DIPLOMACY: Diplomacy POLITICAL: Political POLITICAL_STRENGTH: Political Strength: MILITARY_STRENGTH: Military Strength: TERRITORY_STRENGTH: Territory: MILITARY: Military STR_WEAK: Weak STR_AVERAGE: Average STR_STRONG: Strong PEACEFUL: Peaceful WAR: War WAR_STATUS: $1: Diplomatic Relations WAR_STATUS_WAR: The $1 has [color=#f00]declared war[/color]! WAR_STATUS_PROPOSE: The $1 has sent a [color=#0f0]peace offer[/color]! WAR_STATUS_ACCEPT: The $1 has [color=#0f0]accepted[/color] our peace offer! WAR_EVT: [color=#fb0]Contested:[/color] $1 WAR_EVT_CONTEST: $1 is [color=#fb0]under attack[/color]! WAR_EVT_LOST: $1 has been [color=#f00]lost[/color]... EMPIRE_INFLUENCE: $1 influence EMPIRE_POINTS: $1 points EMPIRE_STRENGTH: $1 strength EMPIRE_PLANETS: $1 planets ACTIVE_VOTES: Active Propositions ACTIVE_INFLUENCE_EFFECTS: Active Effects ACTIVE_TREATIES: Treaties SIGNED_BY: Signed by INVITED_TO: Invitations to sign SURRENDER_NAME: [b][color=#f00]Subjugation[/color][/b] of the $1 SURRENDER_OFFER: [b][color=#f00]Surrender Offer[/color][/b] of the $1 SURRENDER_DEMAND: [b][color=#f00]Demand for Surrender[/color][/b] of the $1 SURRENDER_OPTION: Offer your Unconditional Surrender PEACE_OFFER: [b][color=#0f0]Peace Offer[/color][/b] from the $1 DEMAND_SURRENDER_OPTION: Demand their Surrender OFFER_SUBJUGATE_OPTION: Offer your Subjugation to them DEMAND_SUBJUGATE_OPTION: Demand their Subjugation to you SURRENDER_PROMPT: <<| If your offer of surrender and subjugation to the $1 is accepted, you will become a Vassal empire and no longer be able to make or participate in treaties. Your parent empire will decide what empires to go to war with, and you will be unable to fully win the game - only achieving [b]Lesser Victory[/b] when your parent empire wins the game. This status is permanent. Are you sure you wish to offer your unconditional subjugation? >> PERMANENT_PROMPT: <<| The treaty you are about to sign is permanent, and can never be negated. Are you sure you wish to sign this permanent treaty? >> TT_RELATION: << [b]Your relation to the $1:[/b] [offset=20]$2[/offset] >> RELATION_WAR: [img=StatusWar;22] At war with the $1.[/img] NOTIF_VASSAL: The $2 is now a Vassal of the $3. VASSAL_TEXT: $1's Vassal PARENT_VASSAL_TEXT: [b][color=#0f0]Your Master[/color][/b] PROPOSE_TREATY: Propose new Treaty... NO_SIGNATORIES: [i][color=#aaa]No signatories yet...[/color][/i] JOIN_TREATY: Sign Treaty DECLINE_TREATY: Decline Treaty LEAVE_TREATY: Abandon Treaty DISMISS_TREATY: Retract Treaty INVITE_TO_TREATY: Invite to sign the [b]$1[/b] TREATY_NAME_GEN: Treaty of $1 PROPOSE: Propose TREATY_DESC: Propose a new treaty with the selected clauses. Other empires can be invited as additional signatories after the treaty is created. NOTIF_TREATY_INVITE: The $2 has invited you to sign the [b]$5$1[/b]. NOTIF_TREATY_INVITE_OTHER: The $2 has invited the $3 to sign the [b]$5$1[/b]. NOTIF_TREATY_LEAVE: The $2 has abandoned the [b]$5$1[/b]. NOTIF_TREATY_DISMISS: The $2 has retracted the [b]$5$1[/b]. NOTIF_TREATY_DECLINE: The $2 has declined to sign the [b]$5$1[/b]. NOTIF_TREATY_JOIN: The $2 has signed the [b]$5$1[/b]. SAY_LABEL: Say: TIME_REMAINING: Remaining Time: DIPLOMACY_BACK: Back to Diplomacy VIEW_NEGOTIATIONS: View Negotiations VIEW_VOTE_HISTORY: View History VOTE_HISTORY: Proposition History CARD_STACK: Influence Peddling and Events AVAILABLE_CARDS: Available Diplomatic Actions CARD_COST: $1 Influence CARD_COST_SPLIT: $1+$2 Influence CARD_WEIGHT: $1 Support VOTING_HEADER: VOTING VOTE_PETITIONER: Petitioner VOTE_TARGET: Target SENATE_LEADER: Galactic Senate Leader TT_SENATE_LEADER: << [b]Galactic Senate Leader[/b] This empire is currently the head of the galactic senate, and has access to special cards to use from their position. The senate leader periodically gains free cards that only they can use. >> TT_LEADER_CARD: << This card can only be played if you are the current [b]Galactic Senate Leader[/b]. >> NOTIFY_LEADER_CARD: Senate Leader Card Gained NOTIFY_LEADER_CARD_DESC: You have gained 1x [b]$1[/b] due to being the current senate leader. PLAY_SUPPORT: Play in Support PLAY_OPPOSE: Play in Opposition PLAY_NEUTRAL: Play Action USES_UNLIMITED: Unlimited PURCHASE_CARD: Purchase PLAY_CARD: Activate PLAY_CARD_OPTION: $1 ($2 influence) SUPPORT: Support OPPOSE: Oppose EFFECT_DISMISS: Dismiss EFFECT_UPKEEP: $1% Upkeep INFLUENCE_UPKEEP: Upkeep: CARD_GENERIC: Any CARD_DESC_COST: Influence Cost: CARD_DESC_WEIGHT: Weight: CARD_PURCHASE_MONEY: Purchase Cost: CARD_PURCHASE_INFLUENCE: Purchase Cost: CARD_PLAY_MONEY: Play Cost: CARD_PLAY_ENERGY: Energy Cost: INFLUENCE_POPULATION: Population NO_MET_EMPIRES: No alien races have been discovered... NOTIF_MET_EMPIRE: You have made first contact with the $1 in the $2 system. NOTIF_MET_EMPIRE_BONUS: You have received $3 bonus influence for being the first person to make contact with the $1! VOTES_FOR: $1 for VOTES_AGAINST: $1 against OFFER_FOR: Make Offer\nfor Support OFFER_FOR_TITLE: Make Offer for Support OFFER_FOR_TEXT: Make an offer for another empire to add [b][color=#0f0]support[/color][/b] to this vote in exchange. OFFER_AGAINST: Make offer\nfor Opposition OFFER_AGAINST_TITLE: Make Offer for Opposition OFFER_AGAINST_TEXT: Make an offer for another empire to add [b][color=#f00]opposition[/color][/b] to this vote in exchange. OFFER: Offer OFFER_MONEY: Offer Money OFFER_ENERGY: Offer Energy OFFER_CARD: Offer Card OFFER_FLEET: Offer Fleet OFFER_PLANET: Offer Planet OFFER_ARTIFACT: Offer Artifact DONATE_MONEY: Donate Money DONATE_ENERGY: Donate Energy DONATE_CARD: Donate Card DONATE_FLEET: Donate Fleet DONATE_PLANET: Donate Planet DONATE_ARTIFACT: Donate Artifact OFFER_REQ_SUPPORT: Requested Support Votes OFFER_REQ_OPPOSE: Requested Oppose Votes OFFER_FOR_BTN: [center]Claim ([b][color=#0f0]$3 / $2 support[/color][/b])[/center] OFFER_AGAINST_BTN: [center]Claim ([b][color=#f00]$3 / $2 opposition[/color][/b])[/center] OFFER_TT: An offer of $1. OFFER_TT_OBJ: $1 was offered.\n\n[b]Click[/b] to zoom to view it in the galaxy. LOG_OFFER_FOR: * The $1 has offered $2 for any empire that adds at least [color=#0f0][b]$3 support[/b][/color]. LOG_OFFER_AGAINST: * The $1 has offered $2 for any empire that adds at least [color=#f00][b]$3 opposition[/b][/color]. LOG_CLAIM_OFFER_FOR: * The $1 has claimed the $4's offer of $2 for their continued [color=#0f0][b]support[/b][/color]. LOG_CLAIM_OFFER_AGAINST: * The $1 has claimed the $4's offer $2 for their continued [color=#f00][b]opposition[/b][/color]. DONATE: Donate DONATE_OPTION: Make Donation DONATE_TEXT: Make a generous donation of goods or currencies to another empire. NOTIF_DONATION: The $1 has donated $2 to you. EFFECT_CONFIRM_DISMISS: <<| Are you sure you wish to dismiss this influence effect? You will no longer have to pay any influence upkeep, but the effect will stop working immediately. This cannot be undone. >> EDICT_FROM_MASTER: Edict from the $1: $2 TT_EDICT_FROM_MASTER: Your master, the $1, have set a general edict:\n\n$2 EDICT_TO_VASSALS: Edict to Vassals: $2 TT_EDICT_TO_VASSALS: You have set a general edict for your vassals:\n\n$2 EDICT_CONQUER_OPTION: Edict to Vassals: [b][color=#f00]Conquer[/color][/b] EDICT_CLEAR_OPTION: Clear Edict EDICT_1: [color=#f00][b]Conquer the $1[/b][/color] TT_EDICT_1: Conquer the $1. For every world captured and every flagship destroyed, gain a small resource reward. TT_HIGHEST_CONTRIBUTOR: The $1 is one of the [color=#00ff00][b]highest contributors[/b][/color] to this proposition. TT_LOWEST_CONTRIBUTOR: The $1 is one of the [color=#ff0000][b]lowest contributors[/b][/color] to this proposition. INFLUENCE_TT_ACTION: <<| This is a diplomatic [b]action[/b]. After being purchased, it can be used at will, although it may require an activation cost to be paid first. >> INFLUENCE_TT_INSTANT: <<| This is an [b]instant action[/b]. After being purchased, its effect triggers immediately. >> INFLUENCE_TT_VOTE: <<| This is a [b]vote action[/b]. When activating this action, a galactic senate vote will be started to determine its outcome. >> INFLUENCE_TT_EFFECT: <<| This is an [b]effect action[/b]. Activating this action will create a persistent effect. Effects can have a limited duration and usually reduce your total influence generation by a percentage while active. >> INFLUENCE_TT_EVENT: <<| This is an [b]influence event[/b]. Various effects will be active while this action is in the influence stack. >> INFLUENCE_TT_SUPPORT: <<| This is a [b]support action[/b]. This action can only be used inside a galactic senate vote, and can sway the vote in particular ways, depending on its weight. >> INFLUENCE_TT_QUALITY: <<| This action has superior [b]quality[/b], and comes with various benefits compared to its mundane counterpart. >> INFLUENCE_TT_BUY_COST: <<| Purchasing this action costs [b]$1 influence[/b]. >> INFLUENCE_TT_PLAY_COST: <<| Playing this action costs [b]$1 influence[/b]. >> INFLUENCE_TT_PLAY_COST_UNKNOWN: <<| The cost to play this action depends on factors specific to its use. >> INFLUENCE_TT_WEIGHT: <<| This action provides [b]$1 weight[/b] to votes. >> INFLUENCE_TT_WEIGHT_NEXT: <<| This action provides [b]$1 weight[/b] to a support action in the future. >> INFLUENCE_TT_WEIGHT_UNKNOWN: <<| The weight this action provides depends on factors specific to its use. >> INFLUENCE_TT_UPKEEP: <<| The effect created by this action will lower your total influence generation by $1 while it is active, as upkeep. >> INFLUENCE_DURATION: Duration INFLUENCE_TT_DURATION: <<| The effect created by this action will last for $1. >> INFLUENCE_TT_FAIL: <<| When the vote timer expires and the [color=#f00][b]red[/b][/color] bar fills completely, the proposition is [b]rejected[/b] and none of its effects apply. >> INFLUENCE_TT_PASS: <<| When the vote timer expires and the [color=#0f0][b]green[/b][/color] bar fills completely, the proposition is [b]passed[/b] and its effects are triggered. >> INFLUENCE_TT_BOUGHTBY: Bought by the $1. DECLARE_WAR: Declare War PROPOSE_PEACE: Propose Peace RETRACT_PEACE: Retract Peace Proposal ACCEPT_PEACE: Accept Peace Proposal OPTION_INFLUENCE_COST: $1 ($2 influence) PROMPT_WAR: Are you sure you wish to declare war on the $1? VOTE_LOG_START: * Proposition started by the $1. VOTE_LOG_START_CARD: * Proposition [b][color=$3]$2[/color][/b] started by the $1. VOTE_LOG_MESSAGE: $1: [offset=140]$2[/offset] VOTE_LOG_LEAVE: * The $1 has left the negotiations. VOTE_LOG_WITHDRAW: * The $1 has withdrawn the proposition. VOTE_LOG_SUCCESS: * [color=#0f0]Proposition was accepted![/color] VOTE_LOG_FAIL: * [color=#f00]Proposition was rejected.[/color] VS: vs VOTE_LOG: Senate Record VOTE_YEA: Support VOTE_NAY: Opposition VOTES_YEA: $1 Support VOTES_NAY: $1 Opposition NO_VOTES: No currently active propositions... NO_EFFECTS: No currently active effects... NO_TREATIES: No current treaties... VOTE_LEAVE: Leave Negotiations PROMPT_LEAVE: <<| Are you sure you wish to leave the negotiations on this proposition altogether? All your support or opposition will be withdrawn. You will no longer be able to see any of the communication or actions used, but you will still be affected by the outcome. >> VOTE_WITHDRAW: Withdraw Proposition PROMPT_WITHDRAW: <<| Are you sure you wish to withdraw this proposition? The vote will end in failure immediately if you do. All effects will resolve as if the proposition was rejected. >> CARD_NEGOTIATE: Negotiate CARD_NEGOTIATIONS_LOG_Y: * The $1 [b]Negotiates[/b] to add [color=#0f0]$2 support[/color]. CARD_NEGOTIATIONS_LOG_N: * The $1 [b]Negotiates[/b] to add [color=#f00]$2 opposition[/color]. CARD_NEGOTIATE_DESC: <<| By employing a team of skillful negotiators, we can convince a number of members of the galactic senate to support our cause on a particular vote. [i]Adds 1 weight to either side of the vote. Each additional quality will increase the weight granted.[/i] >> CARD_SPY: Spy ($1) CARD_SPY_DESC: <<| Through a clandestine intelligence operation, we can obtain the transponder codes of another empire's communications system, letting us keep close tabs on their territory and movements for a limited time until countered. [i]Grants vision for 5 minutes. Each additional quality will increase the duration of the spy effect by 3 minutes.[/i] >> CARD_SPY_EFFECT: Spy on the $1 CARD_SPY_EFFECT_DESC: <<| The $1 is currently being spied on, granting vision over all their systems and fleets. >> CARD_OPENFORUM: Open Forum CARD_OPENFORUM_DESC: <<| Holding an open and unrestricted debate about issues provides additional opportunities for political maneuvering and media manipulation. [i]Increases the size of the influence card stack by 1. The cost of purchasing cards further into the stack is reduced by one for you.[/i] >> EFFECT_OPENFORUM: Open Forum CARD_BUREAUCRACY: Bureaucracy CARD_BUREAUCRACY_DESC: <<| Setting up arcane and convoluted bureaucratic systems for getting anything done within the galactic senate forces all other empires to rely on your understanding for guidance. [i]Whenever another empire starts a vote or persistent effect, you gain leverage against them.[/i] >> EFFECT_BUREAUCRACY: Bureaucracy CARD_ANNEX_PLANET: Annex Planet CARD_ANNEX_PLANET_DESC: <<| Despite the current situation, certain territories belong to our empire by right! We can petition the galactic senate to rectify the situation, and try to convince them we deserve to be in control. [i]The influence cost to play this action depends on the loyalty of the target planet. If the vote created by this action passes, you will gain control of the planet. The target planet must be within your trade borders.[/i] >> VOTE_ANNEX_PLANET: Annex Planet $1 CARD_ANNEX_SYSTEM: Annex System CARD_ANNEX_SYSTEM_DESC: <<| Putting pressure on the galactic senate to act, we claim that the people of the system are better off under our benevolent rule. The empires that control it now are no good for the populace. [i]The influence cost to play this action depends on the loyalty of the planets in the target system. If the vote created by this action passes, you will gain control of those planets. The target system must be within your trade borders.[/i] >> VOTE_ANNEX_SYSTEM: Annex System $1 CARD_PROFITEERING: Profiteering CARD_MONEY_GAIN: Money Gained CARD_PROFITEERING_DESC: <<| Back-room deals with certain powerful civilian figures have gained you a significant chunk of spending money. [i]You will receive the money immediately on purchase of this action.[/i] >> CARD_GIFT: Gift CARD_GIFT_DESC: <<| Generously provide some of our political capital in order to solve one of another empire's sticky situations, recording the events to be used as leverage later. [i]Gifts any one influence action to another empire. Grants random leverage on that empire, proportional to the purchase cost of the gifted action. Cannot be used on empires you are currently at war with.[/i] >> GIFT_NOTIFY: The $1 has gifted you a $5. CARD_SABOTAGE: Sabotage CARD_SABOTAGE_DESC: <<| Setting in motion a series of meticulously planned events and political maneuvers, we can sabotage one of another empire's ongoing operations. [i]Permanently dismisses any target influence effect. The owner of the influence effect gains leverage on you.[/i] >> SABOTAGE_NOTIFY: The $1 have sabotaged the $2's "$5" effect. CARD_INVESTIGATE: Investigate CARD_INVESTIGATE_DESC: <<| After subtly spreading rumors of nefarious developments occuring in another empire, we offer to petition for a galactic senate investigation into the matter to clear these obvious misunderstandings. The investigation will prove useful for gaining intelligence on the other empire's internal affairs. [i]If the vote created by this action passes, all empires will gain vision of the target empire for 10 minutes. Does not work on empires you are at war with. Only you pay the effect's upkeep cost.[/i] >> VOTE_INVESTIGATE: Investigate the $1 EFFECT_INVESTIGATE: Investigation of the $1 CARD_RIDER: Attach Rider CARD_RIDER_DESC: <<| By attaching a seemingly frivolous ammendment to the galactic senate proposition, we secure ourselves a way to take advantage of its passing for political capital. [i]If the vote this is attached to passes, you will gain leverage for use against the empire that started it. Can only be used once per vote. Extends the vote to ensure at least 60 seconds are remaining to vote.[/i] >> CARD_RIDER_LOG: * The $1 has attached a [b]Rider[/b] to the proposition. CARD_LEVERAGE: Leverage ($1) CARD_LEVERAGE_LOG_Y: * The $1 uses their [b]Leverage[/b] against the $3 to add [color=#0f0]$2 support[/color]. CARD_LEVERAGE_LOG_N: * The $1 uses their [b]Leverage[/b] against the $3 to add [color=#f00]$2 opposition[/color]. CARD_LEVERAGE_DESC: <<| Use leverage previously built up against the $1 to further your cause. [i]Can only be played if the $1 has voted on the opposite side of the proposition.[/i] >> CARD_BLACKMAIL: Blackmail: $1 CARD_BLACKMAIL_LOG_Y: * The $1 [b]Blackmails[/b] the $2 to [color=#0f0]support the proposition[/color]. CARD_BLACKMAIL_LOG_N: * The $1 [b]Blackmails[/b] the $2 to [color=#f00]oppose the proposition[/color]. CARD_BLACKMAIL_DESC: <<| Blackmail an empire based on previously collected information to stop supporting or opposing the proposition. If the proposition ends in a different way to what this card specified, and the target empire is still present in the negotiations, the target empire loses a random proportion of their total influence. >> CARD_SUBDUE: Subdue: $1 CARD_SUBDUE_LOG: * The $1 [b]Subdues[/b] the $2 to [color=#f0f]remove them from the negotiations[/color]. CARD_SUBDUE_DESC: <<| Forcibly remove the target empire from the negotiations altogether. Can only be played if the empire has attempted to influence the proposition before. >> CARD_FAVORS: Favors CARD_FAVORS_DESC: <<| By doing certain favors for powerful diplomatic figures, we have gained some political capital to use. Granting these favors did not come cheap, however. [i]After purchasing this you immediately gain one completely random action. This action does not cost influence to purchase, but takes money from your budget.[/i] >> CARD_BRIBE: Bribe CARD_BRIBE_DESC: <<| Offer a juicy bribe to the next empire to support our side of the negotiations. Through our cooperative efforts, we can also add more weight to their action. [i]The next other empire to play a support action on the side this bribe was played in gains the money spent on it. The weight of this action is also added to it.[/i] >> CARD_BRIBE_LOG_Y: * The $1 offers a [b]Bribe[/b] of [color=#d1cb6a]$5[/color] to the next empire to [color=#0f0]support the proposition[/color]. CARD_BRIBE_LOG_N: * The $1 offers a [b]Bribe[/b] of [color=#d1cb6a]$5[/color] to the next empire to [color=#f00]oppose the proposition[/color]. CARD_CALLOUT: Call Out ($1) CARD_CALLOUT_DESC: <<| Calling out another empire by name, we pressure them to weigh in on the vote publicly or face the blowback of seeming afraid. Giving them this opportunity, however, increases the impact of their next action, regardless of whether they support our cause. [i]When the vote ends, if the target empire has not added weight to the vote after this card was played, you gain leverage on them. Can only be used on an empire once per vote. The weight of this action is added to the target empire's next support action. Extends the vote to ensure at least 60 seconds are remaining to vote.[/i] >> CARD_CALLOUT_LOG: * The $1 [b]Calls Out[/b] the $3 to weigh in on the vote. CARD_CALLOUT_NOTIFICATION: The $1 have [b][color=#f00]called you out[/color][/b] to vote. CARD_EJECT: Eject CARD_EJECT_DESC: <<| As the senate leader, call to forcibly remove an empire from the negotiations regardless of the diplomatic consequences, nullifying all their support or opposition so far. [i]The targeted empire gets removed from the vote and can no longer participate. The targeted empire will gain Leverage against you for playing this. Can only be used once in a vote. Cannot be used in Galactic Superpower or Galactic Utopia.[/i] [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] >> CARD_EJECT_LOG: * The $1 has [b]Ejected[/b] the $3 from the vote. CARD_EJECT_NOTIFICATION: The $1 have [b][color=#f00]Ejected[/color][/b] you from a vote. CARD_EMPOWER: Empower CARD_EMPOWER_DESC: <<| As the senate leader, put extra responsibility for the decision on a particular other empire, giving extra weight to their stance. [i]Any new support card played by the targeted empire into this vote gives 1 additional support or opposition. Can only be used once in a vote.[/i] [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] >> CARD_EMPOWER_LOG: * The $1 has [b][color=#4996bb]Empowered[/color][/b] the $3 to influence this vote. CARD_COMMITTEE: Committee CARD_COMMITTEE_DESC: <<| As the senate leader, create a committee to further discuss the vote while subtly affecting the outcome of its deliberations. [i]Adds 10 support or opposition, and stalls the vote timer for the next 2 minutes. Can only be used once in a vote. Cannot be used in zeitgeists or events.[/i] [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] >> CARD_COMMITTEE_LOG_Y: * The $1 creates a [b]Committee[/b] to add [color=#0f0]$2 support[/color] and stall the vote for the next 2 minutes. CARD_COMMITTEE_LOG_N: * The $1 creates a [b]Committee[/b] to add [color=#f00]$2 opposition[/color] and stall the vote for the next 2 minutes. CARD_DEVELOPMENT: Development CARD_DEVELOPMENT_DESC: <<| As the senate leader, start an extensive development and infrastructure project on a planet of your choice. [i]The targeted planet's maximum population is increased by 2, and its defense production is permanently increased by 1.[/i] [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] >> CARD_NAMEPLANET: Name Planet CARD_NAMEPLANET_DESC: <<| Magnificent planets deserve magnificent names. By influencing the civilian sector and organizing a grand naming festival we make sure the new name of this planet will go down into the ages. The recognition is sure to bring it fame and prosperity. [i]Renames an owned planet. The planet permanently receives +2 Maximum Population and +1 Labor Generation. Planets can only be named once. Each additional quality increases the added maximum population by 1.[/i] >> NAMEPLANET_NOTIFY: The $1 have gloriously named [b]$3[/b]. CARD_NAMESYSTEM: Name System CARD_NAMESYSTEM_DESC: <<| To truly mark this territory as our own, we have to give it a suitable name. A name that inspires courage into the hearts of the warriors we task to defend it. [i]Renames a system you control fully. Your fleets gain a +20% efficiency / combat strength boost when fighting in a system you named.[/i] >> NAMESYSTEM_NOTIFY: The $1 have triumphantly named the [b]$3[/b] System. STATUS_SYSTEM_MORALE: Morale Boost STATUS_SYSTEM_MORALE_DESC: <<| This fleet is receiving a morale boost from the system it is in. While in this system, it will fight at +20% efficiency and combat strength. >> CARD_NAMEFLAGSHIP: Name Flagship CARD_NAMEFLAGSHIP_DESC: <<| Flagships are the backbone of the war effort, inspiring the hearts and minds of many of our empire's loyal subjects. Bestowing an imposing name on our flagships heightens the morale back home, as well as that of the sailors, eager to return with stories of their battle alongside the behemoth. [i]Renames an owned flagship. The flagship permanently gains 10% extra effectiveness for it and its supporting fleet. Flagships can only be named once. Each additional quality increases the added effectiveness by 3%.[/i] >> NAMEFLAGSHIP_NOTIFY: The $1 have christened their mighty flagship $3. CARD_PROTECT_SYSTEM: Protect System CARD_PROTECT_SYSTEM_DESC: <<| Citing critical humanitarian reasons, we convince the galactic senate to declare the planets in our system to be protected and to prevent any empire from attempting to conquer them by force. [i]Prevents owned planets in the target system from losing loyalty. Lasts 5 minutes by default. Each additional quality increases the duration by another 5 minutes.[/i] >> PROTECT_SYSTEM_EFFECT: Protect System $1 PROTECT_SYSTEM_NOTIFY: The $1 have declared $3 a protected system. CARD_UPRISING: Patriotic Surge CARD_UPRISING_DESC: <<| The people have sat idle for too long. Pirates, invaders, threatening asteroids. What more will it take for them to take up arms for their own sake?! Now is the time to act! [i]Inspire the population of a target planet to rise up their own militia for their defense. Restores 5 Loyalty and creates 25 Labor worth of defense ships. Each additional quality increases the amount of defense ships created by 25 Labor.[/i] >> CARD_CULTIVATION: Cultivation CARD_CULTIVATION_DESC: <<| A concerted effort from local governance and civilian enterprise has allowed for the introduction and cultivation of an entirely new species of fruit, perfected to grow in the conditions specific to this planet. [i]Target owned planet gains a native Fruit.[/i] >> CARD_HARVEST: Harvest CARD_HARVEST_DESC: <<| A concerted effort from local governance and civilian enterprise has allowed for the introduction and harvest of an entirely new species of crop, perfected to grow in the conditions specific to this planet. [i]Target owned planet gains a native Grain.[/i] >> CARD_ENHANCE: Enhance CARD_ENHANCE_DESC: <<| Renewed efforts to gain a diplomatic advantage have benefited our position, letting us put more strength behind certain diplomatic maneuvers. [i]Upgrades one use of a card to its maximum quality. Where appropriate, adds one additional extra quality.[/i] >> CARD_RHETORIC: Rhetoric CARD_RHETORIC_DESC: <<| Incessantly repeated and emphasized talking points sway public opinion to our side of the debate, drowning out any dissenting voices. Other empires would be fools not to partake in the benefits of a unified rhetoric. [i]If the vote succeeds on the side this card is played in, three randomly generated cards are distributed to other empires that voted on that side, proportional to their contributions. Multiple rhetorics played on the same side cost more to play and gain increased weight.[/i] >> CARD_RHETORIC_LOG_Y: * The $1 crafts [color=#ff8044][b]Rhetoric[/b][/color] to add [color=#0f0]$2 support[/color]. CARD_RHETORIC_LOG_N: * The $1 crafts [color=#ff8044][b]Rhetoric[/b][/color] to add [color=#f00]$2 opposition[/color]. CARD_CONTROL: Take Control CARD_CONTROL_DESC: <<| Vie for control of a diplomatic station in our territory, attempting to guide its decisions using our presence. [i]If the vote succeeds, gain ownership of target Embassy Core orbital within your trade region.[/i] >> VOTE_TAKE_CONTROL: Take control of $1 CARD_INTELLIGENCE: Intelligence ($1) CARD_INTELLIGENCE_LOG_Y: * [b]Intelligence[/b] about the $3 was revealed to add [color=#0f0]$2 support[/color]. CARD_INTELLIGENCE_LOG_N: * [b]Intelligence[/b] about the $3 was revealed to add [color=#f00]$2 opposition[/color]. CARD_INTELLIGENCE_DESC: <<| Anonymously releasing intelligence obtained against one of the other empires lets us create opposition for their position without revealing our identity. [b]The support added by this card is anonymous and cannot be traced back to you.[/b] [i]Can only be played if the $1 has voted on the opposite side of the proposition. Each subsequent intelligence against the same empire played in the same vote loses 2 weight. You can only have 3 Intelligence about one empire at any time. If no intelligence is being actively generated, your existing intelligence will expire over time.[/i] >> CARD_PROMISES: Promises CARD_PROMISES_LOG_Y: * The $1 makes [b][color=#fa00ff]Promises[/color][/b] to add [color=#0f0]$2 support[/color]. CARD_PROMISES_LOG_N: * The $1 makes [b][color=#fa00ff]Promises[/color][/b] to add [color=#f00]$2 opposition[/color]. CARD_PROMISES_DESC: <<| The promises we make to gather support now will require using some of our political pull in the future, but this seems a small price to pay for their overwhelming endorsements. [i]Adds weight in support or opposition of a vote. For the next 5 minutes, all support cards you play into votes cost 1 additional influence to play.[/i] >> CARD_ASSURANCES: Assurances CARD_ASSURANCES_LOG_Y: * The $1 makes [b][color=#00faff]Assurances[/color][/b] to add [color=#0f0]$2 support[/color]. CARD_ASSURANCES_LOG_N: * The $1 makes [b][color=#00faff]Assurances[/color][/b] to add [color=#f00]$2 opposition[/color]. CARD_ASSURANCES_DESC: <<| Making assurances of future goodwill, we can pull more important figures to our cause. We will need to make good on these assurances in future endeavors. however. [i]Adds weight in support or opposition of a vote. For the next 10 minutes, all cards you buy from Influence Peddling cost 1 extra influence to buy.[/i] >> CARD_CLAIM_ARTIFACT: Claim Artifact CARD_CLAIM_ARTIFACT_DESC: <<| We are the only empire qualified to use this artifact! If the galactic senate will allow it, we shall send a civilian-backed retrieval expedition to obtain and safeguard it from abuse. [i]If the vote succeeds, the target artifact is moved to a system in your empire and only you will be able to use it from now on.[/i] >> VOTE_CLAIM_ARTIFACT: Claim Artifact: $1 CARD_SENATE_BUILDING: Host Senate Building CARD_SENATE_BUILDING_DESC: <<| Hosting the galactic senate on one of our worlds gives us great power and esteem, the privilege is therefore sought after highly by all empires. [i]If the vote started by this action passes, the targeted planet will become the host for the galactic senate building. This adds bonus influence generation to the planet based on its level, and causes all votes you start to gain 2 increased support. Every time a different site is selected, the cost of this card and its influence generation benefit increases.[/i] >> VAR_INFLUENCE_INCOME: Influence Gen. VOTE_SENATE_BUILDING: Host Galactic Senate on $1 STATUS_SENATE_BUILDING: Hosting Galactic Senate Building STATUS_SENATE_BUILDING_DESC: <<| This planet is hosting the senate building. The planet is gaining bonus influence generation per level and increases the support level of votes you start by 2. >> CARD_UNITED_RESEARCH: United Research Center CARD_UNITED_RESEARCH_DESC: <<| By hosting the senate's united research center on one of our worlds we can reap the benefits of shared information. [i]If the vote started by this action passes, the targeted planet will become the host for the united research center. This adds bonus research generation to the planet based on its level. Every time a different site is selected, the cost of this card and its research generation benefit increases.[/i] >> VAR_RESEARCH_INCOME: Research Gen. VOTE_UNITED_RESEARCH: Host United Research Center on $1 STATUS_UNITED_RESEARCH: Hosting United Research Center STATUS_UNITED_RESEARCH_DESC: <<| This planet is hosting the galactic united research center. The planet is gaining bonus research generation per level. >> CARD_GALAXY_MALL: Mall of the Galaxy CARD_GALAXY_MALL_DESC: <<| Constructing the greatest mall in the galaxy drives the trade of materials to our planet, increasing the efficiency of our imperial construction. [i]The targeted planet will become home to the Mall of the Galaxy. All construction on the planet will have a reduced build cost. Every time a different site is selected, the cost of this card and its benefit increase. [/i] >> VAR_BUILD_COST_DECREASE: Cost Decrease NOTIFY_GALAXY_MALL: The $1 have constructed the greatest Mall of the Galaxy on $3. STATUS_GALAXY_MALL: Mall of the Galaxy STATUS_GALAXY_MALL_DESC: <<| This planet is home to the largest Mall of the Galaxy. Construction projects on this planet have reduced build cost. >> CARD_DENOUNCE: Denounce ($1) CARD_DENOUNCE_DESC: <<| No longer will we suffer the injustices of another. We fully denounce our opponent, and commit our resources towards suporting any who would oppose them. [i]The next cards to enter the influence card stack will all be leverage against the targeted empire. Instantly rotates the influence card stack when played.[/i] >> DENOUNCE_NOTIFY: The $1 have denounced the $3! CARD_ANCIENT_KNOWLEDGE: Ancient Knowledge CARD_ANCIENT_KNOWLEDGE_DESC: <<| Gain the upper hand in the public mind by revealing benevolent Ancient Knowledge, carefully kept secret until now. Other parties may start to use this knowledge as well afterwards, however. [i]Adds support or opposition to a vote based on the amount of empires present. All other empires present receive a 0 cost, 1 weight, "Ancient Intuition" card.[/i] >> CARD_ANCIENT_KNOWLEDGE_LOG_Y: * The $1 reveals [color=#f88][b]Ancient Knowledge[/b][/color] to add [color=#0f0]$2 support[/color]. CARD_ANCIENT_KNOWLEDGE_LOG_N: * The $1 reveals [color=#f88][b]Ancient Knowledge[/b][/color] to add [color=#f00]$2 opposition[/color]. CARD_ANCIENT_INTUITION: Ancient Intuition CARD_ANCIENT_INTUITION_DESC: <<| Further insight into previously revealed Ancient Knowledge can sway public opinion towards our cause. [i]Adds 1 weight to either side of the vote.[/i] >> CARD_ANCIENT_INTUITION_LOG_Y: * The $1 ponders [color=#e780ff][b]Ancient Intuition[/b][/color] to add [color=#0f0]$2 support[/color]. CARD_ANCIENT_INTUITION_LOG_N: * The $1 ponders [color=#e780ff][b]Ancient Intuition[/b][/color] to add [color=#f00]$2 opposition[/color]. CARD_ENERGY_CLASH: Energy Clash CARD_ENERGY_CLASH_LOG_Y: * The $1 instigates an [color=#42b4bd][b]Energy Clash[/b][/color] to add [color=#0f0]$2 support[/color]. CARD_ENERGY_CLASH_LOG_N: * The $1 instigates an [color=#42b4bd][b]Energy Clash[/b][/color] to add [color=#f00]$2 opposition[/color]. CARD_ENERGY_CLASH_DESC: <<| If there's one thing the general population can always use more of, it's Energy. Energy runs households, businesses and cities, and releasing a significant part of our empire's strategic Energy reserve can easily sway some opinions in our favour. [i]Adds weight to either side of the vote. Costs stored energy to play. Each time an Energy Clash is played into a vote, each subsequent play costs more Energy and holds more weight.[/i] >> CARD_RUSH: Rush CARD_RUSH_DESC: <<| Using our influence to convince the appropriate parties of the necessity of this proposition, we can decrease the time needed to get it passed. [i]The vote will only take half as long to pass, but all support cards cost 1 extra influence to play. You can only play this card if you are currently supporting the proposition. Only one rush may be played into a proposition.[/i] >> CARD_RUSH_LOG: * The $1 [color=#fa00ff][b]Rushes[/b][/color] the vote's approval through committee. CARD_FILIBUSTER: Filibuster CARD_FILIBUSTER_DESC: <<| Keep the senate floor occupied in order to delay the resolution of the vote, whichever direction it may end up going in. [i]Completely prevents the vote from progressing in either direction for 3 minutes. Cannot be used in zeitgeists or events.[/i] >> CARD_FILIBUSTER_LOG: * The $1 [color=#fe5c99][b]Filibusters[/b][/color] the vote for the next 3 minutes. CARD_INFILTRATE: Infiltrate CARD_INFILTRATE_DESC: <<| Send a highly trained operative to infiltrate the command structure of an enemy fleet, getting ready to subtly sabotage it in combat, and spreading dissent amongst key officers in the fleet. [i]The targeted enemy fleet grants you vision in the system it is in. Over the next 60 seconds, the enemy fleet's efficiency and strength is slowly reduced by 10%. Effect lasts for 30 minutes.[/i] >> STATUS_INFILTRATED: Infiltrated STATUS_INFILTRATED_DESC: << You have an operative infiltrated in this enemy fleet. It grants you vision and causes the fleet to have slightly reduced combat effectiveness. >> CARD_HEDGE: Hedge CARD_HEDGE_DESC: <<| Set up fallback measures and positions in order to be able to try a similar proposal to this one in the future, if it fails. [i]If the vote fails, you gain the card used to start it. Can only be played into a vote once. Extends the vote to ensure at least 60 seconds are remaining to vote.[/i] >> CARD_HEDGE_LOG: * The $1 [color=#fff700][b]Hedges[/b][/color] the vote in case it fails. CARD_INNOVATION: Innovation CARD_INNOVATION_DESC: << Create a big push for developing new ideas by heavily encouraging and subsidizing otherwise economically unviable research prospects. [i]When purchased, immediately reveal a previously unknown [b]Secret Project[/b] on the research grid. This can enable new secret projects that would otherwise not be available to you.[/i] >> CARD_ELECTION: Election CARD_ELECTION_DESC: << Run a campaign for your empire to become Leader of the galactic senate. [i]If the vote passes, you become Galactic Senate Leader, allowing you to play special restricted cards and gaining special cards you don't already have over time.[/i] >> VOTE_ELECTION: Run for Senate Leader EVT_OPEN_ELECTION: Event: Open Election EVT_OPEN_ELECTION_DESC: << An open election for galactic senate leader has been called, allowing each empire to put forth a representative. [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire becomes the galactic senate leader.[/img] [i]The most supportive empire is determined by support added over time, not just the total amount of support an empire has at the end of the vote. Support placed earlier is worth more, the current most supportive empire is indicated by an icon on their portrait.[/i] >> EVT_EXPEDITION: Event: Expedition EVT_EXPEDITION_DESC: << A faint subspace signal indicating a previously undiscovered system has been detected. The galactic senate proposes sending an expedition to check it out and map it. [img=QuickbarIcons::6;32]If the vote passes, a new system defended by powerful remnants is discovered near the most supportive empire, and they are given permanent vision over it.[/img] [i]The most supportive empire is determined by support added over time, not just the total amount of support an empire has at the end of the vote. Support placed earlier is worth more, the current most supportive empire is indicated by an icon on their portrait.[/i] >> ZEITGEIST_ENERGY: Zeitgeist: Power ZEITGEIST_ENERGY_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. While active: [b]*[/b] [offset=20]The energy generation rate of all empires is increased by 25%[/offset] [b]*[/b] [offset=20]All empires will be able to construct Solar Engine orbitals to generate more energy.[/offset] [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire will receive a bonus [b]+2 energy per second[/b] base generation rate while this zeitgeist is active.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]§800k special funds[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> ZEITGEIST_COOPERATION: Zeitgeist: Cooperation ZEITGEIST_COOPERATION_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire to this vote and any other empires that are not currently at war with them gain [b]10% of their upcoming budget estimate as extra special funds, every minute[/b] for the duration of this zeitgeist.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]600 FTL Energy[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> ZEITGEIST_PROGRESS: Zeitgeist: Progress ZEITGEIST_PROGRESS_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. While active: [b]*[/b] [offset=20]50% of all energy generation on planets and by civilian structures is converted to research generation instead.[/offset] [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire will receive a bonus [b]+3 research per second[/b] base generation rate while this zeitgeist is active.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]800 energy[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> STATUS_PROGRESS_GEIST: Zeitgeist: Progress STATUS_PROGRESS_GEIST_DESC: 50% Of all energy generation on the surface of this planet is converted to research generation instead. ZEITGEIST_ZEALOT: Zeitgeist: Zealotry ZEITGEIST_ZEALOT_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. While active: [b]*[/b] [offset=20]All planets gain +5 Loyalty.[/offset] [b]*[/b] [offset=20]Capturing enemy planets through siege requires 4 times as much time and twice as many supplies.[/offset] [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire is not affected by this zeitgeist's penalties to capturing enemy planets.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]4 random influence cards[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> STATUS_ZEALOT_GEIST: Zeitgeist: Zealotry STATUS_ZEALOT_GEIST_DESC: This planet defends itself with missile silos while not actively under siege. ZEITGEIST_ART: Zeitgeist: Art ZEITGEIST_ART_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. While active: [b]*[/b] [offset=20]All empires will be able to construct Museums on their planets. Museums cost labor to construct, but give an instant bonus of 10 influence when constructed.[/offset] [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire will receive [b]+20% influence generation[/b] while this zeitgeist is active.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]800 research[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> ZEITGEIST_ATTITUDES: Zeitgeist: Actualization ZEITGEIST_ATTITUDES_DESC: << [b]Zeitgeist Effect[/b] If this vote passes, it becomes the current Zeitgeist effect. While active: [b]*[/b] [offset=20]All empires progress 30% faster when gaining Attitude levels.[/offset] [img=QuickbarIcons::6;32]If the vote passes, the most supportive empire will have [b]10% reduced research costs[/b] while this zeitgeist is active.[/img] [img=QuickbarIcons::3;32]If the vote fails, the most opposing empire will receive an instant bonus of [b]§100k permanent income[/b].[/img] [i]Only one zeitgeist effect can be active at the same time. Passing a new zeitgeist will remove any previously active ones.[/i] >> CLAUSE_VISION: Share Vision CLAUSE_VISION_DESC: <<| All empires that have signed this treaty will share intelligence, giving each other vision over their fleets and planets. >> CLAUSE_TRADE: Trade Agreement CLAUSE_TRADE_DESC: <<| Empires that have signed this treaty allow mutual civilian trade through each other's systems, letting them export resources through other signatories' territories. >> CLAUSE_ALLIANCE: Alliance CLAUSE_ALLIANCE_DESC: <<| Signatory empires declare to work together and not fight amongst each other. Cannot declare war on other signatories while part of this treaty. >> CLAUSE_CONST: Permanent CLAUSE_CONST_DESC: <<| This treaty is permanent and cannot be broken or altered in any way. >> CLAUSE_SUBJUGATE: Subjugation CLAUSE_SUBJUGATE_DESC: <<| Subjugated empires become Vassals of their parent empires. Vassal empires cannot independently sign treaties, and are at war only with empires their parent empire is at war with. An empire, once it has become a Vassal, cannot ever win the game, but can only achieve [b]Lesser Victory[/b] by helping their parent achieve victory. >> CLAUSE_MUTUAL_DEFENSE: Mutual Defense CLAUSE_MUTUAL_DEFENSE_DESC: <<| Empires that have signed this treaty promise to help and protect other empires in the treaty. If any signatory empire goes to war, all signatories are automatically at war as well. >> CLAUSE_PEACE: Peace Offer CLAUSE_PEACE_DESC: << If this treaty is accepted, war between the two empires will cease immediately. >> GALACTIC_SUPERPOWER: Galactic Superpower GALACTIC_SUPERPOWER_DESC: << Become a galactic superpower ready to join and influence any conflict. You and any empire you are not at war with gain 25% reduced build and labor cost on all their ships. Gain vision over any system where combat is currently occuring. The vote to gain this effect takes twice as long to succeed and requires extra influence to be spent to play supportive cards. [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b] and you have constructed a [b]Senatorial Palace[/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] The effect is lost if you are no longer Senate Leader, or if your Senatorial Palace gets destroyed. [color=#8f8][font=Subtitle]If you have both Galactic Superpower and Galactic Utopia active, other empire's planets bordering your systems will automatically start to join your side.[/font][/color] >> GALACTIC_UTOPIA: Galactic Utopia GALACTIC_UTOPIA_DESC: << Become a galactic utopia with wealth and sophistication all others aspire to. Planets owned by you and any empires you are not at war with require 1 less Food to gain Level 3 and up and one fewer Tier 2 resource to gain Level 4 and up. The vote to gain this effect takes twice as long to succeed and requires extra influence to be spent to play supportive cards. [img=LeaderIcon;30] Can only be played if you are the current [b][color=#8d79a8]Galactic Senate Leader[/color][/b] and you have constructed a [b]Senatorial Palace[/b]. Use an [b]Election[/b] card to become Senate Leader.[/img] The effect is lost if you are no longer Senate Leader, or if your Senatorial Palace gets destroyed. [color=#8f8][font=Subtitle]If you have both Galactic Superpower and Galactic Utopia active, other empires' planets bordering your systems will automatically start to join your side.[/font][/color] >>