Open source Star Ruler 2 source code!
This commit is contained in:
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CONSTRUCTION: Construction
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UNCOLONIZED: Uncolonized
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SHIPS: Ships
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ORBITALS: Orbitals
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POPULATION: Population
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MAX_POPULATION: Maximum Population
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COLONIZE_GENERIC: Colonize
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COLONIZE_WITH: Colonize with $1 (ETA $2 minutes)
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COLONIZE_WITH_BASIC: Colonize with $1
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AUTO_COLONIZE: Colonize this
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AUTO_COLONIZE_BLOCKED: Colonize this (currently blocked)
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AUTO_COLONIZE_LEVEL: Colonize this and Auto-Import to Level $1
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AUTO_COLONIZE_SYSTEM: Colonize planets in $1
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AUTO_COLONIZE_SYSTEM_LEVEL: Colonize planets in $1 and Auto-Import
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STOP_COLONIZE_SYSTEM: Stop colonizing planets in $1
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CANCEL_AUTO_COLONIZE: Stop colonizing this
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COLONIZE_CONTINUE: Continue colonizing
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COLONIZE_CANCEL: Stop colonizing $1
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COLONIZE_UNSAFE_PROMPT: <<|
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Ordering a colonization with this planet right now can drop its total population below what is required to sustain its current planet level.
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Are you sure you wish to colonize despite potentially deleveling?
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>>
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ONLY_PLANETS: May only target planets.
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LEVEL: Level
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MANAGE: Manage
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EXPORT_RESOURCE: Export $1 to $2
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EXPORT_RESOURCES: Export resources to $1
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QUEUE_EXPORT_RESOURCE: Queue export of $1 to $2
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STOP_EXPORT_RESOURCE: Stop exporting $1 to $2
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EXPORT_RESOURCE_PROMPT: Export $1
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EXPORT_RESOURCES_PROMPT: Export Resources
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STOP_EXPORT_RES_QUEUE: Cancel queued export of $1 to $2
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IMPORT_RESOURCE: Import $1 from $2
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QUEUE_IMPORT_RESOURCE: Queue import of $1 from $2
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STOP_IMPORT_RESOURCE: Stop importing $1 from $2
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STOP_IMPORT_RES_QUEUE: Cancel queued import of $1 from $2
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RESOURCE_POP_REQUIRED: Requires at least [b]$1 Billion[/b] population to produce.
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RESOURCE_LEVEL_REQUIRED: Requires level $1 planet to produce.
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RESOURCE_TIER_DESC: [b]Tier $1[/b] [img=$2;18/] resource: requires level $1 planet to produce.
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RESOURCE_EXPORTED_TO: Exporting to $1...
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RESOURCE_IMPORTED_FROM: Importing from $1...
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ONLY_WITH_RESOURCES: May only target planets or asteroids.
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INCOME: Income
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REQ_FOR_LEVEL: Required for level $1:
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POP_REQ: [img=ResourceIcon::8;20/] [color=#ff9000][b]$1[/b]+ population[/color]
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REQ_STOP_DECAY: Missing Resources! Decays back to level $1 in $2 unless needs are met:
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REQ_TYPE: [font=Subtitle]Any [b]$1[/b] [img=$2;26/] Resource[/font]
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REQ_TYPE_UNIQUE: Any unique type of $1:
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REQ_LEVEL: [font=Subtitle]Any [b]Tier $1[/b] [img=$2;26/] Resource[/font]
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REQ_LEVEL_UNIQUE: Any unique type of Level $1 resource:
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WAIT_CONSTRUCT: Will not start construction until resolved.
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CONSTRUCTION_REQUIRES_LEVEL: Requires level $1 planet to construct.
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ABANDON: Abandon Planet
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ABANDON_ACCEPT: Abandon
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PROMPT_ABANDON: Abandon $1? The entire population will perish.
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BUILDING_CONSTRUCTING_PCT: Under construction... $1%
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BUILDING_DISABLED_POP: Building is currently disabled.
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BUILDINGS: Buildings
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PROJECTS: Projects
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AVAILABLE_RESOURCES: Resources:
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REQUIRED_RESOURCES: Required for Lv$1
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RESOURCE_CLASS_Food: Food
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RESOURCE_CLASS_WaterType: Water
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RENAME_NOTIF: Renamed: $1
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RENAME_EVT: The $1 have renamed $2 to [b]$3[/b].
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DEFENSE_ON_OPTION: Start using defense for $1
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DEFENSE_OFF_OPTION: Stop using defense for $1
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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.
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TERRAFORM: Terraform
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TERRAFORM_OPTION: Terraform...
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TERRAFORM_ITEM: $1 ($2, $3 Labor)
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BUILD_TERRAFORM: Terraform $2 on $1
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BUILD_DRY_DOCK: Dry Dock: $1
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EXPORT_LABOR: Export Labor to $1
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WORK_DRY_DOCK: Work on Dry Dock
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TT_DRY_DOCK: <<
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[b]Construct a Dry Dock[/b]
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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.
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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".
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Building a ship in a dry dock increases its build cost by 25%.
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>>
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TT_REPEAT_QUEUE: <<
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[b]Toggle Repeat Queue[/b]
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Toggle whether the current queue is set to repeat infinitely.
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>>
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FINANCE_OPTION: Finance...
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FINANCE_DRY_DOCK: Finance Dry Dock: $1
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FINANCE: Finance
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RENAME_OPTION: Rename... (1 Influence)
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AUTO_IMPORT_LEVEL: Auto-Import to Level $1
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AUTO_IMPORT_OPTION: Auto-Import $1 Resource
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AUTO_IMPORT_TWO_OPTION: Auto-Import $1 and $2 Resources
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CANCEL_AUTO_IMPORT: Cancel Auto-Imports
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QUEUED_AUTO_IMPORT: Queued auto import...
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DESTROY_BUILDING: Destroy $1
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CANCEL_BUILDING: Cancel $1
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STORED_LABOR: Stored Labor: $1 / $2
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TILE_BIOME_DEVELOPED: $1 (Developed)
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TILE_BIOME_UNDEVELOPED: $1 (Undeveloped)
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TILE_BIOME_GROWN: $1 (Grown)
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TILE_BIOME_UNGROWN: $1 (Ungrown)
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BUILD_TIME: Build Time
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CANCEL_CONSTRUCTION: Cancel this Construction
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OPT_CANCEL_IMPORT: Stop importing $1 from $2
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OPT_CANCEL_EXPORT: Stop exporting $1
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OPT_MAKE_IMPORT: Import $1 from $2
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OPT_IMPORT_AUTO: Auto-import resource of this type
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OPT_IMPORT_AUTO_CANCEL: Cancel queued auto-import of this type
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OPT_IMPORT_AUTO_CANCEL_ALL: Cancel all queued auto-imports to this planet
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EXPBLOCK_USE: [color=#f33][b]Cannot Use Resource:[/b][/color]\n$1
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EXPBLOCK_EXPORT: [color=#f33][b]Cannot Export Resource:[/b][/color]\n$1
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EXPBLOCK_IMPORT: [color=#f33][b]Cannot Import Resource:[/b][/color]\n$1
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EXPBLOCK_DISABLED: Planet is blocked from exporting.
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EXPBLOCK_DEEPSPACE: Can only trade from within systems.
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EXPBLOCK_UNOWNED: Can only trade within the same empire.
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EXPBLOCK_UNMINED: Asteroid must be mined.
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EXPBLOCK_UNCOLONIZED: Planet must be colonized.
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EXPBLOCK_LOWLEVEL: Planet must be at least level $1.
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EXPBLOCK_POP: Planet needs $1 Billion population to export resource.
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EXPBLOCK_DISCONNECTED: May only trade through connected systems.
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EXPBLOCK_UNUSABLE: Special circumstances prevent export.
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HINT_USE_PLANETS_TITLE: Idle Planets
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HINT_USE_PLANETS: <<|
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Level 0 planets cost money to maintain.
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Export resources from your low level planets to build up higher level ones,
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or abandon unused planets to free up your budget.
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>>
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HINT_COLONIZE_TITLE: Slow Colonization
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HINT_COLONIZE: <<|
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Colonization requires populations and costs money. When in debt, the rate of colonization
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can be greatly slowed.
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Focus on colonizing a small number of planets at first and grow those planets to support further
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colonization. You may also cancel colonization orders to speed up the remaining orders.
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>>
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TT_MANAGE_PLANET: <<|
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[b]Manage Planet[/b]
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View detailed information about the planet's surface, resources and construction.
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>>
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TT_MANAGE_PLANET_SUPPORTS: <<|
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[b]Manage Supports[/b]
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Manage the groups of support ships currently assigned here.
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>>
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COLONIZE: Colonize
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TT_COLONIZE: <<|
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[b]Colonize[/b]
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Send 1B population from the planet to another unoccupied planet to colonize it.
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>>
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TT_COLONIZE_THIS: <<|
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[b]Colonize This[/b]
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Send 1B population from one of your planets to this planet to colonize it.
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>>
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DEFENSE_TARGET: Build Defense
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TT_DEFENSE_TARGET: <<|
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[b]Build Defense for...[/b]
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Instead of building defense ships around the planet itself, build defense ships
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for use in another target system you control.
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>>
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PLANET_POPULATION_TIP: <<|
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[b]Population[/b]
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How many billion people live on the planet. The more population a planet has, the higher its base income and pressure capacity.
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>>
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PLANET_INCOME_TIP: <<
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[b]Income[/b]
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The amount of money this planet makes or loses every budget cycle.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_INFLUENCE_TIP: <<
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[b]Influence Stake[/b]
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Each influence stake on a planet increases your percentage of the galactic influence generation.
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Influence is used to affect other empires diplomatically.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_ENERGY_TIP: <<
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[b]Energy[/b]
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Energy is used to activate artifacts found around the galaxy.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_DEFENSE_TIP: <<
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[b]Defense[/b]
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Periodically builds free defense support ships around the planet, or planets in
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whichever other system this planet is set to produce defense for.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_LOYALTY_TIP: <<|
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[b]Loyalty[/b]
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Loyalty indicates how dedicated your subjects on this planet are.
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Sieging a planet will gradually reduce its loyalty until it hits 0, after
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which it will be captured by the sieging empire.
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The more loyal a planet, the more influence it takes to annex.
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>>
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PLANET_PRESSURE_TIP: <<
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[b]Pressure Capacity[/b]
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Many types of planetary resources provide [b]Pressure[/b] to the planet they are on.
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[b]Pressure[/b] causes the civilians on a planet to put down buildings that generate certain types of resources for you.
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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.
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The higher a planet's [b]Population[/b], the higher its [b]Pressure Capacity[/b].
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[b]Total Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Total Active Pressure:[/b] [offset=220]$2[/offset]
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[b]Pressure Capacity:[/b] [offset=220]$3[/offset]
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>>
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PLANET_LABOR_TIP: <<
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[b]Labor[/b]
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Labor affects the rate of construction at the planet.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_RESEARCH_TIP: <<
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[b]Research[/b]
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Generates research points to spend in the research grid to unlock new technologies.
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[b]Imported Pressure:[/b] [offset=220]$1[/offset]
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[b]Active Pressure:[/b] [offset=220]$2[/offset]
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>>
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PLANET_REQUIREMENTS_TIP: <<|
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[b]Level Requirements[/b]
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Importing these types of resources to this planet will cause it
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to level up.
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>>
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STATUS_HAPPY: Happy
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STATUS_HAPPY_DESC: <<|
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All empire resources already being produced on this planet gain 1 extra production.
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>>
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STATUS_VIRILE: Virile
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STATUS_VIRILE_DESC: <<|
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Population is growing at twice the normal rate.
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>>
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COND_NATIVE_FISH: Native Fish
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COND_NATIVE_FISH_DESC: <<
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Delicious, but extremely perishable aquatic lifeforms. Unexportable.
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>>
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NATIVE_FISH: Native Fish
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NATIVE_FISH_DESC: <<
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Increases lifetime of consumed temporary resources by 30%.
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[color=#ff7070][b]Cannot be exported.[/b][/color]
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>>
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COND_EXTRA_MONEY: Precious Metal Deposits
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COND_EXTRA_MONEY_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::0;20/] [color=#d1cb6aff]Money[/color] pressure[/b].
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>>
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COND_EXTRA_RESEARCH: Exotic Atmosphere
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COND_EXTRA_RESEARCH_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::4;20/] [color=#8c4ec9]Research[/color] pressure[/b].
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>>
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COND_EXTRA_INFLUENCE: Tropical Paradise
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COND_EXTRA_INFLUENCE_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::1;20/] [color=#0087c7]Influence[/color] pressure[/b].
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>>
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COND_EXTRA_LABOR: Low Gravity
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COND_EXTRA_LABOR_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::6;20/] [color=#b1b4b6]Labor[/color] pressure[/b].
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>>
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COND_EXTRA_DEFENSE: Volatile Minerals
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COND_EXTRA_DEFENSE_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::5;20/] [color=#af7926]Defense[/color] pressure[/b].
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>>
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COND_EXTRA_ENERGY: Geothermal Vents
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COND_EXTRA_ENERGY_DESC: <<|
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This planet's resource gives [b]1 bonus [img=ResourceIcon::2;20/] [color=#42b4bd]Energy[/color] pressure[/b].
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>>
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COND_ANCIENT_CANNON: Ancient Planetary Defense
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COND_ANCIENT_CANNON_DESC: <<|
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An ancient planetary cannon sits on the surface, deactivated but operational.
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>>
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BLD_ANCIENT_CANNON: Ancient Planetary Defense
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BLD_ANCIENT_CANNON_DESC: <<|
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An ancient planetary cannon, found on this planet and activated.
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The cannon is deactivated if there are enemy fleets sieging the planet, and
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all the planet's orbital defenses are destroyed.
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>>
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COND_ANCIENT_RUINS: Ancient Ruins
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COND_ANCIENT_RUINS_DESC: <<|
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When first colonized, gain a number of free research points.
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>>
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BLD_ANCIENT_RUINS: Ancient Ruins
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BLD_ANCIENT_RUINS_DESC: <<|
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The ancient ruins of a military outpost constructed by an advanced race eons ago.
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>>
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COND_HIGH_YIELD: High Yield Resource
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COND_HIGH_YIELD_DESC: <<|
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The resource gives double its normal pressure, but lowers pressure cap by 3.
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>>
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COND_NOXIOUS_ATMOSPHERE: Noxious Atmosphere
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COND_NOXIOUS_ATMOSPHERE_DESC: <<|
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Reduces maximum population by 1.
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>>
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COND_SPARSE: Sparse Resource
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COND_SPARSE_DESC: <<|
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The resource gives half its pressure, but requires one fewer Tier 1 [img=ResourceClassIcons::0;18/] to level.
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>>
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COND_BARREN: Barren
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COND_BARREN_DESC: <<|
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A barren rock devoid of atmosphere or resources.
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>>
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COND_MOON: Moon
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COND_MOON_DESC: <<
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This planet has a moon large enough to construct a moon base on.
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Multiple instances of this indicate more moons and more potential moon bases.
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>>
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COND_EXTRA_PRESSURE: Towering Mountains
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COND_EXTRA_PRESSURE_DESC: <<
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This planet's resource gives [b]1 bonus pressure[/b] of its primary type.
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>>
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COND_DOUBLE_REQUIREMENT: Expansive Deserts
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COND_DOUBLE_REQUIREMENT_DESC: <<
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This planet's resource counts twice for satisfying [b][img=ResourceClassIcons::0;20/] Tier 1 Requirements[/b].
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>>
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COND_GROWTH: Megafauna
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COND_GROWTH_DESC: <<
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This resource increases population growth and tile development by 25%.
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>>
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COND_NEG_PRESSURE: Frozen Wasteland
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COND_NEG_PRESSURE_DESC: <<
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This planet's resource reduces pressure capacity by 2.
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>>
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BIOME_CRYSTALLIC: Crystallic
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BIOME_DESERT: Desert
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BIOME_FOREST: Forest
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BIOME_ICE: Ice
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BIOME_MOUNTAINS: Mountains
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BIOME_OCEANIC: Oceanic
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BIOME_VOLCANIC: Volcanic
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BIOME_MOON: Moon
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BIOME_SPACE: Space
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BIOME_ARTIFICIAL: Artificial
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