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. >>