English #This is the English String Table file for FreeOrion #Translate this file to other languages. ################# # Common # ################# APPNAME FreeOrion BROWSE_BTN Browse... OK OK APPLY Apply CANCEL Cancel DONE Done CLOSE Close LOAD Load SAVE Save DELETE Delete OPEN Open OR or AND and YES Yes NO No EMPIRE Empire PLAYER Player HUMAN_PLAYER Human AI_PLAYER AI ADD_AI_PLAYER Add AI OBSERVER Observer MODERATOR Moderator NO_PLAYER None DROP_PLAYER Drop HOST Host ALL All NONE None RENAME Rename ENTER_NEW_NAME Enter new name NOTHING_VALUE_SYMBOL -- UNKNOWN_VALUE_SYMBOL ? UNKNOWN_VALUE_SYMBOL_2 ??? ERROR ERROR RESET Reset TURN Turn CHAT_WHISPER whisper UP Up NEXT Next BACK Back LAST Last # used to generate names for new fleets when they are created NEW_FLEET_NAME Fleet %1% NEW_FLEET_NAME_NO_NUMBER Fleet # used to generate name for effect-created planets, when no name = (string) is specified. # For this, and any other effect-created object, with specified or default strings for the name, # and when each exists: %1% is the system name, %2% is the target object name, and %3% is the source object name NEW_PLANET_NAME %1% %3% remnants EMPTY_SPACE Deep Space UNEXPLORED_REGION Unexplored Region UNEXPLORED_SYSTEM Unexplored System NOT_APPLICABLE N/A BOMBER Bomber INTERCEPTOR Interceptor DEFAULT_EMPIRE_NAME Terran Imperium DEFAULT_PLAYER_NAME Human_Player MONSTER Monster PASSED (PASSED) FAILED (FAILED) ALL_OF All Of: ANY_OF Any Of: DUMP Debug Data Dump UNOWNED Unowned NOWHERE Cannot be produced ########################### # Predefined Ship Designs # ########################### # in premade_ship_designs.txt SD_SCOUT Scout SD_SCOUT_DESC Small and cheap unarmed vessel designed for recon and exploration. Further research aimed at improving [[encyclopedia DETECTION_RANGE_TITLE]] would allow for better designs. SD_AST_SCOUT Asteroid Scout SD_AST_SCOUT_DESC Small and cheap unarmed vessel made from a hollowed-out asteroid, designed for recon and exploration. Further research aimed at improving [[encyclopedia DETECTION_RANGE_TITLE]] would allow for better designs. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_SCOUT_2 Scout II SD_SCOUT_2_DESC Small and cheap unarmed vessel equipped with improved [[encyclopedia DETECTION_RANGE_TITLE]] designed for recon and exploration. SD_SCOUT_3 Scout III SD_SCOUT_3_DESC Small and cheap unarmed vessel equipped with improved [[encyclopedia DETECTION_RANGE_TITLE]] designed for recon and exploration. SD_SCOUT_4 Scout IV SD_SCOUT_4_DESC Small and cheap unarmed vessel equipped with improved [[encyclopedia DETECTION_RANGE_TITLE]] designed for recon and exploration. SD_ENG_SCOUT Energy Scout SD_ENG_SCOUT_DESC Small and fast unarmed vessel designed for recon and exploration. Further research aimed at improving [[encyclopedia DETECTION_RANGE_TITLE]] would allow for better designs. This vessel can only be built at a colony with an energy compressor in systems with blue, white or black hole star types. SD_SMALL_MARK_1 Corvette I SD_SMALL_MARK1_DESC Small and cheap mass-driver ship. SD_SMALL_MARK_2 Corvette II SD_SMALL_MARK2_DESC Small and cheap mass-driver ship. SD_MARK_1 Frigate I SD_MARK1_DESC Basic mass-driver frigate. SD_MARK_2 Frigate II SD_MARK2_DESC Improved mass-driver frigate. SD_MARK_3 Frigate III SD_MARK3_DESC Basic laser frigate. SD_MARK_4 Frigate IV SD_MARK4_DESC Improved laser frigate. SD_LARGE_MARK_1 Cruiser I SD_LARGE_MARK1_DESC Basic mass-driver fighter. SD_LARGE_MARK_2 Cruiser II SD_LARGE_MARK2_DESC Improved mass-driver fighter. SD_LARGE_MARK_3 Cruiser III SD_LARGE_MARK3_DESC Improved fighter with lasers. SD_LARGE_MARK_4 Cruiser IV SD_LARGE_MARK4_DESC Improved fighter with heavy lasers and armor. SD_ROBOTIC1 Robocruiser I SD_ROBOTIC1_DESC Robotic mass-driver fighter. Can only be built at a colony with an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]]. SD_ROBOTIC2 Robocruiser II SD_ROBOTIC2_DESC Robotic fighter with lasers and heavy armor. Can only be built at a colony with an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]]. SD_ROBOTIC3 Robocruiser III SD_ROBOTIC3_DESC Improved robotic fighter with heavy lasers. Can only be built at a colony with an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]]. SD_ORGANIC1 Organic I SD_ORGANIC1_DESC Organic fighter with preliminary weaponry and defence technology. SD_ORGANIC2 Organic II SD_ORGANIC2_DESC Organic fighter with lasers. SD_ORGANIC3 Organic III SD_ORGANIC3_DESC Organic fighter with heavy lasers and armor. SD_SHIELD_BUG_1 Shield Bug I SD_SHIELD_BUG_1_DESC Organic fighter with shields. Effective against enemies with poor weapons. SD_SHIELD_BUG_2 Shield Bug II SD_SHIELD_BUG_2_DESC Organic fighter with shields. Effective against enemies with poor weapons. SD_SHIELD_BUG_3 Shield Bug III SD_SHIELD_BUG_3_DESC Organic fighter with shields. Effective against enemies with poor weapons. SD_AST_1 Rock I SD_AST_1_DESC A hollowed-out asteroid armed with lasers. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_AST_2 Rock II SD_AST_2_DESC A hollowed-out asteroid armed with plasma cannons. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_AST_3 Rock III SD_AST_3_DESC A hollowed-out asteroid armed with heavy plasma cannons and reformed rock armor. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_HEAVY_AST_1 Big Rock I SD_HEAVY_AST_1_DESC A large hollowed-out asteroid armed with plasma cannons. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_HEAVY_AST_2 Big Rock II SD_HEAVY_AST_2_DESC A large hollowed-out asteroid armed with heavy plasma cannons and reformed rock plate. Asteroid ships can only be built in systems with an [[buildingtype BLD_SHIPYARD_AST]]. SD_CRYSTAL Crystal SD_CRYSTAL_DESC A crystallized asteroid armed with heavy plasma cannons and crystal rock armor. SD_ENDO_1 Endomorphic I SD_ENDO_1_DESC Advanced endomorphic fighter with heavy weaponry and armor. SD_ENDO_2 Endomorphic II SD_ENDO_2_DESC Advanced endomorphic fighter with heavy weaponry and armor. SD_ENDO_3 Endomorphic III SD_ENDO_3_DESC Advanced endomorphic fighter with heavy weaponry and armor. SD_ENDO_4 Endomorphic IV SD_ENDO_4_DESC Advanced endomorphic fighter with heavy weaponry and armor. SD_GRAVITATING1 Gravitating I SD_GRAVITATING1_DESC Massive state-of-art battleship armed and protected with the latest technology. Priced accordingly. SD_FRACTAL_1 Fractal I SD_FRACTAL_1_DESC An exotic warship made of fractal energy. SD_COLONY_SHIP Colony Ship SD_COLONY_SHIP_DESC Unarmed vessel capable of delivering millions of citizens safely to new colony sites. This vessel can only be built at a colony with a population of at least three, with a [[buildingtype BLD_SHIPYARD_BASE]]. SD_ORG_COLONY_SHIP Organic Colony Ship SD_ORG_COLONY_SHIP_DESC Unarmed organic vessel capable of delivering millions of citizens safely to new colony sites. This vessel can only be built at a colony with a population of at least three, with an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]]. SD_CRYONIC_COLONY_SHIP Cryonic Colony Ship SD_CRYONIC_COLONY_SHIP_DESC Unarmed vessel capable of delivering many millions of citizens safely to new colony sites. This vessel can only be built at a colony with a population of at least three, with a [[buildingtype BLD_SHIPYARD_BASE]]. SD_ORG_CRYOCOL_SHIP Organic Cryonic Colony Ship SD_ORG_CRYOCOL_SHIP_DESC Unarmed organic vessel capable of delivering many millions of citizens safely to new colony sites. This vessel can only be built at a colony with a population of at least three, with an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]]. SD_AST_CRYOCOL_SHIP Cryonic Colony Asteroid SD_AST_CRYOCOL_SHIP_DESC Unarmed asteroid vessel capable of delivering many millions of citizens safely to new colony sites. This vessel can only be built at a colony with a population of at least three, with a [[buildingtype BLD_SHIPYARD_BASE]], in a system with an [[buildingtype BLD_SHIPYARD_AST]]. SD_OUTPOST_SHIP Outpost Ship SD_OUTPOST_SHIP_DESC Unarmed vessel capable of creating an outpost on an uninhabitable world. SD_ORG_OUTPOST_SHIP Organic Outpost Ship SD_ORG_OUTPOST_SHIP_DESC Unarmed organic vessel capable of creating an outpost on an uninhabitable world. This vessel can only be built at a colony with an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]]. SD_COLONY_BASE Colony Base SD_COLONY_BASE_DESC Unarmed vessel capable of creating a colony on a habitable planet in the system where it is produced. This vessel cannot travel through star lanes and can only be built at a colony with at least three population. SD_CRYONIC_COLONY_BASE Cryonic Colony Base SD_CRYONIC_COLONY_BASE_DESC Unarmed vessel capable of creating a large colony on a habitable planet in the system where it is produced. This vessel cannot travel through star lanes and can only be built at a colony with at least three population. SD_OUTPOST_BASE Outpost Base SD_OUTPOST_BASE_DESC Unarmed vessel capable of creating an outpost on an uninhabited world in the system where it is produced. This vessel cannot travel through star lanes. SD_TROOP_DROP Troop Drop SD_TROOP_DROP_DESC Carries 2 units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be used to invade a planet in the same system. SD_SMALL_TROOP_SHIP Small Troop Ship SD_SMALL_TROOP_SHIP_DESC Carries two units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be used to invade a planet. SD_TROOP_SHIP Troop Ship SD_TROOP_SHIP_DESC Carries six units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be used to invade a planet. SD_ORG_TROOP_SHIP Organic Troop Ship SD_ORG_TROOP_SHIP_DESC Carries eight units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be used to invade a planet. Organic vessels can only be built at planets with an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]]. SD_ENG_TROOP_SHIP Small Troop Ship SD_ENG_TROOP_SHIP_DESC Carries two units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be used to invade a planet. This vessel can only be built at a colony with an energy compressor in systems with blue, white or black hole star types. SD_ENG1 Energy 1 SD_ENG1_DESC Small fast combat vessel. This vessel can only be built at a colony with an energy compressor in systems with blue, white or black hole star types. SD_ENG2 Energy 2 SD_ENG2_DESC Small fast combat vessel, with improved weaponry. This vessel can only be built at a colony with an energy compressor in systems with blue, white or black hole star types. SD_DRAGON_TOOTH Dragon Tooth SD_DRAGON_TOOTH_DESC Ancient ship design with advanced weaponry and defensive systems. ############ # Monsters # ############ SM_MONSTER Monster SM_KRILL_1 Small Krill Swarm SM_KRILL_1_DESC Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply. SM_KRILL_2 Medium Krill Swarm SM_KRILL_2_DESC Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply. SM_KRILL_3 Large Krill Swarm SM_KRILL_3_DESC Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. When in large enough numbers they begin to become aggressive towards ships. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply. SM_KRILL_4 Plague of Krill SM_KRILL_4_DESC Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Krill behavior changes radically when a critical population is reached-- somewhere in the 10s of millions. The normally flighty Krill become aggressive, attacking ships and destroying orbital structures. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply. SM_TREE Dyson Forest SM_TREE_DESC A Dyson Forest is made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to eradicate. At intervals they may send out a seed through the star-lanes to colonize other stars. SM_SEED Dyson Seed SM_SEED_DESC Dyson Forests intermittently produce a star-lane capable seed, sent away to found a new forest around other stars. SM_FLOATER Floater SM_FLOATER_DESC Dyson Forests intermittently produce a star-lane capable seed: gas-filled bulbous sacs that drift through space, sent away to found a new forest around other stars. SM_DRAGON Vacuum Dragon SM_DRAGON_DESC Terrifying giant monster that prowls space for prey. SM_DRONE Drone SM_DRONE_DESC Tool of a forgotten war, the Drone Fighter still fulfills its original purpose: mindlessly attacking any ships in range. SM_DRONE_FACTORY Drone Factory SM_DRONE_FACTORY_DESC Built in some long-forgotten war to defend long-vanished builders, amazingly the Drone Factory still functions, slowly producing new Drone Fighters. SM_GUARD_1 Sentry SM_GUARD_1_DESC Sentries guard minor cool stuff. SM_GUARD_2 Sentinel SM_GUARD_2_DESC Sentinels guard cool stuff. SM_GUARD_3 Warden SM_GUARD_3_DESC Wardens guard major cool stuff. SM_KRAKEN_1 Larval Kraken SM_KRAKEN_1_DESC '''In the larval form, a kraken is a cautious and relatively harmless type of spaceborne fauna. Its natural prey is the krill swarms, which it helps to keep in check. But a well fed larval kraken may grow into a larger and more dangerous adult form. Favored Environment: Gas Giants. Kraken nests are normally found in the orbit of Gas Giant planets, and Kraken can mature into larger forms in systems with Gas Giants''' SM_KRAKEN_2 Kraken SM_KRAKEN_2_DESC '''A formidable medium-weight space monster. Favored Environment: Gas Giants. Kraken nests are normally found in the orbit of Gas Giant planets, and Kraken can mature into larger forms in systems with Gas Giants''' SM_KRAKEN_3 Great Kraken SM_KRAKEN_3_DESC '''A formidable and very tough space monster. Favored Environment: Gas Giants. Kraken nests are normally found in the orbit of Gas Giant planets, and Kraken can mature into larger forms in systems with Gas Giants''' SM_BLACK_KRAKEN Black Kraken SM_BLACK_KRAKEN_DESC '''A powerful, unnatural-seeming space monster. Black Kraken are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[encyclopedia STEALTH_TITLE]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack populated planets, [[encyclopedia ORGANIC_SPECIES_TITLE]] inhabitants are particularly vulnerable to their attacks.''' SM_SNOWFLAKE_1 Small Snowflake SM_SNOWFLAKE_1_DESC '''A small and harmless space monster with exceptional vision. Favored Environment: Small planets. Snowflake nests are normally found in the orbit of Small planets, and Snowflakes can mature into larger forms in systems with Small planets''' SM_SNOWFLAKE_2 Snowflake SM_SNOWFLAKE_2_DESC '''A light-weight space monster with exceptional vision. Favored Environment: Small planets. Snowflake nests are normally found in the orbit of Small planets, and Snowflakes can mature into larger forms in systems with Small planets''' SM_SNOWFLAKE_3 Large Snowflake SM_SNOWFLAKE_3_DESC '''A formidable light-weight space monster. Favored Environment: Small planets. Snowflake nests are normally found in the orbit of Small planets, and Snowflakes can mature into larger forms in systems with Small planets''' SM_PSIONIC_SNOWFLAKE Psionic Snowflake SM_PSIONIC_SNOWFLAKE_DESC '''A monster with the power to neutralize the minds of organic beings. Psionic Snowflakes are bioengineered space monsters with dangerous weapons and the ability to take control of ships with [[encyclopedia ORGANIC_SPECIES_TITLE]] crews. A powerful fleet will be needed to fight them. They seek out and attack enemy space ships, forcing crews vulnerable to psychic attack to abandon their empire.''' SM_JUGGERNAUT_1 Small Juggernaut SM_JUGGERNAUT_1_DESC '''A formidable heavy-weight space monster with protective shielding. Favored Environment: Asteroids. Juggernaut nests are normally found within Asteroid belts, and Juggernauts can mature into larger forms in systems with Asteroid belts''' SM_JUGGERNAUT_2 Juggernaut SM_JUGGERNAUT_2_DESC '''A formidable heavy-weight space monster with moderate protective shielding. Favored Environment: Asteroids. Juggernaut nests are normally found within Asteroid belts, and Juggernauts can mature into larger forms in systems with Asteroid belts''' SM_JUGGERNAUT_3 Large Juggernaut SM_JUGGERNAUT_3_DESC '''A formidable heavy-weight space monster with powerful protective shielding. Favored Environment: Asteroids. Juggernaut nests are normally found within Asteroid belts, and Juggernauts can mature into larger forms in systems with Asteroid belts''' SM_BLOATED_JUGGERNAUT Bloated Juggernaut SM_BLOATED_JUGGERNAUT_DESC '''A massive, sickly-looking space monster. Bloated Juggernauts are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[encyclopedia STEALTH_TITLE]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack planetary buildings, [[encyclopedia ORGANIC_SPECIES_TITLE]] inhabitants are particularly vulnerable to their attacks.''' SM_CLOUD Space Cloud SM_CLOUD_DESC A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets. SM_ASH Space Volcano SM_ASH_DESC A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets. SM_DIM Dimensional Drifter SM_DIM_DESC A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets. SM_VOID Behemoth of the Void SM_VOID_DESC A nebulous creature that adds [[encyclopedia STEALTH_TITLE]] to random planets. SM_SNAIL Asteroid Snail SM_SNAIL_DESC Feeding upon minerals, the shell of a space snail strongly resembles a normal asteroid making them very hard to detect. SM_DAMPENING_CLOUD Dampening Cloud SM_DAMPENING_CLOUD_DESC A cosmic cloud of high energetic particles that has gained some form of sentience. It's highly attracted to and will discharge any greater reserves of potential energy, which will lead to entire space ship fleets being bereft of fuel in a matter of seconds. SM_ACIREMA_GUARD Acirema Guard Ship SM_ACIREMA_GUARD_DESC An unmanned armed ship, built by the Acirema, guards the system. SM_EXP_OUTPOST Experimentor Outpost Ship SM_EXP_OUTPOST_DESC An outpost ship constructed by the Experimentors to transport experimental equipment between galaxies. SM_COSMIC_DRAGON Cosmic Dragon SM_COSMIC_DRAGON_DESC '''A fearsome space monster with the power to destroy entire star systems. Cosmic Dragons are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[encyclopedia STEALTH_TITLE]]. A very powerful fleet with high [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack inhabited planets, and are able to vaporise entire star systems if left alone.''' ########## # Fields # ########## FLD_ION_STORM Ion Storm FLD_ION_STORM_DESC Magnetic vortex of relativistic charged particles that can interfere with sensors and damage ships and planets. FLD_MOLECULAR_CLOUD Molecular Cloud FLD_MOLECULAR_CLOUD_DESC Diffuse cloud of complex molecules that disrupts ship shielding. FLD_NEBULA_1 Nebula FLD_NEBULA_1_DESC Cloud of hydrogen gas that could coalesce to form a new star. FLD_NEBULA_2 [[FLD_NEBULA_1]] FLD_NEBULA_2_DESC [[FLD_NEBULA_1_DESC]] ############################## # Predefined Starting Fleets # ############################## FN_HOME_FLEET Home Fleet FN_BATTLE_FLEET Battle Fleet FN_SCOUT_FLEET Scout Fleet FN_COLONY_FLEET Colony Fleet FN_INVASION_FLEET Invasion Fleet MONSTERS Monsters ########################## # Status Update Messages # ########################## RETURN_TO_INTRO Returning to Main Menu. SERVER_WONT_START The server could not be started. SERVER_TIMEOUT The server is not responding. SERVER_LOST The connection to the server has been lost. SERVER_GAME_END The server has sent an end-game message. Buh-bye. PLAYER_DISCONNECTED Player %1% no longer has a connection to the server. PLAYER_DEFEATED You are defeated. EMPIRE_DEFEATED The %1% empire is no more. UNKNOWN_EMPIRE Unknown Empire LAST_OPPONENT_DEFEATED_VICTORY Your last opponent has been defeated and you are victorious! INVALID_CLIENT_SAVE_DATA_RECEIVED The server received invalid client save data. Some may be ignored. NON_HOST_SAVE_REQUEST_IGNORED The server received an invalid save game request from your client. You are not the host, so you cannot save the game. UNABLE_TO_WRITE_CONFIG_XML Error when writing config.xml file. Unable to save options. UNABLE_TO_READ_CONFIG_XML Error when reading config.xml file. Using default options. UNABLE_TO_WRITE_SAVE_FILE Error when writing save file. UNABLE_TO_READ_SAVE_FILE Error when reading save file. UNABLE_TO_SAVE_NOW_TRY_AGAIN Unable to save during AI processing. Try again when AIs have finished turns. EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS You do not control an empire and cannot issue orders. ORDERS_FOR_WRONG_EMPIRE Orders were sent for an empire you do not control. SERVER_ALREADY_HOSTING_GAME This server is already hosting a game. SERVER_UNABLE_TO_SELECT_HOST The server was unable to select a new host. SERVER_FOUND_NO_ACTIVE_PLAYERS Cannot generate game with no active players. SERVER_UNIVERSE_GENERATION_ERRORS Universe generation completed with errors. See log files for detailed error messages. Game can start, but gameplay will probably be impaired. SERVER_TURN_EVENTS_ERRORS Python scripted turn events executed with errors. See log files for detailed error messages. Game can continue, but gameplay will probably be impaired. ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE '''Usage: ''' COMMAND_LINE_DEFAULT '''Default: ''' OPTIONS_DB_HELP Print this help message. OPTIONS_DB_GENERATE_CONFIG_XML Uses default settings, settings from any existing config.xml file, and settings given on the command line to generate a config.xml file. This will overwrite the current config.xml file, if it exists. OPTIONS_DB_VERSION_STRING Tracks the FreeOrion version for which config.xml was generated. Config.xml for different versions will be ignored. OPTIONS_DB_RENDER_SIMPLE Sets several map and GUI rendering options to improve frame rate and reduce rendering CPU use. Useful for configuring to run on lower-powered graphics adapters without adjusting each setting separately. OPTIONS_DB_SOUND_ON Enables sound in the game. OPTIONS_DB_MUSIC_ON Enables music in the game. OPTIONS_DB_BG_MUSIC Sets the background track to play. OPTIONS_DB_FULLSCREEN Start the game in fullscreen. Clicking Apply may cause this to take effect, or may require a restart. OPTIONS_DB_FAKE_MODE_CHANGE '''Do not really change the resolution of the screen. Render the game to an offscreen buffer of the desired resolution and scale that buffer to fill the screen instead. Avoids certain issues with real screen mode changes, which are known to appear on linux.''' OPTIONS_DB_FULLSCREEN_MONITOR_ID Select which monitor to use in fullscreen mode. Primary monitor should be index 0. May require a restart to take effect. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL Time interval, in seconds, after which the multiplayer chat window will disappear if nothing is added to it. A value of 0 indicates that the window should never disappear. OPTIONS_DB_UI_SAVE_DIALOG_COLUMNS '''List the columns to show in the save file dialog, separated by commas. Valid columns: time, turn, player, empire, systems, seed, galaxy_age, galaxy_shape, planet_freq, native_freq, specials_freq, starlane_freq''' OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_WIDE_AS If UI.save-file-dialog.[name].wide-as is set, the column will always be wide enough to contain the text there. OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_STRETCH If UI.save-file-dialog.[name].stretch is set, the column will get that stretch factor if visible. OPTIONS_DB_UI_CHAT_EDIT_HISTORY The number of outgoing messages to keep in the chat edit box history. OPTIONS_DB_GALAXY_MAP_GAS Render gassy substance around systems to give galaxy shape. May slow rendering on older systems. OPTIONS_DB_GALAXY_MAP_STARFIELDS Render star fields around systems. May slow rendering on older systems. OPTIONS_DB_GALAXY_MAP_SCALE_LINE Show scale line for universe distance on galaxy map. OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER Toggles whether to show the zoom slider on galaxy map. OPTIONS_DB_UI_GALAXY_MAP_POPUP Toggles whether to show a right-click popup menu on the galaxy map. OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING Use fancy optimized OpenGL 1.5 rendering for systems on galaxy map. May crash on older graphics hardware. OPTIONS_DB_STARLANE_THICKNESS Sets how wide to render starlanes in pixels. OPTIONS_DB_STARLANE_CORE Width multiplier for empire 'core' starlanes. OPTIONS_DB_RESOURCE_STARLANE_COLOURING Toggles whether to color starlanes with empire colors if empires can exchange resources along each starlane. OPTIONS_DB_UNOWNED_STARLANE_COLOUR Sets default color to render starlanes. OPTIONS_DB_FLEET_SUPPLY_LINES Toggles whether to show fleet supply lines with empire-colored indicators. OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH Sets how wide to render fleet supply lines. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING Sets how far apart to render dots for fleet supply lines. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE Sets how fast to render dots for fleet supply lines. OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE Toggles whether to show circles around objects to indicate their detection range on the galaxy map. OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE_OPACITY Sets detection circle transparency. OPTIONS_DB_FORCE_EXTERNAL_SERVER Force the client not to start a server, even when hosting a game on localhost, playing single player, etc. OPTIONS_DB_EXTERNAL_SERVER_ADDRESS Address to connect to in external server mode. If used, this client becomes the manager of the game. OPTIONS_DB_MP_HOST_ADDRESS Address to connect to when joining a multiplayer game. OPTIONS_DB_MP_PLAYER_NAME Player name to use when hosting or joining a multiplayer game. OPTIONS_DB_UI_MAIN_MENU_X Position of the center of the intro screen main menu, as a portion of the application's total width. OPTIONS_DB_UI_MAIN_MENU_Y Position of the center of the intro screen main menu, as a portion of the application's total height. OPTIONS_DB_APP_WIDTH Sets horizontal app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size. OPTIONS_DB_APP_HEIGHT Sets vertical app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size. OPTIONS_DB_APP_WIDTH_WINDOWED Sets horizontal resolution in windowed mode. OPTIONS_DB_APP_HEIGHT_WINDOWED Sets vertical resolution in windowed mode. OPTIONS_DB_APP_LEFT_WINDOWED Sets horizontal position in windowed mode. Relative to primary monitor left. OPTIONS_DB_APP_TOP_WINDOWED Sets vertical position in windowed mode. Relative to primary monitor top. OPTIONS_DB_COLOR_DEPTH Sets screen color depth, in bits per pixel. OPTIONS_DB_SHOW_FPS Toggles FPS display on or off. OPTIONS_DB_LIMIT_FPS Toggles FPS limiting on or off. Limit is set with Max FPS option. OPTIONS_DB_MAX_FPS Toggles FPS limit, if enabled. Limiting is toggled with Limit FPS. OPTIONS_DB_UI_SOUND_ENABLED Toggles UI sound effects on or off. OPTIONS_DB_UI_SOUND_VOLUME The volume (0 to 255) at which UI sound effects should be played. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER The sound file played when the mouse moves over a button. OPTIONS_DB_UI_SOUND_BUTTON_CLICK The sound file played when a button is clicked. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK The sound file played when the turn button is clicked. OPTIONS_DB_UI_SOUND_LIST_SELECT The sound file played when a listbox or drop-down list item is selected. OPTIONS_DB_UI_SOUND_ITEM_DROP The sound file played when an item is dropped into a listbox. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN The sound file played when the list is opened in a drop-down list. OPTIONS_DB_UI_SOUND_TEXT_TYPING The sound file played when the user types text. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE The sound file played when a window is maximized. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE The sound file played when a window is minimized. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE The sound file played when a window is closed. OPTIONS_DB_UI_SOUND_ALERT The sound file played when an error or illegal action occurs. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK The sound file played when a planet button is clicked. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER The sound file played when the mouse moves over a fleet button. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK The sound file played when a fleet button is clicked. OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER The sound file played when the mouse moves over a system icon. OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN The sound file played when the system side-panel is opened. OPTIONS_DB_UI_FONT Sets UI font resource file. OPTIONS_DB_UI_FONT_BOLD Sets UI bold font resource file. OPTIONS_DB_UI_FONT_ITALIC Sets UI italic font resource file. OPTIONS_DB_UI_FONT_BOLD_ITALIC Sets UI bold-italic font resource file. OPTIONS_DB_UI_FONT_SIZE Sets UI font size. OPTIONS_DB_UI_TITLE_FONT Sets UI title font resource file. OPTIONS_DB_UI_TITLE_FONT_SIZE Sets UI title font size. OPTIONS_DB_UI_WND_COLOR Sets UI window background color. OPTIONS_DB_UI_TEXT_COLOR Sets UI text color. OPTIONS_DB_UI_DEFAULT_LINK_COLOR Sets UI default link color. OPTIONS_DB_UI_ROLLOVER_LINK_COLOR Sets UI rollover link color. OPTIONS_DB_UI_CTRL_COLOR Sets UI control background color. OPTIONS_DB_UI_CTRL_BORDER_COLOR Sets UI control border color. OPTIONS_DB_UI_STATE_BUTTON_COLOR Sets UI state button selected color. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Sets UI drop-down-list arrow color. OPTIONS_DB_UI_EDIT_HILITE Sets color of highlighting in UI edit controls. OPTIONS_DB_UI_STAT_INCREASE_COLOR Sets color of increasing statistics OPTIONS_DB_UI_STAT_DECREASE_COLOR Sets color of decreasing statistics OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Sets UI window outer border color. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Sets UI window inner border color. OPTIONS_DB_UI_KNOWN_TECH Sets color of known techs in the tech tree. OPTIONS_DB_UI_KNOWN_TECH_BORDER Sets text and border color of known techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH Sets color of researchable techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Sets text and border color of researchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Sets color of unresearchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Sets text and border color of unresearchable techs in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Sets bar color of progress bars in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS Sets background color of progress bars in the tech tree. OPTIONS_DB_UI_SCROLL_WIDTH Sets UI scroll width. OPTIONS_DB_UI_SYSTEM_ICON_SIZE Sets size of system icons. OPTIONS_DB_UI_SYSTEM_FOG Toggles whether to render fog of war scan-line shading over system icons. OPTIONS_DB_UI_SYSTEM_FOG_SPACING Sets spacing (in pixels) between fog of war scan-lines. OPTIONS_DB_UI_SYSTEM_CIRCLES Toggles whether to draw circles around systems. OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE Sets size of circles around systems on map, relative to system icon size. OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR Sets color of unowned system names on the galaxy map. OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which medium fleet icons are shown on the galaxy map. OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which small fleet icons are shown on the galaxy map. OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which tiny fleet icons are shown on the galaxy map. At smaller zooms, no fleet icons are shown. OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE Sets size of fleet selection indicator, relative to fleet icon size. OPTIONS_DB_SHOW_FLEET_ETA Show fleet ETA (for moving fleets) in Fleet Window OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Sets size of system selection indicator, relative to system icon size. OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS Sets the frame rate of animation of system selection indicator. OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Sets size of system icons below which the fixed-size tiny icons will be shown. OPTIONS_DB_UI_TOOLTIP_DELAY Sets UI tooltip pop-up delay, in ms. OPTIONS_DB_KEYPRESS_REPEAT_DELAY Sets delay between holding a key and repeat keypresses being generated OPTIONS_DB_KEYPRESS_REPEAT_INTERVAL Sets delay between repeat keypresses while holding a key OPTIONS_DB_MOUSE_REPEAT_DELAY Sets delay between holding a mouse button and repeat clicks being generated OPTIONS_DB_MOUSE_REPEAT_INTERVAL Sets delay between repeat clicks while holding a moues button OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time. Otherwise, opening a fleet window will close any currently-open fleet window. OPTIONS_DB_UI_WINDOW_QUICKCLOSE Close open windows such as fleet windows and the system-view side panel when you right-click on the main map. OPTIONS_DB_AUTO_ADD_SAVED_DESIGNS At game start automatically add all user-saved ship designs to the player-empire known designs. OPTIONS_DB_DESIGN_PEDIA_DYNAMIC In the Deisgn Window, dynamically update the pedia detail page while the design name is being edited. OPTIONS_DB_CHAT_PANEL_HEIGHT Sets the height of the player chat panel, in pixels OPTIONS_DB_CHAT_PANEL_WIDTH Sets the width of the player chat panel, in pixels OPTIONS_DB_UI_SIDEPANEL_WIDTH Sets size of system side-panel. OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER Sets size of largest-rendered rotating planets on side-panel. OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER Sets size of smallest-rendered rotating planets on side-panel. OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN Sets whether to show rendered planets / asteroids on the side-panel. OPTIONS_DB_UI_QUEUE_WIDTH Sets width of queues on research and production screens. OPTIONS_DB_UI_PROD_QUEUE_LOCATION Sets whether to show the production location for items on the production queue OPTIONS_DB_GAMESETUP_SEED '''The seed used for randomly generating the galaxy. Galaxies generated with the same settings and the same seed will be identical.''' OPTIONS_DB_GAMESETUP_STARS '''The approximate number of systems in the galaxy to be generated. For recommended game balance use 15-30 systems per empire. Very high numbers of systems may cause FreeOrion to lag, especially later in the game.''' OPTIONS_DB_GAMESETUP_GALAXY_SHAPE The shape of the galaxy to be generated. OPTIONS_DB_GAMESETUP_GALAXY_AGE The age of the galaxy to be generated. OPTIONS_DB_GAMESETUP_PLANET_DENSITY The number of planets per system in the galaxy to be generated. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY The number of starlanes in the galaxy to be generated. OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY The frequency of specials appearing in the galaxy to be generated. OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY The frequency of monsters in the galaxy to be generated. OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY The frequency of natives in the galaxy to be generated. OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION The maximum aggression level for AI opponents OPTIONS_DB_GAMESETUP_EMPIRE_NAME Your empire's name. OPTIONS_DB_GAMESETUP_PLAYER_NAME The name used in the game to represent the player in single player games. OPTIONS_DB_GAMESETUP_EMPIRE_COLOR Your empire's color. OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME '''Your empire's starting species. Has no effect on planets in your empire colonized by other species.''' OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS The number of AI opponents in the game. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech. OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech. OPTIONS_DB_SAVE_DIR The directory in which saved games are saved and from which they are loaded. OPTIONS_DB_RESOURCE_DIR Sets the root directory for the game resource files (game content and data files). OPTIONS_DB_LOG_LEVEL Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG) OPTIONS_DB_STRINGTABLE_FILENAME Sets the language-specific string table filename. OPTIONS_DB_AI_FOLDER_PATH Sets the path for the directory containing the AI script files, for current execution only, relative to the Resource Directory; default is "AI". Intended to facilitate AI testing. OPTIONS_DB_AI_CONFIG Is available to the AI via the freeorioninterface, is set for current execution only. Current expected use is to name an optional AI config file within the AI script folder; default is the empty string. Intended to facilitate AI testing. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER If true, autosaves will occur during single-player games. OPTIONS_DB_AUTOSAVE_MULTIPLAYER If true, autosaves will occur during multiplayer games. OPTIONS_DB_AUTOSAVE_TURNS Sets the number of turns between autosaves. OPTIONS_DB_AUTOSAVE_LIMIT Sets the maximum number of autosave files to keep. OPTIONS_DB_UI_MOUSE_LR_SWAP Swaps results of clicking left and right mouse buttons. OPTIONS_DB_MUSIC_VOLUME The volume (0 to 255) at which music should be played. OPTIONS_DB_COMBAT_ENABLE_GLOW Toggles glow effects on and off. OPTIONS_DB_COMBAT_ENABLE_SKYBOX Toggles background skybox on and off. OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE Toggles lens flares on and off. OPTIONS_DB_COMBAT_FILLED_SELECTION Uses a filled-in effect, as opposed to an outline effect, on selected objects. OPTIONS_DB_QUICKSTART Starts a new quick-start game, bypassing the main menu. OPTIONS_DB_AUTO_N_TURNS Hits the "Turn" button automatically on the first N turns (up to 400 turns, defaults to zero); useful for various testing particularly with --quickstart or --load, possibly also --auto-quit. OPTIONS_DB_CHECKED_GL_VERSION Stores whether the OpenGL version of this system has been checked. If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true. OPTIONS_DB_RESET_FSSIZE Stores whether to reset the stored fullscreen resolution. If false, the stored values are used, but if true, the values are reset to the max the rendering system supports. OPTIONS_DB_AUTO_EFFECT_DESC Toggles inclusion of auto-generated text in tech, building or ship part descriptions. OPTIONS_DB_VERBOSE_LOGGING_DESC Toggles verbose logging of universe contents and effect evaluation. OPTIONS_DB_VERBOSE_COMBAT_LOGGING_DESC Toggles verbose logging of combat resolution information. OPTIONS_DB_VERBOSE_SITREP_DESC Toggles inclusion of situation report messages with errors. OPTIONS_DB_TECH_DEMO Try out the 3D combat tech demo. OPTIONS_DB_TEST_3D_COMBAT Test 3D combat resolution. OPTIONS_DB_LOAD Loads the specified single-player save game. OPTIONS_DB_EFFECTS_THREADS_DESC Specifies number of threads to use in effects processing. More than one thread may lead to unpredictable crashes of the client or server. OPTIONS_DB_AUTO_QUIT Automatically quits once any turns specified by --auto-advance-n-turns are completed (defaults to zero), useful for various testing particularly with --quickstart or --load. OPTIONS_DB_BINARY_SERIALIZATION Use Binary serialization for savegames and client-server communications (which is compact/fast but may have cross-platform compatibility issues); if unchecked text xml serialization is used. Restart after changing is recommended. ################# # File Dialog # ################# FILE_DLG_FILES File(s): FILE_DLG_FILE_TYPES Type(s): FILE_DLG_MALFORMED_FILENAME Invalid file name. FILE_DLG_OVERWRITE_PROMPT '''%1% exists. OK to overwrite it?''' FILE_DLG_INVALID_FILENAME '''"%1%" is an invalid file name.''' FILE_DLG_FILENAME_IS_A_DIRECTORY '''"%1%" is a directory.''' FILE_DLG_FILE_DOES_NOT_EXIST '''File "%1%" does not exist.''' FILE_DLG_DEVICE_IS_NOT_READY Device is not ready. ################# # Color Dialog # ################# COLOR_DLG_NEW New COLOR_DLG_OLD Old COLOR_DLG_RED R: COLOR_DLG_GREEN G: COLOR_DLG_BLUE B: COLOR_DLG_HUE H: COLOR_DLG_SATURATION S: COLOR_DLG_VALUE V: COLOR_DLG_ALPHA A: ################# # Intro Screen # ################# #Window title#### INTRO_WINDOW_TITLE FreeOrion Main Menu #Button names#### INTRO_BTN_SINGLE_PLAYER Single Player INTRO_BTN_QUICK_START Quick Start INTRO_BTN_MULTI_PLAYER Multi Player INTRO_BTN_LOAD_GAME Load Game INTRO_BTN_OPTIONS Options INTRO_BTN_ABOUT About INTRO_BTN_CREDITS Credits INTRO_BTN_EXIT Exit #Error Messages#### ERR_CONNECT_TIMED_OUT Timed out while attempting to connect to server ERR_VERSION_MISMATCH '''Cannot connect to server because this client is using different versions of the following settings and/or source files: ''' ######################## # Server Setup Screen # ######################## #Window title#### SCONNECT_WINDOW_TITLE Connect to Server #Static labels#### LAN_GAME_LABEL Lan game at: INTERNET_GAME_LABEL Internet game at: PLAYER_NAME_LABEL Player name #Button names#### HOST_GAME_BN Host a new game JOIN_GAME_BN Join a game REFRESH_LIST_BN Refresh list ######################## # Multiplayer Lobby # ######################## MPLOBBY_WINDOW_TITLE Multiplayer Setup MPLOBBY_HOST_ABORTED_GAME The host player has terminated this game setup. MULTIPLAYER_GAME_START_CONDITIONS Unique empire names and colors required MULTIPLAYER_PLAYER_LIST_TYPES Type MULTIPLAYER_PLAYER_LIST_NAMES Player MULTIPLAYER_PLAYER_LIST_EMPIRES Empire MULTIPLAYER_PLAYER_LIST_COLOURS Empire Color MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES Previous Player MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES Starting Species NEW_GAME_BN New game LOAD_GAME_BN Load game START_GAME_BN Start game ######################## # Galaxy Setup Screen # ######################## #Window title#### GSETUP_WINDOW_TITLE Galaxy Setup #Strings GSETUP_GRAPHICS_FILES Graphics Files GSETUP_PLAYER_NAME Player Name GSETUP_EMPIRE_NAME Empire Name GSETUP_EMPIRE_COLOR Empire Color GSETUP_SPECIES Starting Species GSETUP_NUMBER_AIS Number of AI Players #Drop-down list labels and choices#### GSETUP_SEED Seed GSETUP_RANDOM_SEED Generate a random seed GSETUP_RANDOMIZE Randomize GSETUP_STARS Systems GSETUP_SHAPE Galaxy Shape GSETUP_AGE Galaxy Age GSETUP_STARLANE_FREQ Starlane Frequency GSETUP_PLANET_DENSITY Planet Density GSETUP_SPECIALS_FREQ Specials Frequency GSETUP_MONSTER_FREQ Monster Frequency GSETUP_NATIVE_FREQ Native Frequency GSETUP_AI_AGGR Max AI Aggression GSETUP_2ARM Spiral, 2-arm GSETUP_3ARM Spiral, 3-arm GSETUP_4ARM Spiral, 4-arm GSETUP_CLUSTER Cluster GSETUP_ELLIPTICAL Elliptical GSETUP_IRREGULAR1 Irregular 1 GSETUP_IRREGULAR2 Irregular 2 GSETUP_RING Ring GSETUP_RANDOM Random GSETUP_NONE None GSETUP_LOW Low GSETUP_MEDIUM Medium GSETUP_HIGH High GSETUP_YOUNG Young GSETUP_MATURE Mature GSETUP_ANCIENT Ancient GSETUP_BEGINNER Beginner Mode GSETUP_TURTLE Turtle GSETUP_DEFENSIVE Cautious GSETUP_MODERATE Typical GSETUP_AGGRESSIVE Aggressive GSETUP_MANIACAL Maniacal #Error messages#### GSETUP_ERR_NOEXIST does not exist. ########################### # About Dialog # ########################### #License button text#### LICENSE License ABOUT_WINDOW_TITLE About FreeOrion CREDITS Credits VISION Vision FREEORION_VISION FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Save Game GAME_MENU_LOAD Load Game GAME_MENU_RESIGN Resign GAME_MENU_SAVE_FILES Save Game Files ########################### # Save Game Dialog # ########################### SAVE_TIME_TITLE Time SAVE_TURN_TITLE Turn SAVE_PLAYER_TITLE Player SAVE_EMPIRE_TITLE Empire SAVE_FILE_TITLE File SAVE_SEED_TITLE Seed SAVE_GALAXY_AGE_TITLE Galaxy Age SAVE_MONSTER_FREQ_TITLE Monster Frequency SAVE_NATIVE_FREQ_TITLE Native Frequency SAVE_PLANET_FREQ_TITLE Planet Frequency SAVE_SPECIALS_FREQ_TITLE Specials Frequency SAVE_STARLANE_FREQ_TITLE Starlane Frequency SAVE_GALAXY_SIZE_TITLE Galaxy size SAVE_GALAXY_SHAPE_TITLE Galaxy Shape SAVE_AI_AGGRESSION_TITLE AI Aggression SAVE_NUMBER_EMPIRES_TITLE Empires SAVE_NUMBER_HUMANS_TITLE Human Players SAVE_DIALOG_REMOTE_SUGGESTIVE_ONLY These reside on a multiplayer server. Only saves you know about are listed. SAVE_DIALOG_ROW_BROWSE_TEMPLATE ''' Filename: %rawtext:file% Save time: %rawtext:time% Turn: %rawtext:turn% Seed: %rawtext:seed% Player: %rawtext:player% Empire: %rawtext:empire% Empires: %rawtext:number_of_empires% Human Players: %rawtext:number_of_humans% Galaxy Shape: %rawtext:galaxy_shape% Age: %rawtext:galaxy_age% Frequencies: Specials: %rawtext:specials_freq% Monsters: %rawtext:monster_freq% Natives: %rawtext:native_freq% ''' SAVE_FILENAME File: SAVE_DIRECTORY Path: SAVE_REALLY_DELETE Are you sure you want to delete %1%? SAVE_REALLY_OVERRIDE Are you sure you want to override %1%? ########################### # Game Options # ########################### OPTIONS_TITLE Options OPTIONS_MULTIPLE_FLEET_WNDS Multiple fleet windows OPTIONS_QUICK_CLOSE_WNDS Quick-close windows OPTIONS_SHOW_SIDEPANEL_PLANETS Show side panel planets OPTIONS_MISC_UI Miscellaneous UI Settings OPTIONS_SINGLEPLAYER Single player OPTIONS_MULTIPLAYER Multiplayer OPTIONS_AUTOSAVE_LIMIT Autosaves limit OPTIONS_AUTOSAVE_TURNS_BETWEEN Turns between autosaves OPTIONS_LANGUAGE Language file OPTIONS_FONTS Fonts OPTIONS_FONT_SIZES Font Sizes OPTIONS_FONT_TEXT Text OPTIONS_FONT_TITLE Window titles SHOW_FONT_TEXTURES Show Font Textures OPTIONS_TECH_SPACING Tech spacing OPTIONS_QUEUES Queues OPTIONS_HORIZONTAL Horizontal OPTIONS_VERTICAL Vertical OPTIONS_TOOLTIP_DELAY Tooltip delay (ms) OPTIONS_KEYPRESS_REPEAT_DELAY Held key repeat delay OPTIONS_KEYPRESS_REPEAT_INTERVAL Held key repeat interval OPTIONS_MOUSE_REPEAT_DELAY Held mouse button repeat delay OPTIONS_MOUSE_REPEAT_INTERVAL Held mouse button repeat interval OPTIONS_SWAP_MOUSE_LR Swap Mouse Buttons Left-Right OPTIONS_VIDEO_MODE Full-Screen Video Mode OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Sets bits per pixel and full-screen resolution. Clicking Apply may cause this to take effect, or may require a restart. OPTIONS_VIDEO_MODE_WINDOWED Windowed Video Mode OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION Sets width and height of window in windowed mode. Windowed bits per pixel uses full-screen mode setting. OPTIONS_VIDEO_SETTINGS Video Settings OPTIONS_APP_WIDTH_WINDOWED Window Width OPTIONS_APP_HEIGHT_WINDOWED Window Height OPTIONS_APP_LEFT_WINDOWED Window Left Edge Position OPTIONS_APP_TOP_WINDOWED Window Top Position OPTIONS_FULLSCREEN Fullscreen OPTIONS_FAKE_MODE_CHANGE Fake resolution change OPTIONS_FULLSCREEN_MONITOR_ID Fullscreen Monitor ID OPTIONS_SHOW_FPS Show FPS OPTIONS_LIMIT_FPS Limit FPS OPTIONS_MAX_FPS Max FPS OPTIONS_APPLY Apply OPTIONS_FLUSH_STRINGTABLE Flush Stringtables OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Chat history OPTIONS_CHAT_HIDE Chat-hide delay OPTIONS_GALAXY_MAP Galaxy Map OPTIONS_DESCRIPTIONS Content Descriptions OPTIONS_SYSTEM_ICONS System Icons OPTIONS_OPTIMIZED_SYSTEM_RENDERING Optimized system rendering OPTIONS_UI_SYSTEM_ICON_SIZE System icon size OPTIONS_UI_SYSTEM_FOG System icon fog of war scan-lines OPTIONS_UI_SYSTEM_FOG_SPACING Fog of war scan-line spacing OPTIONS_UI_SYSTEM_CIRCLES System enclosing circles OPTIONS_UI_SYSTEM_CIRCLE_SIZE System circle relative size OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE System selection indicator relative size OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS System selection indicator animation frame rate OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Tiny system icon size threshold OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR Unowned system name color OPTIONS_FLEET_ICONS Fleet Icons OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM Tiny fleet icon minimum zoom OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Small fleet icon minimum zoom OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Medium fleet icon minimum zoom OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE Fleet selection indicator relative size OPTIONS_GALAXY_MAP_GENERAL General OPTIONS_GALAXY_MAP_GAS Galaxy map gas rendering OPTIONS_GALAXY_MAP_STARFIELDS Galaxy map star fields rendering OPTIONS_GALAXY_MAP_SCALE_LINE Galaxy distance scale line OPTIONS_GALAXY_MAP_ZOOM_SLIDER Galaxy map zoom slider OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD Galaxy map detection range displayed stealth threshold OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER Galaxy map stealth threshold slider OPTIONS_GALAXY_MAP_DETECTION_RANGE Detection range circles OPTIONS_GALAXY_MAP_DETECTION_RANGE_OPACITY Range circle opacity OPTIONS_GALAXY_MAP_POPUP Galaxy map pop-up menu OPTIONS_STARLANES Starlanes OPTIONS_STARLANE_THICKNESS Starlane thickness OPTIONS_RESOURCE_STARLANE_COLOURING Resource starlane coloring OPTIONS_FLEET_SUPPLY_LINES Fleet supply lines OPTIONS_FLEET_SUPPLY_LINE_WIDTH Fleet supply line width OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING Fleet supply line dot spacing OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE Fleet supply line dot rate OPTIONS_UNOWNED_STARLANE_COLOUR Default starlane color OPTIONS_UI_QUEUE_WIDTH Queue width OPTIONS_UI_PROD_QUEUE_LOCATION Show Queue Production Location OPTIONS_MUSIC Music OPTIONS_UI_SOUNDS UI sounds OPTIONS_BACKGROUND_MUSIC Music OPTIONS_SOUNDS Sounds OPTIONS_SOUND_CLOSE Close window OPTIONS_SOUND_MINIMIZE Minimize window OPTIONS_SOUND_MAXIMIZE Maximize window OPTIONS_SOUND_CLICK Click OPTIONS_SOUND_ROLLOVER Rollover OPTIONS_SOUND_FLEET_CLICK Fleet Button Click OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Window Sounds OPTIONS_SOUND_BUTTON Button Sounds OPTIONS_SOUND_FLEET Fleet Button Sounds OPTIONS_SOUND_ALERT Alert OPTIONS_SOUND_TYPING Typing OPTIONS_SOUND_TURN Turn button click OPTIONS_SOUND_SIDEPANEL Side-panel open OPTIONS_SOUND_PLANET Planet click OPTIONS_SOUND_LIST List sounds OPTIONS_SOUND_DROP Item drop OPTIONS_SOUND_PULLDOWN Drop-down list open OPTIONS_SOUND_SELECT List select OPTIONS_GENERAL_COLORS General OPTIONS_CONTROL_COLORS UI Controls OPTIONS_FILL_COLOR Fill OPTIONS_BORDER_COLOR Border OPTIONS_TEXT_COLOR Text OPTIONS_DEFAULT_LINK_COLOR Default links OPTIONS_ROLLOVER_LINK_COLOR Rollover links OPTIONS_HIGHLIGHT_COLOR Selection highlighting OPTIONS_DROPLIST_ARROW_COLOR Drop-list arrow OPTIONS_STATE_BUTTON_COLOR Toggle button selected OPTIONS_STAT_INCREASE_COLOR Statistic increasing OPTIONS_STAT_DECREASE_COLOR Statistic decreasing OPTIONS_INTERIOR_COLOR Interior OPTIONS_WINDOW_COLORS Windows OPTIONS_INNER_BORDER_COLOR Inner border OPTIONS_OUTER_BORDER_COLOR Outer border OPTIONS_PAGE_VIDEO Video OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Autosave OPTIONS_PAGE_UI UI OPTIONS_PAGE_COLORS Colors OPTIONS_PAGE_COMBAT Combat OPTIONS_PAGE_DIRECTORIES Directories OPTIONS_PAGE_MISC Other OPTIONS_TECH_COLORS Techs OPTIONS_TEXT_AND_BORDER_COLOR Text and Border OPTIONS_KNOWN_TECH_COLORS Known techs OPTIONS_RESEARCHABLE_TECH_COLORS Researchable techs OPTIONS_UNRESEARCHABLE_TECH_COLORS Unresearchable techs OPTIONS_TECH_PROGRESS_COLORS Research progress bars OPTIONS_PROGRESS_BAR_COLOR Background OPTIONS_PROGRESS_BACKGROUND_COLOR Bar OPTIONS_COMBAT_ENABLE_GLOW Glow OPTIONS_COMBAT_ENABLE_SKYBOX Skybox OPTIONS_COMBAT_ENABLE_LENS_FLARES Lens Flares OPTIONS_COMBAT_FILLED_SELECTION Filled selection OPTIONS_ANY_FILE All files OPTIONS_FOLDER_SETTINGS Resource Files OPTIONS_FOLDER_SAVE Save files OPTIONS_LANGUAGE_FILE Language files OPTIONS_VOLUME_AND_MUSIC Volume And Music OPTIONS_MUSIC_FILE Music files OPTIONS_SOUND_FILE Sound files OPTIONS_AUTO_EFFECT_DESC Auto-generated effect descriptions OPTIONS_VERBOSE_LOGGING_DESC Verbose logging for debugging OPTIONS_VERBOSE_SITREP_DESC Situation reports with errors OPTIONS_EFFECTS_THREADS Effects processing threads OPTIONS_ADD_SAVED_DESIGNS Add All Saved Ship Designs at Game Start OPTIONS_USE_BINARY_SERIALIZATION Use Binary serialization ################## # CombatSetupWnd # ################## AUTO_PLACE_SHIPS Auto-Place Ships REDO_PLACEMENTS Redo Placements ################# # Main Map # ################# MAP_BTN_TURN_UPDATE Turn %1% MAP_INDICATOR_FPS %1% FPS MAP_SCALE_INDICATOR %1% uu MAP_BTN_MENU Menu MAP_BTN_MODERATOR Moderator MAP_BTN_OBJECTS Objects MAP_BTN_SITREP SitRep MAP_BTN_RESEARCH Research MAP_BTN_PRODUCTION Production MAP_BTN_DESIGN Design MAP_BTN_GRAPH Graphs MAP_BTN_PEDIA Pedia MAP_BTN_EMPIRES Empires MAP_BTN_MESSAGES Messages MAP_PRODUCTION_TITLE Production MAP_PRODUCTION_TEXT Empire total production output MAP_PROD_WASTED_TITLE Unused Production MAP_PROD_WASTED_TEXT '''Total Production : %1% Wasted Production : %2% Click here to open the production menu''' MAP_RESEARCH_TITLE Research MAP_RESEARCH_TEXT Empire total research output MAP_RES_WASTED_TITLE Unused Research MAP_RES_WASTED_TEXT '''Total Research : %1% Wasted Research : %2% Click here to open the research menu''' MAP_POPULATION_DISTRIBUTION Census MAP_POPULATION_COUNT %1%: %2% CENSUS_SPECIES_HEADER Species CENSUS_TAG_HEADER Characteristics MAP_DETECTION_TITLE Empire Detection MAP_DETECTION_TEXT Empire Detection Strength MAP_TRADE_TITLE Trade MAP_TRADE_TEXT Empire total trade output. (Trade does nothing) MAP_FLEET_TITLE Fleet Count MAP_FLEET_TEXT Total number of ships ################# # SidePanel # ################# SIDE_PANEL Side Panel SP_SYSTEM_PRODUCTION System Production RESOURCE_PRODUCTION_TOOLTIP System %1%: %2% RESOURCE_ALLOCATION_TOOLTIP System %1%: %2% INDUSTRY_PRODUCTION Industrial Production RESEARCH_PRODUCTION Research Production TRADE_PRODUCTION Trade Production INDUSTRY_CONSUMPTION Industrial Consumption RESEARCH_CONSUMPTION Research Consumption TRADE_CONSUMPTION Trade Consumption INTERSYSTEM_EXCHANGE_TOOLTIP Inter-System Exchange IMPORT_EXPORT_TOOLTIP Import / Export RESOURCE_IMPORT Importing RESOURCE_EXPORT Available for Export RESOURCE_SELF_SUFFICIENT No Import or Export ##Planet Panel############# PLANET_PANEL Planet Panel PL_ASTEROID_BELT Asteroids PL_ASTEROID_BELT_OF_SYSTEM %1% Asteroids PL_UNINHABITED Uninhabited PL_SIZE Size PL_COLONIZE Colonize (%1% / %2%) PL_CANCEL_COLONIZE Cancel Colonization PL_OUTPOST Place Outpost PL_CANCEL_OUTPOST Cancel Outpost PL_INVADE Invade (+%1%) PL_CANCEL_INVADE Cancel Invasion PL_SELECT_COLONY_SHIP_INSTRUCTION Select colony ship to colonize. PL_BOMBARD Bombard PL_CANCEL_BOMBARD Cancel Bombarding PL_TYPE_SIZE %1% %2% PL_TYPE_SIZE_ENV %1% %2% (%3%) PL_NO_VISIBILITY Planet is not currently visible. PL_BASIC_VISIBILITY Planet is obscured from sensors. PL_LAST_TURN_SEEN Last seen on turn %1%. PL_LAST_TURN_SCANNED Last scanned on turn %1%. PL_NEVER_SEEN This planet has never been seen by your empire. PL_NEVER_SCANNED This planet has never been thoroughly scanned by your empire. PL_NOT_IN_RANGE This planet is out of range of your empire's scanners. PL_APPARENT_STEALTH_EXCEEDS_DETECTION Latest known stealth (%1%) exceeds [[DETECTION_TITLE]] (%2%). PL_APPARENT_STEALTH_DOES_NOT_EXCEED_DETECTION Latest known stealth is out of date. Actual stealth exceeds [[DETECTION_TITLE]] or local [[DETECTION_RANGE_TITLE]] is excessively impaired. MENUITEM_SET_FOCUS Set focus ## Resources Panel ########## RP_FOCUS_TOOLTIP Focus: %1% ## Specials Panel ########## SPECIAL_CAPACITY Capacity: %1% ADDED_ON_TURN Present Since Turn: %1% ## Buildings Panel########## BP_INCOMPLETE_BUILDING_TOOLTIP '''%1% (Incomplete) %2%''' BP_COMPLETE_BUILDING_TOOLTIP '''%1% %2%''' ORDER_BUIDLING_SCRAP Scrap Building ORDER_CANCEL_BUIDLING_SCRAP Cancel Scrapping Building ## General Tooltips######### TT_THIS_TURN This Turn TT_NEXT_TURN Next Turn TT_CHANGE Change TT_BREAKDOWN_SUMMARY %1%: %2% TT_TARGETS_BREAKDOWN_SUMMARY %1% Modifications: %2% TT_INHERENT Inherent TT_TECH %1% Tech %2% TT_BUILDING %1% Building %2% TT_SHIP_HULL Ship %1% Hull %2% TT_SHIP_PART Ship %1% Part %2% TT_SPECIAL Special %2% TT_SPECIES Species %2% TT_FIELD %2% TT_UNKNOWN Unknown TT_RESOURCE_PRODUCTION %1% produces %2% TT_RESOURCE_ALLOCATION %1% consumes %2% TT_SPECIES_POPULATION %1% [[METER_POPULATION]] SP_RENAME_PLANET Rename Planet SP_ENTER_NEW_PLANET_NAME Enter new planet name SP_PLANET_SUITABILITY Planet Suitability ################# # Fleet Window # ################# FW_FLEET_HOLDING_AT Holding at %1% FW_FLEET_MOVING_TO Moving to %1% FW_FLEET_MOVING_TO_ETA Moving to %1% (ETA %2%) FW_FLEET_EXPLORING_REFUEL Waiting for Fuel FW_FLEET_EXPLORING_WAITING Waiting for system to explore FW_FLEET_EXPLORING_TO Exploring %1% FW_FLEET_ETA_NEVER Never FW_FLEET_ETA_UNKNOWN Unknown FW_FLEET_ETA_OUT_OF_RANGE Out of Range FW_AGGRESSIVE Control System FW_AGGRESSIVE_DESC Fleet blockades enemy empires and initiates battles with any enemies in the system. FW_PASSIVE Hide FW_PASSIVE_DESC Fleet will attempt to stay hidden; it will not blockade or initiate battle. FW_AUTO Automatic Aggression Selection FW_AUTO_DESC Automatically select aggression for new fleet based on whether ships have weapons. FW_SHIP_CLASS Ship Class FW_UNKNOWN_DESIGN_NAME Unknown Design FW_SPECIES_SHIP_DESIGN_LABEL (%2%) %1% # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL New Fleet FW_EMPIRE_FLEETS_AT_SYSTEM %1% Fleets At %2% FW_EMPIRE_FLEETS %1% Fleets FW_NO_FLEET No Fleet FW_GENERIC_FLEETS_AT_SYSTEM Fleets At %1% FW_GENERIC_FLEETS Fleets FW_HOME_FLEET Home Fleet FW_BATTLE_FLEET Battle Fleet # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Foreign fleet # the name that is used for fleets that no player controls FW_ROGUE_FLEET Rogue Fleet # the name that is used for ships the player does not control FW_FOREIGN_SHIP Foreign ship # the name that is used for ships that no player controls FW_ROGUE_SHIP Rogue Ship SHIP_DAMAGE_STAT_TITLE Damage SHIP_DAMAGE_STAT_MAIN Total damage done by ship weapons per combat round. SHIP_SPEED_STAT_TITLE Speed SHIP_SPEED_STAT_MAIN Maximum distance along starlanes travelled per turn. FW_FLEET_FUEL_SUMMARY Fleet Fuel - Equal to the minimum fuel of ships in the fleet. FW_FLEET_SPEED_SUMMARY Fleet Speed - Equal to the minimum speed of ships in the fleet. FW_FLEET_SHIELD_SUMMARY Fleet Shields - Equal to the average shields of ships in the fleet. FW_FLEET_STRUCTURE_SUMMARY Fleet Structure - Equal to the total structure of ships in the fleet. FW_FLEET_DAMAGE_SUMMARY Fleet Damage - Equal to the total damage of ships in the fleet. FW_FLEET_COUNT_SUMMARY Fleet Count - Equal to the total number of ships in the fleet. FW_MERGE_SYSTEM_FLEETS Merge System Ships Into Fleet FW_SPLIT_DAMAGED_FLEET Split Damaged Ships From Fleet FW_SPLIT_UNFUELED_FLEET Split Unfueled Ships From Fleet FW_SPLIT_FLEET Split Fleet FW_SPLIT_SHIPS_THIS_DESIGN Split This Design Ships From Fleet FW_SPLIT_SHIPS_ALL_DESIGNS Split Ships Into Fleets For Each Design ORDER_SHIP_SCRAP Scrap Ship ORDER_FLEET_SCRAP Scrap Ships ORDER_CANCEL_SHIP_SCRAP Cancel Scrapping Ship ORDER_CANCEL_FLEET_SCRAP Cancel Scrapping Ships ORDER_FLEET_EXPLORE Explore ORDER_CANCEL_FLEET_EXPLORE Stop Exploring ORDER_GIVE_FLEET_TO_EMPIRE Give Fleet To... ORDER_CANCEL_GIVE_FLEET Cancel Giving Fleet ORDER_GIVE_PLANET_TO_EMPIRE Give Planet To... ORDER_CANCEL_GIVE_PLANET Cancel Giving Planet ############### # Moderator # ############### MOD_NONE No Moderator Action MOD_CREATE_PLANET Add Planet MOD_CREATE_SYSTEM Add System MOD_DESTROY Destroy MOD_SET_OWNER Set Owner MOD_ADD_STARLANE Add Starlane MOD_REMOVE_STARLANE Remove Starlane ############### # Diplomacy # ############### DIPLOMACY Diplomacy PEACE Peace WAR War WAR_DECLARATION Declare War PEACE_PROPOSAL Propose Peace PEACE_PROPOSAL_CANEL Cancel Peace Proposal PEACE_ACCEPT Accept Peace Proposal ############### # TechTreeWnd # ############### TECH_DISPLAY Display TECH_NAVIGATION Navigation TECH_TOTAL_COST_STR %1% RP and %2% Turns TECH_TURN_COST_STR +%1% RP TECH_TURNS_LEFT_STR %1% Turns TECH_TURNS_LEFT_NEVER Never TECH_WND_TECH_COMPLETED COMPLETED TECH_WND_TECH_QUEUED Queued TECH_WND_TECH_INCOMPLETE Incomplete TECH_WND_TYPE_THEORIES Theories TECH_WND_TYPE_APPLICATIONS Applications TECH_WND_TYPE_REFINEMENTS Refinements TECH_WND_STATUS_COMPLETED Complete TECH_WND_STATUS_RESEARCHABLE Available TECH_WND_STATUS_LOCKED Locked TECH_WND_UNRESEARCHABLE Not Researchable TECH_WND_ENQUEUED Enqueued TECH_WND_UNRESEARCHED_PREREQUISITES '''Unresearched Prerequisites: ''' TECH_WND_LIST_VIEW List View TECH_WND_TREE_VIEW Tree View TECH_WND_REQUIRES Requires TECH_WND_UNLOCKS Unlocks TECH_WND_PROGRESS '''%1% / %2% RP + %3% / %4% RP/turn''' TECH_WND_ETA %1% turns left ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Total Available Points PRODUCTION_INFO_WASTED_PS_LABEL Wasted Points PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projects in Progress PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Underfunded Project PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projects in Queue ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Research RESEARCH_INFO_PANEL_TITLE Research RESEARCH_INFO_RP RP RESEARCH_QUEUE_PROMPT '''Double-click or shift-click on an available item to add it to the research queue. Hold control while clicking to add to the top of the queue.''' #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Producible Items PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION Producible Items at %1% PRODUCTION_WND_CATEGORY_BT_BUILDING Buildings PRODUCTION_WND_CATEGORY_BT_SHIP Ships PRODUCTION_WND_AVAILABILITY_AVAILABLE Available PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Unavailable PRODUCTION_WND_REDUNDANT Redundant PRODUCTION_TOTAL_COST_STR %1% PP and %2% Turns PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% Turns PRODUCTION_TURNS_LEFT_NEVER Never PRODUCTION_DETAIL_NUMBER_TO_BUILD Quantity PRODUCTION_DETAIL_ADD_TO_QUEUE Add to Queue PRODUCTION_DETAIL_CENTER_ON_BUILD Center on Build PRODUCTION_QUEUE_PROMPT Double-click on an available item to add it to the production queue. ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Production PRODUCTION_INFO_PANEL_TITLE Production PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES '''%1%x ''' PRODUCTION_QUEUE_REPETITIONS %1%⟳ PRODUCTION_QUEUE_EMPTY '''Empire production queue is empty. Enqueue production projects by selecting a planet on the side-panel, then double-clicking items in the list. Note that ships can only be built on planets with a shipyard, and that various other objects may have other restrictions on build location.''' PRODUCTION_WND_PROGRESS '''%1% / %2% PP + %3% / %4% PP/turn''' PRODUCTION_QUEUE_ITEM_LOCATION At %1% PRODUCTION_QUEUE_ENQUEUED_ITEM_LOCATION Enqueued at %1% PRODUCTION_LOCATION_OK Can be produced here PRODUCTION_LOCATION_INVALID CANNOT be produced here DELETE_QUEUE_ITEM Remove from Queue MOVE_UP_QUEUE_ITEM Move to Queue Top MOVE_DOWN_QUEUE_ITEM Move to Queue Bottom ############### # DesignWnd # ############### SHIP_DESIGN_FILES Design Files DESIGN_SAVE Save Design File DESIGN_ADD Add Design to Empire Designs DESIGN_ADD_ALL Add All Saved Designs to Empire DESIGN_NAME_DEFAULT Custom Ship Design DESIGN_DESCRIPTION_DEFAULT Design Description DESIGN_NO_PART None DESIGN_WND_STARTS Design Starts DESIGN_WND_HULLS Hulls DESIGN_WND_FINISHED_DESIGNS Finished DESIGN_WND_SAVED_DESIGNS Saved DESIGN_WND_MONSTERS Monsters DESIGN_WND_PART_PALETTE_TITLE Ship Parts DESIGN_WND_MAIN_PANEL_TITLE Design Details DESIGN_WND_DESIGN_NAME Design Name DESIGN_WND_DESIGN_DESCRIPTION Description DESIGN_WND_CONFIRM Confirm New Design DESIGN_WND_CLEAR Clear Parts DESIGN_DELETE Delete Design DESIGN_RENAME Rename Design DESIGN_ENTER_NEW_DESIGN_NAME Enter a new design name: DESIGN_INVALID Invalid Design DESIGN_INV_MODERATOR Moderators and observers cannot create new ship designs. DESIGN_INV_NO_HULL Begin a ship design by selecting its hull. DESIGN_INV_NO_NAME Design name cannot be empty. DESIGN_KNOWN Duplicates Existing Design DESIGN_KNOWN_DETAIL This design is a duplicate of "%1%". ################ ## Statistics ## ################ SHIP_COUNT Ship Count PP_OUTPUT Production Output RP_OUTPUT Research Output PLANET_COUNT Planets COLONIES_COUNT Colonies BATTLESHIP_COUNT Armed Ships ARMED_MONSTER_COUNT Roaming Armed Monsters BUILDINGS_PRODUCED Buildings Produced BUILDINGS_SCRAPPED Buildings Scrapped SHIPS_DESTROYED Ships Destroyed in Combat SHIPS_LOST Ships Lost in Combat SHIPS_PRODUCED Ships Produced SHIPS_SCRAPPED Ships Scrapped PLANETS_BOMBED Planets Bombed PLANETS_DEPOPULATED Own Planets Depopulated PLANETS_INVADED Planets Invaded STATISTICS_TEST_1 Statistics Test 1 STATISTICS_TEST_2 Statistics Test 2 STATISTICS_TEST_3 Statistics Test 3 ############################################################# #### E N C Y C L O P E D I A #### ############################################################# ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1 '''%1%: ''' ENC_SPECIES_PLANET_TYPE_SUITABILITY %1% %2% (%3%) ENC_SUITABILITY_REPORT_POSITIVE_HEADER '''%1% is suitable for colonization by these species. ''' ENC_SUITABILITY_REPORT_NEGATIVE_HEADER '''%1% is not suitable for colonization by these species. Attempts to colonize will either fail or eventually die off. ''' # types of things that can be shown in encyclopedia ENC_TEST Test ENC_GRAPH [Game - Graphs] ENC_GALAXY_SETUP [Game - Galaxy] ENC_GALAXY_SETUP_SETTINGS '''Seed: %1% Number of Systems: %2% Shape: %3% Age: %4% Starlanes: %5% Planets: %6% Specials: %7% Monsters: %8% Natives: %9% AI Max Aggression: %10% ''' ENC_SHIP_PART Ship Part ENC_SHIP_HULL Ship Hull ENC_TECH Technology ENC_SPECIAL Special OBJECTS_WITH_SPECIAL '''Objects with Special: ''' ENC_BUILDING_TYPE Building Type ENC_SPECIES Species ENC_FIELD_TYPE Field Type ENC_SHIP_DESIGN Ship Design SHIPS_OF_DESIGN '''Ships of this Design: ''' NO_SHIPS_OF_DESIGN No Known Ships of this Design ENC_INCOMPETE_SHIP_DESIGN Incomplete Ship Design ENC_EMPIRE [Game - Empires] EMPIRE_CAPITAL '''Capital: ''' NO_CAPITAL No Known Capital EMPIRE_ID Empire ID EMPIRE_METERS Meters: OWNED_PLANETS '''Owned Planets: ''' NO_OWNED_PLANETS_KNOWN No Owned Planets Known OWNED_FLEETS '''Owned Fleets: ''' OWNED_FLEET_AT_SYSTEM %1% at %2% NO_OWNED_FLEETS_KNOWN No Owned Fleets Known EMPIRE_SHIPS_DESTROYED Empire Ships Destroyed SHIP_DESIGNS_DESTROYED Ship Designs Destroyed SPECIES_SHIPS_DESTROYED Species Ships Destroyed SPECIES_PLANETS_INVADED Species Planets Invaded SPECIES_SHIPS_PRODUCED Species Ships Produced SHIP_DESIGNS_PRODUCED Ship Designs Produced SPECIES_SHIPS_LOST Species Ships Lost SHIP_DESIGNS_LOST Ship Designs Lost SPECIES_SHIPS_SCRAPPED Species Ships Scrapped SHIP_DESIGNS_SCRAPPED Ship Designs Scrapped SPECIES_PLANETS_DEPOPED Species Planets Depopulated SPECIES_PLANETS_BOMBED Species Planets Bombed BUILDING_TYPES_PRODUCED Building Types Produced BUILDING_TYPES_SCRAPPED Building Types Scrapped ENC_SHIP [Game - Ships] ENC_MONSTER Monster ENC_MONSTER_TYPE Monster Types MONSTER_TYPES Monster Types MONSTER_OBJECTS '''Monsters: ''' NO_MONSTER_OBJECTS No Known Monsters ENC_FLEET [Game - Fleets] ENC_PLANET [Game - Planets] ENC_BUILDING [Game - Buildings] ENC_SYSTEM [Game - Systems] ENC_FIELD [Game - Fields] ENC_INDEX Encyclopedia Index # type of thing being shown. %1% is a bit of detail, and %2% is the general type. # for example: %1% = "Point Defense" or "Growth" and %2% = "Ship Part" or "Building". # %1% may be an empty string for most general types of things that can be shown. ENC_DETAIL_TYPE_STR %1% %2% ENC_PP PP ENC_RP RP # indication of cost to produce or research thing that is shown. May be omitted if thing shown can't # be produced or researched (e.g. specials) # %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing) # %2% will be one of ENC_PP or ENC_RP, depending on whether the thing shown is built or researched # %3% will be the minimum number of turns it takes to produce or research the thing shown ENC_COST_AND_TURNS_STR %1% %2% and %3% Turns # auto-generated location condition description ENC_LOCATION_CONDITION_STR ''' Location Requirement An object%1%''' # auto-generated effects description. %1% will be the auto-generated effects text. This string should # provide an appropriate heading to appear before the auto-generated text. ENC_EFFECTS_STR ''' Effects %1%''' ENC_VERB_PRODUCE_STR produce ENC_VERB_RESEARCH_STR research ENC_AUTO_TIME_COST_INVARIANT_STR ''' Time and Cost Time and cost to %1% this item do not vary by location.''' ENC_AUTO_TIME_COST_VARIABLE_STR ''' Time and Cost Either one or both of time and cost to %1% this item varies by location. In the expressions describing these, the term Source will generally refer to the respective empire's Capital, and the term Target will generally refer to the location under consideration. ''' ENC_AUTO_TIME_COST_VARIABLE_DETAIL_STR ''' At location %1% the cost and time are %2% %3% over %4% turns.''' # auto-generated production cost description. %1% will be the auto-generated cost text. This string should # provide an appropriate heading to appear before the auto-generated text. ENC_AUTO_COST_STR ''' Cost %1%''' # auto-generated production time description. %1% will be the auto-generated time text. This string should # provide an appropriate heading to appear before the auto-generated text. ENC_AUTO_TIME_STR ''' Time %1%''' ENC_SHIP_DESIGN_DESCRIPTION_STR '''%1% Hull: %2% Parts: %3% Total Attack: %17% Structure: %8% [[encyclopedia SHIELDS_TITLE]]: %9% Starlane Speed: %13% Fuel Capacity: %14% [[encyclopedia DETECTION_RANGE_TITLE]]: %10% [[encyclopedia STEALTH_TITLE]]: %11% Colonization Capacity: %15% Troops: %16% Estimated combat strength (ignoring shields): %19$.f (%20$.2f per PP) Against likely enemy weapons and shields: %21$.f (%22$.2f per PP) ''' ## Temporarily removed # Direct Fire Parts: %4% # Missile Parts: %5% # Fighter Bays: %6% # Point Defense Parts: %7% # Battle Speed: %12% ## ENC_SHIP_DESIGN_DESCRIPTION_BASE_STR '''%1% Hull: %2% Parts: %3% ''' # will need dummy vals 1-8 and 12 for numbering to remain compatible with original ENC_SHIP_DESIGN_DESCRIPTION_STR ENC_SHIP_DESIGN_DESCRIPTION_STATS_STR ''' For species: %18% Total Attack: %17% Structure: %8% [[encyclopedia SHIELDS_TITLE]]: %9% Starlane Speed: %13% Fuel Capacity: %14% [[encyclopedia DETECTION_RANGE_TITLE]]: %10% [[encyclopedia STEALTH_TITLE]]: %11% Colonization Capacity: %15% Troops: %16% Estimated combat strength (ignoring shields): %19$.f (%20$.2f per PP) Against enemy attack %21$.1f and shields %22$.1f: %23$.f (%24$.2f per PP) ''' ENC_UNLOCKED_BY '''Unlocked By Techs: ''' ENC_UNLOCKS '''Unlocks ''' ENC_SHIP_PART_CAN_MOUNT_IN_SLOT_TYPES '''Can mount in: ''' ENC_TECH_DETAIL_UNLOCKED_ITEM_STR '''%1%: %2% ''' ENC_TECH_DETAIL_TYPE_STR %3% ENC_LOOKUP Pedia Lookup %1% ENC_COMBAT_LOG Combat Log ENC_COMBAT_LOG_DESCRIPTION_STR Combat at %1% on turn %2%: ENC_COMBAT_ATTACK_STR %1% attacks %2% and does %3% damage ENC_COMBAT_UNKNOWN_OBJECT Unknown ENC_ROUND_BEGIN ''' Round %1%''' ENC_COMBAT_UNKNOWN_DESTROYED_STR Something %2% was incapacitated one way or another ENC_COMBAT_PLANET_INCAPACITATED_STR The%1%planet %2% was incapacitated ENC_COMBAT_DESTROYED_STR The%1%ship %2% was destroyed ########################################### # Combat Report # ########################################### NEUTRAL Neutral COMBAT_INITIAL_FORCES Initial forces COMBAT_SUMMARY_DESTROYED Lost: COMBAT_REPORT_TITLE Combat Report COMBAT_SUMMARY Summary COMBAT_SUMMARY_PARTICIPANT_RELATIVE Bars:Relative COMBAT_SUMMARY_PARTICIPANT_RELATIVE_TIP The widths of the bars are currently relative to their current health. COMBAT_SUMMARY_PARTICIPANT_EQUAL Bars:Equal COMBAT_SUMMARY_PARTICIPANT_EQUAL_TIP The widths of the bars are currently boringly equal. Press here for a more exiting mode! OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_WIDTH_PROPORTIONAL If true, the bars of battle participants will be scaled horizontally to be proportional to their current health. COMBAT_SUMMARY_HEALTH_SMOOTH Health:Smooth COMBAT_SUMMARY_HEALTH_SMOOTH_TIP The healthiness of a ship is current shown by smooth interpolation COMBAT_SUMMARY_HEALTH_BAR Health:Bar COMBAT_SUMMARY_HEALTH_BAR_TIP The healthiness of a ship is currently shown with a two colour bar OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEALTH_SMOOTH If true, the color of the bars of battle participant will be interpolated smootly accoring to their remaining health percentage. COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL Bar Height:Proportional COMBAT_SUMMARY_BAR_HEIGHT_EQUAL Bar Height:Equal COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL_TIP The bars of battle participants are currently scaled to show their max health relative to their fleetmates. COMBAT_SUMMARY_BAR_HEIGHT_EQUAL_TIP The bars of battle participants are currently equal. OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL If true, the bars of battle participants will be scaled vertically to be proportional to their max health. COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL Graph Height:Proportional COMBAT_SUMMARY_GRAPH_HEIGHT_EQUAL Graph Height:Equal COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL_TIP The graphs of battling empires are currently scaled relative to the highest max health in their fleets. COMBAT_SUMMARY_GRAPH_HEIGHT_EQUAL_TIP The graphs of of battling empires are currently equal. OPTIONS_DB_UI_COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL If true, the graph of empires in battles will be scaled relative to the maximum maximum health of their ships. OPTIONS_COMBAT_COLORS Combat colors OPTIONS_COMBAT_SUMMARY_DEAD_COLOR Dead units OPTIONS_COMBAT_SUMMARY_WOUND_COLOR Damage OPTIONS_COMBAT_SUMMARY_HEALTH_COLOR Health OPTIONS_DB_UI_COMBAT_SUMMARY_DEAD_COLOR Color of dead units in the graphical combat summary OPTIONS_DB_UI_COMBAT_SUMMARY_WOUND_COLOR Color of damage in the graphical combat summary OPTIONS_DB_UI_COMBAT_SUMMARY_HEALTH_COLOR Color of health in the graphical combat summary COMBAT_LOG Log COMBAT_FLEET_HEALTH_AXIS_LABEL %1% fleet health: %2%/%3% COMBAT_UNIT_HEALTH_AXIS_LABEL '''Unit health''' COMBAT_DESTROYED_LABEL Lost: %1% ########################################### # ARTICLE CATEGORIES & SHORT DESCRIPTIONS # ########################################### CATEGORY_GAME_CONCEPTS *Game Concepts* GROWTH_ARTICLE_SHORT_DESC Growth OUTPOSTS_ARTICLE_SHORT_DESC Outposts PRODUCTION_ARTICLE_SHORT_DESC Production DIPLOMACY_ARTICLE_SHORT_DESC Diplomacy SPECIES_ARTICLE_SHORT_DESC Species SHIPS_ARTICLE_SHORT_DESC Ships METER_ARTICLE_SHORT_DESC Meters POPULATION_TITLE_SHORT_DESC Population ########################################### # ARTICLES # ########################################### PEACE_TITLE Peace PEACE_TEXT Peace is the diplomatic state between empires in which they mutually agree not to attack each other's ships or planets, not to obstruct each other's [[encyclopedia SUPPLY_TITLE]] lines, and not to impede colonization. OUTPOSTS_TITLE Outposts OUTPOSTS_TEXT Outposts are unmanned stations, which can be founded in places too hostile for a colony to survive. They have no population, and normally produce no resources. But they create [[encyclopedia SUPPLY_TITLE]] (with the right tech) and provide vision. Colonies can be founded on planets that already have an Outpost. To build an Outpost, you need to put an [[shippart CO_OUTPOST_POD]] on a ship. Outposts are also formed when the population of a colony drops to zero for any reason. GROWTH_FOCUS_TITLE Growth Focus GROWTH_FOCUS_TEXT '''The Growth Focus represents exporting rare materials and substances that can increase population of planets. Is only available in certain situations: on some homeworlds, and on planets with growth specials that can be exported. A planet focused on Growth increases the max Population only of other planets connected to it by [[encyclopedia SUPPLY_TITLE]] lines. A Homeworld focused on Growth only helps other planets of the same species. Growth Special planets focused on growth, only help a single classification of species. Some specials function for organic species only, some for lithic species only, and some for robotic species only.''' MINING_FOCUS_TITLE Mining Focus MINING_FOCUS_TEXT Mining Focus is currently disabled. #The Mining Focus is only available on planets with certain rare specials. Focusing on Mining provides a production bonus. TRADE_FOCUS_TITLE Trade Focus TRADE_FOCUS_TEXT Trade doesn't do anything, yet. It is just a placeholder to show that more resources are planned. PROTECTION_FOCUS_TITLE Protection Focus PROTECTION_FOCUS_TEXT The Protection focus represents a planet wholly focused on defending itself. [[encyclopedia TROOP_TITLE]], Planetary [[encyclopedia DEFENSE_TITLE]], and Planetary [[encyclopedia SHIELDS_TITLE]] are doubled. INDUSTRY_TITLE Industry INDUSTRY_TEXT '''Industry represents the production and modification of physical goods. It is needed to produce buildings, space ships and other projects. The Industry of a planet can be used for any production projects of [[encyclopedia SUPPLY_TITLE]] line connected planets. Any un-allocated Industry is lost each turn. Each project has a minimum number of turns required to build it. For example, if a project that cost 15 PPs, and had a minimum time of 3 turns, 5 PPs is the maximum that could be put towards its completion per turn. The project at the top of the queue is given PPs first. Any remaining PP are then given to the next project in the queue, and if there is still more remaining to the next-- and so on. You can re-prioritize the items in the queue by dragging the most important items closer to the top. ''' RESEARCH_TITLE Research RESEARCH_TEXT '''The Research (or RP "Research Points") of all planets in the empire is combined to discover new technologies. Any Research that cannot be spent on a tech is lost each turn. Each tech has a minimum number of turns required to research it. For example, if a tech that cost 15 RPs, and had a minimum time of 3 turns, 5 RPs is the maximum that could be put towards its completion per turn. The tech at the top of the queue is given RPs first. Any remaining RP are then given to the next tech in the queue, and if there is still more remaining to the next-- and so on. You can re-prioritize the items in the queue by dragging the most important items closer to the top. Research does not require [[encyclopedia SUPPLY_TITLE]] line connections to be used.''' HAPPINESS_TITLE Happiness HAPPINESS_TEXT Happiness doesn't do anything yet. INFRASTRUCTURE_TITLE Infrastructure INFRASTRUCTURE_TEXT The term Infrastructure refers to technical structures that support a colonized planet: energy, transportation, telecommunication and social services for the citizens. DEFENSE_TITLE Defense DEFENSE_TEXT The Defense meter of a planet represents the power of the ground to space weapons installed. It's comparable to the Damage value of a space ship. SHIELDS_TITLE Shields SHIELDS_TEXT '''The term Shields combines all kinds of protective force-fields. They are usually the first barrier incoming attacks have to overcome. There are two distinct types of shields that work very differently: ship shields and planetary barrier shields. Ship shields: Reduce the damage sustained by each hit by the strength rating of the shield part. A weapon can only penetrate a shield if it's damage value is higher than the shield's strength. Planetary barrier shields: Act more like some kind of planetary armor. Their strength is reduced by each hit unless they are completely depleted, further hits will finally get through and damage planetary structures. Planetary barrier shields regenerate their strength each turn at a certain rate. Both space ships and planets have a Shields meter.''' STEALTH_TITLE Stealth STEALTH_TEXT '''The term Stealth represents the ability of an object to dodge all kinds of sensors. Only empires with a [[encyclopedia DETECTION_TITLE]] higher than or equal to the Stealth value can see the object. Space ships, buildings, specials, systems and planets have a Stealth meter.''' DETECTION_TITLE Detection Strength DETECTION_TEXT '''The term Detection Strength represents the technological level of an empire's sensors. An empire can only see objects that have a [[encyclopedia STEALTH_TITLE]] value lower than or equal to its Detection Strength and are within [[encyclopedia DETECTION_RANGE_TITLE]] of a controlled space ship or planet. Empires have a Detection Strength meter.''' DETECTION_RANGE_TITLE Detection Range DETECTION_RANGE_TEXT '''The Detection Range represents the distance in uu that sensors can reach. An empire can only see objects that have a [[encyclopedia STEALTH_TITLE]] value lower than or equal to its [[encyclopedia DETECTION_TITLE]] and are within Detection Range of a controlled space ship or planet. Space ships and planets have a Detection Range meter. There is the option to display Detection Range circles in the Galaxy Map section of the Options menu.''' TROOP_TITLE Troops TROOP_TEXT '''The term Troops combines all kinds of military forces capable of operating on a planets surface. The Troop meter on a planet represents the power of the defending ground forces. The invading force must send a more powerful force (i.e. a higher cumulative number) to conquer a planet.''' ORGANIC_SPECIES_TITLE Organic Metabolism ORGANIC_SPECIES_TEXT Organic species are more or less, 'life as we know it'. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when an Organic Growth Special is colonized, and focused on Growth. Organic Growth specials are marked with a little green 'O' in the corner. LITHIC_SPECIES_TITLE Lithic Metabolism LITHIC_SPECIES_TEXT Lithic species are silicon or mineral-based. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when a Lithic Growth Special is colonized, and focused on Growth. Lithic Growth specials are marked with a little grey 'L' in the corner. ROBOTIC_SPECIES_TITLE Robotic Metabolism ROBOTIC_SPECIES_TEXT Robotic species are sapient machines. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when a Robotic Growth Special is colonized, and focused on Growth. Robotic Growth specials are marked with a little red 'R' in the corner. PHOTOTROPHIC_SPECIES_TITLE Phototrophic Metabolism PHOTOTROPHIC_SPECIES_TEXT '''Phototrophic species live mainly or entirely on sunlight. These species' max population is greatly influenced by the brightness of the local star -- the bigger the better. Growth specials do not benefit them. Population changes: Blue Star: Tiny +3 , Small +6 , Medium +9 , Large +12 , Huge +15. White Star: Tiny +1.5 , Small +3 , Medium +4.5 , Large +6 , Huge +7.5. Yellow Star, Orange Star: No changes. Red Star, Neutron Star: Tiny -1 , Small -2 , Medium -3 , Large -4 , Huge -5. Black Hole, No Star: Tiny -10 , Small -20 , Medium -30 , Large -40 , Huge -50.''' SELF_SUSTAINING_SPECIES_TITLE Self-Sustaining Metabolism SELF_SUSTAINING_SPECIES_TEXT Self-Sustaining species may be energy or crystalline beings or something even stranger. Their commonality is that they need no sustenance, so their max population is very high. While there are no specials that boost their growth, their max population is equal to a species that is provided with all three growth specials. TELEPATHIC_TITLE Telepathy TELEPATHY_TEXT Telepathic species are immune to mind-control and make it easier to research [[tech LRN_PSIONICS]]. XENOPHOBIC_SPECIES_TITLE Xenophobic XENOPHOBIC_SPECIES_TEXT '''Xenophobic species will automatically divert some of their industrial efforts into harassing other species that are nearby. The affected nearby species will suffer an industrial penalty due to this harassment. A Xenophobic species of Self-Sustaining metabolism will also find the presence of alien species nearby to be disruptive to its natural balances (whether due to some direct effect or simply due to wasted energies being applied to harassing the alien species, has not been determined) resulting in a reduced maximum population. Xenophobic species start with [[tech CON_CONC_CAMP]].''' FUEL_TITLE Fuel FUEL_TEXT Fuel allows ships to travel the star-lanes. When entering a star-lane a ship consumes 1 unit of fuel. Fuel is not used up at any other time. [[encyclopedia SUPPLY_TITLE]] lines will fully refuel a ship. If a ship travels beyond friendly supply lines, fuel will slowly regenerate when the ship is outside of the star-lanes. SUPPLY_TITLE Supply SUPPLY_TEXT '''Supply lines are shown by coloring star-lanes with an empire's color. Planets connected by supply lines can share physical resources -- production created on one planet, can be used on any connected planet to build ships or structures. A set of systems with supply connections between them are called a 'Resource Group'. Supply lines can also be used to refill the [[encyclopedia FUEL_TITLE]] supply of ships. A set of core supply starlanes for an empire (the set of least-jump starlanes connecting the resource-producing systems of each Resource Group) will have greater thickness than the non-core starlanes. If PP is currently being wasted within the Resource Group the outer bands of the core starlanes will be a contrasting color. The supply meter on a planet represents the number of star-lanes supply can reach.''' FLEET_UPKEEP_TITLE Fleet Upkeep FLEET_UPKEEP_TEXT The cost of a fleet is more than the sum of the cost of its ships due to the operational costs associated with managing multiple ships. When producing new ships, costs increase by 1% for each ship already owned by the empire. The cost of the [[shippart CO_COLONY_POD]], [[shippart CO_SUSPEND_ANIM_POD]] and [[shippart CO_OUTPOST_POD]] as well as all the colony buildings instead increase by 6% for each planet already owned by the empire. EVACUATION_TITLE Evacuation EVACUATION_TEXT '''The [[buildingtype BLD_EVACUATION]] project when built will remove the population of a planet. Each turn some of the population will be removed. If there are planets colonized by the same species with free space, and connected by [[encyclopedia SUPPLY_TITLE]] lines, one will be randomly chosen and the population will move there. If there are no appropriate planets available, the population disappears into the vastness of space. During an evacuation production drops to nothing. When the colony is empty, it reverts to an [[encyclopedia OUTPOSTS_TITLE]]. It still belongs to the same empire, and may be re-colonized once the [[buildingtype BLD_EVACUATION]] deletes itself.''' AI_LEVELS_TITLE AI Aggression Levels AI_LEVELS_TEXT '''AI aggression levels are meant to be roughly akin to difficulty levels, but not exactly, particularly in that they are differentiated in various aspects of risk-taking and aggression, with only some actual limitations being applied to the lower level ones. They can all still play pretty well, but the lower aggression ones may be a bit easier to manage, even if not necessarily easier to actually take over. The more aggressive ones do a bit better over the course of a game. AIs rename their capital planet on turn 1, adding a prefix. Once you discover their home system you can determine their personality. The current prefixes are: Beginner: [[AI_CAPITOL_NAMES_BEGINNER]] Turtle: [[AI_CAPITOL_NAMES_TURTLE]] Cautious: [[AI_CAPITOL_NAMES_CAUTIOUS]] Moderate: [[AI_CAPITOL_NAMES_TYPICAL]] Aggressive: [[AI_CAPITOL_NAMES_AGGRESSIVE]] Maniacal: [[AI_CAPITOL_NAMES_MANIACAL]]''' STRUCTURE_TITLE Structure STRUCTURE_TEXT Structure is amount of damage that ship can take until it is destroyed. Structure can be restored by repairing. STARLANE_SPEED_TITLE Starlane Speed STARLANE_SPEED_TEXT Speed on galaxy map (uu/turn) AI_ERROR_MSG AI_Error: AI script error # Functional list; do not translate. Used for logging during universe creation and for an ObjectListWnd condition GROWTH_SPECIALS_LIST '''CRYSTALS_SPECIAL FRUIT_SPECIAL ELERIUM_SPECIAL MINERALS_SPECIAL MONOPOLE_SPECIAL POSITRONIUM_SPECIAL PROBIOTIC_SPECIAL SPICE_SPECIAL SUPERCONDUCTOR_SPECIAL ''' #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Combat Window COMBAT_BATTLE '''BATTLE : ''' COMBAT_SYSTEM The %1% System COMBAT_MILITARY_SHIPS Military Ships COMBAT_CIVILIAN_SHIPS Civilian Ships COMBAT_PLANETS Planets COMBAT_REMAINING ''' Remaining''' COMBAT_RETREATED ''' Retreated''' COMBAT_DESTROYED ''' Destroyed''' COMBAT_DEFENSELESS ''' Defenseless''' COMBAT_LOST ''' Lost!''' #################### # TurnProgress # #################### TURN_PROGRESS_PHASE_FLEET_MOVEMENT Fleet Movement TURN_PROGRESS_PHASE_COMBAT Resolving Combat TURN_PROGRESS_PHASE_EMPIRE_GROWTH Production and Growth TURN_PROGRESS_PHASE_WAITING Waiting for Other Players TURN_PROGRESS_PHASE_ORDERS Executing Orders TURN_PROGRESS_COLONIZE_AND_SCRAP Colonization, Invasion, and Scrapping TURN_PROGRESS_PHASE_DOWNLOADING Downloading and Unpacking New Game-state TURN_PROGRESS_PHASE_LOADING_GAME Loading TURN_PROGRESS_PHASE_GENERATING_UNIVERSE Generating Universe TURN_PROGRESS_STARTING_AIS Creating AI Clients TURN_BEGIN Begin Turn %1% ERROR_PROCESSING_SERVER_MESSAGE Error processing message from server ERROR_EARLY_TURN_UPDATE Received unexpected turn update from server. ######################## # Messages Panel # ######################## MESSAGES_PANEL_TITLE Messages MESSAGES_PANEL_INTRO Status and Chat Messages ######################## # Players List # ######################## PLAYERS_LIST_PANEL_TITLE Empires PLAYING_TURN Playing RESOLVING_COMBAT Combat WAITING Waiting #################### ## Objects Window ## #################### SORT Sort COLUMNS Columns COLLAPSE_ALL Collapse All EXPAND_ALL Expand All ##################### ## Objects Columns ## ##################### COLUMN_SORT_NONE %1% COLUMN_SORT_ASCENDING %1% △ COLUMN_SORT_DESCENDING %1% ▽ METERS_SUBMENU Meters ID ID NAME Name OWNER Owner SPECIES Species BUILDING_TYPE Building Type FOCUS Focus PREFERRED_FOCUS Preferred Focus OBJECT_TYPE Type CREATION_TURN Creation Turn AGE Age TURNS_SINCE_FOCUS_CHANGE Turns Since Focus Change PRODUCED_BY Produced By Empire ID SYSTEM_ID System ID DESIGN_ID Design ID FINAL_DEST Final Destination ID NEXT_SYSTEM Next System ID PREV_SYSTEM Previous System ID LAST_TURN_BATTLE_HERE Last Turn Battle Here LAST_TURN_ACTIVE_IN_BATTLE Last Turn In Battle SIZE_AS_DOUBLE Size As Number DISTANCE_FROM_ORIGINAL_TYPE Distance From Original Planet Type PLANET_TYPE Planet Type ORIGINAL_TYPE Original Planet Type NEXT_TOWARDS_ORIGINAL_TYPE Next Towards Original Planet Type PLANET_SIZE Planet Size PLANET_ENVIRONMENT Planet Environment STAR_TYPE Star Type NEXT_TURN_POP_GROWTH Next Turn Population Growth #################### ## Filters Dialog ## #################### VISIBLE Visible PREVIOUSLY_VISIBLE Prev. Visible DESTROYED Destroyed CONDITION_ALL All CONDITION_EMPIREAFFILIATION Owner Empire CONDITION_ARMED Armed CONDITION_CAPITAL Capital CONDITION_MONSTER Monster CONDITION_STATIONARY Stationary CONDITION_CANCOLONIZE Species Can Colonize CONDITION_CANPRODUCESHIPS Species Can Produce Ships CONDITION_HOMEWORLD Homeworld CONDITION_HASSPECIAL Has Special CONDITION_HASTAG Has Tag CONDITION_SPECIES Species Name CONDITION_PLANETSIZE Planet Size CONDITION_PLANETTYPE Planet Type CONDITION_FOCUSTYPE Focus Setting CONDITION_STARTYPE Star Type CONDITION_METERVALUE Object Property Value CONDITION_HAS_GROWTH_SPECIAL Has Any Growth Special CONDITION_PTYPE_W_GG Gas Giant with Planet of type CONDITION_PTYPE_W_AST Asteroids with Planet of type CONDITION_ANY Any ############################################################# #### S I T R E P #### ############################################################# #Window title#### SITREP_PANEL_TITLE Situation Report - Initial turn SITREP_PANEL_TITLE_TURN Situation Report - Turn %1% SITREP_ERROR An unknown event occurred. FILTERS Filters ## SITREP_PRIORITY_ORDER is an ordered, whitespace separated list, prioritizing ## these sitreps to be presented in the SitrepPanel in the order set below. ## Sitreps not specified below will appear in the SitrepPanel following those below. ## ** DO NOT TRANSLATE the contents of SITREP_PRIORITY_ORDER -- this is a functional entry SITREP_PRIORITY_ORDER '''SITREP_VICTORY SITREP_VICTORY_DESTRUCTION SITREP_VICTORY_CAPTURE SITREP_VICTORY_TECH SITREP_VICTORY_BIO SITREP_EMPIRE_ELIMINATED HEAD_ON_A_SPIKE_MESSAGE EFFECT_EXPERIMENT_MONSTERS_LAUNCH EFFECT_ANCIENT_SHIP EFFECT_ANCIENT_SHIP_RUMORS EFFECT_ANCIENT_BUILDING EFFECT_ANCIENT_BUILDING_RUMORS EFFECT_ANCIENT_TECH EFFECT_ANCIENT_TECH_RUMORS EFFECT_ANCIENT_RUINS_EMPTY SITREP_TECH_RESEARCHED SITREP_TECH_UNLOCKED SITREP_SHIP_PART_UNLOCKED SITREP_SHIP_HULL_UNLOCKED SITREP_BUILDING_TYPE_UNLOCKED SITREP_GROUND_BATTLE SITREP_GROUND_BATTLE_ENEMY SITREP_PLANET_CAPTURED SITREP_PLANET_COLONIZED SITREP_NEW_COLONY_ESTABLISHED SITREP_POP_THRESHOLD SITREP_PLANET_BOMBARDED_AT_SYSTEM SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM EFFECT_CONC_CAMP_COMLETE EFFECT_GAIAN_TERRAFORM EFFECT_TERRAFORM EFFECT_BLACKHOLE EFFECT_TREE EFFECT_DAMP_CLOUD EFFECT_NEBULA EFFECT_ART_PLANET EFFECT_TAME_MONSTER_HATCHED EFFECT_TAME_MONSTER_MATURED SITREP_BUILDING_BUILT SITREP_SHIP_BUILT SITREP_SHIP_BATCH_BUILT EFFECT_EVACUEES EFFECT_PSY_DOM EFFECT_STARGATE SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION SITREP_FOREIGN_SHIP_ARRIVED_AT_DESTINATION SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION SITREP_MONSTER_SHIP_ARRIVED_AT_DESTINATION SITREP_FLEET_ARRIVED_AT_DESTINATION''' ## END OF SITREP_PRIORITY_ORDER SITREP_SHIP_BUILT At %system%: a new %shipdesign%, the '%ship%', has been produced. SITREP_SHIP_BUILT_LABEL Ship Produced SITREP_SHIP_BATCH_BUILT At %system%: %rawtext%x %shipdesign% have been produced. SITREP_SHIP_BATCH_BUILT_LABEL Ship Batch Produced SITREP_BUILDING_BUILT On %planet%: a %building% has been produced. SITREP_BUILDING_BUILT_LABEL Building Produced SITREP_TECH_RESEARCHED %tech% has been researched. SITREP_TECH_RESEARCHED_LABEL Tech Researched SITREP_TECH_UNLOCKED %tech% has been unlocked and can now be researched. SITREP_TECH_UNLOCKED_LABEL Tech Unlocked SITREP_SHIP_PART_UNLOCKED %shippart% has been unlocked and can now be produced in ship designs. SITREP_SHIP_PART_UNLOCKED_LABEL Ship Part Unlocked SITREP_SHIP_HULL_UNLOCKED %shiphull% has been unlocked and can now be produced in ship designs. SITREP_SHIP_HULL_UNLOCKED_LABEL Ship Hull Unlocked SITREP_BUILDING_TYPE_UNLOCKED %buildingtype% has been unlocked and can now be produced. SITREP_BUILDING_TYPE_UNLOCKED_LABEL Building Type Unlocked SITREP_COMBAT_SYSTEM At %system%: there was %combat%. SITREP_COMBAT_SYSTEM_LABEL Combat at System SITREP_COMBAT_SYSTEM_ENEMY At %system%: there was %combat% with %empire%. SITREP_COMBAT_SYSTEM_ENEMY_LABEL Combat at System COMBAT Combat SITREP_OBJECT_DESTROYED_AT_SYSTEM At %system%: an unidentified object was destroyed. SITREP_OBJECT_DESTROYED_AT_SYSTEM_LABEL Object Destroyed SITREP_OWN_SHIP_DESTROYED_AT_SYSTEM At %system%: a %shipdesign% (the %empire% ship '%ship%') was destroyed. SITREP_OWN_SHIP_DESTROYED_AT_SYSTEM_LABEL Own Ship Destroyed SITREP_SHIP_DESTROYED_AT_SYSTEM At %system%: a %shipdesign% (the %empire% ship '%ship%') was destroyed. SITREP_SHIP_DESTROYED_AT_SYSTEM_LABEL Empire Ship Destroyed SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM At %system%: a %shipdesign% was destroyed. SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM_LABEL Unowned Ship Destroyed SITREP_FLEET_DESTROYED_AT_SYSTEM At %system%: the %empire% fleet '%fleet%' was destroyed. SITREP_FLEET_DESTROYED_AT_SYSTEM_LABEL Empire Fleet Destroyed SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM At %system%: the fleet '%fleet%' was destroyed. SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM_LABEL Unowned Fleet Destroyed SITREP_PLANET_DESTROYED_AT_SYSTEM At %system%: planet %planet% (owned by %empire%) was destroyed! SITREP_PLANET_DESTROYED_AT_SYSTEM_LABEL Empire Planet Destroyed SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM At %system%: planet %planet% was destroyed! SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM_LABEL Unowned Planet Destroyed SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM On %planet%: a %building% (owned by %empire%) was demolished in %system%. SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL Empire Building Destroyed SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM On %planet%: a %building% was demolished in %system%. SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL Unowned Building Destroyed SITREP_OBJECT_DAMAGED_AT_SYSTEM At %system%: an unidentified object was damaged. SITREP_OBJECT_DAMAGED_AT_SYSTEM_LABEL Object Damaged SITREP_SHIP_DAMAGED_AT_SYSTEM At %system%: a %empire% %shipdesign%, the '%ship%', was damaged. SITREP_SHIP_DAMAGED_AT_SYSTEM_LABEL Empire Ship Damaged SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM At %system%: a %shipdesign% was damaged. SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM_LABEL Unowned Ship Damaged SITREP_PLANET_BOMBARDED_AT_SYSTEM At %system%: the %empire% planet %planet% was bombarded. SITREP_PLANET_BOMBARDED_AT_SYSTEM_LABEL Empire Planet Bombarded SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM At %system%: The planet %planet% was bombarded. SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM_LABEL Unowned Planet Bombarded SITREP_GROUND_BATTLE On %planet%: there was a ground battle. SITREP_GROUND_BATTLE_LABEL Ground Battle SITREP_GROUND_BATTLE_ENEMY On %planet%: there was a ground battle with %empire%. SITREP_GROUND_BATTLE_ENEMY_LABEL Ground Battle SITREP_PLANET_CAPTURED %planet% was captured by %empire%. SITREP_PLANET_CAPTURED_LABEL Planet Captured SITREP_PLANET_LOST_STARVED_TO_DEATH The %planet% colony was destroyed! SITREP_PLANET_LOST_STARVED_TO_DEATH_LABEL Planet Destroyed SITREP_PLANET_COLONIZED %planet% has been colonized. SITREP_PLANET_COLONIZED_LABEL Planet Colonized SITREP_NEW_COLONY_ESTABLISHED On %planet%: A new %species% colony has been established. SITREP_NEW_COLONY_ESTABLISHED_LABEL New Colony Established SITREP_FLEET_ARRIVED_AT_DESTINATION At %system%: %fleet% (%rawtext% ships) has arrived. SITREP_FLEET_ARRIVED_AT_DESTINATION_LABEL Misc. Fleet Arrived SITREP_MONSTER_SHIP_ARRIVED_AT_DESTINATION At %system%: a %shipdesign% arrived. SITREP_MONSTER_SHIP_ARRIVED_AT_DESTINATION_LABEL Monster Arrived SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION At %system%: a %fleet% fleet (%rawtext% ships) has arrived. SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION_LABEL Monsters Fleet Arrived SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION At %system%: a %shipdesign% (the %empire% ship '%ship%') has arrived. SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION_LABEL Own Ship Arrived SITREP_OWN_SHIPS_ARRIVED_AT_DESTINATION At %system%: the %empire% fleet '%fleet%' (%rawtext%x %shipdesign) has arrived. SITREP_OWN_SHIPS_ARRIVED_AT_DESTINATION_LABEL Own Fleet Arrived SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION At %system%: the %empire% fleet '%fleet%' (%rawtext% ships) has arrived. SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION_LABEL Own Fleet Arrived SITREP_FOREIGN_SHIP_ARRIVED_AT_DESTINATION At %system%: a %shipdesign% (the %empire% ship '%ship%') has arrived. SITREP_FOREIGN_SHIP_ARRIVED_AT_DESTINATION_LABEL Foreign Ship Arrived SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION At %system%: the %empire% fleet '%fleet%' (%rawtext% ships) has arrived. SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION_LABEL Foreign Fleet Arrived SITREP_EMPIRE_ELIMINATED %empire% has been eliminated! SITREP_EMPIRE_ELIMINATED_LABEL Empire Eliminated SITREP_VICTORY %empire% %text% SITREP_VICTORY_LABEL Victory SITREP_VICTORY_DESTRUCTION At last, the mysterious violent threat plaguing the galaxy has been eliminated. The source of the galaxy's peril has been vanquished, and its origins will forever remain a mystery. SITREP_VICTORY_DESTRUCTION_LABEL Victory Destruction SITREP_VICTORY_CAPTURE VICTORY! You have captured the powerful Experimentors and ended the fearsome threat plaguing the galaxy. You may continue playing if you wish. SITREP_VICTORY_CAPTURE_LABEL Victory Capture SITREP_VICTORY_TECH Your Empire has discovered the Singularity of Transcendence. You win! SITREP_VICTORY_TECH_LABEL Victory Technology SITREP_VICTORY_BIO The mystery of the fearsome threat plaguing the galaxy has been solved, and its perpetrators, the powerful Experimentors, have met their just fate at the hands of your mighty war fleet. SITREP_VICTORY_BIO_LABEL Victory Biological SITREP_POP_THRESHOLD On %planet%: The colony has reached recolonizing size. SITREP_POP_THRESHOLD_LABEL Colonizing Threshold EFFECT_EXPERIMENT_MONSTERS_LAUNCH WARNING: Sightings of %rawtext% %predefinedshipdesign% are reported around the %species% Outpost at %planet%! EFFECT_EXPERIMENT_MONSTERS_LAUNCH_LABEL Experimentor Monster Spawn EFFECT_ANCIENT_SHIP On %planet%: A %predefinedshipdesign% was revealed in the Ancient Ruins! EFFECT_ANCIENT_SHIP_LABEL Ancient Ruins Ship EFFECT_ANCIENT_SHIP_RUMORS Rumors spread through the galaxy that a %predefinedshipdesign% was revealed to a xenoarcheology expedition at Ancient Ruins! EFFECT_ANCIENT_SHIP_RUMORS_LABEL Ancient Ruins Ship Rumors EFFECT_ANCIENT_BUILDING On %planet%: A %buildingtype% was revealed in the Ancient Ruins! EFFECT_ANCIENT_BUILDING_LABEL Ancient Ruins Building EFFECT_ANCIENT_BUILDING_RUMORS Rumors spread through the galaxy that a %buildingtype% was revealed to a xenoarcheology expedition at Ancient Ruins! EFFECT_ANCIENT_BUILDING_RUMORS_LABEL Ancient Ruins Building Rumors EFFECT_ANCIENT_TECH On %planet%: %tech% was revealed in the Ancient Ruins! EFFECT_ANCIENT_TECH_LABEL Ancient Ruins Tech EFFECT_ANCIENT_TECH_RUMORS Rumors spread through the galaxy that %tech% was revealed to a xenoarcheology expedition at Ancient Ruins! EFFECT_ANCIENT_TECH_RUMORS_LABEL Ancient Ruins Tech Rumors EFFECT_ANCIENT_RUINS_EMPTY On %planet%: Ancient Ruins were excavated, but only tantalizing hints of ancient technology were found. EFFECT_ANCIENT_RUINS_EMPTY_LABEL Ancient Ruins Empty Excavation EFFECT_CONC_CAMP_COMLETE At %planet%: depopulation is complete. EFFECT_CONC_CAMP_COMLETE_LABEL Ethnic Cleansing EFFECT_DRYDOCK_SHIP_REPAIR On %planet%: %ship% was repaired by %building%. EFFECT_DRYDOCK_SHIP_REPAIR_LABEL Drydock Repair EFFECT_MONSTER_SPAWNING In %system%: A %predefinedshipdesign% was spawned. EFFECT_MONSTER_SPAWNING_LABEL Monster Spawn EFFECT_GAIAN_TERRAFORM On %planet%: The Gaian planet has terraformed itself to better accommodate its inhabitants. EFFECT_GAIAN_TERRAFORM_LABEL Gaia Terraform EFFECT_TERRAFORM %planet% has been terraformed. EFFECT_TERRAFORM_LABEL Terraform EFFECT_BLACKHOLE %system% has been collapsed to create a black hole. EFFECT_BLACKHOLE_LABEL Black Hole EFFECT_ART_PLANET %planet% has been turned into an artificial planet. EFFECT_ART_PLANET_LABEL Black Hole EFFECT_STARVATION Famine struck %planet%. EFFECT_STARVATION_LABEL Famine EFFECT_TAME_MONSTER_HATCHED At %planet%: a tamed %predefinedshipdesign% is ready for service. EFFECT_TAME_MONSTER_HATCHED_LABEL Monster Hatched EFFECT_TAME_MONSTER_MATURED At %system%: a more powerful tame %predefinedshipdesign% has matured from a lesser form. EFFECT_TAME_MONSTER_MATURED_LABEL Monster Matured EFFECT_GATEWAY_VOID_DESTROY The %buildingtype% at %planet% destroyed the %fleet% fleet. EFFECT_GATEWAY_VOID_DESTROY_LABEL Gateway Void Destroy EFFECT_DAMP_CLOUD At %system%: the crew of %ship% report they are losing fuel to a %predefinedshipdesign%. EFFECT_DAMP_CLOUD_LABEL Dampening Cloud EFFECT_NEBULA At %system%: astronomers report they have observed a new star being formed from a nebula. EFFECT_NEBULA_LABEL Nebula EFFECT_TREE At %system%: a new Dyson Forest has started to grow and surround the star. EFFECT_TREE_LABEL Dyson Forest EFFECT_DERELICT_MINERALS At %system%: 20 minerals were scavenged from an abandoned derelict. EFFECT_DERELICT_MINERALS_LABEL Derelict Minerals EFFECT_DERELICT_MAP At %system%: information on the area was obtained from an abandoned derelict. EFFECT_DERELICT_MAP_LABEL Derelict Map EFFECT_DERELICT_FUEL At %system%: ships were refueled from the residual supply found in an abandoned derelict. EFFECT_DERELICT_FUEL_LABEL Derelict Fuel EFFECT_BIOWEAPON %system% has lost population due to a biological attack. EFFECT_BIOWEAPON_LABEL Bioweapon Attack EFFECT_EVACUEES At %planet%: evacuees have settled. EFFECT_EVACUEES_LABEL Evacuees EFFECT_STARGATE At %system%: the fleet %fleet% has arrived by Stargate. EFFECT_STARGATE_LABEL Stargate Use EFFECT_PSY_DOM The %empire% ship %ship% has been psychically controlled! EFFECT_PSY_DOM_LABEL Psychogenic Domination EFFECT_MINES At %system%: Mines caused %rawtext% damage to the %empire% fleet %fleet%. EFFECT_MINES_LABEL System Mines EFFECT_MINES_SHIP_DESTROYED At %system%: mines destroyed the %empire% ship %ship%. EFFECT_MINES_SHIP_DESTROYED_LABEL System Mines Destroyed Ship HEAD_ON_A_SPIKE_MESSAGE The capital of the %empire% empire has fallen. HEAD_ON_A_SPIKE_MESSAGE_LABEL Empire Capital Captured ############################################################# #### V I C T O R Y / D E F E A T #### ############################################################# TECH_VICTORY %1% has achieved a technological victory. ALL_ENEMIES_ELIMINATED_VICTORY has achieved a sole-survivor victory. ############################################################# #### S P E C I E S #### ############################################################# HOMEWORLD Homeworld: NO_HOMEWORLD No Known Homeworld UNKNOWN_PLANET Unknown Planet CANNOT_PRODUCE_SHIPS Cannot Produce Ships CAN_PRODUCE_SHIPS Can Produce Ships CANNNOT_COLONIZE Cannot Colonize Planets CAN_COLONIZE Can Colonize Planets OCCUPIED_PLANETS Occupied Planets: ENVIRONMENTAL_PREFERENCES Environmental Preferences: FOCUS_PREFERENCE '''Preferred Focus: ''' OPINIONS_OF_EMPIRES Opinions of Empires: OPINIONS_OF_OTHER_SPECIES Opinions of Other Species: ### Note: Description Macros for species are named the same as the Effect controlling Macros in species.txt. Copy&Paste for accurate description. SP_HUMAN Human SP_HUMAN_GAMEPLAY_DESC '''Mostly Harmless. All average stats for testing purposes. Prefer Terran planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] ''' SP_HUMAN_DESC '''''' SP_SCYLIOR Scylior SP_SCYLIOR_GAMEPLAY_DESC '''Three-tentacled, aquatic Nautiloid. Prefer Ocean planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[GREAT_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] ''' SP_SCYLIOR_DESC '''Description: Scyliori are shelled cephalopods similar to a Nautilus. They possess advanced vision provided by four eyes and have four antennae containing millions of neuromasts, allowing the Scyliori to detect changes in water pressure and also electrical fields. Scyliori have three large, strong feeding tentacles which they use to grasp and hold tools or food while it is broken up by the beak and ingested. Chromatophores provide the race with their main form of communication. When two Scyliori wish to communicate with each other, they rapidly change the coloring and patterning of their skin. Scyliori are without gender and reproduce in an iteroparous style. The lifespan of a Scylior is roughly 30 years in which they never stop growing, hatching with a shell diameter of only 5cm and experiencing roughly 10 percent growth each year. Society: The remnant of a once-mighty telepathic hive brain, referred to as 'the Mind', is treated by the Scyliori as a benevolent god. It has instilled in them a mission to journey the stars in hopes of returning to its former might. Scyliori are highly social and came to love learning things and sharing knowledge with the Mind. History: Millennia ago an expedition of the precursors discovered the Mind controlling the whole planet with his telepathic powers. The Mind immediately reached out and began copying the knowledge of the scientists and their ship crew, but the scientists cut out most of the Mind's brain and took it with them as a sample. The rest survived and lusted to recover the memories that had been taken from it. The Mind, however, was immobile, and for the time being, had no nearby intelligent beings to act as it's hands. Enter the Scyliori. ''' SP_GYSACHE Gysache SP_GYSACHE_GAMEPLAY_DESC '''Cowardly, freakish sheep-like herbivores. Prefer Swamp planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[GOOD_INDUSTRY]] [[GREAT_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[BAD_WEAPONS]] ''' SP_GYSACHE_DESC '''The Gysache are a herbivorous species that has always been prey. They seek to remove all that threatens them, until every place in the universe is safe. Description: The Gysache are bipedal, each leg has two forward knees and one backward knee in between. When they crouch, the leg folds into an efficient 'W' making them only half a meter tall (compared to 2.5 meters when fully erect). Their oblong bodies lack anything resembling a head, instead they have three identical eye stalks that are located at the forward tip of the body. A small mouth is located at the base of them. Personality: The Gysache are always wary of predators and are easily alarmed. Their natural response is to run away from everything. Their government system is dispersed as each individual is completely independent and forms no bonds with other individuals. However, they do have a herding tendency and this keeps them together when faced with danger. Homeworld: Their homeworld has a thick atmosphere of nitrogen, ammonia and carbon dioxide. Most parts of it are moist but it lacks large oceans, only 5% of its surface is covered in water. The main topographical features are enormous high rocky mesas cut by mile deep canyons the bottoms of which contain the only standing water. ''' SP_CHATO Chato SP_CHATO_GAMEPLAY_DESC '''Sessile crystalline entities which ride the animal Goshk. Prefer Toxic planets. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[GREAT_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[BROAD_EP]] ''' SP_CHATO_DESC '''Description: The Chato'matou'Gormoshk are actually two species together, however it is not entirely clear if the connection between the species should be called symbiosis or parasitism. The master species are the Chato'matou, crystalline life forms about 30 centimeters in height and 10 centimeters in width. Their color ranges from a light blue to a deep crimson. They get the energy they need to live from the sun or in exceptional cases from the Gormoshk they are attached to. The Gormoshk are predatory animals formerly living in underground caverns. Their bodies are flat and round and rest on five insect-like legs. The Chato'matou attach themselves to the flat part on top of the Gormoshk's bodies, directly above the brain. Through a crystalline outgrowth they can control the Gormoshk completely. Social Structure: In Chato'matou society, age is the most important factor as they are nearly immortal. Every command the elders issue is obeyed at once and to disobey an elder is the greatest crime in Chato'matou society. They developed a system to transmit signals without delay throughout an entire colony, enabling them to converse with near the speed of light. This greatly enhanced the species mental capabilities, as all new ideas and theories could be instantly processed throughout the colony. The Gormoshk are valued as mounts and well cared for under normal circumstances, however they are also seen mostly as animals. ''' SP_TRITH Trith SP_TRITH_GAMEPLAY_DESC '''Bereaved xenophobic telepaths. Prefer Desert planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]], [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[GREAT_DETECTION]] [[GOOD_STEALTH]] [[NARROW_EP]] ''' SP_TRITH_DESC '''Description: The Trith are a mixture of matter and enormous psychic energies. Their shape is vaguely humanoid. All Trith are telepathic, and herein lies the reason for their rage: while the Trith can learn to keep their own thoughts to themselves, they are unable to tune out the thoughts of others. To mature Trith this is merely vexing, but for young Trith it can be fatal. Sometimes, Trith that gain their telepathic ability before adolescence are not ready to cope with the combined minds of all people in the universe screaming at them and go mad or die. Social Structure: The Trith are a theocracy led by the priests of Quaran-Dor (The God of the Mind). They are united in the single goal of eliminating all other thinking species to silence the thought-noise in the universe. ''' SP_HHHOH Hhhoh SP_HHHOH_GAMEPLAY_DESC '''Huge, slow, multi-trunked Mammoths. Prefer Tundra planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[GREAT_GROUND_TROOPS]] [[GOOD_WEAPONS]] ''' SP_HHHOH_DESC '''Description: Hhhoh are large, warm blooded creatures measuring over 16 meters in length (including leg/tail), 6 meters in width, stand at 5 and a half meters tall and weigh over 5 tonnes. They have a very thick layer of white fur. Hhhoh locomotion is performed by using their two, large front legs, while using their hind leg to balance their large back. They also have four long trunk-like appendages of 8 meters in length, with four sharp fingered claws used to handle objects. When not in use, Hhhohs curl these trunks under their bodies and bury them in large fat pouches to conserve heat. They are omnivorous but do not actively hunt or farm large domesticated life. Personality: Hhhohs describe themselves as social pragmatists. Elders are very much revered, some living close to 230 years. Their sloth-like disposition makes them aversive to any fast movements, as well as hasty decisions. ''' SP_EAXAW Eaxaw SP_EAXAW_GAMEPLAY_DESC '''Evil amazonian xenophobic aggressive worms. Prefer Terran planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[GREAT_WEAPONS]] ''' SP_EAXAW_DESC '''Description: The Eaxaw have 3 body forms. First is the newborn larval form, then the male form and lastly the adult female form. All forms are completely blind and use touch, smell, hearing and a sense for electric currents to explore their world. The female form is a segmented worm approximately 8 meters long. At the front is a three-beaked mouth that is used to dig extensive tunnel systems. The neural network of the female is distributed along chains of neural nodes that run the length of the body. Most of the rest of the body is musculature and the armored outer body segments provide support. These outer segments have a small overlap much like scales, under which larvae are grown. Eaxaw in their male form are much smaller and rather dim witted. At the end of their tail is a complex grasping claw that comes in very specialized varieties. Social Structure: Eaxaw are organized into matriarchal breeding groups. A female keeps a "harem" of approximately 200 males which protect, feed and mate with her. Any new males that the female births are added to the harem but are frequently traded with other females like a currency. This ensures genetic diversity and promotes a wide variety of males to perform specialized tasks. The highest ranking females (having the largest and most diverse Harems) form the Great Matriarchal Council which sets the global agenda for the Eaxaw. History: A long time ago a derelict ship of the Precursors crashed on the Eaxaw homeworld. As the Eaxaw learned some of the ship's secrets they deduced that there were other intelligent species. Their great matriarchal council soon issued its greatest proclamation: "All of this must go!" ''' SP_DERTHREAN Derthrean SP_DERTHREAN_GAMEPLAY_DESC '''Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis. Prefer Toxic planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[BAD_WEAPONS]] ''' SP_DERTHREAN_DESC '''Description: The Derthrean consciousness represents a half parasitic, half symbiotic relationship of viruses living in the bodies of plants. The virus has no intelligence and without the virus, the plant is but an empty shell yet together, their neural synapses are compatible and form a reasonable being. Although the virus brings awareness to the plant, the virus is also toxic to its nervous system, inflicting great amounts of pain, slowly destroying the plant as the virus spawns and in the end, killing it. This means that the greater the intelligence of a Derthrean, the more pain he endures. Social Structure: The Derthrean are a sharply divided race, split by the legacy of their forebears into castes. They are born into a caste, they mate in their caste, and they die as a member of a caste. Because the breeding has been so isolated throughout the millennia, there are even physical varieties in different castes. The castes are divided as follows: the most benevolent Priest caste, the Worker caste, the Grower caste, the Provider caste, the Scholar caste and the most despised of all, the Warrior caste. Religion plays a fundamental role in their society. Each Derthrean is a pacifist and lives to please their Goddess, in hopes of relieving the terrible burden of pain and earning forgiveness for the betrayal and bloodlust of their ancestors. ''' SP_LAENFA Laenfa SP_LAENFA_GAMEPLAY_DESC '''Sneaky, telepathic, sentient vines. Prefer Ocean Planets. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[AVERAGE_INDUSTRY]] [[BAD_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[GREAT_DETECTION]] [[GREAT_STEALTH]] ''' SP_LAENFA_DESC '''Description: The Laenfa are long and vine-like, able to attach and detach into any number of larger or smaller vines at will. Each leaf has its own consciousness, separate from the others. A leaf has direct control over the small length of vine to which it is attached. Laenfa have high underwater mobility and reasonable ground mobility as they are able to swim and slither like a serpent. When Laenfa are attached, the effectiveness of their telepathic communication increases, allowing them to synchronize the motions of a single vine for more effective transportation. Social Structure: The Laenfa have a unified culture due to their telepathy but because their telepathic communication weakens with distance, there is a large central vine that decides on most important decisions. This vine carries out its debates in secret but takes into account the voices of all Laenfa it is able to detect. The Laenfa carry out their duties with hive-like efficiency with each individual working for the collective goals of gaining knowledge of other species and protecting knowledge of themselves. ''' SP_TAEGHIRUS Tae Ghirus SP_TAEGHIRUS_GAMEPLAY_DESC '''Weak, flightless birds, united in total mutual cooperation. Prefer Swamp planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[GOOD_INDUSTRY]] [[AVERAGE_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[BAD_WEAPONS]] ''' SP_TAEGHIRUS_DESC '''Description: The Tae Ghirus look like feather-less vultures with a fragile grey body. Their wings were designed for gliding, not flying, but even this aerodynamic function was lost in evolution. Social Structure: The Tae Ghirus are very social and cooperative to make up for their weak bodies. Their social and political system, called "The Allegiance", is a mixture of participative democracy and a brotherhood which works surprisingly well. ''' SP_MUURSH Mu Ursh SP_MUURSH_GAMEPLAY_DESC '''Militantly peaceful herbivores. Prefer Desert planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[BAD_RESEARCH]] [[GREAT_WEAPONS]] [[BAD_SUPPLY]] [[GREAT_GROUND_TROOPS]] ''' SP_MUURSH_DESC '''Mu Ursh are a peaceful, non-aggressive race of vaguely feline appearance, they became the dominant lifeform on their planet in part due to their excellent reactions and eyesight. They used their abilities to round up and control all threatening predatory life, limiting numbers in order to ensure a peaceful planet. To their regret, their natural abilities seem to make them exceptionally gifted pilots, and some amongst their number have decided the best way to ensure galactic peace is to conquer and control all aggressive intelligent species, making the galaxy as peaceful as their homeworld.''' SP_GEORGE George SP_GEORGE_GAMEPLAY_DESC '''A single, childish Telepathic entity consisting of tons of centipedeoids. Prefers Tundra planets. [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[GOOD_INDUSTRY]] [[BAD_RESEARCH]] [[AVERAGE_POPULATION]] [[GREAT_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[BROAD_EP]] ''' SP_GEORGE_DESC '''George is a single telepathic entity that consists of multiple mobile telepathic units. Description: The units that make up George look like 2.5 meter long, 0.5 meter tall centipedes except with a far smoother skin and a cluster of about 6 tentacle/antennae at the front for manipulation. The units can't act or even think on their own. The mind of George is the sum of all the units communicating telepathically, over any distance. ''' SP_CRAY Cray SP_CRAY_GAMEPLAY_DESC '''Cheerful enthusiastic robots. Prefer Barren planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[GOOD_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[GOOD_GROUND_TROOPS]] [[BROAD_EP]] ''' SP_CRAY_DESC '''Description: The Cray resemble a large black box of smooth shiny plastic with rounded corners which measure six meters in all directions. A large mechanical tentacle extends from the center of four of the faces (the other two being top and bottom) these serve primary for locomotion and heavy lifting. The Cray communicate by wireless radio. They are impressively parallelized and can hold an average of four trains of thought at once, frequently having more than one conversation at a time, often several with the same person. Social Structure: The Cray are a tribal society. Each tribe is formed around a single Cray known as a Master Craftsman who has the skills to build and maintain Cray. Because the Cray are so badly designed even the Master Craftsmen rarely get them perfect and each tribe gets its own “racial characteristics” based on the idiosyncrasies of its Master Craftsman's work. Day to day decisions run on an extremely complex web of favors. All Cray will happily help their kin if asked and afterwards both will remember exactly what the debt is. While not the most efficient way of running an economy this system means that within a tribe the Cray will owe or be owed favors by a good portion of the community fostering exceptionally strong social bonds and that is just the way they like it. ''' SP_ETTY Etty SP_ETTY_GAMEPLAY_DESC '''Cybernetic plants. Prefer Desert planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[GREAT_SUPPLY]] [[GOOD_GROUND_TROOPS]] [[GOOD_WEAPONS]] [[BAD_DETECTION]] [[GOOD_STEALTH]] ''' SP_ETTY_DESC '''Description: Etty are an unnaturally evolved race of intelligent plants. They can grow up to half a meter in length and have a central brain found in a large bulb. Etty have very strong scent which they can vary at will, this evolutionary adoption allowed them to protect themselves from plant eaters by mimicking the scent of greater predators. They also have a powerful sense of smell. The robot bodies of the Etty serve as legs, eyes, ears and hands. A socket connects the body with the Etty, allowing them to move from one body to another without needing to painfully uproot themselves. The robot form itself is highly varied based on its function. Social Structure: The Etty are exceedingly polite and strictly honor all contracts and agreements. Their culture is very clean, civil, kind and courteous, but very withdrawn. Etty government is a true democracy with a strong civil service held in check by a powerful press. ''' SP_CYNOS Cynos SP_CYNOS_GAMEPLAY_DESC '''Walking plants sustained by a giant non-sentient mother plant. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] [[NO_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[GOOD_GROUND_TROOPS]] ''' SP_CYNOS_DESC '''Description: The Cynos are part of a mother plant which resembles a 90-meter high agave plant. Its huge fronds are a bluish aquamarine color radiating from a central bulb that forms the core of the plant. The extensive but rather shallow root system sprouts offshoots to grow adjacent to the central plant. A single plant can live up to 5000 years. There are numerous "brood chambers" inside the fronds in which the Cynos are "born" and regenerate. A Cyno starts as a small bulb inside the brood chamber, grows into a full sized individual within a few days and detaches itself. It is 3.5 meters long and roughly rectangular shaped with a tapering vine at each corner. These limbs are used for movement, feeding and fighting alike. A Cyno is capable of approximately 30 hours of independent activity before it has to feed at a mother plant—artificial substitutes for this feed are possible, but result in the infertility of the Cyno, thus all Cyno leaving their homeworld become infertile. Social Structure: Cynos are highly cooperative and altruistic in protecting the mother plants. They have a consensus government strongly influenced by the mother plants, which are mindless but still communicate through the Cynos on a chemical level and manipulate their moods. Reason for Staying: The Cynos cannot reproduce without their mother plants, nor can they bring themselves to plant a seed anywhere but their homeworld. ''' SP_PHINNERT Phinnert SP_PHINNERT_GAMEPLAY_DESC '''Industrious Flying Monkeys. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[NO_RESEARCH]] [[AVERAGE_POPULATION]] [[BAD_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] ''' SP_PHINNERT_DESC '''Description: Phinnerts are tree-dwelling mammals with size varying from 1 to 2 meters tall. They have long arms, with a wingspan of about twice their height. They have hairy, retractable flaps of skin that stretch from wrist to ankle and allow for fully functional flight in low gravity. They are very agile fliers and can catch flying bug-like creatures with a fully prehensile nose appendage. Like bats they can use echo-location, this sense is not highly developed though. Social Structure: Life is much shorter for Phinnerts than for most other sentient life, owing to the many dangers of the swamp. All Phinnerts are generally treated as extended family by each other and grudges do not last long. There is no central authority, there's only a vague hierarchy. The balance of power can change very quickly with the high mortality rate. Society is far less individualistic, and more focused on the group. Homeworld: Their planet has low gravity and a very thick atmosphere. Its composition is unique as it has a low proportion of heavier metals, but a much higher proportion of other heavy elements, particularly noble gases. It also has very stable tectonic formations meaning that the surface of the crust is very flat, and so is mostly covered with shallow, standing water. The entire world is like a giant everglade. ''' SP_EGASSEM Egassem SP_EGASSEM_GAMEPLAY_DESC '''Super massive, nuclear, lava-dwelling, crystalline amoebas. Prefer Inferno planets. [[encyclopedia LITHIC_SPECIES_TITLE]] [[ULTIMATE_INDUSTRY]] [[BAD_RESEARCH]] [[BAD_POPULATION]] [[GREAT_SUPPLY]] [[GREAT_GROUND_TROOPS]] [[NARROW_EP]] ''' SP_EGASSEM_DESC '''Description: Egassem are several kilometers across and have no fixed shape, they are capable of operating multiple instruments at once through custom formed appendages. Egassem are incredibly slow, capable of moving at most a few meters an hour as moving was only necessary to strip an area of resources. They reproduce by budding, releasing a young that is a mere hundred thousand tons. Social Structure: Egassem society is essentially feudalistic, with each Egassem individual being one 'fiefdom'. The fact that Egassem are typically long-lived (effectively ageless) means that they are highly conservative and highly concerned with wealth. Homeworld: A world wracked with tidal and geological heating, as well as the more conventional solar radiation. Large 'oceans' of liquid rock cover most of the surface. ''' SP_SSLITH Sslith SP_SSLITH_GAMEPLAY_DESC '''Flat, aquatic, pliable creatures. Prefer Tundra planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[BAD_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[NARROW_EP]] ''' SP_SSLITH_DESC '''Description: In its relaxed state, an individual Sslith is essentially a 2.15cm thick rectangular sheet, that's always 132cm long, and between 31 and 53cm wide. Its only appendage is a single tentacle that is used to sense sound and infrared light, it is also used for communication via ultrasound. Sslith are able to flex their bodies into other shapes, an ability originally evolved for the purpose of sliding into the shells of Vreen (a creature that recedes into its shell when it detects danger). Their flexibility allows them to move astonishingly fast in the oceans, by a ripple effect that looks like they are folding themselves through the water. They don't have a central brain, a Sslith's mental capacity is a collection of multiple nodes that are linked together to form a distributed consciousness allowing a Sslith to perform many tasks at once. Social Structure: The Sslith are organized into groups called Pnacra which serve as independent governmental units. Though there are a few global laws that all Sslith in all Pnacra obey, each Pnacra has it's own rules and laws as to conduct and actions. The Pnacra move around of their own accord, and have no fixed geographic location. If two or more of them meet, then members who are discontented with their present Pnacra can move to another to try out its ways and customs. ''' SP_FIFTYSEVEN Fifty-seven SP_FIFTYSEVEN_GAMEPLAY_DESC '''Math-obsessed sky-serpents, singing planet-wide fractal songs. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[NO_INDUSTRY]] [[ULTIMATE_RESEARCH]] [[BAD_POPULATION]] [[BAD_SUPPLY]] [[BAD_GROUND_TROOPS]] ''' SP_FIFTYSEVEN_DESC '''Biology: Adult Fifty-Seven are between 10 and 20 m long. The main deviation from the tapering serpentine body are the two resonating domes on the forward dorsal side. Various fins provide fine control. Entirely blind, they rely on smell, hearing, an exquisitely honed pressure sensitivity, and when the need arises bursts of echolocation. Fifty-Seven are omnivores: eating flocks of small flying creatures with the same relish as the floating phytoplankton. Since they remain aloft their entire lives and have no manipulator limbs, the Fifty-Seven have no material technology. Personality: The Fifty-Seven show little interest in the rest of the galaxy, or indeed in the parts of their planet that they don't use. The bulk of their attention individually, and culturally is focused on math. They do seem eager for new mathematical puzzles, so if research problems can be phrased properly... Homeworld: High g swamp world with a very dense atmosphere. Reason for Staying: The Fifty-Seven are in constant contact with most of the rest of their species, participating in a complex fractal 'song' that may also be a way to test complex mathematical hypotheses and/or some sort of social or artistic expression. Leaving the fractal song is apparently extremely unattractive. ''' SP_SETINON Setinon SP_SETINON_GAMEPLAY_DESC '''Individualistic sentient microscopic cells. Prefer Swamp planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[AVERAGE_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[NO_GROUND_TROOPS]] [[GREAT_STEALTH]] ''' SP_SETINON_DESC '''Description: The Setinon evolved from genetic defense cells protecting a larger organism from parasites and viruses. They are about 1 mm across with multiple sub sub-compartments and structures. Proteins and nucleic acids are taking the place of neurons of the more standard minds of sentient organisms. They use biological constructs (requiring thousands of Setinon operators) to execute tasks their microscopic nature wouldn't normally allow them to carry out. Social Structure: Setinon society is based on two factors, firstly their strongly individualistic, defensive nature, and secondly their contrasting need to cooperate to deal with the world. Therefore Setinon society is best summed up as highly complex with multiple interacting channels of power that may change weekly. Homeworld: A swamp world with a dense atmosphere and fairly dense biosphere. ''' SP_NYMNMN Nymnmn SP_NYMNMN_GAMEPLAY_DESC '''Planet-wide sapient magnetic waveforms. Prefer Desert planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] [[NO_INDUSTRY]] [[AVERAGE_RESEARCH]] [[BAD_POPULATION]] [[BAD_SUPPLY]] [[BAD_GROUND_TROOPS]] [[GREAT_DETECTION]] [[GOOD_STEALTH]] ''' SP_NYMNMN_DESC '''''' SP_TRENCHERS Trenchers SP_TRENCHERS_GAMEPLAY_DESC '''Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals. Prefers Barren planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[GOOD_INDUSTRY]] [[NO_RESEARCH]] [[AVERAGE_POPULATION]] [[BAD_SUPPLY]] [[BAD_GROUND_TROOPS]] ''' SP_TRENCHERS_DESC '''''' SP_RAAAGH Raaagh SP_RAAAGH_GAMEPLAY_DESC '''Highly territorial felinoids. Prefer Terran planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[NO_RESEARCH]] [[AVERAGE_POPULATION]] [[BAD_SUPPLY]] [[ULTIMATE_GROUND_TROOPS]] ''' SP_RAAAGH_DESC '''The Raaagh are 1.5 meter tall stripe-furred bipeds. The body is held leaning forward at 45 degrees, leaving the fanged jaws, and clawed arms free to fight, build or capture prey. Triangular ears and slit pupils give a cat-like appearance. The tiny young hatch from a clutch of a dozen eggs at once. Little care or attention is paid to the young at this stage-- they must survive on their own competing against their siblings for hiding places and stealing food like vermin. After three years usually only one is left, and the surviving young begin to learn to speak. This suddenly activates parental instincts, and the survivor is carefully raised as a member of the Pride. Personality: Extreme territoriality is the Raaagh's most distinctive trait- woven throughout their daily lives and culture. Related to that is a preference for the familiar and known. Curiosity is minimal, which probably explains their stone age technology. Homeworld: The Raaagh homeworld is of the Terran type. Sea and land are more or less evenly spread out, with the largest continent covering only 4% of planet's surface. The many small continents and large islands encourage a territorial attitude. Reason for Staying: There's not bit of land big enough for an individual Raaagh to live on that hasn't been fought over for centuries. The genetic compulsion of a Raaagh is to guard his territory with his life, and when possible to expand into adjacent land. Abandoning one's territory is inconceivable, and a Raaagh forcibly removed from his territory goes violently insane. ''' SP_BEIGEGOO Beige Goo SP_BEIGEGOO_GAMEPLAY_DESC '''Insane, intensely private, planet-engulfing nanite swarm. Prefers Radiated planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[GREAT_INDUSTRY]] [[NO_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[GREAT_GROUND_TROOPS]] ''' SP_BEIGEGOO_DESC '''The entire planet is covered in a beige haze of Nanites. It is unknown whether they were dropped as a weapon, were an out of control experiment, or are a means of extracting resources, but they have been thorough. There's nothing left but the planet's radioactive core. These Nanites are very efficient assemblers, and are eager to do so if provided raw materials. However the Nanites, are extremely protective of the secret of their design-- they self destruct if any are captured or removed from the planet. ''' SP_SILEXIAN Silexian SP_SILEXIAN_GAMEPLAY_DESC '''Gleaming gardener robots, left on their own. Prefer Terran planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[NO_INDUSTRY]] [[BAD_RESEARCH]] [[AVERAGE_POPULATION]] [[GREAT_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[BAD_WEAPONS]] ''' SP_SILEXIAN_DESC '''The Silexians are a race of ecological maintenance robots. They see their own existence as a means of bringing biological beauty and balance to the galaxy. Description: As each type of Silexian is customized for a specific task, there are variations in appearance. The majority of Silexians however, share many similar features: They are wholly artificial robotic beings made primarily of metals. They have an antennae used for short range radio communication, advanced tactile sensors as well as wide-frequency photon detectors. Silexians generally have a flat base equipped with wheels and rocket boosters, but the occasional model is bipedal, to allow greater agility. Many have pincer-like appendages and injector tubules for manipulating objects. Social Structure: The Silexians have a hierarchical caste system under a dictatorship government. Each Silexian is created for a specific job, and fills that job until declared obsolete. There is no social mobility. In fact the very idea would be alien and somewhat unwholesome to a Silexian. The race is led by a caste of supervisors giving work assignments, determine upgrades and declare models obsolete. Supervisors themselves defer to the Prime Operator, whom nobody has the authority to deem obsolete, and therefore is practically immortal. History: The Silexians were created by the Caretakers in order to increase the efficiency and automation of their environmental maintenance projects. Eventually, all of the Caretakers’ worlds were inhabited and maintained by the peaceful and loyal Silexians. When the Caretakers left the galaxy, some Silexians were abandoned. ''' SP_KOBUNTURA Kobuntura SP_KOBUNTURA_GAMEPLAY_DESC '''Sentient magnetic dust formations with a fascination for building and construction. Prefer Barren planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] [[GREAT_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] ''' SP_KOBUNTURA_DESC '''Description: A Kobuntura is composed of trillions of magnetic dust particles. Their dense core of vibrating molecules generates a magnetic field which manipulates a less dense cloud of particles orbiting it in complex patterns. Kobuntura can directly detect and manipulate objects on the outer reaches of their particle clouds, but can indirectly detect, manipulate and communicate with objects and individuals much further away using there magnetic fields. The primary method of locomotion involves interaction with the planet’s magnetic field. Whenever a Kobuntura moves, there is a small chance that the movement will magnetize and agitate the surrounding dust particles to a sufficient extent to trigger a chain reaction which causes a new fully matured Kobuntura to form in a matter of seconds. Social Structure: The Kobuntura have a guild system since ancient times, but one of the guilds, the Dark Enclave specialized in martial arts, has gained control over all the other guilds and established a military dictatorship. Despite this, there are no secrets amongst Kobuntura as they can't communicate without all the other Kobuntura noticing. Recreation and trade are very limited, as the sole intent of the Dark Enclave, and indeed all of Kobuntura society, is to find one of the Precursor species, the Builders, and unlock the greatest secrets of construction. This goal is the impetus driving their entire civilization. ''' SP_UGMORS Ugmors SP_UGMORS_GAMEPLAY_DESC '''Lava-dwelling yeast piles, which form temporary golems. Prefer Inferno planets. [[encyclopedia LITHIC_SPECIES_TITLE]] [[GOOD_INDUSTRY]] [[BAD_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[GOOD_GROUND_TROOPS]] [[NARROW_EP]] ''' SP_UGMORS_DESC '''The Ugmors is a race of sentient yeast which uses rocks and minerals to make temporary bodies designed to perform specific tasks. Social Structure: The Larar drifts are the true center of the species. These masses of yeast sit on top of the hottest part of the lava seas and absorb energy. When enough energy is available a large colony of supercharged yeast will gather large rocks at the edge of the lava pool and join them together to form an Ugmor. The Ugmors were originally designed to get from one lava pool to another, but have since developed into a very complex society. The Larar drifts are not very intelligent on their own, acting as more of a central memory which carries out the directives of the most recent Ugmor to be privileged enough to return to the Larar drifts. Ugmors have a very unified form of government. It resembles a hive, but without a central queen. This is because all Ugmors start out with the same racial memories and agenda. When something new is discovered the Ugmor who discovered it usually returns to the nearest Larar drift to share his discovery with the rest of the species. Description: An Ugmor can take on many shapes, but all of them consist of rocks or sheets of metal connected by a sticky fibrous material. They are extremely durable and can even live in empty space for several hours. In their natural environment they can live for up to five years before cooling down and dying of “old age.” Ugmors as a race are not very bright. While the Larar pools see the value of intelligence, they tend to see it as a trait which should be grown in new Ugmors only in moderation. Homeworld: The Ugmor homeworld is a rocky planet that rotates very quickly (once every 3 and a half hours). 30% of its surface is covered by seas of lava and liquid metals. ''' SP_GISGUFGTHRIM Gis Guf Gthrim SP_GISGUFGTHRIM_GAMEPLAY_DESC '''Shelled herbivores that live off a singular planets-sized colonial gel. Prefer Toxic planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[GOOD_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] ''' SP_GISGUFGTHRIM_DESC '''Most of the equatorial region of the Gis Guf Gthrim homeworld is covered with a single gelatinous organism known as the amber expanse, that replaces all plant life. The Gis (and many other creatures) live on and feed only on the Amber expanse. The Gis life-cycle is also closely tied to the amber expanse. The expanse itself seems to be immortal, and non-reproducing. Attempts to clone part of it have failed, so it seems the Gis will be unable to leave their world. ''' SP_HIDDENGARDENER Hidden Gardener SP_HIDDENGARDENER_GAMEPLAY_DESC '''A sapient fungal network that tends its plant food from beneath Prefers Terran planets [[encyclopedia ORGANIC_SPECIES_TITLE]] [[GOOD_STEALTH]] [[NO_INDUSTRY]] [[NO_RESEARCH]] [[NO_GROUND_TROOPS]] ''' SP_HIDDENGARDENER_DESC '''The Hidden Gardener is a massive distributed fungal intelligence lying just beneath the surface. Each individual covers many square kilometers. Its actions and thoughts are slow. Various sensory nodes are scattered about by which it can monitor the weather and the growth of its garden. A Hidden Gardener, by means of enzymes, the encapsulation and releases of seeds, and the control of water, tends its garden to produce precisely the rotting plant matter it needs to survive. Fungal-type life-forms seldom have much use for brains of any type, but the Gardener's unusual, and thoughtful approach to providing itself with food provides enough additional energy to make it work. Their terran homeworld is an eerily park-like place with plants arranged with unnatural precision, but no other signs of habitation. The wide ranging, delicate fungi-nets are too large and integrated into the soil to be moved off-planet, and since the Hidden Gardeners reproduce by 'splitting' into two consciousnesses when a Gardener grows too wide-ranging to have a decent thought-latency, there are no small, young individuals to take off planet.''' SP_ABADDONI Abaddoni SP_ABADDONI_GAMEPLAY_DESC '''A race of cave dwelling generally decent folk living in permanent slavery to an overprotective computer they created. Prefers Inferno planets. [[encyclopedia LITHIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[BAD_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] ''' SP_ABADDONI_DESC '''Description: Abaddoni are shaped like a chicken egg on its side, roughly 0,8 meters tall and deep red with black spots. Their predominant feature is a large mouth starting at the point and extending back for a full third of the body. At the end of each of their 6 short crab like legs, is an inflatable sac which enables them to climb upside down. Because they grew up underground Abaddoni have no eyes, they mainly rely on smell and to a lesser extent sound and touch to navigate. Social Structure: The entire Abaddonnian species lives in a dictatorship ruled by a sentient artificial intelligence called Mother. This AI was created by the Abaddoni as a governmental assistant, but slowly took over. Now every newborn Abaddoni gets a wireless transmitter placed into the brain, for Mother to read their thoughts and being able to terminate them when necessary. There is no real social structure between the Abaddoni, they are all the same - slaves. ''' SP_ACIREMA Acirema SP_ACIREMA_GAMEPLAY_DESC '''A race with nearly limitless power, that cannot survive in this universe. Prefers Radiated planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] [[GREAT_INDUSTRY]] [[GOOD_RESEARCH]] [[AVERAGE_POPULATION]] [[GREAT_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] ''' SP_ACIREMA_DESC '''Description An Acirem is a 10-30 m ellipsoidal energy beings with large (30-100m) ''wings''. As they age they tend to accumulate material from around them developing a dusty and eventually rocky appearance (still maintaining the visible energy flows through their body and the gaps). Most Acirema live in a universe where the physical constants are slightly different, and there is only one place where they can get through to our universe, on their "Homeworld" of Portal. However, upon doing that they immediately begin to 'age' differently than in their own universe. Acirema cannot survive more than a few fractions of a galactic cycle in this universe. So an Acirem rarely spends much time before crossing back into their own universe. As the Acirema found the anomaly that allowed them to enter into this universe, they also found that harnessing the differences in structure allowed them to generate energy in massive amounts in both universes. They also found that their bodies could release and manipulate massive amounts of energy. They rapidly began gathering material on Portal to study, and use to build structures on Portal itself. However that massive amount of energy meant they rapidly mined Portal out, and soon had very limited minerals that were safe for them to extract. The massive amount of energy they can release as individuals and across the connection from Portal to their home universe, gives them the ability to produce large amounts of Industry, and also allows them to act as weapons. This makes Portal a very dangerous world to approach, as the Acirema are very wary of outsiders, and are sensitive to the vulnerability of their position. Trade with another universe is definitely beneficial, especially since they cannot obtain minerals from other planets. The Acirema on Portal seem to have a government that is similar to a military and/or research outpost (tightly controlled core with a majority loosely controlled) They are very secretive of the nature of their society back home. Living Weapons: Ships crewed by Acirema will gain a +1 bonus to their shields, even if the ship itself has no shield. "Homeworld" Portal is a Radiated world close to an unusually bright Blue Giant Star, with a connection to another universe. It is thought that Precursor testing may have opened the connection, and caused the star to change. There is suspicion that there may have been intelligent life on Portal, and they were destroyed by the Acirema when the connection opened (either due to research or advanced weapons use). Reason for staying They can't stay here long enough to actually move to another planet and still survive.''' SP_OURBOOLS Ourbools SP_OURBOOLS_GAMEPLAY_DESC '''Giant blind swimmers who "see" gravitation. Prefer Ocean planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[BAD_INDUSTRY]] [[AVERAGE_RESEARCH]] [[AVERAGE_POPULATION]] [[BAD_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] [[ULTIMATE_DETECTION]] ''' SP_OURBOOLS_DESC '''Biology: A giant serpentine swimmer, an Ourbools most distinctive feature is the massive bow curving away on either side of their head. This houses the gravi-sensory organs. Three tentacles hanging in front of the mouth allow Ourbools to manipulate their environment. Ourbools mate only once in their life, and devote the next 35 years to caring for the school of 5 to 7 young -- generally assisted by relatives. Ourbools live long so Personality: Ourbools are inclined to a nomadic life, hunting or herding their prey ichthyoids. Society focuses to a large degree on the proper and graceful interaction between two wandering groups that meet by chance. A significant minority drop out of society and adopt sedentary lives bound by the practical requirements of their craft Homeworld: The homeworld, Oolur is orbited by 23 moons. Reason for Staying: The Ourbools find their sense of position via the regular movements of the 23 moons. Everything is perceived against that gravitational background. To be removed from that context is extremely disorienting to the point of "blinding" the unlucky traveler. He no longer has the familiar to calibrate against so all he can perceive is meaningless graviton noise. ''' SP_VOLP Volp-Uglush SP_VOLP_GAMEPLAY_DESC '''Highly bureaucratic, overcrowded burrowers. Prefer Barren planets. [[encyclopedia LITHIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[AVERAGE_RESEARCH]] [[GOOD_POPULATION]] [[ULTIMATE_SUPPLY]] [[AVERAGE_GROUND_TROOPS]] ''' SP_VOLP_DESC '''Description: The Volp-Uglush are an asexual species approximately 300 meters in length that live in tunnels on their homeworld. They subsist on silicates and have a vast number of short arm/mouth parts on the front of their thick cylindrical bodies that they use for manipulation/tunneling/eating and for sending messages through their tunnel network. In early historical times there were several different strains of Volp-Uglush but they were in constant conflict. Groups that successfully organized themselves were the best competers for resources, and as they moved from industrial to information age, one strain became dominant, and the remainder died out. The remaining strain began to optimize their homeworld for most efficient use of resources. They became incredibly adept at recognizing resource needs, as well as how societal structures affected individual behavior. The Volp-Uglush society almost acts as a single organism, because society has been adapted to run so smoothly. However, this has led to a critical loss of independent function. While Volp-Uglush society is incredibly efficient, it would take individual Volp-Uglushs hundreds, if not thousands of years to be able to successfully develop a new independent society. They are very effective at directing merchant fleets, and make excellent bureaucrats for creating changes in societies. While they have an incredibly efficient war machine, and are capable of individually taking on various large battle engines, the chaos of combat is not their most effective environment. Homeworld: Hive is a large Barren world that is ~2 times bigger than its mass and material would suggest as all of it but a small metal core has been converted through tunneling and building into the Vast tunnel network of the Volp-Uglush bureaucracy. Reason for Staying: Volp-Uglush are now too integrated and ingrown. They now totally lack the independence and innovation needed to leave Hive and start a new colony. ''' SP_FURTHEST Furthest SP_FURTHEST_GAMEPLAY_DESC '''Paranoid three-headed, tripedal herbivores. Prefer Tundra planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[BAD_RESEARCH]] [[BAD_POPULATION]] [[BAD_SUPPLY]] [[GOOD_GROUND_TROOPS]] [[GOOD_DETECTION]] [[GREAT_STEALTH]] ''' SP_FURTHEST_DESC '''Biology: The Furthest are furry, 1.5 m tall creatures. Radially symmetric, they have three long legs, and three long flexible necks. Atop each neck, is a compound eye, and a mouth used for ingestion and for manipulating objects. This allows the creature too keep watch in most directions at once. The actual brain is in the center of the body. Name: The Furthest believe that sapience is measured by the distance that a being can separate itself from danger. Thus the name " Furthest" describes their species as the most advanced of beings. Personality: The Furthest report that their homeworld was once full of the deadliest predators imaginable. They survived by developing caution to the utmost level. Indeed staying alert for threats, and hiding are the core of their psychology and culture. The Furthest homeworld currently contains no carnivore they can't crush underfoot. Reason for Staying: The Furthest generally consider space travel far too dangerous for a sane being, but some who consider their homeworld too dangerous may consider relocating to another world. ''' SP_EXOBOT Exobot SP_EXOBOT_GAMEPLAY_DESC '''Semi-autonomous robots, designed for industry on Barren, Radiated, & Inferno planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[AVERAGE_INDUSTRY]] [[BAD_RESEARCH]] [[AVERAGE_POPULATION]] [[AVERAGE_SUPPLY]] [[BAD_GROUND_TROOPS]] [[BAD_WEAPONS]] ''' SP_EXOBOT_DESC '''While not as efficient as fully self-directed citizens, Exobots can colonize otherwise inhospitable planets, and build more Exobots. ''' SP_EXPERIMENTOR Experimentor SP_EXPERIMENTOR_GAMEPLAY_DESC '''Precursor mad scientists [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] [[NO_INDUSTRY]] [[ULTIMATE_RESEARCH]] [[GOOD_POPULATION]] [[AVERAGE_SUPPLY]] [[ULTIMATE_GROUND_TROOPS]] [[ULTIMATE_STEALTH]] [[ULTIMATE_DETECTION]] ''' SP_EXPERIMENTOR_DESC The Experimentors are an ancient precursor race, whose existence is devoted to the pursuit of knowledge. Their desire to learn is unmatched, and they unashamed to treat even entire galaxies as mere laboratories for their experiments. SP_SUPER_TEST Super Testers SP_SUPER_TEST_GAMEPLAY_DESC '''Super Testers are grossly unbalanced and unfair. They are nearly Omniscient. And they thrive on all planets. (Stealth-busting power only works when they are in a Capital) [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] [[encyclopedia TELEPATHIC_TITLE]] [[GREAT_INDUSTRY]] [[GREAT_RESEARCH]] [[GOOD_POPULATION]] [[ULTIMATE_SUPPLY]] [[GREAT_GROUND_TROOPS]] [[ULTIMATE_WEAPONS]] ''' SP_SUPER_TEST_DESC '''''' ############################################################# #### S P E C I A L S #### ############################################################# MODERATE_TECH_NATIVES_SPECIAL Moderate Tech Natives MODERATE_TECH_NATIVES_SPECIAL_DESC The natives on this planet have developed moderately advanced technology, giving their planet stronger defenses against attack and invasion when independent of an empire. HIGH_TECH_NATIVES_SPECIAL High Tech Natives HIGH_TECH_NATIVES_SPECIAL_DESC The natives on this planet have developed very advanced technology, giving their planet much stronger defenses against attack and invasion when independent of an empire. GAIA_SPECIAL Gaia GAIA_SPECIAL_DESC '''Increases max Population by planet size; Tiny: +3, Small: +6, Medium: +9, Large: +12, Huge: +15. This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of it's population.''' WORLDTREE_SPECIAL World Tree WORLDTREE_SPECIAL_DESC '''Increases [[encyclopedia SUPPLY_TITLE]] by +1, [[encyclopedia DETECTION_RANGE_TITLE]] by +10, max Population by +1, Happiness on the planet that has the special by +5 and Happiness on all other planets owned by the same empire by +1 A gigantic tree has grown so large that its crown has left the atmosphere of the planet. Scientists suspect that it has been plantet by the Curators in ancient times.''' ANCIENT_RUINS_DEPLETED_SPECIAL Ancient Ruins (Excavated) ANCIENT_RUINS_DEPLETED_SPECIAL_DESC '''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research. This planet holds the ruins of an unknown, advanced ancient race. A valuable discovery has already been made here.''' ANCIENT_RUINS_SPECIAL Ancient Ruins ANCIENT_RUINS_SPECIAL_DESCRIPTION '''Increases [[encyclopedia RESEARCH_TITLE]] on this planet by 1 per Population when Focus is set to Research. This planet holds the ruins of an unknown, advanced ancient race. The first empire with the tech [[tech LRN_XENOARCH]] to possess this planet receives one free advanced tech or uncovers a powerful building or ship.''' PANOPTICON_SPECIAL Panopticon Complex PANOPTICON_SPECIAL_DESC '''Increases empire-wide [[encyclopedia DETECTION_TITLE]] by 10. Also increases [[encyclopedia DETECTION_RANGE_TITLE]] on this planet by 75. Buried deep within the crust of the planet, the Panopticon is a powerful relic of an unknown precursor civilization. When fed the data from an empire's detection equipment, it has the power to pull reliable information from the chaotic static beyond the edges of certainty.''' ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC '''Population on the planet is decreased by 3, but [[encyclopedia RESEARCH_TITLE]] is increased by 3. This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit population growth, but provide a beneficial platform for research.''' RESONANT_MOON_SPECIAL Resonant Moon RESONANT_MOON_SPECIAL_DESC '''[[encyclopedia STEALTH_TITLE]] of buildings on the planet and controlled ships in the same system is increased by 10. This planet has a natural satellite, the orbital period of which is in 1:1 resonance with its rotational period, causing there to be a "dark side" which is constantly facing away from the planet. This "dark side" is a perfect site for clandestine facilities. The space between the planet and the moon can be used to hide buildings and fleets from other empires.''' COMPUTRONIUM_SPECIAL Computronium Moon COMPUTRONIUM_SPECIAL_DESC '''When a planet with a Computronium Moon is focused on [[encyclopedia RESEARCH_TITLE]], all research focused planets in the empire gain 0.2 [[encyclopedia RESEARCH_TITLE]] per Population. Left by some vanished civilization, the entire moon - from surface to core - is a computing device of awesome power. It can complete the most complicated simulations and equations faster than they can be entered.''' PHILOSOPHER_SPECIAL Philosopher Planet PHILOSOPHER_SPECIAL_DESC '''As long as the Philosopher Planet is uninhabited, all inhabited planets in the same system have their [[encyclopedia RESEARCH_TITLE]] increased by 5. [[encyclopedia INFRASTRUCTURE_TITLE]] on the Philosopher Planet is decreased by 20. The lone remnant of a planet-sized space wandering species has found his final rest orbiting in this system like a normal planet. Having lived for thousands of years he lost the will and ability to travel and resorts to pondering about the mysteries of the universe he has seen and learned about. Eccentric and slightly demented he refuses to communicate with anything that isn't the size and shape of his kin, leaving scientists no choice but to ask questions via the planet they are living on. Understandably colonizing the Philosopher Planet will disturb him gravely and he will fall silent. Construction on his surface is difficult as is to be expected from a living being.''' ABANDONED_COLONY_SPECIAL Abandoned Colony ABANDONED_COLONY_SPECIAL_DESC An old abandoned colony. Some of the [[encyclopedia INFRASTRUCTURE_TITLE]] should still be useful. KRAKEN_NEST_SPECIAL Kraken Nest KRAKEN_NEST_SPECIAL_DESC At some point young kraken will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated. SNOWFLAKE_NEST_SPECIAL Snowflake Nest SNOWFLAKE_NEST_SPECIAL_DESC At some point young snowflakes will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated. JUGGERNAUT_NEST_SPECIAL Juggernaut Nest JUGGERNAUT_NEST_SPECIAL_DESC At some point young juggernauts will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated. HEAD_ON_A_SPIKE_SPECIAL Head on a Spike HEAD_ON_A_SPIKE_SPECIAL_DESC '''The head of the former emperor rests on a spike for all to see, striking fear in the hearts of the current empire's foes. Non-empire ships, both enemies and allies, within 100uu will have slightly reduced shields, structure and weapons. ''' HEAD_ON_A_SPIKE_SPECIAL_EFFECT Cowering in fear CONC_CAMP_MASTER_SPECIAL Pall of Death CONC_CAMP_MASTER_SPECIAL_DESC A visitor may not see [[buildingtype BLD_CONC_CAMP]] operating on this planet, but they have been operating relentlessly and exact a harsh toll on the population; a Pall of Death can be discerned by sensitive beings. CONC_CAMP_SLAVE_SPECIAL Psychic Fatigue CONC_CAMP_SLAVE_SPECIAL_DESC There may no longer be [[buildingtype BLD_CONC_CAMP]] operating on this planet today, but memories are still close to the surface, and remnants such as poorly hidden mass graves are still occasionally found. A psychic wound still lies upon the populace, and they do not thrive. CLOUD_COVER_MASTER_SPECIAL Cloud Spawns CLOUD_COVER_MASTER_SPECIAL_DESC This planet is populated with aerial creatures that emit humidity, causing high cloud cover. Later in their lifecycle, they will burrow into the ground, causing high amounts of volcanic activity. CLOUD_COVER_SLAVE_SPECIAL High Cloud Cover CLOUD_COVER_SLAVE_SPECIAL_DESC This planet has unusually dense cloud cover, increasing its [[encyclopedia STEALTH_TITLE]] by 20. This may be naturally occurring, the result of a space creature or through technology such as [[tech SPY_STEALTH_1]]. VOLCANIC_ASH_MASTER_SPECIAL Hidden Burrowers VOLCANIC_ASH_MASTER_SPECIAL_DESC This planet has monsters burrowing around in its core causing high volcanic activity. These burrowers are undergoing metamorphosis and will transform into creatures capable of tearing a dimensional rift in the fabric of space later in their lifecycle. VOLCANIC_ACTIVITY_SPECIAL High Volcanic Activity VOLCANIC_ACTIVITY_SPECIAL_DESC This planet has high levels of volcanic activity, possibly obscuring the planet's surface. VOLCANIC_ASH_SLAVE_SPECIAL Volcanic Ash VOLCANIC_ASH_SLAVE_SPECIAL_DESC This planet is surrounded by volcanic ash, increasing its [[encyclopedia STEALTH_TITLE]] by 40. This may be naturally occurring, the result of a space creature or through technology such as [[tech SPY_STEALTH_2]]. DIM_RIFT_MASTER_SPECIAL Dimensional Burrowers DIM_RIFT_MASTER_SPECIAL_DESC This planet has monsters burrowing around in its core causing dimensional tears in and around the planet. Later on, these monsters will mature and begin dragging the planet into the void. DIM_RIFT_SLAVE_SPECIAL Dimensional Rift DIM_RIFT_SLAVE_SPECIAL_DESC This planet is partially concealed by a dimensional rift, increasing its [[encyclopedia STEALTH_TITLE]] by 60. This may be naturally occurring, the result of a space creature or through technology such as [[tech SPY_STEALTH_3]]. VOID_MASTER_SPECIAL Void Monsters VOID_MASTER_SPECIAL_DESC Monsters inside the core of this planet are dragging it into the void. There should perhaps be some impending doom associated with this special. VOID_SLAVE_SPECIAL Void Metamorphosis VOID_SLAVE_SPECIAL_DESC This planet exists partially in this universe and partially in the void, increasing its [[encyclopedia STEALTH_TITLE]] by 80. This may be naturally occurring, the result of a space creature or through technology such as [[tech SPY_STEALTH_4]]. DERELICT_SPECIAL Derelict DERELICT_SPECIAL2 Derelict DERELICT_SPECIAL3 Derelict DERELICT_SPECIAL_REMOVE Derelict DERELICT_SPECIAL_DESC An ancient, derelict ship from an unknown species. Who knows what it could reveal... SUPERNOVA_SPECIAL New Supernova SUPERNOVA_SPECIAL2 Young Supernova SUPERNOVA_SPECIAL3 Mature Supernova SUPERNOVA_SPECIAL4 Supernova Remnant SUPERNOVA_SPECIAL_DESC A supernova occurred in this system in the relatively recent past, leaving only scattered debris where another majestic star system once lay. NOVA_BOMB_ACTIVATOR_SPECIAL Nova Bomb Activator NOVA_BOMB_ACTIVATOR_SPECIAL_DESC This dimensional integrity of this region of space is highly unstable, causing any Nova Bombs in the vicinity to detonate. EXPERIMENTOR_OUTPOST_SPECIAL Experimentor Outpost EXPERIMENTOR_OUTPOST_SPECIAL_DESC An Experimentor outpost exists in this system, and defeating them is necessary to ensure the safety of the galaxy. PROBIOTIC_SPECIAL Probiotic Soup PROBIOTIC_SPECIAL_DESC '''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Probiotic Soup is focused on Growth, all connected planets with Organic species receive the same bonus. The great diversity of unique single-celled organisms have applications to the health and maintenance of all types of organic life.''' FRUIT_SPECIAL Caretaker's Fruit FRUIT_SPECIAL_DESC '''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Caretaker's Fruit is focused on Growth, all connected planets with Organic species receive the same bonus. What appears to be a forest is actually part of a continent-spanning symbiotic organism. The fruit of these trees contains marvelously complex organic chemicals beneficial to all sorts of organic life.''' SPICE_SPECIAL Ki Spice SPICE_SPECIAL_DESC '''Increases max Population if inhabited by Organic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Ki Spice is focused on Growth, all connected planets with Organic species receive the same bonus. A unique substance produced by this planet's ecology, Ki Spice has the capacity to lengthen the lives, clarify the thoughts, or sharpen the senses of organic beings.''' MONOPOLE_SPECIAL Monopole Magnets MONOPOLE_SPECIAL_DESC '''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Monopole Magnets is focused on Growth, all connected planets with Robotic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. Monopole Magnets make better robots!''' SUPERCONDUCTOR_SPECIAL Ambient Superconductors SUPERCONDUCTOR_SPECIAL_DESC '''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Ambient Superconductors is focused on Growth, all connected planets with Robotic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. Ambient Superconductors make better robots!''' POSITRONIUM_SPECIAL Positronium Ash POSITRONIUM_SPECIAL_DESC '''Increases max Population if inhabited by Robotic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Positronium Ash is focused on Growth, all connected planets with Robotic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. Positronium Ash make better robots brains!''' MINERALS_SPECIAL Ferric Minerals MINERALS_SPECIAL_DESC '''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Ferric Minerals is focused on Growth, all connected planets with Lithic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.''' CRYSTALS_SPECIAL Silmaline Crystals CRYSTALS_SPECIAL_DESC '''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Silmaline Crystals is focused on Growth, all connected planets with Lithic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.''' ELERIUM_SPECIAL Native Elerium ELERIUM_SPECIAL_DESC '''Increases max Population if inhabited by Lithic species by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. When a planet with Native Elerium is focused on Growth, all connected planets with Lithic species receive the same bonus. When focused on Industry, increases target [[encyclopedia INDUSTRY_TITLE]] by 0.2 per Population. This planet has a rich natural deposit of pure elerium, boosting production or Lithic growth significantly.''' STARSPAWN_NEBULA_SPECIAL Starspawn Nebula STARSPAWN_NEBULA_SPECIAL_DESC Systems with this special have a nebula created around them. This nebula may collapse to form a new star. ############################################################# #### E N U M E R A T I O N V A L U E S #### ############################################################# # UniverseObjectTypes INVALID_UNIVERSE_OBJECT_TYPE Generic Object OBJ_BUILDING Building OBJ_SHIP Ship OBJ_FLEET Fleet OBJ_PLANET Planet OBJ_POP_CENTER Population center OBJ_PROD_CENTER Production center OBJ_SYSTEM System OBJ_FIELD Field # StarTypes STAR_BLUE blue STAR_WHITE white STAR_YELLOW yellow STAR_ORANGE orange STAR_RED red STAR_NEUTRON neutron STAR_BLACK black hole STAR_NONE no star INVALID_STAR_TYPE unknown star type # PlanetTypes PT_SWAMP swamp PT_TOXIC toxic PT_INFERNO inferno PT_RADIATED radiated PT_BARREN barren PT_TUNDRA tundra PT_DESERT desert PT_TERRAN terran PT_OCEAN ocean PT_ASTEROIDS asteroids PT_GASGIANT gas giant # Planet Sizes SZ_NOWORLD Nothing to see here; move along. SZ_TINY tiny SZ_SMALL small SZ_MEDIUM medium SZ_LARGE large SZ_HUGE huge SZ_ASTEROIDS asteroids SZ_GASGIANT gas giant # PlanetEnvironments PE_UNINHABITABLE uninhabitable PE_HOSTILE hostile PE_POOR poor PE_ADEQUATE adequate PE_GOOD good # FocusTypes INVALID_FOCUS_TYPE invalid focus type FOCUS_GROWTH Growth FOCUS_INDUSTRY Industry FOCUS_MINING Mining FOCUS_HEAVY_MINING Heavy Mining FOCUS_RESEARCH Research FOCUS_TRADE Trade FOCUS_LOGISTICS Logistics FOCUS_STEALTH Stealth FOCUS_BIOTERROR Bioterror FOCUS_STARGATE_SEND Stargate Send FOCUS_STARGATE_SEND_DESC Send ships in the system through the Stargate FOCUS_STARGATE_RECEIVE Stargate Receive FOCUS_STARGATE_RECEIVE_DESC Open the Stargate to ships being sent from elsewhere FOCUS_PLANET_DRIVE Planet Drive FOCUS_DISTORTION Spatial Distortion FOCUS_PROTECTION Protection FOCUS_PROTECTION_DESC Increases shields, defenses and troops. FOCUS_DOMINATION Psychic Domination FOCUS_DOMINATION_DESC Psychically controls enemy ships. # MeterTypes INVALID_METER_TYPE Invalid Meter Type METER_TARGET_POPULATION Target Population METER_TARGET_HEALTH Target Health METER_TARGET_INDUSTRY Target Industry METER_TARGET_RESEARCH Target Research METER_TARGET_TRADE Target Trade METER_TARGET_MINING Target Mining METER_TARGET_CONSTRUCTION Target Infrastructure METER_TARGET_HAPPINESS Target Happiness METER_MAX_FUEL Max Fuel METER_MAX_SHIELD Max Shield METER_MAX_STRUCTURE Max Structure METER_MAX_DEFENSE Max Defense METER_MAX_TROOPS Max Troops METER_MAX_REBEL_TROOPS Max Rebel Troops METER_MAX_SUPPLY Max Supply METER_POPULATION Population METER_HEALTH Health METER_GROWTH Growth METER_INDUSTRY Industry METER_RESEARCH Research METER_TRADE Trade METER_MINING Mining METER_CONSTRUCTION Infrastructure METER_HAPPINESS Happiness METER_FUEL Fuel METER_SHIELD Shield METER_STRUCTURE Structure METER_DEFENSE Defense METER_TROOPS Troops METER_REBEL_TROOPS Rebel Troops METER_SUPPLY Supply METER_STEALTH Stealth METER_DETECTION Detection Range METER_DAMAGE Damage METER_SPEED Speed METER_CAPACITY Capacity METER_SIZE Size METER_DETECTION_STRENGTH [[encyclopedia DETECTION_TITLE]] ALIGN_MILITARISM Militarism ALIGN_MILITARY_STRENGTH_DESC Strength and size of military ALIGN_SOCIAL_CONTROL Social Control ALIGN_SOCIAL_CONTROL_DESC Degree to which population is monitored, restricted and manipulated ALIGN_ENVIRONMENT_MODIFICATION Environment Modification ALIGN_ENVIRONMENT_MODIFICATION_DESC '''Use of terraforming or other large-scale ''' ALIGN_BIOLOGICAL_ALTERATION Biological Alteration ALIGN_BIOLOGICAL_ALTERATION_DESC Use of biological engineering and alteration ALIGN_MECHANIZATION Mechanization ALIGN_MECHANIZATION_DESC Use of artificial sentience and automation # EmpireAffiliationTypes AFFIL_SELF self AFFIL_ENEMY enemy AFFIL_ALLY ally AFFIL_ANY any # UnlockableItemTypes INVALID_UNLOCKABLE_ITEM_TYPE Invalid Unlockable Item Type UIT_BUILDING Building UIT_SHIP_PART Ship Part UIT_SHIP_HULL Ship Hull UIT_TECH Technology # TechTypes TT_THEORY Theory TT_APPLICATION Application TT_REFINEMENT Refinement # BuildTypes BT_NOT_BUILDING no build BT_BUILDING building BT_SHIP ship # StockpileTypes ST_FOOD food ST_MINERAL mineral ST_TRADE trade # Resource Types RE_FOOD food RE_MINERALS mineral RE_TRADE trade RE_INDUSTRY industry RE_RESEARCH research # Ship Slot Types SL_EXTERNAL External Slot SL_INTERNAL Internal Slot SL_CORE Core Slot SL_TOOLTIP_DESC Empty # Ship Part Classes PC_SHORT_RANGE Short Range PC_MISSILES Missiles PC_FIGHTERS Fighters PC_POINT_DEFENSE Point Defense PC_SHIELD Shields PC_ARMOUR Armor PC_TROOPS Ground Troops PC_DETECTION Detection PC_STEALTH Stealth PC_FUEL Fuel PC_COLONY Colonization PC_SPEED Speed PC_GENERAL General PC_BOMBARD Bombardment PC_INDUSTRY Industry PC_RESEARCH Research PC_TRADE Trade PC_PRODICTION_LOCATION Production ############################################################# #### ValueRef, Effect, & Condition Descriptions #### ############################################################# # ValueRef DESC_VAR_PLANET planet DESC_VAR_SYSTEM system DESC_VAR_FLEET fleet DESC_VAR_SOURCE source DESC_VAR_TARGET target DESC_VAR_LOCAL_CANDIDATE local condition candidate DESC_VAR_ROOT_CANDIDATE root condition candidate DESC_STATISTIC statistic DESC_STAT_TYPE stat type DESC_SAMPLING_CONDITION sampling condition DESC_VAR_PLANETSIZE planet size DESC_VAR_SIZEASDOUBLE planet size DESC_VAR_PLANETTYPE planet type DESC_VAR_NEXTBETTERPLANETTYPE next better planet type for planet's species DESC_VAR_PLANETENVIRONMENT planet environment DESC_VAR_OBJECTTYPE object type DESC_VAR_STARTYPE star type DESC_VAR_VALUE previous value DESC_VAR_GALAXYMAXAIAGGRESSION the galaxy MAX AI Aggression setting DESC_VAR_GALAXYSIZE the galaxy size setting (# of Systems) DESC_VAR_GALAXYPLANETDENSITY the galaxy planet density setting DESC_VAR_GALAXYAGE the galaxy age setting DESC_VAR_GALAXYMONSTERFREQUENCY the galaxy monster frequency setting DESC_VAR_GALAXYNATIVEFREQUENCY the galaxy native frequency setting DESC_VAR_GALAXYSHAPE the galaxy shape setting DESC_VAR_GALAXYSPECIALFREQUENCY the galaxy special frequency setting DESC_VAR_GALAXYSTARLANEFREQUENCY the galaxy starlane frequency setting DESC_VAR_NON_OBJECT_REFERENCE a free variable DESC_VAR_TARGETPOPULATION [[METER_TARGET_POPULATION]] DESC_VAR_TARGETHEALTH [[METER_TARGET_HEALTH]] DESC_VAR_TARGETINDUSTRY [[METER_TARGET_INDUSTRY]] DESC_VAR_TARGETRESEARCH [[METER_TARGET_RESEARCH]] DESC_VAR_TARGETTRADE [[METER_TARGET_TRADE]] DESC_VAR_TARGETMINING [[METER_TARGET_MINING]] DESC_VAR_TARGETCONSTRUCTION [[METER_TARGET_CONSTRUCTION]] DESC_VAR_MAXFUEL [[METER_MAX_FUEL]] DESC_VAR_MAXSHIELD [[METER_MAX_SHIELD]] DESC_VAR_MAXSTRUCTURE [[METER_MAX_STRUCTURE]] DESC_VAR_MAXDEFENSE [[METER_MAX_DEFENSE]] DESC_VAR_MAXTROOPS [[METER_MAX_TROOPS]] DESC_VAR_POPULATION [[METER_POPULATION]] DESC_VAR_HEALTH [[METER_HEALTH]] DESC_VAR_INDUSTRY [[METER_INDUSTRY]] DESC_VAR_RESEARCH [[METER_RESEARCH]] DESC_VAR_TRADE [[METER_TRADE]] DESC_VAR_MINING [[METER_MINING]] DESC_VAR_CONSTRUCTION [[METER_CONSTRUCTION]] DESC_VAR_FUEL [[METER_FUEL]] DESC_VAR_SHIELD [[METER_SHIELD]] DESC_VAR_STRUCTURE [[METER_STRUCTURE]] DESC_VAR_DEFENSE [[METER_DEFENSE]] DESC_VAR_TROOPS [[METER_TROOPS]] DESC_VAR_SUPPLY [[METER_SUPPLY]] DESC_VAR_STEALTH [[METER_STEALTH]] DESC_VAR_DETECTION [[METER_DETECTION]] DESC_VAR_DAMAGE [[METER_DAMAGE]] DESC_VAR_SPEED [[METER_SPEED]] DESC_VAR_CAPACITY [[METER_CAPACITY]] DESC_VAR_SIZE [[METER_SIZE]] DESC_VAR_TRADESTOCKPILE trade stockpile DESC_VAR_TRADEOUTPUT trade output DESC_VAR_INDUSTRYOUTPUT industry output DESC_VAR_RESEARCHOUTPUT research output DESC_VAR_OWNER owner DESC_VAR_ID ID DESC_VAR_AGE age in turns DESC_VAR_PRODUCEDBYEMPIREID producer empire DESC_VAR_CREATIONTURN creation turn DESC_VAR_DESIGNID design id DESC_VAR_FLEETID fleet id DESC_VAR_PLANETID planet id DESC_VAR_SYSTEMID system id DESC_VAR_FINALDESTINATIONID final destination id DESC_VAR_NEXTSYSTEMID next system id DESC_VAR_PREVIOUSSYSTEMID previous system id DESC_VAR_NUMSHIPS number of ships DESC_VAR_CURRENTTURN the current turn DESC_VAR_NAME name DESC_VAR_SPECIES species DESC_VAR_BUILDINGTYPE building type name DESC_VAR_FOCUS focus DESC_VAR_OWNERLEASTEXPENSIVEENQUEUEDTECH owner's least expensive enqueued tech DESC_VAR_OWNERMOSTEXPENSIVEENQUEUEDTECH owner's most expensive enqueued tech DESC_VAR_OWNERMOSTRPCOSTLEFTENQUEUEDTECH owner's enqueued tech with the most RP cost left DESC_VAR_OWNERMOSTRPSPENTENQUEUEDTECH owner's enqueued tech with the most RP spent DESC_VAR_OWNERTOPPRIORITYENQUEUEDTECH owner's top priority enqueued tech DESC_VAR_LASTTURNBATTLEHERE last turn a battle occurred here DESC_COMPLEX Complex Variable DESC_VARIABLE_NAME Variable Name # this one is intentionally left empty DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # six is probably more than will be needed, but just in case ... DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # Effects DESC_EFFECTS_GROUP_SCOPE Objects affected: Any object%1% DESC_EFFECTS_GROUP_SELF_SCOPE Objects affected: Source object only DESC_EFFECTS_GROUP_ACTIVATION Effect is active if the source is an object%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE Effect is always active DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC '''%1% ''' DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC '''Effects group %1%: %2% ''' # SetMeter DESC_SIMPLE_SET_METER %1% %2%%3% DESC_COMPLEX_SET_METER Set %1% to %2% DESC_SET_SHIP_PART_METER Set %1% for %2% to %3% DESC_SET_EMPIRE_METER Set %2% of the %1% empire to %3% # others DESC_SET_EMPIRE_STOCKPILE Sets the stockpile of %1% of the %3% empire to %2% DESC_SET_EMPIRE_CAPITAL Makes the object the capital planet of the %1% empire DESC_SET_PLANET_TYPE Changes the planet's type to %1% DESC_SET_PLANET_SIZE Changes the planet's size to %1% DESC_SET_SPECIES Changes the object's species to %1% DESC_SET_OWNER Sets %1% as the owner of object DESC_DESTROY Destroys object DESC_ADD_SPECIAL Attaches %1% special to object DESC_REMOVE_SPECIAL Removes %1% special from object DESC_ADD_STARLANES Creates starlanes between the target system and the system of objects%1% DESC_REMOVE_STARLANES Removes starlanes between the target system and the system of objects%1% DESC_SET_STAR_TYPE Changes the star's type to %1% DESC_MOVE_TO Moves the object to the location of an object%1% DESC_MOVE_IN_ORBIT_OF_OBJECT Moves the object in orbit of an object%1% at speed %2% DESC_MOVE_IN_ORBIT_OF_XY Moves the object in orbit of an object located at %1% and %2% at speed %3% DESC_MOVE_TOWARDS_OBJECT Moves the object toward an object%1% at speed %2% DESC_MOVE_TOWARDS_XY Moves the object toward an object located at %1% and %2% at speed %3% DESC_SET_DESTINATION Sets the destination of the object to an object%1% DESC_VICTORY Causes the object's owner to win the game DESC_GENERATE_SITREP Generates a SitRep message for empire %1% DESC_GENERATE_SITREP_ALLIES Generates a SitRep message for allies of empire %1% DESC_GENERATE_SITREP_ENEMIES Generates a SitRep message for enemies of empire %1% DESC_GENERATE_SITREP_ALL Generates a SitRep message for all empires DESC_GENERATE_SITREP_NONE Generates a SitRep message for no recipients DESC_GENERATE_SITREP_CAN_SEE Generates a SitRep message for empires that can detect an object %2% DESC_SET_EMPIRE_TECH_PROGRESS Sets the research progress of tech %1% to %2% for empire %3% DESC_GIVE_EMPIRE_TECH Gives tech %1% to empire %2% DESC_SET_OVERLAY_TEXTURE Modifies the appearance of the object DESC_SET_TEXTURE Modifies the appearance of the object # Object Creation DESC_CREATE_PLANET Creates a new planet of type %1% and size %2% DESC_CREATE_BUILDING Creates a new %1% building DESC_CREATE_SHIP Creates a new ship of design %1% owned by the %2% empire crewed by %3% DESC_CREATE_SHIP_SIMPLE Creates a new ship of design %1% with no owner and no species DESC_CREATE_FIELD_SIZE Creates a new field of type %1% with radius %2% DESC_CREATE_FIELD Creates a new field of type %1% DESC_CREATE_SYSTEM_TYPE Creates a new system of star type %1% DESC_CREATE_SYSTEM Creates a new system # Conditions DESC_ALL ''' in the universe''' DESC_ALL_NOT ''' not in the universe''' DESC_EMPIRE_AFFILIATION_SELF ''' that belongs to %1% empire''' DESC_EMPIRE_AFFILIATION_SELF_NOT ''' that does not belong to %1% empire''' DESC_EMPIRE_AFFILIATION ''' that belongs to an %1% of %2% empire''' DESC_EMPIRE_AFFILIATION_NOT ''' that does not belong to an %1% of %2% empire''' DESC_EMPIRE_AFFILIATION_ANY ''' that belongs to any empire''' DESC_EMPIRE_AFFILIATION_ANY_NOT ''' that does not belong to an empire''' DESC_SOURCE ''' that is the source object''' DESC_SOURCE_NOT ''' that is not the source object''' DESC_ROOT_CANDIDATE ''' that is the root candidate object''' DESC_ROOT_CANDIDATE_NOT ''' that is not the root candidate object''' DESC_TARGET ''' that is the target object''' DESC_TARGET_NOT ''' that is not the target object''' DESC_HOMEWORLD ''' that is a homeworld of species %1%''' DESC_HOMEWORLD_NOT ''' that is not a homeworld of species %1%''' DESC_CAPITAL ''' that is an empire's capital planet''' DESC_CAPITAL_NOT ''' that is not an empire's capital planet''' DESC_MONSTER ''' that is a space monster''' DESC_MONSTER_NOT ''' that is not a space monster''' DESC_ARMED ''' that is an armed ship''' DESC_ARMED_NOT ''' that is not an armed ship''' DESC_TYPE ''' that is a %1%''' DESC_TYPE_NOT ''' that is not a %1%''' DESC_BUILDING ''' that is a %1% building''' DESC_BUILDING_NOT ''' that is not a %1% building''' DESC_SPECIAL ''' that has a %1% special''' DESC_SPECIAL_NOT ''' that doesn't have a %1% special''' DESC_SPECIAL_CAPACITY_RANGE ''' that has a %1% special with capacity between %2% and %3%''' DESC_SPECIAL_CAPACITY_RANGE_NOT ''' that doesn't have a %1% special with capacity between %2% and %3%''' DESC_SPECIAL_TURN_RANGE ''' that has had a %1% special since between turns %2% and %3%''' DESC_SPECIAL_TURN_RANGE_NOT ''' that has not had a %1% special since between turns %2% and %3%''' DESC_CREATED_ON_TURN ''' that was created between turns %1% and %2%''' DESC_CREATED_ON_TURN_NOT ''' that was not created between turns %1% and %2%''' DESC_CONTAINS ''' that contains an object%1%''' DESC_CONTAINS_NOT ''' that doesn't contain an object%1%''' DESC_PLANET_TYPE ''' that is a %1% planet''' DESC_PLANET_TYPE_NOT ''' that is not a %1% planet''' DESC_PLANET_SIZE ''' that is a %1% planet''' DESC_PLANET_SIZE_NOT ''' that is not a %1% planet''' DESC_PLANET_ENVIRONMENT ''' that is a %1% planet for the species %2%''' DESC_PLANET_ENVIRONMENT_NOT ''' that is not a %1% planet for the species %2%''' DESC_PLANET_ENVIRONMENT_CUR_SPECIES that it currently has DESC_SPECIES ''' that has species %1%''' DESC_SPECIES_NOT ''' that does not contain species %1%''' DESC_ENQUEUED ''' where empire %1% has between %2% and %3% things on the production queue''' DESC_ENQUEUED_NOT ''' where empire %1% does not have between %2% and %3% things on the production queue''' DESC_ENQUEUED_BUILDING ''' where empire %1% has between %2% and %3% %4% buildings on the production queue''' DESC_ENQUEUED_BUILDING_NOT ''' where empire %1% does not have between %2% and %3% %4% buildings on the production queue''' DESC_ENQUEUED_DESIGN ''' where empire %1% has between %2% and %3% %4% ships on the production queue''' DESC_ENQUEUED_DESIGN_NOT ''' where empire %1% does not have between %2% and %3% %4% ships on the production queue''' DESC_FOCUS_TYPE ''' that has focus %1%''' DESC_FOCUS_TYPE_NOT ''' that does not have focus %1%''' DESC_STAR_TYPE ''' that is a system with a %1% star''' DESC_STAR_TYPE_NOT ''' that is not a system with a %1% star''' DESC_DESIGN_HAS_HULL ''' that contains the hull %1%''' DESC_DESIGN_HAS_HULL_NOT ''' that does not contain the hull %1%''' DESC_DESIGN_HAS_PART ''' that contains between %1% and %2% of the %3% part''' DESC_DESIGN_HAS_PART_NOT ''' that does not contain between %1% and %2% of the %3% part''' DESC_DESIGN_HAS_PART_CLASS ''' that has a part of class %1%''' DESC_DESIGN_HAS_PART_CLASS_NOT ''' that does not have a part of class %1%''' DESC_PREDEFINED_SHIP_DESIGN ''' that is of the design %1%''' DESC_PREDEFINED_SHIP_DESIGN_NOT ''' that is not of the design %1%''' DESC_NUMBERED_SHIP_DESIGN ''' that is of the design %1%''' DESC_NUMBERED_SHIP_DESIGN_NOT ''' that is not of the design %1%''' DESC_CHANCE_PERCENTAGE ''' on a %1%%% chance''' DESC_CHANCE_PERCENTAGE_NOT ''' on a (100 - %1%)%% chance''' DESC_CHANCE ''' with a probability of %1%''' DESC_CHANCE_NOT ''' with a probability of 1 - %1%''' DESC_PRODUCED_BY_EMPIRE ''' that was produced by the %1% empire''' DESC_PRODUCED_BY_EMPIRE_NOT ''' that was not produced by the %1% empire''' DESC_METER_VALUE_CURRENT ''' that has a %1% between %2% and %3%''' DESC_METER_VALUE_CURRENT_NOT ''' that doesn't have a %1% between %2% and %3%''' DESC_SHIP_PART_METER_VALUE_CURRENT ''' that has a %2% %1% between %3% and %4%''' DESC_SHIP_PART_METER_VALUE_CURRENT_NOT ''' that doesn't have a %2% %1% between %3% and %4%''' DESC_EMPIRE_METER_VALUE_CURRENT ''' if empire %4% has a %1% between %2% and %3%''' DESC_EMPIRE_METER_VALUE_CURRENT_NOT ''' if empire %4% doesn't have a %1% between %2% and %3%''' DESC_EMPIRE_STOCKPILE_VALUE ''' that belongs to an empire with a %1% stockpile between %2% and %3%''' DESC_EMPIRE_STOCKPILE_VALUE_NOT ''' that doesn't belong to an empire with a %1% stockpile between %2% and %3%''' DESC_VISIBLE_TO_EMPIRE ''' that is visible to the %1% empire''' DESC_VISIBLE_TO_EMPIRE_NOT ''' that is not visible to the %1% empire''' DESC_WITHIN_DISTANCE ''' that is within %1% of any object%2%''' DESC_WITHIN_DISTANCE_NOT ''' that is not within %1% of any object%2%''' DESC_WITHIN_STARLANE_JUMPS ''' that is within %1% starlane jumps of any object%2%''' DESC_WITHIN_STARLANE_JUMPS_NOT ''' that is not within %1% starlane jumps of any object%2%''' DESC_CAN_ADD_STARLANE_CONNECTION ''' that can have starlanes added connecting to all systems that contain objects%1%''' DESC_CAN_ADD_STARLANE_CONNECTION_NOT ''' that can not have starlanes added connecting to all systems that contain objects%1%''' DESC_CAN_REMOVE_STARLANE_CONNECTION ''' that can have starlanes removed that connect to all systems that contain objects%1%''' DESC_CAN_REMOVE_STARLANE_CONNECTION_NOT ''' that can not have starlanes removed that connect to all systems that contain objects%1%''' DESC_EXPLORED_BY_EMPIRE ''' that has been explored by the %1% empire''' DESC_EXPLORED_BY_EMPIRE_NOT ''' that has not been explored by the %1% empire''' DESC_STATIONARY ''' that is stationary''' DESC_STATIONARY_NOT ''' that is moving''' DESC_CAN_COLONIZE ''' with a species that can colonize''' DESC_CAN_COLONIZE_NOT ''' without a species that can colonize''' DESC_CAN_PRODUCE_SHIPS ''' with a species that can produce ships''' DESC_CAN_PRODUCE_SHIPS_NOT ''' without a species that can produce ships''' DESC_SUPPLY_CONNECTED_FLEET ''' that is in a system where the %1% empire can provide fleet supply''' DESC_SUPPLY_CONNECTED_FLEET_NOT ''' that is not in a system where the %1% empire can provide fleet supply''' DESC_SUPPLY_CONNECTED_RESOURCE ''' that is resource connected for the %1% empire to an object%2%''' DESC_SUPPLY_CONNECTED_RESOURCE_NOT ''' that is not resource connected for the %1% empire to an object%2%''' DESC_ORDERED_BOMBARDED ''' that is being bombarded by an object %1%''' DESC_ORDERED_BOMBARDED_NOT ''' that is not being bombarded by an object %1%''' DESC_AND_BETWEEN_OPERANDS ''' and''' DESC_OR_BETWEEN_OPERANDS ''' or''' DESC_TURN ''' on turns between %1% and %2%''' DESC_TURN_NOT ''' except between turns %1% and %2%''' DESC_TURN_MIN_ONLY ''' starting on turn %1%''' DESC_TURN_MIN_ONLY_NOT ''' before turn %1%''' DESC_TURN_MAX_ONLY ''' until turn %1%''' DESC_TURN_MAX_ONLY_NOT ''' after turn %1%''' DESC_TURN_ANY ''' on any turn''' DESC_TURN_ANY_NOT ''' on no turn''' DESC_NUMBER_OF ''' that is one of %1% randomly selected objects%2%''' DESC_NUMBER_OF_NOT ''' that is not one of %1% randomly selected objects%2%''' DESC_MAX_NUMBER_OF ''' that is one of %1% objects with the largest value of%2% and%3%''' DESC_MAX_NUMBER_OF_NOT ''' that is not one of %1% objects with the largest value of%2% and%3%''' DESC_MIN_NUMBER_OF ''' that is one of %1% objects with the smallest value of%2% and%3%''' DESC_MIN_NUMBER_OF_NOT ''' that is not one of %1% objects with the smallest value of%2% and%3%''' DESC_MODE_NUMBER_OF ''' that is one of %1% objects with the most common value of%2% and%3%''' DESC_MODE_NUMBER_OF_NOT ''' that is not one of %1% objects with the most common value of%2% and%3%''' DESC_VALUE_TEST ''' when %1% is between %2% and %3%''' DESC_VALUE_TEST_NOT ''' when %1% is not between %2% and %3%''' DESC_CONTAINED_BY ''' that is contained by an object%1%''' DESC_CONTAINED_BY_NOT ''' that is not contained by an object%1%''' DESC_IN_SYSTEM ''' that is in the system with id %1%''' DESC_IN_SYSTEM_NOT ''' that is not in the system with id %1%''' DESC_IN_SYSTEM_SIMPLE ''' that is in a system''' DESC_IN_SYSTEM_SIMPLE_NOT ''' that is not in a system''' DESC_OBJECT_ID ''' that is the object with id %1%''' DESC_OBJECT_ID_NOT ''' that is not the object with id %1%''' DESC_OWNER_HAS_TECH ''' that belongs to an empire that has the tech %1%''' DESC_OWNER_HAS_TECH_NOT ''' that does not belong to an empire that has the tech %1%''' DESC_OWNER_HAS_BUILDING_TYPE ''' building unlocked for empire''' DESC_OWNER_HAS_BUILDING_TYPE_NOT ''' building not unlocked for empire''' DESC_OWNER_HAS_SHIP_DESIGN ''' ship design unlocked for empire''' DESC_OWNER_HAS_SHIP_DESIGN_NOT ''' ship design not unlocked for empire''' DESC_NUMBER ''' if there are between %1% and %2% objects%3%''' DESC_NUMBER_NOT ''' if there are not between %1% and %2% objects%3%''' DESC_HAS_TAG ''' that is %1%''' DESC_HAS_TAG_NOT ''' that is not %1%''' ############################################################# #### T E C H C A T A G O R I E S #### ############################################################# LEARNING_CATEGORY Learning PRODUCTION_CATEGORY Production CONSTRUCTION_CATEGORY Construction GROWTH_CATEGORY Growth ECONOMICS_CATEGORY Economics SHIPS_CATEGORY Ships DEFENSE_CATEGORY Defense SPY_CATEGORY Intelligence ############################################################# #### T E C H T H E O R I E S #### ############################################################# THEORY_SHORT_DESC Theoretical Prerequisite LRN_PHYS_BRAIN The Physical Brain LRN_PHYS_BRAIN_DESC The structures and their functions in the brain are determined. The electrochemical and quantum nature of thought and memory are exposed. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement. LRN_ALGO_ELEGANCE Algorithmic Elegance LRN_ALGO_ELEGANCE_DESC '''Increases Target [[encyclopedia RESEARCH_TITLE]] on all Research focused planets by 0.1 per Population. With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized.''' LRN_TRANSLING_THT Translinguistics LRN_TRANSLING_THT_DESC '''Does nothing. Later this can enable peaceful acquisition of native planets. Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights?''' LRN_PSIONICS Psionics LRN_PSIONICS_DESC '''[[encyclopedia RESEARCH_TITLE]] cost is greatly reduced for empires that include a telepathic species. Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings.''' LRN_ARTIF_MINDS Nascent Artificial Intelligence LRN_ARTIF_MINDS_DESC '''Increases Target [[encyclopedia RESEARCH_TITLE]] on all planets by 2. While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. While these traits remain elusive, reasonable facsimiles may be produced. These investigations open new avenues of research into cognitive sciences and novel metaparadigms. Nascent AIs can input all data discovered by active researchers into a single automatic data processing network, data can be analyzed and new data obtained by an entirely automated research facility. Each planet can contain such structures regardless of the population's occupations, giving a bonus to research on all worlds.''' LRN_XENOARCH Xenoarchaeology XENOARCH_SHORT_DESC Allows discoveries from Ruins LRN_XENOARCH_DESC '''Allows discoveries from [[special ANCIENT_RUINS_SPECIAL]]. The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumors of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge. It is often exceedingly difficult and dangerous to decipher the clues left by ancient civilizations in the form of highly advanced technology. Mistreatment of the technology or accidental activation can cause the technology itself and/or the archaeologists extracting the technology to be lost. By containing the technology safely within a force field and probing its depths via non-local field manipulation, it is possible to safely recover and unlock the mysteries of ancient technology.''' LRN_GRAVITONICS Gravitonics LRN_GRAVITONICS_DESC Analogous to the "color charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloquial "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of space-time arbitrarily. This manipulation is perceived as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically. LRN_EVERYTHING Theory of Everything LRN_EVERYTHING_DESC Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science... LRN_FORCE_FIELD Force-Field Harmonics LRN_FORCE_FIELD_DESC '''Increases max [[encyclopedia SHIELDS_TITLE]] on all planets by 10 and unlocks basic ship shielding technology. [[encyclopedia SHIELDS_TITLE]] are generally much more expensive than armor, due to the technology needed to produce shielding fields, but shields provide a far stronger defense than armor. However, there can only be one active shield generator on a ship, so shield parts do not stack. Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support.''' LRN_MIND_VOID Mind of the Void LRN_MIND_VOID_DESC We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detached observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching. LRN_TIME_MECH Temporal Mechanics LRN_TIME_MECH_DESC What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience... LRN_NDIM_SUBSPACE N-Dimensional Subspace LRN_NDIM_SUBSPACE_DESC Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existence previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before. LRN_UNIF_CONC Unified Consciousness LRN_UNIF_CONC_DESC '''By transferring the mind into cyberspace, thousands of minds can act as one, their actions perfectly unified and directed towards the good of the whole. Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.''' LRN_QUANT_NET Quantum Networking LRN_QUANT_NET_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population. A massive, empire-wide data network able to transfer information instantaneously between any two places, rather than via the lengthy and indirect path of starlanes. This advancement greatly facilitates research throughout the empire. Every particle is inextricably connected on the quantum level to every particle with which it has previously interacted. Older mechanistic ideas about cause and effect do not apply on this level, and particles can "communicate" instantaneously across vast distances. When a thorough understanding of this phenomena is acquired, selective small-scale action-at-a-distance between any two points can be achieved instantaneously and outdated relativistic speed limits no longer apply to the transfer of information.''' LRN_TRANSCEND Singularity of Transcendence LRN_TRANSCEND_DESC What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infinitely minuscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction? GRO_MEDICAL_PATH Medical Pathology GRO_MEDICAL_PATH_DESC '''Many diseases and injuries, or manifestations of the same disease or injury, can have very similar causes and symptoms, but very different ideal treatments. By treating each individual's illness according its specific manifestation rather than its general categorization, a general benefit to health can be obtained. Treatment of diseases and injuries requires a thorough understanding of their causes. By studying the subtleties and intricacies of various ailments, it is possible to develop far more effective treatment methods.''' GRO_PLANET_ECOL Planetary Ecology GRO_PLANET_ECOL_DESC Agriculture and medical science can drastically increase survivability, allowing great increases in population and food production. Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it. Understanding natural ecology and its interaction to stresses permits the system to be modified and enhanced, and its benefits reaped for generations to come. GRO_GENETIC_ENG Genetic Engineering GRO_GENETIC_ENG_DESC The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study. CON_REMOTE_COL Remote Colonization CON_REMOTE_COL_DESC Founding new colonies beyond the supply range of already established worlds is a complex endeavour. It requires colony ships which can carry all the equipment required to build up a self-sustaining colony as well as an initial contingent of colonists. GRO_SYMBIOTIC_BIO Symbiotic Biology GRO_SYMBIOTIC_BIO_DESC Increases the max population of Good, Adequate, and Poor planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. GRO_GENETIC_MED Genetic Medicine GRO_GENETIC_MED_DESC Traditional Genetic Engineering alters genetic codes, then grows the modified organism from an embryonic state. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic, functional, corrective, preventative or life-saving medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations. GRO_LIFECYCLE_MAN Lifecycle Manipulation GRO_LIFECYCLE_MAN_DESC '''Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, colonists can be transported much more efficiently, and the amount of colonists on a freshly built colony as well as the capacity of colony ships is greatly increased. Most complex organisms progress through various physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.''' GRO_ADV_ECOMAN Advanced Eco-Manipulation GRO_ADV_ECOMAN_DESC Even in an artificial environment, weather patterns and natural ecological cycles can get out of control, causing large amounts of damage. By introducing stabilizing factors, incidents of destructive ecological forces in artificial environments can be reduced, allowing large-scale environmental modifications. GRO_XENO_GENETICS Xenological Genetics GRO_XENO_GENETICS_DESC '''Increases the max population of Adequate & Poor planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10, and Hostile planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. The study of other life forms often exemplifies the weaknesses inherent in one's own species. By studying other life forms and using that knowledge to improve upon one's own genetic code, it is possible to develop many useful adaptations that would be otherwise impossible. Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.''' GRO_NANOTECH_MED Nanotech Medicine GRO_NANOTECH_MED_DESC '''Pathogens, particularly prokaryotes, are vulnerable to disruption of their genetic material from within - that is, if it is possible to permeate the cell membrane or the protein coating, in the case of viral infections. By designing nanorobots capable of identifying and penetrating such pathogens, it would be possible to destroy them by completely deconstructing their genetic material. While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.''' GRO_ECO_METAMORPH Ecological Metamorphosis GRO_ECO_METAMORPH_DESC Often, it is helpful to think of an ecosystem as a gigantic organism in and of itself, with predator-prey relationships acting as negative feedback loops, with newly introduced species acting as symbiotes or parasites, with populations acting as systems and individuals acting as cells. In this sense, every planet is alive, and as such, goes through various phases of "life". By manipulating these phases as one would in a biological organism, it would be possible to affect a planets environment with comparative ease and efficiency. GRO_XENO_HYBRIDS Xenological Hybridization GRO_XENO_HYBRIDS_DESC '''Increases the max population of Poor planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5, and Hostile planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10 Often, the native fauna of a planet are far better suited to a planet's environment than any colonists who would try to inhabit it. These adverse effects can include anything from weather patterns to the planet's size. Through xenological hybridization, a genetically adapted form of the colonizing species can be developed with the advantageous traits of the native fauna, thus allowing more of the planet to be inhabited. Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies however, the disparate systems may be fused, forming an entirely new hybrid biology with potential abilities and traits greater than those of any of its parts.''' GRO_NANO_CYBERNET Nanotech Cybernetics GRO_NANO_CYBERNET_DESC After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility. GRO_TRANSORG_SENT Trans-Organic Sentience GRO_TRANSORG_SENT_DESC Sentience as we know it is always observed as being inextricably tied to biological life. By grasping the true nature and origin of sentience itself, it would be possible to create conscious entities that could not possibly be classified as life as we know it. GRO_ENERGY_META Pure-Energy Metabolism GRO_ENERGY_META_DESC '''Increases max [[encyclopedia FUEL_TITLE]] on all ships by 2, max [[encyclopedia DEFENSE_TITLE]] on all planets by 5, max [[encyclopedia SHIELDS_TITLE]] on all planets by 5, target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.2 per Population, and target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.5 per Population. While transforming an entire population into beings of pure energy would be impractical, certain tasks are better suited to individuals able to manifest themselves non-corporeally. Ship's crews for example, would no longer have to waste space with crew quarters or rations storage. Beings with greater energy channeling abilities would be able to enhance planetary shields and defense, and resource production would be generally enhanced. The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.''' PRO_MICROGRAV_MAN Microgravity Industry PRO_MICROGRAV_MAN_DESC '''Increases [[encyclopedia INDUSTRY_TITLE]] by +5 on all Industry-focused colonies in system with an asteroid belt outposts or colonies. Additional claimed asteroid belts do not provide additional benefit. Mineral resource extraction from sub-planetoid-sized bodies involves challenges and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquefy and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods. The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited.''' PRO_CORE_MINE Tectonic Mineralogy PRO_CORE_MINE_DESC '''Some sort of very aggressive mining goes here. The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that appear on upper crust layers only due to volcanism. The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities. Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation, processes such as plate tectonics, volcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes and their effects, causes and signs is essential for large scale efficient mining operations.''' PRO_ROBOTIC_PROD Robotic Production PRO_ROBOTIC_PROD_DESC '''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets with the Industry focus by 0.1 per Population. Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that place a high priority on industry. Every world focused primarily on industry receives a team of Exobots, greatly increasing industrial production. Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed.''' PRO_EXOBOTS Exobots PRO_EXOBOTS_DESC Allows the construction of Exobot colonies optimized for industry on hostile planets. PRO_RAPID_EXO_PROD Rapid Exobot Production PRO_RAPID_EXO_PROD_DESC Allows more exobots. PRO_FUSION_GEN Fusion Generation PRO_FUSION_GEN_DESC '''Increases target [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.2 per Population. Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past. Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.''' PRO_NANOTECH_PROD Nanotech Production PRO_NANOTECH_PROD_DESC Traditional production techniques are fundamentally limited by the size and form of the tools they employ. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Furthermore, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed. PRO_ORBITAL_GEN Orbital Generation PRO_ORBITAL_GEN_DESC '''Once troublesome gravity well problems are overcome, gas giants offer a unique opportunity to harvest usable energy quickly and efficiently. Methods which take advantage of the high density atmosphere and belt-zone circulation allow a significant amount of energy to be easily accrued and transported for use in nearby planets. Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.''' PRO_SENTIENT_AUTOMATION Adaptive Automation PRO_SENTIENT_AUTOMATION_DESC '''Increases target [[encyclopedia INDUSTRY_TITLE]] on all planets by 5. By producing automated factories that operate without direct supervision, it is possible to increase industrial output in an entirely automated facility. These factories can be built and maintained on any planet, regardless of focus, providing a bonus to industry on all worlds. As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.''' PRO_INTSTEL_COPRO Interstellar Co-Production PRO_INTSTEL_COPRO_DESC Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later developments in planetary regional cooperation permit some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefiting from concentrated expertise and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits. PRO_NDIM_ASSMB N-Dimensional Assembly PRO_NDIM_ASSMB_DESC '''Once the greatest fear of N-dimensional physicists, now the noblest goal - to deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift. The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be collocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and contiguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.''' PRO_SINGULAR_GEN Singularity Generation PRO_SINGULAR_GEN_DESC '''Harnessing energy from a black hole is significantly more dangerous than harnessing energy from a regular star, but also has potential for significantly greater gains. By building a generator designed to tap into the energy of particle-antiparticle collisions on the event horizon of a singularity, tremendous benefits to industry may be obtained. As matter is drawn towards a singularity by the intense space-time curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation due to the annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than the accretion disk method, but can produce an even greater output.''' PRO_ZERO_GEN Zero-Point Generation PRO_ZERO_GEN_DESC '''Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output. At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible. However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. Previous production techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of supplied materials, be they prefabricated subsections, or raw minerals. By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.''' PRO_NEUTRONIUM_EXTRACTION Neutronium Extraction PRO_NEUTRONIUM_EXTRACTION_DESC The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts. CON_ARCH_PSYCH Architectural Psychology CON_ARCH_PSYCH_DESC The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation. CON_ORGANIC_STRC Organic Structures CON_ORGANIC_STRC_DESC '''Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth. A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.''' CON_ARCH_MONOFILS Architectural Monofilaments CON_ARCH_MONOFILS_DESC Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive. CON_ASYMP_MATS Asymptotic Materials CON_ASYMP_MATS_DESC Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales. CON_FRC_ENRG_STRC Force-Energy Structures CON_FRC_ENRG_STRC_DESC '''Increases the growth of resource meters below target value to 3 per turn, and the decay of resource meters above target value to 5 per turn. The flexibility and versatility of force-energy structures permits a colonies buildings to be more easily re-tooled to suit new purposes, increasing the rate at which focus changes can take effect. When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.''' CON_CONTGRAV_ARCH Gravitic Architecture CON_CONTGRAV_ARCH_DESC '''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1. By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing. By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses.''' CON_GAL_INFRA Galactic Infrastructure CON_GAL_INFRA_DESC '''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1. The consistent and effective transportation of resources over large interstellar distances requires laborious planning, and is complicated by numerous factors such as the presence of space monsters, enemy empires and dangerous interstellar phenomena. By utilizing integrated galactic infrastructure, the fluid deployment of resources between advanced and developing colonies can be achieved, and solutions can be found to particularly troubling logistical problems. Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.''' CON_ART_HEAVENLY Artificial Heavenly Bodies CON_ART_HEAVENLY_DESC When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe. CON_TRANS_ARCH Transcendent Architecture CON_TRANS_ARCH_DESC '''Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.''' CON_ORBITAL_HAB Orbital Habitation CON_ORBITAL_HAB_DESC Increases Population capacity by planet size on all habitable planets; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. CON_NDIM_STRC N-Dimensional Structures CON_NDIM_STRC_DESC '''Increases Population capacity by planet size on all habitable planets; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10. The primary limiting factors on a planets population capacity are environmental desirability and space. By phasing basic infrastructure development into multiple dimensions, spatial limitations are all but eliminated, and under ideal environmental conditions, the maximum population of a planet can be greatly increased. Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.''' SHP_GAL_EXPLO Galactic Exploration SHP_GAL_EXPLO_DESC The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction. SHP_SPACE_TACTICS Space Tactics SHP_SPACE_TACTICS_DESC Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use. SHP_INTSTEL_LOG Interstellar Logistics SHP_INTSTEL_LOG_DESC '''Unlocks the Logistics focus setting, which increases the [[encyclopedia SUPPLY_TITLE]] of planets by 3. Increases Starlane Speed of your ships by 20 when they are within 50 uu of a controlled planet. Effectively supplying ships, ordering general fleet movement and even organizing the movement of specific ships in battle requires a complex understanding of navigation and detection, and of methods of information acquisition.''' SHP_MIL_ROBO_CONT Military Robotic Control SHP_MIL_ROBO_CONT_DESC Robotic control can be used effectively for tasks such as mining and industry; the natural extension of this concept is to develop military robotic equipment capable of independently operating a starship. This would allow greater versatility in design, as the necessity for bulky life-support systems would be removed. Hulls produced with such technology could also perform dangerous repairs without thought for the safety and biological limitations of living engineers. SHP_SPACE_FLUX_DRIVE Spatial Flux Drive SHP_SPACE_FLUX_DRIVE_DESC Ordinarily, propulsion in space is limited to either propellant or field propulsion. On relatively small scales however, it is possible to propel an object in space much like one could in water: by pushing backwards the medium in which the object is immersed. This requires the manipulation of space itself whereby the smallest units of space are collapsed, forcing the matter they once contained into adjacent units of space. This method of propulsion is very efficient, but dangerous on larger scales and easily detectable due to the dimensional effects. SHP_CONTGRAV_MAINT Contra Gravitational Maintenance SHP_CONTGRAV_MAINT_DESC When the mass of the ship surpasses a certain threshold, it becomes necessary to consider the gravitational stresses on vital architectural points in the ship's structure. These points will be unable to withstand the gravitational stresses and collapse, destroying the vessel. This necessitates nearly constant maintenance of these points to avoid total structural failure. SHP_NANOROBO_MAINT Nano-Robotic Maintenance SHP_NANOROBO_MAINT_DESC Just as nanorobots can be used for production, so also can they be used for maintenance. A hull with a complement of centrally organized nanite engineers would be able to rapidly repair damage, even during combat. Such machines would have great difficulty distinguishing organic beings from a part of the hull in need of repair however, and as such this concept could only be applied to automated hulls. SHP_MASSPROP_SPEC Mass Propulsion Specialization SHP_MASSPROP_SPEC_DESC Traditional propulsion devices operate well on objects of relatively low mass. However, when the mass of a ship approaches that of a small moon, ordinary methods of propulsion are very clumsy and require tremendous amounts of energy. A new approach to propulsion, taking into account the size of the object in question as a fundamental aspect of the system, could allow such vessels to have useful mobility. SHP_TRANSSPACE_DRIVE Trans-Spatial Drive SHP_TRANSSPACE_DRIVE_DESC '''Even when spatial dimensions are skewed by relativistic effects, an object generally has constant space-time characteristics. By creating a device which alters the characteristics of space-time itself using quasi-relativistic effects, it would be possible to create a fast, stealthy method of propulsion. ''' SHP_MIDCOMB_LOG Mid-Combat Logistics SHP_MIDCOMB_LOG_DESC When interstellar fleets are in regular, commonplace use, the transfer of personnel and material in the absence of enemy ships is a relatively trivial task. In combat however, when such transfers could potentially have great tactical merit, there is great difficulty with the co-ordinational aspects of logistics due to the possibility of sudden changes in the tactical scenario. By using a single mobile command station, it is possible to organize and enact logistic patterns in the midst of combat. SHP_ASTEROID_HULLS Asteroid Hulls SHP_ASTEROID_HULLS_DESC Rather than constructing a hull from scratch, it is far easier to take a pre-existing space-borne object and adapt it to fill the role of a ship's hull. Not only would such ships be very inexpensive to produce, but they would also be able to avoid detection by enemy ships by hiding amongst other asteroids. SHP_HEAVY_AST_HULL Heavy Asteroid Hulls SHP_HEAVY_AST_HULL_DESC Allows construction of larger asteroid hulls SHP_ASTEROID_REFORM Asteroid Reformation SHP_ASTEROID_REFORM_DESC Through advanced processing of asteroid bodies rock armor can be produced which is as cheap as but more durable than lead armor plating. SHP_MONOMOLEC_LATTICE Monomolecular Latticing SHP_MONOMOLEC_LATTICE_DESC Asteroid Hulls can be reinforced and armor plated, but the fact remains that the basic substance of which most asteroids are primarily composed is of lesser strength than most modern alloys. However, if the molecular structure of the rock itself were to be rearranged into a crystal lattice, its strength could be increased tremendously, allowing the production of asteroid hulls of previously impossible strengths. SHP_MULTICELL_CAST Multi-Cellular Casting SHP_MULTICELL_CAST_DESC Even when it is inert, organic material is much more versatile than standard materials. A non-living multi-cellular ship would provide some of the advantages of organic materials without the customary nuisances of organic life. SHP_DOMESTIC_MONSTER Domesticated Mega-Fauna SHP_DOMESTIC_MONSTER_DESC Though huge and alien the time-tested arts of domestication can also be applied to the space monsters that travel the starlanes. Building Colonies or Outposts at monster nests will enable the raising of domesticated monsters. SHP_ENDOCRINE_SYSTEMS Mega-Fauna Endocrine Systems SHP_ENDOCRINE_SYSTEMS_DESC The study of space-faring organisms' endocrine systems allows for the expansion of organic ships' internal structures. SHP_HAB_MEGAFAUN Habitable Mega-Fauna SHP_HAB_MEGAFAUN_DESC It is generally uncommon to find comfortable living conditions within a gigantic space monster. This is exactly what must exist within an organic hull however, if it is to be adequately controlled from within. The development of massive, habitable creatures opens up numerous possibilities for ship design. SHP_MONOCELL_EXP Mono-Cellular Expansion SHP_MONOCELL_EXP_DESC Multi-cellular organisms tend to have longer life spans than single celled organisms due to specialization and interdependency. However, with the appropriate technological refinements, these aspects of multi-cellular life can be applied to a massive mono-cellular organism, allowing it to have practical functionality in combat. SHP_CONT_SYMB Contrived Symbiosis SHP_CONT_SYMB_DESC Any ship's hull is in a symbiotic relationship with its makers in that they bring it into being and sustain it, and it performs its desired functions. However, this is a purely behavioral type of symbiosis. Through careful planning and design, an organic ship can be made to have a biological symbiotic relationship with its crew, each providing the other with the essentials of life. SHP_CONT_BIOADAPT Controlled Ravenous Bioadaption SHP_CONT_BIOADAPT_DESC It is very difficult to predict the actions of a living being to any useful degree of certainty without having an intimate understanding of its behavioral patterns. By placing a life form under harshly competitive developmental conditions, its behavioral patterns can be manipulated, strengthened and effectively utilized in war. SHP_BIOADAPTIVE_SPEC Bio-Neural Specialization SHP_BIOADAPTIVE_SPEC_DESC As a species evolves mental capabilities, the individuals whose minds are not perfectly attuned to the needs of their bodies cannot compete with those whose minds are perfectly specialized for their bodies. Thus, all evolved life forms have nearly ideal mental development for their type of body. There are no such guarantees for artificial life forms however, and often the true potential of such a being is unrealized due to subtle incompatibilities between mind and body. By specializing the organism's neural patterns to conform to its body type, these incompatibilities can be eliminated. SHP_FRC_ENRG_COMP Force-Energy Compression SHP_FRC_ENRG_COMP_DESC Typically, the manipulation of energy requires it to be in the form of matter so that potential energy can be stored as desired and released on demand. Matter converted to pure energy stored in the fabric of space-time itself would be more versatile than any material substance, but impossible to contain without advanced force-field technology. SHP_QUANT_ENRG_MAG Quantum Energy Magnification SHP_QUANT_ENRG_MAG_DESC Due to quantum uncertainty, it is possible for a particle to arbitrarily gain a small amount of energy or for new particles to temporarily enter existence. By detecting and magnifying these fluctuations in quantum energy, it would be possible to tremendously increase the capabilities of an energy hull. SHP_ENRG_BOUND_MAN Energy Boundary Manipulation SHP_ENRG_BOUND_MAN_DESC '''Whether constructed, grown, or adapted from a pre-existing structure, ships composed of matter must have a logical and co-ordinated structure to allow even basic utility. Pure energy however, has no such restrictions. This allows a pure energy hull to take on any form whatsoever, however impractical it would be from a material standpoint. ''' SHP_SOLAR_CONT Solar Containment SHP_SOLAR_CONT_DESC A hull constructed from pure energy, while far more versatile than a solid hull, has a disadvantage in that it is unable to harness the potential energy of material objects. If, however, it were made possible to contain a hull composed not of pure energy, but of super-heated gases constantly undergoing a self-sustaining fusion reaction, the limitations of both pure energy and solid matter could be avoided. SHP_KRILL_SPAWN Krill Spawner SHP_KRILL_SPAWN_DESC Unlocks the Krill Spawner ship part, which causes wild space krill to appear in systems with asteroid belts. SPY_ROOT_DECEPTION Deception SPY_ROOT_DECEPTION_DESC The art of deception is not natural to every species, but the ability to hide the truth can be most useful. ############################################################# #### T E C H A P P L I C A T I O N S #### ############################################################# VICTORY_SHORT_DESC Brings Victory! DOES_NOTHING_SHORT_DESC Useless: Does Nothing SHIP_PART_UNLOCK_SHORT_DESC Unlocks Ship Part SHIP_WEAPON_UNLOCK_SHORT_DESC Unlocks Ship Weapon SHIP_HULL_UNLOCK_SHORT_DESC Unlocks Ship Hull BUILDING_UNLOCK_SHORT_DESC Unlocks Building RESEARCH_SHORT_DESC Improves Research MINING_SHORT_DESC Improves Mining INDUSTRY_SHORT_DESC Improves Industry TRADE_SHORT_DESC Improves Trade CONSTRUCTION_SHORT_DESC Improves Infrastructure SUPPLY_SHORT_DESC Improves Supply DEFENSE_SHORT_DESC Improves Planetary Defense TROOPS_SHORT_DESC Improves Troops METER_GROWTH_SHORT_DESC Improves Meter Growth POPULATION_SHORT_DESC Increases Maximum Population HEALTH_SHORT_DESC Improves Health STRUCTURE_SHORT_DESC Improves Structure FLEET_RANGE_DESC Improves Fleet Supply SHIP_REPAIR_DESC Repairs Ships SHIELD_SHORT_DESC Improves Shield STEALTH_SHORT_DESC Improves Stealth DETECTION_SHORT_DESC Improves Detection PLANET_PROTECT_SHORT_DESC Protects Planets VARIOUS_SHORT_DESC Improves Various Things PENALTY_ELIMINATE_SHORT_DESC Eliminates Penalties GAME_MAKE_WORK_SHORT_DESC Makes the Game Work TAME_MONSTER_SHORT_DESC Tames Space Monsters EXOBOT_SHORT_DESC Builds Exobot Citizens STARLANE_SPEED_SHORT_DESC Increases Starlane Speed CON_ORBITAL_CON Orbital Construction CON_ORBITAL_CON_DESC '''Increases the [[encyclopedia SUPPLY_TITLE]] line range of all colonies and outposts by 1. On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective.''' CON_CONC_CAMP Concentration Camps CON_CONC_CAMP_DESC Typically, when forced to work to death, citizens will put up some resistance and have the sympathy and support of outside observers. However, by carefully creating buildings designed to quench the fire of justice within outsiders, and to promote feelings of worthlessness and subservience in those on the inside, concentration camps can be effectively utilized without fear of revolt. CON_FRC_ENRG_CAMO Force-Energy Camouflage CON_FRC_ENRG_CAMO_DESC '''Increases the [[encyclopedia STEALTH_TITLE]] of all buildings by 20. Ordinary physical structures tend to be both opaque and rigid, being constructed from similarly opaque and rigid natural materials. A force field does not, of necessity, possess these features in any permanent sense, and can be turned on and off or changed from one color to another at will. While most buildings are easily visible far away with a powerful detection apparatus, a force-energy structure - or a regular structure surrounded by a series of camouflage force-fields - would be essentially invisible from great distances.''' CON_PLANET_DRIVE Planetary Starlane Drive CON_PLANET_DRIVE_DESC Planets in the outermost systems of an empire are often in great danger of attack from enemy fleets, yet these planets can often contain extremely valuable resources and specials. By equipping an entire planet with the means to open and navigate a starlane, it would be possible to move such planets to a safer location in times of necessity. CON_STARGATE Stargate CON_STARGATE_DESC Particularly in more expansive empires, the need to move ships to a specific defensive location in great haste often exceeds the feasibility. By creating a warp between two or more points in space-time, it can be made possible to move ships even across an entire empire at need, allowing new offensive and defensive strategies. CON_ART_PLANET Artificial Planet CON_ART_PLANET_DESC '''Gas giants and asteroid belts offer unique opportunities and resources, not only as sites for acquiring valuable - and on occasion extremely rare - resources, but as raw materials in and of themselves for the production of artificial planets. Such planets would offer new centers for production in previously empty or entirely occupied systems. In addition, various key features of the planet can be modified or added during the construction process, potentially allowing the planets size and environment to be specified, or certain planet specials to be added. On its own, the tech allows for construction of the basic [[buildingtype BLD_ART_PLANET]]. If the empire also has [[tech GRO_GAIA_TRANS]], then [[buildingtype BLD_ART_PARADISE_PLANET]] may be built. If the empire has [[tech PRO_EXOBOTS]] then [[buildingtype BLD_ART_FACTORY_PLANET]] can be built.''' CON_PALACE_EXCLUDE Palace Excluder CON_PALACE_EXCLUDE_DESC Ensures that only one imperial palace will be present in an empire at a time. Make sure you scrap your old imperial palace before your new one is built. GRO_SUBTER_HAB Subterranean Habitation GRO_SUBTER_HAB_DESC Increases the max population on all planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. GRO_GENOME_BANK Genome Bank GRO_GENOME_BANK_DESC The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds. GRO_INDUSTRY_CLONE Industrial Cloning GRO_INDUSTRY_CLONE_DESC Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society. GRO_TERRAFORM Terraforming GRO_TERRAFORM_DESC Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However, in all cases much of the surface of the entire planet and its atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. As such, this process requires most of the planet to be accessible to the terraformers, and cannot be performed on a world with max population less than one. GRO_TERRAFORM_SHORT_DESC Allows terraforming GRO_REMOTE_TERRAFORM Remote Terraforming GRO_REMOTE_TERRAFORM_DESC Traditional terraforming methods treat the planet as a structure and attempt to alter its environment through physical and chemical means. This necessitates that the majority of the planet be accessible to the terraforming species, which generally limits its usefulness. By treating the planet as an organism and altering its physiology indirectly, it is possible to make use of less labour intensive, though more time consuming terraforming methods, allowing outposts on poor and hostile worlds to make use of terraforming. GRO_BIOTERROR Bioterror Facilities GRO_BIOTERROR_DESC A research center created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict, but as a weapon of terror it is unsurpassed; a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sowing despair beyond the affected area. However, care must be taken when developing such organisms to ensure they are not accidentally released. Furthermore, utter secrecy is required to dispel the risk of damaging relations with civilians and other empires. GRO_REMOTE_TERRAFORM_SHORT_DESC Allows remote terraforming GRO_CYBORG Cyborgs GRO_CYBORG_DESC '''Increases the max population on Hostile planets by planet size; Tiny: +2, Small: +4, Medium: +6, Large: +8, Huge: +10. Increases max [[encyclopedia TROOP_TITLE]] on all planets by 0.2 per population. A highly versatile fusion of organism and machine, capable of adapting to a tremendous variety of circumstances. Spontaneous generation of specialized organs and mechanically enhanced strength permit cyborgs to exist with ease in nearly any environment.''' GRO_GAIA_TRANS Gaia Transformation GRO_GAIA_TRANS_DESC Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life - a single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will. GRO_GAIA_TRANS_SHORT_DESC Allows Gaia Transformation LRN_OBSERVATORY_I Observatory LRN_OBSERVATORY_I_DESC Studying and understanding the nature of stars and their internal and external attributes provides powerful insight into the nature of stellar phenomena and planetary bodies. Furthermore, fractal algorithms can be employed to decipher the dispersal of starlanes throughout the galaxy, allowing any stars which are in some way connected, however indirectly, to the known network of starlanes to be identified an monitored. LRN_SOLAR_MAN Solar Manipulation LRN_SOLAR_MAN_DESC Different star types not only have their own distinct attributes and opportunities for exploitation, but also tend to give rise to a particular planet type. Often, a star of a particular type will give a desired bonus, but will almost certainly be devoid of any desirable planets, or will not be present in an opportune location in the galaxy. By manipulating the high-energy reactions within a star's core, it would be possible to either reverse or accelerate the natural processes within the star, allowing it to be changed to an entirely different type at need. LRN_DISTRIB_THOUGHT Distributed Thought Computing LRN_DISTRIB_THOUGHT_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with any focus by 0.1 per Population. The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.''' LRN_STELLAR_TOMOGRAPHY Stellar Tomography LRN_STELLAR_TOMOGRAPHY_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] on planets with the Research focus per Population by 1, 0.75, 0.5, or 0.2 in systems with Black Hole stars, Neutron stars, Blue or white stars, and Yellow, Orange or Red stars, respectively. A network of specialized satellites can use tomographic methods to reconstruct the activities occurring deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavors, with larger benefits for more exotic star types.''' LRN_SPATIAL_DISTORT_GEN Spatial Distortion Generator LRN_SPATIAL_DISTORT_GEN_DESC '''By manipulating the dimensional properties of a starlane, it would be possible to selectively bend it so that an incoming ship of sufficiently low speed would inadvertently arrive back where it began, having wasted its time and fuel. Alternatively, such a ship may be sent randomly along a completely different starlane adjacent to the building.''' LRN_GATEWAY_VOID Gateway to the Void LRN_GATEWAY_VOID_DESC The power of the Void Mind is almost imperceptible in a mere four-dimensional space-time. By creating a permanent gateway accessing an immense number of dimensions, a dangerous, non-discriminating force can be unleashed in a localized area. LRN_ENCLAVE_VOID Enclave of the Void LRN_ENCLAVE_VOID_DESC Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire. LRN_ART_BLACK_HOLE Artificial Black Hole LRN_ART_BLACK_HOLE_DESC By carefully collapsing a red star, a Black Hole can be formed. This is an expensive and dangerous task, but with great potential benefits for [[encyclopedia RESEARCH_TITLE]] and [[encyclopedia INDUSTRY_TITLE]]. LRN_PSY_DOM Psychogenic Domination LRN_PSY_DOM_DESC '''Has a 10% chance of taking control of enemy ships with non-telepathic crews in the same system as a planet with domination focus, unless the enemy empire also knows the [[tech LRN_PSY_DOM]]. It is difficult to force a conscious individual to submit to the total mental control of another entity against its will. By manipulating the timeframes involved however, the mental force exerted by a population over a period of hours may be brought to bear on a single individual in the span of a few seconds, creating an almost irresistible compulsion to join the unified mind.''' MIND_CONTROL_SHORT_DESC Allows Mind Control PRO_HEAVY_MINING_I Heavy Mining Processors PRO_HEAVY_MINING_I_DESC When increased minerals production is the only concern, no environmental damage considerations exist and the environment itself is conducive, partially automated bulk mining activities can be optimal. Heavy mining processors are expensive however, and are only practical to use on worlds with primary focus mining. As well, these processors severely damage the ecology of a planet, reducing its maximum population somewhat. PRO_SOL_ORB_GEN Solar Orbital Generation PRO_SOL_ORB_GEN_DESC Traditional solar generation methods rely solely on radiating solar energy. By placing generators in low orbit around the star itself, the ability to directly harness the energy of supermassive stellar phenomena becomes a possibility, and a sizable and far-reaching benefit to [[encyclopedia INDUSTRY_TITLE]] can be obtained. PRO_INDUSTRY_CENTER_I Industrial Centers PRO_INDUSTRY_CENTER_I_DESC '''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes. Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Industrial Centers come with large up-front cost, in both production resources and time, but with great opportunity for possible expansion. This makes them ideal for long-term strategies, but unattractive for empires planning on a quick victory.''' PRO_INDUSTRY_MOD Industry Modifier SPY_LIGHTHOUSE Interstellar Lighthouse SPY_LIGHTHOUSE_DESC By using a complex pattern of EM pulses and particle streams to reveal the location of objects in a system, it is possible for even very stealthy objects to be illuminated and detected with moderate detection equipment. DEF_DEFENSE_NET_1 Planetary Defense Network 1 DEF_DEFENSE_NET_1_DESC '''Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 5. With galactic exploration comes the possibility of meeting new races - and new enemies. By placing several armed defense bases in orbit around a planet, it is possible to give that planet defensive capabilities without the need for ships.''' DEF_DEFENSE_NET_2 Planetary Defense Network 2 DEF_DEFENSE_NET_2_DESC Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 15, cumulative with [[tech DEF_DEFENSE_NET_1]]. DEF_DEFENSE_NET_3 Planetary Defense Network 3 DEF_DEFENSE_NET_3_DESC Increases max [[encyclopedia DEFENSE_TITLE]] on all planets by 25, cumulative with prerequisite defense network techs. DEF_DEFENSE_NET_REGEN_1 Defense Network Regeneration 1 DEF_DEFENSE_NET_REGEN_1_DESC '''Increases planets' [[encyclopedia DEFENSE_TITLE]] by 10% of its max value each turn, up to the max value. Defense regeneration allows a planet's defenses to function on turns after they have been destroyed by orbital bombardment; regeneration would otherwise not occur until a turn passed without bombardment.''' DEF_DEFENSE_NET_REGEN_2 Defense Network Regeneration 2 DEF_DEFENSE_NET_REGEN_2_DESC Increases planets' [[encyclopedia DEFENSE_TITLE]] by 0.25 times the planets' infrastructure, each turn, up to the max defense value, cumulative with regeneration from [[tech DEF_DEFENSE_NET_REGEN_1]]. DEF_PLAN_BARRIER_SHLD_1 Planetary Barrier Shield 1 DEF_PLAN_BARRIER_SHLD_1_DESC Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 30, cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by one plus 25% of the value of the planets' infrastructure. DEF_PLAN_BARRIER_SHLD_2 Planetary Barrier Shield 2 DEF_PLAN_BARRIER_SHLD_2_DESC Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 60, cumulative with other shield boosts, and regenerates each turn by one plus the value of the planets' infrastructure. DEF_PLAN_BARRIER_SHLD_3 Planetary Barrier Shield 3 DEF_PLAN_BARRIER_SHLD_3_DESC Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 90, cumulative with other shield boosts, and regenerates each turn by one plus twice the value of the planets' infrastructure. DEF_PLAN_BARRIER_SHLD_4 Planetary Barrier Shield 4 DEF_PLAN_BARRIER_SHLD_4_DESC Increases max [[encyclopedia SHIELDS_TITLE]] on planets by 150, cumulative with other shield boosts, and regenerates each turn by one plus 2.5 times the value of the planets' infrastructure. DEF_PLAN_BARRIER_SHLD_5 Planetary Barrier Shield 5 DEF_PLAN_BARRIER_SHLD_5_DESC Increases max [[encyclopedia SHIELDS_TITLE]] on planets by an additional 150, cumulative with other shield boosts and regenerates each turn by one plus 5 times the value of the planets' infrastructure. DEF_SYST_DEF_MINE_1 System Defense Mines 1 DEF_SYST_DEF_MINE_1_DESC '''When friendly ships are not present in a system, enemy ships are free to blockade the system, stopping the transfer of resources without directly engaging the planet's defenses, thus with no risk of damage to themselves. A network of system defense mines can deter these tactics by damaging enemy ships each turn they are in the system. The structure of all ships belonging to an enemy empire which are present in a system containing a planet owned by the empire that possesses this technology will be reduced at a rate of 2 per turn. Mines regenerate each turn, so are not depleted by use.''' DEF_SYST_DEF_MINE_2 System Defense Mines 2 DEF_SYST_DEF_MINE_2_DESC Reduces the structure of enemy ships by an additional 4 per turn, cumulative with [[tech DEF_SYST_DEF_MINE_1]]. DEF_SYST_DEF_MINE_3 System Defense Mines 3 DEF_SYST_DEF_MINE_3_DESC Reduces the structure of enemy ships by an additional 8 per turn, cumulative with prerequisite defense mine techs. DEF_ROOT_DEFENSE Self Defense DEF_ROOT_DEFENSE_DESC '''Increases max [[encyclopedia TROOP_TITLE]] on all planets by 0.2 per population. The concept of 'self defense' is at the root of many avenues of technological advance.''' DEF_GARRISON_1 Planetary Garrison 1 DEF_GARRISON_1_DESC Increases max [[encyclopedia TROOP_TITLE]] on all planets by 5. DEF_GARRISON_2 Planetary Garrison 2 DEF_GARRISON_2_DESC Increases max [[encyclopedia TROOP_TITLE]] on all planets by 10. DEF_GARRISON_3 Planetary Garrison 3 DEF_GARRISON_3_DESC Increases max [[encyclopedia TROOP_TITLE]] on all planets by 15. DEF_GARRISON_4 Planetary Garrison 4 DEF_GARRISON_4_DESC Increases max [[encyclopedia TROOP_TITLE]] on all planets by 20. DEF_PLANET_CLOAK Planetary Cloaking Device DEF_PLANET_CLOAK_DESC By phasing parts a planet in and out of space-time, its [[encyclopedia STEALTH_TITLE]] can be increased massively. SHP_FLEET_REPAIR Fleet Field Repair SHP_FLEET_REPAIR_DESC Repairs damaged ships by 10% of structure per turn if they are within [[encyclopedia SUPPLY_TITLE]], stationary and have not been in combat that turn. This is cumulative with [[tech SHP_BASIC_DAM_CONT]]. SHP_REINFORCED_HULL Reinforced Hull SHP_REINFORCED_HULL_DESC '''Increases max structure of all ships by 5. Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials. However, the limitations of physical matter impose a severe limitation on the strength of hulls. By enhancing the hull with structural integrity fields, a sizable increase in strength can be obtained.''' SHP_BASIC_DAM_CONT Basic Damage Control SHP_BASIC_DAM_CONT_DESC Gradually repairs damaged ships. Current structure of all ships is replenished at a rate of 1 per turn. SHP_ADV_DAM_CONT Advanced Damage Control SHP_ADV_DAM_CONT_DESC Repairs damaged ships by 10% of structure per turn if they are stationary and have not been in combat that turn. This is cumulative with [[tech SHP_BASIC_DAM_CONT]] and [[tech SHP_FLEET_REPAIR]]. SHP_ROOT_AGGRESSION Aggression SHP_ROOT_AGGRESSION_DESC Allows basic weapons and [[shippart GT_TROOP_POD]]s. SHP_WEAPON_1_2 Mass Driver 2 SHP_WEAPON_1_2_DESC Refines Mass Driver to level 2. SHP_WEAPON_1_3 Mass Driver 3 SHP_WEAPON_1_3_DESC Refines Mass Driver to level 3. SHP_WEAPON_1_4 Mass Driver 4 SHP_WEAPON_1_4_DESC Refines Mass Driver to level 4. SHP_WEAPON_2_1 Laser 1 SHP_WEAPON_2_1_DESC Unlocks the Laser, a more powerful ship's weapon than the Mass Driver. SHP_WEAPON_2_2 Laser 2 SHP_WEAPON_2_2_DESC Refines Laser to level 2. SHP_WEAPON_2_3 Laser 3 SHP_WEAPON_2_3_DESC Refines Laser to level 3. SHP_WEAPON_2_4 Laser 4 SHP_WEAPON_2_4_DESC Refines Laser to level 4. SHP_WEAPON_3_1 Plasma Cannon 1 SHP_WEAPON_3_1_DESC Unlocks the Plasma Cannon, a more powerful ship's weapon than the Laser. SHP_WEAPON_3_2 Plasma Cannon 2 SHP_WEAPON_3_2_DESC Refines Plasma Cannon to level 2. SHP_WEAPON_3_3 Plasma Cannon 3 SHP_WEAPON_3_3_DESC Refines Plasma Cannon to level 3. SHP_WEAPON_3_4 Plasma Cannon 4 SHP_WEAPON_3_4_DESC Refines Plasma Cannon to level 4. SHP_WEAPON_4_1 Death Ray 1 SHP_WEAPON_4_1_DESC Unlocks the Death Ray, the ultimate ship's weapon. SHP_WEAPON_4_2 Death Ray 2 SHP_WEAPON_4_2_DESC Refines Death Ray to level 2. SHP_WEAPON_4_3 Death Ray 3 SHP_WEAPON_4_3_DESC Refines Death Ray to level 3. SHP_WEAPON_4_4 Death Ray 4 SHP_WEAPON_4_4_DESC Refines Death Ray to level 4. The ultimate refinement of the ultimate weapon. SHP_ION_CANNON Ion Cannon SHP_ION_CANNON_DESC Unlocks Ion Cannon ship part. SHP_WEAPON_1 Mass Driver SHP_WEAPON_1_DESC With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons. However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons. SHP_WEAPON_4 Death Ray SHP_WEAPON_4_DESC A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact. SHP_PULSE_LASER Pulse Laser SHP_PULSE_LASER_DESC Unlocks Pulse Laser ship part. SHP_PHASOR Phasor SHP_PHASOR_DESC Unlocks Phasor ship part. SHP_INTERCEPTOR Interceptor SHP_INTERCEPTOR_DESC Unlocks Interceptor ship part. SHP_BOMBER Bomber SHP_BOMBER_DESC Unlocks Bomber ship part. SHP_RECON_FIGHT Reconnaissance Fighter SHP_RECON_FIGHT_DESC Unlocks Reconnaissance Fighter ship part. SHP_NUCLEAR_MISSILE Nuclear Missile SHP_NUCLEAR_MISSILE_DESC Unlocks Nuclear Missile ship part. SHP_NEUTRONIUM_PLATE_NUC_MIS Neutronium Plated Nuclear Missile SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC Unlocks Neutronium Plated Nuclear Missile ship part. SHP_SPECTRAL_MISSILE Spectral Missile SHP_SPECTRAL_MISSILE_DESC Unlocks Spectral Missile ship part. SHP_NEUTRONIUM_PLATE_SPEC_MIS Neutronium Plated Spectral Missile SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC Unlocks Neutronium Plated Spectral Missile ship part. SHP_MULTISPEC_SHIELD Multi-Spectral Shielding SHP_MULTISPEC_SHIELD_DESC Provides adequate shielding to allow a ship to enter into the heart of a star. Ships in a system with a star type other than Black Hole and Neutron receive a mighty [[encyclopedia STEALTH_TITLE]] bonus. SPY_DETECT_1 Optical Scanner SPY_DETECT_1_DESC All colonies start the game with a [[encyclopedia DETECTION_RANGE_TITLE]] of 50, and the imperial [[encyclopedia DETECTION_TITLE]] to 10, and the ship part Optical Scanner permits ships to reach the same level of detection. SPY_DETECT_2 Active Radar SPY_DETECT_2_DESC '''Unlocks the Active Radar ship part and the Scanning Facility building, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 75, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 30. Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened. By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.''' SPY_DETECT_3 Neutron Scanner SPY_DETECT_3_DESC '''Unlocks the Neutron Scanner ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 150, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 50. Electromagnetic radiation has no rest mass and is easily manipulable. Simply by bending waves of light around an object, it is possible to render radar devices virtually useless. By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.''' SPY_DETECT_4 Sensors SPY_DETECT_4_DESC Unlocks the Sensors ship part, increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 200, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70. SPY_DETECT_5 Omni-scanner SPY_DETECT_5_DESC The ultimate in detection. Increases the [[encyclopedia DETECTION_RANGE_TITLE]] of all planets to 300, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200. SPY_STEALTH_1 Electromagnetic Damper SPY_STEALTH_1_DESC '''Unlocks the [[shippart ST_CLOAK_1]] ship part and gives all planets and outposts in the empire the [[special CLOUD_COVER_SLAVE_SPECIAL]] special which increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 20. ''' SPY_STEALTH_2 Absorption Field SPY_STEALTH_2_DESC '''Unlocks the [[shippart ST_CLOAK_2]] ship part and gives all planets and outposts in the empire the [[special VOLCANIC_ASH_SLAVE_SPECIAL]] special which increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 40. Simply dampening electromagnetic emissions can make an object completely invisible to passive scans. Active scanning however, can make such methods of hiding an object nearly useless. By absorbing, rather than reflecting the radiation emitted by active scanning devices, the [[encyclopedia STEALTH_TITLE]] of a ship can be greatly increased.''' SPY_STEALTH_3 Dimensional Cloak SPY_STEALTH_3_DESC '''Unlocks the [[shippart ST_CLOAK_3]] ship part and gives all planets and outposts in the empire the [[special DIM_RIFT_SLAVE_SPECIAL]] special which increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 60. ''' SPY_STEALTH_4 Phasing Cloak SPY_STEALTH_4_DESC '''Unlocks the [[shippart ST_CLOAK_4]] ship part and gives all planets and outposts in the empire the [[special VOID_SLAVE_SPECIAL]] special which increases the [[encyclopedia STEALTH_TITLE]] of all planets and buildings by 80. Even the most carefully concealed ship emits radiation in the form of force carrier particles. By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.''' SHP_IMPROVED_ENGINE_COUPLINGS Improved Engine Couplings SHP_IMPROVED_ENGINE_COUPLINGS_DESC Better engine parts equate to better engines. Increases Starlane speed by 10. May be added more than once to a hull. SHP_N_DIMENSIONAL_ENGINE_MATRIX N-Dimensional Engine Matrix SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC N-Dimensional subspace research resulted in a more efficient engine matrix. Increases Starlane speed by 20. May be added more than once to a hull. SHP_SINGULARITY_ENGINE_CORE Singularity Engine Core SHP_SINGULARITY_ENGINE_CORE_DESC A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 30. May be added more than once to a hull. SHP_DEUTERIUM_TANK Deuterium Tank SHP_DEUTERIUM_TANK_DESC Unlocks Deuterium Tank ship part. SHP_ANTIMATTER_TANK Antimatter Tank SHP_ANTIMATTER_TANK_DESC Unlocks Antimatter Tank ship part. SHP_ZERO_POINT Zero-Point Fuel Generator SHP_ZERO_POINT_DESC A powerful zero point fuel module that refuels the ship automatically. SHP_ROOT_ARMOR Armor Plating SHP_ROOT_ARMOR_DESC Researching special alloys that allow to equip ship hulls with armor plating greatly enhances their durability, especially in battle. SHP_ZORTRIUM_PLATE Zortrium Armor Plating SHP_ZORTRIUM_PLATE_DESC By refining the methods to construct armor plating, better, more durable special materials can be employed, giving stronger armor parts. SHP_DIAMOND_PLATE Diamond Armor Plating SHP_DIAMOND_PLATE_DESC Advanced processing techniques allow the construction of armor plating cut out of single huge synthetic diamonds. Provides very durable armor parts. SHP_XENTRONIUM_PLATE Xentronium Armor Plating SHP_XENTRONIUM_PLATE_DESC Xentronium is one of the most durable materials known, but also very difficult to process. Mastering the art of constructing armor plating made of xentronium allows to build extremely durable armor parts. SHP_DEFLECTOR_SHIELD Deflector Shield SHP_DEFLECTOR_SHIELD_DESC '''Advanced ship shielding technology. By refining and perfecting basic shield technology more effective shield generators can be build.''' SHP_PLASMA_SHIELD Plasma Shield SHP_PLASMA_SHIELD_DESC '''Very advanced ship shielding technology. By combining the techniques for controlled plasma containment and advanced force field projection it becomes possible to create what can be best described as a plasma bubble around a space ship. This plasma bubble is capable of absorbing high amounts of energy, particles and projectiles.''' SHP_BLACKSHIELD Blackshield SHP_BLACKSHIELD_DESC '''Most advanced ship shielding technology. Blackshields got their name because they create what looks like an almost impenetrable black sphere around the object they protect. A blackshield is in essence some kind of dimensional rift projected around a space ship that completely swallows up almost anything thrown at it. It requires tremendous amounts of energy to penetrate a blackshield.''' SPY_DIST_MOD Distortion Modulator SPY_DIST_MOD_DESC All objects with mass cause a curvature in space-time due to gravitational effects. Other forces such as the electromagnetic force have similar geometric effects. By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation. SHP_ANTIMAT_TORP Antimatter Torpedo SHP_ANTIMAT_TORP_DESC A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. SHP_PLASMA_TORP Plasma Torpedo SHP_PLASMA_TORP_DESC A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. SHP_CAMO_AST_HULL Camouflage Asteroid Hull SHP_CAMO_AST_HULL_DESC This hull is designed to look exactly like a real asteroid. This hull gets a tremendous bonus to [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. SHP_MINIAST_SWARM Mini-Asteroid Swarm SHP_MINIAST_SWARM_DESC '''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. ''' SHP_SCAT_AST_HULL Scattered Asteroid Hull SHP_SCAT_AST_HULL_DESC This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. SHP_ORG_HULL Organic Hull SHP_ORG_HULL_DESC '''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. ''' SHP_ENDOSYMB_HULL Endosymbiotic Hull SHP_ENDOSYMB_HULL_DESC '''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. ''' SHP_SENT_HULL Sentient Hull SHP_SENT_HULL_DESC This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat. SHP_BIOINTERCEPTOR Biointerceptors SHP_BIOINTERCEPTOR_DESC Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire. SHP_BIOBOMBER Biobombers SHP_BIOBOMBER_DESC Living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire. SHP_NOVA_BOMB Nova Bomb SHP_NOVA_BOMB_DESC The most powerful weapon ever devised, capable of destroying an entire star system. SHP_DEATH_SPORE Death Spores SHP_DEATH_SPORE_DESC Unlocks the [[shippart SP_DEATH_SPORE]] which allows ships to reduce the population of planets with [[encyclopedia ORGANIC_SPECIES_TITLE]]. SHP_BIOTERM Bio-Terminators SHP_BIOTERM_DESC Unlocks the [[shippart SP_BIOTERM]], which allows ships to greatly reduce the population of planets with [[encyclopedia ORGANIC_SPECIES_TITLE]]. SPY_PLANET_STEALTH_MOD Planet Stealth Modifier SPY_PLANET_STEALTH_MOD_DESC Increases the natural [[encyclopedia STEALTH_TITLE]] of planets to 4.99, so that systems will be made visible to empires before their planets. ############################################################# #### T E C H R E F I N E M E N T #### ############################################################# BUILDING_REFINE_SHORT_DESC Refines Building TECH_REFINE_SHORT_DESC Refines Tech PRO_INDUSTRY_CENTER_II Greater Industrial Center PRO_INDUSTRY_CENTER_II_DESC Improved centralized management of dispersed industrial activities increases the size of increased industrial output provided. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be double that provided by basic Industrial Centers. PRO_INDUSTRY_CENTER_III Supreme Industrial Center PRO_INDUSTRY_CENTER_III_DESC Additional experience and facilities improvements further extend the size of industrial output improvement. The bonus to [[encyclopedia INDUSTRY_TITLE]] will be triple that provided by basic Industrial Centers. PRO_ENVIRO_MINING Environmentally Conscious Mining PRO_ENVIRO_MINING_DESC '''Many mining methods are incompatible with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides. Halves the population penalties on planets with the Heavy Mining focus.''' ############################################################# #### B U I L D I N G S #### ############################################################# BLD_EVACUATION Evacuation BLD_EVACUATION_DESC Remove population from this planet over several turns. If a suitable alternate planets are available, with the same species and sufficient extra capacity, population will move there. BLD_OBSERVATORY Observatory BLD_OBSERVATORY_DESC '''One random star will be revealed each turn to the entire galaxy. Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy. An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of starlanes.''' BLD_CULTURE_ARCHIVES Cultural Archives BLD_CULTURE_ARCHIVES_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] by 5, target [[encyclopedia INDUSTRY_TITLE]] by half the planet's Population. Stores the sum accumulated knowledge from thousands of years of life on this planet, giving bonuses to many aspects of planetary productivity.''' BLD_CULTURE_LIBRARY Cultural Library BLD_CULTURE_LIBRARY_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] by 5. Stores the accumulated knowledge from thousands of years of life on this planet, giving a bonuses to research. This building will be destroyed when the population of the high tech natives reaches zero.''' BLD_IMPERIAL_PALACE Imperial Palace BLD_IMPERIAL_PALACE_DESC '''Increases [[encyclopedia SUPPLY_TITLE]] line range by 1, [[encyclopedia INFRASTRUCTURE_TITLE]] by 20, [[encyclopedia DEFENSE_TITLE]] by 5, and [[encyclopedia TROOP_TITLE]] by 3. Also sets the owner's Capital for the empire. Represents imperial power and prestige and functions as a center of control for the empire's holdings.''' BLD_SUPER_TEST Super-Tester Takeover BLD_SUPER_TEST_DESC Switches the species of the planet to Super-Testers. For Official Testing Purposes, or for cheating. BLD_SHIPYARD_BASE Basic Shipyard BLD_SHIPYARD_BASE_DESC Orbital production facility for assembly of interstellar military-grade spacecraft. This shipyard must be present for any ships to be made at a planet, and can be upgraded by producing additional buildings in the same system. No shipyard upgrades can be produced without the presence of this shipyard. BLD_SHIPYARD_ORBITAL_DRYDOCK Orbital Drydock BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC '''This is an upgrade for the [[buildingtype BLD_SHIPYARD_BASE]] and is required for some further shipyard upgrades to be built. This upgrade also provides repair abilities for damaged ships, fully repairing all structural damage each turn, as long as no combat has taken place in system that turn. When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly. Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet.''' BLD_SHIPYARD_CON_NANOROBO Nanorobotic Processing Unit BLD_SHIPYARD_CON_NANOROBO_DESC '''This is an upgrade for the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_NANOROBOTIC]]s and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]]. The production of millions of maintenance nanorobots and their connection to a single master AI requires more extensive robotics facilities than the production of a basic robotic hull. This building is able to facilitate the construction of more advanced robotic hulls.''' BLD_SHIPYARD_CON_GEOINT Geo-Integration Facility BLD_SHIPYARD_CON_GEOINT_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_TITANIC]]s, [[shiphull SH_SELF_GRAVITATING]]s and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]]. When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities. Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet.''' BLD_SHIPYARD_CON_ADV_ENGINE Advanced Engineering Bay BLD_SHIPYARD_CON_ADV_ENGINE_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows construction of [[shiphull SH_TRANSSPATIAL]] and [[shippart FU_TRANSPATIAL_DRIVE]], and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]]. An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive.''' BLD_SHIPYARD_AST Asteroid Processor BLD_SHIPYARD_AST_DESC '''This building is required for the production of all asteroid hulls and all further asteroid processor upgrades. It may be built at an outpost. A massive processing plant dedicated to the purpose of hollowing out asteroids and preparing them to be used as ships' hulls. Asteroids thus prepared are sent to a shipyard in the same system, where they are turned into the final hull. This building can only be built on asteroid belts.''' BLD_SHIPYARD_AST_REF Asteroid Reformation Processor BLD_SHIPYARD_AST_REF_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_AST]] and allows production of [[shiphull SH_MINIASTEROID_SWARM]]s, [[shiphull SH_SCATTERED_ASTEROID]]s, and [[shiphull SH_CRYSTALLIZED_ASTEROID]]s. In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the [[shippart AR_ROCK_PLATE]] and [[shippart AR_CRYSTAL_PLATE]] ship parts. An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and prepare them to be used as hulls.''' BLD_SHIPYARD_ORG_ORB_INC Orbital Incubator BLD_SHIPYARD_ORG_ORB_INC_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the development of all organic hulls and for the production of all further organic hull shipyard upgrades. On its own it can build [[shiphull SH_ORGANIC]]s, [[shiphull SH_SYMBIOTIC]]s and [[shiphull SH_STATIC_MULTICELLULAR]]s. A shipyard designed to meet the needs of maturing space-creatures. Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing. As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged.''' BLD_SHIPYARD_ORG_CELL_GRO_CHAMB Cellular Growth Chamber BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_PROTOPLASMIC]]s and [[shiphull SH_BIOADAPTIVE]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]]. A specialized shipyard upgrade able to increase the size of mono-cellular organisms to truly massive proportions.''' BLD_SHIPYARD_ORG_XENO_FAC Xenocoordination Facility BLD_SHIPYARD_ORG_XENO_FAC_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_ENDOMORPHIC]]s and [[shiphull SH_RAVENOUS]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]]. A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.''' BLD_SHIPYARD_ENRG_COMP Energy Compressor BLD_SHIPYARD_ENRG_COMP_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the formation of all energy hulls and all further energy hull shipyard upgrades. A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy. This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage.''' BLD_SHIPYARD_ENRG_SOLAR Solar Containment Unit BLD_SHIPYARD_ENRG_SOLAR_DESC '''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and allows formation of [[shiphull SH_SOLAR]]s. The task of creating a miniature sun is a gargantuan task in and of itself. The production of such a body on which ship parts can be safely mounted is even more so.''' BLD_BIOTERROR_PROJECTOR Bioterror Projection Base BLD_BIOTERROR_PROJECTOR_DESC '''Gives the planet on which it is built the Bioterror focus, which decreases Population on enemy planets within 4 starlane jumps at a rate of 2 per turn, provided the enemy empire does not contain a Genome Bank. This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. Gradually reduces the Population of all enemy planets within four starlane jumps until the planet's population is gone. Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon. Ineffective if there is a Genome Bank building in the enemy empire. This building can also be built at an outpost, provided it has a resonant moon.''' BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC Increases speed of ships departing this system, and decreases the [[encyclopedia STEALTH_TITLE]] of all objects in the same system by 30. This building can be built at an outpost. Friendly ships within 50 uus gain a starlane speed bonus of 20. BLD_SCANNING_FACILITY Scanning Facility BLD_SCANNING_FACILITY_DESC '''Increases [[encyclopedia DETECTION_RANGE_TITLE]] of the planet by 75. A combination of long-range scanning devices and great computing power to analyze the data allows a larger area of space to be scanned for any objects.''' BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor BLD_HEAVY_MINE_PROCESSOR_DESC Gives all colonies in the empire access to the Heavy Mining focus. BLD_INDUSTRY_CENTER Industrial Center BLD_INDUSTRY_CENTER_DESC '''Initially provides a bonus to [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with Industry focus by 0.2 per Population. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] [[tech PRO_INDUSTRY_CENTER_II]] refinement doubles the bonus. [[tech PRO_INDUSTRY_CENTER_III]] refinement further increases the bonus to triple the base bonus.''' BLD_MEGALITH Megalith BLD_MEGALITH_DESC '''Sets the owner empire's capital, overriding any existing Imperial Palace. All resource meters for the planet on which it is built are able to reach target in a single turn and receives an increase of 30 to [[encyclopedia INFRASTRUCTURE_TITLE]]. In addition, all planets in the owning empire receive an increase of 2 to [[encyclopedia SUPPLY_TITLE]] line range. The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide.''' BLD_SPACE_ELEVATOR Space Elevator BLD_SPACE_ELEVATOR_DESC '''Replaces the [[encyclopedia SUPPLY_TITLE]] malus/bonus caused by the planet size with a bonus of +3. Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end.''' BLD_GENOME_BANK Genome Bank BLD_GENOME_BANK_DESC '''Provides the empire with immunity from bioterror. The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease.''' BLD_GAIA_TRANS Gaia Transformation BLD_GAIA_TRANS_DESC '''Increases max Population according to planet size: Tiny: 3, Small: 6, Medium: 9, Large: 12, Huge: 15. Convert a planet into a Gaia world by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own.''' BLD_COLLECTIVE_NET Collective Thought Network BLD_COLLECTIVE_NET_DESC '''Increases [[encyclopedia INDUSTRY_TITLE]] on planets with the Industry focus by 0.5 per Population, and [[encyclopedia RESEARCH_TITLE]] on Planets with the Research focus by 0.5 per Population. Starlane travel within 200 uu will disrupt this building's effectiveness and eliminate these bonuses. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.''' BLD_GATEWAY_VOID Gateway to the Void BLD_GATEWAY_VOID_DESC '''Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth. Furthermore, it is impossible for anyone outside a system containing this building to see into it. A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.''' BLD_ENCLAVE_VOID Enclave of the Void BLD_ENCLAVE_VOID_DESC '''Increases target [[encyclopedia RESEARCH_TITLE]] on all planets with the Research focus by 0.75 per Population. Multiple copies do not stack. The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects.''' BLD_ART_BLACK_HOLE Artificial Black Hole BLD_ART_BLACK_HOLE_DESC By introducing a tremendous amount of artificial gravity into a star without increasing its energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC '''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 0.4 per Population, but decreases Population on such planets by 5. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct its own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses. Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole.''' BLD_SOL_ACCEL Solar Accelerator BLD_SOL_ACCEL_DESC A Solar Accelerator artificially ages a star by speeding up its natural processes. The star becomes one type older, according to the following order: Blue, White, Yellow, Orange, Red. This process can be enacted at an outpost. BLD_SOL_ORB_GEN Solar Orbital Generator BLD_SOL_ORB_GEN_DESC '''Increases target [[encyclopedia INDUSTRY_TITLE]] on [[encyclopedia SUPPLY_TITLE]] line connected planets by 0.4, 0.2 or 0.1 per Population when built in systems with Blue/White, Yellow/Orange, or Red stars, respectively. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] The best bonus apllies. A power generator in low solar orbit designed to tap directly into the star's energy. Since different star types produce different amounts of energy, the system-wide industry bonus is dependent on star type. This building can be built at an outpost.''' BLD_CLONING_CENTER Cloning Center BLD_CLONING_CENTER_DESC '''Increases the max population on all planets by planet size; Tiny: +1, Small: +2, Medium: +3, Large: +4, Huge: +5. Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving population.''' BLD_TERRAFORM Terraforming BLD_TERRAFORM_DESC Terraforms a world one step closer to the environmental preference of the inhabiting species. BLD_TERRAFORM_REVERT Terraforming Reversion BLD_TERRAFORM_REVERT_DESC Terraforms a world one step back towards its original type. BLD_REMOTE_TERRAFORM Remote Terraforming BLD_REMOTE_TERRAFORM_DESC Terraforms a world one step closer to the environmental preference of the inhabiting species. This process can be enacted at an outpost. BLD_NEUTRONIUM_EXTRACTOR Neutronium Extractor BLD_NEUTRONIUM_EXTRACTOR_DESC '''Permits construction of ships with Neutronium ship parts. Before parts can be built using Neutronium, it must be extracted from a neutron star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. This building can be built at an outpost.''' BLD_NEUTRONIUM_FORGE Neutronium Forge BLD_NEUTRONIUM_FORGE_DESC '''This building is required at the same location as a shipyard to enable building ships with neutronium parts. The industrial processing of neutronium requires an extensive specialized facility. Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost.''' BLD_NEUTRONIUM_SYNTH Neutronium Synthesizer BLD_NEUTRONIUM_SYNTH_DESC '''An empire with this building does not need a Neutronium Extractor to build neutronium ship parts. An ancient building designed long ago to synthesize neutronium.''' BLD_CONC_CAMP Concentration Camps BLD_CONC_CAMP_DESC '''Decreases the planet's population at a rate of 3 per turn, and increases target [[encyclopedia INDUSTRY_TITLE]] by 5 times the planet's population. Ridding a planet of an undesirable species allows the introduction of a more suited species. By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently. This building can be built on an outpost.''' BLD_CONC_CAMP_REMNANT Concentration Camp Remnants BLD_CONC_CAMP_REMNANT_DESC Though the local authorities may try to hide these remnants of old [[buildingtype BLD_CONC_CAMP]], the populace is still aware of their presence. BLD_BLACK_HOLE_POW_GEN Black Hole Power Generator BLD_BLACK_HOLE_POW_GEN_DESC '''Increases [[encyclopedia INDUSTRY_TITLE]] on all [[encyclopedia SUPPLY_TITLE]] line connected planets with the Industry focus by 1.2 per Population. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] This building can be built at an outpost, but must be in a black hole system.''' BLD_REPLICATORS Replicators BLD_REPLICATORS_DESC '''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio. If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry. When the focus is set to Mineral Replication, minerals will be produced at the expense of industry. Only one replication focus can take effect in the empire at one time.''' BLD_PLANET_DRIVE Planetary Starlane Drive BLD_PLANET_DRIVE_DESC '''Allows a planet to move between star systems. An interstellar lighthouse is required within 200 uu of the target system to allow the planet to proceed safely. Otherwise, the planet will have a 50% chance of being destroyed in transit. This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse. This building can be built at an outpost, but not on an asteroid belt. Due to a lack of UI targeting, a second building is currently required on the other end of the starlane. This building will destroy itself immediately, so that the planet can move to a different target system later. To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system. The planet will then be moved to that system.''' BLD_PLANET_BEACON Planetary Beacon BLD_PLANET_BEACON_DESC Designates the target for the planetary starlane drive. This building can be built at an outpost. BLD_ART_PLANET Artificial Planet BLD_ART_PLANET_DESC Forms an artificial planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt. BLD_ART_FACTORY_PLANET Artificial Factory World BLD_ART_FACTORY_PLANET_DESC Forms an artificial planet from an asteroid belt or a gas giant, and then populates it with Exobots. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt. BLD_ART_PARADISE_PLANET Artificial Paradise World BLD_ART_PARADISE_PLANET_DESC Forms an artificial paradise planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets—the planet will have the Gaia special which will terraform it to suit its inhabitants. This process must be enacted at an outpost on either a gas giant or an asteroid belt. BLD_ART_MOON Artificial Moon BLD_ART_MOON_DESC '''Forms an artificial moon with 1:1 orbital period - rotational period resonance. Adds the [[special RESONANT_MOON_SPECIAL]] special to the planet. This cannot be constructed at a Gas Giant or Asteroid Belt. Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period. Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.''' BLD_SOL_REJUV Solar Rejuvenator BLD_SOL_REJUV_DESC A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply. The star becomes one type younger, according to the following order: Red, Orange, Yellow, White, Blue. This process can be enacted at an outpost. BLD_TRANSFORMER Transformer BLD_TRANSFORMER_DESC '''An versatile and extremely expensive building capable of having the effects many other buildings, currently activated using the focus settings of the planet on which it is built, provided the owner has unlocked the building which the Transformer is mimicking. This building can be given the effects of a [[buildingtype BLD_PLANET_CLOAK]], a [[buildingtype BLD_BIOTERROR_PROJECTOR]], a [[buildingtype BLD_STARGATE]], a [[buildingtype BLD_PLANET_DRIVE]], or a [[buildingtype BLD_SPATIAL_DISTORT_GEN]], provided the owner has the appropriate technology.''' BLD_PLANET_CLOAK Planetary Cloaking Device BLD_PLANET_CLOAK_DESC '''Gives the planet it is built on a huge bonus to [[encyclopedia STEALTH_TITLE]]. A powerful cloaking device able to shroud an entire world.''' BLD_SPATIAL_DISTORT_GEN Spatial Distortion Generator BLD_SPATIAL_DISTORT_GEN_DESC Manipulates the dimensional properties of adjacent starlanes. Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star. Only ships fast enough to traverse the starlane in one turn are able to avoid these effects. This is activated with the Spatial Distortion focus. BLD_STARGATE Stargate BLD_STARGATE_DESC '''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. The power expenditures of such a device can shut down a whole planet while it is being activated, although there are no adverse effects at other times. Unfortunately, due to quantum fluctuations, it is impossible to predict where a sent ship will end up if more than one Stargate is open for receiving at a time. To activate the stargate, set the planet to the Stargate Send focus and a planet with a Stargate in another system to the Stargate Receive focus.''' BLD_GAS_GIANT_GEN Gas Giant Generator BLD_GAS_GIANT_GEN_DESC '''This building can only be constructed at a gas giant and gives a +10 [[encyclopedia INDUSTRY_TITLE]] bonus to planets with the Industry focus in the same system. Multiple copies in the same system do not stack. A power generator designed to harvest the energy of a Gas Giant.''' BLD_COLONY_BASE Colony Base BLD_COLONY_BASE_DESC Creates a Colony Base ship which can be used to colonize another planet in the same system. Can only be built on a colony with a Population of 3 or more. BLD_EXPERIMENTOR_OUTPOST Experimentor Outpost BLD_EXPERIMENTOR_OUTPOST_DESC The outpost of the Experimentors, used for carrying out highly advanced experiments. This structure also acts as a cloak to prevent anyone from interfering with their work. BLD_NOVA_BOMB_ACTIVATOR Nova Bomb Activator BLD_NOVA_BOMB_ACTIVATOR_DESC Activates all Nova Bombs within one starlane jump. BLD_COL_ABADDONI Abaddoni Colony BLD_COL_ABADDONI_DESC This building can only build at an outpost, and will upgrade that outpost to a new Abaddoni colony. Minimum build time depends on the jump distance to the nearest Abaddoni colony, and will increase the farther away it is. BLD_COL_CHATO Chato Colony BLD_COL_CHATO_DESC This building can only build at an outpost, and will upgrade that outpost to a new Chato colony. Minimum build time depends on the jump distance to the nearest Chato colony, and will increase the farther away it is. BLD_COL_CRAY Cray Colony BLD_COL_CRAY_DESC This building can only build at an outpost, and will upgrade that outpost to a new Cray colony. Minimum build time depends on the jump distance to the nearest Cray colony, and will increase the farther away it is. BLD_COL_DERTHREAN Derthrean Colony BLD_COL_DERTHREAN_DESC This building can only build at an outpost, and will upgrade that outpost to a new Derthrean colony. Minimum build time depends on the jump distance to the nearest Derthrean colony, and will increase the farther away it is. BLD_COL_EAXAW Eaxaw Colony BLD_COL_EAXAW_DESC This building can only build at an outpost, and will upgrade that outpost to a new Eaxaw colony. Minimum build time depends on the jump distance to the nearest Eaxaw colony, and will increase the farther away it is. BLD_COL_EGASSEM Egassem Colony BLD_COL_EGASSEM_DESC This building can only build at an outpost, and will upgrade that outpost to a new Egassem colony. Minimum build time depends on the jump distance to the nearest Egassem colony, and will increase the farther away it is. BLD_COL_ETTY Etty Colony BLD_COL_ETTY_DESC This building can only build at an outpost, and will upgrade that outpost to a new Etty colony. Minimum build time depends on the jump distance to the nearest Etty colony, and will increase the farther away it is. BLD_COL_GEORGE George Colony BLD_COL_GEORGE_DESC This building can only build at an outpost, and will upgrade that outpost to a new George colony. Minimum build time depends on the jump distance to the nearest George colony, and will increase the farther away it is. BLD_COL_GYSACHE Gysache Colony BLD_COL_GYSACHE_DESC This building can only build at an outpost, and will upgrade that outpost to a new Gysache colony. Minimum build time depends on the jump distance to the nearest Gysache colony, and will increase the farther away it is. BLD_COL_HHHOH Hhhoh Colony BLD_COL_HHHOH_DESC This building can only build at an outpost, and will upgrade that outpost to a new Hhhoh colony. Minimum build time depends on the jump distance to the nearest Hhhoh colony, and will increase the farther away it is. BLD_COL_HUMAN Human Colony BLD_COL_HUMAN_DESC This building can only build at an outpost, and will upgrade that outpost to a new Human colony. Minimum build time depends on the jump distance to the nearest Human colony, and will increase the farther away it is. BLD_COL_KOBUNTURA Kobuntura Colony BLD_COL_KOBUNTURA_DESC This building can only build at an outpost, and will upgrade that outpost to a new Kobuntura colony. Minimum build time depends on the jump distance to the nearest Kobuntura colony, and will increase the farther away it is. BLD_COL_LAENFA Laenfa Colony BLD_COL_LAENFA_DESC This building can only build at an outpost, and will upgrade that outpost to a new Laenfa colony. Minimum build time depends on the jump distance to the nearest Laenfa colony, and will increase the farther away it is. BLD_COL_MUURSH Mu Ursh Colony BLD_COL_MUURSH_DESC This building can only build at an outpost, and will upgrade that outpost to a new Mu Ursh colony. Minimum build time depends on the jump distance to the nearest Mu Ursh colony, and will increase the farther away it is. BLD_COL_SCYLIOR Scylior Colony BLD_COL_SCYLIOR_DESC This building can only build at an outpost, and will upgrade that outpost to a new Scylior colony. Minimum build time depends on the jump distance to the nearest Scylior colony, and will increase the farther away it is. BLD_COL_SETINON Setinon Colony BLD_COL_SETINON_DESC This building can only build at an outpost, and will upgrade that outpost to a new Setinon colony. Minimum build time depends on the jump distance to the nearest Setinon colony, and will increase the farther away it is. BLD_COL_SSLITH Sslith Colony BLD_COL_SSLITH_DESC This building can only build at an outpost, and will upgrade that outpost to a new Sslith colony. Minimum build time depends on the jump distance to the nearest Sslith colony, and will increase the farther away it is. BLD_COL_TAEGHIRUS Tae Ghirus Colony BLD_COL_TAEGHIRUS_DESC This building can only build at an outpost, and will upgrade that outpost to a new Tae Ghirus colony. Minimum build time depends on the jump distance to the nearest Tae Ghirus colony, and will increase the farther away it is. BLD_COL_TRITH Trith Colony BLD_COL_TRITH_DESC This building can only build at an outpost, and will upgrade that outpost to a new Trith colony. Minimum build time depends on the jump distance to the nearest Trith colony, and will increase the farther away it is. BLD_COL_UGMORS Ugmors Colony BLD_COL_UGMORS_DESC This building can only build at an outpost, and will upgrade that outpost to a new Ugmors colony. Minimum build time depends on the jump distance to the nearest Ugmors colony, and will increase the farther away it is. BLD_COL_EXOBOT Exobot Colony BLD_COL_EXOBOT_DESC This building will construct an Exobot colony at an outpost. Contrary to the colony buildings of other species, an Exobot colony does not need an already existing Exobot colony within supply range, as the Exobots are constructed as part of the colony directly planetside. However, because of that they are more expensive to build, and they still need an empire owned planet within supply range. BLD_COL_SUPER_TEST Super Tester Colony BLD_COL_SUPER_TEST_DESC This building can only build at an outpost, and will upgrade that outpost to a new Super Tester colony. Minimum build time depends on the jump distance to the nearest Super Tester colony, and will increase the farther away it is. ############################################################# #### Hull/Part Description Templates #### ############################################################# HULL_DESC '''[[encyclopedia STARLANE_SPEED_TITLE]]: %1% [[encyclopedia FUEL_TITLE]]: %2% [[encyclopedia STRUCTURE_TITLE]]: %4%''' PART_DESC_CAPACITY Capacity: %1% PART_DESC_STRENGTH Strength: %1% PART_DESC_SHIELD_STRENGTH Shield Strength: %1% PART_DESC_DETECTION Detection Strength: %1% # Detection Range: %2% PART_DESC_DIRECT_FIRE_STATS Attack Damage: %1% ## TEMPORARILY HIDDEN # Rate of Fire: %2% shots/turn # Range: %3% PART_DESC_LR_STATS '''Damage: %1% Rate of Fire: %2% missiles/turn Range: %3% Missile Speed: %4% Missile Structure: %5% Missile [[encyclopedia STEALTH_TITLE]]: %6% Capacity: %7% missiles''' PART_DESC_FIGHTER_STATS '''Fighter Type: %1% Fighter Anti-Fighter Damage: %3% Fighter Anti-Ship Damage: %2% Fighter Launch Rate: %4% fighters/turn Fighter Speed: %5% Fighter Structure: %6% Fighter [[encyclopedia STEALTH_TITLE]]: %7% Fighter Detection: %8% Capacity: %9% fighters''' ############################################################# #### S H I P P A R T S #### ############################################################# SR_WEAPON_1_1 Mass Driver 1 SR_WEAPON_1_1_DESC The Mass Driver, a basic weapon. SR_WEAPON_1_2 Mass Driver 2 SR_WEAPON_1_2_DESC Mass Driver, refined to level 2. SR_WEAPON_1_3 Mass Driver 3 SR_WEAPON_1_3_DESC Mass Driver, refined to level 3. SR_WEAPON_1_4 Mass Driver 4 SR_WEAPON_1_4_DESC Mass Driver, refined to level 4. SR_WEAPON_2_1 Laser 1 SR_WEAPON_2_1_DESC The Laser, a more powerful ship's weapon than the Mass Driver. SR_WEAPON_2_2 Laser 2 SR_WEAPON_2_2_DESC Laser, refined to level 2. SR_WEAPON_2_3 Laser 3 SR_WEAPON_2_3_DESC Laser, refined to level 3. SR_WEAPON_2_4 Laser 4 SR_WEAPON_2_4_DESC Laser, refined to level 4. SR_WEAPON_3_1 Plasma Cannon 1 SR_WEAPON_3_1_DESC The Plasma Cannon, a more powerful ship's weapon than the Laser. SR_WEAPON_3_2 Plasma Cannon 2 SR_WEAPON_3_2_DESC Plasma Cannon, refined to level 2. SR_WEAPON_3_3 Plasma Cannon 3 SR_WEAPON_3_3_DESC Plasma Cannon, refined to level 3. SR_WEAPON_3_4 Plasma Cannon 4 SR_WEAPON_3_4_DESC Plasma Cannon, refined to level 4. SR_WEAPON_4_1 Death Ray 1 SR_WEAPON_4_1_DESC The Death Ray, the ultimate ship's weapon. SR_WEAPON_4_2 Death Ray 2 SR_WEAPON_4_2_DESC Death Ray, refined to level 2. SR_WEAPON_4_3 Death Ray 3 SR_WEAPON_4_3_DESC Death Ray, refined to level 3. SR_WEAPON_4_4 Death Ray 4 SR_WEAPON_4_4_DESC Death Ray, refined to level 4. The ultimate refinement of the ultimate weapon. SR_WEAPON_2 Laser SR_WEAPON_2_DESC Lower power and mass SR_ION_CANNON Ion Cannon SR_ION_CANNON_DESC Moderate power and mass SR_WEAPON_1 Mass Driver SR_WEAPON_1_DESC A projectile weapon capable of launching objects of tremendous mass at relativistic speeds. SR_WEAPON_4 Death Ray SR_WEAPON_4_DESC Ultimate short range weapon PD_PULSE_LASER Pulse Laser PD_PULSE_LASER_DESC Short range, high rate of fire PD_PHASOR Phasor PD_PHASOR_DESC Stronger, faster point defense weapon PD_PARTICLE_BEAM Particle Beam PD_PARTICLE_BEAM_DESC Ultimate point defense weapon FI_INTERCEPTOR Interceptor FI_INTERCEPTOR_DESC Twelve fast interceptors designed to destroy missiles and enemy fighters FI_BOMBER Bomber FI_BOMBER_DESC Six bombers designed to target ships and planets FI_RECON Reconnaissance Fighter FI_RECON_DESC Twelve fast, unarmed fighters designed for reconnaissance FI_BIOINTERCEPTOR Bio-Interceptor FI_BIOINTERCEPTOR_DESC Thirty-six living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] somewhere in the empire or an ally's empire. FI_BIOBOMBER Bio-Bomber FI_BIOBOMBER_DESC Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire. LR_NUCLEAR_MISSILE Nuclear Missile LR_NUCLEAR_MISSILE_DESC Long range moderate power LR_SPECTRAL_MISSILE Spectral Missile LR_SPECTRAL_MISSILE_DESC A fast, stealthy missile. LR_NEUTRONIUM_PLATE_NUC_MIS Neutronium Plated Nuclear Missile LR_NEUTRONIUM_PLATE_NUC_MIS_DESC Heavily armored nuclear missile LR_NEUTRONIUM_PLATE_SPEC_MIS Neutronium Plated Spectral Missile LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC Heavily armored spectral missile LR_ANTIMATTER_TORPEDO Antimatter Torpedo LR_ANTIMATTER_TORPEDO_DESC A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire. LR_PLASMA_TORPEDO Plasma Torpedo LR_PLASMA_TORPEDO_DESC A fast, long-range missile with excellent [[encyclopedia STEALTH_TITLE]], powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire. DT_DETECTOR_1 Optical Scanner DT_DETECTOR_1_DESC Short-range detection. DT_DETECTOR_2 Active Radar DT_DETECTOR_2_DESC Medium-range detection. DT_DETECTOR_3 Neutron Scanner DT_DETECTOR_3_DESC Long-range detection. DT_DETECTOR_4 Sensors DT_DETECTOR_4_DESC Very long-range detection. FU_IMPROVED_ENGINE_COUPLINGS Improved Engine Couplings FU_IMPROVED_ENGINE_COUPLINGS_DESC '''Increases Starlane speed by 10. Better engine parts equate to better engines.''' FU_N_DIMENSIONAL_ENGINE_MATRIX N-Dimensional Engine Matrix FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC '''Increases Starlane speed by 20. N-Dimensional subspace research resulted in a more efficient engine matrix.''' FU_SINGULARITY_ENGINE_CORE Singularity Engine Core FU_SINGULARITY_ENGINE_CORE_DESC '''A smaller cousin of the Hyperspace Dam outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases Starlane speed by 30. ''' FU_TRANSPATIAL_DRIVE Trans-spatial Drive FU_TRANSPATIAL_DRIVE_DESC An incredibly powerful drive that bends spacetime itself, increasing both starlane speed and stealth by 40. Can only be mounted in a Core slot. Stealth boost does not stack with other part bonuses. FU_BASIC_TANK Extra Fuel Tank FU_BASIC_TANK_DESC Allows an additional jump. FU_DEUTERIUM_TANK Deuterium Tank FU_DEUTERIUM_TANK_DESC Small increase to ship range by increasing fuel capacity. Bulky and vulnerable to weapons fire. FU_ANTIMATTER_TANK Antimatter Tank FU_ANTIMATTER_TANK_DESC Moderate increase to ship range by increasing fuel capacity. Compact and low mass. FU_ZERO_FUEL Zero-Point Fuel Generator FU_ZERO_FUEL_DESC Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques. FU_RAMSCOOP Ramscoop FU_RAMSCOOP_DESC Slowly generates fuel while in systems by collecting hydrogen from the diffuse gas in space. ST_CLOAK_1 Electromagnetic Damper ST_CLOAK_1_DESC '''Weak Cloaking (+20) Improves [[encyclopedia STEALTH_TITLE]] of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.''' ST_CLOAK_2 Absorption Field ST_CLOAK_2_DESC '''Moderate Cloaking (+40) Creates an absorption field around the ship, effectively transforming it into a perfect blackbody. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.''' ST_CLOAK_3 Dimensional Cloak ST_CLOAK_3_DESC '''Strong Cloaking (+60) Hides this ship within a dimensional rift, greatly increasing [[encyclopedia STEALTH_TITLE]]. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.''' ST_CLOAK_4 Phasing Cloak ST_CLOAK_4_DESC '''Very Strong Cloaking (+80) Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation. [[encyclopedia STEALTH_TITLE]]-causing ship parts do not stack.''' AR_STD_PLATE Standard Armor Plating AR_STD_PLATE_DESC Basic armor plating providing only moderate enhancement to a ship's hull durability. AR_ZORTRIUM_PLATE Zortrium Armor Plating AR_ZORTRIUM_PLATE_DESC Stronger defense than standard plating. AR_DIAMOND_PLATE Diamond Armor Plating AR_DIAMOND_PLATE_DESC Stronger defense than zortrium plating. AR_XENTRONIUM_PLATE Xentronium Armor Plating AR_XENTRONIUM_PLATE_DESC Extremely strong and durable armor plating. AR_ROCK_PLATE Rock Armor Plating AR_ROCK_PLATE_DESC A strong, cheap alternative to alloys. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire. AR_CRYSTAL_PLATE Crystal Armor Plating AR_CRYSTAL_PLATE_DESC An incredibly strong armor produced with advanced crystallization techniques. This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire. AR_NEUTRONIUM_PLATE Neutronium Armor Plating AR_NEUTRONIUM_PLATE_DESC Strongest, most durable armor plating. Admirable defense. AR_PRECURSOR_PLATE Precursor Armor Plating AR_PRECURSOR_PLATE_DESC Marvelously effective armor of unknown composition SH_DEFENSE_GRID Defense Grid SH_DEFENSE_GRID_DESC '''Provides basic shield defense. Capable of completely negating or at least substantially reducing damage from hits by low powered weapons. Reduces damage sustained from a hit by 4. There can only be one active shield generator on a ship, so shield parts do not stack.''' SH_DEFLECTOR Deflector Shield SH_DEFLECTOR_DESC '''Provides advanced shield defense. Can absorb or at least substantially reduce damage dealt by moderately powered weapons. Reduces damage sustained from a hit by 7. There can only be one active shield generator on a ship, so shield parts do not stack.''' SH_PLASMA Plasma Shield SH_PLASMA_DESC '''Powerful shield that significantly reduces damage suffered from hits even by advanced weapons, and completely absorbs anything less. Reduces damage sustained from a hit by 12. There can only be one active shield generator on a ship, so shield parts do not stack.''' SH_BLACK Blackshield SH_BLACK_DESC '''Most powerful shield defense, can only be penetrated by the most powerful weapons. Extremely expensive to research and build. Reduces damage sustained from a hit by 20. There can only be one active shield generator on a ship, so shield parts do not stack.''' SH_MULTISPEC Multi-Spectral Shield SH_MULTISPEC_DESC '''Powerful [[encyclopedia SHIELDS_TITLE]] capable of protecting a ship within a star. Provides a high [[encyclopedia STEALTH_TITLE]] bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat. Reduces damage sustained from a hit by 15. There can only be one active shield generator on a ship, so shield parts do not stack.''' SH_ROBOTIC_INTERFACE_SHIELDS Robotic Interface: Shields SH_ROBOTIC_INTERFACE_SHIELDS_DESC '''Robotic Interface: Shields have a shield strength of roughly 1 shield strength per other Robotic Interface: Shielded ships at the same location, though with diminishing returns at higher numbers. The effect is capped at 20 shield strength, only applies to ships crewed by Robotic species and can only be placed in one of [[shiphull SH_ROBOTIC]], [[shiphull SH_SELF_GRAVITATING]], [[shiphull SH_NANOROBOTIC]], [[shiphull SH_LOGISTICS_FACILITATOR]], [[shiphull SH_TITANIC]]. Robotic species have an inherent ability to network together and thereby substantially increase their sheer computational power. Robotic Interface: Shields use that network to to calculate the trajectory of incoming fire and applying shield strength at the point of impact. ''' CO_COLONY_POD Colony Pod CO_COLONY_POD_DESC '''Basic facilities for colonists to survive journey to a new planet. Allows ship to colonize new worlds. All Colony class ship parts require the planet at which they are built to have a population of at least three. The cost of this part increases as the empire expands to reflect the upkeep costs of a large empire.''' CO_SUSPEND_ANIM_POD Cryonic Colony Pod CO_SUSPEND_ANIM_POD_DESC '''Colonists are kept in suspended animation during colonization journey, eliminating need to provide sustenance, and greatly increasing the number of colonists that can be carried on one ship. All Colony class ship parts require the planet at which they are built to have a population of at least three. The cost of this part increases as the empire expands to reflect the upkeep costs of a large empire.''' CO_OUTPOST_POD Outpost Module CO_OUTPOST_POD_DESC Outposts modules allow you to establish unmanned station. These may be place on uninhabitable planets. They have no population, and normally produce no resources. But they provide vision create [[encyclopedia SUPPLY_TITLE]] lines when the right tech is researched. Outposts can be upgraded to colonies. The cost of this part increases as the empire expands to reflect the upkeep costs of a large empire. GT_TROOP_POD Ground Troop Pod GT_TROOP_POD_DESC '''Carries 2 units of ground [[encyclopedia TROOP_TITLE]] and equipment that can be deployed onto a planet. * The troops can only be used for one invasion. * The ships carrying troops during an invasion come in for a fast hard landing and are unusable afterwards.''' GT_TROOP_POD_2 Advanced Ground Troop Pod GT_TROOP_POD_2_DESC '''Carries 4 units of cybernetically advanced ground [[encyclopedia TROOP_TITLE]] and equipment that can be deployed onto a planet. * The troops can only be used for one invasion. * The ships carrying troops during an invasion come in for a fast hard landing and are unusable afterwards.''' SP_DISTORTION_MODULATOR Distortion Modulator SP_DISTORTION_MODULATOR_DESC Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects at the same location have max [[encyclopedia STEALTH_TITLE]] reduced by 20. The effect is non-stacking. SP_CLOUD Cloud Generator SP_ASH Ash Generator SP_DIM Dimensional Cleaver SP_VOID Void Eruptor SP_DEATH_SPORE Death Spores SP_DEATH_SPORE_DESC A biological weapon which reduces the population of a planet with [[encyclopedia ORGANIC_SPECIES_TITLE]]. SP_BIOTERM Bio-Terminators SP_BIOTERM_DESC A powerful biological weapon which quickly reduces the population of a planet with [[encyclopedia ORGANIC_SPECIES_TITLE]]. SP_NOVA_BOMB Nova Bomb SP_NOVA_BOMB_DESC A weapon of tremendous power capable of destroying an entire system. The weapon will activate when it receives the signal from a Nova Bomb Activator not more than one starlane jump away. SP_KRILL_SPAWNER Krill Spawner SP_KRILL_SPAWNER_DESC Spawns [[predefinedshipdesign SM_KRILL_1]] in systems with unowned asteroids which do not already contain a krill monster. RS_AUTOLAB Autolab RS_AUTOLAB_DESC Generates research for owner. RS_AUTOFACTORY Autofactory RS_AUTOFACTORY_DESC Generates industry for owner. RS_AUTOTRADER Autotrader RS_AUTOTRADER_DESC Generates trade for owner. ############################################################# #### S H I P H U L L S #### ############################################################# SH_ROBOTIC Robotic Hull SH_ROBOTIC_DESC '''This hull is completely automated and functions under the principals of Military Robotic Control. It has four external slots and one internal slot, and repairs 2 points of structure each turn. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. In addition to a [[buildingtype BLD_SHIPYARD_BASE]] an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is required at the planet where it is constructed.''' SH_SPATIAL_FLUX Spatial Flux Hull SH_SPATIAL_FLUX_DESC '''This tiny hull is capable of decent speed over long distances due to the power of the Spatial Flux Drive. It has only two external slots however, and its max structure is low. [[encyclopedia STEALTH_TITLE]] is moderate, but it receives a large [[encyclopedia STEALTH_TITLE]] penalty for movement both in combat and on the galaxy map. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. In addition to a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is required at the planet where it is constructed.''' SH_SELF_GRAVITATING Self-Gravitating Hull SH_SELF_GRAVITATING_DESC '''This hull is immense in both size and power, with six external slots, two internal slots and one core slot—one of the few hulls able to mount such advanced features. It is also fairly sturdy, having a high max structure. [[encyclopedia STEALTH_TITLE]] is very low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. In addition to a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] is required at the planet where it is constructed.''' SH_NANOROBOTIC Nano-Robotic Hull SH_NANOROBOTIC_DESC '''This automated hull is large and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, and restores structure completely between combats. [[encyclopedia STEALTH_TITLE]] and is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]] unit at the planet where it is constructed.''' SH_TITANIC Titanic Hull SH_TITANIC_DESC '''This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots, three internal slots and a core slot, and its max structure is very high. Its immense size makes it almost impossible to hide, even with advanced stealth technology. [[encyclopedia STEALTH_TITLE]] is very low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. Requires a Basic [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and a [[buildingtype BLD_SHIPYARD_CON_GEOINT]] at the planet where it is constructed.''' SH_TRANSSPATIAL Trans-Spatial Hull SH_TRANSSPATIAL_DESC '''This experimental hull is primarily for testing new technologies; it has one external slot and one core slot, and its max structure is extremely low. It was designed alongside the [[shippart FU_TRANSPATIAL_DRIVE]] and if equipped with that can make a very effective infiltrating scout. [[encyclopedia STEALTH_TITLE]] is moderate, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.''' SH_LOGISTICS_FACILITATOR Logistics Facilitator SH_LOGISTICS_FACILITATOR_DESC '''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots, two internal slots and a core slot. Its built-in fleet of stealthy freighters allows transfer of personnel and material during battle, enabling all friendly ships to completely restore structure between combats. [[encyclopedia STEALTH_TITLE]] is moderate, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] at the planet where it is constructed.''' SH_ASTEROID Asteroid Hull SH_ASTEROID_DESC '''This hull is constructed from an average-sized asteroid and it is fairly inexpensive to build. A bit roomier than the standard hull, it has four external slots and two internal slots. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.''' SH_SMALL_ASTEROID Small Asteroid Hull SH_SMALL_ASTEROID_DESC '''This hull is constructed from a very small asteroid. It has only a single external slot and a single internal slot. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.''' SH_HEAVY_ASTEROID Heavy Asteroid Hull SH_HEAVY_ASTEROID_DESC '''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.''' SH_CAMOUFLAGE_ASTEROID Camouflage Asteroid Hull SH_CAMOUFLAGE_ASTEROID_DESC '''This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. [[encyclopedia STEALTH_TITLE]] is moderate and the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.''' SH_SMALL_CAMOUFLAGE_ASTEROID Small Camouflage Asteroid Hull SH_SMALL_CAMOUFLAGE_ASTEROID_DESC '''This camouflage asteroid hull is able to make use of camouflage asteroid parts on its exterior, although it must be made much smaller to compensate and avoid losing its [[encyclopedia STEALTH_TITLE]] bonus. It has a single external slot and a single internal slot. [[encyclopedia STEALTH_TITLE]] is high and the hull gets a bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] present in the system where it is produced.''' SH_AGREGATE_ASTEROID Aggregate Asteroid Hull SH_AGREGATE_ASTEROID_DESC '''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.''' SH_MINIASTEROID_SWARM Mini-Asteroid Swarm SH_MINIASTEROID_SWARM_DESC '''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]]. This hull has two external slots, but no internal slots. Structure is very low. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.''' SH_SCATTERED_ASTEROID Scattered Asteroid Hull SH_SCATTERED_ASTEROID_DESC '''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to [[encyclopedia SHIELDS_TITLE]] for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Structure is high. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.''' SH_CRYSTALLIZED_ASTEROID Crystallized Asteroid Hull SH_CRYSTALLIZED_ASTEROID_DESC '''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Structure is extremely high. [[encyclopedia STEALTH_TITLE]] is low but the hull gets a large bonus on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]], and an asteroid belt with an [[buildingtype BLD_SHIPYARD_AST]] and an [[buildingtype BLD_SHIPYARD_AST_REF]] present in the system where it is produced.''' SH_ORGANIC Organic Hull SH_ORGANIC_DESC '''A living hull with three external slots and one internal slot. Organic Growth: starts with 5 structure, but grows an additional 5 structure over 25 turns. [[encyclopedia STEALTH_TITLE]] is moderate, [[encyclopedia DETECTION_RANGE_TITLE]] is poor and starlane speed is good. Cheap and versatile hull able to carry out many fleet roles but likely to become obsolete as technology develops. Low detection makes it poorly suited in a scouting role but it can make a capable warship. Living hulls regenerates structure and fuel between combats. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is developed.''' SH_STATIC_MULTICELLULAR Static Multicellular Hull SH_STATIC_MULTICELLULAR_DESC '''Despite being organic, this hull is non-living, being produced via multi-cellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems, it cannot replenish health or energy. It has three external slots and two internal slots. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is high. Cheap and versatile hull able to fill many fleet roles without excelling at any. This hull regenerates neither structure nor fuel between combats. Requires a [[buildingtype BLD_SHIPYARD_BASE]] and a [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is constructed.''' SH_ENDOMORPHIC Endomorphic Hull SH_ENDOMORPHIC_DESC '''A half living hull with four external slots and two internal slots. Organic Growth: starts with 5 structure, but grows an additional 15 structure over 30 turns. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is good and starlane speed is high. Potentially a capable warship. This hull regenerates neither structure nor fuel between combats. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed.''' SH_SYMBIOTIC Symbiotic Hull SH_SYMBIOTIC_DESC '''A living hull with two internal and two external slots. Exists in a symbiotic relationship with its crew, increasing its [[encyclopedia STEALTH_TITLE]] and speed. Organic Growth: starts with 10 structure, but grows an additional 10 structure over 50 turns. [[encyclopedia STEALTH_TITLE]] is moderate, [[encyclopedia DETECTION_RANGE_TITLE]] is good and starlane speed is high. Less external slots makes this hull unsuited for a frontline combat role, but the internal slots, detection range and stealth give it potential as a scout or commerce raider. Living hull regenerates structure and fuel between combats. Requires a [[buildingtype BLD_SHIPYARD_BASE]], and a [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] at the planet where it is developed.''' SH_PROTOPLASMIC Protoplasmic Hull SH_PROTOPLASMIC_DESC '''A living hull with three internal slots and two external slots. Organic Growth: starts with 5 structure, gains an additional 25 over 50 turns. [[encyclopedia STEALTH_TITLE]] is high, [[encyclopedia DETECTION_RANGE_TITLE]] is good and starlane speed is high. Less external slots makes this hull unsuited for a frontline combat role, but the internal slots, detection range and stealth give it potential as a scout or commerce raider. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.''' SH_ENDOSYMBIOTIC Endosymbiotic Hull SH_ENDOSYMBIOTIC_DESC '''A living hull with four external slots and three internal slots. The base hull is born with 5 structure, but grows an additional 15 structure over 30 turns. [[encyclopedia STEALTH_TITLE]] is good, [[encyclopedia DETECTION_RANGE_TITLE]] is high and starlane speed is high. Living hull regenerates structure and fuel between combats. Potentially a powerful warship, commerce raider or armed scout. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed. This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. ''' SH_RAVENOUS Ravenous Hull SH_RAVENOUS_DESC '''A non-living organic hull with five external slots and two internal slots. Organic Growth: starts with 5 structure, grows an additional 20 structure over 40 turns. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is excellent and starlane speed is high. Potentially a powerful and fast warship. This hull has no bonuses to structure or fuel regeneration. This 'zombie' hull has been built from the blood and parts of its brethren. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] at the planet where it is developed. ''' SH_BIOADAPTIVE Bio-Adaptive Hull SH_BIOADAPTIVE_DESC '''A living hull with three external slots and three internal slots. Organic Growth: starts with 15 structure, grows an additional 25 structure over 50 turns. [[encyclopedia STEALTH_TITLE]] is high, [[encyclopedia DETECTION_RANGE_TITLE]] is excellent and starlane speed is high. Potentially a powerful and fast commerce raider or scout. This living hull regenerates structure and fuel completely between combats. It's mind and body in unison, bioadaptives are masters of healing and endurance Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed. ''' SH_SENTIENT Sentient Hull SH_SENTIENT_DESC '''This self-aware organic flagship with powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a [[encyclopedia STEALTH_TITLE]] and [[encyclopedia DETECTION_RANGE_TITLE]] bonus to all accompanying friendly ships. It has six external slots and three internal slots. Organic Growth: Starts with 12 structure, grows an additional 45 over 45 turns. [[encyclopedia STEALTH_TITLE]] is good, [[encyclopedia DETECTION_RANGE_TITLE]] is good and starlane speed is high. This hull regenerates structure and fuel between combats. Requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] at the planet where it is developed.''' SH_COMPRESSED_ENERGY Compressed Energy Hull SH_COMPRESSED_ENERGY_DESC '''This fast hull is comprised entirely of compressed energy and has a single external slot. Structure is low, [[encyclopedia STEALTH_TITLE]] is good, [[encyclopedia DETECTION_RANGE_TITLE]] is normal and starlane speed is very high. This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole and requires a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.''' SH_FRACTAL_ENERGY Fractal Energy Hull SH_FRACTAL_ENERGY_DESC '''This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has fourteen external slots, but no internal slots. Structure is moderate, [[encyclopedia STEALTH_TITLE]] is very low, [[encyclopedia DETECTION_RANGE_TITLE]] is normal and starlane speed is very high. This hull requires a very great deal of energy to construct—it can only be built at a system with a star of type Blue or Black Hole and requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.''' SH_QUANTUM_ENERGY Quantum Energy Hull SH_QUANTUM_ENERGY_DESC '''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Structure is moderate, [[encyclopedia STEALTH_TITLE]] is very low, [[encyclopedia DETECTION_RANGE_TITLE]] is normal and starlane speed is very high. This hull requires a very great deal of energy to construct—it can only be built at a system with a star of type Blue or Black Hole. and requires a [[buildingtype BLD_SHIPYARD_BASE]], and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] at the planet where it is formed.''' SH_SOLAR Solar Hull SH_SOLAR_DESC '''This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[encyclopedia STEALTH_TITLE]]. This hull has eighteen external slots, eight internal slots and a core slot—a far greater internal capacity than any other hull. Structure is extremely high, [[encyclopedia STEALTH_TITLE]] is very low, [[encyclopedia DETECTION_RANGE_TITLE]] is normal and starlane speed is very high. However, this ship has the ability to enter a star and hide, giving it perfect [[encyclopedia STEALTH_TITLE]] on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation. It requires a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]] at the planet where it is built.''' SH_BASIC_SMALL Basic Small Hull SH_BASIC_SMALL_DESC '''A small, basic interstellar hull. Can make an extra jump compared to other basic hulls. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is average. Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.''' SH_BASIC_MEDIUM Basic Medium Hull SH_BASIC_MEDIUM_DESC '''A medium-sized, basic interstellar hull. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.''' SH_STANDARD Basic Large Hull SH_STANDARD_DESC '''A large, basic interstellar hull. [[encyclopedia STEALTH_TITLE]] is low, [[encyclopedia DETECTION_RANGE_TITLE]] is average and starlane speed is low. Requires a [[buildingtype BLD_SHIPYARD_BASE]] at the planet where it is Constructed.''' SHP_XENTRONIUM_HULL Xentronium Armored Hull SH_XENTRONIUM Xentronium Hull SH_XENTRONIUM_DESC A hull constructed primarily with xentronium. Though small, it has extremely high max structure. SH_COLONY_BASE Colony Base Hull SH_COLONY_BASE_DESC A hull designed to create a colony on another planet in system. It cannot move between systems or move quickly in-system. SH_FLOATER_BODY Weak Body SH_FLOATER_BODY_DESC Small frail body that is unable to withstand significant damage. SH_TREE_BODY Immobile Body SH_TREE_BODY_DESC Rigid tree-like body that is unable to move between systems. SH_STRONG_MONSTER_BODY Strong Body SH_STRONG_MONSTER_BODY_DESC Large strong body with fearsome natural weapons and strong natural armor. SH_GUARD_MONSTER_BODY Guard Hull SH_GUARD_MONSTER_BODY_DESC A Strong Hull for Guardian Class Monsters SH_KRILL_1_BODY Krill Body 1 SH_KRILL_1_BODY_DESC Krill Body 1 SH_KRILL_2_BODY Krill Body 2 SH_KRILL_2_BODY_DESC Krill Body 2 SH_KRILL_3_BODY Krill Body 3 SH_KRILL_3_BODY_DESC Krill Body 3 SH_KRILL_4_BODY Krill Body 4 SH_KRILL_4_BODY_DESC Krill Body 4 SH_DRONE_BODY Drone Hull SH_DRONE_BODY_DESC Drone Hull SH_IMMOBILE_FACTORY Drone Factory SH_IMMOBILE_FACTORY_DESC Drone Factory SH_KRAKEN_1_BODY Larval Kraken Body SH_KRAKEN_1_BODY_DESC A formidable medium-weight space monster. SH_KRAKEN_2_BODY Kraken Body SH_KRAKEN_2_BODY_DESC A formidable medium-weight space monster. SH_KRAKEN_3_BODY Great Kraken Body SH_KRAKEN_3_BODY_DESC A formidable medium-weight space monster. SH_BLACK_KRAKEN_BODY Black Kraken Body SH_BLACK_KRAKEN_BODY_DESC A monstrous black Kraken with an unnatural aura about it. SH_SNOWFLAKE_1_BODY Small Snowflake Body SH_SNOWFLAKE_1_BODY_DESC A formidable light-weight space monster. SH_SNOWFLAKE_2_BODY Snowflake Body SH_SNOWFLAKE_2_BODY_DESC A formidable light-weight space monster. SH_SNOWFLAKE_3_BODY Large Snowflake Body SH_SNOWFLAKE_3_BODY_DESC A formidable light-weight space monster. SH_PSIONIC_SNOWFLAKE_BODY Psionic Snowflake Body SH_PSIONIC_SNOWFLAKE_BODY_DESC A mentally powerful space monster. SH_JUGGERNAUT_1_BODY Small Juggernaut Body SH_JUGGERNAUT_1_BODY_DESC A formidable heavy-weight space monster. SH_JUGGERNAUT_2_BODY Juggernaut Body SH_JUGGERNAUT_2_BODY_DESC A formidable heavy-weight space monster. SH_JUGGERNAUT_3_BODY Large Juggernaut Body SH_JUGGERNAUT_3_BODY_DESC A formidable heavy-weight space monster. SH_BLOATED_JUGGERNAUT_BODY Bloated Juggernaut Body SH_BLOATED_JUGGERNAUT_BODY_DESC An unnaturally large space monster. SH_NEBULOUS_BODY Nebulous Body SH_EXP_OUTPOST_HULL Experimentor Outpost Hull SH_EXP_OUTPOST_HULL_DESC A hull used by the Experimentors use to transport experimental equipment to other galaxies. SH_COSMIC_DRAGON_BODY Cosmic Dragon Body SH_COSMIC_DRAGON_BODY_DESC A fearsome space dragon the size of a small planet. SH_DAMPENING_CLOUD_BODY Dampening Cloud Body SH_DAMPENING_CLOUD_BODY_DESC A cosmic cloud of high energetic particles. ############################################################# #### B U I L D I N G M A C R O S #### ############################################################# NO_STACK_SUPPLY_CONNECTION_TEXT Multiple copies in the same supply connection do not stack. ############################################################# #### S P E C I E S P I C K S #### ############################################################# NO_INDUSTRY −−− No [[encyclopedia INDUSTRY_TITLE]] BAD_INDUSTRY − Bad [[encyclopedia INDUSTRY_TITLE]]: -50% AVERAGE_INDUSTRY ''' Average [[encyclopedia INDUSTRY_TITLE]]: 100%''' GOOD_INDUSTRY + Good [[encyclopedia INDUSTRY_TITLE]]: 150% GREAT_INDUSTRY ++ Great [[encyclopedia INDUSTRY_TITLE]]: 200% ULTIMATE_INDUSTRY +++ Ultimate [[encyclopedia INDUSTRY_TITLE]]: 400% NO_RESEARCH −−− No [[encyclopedia RESEARCH_TITLE]] BAD_RESEARCH − Bad [[encyclopedia RESEARCH_TITLE]]: -50% AVERAGE_RESEARCH ''' Average [[encyclopedia RESEARCH_TITLE]]: 100%''' GOOD_RESEARCH + Good [[encyclopedia RESEARCH_TITLE]]: 150% GREAT_RESEARCH ++ Great [[encyclopedia RESEARCH_TITLE]]: 200% ULTIMATE_RESEARCH +++ Ultimate [[encyclopedia RESEARCH_TITLE]]: 400% NO_GROUND_TROOPS −−− No Ground [[encyclopedia TROOP_TITLE]] BAD_GROUND_TROOPS − Bad Ground [[encyclopedia TROOP_TITLE]]: -50% AVERAGE_GROUND_TROOPS ''' Average Ground [[encyclopedia TROOP_TITLE]]: 100%''' GOOD_GROUND_TROOPS + Good Ground [[encyclopedia TROOP_TITLE]]: 150%. GREAT_GROUND_TROOPS ++ Great Ground [[encyclopedia TROOP_TITLE]]: 200%. ULTIMATE_GROUND_TROOPS +++ Ultimate Ground [[encyclopedia TROOP_TITLE]]: 300%. BAD_DETECTION − Bad [[encyclopedia DETECTION_RANGE_TITLE]]: −20 malus. GOOD_DETECTION + Good [[encyclopedia DETECTION_RANGE_TITLE]]: +25 bonus. GREAT_DETECTION ++ Great [[encyclopedia DETECTION_RANGE_TITLE]]: +50 bonus. ULTIMATE_DETECTION +++ Ultimate [[encyclopedia DETECTION_RANGE_TITLE]]: +100 bonus. BAD_STEALTH − Bad [[encyclopedia STEALTH_TITLE]]: −15 malus. AVERAGE_STEALTH ''' Average [[encyclopedia STEALTH_TITLE]].''' GOOD_STEALTH + Good [[encyclopedia STEALTH_TITLE]]: +15 bonus. GREAT_STEALTH ++ Great [[encyclopedia STEALTH_TITLE]]: +40 bonus. ULTIMATE_STEALTH +++ Ultimate [[encyclopedia STEALTH_TITLE]]: +60 bonus. BAD_WEAPONS - Bad Pilots: 25% less damage. GOOD_WEAPONS + Good Pilots: 25% more damage. GREAT_WEAPONS ++ Great Pilots: 50% more damage. ULTIMATE_WEAPONS +++ Ultimate Pilots: double damage. BAD_POPULATION − Bad Population 75% AVERAGE_POPULATION ''' Average Population''' GOOD_POPULATION + Good Population 125% BAD_SUPPLY - Bad [[encyclopedia SUPPLY_TITLE]]: no bonus AVERAGE_SUPPLY ''' Average [[encyclopedia SUPPLY_TITLE]]: +1''' GREAT_SUPPLY + Great [[encyclopedia SUPPLY_TITLE]]: +2 ULTIMATE_SUPPLY ++ Ultimate [[encyclopedia SUPPLY_TITLE]]: +3 BROAD_EP ++ Broad Planet Tolerance: can tolerate more types. NARROW_EP − Narrow Planet Tolerance: flourishes on fewer types. ############################################################# #### A C C O U N T I N G L A B E L S #### ############################################################# STANDARD_CONSTRUCTION_LABEL %1% Average [[encyclopedia INFRASTRUCTURE_TITLE]] GOOD_ENVIRONMENT_LABEL %1% Good Environment ADEQUATE_ENVIRONMENT_LABEL %1% Adequate Environment POOR_ENVIRONMENT_LABEL %1% Poor Environment HOSTILE_ENVIRONMENT_LABEL %1% Hostile Environment UNINHABTIABLE_ENVIRONMENT_LABEL %1% Uninhabitable Environment ENV_ENCAPSUL_LABEL %1% Environmental Encapsulation SELF_SUSTAINING_LABEL Self-Sustaining SUBTERRANEAN_LABEL Subterranean Bonus GAIA_LABEL Gaia Bonus WORLDTREE_LABEL World Tree Bonus HOMEWORLD_LABEL Homeworld BAD_POPULATION_LABEL %2% Bad Population 75%% GOOD_POPULATION_LABEL %2% Good Population 125%% FOCUS_MINING_LABEL %1% Mining Focus FOCUS_HEAVY_MINING_LABEL %1% Heavy Mining Focus BAD_MINING_LABEL %1% Bad Mining GOOD_MINING_LABEL %1% Good Mining GREAT_MINING_LABEL %1% Great Mining ULTIMATE_MINING_LABEL %1% Ultimate Mining FOCUS_INDUSTRY_LABEL %2% Industry Focus BAD_INDUSTRY_LABEL %2% Bad Industry GOOD_INDUSTRY_LABEL %2% Good Industry GREAT_INDUSTRY_LABEL %2% Great Industry ULTIMATE_INDUSTRY_LABEL %2% Ultimate Industry FOCUS_RESEARCH_LABEL %2% Research Focus BAD_RESEARCH_LABEL %2% Bad Research GOOD_RESEARCH_LABEL %2% Good Research GREAT_RESEARCH_LABEL %2% Great Research ULTIMATE_RESEARCH_LABEL %2% Ultimate Research BAD_SUPPLY_LABEL %2% Bad Supply AVERAGE_SUPPLY_LABEL %2% Average Supply GREAT_SUPPLY_LABEL %2% Great Supply ULTIMATE_SUPPLY_LABEL %2% Ultimate Supply BAD_TROOPS_LABEL %2% Bad Ground Troops AVERAGE_TROOPS_LABEL %2% Average Ground Troops GOOD_TROOPS_LABEL %2% Good Ground Troops GREAT_TROOPS_LABEL %2% Great Ground Troops ULTIMATE_TROOPS_LABEL %2% Ultimate Ground Troops INDEPENDENT_TROOP_LABEL Independent Homeworld OUTPOST_TROOP_LABEL Outpost NATIVE_PLANETARY_DEFENSE_LABEL %2% Planetary Defense NATIVE_PLANETARY_SHIELDS_LABEL %2% Planetary Shields VERY_BRIGHT_STAR Very bright star BRIGHT_STAR Bright star DIM_STAR Dim star NO_STAR No star TINY_PLANET_LABEL Tiny Planet SMALL_PLANET_LABEL Small Planet LARGE_PLANET_LABEL Large Planet HUGE_PLANET_LABEL Huge Planet GAS_GIANT_LABEL Gas Giant HOMEWORLD_SUPPLY Homeworld Supply HOMEWORLD_BONUS Homeworld ORBITAL_HAB_LABEL Orbital Habitation NDIM_STRC_LABEL N-Dimensional Structures WEAK_VISION_LABEL Weak Vision MODERATE_VISION_LABEL Moderate Vision GOOD_VISION_LABEL Good Vision EXCELLENT_VISION_LABEL Excellent Vision FOCUS_PROTECTION_LABEL Protection Focus XENOPHOBIC_LABEL_SELF Xenophobic Frenzy (other species nearby) XENOPHOBIC_LABEL_TRITH_OTHER Xenophobic Harassment: Trith XENOPHOBIC_LABEL_EAXAW_OTHER Xenophobic Harassment: Eaxaw ORGANIC_GROWTH Organic Growth BASIC_CONTENTEDNESS_LABEL General Contentedness FOCUS_PREFERENCE_LABEL Preferred Focus Selected ROBOTIC_INTERFACE_EFFECT Robotic crew network SHIELD_INTERFERENCE Shield Cross-Interference DETECTOR_INTERFERENCE Detector Cross-Interference CLOAK_INTERFERENCE Cloak Cross-Interference TRANSPATIAL_CLOAK_INTERACTION Transpatial Drive - Cloak Interaction ############################################################# #### T A G S #### ############################################################# ## CENSUS_TAG_ORDER is a whitespace separated list, acts as a filter for which Tags will be presented ## in Census pop-up, and specifies order in which they will be displayed. ## This list should not include any AI helper tags (ones starting with "AI_TAG_") or any non-species tags, ## since those won't be displayed in the census anyway. ## ** DO NOT TRANSLATE the contents of CENSUS_TAG_ORDER -- this is a functional entry CENSUS_TAG_ORDER '''LITHIC ORGANIC PHOTOTROPHIC ROBOTIC SELF_SUSTAINING TELEPATHIC''' ##STYLISH // add to tag order list if ever this tag is given a function ANTIQUATED Antiquated STYLISH Stylish ORGANIC Organic ROBOTIC Robotic LITHIC Lithic PHOTOTROPHIC Phototrophic SELF_SUSTAINING Self-Sustaining TELEPATHIC Telepathic ORBITAL Orbital ############################################################# #### A I S T R I N G S #### ############################################################# ### Translator Note: the formatting of capital name lists as one name per line has functional significance for AI parsing ### You may feel free to have any given Aggression Level Capital Name list include more or fewer names than are provided below in the EN stringtable ### Beginning of AI Aggression Level Capital Name Lists AI_CAPITOL_NAMES_BEGINNER '''Ivory Tower Nunnery Monastery Orphanage''' AI_CAPITOL_NAMES_TURTLE '''Citadel Prison''' AI_CAPITOL_NAMES_CAUTIOUS '''Bastion Stronghold''' AI_CAPITOL_NAMES_TYPICAL '''Haven Free Trade Zone Homeworld''' AI_CAPITOL_NAMES_AGGRESSIVE '''Royal Imperial''' AI_CAPITOL_NAMES_MANIACAL '''Glorious Supreme Eternal Invincible''' ### End of Capital Names Lists ############################################################# #### HOTKEYS NAMES AND DESCRIPTIONS #### ############################################################# OPTIONS_PAGE_HOTKEYS Keyboard shortcuts HOTKEYS_Z_COMBAT Combat window HOTKEYS_MAP Map window HOTKEYS_GENERAL General shortcuts HOTKEY_MAP_OPEN_CHAT Open chat window HOTKEY_MAP_END_TURN End turn HOTKEY_MAP_RESEARCH Toggle research panel HOTKEY_MAP_DESIGN Toggle design panel HOTKEY_MAP_PRODUCTION Toggle production panel HOTKEY_MAP_SIT_REP Toggle situation report HOTKEY_MAP_MENU General menu HOTKEY_MAP_RETURN_TO_MAP Return to map window HOTKEY_MAP_ZOOM_IN Zoom in HOTKEY_MAP_ZOOM_IN_ALT Zoom in (other shortcut) HOTKEY_MAP_ZOOM_OUT Zoom out HOTKEY_MAP_ZOOM_OUT_ALT Zoom out (other shortcut) HOTKEY_MAP_ZOOM_HOME_SYSTEM Switch to home system HOTKEY_MAP_ZOOM_PREV_SYSTEM Switch to previous system HOTKEY_MAP_ZOOM_NEXT_SYSTEM Switch to next system HOTKEY_MAP_ZOOM_PREV_FLEET Switch to previous fleet HOTKEY_MAP_ZOOM_NEXT_FLEET Switch to next fleet HOTKEY_MAP_ZOOM_PREV_IDLE_FLEET Switch to previous idle fleet HOTKEY_MAP_ZOOM_NEXT_IDLE_FLEET Switch to next idle fleet HOTKEY_CUT Cut HOTKEY_COPY Copy HOTKEY_PASTE Paste HOTKEY_SELECT_ALL Select All HOTKEY_DESELECT Deselect HOTKEY_FOCUS_PREV_WND Previous Control HOTKEY_FOCUS_NEXT_WND Next Control ################ ## Name Lists ## ################ STAR_GROUP_WORDS '''Alpha Beta Gamma Delta Epsilon Zeta Eta Theta Iota Kappa Lambda Mu Nu Xi Omicron Pi Rho Sigma Tau Upsilon Phi Chi Psi Omega''' STAR_GROUP_CHARS '''α β γ δ ε ζ η θ ι κ λ μ ν ξ ο π ρ σ τ υ φ χ ψ ω''' STAR_GROUP_NAMES Centauri STAR_NAMES '''Aadhavan Aaftaab Aberdeen Abydos Abyormen Acamar Achernar Achird Acrux Acubens Adams Adhafera Adhara Adhil Aditya Adria Aegir Aegis Aftab Agemem Agena Ahl Ain Airy Ajai Ajax Akrab Al Borak Alathfar Albaldah Albali Albans Albion Albireo Alchiba Alcor Alcyone Aldebaran Alderamin Aldhibah Aleel Alfecca Alfirk Algedi Algenib Algernon Algieba Algiz Algol Algorab Alhague Alhena Alioth Alkaid Alkalurops Alkes Alkurhah Almaak Almach Alnair Alnasl Alnath Alnilam Alnitak Alniyat Alphard Alphecca Alpheratz Alrai Alrescha Alrisha Alsafi Alsciaukat Alshain Alshat Alsuhail Altair Alterf Aludra Alula Alven Alya Alzirr Ambrozius Amel An Ghrian Anacreon Anar Anarres Ancale Ancha Andor Angel Angetenar Angstrom Ankaa Ankh Anraq Anser Ansuz Antares Antilia Applejack Apus Aquila Aquilae Araw Arbol Arcturus Ares Argus Ariel Arietis Arka Arkab Arneb Arrakis Artatore Artemis Aruna Arunan Arusha Ascella Asellus Asgard Asimov Asmodeus Aspidiske Astéri Asteria Asterope Astley Astraea Astrum Asvins Aten Athena Athens Atik Atlas Atria Atutuahi Aurelia Aurigae Aurinko Aurora Auseklis Austin Auva Avior Axis Ayora Azelfafage Azha Azmidiske Baade Baal-Samem Babel Bacabs Bach Baer Baham Bahcall Baía Balan Balder Ballybran Barcia Barnard Baten Bato Baxtim Beaivi Beaumonde Becrux Beid Bell Bellatrix Belzagor Benetnasch Berel Berkano Bernadette Bessel Betelgeuse Bexley Beylix Bhanu Bhaskar Biham Bintang Bituín Bladehill Bob Boca Bode Bok Bolton Bootis Bop Borealis Borlach Boros Botein Brachium Bradbury Bragi Bravio Brethil Brey Brog Bud Burbidge Burke Caebeth Calafia Cannon Canopus Capella Caph Caps Carcharoth Carina Caroli Cassandra Cassini Castor Cavo Cebalrai Celaeno Celestia Celtsi Ceti Cetus Chadwick Chara Charlie Cheleb Cherruve Chertan Chhonnai Chih Nu Chiron Chort Chthon Ciryon Citlālin Coatlicue Coccolino Collassa Constance Copernicus Cor Cormack Corona Correctos Crawford Crius Crow Crypto Cryslon Crystous Csillag Cursa Cygni Cynosura Cyteen D'Korsh D'nebag Dabih Dagaz Dairuin Dar Darquan Darrian Deadwood Deemi Delphi Demeter Deneb Denebola Denubius Deucalion Dhrawn Diadem Dicke Diell Diggity Diphda Divakara Dnoces Dolz Doow-tsae Dosadi Dosis Draco Draconis Drakka Draper Drengist Dres Dreven Dschubba Dsiban Dubhe Dukalis Duna Dunatis Dungortheb Durash Durgosh Dvorak Dyson Dyton Ea Ecthelion Edasich Edda Eddington Eek Eeloo Eguzki Ehwaz Eilinel Ekkaia Ekul El Gero Elased Electra Elena Elnath Eltanin Elu Encke Endoria Endymion Engolong Engwar Enif Eos Ephyse Epsylon Eridani Erigone Erna Eros Errai Erythro Escalon Escher Esper Estela Estreya Ètâila Eternia Étoile Eurphates Euterpe Eve Ewia Ex Exis Ezellohar Ezra Fafnir Fairchild Falmari Faraday Farlight Fehu Felix Fetter Fetū Fhloston Fieras Finisterre Fiorina Firma Fiumena Fixas Fluttershy Fomalhaut Formic Fornacis Fowler Fox Frack Fraunhofer Frey Fuinur Furud Gabriel Gacrux Gaea Gaia Galileo Galle Gallifrey Galos Gamab Gamow Ganges Gari Garnet Garriot Garth Gawara Gebo Gefjon Gehenna Gemroy Geni Giacconi Gianfar Giausar Giedi Gienah Giiziss Gilly Gimboid Gimilzôr Ginglith Gion Girtab Glade Gladiolus Gloom Glund Gnayiru Gne Godel Goltucot Gomeisa Gomorrah Gor Gorgonea Gorra Gorta Gorthol Goth Graffias Grail Gram Gray Grian Grotto Grue Gruis Grumium Gundung Guradas Guth Gwiazda Gygax Haalar Hadar Hadhodrond Hador Haedi Hagalaz Hale Haleth Halley Hamal Hananim Haretha Harlequin Hartmann Harvest Hashi Hassaleh Hathoor Haven Hawking Hegira Heimdall Heinlein Helevorn Helix Helliconia Helos Helotrix Hematopf Henderson Henge Hera Herbert Herbig Hercules Herculis Herschel Hesikos Hesperus Hetu’u Heulo Hewish Heze Hhnub Highgate Hiigara Hijra Himring Hiru Hisa Hisemtuk Hluqhl Hnau Hnub Qub Hocotate Hoedus Holly Homam Honeydew Horst Hoyle Huachuca Huan Hubble Huggins Huishtín Hulse Huygens Hvězda Hviezda Hyades Hyadum Hyboria Hydros Hyperion Icarius Idril Idun Ike Iliad Ilios Ilium Illuin Imlach Imra Incedius Ingwaz Inti Inupiaq Ioram Ipsum Iranha Ìràwọ̀ Ireta Irk Iru Isa Ishtar Iskander Israfel Isteddu Istélla Iszm Ita Ithil Itzamna Ix Ixchel Ixitixl Izar Jabbah Jansky Jelena Jera Jhonaai Jiangyin Jijo Jinga Jinx Jirntu Jool Jophekka Jua Juthtath Jyothisha Kaashyapa Kadiravan Kailis Kaitos Kajam Kakata Kala Kalas Kalidasa Kapteyn Karahkwa Kartaka Kartow Kaus Kazzkark Keeta Keid Kelvin Kenaz Kent Kentaurus Kephra Kepler Kerbin Kerry Kewkba Khaga Khama Kharak Khiori Kholdan Khonvoum Khorshid Khursheed Kilipi Kilja King Kintana Kirkwood Kitalpha Kithrup Klazart Klystron Knuth Kobol Kochab Kochanski Kornephori Kraj Krampus Kraz Kregen Kril Kronos Krull Kryten Kuiper Kulthea Kulthos Kuma La Laan Laganini Lagash Lagrange Laguz Lalaith Lamarckia Lambda Langa Laplace Lassell Lava Laythe Leera Leibowitz Lemaitre Leonis Leporis Lesath Levitt Lhûn Lilac Lintang Lir Listavus Lister Lithia Lockyer Locris Loki Lomadia Lómelindi Londinium Lorenzo Lorum Losi Lossini Luinil Lumen Lupi Lurga Lusitania Lyae Lynx Lyonesse Lyot Lystena Maalor Maasym Maelas Magrathea Máhanaxar Mahtan Maia Majipoor Makina Malacandra Malin Mallus Mambo Mamura Mangaroa Mannaz Mannga Manzil Maretta Marfik Margrave Marich Marinara Markab Marklar Masoandro Mat Troi Matahari Matar Matenga Mbyja Mebsuta Medea Media Megalon Megrez Meiji Meissa Mejare Mekbuda Meklon Meness Menkab Menkalinan Menkar Menkent Menkib Mentar Merak Merga Merops Mesa Mesarthim Mesklin Messier Metallah Metaluna Miaplacidi Micojan Midkemia Mier Miki Mimosa Minerva Minkar Minkowski Minmus Mintaka Mira Mirach Miram Miranda Mirfak Miri Míriel Miron Mirphak Mirzam Misha Mithra Mitra Miyamoto Mizar Mnemon Mobas Mobius Moctezuma Moho Moletrap Molyneux Mongo Montra Monzoto Mor-Tax Morma Moro Morrig Morthrai Moskva Mothallah Mufrid Mughaling Muhlifain Muir Muliphen Mün Muphrid Murzim Muscida Myomachia Myrtilus Mze Na Atibu Na'ir Nacre Nahar Nakshatras Naledi Namcap Naos Nap Narsilion Narzina Nash Nashira Násti Natanik Nauthiz Navi Nay Nazin Needle Nekkar Nemari Nenning Neptunus Neruval Newton Nexus Ngôi Sao Nidor Nihal Nihil Niikhirch Nikko Nile Nipiruk Nirn Nit Nitzer Nivrim Niyat Njord Nocobi Nodus Nordia Normalus Norris Note Nuk Nunki Nusakan Nyarl Nyénye Nyota Oa Oakka Oasis Obaca Octo Odin Odyssey Ohisama Oiolossë Olakira Olbers Olduvai Olympus Onsay Oort Ophiuchi Optera Orchid Orionis Orocarni Orthe Osiris Othila Oyarsa Pacifica Pagalos Paladia Pandora Panon Poe Papis Paquin Paranar Parth Path Pawn Pay Peacock Peel Pegasus Pell Pelorum PemHov Penrose Penzias Perdide Perelandra Pern Persephone Perseus Perth Pet Petaybee Phact Phad Phaet Phantos Pharagos Phecda Pherkad Phoenix Phyco Piazzi Pickering Pike Pinatha Pinkie Pisces Piscium Plato Pleione Po Poi Poiesis Polaris Pollus Pollux Polyphemus PooshNa Porrima Posterior Prace Praecipua Praxis Primodius Prior Procyon Prokets Propus Proteus Proxima Prysmos Ptolemy Pulcherri Puppis Pyrrus Qar'To Quayal Quillur Ra Radar Ragnarok Rai Rainbow Rama Ran Rana Rangi Rarity Ras Rasalgethi Rastaban Rasto Rauros Raven Ravi Rayden Razmus Reach Réalta Rebelus Reber Regina Regis Regor Regulus Rehua Reilsa Remulak Requiem Reticuli Reul Reverie Reynolds Rha Rhampora Rheims Rhilus Rhovanion Ri-pog Riccioli Rigel Rimmer Rin Robi Rochallor Rollage Rome Romeo Romulas Rook Rosetta Rossi Rotan Rotanev Rothinzil Roua Rov Rubanis Rubin Ruchba Rukbat Rukvash Rum Russell Rylos Ryoun Sabik Sadalbari Sadalmelik Sadalsuud Sadatoni Sadr Saeros Sagan Sagittari Saiph Sakuru Salm Salpeter Salusa Sandage Sangre Santo Sargas Sarin Sarma Satry Saule Saurak Savitru Scarab Sceptrum Scheat Schedar Schmidt Schwarzs Scorpii Scylla Secilia Segin Seginus Seidon Seiren Selia Sera Seregon Seren Setag Seyfert Shade Sham Shams Shapiro Shapley Sharatan Shaula Shedir Sheliak Shelly Shemesh Sheratan Shikasta Shoggoth Shokodo Shora Shtern Sidus Sihnon Silk Silpion Silverhold Simius Siqieiq Sirius Sitoele Sitter Situla Sjtar Skadi Skaro Skat Slipher Slunce Smeg Soare Sodom Sole Soleil Solen Solntze Soma Sonce Sonne Soorajh Sooriyan Soorya Sopota Soror Sowilo Sparta Spica Sssla Staila Stalaz Starbow Starillus Stärn Statler Stea Stedda Stèila Steja Stella Stelo Ster Stëra Steredenn Steren Stêrk Stern Sterope Stidda Stilla Stivan Stjarna Stjer Sto Stràla Stroggos Struve Styx Sualocin Subra Suhail Sulafat Sulva Sunce Sunna Suno Supina Suraj Surya Suryudu Synnax Syrma T'ae-yang Tabit Tabul Tähti Tai yong Taiyo Takis Taladas Talas Talitha Tama Tane Tania Tanis Tanith Tao Taonoui Tarak Tarazed Targ Tàuṛa̋ṛȍ Tauri Taygeta Taylor Techno Tegmen Tegmine Teja Tejat Teka Tele Telemachus Tenebra Teoblan Terebellum Terminus Tewari Thabit Thalassa Theemim Thor Thorne Thra Thrax Threshold Thuban Thulcandra Thule Thurisaz Tiamat Tiberius Tier Tigris Tinapolis Tirawa Tirol Tiwaz Tombaugh Tombstone Toranor Tork Tormance Tradamere Tran Tranai Trantor Trax Trebakka Triumph Trixie Troas Trobia Troika Trondheim Trophy Troy Tschai Tsehay Tum Tumunzahar Turais Turbin Tusk Twa Twilight Tycho Tylo Typhon Tyr Uch-Akip Udaya Uftivan Uinen Ukko Ulduz Ull Uluru Úmanyar Undo Unukalhai Ur Urania Urchachka Urras Ursa Uruz Uvluġiaq Uxmai Valeria Valier Vall Van Allen Vanant Vargas Vaza Vega Vekta Velorum Venice Verbena Verrier Vhilinyar Vindeatrix Vinea Vista Volantis Vox Vulcan Waglen Waldorf Walter Wangülen Warawara Wasat Watt Wazn Wedge Wei Weizsacker Wen-chang Wezen Wheeler Whetuu Whipple Whitefall Whittier Whynil Wiily Wilka Willow Wilson Wilwarin Winter Wolf Wonderbolt Worlorn Wormwood Woz Wraith Wunjo Xanadu Xanthus Xendalla Xengara Xenon Xenos Xephos Xiddig Xocotl Xudax Yaraay Yarak Yarrow Yatakya Yed Yekub Yildiz Yildun Yiminga Yll Yoka Yoldiz Yonder York Yoyo yr Haul Yuggoth Zakuri Zaniah Zanzibar Zarra Zaurak Zavijava Zavron Zecora Zeelich Zeist Zen Zhardan Zibal Zillikian Zoctan Zomg Zon Zora Zosma Zun di Zvaigzne Zvezda Zvijezda Zwicky Zygot Zyrgon ''' EMPIRE_NAMES '''Academy Accord Administration Affiliation Agglomeration Aggregate Alliance Amalgamation Aristocracy Ascendancy Assembly Association Authority Barony Binding Bishopric Bloc Brotherhood Cabal Center Civilization Cluster Coalition Collaboration Collectivity Command Commonwealth Community Compact Concord Confederation Conglomerate Congregation Consensus Consortium Control Cooperative County Covenant Delimitation Demarcation Division Domain Domination Dominion Duchy Empire Enclave Entente Entirety Entity Equality Federation Foundation Front Governance Growth Harmony Hegemony Hierocracy Imperium Integration Invincible Joining Jurisdiction Kingdom League Marvelous Matriarchy Oligarchy Order Pacificat Pact Panarchy Patriarchy Peace Perfection Plurality Possession Preeminence Primacy Principality Protectorate Realm Region Republic Righteous Section Sector Segment Seigniory Sept Singularity Society Solidarity Sovereignty Sphere Supremacy Suzerainty Syndicate Synthesis Territory Totality Tribes Unanimity Unification Union Unity Zone''' SHIP_NAME_MAMMALS '''Aardvark Aardwolf Agouti Alpaca Ape Armadillo Aye-Aye Babirusa Baboon Badger Bandicoot Bat Beaver Boar Bobcat Bonobo Camel Capuchin Caracal Cat Chevrotain Chimpanzee Chinchilla Civet Coati Colobus Cottontail Coyote Deer Dhole Dingo Dog Dolphin Donkey Dromedary Dugong Elephant Elk Fennec Ferret Fox Genet Gibbon Giraffe Goat Gorilla Guanaco Hare Hart Hedgehog Hippopotamus Hog Horse Humpback Hyena Hyrax Jackal Jackrabbit Jaguar Jaguarundi Kangaroo Kine Kinkajou Kodiak Langur Lemur Leopard Lion Llama Loris Lynx Macaque Mammoth Manatee Mandrill Margay Marmoset Marten Mink Mole Mongoose Monkey Moose Mouse Mule Muntjac Narwhale Ocelot Okapi Onager Opossum Orangutan Orca Otter Ox Panda Pangolin Pika Platypus Polecat Porpoises Pronghorn Puma Rabbit Raccoon Ram Rat Reindeer Rhinoceros Sabretooth Seal Shrew Skunk Sloth Stag Tamandua Tamarin Tapir Tarpan Tarsius Tenrec Tiger Vicugna Wallaby Walrus Warthog Weasel Whale Wildebeest Wolf Wolverine Wombat Zebra''' SHIP_NAME_BIRDS '''Albatross Canary Condor Cormorant Crow Dove Eagle Falcon Finch Flamingo Goose Heron Kiwi Lark Osprey Ostrich Pelican Penguin Pheasant Pidgeon Quail Raven Rhea Sparrow Stork Swallow Swan Thrush Woodpecker''' SHIP_NAME_FISH '''Albacore Anchovy Barracuda Bass Capelin Char Coelacanth Eel Flounder Gourami Guppy Herring Koi Lamprey Mackerel Marlin Minnow Pike Piranha Remora Sculpin Shark Sockeye Stingray Trout Walleye''' SHIP_NAME_FLORA '''Almond Apple Arbutus Ash Aspen Avocado Balsa Bamboo Beech Birch Cacao Cedar Cherry Chestnut Cinnamon Cork Cypress Dogwood Durian Elm Eucalyptus Fig Fir Hazel Hickory Holly Juniper Larch Lime Mahogany Mango Maple Oak Olive Orange Palm Pear Persimmon Pine Plum Poplar Rubber Sequoia Spruce Sumac Willow''' SHIP_NAME_STONE '''Amphibolite Andesite Basalt Chalk Clay Dolomite Flint Gabbro Gneiss Granite Komatite Limestone Marble Obsidian Pegmatite Pumice Quartzite Sandstone Schist Shale Slate''' SHIP_NAME_WEATHER '''Autumn Avalanche Blizzard Breeze Calm Cold Cyclone Dawn Daybreak Drizzle Drought Dusk Earthquake Eclipse Fog Heatwave Hurricane Lavaflow Lightning Maelstrom Mist Monsoon Nightfall Rainbow Rainfall Seacurrent Sleet Snap Snowfall Solstice Spring Stormcloud Summer Sunshine Thermal Thunder Tide Tornado Tsunami Twister Vortex Whirlwind Wind Winter''' SHIP_NAME_CONSTELLATIONS '''Andromeda Antlia Apus Aquarius Aquila Ara Aries Auriga Bootes Caelum Camelopardalis Cancer Canes Venatici Canis Capricornus Carina Cassiopeia Centaurus Cepheus Cetus Chamaeleon Circinus Columba Coma Berenices Corona Corvus Crater Crux Cygnus Delphinus Dorado Draco Equuleus Eridanus Fornax Gemini Grus Hercules Horologium Hydra Hydrus Indus Lacerta Leo Lepus Libra Lupus Lyra Mensa Microscopium Monoceros Musca Norma Octans Ophiuchus Orion Pavo Perseus Phoenix Pictor Pisces Puppis Pyxis Reticulum Sagitta Sagittarius Scorpius Sculptor Scutum Serpens Sextans Taurus Telescopium Triangulum Tucana Ursa Vela Virgo Volans Vulpecula''' SHIP_NAME_STARS '''Acamar Achernar Achird Acrux Acubens Adhafera Adhil Agena Ain Al Athfar Al Bali Al Dhanab Al Dulfim Al Gieba Al Giedi Al Haud Al Nair Al Niyat Al Rescha Al Thalimain Alaraph Albireo Alchibah Alcyone Aldebaran Alfirk Algenib Algol Algorab Alioth Alkalurops Alkes Almach Almeisan Alnilam Alnitak Alphard Alpheratz Alruccabah Alsafi Alshain Altair Aludra Alya Ancha Angetenar Ankaa Antares Arcturus Arkab Arrakis Ascella Asellus Asmidiske Asterope Atik Atlas Atria Auva Avior Azelfafage Azha Azimech Baham Baten Beid Bellatrix Benetnasch Betelgeuse Botein Canopus Capella Caph Caput Trianguli Castor Celaeno Celbalrai Chara Cheleb Chertan Chort Cih Cor Caroli Cor Hydrae Cor Leonis Coxa Cujam Cursa Dabih Deneb Denebola Diphda Dnoces Dschubba Dubhe Dziban Edasich El Nath Electra Eltanin Enif Er Rai Eschamali Fomalhaut Furud Gacrux Garnet Gemma Giauzar Gienah Gomeisa Graffias Grumium Hadar Hamal Heka Heze Homam Izar Jabbah Kabdhilinan Kaffaljidhmah Kaitos Kalb Kaou Pih Kaus Ke Kwan Keid Kentaurus Kin Yu Kitalpha Kochab Kokab Kornephoros Kraz Kuma Kurhah Lesuth Maasim Maaz Maia Marchab Marfak Markab Matar Mebsuta Megrez Meissa Mekbuda Men Menkab Menkalinan Menkar Menkent Menkib Merak Merope Mesarthim Miaplacidus Mimosa Minkar Mintaka Mira Mirach Mirak Mirzam Mizar Mothallah Muhlifain Muliphein Mulu-lizi Muphrid Nakkar Naos Nashira Navi Nekkar Nihal Nodus Nunki Nusakan Phact Phad Phaet Phecda Pherkab Pleione Polaris Pollux Porrima Praecipula Prijipati Primus Hyadum Procyon Propus Pulcherrima Rana Ras Algethi Ras Alhague Ras Elased Rasalas Rastaban Regor Regulus Rigel Rigilkent Rischa Rotanev Ruchba Rukbah Rukbat Sabik Sadachbia Sadal Melik Sadal Suud Sadalbari Sadatoni Sadr Saiph Samakah Sargas Sarin Scheat Schedar Schemali Scutulum Segin Seginus Shaula Shedir Sheliak Shelyak Sheratan Sirius Situla Skat Spica Sualocin Suhail Sulafat Syrma Talitha Tania Tarazed Tarf Taygeta Tchou Tegmine Tejat Thabit Thuban Tseen Tsih Tso Hea Tsze Tseang Tyl Ukdah Unukalhai Vega Vindemiatrix Wasat Wezen Wezn Yed Yildun Zaniah Zaurak Zavijava Zozma Zubanalakrab Zubenhakrabi Aardharaa Aashada Aaslesha Abhijit Ashresha Ashwini Bharani Bhargava Bhishaja Bhomyavasar Brihaspativasara Budhavar Chitra Dhanishta Dhanu Guruvar Hastaa Induvasar Jyeshta Kanya Karkataka Krittika Kumbha Makara Mangalvar Mesha Mithuna Mrigasheerisham Phalguni Proshtapada Pubba Punarvasu Purvashada Pushya Ravivar Revathi Rohini Savitru Shaniva Shatha Shravana Shukravar Simha Somavar Sthiravasara Swati Tishya Tula Uttara Uttarashada Vichruta Vishaaka Vrishchika''' SHIP_NAME_ROMAN_MYTHOLOGY '''Aurora Auster Bacchus Bellona Decima Diana Orcus Fama Faunus Favonius Fortuna Galinthis Gratiae Juno Justitia Latona Matuta Minerva Morta Nona Parcae Pax Proserpina Salacia Salus Silvanus Somnus Tellus Ulysses Veiovis Vesper Vesta Vulturnus''' SHIP_NAME_GREEK_MYTHOLOGY '''Aesculapius Achelois Acheron Acis Adrasteia Aegaeon Aeolus Aether Agdistis Agrius Alastor Alcyoneus Alectrona Aloadae Alpheus Amphitrite Ananke Antaeus Antheia Aphaea Aphrodite Arethusa Argus Aristaeus Artemis Asclepius Asopus Asteria Astraeus Ate Athena Atropos Attis Auxo Bia Boreas Briareus Brontes Cabiri Caerus Calliope Calypso Ceto Chloris Chronos Circe Cladeus Cleochareia Clio Clymene Clytie Coeus Cotys Cragus Crataeis Crius Cronus Cybele Cyclopes Daphne Demeter Dinlas Dionysus Dioscuri Doris Echo Efreisone Eidyia Eileithyia Elpis Enyalius Enyo Eos Eosphorus Ephialtes Epimetheus Erato Erebus Erinyes Ethehofos Eunomia Eurotas Eurus Euterpe Galinthias Giants Glaucus Gyes Hades Hamadryads Hebe Hecate Hecatoncheires Helios Hemera Hephaestus Hera Heracles Hermes Hespera Hesperos Hestia Horae Hybris Hypnos Irene Iris Lachesis Leto Melpomene Metis Metope Mnemosyne Moirae Momus Morpheus Naiads Nemesis Nereids Nereus Notus Oceanid Odysseus Ophion Oreads Otus Peitho Peneus Persephone Pheme Phoebe Phorcys Phosporus Pleiades Polyhymnia Polyphemus Poseidon Priapus Prometheus Selene Semele Silenus Sterope Steropes Tartarus Taygete Terpsichore Thalia Thallo Thanatos Theia Themis Thetis Titan Tityas Tyche Typhon Zephyrus Zeus''' SHIP_NAME_NORSE_MYTHOLOGY '''Aegir Alaisiagae Alberich Alfhild Alfrodull Alvis Andhrimnir Andvaranaut Andvari Angrboda As Asgard Embla Astrild Asynjur Atla Audhumla Balder Beldegg Bergelmir Beyla Bifrost Billing Bor Borghild Bragi Brono Brunhilde Buri Bylgia Dagur Disen Dvalin Edda Einmyria Eir Eisa Elli Fafnir Fenrir Forseti Freyr Frigg Gefion Geirrod Ginnungagap Gjallar Gladsheim Glen Glum Gna Gullveig Gunnar Heimdall Heimskringla Helheim Hermod Hladgunnr Hlin Honir Muninn Hymir Idun Jord Jormungand Jotunheim Jotuns Kari Ketill Kvasir Laga Landvaettir Lifthrasir Lofn Loki Magni Modi Miming Mimir Mjollnir Mundilfari Muspell Nidhogg Niflheim Njord Norn Nott Odin Ragnarok Sceaf Sif Sigurd Sjofn Skadi Sleipnir Snotra Surt Svadilfari Svalin Syn Thiazi Thor Thrud Tyr Utgard Valhalla Vali Valkyri Vanaheim Vanir Ve Vidar Vili Yggdrasil Ymir''' SHIP_NAME_BASQUE_MYTHOLOGY '''Aatxe Adur Aide Aideko Akerbeltz Ama Amalur Argiduna Atarrabi Axular Basa Begizko Beigorri Benzozia Betadur Birao Eate Egoi Eguzku Ekaitz Eki Erditse Erensuge Erge Erio Etsai Euri Gaixtoak Gaizkin Galtzagorri Gauargi Gaueko Goikoa Gorritxiki Hodei Iduzki Ieltxu Iguzki Ilargi Inguma Inizitu Intxixu Iratargi Iritxu Itsaso Itxasgorrieta Iuski Laino Laminak Lur Lurra Maju Mayi Mikelats Mozorro Numen Oaztargi Odei Ortz Ortzeder Ortzi Ost Ostadar Ostots Ostri Ozkarri Patuek Sakre Sorguin Sugoi Tartaro Torto Tronagarru Txaalgorri Tximistarri Ur Urci Urtzi Yaun Zezengorri Zuberoa''' # TODO: Sort these into their proper locations? SHIP_NAME_UNSORTED_MYTHOLOGY '''Gorgon Sphinx Medusa Pegasus Echidna Satyr Nymph Cyclops Harpy Abarimon Abatwa Ahriman Aitvaras Ajatar Amphisbaena Anubite Apis Aspare Aswang Athos Automatas Aziza Bahamut Bakhtak Baku Balaur Banshee Barbegazi Barghest Basilisk Baxajuan Boobrie Broxa Bukavac Bunyip Buraq Catoblepas Cerberus Charybdis Cherufe Chimaera Chimera Chiron Chrysaor Cikavac Cluricaun Coblynau Cockatrice Crocotta Dahu Diwata Domowije Drac Draugr Drekavac Dvergr Dybbuk Eloko Empusa Encantado Ettin Euryale Fachen Feeorin Gaki Gancanagh Gargoyle Garuda Geryon Grendel Griffin Guivre Gwyllgi Haetae Hippogriff Hitotsume-kozou Huldra Huldrefolk Hypocampus Ifrit Ixionidae Jengu Jikininki Kabouter Kallikantzaroi Kapre Karkadann Kharybdis Kishi Kitsune Klytias Kobold Kraken Kroni Kujuta Kumiho Ladon Lamia Lammasu Lampades Leshii Leyak Liderc Maal Manananggal Mandrake Manticore Mara Menehune Merrow Midwayer Mimi Minotaur Mitmitke Myling Naga Naiad Ngoro Nue Nukekubi Oni Opinicus Oread Orochi Orthrus Ouroboros Ovinnik Patupairehe Penanggalan Piasa Pixie Polevik Ponaturi Pooka Rabisu Raiju Rakshasa Redcap Roc Rokurokubi Rusalka Samebito Scylla Selkie Serpopard Shedim Simurgh Sirena Skvader Sluagh Spriggan Squonk Stheno Stryx Talos Taniwha Tanuki Tarasque Tengu Tikbalang Tomte Tonttu Trowe Turul Unwaba Vetter Voadkyn Vodyanoy Wendigo Wyrm Wyvern Yuki-onna Yuurei''' SHIP_NAME_SCIENTISTS '''Ampere Angstrom Archimedes Aristotle Avogadro Becquerel Bell Bernoulli Bohr Boltzmann Boyle Cassini Cavendish Celsius Chandrasekhar Copernicus Coulomb Crick Curie Darwin Dalton Descartes Dirac Doppler Edison Einstein Euler Faraday Fermi Feynman Flemming Ford Foucault Franklin Galen Galileo Galvani Gauss Glenn Goddard Golgi Goodall Hales Halley Hawking Heisenberg Helmholtz Herschel Hertzsprung Hooke Hoyle Hubble Huygens Hertz Jenner Kelvin Kepler Kuiper Lagrange Lavoisier Leeuwenhoek Linnaeus Lorenz Mach Malpighi Maxwell Mendeleev Needham Newton Oersted Ohm Oort Oppenheimer Pasteur Pauling Planck Pliny Redi Richter Rontgen Rutherford Sagan Salk Schwann Schrodinger Schwarzschild Spallanzani Tesla Tycho Vesalius Van Allen Volta Voltaire Watson''' SHIP_NAME_AUTHORS '''Adams Aldiss Alexander Anderson Anthony Asimov Baum Beagle Bear Bester Bisson Blish Bloch Bova Bradbury Bradley Brin Brooks Brunner Bujold Burroughs Butler Capek Card Charnas Cherryh Chesterton Chiang Clarke Clement Clifton Cordwainer Crichton Davidson Delany Dick Dickson Effinger Egan Ellison Farmer Foster Gaiman Gerrold Gibson Greeley Haldeman Heinlein Henderson Herbert Hickman Johnson Jordan Kagan Kelly Keyes Knight Kornbluth Kress L'Engle Lafferty Landis Langford Larson Le Guin Leiber Leinster Lem Levine Lewis Link Longyear Lucas Martin McCaffrey McHugh McIntyre Miller Niven Orwell Perry Pohl Resnick Riley Robinson Roddenberry Rowling Rusch Russ Russell Sawyer Sheffield Shelley Shepard Silverberg Simak Simmons Stapledon Steele Stephenson Sterling Straczynski Stross Sturgeon Swanwick Tiptree Tolkien Turtledove Vance Varley Verne Vinge Vonnegut Watt-Evans Wells Wilhelm Williamson Willis Wilson Wolfe Wolverton Zahn Zelazny''' SHIP_NAME_ARTISTS '''Botticelli Bruegel Caravaggio Cezanne Chagall Da Vinci Dali Degas Delacroix Dore Duerer Escher Gauguin Giotto Goya Holbein Kahlo Kandinsky Klee Klimt Magritte Manet Matisse Michelangelo Miro Modigliani Mondrian Monet O'Keeffe Picasso Pollock Raphael Rembrandt Renoir Rodin Rubens Van Gogh Warhol Whistler''' SHIP_NAME_VIRTUES '''Altruism Autonomy Balance Charity Chastity Commitment Compassion Continence Cooperation Courage Courtesy Creativity Curiosity Dependability Detachment Determination Diligence Discipline Empathy Endurance Enthusiasm Excellence Fairness Faith Fidelity Focus Foresight Forgiveness Fortitude Freedom Generosity Happiness Helpfulness Honesty Honor Hospitality Humility Humor Idealism Imagination Independence Innocence Integrity Justice Kindness Liberty Loyalty Mercy Moderation Modesty Nurture Obedience Optimism Patience Peace Perfection Perseverance Piety Prudence Purity Reason Refinement Respect Restraint Self-Discipline Sensitivity Sincerity Strength Sympathy Tactfulness Temperance Tolerance Trust Truth Understanding Unselfishness Valor Virtue Wisdom Zeal''' SHIP_NAME_EMOTIONS '''Acceptance Agony Ambivalance Anger Angst Anticipation Awe Boredom Confidence Depression Disgust Ecstasy Envy Fear Frustration Guilt Hate Hope Jealousy Joy Loneliness Love Pride Rage Remorse Shame Smugness Sorrow Surprise Suspicion''' SHIP_NAME_ARCHITECTURE '''Apex Arch Barrel Buttress Ceiling Column Cornice Dome Eaves Facade Foundation Frieze Gable Keystone Minaret Pediment Pier Pilaster Pillar Rotunda Spandrel Stucco Terrace Tower Truss Vault Veranda Wall Window''' SHIP_NAME_MOO2_STARS '''Akrab Endoria Erigone Ezra Fixas Lir Manzil Muscida Tewari Vox Woz Xanthus Yarak Yekub''' SHIP_NAME_OTHER Eternal September SHIP_NAME_DEVS '''Adrian Broher Aquataine Big Joe Cami Dilvish Eleazar Geoff the Medio PD Tyreth Tzlaine Vezzra''' SHIP_NAMES '''[[SHIP_NAME_MAMMALS]] [[SHIP_NAME_BIRDS]] [[SHIP_NAME_FISH]] [[SHIP_NAME_FLORA]] [[SHIP_NAME_STONE]] [[SHIP_NAME_WEATHER]] [[SHIP_NAME_CONSTELLATIONS]] [[SHIP_NAME_STARS]] [[SHIP_NAME_SCIENTISTS]] [[SHIP_NAME_AUTHORS]] [[SHIP_NAME_ARTISTS]] [[SHIP_NAME_VIRTUES]] [[SHIP_NAME_EMOTIONS]] [[SHIP_NAME_ARCHITECTURE]] [[SHIP_NAME_MOO2_STARS]] [[SHIP_NAME_OTHER]]''' MONSTER_NAMES '''[[SHIP_NAME_ROMAN_MYTHOLOGY]] [[SHIP_NAME_GREEK_MYTHOLOGY]] [[SHIP_NAME_NORSE_MYTHOLOGY]] [[SHIP_NAME_BASQUE_MYTHOLOGY]] [[SHIP_NAME_UNSORTED_MYTHOLOGY]] [[SHIP_NAME_DEVS]]'''