Open source Star Ruler 2 source code!

This commit is contained in:
Lucas de Vries
2018-07-17 14:15:37 +02:00
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AI_STANDING_POSITIVE: They're inclined to be peaceful and helpful.
AI_STANDING_VERY_POSITIVE: They see us as valued friends and allies.
AI_STANDING_NEGATIVE: They have disdain towards us and are unlikely to cooperate with us.
AI_STANDING_VERY_NEGATIVE: They see us as bitter enemies and rivals.
AI_STANDING_NEUTRAL: They have no particular opinion about us.
AI_STANDING_TRUE_NEUTRAL: They have no strong feelings one way or the other.
AI_STANDING_OFFENSE_WAR: Declaring war has spoiled our relations.
AI_STANDING_OFFENSE_INFLUENCE: Diplomatic actions against them have damaged our relations.
AI_STANDING_OFFENSE_PLANET: Conquering their worlds has spoiled our relations.
AI_STANDING_GLAD_DONATION: Our generous donation improved our relations.
AI_STANDING_WAR: Our ongoing war strains our relations.
AI_STANDING_WAR_FEAR: They fear our empire's might, weakening their opposition.
AI_STANDING_ALLIES: Our enduring alliance strengthens our relations.
AI_STANDING_ALLIES_WEAK: Our shaky alliance does little to help our standing.
AI_STANDING_BORDER: Our shared border may one day be a tempting target.
AI_STANDING_EXPANDING: They are seeking to expand, and may go to war to conquer our shared border.
AI_STANDING_BORDER_WAR: They will seek to attack our border systems.
AI_STANDING_IGNORE: Unless provoked, they will ignore us.
AI_STANDING_WAAGH: They will wage war and cannot be reasoned with.
AI_STANDING_WAIT: They are unlikely to entertain diplomatic proposals for a short time.
AI_STANDING_GIVE_UP: They are weak and inclined to surrender.
AI_STANDING_CHEATS: They aren't playing fair.
AI_STANDING_EASY: They tend toward favorable relations.
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ANOMALY_DEBRIS_FIELD: Debris Field
ANOMALY_NOTIFICATION: Anomaly in $1 has been fully scanned.
SCAN_PROGRESS: Scan with a ship to access options...
ANOMALY_CHOICES: Options
ANOMALY_DEBRIS_FIELD: Debris Field
ANOMALY_NAR_DEBRIS: <<|
Amongst the vast amounts of ancient wreckage, a lone signal flickers in and
out of detection.
>>
ANOMALY_NAR_DERELICT_BROKEN: <<|
Locating the source of the signal, you find the wreck of an ancient warship.
The ship appears to be heavily damaged, but perhaps we can find something useful on board.
>>
ANOMALY_DERELICT_SCRAP: <<|
Scrap the warship for parts and sell the technology on the black market.
[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
>>
ANOMALY_DERELICT_RESEARCH: <<|
Send a team of scientists aboard to study some of the intact subsystems.
[b][color=#842cdb][right]Gain a random amount of research points.[/right][/color][/b]
>>
ANOMALY_NAR_DERELICT_INTACT: <<|
Locating the source of the signal, you find a mostly intact ancient warship.
Since the ship's programming is alien to us, reactivating it may have
unintended consequences.
>>
ANOMALY_DERELICT_ACTIVATE: <<|
Attempt to activate and gain control of the warship.
[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
>>
ANOMALY_DERELICT_CAMP: <<|
After some repairs to the core engine system, the warship activates and
whirs to life.
Unfortunately, the advanced AI programming rejects your engineers,
jettisoning them into space and resuming its automated defense tasks.
>>
ANOMALY_DERELICT_DRYDOCK: <<|
The warship's internals appear to have been damaged more than we
anticipated and will require intensive refitting.
Fortunately, we've been able to decode the ship's programming in the mean
time. We will be able to fully operate the ship once its reconstruction has
completed.
>>
ANOMALY_DERELICT_SUPPORTS: <<|
After activating the warship's core computer, its AI programming detects
the critical state of the engine system and autonomously launches its
support ships from the hangar.
Our engineers manage to evacuate in time to avoid the blast from the ship's
destruction, but not after obtaining the control codes to the automated
support ships.
>>
ANOMALY_NAR_ANCIENT_GATE: <<|
A minor gravitational anomaly has lead to the discovery of a massive, heavily worn ring
floating in space. The device's outer structure has decayed to a mere thin shell, the
result of suspected eons of stellar radiation and micro-impacts.
The ring's interior is composed of various unknown materials, though the remaining
detectable fields are reminiscent of hyperlight distortions.
>>
ANOMALY_GATE_ACTIVATE: <<|
Enough of the ring is intact that the device may be reactivated.
[b][color=#d1cb6a][right]Creates an FTL gate.[/right][/color][/b]
>>
ANOMALY_GATE_HARVEST: <<|
The application of relatively small amounts of power causes the ring to emit
usable hyperfield particles.
[b][color=#d1cb6a][right]Adds $1 FTL generation per second.[/right][/color][/b]
>>
ANOMALY_GATE_REPURPOSE: <<|
The gate's core could be dismantled and used to store hyperfield particles
for future use.
[b][color=#d1cb6a][right]Adds $1 FTL storage.[/right][/color][/b]
>>
ANOMALY_NAR_NAVBUOY: <<|
An old navigation buoy drifts through the deserted debris field, its main
power long since run out but its databanks still filled with knowledge.
>>
ANOMALY_NAVBUOY_SCRAP: <<|
Scrap the buoy for parts and sell the technology on the black market.
[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
>>
ANOMALY_NAVBUOY_VISION: <<|
Dismantle the buoy and download the information contained within its stores.
[b][color=#96d16a][right]Obtain intelligence about planets in nearby systems.[/right][/color][/b]
>>
ANOMALY_NAR_MINING_OUTPOST: <<|
An abandoned mining outpost sits dormant on a large asteroid. Its systems
are still broadcasting a request for orders, but its mining equipment has
been damaged beyond repair by weapons fire.
>>
ANOMALY_NAR_MINING_OUTPOST_VOLAT: <<|
An abandoned mining outpost sits dormant on a large asteroid. Its systems
are still broadcasting a request for orders, but its mining equipment has
been damaged beyond repair by weapons fire.
Your sensors detect a faint reading of an unknown reactive material below
the layer of minerals that were being mined.
>>
ANOMALY_MINING_OUTPOST_MINE: <<|
Ready the mining equipment for repairs and prepare to resume mining operations.
[b][color=#72cbe0][right]Mine [template=resource_ref;Iron/], [template=resource_ref;AsteroidLabor/], or [template=resource_ref;Water/].[/right][/color][/b]
>>
ANOMALY_MINING_OUTPOST_CONVERT: <<|
Prepare to convert some of the mining equipment to obtain and filter the more valuable materials present.
[b][color=#e072c9][right]Mine [template=resource_ref;RareMetals/] or [template=resource_ref;NativeGold/].[/right][/color][/b]
>>
ANOMALY_MINING_OUTPOST_EXPLODE: <<|
Detonate the surface layers of the asteroid to get to the reactive material below.
[b][color=#ff0000][right]Mine for a hidden resource.[/right][/color][/b]
>>
ANOMALY_NAR_RIFT: <<|
You encounter a strange station periodically emitting tachyon pulses at
a nearby spatial anomaly. The station's power system appears functional,
but the emitter's focusing mechanism is damaged.
If we repair the emitter, we may be able to widen the spatial anomaly
enough to pass through it.
>>
ANOMALY_RIFT_PULSE: <<|
Repair the emitter's focusing mechanism.
[b][color=#96d16a]Open a permanent rift to an unknown point in the galaxy.[/color][/b]
>>
ANOMALY_RIFT_DESTROY: <<|
[b][color=#ff0000]Destroy the station and collapse the anomaly.[/color][/b]
>>
ANOMALY_NAR_PLANT: <<|
Within the debris you quickly detect a station of intriguing design.
Controlling dozens of drones, the station systematically severs and
collects parts of the debris, using processes unknown to us to refine the
material into gel-like chemicals.
At one point during your studies, the station launched a capsule containing
some of the chemicals into the system at great velocity. Study of the
capsule's trajectory revealed its slingshot course around one of the
planets and into interstellar space.
>>
ANOMALY_PLANT_SIPHON: <<|
Quickly drill a small hole into the hull around one of the chemical stores
and siphon it off for study and potential use.
[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
>>
ANOMALY_PLANT_SIPHON_SUCCESS: <<|
Your crew successfully siphons off a sample of one of the chemicals.
Initial tests suggest its use as an extremely potent fertilizer, able to
greatly increase the food production of one of your planets.
[color=#96d16a]You have gained one [b]Cultivation[/b] influence card.[/color]
Unfortunately, subsequent attempts to siphon more chemicals were detected
and the station activated its self-destruct mechanisms in response to your
interference.
>>
ANOMALY_PLANT_SIPHON_FAIL: <<|
The chemical you attempted to siphon turned out to be highly explosive and
detonated with the drill attempt. The station could not sustain hull
integrity and was destroyed.
Fortunately, your scientists foresaw the possibility, and none of your
crew was killed in the explosion.
>>
ANOMALY_PLANT_CATCH: <<|
Wait for another capsule to be launched and intercept it before it leaves
the system.
[b][right][color=#842cdb]Gain research points.[/color][color=#ff0000] May be dangerous.[/color][/right][/b]
>>
ANOMALY_PLANT_CATCH_SUCCESS: <<|
The station does not seem to have detected your interception of its
shipment, and continues to refine materials from the debris field.
>>
ANOMALY_PLANT_CATCH_FAIL: <<|
Detecting your interference with its shipments, the station docks all its
drones and arms its weapons. Get ready for combat!
>>
ANOMALY_PLANT_BOARD: <<|
Board the station and attempt to identify the nature of the chemicals it contains.
[b][color=#ff0000][right]Unknown results.[/right][/color][/b]
>>
ANOMALY_PLANT_BOARD_FAIL: <<|
The presence of our boarding party was detected by the station's internal
sensor system. After setting its alien atmosphere on fire and purging our
scientists, the station docks all its drones and arms its weapons.
>>
ANOMALY_PLANT_BOARDED: <<|
Your boarding party has succesfully infiltrated the station.
The station appears to contain an alien kind of atmosphere, consisting
of a large amount of reactive elements.
Exploring the station's insides, your scientists discover a large amount of
distinct chemical stores, but the readings on the majority of them do not suggest
any viable use for our species.
>>
ANOMALY_PLANT_BOARD_HAPPY: <<|
Readings suggest that a particular chemical stored on the station is
extremely beneficial for consumption by our species, inducing a greater
lifespan.
[b][color=#72cbe0][right]Target planet becomes Happy.[/right][/color][/b]
>>
ANOMALY_PLANT_HAPPY_BLURB: Give Happy
ANOMALY_PLANT_BOARD_CULTIVATION: <<|
One of the chemicals appears to be as an extremely potent fertilizer, able
to greatly increase the food production of one of your planets.
[b][color=#e072c9][right]Gain one Cultivation influence card.[/right][/color][/b]
>>
ANOMALY_PLANT_BOARD_STATION: <<|
Ignoring all of the chemicals processing and take control of the station's
significant defensive capabilities to help defend the system from invaders.
[b][color=#e0ba72][right]Gain control of a Defense Core.[/right][/color][/b]
>>
ANOMALY_PLANT_DESTROY: <<|
[b][color=#ff0000]Destroy the station from a distance before it can respond.[/color][/b]
>>
ANOMALY_NAR_PROTO_WARES: <<|
A decrepit cargo station has weathered space for an age.
Within the station, countless artifacts in varying states of completeness and repair
sit lifeless.
>>
ANOMALY_PROTO_WARES_INSIGHT: <<|
Safely disassemble, catalogue, and study the many artifacts.
[b][color=#842cdb][right]Gain a random insight.[/right][/color][/b]
>>
ANOMALY_PROTO_WARES_ACTIVATE: <<|
Activate any assembled artifacts to see what they do.
[b][color=#db2c84][right]May gain a special research project.[/right][/color][/b]
>>
ANOMALY_PROTO_WARES_ACTIVATE_FAIL: <<|
One of the devices was highly unstable and destroyed the facility.
Only small pieces could be recovered for research.
>>
ANOMALY_PROTO_WARES_ACTIVATE_PASS: <<|
The insights our scientists have gleaned from these ancient oddities
will help immensely.
>>
ANOMALY_PROTO_WARES_SCRAP: <<|
Nearly everything stored here can be sold for the right price.
[b][color=#d1cb6a][right]Gain §$1k[/right][/color][/b]
>>
ANOMALY_OBELISK: Obelisk
ANOMALY_MORPH_NAR: <<|
An immense obelisk floats in orbit of the system's star, giving off faint
energy readings in all directions.
>>
ANOMALY_MORPH_BLUE_NAR: <<|
The ancient device glows with sapphire shine, energy readings detecting
a very large power cell inside.
The outside of the obelisk is covered in vapor, streaming across the sides,
almost as if in orbit of the machine.
>>
ANOMALY_MORPH_BLUE: <<|
Activate the device for its intended purpose, whatever that may be.
[b][color=#008eff][right]Morph planetary resources.[/right][/color][/b]
>>
ANOMALY_MORPH_RED_NAR: <<|
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.
>>
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]
>>
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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.
>>
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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.
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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/]
>>
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SYSTEM_STAR: $1 Star
SYSTEM_BLACKHOLE: $1 Black Hole
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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]].
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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]
>>
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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
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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!
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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
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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
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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]
>>
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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.
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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]
>>
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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.
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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
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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.
>>
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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
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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
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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].
>>
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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.
>>
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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.
>>
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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
+25
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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.
>>
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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.
Youll 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]
>>
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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]
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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]
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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]
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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=$Labor;22]Provides labor to construct new ships with.[/img]
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S_ORE_PROCESSOR: Ore Processor
S_ORE_PROCESSOR_DESC: <<
Facilities to refine and smelt ore mined from asteroids into usable materials.
[img=$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.
>>
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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!
>>
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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
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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.