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 ####
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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]]'''