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