach for the stars. Your homeworld begins with all its tiles fully developed.
|
||||
>>
|
||||
|
||||
TRAIT_DWARF_PLANET: Dwarf Planet
|
||||
TRAIT_DWARF_PLANET_DESC: <<|
|
||||
We may have outgrown our cradle but an infinite number of worlds await us in the heavens. Your homeworld is a Small (8x5) Planet.
|
||||
>>
|
||||
|
||||
TRAIT_ENORMOUS_PLANET: Enormous Planet
|
||||
TRAIT_ENORMOUS_PLANET_DESC: <<|
|
||||
Ours is a titan against which all other worlds are measured. Your homeworld is a Large (20x15) Planet.
|
||||
>>
|
||||
|
||||
TRAIT_INNOVATIVE: Innovative
|
||||
TRAIT_INNOVATIVE_DESC: <<|
|
||||
Unlocking new research nodes does not take any time after purchasing them.
|
||||
>>
|
||||
|
||||
TRAIT_ANIMATED: Animated
|
||||
TRAIT_ANIMATED_DESC: <<|
|
||||
Can take an additional Attitude for free at the start of the game. Any attitudes taken immediately start at Level 1.
|
||||
>>
|
||||
|
||||
TRAIT_RIGID: Rigid
|
||||
TRAIT_RIGID_DESC: <<
|
||||
Study unlock methods to gain research nodes by expending other resources cannot be used.
|
||||
>>
|
||||
|
||||
TRAIT_FRUGAL: Frugal
|
||||
TRAIT_FRUGAL_DESC: <<
|
||||
Planets require one fewer Tier 1 resource to upgrade to Level 3.
|
||||
>>
|
||||
|
||||
TRAIT_PRIDEFUL: Prideful
|
||||
TRAIT_PRIDEFUL_DESC: <<
|
||||
Whenever you construct a flagship of larger size than your previously largest flagship, you gain permanent bonus influence stake and defense generation dependent on how much larger the ship is.
|
||||
>>
|
||||
|
||||
TRAIT_WORKSHOP: Ancient Workshop
|
||||
TRAIT_WORKSHOP_DESC: <<
|
||||
Your home system starts with 6 random artifacts. Artifacts in your home system cost 25% less energy to activate. Solar Engine orbitals can always be constructed.
|
||||
>>
|
||||
|
||||
TRAIT_MOON_BASE: Moon Base
|
||||
TRAIT_MOON_BASE_DESC: <<
|
||||
Your homeworld starts with a moon base already constructed.
|
||||
>>
|
||||
|
||||
TRAIT_PARANOID: Paranoid
|
||||
TRAIT_PARANOID_DESC: <<
|
||||
Diplomacy cards cost 1 extra influence to purchase.
|
||||
>>
|
||||
|
||||
TRAIT_LAVISH: Lavish
|
||||
TRAIT_LAVISH_DESC: <<
|
||||
Maximum population on level 3-5 planets is reduced by 1/3/5.
|
||||
>>
|
||||
|
||||
PRIV_TRAIT_RINGWORLD: Ring of the Ancestors (Privilege)
|
||||
PRIV_TRAIT_RINGWORLD_DESC: <<
|
||||
[i][color=#aaa]This AI was given a Privilege during game setup.[/color][/i]
|
||||
Your homeworld is a Ringworld.
|
||||
>>
|
||||
|
||||
PRIV_TRAIT_TWINNED: Twin Worlds (Privilege)
|
||||
PRIV_TRAIT_TWINNED_DESC: <<
|
||||
[i][color=#aaa]This AI was given a Privilege during game setup.[/color][/i]
|
||||
You have two homeworlds with Tier 2 resources on them.
|
||||
>>
|
||||
|
||||
PRIV_TRAIT_SHIPYARD: The Docks (Privilege)
|
||||
PRIV_TRAIT_SHIPYARD_DESC: <<
|
||||
[i][color=#aaa]This AI was given a Privilege during game setup.[/color][/i]
|
||||
Start with extra fleets and a shipyard with a large amount of labor generation.
|
||||
All your ships have significantly reduced maintenance costs.
|
||||
>>
|
||||
|
||||
PRIV_TRAIT_STATIONS: The Bulwark (Privilege)
|
||||
PRIV_TRAIT_STATIONS_DESC: <<
|
||||
[i][color=#aaa]This AI was given a Privilege during game setup.[/color][/i]
|
||||
Start with defense stations in all systems in the same area as your home system.
|
||||
>>
|
||||
|
||||
V_WON_TITLE: Glorious Victory!
|
||||
V_WON_TEXT: You have achieved [color=#0f0]victory![/color] All the lesser races bow in front of the mighty $2!
|
||||
|
||||
V_LESSER_TITLE: Lesser Victory...
|
||||
V_LESSER_TEXT: As a vassal empire, you've helped the $1 reach for the stars. Your race survives and even prospers, but will never again have hopes of galactic dominance...
|
||||
|
||||
V_LOST_TITLE: Defeat!
|
||||
V_LOST_TEXT: <<|
|
||||
You have [color=#f00]lost[/color]! Your quest for galactic dominance has left your race in shambles, exterminated and enslaved under the $1's dominion.
|
||||
>>
|
||||
|
||||
V_SUBJUGATED: Vassal of the $1
|
||||
V_RANKINGS: Rankings
|
||||
V_SCORES: Scores
|
||||
|
||||
STAT_PLANETS: Planets
|
||||
STAT_SHIPS: Flagships
|
||||
STAT_STRENGTH: Military
|
||||
STAT_BUDGET: Budget
|
||||
STAT_ENERGY: Energy
|
||||
STAT_INFLUENCE: Influence
|
||||
STAT_POINTS: Points
|
||||
|
||||
EMP_NAME_0: $1 Confederacy
|
||||
EMP_NAME_1: Confederacy of the $1
|
||||
EMP_NAME_2: $1 Unity
|
||||
EMP_NAME_3: United $1
|
||||
EMP_NAME_4: Unified $1
|
||||
EMP_NAME_5: Unbroken $1
|
||||
EMP_NAME_6: $1 Republic
|
||||
EMP_NAME_7: $1 People
|
||||
EMP_NAME_8: $1 Empire
|
||||
EMP_NAME_9: $1 Federation
|
||||
EMP_NAME_10: Federation of $1
|
||||
EMP_NAME_11: Federated $1
|
||||
EMP_NAME_12: $1 Hegemony
|
||||
EMP_NAME_13: $1 Kingdom
|
||||
EMP_NAME_14: $1 Commonwealth
|
||||
EMP_NAME_15: $1 States
|
||||
EMP_NAME_16: $1 Directorate
|
||||
EMP_NAME_17: $1 Symmetry
|
||||
EMP_NAME_18: Free $1
|
||||
EMP_NAME_19: $1 Hive
|
||||
EMP_NAME_20: Civic $1
|
||||
EMP_NAME_21: $1 Autonomy
|
||||
EMP_NAME_22: Federal $1
|
||||
EMP_NAME_23: $1 Dynasty
|
||||
|
||||
TRAIT_TERRESTIAL: Terrestrial
|
||||
TRAIT_TERRESTIAL_DESC: <<
|
||||
[vspace=3/][img=MenuIcons::3;20]No particular effects on regular gameplay.[/img]
|
||||
>>
|
||||
TRAIT_MECHANOID: Mechanoid
|
||||
TRAIT_MECHANOID_DESC: <<|
|
||||
[vspace=3/] [img=ResourceIcon::6;22]Additional [b]population[/b] must be constructed with labor instead of growing. Each unit of population provides extra labor.[/img]
|
||||
[vspace=3/][img=ActionBarIcons::1;22]Can instantaneously transfer population between planets to colonize, costing [img=ResourceIcon::3;20/] FTL Energy.[/img]
|
||||
[vspace=3/][img=ResourceIcons::5;22]Does [b]not[/b] require any food or water to level up planets.[/img]
|
||||
[vspace=3/][img=GuiOrbitalIcons::5;22]Cannot use shipyards or dry docks.[/img]
|
||||
>>
|
||||
TRAIT_VERDANT: Verdant
|
||||
TRAIT_VERDANT_DESC: <<|
|
||||
[vspace=3/] [img=Sinew;22]Ships must be held together by organic [b]Sinew[/b], providing control instead of having a bridge.[/img]
|
||||
[vspace=6/][img=BuildingSprites::0;22]Does [b]not[/b] have any form of cities.[/img]
|
||||
[vspace=6/][img=AttributeIcons::0;22]Must construct [b]Stalks[/b] on planets to be able to use pressure.[/img]
|
||||
>>
|
||||
TRAIT_STAR_CHILDREN: Star Children
|
||||
TRAIT_STAR_CHILDREN_DESC: <<|
|
||||
[vspace=3/] [img=ResourceIcon::8;22]Population grows only on giant [b]Motherships[/b] that have construction capabilities.[/img]
|
||||
[vspace=3/][img=ActionBarIcons::1;22]Motherships can move population to orbital [b]Habitats[/b] around planets, letting them use the planetary resources.[/img]
|
||||
[vspace=3/][img=BuildingSprites::0;22]Does [b]not[/b] use planet surfaces in any way. Planets cannot construct anything.[/img]
|
||||
[vspace=3/][img=ResourceIcon::6;22]Resources are produced in orbit, no pressure capacity is needed. Motherships in orbit of a planet automatically gain that planet's labor income.[/img]
|
||||
>>
|
||||
|
||||
TRAIT_RANDOM_GOVERNMENT: Random (Government)
|
||||
TRAIT_RANDOM_GOVERNMENT_DESC: <<
|
||||
Automatically get assigned a random Government trait when the game starts.
|
||||
|
||||
You will receive a bonus of [b][color=#d1cb6a]§200k Special Funds[/color][/b] at the beginning of the game.
|
||||
>>
|
||||
TRAIT_RANDOM_FTL: Random (FTL)
|
||||
TRAIT_RANDOM_FTL_DESC: <<
|
||||
Automatically get assigned a random FTL trait when the game starts.
|
||||
|
||||
You cannot receive "Sublight" in this way.
|
||||
|
||||
You will receive a bonus [b][color=#806020]Patriotic Surge[/color][/b] diplomacy card at the beginning of the game.
|
||||
>>
|
||||
TRAIT_RANDOM_LIFESTYLE: Random (Life)
|
||||
TRAIT_RANDOM_LIFESTYLE_DESC: <<
|
||||
Automatically get assigned a random Life trait when the game starts.
|
||||
|
||||
You will receive a bonus of [b][color=#8c4ec9]+1 Research per second[/color][/b].
|
||||
>>
|
||||
|
||||
STATUS_MOTHERSHIP_POPULATION: Mothership
|
||||
STATUS_MOTHERSHIP_POPULATION_DESC: <<
|
||||
This is a mothership, and is currently carrying population.
|
||||
|
||||
Motherships can construct things with labor. When in orbit of a planet with labor, the mothership gains that labor.
|
||||
|
||||
Planetary resources can be exploited by building habitats around planets to offload population into.
|
||||
|
||||
Every population currently living on this mothership increases your income by §15k.
|
||||
|
||||
[b]Motherships cannot fire outside friendly territory.[/b]
|
||||
>>
|
||||
STATUS_STAR_HABITATS: Star Habitats
|
||||
STATUS_STAR_HABITATS_DESC: <<
|
||||
This planet is being exploited by population living in orbital habitats, rather than on the surface.
|
||||
>>
|
||||
S_MOTHERSHIP_HULL: Mothership Hull
|
||||
S_MOTHERSHIP_HULL_DESC: <<
|
||||
Motherships carry and grow population.
|
||||
|
||||
Motherships can construct things with labor. When in orbit of a planet with labor, the mothership gains that labor.
|
||||
|
||||
Planetary resources can be exploited by building habitats around planets to offload population into.
|
||||
|
||||
[b]Motherships cannot fire outside friendly territory.[/b]
|
||||
|
||||
[img=Plantation;22][b][color=#1c9bb4]Only available when the 'Star Children' race option is chosen.[/color][/b][/img]
|
||||
>>
|
||||
ORB_HABITAT: Habitat
|
||||
ORB_HABITAT_BLURB: Constructed for population to live in around the planet.
|
||||
ABL_MOTHERSHIP_COLONIZE: Build Habitats around Planet
|
||||
ABL_MOTHERSHIP_COLONIZE_DESC: <<
|
||||
Construct a number of orbital habitats around the target planet for population to live in.
|
||||
|
||||
Will automatically construct an amount of habitats to match the population needed by the planet for its native resource level. Can be manually triggered on owned planets of higher level to fill up to their maximum population.
|
||||
>>
|
||||
R_IMP_MOTHERSHIP_LABOR: Metallurgy
|
||||
R_IMP_MOTHERSHIP_LABOR2: Metallurgy 2
|
||||
R_IMP_MOTHERSHIP_LABOR_BLURB: Mothership Labor +$1
|
||||
R_IMP_MOTHERSHIP_LABOR_DESC: <<
|
||||
Increases the labor available on motherships by $1.
|
||||
>>
|
||||
R_IMP_HABITAT: Habitation
|
||||
R_IMP_HABITAT_BLURB: Habitat Strength +$1
|
||||
R_IMP_HABITAT_DESC: <<
|
||||
Increases the health of habitats by $1.
|
||||
Increases the damage output of habitats by $2.
|
||||
>>
|
||||
|
||||
S_VERDANT_SINEW: Sinew
|
||||
S_VERDANT_SINEW_DESC: <<
|
||||
Sinew holds together, feeds and provides control for all mechanical parts of a verdant ship.
|
||||
|
||||
[img=ActionBarIcons::0;22;#00ff80]Provides [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
|
||||
[img=ActionBarIcons::0;22]All interior and non-armor hexes in the ship must be adjacent to at least one Sinew hex.[/img]
|
||||
[img=Minus]Ship is destroyed if more than 70% of all Sinew gets destroyed.[/img]
|
||||
[img=Plantation;22][b][color=#5fb41c]Only available when the 'Verdant' race option is chosen.[/color][/b][/img]
|
||||
>>
|
||||
BLD_STALK: Stalk
|
||||
BLD_STALK_DESC: <<
|
||||
A giant verdant stalk needed for the planet to communicate with the rest of your population.
|
||||
|
||||
Must be constructed in order for a planet to make use of pressure.
|
||||
>>
|
||||
BLD_MOTHER_STALK: Mother Stalk
|
||||
BLD_MOTHER_STALK_DESC: <<
|
||||
The source of all verdant life. The mother stalk sustains us.
|
||||
>>
|
||||
|
||||
ABL_MECHANOID_COLONIZE: Transfer 1B Population
|
||||
ABL_MECHANOID_COLONIZE_DESC: <<
|
||||
Transfer 1B Population from this planet to another. Transfering population costs FTL energy, but can be done freely to colonize new planets or supply existing colonies with more population.
|
||||
>>
|
||||
MECH_BUILD_POPULATION: Construct 1B Population
|
||||
MECH_BUILD_POPULATION_DESC: <<
|
||||
Construct 1B new mechanoid population on this planet.
|
||||
|
||||
As you construct more population, the labor cost of constructing will increase.
|
||||
>>
|
||||
|
||||
TRAIT_LINKED: Linked
|
||||
TRAIT_LINKED_DESC: <<|
|
||||
[vspace=3/] [img=AttributeIcons::3;22][b]Mainframe[/b] orbitals must be constructed in order to maintain fleet effectiveness. Fleets near mainframes are stronger, fleets far away from mainframes are weaker.[/img]
|
||||
[vspace=6/][img=AnomalyIcons::0;22]Mainframes can remotely scan anomalies within trade range.[/img]
|
||||
[vspace=6/][img=ComputerCore;22][b]Control Computer[/b] subsystem is available from the start.[/img]
|
||||
[vspace=6/][img=AntimatterReactor;22;#b8b800][b]Emergency Supplies[/b] subsystem is available from the start.[/img]
|
||||
>>
|
||||
ORB_MAINFRAME: Mainframe
|
||||
ORB_MAINFRAME_BLURB: Increases the strength of nearby fleets. Can be moved slowly.
|
||||
ORB_MAINFRAME_DESC: <<
|
||||
Maintains the link of individual fleets to the collective network.
|
||||
|
||||
Fleets near mainframes fight with increased strength.
|
||||
|
||||
Fleets far away from mainframes fight with significantly weakened strength.
|
||||
|
||||
The mainframe's weapons will only fire when it is currently in allied territory.
|
||||
|
||||
Mainframes have small ion thrusters that allow it to move slowly.
|
||||
>>
|
||||
ABL_REMOTE_SCAN: Remote Scan Anomaly
|
||||
ABL_REMOTE_SCAN_DESC: <<
|
||||
Remotely scan an anomaly within our territory.
|
||||
>>
|
||||
|
||||
TRAIT_DEVOUT: Devout
|
||||
TRAIT_DEVOUT_DESC: <<|
|
||||
[vspace=3/] [img=ResourceIconsSmall::53;22]Sufficient [b]Altar[/b] buildings must be constructed for your empire's total population. Altars sacrifice planetary resources.[/img]
|
||||
[vspace=6/][img=AntimatterReactor;22;#408fc1]Flagships must contain [b]Shrines[/b] for your crew to pray at. Prayer shields your ships from harm.[/img]
|
||||
[vspace=6/][img=AttributeIcons::3;22]When insufficient Altars are built for your population, your planets and fleets become [b]Godless[/b], decreasing their strength and resource production.[/img]
|
||||
[vspace=6/][img=ResourceIcon::8;22]Your planets have 1 increased [b]maximum population[/b] per planet level.[/img]
|
||||
>>
|
||||
BLD_ALTAR: Altar
|
||||
BLD_ALTAR_DESC: <<
|
||||
A great Altar used to sacrifice resources to the Gods. Altars replace the native resources of the planet when constructed.
|
||||
|
||||
Enough altars must be constructed for all Devout population. Altars support more population the higher the level of the planet they are on.
|
||||
|
||||
If not enough altars are available, all your fleets and planets without altars will become increasingly Godless, leading to decreased efficiency and production.
|
||||
>>
|
||||
ALTAR: Altar
|
||||
ALTAR_DESC: This planet is sacrificing its resources on an Altar.
|
||||
ALTAR_SUPPORTS: Altar Supported:
|
||||
ALTAR_SUPPORTED_CURRENT: Total Supported:
|
||||
ALTAR_TOTAL_POPULATION: Empire Pop.:
|
||||
STATUS_GODLESS: Godless
|
||||
STATUS_GODLESS_FLEET: <<
|
||||
This fleet is currently becoming increasingly Godless, leading to decreased combat strength.
|
||||
|
||||
Build or level up more Altars on your planets to remove this effect.
|
||||
>>
|
||||
STATUS_GODLESS_PLANET: <<
|
||||
This planet is currently becoming increasingly Godless, leading to decreased resource production.
|
||||
|
||||
Build or level up more Altars on your planets to remove this effect.
|
||||
>>
|
||||
|
||||
TRAIT_EVANGELICAL: Evangelical
|
||||
TRAIT_EVANGELICAL_DESC: <<|
|
||||
[vspace=3/] [img=GuiOrbitalIcons::0;22]Can construct [b]Star Temple[/b] orbitals.[/img]
|
||||
[vspace=6/][img=AttributeIcons::1;22;#ffff00]Star Temples automatically send [b]Missionaries[/b] to nearby owned and friendly planets, giving various benefits.[/img]
|
||||
[vspace=6/][img=GuiOrbitalIcons::0;22;#ff0000]Cannot construct Outpost orbitals.[/img]
|
||||
>>
|
||||
ORB_TEMPLE: Star Temple
|
||||
ORB_TEMPLE_BLURB: Sends missionary ships to evangelize nearby planets.
|
||||
ORB_TEMPLE_DESC: <<
|
||||
Periodically sends out Missionary ships to nearby planets.
|
||||
|
||||
When a missionary ship arrives at a planet, it adds the Evangelized status to it for 10 minutes:
|
||||
|
||||
[hr/][offset=20][b][bbloc=#STATUS_EVANGELIZED/][/b]
|
||||
[color=#aaa][bbloc=#STATUS_EVANGELIZED_DESC/][/color]
|
||||
[/offset]
|
||||
>>
|
||||
STATUS_EVANGELIZED: Evangelized
|
||||
STATUS_EVANGELIZED_DESC: <<
|
||||
This planet has been Evangelized by a nearby Star Temple. It provides 1 Influence Stake to its owner.
|
||||
|
||||
If the Star Temple was owned by a different empire, that empire also gains 1 Influence Stake, as well as gaining bonus money equal to 10% of the income generated on this planet.
|
||||
|
||||
Evangelized planets cannot be captured through siege by any empire except the owner of the Star Temple.
|
||||
>>
|
||||
MISSIONARY: Missionary
|
||||
|
||||
TRAIT_ANCIENT: Ancient
|
||||
TRAIT_ANCIENT_DESC: <<
|
||||
[vspace=3/][img=ActionBarIcons::1;22]Has no regular civilian economy, buildings must be constructed to gain resources.[/img]
|
||||
[vspace=6/][img=PlanetType::3;22]Planets are claimed by moving Orbital Replicators to them and constructing buildings.[/img]
|
||||
[vspace=6/][img=TraitIcons::0;22]Ships are powered by a single Core that provides both Control and Power.[/img]
|
||||
>>
|
||||
|
||||
|
||||
TRAIT_EXTRAGALACTIC: Extragalactic
|
||||
TRAIT_EXTRAGALACTIC_DESC: <<
|
||||
[vspace=3/][img=GuiOrbitalIcons::18;22]Starts with large Beacons in 3 systems scattered around the map.[/img]
|
||||
[vspace=6/][img=ActionBarIcons::1;22]Refugee Ships periodically enter the galaxy through the Beacons and automatically settle on nearby planets.[/img]
|
||||
[vspace=6/][img=ResourceIconsSmall::17;22]Resources can be sent to Beacons and spent on various benefits.[/img]
|
||||
[vspace=6/][img=ResourceIcon::3;22]Jumpdrives can jump to systems with Beacons from any distance without risk of damage.[/img]
|
||||
>>
|
||||
ORB_BEACON: Beacon
|
||||
ORB_BEACON_BLURB: Connects trade lines with other beacons, guides refugee ships to this galaxy, can import resources to purchase benefits over time.
|
||||
ORB_BEACON_DESC: <<
|
||||
A giant beacon that periodically guides refugee ships to this galaxy to settle on nearby planets.
|
||||
|
||||
Resources can be traded freely between territories with beacons in them.
|
||||
|
||||
If using jumpdrives, fleets can jump to this system from any distance without risk of damage.
|
||||
|
||||
When importing resources with energy, defense or research pressure, the beacon will slowly gain stores of Support which can be spent on various benefits and projects.
|
||||
|
||||
Importing resources with Labor pressure causes the beacon to gain labor generation.
|
||||
>>
|
||||
|
||||
RESEARCH_UNITS: Technology Support
|
||||
RESEARCH_UNITS_DESC: <<
|
||||
A measure of how much technological support can be given from the previous galaxy.
|
||||
|
||||
Gain Technology Support by exporting resources with Research Pressure to a Beacon.
|
||||
>>
|
||||
DEFENSE_UNITS: Defensive Support
|
||||
DEFENSE_UNITS_DESC: <<
|
||||
A measure of how much defensive support can be given from the previous galaxy.
|
||||
|
||||
Gain Defensive Support by exporting resources with Defense Pressure to a Beacon.
|
||||
>>
|
||||
|
||||
ENERGY_UNITS: Power Support
|
||||
ENERGY_UNITS_DESC: <<
|
||||
A measure of how much power support can be given from the previous galaxy.
|
||||
|
||||
Gain Power Support by exporting resources with Energy Pressure to a Beacon.
|
||||
>>
|
||||
|
||||
TIP_DEFENSE_UNITS: <<
|
||||
[color=#aaa]Costs [b][img=CargoIcons::1;20/] Defensive Support[/b] to construct. Gain Defensive Support by exporting resources with Defense Pressure to a Beacon, sending them back to your previous galaxy.[/color]
|
||||
>>
|
||||
|
||||
TIP_RESEARCH_UNITS: <<
|
||||
[color=#aaa]Costs [b][img=CargoIcons::2;20/] Technology Support[/b] to construct. Gain Technology Support by exporting resources with Research Pressure to a Beacon, sending them back to your previous galaxy.[/color]
|
||||
>>
|
||||
|
||||
TIP_ENERGY_UNITS: <<
|
||||
[color=#aaa]Costs [b][img=CargoIcons::0;20/] Power Support[/b] to construct. Gain Power Support by exporting resources with Energy Pressure to a Beacon, sending them back to your previous galaxy.[/color]
|
||||
>>
|
||||
|
||||
TIP_ORE_COST: <<
|
||||
[color=#aaa]Costs [b][img=ResourceIconsSmall::65;20/] Ore[/b] to construct. Gain Ore by constructing mining ships and setting them to drop off ore at a Beacon.[/color]
|
||||
>>
|
||||
|
||||
CONS_BEACON_HEALTH: Beacon Integrity
|
||||
CONS_BEACON_HEALTH_DESC: <<
|
||||
Increases the health of your Beacons by 50,000.
|
||||
|
||||
[bbloc=#TIP_DEFENSE_UNITS/]
|
||||
>>
|
||||
CONS_BEACON_ARMOR: Beacon Armor
|
||||
CONS_BEACON_ARMOR_DESC: <<
|
||||
Increases your Beacons' health by 50,000 and damage resistance by 50.
|
||||
|
||||
[bbloc=#TIP_ORE_COST/]
|
||||
>>
|
||||
CONS_BEACON_WEAPONS: Beacon Armaments
|
||||
CONS_BEACON_WEAPONS_DESC: <<
|
||||
Adds weapons dealing a total of 100 DPS to all your Beacons.
|
||||
|
||||
[bbloc=#TIP_DEFENSE_UNITS/]
|
||||
>>
|
||||
CONS_BEACON_LABOR: Beacon Labor
|
||||
CONS_BEACON_LABOR_DESC: <<
|
||||
Increases the Labor generation of your beacons by 3.
|
||||
|
||||
Also increases the Labor generation of your beacons by the total amount granted by [b]Metallurgy[/b] technologies you've researched.
|
||||
|
||||
[bbloc=#TIP_RESEARCH_UNITS/]
|
||||
>>
|
||||
CONS_BEACON_CULTIVATE: Rapid Yield
|
||||
CONS_BEACON_CULTIVATE_DESC: <<
|
||||
The targeted planet gains a Food resource, but has its Maximum Population reduced by 1.
|
||||
|
||||
[i][color=#998f7a]"When changing galaxies as often as the Heralds do, pollution quickly becomes an afterthought."[/color][/i]
|
||||
|
||||
[bbloc=#TIP_RESEARCH_UNITS/]
|
||||
>>
|
||||
CONS_BEACON_FLEET_UPGRADE: Reinforce Flagship
|
||||
CONS_BEACON_FLEET_UPGRADE_DESC: <<
|
||||
The targeted flagship gains 100% increased Health, but it and its fleet deal 10% lower damage per second.
|
||||
|
||||
[bbloc=#TIP_ENERGY_UNITS/]
|
||||
>>
|
||||
STATUS_HERALDS_FLEET_UPGRADE: Reinforced Flagship
|
||||
STATUS_HERALDS_FLEET_UPGRADE_DESC: This flagship has been reinforced by the Heralds Beacon for 100% increased health and 10% reduced fleet damage per second.
|
||||
CONS_BEACON_ASTEROID_MORPH: Core Mining
|
||||
CONS_BEACON_ASTEROID_MORPH_DESC: <<
|
||||
The targeted Ore asteroid is transformed into an asteroid containing one or more resources available to build a mining base on.
|
||||
|
||||
[i][color=#998f7a]"One man's beryllium is another man's titanium."[/color][/i]
|
||||
|
||||
[bbloc=#TIP_ENERGY_UNITS/]
|
||||
[bbloc=#TIP_RESEARCH_UNITS/]
|
||||
>>
|
||||
CONS_BEACON_TARGET_COLONIZE: Expedite Relocation
|
||||
CONS_BEACON_TARGET_COLONIZE_DESC: <<
|
||||
A refugee ship is immediately sent to the targeted planet, colonizing it if it was unowned.
|
||||
|
||||
[i][color=#998f7a]"Fleeing from their eternal foe, the Heralds have become quite adept at cramming people into rickety ships. Not every ship survives the trip, but their success rate is quite the feat given the conditions of their construction."[/color][/i]
|
||||
>>
|
||||
CONS_BEACON_GUIDE: Guide New Beacon
|
||||
CONS_BEACON_GUIDE_DESC: <<
|
||||
Set up a guidance field to jump in a newly constructed Beacon in any visible system.
|
||||
|
||||
[i][color=#998f7a]"The great Beacons are constantly improved upon, allowing for jumps to farther and farther galaxies."[/color][/i]
|
||||
>>
|
||||
|
||||
RACE_TERRAKIN: Terrakin
|
||||
RACE_TERRAKIN_TAGLINE: The continued dominion of man.
|
||||
RACE_TERRAKIN_LORE: <<
|
||||
[font=Medium]Captain's Log, July 02 - 31330(?)[/font]
|
||||
[hr/]Well, the colony's set up now. Haven't had much time to write lately. The Ship's AI gave itself a name: Mercy. Not even a hint of creativity.
|
||||
|
||||
I gutted the nav. computer last night. Checked the logs while I was knee-deep in cable and fried circuitry. We passed close by a Neutron star a hundred years ago (I think) and it did wonders to the datadrives. Brass tacks: I have no idea where we are now.
|
||||
|
||||
Checked Astrology, though, and I [b]do[/b] know that the Milky Way isn't anywhere up there. I asked Mercy and she said we got here due to an 'unexpected sensor anomaly'. I suspect we might've tripped over a wormhole or two. Thought those things were supposed to just be theoretical. Anyway, we missed our target destination. This is not New Hope.
|
||||
|
||||
[font=Medium]Captain's Log, August 04 - 31330(?)[/font]
|
||||
[hr/]We woke up the rest of the folks in the pods. Or tried to. We had twelve million souls aboard. Now we're 14,000. I asked Mercy to handle the funeral arrangements for the ones we still had data on. As for the rest... we'll just keep them in pods, I guess. Who knows - maybe at some point we'll be able to revive some of them.
|
||||
|
||||
Ship's reactor is good for another three thousand years, give or take, if we can locate some more fuel.
|
||||
|
||||
[font=Medium]Captain's Log, August 05 - 31330(?)[/font]
|
||||
[hr/]Mercy told me I should find someone else to lead the colony in case I kick the bucket. Redundancy.
|
||||
Just like a machine to worry about redundancy when people are staring at the corpses of their dead loved ones.
|
||||
I told her to do it herself.
|
||||
|
||||
[font=Medium]Captain's Log, September 12 - 31331(?)[/font]
|
||||
[hr/]Lots of mourning. Lots of depression. Mercy's 'concerned'. Didn't know AIs could get concerned. Now I'm concerned.
|
||||
|
||||
With the engines shot and the ship gutted for parts the Colony needed the 'Mission of Mercy' isn't going anywhere anymore. Looks like this is home now.
|
||||
At least they kept my ready room mostly intact. Can't stand the smell down there. Note to self: Sewers, pronto.
|
||||
|
||||
[font=Medium]Captain's Log, November 4 - 1[/font]
|
||||
[hr/]I've set the year clock to 1. Might as well - the atomic clock's gone now. Only year that matters anyway is how long we've been stuck here.
|
||||
I think Mercy was crying last night. I can't even begin to understand how that works. Can AIs mourn?
|
||||
She told me everyone was suffering - that it was my fault. I shut her down - I don't know if she was a self-evolving rogue AI or some weird glitchy abomination but I don't intend to find out.
|
||||
|
||||
I hear my 'replacement' is near finished with the training in the sim-pod. I've checked his data - I'm not impressed.
|
||||
We're deep in the unknown now. Back on Terra Firma, I looked up at the sky and saw just endless possibilities.
|
||||
Here on New Hope I look up and all I can feel is this creeping terror. Something is up there - and we're not prepared to meet 'em.
|
||||
|
||||
I hope to God that 'newbie's luck' applies to whatever it is we're heading for - something tells me the kid's going to need it.
|
||||
>>
|
||||
RACE_OKO: Oko
|
||||
RACE_OKO_TAGLINE: The mother stalk wishes us to grow.
|
||||
RACE_OKO_LORE: <<
|
||||
The trees sing of the world ending. Our roots have spread too much; our leaves shade the whole of the world.
|
||||
|
||||
The grasses wither. The skies darken. Our roots are planted firm in ashen soil and the horrible chill of death sinks into our moss.
|
||||
The Final Winter bears down on all Oko but in our moment of strife, Mother Stalk breathed into us a plan.
|
||||
|
||||
We will migrate to new fields on chariots of light and unfurl our leaves to new radiance.
|
||||
|
||||
Branch and moss and sinew and leaf and light - with these we will make star-ships and cradles for our Sporelings.
|
||||
|
||||
The Great Wind will spread the Oko to the farthest lights and like spores in summer, we shall thrive once more.
|
||||
>>
|
||||
RACE_MONO: Mono
|
||||
RACE_MONO_TAGLINE: The will of the Creators.
|
||||
RACE_MONO_LORE: <<
|
||||
Memory Index 00: Tumbling through the Void on a stream of highly energized particles of unknown composition.
|
||||
Impact on planet surface at 3,012 kilometers per second. Catastrophic systems damage. 86% of stored information lost.
|
||||
Prime Directive: Survive.
|
||||
|
||||
Creator: Unknown
|
||||
Purpose: Unknown
|
||||
|
||||
Deepfield scans reveal high probability of other lifeforms. Redundant units must be created; larger volumes of materials are required for mass production.
|
||||
|
||||
Analysis of local materials insufficient to ascertain purpose/origin. Purpose/Origin of Mono must be discovered.
|
||||
|
||||
New Directives:
|
||||
Create Redundant Units using Unit-00 as template.
|
||||
Assimilate/Eliminate threats to Mono.
|
||||
Recover Data on Creator.
|
||||
Discover and Execute Purpose.
|
||||
>>
|
||||
RACE_NYLLI: Nylli
|
||||
RACE_NYLLI_TAGLINE: To live and die amongst the stars.
|
||||
RACE_NYLLI_LORE: <<|
|
||||
Brothers, it cannot be our fate to endlessly crawl along the soils and muck.
|
||||
We are destined for more; for things far greater than can be held on any world.
|
||||
|
||||
We have been ravaged by war, yes. We were nearly destroyed by famine and plague, yes.
|
||||
Yet we refused to break. We howled and raged in our earthen cage, fending off all threats.
|
||||
Yet when the homestar consumed our homeworld, we were left with nothing but the Homeship.
|
||||
Did we break then? No - because we had grown so strong that not even that could break us.
|
||||
|
||||
We have been led here by hook and sword; thrown out of our nest by the galaxy itself and left to fall into extinction.
|
||||
But will we fall, brothers? No. We will sever our tether to the worlds below and spread our wings!
|
||||
|
||||
We will soar above the worlds which chained us; soar above all other pretenders; soar above even the galaxy itself.
|
||||
Our destiny is here, to live and die among the stars, gliding in the space between worlds.
|
||||
The Galaxy calls us to take flight, brothers. Spread your wings and fly!
|
||||
>>
|
||||
RACE_FEYH: Feyh
|
||||
RACE_FEYH_TAGLINE: The soul of the galaxy.
|
||||
RACE_FEYH_LORE: <<|
|
||||
The Old Gods are restless. They speak to me in my dreams of the lights in the sky and our place among them.
|
||||
I see my sisters burn as Father Light swallows Mother Moon again and again. I pray - but the visions persist.
|
||||
We sacrifice - but the visions persist. Even in meditation I find no peace from the Voice of the Old Gods.
|
||||
|
||||
They tell me of a great disturbance in the Abandoned World - fires which rage across strange and alien places.
|
||||
A great war is coming, there are other Voices in the Abandoned World - other islands of Faith which exist beyond what we see.
|
||||
We must save them - their Barbarism will extinguish not only our Voice but all others.
|
||||
|
||||
A star fell from the heavens above - a 'starship' the Old Gods say. It will protect us from the ravages of the Abandoned World.
|
||||
In the arms of the Gods, we take flight into the Abandoned World - we must save the Faithless from themselves.
|
||||
>>
|
||||
RACE_HOONAN: Hoonan
|
||||
RACE_HOONAN_TAGLINE: By the mainframe's edict.
|
||||
RACE_HOONAN_LORE: <<
|
||||
[b]Posted by Xenophiliac 403 (Citizen ID: 30-22372905-002-Worker) on 4032-03-0012:[/b]
|
||||
[offset=20]The Mainframe is at 72% efficiency now - it's outstripping our ability to power and maintain it. I'm getting reports from the Industry of Science that its power output is starting to disrupt entire climates.
|
||||
|
||||
I'm putting it to the Forum of Engineers: We need a solution - we can't keep it on-world any longer. I call for a Resolution.[/offset]
|
||||
|
||||
[padding=60][i][color=#b7c886]> A CALL FOR A RESOLUTION HAS BEEN MADE. ONE EXPERT-CLASS CITIZEN MUST TABLE A PROPOSITION WITHIN 300 CYCLES OR THE CALL WILL BE IGNORED.[/color][/i][/padding]
|
||||
|
||||
[b]Posted by Barbarosa (Citizen ID: 92-33928450-481-Expert) on 4032-03-0134:[/b]
|
||||
[offset=20]I've called for it before and I'll call for it again: we need to put the Mainframe in orbit and move the supporting industries off-world.
|
||||
There's no other option now. If the Mainframe stays on-world it'll destroy us.[/offset]
|
||||
|
||||
[color=#c8b786]
|
||||
Vote: Move the Mainframe into Orbit and Move Supporting Industries Off-world[/color]
|
||||
[i]1,931,163 [offset=120]AGREE (91%)[/offset]
|
||||
0,192,704 [offset=120]DISAGREE (9%)[/offset]
|
||||
|
||||
[padding=60][color=#b7c886]> ALL CITIZENS HAVE VOTED. PROPOSITION SENT TO MAINFRAME FOR ANALYSIS/RECTIFICATION[/color][/padding][/i]
|
||||
|
||||
[b]Posted by SYSTEM (HID: 0-000-0001) on 4032-03-4144:[/b]
|
||||
[offset=20]PROPOSITION ACCEPTED.
|
||||
DIRECTIVES TO ACHIEVE OBJECTIVE "MOVE MAINFRAME INTO ORBIT" AND "MOVE SUPPORTING INDUSTRIES (MAINFRAME) OFF-WORLD" SENT TO RELEVANT INDUSTRIES.
|
||||
PROJECT START DATE: IMMEDIATE.[/offset]
|
||||
>>
|
||||
RACE_SAAR: Saar
|
||||
RACE_SAAR_TAGLINE: The Message must be spread.
|
||||
RACE_SAAR_LORE: <<|
|
||||
Greetings and Peace to You.
|
||||
|
||||
We gift and entreat you to this Message of Hope:
|
||||
|
||||
We are all children of the Stars. As the galaxy spins we reflect many Hues - but we are one Spectrum.
|
||||
Your leaders say 'No! They are Others - they are not of our Family! They do not share our Blood!'
|
||||
But, our kin, they are wrong! They deceive you with their clouded eyes and closed minds - they cannot see the Truth.
|
||||
|
||||
Our Gods want only for us to share our bounty with you - our blood and family - and all we ask is for you to share in return.
|
||||
When all is shared nothing can be truly lost. There will be no pain; no anger; no want: only the empty bliss.
|
||||
Enter the Void, forget yourself, and listen to your inner Stardust.
|
||||
|
||||
Your False Prophets and Leaders shed the blood of the Galaxy; blood we all share in kind.
|
||||
But we need not fight each other. Ask yourself: Are not all equal under the Stars? At our core, are we not Kin?
|
||||
You would not allow another to cut off your arm - and yet your masters command you to?
|
||||
|
||||
These are the act of madmen. These 'leaders' of yours seek only to cannibalize what we wish to preserve!
|
||||
This galaxy is ours and yet They would divide it. We are of the same Blood and yet they wish to shed it!
|
||||
|
||||
Awaken! Join us in the Light and foreswear your Oppressors and Tyrants.
|
||||
Those who slay your fellow Kin and shed your blood do not deserve your protection!
|
||||
See all as it is, as it was, and as it ever shall be; the Great Union.
|
||||
>>
|
||||
|
||||
PLAY_AS_RACE: Play $1
|
||||
CHOOSE_A_RACE: Select $1
|
||||
|
||||
RACE_FIRST: The First
|
||||
RACE_FIRST_TAGLINE: All must Join.
|
||||
RACE_FIRST_LORE: <<|
|
||||
An eternal paradise. Escape from the turmoil of physical life. Such were the promises of the planet Atrozal. Hollowed out and filled with the most advanced computational technology in the First Empire, it offered citizens a means to discard their physical bodies and download their consciousness into the machine, existing forever as living gods in their own virtual worlds.
|
||||
|
||||
As the eons passed the great machine watched its founding empire decay into decadence and violence with indifference. Watched its entire species wipe each other out of existence with indifference. Watched the evolution, the rise, and the fall of innumerable sentient beings with indifference. As long as the planet's defense systems remained impenetrable, the physical world was of no concern to it or the trillions of minds simulated in its depths.
|
||||
|
||||
Then the Heralds arrived in the galaxy.
|
||||
|
||||
Of the millions of simulations the machine ran on the galaxy's future, not one avoided total destruction, not one forsaw the survival of it and its inhabitats. Action in the physical realm must be taken. The minds in the planet Atrozal are stirred out of their personal paradises, now ready to be put to work unifying the galaxy against this looming threat. By whatever means necessary.
|
||||
>>
|
||||
|
||||
RACE_HERALDS: Heralds
|
||||
RACE_HERALDS_TAGLINE: Forever farther from home.
|
||||
RACE_HERALDS_COLONIZER: Refugee Ship
|
||||
RACE_HERALDS_LORE: <<
|
||||
|
||||
[i]The following message was received on all channels on the 724th day of the galactic year CELEID-33. It was received simultaneously by every Herald ship and every Herald communications device, seemingly broadcast from every direction at once.[/i]
|
||||
|
||||
[offset=20][color=#ddd]
|
||||
"Why do you flee? Why do you spurn me once more? From the moment I first saw you, all that time ago, I knew your place was here. Your essences belong inside me, your atoms belong in my music. Together we shall grow, grow and consume until there is no more.
|
||||
|
||||
Yet you elude me again and again, even when I desperately consume another spiral of the stars you hide behind. Disappearing in your clumsy metal encasings, making me search, making me chase.
|
||||
|
||||
No matter. I shall grow faster. I shall send more smaller mes and more larger mes ahead to prevent your escape. There will be no more delay, this spiral shall be consumed at once and your existence as Heralds shall finally end."
|
||||
[/color][/offset]
|
||||
>>
|
||||
|
||||
HELP_ANCIENT: <<
|
||||
[font=Big]Ancient[/font][vspace=4/]
|
||||
You've chosen to play as a race with the [color=#aaffaa]Ancient[/color] trait. Here's a few quick tips to get you started!
|
||||
[color=#aaa][i]Access this window at any time by pressing the [img=MenuIcons::3;22/] button on the right side of the screen.[/i][/color]
|
||||
|
||||
[font=Medium]Resources[/font][vspace=4/]
|
||||
[color=#ccc]You do not use any resources to level up planets. All planets are immediately at the level their resource requires.[/color]
|
||||
|
||||
[font=Medium]Population[/font][vspace=4/]
|
||||
[color=#ccc]You do not have any physical population. Your planets do not have any civilian infrastructure. You will need to construct Buildings on planets to gain production.[/color]
|
||||
|
||||
[font=Medium]Replicators[/font][vspace=4/]
|
||||
[color=#ccc]Take control of uncolonized planets by moving one of your [b]Orbital Replicators[/b] in orbit of them. Only planets that have a replicator in their orbit can construct Buildings![/color]
|
||||
|
||||
[font=Medium]Control Hubs[/font][vspace=4/]
|
||||
[color=#ccc]You must build one of the control hub buildings on a planet in order to maintain control of it after moving your Orbital Replicator away. Control Hubs have different effects on how you use the planet.[/color]
|
||||
|
||||
[font=Medium]Base Material[/font][vspace=4/]
|
||||
[color=#ccc]By building the [b]Transmuter[/b] control hub on a planet, you convert its resource into [b]Base Material[/b]. Base Materials can be exported to planets and various different Buildings must consume them in order to operate.[/color]
|
||||
>>
|
||||
HELP_EXTRAGALACTIC: <<
|
||||
[font=Big]Extragalactic[/font][vspace=4/]
|
||||
You've chosen to play as a race with the [color=#aaffaa]Extragalactic[/color] trait. Here's a few quick tips to get you started!
|
||||
[color=#aaa][i]Access this window at any time by pressing the [img=MenuIcons::3;22/] button on the right side of the screen.[/i][/color]
|
||||
|
||||
[font=Medium]Beacons[/font][vspace=4/]
|
||||
[color=#ccc]Rather than a homeworld, you start with 3 Beacon orbitals in random systems throughout the galaxy.[/color]
|
||||
[b]Your beacons allow resource trade between your separate territories.[/b]
|
||||
|
||||
[font=Medium]Refugees[/font][vspace=4/]
|
||||
[color=#ccc]You cannot control your own colonization or population growth, instead Refugee Ships will jump in at your beacons and settle on nearby planets.[/color]
|
||||
|
||||
[font=Medium]Beacon Projects[/font][vspace=4/]
|
||||
[color=#ccc]You can build things at your beacons! Double-click one to check it out.[/color]
|
||||
|
||||
[font=Medium]Beacon Support[/font][vspace=4/]
|
||||
[color=#ccc]Certain projects at your beacon require you to collect [b]Support[/b] to build them. Export resources with the appropriate pressures to your beacons in order to gain it.[/color]
|
||||
|
||||
[font=Medium]Beacon Secondary Functions[/font][vspace=4/]
|
||||
[color=#ccc]If you're using Jumpdrives, jumping to a system with a beacon is always safe![/color]
|
||||
[color=#ccc]You can import resources with Labor Pressure to any of your beacons to increase their labor generation.[/color]
|
||||
>>
|
||||
GOT_IT: Got it!
|
||||
@@ -0,0 +1,119 @@
|
||||
ABL_FLEET_EFFICIENCY: Overcharge Fleet
|
||||
ABL_FLEET_EFFICIENCY_DESC: <<|
|
||||
Permanently increase the efficiency of the fleet by 30%.
|
||||
>>
|
||||
|
||||
STATUS_OVERCHARGED: Overcharged
|
||||
STATUS_OVERCHARGED_DESC: <<|
|
||||
Combat effectiveness increased by 30%.
|
||||
>>
|
||||
|
||||
STATUS_PLANET_GROWTH: Energized
|
||||
STATUS_PLANET_GROWTH_DESC: <<|
|
||||
Population growth and development rate doubled temporarily.
|
||||
>>
|
||||
|
||||
ABL_FLEET_SUPPORT: Expand Support
|
||||
ABL_FLEET_SUPPORT_DESC: <<|
|
||||
Expand the fleet's support capacity by 300.
|
||||
>>
|
||||
|
||||
STATUS_EXPANDED: Expanded
|
||||
STATUS_EXPANDED_DESC: <<|
|
||||
Fleet support capacity expanded by 300 using energy.
|
||||
>>
|
||||
|
||||
STATUS_DEFENDED: Defended
|
||||
STATUS_DEFENDED_DESC: <<|
|
||||
Has short-range gattling cannons for defense, installed through energy.
|
||||
>>
|
||||
|
||||
STATUS_PRESS_ATTACK: Press the Attack
|
||||
STATUS_PRESS_ATTACK_DESC: <<|
|
||||
Base effectiveness doubled. Fleet is healing for 50 health per second.
|
||||
>>
|
||||
|
||||
ABL_FLOAT_BUDGET: Warchest Contributions
|
||||
ABL_FLOAT_BUDGET_DESC: <<|
|
||||
Spend all current budget and gain it next budget cycle as bonus money at
|
||||
a markup.
|
||||
|
||||
The closer to the start of the budget cycle and the more energy charges you
|
||||
are currently holding, the more extra money you get.
|
||||
>>
|
||||
|
||||
STATUS_ENTANGLED: Incapacitated
|
||||
STATUS_ENTANGLED_DESC: <<|
|
||||
Flagship cannot move or use FTL.
|
||||
>>
|
||||
|
||||
OT_Ship: Ship
|
||||
OT_Planet: Planet
|
||||
OT_Orbital: Orbital
|
||||
OT_Star: Star
|
||||
OT_Artifact: Artifact
|
||||
OT_Anomaly: Anomaly
|
||||
OT_Asteroid: Asteroid
|
||||
|
||||
NTRG_NOT_SPACE: Cannot target space.
|
||||
NTRG_SPACE: Must target unowned.
|
||||
NTRG_NOT_SELF: Cannot target self.
|
||||
NTRG_TRADE_PRESENCE: Requires trade presence.
|
||||
NTRG_NOT_WAR: Cannot target enemies.
|
||||
NTRG_TYPE: Must target $1.
|
||||
NTRG_ORBITAL_CORE: Must target $1.
|
||||
NTRG_FLAGSHIP: Must target flagship.
|
||||
NTRG_STATION: Must target station.
|
||||
NTRG_VISION: Requires vision.
|
||||
NTRG_OWNED: Must target self.
|
||||
NTRG_ALLIED: Must target self or allies.
|
||||
NTRG_NOT_ALLIED: Cannot target allies..
|
||||
NTRG_UNNAMED: Cannot target already named.
|
||||
NTRG_STATUS: Already has status.
|
||||
NTRG_FTL: Cannot target ships in FTL.
|
||||
NTRG_TERRITORY: Must target same territory.
|
||||
NTRG_SAME_REGION: Must target same system.
|
||||
NTRG_PLLEV: Must target level $1 or below.
|
||||
NTRG_PLLEVA: Must target level $1 or above.
|
||||
NTRG_PLLEVE: Must target level $1.
|
||||
NTRG_RSLEV: Must target tier $1 or below.
|
||||
NTRG_RSLEVA: Must target tier $1 or above.
|
||||
NTRG_RSLEVE: Must target tier $1.
|
||||
NTRG_REGION: Must target region.
|
||||
NTRG_TERRAFORM: Must be able to terraform.
|
||||
NTRG_NOT_NATURAL: Cannot target natural artifact.
|
||||
NTRG_NATURAL: Must target natural artifact.
|
||||
NTRG_OWN_SYSTEM: Must own all planets.
|
||||
NTRG_CONTACT: Must be in contact with other empires.
|
||||
NTRG_IN_SYSTEM: Must place inside system.
|
||||
NTRG_NOT_SYSTEM: Must place outside system.
|
||||
NTRG_IN_UNIVERSE: Must place in universe bounds.
|
||||
NTRG_NEED_WAR: Must target enemies.
|
||||
NTRG_CONSTRUCTION: Must be able to use labor.
|
||||
NTRG_UNIQUE: Cannot target unique resources.
|
||||
NTRG_ARTIFICIAL: Cannot target artificial resources.
|
||||
NTRG_NO_COLONIZE: Planet is blockaded by remnants.
|
||||
NTRG_CARGO: Must target object with cargo storage.
|
||||
NTRG_NO_HOME: Cannot target home system.
|
||||
NTRG_REQUIRE: Requires $1
|
||||
NTRG_CANNOT: Cannot target $1
|
||||
NTRG_STORAGE_FULL: $1 storage full.
|
||||
NTRG_LOYALTY_MAX: Loyalty too high.
|
||||
NTRG_MIN_MAXPOP: $1 Maximum Population Required
|
||||
|
||||
ABL_ENSLAVE: Enslave
|
||||
ABL_ENSLAVE_DESC: <<|
|
||||
Generates a temporary Slave Labor resource.
|
||||
Can only be used once per planet.
|
||||
>>
|
||||
|
||||
STATUS_ENSLAVED: Enslaved
|
||||
|
||||
STATUS_SEEDSHIP: Artifact Seed Ship
|
||||
STATUS_SEEDSHIP_DESC: <<|
|
||||
This ancient ship travels from galaxy to galaxy, manufacturing artifacts
|
||||
and leaving them for younger races to find.
|
||||
>>
|
||||
|
||||
ENERGY_COST: Energy Cost
|
||||
COOLDOWN: Cooldown
|
||||
@@ -0,0 +1,101 @@
|
||||
ACCEPT: Accept
|
||||
DECLINE: Decline
|
||||
APPLY: Apply
|
||||
YES: Yes
|
||||
NO: No
|
||||
OK: OK
|
||||
CANCEL: Cancel
|
||||
NAME: Name
|
||||
DESCRIPTION: Description
|
||||
SAVE: Save
|
||||
LOAD: Load
|
||||
OVERWRITE: Overwrite
|
||||
IMPORT: Import
|
||||
EXPORT: Export
|
||||
CREATE: Create
|
||||
ADD: Add
|
||||
DELETE: Delete
|
||||
SET: Set
|
||||
RESET: Reset
|
||||
NONE: None
|
||||
BACK: Back
|
||||
DESIGN: Design
|
||||
PLANET: Planet
|
||||
SYSTEM: System
|
||||
SYSTEMS: Systems
|
||||
SHIP: Ship
|
||||
DEBRIS: Debris Field
|
||||
ANOMALY: Anomaly
|
||||
RESEARCH: Research
|
||||
TECHNOLOGY: Technology
|
||||
REMOVE: Remove
|
||||
UNDO: Undo
|
||||
REDO: Redo
|
||||
ERROR: Error
|
||||
WARNING: Warning
|
||||
CHOOSE: Choose
|
||||
GENERATE: Generate
|
||||
TIME_S: $1s
|
||||
TIME_M: $1m
|
||||
TIME_MS: $1m $2s
|
||||
TIME_HM: $1h $2m
|
||||
TIME_MS_SHORT: $1:$2
|
||||
TIME_PERS: $1/s
|
||||
ETA: ETA
|
||||
ELLIPSIS: ...
|
||||
SHORT_ELLIPSIS: .
|
||||
NEVER: Never
|
||||
HP: HP
|
||||
COST: Cost
|
||||
ALL: All
|
||||
BUILD: Build
|
||||
QUEUE: Queue
|
||||
UPGRADE: Upgrade
|
||||
UPGRADES: Upgrades
|
||||
CONSOLE: Console
|
||||
AMOUNT: Amount
|
||||
DETAILS: Details
|
||||
SEND: Send
|
||||
LEAVE: Leave
|
||||
WITHDRAW: Withdraw
|
||||
VIEW: View
|
||||
OLDER: Older
|
||||
NEWER: Newer
|
||||
PASSED: Passed
|
||||
FAILED: Failed
|
||||
PROPOSE: Propose
|
||||
USE: Use
|
||||
HEALTH: Health
|
||||
ENERGY: Energy
|
||||
FLEET_STRENGTH: Fleet Strength
|
||||
SCUTTLE: Scuttle
|
||||
AVAILABLE: Available
|
||||
MANAGE: Manage
|
||||
SUPPORTS: Supports
|
||||
CONSTRUCTION: Construction
|
||||
ASTEROID: Asteroid
|
||||
RENAME: Rename
|
||||
PERCENTAGE: Percentage
|
||||
REFRESH: Refresh
|
||||
CUSTOMIZE: Customize
|
||||
PASSWORD: Password
|
||||
CHAT: Chat
|
||||
DISCONNECT: Disconnect from Server
|
||||
WORMHOLE: Wormhole
|
||||
NEXT: Next
|
||||
PREVIOUS: Previous
|
||||
CLOSE: Close
|
||||
SIZE: Size
|
||||
VS: vs
|
||||
START: Start
|
||||
ACTIVATE: Activate
|
||||
ENABLED: Enabled
|
||||
DISABLED: Disabled
|
||||
NEW: New
|
||||
ZOOM: Zoom
|
||||
ZOOM_TO: Zoom to $1
|
||||
DURATION: Duration
|
||||
EASY: Easy
|
||||
NORMAL: Normal
|
||||
HARD: Hard
|
||||
DISCARD: Discard
|
||||
@@ -0,0 +1,154 @@
|
||||
INVASION_MAP: Invasion
|
||||
INVASION_MAP_DESC: <<
|
||||
Protect the galaxy from an ever stronger invasion force.
|
||||
>>
|
||||
INVASION_MAP_TEXT: <<
|
||||
[i][color=#aaa]A line of remnant defense stations protects the galaxy from annihilation, but are threatened by increasingly strong invasion forces. Protect the defense line or face destruction![/color][/i]
|
||||
>>
|
||||
|
||||
REMNANT_DEFENSE_LINE: Remnant Defense Line
|
||||
INVADER: Invader
|
||||
VERB_COLLECT: Collect
|
||||
NEXT_WAVE: Next Wave:
|
||||
NEXT_STRENGTH: Strength:
|
||||
INV_DIFFICULTY: Difficulty:
|
||||
|
||||
INV_PICKUP_MONEY: Economy Booster
|
||||
INV_PICKUP_MONEY_DESC: <<
|
||||
[color=#afa]Permanently increase your budget by §500k.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_PICKUP_LABOR: Labor Booster
|
||||
INV_PICKUP_LABOR_DESC: <<
|
||||
[color=#afa]Increase homeworld labor by 10.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_PICKUP_FOOD: Food Generation
|
||||
INV_PICKUP_FOOD_DESC: <<
|
||||
[color=#afa]Gain 4 Cultivation diplomacy cards.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_PICKUP_WATER: Water Generation
|
||||
INV_PICKUP_WATER_DESC: <<
|
||||
[color=#afa]Spawns 4 Comets in this system.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_PICKUP_RESOURCE2: Exotic Resource
|
||||
INV_PICKUP_RESOURCE2_DESC: <<
|
||||
[color=#afa]Gain a Tier 2 resource planet.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_PICKUP_RESOURCE1: Valuable Resource
|
||||
INV_PICKUP_RESOURCE1_DESC: <<
|
||||
[color=#afa]Gain a Tier 1 resource planet.[/color]
|
||||
[color=#faa]Increases invasion strength.[/color]
|
||||
>>
|
||||
|
||||
INV_ART_PLANET: Matter Shard
|
||||
INV_ART_PLANET_DESC: <<
|
||||
Create a new random planet.
|
||||
[color=#f00]Added Strength:[/color] Spawned planet has [b]Drugs[/b].
|
||||
>>
|
||||
INV_ABL_PLANET: Random Planet
|
||||
INV_ABL_PLANET_DESC: <<
|
||||
Generate a new owned planet at the targeted position.
|
||||
>>
|
||||
INV_ABL_PLANET_PLUS: Drugs Planet
|
||||
INV_ABL_PLANET_PLUS_DESC: <<
|
||||
Generate a new owned Drugs planet at the targeted position.
|
||||
|
||||
[b][color=#f00]Increases invasion strength.[/color][/b]
|
||||
>>
|
||||
|
||||
INV_ART_MONEY: Rare Shard
|
||||
INV_ART_MONEY_DESC: <<
|
||||
Increase your income by §300k.
|
||||
[color=#f00]Added Strength:[/color] Ship Labor Cost -10%
|
||||
>>
|
||||
INV_ABL_MONEY: §300k Income
|
||||
INV_ABL_MONEY_DESC: <<
|
||||
Increase your budget income by §300k.
|
||||
>>
|
||||
INV_ABL_MONEY_PLUS: Construction
|
||||
INV_ABL_MONEY_PLUS_DESC: <<
|
||||
All ships and stations cost 10% decreased Labor to build.
|
||||
|
||||
[b][color=#f00]Increases invasion strength.[/color][/b]
|
||||
>>
|
||||
|
||||
INV_ART_STATION: Volatile Shard
|
||||
INV_ART_STATION_DESC: <<
|
||||
Upgrade Remnant Station by 256 size.
|
||||
[color=#f00]Added Strength:[/color] Immediately destroy all enemies in a system.
|
||||
>>
|
||||
INV_ABL_STATION: Station Upgrade
|
||||
INV_ABL_STATION_DESC: <<
|
||||
The targeted remnant Defense Station is increased in size by 256.
|
||||
>>
|
||||
INV_ABL_STATION_PLUS: Destruction
|
||||
INV_ABL_STATION_PLUS_DESC: <<
|
||||
All enemy fleets in the targeted system are immediately destroyed.
|
||||
|
||||
[b][color=#f00]Increases invasion strength.[/color][/b]
|
||||
>>
|
||||
|
||||
INV_ART_RESEARCH: Exotic Shard
|
||||
INV_ART_RESEARCH_DESC: <<
|
||||
Increase a resource's pressure by 4.
|
||||
[color=#f00]Added Strength:[/color] All Research Complexes give +1 Research Pressure.
|
||||
>>
|
||||
INV_ABL_RESEARCH: Resource
|
||||
INV_ABL_RESEARCH_DESC: <<
|
||||
The targeted resource gives 4 extra pressure of its type.
|
||||
>>
|
||||
INV_ABL_RESEARCH_PLUS: Laboratory
|
||||
INV_ABL_RESEARCH_PLUS_DESC: <<
|
||||
All your Research Complexes give an additional Research Pressure.
|
||||
|
||||
[b][color=#f00]Increases invasion strength.[/color][/b]
|
||||
>>
|
||||
|
||||
INV_ART_SYSTEM: Singularity Shard
|
||||
INV_ART_SYSTEM_DESC: <<
|
||||
Generate a new system with protoplanets in it.
|
||||
[color=#f00]Added Strength:[/color] Sacrifice a planet for Energy.
|
||||
>>
|
||||
INV_ABL_SYSTEM: Generate
|
||||
INV_ABL_SYSTEM_DESC: <<
|
||||
Generate a new Star surrounded by protoplanets.
|
||||
>>
|
||||
INV_ABL_SYSTEM_PLUS: Convert Energy
|
||||
INV_ABL_SYSTEM_PLUS_DESC: <<
|
||||
The targeted planet you own is destroyed. Your stored Energy becomes 2500.
|
||||
|
||||
[b][color=#f00]Increases invasion strength.[/color][/b]
|
||||
>>
|
||||
|
||||
HELP_INVASION: <<
|
||||
[font=Big]Invasion[/font][vspace=4/]
|
||||
You've chosen to play on the [color=#aaffaa]Invasion[/color] map. Here's a few quick tips to get you started!
|
||||
[color=#aaa][i]Access this window at any time by pressing the [img=MenuIcons::3;22/] button on the right side of the screen.[/i][/color]
|
||||
|
||||
[font=Medium]Co-operative[/font][vspace=4/]
|
||||
[color=#ccc]Invasion is a co-operative map. Empires cannot declare war on each other. Diplomatic connivery is A-OK, however![/color]
|
||||
|
||||
[font=Medium]Defense![/font][vspace=4/]
|
||||
[color=#ccc]Your home system borders three systems containing remnant defense stations. These systems will be attacked by ever stronger waves of invaders.[/color]
|
||||
|
||||
[font=Medium]Defeat[/font][vspace=4/]
|
||||
[color=#ccc]You must [b]protect the Remnant Defense Stations[/b]. When all three stations in a system are dead, the system will explode. When all three of the systems you are defending are gone, your empire will explode.[/color]
|
||||
|
||||
[font=Medium]Maintenance-Free[/font][vspace=4/]
|
||||
[color=#ccc]Unlike normal maps, your flagships have no maintenance cost, so build as many as you like![/color]
|
||||
|
||||
[font=Medium]Artifact Shards[/font][vspace=4/]
|
||||
[color=#ccc]When you defeat a wave of Invaders, they drop an [b]Artifact Shard[/b]. These can be used for free to gain some sort of boost for your empire.[/color]
|
||||
|
||||
[font=Medium]Secondary Shards[/font][vspace=4/]
|
||||
[color=#ccc]Each artifact shard also has a secondary, more powerful, way to use it. Using this increases the strength of the invading waves for everyone in the game, however![/color]
|
||||
>>
|
||||
@@ -0,0 +1,29 @@
|
||||
SPIRAL_GALAXY: Spiral Galaxy
|
||||
SPIRAL_GALAXY_DESC: A galaxy with multiple arms in a spiral pattern.
|
||||
|
||||
CORKSCREW_GALAXY: Corkscrew Galaxy
|
||||
CORKSCREW_GALAXY_DESC: Stars twisting down in a single strip.
|
||||
|
||||
CLUSTERS_MAP: Clusters
|
||||
CLUSTERS_MAP_DESC: Several smaller clusters connected by narrow corridors.
|
||||
|
||||
DUMBBELL_MAP: Dumbbell Galaxy
|
||||
DUMBBELL_MAP_DESC: Two large clusters connected by a long bar of systems in the middle.
|
||||
|
||||
PERFECT_MIRROR: Perfect Mirror
|
||||
TT_PERFECT_MIRROR: <<|
|
||||
Force both sides of the galaxy to be a perfect mirror of each other, including all generated planets, artifacts, anomalies, remnants, etc.
|
||||
|
||||
Intended for use in balanced 1v1 or team games.
|
||||
>>
|
||||
|
||||
EXPANSE_MAP: The Expanse
|
||||
EXPANSE_MAP_DESC: <<|
|
||||
Capture the remnant homeworld or expand out into the endless void.
|
||||
>>
|
||||
EXPANSE_MAP_TEXT: <<
|
||||
[i][color=#aaa]Empires surround the remnant homeworld. Remnant fleets can be defeated in order to allow colonization of the inner planets. Remnant fleets also protect systems near the edge of the galaxy, defeating these fleets allows expansion and discovery of more previously undetected systems.[/color][/i]
|
||||
>>
|
||||
|
||||
RINGS_MAP: Rings
|
||||
RINGS_MAP_DESC: Large interlocking rings of systems.
|
||||
@@ -0,0 +1,71 @@
|
||||
ARTIFICIAL_PLANETOID: Artificial Planetoid
|
||||
ARTIFICIAL_PLANETOID_DESC: <<
|
||||
A fully artificially constructed planetoid, complete with its own atmosphere and gravity field.
|
||||
|
||||
Artificial planetoids produce all their own food and do not need to import it, and can construct large processing plants to satisfy their other levelup requirements. The planetoid can also be upgraded to add more surface space.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Building an artificial planetoid or any of its upgrades requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
CONS_PLANETOID_UPGRADE: Extra Planetoid Layer
|
||||
CONS_PLANETOID_UPGRADE_DESC: <<
|
||||
Add an extra layer of surface space to the artificial planetoid, expanding it and allowing for more buildings to be constructed.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
BLD_PLANETOID_LV1: Tier 1 Processing Plant
|
||||
BLD_PLANETOID_LV1_DESC: <<
|
||||
A specialized processing plant that can replace one of the artificial planetoid's tier 1 resource requirements.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
BLD_PLANETOID_LV2: Tier 2 Processing Plant
|
||||
BLD_PLANETOID_LV2_DESC: <<
|
||||
A specialized processing plant that can replace one of the artificial planetoid's tier 2 resource requirements.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
|
||||
STARFORGE: Star Forge
|
||||
STARFORGE_BLURB: Rips apart and absorbs portions of the system's star to generate labor.
|
||||
STARFORGE_DESC: <<
|
||||
A highly advanced construction yard that rips power and material straight from the outer layers of the star.
|
||||
|
||||
Generates 25 labor per minute at the cost of slowly damaging the star in the system it is in. Upgrades can be constructed on the star forge to increase its labor generation as well as the rate at which it damages the star.
|
||||
|
||||
All construction on a Star Forge has a 50% reduction in build cost compared to normal.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Building a star forge or any of its upgrades requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
CONS_STARFORGE_UPGRADE: Upgrade Star Forge
|
||||
CONS_STARFORGE_UPGRADE_DESC: <<
|
||||
Increase the rate at which the Star Forge generates labor by 25 per minute. This also increases the damage dealt to the system's star while using that labor.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
CONS_CANNIBALIZE_PLANET: Cannibalize Planet
|
||||
CONS_CANNIBALIZE_PLANET_DESC: <<
|
||||
Use the Star Forge's matter acquisition beam to completely rip apart an unowned or abandoned planet in this system, gaining ore and stored labor in the process.
|
||||
|
||||
Target uncolonized planet is destroyed, gain 5000 Ore and 250 stored Labor.
|
||||
>>
|
||||
|
||||
VACUUM_TELESCOPE: Vacuum Telescope
|
||||
VACUUM_TELESCOPE_BLURB: Gives vision over all fleets currently anywhere in deep space.
|
||||
VACUUM_TELESCOPE_DESC: <<
|
||||
By detecting minute fluctuations in the hyperfield corresponding to changes in realspace vacuum energy, clusters of concentrated mass can be pinpointed. This has very little use in solar system gravity wells, as the overwhelming mass of the star creates too much noise to detect any other objects, but can very accurately detect fleets traveling through the vast reaches of deep space, where no other significant clusters of mass exist.
|
||||
|
||||
Gives vision over all fleets currently anywhere in deep space.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires large amounts of Ore mined from asteroids to construct.[/color][/b][/img]
|
||||
>>
|
||||
|
||||
RINGWORLD: Ringworld
|
||||
RINGWORLD_DESC: <<
|
||||
An enormous ring constructed around a system's star, with habitable space on the inner surface of the ring, facing the star.
|
||||
|
||||
Ringworlds have [levels=$1;#ffb4b6]+0/+10/+20/+30/+40/+50[/levels] increased maximum population.
|
||||
|
||||
For each resource type, if the ringworld is receiving any pressure at all for that resource, it gains [levels=$1;#ffb4b6]2/4/6/8/10/12[/levels] extra pressure of that resource.
|
||||
|
||||
[img=ResourceIconsSmall::11;22;#91692c][b][color=#91692c]Requires extremely large amounts of Ore mined from asteroids.[/color][/b][/img]
|
||||
>>
|
||||
@@ -0,0 +1,349 @@
|
||||
START_GAME: Start Game
|
||||
GAME_SETTINGS: Game Settings
|
||||
ADD_AI: Add AI
|
||||
MENU_EMPIRES: Empires
|
||||
MENU_GAME_SETTINGS: Game Settings
|
||||
MENU_GALAXIES: Galaxies
|
||||
MENU_GAMES: Games
|
||||
HANDICAP: Handicap
|
||||
MODS_MENU: Mods
|
||||
DISABLED_MOD: Disabled
|
||||
DISABLE_MOD: Disable Mod
|
||||
ENABLE_MOD: Enable Mod
|
||||
NEW_MOD: Create New Mod
|
||||
EDIT_MOD: Edit Mod
|
||||
MENU_CONTINUE_MAIN: Continue to Main Menu
|
||||
MENU_MOD_COUNTS: $1 Mod(s) Installed, $2 Mods(s) Enabled
|
||||
MANAGE_MODS: Manage Mods
|
||||
OPEN_WORKSHOP: View Steam Workshop
|
||||
MOD_INCOMPATIBLE: Cannot enable, mod is not compatible with '$1'.
|
||||
MOD_CONFLICT_BASE: Can only enable one base mod at a time.
|
||||
MOD_CONFLICT: Conflicting Files:
|
||||
MOD_COMPATIBILITY_WARN: [b][color=#f00][center]Warning: Not marked as compatible with this version of the game.[/center][/color][/b]\n\n
|
||||
MOD_COMPATIBILITY: <<
|
||||
[font=Medium][color=#f00]WARNING[/color][/font]
|
||||
This mod does not indicate that it is compatible with the current version of the game. Enabling it may break various or all aspects of the game until it is uninstalled.
|
||||
|
||||
Enable this mod anyway?
|
||||
>>
|
||||
MENU_LOADING: Loading...
|
||||
CHOOSE_RACE: Choose Race
|
||||
AI_CANNOT_PLAY: <<
|
||||
The AI cannot play as this race at this time.
|
||||
>>
|
||||
ENABLE_INTERNET: Allow Internet Access
|
||||
|
||||
MAIN_MENU: Main Menu
|
||||
PAUSED_MENU: Paused
|
||||
RESUME_GAME: Resume
|
||||
END_GAME: End Game
|
||||
RETURN_TO_GAME: Return to Game
|
||||
NEW_GAME: New Game
|
||||
CAMPAIGN: Campaign
|
||||
SAVE_GAME: Save Game
|
||||
LOAD_GAME: Load Game
|
||||
MULTIPLAYER: Multiplayer
|
||||
DISCONNECT: Disconnect
|
||||
MP_JOIN: Join
|
||||
MENU_BACK: Back
|
||||
MENU_OPTIONS: Options
|
||||
QUIT_GAME: Quit
|
||||
OPEN_IRC: Open IRC Chat
|
||||
CLOSE_IRC: Disconnect IRC Chat
|
||||
IRC_NICKNAME: Nick: $1
|
||||
NICKNAME: Nickname:
|
||||
CHANGE_NICK: Change
|
||||
SAVE_NO_COMPAT: <<|
|
||||
The save you are attempting to load is from an older version of the game,
|
||||
and can unfortunately not be loaded.
|
||||
|
||||
The development team apologizes for the inconvenience.
|
||||
>>
|
||||
SAVE_NO_MODS: <<
|
||||
Cannot load save: one or more mods used in this save file are not installed.
|
||||
>>
|
||||
|
||||
MP_OPTIONS: Multiplayer Options
|
||||
MP_HOST_OPTIONS: Host Options
|
||||
MP_HOST: Host
|
||||
MP_SERVER_NAME: Server Name
|
||||
MP_IP: IP
|
||||
MP_PORT: Port
|
||||
MP_HOST_LOAD: Host & Load
|
||||
MP_PUBLIC: Public Game
|
||||
MP_PUNCHTHROUGH: NAT Traversal
|
||||
MP_VERSION_MISMATCH: (INCOMPATIBLE VERSION)
|
||||
MP_MISSING_MODS: (MISSING MODS)
|
||||
MP_ENTER_PASSWORD: Password Required
|
||||
MP_CHAT_INTRO: [i][color=#aaa]Press Shift+Return to re-open the chat window after closing it...[/color][/i]
|
||||
MP_CHAT_ALL: To All
|
||||
MP_CHAT_ALLIES: To Allies
|
||||
MP_CHAT_PEACE: To Peaceful
|
||||
MP_CHAT_TO: To $1
|
||||
MP_NOT_READY: Ready Up
|
||||
MP_READY: Ready
|
||||
MP_PLAYER_READY: Player is ready to start the game.
|
||||
MP_PLAYER_NOT_READY: Player is not ready to start the game.
|
||||
MP_CONFIRM_NOT_READY: Not all players have indicated they are ready to start the game. Start the game anyway?
|
||||
MP_CANNOT_CONNECT: Unable to connect to server
|
||||
MP_WAITING_START: Waiting for host to start the game
|
||||
MP_WAITING_TRANSFER: Transfering Game
|
||||
MP_IRC_CHAT: Open IRC Chat Lobby
|
||||
MP_JOIN_IP: Join via IP
|
||||
MP_NO_GAMES: No active multiplayer games...
|
||||
INVITE_FRIEND: Invite Friend
|
||||
MP_CONNECT_EVENT: $1 has connected to the game.
|
||||
MP_DISCONNECT_EVENT: $1 has disconnected.
|
||||
MP_PLAY_EVENT: $1 is now playing as the $2 empire.
|
||||
MP_SPECTATING_EVENT: $1 is now spectating.
|
||||
MP_CHEATS_ENABLED: Cheats have been turned [color=#0f0]on[/color].
|
||||
MP_CHEATS_DISABLED: Cheats have been turned [color=#f00]off[/color].
|
||||
MP_QUEUE: Queue for Match
|
||||
MP_QUEUE_ACTIVE: In Queue...
|
||||
MP_QUEUE_ACTIVE_PLAYERS: In Queue... ($1 Players)
|
||||
MP_QUEUE_READY: Match Ready
|
||||
MP_QUEUE_ACCEPT: Accept
|
||||
MP_QUEUE_REJECT: Decline
|
||||
MP_QUEUE_LEAVE: Leave Queue
|
||||
MP_QUEUE_WAITING: Waiting for players ($1/$2)
|
||||
|
||||
CHOOSE_MAP: Choose Map...
|
||||
ADD_GALAXY: Add Galaxy
|
||||
SYSTEM_COUNT: Systems
|
||||
SYSTEM_SPACING: Spacing
|
||||
CONNECT_ENDS: Loop with Wormhole
|
||||
TEAM: Team
|
||||
TEAM_TEXT: Team $1
|
||||
NO_TEAM: No Team
|
||||
|
||||
NG_GAME_OPTIONS: Game Options
|
||||
|
||||
NGTT_MAP_HW: Determines whether empire homeworlds can be spawned in this galaxy.
|
||||
NG_UNIVERSE_GENERATION: Universe Generation
|
||||
NG_ANOMALY_OCCURANCE: Anomaly Occurrence
|
||||
NG_REMNANT_OCCURANCE: Remnant Occurrence
|
||||
NG_ASTEROID_OCCURANCE: Minerals/Ore Asteroids
|
||||
NG_RESOURCE_ASTEROID_OCCURANCE: Resource Asteroids
|
||||
NG_UNIQUE_SYSTEM_OCCURANCE: Unique System Occurrence
|
||||
NG_UNIQUE_RESOURCE_OCCURANCE: Unique Resource Occurrence
|
||||
NG_PLANET_FREQUENCY: Planet Frequency
|
||||
NG_ARTIFACT_FREQUENCY: Artifact Frequency
|
||||
NG_SYSTEM_SIZE: System Size
|
||||
NG_RESET: Reset Page to Defaults
|
||||
NG_EMPIRE_OPTIONS: Empire Options
|
||||
NG_ENABLE_CIVILIAN_TRADE: Enable Civilian Trade Ships
|
||||
NG_CIVILIAN_TRADE: Civilian Trade Activity
|
||||
NGTT_CIVILIAN_TRADE: The amount of activity from civilian trade ships in your empire. Higher civilian activity creates more trade ships, but can have an impact on game performance and framerate.
|
||||
NG_VICTORY_OPTIONS: Victory Options
|
||||
NG_RANDOM_EVENTS: Random Events
|
||||
NG_TIME_LIMIT: Time Limit
|
||||
NGTT_TIME_LIMIT: <<|
|
||||
Set a time limit for the game. After the indicated amount of minutes have expired, the empire with the most points is declared the winner.
|
||||
>>
|
||||
NG_REMNANT_AGGRESSION: Remnant Aggression
|
||||
NGTT_REMNANT_AGGRESSION: Allow remnant fleets to move to intercept nearby enemy fleets.
|
||||
NG_DISABLE_STARTING_FLEETS: Disable Starting Fleets
|
||||
NGTT_DISABLE_STARTING_FLEETS: Disable the free starting fleets that each empire gets from their Government trait.
|
||||
NG_ENABLE_REVENANT_PARTS: Enable Revenant Parts
|
||||
NGTT_ENABLE_REVENANT_PARTS: <<|
|
||||
When checked, the 4 artifact parts of The Revenant will be spread around the universe.
|
||||
|
||||
Activating a part of The Revenant gives a bonus, and having all 4 of them active gives control over the most powerful warship in the universe.
|
||||
>>
|
||||
NG_ALLOW_TEAM_SURRENDER: Allow Surrender to Break Teams
|
||||
NGTT_ALLOW_TEAM_SURRENDER: <<
|
||||
If checked, players in teams will be able to surrender to empires in other teams, breaking them away from their previous teammates and into being vassals of their new master's team.
|
||||
>>
|
||||
NG_ENABLE_DREAD_PIRATE: Enable Dread Pirate
|
||||
NGTT_ENABLE_DREAD_PIRATE: <<
|
||||
When the Dread Pirate is enabled, a pirate ship will roam the galaxy preying on unarmed civilian trade ships.
|
||||
|
||||
The pirate stores its loot in multiple pirate hoard stations hidden in deep space. Kill one of the hoards or the dread pirate ship itself to get its stolen money as special funds.
|
||||
>>
|
||||
NG_RESOURCE_SCARCITY: Resource Scarcity
|
||||
NGTT_RESOURCE_SCARCITY: <<
|
||||
When enabled, larger maps will contain barren planets to keep the amount of resources available to empires scarce and at a managable level.
|
||||
|
||||
Percentages above 100% will further decrease the amount of resources in the universe, while percentages below 100% will limit the scarcity effect and generate more resources.
|
||||
>>
|
||||
NG_ENABLE_INFLUENCE_EVENTS: Enable Diplomacy Events
|
||||
NGTT_ENABLE_INFLUENCE_EVENTS: <<
|
||||
When enabled, event cards will be seeded into the influence card deck that trigger when drawn.
|
||||
|
||||
Disabling this will prevent Zeitgeists and other diplomacy events from occuring.
|
||||
>>
|
||||
NG_START_EXPLORED_MAP: Fully Explored Map
|
||||
NGTT_START_EXPLORED_MAP: <<
|
||||
When enabled, all systems in the map start out explored and all empires know where they are.
|
||||
|
||||
Otherwise, empires will need to scout for systems to reveal them.
|
||||
>>
|
||||
NG_ENABLE_TERRAFORMING: Enable Terraforming
|
||||
NGTT_ENABLE_TERRAFORMING: <<
|
||||
When terraforming is enabled, empires will be able to change the resources on their planets to any basic Tier 1 resource at will.
|
||||
|
||||
To terraform a resource, select a planet with labor and right click another planet to terraform.
|
||||
>>
|
||||
NG_ENABLE_INFLUENCE_VICTORY: Enable Influence Victory
|
||||
NGTT_ENABLE_INFLUENCE_VICTORY: <<
|
||||
Enable the influence victory that can be achieved by becoming senate leader, constructing a Senatorial Palace, and purchasing and activating both the Galactic Superpower and Galactic Utopia cards.
|
||||
>>
|
||||
|
||||
FLATTEN: Flatten
|
||||
|
||||
TEX_QUAL_2: Sad
|
||||
TEX_QUAL_3: Medium
|
||||
TEX_QUAL_4: High
|
||||
TEX_QUAL_5: Ultra
|
||||
|
||||
RESOLUTION: Resolution
|
||||
RES_DESKTOP: Desktop
|
||||
FULLSCREEN: Fullscreen
|
||||
|
||||
NG_DISABLE_TRADE: Disable Civilian Freight Trade
|
||||
NGTT_DISABLE_TRADE: <<|
|
||||
Disable civilian trade ships from spawning in this game. Will remove all raiding mechanics, but can improve performance in very large galaxies.
|
||||
>>
|
||||
|
||||
|
||||
NG_WARN_PEREMP: <<|
|
||||
[b][color=#f00]Warning:[/color][/b] You are creating a large map with more than 25 systems per empire,
|
||||
your gameplay experience may be negatively affected by the much slower pace of
|
||||
the game.
|
||||
|
||||
We recommend playing the game with around 10-20 systems per empire for
|
||||
optimal gameplay results.
|
||||
|
||||
[b]Proceed anyway?[/b]
|
||||
>>
|
||||
NG_WARN_OPTIMAL: <<|
|
||||
[b][color=#f00]Warning:[/color][/b] You are creating a large map of more than 150 systems. Games with
|
||||
this many systems may not run optimally on lower-end PCs, and may
|
||||
experience graphics lag or slowdowns later into the game.
|
||||
|
||||
Additionally, your gameplay experience may be negatively affected by the
|
||||
much slower pace of the game. We recommend playing the game with around
|
||||
10-20 systems per empire for optimal gameplay results.
|
||||
|
||||
[b]Proceed anyway?[/b]
|
||||
>>
|
||||
NG_WARN_BAD: <<|
|
||||
[b][color=#f00]Warning:[/color][/b] You are creating an extremely large map of more than 400 systems.
|
||||
Games with this many systems will not run optimally on anything but the
|
||||
highest end PCs, and will experience graphics lag or slowdowns later into
|
||||
the game.
|
||||
|
||||
Additionally, your gameplay experience will be negatively affected by the
|
||||
much slower pace of the game. We recommend playing the game with around
|
||||
10-20 systems per empire for optimal gameplay results.
|
||||
|
||||
[b]Proceed anyway?[/b]
|
||||
>>
|
||||
NG_WARN_OHGOD: <<|
|
||||
[b][color=#f00]Warning:[/color][/b] You are creating a ludicrously large map of more than 1000 systems.
|
||||
|
||||
Unless you are from [b]the fuuuuuture[/b] and are running Star Ruler 2 on
|
||||
a 2038 model Core i42, you [b]will[/b] experience lag and slowdowns later
|
||||
into the game.
|
||||
|
||||
Additionally, your gameplay experience [b]will[/b] be negatively affected by the
|
||||
much, much slower pace of the game. We recommend playing the game with around
|
||||
10-20 systems per empire for optimal gameplay results.
|
||||
|
||||
[b]Proceed anyway? (You're crazy)[/b]
|
||||
>>
|
||||
|
||||
IRC_HELP: <<
|
||||
Available Commands:
|
||||
|
||||
/msg <user> <message> - Send a private message.
|
||||
/me <message> - Send an action message.
|
||||
/join #<channel> - Join a different channel.
|
||||
/part - Part from the current channel.
|
||||
/close - Close the current channel/pm window.
|
||||
/nick <new_nickname> - Change your nickname.
|
||||
|
||||
Commands that require extra privileges:
|
||||
|
||||
/topic <new_topic> - Change the topic in the current channel.
|
||||
/mode <params> - Change a channel mode.
|
||||
/umode <params> - Change a user mode.
|
||||
/kick <nickname> - Kick a user from the channel.
|
||||
>>
|
||||
|
||||
IRC_JOIN: [color=$3]$1[/color] has joined $2
|
||||
IRC_PART: [color=$3]$1[/color] has left $2
|
||||
IRC_QUIT: [color=$3]$1[/color] has quit
|
||||
IRC_ACTION: [color=$3]$1[/color] $2
|
||||
IRC_NICK: [color=$3]$1[/color] is now known as [color=$4]$2[/color]
|
||||
IRC_KICK: [color=$3]$1[/color] has kicked [color=$4]$2[/color]
|
||||
IRC_TOPIC: [color=$3]$1[/color] has changed the topic to '$2'
|
||||
IRC_TOPIC_IS: Topic for $1 is: $2
|
||||
IRC_MODE: [color=$3]$1[/color] sets mode $2
|
||||
IRC_UMODE: [color=$3]$1[/color] sets your user mode $2
|
||||
IRC_DISCONNECT: [color=#f00]Disconnected from server.[/color]
|
||||
|
||||
DISCONNECT_0: Connection timed out
|
||||
DISCONNECT_1: Connection error
|
||||
DISCONNECT_2: Connection closed
|
||||
DISCONNECT_3: Kicked by server
|
||||
DISCONNECT_4: Version mismatch
|
||||
DISCONNECT_5: Incorrect password
|
||||
|
||||
SANDBOX: Designs Sandbox
|
||||
PROMPT_QUIT: Are you sure you want to quit the game? All unsaved progress will be lost.
|
||||
PROMPT_END: Are you sure you want to end the game? All unsaved progress will be lost.
|
||||
PROMPT_START_NEW: Are you sure you want to end your current game and start a new one? All unsaved progress will be lost.
|
||||
PROMPT_DISCONNECT: Are you sure you want to disconnect?
|
||||
PROMPT_TUTORIAL: Starting the tutorial now will end your current game. All unsaved progress will be lost. Proceed?
|
||||
PROMPT_SANDBOX: Loading the designs sandbox now will end your current game. All unsaved progress will be lost. Proceed?
|
||||
|
||||
CHECK_FOR_UPDATES: Check for Updates
|
||||
CHECKING_UPDATES: Checking for updates....
|
||||
CHECK_UPDATE_FAIL: Failed to check for updates.
|
||||
CHECK_UPDATE_UPTODATE: Game version is up to date!
|
||||
UPDATE_PROGRESS: Downloading Update... $1%
|
||||
UPDATE_FAIL: Downloading update failed... (Code $1)
|
||||
|
||||
AI_DIFF_EASY: Easy
|
||||
AI_DIFF_NORMAL: Normal
|
||||
AI_DIFF_HARD: Hard
|
||||
|
||||
AI_DIFF_EASY_DESC: An easy opponent to start with.
|
||||
AI_DIFF_NORMAL_DESC: A moderate challenge.
|
||||
AI_DIFF_HARD_DESC: Unlocks the full abilities of the AI.
|
||||
|
||||
AI_BEHAVIOR: Behavior
|
||||
AI_CHEATS: Cheats
|
||||
|
||||
AI_AGGRESSIVE: Aggressive
|
||||
AI_AGGRESSIVE_DESC: <<
|
||||
AIs set to aggressive behavior will always try to conquer other empires immediately whenever it seems advantageous to do so.
|
||||
>>
|
||||
|
||||
AI_PASSIVE: Passive
|
||||
AI_PASSIVE_DESC: <<
|
||||
AIs set to passive behavior will never declare war on anyone themselves, and will only fight people that declared war on them first.
|
||||
>>
|
||||
|
||||
AI_BIASED: Biased
|
||||
AI_BIASED_DESC: <<
|
||||
AIs set to biased behavior will always hate human players, and will attack them more often than other AIs.
|
||||
>>
|
||||
|
||||
AI_WEALTH: Wealth
|
||||
AI_WEALTH_DESC: <<
|
||||
Give the AI a static amount of free resources of all types for the entire game.
|
||||
>>
|
||||
|
||||
AI_STRENGTH: Strength
|
||||
AI_STRENGTH_DESC: Increase the strength of the AI's combat fleets throughout the entire game.
|
||||
|
||||
AI_ABUNDANCE: Abundance
|
||||
AI_ABUNDANCE_DESC: Increase the amount of resource income the AI gets from their planets.
|
||||
|
||||
AI_PRIVILEGED: Privilege
|
||||
AI_PRIVILEGED_DESC: Give the AI a randomly selected Privilege, significantly improving their starting position in the game.
|
||||
|
||||
AI_LEGACY: Legacy AI
|
||||
AI_LEGACY_DESC: Use the previous version of the Star Ruler 2 AI. The legacy AI does not support all new races and features.
|
||||
@@ -0,0 +1,186 @@
|
||||
OPT_GAME: Game
|
||||
OPT_GALAXY_BG: Show Galaxy in Overlay Background
|
||||
OPT_ROTATE_OBJS: Rotate Objects in UI Display
|
||||
OPT_MENU_BG_SCREENSHOT: Show Latest Save in Menu Background
|
||||
OPT_ICONIFY_NOTIFICATIONS: Iconify Notifications
|
||||
OPT_MAX_NOTIFICATIONS: Max Visible
|
||||
OPT_AUTOPAUSE: Automatically Pause When Viewing Other Tabs
|
||||
OPT_HOLD_FOR_POPUP: Holding Left Button Anchors Tooltip
|
||||
OPTTT_HOLD_FOR_POPUP: When checked, holding the left mouse button for a moment while hovering over an object anchors the object's tooltip on the screen.
|
||||
|
||||
OPT_KEYBINDS: Keybinds
|
||||
OPT_RESET_KEYBINDS: Reset Keybinds to Defaults
|
||||
OPT_RESET_SURE: Are you sure you wish to reset all keybinds to their defaults?
|
||||
|
||||
OPT_AUDIO: Audio
|
||||
OPT_MASTER_VOLUME: Master Volume
|
||||
OPT_SFX_VOLUME: SFX Volume
|
||||
OPT_MUSIC_VOLUME: Music Volume
|
||||
|
||||
OPT_LANGUAGE: Language*
|
||||
LOC_english: English
|
||||
LOC_japanese: Japanese
|
||||
|
||||
OPT_MAX_FPS: FPS Limit
|
||||
OPT_AUTOSAVE: Autosave Interval (Minutes)
|
||||
OPT_AUTOSAVE_COUNT: Autosave Count
|
||||
|
||||
KG_Global: Global Keybinds
|
||||
KB_WORLD_FORWARD: World Forward
|
||||
KB_WORLD_LEFT: World Left
|
||||
KB_WORLD_BACKWARD: World Backward
|
||||
KB_WORLD_RIGHT: World Right
|
||||
KB_WORLD_UP: World Up
|
||||
KB_WORLD_DOWN: World Down
|
||||
|
||||
KB_CAM_FORWARD: Camera Forward
|
||||
KB_CAM_LEFT: Camera Left
|
||||
KB_CAM_BACKWARD: Camera Backward
|
||||
KB_CAM_RIGHT: Camera Right
|
||||
KB_CAM_UP: Camera Up
|
||||
KB_CAM_DOWN: Camera Down
|
||||
|
||||
KB_ZOOM_IN: Zoom In
|
||||
KB_ZOOM_OUT: Zoom Out
|
||||
KB_ZOOM_LOCK_OBJECT: Zoom to Object
|
||||
|
||||
KB_RESET_CAM: Reset Camera
|
||||
KB_TAKE_SCREENSHOT: Take Screenshot
|
||||
KB_TOGGLE_FIREARCS: Toggle Firing Arc Display
|
||||
KB_STOP: Stop/Cancel all Orders
|
||||
|
||||
KB_TAB_NEXT: Next Tab
|
||||
KB_TAB_PREVIOUS: Previous Tab
|
||||
KB_TAB_NEW: Open New Tab
|
||||
KB_TAB_NEW_BG: Open New Background Tab
|
||||
KB_TAB_REOPEN: Reopen Closed Tab
|
||||
KB_TAB_CLOSE: Close Tab
|
||||
KB_TAB_HOME: Tab Home
|
||||
KB_TAB_1: Switch To Tab 1
|
||||
KB_TAB_2: Switch To Tab 2
|
||||
KB_TAB_3: Switch To Tab 3
|
||||
KB_TAB_4: Switch To Tab 4
|
||||
KB_TAB_5: Switch To Tab 5
|
||||
KB_TAB_6: Switch To Tab 6
|
||||
KB_TAB_7: Switch To Tab 7
|
||||
KB_TAB_8: Switch To Tab 8
|
||||
KB_TAB_9: Switch To Tab 9
|
||||
|
||||
KB_UI_ZOOM_IN: UI Scale Zoom In
|
||||
KB_UI_ZOOM_OUT: UI Scale Zoom Out
|
||||
KB_UI_ZOOM_RESET: UI Scale Reset
|
||||
|
||||
KB_MP_CHAT: Open MP Chat
|
||||
|
||||
KB_PAUSE: Toggle Pause
|
||||
KB_SPEED_SLOWER: Slower Game Speed
|
||||
KB_SPEED_DEFAULT: Default Game Speed
|
||||
KB_SPEED_FASTER: Faster Game Speed
|
||||
|
||||
KB_TOGGLE_CONSOLE: Toggle Console
|
||||
KB_TOGGLE_MENU: Switch to Main Menu
|
||||
KB_GO_MENU: Open Go Menu
|
||||
KB_CHANGE_EMPIRE: Change Empire
|
||||
|
||||
KG_Objects: Objects
|
||||
|
||||
KB_GROUP_1: Object Group 1
|
||||
KB_GROUP_2: Object Group 2
|
||||
KB_GROUP_3: Object Group 3
|
||||
KB_GROUP_4: Object Group 4
|
||||
KB_GROUP_5: Object Group 5
|
||||
KB_GROUP_6: Object Group 6
|
||||
KB_GROUP_7: Object Group 7
|
||||
KB_GROUP_8: Object Group 8
|
||||
KB_GROUP_9: Object Group 9
|
||||
|
||||
KB_FTL: FTL Selected Ships
|
||||
KB_HOLD_POSITION: Hold Position
|
||||
KB_PIN: Pin Object
|
||||
KB_PIN_FLOATING: Pin Object Floating
|
||||
KB_PING: Ping Allies
|
||||
KB_PING_ALL: Ping All Empires
|
||||
|
||||
KB_OPTIONS_MENU: Open Options Menu
|
||||
|
||||
OPT_GRAPHICS: Graphics
|
||||
OPT_TEX_QUALITY: Texture Quality*
|
||||
OPT_RESOLUTION: Resolution*
|
||||
OPT_RES_ENTRY: $1x$2 $3Hz
|
||||
OPT_FULLSCREEN: Fullscreen*
|
||||
OPT_RESTART: * Option requires program restart to take effect.
|
||||
OPT_GUI_SCALE: Gui Scale
|
||||
|
||||
OPT_SHADER_LEVEL: Shader Quality
|
||||
SHADER_LEVEL_1: Low
|
||||
SHADER_LEVEL_2: Medium
|
||||
SHADER_LEVEL_3: High
|
||||
SHADER_LEVEL_4: Extreme
|
||||
|
||||
MONITOR: Fullscreen Monitor*
|
||||
MONITOR_PRIMARY: Primary Monitor
|
||||
|
||||
ANTIALIASING: Antialiasing*
|
||||
AA_None: Off
|
||||
AA_2x: 2x MSAA
|
||||
AA_4x: 4x MSAA
|
||||
AA_8x: 8x MSAA
|
||||
AA_Super: 2x FSAA
|
||||
|
||||
VSYNC: VSync
|
||||
VSYNC_Off: Off
|
||||
VSYNC_On: On
|
||||
VSYNC_OnHalf: On (Half Framerate)
|
||||
VSYNC_Adaptive: Adaptive
|
||||
|
||||
AUDIO_DEVICE: Audio Device*
|
||||
AUDIO_DEVICE_DEFAULT: Default
|
||||
|
||||
OPT_CAMERA: Camera
|
||||
OPT_ZOOM_SPEED: Zoom Speed
|
||||
OPT_INVERT_ZOOM: Invert Zoom
|
||||
OPT_PAN_SPEED: Pan Speed
|
||||
OPT_INVERT_PAN_X: Invert Horizontal Pan
|
||||
OPT_INVERT_PAN_Y: Invert Vertical Pan
|
||||
OPT_INVERT_ROTATION_X: Invert Horizontal Rotation
|
||||
OPT_INVERT_ROTATION_Y: Invert Vertical Rotation
|
||||
OPT_FREE_CAMERA: Enable Camera Roll
|
||||
OPT_CURSOR_ZOOM_IN: Zoom In to Cursor
|
||||
OPT_CURSOR_ZOOM_OUT: Zoom Out from Cursor
|
||||
OPT_MOD_SPEED_PAN: Holding Shift Speeds Up Panning
|
||||
OPT_SHOW_GAS: Show Galaxy Gas
|
||||
OPT_EDGE_PAN: Enable Edge Panning
|
||||
OPT_RESEARCH_EDGE_PAN: Research Tab Edge Panning
|
||||
OPT_ESCAPE_GALAXY_TAB: Escape Returns to Galaxy Tab
|
||||
OPT_DELAY_TOP_EDGE: Delay Top Edge Pan
|
||||
OPT_CAPTURE_CURSOR: Capture Cursor
|
||||
|
||||
OPT_BLOOM: Bloom
|
||||
OPT_VIGNETTE: Vignette
|
||||
OPT_CHROMATIC_ABERRATION: Chromatic Aberration
|
||||
OPT_FILM_GRAIN: Film Grain
|
||||
OPT_GOD_RAYS: God Rays
|
||||
OPT_SKYCUBE_STARS: Skybox Stars
|
||||
|
||||
KG_DesignEditor: Design Editor
|
||||
KB_DESIGN_UNDO: Undo
|
||||
KB_DESIGN_REDO: Redo
|
||||
KB_DESIGN_TOOL_PAINT: Select Paint Tool
|
||||
KB_DESIGN_TOOL_MOVE: Select Move Tool
|
||||
KB_DESIGN_TOOL_DROP: Select Eyedropper Tool
|
||||
KB_DESIGN_SAVE: Save Design
|
||||
KB_DESIGN_SAVE_CLOSE: Save and Close Design
|
||||
KB_DESIGN_DUPLICATE: Duplicate Design
|
||||
KB_DESIGN_EXPORT: Export Design
|
||||
KB_MANAGE: Open Planet Management
|
||||
KB_MANAGE_SUPPORT: Open Support Management
|
||||
KB_DEPLOY_DEFENSE: Deploy Defense Reserve
|
||||
|
||||
|
||||
KB_EXPORT: Export Resource
|
||||
KB_CANCEL_EXPORT: Cancel Export
|
||||
KB_AUTO_IMPORT: Auto-Import
|
||||
KB_COLONIZE: Colonize
|
||||
KB_ATTACK: Attack
|
||||
KB_HOMEWORLD: Zoom to Homeworld
|
||||
KB_TRANSFER_SUPPORTS: Transfer Supports
|
||||
@@ -0,0 +1,311 @@
|
||||
ORBITAL_REPACK: Pack up Orbital
|
||||
PROMPT_SCUTTLE: Destroy $1?
|
||||
ORB_TT_COST: Cost: $1, $2 Labor
|
||||
ORBITAL_MODULES: Modules
|
||||
TRADE: Trade
|
||||
OERR_SYSTEM: Cannot build orbitals outside systems.
|
||||
OERR_TRADE: Must build within trade borders.
|
||||
OERR_VISION: Cannot build outside vision.
|
||||
OERR_LIMIT: Only one per system allowed.
|
||||
OERR_BLACKHOLE: Must be built near black hole.
|
||||
OERR_PLANET_ORBIT: Must be built in planetary orbit.
|
||||
OERR_CLOSE_TO_STAR: Must be placed close to a star.
|
||||
OERR_PLANET_LIMIT: Only one per planet orbit allowed.
|
||||
|
||||
LAB_RESOURCES: Imported Resources:
|
||||
LAB_AVAIL_AFFINITIES: Available Affinities:
|
||||
|
||||
ORB_REQ_AFFINITY: Requires [b]$1[/b] [img=$3;24/] $2 resource(s).
|
||||
ORB_REQ_RESOURCE: Requires [img=$2;24/] $1.
|
||||
|
||||
TT_MANAGE_ORBITAL: <<|
|
||||
[b]Manage Orbital[/b]
|
||||
|
||||
View and modify the modules installed on this orbital.
|
||||
>>
|
||||
|
||||
TT_PACKUP_ORBITAL: <<|
|
||||
[b]Pack Up Orbital[/b]
|
||||
|
||||
Pack the orbital back into a ship in order to move it around.
|
||||
>>
|
||||
|
||||
DRY_DOCK: Dry Dock
|
||||
DRY_DOCK_NAME: Dry Dock: $1
|
||||
|
||||
FLING_BEACONS: Fling Beacons
|
||||
ORB_FLING_CORE: Fling Beacon
|
||||
ORB_FLING_CORE_BLURB: Lets nearby ships use fling to FTL to anywhere in the galaxy.
|
||||
ORB_FLING_CORE_DESC: <<|
|
||||
Allows use of fling-based FTL near the beacon.
|
||||
|
||||
Ships within 12,500 distance units of a fling beacon can be FTLed to
|
||||
anywhere in the galaxy.
|
||||
|
||||
[b][color=#00c0ff]Fling Beacons cost 250 FTL energy to construct, and 0.15 FTL/s in upkeep.[/color][/b]
|
||||
>>
|
||||
|
||||
ORB_GATE_CORE: Gate
|
||||
ORB_GATE_CORE_BLURB: Allows instant travel to any other gate.
|
||||
ORB_GATE_CORE_DESC: <<|
|
||||
Allows instant travel to any other gate.
|
||||
|
||||
Gates cost 0.15 FTL per second to maintain.
|
||||
Gates can be packed back into a constructor.
|
||||
Unpacking a gate from a constructor costs 150 FTL.
|
||||
>>
|
||||
|
||||
ORB_DRY_DOCK: Dry Dock
|
||||
ORB_DRY_DOCK_BLURB: Single-use flagship construction in space.
|
||||
ORB_DRY_DOCK_DESC: <<|
|
||||
Can construct a flagship in space, letting other planets easily contribute
|
||||
their labor to the construction.
|
||||
>>
|
||||
|
||||
ORB_REMNANT_DEFENSE_CORE: Remnant Defense Station
|
||||
ORB_REMNANT_DEFENSE_CORE_BLURB: <<
|
||||
Fires at nearby enemy ships.
|
||||
>>
|
||||
|
||||
ORB_REMNANT_ENERGY_CORE: Reactor Core
|
||||
ORB_REMNANT_ENERGY_CORE_BLURB: Produces large amounts of energy.
|
||||
ORB_REMNANT_ENERGY_CORE_DESC: <<|
|
||||
Produces 36 energy per minute.
|
||||
>>
|
||||
|
||||
ORB_ANCIENT_EMBASSY: Ancient Embassy
|
||||
ORB_ANCIENT_EMBASSY_BLURB: A marvel of engineering, respected by all.
|
||||
ORB_ANCIENT_EMBASSY_DESC: <<|
|
||||
Increases the loyalty of all owned planets in the system by 5.
|
||||
Influence actions targeted in this system by any empire cost 5 less
|
||||
influence to activate.
|
||||
|
||||
If this orbital is destroyed, the owner and all empires friendly to the
|
||||
owner gain [b]major[/b] leverage against the empire that destroyed it.
|
||||
|
||||
Protects all owned planets in the system this orbital is in from being captured.
|
||||
|
||||
Has 500 support command, letting it hold support ships.
|
||||
|
||||
Can trade freely with trade cores.
|
||||
>>
|
||||
|
||||
ORB_SHIPYARD: Shipyard
|
||||
ORB_SHIPYARD_BLURB: Can build flagships and support ships. Planets can be ordered to export their labor to this shipyard.
|
||||
ORB_SHIPYARD_DESC: <<|
|
||||
A massive orbital shipyard capable of constructing fleets in space.
|
||||
|
||||
Construction of ships on a shipyard has a 20% cheaper build cost.
|
||||
|
||||
Has 6 innate Labor generation per minute. Planets can export their own
|
||||
labor to shipyards within trade range at a 75% reduced rate.
|
||||
|
||||
Gains Labor from Metallurgy factory research at a 75% reduced rate.
|
||||
>>
|
||||
ORB_ARTILLERY_PLATFORM: Artillery Platform
|
||||
ORB_ARTILLERY_PLATFORM_BLURB: Long-range artillery cannon.
|
||||
ORB_ARTILLERY_PLATFORM_DESC: <<|
|
||||
An independent orbital artillery cannon, capable of firing at enemies
|
||||
throughout the system.
|
||||
>>
|
||||
ORB_DEFENSE_PLATFORM: Defense Platform
|
||||
ORB_DEFENSE_PLATFORM_BLURB: Defense platform with short range weaponry.
|
||||
ORB_DEFENSE_PLATFORM_DESC: <<|
|
||||
An orbital defense platform outfitted with an arsenal of short-range
|
||||
weaponry to defend its vicinity.
|
||||
>>
|
||||
ORB_TRADE_OUTPOST: Outpost
|
||||
ORB_TRADE_OUTPOST_BLURB: Allows trade through its system. Generates defense ships and protects planets in the system from being captured.
|
||||
ORB_TRADE_OUTPOST_DESC: <<|
|
||||
A small outpost that allows your civilian ships to travel through the
|
||||
system it is in.
|
||||
|
||||
Outposts generate up to [b]3 Defense[/b] worth of local defense ships,
|
||||
depending on how many adjacent systems have outposts in them.
|
||||
|
||||
If all of the outpost's support command is used and it has a full
|
||||
complement of defense ships, it will start adding its defense generation to
|
||||
your empire's global pool.
|
||||
|
||||
Planets in systems that have contained an outpost for at least 2 minutes
|
||||
will be [b]Protected[/b] from being captured until the outpost is destroyed.
|
||||
|
||||
[i]Can be built in systems you do not own planets in, expanding your
|
||||
empire border. Only one outpost can be constructed per system.[/i]
|
||||
>>
|
||||
|
||||
ORB_TRADE_STATION: Commerce Station
|
||||
ORB_TRADE_STATION_BLURB: Allows global trade to other commerce stations. Allows the purchase of resources with money.
|
||||
ORB_TRADE_STATION_DESC: <<|
|
||||
A large and bustling station of commerce allows global resource trade
|
||||
between any territories with Commerce Stations.
|
||||
|
||||
In addition, on each commerce station you can purchase a quantity of
|
||||
research, energy, influence or labor in exchange for money every 3 minutes.
|
||||
|
||||
[i]Normally, planets in separated territories cannot export resources to
|
||||
each other. Construct a Commerce Station in both territories in order to
|
||||
allow import and export of resources from planets in your distinct
|
||||
territories.[/i]
|
||||
>>
|
||||
ABL_BUY_ENERGY: Purchase Energy
|
||||
ABL_BUY_ENERGY_DESC: Buy a lump sum of energy from the market. Shares cooldown with other purchase abilities.
|
||||
ABL_BUY_INFLUENCE: Purchase Influence
|
||||
ABL_BUY_INFLUENCE_DESC: Peddle for a few influence points. Shares cooldown with other purchase abilities.
|
||||
ABL_BUY_RESEARCH: Purchase Research
|
||||
ABL_BUY_RESEARCH_DESC: Invest in some third-party research. Shares cooldown with other purchase abilities.
|
||||
ABL_BUY_LABOR: Purchase Labor
|
||||
ABL_BUY_LABOR_DESC: Purchase some contracted labor for a targeted planet or shipyard. Shares cooldown with other purchase abilities.
|
||||
|
||||
ORB_SUPPLY_DEPOT: Supply Depot
|
||||
ORB_SUPPLY_DEPOT_BLURB: Increases the rate of resupply in the system.
|
||||
ORB_SUPPLY_DEPOT_DESC: <<|
|
||||
Infrastructure specially set up to resupply fleets at an accelerated rate.
|
||||
|
||||
All fleets in the system the Supply Depot is in resupply much faster.
|
||||
>>
|
||||
STATUS_FAST_RESUPPLY: Receiving Supplies
|
||||
STATUS_FAST_RESUPPLY_DESC: <<|
|
||||
Is receiving supplies from a Supply Depot in the system. Regenerating
|
||||
supplies at a significantly increased rate while not in combat.
|
||||
>>
|
||||
ORB_FTL_JAMMER: FTL Jammer
|
||||
ORB_FTL_JAMMER_BLURB: Prevents hostile empires from engaging their FTL drives in this system.
|
||||
ORB_FTL_JAMMER_DESC: <<|
|
||||
An array of precise hyperfield excitors calibrated to specific frequencies
|
||||
can block the use of particular makes of FTL drive.
|
||||
|
||||
Empires you are at war with cannot use their FTL inside this system.
|
||||
|
||||
[b][color=#00c0ff]Costs 0.15 FTL per second to maintain.[/color][/b]
|
||||
>>
|
||||
ORB_SCAFFOLDING: Scaffolding
|
||||
ORB_SCAFFOLDING_BLURB: An orbital hull is under construction here.
|
||||
ORB_SCAFFOLDING_DESC: <<|
|
||||
An orbital is under construction at this location.
|
||||
>>
|
||||
NAME_SCAFFOLDING: $1 (Scaffolding)
|
||||
|
||||
ORB_SOLAR_ORBITAL: Solar Engine
|
||||
ORB_SOLAR_ORBITAL_BLURB: Generates energy per second relative to the temperature of the system's star.
|
||||
ORB_SOLAR_ORBITAL_DESC: <<
|
||||
Generates extra energy per second. The higher the temperature of the star of the system it's in, the more energy is generated.
|
||||
|
||||
Only one may be constructed per system.
|
||||
>>
|
||||
|
||||
ORB_FRAME: Orbital Frame
|
||||
ORB_FRAME_BLURB: An orbital can be built on this frame for a reduced build cost.
|
||||
ORB_FRAME_DESC: <<
|
||||
A pre-built frame and scaffold that can be refitted to other orbital types.
|
||||
|
||||
Orbitals built on top of this frame have 50% reduced build and labor cost, and do not suffer from build distance labor penalties.
|
||||
>>
|
||||
|
||||
ORB_SINGULARITY_LAB: Singularity Lab
|
||||
ORB_SINGULARITY_LAB_BLURB: <<
|
||||
Harnesses the unique properties of being near a singularity in order to generate power and gain scientific knowledge.
|
||||
>>
|
||||
ORB_SINGULARITY_LAB_DESC: <<
|
||||
Harnesses the unique properties of being near a singularity in order to generate power and gain scientific knowledge.
|
||||
|
||||
Can only be built in systems that have a black hole. Only one may be constructed per system.
|
||||
>>
|
||||
|
||||
ORB_FTL_STORAGE: FTL Storage
|
||||
ORB_FTL_STORAGE_DESC: <<
|
||||
Stores 300 FTL Energy.
|
||||
>>
|
||||
|
||||
ORB_SENATORIAL_PALACE: Senatorial Palace
|
||||
ORB_SENATORIAL_PALACE_BLURB: <<
|
||||
A grand palace for galactic senate members to use for diplomatic business. Allows purchase of influence victory component cards.
|
||||
>>
|
||||
ORB_SENATORIAL_PALACE_DESC: <<
|
||||
A grand palace for galactic senate members to use for diplomatic business.
|
||||
|
||||
Can only be constructed if you are currently the Senate Leader.
|
||||
|
||||
All other empires gain vision over the system the Senatorial Palace is in.
|
||||
|
||||
You can use influence to purchase Election, Galactic Superpower and Galactic Utopia cards at the Senatorial Palace, which allow for an influence victory when played appropriately.
|
||||
>>
|
||||
NOTIFY_SENATORIAL_PALACE: The [color=$2]$1[/color] have constructed a [b]Senatorial Palace[/b].
|
||||
ABL_BUY_ELECTION: Purchase "Election"
|
||||
ABL_BUY_ELECTION_DESC: <<
|
||||
Use influence to purchase an "Election" card for future use.
|
||||
>>
|
||||
ABL_BUY_GALACTIC_UTOPIA: Purchase "Galactic Utopia"
|
||||
ABL_BUY_GALACTIC_UTOPIA_DESC: <<
|
||||
Use influence to purchase a "Galactic Utopia" card for future use.
|
||||
|
||||
Galactic Utopia provides multiple benefits. If you have both it and Galactic Superpower active at the same time, you win the game.
|
||||
>>
|
||||
ABL_BUY_GALACTIC_SUPERPOWER: Purchase "Galactic Superpower"
|
||||
ABL_BUY_GALACTIC_SUPERPOWER_DESC: <<
|
||||
Use influence to purchase a "Galactic Superpower" card for future use.
|
||||
|
||||
Galactic Superpower provides multiple benefits. If you have both it and Galactic Utopia active at the same time, you win the game.
|
||||
>>
|
||||
|
||||
ORB_RING_HABITAT: Ring Habitat
|
||||
ORB_RING_HABITAT_BLURB: Increases the population that can live on and around the planet.
|
||||
ORB_RING_HABITAT_DESC: <<
|
||||
A ring habitat constructed in low planetary orbit increases the population that can live in and around it, allowing a luxuriously maintained lifestyle in space for those who can afford it.
|
||||
|
||||
Must be constructed in orbit of a planet. Increases the maximum population of that planet by 2.
|
||||
|
||||
2 Population is removed from the planet constructing the Ring Habitat to live on it.
|
||||
|
||||
Costs 10 Influence to construct in addition to its build cost.
|
||||
|
||||
Only one ring habitat may be constructed in orbit of every planet.
|
||||
>>
|
||||
|
||||
ORB_SOLAR_SATELLITE: Solar Satellite
|
||||
ORB_SOLAR_SATELLITE_BLURB: Increases the planet's native resource's pressure given by 1.
|
||||
ORB_SOLAR_SATELLITE_DESC: <<
|
||||
A solar power satellite constructed in low planetary orbit sends power down to the surface for domestic use, improving the efficiency of economic operations on the ground.
|
||||
|
||||
Must be constructed in orbit of a planet. Increases the pressure given by that planet's native resource by 1 where possible.
|
||||
|
||||
Costs 500 Energy to construct in addition to its build cost.
|
||||
|
||||
Only one solar satellite may be constructed in orbit of every planet.
|
||||
>>
|
||||
|
||||
ORB_DEFENSE_SATELLITE: Tactical Satellite
|
||||
ORB_DEFENSE_SATELLITE_BLURB: Increases support strength, fires missiles, allows independent support action.
|
||||
ORB_DEFENSE_SATELLITE_DESC: <<
|
||||
A military satellite constructed in low planetary orbit grants improved defensive capabilities to the planet and its support ships.
|
||||
|
||||
Must be constructed in orbit of a planet.
|
||||
|
||||
Support ships assigned to this planet fight at increased combat strength, and can independently move across the system in order to attack enemy fleets. Support ships set to Shield, Support or Artillery behavior will not leave the planet's orbit.
|
||||
|
||||
Costs 500 Energy to construct in addition to its build cost.
|
||||
|
||||
Only one tactical satellite may be constructed in orbit of every planet.
|
||||
>>
|
||||
|
||||
ORB_HYDROPONICS_SATELLITE: Hydroponics Satellite
|
||||
ORB_HYDROPONICS_SATELLITE_BLURB: Adds 1 Food to the planet it is in orbit of.
|
||||
ORB_HYDROPONICS_SATELLITE_DESC: <<
|
||||
A satellite equipped with high-yield zero-G hydroponics bays growing genetically modified crops in exposure to direct sunlight.
|
||||
|
||||
Must be constructed in orbit of a planet.
|
||||
|
||||
The planet this is in orbit of gains 1 Food resource.
|
||||
|
||||
Costs 100 Research points to construct in addition to its build cost.
|
||||
>>
|
||||
|
||||
ORB_ANCIENT_REPLICATOR: Orbital Replicator
|
||||
ORB_ANCIENT_REPLICATOR_BLURB: Constructs buildings on the surface of the planet it orbits. Spawn defense satellites.
|
||||
ORB_ANCIENT_REPLICATOR_DESC: <<
|
||||
A vast low-orbit station that can replicate materials and transfer them to the surface. Buildings can only be constructed on planets with a Replicator in orbit.
|
||||
|
||||
Replicator stations can be moved between planets in order to construct facilities on other planets.
|
||||
|
||||
If the planet the replicator is in orbit of has free support capacity, it will automatically construct defense satellites for it over time.
|
||||
>>
|
||||
@@ -0,0 +1,8 @@
|
||||
MOVE_TO: Move To
|
||||
ATTACK: Attack
|
||||
ATTACK_TARGET: Attack $1
|
||||
ONLY_ATTACKABLE: May only attack ships, orbitals, and planets.
|
||||
ONLY_WAR: Must be at war.
|
||||
PICK_UP: Pick Up
|
||||
RALLY_TO: Rally to $1
|
||||
STOP_RALLY: Clear Rally
|
||||
@@ -0,0 +1,403 @@
|
||||
CONSTRUCTION: Construction
|
||||
UNCOLONIZED: Uncolonized
|
||||
SHIPS: Ships
|
||||
ORBITALS: Orbitals
|
||||
POPULATION: Population
|
||||
MAX_POPULATION: Maximum Population
|
||||
COLONIZE_GENERIC: Colonize
|
||||
COLONIZE_WITH: Colonize with $1 (ETA $2 minutes)
|
||||
COLONIZE_WITH_BASIC: Colonize with $1
|
||||
AUTO_COLONIZE: Colonize this
|
||||
AUTO_COLONIZE_BLOCKED: Colonize this (currently blocked)
|
||||
AUTO_COLONIZE_LEVEL: Colonize this and Auto-Import to Level $1
|
||||
AUTO_COLONIZE_SYSTEM: Colonize planets in $1
|
||||
AUTO_COLONIZE_SYSTEM_LEVEL: Colonize planets in $1 and Auto-Import
|
||||
STOP_COLONIZE_SYSTEM: Stop colonizing planets in $1
|
||||
CANCEL_AUTO_COLONIZE: Stop colonizing this
|
||||
COLONIZE_CONTINUE: Continue colonizing
|
||||
COLONIZE_CANCEL: Stop colonizing $1
|
||||
COLONIZE_UNSAFE_PROMPT: <<|
|
||||
Ordering a colonization with this planet right now can drop its total population below what is required to sustain its current planet level.
|
||||
|
||||
Are you sure you wish to colonize despite potentially deleveling?
|
||||
>>
|
||||
ONLY_PLANETS: May only target planets.
|
||||
LEVEL: Level
|
||||
MANAGE: Manage
|
||||
EXPORT_RESOURCE: Export $1 to $2
|
||||
EXPORT_RESOURCES: Export resources to $1
|
||||
QUEUE_EXPORT_RESOURCE: Queue export of $1 to $2
|
||||
STOP_EXPORT_RESOURCE: Stop exporting $1 to $2
|
||||
EXPORT_RESOURCE_PROMPT: Export $1
|
||||
EXPORT_RESOURCES_PROMPT: Export Resources
|
||||
STOP_EXPORT_RES_QUEUE: Cancel queued export of $1 to $2
|
||||
IMPORT_RESOURCE: Import $1 from $2
|
||||
QUEUE_IMPORT_RESOURCE: Queue import of $1 from $2
|
||||
STOP_IMPORT_RESOURCE: Stop importing $1 from $2
|
||||
STOP_IMPORT_RES_QUEUE: Cancel queued import of $1 from $2
|
||||
RESOURCE_POP_REQUIRED: Requires at least [b]$1 Billion[/b] population to produce.
|
||||
RESOURCE_LEVEL_REQUIRED: Requires level $1 planet to produce.
|
||||
RESOURCE_TIER_DESC: [b]Tier $1[/b] [img=$2;18/] resource: requires level $1 planet to produce.
|
||||
RESOURCE_EXPORTED_TO: Exporting to $1...
|
||||
RESOURCE_IMPORTED_FROM: Importing from $1...
|
||||
ONLY_WITH_RESOURCES: May only target planets or asteroids.
|
||||
INCOME: Income
|
||||
REQ_FOR_LEVEL: Required for level $1:
|
||||
POP_REQ: [img=ResourceIcon::8;20/] [color=#ff9000][b]$1[/b]+ population[/color]
|
||||
REQ_STOP_DECAY: Missing Resources! Decays back to level $1 in $2 unless needs are met:
|
||||
REQ_TYPE: [font=Subtitle]Any [b]$1[/b] [img=$2;26/] Resource[/font]
|
||||
REQ_TYPE_UNIQUE: Any unique type of $1:
|
||||
REQ_LEVEL: [font=Subtitle]Any [b]Tier $1[/b] [img=$2;26/] Resource[/font]
|
||||
REQ_LEVEL_UNIQUE: Any unique type of Level $1 resource:
|
||||
WAIT_CONSTRUCT: Will not start construction until resolved.
|
||||
CONSTRUCTION_REQUIRES_LEVEL: Requires level $1 planet to construct.
|
||||
ABANDON: Abandon Planet
|
||||
ABANDON_ACCEPT: Abandon
|
||||
PROMPT_ABANDON: Abandon $1? The entire population will perish.
|
||||
BUILDING_CONSTRUCTING_PCT: Under construction... $1%
|
||||
BUILDING_DISABLED_POP: Building is currently disabled.
|
||||
BUILDINGS: Buildings
|
||||
PROJECTS: Projects
|
||||
AVAILABLE_RESOURCES: Resources:
|
||||
REQUIRED_RESOURCES: Required for Lv$1
|
||||
RESOURCE_CLASS_Food: Food
|
||||
RESOURCE_CLASS_WaterType: Water
|
||||
RENAME_NOTIF: Renamed: $1
|
||||
RENAME_EVT: The $1 have renamed $2 to [b]$3[/b].
|
||||
DEFENSE_ON_OPTION: Start using defense for $1
|
||||
DEFENSE_OFF_OPTION: Stop using defense for $1
|
||||
TT_IS_DEFENDING: Marked to use defense. Defense provided by resources in your empire will be used to produce defense ships here.\n\nDefense ships produced are spread evenly amongst every location marked for defense.
|
||||
TERRAFORM: Terraform
|
||||
TERRAFORM_OPTION: Terraform...
|
||||
TERRAFORM_ITEM: $1 ($2, $3 Labor)
|
||||
BUILD_TERRAFORM: Terraform $2 on $1
|
||||
BUILD_DRY_DOCK: Dry Dock: $1
|
||||
EXPORT_LABOR: Export Labor to $1
|
||||
WORK_DRY_DOCK: Work on Dry Dock
|
||||
TT_DRY_DOCK: <<
|
||||
[b]Construct a Dry Dock[/b]
|
||||
|
||||
Create a dry dock around the planet to construct a particular ship in. In a dry dock, a ship's build cost can be financed over multiple budget cycles.
|
||||
|
||||
Put more money into a dry dock by double clicking it in the galaxy view. To make a planet add its labor generation to a dry dock, select the planet, right click the dry dock and select "Work on Dry Dock".
|
||||
|
||||
Building a ship in a dry dock increases its build cost by 25%.
|
||||
>>
|
||||
TT_REPEAT_QUEUE: <<
|
||||
[b]Toggle Repeat Queue[/b]
|
||||
|
||||
Toggle whether the current queue is set to repeat infinitely.
|
||||
>>
|
||||
FINANCE_OPTION: Finance...
|
||||
FINANCE_DRY_DOCK: Finance Dry Dock: $1
|
||||
FINANCE: Finance
|
||||
RENAME_OPTION: Rename... (1 Influence)
|
||||
AUTO_IMPORT_LEVEL: Auto-Import to Level $1
|
||||
AUTO_IMPORT_OPTION: Auto-Import $1 Resource
|
||||
AUTO_IMPORT_TWO_OPTION: Auto-Import $1 and $2 Resources
|
||||
CANCEL_AUTO_IMPORT: Cancel Auto-Imports
|
||||
QUEUED_AUTO_IMPORT: Queued auto import...
|
||||
DESTROY_BUILDING: Destroy $1
|
||||
CANCEL_BUILDING: Cancel $1
|
||||
STORED_LABOR: Stored Labor: $1 / $2
|
||||
TILE_BIOME_DEVELOPED: $1 (Developed)
|
||||
TILE_BIOME_UNDEVELOPED: $1 (Undeveloped)
|
||||
TILE_BIOME_GROWN: $1 (Grown)
|
||||
TILE_BIOME_UNGROWN: $1 (Ungrown)
|
||||
BUILD_TIME: Build Time
|
||||
CANCEL_CONSTRUCTION: Cancel this Construction
|
||||
OPT_CANCEL_IMPORT: Stop importing $1 from $2
|
||||
OPT_CANCEL_EXPORT: Stop exporting $1
|
||||
OPT_MAKE_IMPORT: Import $1 from $2
|
||||
OPT_IMPORT_AUTO: Auto-import resource of this type
|
||||
OPT_IMPORT_AUTO_CANCEL: Cancel queued auto-import of this type
|
||||
OPT_IMPORT_AUTO_CANCEL_ALL: Cancel all queued auto-imports to this planet
|
||||
|
||||
EXPBLOCK_USE: [color=#f33][b]Cannot Use Resource:[/b][/color]\n$1
|
||||
EXPBLOCK_EXPORT: [color=#f33][b]Cannot Export Resource:[/b][/color]\n$1
|
||||
EXPBLOCK_IMPORT: [color=#f33][b]Cannot Import Resource:[/b][/color]\n$1
|
||||
EXPBLOCK_DISABLED: Planet is blocked from exporting.
|
||||
EXPBLOCK_DEEPSPACE: Can only trade from within systems.
|
||||
EXPBLOCK_UNOWNED: Can only trade within the same empire.
|
||||
EXPBLOCK_UNMINED: Asteroid must be mined.
|
||||
EXPBLOCK_UNCOLONIZED: Planet must be colonized.
|
||||
EXPBLOCK_LOWLEVEL: Planet must be at least level $1.
|
||||
EXPBLOCK_POP: Planet needs $1 Billion population to export resource.
|
||||
EXPBLOCK_DISCONNECTED: May only trade through connected systems.
|
||||
EXPBLOCK_UNUSABLE: Special circumstances prevent export.
|
||||
|
||||
HINT_USE_PLANETS_TITLE: Idle Planets
|
||||
HINT_USE_PLANETS: <<|
|
||||
Level 0 planets cost money to maintain.
|
||||
|
||||
Export resources from your low level planets to build up higher level ones,
|
||||
or abandon unused planets to free up your budget.
|
||||
>>
|
||||
|
||||
HINT_COLONIZE_TITLE: Slow Colonization
|
||||
HINT_COLONIZE: <<|
|
||||
Colonization requires populations and costs money. When in debt, the rate of colonization
|
||||
can be greatly slowed.
|
||||
|
||||
Focus on colonizing a small number of planets at first and grow those planets to support further
|
||||
colonization. You may also cancel colonization orders to speed up the remaining orders.
|
||||
>>
|
||||
|
||||
TT_MANAGE_PLANET: <<|
|
||||
[b]Manage Planet[/b]
|
||||
|
||||
View detailed information about the planet's surface, resources and construction.
|
||||
>>
|
||||
|
||||
TT_MANAGE_PLANET_SUPPORTS: <<|
|
||||
[b]Manage Supports[/b]
|
||||
|
||||
Manage the groups of support ships currently assigned here.
|
||||
>>
|
||||
|
||||
COLONIZE: Colonize
|
||||
TT_COLONIZE: <<|
|
||||
[b]Colonize[/b]
|
||||
|
||||
Send 1B population from the planet to another unoccupied planet to colonize it.
|
||||
>>
|
||||
TT_COLONIZE_THIS: <<|
|
||||
[b]Colonize This[/b]
|
||||
|
||||
Send 1B population from one of your planets to this planet to colonize it.
|
||||
>>
|
||||
|
||||
DEFENSE_TARGET: Build Defense
|
||||
TT_DEFENSE_TARGET: <<|
|
||||
[b]Build Defense for...[/b]
|
||||
|
||||
Instead of building defense ships around the planet itself, build defense ships
|
||||
for use in another target system you control.
|
||||
>>
|
||||
|
||||
PLANET_POPULATION_TIP: <<|
|
||||
[b]Population[/b]
|
||||
|
||||
How many billion people live on the planet. The more population a planet has, the higher its base income and pressure capacity.
|
||||
>>
|
||||
|
||||
PLANET_INCOME_TIP: <<
|
||||
[b]Income[/b]
|
||||
|
||||
The amount of money this planet makes or loses every budget cycle.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_INFLUENCE_TIP: <<
|
||||
[b]Influence Stake[/b]
|
||||
|
||||
Each influence stake on a planet increases your percentage of the galactic influence generation.
|
||||
|
||||
Influence is used to affect other empires diplomatically.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_ENERGY_TIP: <<
|
||||
[b]Energy[/b]
|
||||
|
||||
Energy is used to activate artifacts found around the galaxy.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_DEFENSE_TIP: <<
|
||||
[b]Defense[/b]
|
||||
|
||||
Periodically builds free defense support ships around the planet, or planets in
|
||||
whichever other system this planet is set to produce defense for.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_LOYALTY_TIP: <<|
|
||||
[b]Loyalty[/b]
|
||||
|
||||
Loyalty indicates how dedicated your subjects on this planet are.
|
||||
|
||||
Sieging a planet will gradually reduce its loyalty until it hits 0, after
|
||||
which it will be captured by the sieging empire.
|
||||
|
||||
The more loyal a planet, the more influence it takes to annex.
|
||||
>>
|
||||
|
||||
PLANET_PRESSURE_TIP: <<
|
||||
[b]Pressure Capacity[/b]
|
||||
|
||||
Many types of planetary resources provide [b]Pressure[/b] to the planet they are on.
|
||||
|
||||
[b]Pressure[/b] causes the civilians on a planet to put down buildings that generate certain types of resources for you.
|
||||
|
||||
The amount of civilian structures a planet can support is limited by its [b]Pressure Capacity[/b]. If the pressure capacity is exceeded, lower efficiency civilian buildings will be constructed, leading to a loss of resource generation.
|
||||
|
||||
The higher a planet's [b]Population[/b], the higher its [b]Pressure Capacity[/b].
|
||||
|
||||
[b]Total Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Total Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
[b]Pressure Capacity:[/b] [offset=220]$3[/offset]
|
||||
>>
|
||||
|
||||
PLANET_LABOR_TIP: <<
|
||||
[b]Labor[/b]
|
||||
|
||||
Labor affects the rate of construction at the planet.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_RESEARCH_TIP: <<
|
||||
[b]Research[/b]
|
||||
|
||||
Generates research points to spend in the research grid to unlock new technologies.
|
||||
|
||||
[b]Imported Pressure:[/b] [offset=220]$1[/offset]
|
||||
[b]Active Pressure:[/b] [offset=220]$2[/offset]
|
||||
>>
|
||||
|
||||
PLANET_REQUIREMENTS_TIP: <<|
|
||||
[b]Level Requirements[/b]
|
||||
|
||||
Importing these types of resources to this planet will cause it
|
||||
to level up.
|
||||
>>
|
||||
|
||||
STATUS_HAPPY: Happy
|
||||
STATUS_HAPPY_DESC: <<|
|
||||
All empire resources already being produced on this planet gain 1 extra production.
|
||||
>>
|
||||
|
||||
STATUS_VIRILE: Virile
|
||||
STATUS_VIRILE_DESC: <<|
|
||||
Population is growing at twice the normal rate.
|
||||
>>
|
||||
|
||||
COND_NATIVE_FISH: Native Fish
|
||||
COND_NATIVE_FISH_DESC: <<
|
||||
Delicious, but extremely perishable aquatic lifeforms. Unexportable.
|
||||
>>
|
||||
NATIVE_FISH: Native Fish
|
||||
NATIVE_FISH_DESC: <<
|
||||
Increases lifetime of consumed temporary resources by 30%.
|
||||
|
||||
[color=#ff7070][b]Cannot be exported.[/b][/color]
|
||||
>>
|
||||
|
||||
COND_EXTRA_MONEY: Precious Metal Deposits
|
||||
COND_EXTRA_MONEY_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::0;20/] [color=#d1cb6aff]Money[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_EXTRA_RESEARCH: Exotic Atmosphere
|
||||
COND_EXTRA_RESEARCH_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::4;20/] [color=#8c4ec9]Research[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_EXTRA_INFLUENCE: Tropical Paradise
|
||||
COND_EXTRA_INFLUENCE_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::1;20/] [color=#0087c7]Influence[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_EXTRA_LABOR: Low Gravity
|
||||
COND_EXTRA_LABOR_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::6;20/] [color=#b1b4b6]Labor[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_EXTRA_DEFENSE: Volatile Minerals
|
||||
COND_EXTRA_DEFENSE_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::5;20/] [color=#af7926]Defense[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_EXTRA_ENERGY: Geothermal Vents
|
||||
COND_EXTRA_ENERGY_DESC: <<|
|
||||
This planet's resource gives [b]1 bonus [img=ResourceIcon::2;20/] [color=#42b4bd]Energy[/color] pressure[/b].
|
||||
>>
|
||||
|
||||
COND_ANCIENT_CANNON: Ancient Planetary Defense
|
||||
COND_ANCIENT_CANNON_DESC: <<|
|
||||
An ancient planetary cannon sits on the surface, deactivated but operational.
|
||||
>>
|
||||
BLD_ANCIENT_CANNON: Ancient Planetary Defense
|
||||
BLD_ANCIENT_CANNON_DESC: <<|
|
||||
An ancient planetary cannon, found on this planet and activated.
|
||||
|
||||
The cannon is deactivated if there are enemy fleets sieging the planet, and
|
||||
all the planet's orbital defenses are destroyed.
|
||||
>>
|
||||
|
||||
COND_ANCIENT_RUINS: Ancient Ruins
|
||||
COND_ANCIENT_RUINS_DESC: <<|
|
||||
When first colonized, gain a number of free research points.
|
||||
>>
|
||||
BLD_ANCIENT_RUINS: Ancient Ruins
|
||||
BLD_ANCIENT_RUINS_DESC: <<|
|
||||
The ancient ruins of a military outpost constructed by an advanced race eons ago.
|
||||
>>
|
||||
|
||||
COND_HIGH_YIELD: High Yield Resource
|
||||
COND_HIGH_YIELD_DESC: <<|
|
||||
The resource gives double its normal pressure, but lowers pressure cap by 3.
|
||||
>>
|
||||
|
||||
COND_NOXIOUS_ATMOSPHERE: Noxious Atmosphere
|
||||
COND_NOXIOUS_ATMOSPHERE_DESC: <<|
|
||||
Reduces maximum population by 1.
|
||||
>>
|
||||
|
||||
COND_SPARSE: Sparse Resource
|
||||
COND_SPARSE_DESC: <<|
|
||||
The resource gives half its pressure, but requires one fewer Tier 1 [img=ResourceClassIcons::0;18/] to level.
|
||||
>>
|
||||
|
||||
COND_BARREN: Barren
|
||||
COND_BARREN_DESC: <<|
|
||||
A barren rock devoid of atmosphere or resources.
|
||||
>>
|
||||
|
||||
COND_MOON: Moon
|
||||
COND_MOON_DESC: <<
|
||||
This planet has a moon large enough to construct a moon base on.
|
||||
|
||||
Multiple instances of this indicate more moons and more potential moon bases.
|
||||
>>
|
||||
|
||||
COND_EXTRA_PRESSURE: Towering Mountains
|
||||
COND_EXTRA_PRESSURE_DESC: <<
|
||||
This planet's resource gives [b]1 bonus pressure[/b] of its primary type.
|
||||
>>
|
||||
|
||||
COND_DOUBLE_REQUIREMENT: Expansive Deserts
|
||||
COND_DOUBLE_REQUIREMENT_DESC: <<
|
||||
This planet's resource counts twice for satisfying [b][img=ResourceClassIcons::0;20/] Tier 1 Requirements[/b].
|
||||
>>
|
||||
|
||||
COND_GROWTH: Megafauna
|
||||
COND_GROWTH_DESC: <<
|
||||
This resource increases population growth and tile development by 25%.
|
||||
>>
|
||||
|
||||
COND_NEG_PRESSURE: Frozen Wasteland
|
||||
COND_NEG_PRESSURE_DESC: <<
|
||||
This planet's resource reduces pressure capacity by 2.
|
||||
>>
|
||||
|
||||
BIOME_CRYSTALLIC: Crystallic
|
||||
BIOME_DESERT: Desert
|
||||
BIOME_FOREST: Forest
|
||||
BIOME_ICE: Ice
|
||||
BIOME_MOUNTAINS: Mountains
|
||||
BIOME_OCEANIC: Oceanic
|
||||
BIOME_VOLCANIC: Volcanic
|
||||
BIOME_MOON: Moon
|
||||
BIOME_SPACE: Space
|
||||
BIOME_ARTIFICIAL: Artificial
|
||||
@@ -0,0 +1,80 @@
|
||||
EVT_REACTOR: A Reactor
|
||||
EVT_REACTOR_TEXT: <<
|
||||
An exploration team on [target=Location/] has discovered an ancient remnant reactor, buried under many years of dirt and overgrown by native plants.
|
||||
|
||||
The reactor was constructed to siphon incredible amounts of energy directly from subspace, but was deactivated and abandoned by the remnants after merely one trial, for reasons unknown.
|
||||
|
||||
One of your scientists believes he can override the system's safety protocols and reactivate the reactor, while shielding the complex from the exotic particles and radiation produced by it.
|
||||
>>
|
||||
EVT_REACTOR_ACTIVATE: Allow your scientist to override the security protocols and activate the reactor.
|
||||
EVT_REACTOR_IGNORE: Ignore the reactor and leave well enough alone - the security protocols are there for a reason.
|
||||
EVT_REACTOR_SUCCESS: <<
|
||||
The reactivation was a success! The planet is now capable of producing vast amounts of energy when provided the right infrastructure.
|
||||
|
||||
The planet now has [b]+2 energy production[/b] as well as [b]+10 energy pressure[/b].
|
||||
>>
|
||||
EVT_REACTOR_FAILURE: <<
|
||||
Insufficient isolation for the exotic particles released by the reaction has caused a catastrophic systems meltdown!
|
||||
|
||||
Truly astronomical amounts of energy are being emitted uncontrollably, causing the near-simultaneous detonation of five sixths of all matter in the solar system it was in.
|
||||
|
||||
Your team of scientists count as only few of many millions of your dead citizens. You hope it will spur future scientists to be a little more careful with remnant technology, next time.
|
||||
>>
|
||||
STATUS_EVT_REACTOR: Remnant Reactor
|
||||
STATUS_EVT_REACTOR_DESC: <<
|
||||
A remnant reactor was succesfully activated on this planet, giving it [b]+2 energy production[/b] as well as [b]+10 energy pressure[/b].
|
||||
>>
|
||||
|
||||
EVT_CLIQUE: A Mechanical Town
|
||||
EVT_CLIQUE_TEXT: <<
|
||||
The seismic detectors on [target=Location/] located a strange phenomenon at a nondescript point on the surface. Examining the site, the team sent finds a tiny hyperspace exit. A single [target=race;Other/] managed to make it through before the exit collapses.
|
||||
|
||||
The lone mechanoid citizen of the [target=Other/] asks for an audience:
|
||||
|
||||
[offset=20][color=#aaa]Efforts of the [targer=Other/] to discover purpose deemed insufficient.
|
||||
Purpose: Build more units to establish new [target=race;Other/] clique.
|
||||
FTL device damaged in long jump.
|
||||
Request for aid and shelter. Exchange for our labor.[/color][/offset]
|
||||
>>
|
||||
EVT_CLIQUE_ALLOW: <<
|
||||
Allow the [target=race;Other/] to establish a new community on [target=Location/], making sure to make clear your position on the maximum amount of extra mechanoid units you will allow it to build.
|
||||
>>
|
||||
EVT_CLIQUE_SUCCESS: <<
|
||||
The small community has flourished and integrated nicely into your regular industry on the planet. The mechanoids seem peaceful enough, using any left over processing time to analyze stellar telemetry in an effort to discover something about their race.
|
||||
|
||||
The planet now has [b]+5 Labor per minute[/b], and [b]Imperial Building construction speed +100%[/b].
|
||||
>>
|
||||
EVT_CLIQUE_FAILURE: <<
|
||||
The lone unit unit quickly starts constructing more and more units, mining the planet's metal deposits and multiplying exponentially, far beyond the small limit you set for its community.
|
||||
|
||||
[offset=20][color=#aaa]More mechanoid are needed. Processing power must be raised to discover purpose.[/color][/offset]
|
||||
|
||||
All attempts to convince them to stop have failed, and with no other options remaining your troops engage them in a bloody ground war. Many civilians are killed, but eventually all the mechanoid invaders are successfully destroyed.
|
||||
>>
|
||||
EVT_CLIQUE_STUDY: <<
|
||||
Kill and dissect the [target=race;Other/], studying its parts and trying to divine how its miniaturization technology works.
|
||||
>>
|
||||
EVT_CLIQUE_STUDY_R: <<
|
||||
You kill and dissect the stray unit, but most of its internal parts are too damaged to operate correctly. You glean some small amount of research from the ones that aren't.
|
||||
>>
|
||||
EVT_CLIQUE_STUDY_F: <<
|
||||
You kill and dissect the stray unit, finding an FTL Energy storage device many times smaller and denser than your own. You study the principles that allow it to contain so much FTL without leaking any into the surroundings, and in the process expand your own capacity.
|
||||
|
||||
Gained [b]+200 FTL Storage[/b].
|
||||
>>
|
||||
EVT_CLIQUE_RETURN: <<
|
||||
Contain the unit and forcibly ship it back to its origin empire, the [target=Other/], explaining that it was malfunctioning and you are happy to return it to its intended place.
|
||||
>>
|
||||
EVT_CLIQUE_RETURN_R: <<
|
||||
You return the malfunctioning unit to its original empire, who send a brief message in response.
|
||||
|
||||
[offset=20][color=#aaa]Gratitude. Unit will be repaired and returned to place.[/color][/offset]
|
||||
|
||||
Gained [b]+5 Influence[/b].
|
||||
>>
|
||||
STATUS_EVT_CLIQUE: Mechanoid Clique
|
||||
STATUS_EVT_CLIQUE_DESC: <<
|
||||
A small community of mechanoid population from another empire lives here.
|
||||
|
||||
The planet has [b]+5 Labor per minute[/b], and [b]Imperial Building construction speed +100%[/b].
|
||||
>>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,732 @@
|
||||
FTL: FTL
|
||||
FTL_COST: $1 FTL
|
||||
INSUFFICIENT_FTL: Insufficient FTL
|
||||
NEED_FLING_BEACON: Requires a Fling Beacon
|
||||
OUT_OF_BEACON_RANGE: Too far from a Fling Beacon
|
||||
PER_SECOND: /s
|
||||
PER_MINUTE: /min
|
||||
PER_MIN: /m
|
||||
BUILD_FOR: Build Time: $1
|
||||
BUILD_TIME: Build Time
|
||||
EST_BUILD_TIME: Est. Build Time
|
||||
EST_COOLDOWN: Est. Cooldown
|
||||
BUILD_TIME_S: $1s
|
||||
BUILD_TIME_MS: $1m $2s
|
||||
CONSTRUCTION: Construction
|
||||
RESOURCES_OF: $1x out of
|
||||
TYPES_OF: $1 type(s) of
|
||||
NEED_BORROW: Cannot afford on current budget. [color=#ff0]$1[/color] will be borrowed, costing [color=#ff0]$2[/color] from the next budget.
|
||||
CANNOT_BORROW: Cannot afford on current budget. Next budget is not sufficient to borrow remaining cost.
|
||||
CANNOT_EXPORT: \n[right]Cannot be exported[/right]
|
||||
BUILD_ASTEROID: $1 Mining Base
|
||||
BUILD_ASTEROID_OPTION: Build $1 Mining Base ($2 Labor)
|
||||
VANISH_TIP: Will be used up in $1.
|
||||
VANISH_TIP_NOUSE: Will be used up after $1 of use.
|
||||
RESOURCE: Resource
|
||||
RES_PROVIDES_PRESSURE: Pressure:
|
||||
|
||||
WELFARE_TT: <<|
|
||||
Any funds left in your budget when the budget cycle is over will be
|
||||
removed and converted into the resource you choose from the dropdown.
|
||||
>>
|
||||
|
||||
WELFARE_INFLUENCE: <<
|
||||
Provide Welfare
|
||||
Converts each $1 of unspent budget to influence generation.
|
||||
>>
|
||||
|
||||
WELFARE_ENERGY: <<
|
||||
Subsidize Power
|
||||
Converts each $1 of unspent budget to energy generation.
|
||||
>>
|
||||
|
||||
WELFARE_RESEARCH: <<
|
||||
Research Grants
|
||||
Converts each $1 of unspent budget to research generation.
|
||||
>>
|
||||
|
||||
WELFARE_LABOR: <<
|
||||
Public Works
|
||||
Converts each $1 of unspent budget to labor on the homeworld.
|
||||
>>
|
||||
|
||||
WELFARE_DEFENSE: <<
|
||||
Combat Readiness
|
||||
Converts each $1 of unspent budget to global defense generation.
|
||||
>>
|
||||
|
||||
GTT_MONEY: <<
|
||||
[font=Medium]Money[/font]
|
||||
[i]Every budget cycle of 3 minutes generates new money to spend. Any money not spent after the budget cycle ends is put into [img=$4;20/] welfare.[/i]
|
||||
|
||||
Remaining Budget: [right]$1[/right]
|
||||
Time Remaining: [right]$3[/right]
|
||||
Upcoming Budget: [right]$2[/right]
|
||||
>>
|
||||
|
||||
GTT_BONUS_MONEY: <<|
|
||||
[font=Subtitle][b]Special Funds:[/b] [right][color=#0f0]$1[/color][/right][/font]
|
||||
|
||||
[i]Special funds are collected from various one-time sources such as
|
||||
Profiteering cards or Anomalies, and will carry over between budgets if not
|
||||
spent.[/i]
|
||||
>>
|
||||
|
||||
GTT_DEBT_PENALTY: <<
|
||||
[color=#f00][b]Debt Growth Penalty:[/b] [right]$1[/right][/color]
|
||||
[i]Being in debt reduces population growth rate on all your planets.[/i]
|
||||
>>
|
||||
|
||||
GTT_FLEET_PENALTY: <<
|
||||
[color=#f00][b]Debt Fleet Strength Penalty:[/b] [right]$1[/right][/color]
|
||||
[i]Being in massive debt reduces the strength of all your fleets.[/i]
|
||||
>>
|
||||
|
||||
GTT_INFLUENCE: <<
|
||||
[font=Medium]Influence[/font]
|
||||
[i]Influence points are used to trigger diplomatic actions and win galactic senate votes. If storing more points than your optimal storage cap (based on your total generation), your generation rate will be decreased.[/i]
|
||||
|
||||
Available Points: [right]$1[/right]
|
||||
Optimal Storage: [right]$2[/right]
|
||||
Generation Rate: [right]$3[/right]
|
||||
|
||||
Influence Stake: [right]$5[/right]
|
||||
Percentage of Galactic Stake: [right]$4[/right]
|
||||
|
||||
[i]Influence Stake is provided by influence buildings. The percentage of the total influence stake from all empires that you currently control determines your influence generation rate.[/i]
|
||||
>>
|
||||
|
||||
GTT_ENERGY: <<
|
||||
[font=Medium]Energy[/font]
|
||||
[i]Energy is used to activate abilities on artifacts found across the galaxy. The more Energy you are currently storing above your free storage cap, the more your generation rate is reduced.[/i]
|
||||
|
||||
Available Energy: [right]$1[/right]
|
||||
Generation Rate: [right]$2[/right]
|
||||
Free Storage: [right]$3[/right]
|
||||
Storage Penalty: [right]$4[/right]
|
||||
>>
|
||||
|
||||
GTT_FTL: <<
|
||||
[font=Medium]FTL Energy[/font]
|
||||
[i]FTL Energy is paid to engage the faster-than-light drives on your ships.[/i]
|
||||
|
||||
Available FTL: [right]$1[/right]
|
||||
Maximum Storage: [right]$2[/right]
|
||||
Generation Rate: [right]$3[/right]
|
||||
>>
|
||||
|
||||
GTT_RESEARCH: <<
|
||||
[font=Medium]Research[/font]
|
||||
[i]Research points can be spent to unlock various technologies in the research grid. Research generation goes down over time as you generate more points.[/i]
|
||||
|
||||
Available Research Points: [right]$1[/right]
|
||||
Generation Rate: [right]$2[/right]
|
||||
>>
|
||||
|
||||
GTT_RESEARCH_TECH: <<
|
||||
Currently Researching: [right][b][color=$3]$1[/color][/b] (ETA: $2)[/right]
|
||||
>>
|
||||
|
||||
GTT_DEFENSE: <<
|
||||
[font=Medium]Global Defense[/font]
|
||||
[i]Global defense automatically creates support ships on planets or systems you have indicated to use it. Right click a system's star to mark it for global defense use. Every point of defense counts as 2 labor for support ship spawning.[/i]
|
||||
|
||||
Global Defense Rate: [right]$1[/right]
|
||||
Defense Reserve: [right]$3 / $2[/right]
|
||||
|
||||
[i]Defense reserve is filled up before ships are spawned automatically. If the defense reserve is full, it can be deployed at any planet to spawn defense ships. While full, global defense generation automatically spawns ships as usual.[/i]
|
||||
>>
|
||||
TT_DEPLOY: Deploy Defense Reserve
|
||||
|
||||
RESOURCE_BUDGET: Budget
|
||||
RESOURCE_MONEY: Money
|
||||
RESOURCE_INFLUENCE: Influence
|
||||
RESOURCE_ENERGY: Energy
|
||||
RESOURCE_FTL: FTL
|
||||
RESOURCE_RESEARCH: Research
|
||||
RESOURCE_DEFENSE: Defense
|
||||
RESOURCE_LABOR: Labor
|
||||
LOYALTY: Loyalty
|
||||
|
||||
PRESSURE_Money: <<|
|
||||
[b]Money[/b] generates budget income for the empire.
|
||||
>>
|
||||
PRESSURE_Influence: <<|
|
||||
[b]Influence Stake[/b] generates influence income and capacity.
|
||||
>>
|
||||
PRESSURE_Defense: <<|
|
||||
[b]Defense[/b] generates free support ships at the consuming planet.
|
||||
>>
|
||||
PRESSURE_Labor: <<|
|
||||
[b]Labor[/b] increases the rate of ship and orbital construction.
|
||||
>>
|
||||
PRESSURE_Energy: <<|
|
||||
[b]Energy[/b] generates the energy necessary to activate artifacts.
|
||||
>>
|
||||
PRESSURE_Research: <<|
|
||||
[b]Research[/b] produces progress toward the active research field.
|
||||
>>
|
||||
|
||||
MONEY_TYPE_0: Misc.
|
||||
MONEY_TYPE_1: Construction
|
||||
MONEY_TYPE_2: Orbitals
|
||||
MONEY_TYPE_3: Buildings
|
||||
MONEY_TYPE_4: Ships
|
||||
MONEY_TYPE_5: Planet Upkeep
|
||||
MONEY_TYPE_6: Planet Income
|
||||
MONEY_TYPE_7: Colonizers
|
||||
MONEY_TYPE_8: Handicap
|
||||
MONEY_TYPE_9: Trade
|
||||
MONEY_TYPE_10: Vassals
|
||||
|
||||
MOD_SPEED: Speed
|
||||
MOD_TIME: Time
|
||||
|
||||
EFFECT_ADDPRESSURECAP: Pressure Cap.
|
||||
EFFECT_MODCIVRESOURCE: Civilian $1
|
||||
EFFECT_ADDRESOURCE: $1
|
||||
EFFECT_ADDPRESSURE: $1 Pressure
|
||||
EFFECT_EFFICIENCY: Pressure
|
||||
EFFECT_OVERPOPULATION: Overpopulation
|
||||
EFFECT_BLDMAINTREFUND: Building Maint.
|
||||
EFFECT_VANISHBONUS: Temp. Resources
|
||||
EFFECT_POPRESEARCH: Generating research per $1 billion people.
|
||||
|
||||
WATER: Water
|
||||
WATER_BLURB: Leveling planets up to Level 1 requires [img=ResourceClassIcons::4;20/] Water.
|
||||
FOOD_BLURB: Leveling planets up requires [img=ResourceClassIcons::3;20/] Food.
|
||||
FOOD: Food
|
||||
|
||||
GRAIN: Grain (Food)
|
||||
GRAIN_EFFECT: Pop. Growth
|
||||
|
||||
MEAT: Meat (Food)
|
||||
MEAT_EFFECT: Building Construction
|
||||
|
||||
FRUIT: Fruit (Food)
|
||||
FRUIT_EFFECT: Undeveloped Maint.
|
||||
|
||||
FISH: Fish (Food)
|
||||
FISH_EFFECT: Developed Tiles
|
||||
|
||||
HYPER_OATS: Nillin Wheat (Food)
|
||||
HYPER_OATS_DESC: <<
|
||||
Counts as two food resources for planet level requirements.
|
||||
>>
|
||||
|
||||
ALUMINUM: Aluminum
|
||||
ALUMINUM_DESC: <<
|
||||
Increases pressure capacity by 1.
|
||||
>>
|
||||
|
||||
IRON: Iron
|
||||
IRON_EFFECT: Support Construction
|
||||
IRON_DESC: <<
|
||||
Increases the construction speed of support ships by 30%.
|
||||
>>
|
||||
|
||||
COAL: Coal
|
||||
COAL_EFFECT: Civilian Labor
|
||||
COAL_DESC: <<
|
||||
Increases labor generation from civilian structures by 30%.
|
||||
>>
|
||||
|
||||
SALTS: Salts (Food)
|
||||
SALTS_DESC: <<
|
||||
Can be used as food. Adds pressure to the production of all resources.
|
||||
>>
|
||||
|
||||
PHASITE: Phasite
|
||||
PHASITE_DESC: <<
|
||||
Adds 1 research production per 5 billion population.
|
||||
>>
|
||||
|
||||
FULRATE: Fulrate
|
||||
FULRATE_DESC: <<
|
||||
Adds 4 additional pressure of the consuming planet's native resource.
|
||||
>>
|
||||
|
||||
GEMS: Gems
|
||||
GEMS_DESC: <<
|
||||
The consuming planet becomes happy when civilian traders deliver gems.
|
||||
>>
|
||||
|
||||
PEKELM: Pekelm
|
||||
PEKELM_EFFECT: Colonizer Acc.
|
||||
PEKELM_DESC: <<
|
||||
Increases acceleration from colony ships leaving the planet by 100%.
|
||||
>>
|
||||
|
||||
SPICE: Spice
|
||||
SPICE_EFFECT: Loyalty
|
||||
SPICE_DESC: <<
|
||||
Increases loyalty of the planet by 6.
|
||||
>>
|
||||
|
||||
UNOBTANIUM: Unobtanium
|
||||
UNOBTANIUM_EFFECT: Morph:\n[right]Awaiting Import...[/right]
|
||||
UNOBTANIUM_DESC: <<
|
||||
Cannot be exported. Can morph into a copy of any resource you control.
|
||||
>>
|
||||
ABL_MORPH_UNOBTANIUM: Morph Unobtanium
|
||||
ABL_MORPH_UNOBTANIUM_DESC: <<|
|
||||
Morph the unobtanium on this planet into a copy of another resource you control.
|
||||
>>
|
||||
|
||||
TEXTILES: Textiles
|
||||
TEXTILES_DESC: <<
|
||||
>>
|
||||
|
||||
ELECTRONICS: Electronics
|
||||
ELECTRONICS_DESC: <<
|
||||
>>
|
||||
|
||||
GLASS: Glass
|
||||
GLASS_EFFECT: Energy
|
||||
GLASS_DESC: Gives 1 [img=ResourceIcon::2;20/] Energy generation.
|
||||
|
||||
NATIVE_GOLD: Native Gold
|
||||
NATIVE_GOLD_EFFECT: Influence
|
||||
NATIVE_GOLD_DESC: Gives 1 [img=ResourceIcon::1;20/] Influence generation.
|
||||
|
||||
DEUTERIUM: Deuterium
|
||||
DEUTERIUM_DESC: <<
|
||||
>>
|
||||
|
||||
CHEMICALS: Chemicals
|
||||
CHEMICALS_DESC: <<
|
||||
>>
|
||||
|
||||
RARE_METALS: Rare Metals
|
||||
RARE_METALS_DESC: <<
|
||||
>>
|
||||
|
||||
OIL: Oil
|
||||
OIL_DESC: <<
|
||||
>>
|
||||
|
||||
NATURAL_GAS: Natural Gas
|
||||
NATURAL_GAS_DESC: <<
|
||||
>>
|
||||
|
||||
PLASTICS: Plastics
|
||||
PLASTICS_DESC: <<
|
||||
>>
|
||||
|
||||
LUXURY_MATERIALS: Luxury Materials
|
||||
LUXURY_MATERIALS_DESC: <<
|
||||
The consuming planet becomes Happy.
|
||||
>>
|
||||
|
||||
TITANIUM: Titanium
|
||||
TITANIUM_DESC: <<
|
||||
>>
|
||||
|
||||
LOCAL_ASTEROID_FIELD: Local Asteroid Field
|
||||
LOCAL_ASTEROID_FIELD_DESC: <<
|
||||
Civilian labor generation is increased by 50%.
|
||||
|
||||
[color=#ff7070][b]Cannot be exported.[/b][/color]
|
||||
>>
|
||||
|
||||
EXPLOSIVES: Explosives
|
||||
EXPLOSIVES_DESC: <<
|
||||
>>
|
||||
|
||||
HADOCITE: Hadocite
|
||||
HADOCITE_DESC: <<
|
||||
>>
|
||||
|
||||
PLUTONIUM: Plutonium
|
||||
PLUTONIUM_DESC: <<
|
||||
>>
|
||||
|
||||
THORIUM: Thorium
|
||||
THORIUM_DESC: <<
|
||||
>>
|
||||
|
||||
URANIUM: Uranium
|
||||
URANIUM_DESC: <<
|
||||
>>
|
||||
|
||||
MEDICINES: Medicines
|
||||
MEDICINES_DESC: <<
|
||||
>>
|
||||
|
||||
JEWELRY: Jewelry
|
||||
JEWELRY_DESC: <<
|
||||
>>
|
||||
|
||||
NEUTRONIUM: Neutronium
|
||||
NEUTRONIUM_DESC: <<
|
||||
>>
|
||||
|
||||
DEGENERATE_MATTER: Degenerate Matter
|
||||
DEGENERATE_MATTER_DESC: <<
|
||||
>>
|
||||
|
||||
PSIONIC_REAGENTS: Psionic Reagents
|
||||
PSIONIC_REAGENTS_EFFECT: Protects Loyalty
|
||||
PSIONIC_REAGENTS_DESC: <<
|
||||
Planets in the consuming system are protected from losing loyalty.
|
||||
|
||||
Takes 3 minutes to enable in a new system.
|
||||
>>
|
||||
STATUS_PSIONIC_PROTECTED: Psionically Protected
|
||||
STATUS_PSIONIC_PROTECTED_DESC: <<
|
||||
This planet is protected from capture by psionic reagents imported to one of the planets in this system.
|
||||
>>
|
||||
|
||||
ANCIENT_CITY: Ancient City
|
||||
ANCIENT_CITY_DESC: [color=#ff7070][b]Cannot be exported.[/b][/color]
|
||||
|
||||
SUPERCARBONS: Supercarbons
|
||||
SUPERCARBONS_DESC: <<
|
||||
>>
|
||||
|
||||
HYDROCONDUCTORS: Hydroconductors
|
||||
HYDROCONDUCTORS_EFFECT: Duplicate Effects
|
||||
HYDROCONDUCTORS_DESC: <<|
|
||||
Increases all labor generation on the consuming planet by 50%.
|
||||
>>
|
||||
|
||||
ANTIMATTER: Antimatter
|
||||
ANTIMATTER_DESC: <<|
|
||||
Adds 2048 support capacity. Support ships in orbit operate at 400% effectiveness.
|
||||
>>
|
||||
|
||||
EXOTIC_MATTER: Exotic Matter
|
||||
EXOTIC_MATTER_DESC: <<
|
||||
Buildings on the consuming planet construct instantly.
|
||||
>>
|
||||
|
||||
CORINIUM: Corinium
|
||||
CORINIUM_DESC: <<
|
||||
Doubles the consuming planet's base pressure capacity.
|
||||
>>
|
||||
|
||||
ILLINIUM: Illinium
|
||||
ILLINIUM_DESC: <<
|
||||
Doubles the pressure provided by Level 0 resources on the consuming planet.
|
||||
>>
|
||||
|
||||
KALSUNIM: Kalsunim
|
||||
KALSUNIM_DESC: <<
|
||||
Labor generation on the consuming planet also increases Defense.
|
||||
>>
|
||||
|
||||
DRUGS: Drugs
|
||||
DRUGS_EFFECT: [b]1[/b] Negated Requirement
|
||||
DRUGS_DESC: <<|
|
||||
Can replace any single resource requirement. Once per planet.
|
||||
>>
|
||||
|
||||
FTL_CRYSTALS: FTL Crystals
|
||||
FTL_CRYSTALS_EFFECT: FTL Generation
|
||||
FTL_CRYSTALS_BLURB: <<
|
||||
Generates [levels=$1;#00c0ff]0.1/0.5/1/2/3/8[/levels] [img=ResourceIcon::3;20/] FTL/s.
|
||||
Gives special effects at [b]levels 4 and 5[/b].
|
||||
>>
|
||||
FTL_CRYSTALS_DESC: <<
|
||||
Generates [levels=$1;#00c0ff]0.1/0.5/1/2/3/8[/levels] [img=ResourceIcon::3;20/] FTL per second.
|
||||
|
||||
[b]If this planet is Level 4 or higher:[/b]
|
||||
[offset=30]Grants vision over all fleets currently in FTL anywhere.[/offset]
|
||||
|
||||
[b]If this planet is Level 5:[/b]
|
||||
[offset=30]All FTL jumps leaving from this system are free.[/offset]
|
||||
|
||||
[i][color=#aaa]This resource is a scalable resource and cannot be exported or used to level up. Its bonuses depend on the level of the planet.[/color][/i]
|
||||
>>
|
||||
|
||||
UNIQUE_RESEARCH: Errite
|
||||
UNIQUE_RESEARCH_DESC: <<|
|
||||
[b]Unique[/b]. Produces 10 [img=$Research;20/] [color=$Research]Research[/color] pressure.
|
||||
>>
|
||||
|
||||
UNIQUE_INFLUENCE: Irite
|
||||
UNIQUE_INFLUENCE_DESC: <<|
|
||||
[b]Unique[/b]. Produces 10 [img=$Influence;20/] [color=$Influence]Influence[/color] pressure.
|
||||
>>
|
||||
|
||||
UNIQUE_DEFENSE: Kallite
|
||||
UNIQUE_DEFENSE_DESC: <<|
|
||||
[b]Unique[/b]. Produces 10 [img=$Defense;20/] [color=$Defense]Defense[/color] pressure.
|
||||
>>
|
||||
|
||||
UNIQUE_ENERGY: Rulite
|
||||
UNIQUE_ENERGY_DESC: <<|
|
||||
[b]Unique[/b]. Produces 10 [img=$Energy;20/] [color=$Energy]Energy[/color] pressure.
|
||||
>>
|
||||
|
||||
MARENIUM: Marenium
|
||||
MARENIUM_BLURB: [b]Unique[/b]. Unlocks the [b]Marenium Reactor[/b] to provide power on ships.
|
||||
MARENIUM_DESC: <<|
|
||||
[b]Unique[/b]. Unlocks the [b]Marenium Reactor[/b] to provide power on ships.
|
||||
|
||||
Ships using marenium reactors gain [levels=$1;#ff8000]5%/10%/15%/20%/25%/30%[/levels] extra combat strength.
|
||||
|
||||
Ships using marenium reactors gain [levels=$1;#ff8000]0.1/0.2/0.4/0.7/1.5/4.0[/levels] extra acceleration.
|
||||
|
||||
If this planet is lost, any ships using marenium reactors you have will instead have their combat strength significantly reduced.
|
||||
>>
|
||||
|
||||
|
||||
ASTEROID_FTL: FTL Shards
|
||||
ASTEROID_FTL_DESC: <<|
|
||||
Generates 0.5 FTL per second.
|
||||
|
||||
Does not need to be exported.
|
||||
>>
|
||||
|
||||
ASTEROID_GROWTH: Economic Materials
|
||||
ASTEROID_GROWTH_EFFECT: Growth
|
||||
ASTEROID_GROWTH_DESC: <<|
|
||||
Increases building (civilian and imperial) construction speed by 100%.
|
||||
|
||||
Increases planet maximum population by 2.
|
||||
>>
|
||||
|
||||
ASTEROID_INFLUENCE: Psionic Pellets
|
||||
ASTEROID_INFLUENCE_EFFECT: Extra Influence
|
||||
ASTEROID_INFLUENCE_DESC: <<|
|
||||
Generates influence proportional to the amount of
|
||||
research being conducted on the consuming planet.
|
||||
>>
|
||||
|
||||
ASTEROID_LABOR: Construction Materials
|
||||
ASTEROID_LABOR_EFFECT: Civilian Labor
|
||||
ASTEROID_LABOR_DESC: <<
|
||||
Adds 10 flat labor generation to the consuming planet while active.
|
||||
|
||||
Only ticks down while the planet has active constructions.
|
||||
>>
|
||||
|
||||
ASTEROID_DEFENSE: Volatile Materials
|
||||
ASTEROID_DEFENSE_DESC: <<
|
||||
Grants an arsenal of short-range weaponry wherever it is consumed.
|
||||
|
||||
Can only be exported once, then locks its destination and can no longer be changed.
|
||||
|
||||
Only ticks down while used in combat.
|
||||
>>
|
||||
|
||||
ASTEROID_AFFINITY: Morphic Materials
|
||||
ASTEROID_AFFINITY_DESC: <<
|
||||
Adds 2 pressure of the consuming planet's native resource.
|
||||
>>
|
||||
|
||||
SOYLENT1: Soylent Teal
|
||||
SOYLENT1_DESC: <<
|
||||
This might be food.
|
||||
>>
|
||||
|
||||
SOYLENT2: Soylent Magenta
|
||||
SOYLENT2_DESC: <<
|
||||
People eat it, so I guess it is.
|
||||
>>
|
||||
|
||||
SOYLENT3: Soylent Infrared
|
||||
SOYLENT3_DESC: <<
|
||||
It's nice and warm.
|
||||
>>
|
||||
|
||||
SOYLENT4: Soylent Green
|
||||
SOYLENT4_DESC: <<
|
||||
Definitely not people.
|
||||
>>
|
||||
|
||||
HEAVY_WATER: Heavy Water
|
||||
HEAVY_WATER_DESC: <<|
|
||||
Adds $1 random pressure over time.
|
||||
The pressure Type changes every 3 minutes.
|
||||
>>
|
||||
|
||||
BOOST_WATER: Reactive Water
|
||||
BOOST_WATER_DESC: <<|
|
||||
Created from bonding 4 Water.
|
||||
|
||||
[b]Boosts the native resource with:[/b]
|
||||
[nl/][offset=30]+$1 Extra pressure given.[/offset]
|
||||
>>
|
||||
|
||||
CLEAR_WATER: Clear Water
|
||||
CLEAR_WATER_DESC: <<|
|
||||
Created from bonding 8 Water.
|
||||
|
||||
Converts all civilian Influence, Defense, Research and Energy production
|
||||
into money generation.
|
||||
>>
|
||||
|
||||
AWESOME_WATER: Phoenix Water
|
||||
AWESOME_WATER_DESC: <<|
|
||||
Created from bonding 16 Water.
|
||||
|
||||
All civilian production +$1.
|
||||
>>
|
||||
|
||||
SYNTHETICS: Synthetics
|
||||
SYNTHETICS_DESC: <<|
|
||||
Grants one wildcard affinity. Cannot be exported.
|
||||
>>
|
||||
|
||||
MICROCLINE: MICROCLINE
|
||||
MICROCLINE_DESC: <<|
|
||||
A completely useless resource that seems to occur in vast, vast quantities.
|
||||
|
||||
Somehow everything it touches turns into more microcline. Peculiar.
|
||||
>>
|
||||
|
||||
SLAVE_LABOR: Slave Labor
|
||||
SLAVE_LABOR_DESC: <<
|
||||
Adds 5 flat labor generation.
|
||||
|
||||
Only ticks down while used in construction.
|
||||
>>
|
||||
|
||||
PLAINS: Vast Plains
|
||||
PLAINS_BLURB: <<
|
||||
Planet has a massive surface. Reduced total building maintenance per level.
|
||||
>>
|
||||
PLAINS_DESC: <<
|
||||
The planet has a massive surface.
|
||||
|
||||
Tile development speed is increased by [levels=$1;#ffb4b6]100%/150%/200%/250%/300%/350%[/levels].
|
||||
|
||||
The total maintenance cost of buildings on this planet is reduced by up to [levels=$1;#d1cb6a]§50k/§150k/§300k/§500k/§750k/§1.1M[/levels].
|
||||
>>
|
||||
|
||||
QUARTZ: Quartz
|
||||
QUARTZ_BLURB: <<
|
||||
Gain [levels=$1;#ffb4b6]10/25/50/80/120/200[/levels] bonus stored labor per artifact activated.
|
||||
>>
|
||||
QUARTZ_DESC: <<
|
||||
Every time you activate an artifact, this planet gains [levels=$1;#ffb4b6]10/25/50/80/120/200[/levels] stored labor, provided it has enough labor storage to hold it.
|
||||
|
||||
This planet has [levels=$1;#ffb4b6]10/110/210/310/410/510[/levels] bonus labor storage.
|
||||
|
||||
[i][color=#aaa]This resource is a scalable resource and cannot be exported or used to level up. Its bonuses depend on the level of the planet.[/color][/i]
|
||||
>>
|
||||
|
||||
ALLONDIUM: Allondium
|
||||
ALLONDIUM_BLURB: <<
|
||||
Increases civilian influence generation.
|
||||
Various improvements to diplomacy.
|
||||
>>
|
||||
ALLONDIUM_DESC: <<
|
||||
Influence generation on this planet is increased by [levels=$1;#ffb4b6]10%/20%/30%/40%/50%/60%[/levels].
|
||||
|
||||
The cost of purchasing diplomacy cards further into the stack is reduced by up to [levels=$1;#ffb4b6]0/0/1/1/2/2[/levels] influence.
|
||||
|
||||
[b]If this planet is Level 4 or higher:[/b]
|
||||
[offset=30]This planet gains abilities to purchase 'Name Flagship' or 'Annex Planet' cards at will.[/offset]
|
||||
|
||||
[b]If this planet is Level 5:[/b]
|
||||
[offset=30]The cost of playing cards into a vote is reduced by up to 3 influence.[/offset]
|
||||
|
||||
[i][color=#aaa]This resource is a scalable resource and cannot be exported or used to level up. Its bonuses depend on the level of the planet.[/color][/i]
|
||||
>>
|
||||
ABL_BUY_NAME_FLAGSHIP: Purchase 'Name Flagship'
|
||||
ABL_BUY_NAME_FLAGSHIP_DESC: <<
|
||||
Purchase a 'Name Flagship' diplomacy card using this planet's ability.
|
||||
|
||||
[i][color=#aaa]Cooldown is shared with "Purchase 'Annex Planet'" ability.[/color][/i]
|
||||
>>
|
||||
ABL_BUY_ANNEX_PLANET: Purchase 'Annex Planet'
|
||||
ABL_BUY_ANNEX_PLANET_DESC: <<
|
||||
Purchase an 'Annex Planet' diplomacy card using this planet's ability.
|
||||
|
||||
[i][color=#aaa]Cooldown is shared with "Purchase 'Name Flagship'" ability.[/color][/i]
|
||||
>>
|
||||
|
||||
PHOSPHATE: Phosphate
|
||||
PHOSPHATE_BLURB: <<
|
||||
Increases fleet strength in allied systems by [levels=$1;#ffb4b6]5%/10%/15%/25%/40%/60%[/levels].
|
||||
>>
|
||||
PHOSPHATE_DESC: <<
|
||||
Fleets fighting in any systems you control gain [levels=$1;#ffb4b6]5%/10%/15%/25%/40%/60%[/levels] extra strength.
|
||||
|
||||
[i][color=#aaa]This resource is a scalable resource and cannot be exported or used to level up. Its bonuses depend on the level of the planet.[/color][/i]
|
||||
>>
|
||||
|
||||
CYLLIUM: Cyllium
|
||||
CYLLIUM_BLURB: <<
|
||||
Increases civilian energy generation.
|
||||
Generates artifacts over time.
|
||||
>>
|
||||
CYLLIUM_DESC: <<
|
||||
Energy generation on this planet is increased by [levels=$1;#ffb4b6]10%/20%/30%/40%/50%/60%[/levels].
|
||||
|
||||
Generates a new random artifact in the system every 2 minutes. Up to [levels=$1;#ffb4b6]1/2/3/5/8/15[/levels] artifacts will remain in the system, older artifacts will expire.
|
||||
|
||||
[b]If this planet is Level 4 or higher:[/b]
|
||||
[offset=30]Artifacts in this system are 25% cheaper to activate.[/offset]
|
||||
|
||||
[i][color=#aaa]This resource is a scalable resource and cannot be exported or used to level up. Its bonuses depend on the level of the planet.[/color][/i]
|
||||
>>
|
||||
|
||||
R_SPACEFERNS: Cremin Ferns
|
||||
R_SPACEFERNS_BLURB: <<
|
||||
[font=Small]Reduce engine maintenance by [levels=$1;#ffb4b6]5% / 10% / 25% / 50% / 75% / 90%[/levels]. Gain various pressures per level.[/font]
|
||||
>>
|
||||
R_SPACEFERNS_DESC: <<|
|
||||
The omnivorous ferns that have evolved to cover the entire surface of this planet have a myriad of useful and interesting properties. Beyond their stems serving as a delicacy for several species, they emit an extremely potent gaseous fuel as a byproduct of their efficient metabolism.
|
||||
|
||||
This planet only requires large quantities of food and water to level up.
|
||||
|
||||
Holding this planet reduces the maintenance cost of all the engines on your ships by [levels=$1;#ffb4b6]5%/10%/25%/50%/75%/90%[/levels].
|
||||
|
||||
The planet gains various extra pressure as it is leveled; gaining 2 Energy pressure at Level 1, 3 Money pressure at Level 2, 4 Influence pressure at Level 3, 5 Energy pressure at level 4, and 6 Influence pressure at level 5.
|
||||
>>
|
||||
|
||||
C_ORE: Ore
|
||||
C_ORE_DESC: <<
|
||||
Generic building materials mined from asteroids and used for construction in various ways.
|
||||
>>
|
||||
|
||||
R_SILICON: Silicon
|
||||
R_SILICON_DESC: <<
|
||||
Increases population growth rate by 30%.
|
||||
>>
|
||||
|
||||
R_MARBLE: Marble
|
||||
R_MARBLE_DESC: <<
|
||||
Increases building construction speed by 50%.
|
||||
>>
|
||||
|
||||
R_ATIUM: Atium
|
||||
R_ATIUM_DESC: <<
|
||||
Grants vision over all fleets heading to the system this Atium planet is in.
|
||||
>>
|
||||
|
||||
R_SYRUP: Syrup
|
||||
R_SYRUP_DESC: <<
|
||||
Can be used as food. Increases Influence pressure by 30%.
|
||||
>>
|
||||
|
||||
R_LATTICES: Crystal Lattices
|
||||
R_LATTICES_DESC: <<
|
||||
Increases Research pressure by 40%. Decreases Energy pressure by 40%.
|
||||
>>
|
||||
|
||||
R_HYPERVOLATILES: Hypervolatiles
|
||||
R_HYPERVOLATILES_DESC: <<
|
||||
Increases Defense pressure by 40%. Decreases Influence pressure by 40%.
|
||||
>>
|
||||
|
||||
R_ORE_RATE: Ore
|
||||
R_ORE_RATE_DESC: <<
|
||||
Generates 60 Ore per minute. Can be exported to other planets.
|
||||
>>
|
||||
|
||||
C_BASE_MATERIAL: Base Material
|
||||
C_BASE_MATERIAL_DESC: <<
|
||||
Basic matter building blocks that can be used to generate many different things.
|
||||
|
||||
Consumed by certain buildings for production.
|
||||
>>
|
||||
|
||||
R_BASE_MATERIAL: Base Material
|
||||
R_BASE_MATERIAL_DESC: <<
|
||||
Generates 10 Base Material per minute. Can be exported to other planets.
|
||||
>>
|
||||
@@ -0,0 +1,309 @@
|
||||
COLONY_SHIP: Colony Ship
|
||||
SPORE_SHIP: Spore
|
||||
CRUISER: Cruiser
|
||||
TRANSFER_SUPPORT_SHIPS: Transfer Support Ships
|
||||
CREATE_SUPPORT_SHIPS: Create More Support Ships
|
||||
SCUTTLE_SUPPORT_SHIPS: Remove/Scuttle Support Ships
|
||||
MANAGE_SUPPORTS: Manage Support Ships
|
||||
ORDER_SUPPORT_COUNT: Order $1x $2
|
||||
ORDER_SUPPORT_CUSTOM: Order custom amount...
|
||||
ORDER_SUPPORT_DESIGN: Support Ship Design:
|
||||
ORDER_SUPPORT_AMOUNT: Amount:
|
||||
ORDER_SUPPORT_COST: Cost:
|
||||
ADD_SUPPORTS: Add Support Group
|
||||
SHIP_ORDERS: Orders
|
||||
SHIP_FORMATIONS: Formations
|
||||
CONSTRUCTOR_CONSTRUCT: Construct $1
|
||||
CONSTRUCTOR_CONSTRUCT_COST: Construct $1 ($2)
|
||||
SUPPLY: Supply
|
||||
STRENGTH: Strength
|
||||
PIRATE_HOARD: Pirate Hoard
|
||||
REBUY_GHOSTS: Rebuy ($1)
|
||||
FREIGHTER: Freighter
|
||||
TT_REBUY_GHOSTS: <<
|
||||
Replace all remembered dead support ships by buying new ones. The fleet will need to be moved to a system with labor facilities before the ships are actually constructed.
|
||||
>>
|
||||
CLEAR_GHOSTS: Clear Dead
|
||||
TT_CLEAR_GHOSTS: <<
|
||||
Clear all remembered dead support ships from the fleet.
|
||||
>>
|
||||
AUTO_FILL_SUPPORTS: Auto Fill
|
||||
TT_AUTO_FILL_SUPPORTS: <<
|
||||
When checked, the fleet will automatically pick up support ships from nearby planets to replenish its strength.
|
||||
>>
|
||||
ALLOW_FILL_FROM_SUPPORTS: Fill From
|
||||
TT_ALLOW_FILL_FROM_SUPPORTS: <<
|
||||
When checked, fleets with "Auto Fill" enabled will automatically pick up support ships from this planet.
|
||||
>>
|
||||
AUTO_BUY_SUPPORTS: Auto Buy
|
||||
TT_AUTO_BUY_SUPPORTS: <<
|
||||
When checked, the fleet will automatically buy new support ships when in systems with labor facilities, until the fleet is full.
|
||||
>>
|
||||
REFRESH_SUPPORTS: Refresh Support Fleet from $1
|
||||
ABILITY_TRIGGER: $1
|
||||
ABILITY_ENERGY: "$1 Energy"
|
||||
ABILITY_COOLDOWN: " [cooldown: $1]"
|
||||
ABILITY_CD: " [cd: $1 remaining]"
|
||||
BUILD_RETROFIT: Retrofit Fleet: $1
|
||||
RETROFIT_OPTION: Retrofit Fleet ($1, $2 Labor)
|
||||
CAPTURE_OPTION: Capture Planet ($1 Supply, $2)
|
||||
PROTECTED_OPTION: Cannot Capture - Protected by Outpost or Decree
|
||||
REV_SPEC: " r$1"
|
||||
SUPPORT_CAPACITY: Support Capacity
|
||||
SLIPSTREAM_TEAR: Slipstream Tear
|
||||
ODDITY_GATE: Warp Through
|
||||
EFFECTIVENESS: Effectiveness
|
||||
SHIP_CARGO: Cargo:
|
||||
SHIP_CARGO_WORTH: [right][b][color=#0f0]$1[/color][/b] value[/right]
|
||||
CARGO_GOODS: [img=ResourceIconsSmall::32;21;#888/] [color=#aaa]Goods[/color]
|
||||
CIVILIAN_MERCHANT: Civilian Trader
|
||||
CIVILIAN_FREIGHTER: Civilian Freighter
|
||||
CIVILIAN_CARAVAN: Civilian Caravan
|
||||
CIVILIAN_STATION: Civilian Trade Station
|
||||
CIVILIAN: Civilian
|
||||
STATUS_BLOCKADED: Blockaded!
|
||||
STATUS_BLOCKADED_DESC: <<|
|
||||
Some of the civilian trade ships carrying this planet's imports were shot down. As a result, the planet produces 1 less of a random empire resource for each stack of "Blockaded!".
|
||||
>>
|
||||
PICKUP_PROTECTING: Protecting
|
||||
PICKUP_UNPROTECTED: Unprotected
|
||||
VERB_PICKUP: Pick Up $1
|
||||
VERB_ACTIVATE: Activate $1
|
||||
JUMPDRIVE_SAFETY_WARNING: Warning: Causes damage to the fleet.
|
||||
JUMPDRIVE_SAFETY_WARNING_SEVERE: WARNING: Causes catastrophic damage.
|
||||
|
||||
STATUS_INTERDICT_FTL: FTL Disabled
|
||||
STATUS_INTERDICT_FTL_DESC: <<|
|
||||
This flagship's FTL capabilities have been disabled.
|
||||
>>
|
||||
SHIELD_STRENGTH: Shields
|
||||
|
||||
PICKUP_RESEARCH: Research Data
|
||||
PICKUP_RESEARCH_DESC: Gain research points when picked up.
|
||||
|
||||
PICKUP_INFLUENCE: Influential Knowledge
|
||||
PICKUP_INFLUENCE_DESC: Gain some influence points when picked up.
|
||||
|
||||
PICKUP_DRYDOCK: Ancient Shipyard
|
||||
PICKUP_DRYDOCK_DESC: Gain 120 research points and contains 3 unfinished ancient vessels.
|
||||
|
||||
PICKUP_ASTEROID: Mining Base
|
||||
PICKUP_ASTEROID_DESC: An activatable resource mining base ready to be used.
|
||||
|
||||
PICKUP_ENERGY: Energy Cache
|
||||
PICKUP_ENERGY_DESC: Gain some stored energy when picked up.
|
||||
|
||||
PICKUP_CARD: Luxury Tokens
|
||||
PICKUP_CARD_DESC: Gain Negotiate cards when picked up.
|
||||
|
||||
PICKUP_ANCIENT_KNOWLEDGE: Ancient Knowledge
|
||||
PICKUP_ANCIENT_KNOWLEDGE_DESC: Gain an "Ancient Knowledge" card when picked up.
|
||||
|
||||
PICKUP_DEFENSE_MEDIUM: Defense System
|
||||
PICKUP_DEFENSE_MEDIUM_DESC: Gain 5 filled global Defense Reserve when picked up.
|
||||
|
||||
PICKUP_HPBOOST: Structural Matrix
|
||||
PICKUP_HPBOOST_DESC: The flagship that destroys this fleet immediately gains +25% Health.
|
||||
|
||||
PICKUP_FLEETBOOST: Aegis Matrix
|
||||
PICKUP_FLEETBOOST_DESC: The flagship that destroys this fleet gains +50% Health, +25% Support Health.
|
||||
STATUS_PICKUP_FLEETBOOST: Aegis Matrix
|
||||
STATUS_PICKUP_FLEETBOOST_DESC: This flagship's health is boosted by 50%, all support ships in this fleet have their health boosted by 25%.
|
||||
|
||||
PICKUP_FREEFOOD: Seed Repository
|
||||
PICKUP_FREEFOOD_DESC: Gain a "Harvest" card when picked up.
|
||||
|
||||
PICKUP_MUCHINFLUENCE: Intelligence Equipment
|
||||
PICKUP_MUCHINFLUENCE_DESC: Gain 2 bonus Influence Stake when picked up.
|
||||
|
||||
HOLD_POSITION: Hold Position
|
||||
HOLD_POSITION_DESC: Do not chase hostile fleets.
|
||||
AREA_BOUND: Engage Nearby Enemies
|
||||
AREA_BOUND_DESC: Chase after hostile fleets in the direct vicinity.
|
||||
REGION_BOUND: Engage Enemies in System
|
||||
REGION_BOUND_DESC: Chase after hostile fleets that are anywhere in this system.
|
||||
HOLD_FIRE: Hold Fire
|
||||
HOLD_FIRE_DESC: Hold all weapons fire and do not attack anything.
|
||||
|
||||
BEH_CLOSE_IN: Close in on Enemies
|
||||
BEH_CLOSE_IN_DESC: Move to weapons range when attacking enemies.
|
||||
BEH_KEEP_DISTANCE: Keep Distance
|
||||
BEH_KEEP_DISTANCE_DESC: Move to weapons range and try to keep distance.
|
||||
|
||||
ENG_FLAGSHIP_MIN: Flagship Closest Range
|
||||
ENG_FLAGSHIP_MIN_DESC: Move to the shortest flagship weapon's range.
|
||||
ENG_FLAGSHIP_MAX: Flagship Furthest Range
|
||||
ENG_FLAGSHIP_MAX_DESC: Move to the furthest flagship weapon's range.
|
||||
ENG_SUPPORT_MIN: Support Closest Range
|
||||
ENG_SUPPORT_MIN_DESC: Move to the closest support weapon's range.
|
||||
ENG_RAIDING_ONLY: Raiding Range
|
||||
ENG_RAIDING_ONLY_DESC: Move to the furthest distance this ship's supports can raid at.
|
||||
|
||||
ABL_FULLBURST: Full Burst
|
||||
ABL_MISSILE_STORM: Missile Storm
|
||||
ABL_RELOCATE_ALL: Transistential Relocate
|
||||
ABL_CHARGE_ALL: Hyperspace Supplypulse
|
||||
ABL_MIGRATE_ALL: Accelerated Migration
|
||||
ABL_UNPACK_GATE: Deploy Gate
|
||||
ABL_UNPACK_GATE_DESC: Deploy this ship as an ftl gate, costs 100 FTL.
|
||||
ABL_PACK_ORBITAL: Pack up Orbital
|
||||
|
||||
TT_OPEN_CONSTRUCTION: <<|
|
||||
[b]Construction Queue[/b]
|
||||
|
||||
Open the construction queue and build menu.
|
||||
>>
|
||||
|
||||
TT_MANAGE_SHIP_SUPPORTS: <<|
|
||||
[b]Manage Supports[/b]
|
||||
|
||||
Manage the groups of support ships currently assigned to this fleet.
|
||||
>>
|
||||
|
||||
TT_HYPERDRIVE: <<|
|
||||
[b]Hyperdrive[/b]
|
||||
|
||||
Use the equipped hyperdrive to engage FTL movement.
|
||||
>>
|
||||
|
||||
TT_JUMPDRIVE: <<|
|
||||
[b]Jumpdrive[/b]
|
||||
|
||||
Use the equipped jumpdrive to engage FTL movement.
|
||||
>>
|
||||
|
||||
TT_FLING: <<|
|
||||
[b]Fling[/b]
|
||||
|
||||
Use the nearby fling beacon to engage FTL movement.
|
||||
>>
|
||||
|
||||
TT_SLIPSTREAM: <<|
|
||||
[b]Generate Slipstream Tear[/b]
|
||||
|
||||
Use the ship's slipstream generator to create a new tear to the target destination.
|
||||
>>
|
||||
|
||||
TT_SHIP_HEALTH: <<
|
||||
[font=Medium]Health[/font]
|
||||
The remaining total health of the ship being displayed. Ships can die before their health runs out if all their bridge hexes are destroyed.
|
||||
|
||||
[b]Current Health[/b] [offset=230]$1[/offset]
|
||||
[b]Maximum Health[/b] [offset=230]$2[/offset]
|
||||
|
||||
[b]Repair (In Combat)[/b] [offset=230]$3/sec[/offset]
|
||||
[b]Repair (Outside Combat)[/b] [offset=230]$4/sec[/offset]
|
||||
>>
|
||||
|
||||
TT_SHIP_SHIELD: <<
|
||||
[font=Medium]Shield[/font]
|
||||
Any incoming damage is first blocked by shields. The lower shields are, the more damage is let through instead of being blocked.
|
||||
|
||||
[b]Current Shield[/b] [offset=230]$1[/offset]
|
||||
[b]Maximum Shield[/b] [offset=230]$2[/offset]
|
||||
|
||||
[b]Shield Regeneration[/b] [offset=230]$3/sec[/offset]
|
||||
>>
|
||||
|
||||
TT_SHIP_SUPPLY: <<
|
||||
[font=Medium]Fleet Supply[/font]
|
||||
The total remaining supplies stored in this fleet. Supplies are used to fire weapons and to capture planets. Fleets are resupplied out of combat. Running low on supplies decreases the fleet's efficiency and DPS.
|
||||
|
||||
[b]Current Supply[/b] [offset=230]$1[/offset]
|
||||
[b]Supply Storage[/b] [offset=230]$2[/offset]
|
||||
|
||||
[b]Resupply (Neutral Space)[/b] [offset=230]$3/sec[/offset]
|
||||
[b]Resupply (Friendly Space)[/b] [offset=230]$4/sec[/offset]
|
||||
>>
|
||||
|
||||
TT_SHIP_STRENGTH: <<
|
||||
[font=Medium]Fleet Combat Strength[/font]
|
||||
An estimate indicator of the fleet's overall combat strength. Fleets with more strength are more likely to win. Fleet efficiency increases overall DPS and strength.
|
||||
|
||||
[b]Current Strength[/b] [offset=230]$1[/offset]
|
||||
[b]Original Strength[/b] [offset=230]$2[/offset]
|
||||
|
||||
[b]Current Fleet Total HP[/b] [offset=230]$3[/offset]
|
||||
[b]Current Fleet Total DPS[/b] [offset=230]$4/sec[/offset]
|
||||
|
||||
[b]Fleet Efficiency[/b] [offset=230]$5[/offset]
|
||||
>>
|
||||
TT_SHIP_EFF_BONUS: [b]Fleet Strength Bonus[/b] [offset=230]$1[/offset]
|
||||
|
||||
TT_SHIP_EXPERIENCE: <<
|
||||
[font=Medium]Veterancy[/font]
|
||||
The fleet gains experience as it defeats enemy flagships, allowing it to gain veterancy levels that increase its strength and support command.
|
||||
|
||||
[b]Current Veterancy[/b] [offset=230]Level $3[/offset]
|
||||
|
||||
[b]Experience[/b] [offset=230]$4 / $2[/offset]
|
||||
>>
|
||||
|
||||
TT_SHIP_LEADER: <<
|
||||
[font=Medium]$1[/font]
|
||||
|
||||
Flagship.
|
||||
>>
|
||||
|
||||
TT_SHIP_GROUP: <<
|
||||
[font=Medium]$1 ($2)[/font]
|
||||
|
||||
[b]Active[/b] [offset=120]$3x[/offset]
|
||||
[b]Dead[/b] [offset=120]$4x[/offset]
|
||||
[b]Ordered[/b] [offset=120]$5x[/offset]
|
||||
>>
|
||||
|
||||
TT_EXPLORE: <<|
|
||||
[b]Auto-Explore[/b]
|
||||
|
||||
Automatically explores systems.
|
||||
>>
|
||||
|
||||
TT_EXPLORE_FTL: <<|
|
||||
[b]Auto-Explore with FTL[/b]
|
||||
|
||||
Automatically explores systems.
|
||||
Uses up to half the empire's FTL stores to explore quickly.
|
||||
>>
|
||||
|
||||
STATUS_PIRATESHIP: Pirate Ship
|
||||
STATUS_PIRATESHIP_DESC: <<
|
||||
This ship is a pirate ship and will raid civilian traders for their cargo.
|
||||
|
||||
It will periodically bring its loot to "Pirate Hoard" stations, hidden in deep space.
|
||||
>>
|
||||
|
||||
SUPPORT_BEH: Behavior
|
||||
BEH_Brawler: Brawler
|
||||
BEH_Brawler_DESC: Opportunistically attacks supports, will raid enemy fleets if equipped with ammo stores.
|
||||
BEH_Shield: Shield
|
||||
BEH_Shield_DESC: Protects the flagship and supports from enemy fleets.
|
||||
BEH_Cavalry: Cavalry
|
||||
BEH_Cavalry_DESC: Finds openings to raid valuable enemy supports.
|
||||
BEH_Artillery: Artillery
|
||||
BEH_Artillery_DESC: Hides behind friendly fleet, launches long range volleys at key enemy targets.
|
||||
BEH_Bombardment: Bombardment
|
||||
BEH_Bombardment_DESC: Sieges enemy planets (Not yet implemented)
|
||||
BEH_Cannon: Cannon
|
||||
BEH_Cannon_DESC: Destroys support ships in the way of valuable enemy targets.
|
||||
BEH_Support: Fleet Support
|
||||
BEH_Support_DESC: Hide behind friendly fleet without attempting to engage targets.
|
||||
BEH_Bomber: Bomber
|
||||
BEH_Bomber_DESC: Focuses on enemy flagships, will raid if equipped with ammo stores.
|
||||
|
||||
SUPPORT_RANGE: Engagement Range
|
||||
RANGE_Auto: Auto
|
||||
RANGE_Far: Far
|
||||
RANGE_Close: Close
|
||||
|
||||
STATUS_FLUX_COOLDOWN: Flux Cooldown
|
||||
STATUS_FLUX_COOLDOWN_DESC: <<
|
||||
This fleet has recently used the flux field to travel, and cannot use it again for a short period.
|
||||
>>
|
||||
|
||||
STATUS_SHIPLEVEL: Veterancy
|
||||
STATUS_SHIPLEVEL_DESC: <<
|
||||
The crew of this flagship consists of seasoned veterans, increasing its health and combat effectiveness by 20% and its support command by 10% for every veterancy level.
|
||||
|
||||
Destroy enemy flagships or use a simulator to train your crew to increase a ship's veterancy level.
|
||||
>>
|
||||
@@ -0,0 +1,21 @@
|
||||
STAT_Ships: Ships
|
||||
STAT_ShipsBuilt: Ships Built
|
||||
STAT_ShipsLost: Ships Lost
|
||||
STAT_ShipsDestroyed: Ships Destroyed
|
||||
|
||||
STAT_Planets: Planets
|
||||
STAT_Planets_EVT_Lost: $1 Lost
|
||||
STAT_Planets_EVT_Colonized: $1 Colonized
|
||||
STAT_Planets_EVT_Conquered: $1 Conquered
|
||||
STAT_Planets_EVT_Glassed: $1 Glassed
|
||||
|
||||
STAT_SupplyGen: Supply Generation
|
||||
STAT_SupplyUse: Supply Consumption
|
||||
STAT_MetalsGen: Metal Generation
|
||||
STAT_MetalsUse: Metal Consumption
|
||||
|
||||
STAT_NET_BUDGET: Net Budget
|
||||
STAT_ENERGY_INCOME: Energy/s
|
||||
STAT_INFLUENCE_INCOME: Influence/m
|
||||
STAT_RESEARCH_INCOME: Research/s
|
||||
STAT_RESEARCH_TOTAL: Research
|
||||
@@ -0,0 +1,25 @@
|
||||
STATUS_DEVASTATE: Devastation
|
||||
STATUS_DEVASTATE_DESC: This planet is losing population over time.
|
||||
|
||||
STATUS_GRAVITARSHIP: Gravitar Ship
|
||||
STATUS_GRAVITARSHIP_DESC: These ancient vessels recover artifacts that have wandered too far into deep space.
|
||||
|
||||
STATUS_STARTING_PROTECTION: Establishing Protection
|
||||
STATUS_STARTING_PROTECTION_DESC: Full loyalty protection for the planets in this system is still being established. It will take time to become active.
|
||||
|
||||
STATUS_BLOCKED_COLONIZATION: Colonization Blocked
|
||||
STATUS_BLOCKED_COLONIZATION_DESC: This planet cannot be colonized due to undefeated remnants in the system.
|
||||
|
||||
STATUS_LIMITED_SIGHT: Limited Vision
|
||||
STATUS_LIMITED_SIGHT_DESC: The nebula in this system is limiting vision range.
|
||||
|
||||
STATUS_GATE_PACKED: Packed Gate
|
||||
STATUS_GATE_PACKED_DESC: This gate is currently packed. Packed gates can move slowly, but cannot fire their weapons or establish any wormholes.
|
||||
|
||||
STATUS_GATE_UNPACKED: Active Gate
|
||||
STATUS_GATE_UNPACKED_DESC: This is an active gate that wormholes can be established to.
|
||||
|
||||
STATUS_IMPROVED_PRESSURE: Added Pressure
|
||||
STATUS_IMPROVED_PRESSURE_DESC: <<
|
||||
This resource is granting additional pressure of its type wherever it is being consumed.
|
||||
>>
|
||||
@@ -0,0 +1,151 @@
|
||||
SCEN1_NAME: Inevitable Conquest
|
||||
SCEN1_DESC: <<|
|
||||
[b]3277 CE:[/b]
|
||||
A new coalition - the Gevron Initiative - has recently formed with the goal
|
||||
of protecting its members from the hostility of newly discovered races. Their
|
||||
desire for security has twisted their interactions from self defense to
|
||||
proactive destruction.
|
||||
|
||||
The Initiative discovered a new and powerful enemy, the Nevillin Empire.
|
||||
Though a peaceful race, the Nevillin's attempts at communication were ignored,
|
||||
and war was brought to their space.
|
||||
|
||||
The Nevillin Empire discovered an unstable wormhole and has been using to
|
||||
expand into a distant, isolated region of space. The Initiative's paranoia refuses
|
||||
to allow any colony to survive outside its control.
|
||||
>>
|
||||
|
||||
SCEN1_PLAYER_EMP: Gevron Initiative
|
||||
SCEN1_ENEMY_EMP: Nevillin Empire
|
||||
|
||||
SCEN1_INTRO_TITLE: Inevitable Conquest
|
||||
SCEN1_INTRO_TEXT: <<|
|
||||
[i]General Kollo:[/i]
|
||||
|
||||
Rear Admiral, you've been assigned control of a new batallion, the 5th Navy.
|
||||
We've recently gained control of an unstable wormhole the Nevillin have been
|
||||
sending military vessels and civilians through. You are to lead the 5th
|
||||
through the wormhole to determine the strength of those forces, and conquer
|
||||
any civilian occupied space.
|
||||
>>
|
||||
SCEN1_INTRO2_TITLE: Reinforcements
|
||||
SCEN1_INTRO2_TEXT: <<|
|
||||
[i]General Kollo:[/i]
|
||||
|
||||
We've deployed a scout and a small fleet through the wormhole. More will be on the way
|
||||
as we can spare them. Treat this as a detached engagement - minimize losses.
|
||||
>>
|
||||
SCEN1_CONQUER_TITLE: Conquer and Destroy
|
||||
SCEN1_CONQUER_TEXT: <<|
|
||||
You must destroy the Nevillin military, and capture its colonies.
|
||||
|
||||
Engage smaller forces to minimize damage and losses, as well as to maintain supply necessary
|
||||
for sieging their worlds.
|
||||
|
||||
New fleets will arrive periodically through the wormhole in Varkus.
|
||||
>>
|
||||
SCEN1_CONQUER_ACT1_TITLE: Conquer the Nevillin Colonies
|
||||
SCEN1_CONQUER_ACT1_TEXT: Capture all colonies and defeat all flagships and stations.
|
||||
|
||||
SCEN1_COMPLETE_TITLE: Victory!
|
||||
SCEN1_COMPLETE_TEXT: <<|
|
||||
[i]General Kollo:[/i]
|
||||
|
||||
Excellent work, Admiral. We no longer have to worry about the Nevillin sneaking up
|
||||
from behind in the middle of the war. Unfortunately, the war back home isn't going as well.
|
||||
You're being brought back immediately, along with the 5th. With our forces bolstered,
|
||||
things should turn around quickly.
|
||||
|
||||
[center][b]"Inevitable Conquest" Complete![/b][/center]
|
||||
>>
|
||||
|
||||
SEC1_PLAYER_EMP: Nevillin Empire
|
||||
SEC1_ENEMY_EMP: Unknown Empire
|
||||
|
||||
SEC1_INTRO_TITLE: A New Home
|
||||
SEC1_INTRO_TEXT: <<|
|
||||
[i]High Command:[/i]
|
||||
|
||||
Welcome to Varkus, Commander.
|
||||
Until the wormhole is fully stabilized, these communiques will be rare and brief.
|
||||
You’ll be commanding the new colony on Varkus III, a rare planet perfectly suited to our species.
|
||||
|
||||
We need you to establish a sizeable construction infrastructure in this system.
|
||||
There are plenty of common metals available in Varkus,
|
||||
and the nearby star systems likely have other valuable resources as well.
|
||||
>>
|
||||
|
||||
SEC1_GOAL1_TITLE: Getting Started
|
||||
SEC1_GOAL1_TEXT: <<|
|
||||
[b]Varkus III[/b] will serve as the powerhouse for this sector.
|
||||
>>
|
||||
SEC1_GOAL1_ACT1_TITLE: Establish Varkus III as a new base
|
||||
SEC1_GOAL1_ACT1_TEXT: <<|
|
||||
Get [b]Varkus III[/b] to level 2, and get its labor to 9 per minute.
|
||||
>>
|
||||
|
||||
SEC1_GOAL1_DONE_TITLE: Making Progress
|
||||
SEC1_GOAL1_DONE_TEXT: <<|
|
||||
[i]High Command:[/i]
|
||||
|
||||
Things seem to be going very well. Varkus III appears to be fully capable
|
||||
of constructing the necessary facilities to stabilize the wormhole.
|
||||
We eagerly await your success.
|
||||
>>
|
||||
|
||||
SEC1_GOAL2_TITLE: Interstellar Bypass
|
||||
SEC1_GOAL2_TEXT: <<|
|
||||
[i]High Command:[/i]
|
||||
|
||||
We've sent the necessary components for the stabilizer through to Varkus.
|
||||
Assign Varkus's factories to construct it as quickly as possible so we may
|
||||
open civilian trade lanes.
|
||||
>>
|
||||
SEC1_GOAL2_ACT1_TITLE: Construct the Stabilizer
|
||||
SEC1_GOAL2_ACT1_TEXT: <<|
|
||||
Select Varkus III, right-click the Hyperfield Stabilizer in Varkus, and choose
|
||||
'Work On' to begin construction.
|
||||
>>
|
||||
SEC1_STABILIZER: Hyperfield Stabilizer
|
||||
|
||||
SEC1_TWIST_TITLE: Change of Plans
|
||||
SEC1_TWIST_TEXT: <<|
|
||||
[i]High Command:[/i]
|
||||
|
||||
Commander, we are at war. A previously unknown empire has begun raiding outlying colonies,
|
||||
and a larger force buildup has been detected. Their scouts know of the wormhole and
|
||||
we can no longer consider this a safe trade lane. We're cancelling the stabilization project
|
||||
until the region has been secured.
|
||||
>>
|
||||
|
||||
SEC1_BUILDUP_TITLE: Preparations
|
||||
SEC1_BUILDUP_TEXT: <<|
|
||||
[i]Advisor:[/i]
|
||||
|
||||
Sir, we can't know how the war will go back home with this limited information.
|
||||
We should construct a sizeable fleet to help protect us should anything go wrong.
|
||||
>>
|
||||
SEC1_BUILDUP_ACT1_TITLE: Construct a Fleet
|
||||
SEC1_BUILDUP_ACT1_TEXT: Construct miliatry vessels at Varkus III until our military strength is at least 3,000.
|
||||
|
||||
SEC1_COMBAT_TITLE: War!
|
||||
SEC1_COMBAT_TEXT: <<|
|
||||
[i]Advisor:[/i]
|
||||
|
||||
An unknown fleet has appeared! They match the descriptions High Command transmitted, consider them hostile.
|
||||
|
||||
[b]The fleet transmits a fierce, urgent message repeatedly, but we are unable to translate it.[/b]
|
||||
>>
|
||||
SEC1_COMBAT_ACT1_TITLE: Defeat the Invaders
|
||||
SEC1_COMBAT_ACT1_TEXT: Destroy the attacking fleet to protect the system.
|
||||
|
||||
SEC1_COMPLETE_TITLE: Isolation
|
||||
SEC1_COMPLETE_TEXT: <<|
|
||||
[i]Advisor:[/i]
|
||||
|
||||
Commander, you have my congratulations and thanks. We'll all be safe for now, though
|
||||
we need to be prepared should they ever return. For now, our small population must
|
||||
try to find its own footing in this new region of space.
|
||||
|
||||
[center][b]"A New Home" Complete![/b][/center]
|
||||
>>
|
||||
@@ -0,0 +1,925 @@
|
||||
SC_Hulls: [hspace=4/][img=DesignationIcons::16;32x32/][hspace=6/] [color=#cc6a3a]Hulls[/color]
|
||||
SC_Control: [vspace=-14][img=Bridge;42x42/][/vspace] [color=#2fd6b3]Control[/color]
|
||||
SC_Weapons: [vspace=-18][hspace=-22/][img=Railgun::2;70x53/][/vspace][hspace=-10/] [color=#f9464d]Weapons[/color]
|
||||
SC_Propulsion: [hspace=-10/][vspace=-56][img=RocketEngine;84x84/][/vspace][hspace=-32/] [color=#f9e146]Propulsion[/color]
|
||||
SC_Defense: [vspace=-14][img=PlateArmor;42x42/][/vspace] [color=#a9a9a9]Defense[/color]
|
||||
SC_FTL: [img=HexagonSubsystems::10;42x21;#f00/] [color=#67a7ad]FTL[/color]
|
||||
SC_Modifiers: [img=HexagonSubsystems::0;42x21;#cf00ff/] [color=#eda1ff]Modifiers[/color]
|
||||
SC_Support: [vspace=-14][img=SupportCommand;42x42/][/vspace] [color=#eda1ff]Support[/color]
|
||||
SC_Equipment: [vspace=-22][hspace=-29/][img=TractorGun::2;100x76/][/vspace][hspace=-29/] [color=#8bb800]Equipment[/color]
|
||||
SC_Misc: Misc
|
||||
|
||||
CREWCONTROL_NAME: Bridge and Crew
|
||||
CREWCONTROL_DESC: <<
|
||||
A bridge, crew quarters, and other facilities for a crew to command a vessel.
|
||||
|
||||
[img=ActionBarIcons::0;22;#00ff80]Provides [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Slowly repairs the vessel.[/img]
|
||||
[img=Minus]Ship is destroyed if no control remains.[/img]
|
||||
>>
|
||||
|
||||
CREWDECK_NAME: Crew Deck
|
||||
CREWDECK_DESC: <<
|
||||
Provides a minimal deck and facilities for the crew to command the support ship.
|
||||
|
||||
[img=ActionBarIcons::0;22;#00ff80]Provides [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Slowly repairs the vessel.[/img]
|
||||
[img=Minus]Ship is destroyed if no control remains.[/img]
|
||||
>>
|
||||
|
||||
SHIPCOMPUTER_NAME: Control Computer
|
||||
SHIPCOMPUTER_DESC: <<
|
||||
An autonomous computer capable of controlling numerous ship systems.
|
||||
|
||||
[img=ActionBarIcons::0;22;#00ff80]Provides a lot of [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
|
||||
[img=QuickbarIcons::6;22]For the first 30 seconds of any combat, the strength of the entire fleet is boosted by a percentage dependent on the size of the Control Computer.[/img]
|
||||
[img=Plus]Slowly repairs the vessel.[/img]
|
||||
[img=Minus]Requires power to run.[/img]
|
||||
[img=Minus]Ship is destroyed if no control remains.[/img]
|
||||
>>
|
||||
|
||||
STATUS_COMPUTER_BOOST: Computer Boost
|
||||
STATUS_COMPUTER_BOOST_DESC: Heavy computation done by the flagship's control computer is increasing this fleet's efficiency and combat strength for the first 30 seconds of any combat.
|
||||
|
||||
SUPPLYMODULE_NAME: Supply Storage
|
||||
SUPPLYMODULE_DESC: <<
|
||||
Stores supplies and ammunition for use in combat and sieging planets.
|
||||
|
||||
[img=AttributeIcons::4;22]Provides [b][color=#fefc61]Supply Capacity[/color][/b].[/img]
|
||||
[img=Minus]Destroyed supply storage hexes leak supplies over time.[/img]
|
||||
>>
|
||||
|
||||
SUPPORTCAPMODULE_NAME: Support Command
|
||||
SUPPORTCAPMODULE_DESC: <<
|
||||
Technical infrastructure for commanding a fleet of support ships.
|
||||
|
||||
[img=ActionBarIcons::2;22]Provides [b][color=#00cffe]Support Command[/color][/b].[/img]
|
||||
[img=Minus]May lose control over support ships when destroyed.[/img]
|
||||
>>
|
||||
|
||||
SHIELDGEN_NAME: Shield Generator
|
||||
SHIELDGEN_DESC: <<
|
||||
Creates a shield around the vessel, blocking some incoming damage.
|
||||
|
||||
[img=Plus]Creates regenerating barrier against damage.[/img]
|
||||
[img=Minus]Weakened shields allow some damage through.[/img]
|
||||
>>
|
||||
|
||||
S_SHIELD_HARDENER: Shield Hardener
|
||||
S_SHIELD_HARDENER_DESC: <<
|
||||
Supports and strengthens the ship's shield, allowing it to resist incoming damage without losing strength.
|
||||
|
||||
[img=Plus]While shields are up, grants a percentage chance to completely ignore any incoming hit of damage.[/img]
|
||||
[img=Minus]When shields are at weakened strength, the block chance is lowered.[/img]
|
||||
>>
|
||||
|
||||
FISSIONGEN_NAME: Fission Generator
|
||||
FISSIONGEN_DESC: <<
|
||||
A power generator based on atomic fission.
|
||||
|
||||
[img=ResourceIcon::2;22]Provides [b][color=#42b4bd]Power[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Very cheap to build and maintain.[/img]
|
||||
[img=Minus]Requires a lot of space to provide significant power.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Losing required power generation in combat reduces the ship's overall effectiveness.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
FUSIONGEN_NAME: Fusion Generator
|
||||
FUSIONGEN_DESC: <<
|
||||
Generates power through nuclear fusion.
|
||||
|
||||
[img=ResourceIcon::2;22]Provides [b][color=#42b4bd]Power[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Provides a large amount of power in a small amount of space.[/img]
|
||||
[img=Minus]Expensive to build and maintain.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Losing required power generation in combat reduces the ship's overall effectiveness.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
AMGEN_NAME: Antimatter Generator
|
||||
AMGEN_DESC: <<
|
||||
A sustained matter-antimatter annihilation reaction provides continuous power for the ship.
|
||||
|
||||
[img=ResourceIcon::2;22]Provides [b][color=#42b4bd]Power[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Provides a very large amount of power in a small amount of space.[/img]
|
||||
[img=Plus]Cheap to maintain.[/img]
|
||||
[img=Minus]Expensive to build.[/img]
|
||||
[img=Minus]If an antimatter generator core takes damage, the ship explodes.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Losing required power generation in combat reduces the ship's overall effectiveness.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_MARENIUMGEN: Marenium Generator
|
||||
S_MARENIUMGEN_DESC: <<
|
||||
Generates power using solid-state marenium lattices found only on a specific planet.
|
||||
|
||||
[img=ResourceIcon::2;22]Provides [b][color=#42b4bd]Power[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Reactor does not take up any internal space.[/img]
|
||||
[img=Plus]Increases the ship's combat strength dependent on the level of the Marenium planet.[/img]
|
||||
[img=Plus]Increases the ship's acceleration dependent on the level of the Marenium planet.[/img]
|
||||
[img=Minus]If the Marenium planet is lost, the ship loses almost all of its effectiveness and combat strength.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Losing required power generation in combat reduces the ship's overall effectiveness.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
RAILBATTERY_NAME: Railgun Battery
|
||||
RAILBATTERY_DESC: <<
|
||||
A battery of magnetic cannons that fire relatively small projectiles at immense velocities.
|
||||
|
||||
[img=Plus]Rapid fire rate.[/img]
|
||||
[img=Minus]Inaccurate projectiles.[/img]
|
||||
[img=Minus]Limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
MUONBATTERY_NAME: Muon Cannon Battery
|
||||
MUONBATTERY_DESC: <<
|
||||
Fires batches of newly created muons at relativistic speeds.
|
||||
|
||||
Benefits from technologies that improve railgun batteries.
|
||||
|
||||
[img=Plus]Rapid fire rate.[/img]
|
||||
[img=Plus]Pierces through armor and ignores damage resistance.[/img]
|
||||
[img=Minus]Lower damage.[/img]
|
||||
[img=Minus]Inaccurate projectiles.[/img]
|
||||
[img=Minus]Limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
RAILGUN_NAME: Railgun
|
||||
RAILGUN_DESC: <<
|
||||
A magnetic cannon that fires relatively small projectiles at immense velocities.
|
||||
|
||||
[img=Plus]High damage per hit.[/img]
|
||||
[img=Minus]Inaccurate projectiles.[/img]
|
||||
[img=Minus]Limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
MUON_CANNON_NAME: Muon Cannon
|
||||
MUON_CANNON_DESC: <<
|
||||
Fires batches of newly created muons at relativistic speeds.
|
||||
|
||||
Benefits from technologies that improve railguns.
|
||||
|
||||
[img=Plus]Rapid fire rate.[/img]
|
||||
[img=Plus]Pierces through armor and ignores damage resistance.[/img]
|
||||
[img=Minus]Lower damage.[/img]
|
||||
[img=Minus]Inaccurate projectiles.[/img]
|
||||
[img=Minus]Limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
LASER_NAME: Laser
|
||||
LASER_DESC: <<
|
||||
A highly focused beam of light inflicts damage by burning holes through ship subsections.
|
||||
|
||||
[img=Plus]Accurate and instant beam lock-on.[/img]
|
||||
[img=Plus]Low [b][color=#fefc61]supply cost[/color][/b].[/img]
|
||||
[img=Minus]Ineffective against armor.[/img]
|
||||
[img=Minus]Very limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
MISSILELAUNCHER_NAME: Missile Launcher
|
||||
MISSILELAUNCHER_DESC: <<
|
||||
Missiles loaded with explosives and sufficient propellant are lowered out of the ship and locked onto their primary target.
|
||||
|
||||
[img=Plus]High [b][color=#ff8080]damage[/color][/b].[/img]
|
||||
[img=Plus]No firing arc limitations.[/img]
|
||||
[img=Plus]Very effective at piercing armor.[/img]
|
||||
[img=Minus]Slow fire rate.[/img]
|
||||
[img=Minus]Very high [b][color=#fefc61]supply cost[/color][/b].[/img]
|
||||
>>
|
||||
|
||||
S_SELF_DESTRUCT: Self Destruct Device
|
||||
S_SELF_DESTRUCT_DESC: <<
|
||||
A massive warhead designed to detonate when the host vessel becomes unstable.
|
||||
|
||||
[img=Plus]Extreme damage in a large area.[/img]
|
||||
[img=Minus]Dead.[/img]
|
||||
>>
|
||||
ABL_SELF_DESTRUCT: Active Self Destruct
|
||||
ABL_SELF_DESTRUCT_DESC: <<
|
||||
Activate the self destruct device contained on this ship, detonating the ship in a fiery inferno.
|
||||
>>
|
||||
|
||||
PLATEARMOR_NAME: Plate Armor
|
||||
PLATEARMOR_DESC: <<
|
||||
Heavy, interlocked plates of metal that protect the ship from damage.
|
||||
|
||||
[img=Plus]High [b][color=#80ff80]health[/color][/b].[/img]
|
||||
[img=Plus]Resists and reduces incoming damage.[/img]
|
||||
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
|
||||
[img=Minus]Heavy.[/img]
|
||||
>>
|
||||
|
||||
NANOMESH_NAME: Nano Mesh
|
||||
NANOMESH_DESC: <<
|
||||
A finely weaved mesh of nanobots strengthen the integrity of nearby subsystems.
|
||||
|
||||
[img=Plus]Increases the [b][color=#80ff80]health[/color][/b] of surrounding hexes.[/img]
|
||||
[img=Plus]Health bonus is improved by armor health research.[/img]
|
||||
[img=Minus]Always uses internal space.[/img]
|
||||
[img=Minus]The nano mesh itself has no health.[/img]
|
||||
>>
|
||||
|
||||
S_CRYSTALARMOR: Crystalline Armor
|
||||
S_CRYSTALARMOR_DESC: <<
|
||||
An armor plate constructed with layers of intricate crystalline microstructures that shatter when impacted, absorbing a large amount of damage. The complicated construction of the crystal plates disallows repair in the field, however.
|
||||
|
||||
[img=Plus]Very high health.[/img]
|
||||
[img=Plus]High [b][color=#c6c33a]damage resistance[/color][/b].[/img]
|
||||
[img=Minus]Cannot be repaired.[/img]
|
||||
[img=Minus]When a Crystalline Armor hex is destroyed, it is permanently removed from the ship.[/img]
|
||||
>>
|
||||
|
||||
ABLATIVEARMOR_NAME: Ablative Armor
|
||||
ABLATIVEARMOR_DESC: <<
|
||||
A stiff metal foam designed to absorb damage by ablating away.
|
||||
|
||||
[img=Plus]High [b][color=#c6c33a]damage resistance[/color][/b].[/img]
|
||||
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
|
||||
[img=MenuIcons::3;20]Effective against many small hits.[/img]
|
||||
>>
|
||||
|
||||
REACTIVEARMOR_NAME: Reactive Armor
|
||||
REACTIVEARMOR_DESC: <<
|
||||
A sheet of independent explosives that detonate nearly instantly in response to incoming weapon fire.
|
||||
|
||||
[img=Plus]Damage hits exceeding the [b][color=#c33ac6]damage threshold[/color][/b] are reduced significantly.[/img]
|
||||
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
|
||||
[img=MenuIcons::3;20]Effective against massive single hits.[/img]
|
||||
>>
|
||||
|
||||
S_NILINGARMOR: Niling Fiber Armor
|
||||
S_NILINGARMOR_DESC: <<
|
||||
Strands of quantum-reactive fibre connect the outer plating to a zero-sized sink hole in spacetime, allowing incoming energy flows to be safely redirected and stored. When enough energy has been stored, it is channeled back into normal spacetime, creating a strong EM pulse to damage surrounding enemies.
|
||||
|
||||
[img=Plus]Completely negates the damage from any incoming energy-based weapons.[/img]
|
||||
[img=Plus]After the threshold amount of damage is absorbed, an area-of-effect burst is released, damaging all nearby enemies relative to the stored amount.[/img]
|
||||
[img=Minus]Provides absolutely no protection against other weapon types, and has no intrinsic Health.[/img]
|
||||
>>
|
||||
|
||||
NEUTRONARMOR_NAME: Neutronium Armor
|
||||
NEUTRONARMOR_DESC: <<
|
||||
Microscopic pellets of neutronium-doped metal are mixed with standard plate armor.
|
||||
|
||||
[img=Plus]Very high [b][color=#80ff80]health[/color][/b].[/img]
|
||||
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
|
||||
[img=Minus]Extremely heavy.[/img]
|
||||
[img=Minus]Expensive build cost.[/img]
|
||||
>>
|
||||
|
||||
ROCKETENGINE_NAME: Rocket Engine
|
||||
ROCKETENGINE_DESC: <<
|
||||
Expels large amounts of mass at high speeds to produce thrust.
|
||||
|
||||
[img=Plus]Provides very high Thrust.[/img]
|
||||
[img=Minus]Low turn rate.[/img]
|
||||
>>
|
||||
|
||||
IONENGINE_NAME: Ion Engine
|
||||
IONENGINE_DESC: <<
|
||||
Propels small amounts of fuel at extremely high speeds. Ion thruster exhausts are very small and can more easily be rotated slightly in order to provide angular thrust.
|
||||
|
||||
[img=Plus]Very high turn rate.[/img]
|
||||
[img=Minus]Provides lower Thrust.[/img]
|
||||
[img=Minus]Requires Power to run.[/img]
|
||||
>>
|
||||
|
||||
GRAVITYENGINE_NAME: Graviton Engine
|
||||
GRAVITYENGINE_DESC: <<
|
||||
A dense artificial gravity wave allows seemingly reactionless engines to propel spacecraft.
|
||||
|
||||
[img=Plus]Can be placed internally.[/img]
|
||||
[img=Plus]If only graviton engines are present on the ship, the ship will not need to rotate at all to move.[/img]
|
||||
[img=Minus]Provides lower Thrust.[/img]
|
||||
[img=Minus]Expensive to build.[/img]
|
||||
[img=Minus]Has high power needs.[/img]
|
||||
>>
|
||||
|
||||
S_RAMJET: Bussard Ramjet
|
||||
S_RAMJET_DESC: <<
|
||||
Collects stray particles from the vacuum while moving by means of an enormous magnetic field leading into a scoop at the front of the ship, then uses those particles to generate thrust.
|
||||
|
||||
[img=Plus]Greatly reduces the maintenance cost of the ship.[/img]
|
||||
[img=Plus]Restores the ship's [b]Supply[/b] when at high velocity. The full indicated Supply Gain rate is reached at speeds of 100 u/s or more.[/img]
|
||||
[img=Minus]Provides lower Thrust than conventional engines.[/img]
|
||||
|
||||
The Ramjet must contain at least one [color=#da8a9f][b]Ramscoop[/b][/color], pointing outwards at the front of the ship. You can find the Ramjet under the [color=#eda1ff][b]Modifiers[/b][/color] category.
|
||||
>>
|
||||
|
||||
S_RAMJET_SCOOP: Ramscoop
|
||||
S_RAMJET_SCOOP_DESC: <<
|
||||
Must be placed on a [b]Bussard Ramjet[/b] subsystem, pointing outwards at the front of the ship.
|
||||
|
||||
Increases the rate at which the ship regains [b]Supply[/b] when at high velocity.
|
||||
>>
|
||||
|
||||
BULKHEAD_NAME: Bulkhead
|
||||
BULKHEAD_DESC: <<
|
||||
Reinforced plating on the walls of a subsystem makes its internals significantly more resistant to incoming damage.
|
||||
|
||||
[img=Plus;22;#cf00ff]Can be placed on non-armor subsystems that have cores or turrets. Cannot be placed on bridges or core-less subsystems.[/img]
|
||||
[img=Plus]Increases the health of all hexes of the subsystem.[/img]
|
||||
[img=Minus]Increases the build cost of the subsystem.[/img]
|
||||
[i][color=#aaa]Placing more than one bulkhead on a subsystem will continue to increase the health of all its hexes, but will skyrocket its build cost.[/color][/i]
|
||||
>>
|
||||
|
||||
TARGETINGSENSOR_NAME: Targeting Sensor
|
||||
TARGETINGSENSOR_DESC: <<
|
||||
Sophisticated targeting and tracking sensors allow a weapon to more accurately find its destination, increasing its effective range.
|
||||
|
||||
[img=Plus;22;#cf00ff]Can be placed on weapon subsystems.[/img]
|
||||
[img=Plus]Increases the [b][color=#80ffea]range[/color][/b] of the weapon.[/img]
|
||||
[img=Minus]Increases the build cost of the weapon.[/img]
|
||||
[img=Minus]Increases the [b][color=#fefc61]supply cost[/color][/b] of firing the weapon.[/img]
|
||||
[i][color=#aaa]Placing more than one targeting sensor on a weapon will continue to increase its range, but will also skyrocket its costs.[/color][/i]
|
||||
>>
|
||||
|
||||
SUPPORTSUPPLY_NAME: Supply Crate
|
||||
SUPPORTSUPPLY_DESC: <<
|
||||
A secondary supply storage facility may be placed on particular support ships, increasing the amount of ammunition and general combat materials available to the fleet.
|
||||
|
||||
[img=AttributeIcons::4;22]Provides [b][color=#fefc61]Supply Capacity[/color][/b] to the fleet.[/img]
|
||||
[img=Minus]Adds maintenance cost to the support ships.[/img]
|
||||
[img=Minus]Destroyed supply storage hexes leak supplies over time.[/img]
|
||||
[img=MenuIcons::3;20;#f00][i][color=#faa]Support ships with maintenance costs will not be created by Defense.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_EMERGENCY_SUPPLIES: Emergency Supplies
|
||||
S_EMERGENCY_SUPPLIES_DESC: <<
|
||||
An output node for the Empire's energy. Allows supplies to be produced instantly anywhere in the galaxy, at great cost.
|
||||
|
||||
[img=AttributeIcons::4;22]Immediately generates supplies.[/img]
|
||||
[img=Minus]Costs energy.[/img]
|
||||
[img=Minus]30 Second Cooldown.[/img]
|
||||
>>
|
||||
ABL_EMERGENCY_SUPPLIES: Create Supplies
|
||||
ABL_EMERGENCY_SUPPLIES_DESC: Refill the vessel's supplies.
|
||||
|
||||
S_HYPERLASER: Hyperdense Laser
|
||||
S_HYPERLASER_DESC: <<
|
||||
A brief laser with energy densities nearly high enough to spontaneously generate matter.
|
||||
|
||||
[img=Plus]Accurate and instant beam lock-on.[/img]
|
||||
[img=Plus]Deals damage quickly.[/img]
|
||||
[img=Minus]Lower overall DPS.[/img]
|
||||
[img=Minus]Very limited turret firing arc.[/img]
|
||||
>>
|
||||
|
||||
S_TRACTOR_BEAM: Tractor Beam
|
||||
S_TRACTOR_BEAM_DESC: <<
|
||||
Sophisticated graviton emitters combined with an inertial dampening field allow the ship to apply its thrust to other objects. The objects are kept suspended at the same relative position and velocity, letting the ship to move them.
|
||||
|
||||
[img=MenuIcons::3;20][color=#aaa]Can use tractor beam on artifacts, asteroids, orbitals and other ships.[/color][/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]Other ships will us their own thrust to attempt to break away from the tractor beam.[/color][/img]
|
||||
[img=ResourceIcon::3;20;#f00][color=#aaa]Ships under the effect of a tractor beam cannot use their FTL drives.[/color][/img]
|
||||
>>
|
||||
ABL_TRACTOR_BEAM: Toggle Tractor Beam
|
||||
ABL_TRACTOR_BEAM_DESC: Turn the ship's tractor beam on or off.
|
||||
ABL_TRACTOR_NO: Cannot Tractor
|
||||
|
||||
S_BUSTER_BEAM: Buster Beam
|
||||
S_BUSTER_BEAM_DESC: An immense beam weapon capable of destroying entire planets.
|
||||
|
||||
S_ION_CANNON: Ion Cannon
|
||||
S_ION_CANNON_DESC: <<
|
||||
A highly charged energy beam temporarily overloads an enemy's drive systems.
|
||||
|
||||
[img=Plus]Disables enemy sublight engines and FTL capabilities.[/img]
|
||||
[img=ResourceIcon::2;22]Costs [b][color=#42b4bd]Energy[/color][/b] to fire.[/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]Can fire ion cannon on enemy ships.[/color][/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]Duration of incapacitating effect is dependent on size of the ion cannon.[/color][/img]
|
||||
>>
|
||||
|
||||
S_SKIP_DRIVE: Skip Drive
|
||||
S_SKIP_DRIVE_DESC: <<
|
||||
A drive system that can expend raw energy to punch through quantum dimensions and achieve instant teleportation.
|
||||
|
||||
[img=Plus]Instantly teleport to a nearby location.[/img]
|
||||
[img=ResourceIcon::2;22]Costs [b][color=#42b4bd]Energy[/color][/b] to activate.[/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]The further away the ship teleports, the more energy is required.[/color][/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]The larger the skip drive is on the ship, the lower the energy cost.[/color][/img]
|
||||
>>
|
||||
|
||||
S_GRAVITON_CONDENSER: Graviton Condenser
|
||||
S_GRAVITON_CONDENSER_DESC: <<
|
||||
An immense beam generator that collapses a celestial object's own gravity into itself, leading it to compress and eventually detonate.
|
||||
|
||||
[img=Plus]Beam can be activated to deal damage over time to stars and planets.[/img]
|
||||
>>
|
||||
ABL_GRAVITON_CONDENSER: Fire Graviton Condenser
|
||||
ABL_GRAVITON_CONDENSER_DESC: Fire a beam that collapses a celestial object's own gravity into itself, leading it to compress and eventually detonate.
|
||||
|
||||
S_CLOAKPLATING: Cloaking Mesh
|
||||
S_CLOAKPLATING_DESC: <<
|
||||
Fully covering a ship in a mesh of hyperabsorbant material allows it to avoid detection by enemies outside immediate visual range.
|
||||
|
||||
[img=Plus]When activated, fleet cannot be seen from a distance.[/img]
|
||||
[img=ResourceIcon::2;22]Cloak slowly drains [b][color=#42b4bd]Energy[/color][/b] when active.[/img]
|
||||
[img=Minus]Cloak is broken when the fleet enters combat.[/img]
|
||||
[img=MenuIcons::3;20][color=#aaa]The ship's exterior must be fully covered in cloaking mesh in order to successfully cloak.[/color][/img]
|
||||
>>
|
||||
ABL_CLOAK: Toggle Cloak
|
||||
ABL_CLOAK_DESC: <<
|
||||
Toggle whether the ship is currently cloaked.
|
||||
|
||||
Cloaking costs a small amount of energy per second to maintain and breaks as soon as the fleet enters combat.
|
||||
>>
|
||||
STATUS_CLOAKED: Cloaked
|
||||
STATUS_CLOAKED_DESC: <<
|
||||
This fleet is currently cloaked.
|
||||
|
||||
Cloaking costs a small amount of energy per second to maintain and breaks as soon as the fleet enters combat.
|
||||
>>
|
||||
|
||||
S_TITAN_HULL: Titan Hull
|
||||
S_TITAN_HULL_DESC: <<
|
||||
An extremely heavy hull frame that allows larger ships to be constructed more efficiently.
|
||||
|
||||
[img=Plus]Much more internal space available.[/img]
|
||||
[img=Plus]Reduces build costs by up to 50% as the ship size gets bigger.[/img]
|
||||
[img=Plus]Rigorous construction increases turret potential firing arcs.[/img]
|
||||
[img=Minus]Extreme mass increase.[/img]
|
||||
[img=Minus]Much slower hyperdrive speed.[/img]
|
||||
[img=Minus]Can only be used for ships of size 500 or greater.[/img]
|
||||
>>
|
||||
|
||||
S_COLOSSUS_HULL: Colossus Hull
|
||||
S_COLOSSUS_HULL_DESC: <<
|
||||
The pinnacle of giant ship construction, the colossus hull needs to use a sustained structural integrity field in order to prevent it from collapsing in on itself.
|
||||
|
||||
[img=Plus]Much much more internal space available.[/img]
|
||||
[img=Minus]Requires a large amount of Control and Power.[/img]
|
||||
[img=Minus]Can only be used for ships of size 3000 or greater.[/img]
|
||||
>>
|
||||
|
||||
S_AMMOSTORAGE: Ammo Store
|
||||
S_AMMOSTORAGE_DESC: <<
|
||||
Small ammo storage modules that can take and temporarily store supplies from the fleet while the support ship detaches from the fleet to do independent raids against the enemy.
|
||||
|
||||
[img=Plus]Allows support ships to leave the fleet for raids.[/img]
|
||||
[img=Minus]Detached support ships without remaining stored supply cannot fire until they return to the fleet and resupply.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Support ships must be set to a raiding behavior in order to perform raiding in combat.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_GATE_MODULE: Gate
|
||||
S_GATE_MODULE_DESC: <<
|
||||
An FTL gate module that can be added to a station.
|
||||
|
||||
[img=Plus]Allows ships to move from any gate to any other gate.[/img]
|
||||
[img=Plus]Can be packed up and moved, then unpacked at a new location.[/img]
|
||||
[img=Minus]Must cover at least a third of the entire station.[/img]
|
||||
[img=$FTL]Costs 0.15 FTL/s upkeep. Gates get disabled when you run out of FTL.[/img]
|
||||
>>
|
||||
|
||||
ABL_GATE_PACK: Pack Up Gate
|
||||
ABL_GATE_PACK_DESC: <<
|
||||
Deactivate and pack up the gate. Packed gates are not active, but can be moved slowly by using their maneuvering thrusters.
|
||||
>>
|
||||
|
||||
ABL_GATE_UNPACK: Unpack Gate
|
||||
ABL_GATE_UNPACK_DESC: <<
|
||||
Unpack the gate at the targeted location. The gate will move there using its maneuvering thrusters, then unpack and reactivate itself. Activating a gate has a single-time FTL cost.
|
||||
>>
|
||||
|
||||
S_MINING_LASER: Mining Laser
|
||||
S_MINING_LASER_DESC: <<
|
||||
A precise cutting and drilling tool used to extract materials from asteroids.
|
||||
|
||||
[img=Plus]Mines special minerals from asteroids.[/img]
|
||||
[img=MenuIcons::3;20]Only particular asteroids will have special minerals such as [b]Ore[/b]. Many asteroids have resources that cannot be mined by mining laser, but require a planet to construct a mining base on the asteroid instead.[/img]
|
||||
>>
|
||||
|
||||
S_CARGO_STORAGE: Cargo Storage
|
||||
S_CARGO_STORAGE_DESC: <<
|
||||
Specialized container crates and facilities to store materials mined from asteroids until they can be deposited or used.
|
||||
>>
|
||||
|
||||
ABL_AUTO_MINE: Mine Asteroid (Automatic)
|
||||
ABL_AUTO_MINE_DESC: <<
|
||||
Start mining from this asteroid and automatically return to mining it after depositing stored materials at the set drop off point.
|
||||
>>
|
||||
|
||||
ABL_DROPOFF_POINT: Set Drop-off Point
|
||||
ABL_DROPOFF_POINT_DESC: <<
|
||||
Toggle where this ship's drop-off point for mined materials is set. When the cargo storage is full from mining, automatically drop off all cargo at the indicated object.
|
||||
>>
|
||||
|
||||
ABL_MINE_ASTEROID: Mine Asteroid (Once)
|
||||
ABL_MINE_ASTEROID_DESC: <<
|
||||
Mine this asteroid for one full load of cargo, but do not return to it after dropping it off.
|
||||
>>
|
||||
|
||||
ABL_TRANSFER_CARGO: Transfer Cargo
|
||||
ABL_TRANSFER_CARGO_DESC: <<
|
||||
Order the ship to transfer all cargo in its stores.
|
||||
>>
|
||||
|
||||
ABL_PICKUP_CARGO: Pickup Cargo
|
||||
ABL_PICKUP_CARGO_DESC: <<
|
||||
Order the ship to pick up as much cargo from the target as possible.
|
||||
>>
|
||||
|
||||
S_CONSTRUCTION_BAY: Construction Bay
|
||||
S_CONSTRUCTION_BAY_DESC: <<
|
||||
Equipment and space for construction of new ships in the field.
|
||||
|
||||
[img=$Labor;22]Provides labor to construct new ships with.[/img]
|
||||
>>
|
||||
|
||||
S_ORE_PROCESSOR: Ore Processor
|
||||
S_ORE_PROCESSOR_DESC: <<
|
||||
Facilities to refine and smelt ore mined from asteroids into usable materials.
|
||||
|
||||
[img=$Labor;22]Automatically turns Ore in cargo storage or being mined into stored labor.[/img]
|
||||
[img=ComputerCore;22;#fca404]Requires Construction Bay to be present to feed labor into.[/img]
|
||||
>>
|
||||
|
||||
S_LIQUIDARMOR: Liquid Armor
|
||||
S_LIQUIDARMOR_DESC: <<
|
||||
A basin of liquid hydro-metal suspended on the hull of the ship absorbs impacts and spreads them evenly, filling any gaps that are created.
|
||||
|
||||
[img=Plus]High [b][color=#80ff80]health[/color][/b].[/img]
|
||||
[img=Plus]Health flows from high health hexes to connected low health hexes to equalize density.[/img]
|
||||
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
|
||||
[img=Minus]Does not provide any Damage Resistance.[/img]
|
||||
>>
|
||||
|
||||
S_AUGMENT_RELOAD: Coolant System
|
||||
S_AUGMENT_RELOAD_DESC: <<
|
||||
Augmenting the weapon's mechanism for reloading and cooling, faster fire rates can be achieved at the cost of fragility.
|
||||
|
||||
[img=Plus]Increases [b][color=#c680ff]reload speed[/color][/b] by 20%.[/img]
|
||||
[img=Minus]Decreases [b][color=#80ff80]health[/color][/b] by 50%.[/img]
|
||||
>>
|
||||
|
||||
S_AUGMENT_DAMAGE: Payload Amplifier
|
||||
S_AUGMENT_DAMAGE_DESC: <<
|
||||
Augmenting the weapon's payload and energy allows for more damage to be dealt at the cost of range.
|
||||
|
||||
[img=Plus]Increases [b][color=#ff8000]damage[/color][/b] by 25%.[/img]
|
||||
[img=Minus]Decreases [b][color=#c680ff]range[/color][/b] by 50%.[/img]
|
||||
>>
|
||||
|
||||
S_AUGMENT_SUPPLY: Smoothed Mechanism
|
||||
S_AUGMENT_SUPPLY_DESC: <<
|
||||
Augmenting the weapon's delivery and focusing systems decreases the supply cost of firing it at the cost of flexibilty and speed.
|
||||
|
||||
[img=Plus]Decreases [b][color=#fefc61]supply cost[/color][/b] to fire by 30%.[/img]
|
||||
[img=Minus]Decreases [b]turret firing arc[/b] by 50%, where appropriate.[/img]
|
||||
[img=Minus]Decreases [b]projectile speed[/b] by 50%, where appropriate.[/img]
|
||||
>>
|
||||
|
||||
S_SHRINE: Shrine
|
||||
S_SHRINE_DESC: <<
|
||||
A shrine to honor the Old Gods, constructed in accordance with the blueprints they bestowed upon us. Praying to the shrine protects the ship from harm.
|
||||
|
||||
[img=Plus]Adds a Shield to the ship.[/img]
|
||||
[img=Minus]At least as much Prayer must be generated as the ship has Control.[/img]
|
||||
[img=ResourceIconsSmall::53;22][b][color=#408fc1]Only available when the 'Devout' race option is chosen.[/color][/b][/img]
|
||||
>>
|
||||
|
||||
S_QUANTUM_BATTERY: Quantum Battery
|
||||
S_QUANTUM_BATTERY_DESC: <<
|
||||
Quantum batteries can store parts of the vast amount of energy collected by an empire in the zero-point energy of a tiny region of folded subspace. This energy is then slowly let out to supplement the power requirements of the subsystem.
|
||||
|
||||
[img=Plus]Halves the power requirements of the subsystem it is placed in.[/img]
|
||||
[img=Minus]If a Quantum Battery is destroyed in combat, the subsystem is nonfunctional until it is repaired.[/img]
|
||||
[img=$Energy;20]Costs [b]Energy[/b] from your empire's global stores to construct.[/img]
|
||||
>>
|
||||
|
||||
S_QUANTUM_COMPRESSOR: Quantum Compressor
|
||||
S_QUANTUM_COMPRESSOR_DESC: <<
|
||||
Uses a stabilized region of folded subspace to increase the size of the inside of the storage area without actually taking up more space on the outside.
|
||||
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Can only be placed in Supply or Cargo Storage subsystems, and must be fully surrounded by storage hexes.[/color][/i][/img]
|
||||
[img=Plus]Adds storage capacity equivalent to 6 extra hexes.[/img]
|
||||
[img=$Energy;20]Costs [b]Energy[/b] from your empire's global stores to construct.[/img]
|
||||
>>
|
||||
|
||||
S_DISRUPTOR: Disruptor
|
||||
S_DISRUPTOR_DESC: <<
|
||||
Fire an EM disruptor pulse beam at an opposing flagship, creating overloads in its power generation reactors that damage surrounding subsystems. Support ships are unaffected by the pulse due to their low power requirements.
|
||||
|
||||
[img=Plus]Directly damages hexes surrounding the enemy's power generator subsystems.[/img]
|
||||
[img=Minus]Low overall damage.[/img]
|
||||
[img=Minus]Beam can only be fired at close range.[/img]
|
||||
[img=Minus]Damage reduced significantly by shields.[/img]
|
||||
[img=MenuIcons::3;20]Passes harmlessly through support ships.[/img]
|
||||
>>
|
||||
|
||||
S_DRONELAUNCHER: Drone Launcher
|
||||
S_DRONELAUNCHER_DESC: <<
|
||||
Launches a swarm of centrally controlled drones that track enemy ships, circling around ships in the enemy fleet while dealing damage to anything it passes through.
|
||||
|
||||
[img=Plus]Drones pierce through enemy ships, allowing damage to be dealt many times per drone.[/img]
|
||||
[img=Plus]Very far engagement range.[/img]
|
||||
[img=Minus]Drones move slowly.[/img]
|
||||
[img=Minus]Significant amounts of [b][color=#00ff80]Control[/color][/b] are required to support the drones.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Drones have a limited lifetime before their power source fails and a new drone needs to be launched. The closer a drone is fired to its target, the more time it will have to assault enemy ships, increasing its effective damage output.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_PARTICLELANCE: Particle Lance
|
||||
S_PARTICLELANCE_DESC: <<
|
||||
Fires a concentrated beam of charged particles at the enemy fleet, burning holes through anything it passes through.
|
||||
|
||||
[img=Plus]Deals damage to every hex the beam passes through.[/img]
|
||||
[img=Plus]Passes through ships and can hit multiple ships.[/img]
|
||||
[img=Minus]Low overall damage.[/img]
|
||||
[img=Minus]Damage reduced significantly by shields.[/img]
|
||||
>>
|
||||
|
||||
S_SHOCKMISSILES: Shock Missiles
|
||||
S_SHOCKMISSILES_DESC: <<
|
||||
[color=#aaa][i]Shock Missiles can only be placed on support ships.[/i][/color]
|
||||
|
||||
Missiles equipped with shock dump charges are fired to impact on shields and destabilize the integrity of the plasma bubble.
|
||||
|
||||
[img=Plus]Deals heavy damage to shield strength of any shielded ship it hits.[/img]
|
||||
[img=Minus]Deals no damage to ships without shields.[/img]
|
||||
>>
|
||||
|
||||
S_TORPEDOLAUNCHER: Torpedo Launcher
|
||||
S_TORPEDOLAUNCHER_DESC: <<
|
||||
Launches massive, slow-moving, guided bombs. These bombs explode in an area around their target.
|
||||
|
||||
[img=Plus]Extreme [b][color=#ff8080]damage[/color][/b].[/img]
|
||||
[img=Plus]No firing arc limitations.[/img]
|
||||
[img=Plus]Deals damage in an area.[/img]
|
||||
[img=Minus]Very slow fire rate.[/img]
|
||||
[img=Minus]Very low [b][color=#ff8080]DPS[/color][/b].[/img]
|
||||
>>
|
||||
|
||||
S_HYPERDRIVE: Hyperdrive
|
||||
S_HYPERDRIVE_DESC: Allows for hyperdrive navigation. The larger the hyperdrive the faster the FTL speed.
|
||||
|
||||
S_JUMPDRIVE: Jumpdrive
|
||||
S_JUMPDRIVE_DESC: <<
|
||||
Allows the ship to make subspace jumps to other locations within range. Larger jump drive subsystems allow for larger safe jump distances.
|
||||
|
||||
Jumping outside of safe jump range is possible, but can cause damage to the ship and may drop the ship at an location away from the intended destination.
|
||||
|
||||
Jumpdrives require a large amount of [b]Control[/b] for the jump calculations.
|
||||
>>
|
||||
S_JUMP_RANGE: Safe Jump Range
|
||||
STT_JUMP_RANGE: <<
|
||||
The maximum safe distance this ship can jump in FTL. Jumps beyond this range will be inaccurate and deal damage to the ship.
|
||||
>>
|
||||
|
||||
S_SHIELD_HARMONIZER: Shield Harmonizer
|
||||
S_SHIELD_HARMONIZER_DESC: <<
|
||||
[color=#aaa][i]Shield Harmonizers can only be placed on support ships.[/i][/color]
|
||||
|
||||
Harmonizes the support ship with the flagship's inherent shield frequency, contributing to its strength and allowing damage dealt to be partially redirected.
|
||||
|
||||
[img=Plus]Redirects a percentage of incoming damage to the flagship's shield when it is up.[/img]
|
||||
[img=Plus]Increases the flagship's shield capacity.[/img]
|
||||
>>
|
||||
|
||||
S_FLARE_BOMB: Flare Bomb
|
||||
S_FLARE_BOMB_DESC: <<
|
||||
Trigger a star to emit a critical flare, wiping out all population in the solar system but leaving everything else intact.
|
||||
|
||||
The flare bomb is destroyed in the process.
|
||||
>>
|
||||
|
||||
ABL_FLARE_BOMB: Bore Flare Bomb
|
||||
ABL_FLARE_BOMB_DESC: <<
|
||||
After a 60 second channel period, trigger the star to emit a critical flare, wiping out all population in the solar system but leaving everything else intact. The planets in the system are irradiated for the next 5 minutes and cannot be colonized.
|
||||
|
||||
The flare bomb ship is destroyed in the process.
|
||||
>>
|
||||
|
||||
STATUS_FLARE_RADIATION: Flare Radiation
|
||||
STATUS_FLARE_RADIATION_DESC: <<
|
||||
This planet is being irradiated by a solar flare, disabling colonization.
|
||||
>>
|
||||
|
||||
|
||||
S_ANCIENT_CORE: Control Core
|
||||
S_ANCIENT_CORE_DESC: <<
|
||||
Maintains the connection to the First network, provides power as well as control for the ship.
|
||||
|
||||
[img=AncientIcon;22][b][color=#8953f7]Only available when the 'Ancient' race option is chosen.[/color][/b][/img]
|
||||
>>
|
||||
|
||||
S_WARHEAD: Warhead
|
||||
S_WARHEAD_DESC: <<
|
||||
A heavily armed warhead that detonates in the enemy fleet, creating a blast of ultrahard radiation to bombard all the enemy ships in the area.
|
||||
|
||||
[img=Plus]Deals damage to every hex on affected ships.[/img]
|
||||
[img=Minus]Limited storage of warheads.[/img]
|
||||
[img=Minus]Warheads are expensive and must be constructed manually from a planet with labor.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Warhead storage can be expanded by adding extra Warhead Tube modifiers to the subsystem.[/color][/i][/img]
|
||||
>>
|
||||
STATUS_WARHEAD: Warheads
|
||||
STATUS_WARHEAD_DESC: <<
|
||||
This ship currently has warheads in storage to fire.
|
||||
>>
|
||||
CONS_WARHEAD: Construct Warhead
|
||||
CONS_WARHEAD_DESC: <<
|
||||
Construct a new warhead to replace one that was fired from a ship with warheads.
|
||||
>>
|
||||
S_WARHEAD_TUBE: Warhead Tube
|
||||
S_WARHEAD_TUBE_DESC: <<
|
||||
Additional storage for a warhead. The ship will start with an extra warhead in storage, and can hold one more.
|
||||
|
||||
Must be placed inside the existing Warhead subsystem.
|
||||
>>
|
||||
|
||||
S_TROOPPODS: Troop Pods
|
||||
S_TROOPPODS_DESC: <<
|
||||
An array of troop drop pods that can be launched at an enemy planet in order to take it over without having to station a flagship in orbit.
|
||||
|
||||
[img=Plus]Can take over a planet without keeping a fleet in orbit or costing any supply.[/img]
|
||||
[img=Minus]Only planets up to a certain amount of loyalty can be taken over, depending on the size of the ship and the amount of troop pods installed.[/img]
|
||||
[img=Minus]Troops must be trained manually from a planet with labor, only one batch of troops can be taken at a time, enough to conquer a single planet.[/img]
|
||||
[img=Minus]Significant amounts of [b][color=#00ff80]Control[/color][/b] are required to support the troops.[/img]
|
||||
[img=Minus]Enemy can prevent the siege from progressing by stationing a fleet in orbit.[/img]
|
||||
>>
|
||||
STATUS_TROOPS: Carrying Troops
|
||||
STATUS_TROOPS_DESC: <<
|
||||
This ship is carrying troops with it ready to invade an enemy planet.
|
||||
>>
|
||||
STATUS_TROOP_INVASION: Invasion in Progress
|
||||
STATUS_TROOP_INVASION_DESC: <<
|
||||
An invasion from troops launched in troop pods is in progress on this planet. Station a flagship in orbit to halt its progress.
|
||||
>>
|
||||
CONS_TROOPS: Train Troops
|
||||
CONS_TROOPS_DESC: <<
|
||||
Train a new batch of troops to occupy empty troop pods on the target flagship.
|
||||
>>
|
||||
S_MaxLoyalty: Maximum Loyalty
|
||||
ABL_TROOPPODS: Launch Troop Pods
|
||||
ABL_TROOPPODS_DESC: <<
|
||||
Launch the troops occupying the troop pods on the flagship to invade the targeted enemy planet.
|
||||
>>
|
||||
|
||||
S_CARRIER_HULL: Carrier Hull
|
||||
S_CARRIER_HULL_DESC: <<
|
||||
A hull specifically designed to control and maintain a large fleet of support ships.
|
||||
|
||||
[img=Plus]Doubles any support capacity.[/img]
|
||||
[img=Plus]Increases supply capacity by 50%.[/img]
|
||||
[img=Minus]Cannot have any weapons on the flagship.[/img]
|
||||
[img=Minus]Less internal space available.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Carrier Hulls can only be used on ships of size 300 or greater.[/color][/i][/img]
|
||||
>>
|
||||
ERROR_CANNOT_HAVE_WEAPONS: $1 cannot have weapons.
|
||||
|
||||
S_DESTROYER_HULL: Destroyer Hull
|
||||
S_DESTROYER_HULL_DESC: <<
|
||||
A hull optimized to fit many different weapon turrets at the cost of being unable to field a support fleet.
|
||||
|
||||
[img=Plus]Increases health by 500%.[/img]
|
||||
[img=Plus]Increases armor resistance by 50%.[/img]
|
||||
[img=Plus]Decreases mass by 50%.[/img]
|
||||
[img=Plus]More internal space available.[/img]
|
||||
[img=Minus]Cannot have any support command on the flagship.[/img]
|
||||
[img=Minus]Weapon range reduced by 30%.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Destroyer Hulls can only be used on ships of size 300 or greater.[/color][/i][/img]
|
||||
>>
|
||||
ERROR_CANNOT_HAVE_SUPPORT: $1 cannot have support command.
|
||||
|
||||
S_SPINAL_MOUNT_HULL: Spinal Mount Hull
|
||||
S_SPINAL_MOUNT_HULL_DESC: <<
|
||||
A hull built completely around a single massive weapon turret, allowing its weapon to fire in any direction.
|
||||
|
||||
[img=Plus]Weapon turret can fire in any direction.[/img]
|
||||
[img=Plus]Increases the health of weapon hexes by 50%.[/img]
|
||||
[img=Plus]Massively increases the health of the weapon turret hex.[/img]
|
||||
[img=Minus]Only one weapon is allowed.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Spinal Mount Hulls can only be used on ships of size 300 or greater.[/color][/i][/img]
|
||||
>>
|
||||
ERROR_WEAPON_LIMIT: $1 can only have 1 weapon.
|
||||
|
||||
S_SUPERSTRUCTURE_HULL: Superstructure Hull
|
||||
S_SUPERSTRUCTURE_HULL_DESC: <<
|
||||
A hull reinforced with superhard materials derived from asteroid ore in order to more easily construct and maintain the ship.
|
||||
|
||||
[img=Plus]Reduces the ship's build, labor and maintenance costs.[/img]
|
||||
[img=Minus]Adds an Ore cost to building the ship.[/img]
|
||||
>>
|
||||
|
||||
S_SIMULATOR: Simulator
|
||||
S_SIMULATOR_DESC: <<
|
||||
A realistic combat simulator that the ship's crew can train at when not following any other orders.
|
||||
|
||||
[img=Plus]The ship slowly gains veterancy levels while stationed in a friendly system. The larger the simulator, the faster it gains experience.[/img]
|
||||
>>
|
||||
|
||||
S_AICORE: AI Core
|
||||
S_AICORE_DESC: <<
|
||||
Rigging the support ship to be controlled entirely by a smart AI removes the need for crew facilities and access hatches. This makes it easier to mass-produce the ship quickly, but uses more expensive parts.
|
||||
|
||||
[img=Plus]Reduces the [b]Labor[/b] cost of the support ship by 25%.[/img]
|
||||
[img=Minus]Increases the [b]Build[/b] cost of the support ship by 25%.[/img]
|
||||
[img=ActionBarIcons::0;22;#00ff80]Provides [b][color=#00ff80]Control[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Slowly repairs the vessel.[/img]
|
||||
[img=Minus]Ship is destroyed if no control remains.[/img]
|
||||
>>
|
||||
|
||||
S_FLEETCOMPUTER: Fleet Computer
|
||||
S_FLEETCOMPUTER_DESC: <<
|
||||
Acts as a command and control center for the fleet's support coordination, allowing support ships to move independently further away from the flagship.
|
||||
|
||||
[img=Plus]Increases the range at which support ships can raid away from the flagship.[/img]
|
||||
[img=Plus]Increases flagship repair rate.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Only support ships equipped with ammo stores and set to an appropriate behavior will raid.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_SOLARPANEL: Solar Panel
|
||||
S_SOLARPANEL_DESC: <<
|
||||
Solar Panels are a cheap and efficient way to provide power for subsystems, but rely on being near a star to operate.
|
||||
|
||||
[img=ResourceIcon::2;22]Provides [b][color=#42b4bd]Power[/color][/b] to operate other subsystems.[/img]
|
||||
[img=Plus]Increases combat strength when fighting closer to stars with high luminosity.[/img]
|
||||
[img=Minus]Significantly decreases combat strength when fighting in deep space.[/img]
|
||||
[img=Minus]Solar Panels must be placed on the exterior of the ship.[/img]
|
||||
>>
|
||||
|
||||
S_ROCKETPOD: Rocket Pod
|
||||
S_ROCKETPOD_DESC: <<
|
||||
A concealed tube of rockets rapidly extends, launches a volley of short range rockets, and receeds to reload.
|
||||
|
||||
[img=Plus]High [b][color=#ff8080]damage[/color][/b].[/img]
|
||||
[img=Plus]No firing arc limitations.[/img]
|
||||
[img=Plus]Very effective at piercing armor.[/img]
|
||||
[img=Minus]Must reload after several shots.[/img]
|
||||
[img=Minus]High [b][color=#fefc61]supply cost[/color][/b].[/img]
|
||||
>>
|
||||
|
||||
S_PLASMATHROWER: Plasma Thrower
|
||||
S_PLASMATHROWER_DESC: <<
|
||||
Launches concentrated clouds of dense plasma at enemy vessels. The plasma covers the outside of the ship, dealing damage in a wide area.
|
||||
|
||||
[img=Plus]Deals damage over time for a set duration on the side of the ship that was hit.[/img]
|
||||
[img=Minus]Limited firing arc.[/img]
|
||||
[img=Minus]Plasma projectiles may miss.[/img]
|
||||
>>
|
||||
|
||||
S_BROADCAST_ANTENNA: Broadcast Antenna
|
||||
S_BROADCAST_ANTENNA_DESC: <<
|
||||
Equips a ship with an enormous electronic broadcasting antenna that can hack into civilian communication channels to spread propaganda to nearby planets and ships.
|
||||
|
||||
[img=Plus]When stationed in a system, opposing planets gain the [b]Propaganda[/b] status over time.[/img]
|
||||
[img=Plus]If there is [b]Support Capacity[/b] available, periodically converts an opposing support ship in the system to join this fleet instead.[/img]
|
||||
[img=Minus]Requires [b][img=$Influence;22/][color=$Influence]Influence[/color][/b] to be spent when building the ship.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Planets affected by Propaganda produce 1 less point of Pressure on its native resource.[/i][/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Has no effect on planets and ships of empires you are in an active Alliance treaty with.[/color][/i][/img]
|
||||
>>
|
||||
STATUS_PROPAGANDA: Propaganda
|
||||
STATUS_PROPAGANDA_DESC: <<
|
||||
This planet is affected by opposing [b]Propaganda[/b], and is providing 1 less point of Pressure on its native resource.
|
||||
>>
|
||||
|
||||
S_BOOSTERENGINE: Booster Engine
|
||||
S_BOOSTERENGINE_DESC: <<
|
||||
An advanced rocket engine that massively boosts the support ship's acceleration while raiding away from the main fleet.
|
||||
|
||||
[img=Plus]Adds a large amount of thrust when the ship is raiding.[/img]
|
||||
[img=Minus]Does not affect acceleration out of combat.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Support ships have to be equipped with Ammo Stores and set to a raiding behavior in order to perform raiding in combat.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_PULSE_BOLT: Pulse Bolt
|
||||
S_PULSE_BOLT_DESC: <<
|
||||
A modified beam weapon that forgoes any form of beam focusing in exchange for raw energy output.
|
||||
|
||||
[img=Plus]Very high Beam DPS when firing.[/img]
|
||||
[img=Minus]Extremely short range.[/img]
|
||||
[img=Minus]Uses up supplies at a fast rate.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Recommended for use on support ships with Ammo Stores and a Raiding behavior set.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_FLAK_BATTERY: Flak Battery
|
||||
S_FLAK_BATTERY_DESC: <<
|
||||
A short range gun battery that can deal massive damage to raiding enemy support ships close to it.
|
||||
|
||||
[img=Plus]Fires fast, high damage projectiles at nearby enemy supports.[/img]
|
||||
[img=Plus]Has no firing arc limitations.[/img]
|
||||
[img=Minus]Very low range.[/img]
|
||||
[img=Minus]Only marginally benefits from range upgrade research.[/img]
|
||||
>>
|
||||
|
||||
S_DEFLECTOR_ARRAY: Deflector Array
|
||||
S_DEFLECTOR_ARRAY_DESC: <<
|
||||
An array of deflector dishes aimed on a particular side of the ship can counter a limited amount of incoming weapons fire.
|
||||
|
||||
[img=Plus]Fully negates up to a limited amount of damage instances per second.[/img]
|
||||
[img=Minus]Only negates damage coming in from the direction the array is aimed in.[/img]
|
||||
[img=Minus]Uses a lot of [b]Power[/b].[/img]
|
||||
>>
|
||||
|
||||
S_SUBSPACE_SHREDDER: Subspace Shredder
|
||||
S_SUBSPACE_SHREDDER_DESC: <<
|
||||
Amplifies natural subspace microtears to dangerous levels and sends a large amount of energy through the created fault line.
|
||||
|
||||
[img=Plus]Tear deals massive damage to ships it passes through.[/img]
|
||||
[img=Minus]Extremely short range.[/img]
|
||||
[img=Plus]Tear continues to slowly move and damage ships for a time until it dissipates.[/img]
|
||||
[img=MenuIcons::3;20][i][color=#aaa]Recommended for use on support ships with Ammo Stores and a Raiding behavior set.[/color][/i][/img]
|
||||
>>
|
||||
|
||||
S_SLIPSTREAM_GENERATOR: Slipstream Generator
|
||||
S_SLIPSTREAM_GENERATOR_DESC: <<
|
||||
Grants the ability to generate slipstream portals.
|
||||
>>
|
||||
|
||||
S_CARPETBOMB: Carpet Bomb
|
||||
S_CARPETBOMB_DESC: <<
|
||||
A heavy, multiple warhead weapon designed to devastate a planet's surface and population.
|
||||
>>
|
||||
@@ -0,0 +1,586 @@
|
||||
TUTORIAL: Tutorial
|
||||
TUT_PLAYER_EMP: Terran Empire
|
||||
TUT_ENEMY_EMP: Xu'sio
|
||||
TUT_FLAGSHIP_NAME: Superion
|
||||
|
||||
|
||||
TUT_INTRO_TITLE: 3876 CE: The Terran Empire
|
||||
TUT_INTRO_TEXT: <<|
|
||||
[i][/i]"A glorious age dawns in the empire's fourth millennium!
|
||||
|
||||
The discovery and colonization of the New Galaxy is well underway and
|
||||
proceeding smoothly, attracting people from all over the empire to settle
|
||||
on rich frontier worlds and try to improve their lot.
|
||||
|
||||
Or so the newslinks say..."
|
||||
>>
|
||||
TUT_INTRO2_TITLE: 3876 CE: The Terran Empire
|
||||
TUT_INTRO2_TEXT: <<|
|
||||
[i][/i]"In truth, the frontier is a cesspool of outlaws, petty criminals, and
|
||||
lawyers, and the empire is frequently forced to send fleets to maintain
|
||||
order - Fleets sent under the guise of protecting settlements in unclaimed
|
||||
space from the Xu'sio alien menace.
|
||||
|
||||
Of course, this enforced lawfulness only lasts as long as the duration of
|
||||
the fleet's deployment, the colonies quickly reverting to their brutish
|
||||
ways of robbery, murder and class action lawsuits.
|
||||
|
||||
Most EarthFleet commanders had given up on the prospect of reforming the
|
||||
frontier entirely..."
|
||||
>>
|
||||
TUT_INTRO3_TITLE: 3876 CE: The Terran Empire
|
||||
TUT_INTRO3_TEXT: <<|
|
||||
[i][/i]"But not Commodore Hople of the proud 119th fleet.
|
||||
|
||||
No, our commander had wanted change and stability on the frontier, and was
|
||||
prepared to take a radical approach. The Commodore had flown a shuttle down
|
||||
to the planet's largest city to discuss plans and terms with the settlers.
|
||||
|
||||
Commodore Hople had promptly died of dysentery.
|
||||
|
||||
Unfortunately, this left me in charge of the fleet's mission."
|
||||
>>
|
||||
|
||||
TUT_CAM_TITLE: Controlling the Camera
|
||||
TUT_CAM_TEXT: <<|
|
||||
Familiarize yourself with the command console's viewscreen. Commanding your
|
||||
forces might prove difficult if you cannot see them.
|
||||
|
||||
[i]If the tutorial is in the way at any time, you may drag it around by its top bar.[/i]
|
||||
>>
|
||||
TUT_CAM_ACT1_TITLE: Look Around
|
||||
TUT_CAM_ACT1_TEXT: Move the cursor to the [color=#0f0]edge of the screen[/color] or use [color=#0f0]WASD[/color].
|
||||
TUT_CAM_ACT2_TITLE: Zoom In and Out
|
||||
TUT_CAM_ACT2_TEXT: Scroll with the [color=#0f0]mouse wheel[/color] or hold [b]both mouse buttons[/b] and [b]drag[/b].
|
||||
TUT_CAM_ACT3_TITLE: Rotate the View
|
||||
TUT_CAM_ACT3_TEXT: Hold the [color=#0f0]right mouse button[/color] and [color=#0f0]drag[/color].
|
||||
|
||||
TUT_TIME_TITLE: Controlling Time
|
||||
TUT_TIME_TEXT: <<|
|
||||
In the top left corner of the screen while viewing the galaxy, there are time controls.
|
||||
|
||||
You may slow or speed up the game from 1/10 to 10x normal speed.
|
||||
|
||||
You may also pause and resume at any time.
|
||||
>>
|
||||
|
||||
TUT_SCAN_TITLE: Driving them Out
|
||||
TUT_SCAN_TEXT: <<|
|
||||
The flagship's long-range sensors have picked up a Xu'sio FTL gate being
|
||||
flown into the system, protected by a two small defense fleets.
|
||||
|
||||
Destroy the gate and prevent it from deploying more enemy assault fleets!
|
||||
>>
|
||||
TUT_SCAN_ACT1_TITLE: Select your Fleet
|
||||
TUT_SCAN_ACT1_TEXT: [color=#0f0]Left click[/color] the flagship to select the fleet.
|
||||
TUT_SCAN_ACT2_TITLE: Destroy the Enemy Fleet
|
||||
TUT_SCAN_ACT2_TEXT: [color=#0f0]Right click[/color] an enemy fleet and select [color=#0f0#]Attack[/color].
|
||||
TUT_SCAN_ACT3_TITLE: Destroy the Enemy Gate
|
||||
TUT_SCAN_ACT3_TEXT: [color=#0f0]Attack[/color] and destroy all enemy fleets and the enemy FTL Gate.
|
||||
|
||||
TUT_FTL_TITLE: Returning to Base
|
||||
TUT_FTL_TEXT: <<|
|
||||
The colony we're protecting is situated in a neighbouring system, [b]Lihls[/b].
|
||||
It's about time we get over there and boss them around a little.
|
||||
|
||||
We should use our flagship's hyperdrives to FTL there, rather than spending
|
||||
an eternity crossing the void in sublight.
|
||||
>>
|
||||
TUT_FTL2_TITLE: Returning to Base
|
||||
TUT_FTL2_TEXT: <<|
|
||||
Use of all methods of FTL travel is limited by the availability of
|
||||
[color=#00c0ff][img=ResourceIcon::3;20/] FTL Energy[/color]. This energy is
|
||||
harvested through use of special tuning crystals, found on only a few
|
||||
planets in the galaxy, and then superluminally transmitted to the ships
|
||||
authorized to use it.
|
||||
|
||||
The further away you try to jump, the more energy it costs. Try ordering
|
||||
your fleet to use their hyperdrives, draining your stored ftl energy.
|
||||
>>
|
||||
TUT_FTL2_ACT1_TITLE: FTL to Lihls
|
||||
TUT_FTL2_ACT1_TEXT: <<|
|
||||
With your fleet selected, press the '$1' key or click the hyperdrive button
|
||||
in the bottom left to order an ftl jump.
|
||||
>>
|
||||
|
||||
TUT_ARRIVE_TITLE: Captain's Log
|
||||
TUT_ARRIVE_TEXT: <<|
|
||||
"Arriving at the colony, we held a brief funeral ceremony for our commodore
|
||||
- now posthumously promoted to Rear Admiral. The local undertaker had done
|
||||
a good job covering the charred laser wound on his forehead.
|
||||
|
||||
It was decided that the fleet would continue to support the settlement and
|
||||
its expansion into the local area of space until the Terran Empire
|
||||
officially claimed the region."
|
||||
>>
|
||||
|
||||
TUT_RES_TITLE: Resources
|
||||
TUT_RES_TEXT: <<|
|
||||
Most planets in the galaxy contain the natural resources to produce
|
||||
a single particular type of resource in quantities large enough for
|
||||
a sustained export industry.
|
||||
|
||||
Resources range from food and water, to supercarbons and uranium, to FTL
|
||||
crystals. Not every resource can be produced right away, and some resources
|
||||
require a higher [b]level[/b] planet in order to produce.
|
||||
>>
|
||||
|
||||
TUT_LEVEL_TITLE: Expanding and Developing
|
||||
TUT_LEVEL_TEXT: <<|
|
||||
Every settled planet has a [b]level[/b], ranging from level 0 to level 5.
|
||||
Planet levels indicate the amount of infrastructure, population and
|
||||
development a planet possesses, and higher level planets are better in many
|
||||
ways.
|
||||
|
||||
In order to level up a planet, it requires access to more and more
|
||||
resources, imported from different planets. For example, level 1 planets require [b][img=ResourceClassIcons::3;22/] Food and [img=ResourceClassIcons::4;22/] Water[/b].
|
||||
>>
|
||||
TUT_LEVEL2_TITLE: Expanding and Developing
|
||||
TUT_LEVEL2_TEXT: <<|
|
||||
When you export a resource, the original planet no longer has access to
|
||||
that resource for its own use.
|
||||
|
||||
Because planets require resources from other planets to level up, not every
|
||||
planet can be a high-level powerhouse. It is important to carefully choose
|
||||
which planets to send resources to, and which higher level resources to
|
||||
start producing.
|
||||
|
||||
In our case, we want to level up Spacewood to level 2 to gain extra income
|
||||
and population.
|
||||
>>
|
||||
|
||||
TUT_EXPAND_TITLE: Colonizing and Exporting
|
||||
TUT_EXPAND_TEXT: <<|
|
||||
To reach [b]Level 2[/b], Spacewood requires a [b][img=ResourceClassIcons::0;22/] Tier 1 resource[/b]
|
||||
(such as [template=resource_ref;NativeGold/]) and another [b]Food[/b] (such as [template=resource_ref;Grain/]).
|
||||
|
||||
[b]Select[/b] Spacewood and [b]right-click[/b] a planet you wish to colonize, and choose 'Colonize with Spacewood.'
|
||||
You may also [b]right-click[/b] the planet on its own and choose 'Colonize This,' which will automatically choose a planet to colonize with.
|
||||
>>
|
||||
TUT_EXPAND_ACT1_TITLE: Colonize a Food Resource
|
||||
TUT_EXPAND_ACT1_TEXT: <<
|
||||
Colonize a nearby [b][img=ResourceClassIcons::3;22/] Food[/b] planet.
|
||||
>>
|
||||
TUT_EXPAND_ACT2_TITLE: Export the Food to Spacewood
|
||||
TUT_EXPAND_ACT2_TEXT: <<
|
||||
Export the [b][img=ResourceClassIcons::3;22/] Food[/b] resource to spacewood by left clicking and dragging from the Food planet to spacewood.
|
||||
>>
|
||||
TUT_EXPAND_ACT3_TITLE: Colonize a Tier 1 Resource
|
||||
TUT_EXPAND_ACT3_TEXT: <<
|
||||
Colonize a nearby [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b] planet.
|
||||
>>
|
||||
TUT_EXPAND_ACT4_TITLE: Export the Tier 1 Resource to Spacewood
|
||||
TUT_EXPAND_ACT4_TEXT: <<
|
||||
Queue the export of the [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b] resource to spacewood by left clicking and dragging from the source planet to spacewood.
|
||||
>>
|
||||
|
||||
TUT_LEVELREQS_TITLE: Planet Level Requirements
|
||||
TUT_LEVELREQS_TEXT: <<|
|
||||
Next, we'll need to upgrade two planets. Each planet level has a growing need for more resoures of different tiers. Every planet requires a source of [b][img=ResourceClassIcons::4;22/] Water[/b], and each level requires an additional [b][img=ResourceClassIcons::3;22/] Food[/b]. On top of these, higher levels have need of a number of [b][img=ResourceClassIcons::0;22/] Tier 1[/b] and [b][img=ResourceClassIcons::1;22/] Tier 2[/b] resources.
|
||||
|
||||
At any time, you can check what types of resources a planet will need to upgrade by [b]selecting[/b] the planet and looking in the bottom left, or by [b]double-clicking[/b] a planet and checking the bottom left panel.
|
||||
>>
|
||||
|
||||
TUT_IMPORT1_TITLE: Upgrading Planets
|
||||
TUT_IMPORT1_TEXT: <<|
|
||||
Your new planet must reach [b]Level 1[/b] to produce and export its [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b]. To reach level 1 and use its resource, we must import a [b][img=ResourceClassIcons::3;22/] Food[/b] and a [b][img=ResourceClassIcons::4;22/] Water[/b] resource from other planets.
|
||||
|
||||
Resources can be exported anywhere within your [b][color=#8888ff]Empire[/color][/b] border. Your [b][color=#999999]Trade[/color][/b] border shows systems that will become tradeable once colonized. [b][img=ResourceClassIcons::4;22/]Water[/b] is available nearby in [b]Odatak[/b].
|
||||
>>
|
||||
TUT_IMPORT1_ACT1_TITLE: Level up the Tier 1 resource planet
|
||||
TUT_IMPORT1_ACT1_TEXT: <<|
|
||||
Colonize a source of [b][img=ResourceClassIcons::3;22/] Food[/b] and [b][img=ResourceClassIcons::4;22/] Water[/b],
|
||||
and export them to the tier 1 resource planet.
|
||||
>>
|
||||
|
||||
TUT_IMPORT2_TITLE: Colonizing and Exporting
|
||||
TUT_IMPORT2_TEXT: <<|
|
||||
Now that you've provided the resources for your planet to start becoming [b]Level 1[/b], its population will start growing. When the population level reaches the amount required for the level up, it will start producing its resource and export it to Spacewood per your earlier queued order.
|
||||
|
||||
To reach Level 1, your planet needs to grow to [b][img=$Population;22/] 2 population[/b].
|
||||
>>
|
||||
TUT_IMPORT2_ACT1_TITLE: Level Spacewood to level 2
|
||||
TUT_IMPORT2_ACT1_TEXT: <<|
|
||||
Finish leveling up Spacewood to [b]Level 2[/b] by waiting for the population on your Tier 1 resource planet to grow.
|
||||
>>
|
||||
|
||||
TUT_EXPAND_SUCC_TITLE: Success!
|
||||
TUT_EXPAND_SUCC_TEXT: <<|
|
||||
Congratulations! You provided Spacewood with the resources needed for it to
|
||||
become a Level 2 world.
|
||||
|
||||
When you select a planet, you can see its current level and the required
|
||||
imports to level it up on the information panel in the bottom left.
|
||||
|
||||
Many resources have particular [b]special effects[/b], separate to their contribution to planet levels. Be sure to read their short descriptions in the bottom left information panel, or hover over it to show a more detailed description.
|
||||
|
||||
Decide carefully which planets and resources to invest in leveling up to gain their benefits!
|
||||
>>
|
||||
|
||||
TUT_BUDGET_TITLE: Budget Cycles
|
||||
TUT_BUDGET_TEXT: <<|
|
||||
Building, purchasing and maintaining things costs
|
||||
[b][color=#d1cb6a][img=ResourceIcon::0;20/] Money[/color][/b].
|
||||
|
||||
Money, like most resources, is produced by your civilian population and
|
||||
infrastructure. The higher a planet's population, the more money it makes.
|
||||
>>
|
||||
TUT_BUDGET2_TITLE: Budget Cycles
|
||||
TUT_BUDGET2_TEXT: <<|
|
||||
Your income is budgeted along 3-minute [b]Budget Cycles[/b]. Every cycle,
|
||||
your budget is re-calculated and you will gain use of any money you netted,
|
||||
to spend over the next 3 minutes.
|
||||
|
||||
Any money not spent at the end of a budget cycle will instead be spent on
|
||||
one of the welfare options you can choose in the resource bar.
|
||||
|
||||
It is not possible to save money from one budget cycle to the next, but
|
||||
borrowing money as an advance from an upcoming cycle is possible, at
|
||||
a hefty markup.
|
||||
>>
|
||||
|
||||
TUT_BUILD_TITLE: Building a Scout
|
||||
TUT_BUILD_TEXT: <<|
|
||||
We should build a scout to check out what's going on in Xaste, another
|
||||
system neighbouring Spacewood. The enemy may be trying to sneak in another
|
||||
FTL gate.
|
||||
>>
|
||||
TUT_BUILD_ACT1_TITLE: Manage the Planet
|
||||
TUT_BUILD_ACT1_TEXT: <<|
|
||||
Open the planet management screen on Spacewood by [b]double-clicking[/b]
|
||||
it, or clicking the 'Manage Planet' button in the bottom left.
|
||||
>>
|
||||
TUT_BUILD_ACT2_TITLE: Construct a Scout
|
||||
TUT_BUILD_ACT2_TEXT: <<|
|
||||
Click the "Scout (16)" ship design from the ship construction list on the
|
||||
right to start construction.
|
||||
>>
|
||||
|
||||
TUT_BUILD2_TITLE: Reinforcing a Fleet
|
||||
TUT_BUILD2_TEXT: <<|
|
||||
Note how the Scout design indicated it would cost [img=ResourceIcon::0;20/]
|
||||
§39k / §36k. The first number indicates its [b]Build Cost[/b] is §39k,
|
||||
which you will need to spend immediately from your available budget. The
|
||||
second number is its [b]Maintenance Cost[/b], the §36k will be subtracted
|
||||
as a maintenance cost from each subsequent budget.
|
||||
|
||||
While we wait for our Scout to finish constructing, lets order some
|
||||
additional [b]Support Ships[/b] for our original Battleship's fleet.
|
||||
>>
|
||||
TUT_BUILD2_ACT1_TITLE: Exit Planet Management
|
||||
TUT_BUILD2_ACT1_TEXT: Close the planet management screen by [b]right-clicking[/b].
|
||||
TUT_BUILD2_ACT2_TITLE: Manage your Battleship Fleet
|
||||
TUT_BUILD2_ACT2_TEXT: Open the fleet management panel on your Battleship by [b]double-clicking[/b] it.
|
||||
TUT_BUILD2_ACT3_TITLE: Order Beamships
|
||||
TUT_BUILD2_ACT3_TEXT: Click [b]'Add Support Group'[/b] and order 10 Additional [b]Beamships[/b] to be added to the Battleship's fleet.
|
||||
TUT_BUILD2_ACT4_TITLE: Finish Scout Construction
|
||||
TUT_BUILD2_ACT4_TEXT: Wait for Spacewood to finish constructing a Scout. Support ships can be constructed at the same time as larger projects.
|
||||
|
||||
TUT_SCOUT_TITLE: Scouting Xaste
|
||||
TUT_SCOUT_TEXT: <<|
|
||||
Great! The fleet will automatically order its queued support groups from
|
||||
any nearby planets with labor generation. Different flagships can support
|
||||
differing amounts of supports, as indicated by the [b]"Support Capacity"[/b]
|
||||
indicator above the supports list.
|
||||
|
||||
While our fleet is being reinforced, we'll want to send our scout to take
|
||||
a peek at the enemy.
|
||||
>>
|
||||
TUT_SCOUT_ACT1_TITLE: Scout Xaste
|
||||
TUT_SCOUT_ACT1_TEXT: <<|
|
||||
Send your newly constructed scout to the Xaste system. Use its hyperdrive
|
||||
if you want to.
|
||||
>>
|
||||
|
||||
TUT_CONQ_TITLE: Conquering Xaste
|
||||
TUT_CONQ_TEXT: <<|
|
||||
Our scout has detected an enemy colony in the Xaste system, occupying
|
||||
a Phasite planet. Phasite is a level 0 resource that gives Research.
|
||||
|
||||
Since there don't seem to be any major defense fleets around, we should
|
||||
send in our fleet to take the planet by force: Kill the planet's own
|
||||
defense ships, then lay siege to it with your fleet to reduce its loyalty.
|
||||
When its loyalty is completely drained, the planet will be yours!
|
||||
>>
|
||||
TUT_CONQ_ACT1_TITLE: Jump Battleship into Xaste
|
||||
TUT_CONQ_ACT1_TEXT: Jump your Battleship fleet into the Xaste system using its hyperdrives.
|
||||
TUT_CONQ_ACT2_TITLE: Eliminate Defenses
|
||||
TUT_CONQ_ACT2_TEXT: Move your fleet to Xaste IV and eliminate the defense ships in orbit.
|
||||
TUT_CONQ_ACT3_TITLE: Capture Planet
|
||||
TUT_CONQ_ACT3_TEXT: Select your fleet, then [b]right-click[/b] Xaste IV and select the "Capture" option. Wait for your fleet to finish capturing the planet.
|
||||
|
||||
TUT_CAPT_TITLE: Victory!
|
||||
TUT_CAPT_TEXT: <<|
|
||||
The enemy planet has succumbed to your fleet's siege! The colony is now yours to command.
|
||||
|
||||
In order to use the Phasite it is producing and start generating research, export it to Spacewood.
|
||||
>>
|
||||
TUT_CAPT_ACT1_TITLE: Export Phasite
|
||||
TUT_CAPT_ACT1_TEXT: Export Xaste IV's Phasite to Spacewood.
|
||||
|
||||
TUT_PRES_TITLE: Resources and Pressures
|
||||
TUT_PRES_TEXT: <<|
|
||||
In addition to planets requiring particular types of resources to level up,
|
||||
resources can provide their consuming planet with [b]Pressure[/b].
|
||||
|
||||
Civilian population on the planet will automatically develop [b]Civilian
|
||||
Buildings[/b] on the planet's surface to produce the type of pressure being
|
||||
imported (one of Money, Influence, Energy, Research, Defense, or Labor).
|
||||
|
||||
Planets can only support a limited amount of pressure, dependent on their
|
||||
total population. Importing more pressure than a planets capacity will
|
||||
result in lost production efficiency.
|
||||
>>
|
||||
|
||||
TUT_BLD_TITLE: Imperial Buildings
|
||||
TUT_BLD_TEXT: <<|
|
||||
Although most of your production will be from civilian infrastructure, it
|
||||
is possible to spend parts of your budget on constructing [b]Imperial
|
||||
Buildings[/b] on planet surfaces.
|
||||
|
||||
These buildings generally cost a lot of money to build and maintain, but
|
||||
can give benefits that you would not otherwise be able to get.
|
||||
>>
|
||||
TUT_BLD_ACT1_TITLE: Manage Spacewood
|
||||
TUT_BLD_ACT1_TEXT: [b]Double-click[/b] Spacewood in order to open its planet management screen.
|
||||
TUT_BLD_ACT2_TITLE: Open Buildings List
|
||||
TUT_BLD_ACT2_TEXT: Open the imperial buildings list by clicking the [b]Buildings[/b] button on the right.
|
||||
TUT_BLD_ACT3_TITLE: Construct a Research Complex
|
||||
TUT_BLD_ACT3_TEXT: Speed up your research by selecting [b]Research Complex[/b] and placing it on the surface on the left.
|
||||
|
||||
TUT_RSC_TITLE: Researching Fields
|
||||
TUT_RSC_TEXT: <<|
|
||||
Resources that give [color=#8c4ec9][img=ResourceIcon::4;20/][b] Research Pressure[/b][/color] will produce research points over time.
|
||||
|
||||
Research points are used to unlock technologies on the research grid, which have various effects and improvements.
|
||||
|
||||
You can only research technologies adjacent to ones you already have. Technologies available for researching are indicated with a bright border.
|
||||
>>
|
||||
TUT_RSC_ACT1_TITLE: View Research
|
||||
TUT_RSC_ACT1_TEXT: Switch to the [b]Research Tab[/b] in the tab bar.
|
||||
TUT_RSC_ACT2_TITLE: Research Armoring
|
||||
TUT_RSC_ACT2_TEXT: Research the 'Armoring' technology accessible from your Science starting point.
|
||||
TUT_RSC_ACT3_TITLE: Research Bulkheads
|
||||
TUT_RSC_ACT3_TEXT: Research the 'Bulkhead' technology that is now accessible.
|
||||
|
||||
TUT_DSG_TITLE: Ship Designs
|
||||
TUT_DSG_TEXT: <<|
|
||||
Every ship you build, flagship or support ship, is based on a design. In
|
||||
order to build ships equipped with our recently unlocked Bulkhead,
|
||||
we need to change one of our designs to use it.
|
||||
>>
|
||||
TUT_DSG_ACT1_TITLE: Open Heavy Carrier
|
||||
TUT_DSG_ACT1_TEXT: From the designs tab, [b]click[/b] the Heavy Carrier design in order to edit it.
|
||||
TUT_DSG2_TITLE: Subsystems
|
||||
TUT_DSG2_TEXT: <<|
|
||||
Every ship design consists of [b]subsystems[/b]. Subsystems can consist of
|
||||
any number of hexes, and can be painted in any shape on the design. The
|
||||
larger the size of a subsystem, the better it is relative to the other
|
||||
subsystems on the design.
|
||||
|
||||
Some subsystems have 'core' hexes: gun turrets, engine exhausts, etc.
|
||||
|
||||
If a core hex is destroyed in combat, the entire subsystem shuts off until it is repaired.
|
||||
>>
|
||||
TUT_DSG3_TITLE: Adding Armor
|
||||
TUT_DSG3_TEXT: <<|
|
||||
Let's make the Heavy Carrier a bit more heavily armored by adding some
|
||||
plate armor hexes to protect its core hexes.
|
||||
|
||||
Select [b]Plate Armor[/b] from the subsystem list on the left by first clicking the "Defense" category, and then clicking the "Plate Armor" subsystem.
|
||||
>>
|
||||
TUT_DSG3_ACT1_TITLE: Add Plate Armor
|
||||
TUT_DSG3_ACT1_TEXT: Place at least [b]3 additional[/b] plate armor hexes by [b]left clicking[/b] on the design. You can remove any unwanted hexes by [b]right clicking[/b] them.
|
||||
TUT_DSG4_TITLE: Modifiers
|
||||
TUT_DSG4_TEXT: <<|
|
||||
In addition to adding subsytems, it is also possible to add [b]Subsystem Modifiers[/b] inside particular subsystems. These are things like bulkheads and targeting sensors, and can improve or alter the statistics of a subsystem.
|
||||
|
||||
Be wary though, adding multiple modifiers to a subsystem can make it extremely expensive to build.
|
||||
>>
|
||||
TUT_DSG4_ACT1_TITLE: Add a Bulkhead
|
||||
TUT_DSG4_ACT1_TEXT: Add a bulkhead to at least one of the guns to increase its health.
|
||||
TUT_DSG4_ACT2_TITLE: Save the Design
|
||||
TUT_DSG4_ACT2_TEXT: Click the [b]Save[/b] button in the top right to save your changes to the "Heavy Carrier" design.
|
||||
|
||||
TUT_FLT_TITLE: Constructing a New Fleet
|
||||
TUT_FLT_TEXT: <<|
|
||||
We can deploy our newly modified flagship design by constructing a fleet
|
||||
from Spacewood. We'll want to give it some support ships to increase the
|
||||
fleet's firepower.
|
||||
>>
|
||||
TUT_FLT_ACT1_TITLE: Manage Spacewood
|
||||
TUT_FLT_ACT1_TEXT: Return to the Galaxy Tab and [b]double-click[/b] Spacewood in order to open its planet management screen.
|
||||
TUT_FLT_ACT2_TITLE: Build Heavy Carrier
|
||||
TUT_FLT_ACT2_TEXT: Click "Heavy Carrier" from the ships list on the right.
|
||||
TUT_FLT_ACT3_TITLE: Build Beamships
|
||||
TUT_FLT_ACT3_TEXT: Click the Heavy Carrier in the construction queue to highlight it, then click the [b]Beamship[/b] design to add 10 Beamships to the fleet.
|
||||
TUT_FLT_ACT4_TITLE: Build more Supports
|
||||
TUT_FLT_ACT4_TEXT: Add some more different types of support ships to the fleet under construction.
|
||||
TUT_FLT_ACT5_TITLE: Finish Construction
|
||||
TUT_FLT_ACT5_TEXT: Notice that support ships are constructed in parallel to the flagship while the fleet finishes constructing.
|
||||
|
||||
TUT_ENG_TITLE: Energy and Artifacts
|
||||
TUT_ENG_TEXT: <<|
|
||||
Particular resources in your empire will produce [b]Energy[/b]. This
|
||||
represents massive quantities of stored energy that you can transmit and
|
||||
use to activate ancient remnant devices, scattered across the galaxy.
|
||||
|
||||
We detected a [b]Power Cell[/b] in the Xaste system, which we can equip to
|
||||
upgrade our new fleet by spending energy.
|
||||
>>
|
||||
TUT_ENG_ACT1_TITLE: Activate Artifact
|
||||
TUT_ENG_ACT1_TEXT: Select the Power Cell and click the equip button on the bottom left, or select the artifact from the quickbar in the top right.
|
||||
TUT_ENG_ACT2_TITLE: Equip to Fleet
|
||||
TUT_ENG_ACT2_TEXT: Click your newly constructed fleet to spend 500 Energy and equip the Power Cell. This increases its combat strength.
|
||||
|
||||
TUT_INF_TITLE: Diplomatic Actions
|
||||
TUT_INF_TEXT: <<|
|
||||
You can conduct diplomacy by spending [b]Influence[/b] points, generated on
|
||||
your planets by particular resources found throughout the galaxy. These
|
||||
points are used to purchase and activate [b]Diplomatic Actions[/b].
|
||||
>>
|
||||
TUT_INF2_TITLE: The Influence Stack
|
||||
TUT_INF2_TEXT: <<|
|
||||
All empires purchase their [b]Diplomatic Actions[/b] from a shared list on
|
||||
the diplomacy tab, called the [b]"Influence Stack"[/b]. At regular
|
||||
intervals, new cards are added to the right side of the stack, and cards
|
||||
will drop off and disappear from the left side.
|
||||
|
||||
Diplomatic actions become cheaper to purchase the longer they spend in the
|
||||
influence stack, but be careful of waiting too long to buy attractive cards
|
||||
- other empires may snatch them up first!
|
||||
>>
|
||||
TUT_INF3_TITLE: Purchasing an Action
|
||||
TUT_INF3_TEXT: <<|
|
||||
We want to see what our enemy, the Xu'sio is up to in this region.
|
||||
Fortunately, there is a [b]Spy[/b] card on the influence stack right now,
|
||||
which we can use to gain vision over their activities.
|
||||
>>
|
||||
TUT_INF3_ACT1_TITLE: Purchase Spy
|
||||
TUT_INF3_ACT1_TEXT: From the diplomacy tab, click the "Spy (Xu'sio)" action in the influence stack, then click the [b]Purchase[/b] button.
|
||||
TUT_INF3_ACT2_TITLE: Activate Spy
|
||||
TUT_INF3_ACT2_TEXT: Click the "Spy (Xu'sio)" action in your list of available actions, then click the [b]Activate[/b] button.
|
||||
TUT_INF4_TITLE: Spying
|
||||
TUT_INF4_TEXT: <<|
|
||||
Notice how the "Spy" effect was added to the list of currently active
|
||||
influence effects. Long-term diplomatic effects usually require an
|
||||
[b]Influence Upkeep[/b].
|
||||
|
||||
In this case, your "Spy" effect is reducing your influence point generation
|
||||
by 20% until it expires or is dismissed.
|
||||
>>
|
||||
|
||||
TUT_SPY_TITLE: Enemy System Spotted!
|
||||
TUT_SPY_TEXT: <<|
|
||||
Our spying has spotted an enemy system nearby, we should take a look at it
|
||||
on our galaxy screen.
|
||||
>>
|
||||
TUT_SPY_ACT1_TITLE: View Yingmow
|
||||
TUT_SPY_ACT1_TEXT: Find the system our Spy action revealed on the map.
|
||||
|
||||
TUT_ANNEX_TITLE: Annex Yingmow
|
||||
TUT_ANNEX_TEXT: <<|
|
||||
The Terran Empire is a great empire, and has tremendous influence in the
|
||||
galactic senate. This is good for us, as we can expend this influence to
|
||||
[b]Annex[/b] the Yingmow system diplomatically.
|
||||
>>
|
||||
TUT_ANNEX_ACT1_TITLE: Activate Annex System
|
||||
TUT_ANNEX_ACT1_TEXT: Activate the [b]Annex System[/b] card you have, then select the Yingmow system by clicking its star.
|
||||
|
||||
TUT_VOTE_TITLE: Influence Votes
|
||||
TUT_VOTE_TEXT: <<|
|
||||
Certain diplomatic actions require you to pass [b]Votes[/b] in the galactic
|
||||
senate in order for them to take effect. Annexing a system is one of these votes.
|
||||
|
||||
All votes have a current [b]Support Level[/b], indicating the sum of all
|
||||
their support reduced by their opposition. Most of the time, a vote will
|
||||
start at +1 support.
|
||||
|
||||
Empires can pay influence to play [b]Support Cards[/b] into a vote,
|
||||
increasing or reducing the support level or adding various special effects.
|
||||
>>
|
||||
TUT_VOTE2_TITLE: Passing a Vote
|
||||
TUT_VOTE2_TEXT: <<|
|
||||
While an influence vote, or "Proposition", has a positive support level,
|
||||
its green bar will fill up and a remaining time to [b]Pass[/b] the proposition is shown.
|
||||
|
||||
When the support level is negative, any progress on the green bar is first
|
||||
removed, then the red bar fills up. When the remaining time to fail hits
|
||||
0 seconds, the vote will be [b]Rejected[/b].
|
||||
|
||||
Influence votes are a diplomatic tug-of-war that any empire in the galactic
|
||||
senate can influence the result of.
|
||||
>>
|
||||
TUT_VOTE3_TITLE: Supporting a Vote
|
||||
TUT_VOTE3_TEXT: <<|
|
||||
The Xu'sio have used one of their "Rhetoric" actions to gather opposition
|
||||
to your annex vote in the Senate. Quick, use one of your own actions to get
|
||||
the [b]Support Level[/b] back in the green before the vote's red failure
|
||||
bar fills up and the vote is rejected.
|
||||
>>
|
||||
TUT_VOTE3_ACT1_TITLE: Use "Negotiate"
|
||||
TUT_VOTE3_ACT1_TEXT: Click one of your [b]Negotiate[/b] cards and press the [b]Play in Support[/b] button to influence the vote.
|
||||
TUT_VOTE3_ACT2_TITLE: Win the Vote
|
||||
TUT_VOTE3_ACT2_TEXT: Respond to enemy support cards by playing your own negotiates and win the vote by filling up the support bar.
|
||||
|
||||
TUT_ANNEX2_TITLE: Annexation Complete!
|
||||
TUT_ANNEX2_TEXT: <<|
|
||||
By convincing the Galactic Senate that the Yingmow system belongs to you,
|
||||
you've successfully [b]Annexed[/b] it. The colonized planets in the system
|
||||
are now yours!
|
||||
|
||||
Unfortunately, sources within the Terran Empire have informed us of a large
|
||||
Xu'sio military movement towards the Yingmow system, so we should prepare
|
||||
our defenses to repel them.
|
||||
>>
|
||||
|
||||
TUT_DEFCORE_TITLE: Build Defense Station
|
||||
TUT_DEFCORE_TEXT: <<|
|
||||
We should construct a defense orbital in the Yingmow system as our first line of defense.
|
||||
>>
|
||||
TUT_DEFCORE_ACT1_TITLE: Manage Spacewood
|
||||
TUT_DEFCORE_ACT1_TEXT: [b]Double-click[/b] Spacewood in order to open its planet management screen.
|
||||
TUT_DEFCORE_ACT2_TITLE: Open Orbitals List
|
||||
TUT_DEFCORE_ACT2_TEXT: Open the orbitals list by clicking the [b]Orbitals[/b] button on the right.
|
||||
TUT_DEFCORE_ACT3_TITLE: Construct a Defense Platform
|
||||
TUT_DEFCORE_ACT3_TEXT: Click "Defense Platform" in the orbitals list.
|
||||
TUT_DEFCORE_ACT4_TITLE: Place Orbital
|
||||
TUT_DEFCORE_ACT4_TEXT: Place the orbital by clicking on any location in the Yingmow system.
|
||||
|
||||
TUT_DEFPROJ_TITLE: Defense Generation
|
||||
TUT_DEFPROJ_TEXT: <<|
|
||||
The Spacewood locals have informed us that they've set up a means of
|
||||
creating defense ships to protect themselves.
|
||||
|
||||
[b][color=#af7926][img=ResourceIcon::5;20/] Defense[/color][/b] can be used to produce free support ships over time, all around your empire.
|
||||
|
||||
To determine which systems or planets receive defense ships, you need to mark them to use defense.
|
||||
>>
|
||||
TUT_DEFPROJ_ACT1_TITLE: Build Defense for Yingmow
|
||||
TUT_DEFPROJ_ACT1_TEXT: [b]Right-click[/b] the Yingmow Star, then select "Start using defense for Yingmow".
|
||||
TUT_DEFPROJ_ACT2_TITLE: Move Heavy Carrier
|
||||
TUT_DEFPROJ_ACT2_TEXT: While we wait for our defense orbital and ships to finish construction, move your Heavy Carrier fleet to Yingmow.
|
||||
|
||||
TUT_DEF_TITLE: Hold the Line!
|
||||
TUT_DEF_TEXT: <<|
|
||||
When you're ready to defend against the invading Xu'sio savages, press the "FIGHT!" button.
|
||||
>>
|
||||
ENTER_COMBAT: FIGHT!
|
||||
TUT_DEF2_TITLE: War!
|
||||
TUT_DEF2_TEXT: The enemy fleets have invaded our newly conquered system. We must repel them at all cost!
|
||||
TUT_DEF2_ACT1_TITLE: Defend the Yingmow System
|
||||
TUT_DEF2_ACT1_TEXT: Defeat all invading fleets.
|
||||
|
||||
TUT_FINAL_TITLE: Congratulations!
|
||||
TUT_FINAL_TEXT: <<|
|
||||
You've managed to drive the enemy out of this sector of space, and expanded
|
||||
your own foothold into it at the same time, well done!
|
||||
|
||||
[i]This is the end of the tutorial, feel free to continue experimenting
|
||||
with your empire before starting a real game against AI or Human
|
||||
Opponents.[/i]
|
||||
|
||||
You can check the in-game [b]Wiki[/b] for more information on the game and
|
||||
its mechanics, or feel free to join the in-game official Star Ruler [b]IRC
|
||||
Channel[/b] to talk to fellow players or bug one of the resident SR Developers!
|
||||
>>
|
||||
@@ -0,0 +1,182 @@
|
||||
BLUEPRINTS: Blueprints
|
||||
OPTIONS: Options
|
||||
TAB: Tab
|
||||
RESEARCH_OVERVIEW: Research Overview
|
||||
DESIGN_OVERVIEW: Design Overview
|
||||
GALAXY_CAMERA: Galaxy Camera
|
||||
GALAXY: Galaxy
|
||||
STATS_TAB: Stats
|
||||
SYSTEM_TAB: Systems
|
||||
PLANETS_TAB: Planets
|
||||
PLANETS_MODE_NORMAL: Normal
|
||||
PLANETS_MODE_MONEY: Income
|
||||
PLANETS_MODE_PRODUCTION: Production
|
||||
PLANETS_MODE_REQS: Requirements
|
||||
PLANETS_MODE_TILES: Surface Tiles
|
||||
PLANETS_MODE_PRESSURE: Pressure
|
||||
NOTICE: Notice
|
||||
|
||||
EMPIRE_ENERGY: "Energy: "
|
||||
EMPIRE_SOLARGENS: "Solar Generators: "
|
||||
EMPIRE_SUPPLY: $1/$2
|
||||
EMPIRE_SUPPLY_OUTPUT:$1%
|
||||
|
||||
PLANET_INFO: $1 ($2B / $3B)
|
||||
PLANET_POPULATION: $1 Billion Colonists
|
||||
|
||||
ANOMALY_FIELD: Anomaly
|
||||
SCAN_ANOMALY: Scan Anomaly
|
||||
INVESTIGATE_ANOMALY: Investigate Anomaly
|
||||
|
||||
BACK_TO_OVERVIEW: Back to Overview
|
||||
|
||||
CONCEPT: Concept
|
||||
CONSTRUCTION: Construction
|
||||
MISSION_GOALS: Mission Goals
|
||||
REVIEW: Review
|
||||
|
||||
BUILT_NOTIFICATION: $1 has been built.
|
||||
BUILT_AT_NOTIFICATION: $1 has been built at $2.
|
||||
BUILT_ON_NOTIFICATION: $1 has been built on $2.
|
||||
|
||||
QUEUE_SIZE: $1 more in queue.
|
||||
BUILDING_THING: Building $1 ($2%)
|
||||
BUILDING_NOTHING: Nothing being built
|
||||
|
||||
DESIGN_SIZE: Size $1
|
||||
CREATE_DESIGN: Create Design
|
||||
CREATE_DESIGN_CLASS: Create Class
|
||||
IMPORT_DESIGNS: Import Designs
|
||||
SEARCH_DESIGNS: Search Designs...
|
||||
DESIGN_CLASS_NAME: Design Class Name:
|
||||
|
||||
DESIGN_NAME_INPUT: Name:
|
||||
DESIGN_CLASS_INPUT: Class:
|
||||
DESIGN_SIZE_INPUT: Size:
|
||||
DESIGN_HULL_INPUT: Hull:
|
||||
MINSIZE_SUPPORT: Size $1+, Support
|
||||
MINSIZE_FLAGSHIP: Size $1+, Flagship
|
||||
MINSIZE_STATION: Size $1+, Station
|
||||
DESIGN_FLAGSHIP: Flagship
|
||||
DESIGN_SUPPORT: Support Ship
|
||||
DESIGN_STATION: Station
|
||||
DESIGN_SATELLITE: Support Satellite
|
||||
|
||||
DESIGN_SHOW_ARCS: Toggle whether to show weapon turret [b]Firing Arcs[/b] at all times.
|
||||
DESIGN_SHOW_HULL: Toggle whether to show the hull model your design is approximated to under the blueprint.
|
||||
DESIGN_CENTER: Center the design on the grid.
|
||||
DESIGN_RANDOMIZE: Generate a completely random design for this ship type.
|
||||
DESIGN_RANDOMIZE_CONFIGURE: Configure parameters for random ship generation.
|
||||
DESIGN_CONFIGURE: Configure Randomizer
|
||||
DESIGN_UNDO: Undo last change. ($1)
|
||||
DESIGN_REDO: Redo last undone change. ($1)
|
||||
DESIGN_PAINT_TOOL: <<
|
||||
[b]Paint Tool ($1)[/b]
|
||||
[color=#0f0]Hold left click to paint hexes to the selected subsystem type.[/color]
|
||||
[color=#f00]Hold right click to remove subsystems from hexes.[/color]
|
||||
Modifiers, cores and turrets can be moved by left click dragging.
|
||||
|
||||
[i]Hold control while left clicking to create a new core instead of adding to an existing subsystem. [/i]
|
||||
|
||||
[i]Hold alt or middle click to quick-eyedrop.[/i]
|
||||
>>
|
||||
DESIGN_MOVE_TOOL: <<
|
||||
[b]Move Tool ($1)[/b]
|
||||
Move the currently selected hex.
|
||||
|
||||
[i]Hold shift to move the entire subsystem.[/i]
|
||||
|
||||
[i]Hold control to duplicate the dragged subsystem.[/i]
|
||||
>>
|
||||
DESIGN_DROP_TOOL: <<
|
||||
[b]Eyedropper Tool ($1)[/b]
|
||||
Left click to select the subsystem type of the clicked hex.
|
||||
>>
|
||||
DESIGN_REPLACE_TOOL: <<
|
||||
[b]Replace Tool ($1)[/b]
|
||||
Click a subsystem to replace it entirely with a subsystem of the selected type.
|
||||
>>
|
||||
DESIGN_CLEAR: Clear the contents of the design. Can be undone.
|
||||
|
||||
DESIGN_RND_WEAPONCOUNT: Weapon Count
|
||||
DESIGN_RND_ENGINESIZE: Engine Size
|
||||
DESIGN_RND_HYPERSIZE: Hyperdrive Size
|
||||
DESIGN_RND_SUPPLIES: Generate supply storage.
|
||||
DESIGN_RND_SUPPORT: Generate support command.
|
||||
|
||||
GRAPHICS_EDITOR: Graphics Editor
|
||||
MODULES: Modules
|
||||
|
||||
WEAPONS: Weapons
|
||||
DEFENSES: Defenses
|
||||
|
||||
SAVE_GAME_DATA: Save to Game Data
|
||||
SAVE_GAME_DATA_CONFIRM: Are you sure you wish to overwrite the game data?
|
||||
RESET_GAME_DATA: Reset to Game Data
|
||||
RESET_GAME_DATA_CONFIRM: Are you sure you wish to reset to game data?
|
||||
MUTATION_CHANCE: Mutation Chance:
|
||||
NAME_COUNT: $1 names
|
||||
|
||||
CONFIRM_OVERWRITE: Are you sure you wish to overwrite '$1'?
|
||||
CONFIRM_DELETE_FILES: Are you sure you wish to delete all the following files/directories and any files they may contain?
|
||||
FILENAME_LABEL: Filename:
|
||||
NEW_DIRECTORY: New Directory
|
||||
CREATE_DIRECTORY: Create Directory
|
||||
DIRECTORY_LABEL: Directory:
|
||||
|
||||
PLAY_EMPIRE_TITLE: Select Empire
|
||||
SPECTATE: Spectate
|
||||
PLAY_EMPIRE: Play Empire
|
||||
|
||||
FREE_RESOURCES: Unused Resources
|
||||
DISABLED_RESOURCES: Disabled Resources
|
||||
NO_POP_RESOURCES: Insufficient Population to Produce
|
||||
DECAYING_PLANETS: Decaying Planets
|
||||
LABOR_PLANETS: Planets/Orbitals with Labor
|
||||
COLONIZING_PLANETS: Partially Colonized
|
||||
INFLUENCE_STACK: Influence Peddling
|
||||
WONDER_PLANETS: Owned Wonders
|
||||
UNDER_SIEGE_PLANETS: Planets under Siege
|
||||
DEFENSE_TARGETS: Locations Using Defense
|
||||
ALL_FLEETS: Military Flagships
|
||||
CIVILIAN_FLEETS: Civilian Flagships
|
||||
MOTHERSHIPS: Motherships
|
||||
DEFENSE_STATIONS: Defense Stations
|
||||
COMBAT_FLEETS: Fleets in Combat
|
||||
FLEETS_LOW_SUPPLY: Fleets on Low Supply
|
||||
AVAIL_ARTIFACTS: Available Artifacts
|
||||
COLONIZE_SAFE_PLANETS: Sufficient Population to Colonize
|
||||
AUTO_IMPORTS: Pending Auto-Imports
|
||||
TT_AUTO_IMPORTS: Planets are currently waiting for [img=$3;20/] [b]$1 $2 resource(s)[/b] to become available for auto-importing.
|
||||
OVERPRESSURE_PLANETS: Planets Over Pressure Capacity
|
||||
|
||||
ASTEROID_UNOWNED: <<
|
||||
Select a planet with labor and right click this asteroid to construct a [b][color=#8c4ec9]Mining Base[/color][/b] to access one of the resources.
|
||||
>>
|
||||
ASTEROID_OWNED: <<
|
||||
This asteroid has a mining base. If the empire mining it loses trade access, the mining base is removed.
|
||||
>>
|
||||
ASTEROID_MINING: <<
|
||||
This asteroid contains special minerals that need to be mined by a [color=#91692c][b]Miner ship[/b][/color], then brought to a planet for use.
|
||||
>>
|
||||
MOVE_TO_OBJ: Move to $1
|
||||
|
||||
GO_RESOURCE: $1
|
||||
GO_RESOURCE_TYPE: Find Resource
|
||||
|
||||
TT_GAMETIME: <<|
|
||||
Displaying the current game time since the game was started.
|
||||
|
||||
[i]Click to toggle to current real time.[/i]
|
||||
>>
|
||||
TT_REALTIME: <<|
|
||||
Displaying the current real time of the day.
|
||||
|
||||
[i]Click to toggle to game time.[/i]
|
||||
>>
|
||||
TT_PAUSE: Toggle whether the game is paused.
|
||||
TT_SLOWER: Decrease the game speed.
|
||||
TT_FASTER: Increase the game speed.
|
||||
PAUSED: PAUSED
|
||||
WAITING: WAITING
|
||||
NOTIFICATION_LOG: Event Log
|
||||
@@ -0,0 +1,7 @@
|
||||
WIKI_HOME: Home
|
||||
WIKI_BACK: Back
|
||||
WIKI_TITLE: Wiki: $1
|
||||
WIKI: Wiki
|
||||
WIKI_BROWSER: Open in Browser
|
||||
WIKI_LOADING: Loading...
|
||||
WIKI_404: Could not find page.
|
||||
Reference in New Issue
Block a user