English # This is the English String Table file for FreeOrion # # Translate this file to other languages. # # Notes: to avoid potential conflict with functional keys in other files, do not # make any stringtable keys beginning with "FUNCTIONAL_". # New Sitreps priorities should be added to # `default/customizations/common_user_customizations.txt`. # # semi-randomly collected characters to force font code page loading # 肛門オーガズム # åřžßąłżęЗыдШит # 를와ẵừổ # جامعة # یای مجهو ## ## Common phrases ## OK OK APPLY Apply CANCEL Cancel DONE Done SAVE Save DELETE Delete OPEN Open OR or YES Yes NO No # Used as a placeholder for unexpanded content in the combat log window. ELLIPSIS ... EMPIRE Empire PLAYER Player HUMAN_PLAYER Human AI_PLAYER AI ADD_AI_PLAYER Add AI OBSERVER Observer MODERATOR Moderator NO_PLAYER None NO_PLAYERS No Players NO_EMPIRE No Empire DROP_PLAYER Drop 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 NEXT Next BACK Back LAST Last PAUSE Pause PAUSED Paused RESUME Resume DIFFICULTY Difficulty X X Position Y Y Position INVALID_POSITION Unknown Position # Name for a newly created general purpose fleet. # %1% represents a unique number. NEW_FLEET_NAME Fleet %1% # Name for a newly created general purpose fleet when no uniqe number could be # created. NEW_FLEET_NAME_NO_NUMBER Fleet # Name for a newly created monster-only fleet. # %1% represents a unique number. NEW_MONSTER_FLEET_NAME Herd %1% # Name for a newly created colony-only fleet. # %1% represents a unique number. NEW_COLONY_FLEET_NAME Colony Fleet %1% # Name for a newly created reconnaissance-only fleet. # %1% represents a unique number. NEW_RECON_FLEET_NAME Recon Fleet %1% # Name for a newly created troop carrier only fleet. # %1% represents a unique number. NEW_TROOP_FLEET_NAME Troop Fleet %1% # Name for a newly created bomber only fleet. # %1% represents a unique number. NEW_BOMBARD_FLEET_NAME Bomber Fleet %1% # Name for a newly created combat group group fleet. This includes battleships, # bombers and troop carriers. # %1% represents a unique number. NEW_BATTLE_FLEET_NAME Battle Fleet %1% # Name for a newly created planet. # Suffix bears some explanation: # - Planets are grouped for asteroids and non-asteroids. # - Suffix is a roman numeral, with additional rules for asteroids. # - The roman numeral is a rank for proximity to the center of the system, # in relation to other planets in the same group. # - For asteroids, the suffix starts with a localized NEW_ASTEROIDS_SUFFIX. # If any other asteroids are in the system, the roman numeral is appended. # %1% name of the system this planet is created in. # %2% suffix for this planet NEW_PLANET_NAME %1% %2% # The label pre-pended to a new asteroids naming suffix NEW_ASTEROIDS_SUFFIX [[PT_ASTEROIDS]] # appended to names of systems if they are empty EMPTY_SPACE '''''' # appended to names of systems UNEXPLORED_REGION ''' (unexplored)''' UNEXPLORED_SYSTEM ''' (unexplored)''' 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 # Prefix to use for menu items that will open a pedia entry POPUP_MENU_PEDIA_PREFIX '''Help: ''' GENERAL General TEST Test BALANCE Balance:Misc CONTENT Content MULTIPLAYER Multiplayer BALANCE_STABILITY Balance:Stability ## ## Major errors ## ERROR_SOUND_INITIALIZATION_FAILED '''OpenAL audio system initialization failed. Check log files for more detailed messages. ''' OPENGL_VERSION_LOW_TITLE OpenGL Version Low OPENGL_VERSION_LOW_TEXT '''The OpenGL version on this system is less than 2.0 FreeOrion may crash while starting.''' # Used as a prefix for the FORMAT_LIST_[1-MANY]_ITEMS translation entries. FORMAT_LIST_DEFAULT_PLURAL_HEADER There are: # Used as a prefix for the FORMAT_LIST_0_ITEMS translation entry. FORMAT_LIST_DEFAULT_SINGLE_HEADER There is one: FORMAT_LIST_DEFAULT_EMPTY_HEADER There are none. # Used as a prefix for the FORMAT_LIST_[0-MANY]_ITEMS translation entries. FORMAT_LIST_DEFAULT_DUAL_HEADER There are: FORMAT_LIST_0_ITEMS %1% FORMAT_LIST_1_ITEMS %1% %2%. FORMAT_LIST_2_ITEMS %1% %2% and %3%. FORMAT_LIST_3_ITEMS %1% %2%, %3% and %4%. FORMAT_LIST_4_ITEMS %1% %2%, %3%, %4% and %5%. FORMAT_LIST_5_ITEMS %1% %2%, %3%, %4%, %5% and %6%. FORMAT_LIST_6_ITEMS %1% %2%, %3%, %4%, %5%, %6% and %7%. FORMAT_LIST_7_ITEMS %1% %2%, %3%, %4%, %5%, %6%, %7% and %8%. FORMAT_LIST_8_ITEMS %1% %2%, %3%, %4%, %5%, %6%, %7%, %8% and %9%. FORMAT_LIST_9_ITEMS %1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9% and %10%. FORMAT_LIST_10_ITEMS %1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10% and %11%. FORMAT_LIST_MANY_ITEMS %1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10%, %11% ... ## ## Build Projects ## PROJECT_BT_STOCKPILE Stockpile Transfer PROJECT_BT_STOCKPILE_SHORT_DESC Transfers PP into the imperial stockpile PROJECT_BT_STOCKPILE_DESC '''Production Points (PP) allocated to the transfer project are added to the [[encyclopedia STOCKPILE_TITLE]]. The amount to transfer and how many times the transfer should repeat can be specified. Only PP that are produced in the same supply-group (and none from the imperial stockpile) are allocated to the stockpile transfer project. Surplus PP (PP not allocated to anything on the queue) at this or any other location will be transferred to the stockpile with or without a stockpile transfer project on the queue. PP allocated to a stockpile transfer are sent to the stockpile, even if there are additional items later in the production queue. For example: An empire wants to draw PP from the stockpile in a secondary supply-group, in which there is insufficient PP being generated. To do this, the stockpile needs to be filled from the primary supply-group. The empire has 100 PP industry in the primary supply-group, its stockpile use limit is 10 PP and it wants to have 10 PP always available in the stockpile. The build queue contains items on planets in the primary supply-group which need 120 PP per turn, so all available PP would be used. To be able to use the PP in the secondary supply-group, the empire adds to the top of the queue a 10x Stockpile Transfer project on a planet in the primary supply-group. Because the Stockpile Transfer project is above other primary supply-group projects in the build queue, it is fully funded and will increase the stockpile by 10 PP on the next turn. To ensure a continuing transfer each turn, the repetition of the project is set to 99 times.''' ## ## Predefined Ship Designs (located in default/scripting/ship_designs/) ## SD_CARRIER Escort Carrier SD_CARRIER_DESC Carrier designed to defend other armed vessels by launching interceptor squadrons. SD_CARRIER_2 Fleet Carrier SD_CARRIER_2_DESC Carrier designed for offensive fleet action with attack bomber squadrons and mass drivers. SD_SCOUT Scout SD_SCOUT_DESC Small and cheap unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_REQUIRED]] SD_SCOUT_2 Radar Scout SD_SCOUT_2_DESC Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_SCOUT_3 Scanner Scout SD_SCOUT_3_DESC Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_SCOUT_4 Sensor Scout SD_SCOUT_4_DESC Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_ENG_SCOUT Energy Scout SD_ENG_SCOUT_DESC Small and fast unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]] SD_SMALL_MARK_1 Corvette M SD_SMALL_MARK1_DESC Small and cheap mass-driver ship. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_MARK_1 Frigate Ms SD_MARK1_DESC Basic mass-driver frigate. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_LARGE_MARK_1 Cruiser Ms SD_LARGE_MARK1_DESC Cruiser equipped for long range independent action with improved weapons and armor. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_LARGE_MARK_2 Cruiser Lz SD_LARGE_MARK2_DESC Cruiser equipped for long range independent action. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_LARGE_MARK_3 Destroyer Ms SD_LARGE_MARK3_DESC Destroyer equipped for fleet actions. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_LARGE_MARK_4 Destroyer Lz SD_LARGE_MARK4_DESC Destroyer equipped for fleet actions with improved lasers and armor. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_ROBOTIC_OUTPOST Robotic Outpost SD_ROBOTIC_OUTPOST_DESC Can establish outposts on faraway worlds. SD_ROBO_FLUX_SCOUT Flux Scout SD_ROBO_FLUX_SCOUT_DESC Fast scouting hull with some stealth abilities SD_ROBO_FLUX_TROOPS Flux Troops SD_ROBO_FLUX_TROOPS_DESC Fast troop carrier SD_ROBO_FLUX_TROOPS_HVY Flux Heavy Troops SD_ROBO_FLUX_TROOPS_HVY_DESC Fast advanced troop carrier SD_ROBOTIC1 Robocruiser Mfs SD_ROBOTIC1_DESC Cruiser designed for fleet and independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_ROBOTIC2 Destroyer Mfs DG SD_ROBOTIC2_DESC Robotic hull equipped for fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_ROBOTIC3 Robocruiser Lzi SD_ROBOTIC3_DESC Robotic ship equipped for long range independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_ROBOTIC_CARRIER1 Fleet Carrier MBs SD_ROBOTIC_CARRIER1_DESC Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_ROBOTIC_CARRIER2 Fleet Carrier LBz SD_ROBOTIC_CARRIER2_DESC Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_ROBOTIC_CARRIER3 Escort Carrier MIs SD_ROBOTIC_CARRIER3_DESC Escort Carrier designed for convoy and picket duties. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]] SD_GRAVITATING1 Battleship Pfd DS SD_GRAVITATING1_DESC Self-gravitating battleship equipped for large fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]] SD_GRAVITATING2 Battleship Dfx BS SD_GRAVITATING2_DESC Large state-of-art battleship armed and protected with top technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]] SD_ROBO_TITAN1 Dreadnaught SD_ROBO_TITAN1_DESC Large state-of-art battleship armed and protected with the latest technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]] SD_AST_1 Rock Destroyer (L) SD_AST_1_DESC Asteroid hull designed for fleet action. [[BLD_SHIPYARD_BASE_AST_REQUIRED]] SD_COLONY_SHIP Colony Ship SD_COLONY_SHIP_DESC Unarmed vessel [[SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]]. SD_CRYONIC_COLONY_SHIP Cryonic Colony Ship SD_CRYONIC_COLONY_SHIP_DESC Unarmed vessel [[SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]]. SD_OUTPOST_SHIP Outpost Ship SD_OUTPOST_SHIP_DESC Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_ORG_OUTPOST_SHIP Organic Outpost Ship SD_ORG_OUTPOST_SHIP_DESC Unarmed organic vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]] SD_COLONY_BASE Colony Base SD_COLONY_BASE_DESC Unarmed vessel capable of creating a [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]] SD_CRYONIC_COLONY_BASE Cryonic Colony Base SD_CRYONIC_COLONY_BASE_DESC Unarmed vessel capable of creating a large [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]] SD_OUTPOST_BASE Outpost Base SD_OUTPOST_BASE_DESC Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]] in the system where it is produced. [[SHIPDESIGN_NO_TRAVEL]] SD_BASE_DECOY Comsat SD_BASE_DECOY_DESC Unarmed satellite that can trigger planetary defenses even against passive enemies, but otherwise does nothing except get in the way of enemy fire. Can be built at any planet colonized by a shipbuilding species, does not require a [[buildingtype BLD_SHIPYARD_BASE]]. SD_TROOP_DROP Troop Drop SD_TROOP_DROP_DESC Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]] in the same system. SD_TROOP_DROP_HVY Heavy Troop Drop SD_TROOP_DROP_HVY_DESC Carries a brigade of ground advanced [[SHIPDESIGN_PLANET_INVASION]] in the same system. SD_SMALL_TROOP_SHIP Small Troop Ship SD_SMALL_TROOP_SHIP_DESC Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_TROOP_SHIP Troop Ship SD_TROOP_SHIP_DESC Carries 3 brigades of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]] SD_DRAGON_TOOTH Dragon Tooth SD_DRAGON_TOOTH_DESC Ancient ship design with advanced weaponry and defensive systems. [[BLD_SHIPYARD_BASE_REQUIRED]] ## ## Monsters ## SM_MONSTER Monster SM_KRILL_1 Small Krill Swarm SM_KRILL_1_DESC [[SM_KRILL_MACRO_1]]. Though normally not aggressive, their numbers, even low, become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]] SM_KRILL_2 Medium Krill Swarm SM_KRILL_2_DESC [[SM_KRILL_MACRO_1]]. Though normally not aggressive, their growing numbers become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]] SM_KRILL_3 Large Krill Swarm SM_KRILL_3_DESC [[SM_KRILL_MACRO_1]]. When in large enough numbers, they begin to become aggressive towards ships. [[SM_KRILL_MACRO_2]] SM_KRILL_4 Plague of Krill SM_KRILL_4_DESC [[SM_KRILL_MACRO_1]]. 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. [[SM_KRILL_MACRO_2]] SM_TREE Dyson Forest SM_TREE_DESC A "forest" 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. If not destroyed, they will periodically send out a seed through the starlanes to colonize other star systems. A [[SM_TREE]] seed is known as a [[predefinedshipdesign SM_FLOATER]], and may be difficult to detect. When a Dyson Forest grows, Space Krill often start nesting inbetween the trees. SM_FLOATER Floater SM_FLOATER_DESC A gas-filled bulbous sac drifting through space, sent as a seed by a [[predefinedshipdesign SM_TREE]] to found a new forest around other stars. It is generally advisable to destroy [[SM_FLOATER]]s as soon as possible. However, they are small and difficult to detect; it will generally require the [[tech SPY_DETECT_2]] technology to do so. SM_DRAGON Vacuum Dragon SM_DRAGON_DESC A terrifying giant monster that prowls space for prey, wreaking havoc on populated areas. SM_DRONE Drone SM_DRONE_DESC A tool of a forgotten war, still fulfilling its original purpose: to mindlessly attack any ships in range. SM_DRONE_FACTORY Drone Factory SM_DRONE_FACTORY_DESC A production facility built in some long-forgotten war to defend long-vanished builders, Amazingly, it still functions, slowly producing new Drone Fighters. SM_GUARD_0 Maintenance Ship SM_GUARD_0_DESC An unmanned ship programmed by the Precursors to maintain the starlane entries of the system. It is armed only lightly, but will attack all intruders. SM_GUARD_1 Sentry SM_GUARD_1_DESC A small unmanned guard ship [[SM_GUARD_MACRO]]. SM_GUARD_2 Sentinel SM_GUARD_2_DESC An unmanned guard ship [[SM_GUARD_MACRO]]. SM_GUARD_3 Warden SM_GUARD_3_DESC A powerful unmanned guard ship [[SM_GUARD_MACRO]]. SM_KRAKEN_1 Larval Kraken SM_KRAKEN_1_DESC '''In the larval form, a cautious and relatively harmless type of spaceborne fauna. Its natural prey is the krill swarm. A well-fed larval kraken may grow into a larger and more dangerous adult form. [[SM_KRAKEN_ENVIRONMENT]]''' SM_KRAKEN_2 Kraken SM_KRAKEN_2_DESC '''A formidable medium-weight space monster. Its natural prey is the krill swarm. A well-fed kraken may grow into an even larger and more dangerous form. [[SM_KRAKEN_ENVIRONMENT]]''' SM_KRAKEN_3 Great Kraken SM_KRAKEN_3_DESC '''A formidable and very tough space monster. [[SM_KRAKEN_ENVIRONMENT]]''' SM_WHITE_KRAKEN White Kraken SM_WHITE_KRAKEN_DESC The White Kraken is a white-colored prehistoric ancestor of the Kraken Space Monster. 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 [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their [[metertype METER_POPULATION]].''' SM_SNOWFLAKE_1 Small Snowflake SM_SNOWFLAKE_1_DESC '''A small and harmless space monster with exceptional vision. [[SM_SNOWFLAKE_ENVIRONMENT]]''' SM_SNOWFLAKE_2 Snowflake SM_SNOWFLAKE_2_DESC '''A light-weight space monster with exceptional vision. [[SM_SNOWFLAKE_ENVIRONMENT]]''' SM_SNOWFLAKE_3 Large Snowflake SM_SNOWFLAKE_3_DESC '''A formidable light-weight space monster. [[SM_SNOWFLAKE_ENVIRONMENT]]''' 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. They are also able to directly attack the [[metertype METER_POPULATION]] of planets.''' SM_JUGGERNAUT_1 Small Juggernaut SM_JUGGERNAUT_1_DESC '''A formidable heavy-weight space monster with some protective shielding. [[SM_JUGGERNAUT_ENVIRONMENT]]''' SM_JUGGERNAUT_2 Juggernaut SM_JUGGERNAUT_2_DESC '''A formidable heavy-weight space monster with moderate protective shielding. [[SM_JUGGERNAUT_ENVIRONMENT]]''' SM_JUGGERNAUT_3 Large Juggernaut SM_JUGGERNAUT_3_DESC '''A formidable heavy-weight space monster with powerful protective shielding. [[SM_JUGGERNAUT_ENVIRONMENT]]''' 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 [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their [[metertype METER_POPULATION]].''' SM_CLOUD Space Cloud SM_CLOUD_DESC A nebulous creature that adds [[metertype METER_STEALTH]] to random planets. SM_ASH Space Volcano SM_ASH_DESC A nebulous creature that adds [[metertype METER_STEALTH]] to random planets. SM_DIM Dimensional Drifter SM_DIM_DESC A nebulous creature that adds [[metertype METER_STEALTH]] to random planets. SM_VOID Behemoth of the Void SM_VOID_DESC A nebulous creature that adds [[metertype METER_STEALTH]] to random planets. SM_SNAIL Asteroid Snail SM_SNAIL_DESC A timid monster, feeding on minerals. Its shell strongly resembles a normal asteroid, increasing its [[metertype METER_STEALTH]] if it can hide inside an asteroid belt. SM_DAMPENING_CLOUD Dampening Cloud SM_DAMPENING_CLOUD_DESC A cosmic cloud of highly energetic particles that has gained some form of sentience. It is repelled by the energy signatures of populated colonies. It is nonetheless highly attracted to reserves of potential energy, and will steal the [[metertype METER_FUEL]] from vessels in the system. SM_ACIREMA_GUARD Acirema Guard Ship SM_ACIREMA_GUARD_DESC An unmanned armed ship built by the Acirema, standing guard over the system. SM_EXP_OUTPOST Experiment Zero SM_EXP_OUTPOST_DESC '''An ancient creation of the Experimentors that reduces [[metertype METER_SHIELD]] and [[encyclopedia DAMAGE_TITLE]]. Experiment Zero was sent to this galaxy to guard the outpost of the Experimentors with its unique abilities. While it does not attack ships directly, it fills the whole system with quadrillions of diminutive units, hampering enemy shields and weapons to the point that all but the very best equipment will be ineffective.''' 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 [[metertype METER_STEALTH]]. 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 obscures all objects within it. All objects inside the storm receive an increase to [[metertype METER_STEALTH]] of [[value FLD_ION_STORM_STEALTH_BONUS]], but a decrease to [[metertype METER_DETECTION]] of [[value FLD_ION_STORM_DETECTION_MALUS]]. FLD_MOLECULAR_CLOUD Molecular Cloud FLD_MOLECULAR_CLOUD_DESC Diffuse cloud of complex molecules that disrupts ship shielding. All ships have their [[metertype METER_SHIELD]] decreased by [[value FLD_MOLECULAR_CLOUD_SHIELD_MALUS]]. FLD_NEBULA_1 Nebula FLD_NEBULA_1_DESC Cloud of hydrogen gas that could coalesce to form a new star. Ship [[metertype METER_SPEED]] is reduced by [[value FLD_NEBULA_SPEED_MALUS]], [[metertype METER_DETECTION]] is reduced by [[value FLD_NEBULA_DETECTION_MALUS]], [[metertype METER_STEALTH]] is increased by [[value FLD_NEBULA_STEALTH_BONUS]]. FLD_NEBULA_2 [[FLD_NEBULA_1]] FLD_NEBULA_2_DESC [[FLD_NEBULA_1_DESC]] FLD_NEBULA_3 [[FLD_NEBULA_1]] FLD_NEBULA_3_DESC [[FLD_NEBULA_1_DESC]] FLD_SUBSPACE_RIFT Scissor Rift FLD_SUBSPACE_RIFT_DESC Violent and destructive tear in spacetime which rapidly collapses. Pulls in and devours ships, systems, and planets that are caught within its area, although ships may be able to escape if moving quick enough. FLD_ACCRETION_DISC Accretion Disc FLD_ACCRETION_DISC_DESC An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1. FLD_NANITE_SWARM Nanite Swarm FLD_NANITE_SWARM_DESC A swarm of ancient nanorobots that attach themselves to and attempts to repair the hulls of ships within the swarm. Ship [[metertype METER_STRUCTURE]] increases by [[value FLD_NANITE_SWARM_STRUCTURE_FLAT]] per turn, spread equally over ships within the swarm. FLD_METEOR_BLIZZARD Meteor Blizzard FLD_METEOR_BLIZZARD_DESC Anomalously self-attracting conglomeration of meteors. Generates [[metertype METER_RESEARCH]] on ships within as they observe the phenomenon. FLD_VOID_RIFT Void Rift FLD_VOID_RIFT_DESC Anomalous rift in spacetime that reduces ship [[metertype METER_SPEED]] by 50%. ## ## Predefined starting fleets ## FN_BATTLE_FLEET Battle Fleet FN_SCOUT_FLEET Scout Fleet FN_COLONY_FLEET Colony 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. LOCAL_SERVER_ALREADY_RUNNING_ERROR Can't start server. A local server is already running. PLAYER_DISCONNECTED Player %1% no longer has a connection to the server. SERVER_SAVE_INITIATE_ACK Saving... # %1% save game file path as requested by the client. # %2% save game file size in bytes. SERVER_SAVE_COMPLETE Saved %2% bytes to file: %1% 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_READ_PERSISTENT_CONFIG_XML Error when attempting to read the optional persistent_config.xml file (this is expected if it does not exist). UNABLE_TO_WRITE_PERSISTENT_CONFIG_XML Error when writing persistent_config.xml file. 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. SAVE_GAME_IN_PROGRESS A save game is in progress. ABORT_SAVE_AND_RESET Return to Main Menu without saving. ABORT_SAVE_AND_EXIT Exit FreeOrion without saving. WRONG_CLIENT_TYPE_AUTOTURN Only human players can set automatic cycling. WRONG_CLIENT_TYPE_REVERT_ORDERS Orders cannot be reverted for non-players. EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS No empire is being controlled by this client; orders cannot be issued. ORDERS_FOR_WRONG_EMPIRE Orders were sent for an empire that this client does 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. SERVER_ALREADY_PLAYING_GAME The server is not currently accepting players because a game is being played. ERROR_PYTHON_AI_CRASHED Python AI for %1% crashed. ERROR_PLAYER_NAME_ALREADY_USED Player name %1% already in use. ERROR_WRONG_PASSWORD Password wrong for player name %1%. ERROR_CLIENT_TYPE_NOT_ALLOWED Client type forbidden. ERROR_NOT_ENOUGH_AI_PLAYERS Not enough AI players. ERROR_TOO_MANY_AI_PLAYERS Too many ai players. ERROR_NOT_ENOUGH_HUMAN_PLAYERS Not enough human players. ERROR_TOO_MANY_HUMAN_PLAYERS Too many human players. ERROR_NOT_ENOUGH_CONNECTED_HUMAN_PLAYERS Not enough connected human empire players. ERROR_TOO_MANY_UNCONNECTED_HUMAN_PLAYERS Too many unconnected human empire players. ERROR_CONNECTION_WAS_REPLACED Your connection was replaced. ERROR_NONPLAYER_CANNOT_CONCEDE Only Players can concede. ERROR_CONCEDE_DISABLED Concede is disabled. ERROR_CONCEDE_EXCEED_COLONIES Cannot concede; empire controls too many colonies. ERROR_CONCEDE_LAST_HUMAN_PLAYER Cannot concede from a game with only one human player. ERROR_INCOMPATIBLE_VERSION Server cannot properly read messages from your client, most likely due to incompatible game versions. ERROR_CHECKSUM_MISMATCH Content checksum on the server and the client differs. ## ## Game Rules ## RULE_PRODUCTION_QUEUE_FRONTLOAD_FACTOR Turn PP overcommit RULE_PRODUCTION_QUEUE_FRONTLOAD_FACTOR_DESC Percentage of PP overcommitment per item build turn to build in time. RULE_PRODUCTION_QUEUE_TOPPING_UP_FACTOR Final PP overcommit RULE_PRODUCTION_QUEUE_TOPPING_UP_FACTOR_DESC Percentage of PP overcommitment on final item build turn to build in time. RULE_CHEAP_AND_FAST_TECH_RESEARCH Cheap and Fast Techs RULE_CHEAP_AND_FAST_TECH_RESEARCH_DESC Techs cost 1 RP and take 1 turn to research. RULE_CHEAP_POLICIES Cheap Policies RULE_CHEAP_POLICIES_DESC Policies cost 1 IP to adopt. RULE_CHEAP_AND_FAST_BUILDING_PRODUCTION Cheap and Fast Buildings RULE_CHEAP_AND_FAST_BUILDING_PRODUCTION_DESC Buildings cost 1 PP and take 1 turn to produce. RULE_CHEAP_AND_FAST_SHIP_PRODUCTION Cheap and Fast Ships RULE_CHEAP_AND_FAST_SHIP_PRODUCTION_DESC Ships cost 1 PP and take 1 turn to produce. # value ref description RULE_NUM_COMBAT_ROUNDS Combat Rounds RULE_NUM_COMBAT_ROUNDS_DESC How many rounds of combat occur each turn. RULE_FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE Close Range Targeting Combat Round RULE_FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE_DESC The first combat round in which close range weapons are able to shoot at targets. RULE_AGGRESSIVE_SHIPS_COMBAT_VISIBLE Aggressive Ships Combat Visible RULE_AGGRESSIVE_SHIPS_COMBAT_VISIBLE_DESC Ships in fleets that are set to control their system start combat visible to all empires, regardless of their stealth and detection levels. RULE_RESEED_PRNG_SERVER Random Reseeding RULE_RESEED_PRNG_SERVER_DESC With reseeding, replaying the same save or using the same settings and seed is not expected to produce the same random results. This is possibly preferable if players want to be sure that none of them can predict future random results based on previous random results or if a player wants to 're-roll' the results of a battle or random effect when re-playing a turn, and not get the same results as a previous attempt. RULE_SHIP_SPEED_FACTOR Ship Speed Scaling RULE_SHIP_SPEED_FACTOR_DESC Adjusts speeds of ship hulls and speed parts RULE_SHIP_STRUCTURE_FACTOR Ship Structure Scaling RULE_SHIP_STRUCTURE_FACTOR_DESC Adjusts structure of ship hulls and armour parts. Adjusts structure growth, damage control and planetary shield as well RULE_SHIP_WEAPON_DAMAGE_FACTOR Ship Weapon Damage Scaling RULE_SHIP_WEAPON_DAMAGE_FACTOR_DESC Adjusts damage and shields of ship main weapons. Adjusts planetary defense as well RULE_FIGHTER_DAMAGE_FACTOR Fighter Damage Scaling RULE_FIGHTER_DAMAGE_FACTOR_DESC Adjusts damage of fighters RULE_SHIP_HULL_COST_FACTOR Hull Cost Scaling RULE_SHIP_HULL_COST_FACTOR_DESC Adjusts costs of ship hulls RULE_SHIP_PART_COST_FACTOR Part Cost Scaling RULE_SHIP_PART_COST_FACTOR_DESC Adjusts costs of ship parts RULE_BUILDING_COST_FACTOR Building Cost Scaling RULE_BUILDING_COST_FACTOR_DESC Adjusts costs of buildings RULE_TECH_COST_FACTOR Tech Cost Scaling RULE_TECH_COST_FACTOR_DESC Adjusts costs of tech RULE_SINGULARITY_COST_FACTOR [[LRN_TRANSCEND]] Cost Scaling RULE_SINGULARITY_COST_FACTOR_DESC Adjusts costs of [[LRN_TRANSCEND]] tech RULE_ENABLE_EXPERIMENTORS Enable Experimentors RULE_ENABLE_EXPERIMENTORS_DESC Enables Experimentors during galaxy generation RULE_EXPERIMENTORS_SPAWN_BASE_TURN Experimentors spawn base turn RULE_EXPERIMENTORS_SPAWN_BASE_TURN_DESC Minimum turn experimentors spawn. Modified by galaxy size and AI Agression. RULE_NESTS_ALWAYS_SPAWN_WILD Nests always spawn wild monsters RULE_NESTS_ALWAYS_SPAWN_WILD_DESC Monster nests will always spawn wild monsters, even when outposted RULE_WANDERING_MONSTERS_CAN_STOP_INSYSTEM Wandering monsters ocassionally stop insystem RULE_WANDERING_MONSTERS_CAN_STOP_INSYSTEM_DESC Wandering monsters ocassionally stop insystem RULE_WILD_NEST_MONSTER_SPAWN_FACTOR Wild nest monster spawn factor RULE_WILD_NEST_MONSTER_SPAWN_FACTOR_DESC Multiplies the probability of a nest spawning a wild monster RULE_DOMESTIC_NEST_MONSTER_SPAWN_FACTOR Domestic nest monster spawn factor RULE_DOMESTIC_NEST_MONSTER_SPAWN_FACTOR_DESC Multiplies the probability of a nest spawning a domesticated monster RULE_ENABLE_SUPER_TESTER Enable Super-Tester Takeover RULE_ENABLE_SUPER_TESTER_DESC Enables [[BLD_SUPER_TEST]] building RULE_ALLOW_REPEATED_SPECIES Allows repeated species RULE_ALLOW_REPEATED_SPECIES_DESC Allows repeated species when there are less players than playable species. When there are more players than playable species there are always repeated species. RULE_ENSURE_HABITABLE_PLANET_HW_VICINITY Guarantee habitable planet in homeworld vicinity RULE_ENSURE_HABITABLE_PLANET_HW_VICINITY_DESC Guarantees at least 1 planet of adequate environment or better close to the homeworld. Currently occurs before native or special placement. RULE_STOCKPILE_IMPORT_LIMITED Stockpile Import Limited RULE_STOCKPILE_IMPORT_LIMITED_DESC Enables limits on stockpile import per turn RULE_TEST_INT Test Integer RULE_TEST_INT_DESC Test RULE_TEST_STRING Test String RULE_TEST_STRING_DESC Test RULE_STARLANES_EVERYWHERE Starlanes Everywhere RULE_STARLANES_EVERYWHERE_DESC Starlanes are generated between every pair of systems, regardless of geometry. Lanes may still be removed during a game, however. Lanes are also not rendered on the galaxy map. RULE_ALL_OBJECTS_VISIBLE All Objects Visible RULE_ALL_OBJECTS_VISIBLE_DESC All systems, planets, buildings, fleets, ships, and fields can be detected by all empires at at least partial visibility. RULE_ALL_SYSTEMS_VISIBLE All Systems Visible RULE_ALL_SYSTEMS_VISIBLE_DESC All system locations are known by all empires. RULE_EXTRASOLAR_SHIP_DETECTION Extrasolar Ship Detection RULE_EXTRASOLAR_SHIP_DETECTION_DESC Ships outside systems provide detection. RULE_OVERRIDE_VIS_LEVEL Stealthy Blockader Visibility RULE_OVERRIDE_VIS_LEVEL_DESC Visibility level at which otherwise stealthy fleets and ships are revealed to the empire that owns a fleet that is blockaded. RULE_UNSEEN_STEALTHY_PLANETS_INVISIBLE Undetectable Stealthy Planets RULE_UNSEEN_STEALTHY_PLANETS_INVISIBLE_DESC '''If On: Planets that have more stealth than an empire's detection strength cannot be detected by that empire just by having an object in the same system, unless that empire has previously detected that planet. If Off: Planets that have more stealth than an empire's detection strength are detectable by that empire if the empire owns another object in the same system.''' RULE_BASIC_VIS_SYSTEM_INFO_SHOWN Basic System Info Visible RULE_BASIC_VIS_SYSTEM_INFO_SHOWN_DESC '''If On: Systems that are detected by an empire at only basic visibility have their name and star type revealed to that empire. Causes a UI issue where it is difficult to tell if starlanes of a system are known. If Off: Basic level visible systems that have never been detected at higher visiblity have unknown name and star type.''' RULE_HABITABLE_SIZE_TINY Tiny planets Habitable size RULE_HABITABLE_SIZE_SMALL Small planets Habitable size RULE_HABITABLE_SIZE_MEDIUM Medium planets Habitable size RULE_HABITABLE_SIZE_LARGE Large planets Habitable size RULE_HABITABLE_SIZE_HUGE Huge planets Habitable size RULE_HABITABLE_SIZE_ASTEROIDS Asteroids Habitable size RULE_HABITABLE_SIZE_GASGIANT Gas Giants Habitable size RULE_HABITABLE_SIZE_DESC Value used to adjust for [[METER_POPULATION]] changes on a planet of this size RULE_BASELINE_PLANET_STABILITY Planet Stability Baseline RULE_BASELINE_PLANET_STABILITY_DESC Baseline level of planet [[METER_HAPPINESS]]. RULE_BASELINE_SPECIES_EMPIRE_OPINION Species Empire Opinion Baseline RULE_BASELINE_SPECIES_EMPIRE_OPINION_DESC Baseline level of species opinions of empires. RULE_INVASION_OPINION_PENALTY_SCALING Planet invasion species opinion scaling RULE_INVASION_OPINION_PENALTY_SCALING_DESC Scales penalty to species opinion of an empire that was the most recent invader of planets with species RULE_SHIPS_LOST_DESTROYED_PENALTY_SCALING Ship loss or destruction species opinion scaling RULE_SHIPS_LOST_DESTROYED_PENALTY_SCALING_DESC Scales penalty to species opinion of an empire that loses or destroys in combat ships of a species RULE_COLONIES_FOUNDED_BONUS_SCALING Colonies founded opinion scaling RULE_COLONIES_FOUNDED_BONUS_SCALING_DESC Scales bonus to species opinion of an empire that founds colonies with that species RULE_PROTECTION_FOCUS_STABILITY Protection Focus Stability Bonus RULE_PROTECTION_FOCUS_STABILITY_DESC Bonus [[METER_HAPPINESS]] from Protection Focus. RULE_IMPERIAL_PALACE_INFLUENCE Influence Generated by Imperial Palace RULE_IMPERIAL_PALACE_INFLUENCE_DESC [[METER_INFLUENCE]] generated by Imperial Palace. RULE_GOOD_ENVIRONMENT_STABILITY Stability Modifier for Good Environment RULE_GOOD_ENVIRONMENT_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Good Environment. RULE_ADEQUATE_ENVIRONMENT_STABILITY Stability Modifier for Adequate Environment RULE_ADEQUATE_ENVIRONMENT_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Adequate Environment. RULE_POOR_ENVIRONMENT_STABILITY Stability Modifier for Poor Environment RULE_POOR_ENVIRONMENT_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Poor Environment. RULE_HOSTILE_ENVIRONMENT_STABILITY Stability Modifier for Hostile/Uninhabitable Environment RULE_HOSTILE_ENVIRONMENT_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Hostile/Uninhabitable Environment. RULE_TINY_SIZE_STABILITY Stability Modifier for Tiny Planets RULE_TINY_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Tiny Planets. RULE_SMALL_SIZE_STABILITY Stability Modifier for Small Planets RULE_SMALL_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Small Planets. RULE_MEDIUM_SIZE_STABILITY Stability Modifier for Medium Planets RULE_MEDIUM_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Medium Planets. RULE_LARGE_SIZE_STABILITY Stability Modifier for Large Planet RULE_LARGE_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Large Planets. RULE_HUGE_SIZE_STABILITY Stability Modifier for Huge Planets RULE_HUGE_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Huge Planets. RULE_GAS_GIANT_SIZE_STABILITY Stability Modifier for Gas Giants RULE_GAS_GIANT_SIZE_STABILITY_DESC Modifier of [[METER_HAPPINESS]] for Gas Giants. RULE_MINIMUM_MONSTER_DISTANCE_CAPITAL Minimum distance monsters start from Capital RULE_MINIMUM_MONSTER_DISTANCE_CAPITAL_DESC Minimum distance monsters start from Capital RULE_ALLOW_CONCEDE Allow Conceding RULE_ALLOW_CONCEDE_DESC Allows empires to concede from a game. This eliminates the empire's assets from the universe. The game continues with the remaining players. RULE_CONCEDE_COLONIES_THRESHOLD Maximum Colonies When Conceding RULE_CONCEDE_COLONIES_THRESHOLD_DESC Empires with more than this number of colonies may not concede. RULE_CONCEDE_DESTROY_COLONIES Depopulate Conceded Colonies RULE_CONCEDE_DESTROY_COLONIES_DESC If true, colonies owned by empires that concede are depopulated. If false, ships are set to unowned. RULE_CONCEDE_DESTROY_BUILDINGS Destroy Conceded Buildings RULE_CONCEDE_DESTROY_BUILDINGS_DESC If true, buildings owned by empires that concede are destroyed. If false, buildings are set to unowned. RULE_CONCEDE_DESTROY_SHIPS Destroy Conceded Ships RULE_CONCEDE_DESTROY_SHIPS_DESC If true, ships owned by empires that concede are destroyed. If false, ships are set to unowned. RULE_THRESHOLD_HUMAN_PLAYER_WIN Max human player winners RULE_THRESHOLD_HUMAN_PLAYER_WIN_DESC Maximum number of human players that could win together in multiplayer games if there are no other human player survivors. RULE_ONLY_ALLIANCE_WIN Only allied players win RULE_ONLY_ALLIANCE_WIN_DESC Allied players can win together if the number of human players in their alliance is no more than the maximum human player winners and there are no other human player survivors. RULE_SHIP_PART_BASED_UPKEEP Use part-based upkeep RULE_SHIP_PART_BASED_UPKEEP_DESC Calculate upkeep based on ship parts instead of ships themselves. RULE_DIPLOMACY Allowed diplomacy RULE_DIPLOMACY_DESC Manages diplomatic restrictions between players. By default all interactions are allowed. RULE_DIPLOMACY_ALLOWED_FOR_ALL All Allowed RULE_DIPLOMACY_FORBIDDEN_FOR_ALL All Forbidden RULE_ANNEX_COST_OPINION_EXP_BASE Annex Cost Opinion Exponential Base RULE_ANNEX_COST_OPINION_EXP_BASE_DESC Base of exponential determining how annexation costs scale with species empire opinion. RULE_ANNEX_COST_SCALING Annex Cost Population Scaling RULE_ANNEX_COST_SCALING_DESC Scaling factor for how annexation costs scale with planet population. RULE_ANNEX_COST_STABILITY_EXP_BASE Annex Cost Stability Exponential Base RULE_ANNEX_COST_STABILITY_EXP_BASE_DESC Base of exponential determining how annexation costs scale with planet stability. RULE_BUILDING_ANNEX_COST_SCALING Annex Cost Building Scaling RULE_BUILDING_ANNEX_COST_SCALING_DESC Scaling factor for how annexation costs scale with building production cost. RULE_ANNEX_COST_MINIMUM Annex Cost Minimum RULE_ANNEX_COST_MINIMUM_DESC Minimum cost to annex a planet. ## ## Command-line and options database entries ## COMMAND_LINE_HELP_GENERAL_DESCRIPTION '''FreeOrion is a 4X Space Strategy game. Command-line switches and options may be specified to adjust how the program runs. These are grouped, and can be listed by running the binary and passing the "-h" or "--help" switches, followed by the name of an option group. For example, to output network-related options: freeorion --help network Options may have an abbreviated switch form, like "-h" instead of "--help". Options that do not have an abbreviated form expect a parameter to be passed after their name to set that option to the passed value, like: freeorion --network.discovery.port 123 ''' COMMAND_LINE_NOT_FOUND No options or sections found matching COMMAND_LINE_USAGE Usage: -h | --help [group name | option name] COMMAND_LINE_DEFAULT Default COMMAND_LINE_SECTIONS Option Groups COMMAND_LINE_OPTIONS Options OPTIONS_DB_HELP '''Print this help message. Accepts an argument for partial or full option name. Special arguments are provided for: all - [[OPTIONS_DB_SECTION_ALL]] raw - [[OPTIONS_DB_SECTION_RAW]]''' OPTIONS_DB_VERSION Print version and exit. OPTIONS_DB_SINGLEPLAYER Start server in single player host mode. This only allows clients on localhost to connect. OPTIONS_DB_HOSTLESS Start server in hostless mode. Server accepts players in the multiplayer lobby, and returns to the lobby after the game session ends. OPTIONS_DB_SKIP_CHECKSUM Skip comparing the resource directory checksums. This allows faster startup when client and server are on the same machine, using the same resource directory. OPTIONS_DB_TESTING Linux only. AI will output log to console instead file for testing purpose. OPTIONS_DB_LOAD_OR_QUICKSTART Searches latest multi-player save game in autosave directory. Loads and starts it if found or quick-starts new game with predefined options and game rules. Requires hostless mode and no restriction on the minimum number of connected players, because the server will start with no connected players. 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_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.dialog.save.columns.[name].width.chars is set, the column will always be wide enough to contain the text there. OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_STRETCH If ui.dialog.save.columns.[name].stretch is set, the column will get that stretch factor if visible. 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_STARFIELDS_SCALE Sets size of star fields around systems. OPTIONS_DB_GALAXY_MAP_SCALE_LINE Show scale line for universe distance on galaxy map. OPTIONS_DB_GALAXY_MAP_SCALE_CIRCLE Show the map scale also as a circle centered on the currently selected System (only if the map scale line is also shown). 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_UI_GALAXY_MAP_LOCK Toggles whether galaxy map scrolling and zooming are disabled. OPTIONS_DB_UI_HIDE_MAP_PANELS Toggles whether the sitrep, pedia etc. panels are temporarily hidden when opening the production window and reopened when closing the production window. 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_FLEET_EXPLORE_IGNORE_HOSTILE Ignore hostile ships when a fleet is set to explore OPTIONS_DB_FLEET_EXPLORE_SYSTEM_ROUTE_LIMIT Limits the number of fleets that test for a route to each system for fleets set to automatically explore. Lower limits may be faster but may produce less-optimized routing. A limit of -1 disables the limit. OPTIONS_DB_FLEET_EXPLORE_SYSTEM_KNOWN_MULTIPLIER Multiplier to priority value of unexplored systems which have been previously seen by the empire. A value less than 1.0 will prefer known systems over unknown systems. 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_FUTURE Toggles whether, when showing detection range circles of fleets, to also show predicted future turn detection ranges for the selected fleet's expected movement path. 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_MP_AI_MIN Set the minimum number of ai players required to start a multiplayer game. OPTIONS_DB_MP_AI_MAX Limit the number of AIs allowed in a multiplayer game. Set to -1 for unlimited. OPTIONS_DB_MP_HUMAN_MIN Set the minimum number of human players required to start a multiplayer game. OPTIONS_DB_MP_HUMAN_MAX Limit the number of human players allowed in a multiplayer game. Set to -1 for unlimited. OPTIONS_DB_MP_CONN_HUMAN_MIN Minimum number of active human players, below which the server will stop the game being played. OPTIONS_DB_MP_UNCONN_HUMAN_MAX Maximum number of players, who control non-eliminated empires, who may be unconnected from the server before it stops the game being played. Disabled if 0, meaning the server will never stop the game due to empire-playing players being unconnected. OPTIONS_DB_COOKIES_EXPIRE Count of minutes after the cookie record will be considered expired. OPTIONS_DB_PUBLISH_STATISTICS Enable sending empire staticstics to the player. OPTIONS_DB_PUBLISH_SEED Enable sending galaxy seed to the player. OPTIONS_DB_FIRST_TURN_TIME Absolute time point in format "2019-01-20 11:59:59" in UTC. If empty, first turn advance will happen after expiring interval. OPTIONS_DB_TIMEOUT_INTERVAL Maximum interval in seconds between turn automatic advances. If 0, turn advances by timeout are disabled, and turns will only advance once all players have ended their turn. Automatic turn advance is also disabled after any player has won the game. OPTIONS_DB_TIMEOUT_FIXED_INTERVAL Turns advance after fixed intervals, regardless of when and whether players have submitted turn orders. OPTIONS_DB_CLIENT_MESSAGE_SIZE_MAX Limit of client message size in bytes. OPTIONS_DB_DROP_EMPIRE_READY Drop empire's readiness on joining to the playing game. OPTIONS_DB_TAKE_OVER_AI Server option to allow human players to take control of AI empires. OPTIONS_DB_ALLOW_OBSERVERS Server option to allow any players connect to the games as Observer. OPTIONS_DB_LISTEN_FD Server option to choose pre-opened file descriptor to accept connections. Works on Linux with xinetd or systemd socket activation. By default disabled. OPTIONS_DB_PYTHON_ASYNCIO_INTERVAL Interval in seconds to call python asyncio event loop or -1 to disable it. By default asyncio calls disabled. 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_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 Sets FPS limit, if enabled. Limiting is toggled with Limit FPS. OPTIONS_DB_LIMIT_FPS_NO_FOCUS Toggles FPS limiting on or off when the game window does not have focus. OPTIONS_DB_MAX_FPS_NO_FOCUS Sets FPS limit when the game window does not have focus, if enabled. 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_NEWTURN_TOGGLE Toggle to play a sound on the start of a new turn. OPTIONS_DB_UI_SOUND_NEWTURN_FILE The sound file played at start of a new turn, if enabled. 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_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_DEFAULT_TOOLTIP_COLOR Sets UI default tooltip color. OPTIONS_DB_UI_ROLLOVER_TOOLTIP_COLOR Sets UI rollover tooltip 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_TECH_TREE_STATUS_UNRESEARCHABLE Stores the tech tree control filter unresearchable status. OPTIONS_DB_UI_TECH_TREE_STATUS_HAS_RESEARCHED_PREREQ Stores the tech tree control filter has researched prereq status. OPTIONS_DB_UI_TECH_TREE_STATUS_RESEARCHABLE Stores the tech tree control filter researchable status. OPTIONS_DB_UI_TECH_TREE_STATUS_COMPLETED Stores the tech tree control filter completed status. 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_FOG_CLR Sets the color of the scan-line shading over system icons. OPTIONS_DB_UI_FIELD_FOG_CLR Sets the color of the scan-line shading over field icons. OPTIONS_DB_UI_PLANET_FOG_CLR Sets the color of the scan-line shading over planet graphics on the sidepanel. OPTIONS_DB_UI_PLANET_STATUS_ICON_SIZE Sets the size of the planet status icon. OPTIONS_DB_UI_PLANET_STATUS_ICON_TITLE Planet status notification OPTIONS_DB_UI_PLANET_STATUS_ATTACKED %1% was attacked on the previous turn. OPTIONS_DB_UI_PLANET_STATUS_CONQUERED %1% has just been conquered. Stability will probably be reduced. OPTIONS_DB_UI_PLANET_STATUS_UNHAPPY The population on %1% is very unhappy. Neither [[metertype METER_INDUSTRY]] nor [[metertype METER_RESEARCH]] will increase. It can not be used as a source for settlers. OPTIONS_DB_UI_PLANET_STATUS_NO_SUPPLY %1% has been cut off from supply. Industry generated on this planet can only be used here. 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_INNER_CIRCLE_WIDTH Sets the line width of the inner system circle when the map is zoomed in. OPTIONS_DB_UI_SYSTEM_OUTER_CIRCLE_WIDTH Sets the line width of the outer system circle. OPTIONS_DB_UI_SYSTEM_INNER_CIRCLE_MAX_WIDTH Sets the line width of the inner system circle when the map is zoomed out. OPTIONS_DB_UI_SYSTEM_CIRCLE_DISTANCE Sets the distance (in pixels) between the inner and outer system circles at close zoom. OPTIONS_DB_UI_SYSTEM_UNEXPLORED_OVERLAY Show a different MapWindow mouseover overlay for systems that the player's empire has not yet explored. OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR Sets color of unowned system names on the galaxy map. OPTIONS_DB_UI_BIG_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which big fleet icons are shown 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_UI_FLEET_BUTTON_SIZE Sets relative size of fleet buttons. OPTIONS_DB_UI_FLEET_WND_SCANLINE_CLR Sets the color of the scan-line shading over ship/fleet graphics on the fleet window. OPTIONS_DB_SHOW_FLEET_ETA Show fleet ETA (for moving fleets) in Fleet Window OPTIONS_DB_SHOW_IDS_AFTER_NAMES Show ids after object names 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 rotation rate (in revolutions per minute) 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_UI_TOOLTIP_LONG_DELAY Sets UI tooltip pop-up delay for alternate pop-ups, in ms. OPTIONS_DB_UI_ENC_SEARCH_ARTICLE When searching the pedia, check for matches in article contents. Search will be slower, but may find more matches. # Section title for options window logging OPTIONS_DB_UI_LOGGER_THRESHOLDS Logger thresholds OPTIONS_DB_UI_LOGGER_THRESHOLD_TOOLTIP '''Each log output file (freeorion.log, freeoriond.log, and AI_x.log) collects log records from sources (sections of code). Setting the threshold for a source will enable logs records of that level or higher for that source. Each process client, server, and ai has a general source and may have additional detailed sources (eg. combat resolution logs).''' # This is a label to designate the logger as the general or default logger for a process # %1% is the name of a process logger, client, server or ai OPTIONS_DB_UI_LOGGER_PER_PROCESS_GENERAL %1% general 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 mouse button OPTIONS_DB_DISPLAY_TIMESTAMP Enables messages' timestamp in the chat windows. 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 fleet window(s) when the main map is left-clicked. OPTIONS_DB_UI_AUTO_REPOSITION_WINDOWS Toggles whether to automatically reposition windows when the application size changes. OPTIONS_DB_AUTO_ADD_SAVED_DESIGNS Automatically add all user-saved ship designs to the player-empire known designs. OPTIONS_DB_ADD_DEFAULT_DESIGNS Automatically add game default ship designs to the player-empire known designs. OPTIONS_DB_DESIGN_PEDIA_DYNAMIC In the Design Window, dynamically update the pedia detail page while the design name is being edited. 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_UID The game UID for new games. Server-only option can be used for predictable game name on hostless servers. 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. Different shapes will create different tactical and strategic challenges.''' OPTIONS_DB_GAMESETUP_GALAXY_AGE '''The age of the galaxy. Younger galaxies will have more bright stars, older galaxies will have more black holes and neutron stars.''' OPTIONS_DB_GAMESETUP_PLANET_DENSITY '''The number of planets per system in the galaxy. ''' OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY '''The number of starlanes in the galaxy. When set to Low, most systems will typically have one or two starlanes. When set to High, most systems will have starlanes linking them to most nearby systems within 120 uu.''' OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY '''The proportion of planets and systems containing Special Features. Some Special Features are protected by Guardians left by Precursor species-only setting Monster Frequency to None will prevent these appearing if the game contains specials. ''' OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY '''The frequency of wandering monsters in the galaxy. This setting affects wandering monsters but not Guardians generated by Special Features, however setting Monsters to None will remove all Guardians as well.''' OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY '''The frequency of natives in the galaxy. Some natives can be technologically advanced and may create guard ships to protect their homeworlds, these will appear even if Monster Frequency is set to None. ''' OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION '''The maximum aggression level for AI opponents. Most AIs will be at the level set, some may be at the next level below, all should send greetings and state their level in the messages window during the first turn.''' 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. This determines the species of your starting homeworld and your first colony ship, it 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. It is best to have at least one player for every 15-30 systems in the game, playing with more or fewer AIs than this can create balance problems. Very high numbers of AIs may cause lag problems, especially later 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_UI_TECH_LAYOUT_ZOOM_SCALE Adjusts the scale to zoom the tech window. OPTIONS_DB_UI_TECH_CTRL_ICON_SIZE Adjusts the size of research screen controls, scaled with the text font size. OPTIONS_DB_SAVE_DIR The directory in which saved games are saved and from which they are loaded. OPTIONS_DB_SERVER_SAVE_DIR The publicly accessible directory for saved games on the server. OPTIONS_DB_RESOURCE_DIR Sets the root directory for the game resource files (game content and data files). OPTIONS_DB_LOG_LEVEL Overrides all loggers' thresholds to this level at or above which log messages will be output. OPTIONS_DB_LOG_FILE Overrides default log file location. OPTIONS_DB_LOGGER_FILE_SINK_LEVEL Sets the threshold at or above which log messages will be generated for the default source for this process. OPTIONS_DB_LOGGER_SOURCE_LEVEL Sets the threshold at or above which log messages will be generated for this source. 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_AI_LOG_DIR Sets the path for the directory where AI clients writes log files. OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED Boolean for AI testing which indicates if all AIs are forced to have the same Aggression Trait. OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED_VALUE Forced value of the Aggression Trait. A value from 0 to 5. OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED Boolean for AI testing which indicates if all AIs are forced to have the same EmpireID Trait. OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED_VALUE Forced value of the EmpireID Trait. A value from 0 to 39. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER_TURN_START Enable single-player autosaves at turn start. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER_TURN_END Enable single-player autosaves at turn end. OPTIONS_DB_AUTOSAVE_MULTIPLAYER_TURN_START Enable multi-player autosaves at turn start. OPTIONS_DB_AUTOSAVE_MULTIPLAYER_TURN_END Enable multi-player autosaves at turn end. 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_AUTOSAVE_GALAXY_CREATION Enable autosave after the galaxy is created before any game play. OPTIONS_DB_AUTOSAVE_GAME_CLOSE Enable autosave when resigning or closing the game. In multiplayer hostless mode, enable autosaves when the server closes a game due to player disconnection or when the server is terminated. OPTIONS_DB_AUTOSAVE_HOSTLESS Enable autosave in hostless mode. OPTIONS_DB_AUTOSAVE_HOSTLESS_EACH_PLAYER Enable autosave in hostless mode every time a player submits issued orders. This will prevent the loss of issued orders in the event of a server crash. OPTIONS_DB_AUTOSAVE_INTERVAL Delay in seconds after the most recent turn start or autosave until the next autosave. Prevents losing player orders on server crash. 0 if disabled. 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_QUICKSTART Starts a new quick-start game, bypassing the main menu in single-player or lobby in multi-player. In multi-player, it requires hostless mode and no restriction on the minimum number of connected players, because the server will start with no connected players. OPTIONS_DB_CONTINUE Continues play from latest save, 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_DUMP_EFFECTS_GROUPS_DESC Toggles dump of effects groups in tech, building or ship part descriptions. OPTIONS_DB_VERBOSE_SITREP_DESC Toggles inclusion of situation report messages with errors. OPTIONS_DB_EFFECT_ACCOUNTING Toggles effect accounting tabulation when updating after gamestate changes. OPTIONS_DB_UI_SITREP_ICONSIZE Sets the sitrep icon width and height; default 16 (min 12, max 64). OPTIONS_DB_LOAD Loads and starts the specified single-player or multi-player save game. In multi-player, it requires hostless mode and no restriction on the minimum number of connected players, because the server will start with no connected players. OPTIONS_DB_EFFECTS_THREADS_UI_DESC Specifies number of threads to use for effects processing in the user interface. More than one thread may lead to unpredictable crashes. OPTIONS_DB_EFFECTS_THREADS_AI_DESC Specifies number of threads to use in effects processing for the AI players. More than one thread may lead to unpredictable crashes. OPTIONS_DB_EFFECTS_THREADS_SERVER_DESC Specifies number of threads to use in effects processing on the server. More than one thread may lead to unpredictable crashes. OPTIONS_DB_UI_SIDEPANEL_OPEN_METER_UPDATE Run a meter / effects update when opening the sidepanel to a new system. May cause a short UI hang while processing. OPTIONS_DB_UI_OBJECT_CHANGED_METER_UPDATE Run a meter / effects update when an object's state changes. May cause a short UI hang while processing after order issuing. 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 saving games. Binary serialization is faster to save and load, but may not be possible to load on a different operating system. OPTIONS_DB_SERVER_BINARY_SERIALIZATION The server will use Binary serialization for client-server interaction if the client's version matches the server's version. Binary serialization is faster to transfer, but may not be compatible between different operating systems and architectures. OPTIONS_DB_XML_ZLIB_SERIALIZATION When saving games with XML serialization, compress most of the XML before writing the file. Compression substantially reduces save file sizes, but may make saves unloadable due to memory requirements to decompress the save data. OPTIONS_DB_UI_WINDOWS_EXISTS True if the window with a given config name currently exists, false if one was created and deleted, doesn't exist if no window has yet been created with that name. OPTIONS_DB_UI_WINDOWS_LEFT The position of the left edge of a window in fullscreen mode. OPTIONS_DB_UI_WINDOWS_TOP The position of the top edge of a window in fullscreen mode. OPTIONS_DB_UI_WINDOWS_LEFT_WINDOWED The position of the left edge of a window in windowed mode. OPTIONS_DB_UI_WINDOWS_TOP_WINDOWED The position of the top edge of a window in windowed mode. OPTIONS_DB_UI_WINDOWS_WIDTH The width of a window in fullscreen mode. OPTIONS_DB_UI_WINDOWS_HEIGHT The height of a window in fullscreen mode. OPTIONS_DB_UI_WINDOWS_WIDTH_WINDOWED The width of a window in windowed mode. OPTIONS_DB_UI_WINDOWS_HEIGHT_WINDOWED The height of a window in windowed mode. OPTIONS_DB_UI_WINDOWS_VISIBLE Toggles whether a window is displayed, when it is available. OPTIONS_DB_UI_WINDOWS_PINNED Toggles whether a window is pinned in place. OPTIONS_DB_UI_WINDOWS_MINIMIZED Toggles whether a window is minimized. OPTIONS_DB_WINDOW_RESET Causes windows to use their default properties instead of remembering their previous positions. OPTIONS_DB_HIDDEN_SITREP_TEMPLATES_DESC Hidden sitrep templates OPTIONS_DB_PRODUCTION_PEDIA_HIDDEN True if the player has manually closed the production window's pedia. OPTIONS_DB_RESEARCH_PEDIA_HIDDEN True if the player has manually closed the research window's pedia. OPTIONS_DB_UI_SAVE_DIALOG_TOOLTIP_DELAY Tooltip delay for save dialog OPTIONS_DB_OBJECTS_LIST_COLUMN_INFO Object list column contents OPTIONS_DB_OBJECTS_LIST_COLUMN_WIDTH Object list column widths OPTIONS_DB_FLEET_WND_AGGRESSION Fleet window default aggression setting 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. OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEALTH_SMOOTH If true, the color of the bars of battle participant will be interpolated smoothly according to their remaining health percentage. 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. 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_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 OPTIONS_DB_NETWORK_DISCOVERY_PORT Network port to use for server discovery. OPTIONS_DB_NETWORK_MESSAGE_PORT Network port to use for client-server messaging. OPTIONS_DB_FREEORIOND_PATH Path to freeoriond server executable. ## ## Option sections ## OPTIONS_DB_SECTION_ALL All options OPTIONS_DB_SECTION_AUDIO Audio OPTIONS_DB_SECTION_AUDIO_MUSIC Background music OPTIONS_DB_SECTION_AUDIO_EFFECTS Sound effects OPTIONS_DB_SECTION_AUDIO_EFFECTS_PATHS Sound effect paths OPTIONS_DB_SECTION_EFFECTS Effects OPTIONS_DB_SECTION_LOGGING Logging OPTIONS_DB_SECTION_MISC Miscellaneous OPTIONS_DB_SECTION_NETWORK Network and server OPTIONS_DB_SECTION_RAW All options with only raw description keys OPTIONS_DB_SECTION_RESOURCE Game data resources OPTIONS_DB_SECTION_SAVE Save game OPTIONS_DB_SECTION_SETUP New game starting settings OPTIONS_DB_SECTION_UI User interface OPTIONS_DB_SECTION_UI_COLORS Colors OPTIONS_DB_SECTION_UI_CONTROL Control (generic) OPTIONS_DB_SECTION_UI_HOTKEYS Hotkeys OPTIONS_DB_SECTION_UI_MAP Main map OPTIONS_DB_SECTION_UI_MAP_FLEET Fleets (map) OPTIONS_DB_SECTION_UI_FLEET Fleet window OPTIONS_DB_UI_WINDOW Window (generic) OPTIONS_DB_SECTION_VERSION Version OPTIONS_DB_SECTION_VIDEO Video OPTIONS_DB_SECTION_VIDEO_FPS Frames per second OPTIONS_DB_SECTION_VIDEO_FULLSCREEN Fullscreen mode OPTIONS_DB_SECTION_VIDEO_WINDOWED Windowed mode ## ## File dialog ## FILE_DLG_FILES File(s): FILE_DLG_FILE_TYPES Type(s): FILE_DLG_OVERWRITE_PROMPT '''%1% exists. OK to overwrite it?''' 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 selection 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 ## INTRO_WINDOW_TITLE FreeOrion Main Menu INTRO_BTN_CONTINUE Continue 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_PEDIA [[MAP_BTN_PEDIA]] INTRO_BTN_ABOUT About INTRO_BTN_WEBSITE Open freeorion.org INTRO_BTN_CREDITS Credits INTRO_BTN_EXIT Exit ERR_CONNECT_TIMED_OUT Timed out while attempting to connect to server INTRO_CREDITS_LICENSE Released under ## ## Server Setup Screen ## SCONNECT_WINDOW_TITLE Connect to Server LAN_GAME_LABEL Lan game at: INTERNET_GAME_LABEL Internet game at: PLAYER_NAME_LABEL Player name HOST_GAME_BN Host a new game JOIN_GAME_BN Join a game as REFRESH_LIST_BN Refresh list ## ## Password Dialog ## AUTHENTICATION_WINDOW_TITLE Authentication AUTHENTICATION_DESC This player name requires authentication. Reminder! Password will be transfered plain-text. PASSWORD_LABEL Password ## ## Multiplayer lobby ## MPLOBBY_WINDOW_TITLE Multiplayer Setup MULTIPLAYER_GAME_START_CONDITIONS Unique 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 EDITABLE_GALAXY_SETTINGS All Can Edit Settings EDITABLE_GALAXY_SETTINGS_DESC All players can edit galaxy and AI settings. NEW_GAME_BN New game LOAD_GAME_BN Load game START_GAME_BN Start game READY_BN Accept NOT_READY_BN Decline # %1% is a turn progress phase PLAYING_GAME Playing game: %1% # %1% is a player name PLAYER_ENTERED_GAME %1% entered game # %1% is a player name PLAYER_LEFT_GAME %1% left game ## ## Galaxy Setup Screen ## GSETUP_WINDOW_TITLE Galaxy Setup 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 GSETUP_SEED Seed GSETUP_RANDOM_SEED Toggle generation of a random seed 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 # A galaxy shape to select when generating a universe. GSETUP_2ARM Spiral, 2-arm # A galaxy shape to select when generating a universe. GSETUP_3ARM Spiral, 3-arm # A galaxy shape to select when generating a universe. GSETUP_4ARM Spiral, 4-arm # A galaxy shape to select when generating a universe. GSETUP_CLUSTER Cluster # A galaxy shape to select when generating a universe. GSETUP_ELLIPTICAL Elliptical # A galaxy shape to select when generating a universe. GSETUP_DISC Disc # A galaxy shape to select when generating a universe. GSETUP_BOX Box # A galaxy shape to select when generating a universe. GSETUP_IRREGULAR Irregular # A galaxy shape to select when generating a universe. GSETUP_RING Ring # A galaxy shape to select when generating a universe. GSETUP_RANDOM Random # Frequency value of starlanes, planets, specials, monsters and native species. GSETUP_NONE None # Frequency value of monsters. GSETUP_EXTREMELY_LOW Extremely Low # Frequency value of monsters. GSETUP_VERY_LOW Very Low # Frequency value of starlanes, planets, specials, monsters and native species. GSETUP_LOW Low # Frequency value of starlanes, planets, specials, monsters and native species. GSETUP_MEDIUM Medium # Frequency value of starlanes, planets, specials, monsters and native species. GSETUP_HIGH High # Frequency value of monsters. GSETUP_VERY_HIGH Very High # Frequency value of monsters. GSETUP_EXTREMELY_HIGH Extremely High # A galaxy age to select when generating a universe. GSETUP_YOUNG Young # A galaxy age to select when generating a universe. GSETUP_MATURE Mature # A galaxy age to select when generating a universe. GSETUP_ANCIENT Ancient # AI aggression level. GSETUP_BEGINNER Beginner Mode # AI aggression level. GSETUP_TURTLE Turtle # AI aggression level. GSETUP_CAUTIOUS Cautious # AI aggression level. GSETUP_TYPICAL Typical # AI aggression level. GSETUP_AGGRESSIVE Aggressive # AI aggression level. GSETUP_MANIACAL Maniacal # Random species selection description GSETUP_SPECIES_RANDOM_DESC Picks a random selection from the available playable species. ## ## About dialog ## LICENSE License ABOUT_WINDOW_TITLE About FreeOrion 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. ## ## In-game menu ## GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Save Game GAME_MENU_LOAD Load Game GAME_MENU_RESIGN Exit to Menu GAME_MENU_CONCEDE Concede GAME_MENU_SAVE_FILES Save Game Files BUTTON_DISABLED Button Disabled SAVE_DISABLED_BROWSE_TEXT '''The Save Game button is disabled. This may be be because: -This is a multiplayer game in which this client is neither Host nor Moderator. -When this menu was opened at least one of the AIs had not yet finished submitting its moves for the turn (indicated by a green triangle status icon just to the left of its player-type icon in the Empires window). -Another save is ongoing.''' GAME_MENU_REALLY_CONCEDE Confirm conceding? This empire will be removed from the game. GAME_MENU_CONFIRM_NOT_READY Confirm quit? Orders not finalized. ## ## 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_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: # %1% entered path to the save game file that should be deleted. SAVE_REALLY_DELETE Really delete %1%? # %1% entered path to the save game file that should be overwritten. SAVE_REALLY_OVERRIDE Really overwrite %1%? ## ## Game options ## OPTIONS_TITLE Options OPTIONS_PEDIA_SEARCH_ARTICLE_TEXT Search Pedia Article Text OPTIONS_MULTIPLE_FLEET_WNDS Multiple fleet windows OPTIONS_QUICK_CLOSE_WNDS Quick-close fleet window(s) OPTIONS_SHOW_SIDEPANEL_PLANETS Show side panel planets OPTIONS_AUTO_REPOSITION_WINDOWS Automatically reposition windows OPTIONS_DISPLAY_TIMESTAMP Show chat timestamp OPTIONS_MISC_UI Miscellaneous UI Settings 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_BOLD_TEXT Bold text OPTIONS_FONT_TITLE Window titles SHOW_FONT_TEXTURES Show Font Textures OPTIONS_RESEARCH_WND Research Window OPTIONS_QUEUES Queues OPTIONS_TECH_SPACING_HORIZONTAL Horizontal Spacing OPTIONS_TECH_SPACING_VERTICAL Vertical Spacing OPTIONS_TECH_LAYOUT_ZOOM Zoom OPTIONS_TECH_CTRL_ICON_SIZE Icon Size OPTIONS_TOOLTIP_DELAY Tooltip delay (ms) OPTIONS_KEYPRESS_REPEAT_DELAY Held key repeat delay (ms) OPTIONS_KEYPRESS_REPEAT_INTERVAL Held key repeat interval (ms) OPTIONS_MOUSE_REPEAT_DELAY Held mouse button repeat delay (ms) OPTIONS_MOUSE_REPEAT_INTERVAL Held mouse button repeat interval (ms) 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_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_LIMIT_FPS_NO_FOCUS Limit FPS (Non Focused) OPTIONS_MAX_FPS_NO_FOCUS Max FPS (Non Focused) OPTIONS_APPLY Apply OPTIONS_FLUSH_STRINGTABLE Flush Stringtables OPTIONS_WINDOW_RESET Reposition Windows Now OPTIONS_GALAXY_MAP Galaxy Map OPTIONS_DESCRIPTIONS Content Descriptions OPTIONS_SYSTEM_ICONS System Icons 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 rate (rpm) 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_BIG_FLEET_BUTTON_MIN_ZOOM Big fleet icon minimum zoom OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE Fleet selection indicator relative size OPTIONS_UI_FLEET_BUTTON_SIZE Fleet button 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_STARFIELDS_SCALE Galaxy map star fields star size OPTIONS_GALAXY_MAP_SCALE_LINE Galaxy distance scale line OPTIONS_GALAXY_MAP_SCALE_CIRCLE Galaxy distance scale circle OPTIONS_GALAXY_MAP_ZOOM_SLIDER Galaxy map zoom slider OPTIONS_UI_SYSTEM_UNEXPLORED_OVERLAY Unexplored System distinctive mouseover overlay OPTIONS_GALAXY_MAP_DETECTION_RANGE Detection range circles OPTIONS_GALAXY_MAP_DETECTION_RANGE_FUTURE Selected fleet future detection range circles OPTIONS_GALAXY_MAP_DETECTION_RANGE_OPACITY Range circle opacity OPTIONS_GALAXY_MAP_POPUP Galaxy map pop-up menu OPTIONS_UI_HIDE_MAP_PANELS Hide map panels in production view OPTIONS_UI_LOCK_MAP Lock map zoom and panning 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_NEWTURN New Turn OPTIONS_SOUND_NEWTURN_TOGGLE Enabled OPTIONS_SOUND_NEWTURN_FILE Sound File 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_DEFAULT_TOOLTIP_COLOR Default tooltips OPTIONS_ROLLOVER_TOOLTIP_COLOR Rollover tooltips 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_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_OBJECTS_WINDOW Objects List OPTIONS_COLUMNS Column Widths OPTIONS_PAGE_COLORS Colors OPTIONS_PAGE_DIRECTORIES Directories OPTIONS_PAGE_LOGS Logs 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_FOLDER_SETTINGS Resource Files OPTIONS_FOLDER_SAVE Save files OPTIONS_SERVER_FOLDER_SAVE Server Save files OPTIONS_FOLDER_CONFIG_LOG Config and log files OPTIONS_SERVER_EXE Server Binary OPTIONS_LANGUAGE_FILE Language files OPTIONS_VOLUME_AND_MUSIC Volume And Music OPTIONS_MUSIC_FILE Music files OPTIONS_SOUND_FILE Sound files OPTIONS_DUMP_EFFECTS_GROUPS_DESC Auto-generated effect descriptions OPTIONS_VERBOSE_LOGGING_DESC Verbose logging for debugging OPTIONS_VERBOSE_SITREP_DESC Situation reports with errors OPTIONS_SHOW_IDS_AFTER_NAMES IDs after names OPTIONS_AUTOSAVE_GAME_CLOSE Enable autosave when resigning or closing game OPTIONS_AUTOSAVE_GALAXY_CREATION Enable autosave after the galaxy creation OPTIONS_EFFECT_ACCOUNTING Effect accounting OPTIONS_EFFECTS_THREADS_UI Effects processing threads (user interface) OPTIONS_EFFECTS_THREADS_AI Effects processing threads (AIs) OPTIONS_EFFECTS_THREADS_SERVER Effects processing threads (server) OPTIONS_UI_SIDEPANEL_OPEN_METER_UPDATE System sidepanel open meter update OPTIONS_UI_OBJECT_CHANGED_METER_UPDATE Object changed meter update OPTIONS_ADD_SAVED_DESIGNS Add All Saved Ship Designs at Game Start OPTIONS_ADD_DEFAULT_DESIGNS Add All Default Ship Designs at Game Start OPTIONS_USE_BINARY_SERIALIZATION Create Binary Save Files OPTIONS_USE_XML_ZLIB_SERIALIZATION Use Compression for XML Save Files OPTIONS_CREATE_PERSISTENT_CONFIG Write Persistent Config File OPTIONS_CREATE_PERSISTENT_CONFIG_TOOLTIP_TITLE Create Persistent Config (Advanced Feature) OPTIONS_CREATE_PERSISTENT_CONFIG_TOOLTIP_DESC '''Saves the current config settings as persistent default settings. Such settings take priority over any settings in config.xml, but not the command line. Only stores settings that have been modified from default values. Any existing persistent config file is overwritten. Settings may not always be valid across versions. The settings from a previously stored window may not be retained if is has not been open this game session. See pedia article [[CONFIG_GUIDE_TITLE]] for more info.''' OPTIONS_CREATE_PERSISTENT_CONFIG_SUCCESS Successfully (re)created persistent_config.xml OPTIONS_CREATE_PERSISTENT_CONFIG_FAILURE Unable to create persistent_config.xml, check log file for details. OPTIONS_CREATE_ALL_CONFIG_SUCCESS Successfully wrote config.xml OPTIONS_CREATE_ALL_CONFIG_FAILURE Unable to write config.xml, check log file for details. OPTIONS_WRITE_ALL_CONFIG Write Complete Config File OPTIONS_CREATE_ALL_CONFIG_TOOLTIP_TITLE Create Full Config (Intermediate Feature) OPTIONS_CREATE_ALL_CONFIG_TOOLTIP_DESC '''Saves the current config settings in config.xml including all settings, even if not modified from their defaults. The existing options.xml is overwitten, but may be regenerated (with just non-default options) if another option is changed, including by repositioning some game windows or within the options window.''' ## ## Main map window ## # %1% current turn number. MAP_BTN_TURN_UPDATE Turn %1% # %1% current turn number. MAP_BTN_TURN_UNREADY Revise %1% MAP_BTN_TURN_REVOKE Revoke %2% Orders and Restart Turn %1% MAP_BTN_TURN_SEND_AND_START Send %2% Orders and Start Turn %1% MAP_BTN_TURN_TOOLTIP Start Turn MAP_BTN_TURN_TOOLTIP_DESC_SP '''Starts turn processing with the following sequence: [[MAP_BTN_TURN_TOOLTIP_SEQUENCE_MACRO]] ''' MAP_BTN_TURN_TOOLTIP_DESC_MP '''Send orders to the server. Turn processing will be executed with the following sequence: [[MAP_BTN_TURN_TOOLTIP_SEQUENCE_MACRO]] ''' MAP_BTN_TURN_TOOLTIP_DESC_OBS Observers are unable to start turn processing. MAP_BTN_TURN_TOOLTIP_DESC_MOD '''Starts turn processing even if some players have not sent their orders to the server. Turn processing will be executed with the following sequence: [[MAP_BTN_TURN_TOOLTIP_SEQUENCE_MACRO]] ''' MAP_BTN_TURN_TOOLTIP_DESC_WAIT Waiting for other players to send their orders. Click again to revise orders. MAP_BTN_TURN_TOOLTIP_SEQUENCE_MACRO '''Order execution Colonisation, invasion, bombardment, gifting, scrapping and fleet movement Combat resolution Production, Research and Growth Effect execution, production of ships and buildings, unlocking of new technologies, population growth, update of supply propagation''' # %1% number of seconds MAP_TIMEOUT_SECONDS %1% s # %1% number of minutes # %2% number of seconds MAP_TIMEOUT_MINS_SECS %1% min %2% s # %1% number of hours # %2% number of minutes MAP_TIMEOUT_HRS_MINS %1% hr %2% min # %1% number of frames currently displayed per second. MAP_INDICATOR_FPS %1% FPS # %1% number of 'universe units' which the bar scale on the map represents. MAP_SCALE_INDICATOR %1% uu MAP_BTN_MENU Menu MAP_BTN_MENU_DESC '''''' MAP_BTN_AUTO_ADVANCE_ENABLED Automatic Turn Advance MAP_BTN_AUTO_ADVANCE_ENABLED_DESC '''''' MAP_BTN_MANUAL_TURN_ADVANCE Manual Turn Advance MAP_BTN_MANUAL_TURN_ADVANCE_DESC '''''' MAP_BTN_MODERATOR Moderator MAP_BTN_MODERATOR_DESC '''''' MAP_BTN_OBJECTS Objects MAP_BTN_OBJECTS_DESC '''''' MAP_BTN_SITREP SitRep MAP_BTN_SITREP_DESC '''''' MAP_BTN_RESEARCH Research MAP_BTN_RESEARCH_DESC '''''' MAP_BTN_PRODUCTION Production MAP_BTN_PRODUCTION_DESC '''''' MAP_BTN_DESIGN Design MAP_BTN_DESIGN_DESC '''''' MAP_BTN_GOVERNMENT Government Policies MAP_BTN_GOVERNMENT_DESC '''''' MAP_BTN_GRAPH Graphs MAP_BTN_GRAPH_DESC '''''' MAP_BTN_PEDIA Pedia MAP_BTN_PEDIA_DESC '''''' MAP_BTN_EMPIRES Empires MAP_BTN_EMPIRES_DESC '''''' MAP_BTN_MESSAGES Messages MAP_BTN_MESSAGES_DESC '''''' MAP_PRODUCTION_TITLE Production MAP_PRODUCTION_WASTED_TITLE Wasted Production MAP_PROD_CLICK_TO_OPEN ''' Click here to open the production menu''' MAP_RESEARCH_TITLE Research MAP_RESEARCH_WASTED_TITLE Wasted Research MAP_RES_CLICK_TO_OPEN ''' Click here to open the research menu''' MAP_STOCKPILE_TITLE Imperial Stockpile RESOURCE_TT_OUTPUT Output RESOURCE_TT_TARGET_OUTPUT Target Output RESOURCE_TT_USED Used RESOURCE_TT_EXCESS Excess RESOURCE_TT_TO_STOCKPILE To Stockpile RESOURCE_TT_WASTED Wasted MAP_POPULATION_DISTRIBUTION Census CENSUS_SPECIES_HEADER Species CENSUS_TAG_HEADER Characteristics CENSUS_TARGET_POPULATION Target population: %1% CENSUS_TOTAL_POPULATION Current population: %1% CENSUS_TOTAL_WORLDS Settled worlds: %1% MAP_DETECTION_TITLE Empire Detection MAP_DETECTION_TEXT Empire Detection Strength MAP_INFLUENCE_TITLE Influence MAP_INFLUENCE_TEXT Empire total influence output MAP_FLEET_SHIP_COUNT Total Ships MAP_FLEET_ARMED_COUNT Armed Ships MAP_FLEET_UNARMED_COUNT Unarmed Ships MAP_FLEET_TROOP_COUNT Troop Carrier Ships MAP_FLEET_COLONY_COUNT Colonizing Ships MAP_FLEET_CARRIER_COUNT Fighter Carrier Ships MAP_FLEET_PART_COUNT Total Ship Parts MAP_FLEET_SLOT_COUNT Total Ship Part Slots ## ## Side panel/System information ## # %1% resource type currently produced by the system. # %2% amount of the resource currently produced by the system. RESOURCE_PRODUCTION_TOOLTIP System %1%: %2% # %1% resource type currently consumed by the system. # %2% amount of the resource currently consumed by the system. RESOURCE_ALLOCATION_TOOLTIP System %1%: %2% INDUSTRY_PRODUCTION Industrial Output RESEARCH_PRODUCTION Research Output INFLUENCE_PRODUCTION Influence Output STOCKPILE_GENERATION Stockpile Capacity Generation INDUSTRY_CONSUMPTION Industrial Consumption RESEARCH_CONSUMPTION Research Consumption INFLUENCE_CONSUMPTION Influence Consumption STOCKPILE_USE Stockpile Capacity Use IMPORT_EXPORT_TOOLTIP Import / Export RESOURCE_IMPORT Importing RESOURCE_EXPORT Available for Export RESOURCE_SELF_SUFFICIENT No Import or Export ## ## Side panel/Planet panel ## PLANET_PANEL Planet Panel # %1% name of the system this asteroid belt is created in. PL_ASTEROID_BELT_OF_SYSTEM %1% Asteroids # %1% cost in IP to annex this planet PL_ANNEX Annex (%1% IP) PL_ANNEX_FREE Annex # %1% cost in IP to annex this planet PL_ANNEXABLE Annexable for %1% IP PL_ANNEXATION_RESTRICTED Not Annexable # %1% cost in IP to annex this planet PL_CANCEL_ANNEX Cancel Annexation (%1% IP) # %1% planet species name # %2% name of client empire # %3% species on planet opinion of client empire # %4% name of owner empire or "unowned" # %5% species opinion of onwer empire # %6% stability of planet # %7% population of planet # %8% PP cost for client empire of buildings on planet # %9% annexation cost by client empire # %10% description of conditions for annexation ANNEX_BUTTON_TOOLTIP '''%1% opinion of %2%: %3% %1% opinion of %4%: %5% Planet Stability: %6% Planet Population: %7% Building Production Costs: %8% Annexation cost for %2%: %9% Conditions: %10%''' # %1% size of the population this planet is colonized with. # %2% maximum population this planet can support. PL_COLONIZE Colonize (%1% / %2%) PL_CANCEL_COLONIZE Cancel Colonization PL_OUTPOST Place Outpost # %1% number of ground troops that will be deployed on the planet. # %2% number of defending troops present on planet PL_INVADE Invade (+%1% / %2%) PL_CANCEL_INVADE Cancel Invasion PL_BOMBARD Bombard PL_CANCEL_BOMBARD Cancel Bombarding # %1% the planet size as text (small, medium, large, ...). # %2% type of the planet environment (desert, oceanic, terran, ...). PL_TYPE_SIZE %1% %2% # %1% the planet size as text (small, medium, large, ...). # %2% type of the planet environment (desert, oceanic, terran, ...). # %3% suitability of the planet for a concrete species (adequate, hostile, ...). # %4% species name for which suitability applies (Human, Trith, ...). PL_TYPE_SIZE_ENV %1% %2% (%4%: %3%) VISIBILITY Visibility LAST_VISIBILITY_TURN Last Turn Visible PL_NO_VISIBILITY Planet is not currently visible. PL_BASIC_VISIBILITY Planet is obscured from sensors. # %1% turn number where this planet was completely visible to the querying # player. PL_LAST_TURN_SEEN Last seen on turn %1%. # %1% turn number where this planet was scanned by the querying player. 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. # %1% last known stealth value of the planet. # %2% detection strength of the empire which scanned the planet. PL_APPARENT_STEALTH_EXCEEDS_DETECTION Latest known [[metertype METER_STEALTH]] (%1%) exceeds [[DETECTION_TITLE]] (%2%). PL_APPARENT_STEALTH_DOES_NOT_EXCEED_DETECTION Latest known [[metertype METER_STEALTH]] is out of date. Actual stealth exceeds [[DETECTION_TITLE]] or local [[METER_DETECTION_VALUE_LABEL]] is excessively impaired. MENUITEM_SET_FOCUS Set focus MENUITEM_ENQUEUE_SHIPDESIGN_TO_TOP_OF_QUEUE Add Ship to Top of Queue MENUITEM_ENQUEUE_SHIPDESIGN Add Ship to Queue MENUITEM_ENQUEUE_BUILDING_TO_TOP_OF_QUEUE Add Building to Top of Queue MENUITEM_ENQUEUE_BUILDING Add Building to Queue ## ## Side panel/Resources panel ## # %1% current resource this planet is focused on producing. RP_FOCUS_TOOLTIP Focus: %1% ## ## Side panel/Specials panel ## # %1% capacity value applied by the special. SPECIAL_CAPACITY Capacity: %1% # %1% turn number this special was applied to an object. ADDED_ON_TURN Present Since Turn: %1% ADDED_ON_INITIAL_TURN Present Since the Initial Turn ## ## Side panel/Buildings panel ## ORDER_BUIDLING_SCRAP Scrap Building ORDER_CANCEL_BUIDLING_SCRAP Cancel Scrapping Building ## ## General tooltips ## TT_THIS_TURN This Turn TT_NEXT_TURN Predicted Next Turn TT_CHANGE Change # %1% the meter name displayed. # %2% the meter value. TT_BREAKDOWN_SUMMARY %1%: %2% # %1% the number bouts per battle # %2% the total estimate of structure damage # %3% the total estimate of destroyed fighters TT_DAMAGE_BREAKDOWN_SUMMARY Totals for %1% bout battle, Structure Damage: %2% / Fighters Destroyed: %3% TT_INHERENT Inherent # %1% name of the owning empire. # %2% name of tech TT_TECH %1% Tech %2% # %1% name of the planet, where the building is located. # %2% name of building TT_BUILDING %1% Building %2% # %1% source of effect # %2% name of ship hull TT_SHIP_HULL Ship %1% Hull %2% # %1% source of effect # %2% name of ship part TT_SHIP_PART Ship %1% Part %2% # %1% source of effect # %2% name of special TT_SPECIAL Special %2% # %1% source of effect # %2% name of species TT_SPECIES Species %2% # %1% name of this fields field type. # %2% name of field TT_FIELD %2% # %1% name of the adopting empire. # %2% name of policy TT_POLICY %1% Policy %2% TT_FIGHTER_LAUNCH Launching # %1% number of fighters # %2% damage per fighter TT_FIGHTER_DAMAGE %1% Attacking * %2% Damage # Represent a value out of a possible total value # %1% number # %2% number TT_N_OF_N %1% of %2% # %1% combat round TT_COMBAT_ROUND Round %1%: TT_UNKNOWN Unknown # %1% name of the species. TT_SPECIES_POPULATION %1% [[METER_POPULATION]] SP_RENAME_SYSTEM Rename System SP_ENTER_NEW_SYSTEM_NAME Enter new system name SP_RENAME_PLANET Rename Planet SP_ENTER_NEW_PLANET_NAME Enter new planet name SP_PLANET_SUITABILITY Planet Suitability ## ## Fleet window ## # %1% system name where this fleet is holding. FW_FLEET_HOLDING_AT Holding at %1% # %1% system name where this fleet is moving to. FW_FLEET_MOVING_TO Moving to %1% # %1% system name where this fleet is moving to. # %2% estiminated time in turns when the fleet will arrive. 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 # %1% name of the destination system # %2% estimated turns until the fleet reach the destination system. Can also be # 'unknown', 'never' or 'out of range. # %3% estimated turns until the fleet reach the next system. Can also be # 'unknown', 'never' or 'out of range. 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 [[FLEET_AGGRESSIVE]] FW_AGGRESSIVE_DESC Fleet initiates combat with enemy fleets and blocks their passage through its system. FW_OBSTRUCTIVE [[FLEET_OBSTRUCTIVE]] FW_OBSTRUCTIVE_DESC Fleet blocks enemy fleet passage through its system but does not initiate combat. It may still participate in combats initiated by other empires or fleets, however. FW_DEFENSIVE [[FLEET_DEFENSIVE]] FW_DEFENSIVE_DESC Fleet will attempt to stay hidden unless combat occurs; it will not blockade enemy fleet passage or initiate combat. It may still participate in combats initiated by other empires or fleets, however. FW_PASSIVE [[FLEET_PASSIVE]] FW_PASSIVE_DESC Fleet will attempt to stay hidden; it will not blockade enemy fleet passage or initiate combat, and will not fire its weapons or launch fighters during combat, even if attacked by other empires during that combat. FW_AUTO Automatic Aggression Selection FW_AUTO_DESC Automatically select aggression for new fleet based on whether ships have weapons. FW_UNKNOWN_DESIGN_NAME Unknown Design # %1% name of the ship design that was used by this ship. # %2% name of the ship owning species. FW_SPECIES_SHIP_DESIGN_LABEL (%2%) %1% # Displayed when creating a new fleet by dropping ships into the new fleet slot. FW_NEW_FLEET_LABEL New Fleet # Fleet window title # %1% empire, which owns the fleets. # %2% system where those fleets hold. FW_EMPIRE_FLEETS_AT_SYSTEM %1% Fleets At %2% # %1% empire, which owns the fleets. # %2% system where those fleets hold. FW_EMPIRE_FLEETS_NEAR_SYSTEM %1% Fleets Near %2% # Fleet window title # %1% empire, which owns the fleets. FW_EMPIRE_FLEETS %1% Fleets # Fleet window title FW_NO_FLEET No Fleet # Fleet window title # %1% system where those fleets hold. FW_GENERIC_FLEETS_AT_SYSTEM Fleets At %1% # Fleet window title # %1% system where those fleets hold. FW_GENERIC_FLEETS_NEAR_SYSTEM Fleets Near %1% # Fleet window title FW_GENERIC_FLEETS Fleets # the name that is used for fleets the client's player does not control but is # owned by an empire. # %1% empire name. FW_EMPIRE_FLEET %1% fleet # the name that is used for ships the client's player does not control but is # owned by an empire. # %1% empire name. FW_EMPIRE_SHIP %1% ship # the fleet name for fleets with an unknown owning empire. FW_FOREIGN Foreign # the name that is used for fleets the client's player does not control when # the empire is not specified. 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 client's player does not control when the # empire is not specified. 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 Structural Damage SHIP_DESTRUCTION_STAT_TITLE Destroyed Fighters SHIP_TROOPS_TITLE Troops SHIP_TROOPS_STAT Total troop capacity of this ship. SHIP_FIGHTERS_TITLE Fighters SHIP_FIGHTER_BAY_SUMMARY Launch Capacity SHIP_FIGHTER_HANGAR_SUMMARY Current Fighters SHIP_FIGHTERS_DAMAGE_TOTAL Total Damage SHIP_FIGHTERS_STAT Total fighters in this ship. SHIP_COLONY_TITLE Colonists SHIP_COLONY_STAT Colonization capacity of this ship. 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 Structural Damage by Fleet - Equal to the total maximum structural damage done by ships and fighters in the fleet. FW_FLEET_DESTROY_SUMMARY Fighter Destruction by Fleet - Equal to the total maximum of fighters destroyed by ships and fighters in the fleet. FW_FLEET_FIGHTER_SUMMARY Fleet Fighters - Equal to the total fighters in the fleet. FW_FLEET_COUNT_SUMMARY Fleet Count - Equal to the total number of ships in the fleet. FW_FLEET_TROOP_SUMMARY Fleet Troops - Equal to the total number of troops in the fleet. FW_FLEET_COLONY_SUMMARY Fleet Colonists - Equal to the total colonization capacity of ships in the fleet. FW_FLEET_INDUSTRY_SUMMARY Fleet Industry - Equal to the total industry output of ships in the fleet. FW_FLEET_RESEARCH_SUMMARY Fleet Research - Equal to the total research output of ships in the fleet. FW_FLEET_INFLUENCE_SUMMARY Fleet Influence - Equal to the total influence output 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_NOT_FULL_FIGHTERS_FLEET Split Ships Without All Fighters 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 # Remove old visibility information from the client empire's saved information FW_ORDER_DISMISS_SENSOR_GHOST Dismiss Sensor Ghost FW_ORDER_DISMISS_SENSOR_GHOST_ALL Dismiss All Sensor Ghosts Here 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 ## ## Fleet Button ## FB_TOOLTIP_BLOCKADE_WITH_EXIT This fleet is currently being blockaded by a hostile fleet. It can only move to the following systems: FB_TOOLTIP_BLOCKADE_NO_EXIT This fleet is currently being blockaded by a hostile fleet. It is unable to move. FB_TOOLTIP_BLOCKADE_MONSTER This monster fleet is blockaded by an empire fleet. When monsters are blockaded by empire fleets, they are prevented from moving. ## ## 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 AT_PEACE_WITH At peace with WAR War AT_WAR_WITH At war with ALLIED_WITH Allied with WAR_DECLARATION Declare War PEACE_PROPOSAL Propose Peace PEACE_PROPOSAL_CANCEL Cancel Peace Proposal PEACE_ACCEPT Accept Peace Proposal PEACE_REJECT Reject Peace Proposal ALLIES_PROPOSAL Propose Alliance ALLIES_PROPOSAL_CANCEL Cancel Alliance Proposal ALLIES_ACCEPT Accept Alliance Proposal ALLIES_REJECT Reject Alliance Proposal END_ALLIANCE_DECLARATION Declare End of Alliance ## ## TechTreeWnd ## TECH_DISPLAY Display # %1% amount of research points required to research the technology. # %2% number of turns required to research the technology. TECH_TOTAL_COST_ALT_STR %1% RP / %2% Turns # %1% research points used this turn. # %2% research points available for this turn. TECH_TURN_COST_STR +%1% / %2% RP # %1% number of remaining turns to complete the technology research. TECH_TURNS_LEFT_STR %1% Turns TECH_TURNS_LEFT_NEVER Never TECH_WND_STATUS_COMPLETED Complete TECH_WND_STATUS_RESEARCHABLE Available TECH_WND_STATUS_PARTIAL_UNLOCK Partially Unlocked TECH_WND_STATUS_LOCKED Locked TECH_WND_UNRESEARCHABLE Not Researchable TECH_WND_ENQUEUED Enqueued TECH_WND_UNRESEARCHED_PREREQUISITES '''Unresearched Prerequisites: ''' TECH_WND_VIEW_TYPE Tree View / List View # %1% research points already spent on a reseach. # %2% total research points required to complete the research. # %3% research points used per turn. # %4% research points available per turn. TECH_WND_PROGRESS '''%1% / %2% RP + %3% / %4% RP/turn''' # %1% estimated turns left until technology is researched. TECH_WND_ETA %1% turns left TECH_WND_LIST_COLUMN_NAME Name TECH_WND_LIST_COLUMN_COST Cost TECH_WND_LIST_COLUMN_TIME Turns TECH_WND_LIST_COLUMN_CATEGORY Category TECH_WND_LIST_COLUMN_DESCRIPTION Description ## ## Government Wnd ## POLICY_LOCKED Policy Unavailable but would require %1% IP to adopt POLICY_RESTRICTED Policy Restricted but would require %1% IP to adopt POLICY_EXCLUDED Policy Adoption Restricted by Exclusion with %1% POLICY_PREREQ_MISSING Policy Adoption Restricted by Prerequisite %1% POLICY_PREREQ_MET Policy Adtoption Allowed by Prerequisite %1% POLICY_ADOPTABLE_COST Policy Adoptable for %1% IP POLICY_ADOPTED Policy Adopted. Would have required %1% IP to adopt now. POLICY_ADOPTION_TIMES_CURRENT_AND_TOTAL Policy Adopted for %1% turns currently and %2% turns cumulative. POLICY_ADOPTION_TIME_TOTAL Policy Not Currently Adopted. Has been adopted for %2% turns cumulative. POLICY_LIST_ADOPTED Adopted POLICY_LIST_ADOPTABLE Adoptable POLICY_LIST_UNAFFORDABLE Unaffordable POLICY_LIST_RESTRICTED Restricted POLICY_LIST_LOCKED Locked ALL_POLICY_AVAILABILITY_FILTERS_BLOCKING_PROMPT Toggle the category and availability filters to show policies. ## ## Production info panel ## # %1% type of resource (Research, Production, ...). # %2% name of the location where the resource is produced. # %3% name of the empire which owns this resource produced. PRODUCTION_INFO_AT_LOCATION_TITLE %3% %1% at %2% # %1% type of resource (Research, Production, ...). # %2% name of the empire which owns this resource produced. PRODUCTION_INFO_EMPIRE %2% %1% PRODUCTION_INFO_TOTAL_PS_LABEL Available Points PRODUCTION_INFO_WASTED_PS_LABEL Excess PRODUCTION_INFO_STOCKPILE_PS_LABEL Stockpiled Points PRODUCTION_INFO_STOCKPILE_USE_MAX_LABEL Maximum Use PRODUCTION_INFO_STOCKPILE_USE_PS_LABEL Stockpile Use STOCKPILE_LABEL Stockpile STOCKPILE_USE_LABEL Stockpile Use STOCKPILE_USE_LIMIT Stockpile Use Limit STOCKPILE_CHANGE_LABEL Next Turn Stockpile ## ## Research window ## RESEARCH_WND_TITLE Research # %1% name of the empire which owns this research queue. RESEARCH_QUEUE_EMPIRE %1% Research Queue 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.''' ## ## Build selector window ## PRODUCTION_WND_BUILD_ITEMS_TITLE Producible Items # %1% name of the location where the item is produced. 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_OBSOLETE Obsolete PRODUCTION_WND_AVAILABILITY_AVAILABLE Available PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Unavailable PRODUCTION_WND_AVAILABILITY_OBSOLETE_AND_UNAVAILABLE '''Obsolete Unavailable''' PRODUCTION_WND_REDUNDANT Redundant # %1% currently used amount of production points used per turn to build an item. # %2% maximum available amount of production points for this turn. PRODUCTION_TURN_COST_STR +%1% / %2% PP # %1% number of turns left to finish the production of an item. PRODUCTION_TURNS_LEFT_STR %1% Turns PRODUCTION_TURNS_LEFT_NEVER Never PRODUCTION_DETAIL_ADD_TO_QUEUE Add to Queue PRODUCTION_DETAIL_ADD_TO_TOP_OF_QUEUE Add to Top of Queue PRODUCTION_QUEUE_PROMPT Double-click on an available item to add it to the production queue. ## ## Production window ## PRODUCTION_WND_TITLE Production PRODUCTION_WINDOW_ARTICLE_TITLE Production Window PRODUCTION_WINDOW_ARTICLE_TEXT '''The Production Window is the primary interface for utilizing Production Points (PP). It may be accessed by: • Pressing the hotkey (default: CTRL + P) • Double clicking on a planet • Clicking on either of the industry icons at top of the [[MAP_WINDOW_ARTICLE_TITLE]] (shown here) The Production Window is composed of: • Production Summary panel • Producible Items panel • Production Queue panel • The system side panel (on the right edge) It also allows for some interaction with the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]], primarily to change the system selection. Production Summary panel (default position: top left) The Production Summary panel shows available Production Points (PP). If a system is selected, there are two columns shown. The left column shows production points across your entire empire. The right column gives production points for the selected system (but is absent if no system is selected). Available Points relates to the PP available for production. The right value are the maximum available production points for the selected system. This may be less than the total available when all of your empire's systems are not [[metertype METER_SUPPLY]] connected. Stockpile relates to the PP available for production using the imperial stockpile. Production items are enabled to use PP from the Imperial Stockpile by default and have to be explicitly disabled from doing so. PP not allocated to anything on the build queue will automatically be stored in the imperial stockpile. Producible Items panel (default position: bottom edge) The Producible Items panel contains items available to start a Production Order. Toggle the display of item types or availability by clicking on the column headers. Items may be added to the Production Queue as a Production Order by double clicking on them or with the right click menu. Each item type has a column for total cost and minimum time. The maximum PP that may be allotted to any Production Order is (cost / time) x quantity. e.g. an item type with a total cost of 30 PP and a minimum time of 3 turns can progress by up to 10 PP per item, per turn. Unavailable items, if displayed, will detail the reasons they are unavailable at the bottom of their tooltip in red (hover the mouse over the item). Production Queue panel (default position: left edge, below summary) The Production Queue panel contains Production Orders previously enqueued. Production Points are allotted to the Production Orders starting at the top of the queue. Any orders for the currently selected system will highlight the system name with your empires color (top right of the order). These orders may be rearranged in the queue by dragging and dropping to a new position. Right clicking on an order will show a menu for moving, removing, or pausing an order (as well as other possible actions, such as Show in Pedia ). When removing an order any previous progress on it is lost, there is no credit returned or given to other orders. Pausing an order prevents any progress on it until the order is resumed. For ships, an additional menu item is available to Rally to a system. Once the order completes, the ship(s) will have a waypoint assigned for the system rallied to. To set or change a Rally destination, select the desired system on the map, right click the Production Order, and select Rally to ... (where ... is the system name). Production Order A Production Order is created through the Producible Items panel and is placed into the Production Queue panel. Each order defines a repetition count (1⟳) and a quantity (1x), selectable in the top left of the order. The repetition count will repeat the order after it completes, without adjusting the position in the queue. The quantity defines how many of the item will be produced each repetition. Note Repetitions will only consume enough PP for the current iteration, unless the order will complete next turn. If the order will complete, some PP are allowed to start the next iteration, up to the maximum allowed per turn for that item type. Example Your empire produces 10 PP per turn. A Survey Ship costs 36 PP with a minimum of 3 turns (max 12 PP/turn). (For brevity, this fictional Survey Ship does not increase [[encyclopedia FLEET_UPKEEP_TITLE]]) -Turn 1: You queue an order for Survey Ship and set the repetition count to 2. (order #1) You queue another order for Survey Ship with a repetition of 2. (order #2) You queue another order for Survey Ship and set the quantity to 2. -Turn 2: Order #1 has completed 10 PP, 26 PP remain. 10 PP is projected for next turn. (Completed PP / Remaining PP to complete -> Projected next turn) -Turn 3: Order #1 20 / 16 -> 10 -Turn 4: Order #1 30 / 6 -> 6 an additional 4 PP will go to the next repetition of this order. -Turn 5: A Survey Ship is produced (order #1) Order #1 4 / 32 -> 10 now displays 1 repetition remains -Turn 6: Order #1 14 / 22 -> 10 -Turn 7: Order #1 24 / 12 -> 10 -Turn 8: Order #1 34 / 2 -> 2 Order #2 0 / 36 -> 8 -Turn 9: A Survey Ship is produced (order #1) Empire production increases to 22 PP per turn (for some unrelated reason). Order #2 8 / 28 -> 12 the max per turn for this project type Order #3 0 / 72 -> 10 (36 total cost x 2 quantity = 72 total cost) -Turn 10: Order #2 20 / 16 -> 12 Order #3 10 / 62 -> 10 -Turn 11: Order #2 32 / 4 -> 4 an additional 12 PP will go to the next repetition Order #3 20 / 52 -> 6 (22 - (4 + 12)) -Turn 12: A Survey Ship is produced (order #2) Order #2 12 / 24 -> 12 Order #3 26 / 46 -> 10 -Turn 13: Order #2 24 / 12 -> 12 Order #3 36 / 36 -> 10 -Turn 14: A Survey Ship is produced (order #2) Order #3 46 / 26 -> 22 (12 PP/turn x 2 quantity = max 24 PP/turn) -Turn 15: Order #3 68 / 4 -> 4 (18 PP will be unused if no other items in queue) -Turn 16: 2 Survey Ships are produced (order #3) ''' PRODUCTION_INFO_PP PP # %1% name of the empire that owns the production queue. PRODUCTION_QUEUE_EMPIRE %1% Production Queue # %1% the amount of items that should be produced in a single batch. PRODUCTION_QUEUE_MULTIPLES '''%1%x ''' # %1% number of repetions an item should be produced on after another. PRODUCTION_QUEUE_REPETITIONS %1%⟳ # %1% production points already spent on an item. # %2% total production points required to complete the item production. # %3% production points used per turn. # %4% production points available per turn. PRODUCTION_WND_PROGRESS '''%1%%% complete + %3% / %4% target PP/turn''' # %1% location where the item is produced. PRODUCTION_QUEUE_ITEM_LOCATION At %1% # %1% location where the item is produced. PRODUCTION_QUEUE_ITEM_RALLIED_FROM_LOCATION Rallying From %1% # %1% location where the item is enqueued for production. PRODUCTION_QUEUE_ENQUEUED_ITEM_LOCATION Enqueued at %1% PRODUCTION_LOCATION_OK Can be produced here PRODUCTION_LOCATION_INVALID CANNOT be produced here IMPERIAL_STOCKPILE Imperial Stockpile PRODUCTION_QUEUE_ITEM_STOCKPILE_ENABLED (Use of [[IMPERIAL_STOCKPILE]] is Enabled for this Item) ALLOW_IMPERIAL_PP_STOCKPILE_USE Enable drawing from [[IMPERIAL_STOCKPILE]] for this item DISALLOW_IMPERIAL_PP_STOCKPILE_USE Disable drawing from [[IMPERIAL_STOCKPILE]] for this item # %1% name of the system this item production should be relocated to. PRODUCTION_QUEUE_RALLIED_TO Rallied to %1% # %1% name of the system this item production will be relocated to. RALLY_QUEUE_ITEM Rally to %1% DELETE_QUEUE_ITEM Remove from Queue UNDELETE_QUEUE_ITEM Restore to Queue MOVE_UP_QUEUE_ITEM Move to Queue Top MOVE_DOWN_QUEUE_ITEM Move to Queue Bottom MOVE_UP_LIST_ITEM Move to Top MOVE_DOWN_LIST_ITEM Move to Bottom SPLIT_INCOMPLETE Separate Current Repetition DUPLICATE Duplicate PRODUCTION_WND_TOOLTIP_PROD_COST Production cost: %1% PRODUCTION_WND_TOOLTIP_PROD_TIME_MINIMUM Minimum production turns: %1% PRODUCTION_WND_TOOLTIP_LOCATION_DEPENDENT Depends on location PRODUCTION_WND_TOOLTIP_PROD_TIME Fully-funded production turns at %2%: %1% NO_PRODUCTION_HERE_CANT_PRODUCE Insufficient production at %1% PRODUCTION_WND_TOOLTIP_PARTS Ship Parts # %1% name of the location where the object should be build. PRODUCTION_WND_TOOLTIP_FAILED_COND Unmet requirements to produce at %1% ## ## Design window ## SHIP_DESIGN_FILES Design Files DESIGN_SAVE Save Design DESIGN_ADD Add Design to Empire Designs DESIGN_WND_DELETE_SAVED Delete Saved Design DESIGN_WND_ADD_ALL_SAVED_NOW Add All Saved Designs to Empire now DESIGN_WND_ADD_ALL_SAVED_START Add All Saved Designs at Game Start DESIGN_WND_ADD_ALL_DEFAULT_START Add All Default Designs at Game Start DESIGN_WND_OBSOLETE_DESIGN Obsolete Design DESIGN_WND_UNOBSOLETE_DESIGN Un-Obsolete Design DESIGN_WND_OBSOLETE_HULL Obsolete Hull DESIGN_WND_UNOBSOLETE_HULL Un-Obsolete Hull DESIGN_WND_OBSOLETE_PART Obsolete Part DESIGN_WND_UNOBSOLETE_PART Un-Obsolete Part DESIGN_WND_DELETE_DESIGN Delete Design DESIGN_NAME_DEFAULT Custom Ship Design DESIGN_DESCRIPTION_DEFAULT Design Description 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_ALL All Known 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_CLEAR Clear Parts 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 or modify ship designs. DESIGN_INV_NO_HULL Begin a ship design by selecting its hull. DESIGN_INV_NO_NAME Design name cannot be empty. DESIGN_WND_KNOWN Duplicates Existing Design # %1% name of the equivalent ship design. DESIGN_WND_KNOWN_DETAIL This design is a duplicate of "%1%". DESIGN_WND_RENAME_FINISHED Rename Finished Design # %1% name of the equivalent ship design. # %2% new name of the ship design. DESIGN_WND_RENAME_FINISHED_DETAIL '''Rename Finished design from "%1%" to "%2%"''' DESIGN_WND_COMPONENT_CONFLICT Conflicting Design # %1% first conflicting ship part name. # %2% second conflicting ship part name. DESIGN_WND_COMPONENT_CONFLICT_DETAIL A shipdesign cannot contain both %1% and %2%. DESIGN_WND_ADD_FINISHED Add Finished Design # %1% name of the new ship design. DESIGN_WND_ADD_FINISHED_DETAIL '''Add new design called "%1%" to finished designs.''' DESIGN_WND_UPDATE_FINISHED Update Finished Design # %1% previous name of the existing design. # %2% new name of the existing design. DESIGN_WND_UPDATE_FINISHED_DETAIL '''Replace Finished design "%1%" with new design "%2%" in finished designs.''' DESIGN_WND_ADD_SAVED Add Saved Design # %1% name of the new ship design. DESIGN_WND_ADD_SAVED_DETAIL '''Add a design called "%1%" to saved designs.''' DESIGN_WND_UPDATE_SAVED Update Saved Design # %1% old name of the saved design. # %2% new name of the saved design. DESIGN_WND_UPDATE_SAVED_DETAIL '''Replace saved design "%1%" with new design "%2%" in saved designs.''' DESIGN_UPDATE_INVALID_NO_CANDIDATE Choose an existing design to update. ADD_FIRST_DESIGN_DESIGN_QUEUE_PROMPT Select a hull, add parts and then click "[[DESIGN_WND_ADD_FINISHED]]" to create an available design. ADD_FIRST_DESIGN_HULL_QUEUE_PROMPT Toggle the Obsolete, Available and Unavailable filters to show more hulls ADD_FIRST_SAVED_DESIGN_QUEUE_PROMPT Select an existing Finished design, right click and select "[[DESIGN_SAVE]]" to create a saved design. ALL_AVAILABILITY_FILTERS_BLOCKING_PROMPT Toggle the Obsolete, Available and Unavailable filters to show more NO_SAVED_OR_DEFAULT_DESIGNS_ADDED_PROMPT '''Select a hull, add parts and then click "[[DESIGN_WND_ADD_FINISHED]]" to create an available design. Neither the Saved Designs nor the Default Designs were added to the empire at game start. Options to add these designs at game start can be changed in Options->Other. Add the Saved Designs immediately with the context menu of any design under the Saved tab.''' # %1% File path of unwritable file ERROR_UNABLE_TO_WRITE_FILE Unable to write file:\n"%1%" ## ## Government window ## GOVERNMENT_INFO_IP IP GOVERNMENT_WND_REVERT Revert ECONOMIC_CATEGORY Economic SOCIAL_CATEGORY Social MILITARY_CATEGORY Military ## ## Statistics ## SHIP_COUNT Ship Count MILITARY_STRENGTH_STAT Rough Estimate of Total Military Strength PP_OUTPUT Production Output PP_STOCKPILE Production Stockpile STOCKPILE_EXTRACTION Stockpile Extraction RP_OUTPUT Research Output IP_OUTPUT Net Influence Output IP_STOCKPILE Influence Stockpile PLANET_COUNT Planets COLONIES_COUNT Colonies POLICIES_ADOPTED Policies Adopted 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 TOTAL_POPULATION_STAT Population STATISTICS_TEST_1 Statistics Test 1 STATISTICS_TEST_2 Statistics Test 2 STATISTICS_TEST_3 Statistics Test 3 ## ## Encyclopedia ## # %1% name of the species. ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1 %1%: # %1% content of ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1 expanded to match # column width. # %2% the planet environment for a species. # %3% the planet population capacity for a species. ENC_SPECIES_PLANET_TYPE_SUITABILITY %1% %2% (%3%) # %1% name of the planet. ENC_SUITABILITY_REPORT_POSITIVE_HEADER '''%1% is suitable for colonization by these species. ''' # %1% name of the planet. ENC_SUITABILITY_REPORT_NEGATIVE_HEADER '''%1% is not suitable for colonization by these species. Attempts to colonize will either fail or eventually die off. ''' ENC_SUITABILITY_REPORT_WHEEL_INTRO ''' Suitability is determined by distance from the preferred type of [[encyclopedia ENVIRONMENT_TITLE]] in this wheel: ''' # types of things that can be shown in encyclopedia ENC_GRAPH [Game - Graphs] USE_LINEAR_SCALE Linear Scale USE_LOG_SCALE Logarithmic Scale SHOW_SCALE Show Scale HIDE_SCALE Hide Scale SHOW_LINES Plot Lines SHOW_POINTS Plot Points SCALE_TO_ZERO Scale to Zero SCALE_FREE Scale Free ENC_GALAXY_SETUP [Game - Galaxy] # %1% seed value of the current galaxy. # %2% number of systems in the current galaxy. # %3% shape of the current galaxy. # %4% age of the current galaxy. # %5% starlane frequency in the current galaxy. # %6% planet density in the current galaxy. # %7% special frequency in the current galaxy. # %8% monster frequency in the current galaxy. # %9% natives frequency in the current galaxy. # %10% upper AI aggression level in this galaxy. # %11% game UID 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% Game UID: %11% ''' ENC_GAME_RULES [Game - Rules] ENC_SHIP_PART Ship Part ENC_SHIP_PART_DESC A Ship Part can be mounted on a [[encyclopedia ENC_SHIP_HULL]] (in an available [[encyclopedia SLOT_TITLE]]) when designing a ship, in order to improve its statistics. Some low-tier parts are available by default, but better versions or new part types can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship part falls into one of the categories below. ENC_SHIP_HULL Ship Hull ENC_SHIP_HULL_DESC A Ship Hull is the primary element of a ship architecture, defining the basic statistics of a ship design (when no [[encyclopedia ENC_SHIP_PART]] is yet mounted). Some low-tier hulls are available by default, but better versions or new hull lines can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship hull falls into one of the categories below. ENC_TECH Technologies ENC_TECH_DESC New effects, improved planetary stats, buildings, and ship parts can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]], each falling into one of the categories listed here. ENC_POLICY Policies ENC_POLICY_DESC Improved or situational effects that can be adopted by empires. ENC_POLICY_SLOTS Policy Slot ENC_POLICY_SLOTS_DESC '''Policy slots are used to adopt policies on the government screen. Slots and policies have categories (economic, military, and social) and only policies of the appropriate category can be put into a slot. Slots are limited, and opening more slots is an important aspect of empire development, as it allows adopting more policies than can be placed in the initially available slots. Slots can be opened by owning buildings, researching techs, owning ships with certain ship hulls, and by adopting policies. Generally, a given way of opening a slot will only work once per empire, so just owning additional copies of the same building or hull won't give additional slots beyond the first for that building or hull. Economic Policy Slots: [[buildingtype BLD_IMPERIAL_PALACE]] [[policy PLC_INTERSTELLAR_INFRA]] [[policy PLC_PLANETARY_INFRA]] [[policy PLC_SYSTEM_INFRA]] [[tech PRO_SENTIENT_AUTOMATION]] Military Policy Slots: [[buildingtype BLD_MILITARY_COMMAND]] [[shiphull SH_SENTIENT]] [[tech LRN_DISTRIB_THOUGHT]] [[tech LRN_TIME_MECH]] Social Policy Slots: [[buildingtype BLD_CULTURE_ARCHIVES]] [[buildingtype BLD_SCRYING_SPHERE]] [[buildingtype BLD_TRANSLATOR]] [[tech CON_ARCH_PSYCH]] [[tech CON_TRANS_ARCH]] [[tech LRN_MIND_VOID]] ''' ENC_POICY_EXCLUSIONS '''Cannot be adopted with: ''' ENC_POICY_PREREQUISITES '''Cannot be adopted without: ''' ENC_SPECIAL Special KNOWN_FIELDS_OF_THIS_TYPE Clickable list of currently known fields of this type with galactic coordinates attached: NO_KNOWN_FIELDS none OBJECTS_WITH_SPECIAL '''Objects with Special: ''' SPECIES_THAT_LIKE '''Species that like: ''' SPECIES_THAT_DISLIKE '''Species that dislike: ''' ENC_BUILDING_TYPE Building Type ENC_NAMED_VALUE_REF [Test - Named Value Refs] ENC_NAMED_VALUE_REF_DESC '''Some value calculations get named so the resulting values can be used in the pedia or by the AI empires. This is often used to present values which depend on game rules. The following values show the name, the registration type (int/real/any), the calculated value, (the calculation), 'the stringtable description for the calculation', and the invariance pattern. ''' ENC_STRINGS [Test - Stringtable Entries] ENC_SPECIES Species ENC_SPECIES_DESC Each species is classified according their [[encyclopedia METABOLISM_TITLE]]. ENC_FIELD_TYPE Field Type ENC_SHIP_DESIGN [Game - 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: UNKNOWN_SPECIES Unknown Species UNKNOWN_EMPIRE Unknown Empire (%1%) RESEARCHED_TECHS '''Researched Techs: ''' ISSUED_ORDERS '''Issued Orders: ''' ORDER_UNEXECUTED ''' - Unexecuted''' ORDER_RENAME Rename ID %1% to %2% ORDER_FLEET_NEW New %3% fleet named %1% with %2% ships ORDER_FLEET_MOVE Fleet Move %1% to %2% ORDER_FLEET_TRANSFER Fleet Transfer %1% to %2% ORDER_ANNEX Annex %1% ORDER_COLONIZE Colonize %1% with %2% ORDER_INVADE Invade %1% with %2% ORDER_BOMBARD Bombard %1% with %2% ORDER_FOCUS_CHANGE Focus Change %1% to %2% ORDER_POLICY_ADOPT Adopt Policy %1% in category %2% slot %3% ORDER_POLICY_ABANDON Abandon Policy %1% ORDER_RESEARCH_REMOVE Remove Tech %1% from Queue ORDER_RESEARCH_PAUSE Pause Researching Tech %1% ORDER_RESEARCH_RESUME Resume Researching Tech %1% ORDER_RESEARCH_ENQUEUE_AT Enqueue Tech %1% at index %2% ORDER_PRODUCTION Production ORDER_SHIP_DESIGN Ship Design ORDER_SCRAP Scrap ORDER_FLEET_AGGRESSION Set Fleet Aggress ORDER_GIVE_TO_EMPIRE Give To Empire ORDER_FORGET Forget BEFORE_FIRST_TURN Before First Turn TURN Turn NO_TECHS_RESEARCHED No Techs Researched ADOPTED_POLICIES '''Adopted Policies: ''' NO_POLICIES_ADOPTED No Policies Adopted AVAILABLE_PARTS '''Available Parts: ''' NO_PARTS_AVAILABLE No Parts Available AVAILABLE_HULLS '''Available Hulls: ''' NO_HULLS_AVAILABLE No Hulls Available AVAILABLE_BUILDINGS '''Available Buildings: ''' NO_BUILDINGS_AVAILABLE No Buildings Available OWNED_PLANETS '''Owned Planets: ''' NO_OWNED_PLANETS_KNOWN No Owned Planets Known OWNED_FLEETS '''Owned Fleets: ''' # %1% link to a fleet. # %2% link to a system. 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 [Game - Monster] ENC_MONSTER_TYPE [Game - Monster Types] ENC_FLEET [Game - Fleets] ENC_PLANET [Game - Planets] ENC_BUILDING [Game - Buildings] ENC_SYSTEM [Game - Systems] ENC_FIELD [Game - Fields] ENC_HOMEWORLDS [Game - Homeworlds] ENC_TEXTURES [Test - Textures] ENC_POP_CENTER Population Center ENC_PROD_CENTER Production Center ENC_FIGHTER Fighter ENC_TEXTURE_INFO %4% -- %1% x %2% px @ %3% BPP ENC_VECTOR_TEXTURE_INFO %4% -- %1% x %2% px with %3% shapes ENC_INDEX Encyclopedia Index SEARCH_RESULTS Search Results ENC_SEARCH_EXACT_MATCHES Exact Title Matches ENC_SEARCH_WORD_MATCHES Word Title Matches ENC_SEARCH_PARTIAL_MATCHES Partial-Word Title Matches ENC_SEARCH_ARTICLE_MATCHES Article Content Matches ENC_SEARCH_NOTHING_FOUND No Matches Found # %1% search string entered eg. "species" # %2% duration search took to complete eg. "643 ms" ENC_SEARCH_TOOK Search for "%1%" took %2% # %1% specialized type description of the thing described in the encyclopedia # (e.g. for a ship part it would be the ship part class). # %2% general type description of the thing described in the encyclopedia. # (e.g. for a ship part it would be the content of 'ENC_SHIP_PART'). ENC_DETAIL_TYPE_STR %1% %2% ENC_PP PP ENC_RP RP ENC_IP IP # Concise listing of costs required to produce item or research tech. # %1% cost to complete requested item or technology. # %2% unit of costs; can be `ENC_PP` or `ENC_RP` depending on the item or # technology. # %3% turns to complete requested item or technology. ENC_COST_AND_TURNS_STR %1% %2% and %3% Turns # same, but without turns ENC_COST_STR %1% %2% ENC_VERB_PRODUCE_STR produce # %1% content of ENC_VERB_PRODUCE_STR. ENC_AUTO_TIME_COST_INVARIANT_STR ''' Time and Cost Time and cost to %1% this item do not vary by location.''' # %1% content of ENC_VERB_PRODUCE_STR. 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. ''' # %1% name of the planet where this item can be produced. # %2% local costs on the planet to produce the item. # %3% content of ENC_PP # %4% local time required on the planet to produce the item. ENC_AUTO_TIME_COST_VARIABLE_DETAIL_STR ''' At location %1%, the cost and time are %2% %3% over %4% turns.''' # Displays a ship design inside the Pedia with the basic informations. # %1% description. # %2% hull name. # %3% list of builtin parts. ENC_SHIP_DESIGN_DESCRIPTION_BASE_STR '''%1% Hull: %2% Parts: %3% ''' # Detailed ship design information for a given species # %1% species for this design # %2% total damage from all weapon types # %3% weapon shots per round # %4% structure # %5% shield # %6% detection range # %7% stealth # %8% starlane speed # %9% fuel # %10% population # %11% troops # %12% fighters # %13% total damage per round of fighters # %14% launch bay capacity # %15% average attack strength # %16% average attack strength/pp # %17% mock enemy attack strength # %18% mock enemy shields # %19% mock average attack strength # %20% mock average attack strength/pp ENC_SHIP_DESIGN_DESCRIPTION_STATS_STR ''' For [[encyclopedia ENC_SPECIES]]: %1% Total Structure [[encyclopedia DAMAGE_TITLE]]: %2% Total Fighter Destruction: %3% [[metertype METER_STRUCTURE]]: %4% [[metertype METER_SHIELD]]: %5% [[metertype METER_DETECTION]]: %6% [[metertype METER_STEALTH]]: %7% [[metertype METER_SPEED]]: %8% [[metertype METER_FUEL]] [[METER_CAPACITY]]: %9% Colonization [[METER_CAPACITY]]: %10% [[metertype METER_TROOPS]]: %11% [[OBJ_FIGHTER]] [[encyclopedia DAMAGE_TITLE]]: %13% [[ENC_SDD_HANGAR]]: %12% [[ENC_SDD_BAY]]: %14% Estimated combat strength (ignoring shields): %15$.f (%16$.2f per PP) (enemy with attack %17$.1f and shields %18$.1f): %19$.f (%20$.2f per PP) ''' ENC_SDD_HANGAR [[encyclopedia PC_FIGHTER_HANGAR]] [[METER_CAPACITY]] ENC_SDD_BAY [[encyclopedia PC_FIGHTER_BAY]] [[METER_CAPACITY]] ENC_UNLOCKED_BY '''Unlocked By: ''' ENC_UNLOCKS '''Unlocks: ''' ENC_PRODUCTION_LOCATION_REQUIREMENTS '''Production Location Requirements: ''' ENC_ENQUEUE_LOCATION_REQUIREMENTS '''Enqueue Requirements: ''' ENC_EFFECTS '''Effects: ''' ENC_SHIP_PART_CAN_MOUNT_IN_SLOT_TYPES '''Can mount in: ''' ENC_SHIP_EXCLUSIONS '''Cannot be in design with: ''' # %1% name of the item type unlocked (building, ship part, hull, ...). # %2% name of the item unlocked (a specific building or ship part, ...). ENC_TECH_DETAIL_UNLOCKED_ITEM_STR '''%1%: %2% ''' # %1% category of the technology. ENC_TECH_DETAIL_TYPE_STR %1% Tech - # %1% category of the policy. ENC_POLICY_DETAIL_TYPE_STR %1% Policy - # %1% object, technology or other content that should be looked up in the # encyclopedia. ENC_LOOKUP Pedia Lookup %1% # %1% link to the system, where the combat occured. # %2% turn when the combat occured. ENC_COMBAT_LOG_DESCRIPTION_STR Combat at %1% on turn %2%: # %1% link to the attacker in a weapon fired battle event. # %2% link to the target in a weapon fired event. # %3% amount of damage done when firing the weapon. # %4% the round number. (a round is phase where all units in a combat have # acted). # %5% the draw number (a draw is the acting of a single combat unit). ENC_COMBAT_ATTACK_STR %1% attacks %2% for %3% damage # %1% link to a ship part description. # %2% potential damage done by the weapon. # %3% damage consumed by the target shields. # %4% damage done to the target. ENC_COMBAT_ATTACK_DETAILS Weapon: %1% Strength: %2% Shields: %3% Damage: %4% ENC_COMBAT_SHIELD_PIERCED pierced # %1% link to the attacking unit or empire. # %2% name of the unit attacked. ENC_COMBAT_ATTACK_SIMPLE_STR %1% attacks %2% # %1% number of repeated events. # %2% link to the attacking unit or empire. # %3% link to the attacking unit or empire. ENC_COMBAT_ATTACK_REPEATED_STR %1%X %2% attacks %3% # %1% link to the unit, which launches the fighter. # %2% name of the fighters launched. # %3% amount of fighters launched. ENC_COMBAT_LAUNCH_STR %1% launches %3% %2% # %1% link to the unit, which recovers the fighters. # %2% name of the fighters recovered. # %3% amount of fighters recovered. ENC_COMBAT_RECOVER_STR %1% recovers %3% %2% ENC_COMBAT_UNKNOWN_OBJECT Unknown # %1% empire name # %2% species name # %3% fighter type name ENC_COMBAT_EMPIRE_FIGHTER_NAME %1% %2% %3% ENC_COMBAT_ROGUE Rogue # %1% number of combat round. ENC_ROUND_BEGIN ''' Round %1%''' # %1% name of the empire which owns the attacked unit. # %2% name of the attacked unit. ENC_COMBAT_UNKNOWN_DESTROYED_STR %2% was incapacitated # %1% name of the empire which owns the attacked unit. # %2% name of the attacked fighter. ENC_COMBAT_FIGHTER_INCAPACITATED_STR A %1% %2% was destroyed. # A combat log report for multiple destroyed fighters from one empire # %1% count of number of repeated events # %2% name of the empire which owns the attacked unit. # %3% name of the attacked fighter. ENC_COMBAT_FIGHTER_INCAPACITATED_REPEATED_STR %1%X %2% %3%s were destroyed. # %1% name of the empire which owns the attacked unit. # %2% name of the attacked planet. ENC_COMBAT_PLANET_INCAPACITATED_STR The planet %2% was incapacitated # %1% name of the empire which owns the attacked unit. # %2% name of the attacked unit. ENC_COMBAT_DESTROYED_STR The ship %2% was destroyed # %1% number of items in list # %2% name of empire ENC_COMBAT_INITIAL_STEALTH_LIST %2% initially cannot detect: # %1% number of items in list ENC_COMBAT_NEUTRAL_INITIAL_STEALTH_LIST [[NEUTRAL]] forces initially cannot detect: # %1 link to the attacking unit # %2 link to the defending unit. # %3 link to the empire that owns the defending unit. ENC_COMBAT_STEALTH_DECLOAK_ATTACK %2% detects %1% during attack. # %1 link to the launching unit # %2 link to the empire that detects the launcher ENC_COMBAT_STEALTH_DECLOAK_LAUNCH %2% detects %1% during fighter launch. # %1% unused # %2% name of empire detecting decloacking ship ENC_COMBAT_STEALTH_DECLOAK_ATTACK_1_EVENTS %2% detects # %1% unused # %2% name of empire detecting decloaking ships ENC_COMBAT_STEALTH_DECLOAK_ATTACK_MANY_EVENTS %2% detects: # %1% unused # %2% name of ship causing damage ENC_COMBAT_PLATFORM_DAMAGE_1_EVENTS %2% damages # %1% number of targets damaged # %2% name of ship doing damage ENC_COMBAT_PLATFORM_DAMAGE_MANY_EVENTS %2% damages %1% targets: # %1 defender # %2 damage ENC_COMBAT_PLATFORM_TARGET_AND_DAMAGE %1% for %2% damage # %1% unused # %2% name of ship unable to do damage to other single ship in combat ENC_COMBAT_PLATFORM_NO_DAMAGE_1_EVENTS %2% could not damage # %1% number of targets # %2% name of ship unable to damage targets ENC_COMBAT_PLATFORM_NO_DAMAGE_MANY_EVENTS %2% could not damage %1% targets: ENC_METER_TYPE Meter Type ## ## 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! 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 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. 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_COMBAT_COLORS Combat colors OPTIONS_COMBAT_SUMMARY_DEAD_COLOR Dead units OPTIONS_COMBAT_SUMMARY_WOUND_COLOR Damage OPTIONS_COMBAT_SUMMARY_HEALTH_COLOR Health COMBAT_LOG Log # %1% name of the belligerent party. # %2% current health of all units. # %3% total health of all units. COMBAT_FLEET_HEALTH_AXIS_LABEL %1% fleet health: %2%/%3% COMBAT_UNIT_HEALTH_AXIS_LABEL '''Unit health''' # %1% amount of lost units in combat. COMBAT_DESTROYED_LABEL Lost: %1% ## ## Encyclopedia article categories and short descriptions ## CATEGORY_GUIDES **Guides** CATEGORY_GAME_CONCEPTS *Game Concepts* DISTORTION_ARTICLE_SHORT_DESC Distortion GROWTH_ARTICLE_SHORT_DESC Growth INDUSTRY_ARTICLE_SHORT_DESC Industry RESEARCH_ARTICLE_SHORT_DESC Research PROTECTION_ARTICLE_SHORT_DESC Protection STOCKPILE_ARTICLE_SHORT_DESC Stockpile OUTPOSTS_ARTICLE_SHORT_DESC Outpost LOGISTICS_ARTICLE_SHORT_DESC Logistics HOMEWORLDS_ARTICLE_SHORT_DESC Homeworld PLANETDRIVE_ARTICLE_SHORT_DESC Planet Drive 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 PSYCHIC_ARTICLE_SHORT_DESC Psychic MANAGEMENT_TITLE_SHORT_DESC Management ## ## Encyclopedia articles in Guides category ## INTERFACE_TITLE *Interface* INTERFACE_TEXT Non-exhaustive list of FreeOrion Interface features: ## ## Encyclopedia articles in Game Concepts category ## DIPLOMACY_TITLE Diplomacy DIPLOMACY_TEXT List of Diplomacy features: METABOLISM_TITLE Metabolism METABOLISM_TEXT The Metabolism of [[encyclopedia ENC_SPECIES]] in the galaxy fall into one of the types listed here. STOCKPILE_TITLE Imperial Stockpile STOCKPILE_TEXT '''Most industry is used immediately for producing buildings or ships. An empire can also store Production Points (PP) for later use in the imperial stockpile. Usually PP can only be used for production if the production site is in the supply network where the PP are generated. Contrary to this PP from the imperial stockpile can be used at any owned production site. Only a small amount of PP-no more than the imperial use limit-can be used for production each turn. There are two ways two store PP in the imperial stockpile: • Surplus PP (PP not allocated to anything on the queue) at any other location are automatically transferred to the stockpile. This may trigger a warning. • PP explicitly allocated to a [[encyclopedia PROJECT_BT_STOCKPILE]] are also transferred to the stockpile. The imperial stockpile use limit is the total of the [[metertype METER_STOCKPILE]] of each planet. Species stockpile distribution ability, buildings, technologies, and setting the [[encyclopedia STOCKPILE_FOCUS_TITLE]] increase it. Information about imperial stockpile, the use, and the use limit can be seen in the top of the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]]. Details for production can be seen in the [[encyclopedia PRODUCTION_WINDOW_ARTICLE_TITLE]]. The effects which contribute to the planetary [[metertype METER_STOCKPILE]] can be found in the [[PLANET_PANEL]] in the system overview.''' PLANET_MANAGEMENT_TITLE Planet Management PLANET_MANAGEMENT_TEXT Non-exhaustive list of Planet Management features: PLANETARY_FOCUS_TITLE Planetary Focus PLANETARY_FOCUS_TEXT Non-exhaustive list of Planetary Focus settings: SHIP_MANAGEMENT_TITLE Ship Management SHIP_MANAGEMENT_TEXT Non-exhaustive list of Ship Management features: SPECIES_TRAITS_TITLE Species Traits SPECIES_TRAITS_TEXT Non-exhaustive list of Species Traits: SYSTEM_BLOCKADE_TITLE System Blockade SYSTEM_BLOCKADE_TEXT '''When an armed fleet set to aggressive mode arrives at a system, it will establish a system blockade against all empires it is at [[encyclopedia WAR_TITLE]] with and that currently do not blockade the system. When a blockade is established, [[metertype METER_SUPPLY]] propagation is interrupted for the blockaded empire. After a system blockade has been set up, all starlane entries in the blockaded system will be guarded by the blockading force, so if hostile forces enter the system, they can exit only through the starlane entry from which they arrived. However, if more fleets from the blockaded empire arrive by different starlane entries than the first one, these entries will become available as an exit as well. If all armed fleets owned by the blockaded empire are destroyed or leave the system before new fleets from this empire arrive, the previously opened exits will become closed again. Allied fleets do not have a direct impact on supply blocks and starlane availability apart from helping with eliminating the blockading empire's forces. If fleets from two or more hostile empires arrive at an unblockaded system at the same time, neither such empire will establish a system blockade over each other, although they will establish a blockade against all other hostile empires that arrive at a later time. Space monsters can also establish blockades. However, if an empire fleet becomes blockaded by a space monster, the blockade will be lifted after combat has occured, and the empire fleet will be able to leave the system by any starlane exit, or establish a blockade against the monster in turn. Furthermore, if the blockaded fleet is armed and set to aggressive mode, supply propagation will be restored. If a space monster and an empire fleet arrive at the same time, the empire fleet will be able to act first and establish a blockade against the monster.''' ## ## Encyclopedia articles ## METER_TARGET_POPULATION_VALUE_LABEL [[METER_POPULATION_VALUE_LABEL]] METER_TARGET_POPULATION_VALUE_DESC [[METER_POPULATION_VALUE_DESC]] METER_TARGET_INDUSTRY_VALUE_LABEL [[METER_INDUSTRY_VALUE_LABEL]] METER_TARGET_INDUSTRY_VALUE_DESC [[METER_INDUSTRY_VALUE_DESC]] METER_TARGET_RESEARCH_VALUE_LABEL [[METER_RESEARCH_VALUE_LABEL]] METER_TARGET_RESEARCH_VALUE_DESC [[METER_RESEARCH_VALUE_DESC]] METER_TARGET_INFLUENCE_VALUE_LABEL [[METER_INFLUENCE_VALUE_LABEL]] METER_TARGET_INFLUENCE_VALUE_DESC [[METER_INFLUENCE_VALUE_DESC]] METER_TARGET_CONSTRUCTION_VALUE_LABEL [[METER_CONSTRUCTION_VALUE_LABEL]] METER_TARGET_CONSTRUCTION_VALUE_DESC [[METER_CONSTRUCTION_VALUE_DESC]] METER_TARGET_HAPPINESS_VALUE_LABEL [[METER_HAPPINESS_VALUE_LABEL]] METER_TARGET_HAPPINESS_VALUE_DESC [[METER_HAPPINESS_VALUE_DESC]] METER_MAX_CAPACITY_VALUE_LABEL [[METER_CAPACITY_VALUE_LABEL]] METER_MAX_CAPACITY_VALUE_DESC [[METER_CAPACITY_VALUE_DESC]] METER_MAX_SECONDARY_STAT_VALUE_LABEL [[METER_SECONDARY_STAT_VALUE_LABEL]] METER_MAX_SECONDARY_STAT_VALUE_DESC [[METER_SECONDARY_STAT_VALUE_DESC]] METER_MAX_FUEL_VALUE_LABEL [[METER_FUEL_VALUE_LABEL]] METER_MAX_FUEL_VALUE_DESC [[METER_FUEL_VALUE_DESC]] METER_MAX_SHIELD_VALUE_LABEL [[METER_SHIELD_VALUE_LABEL]] METER_MAX_SHIELD_VALUE_DESC [[METER_SHIELD_VALUE_DESC]] METER_MAX_STRUCTURE_VALUE_LABEL [[METER_STRUCTURE_VALUE_LABEL]] METER_MAX_STRUCTURE_VALUE_DESC [[METER_STRUCTURE_VALUE_DESC]] METER_MAX_DEFENSE_VALUE_LABEL [[METER_DEFENSE_VALUE_LABEL]] METER_MAX_DEFENSE_VALUE_DESC [[METER_DEFENSE_VALUE_DESC]] METER_MAX_SUPPLY_VALUE_LABEL [[METER_SUPPLY_VALUE_LABEL]] METER_MAX_SUPPLY_VALUE_DESC [[METER_SUPPLY_VALUE_DESC]] METER_MAX_STOCKPILE_VALUE_LABEL [[METER_STOCKPILE_VALUE_LABEL]] METER_MAX_STOCKPILE_VALUE_DESC [[METER_STOCKPILE_VALUE_DESC]] METER_MAX_TROOPS_VALUE_LABEL [[METER_TROOPS_VALUE_LABEL]] METER_MAX_TROOPS_VALUE_DESC [[METER_TROOPS_VALUE_DESC]] METER_POPULATION_VALUE_LABEL Population METER_POPULATION_VALUE_DESC '''The Population represents the current size of a colony on a planet. Many [[metertype METER_INDUSTRY]] and [[metertype METER_RESEARCH]] output bonuses are linked to the Population size: larger Population gives more bonuses. The Target Population is the stable Population size a planet will approach, given the current factors influencing the planetary Population. Its value depends on the [[encyclopedia ENC_SPECIES]] and how suitable the planet's [[encyclopedia ENVIRONMENT_TITLE]] is for that species. It is also connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, and various other game effects. If these factors change, then the Target Population value is likely to shift. A Population of at least [[value MIN_COLONY_SIZE]] and a minimum [[metertype METER_HAPPINESS]] of [[value MIN_COLONY_HAPPINESS]] is necessary for a colony to act as a source of settlers for colonizing other planets. A colony ship has a population of Colonists, which is determined by the [[encyclopedia PC_COLONY]] capacity of the ship design. When colonizing a planet, the number of Colonists aboard the ship will be the starting Population on the newly settled planet. ''' METER_INDUSTRY_VALUE_LABEL Industry METER_INDUSTRY_VALUE_DESC '''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 [[metertype METER_SUPPLY]] line connected planets. Unallocated Industry gets added to the [[encyclopedia STOCKPILE_TITLE]]. The Target Industry is the stable Industry output level a planet will approach, given the current factors influencing the Industry resources. Its value is connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, [[encyclopedia ENC_POLICY]] adopted by the empire, and various other game effects. If these factors change, then the Target Industry value is likely to shift. For information on the interface, see [[encyclopedia PRODUCTION_WINDOW_ARTICLE_TITLE]]. ''' METER_RESEARCH_VALUE_LABEL Research METER_RESEARCH_VALUE_DESC '''The Research (or RP "Research Points") of all planets in the empire is combined to discover new [[encyclopedia ENC_TECH]]. The Target Research is the stable Research output level a planet will approach, given the current factors influencing the Research resources. Its value is connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, [[encyclopedia ENC_POLICY]] adopted by the empire, and various other game effects. If these factors change, then the Target Research value is likely to shift. Each tech has a minimum number of turns required to research it. For example, if a tech costs 15 RP and has a minimum time of 3 turns, only 5 RP may be allocated to the tech per turn. The tech at the top of the queue is given RP 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. Items can be re-prioritized in the queue by dragging the most important items closer to the top. If any RP are left over after giving to all techs in the queue, they are automatically allocated to the unlocked tech(s) with the fewest remaining RP to completion. Research does not require [[metertype METER_SUPPLY]] line connections to be used.''' METER_INFLUENCE_VALUE_LABEL Influence METER_INFLUENCE_VALUE_DESC '''The Influence (or IP "Influence Points") of all planets in the empire represents such things as diplomatic influence, back-room dealing, espionage, public relations, propaganda, and cultural influence. It can be used to adopt government [[encyclopedia ENC_POLICY]], and is consumed for the maintenance of populated colonies. When total IP cost of colony maintenance is greater than total IP output of the empire, the available influence stockpile will decrease. If influence continues being consumed faster than it is generated, the empire may go into influence debt, which can lead to reduced stability and rebel troops on an empire's colones. Influence generation can be increased by setting planets to [[encyclopedia INFLUENCE_FOCUS_TITLE]]. The Target Influence is the stable Influence output level a planet will approach, given the current factors influencing the Influence resources. Its value is connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, [[encyclopedia ENC_POLICY]] adopted by the empire, and various other game effects. If these factors change, then the Target Influence value is likely to shift. Influence does not require [[metertype METER_SUPPLY]] line connections to be used, but colonies may have consume more influence when when not connected to the capital, or when further from the [[buildingtype BLD_IMPERIAL_PALACE]] or a [[buildingtype BLD_REGIONAL_ADMIN]].''' METER_CONSTRUCTION_VALUE_LABEL Infrastructure METER_CONSTRUCTION_VALUE_DESC '''The term Infrastructure refers to technical structures that support a colonized planet: energy, transportation, telecommunication and social services for the citizens. The Target Infrastructure is the stable Infrastructure level a planet will approach, given the current factors influencing the planetary Infrastructure. Its value is connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, and various other game effects. If these factors change, then the Target Infrastructure value is likely to shift.''' METER_HAPPINESS_VALUE_LABEL Stability METER_HAPPINESS_VALUE_DESC '''The Stability of a colony's population starts out between 1 and 5 after initial colonization depending on how suitable the planet's [[encyclopedia ENVIRONMENT_TITLE]] is for that species. Stability is reduced to 0 after invasion and may also be affected by other factors. A minimum Stability of 5 is necessary for a colony to act as a source of settlers for colonizing other planets. Also [[metertype METER_INDUSTRY]] and [[metertype METER_RESEARCH]] grows slowly if Stability is below 5. The Target Stability is the stable Stability level a planet's population will approach, given the current factors influencing the planetary Stability. Its value is connected to [[encyclopedia ENC_BUILDING_TYPE]]s built on the planet, [[encyclopedia ENC_TECH]] researched by the empire, [[encyclopedia ENC_SPECIAL]]s linked to the planet, and various other game effects. If these factors change, then the Target Stability value is likely to shift. Common stability modifiers: [[STABILITY_MODIFIERS]] ''' STABILITY_MODIFIERS '''• -/+ 5 Capital Supply Connection - Based on distance in jumps from Capital or Regional Administration Building. Does not affect [[encyclopedia INDEPENDENT]] species and empires that have adopted [[policy PLC_CONFEDERATION]] policy. • +5 Homeworld Species - species on their own homeworld are more stable • +5 Capital Species - Colonies with the same species as the capital are more stable. Does not apply on the Capital itself. • +10 Capital - Colony contains [[buildingtype BLD_IMPERIAL_PALACE]]. • Environment - Bonus or Penalty based on environmental preference of species. Set at gamestart in game rules via the MISC: Stability tab. • Planet Size - Bonus or Penalty based on planet size. Set at gamestart in game rules via the MISC: Stability tab. • +1 Artisan Appreciation - 2 or more Artistic Species in same system. • -2/+2 Liked/Disliked Focus - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • -2/+2 Liked/Disliked Policies - - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Liked/Disliked Buildings (On Planet) - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Liked/Disliked Buildings (In-system) - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Liked/Disliked Buildings (Off-system) - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Liked/Disliked Specials (On Planet) - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Liked/Disliked Specials (In-system) - Modified by policies: [[policy PLC_LIBERTY]] and [[policy PLC_CONFORMANCE]]. • Specials - Examples include [[special GAIA_SPECIAL]] and [[special WORLDTREE_SPECIAL]]. • Policies • Species Traits''' METER_CAPACITY_VALUE_LABEL Stat - Primary # TODO make this into a listing of possible capacity types METER_CAPACITY_VALUE_DESC The primary stat of an object. METER_SECONDARY_STAT_VALUE_LABEL Stat - Secondary METER_SECONDARY_STAT_VALUE_DESC The secondary stat of an object. METER_FUEL_VALUE_LABEL Fuel METER_FUEL_VALUE_DESC '''Fuel allows ships to travel the starlanes outside of [[metertype METER_SUPPLY]] of their empire. 1 fuel is consumed for each starlane traversed outside of supply and passing through [[metertype METER_SUPPLY]] lines will fully refuel a ship. Fuel is deducted on entering the starlane and entering a starlane from within supply does not cost fuel. If a ship remains stationary beyond friendly [[metertype METER_SUPPLY]] lines, fuel will regenerate at a rate of 0.1 each turn. This can be modified by hull type such as living hulls, parts such as the [[shippart FU_RAMSCOOP]] or pilot species such as [[species SP_LAENFA]] and [[species SP_SLY]]. The effective amount of fuel a Ship Design depends on the base fuel of the hull and additional fuel effects scaled by the [[encyclopedia FUEL_EFFICIENCY_TITLE]] of the [[encyclopedia ENC_SHIP_HULL]]. Fuel efficiency changes the effective capacity of fuel [[encyclopedia ENC_SHIP_PART]]s and will multiply any other fuel-modifying effects. The game will always show the effective fuel levels, after scaling for hull efficiency. Details about the efficiency effect can be seen in the mouse over.''' METER_SHIELD_VALUE_LABEL Shields METER_SHIELD_VALUE_DESC '''The term Shields combines all kinds of protective force-fields. They are usually the first barrier incoming attacks have to overcome. There are two main types of shields: ship shields and planetary barrier shields, and both ships and planets have a Shields meter. The main difference between them is simply how they recharge -- ship shields are able to recharge instantly after every single shot fired at them, whereas planetary barrier shields take more time to recharge. The result of that seemingly small difference makes a very noticeable difference in combat, however. Ship shields: Reduce the [[encyclopedia DAMAGE_TITLE]] sustained by each hit by the strength rating of the shield part. A weapon can only penetrate a shield if its damage value is higher than the shield's strength. However, ship shields do not negate shot damage coming from [[encyclopedia FIGHTER_TECHS]], as fighters fire from within the shields. Planetary barrier shields: Act more like some kind of planetary armor. Their strength is reduced by each hit until they are completely depleted, at which point further hits will finally get through and damage planetary structures (first [[metertype METER_DEFENSE]] installations and then more general planetary [[metertype METER_CONSTRUCTION]]). Planetary barrier shields regenerate their strength each turn at a certain rate which can be affected by various technologies. One further difference between the two types of shields is that a ship's shields may be partially or entirely suppressed by a type of interstellar field known as a [[fieldtype FLD_MOLECULAR_CLOUD]]. ''' METER_STRUCTURE_VALUE_LABEL Structure METER_STRUCTURE_VALUE_DESC Structure is amount of [[encyclopedia DAMAGE_TITLE]] that ship can take until it is destroyed. Structure can be restored by repairing, and its max value increased with [[encyclopedia ARMOR_TITLE]]. METER_DEFENSE_VALUE_LABEL Defense METER_DEFENSE_VALUE_DESC The Defense meter of a planet represents the power of the ground to space weapons installed. It's comparable to the [[encyclopedia DAMAGE_TITLE]] value of a space ship. METER_SUPPLY_VALUE_LABEL Supply METER_SUPPLY_VALUE_DESC '''The supply meter on a planet represents the number of star-lanes supply can extend through. Smaller planets can supply greater distances, large planets reduced distances. Supply lines are shown by coloring star-lanes with an empire's color. Planets connected by supply lines form a 'Resource Group' and can share physical resources. Production Points (PP) created on one planet can be used on any connected planet to build ships or structures. 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 are currently unused within a Resource Group, the outer bands of the core starlanes will be a contrasting color. Supply lines can also be used to refill the [[metertype METER_FUEL]] supply of ships. Empires in an [[encyclopedia ALLIANCE_TITLE]] use each other's supply lines. The extension of supply lines from source planets into a system can be obstructed by armed enemy ships that are in that system and that are in fleets set to [[FLEET_OBSTRUCTIVE]] or [[FLEET_AGGRESSIVE]]. Enemy ships are those owned by empires that are at [[encyclopedia WAR_TITLE]] with the supply line's empire and neutral / monster ships. If multiple empires compete for supply in a system (without any obstructions to either's supply propagation), the empire with the highested propagated supply range will supply that system. To break ties, a bonus per empire is calculated and added to the propagated supply before comparison. • Has a colony in the system: +0.5 • Has an outpost (but no colony) in the system: +0.3 * Has supply sources in the system: +(0.001 * SUM(own supply in the system)) * Distance to the source of supply that reaches the system and that, before propagation, is the strongest. That is, a 4 strength source 4 jumps away is stronger than a 3 strength source 3 jumps away: +(0.0001 * distance to maximum supplying system) * Has supply sources in the system: +(0.00001 * SUM(own max supply in the system)) * Total supply: +(0.00000001 * SUM(own supply in the empire)) If there is still a tie, and all the tied empires are allied, one of the allied empires is randomly chosen. If at least one non-allied empire ties, no empire wins and the system will not be part of any supply group.''' METER_STOCKPILE_VALUE_LABEL Stockpile Distribution METER_STOCKPILE_VALUE_DESC '''The stockpile distribution meter of a planet represents how much it contributes to the [[encyclopedia STOCKPILE_TITLE]] use limit. The imperial stockpile use limit indicates an empire's ability to use stockpiled Production Points (PP). An empire's stockpile use limit is the sum of all its planets' stockpile distribution meters plus technology bonus. The total determines how many PP can be taken out of the stockpile each turn to be used for production. Species have various innate levels of stockpile distribution ability.''' METER_TROOPS_VALUE_LABEL Troops METER_TROOPS_VALUE_DESC '''The term Troops combines all kinds of military forces capable of operating on a planet's 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. Ships must be built with [[encyclopedia PC_TROOPS]] parts for carrying troops to use for invasion. Ships cannot invade a planets if it has active [[metertype METER_SHIELD]].''' METER_REBEL_TROOPS_VALUE_LABEL Rebel Troops METER_REBEL_TROOPS_VALUE_DESC Occupying troops that are hostile to the objects owner. METER_SIZE_VALUE_LABEL Size METER_SIZE_VALUE_DESC An abstract value for the size of an object, group of objects, or area. METER_STEALTH_VALUE_LABEL Stealth METER_STEALTH_VALUE_DESC '''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. If an empire owns more than [[value FLEET_UNSTEALTHY_SHIPS_THRESHOLD]] in a system, that empire will suffer a stealth penalty of [[value FLEET_UNSTEALTH_SHIPS_SCALING]] multiplied by the square root of the number of excess ships. Space ships, buildings, specials, systems and planets have a Stealth meter. [[DETECTION_STAR_MODIFIERS]]''' METER_DETECTION_VALUE_LABEL Detection Range METER_DETECTION_VALUE_DESC '''The Detection Range represents the distance in uu that sensors can reach. An empire can only see objects that have a [[metertype METER_STEALTH]] 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 uu) in the Galaxy Map section of the Options menu. To facilitate predictions of what would be within a Detection Range, there are also options to display a standard 'Map Scale Line' as well as a 'Map Scale Circle' centered on the currently selected system and indicating the same distance as the Map Scale Line. They are both responsive to the map zoom level and can be toggled via hotkeys. Some content may allow vision outside of this range. This includes the species abilities of [[species SP_FULVER]], [[species SP_GEORGE]], [[SP_NIGHTSIDERS]] or [[species SP_TRITH]], the [[buildingtype BLD_SCRYING_SPHERE]], or finding a map in a derelict scout when exploring new systems. [[DETECTION_STAR_MODIFIERS]]''' DETECTION_STAR_MODIFIERS '''Detection Range and Ship Stealth are modified by the systems star type: • No Star: +10 Detection Range. -10 Ship Stealth. • Neutron Star: -15 Detection Range. +5 Ship Stealth. • Black Hole: +5 Detection Range. +10 Ship Stealth. • Red Star: -5 Ship Stealth. • Orange Star: No Modifiers. • Yellow Star: -5 Detection Range. • White Star: -10 Detection Range. • Blue Star: -15 Detection Range.''' METER_SPEED_VALUE_LABEL Speed METER_SPEED_VALUE_DESC Speed on galaxy map (uu/turn). The uu distance travelled by a ship in one turn is equal to its starlane speed value and is displayed on the map by a dotted line followed by a circle showing the number of turns required to travel the full starlane and reach the next system. If a ship starlane speed is less than the starlane length, it will require at least 2 turns to complete the journey. Each starlane traversed will consume only 1 unit of [[metertype METER_FUEL]], regardless of the turns required. METER_DETECTION_STRENGTH_VALUE_LABEL [[DETECTION_TITLE]] METER_DETECTION_STRENGTH_VALUE_DESC [[DETECTION_TEXT]] WAR_TITLE War WAR_TEXT War is the default diplomatic state between empires. Armed ships will enforce a [[encyclopedia SYSTEM_BLOCKADE_TITLE]] on enemy ships, obstruct enemy [[metertype METER_SUPPLY]] lines, impede enemy colonization, and engage in combat with enemy ships. Enemy planets may be subjected to invasion or bombardment. 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 enforce a [[encyclopedia SYSTEM_BLOCKADE_TITLE]] on each other's ships, not to allows ships to obstruct each other's [[metertype METER_SUPPLY]] lines, and not to impede colonization. Peace is the minimum level of diplomacy at which [[encyclopedia GIFTING_TITLE]] between empires is allowed. ALLIANCE_TITLE Alliance ALLIANCE_TEXT Alliance is the closest diplomatic state between empires. Allied empires share visibility and [[metertype METER_SUPPLY]] lines. Allied empires may share victory when the relevant Game Rule is set accordingly. GIFTING_TITLE Gifting GIFTING_TEXT Empires with sufficiently close dipomatic relations ([[encyclopedia PEACE_TITLE]] or closer), may gift planets or fleets to one another, provided the target empire has a presence (ship or planet) in the same system as the object being gifted. OUTPOSTS_TITLE Outpost OUTPOSTS_TEXT Outposts are unmanned stations, which can be founded in places too hostile for a colony to survive. They have no [[metertype METER_POPULATION]], and normally produce no resources. But they create [[metertype METER_SUPPLY]] (with the right tech) and provide fuel and vision. Colonies can be founded on planets that already have an Outpost. Building an Outpost requires a ship with an [[shippart CO_OUTPOST_POD]]. Outposts are also formed when the Population of a colony drops to zero for any reason. You can abandon an outpost by building a [[buildingtype BLD_ABANDON_OUTPOST]] building. HOMEWORLDS_TITLE Homeworld HOMEWORLDS_TEXT Homeworlds are the planets where species are situated when the game starts (note that a single species may have multiple homeworlds). The [[tech SPY_CUSTOM_ADVISORIES]] reveals their existence and number, but not their locations. Being a homeworld gives a planet several advantages, as long as it is still inhabited by the original species: the [[metertype METER_TARGET_POPULATION]], [[metertype METER_MAX_TROOPS]], and [[metertype METER_TARGET_HAPPINESS]] are all increased, and the [[encyclopedia GROWTH_FOCUS_TITLE]] is enabled (unless the species is [[encyclopedia SELF_SUSTAINING_SPECIES_CLASS]]) and increases [[metertype METER_TARGET_POPULATION]] of other colonies with the same species. FOCUS_TITLE Focus FOCUS_TEXT '''Each planet has a focus setting, dictating what the inhabitants will put more effort toward, such as [[metertype METER_INDUSTRY]] or [[metertype METER_RESEARCH]]. Not all areas of focus are always available. They may be restricted because the species can not focus on that area, the technology is not yet known, or other factors such as the availability of a [[encyclopedia ENC_SPECIAL]]. The focus of a planet may grant it bonuses or enable effects. A small penalty applies when changing a planets focus, which will diminish over time. A planet will default to the inhabiting species' default focus if it has one, otherwise it will default to [[metertype METER_INDUSTRY]].''' DISTORTION_FOCUS_TITLE Spatial Distortion Focus DISTORTION_FOCUS_TEXT Manipulates starlanes leading to the planet slowing the progress of enemy ships by 40 uu per turn. Slow ships may even be forced back to the system at the far end of the starlane. Available after constructing a [[buildingtype BLD_SPATIAL_DISTORT_GEN]]. GROWTH_FOCUS_TITLE Growth Focus GROWTH_FOCUS_TEXT '''The Growth Focus represents exporting rare materials and substances that can increase the [[metertype METER_TARGET_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 extends those benefits to other planets connected to it by [[metertype METER_SUPPLY]] lines, provided that the species of those other planets are of the right type, i.e., a Homeworld focused on Growth only helps other planets of the same species, and Growth Specials (and Growth Focus based on them) only help species with a respective type of [[encyclopedia METABOLISM_TITLE]]. The benefits from different types of applicable Growth Focus will stack with each other, but not from multiple sources of the identical specific type. [[GROWTH_SPECIALS_ENTRY_LIST]]''' INDUSTRY_FOCUS_TITLE Industry Focus INDUSTRY_FOCUS_TEXT Planets focused on Industry will generate more [[metertype METER_INDUSTRY]] output for their empire, which is used for producing ships and buildings, or may be stockpiled for later use. Industry focus increases output more for higher population planets. RESEARCH_FOCUS_TITLE Research Focus RESEARCH_FOCUS_TEXT Planets focused on Research will generate more [[metertype METER_RESEARCH]] output for their empire, which is used for unlocking new technologies. Research focus increases output more for higher population planets. INFLUENCE_FOCUS_TITLE Influence Focus INFLUENCE_FOCUS_TEXT Planets focused on Influence will generate more [[metertype METER_INFLUENCE]] for their empire, which is used to adopt government policies and to pay for colony upkeep. LOGISTICS_FOCUS_TITLE Logistics Focus LOGISTICS_FOCUS_TEXT '''Planets focused on Logistics have their [[metertype METER_SUPPLY]] increased by 3. This extends the planet's empire's supply network from the planet by 3 starlane jumps. Unlocked by: [[tech SHP_INTSTEL_LOG]].''' PLANETDRIVE_FOCUS_TITLE Planet Drive Focus PLANETDRIVE_FOCUS_TEXT After a [[buildingtype BLD_PLANET_DRIVE]] has been constructed, and a [[buildingtype BLD_PLANET_BEACON]] or [[shippart SP_PLANET_BEACON]] is in an adjacent system, selecting the [[PLANETDRIVE_FOCUS_TITLE]] will move the planet between star systems. PROTECTION_FOCUS_TITLE Protection Focus PROTECTION_FOCUS_TEXT The Protection focus represents a planet wholly focused on defending itself. [[metertype METER_TROOPS]], Planetary [[metertype METER_DEFENSE]], and Planetary [[metertype METER_SHIELD]] are doubled. [[metertype METER_TARGET_HAPPINESS]] is increased by [[value PROTECION_FOCUS_STABILITY_BONUS]]. PSYCHIC_FOCUS_TITLE Psychic Domination Focus PSYCHIC_FOCUS_TEXT '''The [[PSYCHIC_FOCUS_TITLE]] concentrates the mental force of the population to dominate the thoughts of non-telepathic crews of enemy empire ships in the same system. Each turn, there is a 10% chance of taking control of each ship, unless the enemy empire also posesses the technology [[LRN_PSY_DOM]]. When the Psychic Domination Focus is engaged, it also reduces the chance that [[predefinedshipdesign SM_PSIONIC_SNOWFLAKE]]s will take control of ships controlled by the planet's empire within the system. Unlocked by: [[tech LRN_PSY_DOM]].''' STOCKPILE_FOCUS_TITLE Stockpile Distribution Focus STOCKPILE_FOCUS_TEXT '''The Stockpile Distribution focus increases the [[metertype METER_STOCKPILE]] of a planet. A Homeworld focused on Stockpile Distribution also helps other planets of the same species and increases the [[metertype METER_STOCKPILE]] there by an additional 0.04 per [[metertype METER_POPULATION]]. [[METER_STOCKPILE_VALUE_DESC]]''' ARMOR_TITLE Armor Plating ARMOR_TEXT Increases the maximum [[metertype METER_STRUCTURE]] of its ship by the strength rating of the armor plating part. SLOT_TITLE Slot SLOT_TEXT A slot is a type of ship mount on a [[encyclopedia ENC_SHIP_HULL]], which can hold certain types of [[encyclopedia ENC_SHIP_PART]]s, like weapons, shields, armor plating, engines and various other devices. There are three slot types: external, internal, and core slots. [[encyclopedia ENC_SHIP_PART]] descriptions will state what kind of slots they are compatible with; some are compatble with multiple slot types. This information is also shown graphically in the [[encyclopedia DESIGN_WINDOW_ARTICLE_TITLE]], where each type of slot in a hull is shown with a shape specific to its type. The [[encyclopedia ENC_SHIP_PART]]s in the Design Window are also shown with shapes that indicate which slots they are compatible with. In most cases a part shape will clearly match a particular slot-type shape. Parts that can fit into multiple slot types will have shapes that are visibly compatible with the shapes of those slot types. Larger (and expensive) hulls often have more slots available to be filled with parts. 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 [[metertype METER_STEALTH]] value lower than or equal to its Detection Strength and are within [[metertype METER_DETECTION]] of a controlled space ship or planet. Unowned monsters and natives have a detection strength equal to their detection range. Empires have a Detection Strength meter.''' ENVIRONMENT_TITLE Environment ENVIRONMENT_TEXT '''Different environments can be encountered when exploring the planetary systems on the galactic map: [[PT_INFERNO]], [[PT_RADIATED]], [[PT_TOXIC]], [[PT_BARREN]], [[PT_DESERT]], [[PT_TUNDRA]], [[PT_SWAMP]], [[PT_TERRAN]], [[PT_OCEAN]], [[PT_ASTEROIDS]], and [[PT_GASGIANT]]. Each [[encyclopedia ENC_SPECIES]] has its own environmental preferences, which determine on each planet type the suitability for the species, according to the following list (from worst to best): [[PE_UNINHABITABLE]] < [[PE_HOSTILE]] < [[PE_POOR]] < [[PE_ADEQUATE]] < [[PE_GOOD]] The planet suitability report can be displayed by right-clicking on a planet in the system sidepanel. A green number following the suitability data indicates the maximum [[metertype METER_POPULATION]] the planet could achieve if colonized by this species, whereas a red number indicates that the colony will be unviable, and Population will decrease over several turns until the Colonists have all died off and the colony is lost. When terraforming a planet (by [[metertype METER_RESEARCH]] or if the planet has the [[special GAIA_SPECIAL]] special) in order to better suit the species environmental preferences, the planet's original environment is modified by stages, until it finally reaches the [[PE_GOOD]] suitability for the species who wants to live on the planet. Terraforming projects are unlocked by [[tech GRO_TERRAFORM]]. The terraforming stages can be checked on the suitability wheel displayed below. Clockwise from top: [[PT_TERRAN]], [[PT_OCEAN]], [[PT_SWAMP]], [[PT_TOXIC]], [[PT_INFERNO]], [[PT_RADIATED]], [[PT_BARREN]], [[PT_TUNDRA]], [[PT_DESERT]] ''' ORGANIC_SPECIES_TITLE Organic Metabolism ORGANIC_SPECIES_TEXT [[encyclopedia ORGANIC_SPECIES_CLASS]] species are more or less, 'life as we know it'. These species' [[metertype METER_TARGET_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 [[encyclopedia LITHIC_SPECIES_CLASS]] species are silicon or mineral-based. These species' [[metertype METER_TARGET_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 [[encyclopedia ROBOTIC_SPECIES_CLASS]] species are sapient machines. These species' [[metertype METER_TARGET_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 '''[[encyclopedia PHOTOTROPHIC_SPECIES_CLASS]] species live mainly or entirely on sunlight. These species' [[metertype METER_TARGET_POPULATION]] is greatly influenced by the brightness of the local star and the planet size - the brighter or bigger, the better. Growth specials do not benefit them. Population changes: • [[STAR_BLUE]] star: ([[SZ_TINY]] +3) ([[SZ_SMALL]] +6) ([[SZ_MEDIUM]] +9) ([[SZ_LARGE]] +12) ([[SZ_HUGE]] +15) • [[STAR_WHITE]] star: ([[SZ_TINY]] +1.5) ([[SZ_SMALL]] +3) ([[SZ_MEDIUM]] +4.5) ([[SZ_LARGE]] +6) ([[SZ_HUGE]] +7.5) • [[STAR_YELLOW]] star, [[STAR_ORANGE]] star: (No changes) • [[STAR_RED]] star, [[STAR_NEUTRON]] star: ([[SZ_TINY]] -1) ([[SZ_SMALL]] -2) ([[SZ_MEDIUM]] -3) ([[SZ_LARGE]] -4) ([[SZ_HUGE]] -5) • [[STAR_BLACK]], [[STAR_NONE]]: ([[SZ_TINY]] -10) ([[SZ_SMALL]] -20) ([[SZ_MEDIUM]] -30) ([[SZ_LARGE]] -40) ([[SZ_HUGE]] -50)''' SELF_SUSTAINING_SPECIES_TITLE Self-Sustaining Metabolism SELF_SUSTAINING_SPECIES_TEXT [[encyclopedia SELF_SUSTAINING_SPECIES_CLASS]] species may be energy or crystalline beings or something even stranger. Their commonality is that they need no sustenance, so their [[metertype METER_TARGET_POPULATION]] is very high. While there are no specials that boost their growth, on planets with [[PE_GOOD]] [[encyclopedia ENVIRONMENT_TITLE]] their Target Population is equal to a species that is provided with all three [[encyclopedia GROWTH_FOCUS_TITLE]] specials. GASEOUS_SPECIES_TITLE Gaseous Metabolism GASEOUS_SPECIES_TEXT [[encyclopedia GASEOUS_SPECIES_CLASS]] species have metabolisms based on elements which are in gaseous state in an earth-like environment. Most researchers actually agree that complex life based on a gaseous metabolism is physically impossible. Search for life on the most probable habitat, gas giants, gets mostly neglected. Although gas giants are really huge, the habitable area is similar to a medium size planet. Also there exist no specials that boost the growth of gaseous species. TELEPATHIC_TITLE Telepathy TELEPATHY_TEXT '''Telepathic species are immune to mind-control and make it easier to research [[tech LRN_PSIONICS]]. List of Telepathic species:''' XENOPHOBIC_SPECIES_TITLE Xenophobic XENOPHOBIC_SPECIES_TEXT '''Xenophobic species get upset by the nearby presence of other intelligent species, and will divert some of their efforts into harassing them, reducing both species' [[metertype METER_TARGET_HAPPINESS]] dependent on the distance between their planets. At a distance of [[value XENOPHOBIC_MAX_JUMPS]] jumps, the penalty is [[value XENOPHOBIC_TARGET_STABILITY_PERJUMP]], and grows by that amount per starlane jump closer. The penalty is cumulative for each offending planet nearby: • 4 jumps: -0.5 stability • 3 jumps: -1.0 stability • 2 jumps: -1.5 stability • 1 jumps: -2.0 stability • In same system: -2.5 stability A Xenophobic species of [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] will also find the presence of fully conscious alien species nearby to be disruptive to its natural balances, reducing the self-sustaining species' [[metertype METER_TARGET_POPULATION]] bonus. The reduction depends on the [[HABITABLE_SIZE]] of the xenophobic colony is cumulative for each disruptive planet nearby, depending on jump distance (by [[value XENOPHOBIC_TARGET_POPULATION_PERJUMP]] per jump) similar to stability: • 4 jumps: -0.2 * [[HABITABLE_SIZE]] • 3 jumps: -0.4 * [[HABITABLE_SIZE]] • 2 jumps: -0.7 * [[HABITABLE_SIZE]] • 1 jumps: -0.8 * [[HABITABLE_SIZE]] • In same system: -1.0 * [[HABITABLE_SIZE]] Note the reduction is never higher than the population bonus for [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]. Species without full conscience like [[species SP_EXOBOT]] or [[species SP_ANCIENT_GUARDIANS]] ([[LOW_BRAINPOWER]] species) are not disruptive enough to cause any such malus to stability or population. Xenophobic species start with [[tech CON_CONC_CAMP]]. List of Xenophobic species:''' ARTISTIC_SPECIES_TITLE Artistic Trait ARTISTIC_SPECIES_TRAIT_TEXT '''Artistic species produce artistic works when their empire has adopted [[policy PLC_ARTISAN_WORKSHOPS]], which generates influence. Additionally, other planets with different artistic species in the same system are more stable. List of Artistic species:''' INDEPENDENT_SPECIES_TITLE Independent Trait INDEPENDENT_SPECIES_TRAIT_TEXT '''Independent species' stability is unaffected by modifiers based on distance from capitals or regional administration. List of Independent species:''' SNEAKY_TITLE Sneaky SNEAKY_TEXT '''Sneaky species research [[tech SPY_STEALTH_1]], [[tech SPY_STEALTH_2]], [[tech SPY_STEALTH_3]] and [[tech SPY_STEALTH_4]] at reduced costs. List of Sneaky species:''' ADAPTIVE_TITLE Adaptive ADAPTIVE_TEXT '''Adaptive species research [[tech GRO_SYMBIOTIC_BIO]], [[tech GRO_XENO_GENETICS]] and [[tech GRO_XENO_HYBRIDS]] at reduced costs. List of Adaptive species:''' 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 Plan EVACUATION_TEXT '''The [[buildingtype BLD_EVACUATION]] building when built will remove the [[metertype METER_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 [[metertype METER_SUPPLY]] 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]] building 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 their home system is discovered, their personality can be discerned. 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]]''' DAMAGE_TITLE Damage DAMAGE_TEXT '''Defines the base amount that a weapon will reduce the [[metertype METER_STRUCTURE]] of another ship (or the [[metertype METER_SHIELD]], [[metertype METER_DEFENSE]] and [[metertype METER_CONSTRUCTION]] of a planet), in one combat round (of which there are [[value NUM_COMBAT_ROUNDS]]). If a target ship is equipped with [[metertype METER_SHIELD]], the actual damage caused by each hit will be the base damage reduced by the strength rating of the ship's [[metertype METER_SHIELD]]. Note: [[encyclopedia FIGHTER_TECHS]] inflict damage ignoring [[metertype METER_SHIELD]] on ships, as fighters fire from within the enemy shields. Fighters need one turn for launching so damage estimation takes that into account.''' MAP_WINDOW_ARTICLE_TITLE Map Window MAP_WINDOW_ARTICLE_TEXT '''The Map Window can be considered the 'main' game screen, which shows the galaxy and from which nearly all other windows can be accessed. A number of control elements are displayed in the upper bar. In the upper left corner is the Turn Button, which reads as "Turn n" (where n is the current turn); left clicking the Turn Button causes the game to advance to the next turn. Immediately to its right is the Auto Advance Toggle; when showing as a double arrow, the game will not auto-advance; if clicked to toggle to circular arcing arrows, the game will autoadvance to the next turn once all other empires have submitted their orders for the turn. Next are icons showing the player empire total [[metertype METER_INDUSTRY]], [[metertype METER_STOCKPILE]], total [[metertype METER_RESEARCH]], number of existing ships, and Empire [[encyclopedia DETECTION_TITLE]]. On the right hand side of the control bar are a number of icons for toggling display of other significant UI windows. Tooltips are available for these.''' DESIGN_WINDOW_ARTICLE_TITLE Design Window DESIGN_WINDOW_ARTICLE_TEXT '''The [[DESIGN_WINDOW_ARTICLE_TITLE]] is for viewing or altering the designs of monsters or ships. Designs and ship parts can be [[PRODUCTION_WND_AVAILABILITY_AVAILABLE]], [[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]] or [[PRODUCTION_WND_AVAILABILITY_OBSOLETE]]. [[PRODUCTION_WND_AVAILABILITY_AVAILABLE]] designs and parts are unrestricted for use by the empire. [[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]] designs and parts are restricted in some way. Some unavailable designs and parts may be unlocked by researching associated [[encyclopedia ENC_TECH]]. [[PRODUCTION_WND_AVAILABILITY_OBSOLETE]] designs, hulls and parts are obsoleted/unobsoleted at will by the empire. [[PRODUCTION_WND_AVAILABILITY_OBSOLETE]] designs will not appear in the [[encyclopedia PRODUCTION_WINDOW_ARTICLE_TITLE]] and only appear in [[DESIGN_WINDOW_ARTICLE_TITLE]] when the "[[PRODUCTION_WND_AVAILABILITY_OBSOLETE]]" filter is toggled to display them. There are four sub windows: [[DESIGN_WND_STARTS]], [[DESIGN_WND_PART_PALETTE_TITLE]], [[DESIGN_WND_MAIN_PANEL_TITLE]] and the [[MAP_BTN_PEDIA]]. [[DESIGN_WND_STARTS]] has four tabs: empty [[DESIGN_WND_HULLS]], [[DESIGN_WND_FINISHED_DESIGNS]] designs, [[DESIGN_WND_SAVED_DESIGNS]] designs from previous games and [[DESIGN_WND_MONSTERS]] designs for inspection. Drag or double click hulls, designs or monsters to edit/examine them on the workbench. Designs and hulls can be drag-and-dropped within the list to change their order. [[DESIGN_WND_FINISHED_DESIGNS]] designs appear in the same order as on the Production Window. The right click context menu provides several options. Obsolete/unobsolete designs with "[[DESIGN_WND_OBSOLETE_DESIGN]]". Ctrl click also obsoletes/unobsoletes designs and hulls. Delete designs with "[[DESIGN_WND_DELETE_DESIGN]]". Deleted designs can't be recovered. Ships already queued for production will continue to be built with the old obsolete/deleted design. Rename designs with "[[DESIGN_RENAME]]". Save designs to disk for future games with "[[DESIGN_SAVE]]". Toggle the "[[DESIGN_WND_ADD_ALL_DEFAULT_START]]" option to use/not use the default designs in new games. Use the [[DESIGN_WND_SAVED_DESIGNS]] designs right click context menu to copy a single or all saved designs to the [[DESIGN_WND_FINISHED_DESIGNS]] designs. Ctrl click also copies a single design to the [[DESIGN_WND_FINISHED_DESIGNS]] designs. Permanently remove a saved design with "[[DESIGN_WND_DELETE_SAVED]]". Check "[[OPTIONS_ADD_SAVED_DESIGNS]]" to automatically import all the [[DESIGN_WND_SAVED_DESIGNS]] designs at the start of a new game. [[DESIGN_WND_PART_PALETTE_TITLE]] displays parts. Parts whose associated technology has been researched may be used in current designs. Other parts can not be used because either the associated technology has not been researched or the part is only available to monsters. The "[[PRODUCTION_WND_AVAILABILITY_AVAILABLE]]", "[[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]]" and "[[PRODUCTION_WND_AVAILABILITY_OBSOLETE]]" filters on [[DESIGN_WND_STARTS]] and [[DESIGN_WND_PART_PALETTE_TITLE]] toggle the display of parts that the empire can currently use, that are restricted or that the empire has chosen to hide. The [[DESIGN_WND_PART_PALETTE_TITLE]] window has filters to display/hide entire categories of parts. [[DESIGN_WND_MAIN_PANEL_TITLE]] is the workbench for the current design. The current design may have internal, external and/or core [[encyclopedia SLOT_TITLE]]s. Drag and drop or double click parts from [[DESIGN_WND_PART_PALETTE_TITLE]] to add/remove them to/from the current design. Ctrl and drag and drop will add/remove/replace all parts of a similar type. Add a name and optionally a description to the design. Click "[[DESIGN_WND_ADD_FINISHED]]" or "[[DESIGN_WND_ADD_SAVED]]" to add the design to the beginning of the list of designs. Click "[[DESIGN_WND_UPDATE_FINISHED]]" or "[[DESIGN_WND_UPDATE_SAVED]]" to replace the most recently selected [[DESIGN_WND_FINISHED_DESIGNS]] or [[DESIGN_WND_SAVED_DESIGNS]] design with a new design. "[[DESIGN_WND_UPDATE_FINISHED]]" or "[[DESIGN_WND_UPDATE_SAVED]]" is only active if this design was started from a design in the [[DESIGN_WND_FINISHED_DESIGNS]] or [[DESIGN_WND_SAVED_DESIGNS]] list respectively. "[[DESIGN_WND_UPDATE_FINISHED]]" only changes the design, any ships already queued for production or already produced will continue to use the old design. ''' FLEET_MOVEMENT_ARTICLE_TITLE Fleet Movement FLEET_MOVEMENT_ARTICLE_TEXT '''Fleets can be found on the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]] as a stack of symbols in the upper right of star systems. They can be selected with a left-click, which opens a window with a list of all fleets in the stack. To order a selected fleet to move to another system, right-click on the destination. Fleets with a move order will be shown in left upper corner of the system. To cancel the order right-click on the system the fleet is in. Fleets can contain any number of ships and can be divided and merged with other fleets in the same system. Each fleet has the option to hide (Eye symbol) or be aggressive (Fist symbol). Right-click on a fleet in the fleet window to access additional options like switching to auto-exploration, renaming or scrapping the fleet.''' HIDDEN_SETTINGS_ARTICLE_TITLE Hidden Settings HIDDEN_SETTINGS__ARTICLE_TEXT '''There are a number of User Interface (UI) settings and other game settings that can be changed by the user via the Options Menu; there are also a number of UI settings which do not appear in the Options pages, but which can be changed by the user by directly editing the config.xml file, located in the logging directory. Directions for identifying the location of this file on the various different platforms is available at the FreeOrion Wiki. In addition to a great many entries for the size/location of various UI elements, these 'Hidden Settings' include: ui.window.design.pedia.title.dynamic.enabled : controls whether or not the design detail pedia page in the [[encyclopedia DESIGN_WINDOW_ARTICLE_TITLE]] will be dynamically updated as the design name is edited (can cause lag) show-fleet-eta : controls whether a fleet's Estimated Time of Arrival (ETA), in number of turns from the current turn, is shown in its Fleet Panel in the Fleet Window ''' FIELDS_TITLE Interstellar Fields FIELDS_TEXT There are several Field Types, each having a distinctive, somewhat diffuse, appearance. Right-clicking on them in the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]] brings up a small popup menu identifying their type and providing an option to look up their details. ## ## Guides ## GENERAL_PEDIA_REFERENCE Information such as this is accessible via the "Pedia" [[encyclopedia ENC_INDEX]]. DETAILED_PEDIA_REFERENCE [[GENERAL_PEDIA_REFERENCE]] The Pedia can be opened and closed via the purple icon bearing a question mark, in the upper right portion of the main [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]]. The Pedia can be navigated via hotlinks and via the arrows in the lower right corner of the Pedia window. GREETINGS_GUIDE_TITLE **Greetings** GREETINGS_INTRO Greetings Esteemed Entity, and Welcome to the FreeOrion Universe! GREETINGS_GUIDE_REFERENCE Newcomers to this universe may particularly wish to consult the [[encyclopedia QUICK_START_GUIDE_TITLE]]. GREETINGS_GUIDE_TEXT '''[[GREETINGS_INTRO]] [[DETAILED_PEDIA_REFERENCE]] [[GREETINGS_GUIDE_REFERENCE]] FreeOrion is a free, open source, turn-based space empire and galactic conquest (4X) computer game being designed and built by the FreeOrion project. FreeOrion is inspired by the tradition of the Master of Orion games, but is not a clone or remake of that series or any other game. Further information is available at freeorion.org ''' QUICK_START_GUIDE_TITLE **Quick Start Guide** QUICK_START_GUIDE_TEXT '''This Pedia provides information about many aspects of FreeOrion, including mechanics and content, as well as in-game objects and empires during a game. The pedia can be accessed from the top level index page, which provides categorized lists of articles, by entering text in the box at the top of the pedia page to search articles for the entered text, or via right-click popup menu links from many in-game objects in the interface. At the start of a new game, there are three important issues that should be addressed: 1. Fleets are initially idle at homeworld's planetary system. Visible in the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]] is a star map, with the home system icon selected and highlighted in the center. At the top right of the system icon is a fleet icon. Fleets can be selected by left-clicking on the fleet icon on the map, which will open the fleets window, where all the fleets in a system and their contained ships can be viewed. If a fleet is selected, it can be given movement orders by right-clicking a nearby target star that is connected to the fleet's system by a starlane. Fleets that are not given move orders will stay idle. A good first step is often to send scout fleets to explore nearby systems, which will reveal more about their contents and any further starlane connections beyond them. See also [[encyclopedia FLEET_MOVEMENT_ARTICLE_TITLE]]. 2. Industry on the home world is not producing anything until told what to manufacture next. A single click on the red cogwheel in the bar of icons and numbers at the top of the screen, or double-clicking the image of the home planet on the right side of the screen, will open up the [[encyclopedia PRODUCTION_WINDOW_ARTICLE_TITLE]]. Production can be ordered is done by double-clicking entries from the list of "Producible Items". If the production queue does not yet use up all the available production points for the current turn, there will a red exclamation mark next to the cogwheel symbol. A good first step is to order the production of more scout ships, or a military command building. After ordering production, the production view can be closed by clicking on the cogwheel again or hitting escape. 3. Research on the homeworld is not being directed effectively until research priorities are specified. A single click on the blue Erlenmeyer flask in the title bar will open the research window with the technology-tree. See also [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Double-clicking technologies will schedule them for research, which consumes the available research points. A good first step is often to research a technology that will give some bonus to the homeworld, such as [[tech GRO_PLANET_ECOL]] or [[tech PRO_ROBOTIC_PROD]]. When there are no more exclamation signs in the title bar and when all fleet movement orders are given, it is time to finalize the turn by clicking the Turn button in the top left corner. This will apply all the decisions made during the previous (or first) turn, i.e. it will move ships as ordered, increase the progress of the industry production runs and of the technology research projects, thus concluding a rotation which can be thought of as a year. The changed map state and a new report by the [[tech SPY_CUSTOM_ADVISORIES]] will be ready for the next rotation. This is a brief introduction to FreeOrion gameplay. A somewhat less brief Quick Play Guide is available at freeorion.org (current URL: freeorion.org/index.php/V0.4_Quick_Play_Guide). ''' SITREP_IGNORE_BLOCK_TITLE Ignoring and Blocking SitReps SITREP_IGNORE_BLOCK_SHORT_DESC Ignoring a specific SitRep and blocking SitRep types. SITREP_IGNORE_BLOCK_TEXT '''There are two options for hiding Situation Reports (SitReps): Ignoring and Blocking. Ignoring a SitRep is always for a specific event. For example, a specific ship arriving at a specific system. A different ship arriving at that system, or the same ship arriving at a different system are both different events, and will still be displayed. Blocking a SitRep type applies to any SitRep for the same type of event. For example, [[SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION_LABEL]] applies to any ship owned by the players empire arriving at any system. [[SITREP_SNOOZE_INDEFINITE]] will hide the SitRep for all turns, starting from turn 0. Options to ignore for 5 or 10 turns will start counting from the turn being viewed in the Situation Report window. Ignoring a SitRep only applies to the current game session. If the client is restarted or a game is loaded, these SitReps are displayed again. Blocking a SitRep type applies to all turns and will persist between game sessions. Previously blocked SitRep types may be re-enabled by clicking the Filters button. SitRep types will have a check mark next to them if they are enabled/shown. SitRep types only appear in the Filters list once an event has occurred that would trigger them. Ignoring is useful for hiding a reoccurring event, such as reminders to build a [[buildingtype BLD_GAS_GIANT_GEN]] at one planet. Blocking is useful if some types of SitReps are unhelpful, such as once all of the [[encyclopedia BEGINNER_HINTS]] have been seen. ''' RESEARCH_TECH_GUIDE_TITLE Researching Technologies RESEARCH_TECH_GUIDE_SHORT_DESC Research and unlock new items RESEARCH_TECH_GUIDE_TEXT '''Completing [[metertype METER_RESEARCH]] on a technology that unlocks an item will only give an empire the knowledge of how to construct that item. Actually constructing such an item may have other requirements, such as access to a certain resource. If an item has been unlocked and is not available to build, the additional requirements can be checked by displaying the hover text on the items listing in the Production window (with [[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]] selected). Generally, items unlocked by researched [[encyclopedia ENC_TECH]] do not require [[metertype METER_SUPPLY]] line connections to be available or active (e.g. a building or a planetary meter improvement). However, if a tech which improves a ship part is researched (e.g. a weapon), the pre-existing ships must be in supply range, stationary, and not in combat, in order to receive the upgrade at anytime.''' AI_ERROR_MSG AI_Error: AI script error SERVER_MESSAGE_NOT_UNDERSTOOD The server sent a message that could not be understood. ORBITAL_DRYDOCK_REPAIR_TITLE Orbital Drydock Repair ORBITAL_DRYDOCK_REPAIR_TEXT '''The [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] is considered the best repair facility available, able to restore a ship to pristine condition. When the planet [[metertype METER_HAPPINESS]] is below 15, repairs at this facility are not as efficient. If the planet drops below 5 stability, the drydock is not able to perform any repairs that turn. Repairs are delayed for one turn for ships just entering the system. Ships need time to dock, and the drydock needs time to prepare both the necessary tooling and the ship itself. Any combat in the system will disrupt repairs for that turn.''' CONFIG_GUIDE_TITLE Configuration Guide CONFIG_GUIDE_TEXT '''Most configuration options for the game are stored and read from a single XML formatted file named config.xml which should be located in [[browsepath PATH_CONFIG]]. If this file does not exist (or is for a different build or version), it will be (re)created when the client starts. The configuration file is typically updated after a stored option is changed, but may be deferred until a later action (such as clicking Done or Apply). Some of these options can be changed from the [[OPTIONS_TITLE]] menu, under the Main Menu. An option set in the persistent config file (if one exists) will override the value from config.xml. An option set from a command line argument will override the value from both files. config.xml will be changed to reflect any overridden values. Persistent Config File: A persistent configuration file is an optional XML file named persistent_config.xml. If this file exists, any settings it contains will override those from the main configuration file. This may be useful when a different build of the game is launched, such as after updating to a new version. To help retain compatibility, it is preferred to keep as few options in this file as needed. A persistent configuration file can be created or updated on the [[OPTIONS_TITLE]] menu [[OPTIONS_PAGE_MISC]] tab by clicking the [[OPTIONS_CREATE_PERSISTENT_CONFIG]] button. When using this button, there are a couple of known issues: Some options may be included even though they were not changed by the user, as they were adjusted after their default value. After updating to a new version, it may be required to manually remove these options from the file to update their default setting. Windows that have not been open in the current session may not have previously changed settings retained. It is advised to have a game running and open all desired windows at least once to initialize the settings before using this button. The persistent configuration file may be manually created if desired, but should never contain the "version.string" option. Location of Config Files: Location in the filesystem is dependant on the OS definition of an environment variable. On Windows platforms the variable is denoted by wrapping in % - ( %var% ). On MacOSX and Linux platforms the variable is denoted by starting with ${ and ending with } - ( ${var} ). Windows: %APPDATA%\Roaming\FreeOrion (e.g. C:\Users\username\AppData\Roaming\FreeOrion) MacOSX: ${HOME}/Library/Application Support/FreeOrion (e.g. /Users/username/Library/Application Support/FreeOrion) Linux: ${XDG_CONFIG_HOME}/freeorion or if $XDG_CONFIG_HOME is not set: ${HOME}/.config/freeorion (e.g. /home/username/.config/freeorion) ''' ## ## Turn progress ## 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 # %1% number of the current turn. 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 # %1% and %2% are color coded empire names MESSAGES_WAR_DECLARATION %1% and %2% are now at war. # %1% and %2% are color coded empire names MESSAGES_PEACE_TREATY %1% and %2% are now at peace. # %1% and %2% are color coded empire names MESSAGES_ALLIANCE %1% and %2% have entered an alliance. MESSAGES_HELP_COMMAND '''/pedia [article]: open the specified article in the pedia /pm [player] [message]: sends private message to specified player /zoom [object]: zoom to the specified universe object (system, planet, ship, fleet or building) ''' MESSAGES_WHISPER (Whispers) MESSAGES_INVALID Invalid player or no message entered. ## ## Players list ## PLAYERS_LIST_PANEL_TITLE Empires PLAYING_TURN Playing RESOLVING_COMBAT Combat WAITING Waiting ## ## Objects window ## SORT Sort COLLAPSE_ALL Collapse All EXPAND_ALL Expand All ## ## Objects columns ## METERS_SUBMENU Meters PLANETS_SUBMENU Planets FLEETS_SUBMENU Fleet / Ships PLANET_ENVIRONMENTS_SUBMENU Environment For Species ID ID NAME Name OWNER Owner SPECIES Species BUILDING_TYPE Building Type FOCUS Focus DEFAULT_FOCUS Default Focus AVAILABLE_FOCI Available Foci PARTS Parts HULL Hull ATTACK Total Weapon Damage DAMAGE_STRUCTURE_PER_BATTLE Total Structure Damage per Battle DESTROY_FIGHTERS_PER_BATTLE Number of Destroyed Fighters per Battle PRODUCTION_COST Production Cost OBJECT_TYPE Type CREATION_TURN Creation Turn AGE Age TURNS_SINCE_FOCUS_CHANGE Turns Since Focus Change TURNS_SINCE_COLONIZATION Turns Since Colonization SUPPLY_RANGE Supply Range SUPPLYING_EMPIRE Supplying Empire SYSTEM_SUPPLY_RANGE System Supply Range DISTANCE_TO_SELECTED_SYSTEM Dist. to Sel. System DISTANCE_TO_SELECTED_FLEET Dist. to Sel. Fleet PROPAGATED_SUPPLY_RANGE Propagated Supply Range PROPAGATED_SUPPLY_DISTANCE Propagated Supply Distance ETA Turns To Destination PRODUCED_BY Produced By SYSTEM Current System NEAREST_SYSTEM Nearest System DESIGN_ID Design ID FINAL_DEST Final Destination System PREV_TO_FINAL_DEST Previous System to Final Destination NEXT_SYSTEM Next System PREV_SYSTEM Previous System ARRIVAL_STARLANE Arrived From System LAST_TURN_BATTLE_HERE Last Turn Battle Here LAST_TURN_ACTIVE_IN_BATTLE Last Turn In Battle LAST_TURN_RESUPPLIED Last Turn Resupplied LAST_TURN_MOVE_ORDERED Last Turn Move Ordered LAST_TURN_COLONIZED Last Turn Colonized LAST_TURN_CONQUERED Last Turn Conquered LAST_TURN_ANNEXED Last Turn Annexed LAST_TURN_ATTACKED_BY_SHIP Last Turn Attacked By Ship ANNEXATION_COST_BY_ME Annexation Cost ARRIVED_ON_TURN Arrived on Turn SIZE_AS_DOUBLE Size As Number HABITABLE_SIZE Habitable Size 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 Balance:Planet PLANET_ENVIRONMENT Planet Environment STAR_TYPE Star Type NEXT_TURN_POP_GROWTH Next Turn Population Growth NUM_SPECIALS Number of Specials SPECIALS Specials TAGS Tags ## ## 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_AGGRESSIVE Aggressive 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 ## ## Situation report ## ## Format: Ideally always start with Location: with ship/fleet names near the end. ## SITREP_PANEL_TITLE Situation Report - Initial turn # %1% number of the current turn. SITREP_PANEL_TITLE_TURN Situation Report - Turn %1% FILTERS Filters SITREP_IGNORE_MENU Ignore SITREP_BLOCK_MENU Block SITREP_SNOOZE_5_TURNS For 5 turns, ignore this SitRep SITREP_SNOOZE_10_TURNS For 10 turns, ignore this SitRep SITREP_SNOOZE_INDEFINITE Completely ignore this SitRep SITREP_SNOOZE_CLEAR_INDEFINITE Show completely ignored SitReps SITREP_SNOOZE_CLEAR_ALL Show all ignored SitReps # %1% localized name of SitRep template SITREP_HIDE_TEMPLATE Block all %1% SitReps SITREP_SHOWALL_TEMPLATES Show all blocked SitReps SITREP_WELCOME '''[[encyclopedia GREETINGS_GUIDE_TITLE]] [[GREETINGS_INTRO]] If you are a newcomer to this universe, please click on the word "[[GREETINGS_GUIDE_TITLE]]" for some basic advice on how to play. ''' SITREP_WELCOME_LABEL Welcome SITREP_SYSTEM_GOT_INCOMING_WARNING At %system%: Next turn enemy ships arrive! SITREP_SYSTEM_GOT_INCOMING_WARNING_LABEL Incoming Enemies SITREP_GAS_GIANT_GENERATION_REMINDER %planet% is a prime location for a %buildingtype%, but none is being built there. 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_EMPIRE_TECH_RESEARCHED_DETECTION The %empire% [[encyclopedia DETECTION_TITLE]] has upgraded to %rawtext:dstrength% SITREP_EMPIRE_TECH_RESEARCHED_DETECTION_LABEL Empire Detection Tech Upgrade SITREP_TECH_UNLOCKED %tech% has been unlocked and can now be researched. SITREP_TECH_UNLOCKED_LABEL Tech Unlocked SITREP_POLICY_UNLOCKED %policy% has been unlocked and can now be adopted. SITREP_POLICY_UNLOCKED_LABEL Policy 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_WEAPONS_UPGRADED All %shippart% weapons on supplied ships have been upgraded to %tech%. Upgraded weapons do %rawtext:dam% extra damage per shot SITREP_WEAPONS_UPGRADED_LABEL Weapon Tech Upgrade 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 - Single Empire 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_ATTACKED_AT_SYSTEM At %system%: the %empire% planet %planet% was attacked. SITREP_PLANET_ATTACKED_AT_SYSTEM_LABEL Empire Planet Attacked SITREP_UNOWNED_PLANET_ATTACKED_AT_SYSTEM At %system%: The planet %planet% was attacked. SITREP_UNOWNED_PLANET_ATTACKED_AT_SYSTEM_LABEL Unowned Planet Attacked 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 - Single Empire SITREP_PLANET_CAPTURED %planet% was captured by %empire%. SITREP_PLANET_CAPTURED_LABEL Planet Captured SITREP_PLANET_CAPTURED_NEUTRALS %planet% became indepdent from %empire% SITREP_PLANET_CAPTURED_NEUTRALS_LABEL Planet Becomes Independent SITREP_PLANET_DEPOPULATED The population of %planet% has died out entirely! SITREP_PLANET_DEPOPULATED_LABEL Planet Destroyed SITREP_PLANET_ANNEXED %planet% has been annexed by %empire%. SITREP_PLANET_ANNEXED_LABEL Neutral Planet Annexed SITREP_PLANET_ANNEXED_FROM_OTHER_EMPIRE %planet% has been annexed by %empire:annexer% from %empire:original%. SITREP_PLANET_ANNEXED_FROM_OTHER_EMPIRE_LABEL Empire Planet Annexed SITREP_PLANET_COLONIZED %planet% has been colonized with %species%. SITREP_PLANET_COLONIZED_LABEL Planet Colonized SITREP_PLANET_OUTPOSTED %planet% had an outpost established. SITREP_PLANET_OUTPOSTED_LABEL Planet Outposted SITREP_PLANET_ESTABLISH_FAILED Ship %ship% failed to establish a colony or outpost on %planet%. SITREP_PLANET_ESTABLISH_FAILED_LABEL Ship Failed to Esablish on Planet SITREP_PLANET_ESTABLISH_FAILED_VISIBLE_OTHER Ship %ship% failed to establish a colony or outpost on %planet% because the %empire% also attempted to establish on the same planet. SITREP_PLANET_ESTABLISH_FAILED_VISIBLE_OTHER_LABEL Ship Failed to Esablish on Planet SITREP_PLANET_ESTABLISH_FAILED_ARMED Ship %ship% failed to establish a colony or outpost on %planet% because the %empire% has armed ships in system. SITREP_PLANET_ESTABLISH_FAILED_ARMED_LABEL Ship Failed to Esablish on Planet SITREP_PLANET_ESTABLISH_FAILED_NEUTRAL_ARMED Ship %ship% failed to establish a colony or outpost on %planet% because there are neutral armed ships in system. SITREP_PLANET_ESTABLISH_FAILED_ARMED_NEUTRAL_LABEL Ship Failed to Esablish on Planet SITREP_OUTPOST_ABANDONED_PREPARATION Outpost on %planet% prepares to be abandoned in turn %rawtext%. SITREP_OUTPOST_ABADONED_PREPARATION_LABEL Outpost Prepare Abandon SITREP_OUTPOST_ABANDONED_PREVENTED_BY_BATTLE Outpost on %planet% can't be abandoned as long as there is battle in the system %system%. SITREP_OUTPOST_ABANDONED Outpost on %planet% was abandoned. %rawtext%. SITREP_OUTPOST_ABADONED_LABEL Outpost Abandoned SITREP_COLONY_INDEPENDENT On %planet%: The %species% colony became independent. SITREP_COLONY_INDEPENDENT_LABEL Colony Independence SITREP_NEW_COLONY_ESTABLISHED On %planet%: A new %species% colony has been established. SITREP_NEW_COLONY_ESTABLISHED_LABEL New Colony Established SITREP_FLEET_GIFTED %fleet% was gifted by %empire% SITREP_FLEET_GIFTED_LABEL Fleet Gifted SITREP_PLANET_GIFTED %planet% was gifted by %empire% SITREP_PLANET_GIFTED_LABEL Planet Gifted 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_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_FLEET_BLOCKADED At %system%: the %empire:blockaded% fleet %fleet% was forced to halt by a %empire:blockader% blockade. SITREP_FLEET_BLOCKADED_NEUTRAL At %system%: the fleet %fleet% was forced to halt by a blockade. SITREP_FLEET_BLOCKADED_LABEL Fleet Blockaded SITREP_FLEET_BLOCKADED_NO_EMPIRE At %system%: the fleet %fleet% was forced to halt by a blockade. SITREP_FLEET_BLOCKADED_NO_EMPIRE_LABEL Fleet Blockaded SITREP_POP_THRESHOLD On %planet%: The colony has reached sufficient size and [[metertype METER_HAPPINESS]] to be a settler source for colonizing other planets. Also [[metertype METER_INDUSTRY]] and [[metertype METER_RESEARCH]] may start growing. SITREP_POP_THRESHOLD_LABEL Colonizing Threshold SITREP_NOVA_DETECTED Astronomers have observed a new supernova, destroying everything in the star system leaving only %system%! SITREP_NOVA_DETECTED_LABEL Supernova detected EFFECT_EXPERIMENT_MONSTERS_LAUNCH WARNING: Sightings of %rawtext% %predefinedshipdesign% are reported around the %species% Outpost at %system%! 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_EXTINCT_SPECIES On %planet%: Well preserved bodies of the extinct species %species% were found in Ancient Ruins! EFFECT_ANCIENT_EXTINCT_SPECIES_LABEL Ancient Ruins Extinct Species EFFECT_ANCIENT_EXTINCT_SPECIES_RUMORS Rumors spread through the galaxy that well preserved bodies of the extinct species %species% were found in Ancient Ruins! EFFECT_ANCIENT_EXTINCT_SPECIES_RUMORS_LABEL Ancient Ruins Extinct Species 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_NATIVES_TECH On %planet%: The technology %tech% was learned from the %species%! EFFECT_NATIVES_TECH_LABEL Native Tech EFFECT_ANCIENT_GUARDIANS_CAPTURED On %planet%: The [[species SP_ANCIENT_GUARDIANS]] self-destructed when the planet was captured! The planet is now an Outpost under your control. EFFECT_ANCIENT_GUARDIANS_CAPTURED_LABEL Ancient Guardians self destruct EFFECT_CONC_CAMP_COMLETE At %planet%: depopulation is complete. EFFECT_CONC_CAMP_COMLETE_LABEL Ethnic Cleansing SITREP_SHIP_REPAIR_DOCK_NONE Orbital Drydock Repairs - None SITREP_SHIP_REPAIR_DOCK_NOPOP Orbital Drydock Repairs - No population SITREP_SHIP_REPAIR_DOCK_PARTIAL Orbital Drydock Repairs - Partial SITREP_SHIP_REPAIR_DOCK_COMPLETE Orbital Drydock Repairs - Complete EFFECT_DRYDOCK_SHIP_REPAIR_NONE On %planet%: The %building% could not start repairs on %ship%, due to low [[metertype METER_HAPPINESS]]. EFFECT_DRYDOCK_SHIP_REPAIR_NOPOP On %planet%: the %building% is abandoned, there is no one left to assist in repairs of the ship %ship%. EFFECT_DRYDOCK_SHIP_REPAIR_PARTIAL On %planet%: the %building% performed partial repairs on the %ship%. EFFECT_DRYDOCK_SHIP_REPAIR_COMPLETE On %planet%: the %building% completed repairs on the %ship%. EFFECT_THENIAN_NATURAL_DIEOFF On %planet% a natural [[species SP_THENIAN]] die-off occurred, halving the current population. EFFECT_THENIAN_NATURAL_DIEOFF_LABEL Natural Die-off 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_GAIA On %planet%: The citizens rejoice as their world is now a [[special GAIA_SPECIAL]] paradise. EFFECT_GAIA_LABEL Gaia Paradise EFFECT_TERRAFORM_BEST %planet% has been terraformed to %planettype% (%environment%). EFFECT_TERRAFORM_BEST_LABEL Terraform EFFECT_TERRAFORM %planet% has been terraformed to %planettype% (%environment%). EFFECT_TERRAFORM_LABEL Terraform EFFECT_NEST_REMOVAL On %planet%: a monster nest has been eradicated. EFFECT_NEST_REMOVAL_LABEL Nest Eradication EFFECT_STARLANE_BORE At %system%: a new starlane has opened linking to a nearby system. EFFECT_STARLANE_BORE_FAILED At %system%: a Starlane Bore failed to open a new starlane. EFFECT_STARLANE_BORE_LABEL Starlane Bore EFFECT_STARLANE_NEXUS At %system%: new starlanes have been opened linking to a nearby systems. EFFECT_STARLANE_NEXUS_FAILED At %system%: a Starlane Nexus failed to open new starlanes. EFFECT_STARLANE_NEXUS_LABEL Starlane Nexus 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 INTERSPECIES_ACADEMY_LABEL Species InterDesign Academy CONDITION_INTERSPECIES_ACADEMY_SPECIES_ALREADY_EXISTS Academies of this planet's species already exist in the empire EFFECT_INTERSPECIES_ACADEMY Additional effect by the %species% on %planet% joining the InterDesign design academy. Each design academy adds 0.05 to %rawtext%. EFFECT_INTERSPECIES_ACADEMY_LABEL New InterDesign Academy EFFECT_INTERSPECIES_ACADEMY_DESTROY Destroying fake duplicate design academy %planet%. EFFECT_INTERSPECIES_ACADEMY_DESTROY_LABEL Duplicate Academy Destroyed 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_SENTRY_CREATED At %planet%: a %predefinedshipdesign% is ready for service. EFFECT_SENTRY_CREATED_LABEL Sentry Created EFFECT_WHITE_KRAKEN_RESURRECTED At %planet%: a [[predefinedshipdesign SM_WHITE_KRAKEN]] has been resurrected and is ready for service. EFFECT_WHITE_KRAKEN_RESURRECTED_LABEL Monster Resurrected 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 [[predefinedshipdesign SM_TREE]] has started to grow and surround the star. EFFECT_TREE_LABEL [[SM_TREE]] EFFECT_DERELICT_TROOPS At %system%: a [[predefinedshipdesign SD_SMALL_TROOP_SHIP]] of %species% was found and salvaged. EFFECT_DERELICT_TROOPS_LABEL Derelict Seedlings EFFECT_DERELICT_MAP At %system%: information on the area was obtained from an abandoned %special%. EFFECT_DERELICT_MAP_LABEL Derelict Map EFFECT_DERELICT_FUEL At %system%: ships were refueled from the residual supply found in an abandoned %special%. EFFECT_DERELICT_FUEL_LABEL Derelict Fuel EFFECT_BIOWEAPON %planet% has lost %rawtext% population due to a %shippart% attack. EFFECT_BIOWEAPON_GAIA %planet% has lost [[special GAIA_SPECIAL]] due to a %shippart% attack. EFFECT_BIOWEAPON_UNOWN %planet% has lost ownership due to a %shippart% 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_PLANET_DRIVE At %system%: the planet %planet% has arrived by use of its [[buildingtype BLD_PLANET_DRIVE]]. EFFECT_PLANET_DRIVE_LABEL Planetary Starlane Drive Engaged SITREP_PLANET_DRIVE_FAILURE At %system%: Due to a lack of guidance by a nearby [[buildingtype BLD_LIGHTHOUSE]], the [[buildingtype BLD_PLANET_DRIVE]] of %planet% suffered catastrophic failure upon arrival, destroying the entire planet! SITREP_PLANET_DRIVE_FAILURE_LABEL Planetary Starlane Drive Failure EFFECT_PSY_DOM The %empire% ship %ship% has been psychically controlled! EFFECT_PSY_DOM_LABEL Psychogenic Domination IMPERIAL_GARRISON_ACTIVATED Imperial garrison: %empire% colonized %planet% at %system%. IMPERIAL_GARRISON_ACTIVATED_LABEL New colony EFFECT_MINES At %system%: Mines caused %rawtext% damage to the %empire% fleet %fleet%. EFFECT_MINES_SINGLE_SHIP At %system%: Mines caused %rawtext% damage to %ship%, a %shipdesign%. EFFECT_MINES_LABEL System Mines EFFECT_MINES_SHIP_DESTROYED At %system%: mines destroyed the %empire% ship %ship%. EFFECT_MINES_UNOWNED_DESTROYED At %system%: mines destroyed the ship %ship%, a %shipdesign%. EFFECT_MINES_SHIP_DESTROYED_LABEL System Mines Destroyed Ship EFFECT_MINES_UNKNOWN At %system%: An unknown object has triggered mines. EFFECT_MINES_UNKNOWN_LABEL System Mines Unknown Ship EFFECT_FLEET_MOVED_TOWARDS At %planet%: [[tech LRN_SPATIAL_DISTORT_GEN]] moved %fleet% back towards %system%. They were initially %rawtext% uu apart. EFFECT_FLEET_MOVED_TOWARDS_LABEL Fleet Moved Towards EFFECT_FLEET_MOVED_TO At %planet%: [[tech LRN_SPATIAL_DISTORT_GEN]] moved %fleet% back into %system%. They were initially %rawtext% uu apart. EFFECT_FLEET_MOVED_TO_LABEL Fleet Moved Into EFFECT_SHIP_REFUELED At %system%: ship %ship% has sufficient fuel to resume starlane travel. EFFECT_SHIP_REFUELED_LABEL Ship Refueled HEAD_ON_A_SPIKE_MESSAGE The capital of the %empire% empire has fallen. HEAD_ON_A_SPIKE_MESSAGE_LABEL Empire Capital Captured SITREP_FIELD_RESEARCH_LABEL Exploration Research SITREP_FIELD_RESEARCH At %system%: exploration generated research. CUSTOM_SITREP_INTRODUCTION Welcome to the initial Situation Report Briefing. Pursuant to the %tech% Directive, all the busy empire servants endeavor to collect important information and send it back to %system%, where it is compiled into Situation Reports, such as this, providing notice of important events and other reminders selected by the empire leadership. # This message value must contain no spaces. Use underlines instead. CUSTOM_1 Custom_1 # This message value must contain no spaces. Use underlines instead. CUSTOM_2 Custom_2 # This message value must contain no spaces. Use underlines instead. CUSTOM_3 Custom_3 # This message value must contain no spaces. Use underlines instead. CUSTOM_4 Custom_4 ## ## Victory/defeat ## VICTORY_TECH VICTORY! The %empire% has transcended our reality and wins a technological victory. VICTORY_ALL_ENEMIES_ELIMINATED VICTORY! The %empire% is the last surviving empire. VICTORY_FEW_HUMANS_ALIVE VICTORY! The %empire% is one of the last surviving empires controlled by a human player. VICTORY_EXPERIMENTOR_CAPTURE VICTORY! The %empire% has captured the powerful Experimentors and ended the fearsome threat plaguing the galaxy. SITREP_VICTORY_LABEL Victory SITREP_EMPIRE_ELIMINATED The %empire% has been defeated! SITREP_EMPIRE_ELIMINATED_LABEL Empire Eliminated ## ## Random beginner hints ## BEGINNER_HINTS Random Game Hints BEGINNER_HINTS_TEXT '''These are a collection of Situation Reports aimed at helping beginners. One of these entries is selected randomly each turn, they are collected here for future reference. All random game hints: [[BEGINNER_HINT_01]] [[BEGINNER_HINT_02]] [[BEGINNER_HINT_03]] [[BEGINNER_HINT_04]] [[BEGINNER_HINT_05]] [[BEGINNER_HINT_06]] [[BEGINNER_HINT_07]] [[BEGINNER_HINT_08]] [[BEGINNER_HINT_09]] [[BEGINNER_HINT_10]] [[BEGINNER_HINT_11]] [[BEGINNER_HINT_12]] [[BEGINNER_HINT_13]] [[BEGINNER_HINT_14]] [[BEGINNER_HINT_15]] [[BEGINNER_HINT_16]] [[BEGINNER_HINT_17]] [[BEGINNER_HINT_18]] [[BEGINNER_HINT_19]] [[BEGINNER_HINT_20]] [[BEGINNER_HINT_21]] [[BEGINNER_HINT_22]]''' RANDOM_BEGINNER_HINT Hint #%rawtext% BEGINNER_HINT_01 1: At the beginning of the game, constructing more [[predefinedshipdesign SD_SCOUT]]s may help in exploring the region around your homeworld. BEGINNER_HINT_02 2: Each species has its own planetary [[encyclopedia ENVIRONMENT_TITLE]] preference. If you can conquer a planet with a different species, you can colonize other planets with them as well, allowing you to secure a system faster. Keep in mind that not all species can colonize and that some can not build ships. BEGINNER_HINT_03 3: Ships can be repaired at a system that has a friendly [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] if there was no combat in the system last turn, and the planet has a [[metertype METER_HAPPINESS]] score of 5 or more. Ships will need to wait one turn in the system before repairs can begin. BEGINNER_HINT_04 4: Systems that are connected by thick lines are [[metertype METER_SUPPLY]] line linked and they share [[metertype METER_INDUSTRY]] Production Points (PP). BEGINNER_HINT_05 5: All systems share [[metertype METER_RESEARCH]] Points (RP) that they generate even if they are not connected by [[metertype METER_SUPPLY]] lines. When not connected to a supply line, setting the [[encyclopedia FOCUS_TITLE]] to research might be more efficient for a planet than other settings. BEGINNER_HINT_06 6: [[metertype METER_SUPPLY]] lines can be used to refill the [[metertype METER_FUEL]] supply of ships. BEGINNER_HINT_07 7: Some buildings, like the [[buildingtype BLD_INDUSTRY_CENTER]], will have an effect on each planet that has a [[metertype METER_SUPPLY]] line connection to it. Others, like [[buildingtype BLD_GAS_GIANT_GEN]], only affect the system that they are built in. Check the [[encyclopedia ENC_BUILDING_TYPE]] Pedia section to learn about the functions of different buildings. BEGINNER_HINT_08 8: An [[predefinedshipdesign SD_OUTPOST_SHIP]] can setup an [[encyclopedia OUTPOSTS_TITLE]] on any unclaimed visible planet or asteroid that it can reach, unless there are hostile ships in that system. BEGINNER_HINT_09 9: [[predefinedshipdesign SD_COLONY_SHIP]]s take longer to build than [[predefinedshipdesign SD_OUTPOST_SHIP]]s, but they can settle planets outside of your [[metertype METER_SUPPLY]] range. BEGINNER_HINT_10 10: With a system selected in the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]], right click on a planets picture in the system side panel to access the Planet Suitability report. This will tell you what species from your empire will be able to successfully settle that planet. Numbers in green show the maximum [[metertype METER_POPULATION]] that the planet could achieve if colonized by that species, red numbers indicate that the species would die out if they attempted to colonize. BEGINNER_HINT_11 11: Maximum [[metertype METER_POPULATION]]s that planets can achieve can be boosted by researching various growth techs. Rare specials can also increase the [[metertype METER_TARGET_POPULATION]] for species with certain metabolisms, see [[encyclopedia GROWTH_FOCUS_TITLE]] for more info on these specials. BEGINNER_HINT_12 12: Be on the lookout for planets with [[encyclopedia ENC_SPECIAL]]s, they usually indicate some special resource on that planet that may benefit your entire empire if utilized properly. Right click on a special's icon to access its 'Pedia entry and find out more! BEGINNER_HINT_13 13: Unlike most species, [[species SP_EXOBOT]] can settle asteroid belts. If there are many asteroids belts nearby, consider researching to unlock them! BEGINNER_HINT_14 14: Research [[metertype METER_SUPPLY]] improvements, like the [[tech CON_ORBITAL_CON]], to increase the distance from your systems that your supply lines reach. BEGINNER_HINT_15 15: Most species start out with a [[metertype METER_HAPPINESS]] of 0 when their planet is captured, and this will normally increase by 1 per turn. Look out for [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] species though! They don't like being near other species and this will effect the stability and other values of both them and the other nearby species. BEGINNER_HINT_16 16: You may want to hold off on researching [[tech LRN_PSIONICS]] until your empire includes a species with [[encyclopedia TELEPATHIC_TITLE]]. BEGINNER_HINT_17 17: [[metertype METER_SHIELD]] on ships defend against every shot that hits the ship, reducing the damage by the amount of the shield value. Ship shield values can be affected by various factors including space storms, what type of star system you are in, or if you are close to a captured empire capital planet. BEGINNER_HINT_18 18: [[encyclopedia FOCUS_TITLE]] - pay attention to the focus setting of new planets that are added to your empire, either from settling them or from conquering them. This setting controls if the planet focuses on industrial production or on research or on defense. Later in the game, more focus options may unlock as new [[encyclopedia ENC_TECH]] are researched, and different species may have different focus options available. BEGINNER_HINT_19 19: A colony can be established on an [[encyclopedia OUTPOSTS_TITLE]] by constructing a colony building or by using a [[predefinedshipdesign SD_COLONY_SHIP]]. Most colony buildings require a [[metertype METER_SUPPLY]] connection to a planet with at least 5 [[metertype METER_HAPPINESS]], and 3 [[metertype METER_POPULATION]]. When a species is unlocked, such as when researching [[tech PRO_EXOBOTS]], this requirement for their colony building does not apply. BEGINNER_HINT_20 20: Specific Situation Reports (like this one) can be temporarily ignored by right clicking on their icon and selecting one of the options. Reports of a certain type may be filtered out on a more permanent basis using the Filters menu at the bottom of this window. These beginner game hints are grouped as [[encyclopedia BEGINNER_HINTS]] in the filter list. BEGINNER_HINT_21 21: You can set a destination for a ship that is still in the production queue. With the production screen open: click on the target system in the galaxy map, then right click on the ship in the production queue. When a menu of choices for that ship pops up choose 'Rally to ' and it should have the name of the selected system where you want the ship to automatically go once construction completes. BEGINNER_HINT_22 22: Selecting a system and pressing ALT-C gives a range circle for the system, zoom in or out to compare the distance by looking at the size of the distance meter. ## ## Species ## HOMEWORLD Homeworld: NO_HOMEWORLD No 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 [[encyclopedia ENVIRONMENT_TITLE]] Preferences: FOCUS_PREFERENCE '''Default [[encyclopedia FOCUS_TITLE]]: ''' OPINIONS_OF_EMPIRES Opinions of Empires: OPINIONS_OF_OTHER_SPECIES Opinions of Other Species: SPECIES_OPINIONS Species Opinions: ## ## Encyclopedia articles in Species Types category ## ALL_SPECIES All Species ALL_SPECIES_DESC List of all species: NATIVE_SPECIES Native Species NATIVE_SPECIES_DESC List of native species: PLAYABLE_SPECIES Playable Species PLAYABLE_SPECIES_DESC List of playable species: LITHIC_SPECIES_CLASS Lithic LITHIC_SPECIES_CLASS_DESC List of [[encyclopedia LITHIC_SPECIES_TITLE]] species: ORGANIC_SPECIES_CLASS Organic ORGANIC_SPECIES_CLASS_DESC List of [[encyclopedia ORGANIC_SPECIES_TITLE]] species: PHOTOTROPHIC_SPECIES_CLASS Phototrophic PHOTOTROPHIC_SPECIES_CLASS_DESC List of [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] species: ROBOTIC_SPECIES_CLASS Robotic ROBOTIC_SPECIES_CLASS_DESC List of [[encyclopedia ROBOTIC_SPECIES_TITLE]] species: SELF_SUSTAINING_SPECIES_CLASS Self-Sustaining SELF_SUSTAINING_SPECIES_CLASS_DESC List of [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] species: GASEOUS_SPECIES_CLASS Gaseous GASEOUS_SPECIES_CLASS_DESC List of [[encyclopedia GASEOUS_SPECIES_TITLE]] species: ## ## Encyclopedia articles in Species category ## SP_HUMAN Human SP_HUMAN_GAMEPLAY_DESC '''Relentless, tribal pursuit predators. Prefer [[PT_TERRAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' SP_HUMAN_DESC '''Description: Humans are bipedal, clannish and omnivorous, with incredible endurance capabilities. Humans evolved tool use in order to better hunt their prey, and would pursue much larger animals for days if necessary in order to bring it down and then eat it. Modern humans still have a strong fight or flight response but any threat an individual cannot handle will be met by a larger group working together to defeat it with overwhelming force. Humans have been known to eat items they know to be indigestible, simply to prove they can do it, and use toxic substances as seasoning to flavour their food. Society: Modern humans have formed geographic nation states with a strong basis in historic tribes. These states compete with each other, sometimes to the extent of going to war, while still cooperating on other issues. Differences over religion, resource use and even the correct way to cook a particular meal are still used to justify aggressive acts, and these wars act as spurs for further technological progress. ''' SP_SCYLIOR Scylior SP_SCYLIOR_GAMEPLAY_DESC ''' Three-tentacled, aquatic nautiloids. Prefer [[PT_OCEAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' 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 [[PT_SWAMP]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 Gormoshk. Prefer [[PT_TOXIC]] planets. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] ''' 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 [[PT_RADIATED]] planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]], [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] Empires with Trith on their capital planet have [[policy PLC_RACIAL_PURITY]] unlocked. ''' 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. The only species they can suffer are [[LOW_BRAINPOWER]] species like [[SP_EXOBOT]] or [[SP_ANCIENT_GUARDIANS]]. ''' SP_HAPPY Happybirthday SP_HAPPY_GAMEPLAY_DESC ''' Abandoned, lonely underwater robots, programmed to sing "happy birthday" to themselves at regular intervals. Prefer [[PT_OCEAN]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' SP_HAPPY_DESC '''Description: Robotic exploration submersibles. Though some have more bulky and blocky forms, most happybirthdays are streamlined and somewhat fish-like in shape. They all have one or more cameras and manipulator arms, usually forward facing. They also host a suit of sensors for temperature, vibrations, chemicals, radar, sonar, electrical and magnetic fields, though these often vary from model to model. They are functional in a wide range of temperature and pressure conditions in an aquatic environment. Any happybirthday can repair any other happybirthday, and their systems often have redundant pairs for just such a reason. Sufficiently large groups can fully repair any other member of their kind, and through this same process also make a completely new unit. New units have the same programming as their parents, but a blank memory, to be filled by exploring their environment. Homeworld: Foreveralone. A vast and deep ocean planet. It is believed that they were originally created to survey the planet for potential colonization. It is not know why they were abandoned, but theories range from their creators deciding the planet was unsuitable for colonization, to being wiped out for some reason or another. Though the oceans are vast and there are many interesting features and life forms, there is little about the planet they were sent to that would indicate why they were sent to that world in particular. Social Structure: Codependent. A lone happybirthday will (psychologically) latch onto the nearest (preferably alien) sentient being and declare their eternal friendship. Their goal to alleviate their loneliness by find another being to be their friend, forever and ever and ever... Colonization is slow and industry inefficient due to species-wide depression, sometimes leading to bouts of mass suicide. However since they don't want to make enemies and they always want to make new friends they are eager traders. History: Sad. Whether it is the initial lonely quest to explore their homeworld, their abandonment by their creators, the interval war, or their quest into space to find friendship, their existence has been a sad, depressing and lonely one. ''' SP_HHHOH Hhhoh SP_HHHOH_GAMEPLAY_DESC ''' Huge, slow, multi-trunked Mammoths. Prefer [[PT_TUNDRA]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 [[PT_TERRAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] ''' 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 [[PT_TOXIC]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' 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 complete 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 replicates, and, in the end, killing it. Consequently, the greater the intelligence of a Derthrean, the more pain it 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 [[PT_OCEAN]] planets. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]], [[encyclopedia SNEAKY_TITLE]] ''' 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_SLY Sly SP_SLY_GAMEPLAY_DESC '''Friendly overlooked gasbags. Greatly prefer [[PT_GASGIANT]]s. [[encyclopedia GASEOUS_SPECIES_TITLE]] ''' SP_SLY_DESC ''' Description: The Sly live in gas giants. The gas giants are so foreign to most species in the universe that, for most of their history, they have been overlooked. Although experts in the field of xenobiology have long since speculated, that there might as well be live in just about any type of environment imaginable, if one just had the necessary technology to detect or make contact with it. Not being able to build advanced devices themselves, the Sly couldn't leave their heavy homeworld for a long time. Recently though, they were able to obtain the necessary equipment and technologies for spacefaring from interstellar traders in exchange for their deep knowledge of history. On the right diet, a Sly will excrete refined fuel. When Sly crewed ships are in systems with a [[PT_GASGIANT]], a their ships will regenerate a little bit of fuel each turn. When in a system with a planet populated by friendly Sly, Sly-crewed ships will be refueled and repaired, as if they were in a friendly supply network with [[tech SHP_FLEET_REPAIR]]. Social Structure: The Sly are very long-lived and keep the songs alive in which the whole cultural knowledge is encoded. The echoes of their verbal lore resound down to the deepest and densest layers of their world(s), where harmonies and resonances build up over millenia. Despite their fixation with their racial memories, they are very open minded and curious towards the galaxy and the other species they are now finally able to encounter. ''' SP_LEMBALALAM Lembala'Lam SP_LEMBALALAM_GAMEPLAY_DESC '''Egocentric, degenerated ancient reptiles that no longer reproduce. Prefer [[PT_DESERT]] Planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] Owning the Lembala grants the technologies: [[tech SPY_STEALTH_1]], [[tech SPY_STEALTH_2]] and [[tech GRO_LIFECYCLE_MAN]]. ''' SP_LEMBALALAM_DESC '''Description: The Lembala'Lam are an ancient species in the evening of its existence. They had some apparent resemblance with reptiles such as snakes or geckos, but most of their original physiognomy was lost to evolution warped by their mechanically enhanced lifestyle. Without machines they would no longer be capable of locomotion or feeding. The ability to reproduce was lost completely, but most importantly they've lost the trust in each other. The last nail in the coffin for Lembala society was the invention of an automated system that transfers the mind of a dying Lembala into the next spare clone, of which every Lembala has hundreds safely hidden. Almost all mental and material ressources of the Lembala are used to assure their artificial immortality, leaving little to no room for real developement of their civilization. Social Structure: The Lembala know each other for eons, but are suspicious of each and every one of the others. Their democratic government is forever paralyzed by long accepted stalemates. Due to paranoia and their lack of altruism even the most basic cooperation is rare and short lived. ''' SP_TAEGHIRUS Tae Ghirus SP_TAEGHIRUS_GAMEPLAY_DESC '''Weak, flightless birds, united in total mutual cooperation. Prefer [[PT_SWAMP]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' 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 [[PT_DESERT]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 [[PT_TUNDRA]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' 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. Due to their telepathic abilities, George share a communal vision with all other George in the universe, regardless of empire affiliation. ''' SP_CRAY Cray SP_CRAY_GAMEPLAY_DESC '''Cheerful enthusiastic robots. Prefer [[PT_BARREN]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' 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 [[PT_DESERT]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] ''' 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]], [[encyclopedia ARTISTIC]] ''' 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]] ''' 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, although this sense is not highly developed. 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_REPLICON Replicon SP_REPLICON_GAMEPLAY_DESC '''Barely-sentient self replicating robots. Prefer [[PT_RADIATED]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia ADAPTIVE_TITLE]] ''' SP_REPLICON_DESC '''Description: The Replicons look like a 3 m tall robotic spider with wings. The wings are actually highly efficient solar panels that fold out to a relatively large area, the 'abdomen' is actually the 'industrial processing center' where replacement parts and new Replicons are forged. Social Structure: Replicons have a relatively primitive social structure. They have a planetary government, because a few feudal lords discovered space travel as a convenient way of attacking people really far away. Their government is effectively feudal, due to some unusual effects that allowed them to reach space flight before achieving the nationstate/industrial revolution stage of development. Because of the wide variety of self-replicating machines on Cisarruj, most needs that are met by industry on other worlds are met by 'agriculture' or 'breeding' by Replicons. They end up without any actual 'Industrial Base' or even much of an understanding of technology other than what various 'natural' parts and products can be used for. This means that their society is highly illiterate, most people passing on knowledge that their pappies taught them on how to skin a "creature's" titanium coat, just enough so that it could grow it back or how much uranium ore to feed a reprocessing reactor if it was giving bad aluminum. Most things that normal 'developed' societies would expect are only present in the lord's estates, the remainder of society looks like something out of a post-apocalyptic novel. Homeworld: Cisarruj is a heavily irradiated planet with a profound mystery about it. The planet is dominated by a wide variety of autonomous self replicating machines. There are recorded histories of who went to war with who when, and this is actually significant when dealing with the formation of the Cisarruj Empire. However, most simply reads like any other world's pre industrial history periods of powers large and small waxing and waning. The Mystery of the Replicons, however is in their prehistory. Did a sentient race assemble them as an experiment maybe, or were they some type of accident (an industrial development project left unsupervised), did their creators simply leave and forget about them, or did their creators meet a worse fate possibly at the hands of those beings they created. ''' SP_EGASSEM Egassem SP_EGASSEM_GAMEPLAY_DESC '''Super massive, nuclear, lava-dwelling, crystalline amoebas. Prefer [[PT_INFERNO]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' 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 [[PT_OCEAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]], [[encyclopedia TELEPATHIC_TITLE]] ''' SP_SSLITH_DESC '''Description: In its relaxed state, an individual Sslith is essentially a 2.15cm thick rectangular sheet, that's always 132 cm long, and between 31 and 53 cm 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]], [[encyclopedia ARTISTIC]] ''' 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 [[PT_SWAMP]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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-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_THENIAN Thenian SP_THENIAN_GAMEPLAY_DESC '''Thoughtful gasbags. [[encyclopedia GASEOUS_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' SP_THENIAN_DESC ''' At home in the boundary layers between the ultra high pressured inner atmosphere of their [[PT_GASGIANT]] and the outermost metallic helium core. They take their sustenance from the magnetic differential currents and are subject to periodical population die-offs which is completely natural and of no concern to themselves whatsoever. Whenever the maximum population density is reached, another die-off occurs so they can grow anew with unrelenting vigor. (Current [[metertype METER_POPULATION]] of [[SP_THENIAN]] colonies will be cut in half the turn after the maximum is reached.) As integrated as they are into their world's internal structure, it makes no sense for the Thenian to even try to leave. Unless another [[PT_GASGIANT]] were to physically come into direct contact with theirs, they just can not make the leap into space is all. So they dive and thrive ''' SP_CELESTEPHYTE Celestephyte SP_CELESTEPHYTE_GAMEPLAY_DESC ''' Slow growing telepathic lichen. Quite fragile and mostly harmless. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], lives only on a few asteroids. ''' SP_CELESTEPHYTE_DESC ''' Although parts easily break off and can be transplanted on virgin rocks, it is highly unlikely they will ever take root. Certain rare trace elements (see ->Unobtainium) needed by its symbiotic astral fungus to telepathically travel the interdimensional universal webworks are so rare indeed, that Celestephyte have long since ago colonized every single rock even remotely habitable to them. While adult Celestephyte have prehensile appendages and can in theory do some useful work, they rarely do so in practice and like to stick to the theory. Much rather prefer they to not disturb the delicate interconnectedness of all their minute little mycelia, their intra- and interasteroidal web of fungus roots so to speak. But most of all they prefer not to be disturbed. When confronted with an enemy anyway, they try to stun them with their blatant incompetence and by staring them in the eyes if they have eyes and not yet invented the technology of protective sun goggles. Sometimes this even has the intended effect, but indirectly, because the attacker laugh themselves to death in a hysteric frenzy induced by the astral fungus'es spores transmitted telepathically through the accusing gaze of the defending Celestephyte. But that mostly works only on the weak minded, who would not have come to confront the ancient Celestephyte in the first place. That makes them kind of not quite adapted to this galaxy's way of live and some experts in the field of astromycology have speculated, that Celestephyte were originally introduced from Andromeda during the second coming of Chtullluhhulurtl by its fierceful minnions, the Fluffy Teddy Tenderizers, as they were called back in those dark and pre-empiric times. ''' SP_KHAKTURIAN Khakturian SP_KHAKTURIAN_GAMEPLAY_DESC ''' Spiky and hardy. Biennial invasive weed, herbicide resistant. Shoots poisonous abrasive thorns when in early sessile stage, later forms formidable tumbleweed-like offshoots for reproduction. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] ''' SP_KHAKTURIAN_DESC ''' As invasive weed species go, this is a pretty stubborn one and hard to eradicate. When they plant their seedling-troopers into an enemy-world's ground, noone wants to share that piece of ground with them anymore, so obtrusive and obnoxious are they. Lifecycle: Can be grown from seeds (import restrictions are in place in many systems, the local [[buildingtype BLD_REGIONAL_ADMIN]] should be consulted before starting a plantation). No stratification required. After an initial watering in, they are drought tolerant, herbicide resistant and thrive in the dry desert sands by pulling moisture out of the atmosphere. Ecology: What Khakturian crave, is electrolytes and a lots of sunlights, so they love the eternal daylight that comes with a [[special TIDAL_LOCK_SPECIAL]]. Occasionally being eaten by (strong enough) herbivores does not faze them, they take it stoically and simply grow back. Although they can get a slight inferiority complex when dwarfed by the giant [[special WORLDTREE_SPECIAL]] and totally do not enjoy to stand in its shadow, they can appreciate the benefits it brings to all the other species and so they mostly just ignore it. (Khakturian do not benefit from any [[WORLDTREE_SPECIAL]] bonus.) ''' SP_SLEEPERS Sleepers SP_SLEEPERS_GAMEPLAY_DESC ''' Boring burrowers with feathered feet. Sleep a lot. Sometimes they dream of far away places they can never visit. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' SP_SLEEPERS_DESC ''' Feathered flightless birdlike creatues who are forced to hibernate a lot. Before winter is coming, which is five sixths of their year, suitable sleeping sites need to be prepared. Sometimes they dream of far away places they can never visit. But mainly their winters are dominated just by deep and dreamless sleeping. When they are awake during and around periastron, the very brief really livable period in their world's orbit closest to the star, they can be quite industrious. But they mostly prefer to sit around and do nothing. Somnambulism is a trait they greatly admire, but the art of sleepwalking is beyond them and they never achieved it. ''' SP_NIGHTSIDERS Nightsiders SP_NIGHTSIDERS_GAMEPLAY_DESC ''' Shady bloodsuckers with a dark sense of humor. Literally. Highly adapted to and at home in the eternal infernal night. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' SP_NIGHTSIDERS_DESC ''' Hated and feared by most other organic species for obvious reasons. Lurking in the shadows and preying on those, who naïvely wander into the dark. Their thirst for blood is not based on any ideology or emotion but purely on the necessities of biology. In this case haematophagy, living off of others' blood similar to the irritating tick or flee, but bigger and with space ships to boot. Although they'd like to be, they are not really telepathic. Instead, they are haemaesthetic – they can sense the blood of their potential victims over great distances. (Colonies of Nightsiders will detect nearby worlds populated with beings with [[encyclopedia ORGANIC_SPECIES_TITLE]] up to 9 starlanes away). They themselves call it their Sanguine Sensorium and describe it as a kind of itching, pointing them to the worlds where they can fall upon their victims at night. They are so bad, they invite fire and brimstone. (Colonies of Nightsiders will attract a nearby [[fieldtype FLD_METEOR_BLIZZARD]]). They are so incredibly bad, they even repel good fields. (Colonies of Nightsiders will deflect an oncoming [[fieldtype FLD_NANITE_SWARM]]). When asked, why they like or dislike certain things, a typical Nightsider might give answers along the following lines. Questioner: Would you like to join our [[buildingtype BLD_INTERSPECIES_ACADEMY]]? Nightsider: Sure, why not, show us all your organic species you got over there. Maybe we even come for a visit some night or other. Questioner: A new [[buildingtype BLD_SCANNING_FACILITY]] or [[buildingtype BLD_LIGHTHOUSE]] needs to be built close to your colony. Nightsider: No thank you. We can see quite well enough ourselves. Keep these ideas in the daylight where they belong. Questioner: Why won't you be friends with our [[species SP_SETINON]] and [[species SP_SSLITH]]? Nightsider: We can feel they are there, but too small to be of any use as food. So.. what was the question again? Questioner: What with the shields up and all that defensive posture? Nightsider: Why not. We're good at it. We like it. Go away. Nothing to see here anyway. We will come to your world when we need your blood. Questioner: Would you like some [[special SHIMMER_SILK_SPECIAL]]? Nightsider: Keep that shiny stuff in the daylight where it belongs. Questioner: How about some [[special MIMETIC_ALLOY_SPECIAL]]? Nightsider: Whats that. Never heard of it. Let me see that. Not seeing anything. Oohh it moves stealthily. And now it trembled ... I did not get it yet. Give me that. At this point there would be a preview of what Nightsiders look like – but that is pointless since they are really from the dark side and it is unlikely that any organic being will need any visual aid to recognize, when a Nightsider is upon them... ''' SP_NYMNMN Nymnmn SP_NYMNMN_GAMEPLAY_DESC '''Planet-wide sapient magnetic waveforms. Prefer [[PT_DESERT]] planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] ''' SP_NYMNMN_DESC '''Homeworld: Their ancestral desert world's environment possesses an extremely unlikely combination of fractally recurring storm patterns in the upper ionosphere, paired with constant static electrical discharges produced by solar tides from its neighbouring star system, which enabled the early development of self-replicating electromagnetic wavelets. These wavelets are comparable to the ancient precursors of single celled organisms and continued to evolve into more and more complex wafers over the eons. Since they can only exist in a quite narrow spectral band, there was never much room for the analogue of biodiversity – every more advanced developmental stage totally consumed its predecessors in order to be able to exist at all. Since reproducing their native environment anywhere else is out of the question, they can never leave. Unless their entire world were to be moved, and great care taken not to interrupt the tidal-static-electric effects from its neighbouring star system. Description: A single Nymnmnych is hard to grasp. They blend into a cascading caccophony of self-perpetuating lightning-like electromagnetic discharges, in which an outsider can only discern a smear of blueish grizzle. Moving at the speed of light, yet bound to the ground, each and every individual covers the entire planetary surface several times per second. Where they meet, they briefly resonate with each other (somewhere in the low to mid terahertz range). Without corporeal form, they need to imprint their memories into the ferromagnetic portion of their planet's crust. Any mining or mechanical activities would impair or even destroy their racial memories, which is why they refrain from industry. Daily lives: Today's nymnmnian society is mainly preoccupied with reviewing and rating, archiving and cataloguing old tv shows and other entertainment broadcasts from foreign civilizations. They can not do otherwise, because those broadcasts touch the very essence of their beings – all their life is a non-stop binge-watching marathon if they want to or not. In consequence, they are the absolute masters of movie mockery in all the galaxies. ''' SP_TRENCHERS Trenchers SP_TRENCHERS_GAMEPLAY_DESC ''' Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals. Prefer [[PT_BARREN]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] ''' SP_TRENCHERS_DESC '''Description: The Trenchers are an enigma of the galaxy. Who built them? Why do they constantly dig their spiral trenches? Theories abound: "The trenches are an obscure form of communication" or "The patterns are of religious importance to the Trenchers". No one really knows. Homeworld: The Trenchers homeworld is a barren planet. It is mostly flat except for the elaborate trenches dug by its inhabitants, and a series of artificial hills constructed from the soil left over by the Trenchers digging. It is nearly devoid of plant life, with the exception of a local iridescent moss that clings to the side of the trenches. Society: Little is known about Trencher society; they seem to show no interest in anything apart from digging trenches and the construction of new workers. Strange rumours and reports of Trenchers gathering together and spinning on their wheels in some sort of ritualistic dance abound. However, no one has ever been able to confirm the existence of this behavior, and most experts have dismissed these reports as an adverse side effect of consuming the local flora. ''' SP_RAAAGH Raaagh SP_RAAAGH_GAMEPLAY_DESC '''Highly territorial felinoids. Prefer [[PT_TERRAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 no 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 its territory with their life, and when possible to expand into adjacent land. Abandoning one's territory is inconceivable, and a Raaagh forcibly removed from their territory goes violently insane. ''' SP_BEIGEGOO Beige Goo SP_BEIGEGOO_GAMEPLAY_DESC '''Insane, intensely private, planet-engulfing nanite swarm. Prefers [[PT_RADIATED]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]] ''' 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 [[PT_TERRAN]] planets. [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' 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 [[PT_BARREN]] planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] ''' 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 their 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 [[PT_INFERNO]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]] ''' 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 [[PT_TOXIC]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 [[PT_TERRAN]] planets [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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 [[PT_INFERNO]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]] ''' SP_ABADDONI_DESC '''Description: Abaddoni are shaped like a chicken egg on its side, roughly 80 cm 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 [[PT_RADIATED]] planets. [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] ''' SP_ACIREMA_DESC '''Description An Acirem is a 10-30 m ellipsoidal energy being with large (30-100m) ''wings''. As they age, they 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 this 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, and Acirem rarely spend 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. "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 [[PT_OCEAN]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' 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 have a very long lifespan. 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 [[PT_BARREN]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]] ''' 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_FULVER Fulver SP_FULVER_GAMEPLAY_DESC '''Precognitive unsatisfied ants. Prefer [[PT_TUNDRA]]s. [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' SP_FULVER_DESC '''Biology: The Fulvers' appearance resembles that of large nervous ants. They possess quantum computing brains which effectively allows them to predict all possible near futures making them hard to surprise in combat. Name: No other species on the Fulver homeworld has this precognition ability. As such a "Fulver" is "One who can see" another being's possible reactions. Personality: Fulver prefer to concentrate on their strength and prefer to live from day to day. Fulver often favor the tools and decisions which allows for the highest number of future choices. Having a bad memory and no capability for long term future prediction they are bad at long term commitments like science and building up defensive structures. Feeling locked in by the limited number of choices they are restless and unsatisfied and constantly try to overcome their situation. Reason for Leaving: The endless possibilities that space promises helped the Fulvers to concentrate and finally develop space-faring technology. Finally they are out going to the frontier and beyond not caring much for what they leave behind. Social Structure: The focus on the near future prevents the Fulver from building long-lasting structures. Knowing each others possible choices and reacting to these leads to a society which could be best described as an informal anarchy. ''' SP_FURTHEST Furthest SP_FURTHEST_GAMEPLAY_DESC '''Paranoid three-headed, tripedal herbivores. Prefer [[PT_TUNDRA]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]] ''' 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_BANFORO Banforo SP_BANFORO_GAMEPLAY_DESC ''' Cute, sedulous star gazers. Prefer [[PT_BARREN]] planets. [[encyclopedia LITHIC_SPECIES_TITLE]] ''' SP_BANFORO_DESC '''Description: A Banfo looks like a teddy bear made of white stone with two large black crystal eyes. It's likely that the Banforo species was artificially created, but information that could show proof was lost in history. The eyes are their most important organs, not only do they serve for perception, but also for communication by showing light patterns around their frames. Banforo can distinguish colors and patterns of even very dim light, as well as focus on light sources far away. Very bright light on the other hand is very hard on their eyes and disturbs their communication. Thus the evening is the favorite time for the Banforo and a defining ritual of their civilization is collectively gazing at the stars once the sun has set. Social Structure: The Banforo are very social towards each other and share strong bonds. Resources are always shared and private ownership doesn't exist for goods with material value. The form of government can be called communistic. Reason for Extinction: It hasn't been sufficiently clarified, but scientists suspect that a cosmic event made the environment unbearable for the Banforo for a time so long that their numbers were dwindling to ultimately zero. ''' SP_KILANDOW Kilandow SP_KILANDOW_GAMEPLAY_DESC '''Radiation-absorbing, prickly, unhurried experimenters. Prefer [[PT_RADIATED]] planets. [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] ''' SP_KILANDOW_DESC '''Description: The Kilandow have four limbs ending in several claws. Walking upright on the two short ones, they measure a little more than 1 m in height. Their head, a three eyed beak, is used like a pickaxe to pick rocks in the hope of finding rare metals and noble earths, which they knead into a paste. After applying the paste to their spiny backs, the Kilandow search for a spot with high radiation of UV and gamma-rays to absorb the charged molecules. Statuelike a Kilandow can cower in one spot for hours or even days after which it is fully charged. Because they feed on radiation their bodies also emit abnormally large amounts of radiation, which makes them easy to detect, but also dangerous for other species to come into contact with. Kilandow are very patient and love to conduct chemical and physical experiments. Because of their long lifespan they have no problem with some of their experiments to take hundreds of years to finish. Another important activity for them is mining, especially on Asteroids, because for them it's researching, treasure hunting and finding food at the same time. Social Structure: Based on documents found in Ancient Ruins the Kilandow were democratic and law-abiding, but cared much more for experiments than their society. Reason for Extinction: The reasons are believed to be their peaceful nature and their low reproduction rate. ''' SP_MISIORLA Misiorla SP_MISIORLA_GAMEPLAY_DESC '''Chaotic, liberal, born pilots. Prefer [[PT_TOXIC]] planets. [[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia ARTISTIC]] ''' SP_MISIORLA_DESC '''Description: A Misiorla is a mollusc with four flexible tentacles and two pairs of four eyes each. Perfectly adapted to their homeworld they were able to swim through seas of acid fluids and float through clouds of thick heavy mists. They were considered to be a fairly mediocre species, barely worth the uplift they were given by a friendly civilization, neither smart nor productive and not talented in any way. That quickly changed when the first Misiorla were given control of a space ship. Word spread like a wildfire through the galaxy about the best combat pilots in the universe. The first Misiorla mercenaries were hired to pilot fighters, the next were given command of cruisers, but their full potential was realized when an outdated battleship manned with only Misiorla single-handily wiped out the whole space fleet of a far superior empire. Social Structure: The whole life of Misiorlas is wrapped around piloting space vessels. Piloting is their job, it's their sport, it's their love. The society is totally dependend on other species because they become lethargic and unorganized when doing anything else. Misiorla can be hired by almost anyone who offers something interesting to fly and the fuel to do so. Reason for Extinction: At one point in history the Final Ones, one of the Precursor civilizations, decided that the Misiorla could be a threat to their ultimate goal. ''' SP_EXOBOT Exobot SP_EXOBOT_GAMEPLAY_DESC '''Semi-autonomous robots, built adapted to work on planets of any kind of environment. [[encyclopedia ROBOTIC_SPECIES_TITLE]] ''' SP_EXOBOT_DESC '''While not as efficient as fully self-directed citizens, Exobots can colonize otherwise inhospitable planets, and build more Exobots. Exobot planets act like outposts for their impact on an empire's per-planet influence, which is less than other colonies, but do still consume influence themselves. Exobot planets do not receive a stability penalty when in influence debt while [[policy PLC_CAPITAL_MARKETS]] is adopted. ''' SP_ANCIENT_GUARDIANS Ancient Guardians SP_ANCIENT_GUARDIANS_GAMEPLAY_DESC '''Guardian Robots constructed by a Precursor civilization aeons ago [[encyclopedia ROBOTIC_SPECIES_TITLE]] Will self-destruct when conquered, leaving an outpost owned by the conqueror behind. ''' SP_ANCIENT_GUARDIANS_DESC '''Constructed by precursor technology, these ancient machines can adapt to and fight in any kind of environment. With unwavering loyalty and commitment, they have protected the planet from any invaders, never wasting time to repair and improve the fortifications. Upon being captured, every Guardian Robot will automatically self-destruct. ''' SP_EXPERIMENTOR Experimentor SP_EXPERIMENTOR_GAMEPLAY_DESC '''Precursor mad scientists [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]] ''' 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. ([[metertype METER_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 ARTISTIC]], [[encyclopedia TELEPATHIC_TITLE]] ''' SP_SUPER_TEST_DESC '''''' ## ## Specials ## INDEPENDENT_COLONY_SHIELD_SPECIAL Independent Planetary Shield INDEPENDENT_COLONY_SHIELD_SPECIAL_DESC This ensures that the [[metertype METER_MAX_SHIELD]] of this planet is at least as high as the special's capacity as long as the planet is independent and populated. Gets removed on invasion or depopulation. INDEPENDENT_COLONY_DEFENSE_SPECIAL Independent Planetary Defense INDEPENDENT_COLONY_DEFENSE_SPECIAL_DESC This ensures that the [[metertype METER_MAX_DEFENSE]] of this planet is at least as high as the special's capacity as long as the planet is independent and populated. Gets removed on invasion or depopulation. INDEPENDENT_COLONY_TROOPS_SPECIAL Independent Planetary Troops INDEPENDENT_COLONY_TROOPS_SPECIAL_DESC This ensures that the [[metertype METER_MAX_TROOPS]] of this planet is at least as high as the special's capacity as long as the planet is independent and populated. Gets removed on invasion or depopulation. INDEPENDENT_COLONY_POPULATION_SPECIAL Independent Population INDEPENDENT_COLONY_POPULATION_SPECIAL_DESC This ensures that the [[metertype METER_TARGET_POPULATION]] of this planet is at least as high as the special's capacity as long as the planet is independent and populated. Gets removed on invasion or depopulation. 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. NATIVE_FORTIFICATION_MINIMAL Minimal Native Fortifications NATIVE_FORTIFICATION_MINIMAL_DESC The natives on this planet have built minimal fortications, giving their planet stronger defenses against attack and invasion when independent of an empire. NATIVE_FORTIFICATION_LOW Basic Native Fortifications NATIVE_FORTIFICATION_LOW_DESC The natives on this planet have built basic fortications, giving their planet stronger defenses against attack and invasion when independent of an empire. NATIVE_FORTIFICATION_MEDIUM Moderate Native Fortifications NATIVE_FORTIFICATION_MEDIUM_DESC The natives on this planet have built moderate fortications, giving their planet stronger defenses against attack and invasion when independent of an empire. NATIVE_FORTIFICATION_HIGH Strong Native Fortifications NATIVE_FORTIFICATION_HIGH_DESC The natives on this planet have built strong fortications, giving their planet stronger defenses against attack and invasion when independent of an empire. GAIA_SPECIAL Gaia GAIA_SPECIAL_DESC '''Terraforms planets then increases [[metertype METER_TARGET_POPULATION]] by planet size: • [[SZ_TINY]] (+3) • [[SZ_SMALL]] (+6) • [[SZ_MEDIUM]] (+9) • [[SZ_LARGE]] (+12) • [[SZ_HUGE]] (+15) and increases [[metertype METER_TARGET_HAPPINESS]] by 5. This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of its Population. If the world is a [[PE_GOOD]] [[encyclopedia ENVIRONMENT_TITLE]], a substantial Population bonus is added. If it is not, then it will slowly terraform itself in stages to eventually reach [[PE_GOOD]] (NB: [[species SP_EXOBOT]] do not have a [[PE_GOOD]] environment so it cannot improve beyond [[PE_ADEQUATE]] for them).''' WORLDTREE_SPECIAL World Tree WORLDTREE_SPECIAL_DESC '''Increases [[metertype METER_SUPPLY]] by +1, [[metertype METER_DETECTION]] by +10, [[metertype METER_TARGET_POPULATION]] by +1, and [[metertype METER_TARGET_HAPPINESS]] on the planet that has the special by +5. Increases [[metertype METER_TARGET_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 was planted by the Caretakers in ancient times.''' ANCIENT_RUINS_DEPLETED_SPECIAL Ancient Ruins (Excavated) ANCIENT_RUINS_DEPLETED_SPECIAL_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] on this planet by [[value ANCIENT_RUINS_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]] when Focus is set to Research. The effect requires a stability of [[value ANCIENT_RUINS_MIN_STABILITY]]. 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 [[metertype METER_TARGET_RESEARCH]] on this planet by [[value ANCIENT_RUINS_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]] when Focus is set to Research. The effect requires a stability of [[value ANCIENT_RUINS_MIN_STABILITY]]. 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. There's also a good chance that well preserved bodies of an extinct species will be found.''' EXTINCT_BANFORO_SPECIAL Banforo Remains EXTINCT_BANFORO_SPECIAL_DESC On this planet, well preserved bodies of the extinct species [[species SP_BANFORO]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow production of a [[buildingtype BLD_COL_BANFORO]] on [[metertype METER_SUPPLY]] connected planets. TECH_COL_BANFORO Banforo Resequencing TECH_COL_BANFORO_DESC Allows reconstruction of the ancient [[species SP_BANFORO]] species. EXTINCT_KILANDOW_SPECIAL Kilandow Remains EXTINCT_KILANDOW_SPECIAL_DESC On this planet, well preserved bodies of the extinct species [[species SP_KILANDOW]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow production of a [[buildingtype BLD_COL_KILANDOW]] on [[metertype METER_SUPPLY]] connected planets. TECH_COL_KILANDOW Kilandow Resequencing TECH_COL_KILANDOW_DESC Allows reconstruction of the ancient [[species SP_KILANDOW]] species. EXTINCT_MISIORLA_SPECIAL Misiorla Remains EXTINCT_MISIORLA_SPECIAL_DESC On this planet, well preserved bodies of the extinct species [[species SP_MISIORLA]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow production of a [[buildingtype BLD_COL_MISIORLA]] on [[metertype METER_SUPPLY]] connected planets. TECH_COL_MISIORLA Misiorla Resequencing TECH_COL_MISIORLA_DESC Allows reconstruction of the ancient [[species SP_MISIORLA]] species. EXTINCT_UNLOCK_SHORT_DESC Unlocks an extinct species PANOPTICON_SPECIAL Panopticon Complex PANOPTICON_SPECIAL_DESC '''Increases empire-wide [[encyclopedia DETECTION_TITLE]] by 10. Also increases [[metertype METER_DETECTION]] 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.''' FORTRESS_SPECIAL Fortress FORTRESS_SPECIAL_DESC '''Increases [[metertype METER_SHIELD]] by +[[value FORTRESS_SPECIAL_SHIELD_BONUS]], [[metertype METER_DEFENSE]] by +[[value FORTRESS_SPECIAL_DEFENSE_BONUS]], [[metertype METER_TROOPS]] by +[[value FORTRESS_SPECIAL_TROOPS_BONUS]] and [[metertype METER_DETECTION]] by +[[value FORTRESS_SPECIAL_DETECTION_BONUS]]. Shields will be regenerated by 40 per turn and Defense by [[value FORTRESS_SPECIAL_DEFENSE_REGEN]] per turn. Mines will reduce the [[metertype METER_STRUCTURE]] of enemy ships in the system by [[value FORTRESS_SPECIAL_SYSTEM_MINES]] per turn. Every turn there is a 5% chance of a Sentry being spawned to protect the system, unless one is already present. This planet has been prepared for defense by one of the ancient Precursor civilizations. It's brimming with planetary shields, weaponry and sensory equipment to withstand any kind of siege. Everything is still fully functional and surprisingly user friendly.''' ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] by [[value ECCENTRIC_ORBIT_TARGET_RESEARCH_FLAT]], but [[metertype METER_SUPPLY]] is decreased ([[value ECCENTRIC_ORBIT_MAX_SUPPLY_FLAT]]). The research bonus requires a stability of [[value ECCENTRIC_ORBIT_MIN_STABILITY]]. 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 the supply the planet can provide, but are a beneficial platform for research.''' TIDAL_LOCK_SPECIAL Tidally Locked Rotation TIDAL_LOCK_SPECIAL_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on this planet by [[value TIDAL_LOCK_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]] when Focus is set to [[encyclopedia INDUSTRY_FOCUS_TITLE]]. Penalizes [[metertype METER_TARGET_POPULATION]] (regardless of Focus) with [[value TIDAL_LOCK_TARGET_POPULATION_PERSIZE]] per planet size ([[SZ_TINY]] -1, [[SZ_SMALL]] -2, [[SZ_MEDIUM]] -3, [[SZ_LARGE]] -4, [[SZ_HUGE]] -5). This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Population growth is hampered, though industrial capacity benefits from the locally stable surface conditions.''' TEMPORAL_ANOMALY_SPECIAL Temporal Anomaly TEMPORAL_ANOMALY_SPECIAL_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] on this planet by [[value TEMPORAL_ANOMALY_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]] when Focus is set to [[encyclopedia RESEARCH_FOCUS_TITLE]]. Penalizes [[metertype METER_TARGET_POPULATION]] (regardless of Focus) with [[value TEMPORAL_ANOMALY_TARGET_POPULATION_PERSIZE]] per planet size ([[SZ_TINY]] -5, [[SZ_SMALL]] -10, [[SZ_MEDIUM]] -15, [[SZ_LARGE]] -20, [[SZ_HUGE]] -25). The research bonus requires a stability of [[value TEMPORAL_ANOMALY_MIN_STABILITY]]. The flow of time on this planet is gravely disturbed. Seemingly random local occurences of increases and decreases of the pace of time, induces grave disarrangement in any living being. A social or productive life is nearly impossible. Extreme adaptability and precaution is needed to establish a colony on this planet. On the other hand the temporal anomaly has a huge potential for scientific experiments beyond what is possible on normal planets.''' RESONANT_MOON_SPECIAL Resonant Moon RESONANT_MOON_SPECIAL_DESC '''[[metertype METER_STEALTH]] 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 # %1% is the origin planet's name COMPUTRONIUM_ACCOUNTING_LABEL %1% Special Computronium Moon COMPUTRONIUM_SPECIAL_DESC '''When a planet with a Computronium Moon has the [[encyclopedia RESEARCH_FOCUS_TITLE]], all research focused planets in the empire gain [[value COMPUTRONIUM_TARGET_RESEARCH_PERPOP]] [[metertype METER_TARGET_RESEARCH]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value COMPUTRONIUM_MIN_STABILITY]]. 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.''' HONEYCOMB_SPECIAL Honeycomb HONEYCOMB_SPECIAL_DESC '''When a planet with a Honeycomb is focused on [[metertype METER_INDUSTRY]], all industry focused [[metertype METER_SUPPLY]] connected planets gain [[value HONEYCOMB_TARGET_INDUSTRY_PERPOP]] [[metertype METER_TARGET_INDUSTRY]] per [[metertype METER_POPULATION]]. The Honeycomb is a planet that was prepared as a stash by the Builders in ancient times. Almost all other planets in surrounding systems were stripped of valuable materials and then dismantled. The materials were sorted and stored separately in gigantic tubes embedded into the planets crust. The spectrum ranges from rare and valuable elementals to hard to produce molecules and a vast array of energy sources. What the Builders wanted to create with this treasure or why they didn't use it in the end, is unclear.''' PHILOSOPHER_SPECIAL Philosopher Planet PHILOSOPHER_SPECIAL_DESC '''As long as the Philosopher Planet is uninhabited, all inhabited planets in the same system have their [[metertype METER_TARGET_RESEARCH]] increased by [[value PHILOSOPHER_TARGET_RESEARCH_FLAT]]. [[metertype METER_TARGET_CONSTRUCTION]] on the Philosopher Planet is decreased ([[value PHILOSOPHER_TARGET_CONSTRUCTION_FLAT]]). The research bonus requires a stability of [[value PHILOSOPHER_MIN_STABILITY]]. 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.''' ASTEROID_COATING_SPECIAL Asteroid Coating ASTEROID_COATING_SPECIAL_DESC '''An outpost or colony on these asteroids will grant a structure bonus of +10% to all ships of type [[encyclopedia HULL_LINE_ASTEROIDS]] in the empire. These asteroids are infected by transdimensional worms that eat tunnels through the rock, leaving behind a sticky slime that seems to automatically spread over the whole surface of the affected asteroid and prevents it from breaking apart. Applied to ships built with asteroid hulls the slime will naturally increase their durability. While this slime does not last long, these worms will frequently visit the affected ships, replenishing any lost slime before returning to their home. Unable to catch a living specimen, scientists theorize their mode of transport appears linked to our communications in some manner.''' ASTEROID_COATING_OWNED_SPECIAL Asteroid Coating (Owned) ASTEROID_COATING_OWNED_SPECIAL_DESC [[ASTEROID_COATING_SPECIAL_DESC]] ABANDONED_COLONY_SPECIAL Abandoned Colony ABANDONED_COLONY_SPECIAL_DESC An old abandoned colony. Some of the [[metertype METER_CONSTRUCTION]] 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. KRAKEN_IN_THE_ICE_SPECIAL Kraken in the Ice KRAKEN_IN_THE_ICE_SPECIAL_DESC '''With the knowledge of the technologies [[tech SHP_DOMESTIC_MONSTER]] and [[tech LRN_XENOARCH]], the [[predefinedshipdesign SM_WHITE_KRAKEN]] can be resurrected and controlled by building a [[buildingtype BLD_XENORESURRECTION_LAB]] on this planet. Deep below the icy crust of this planet lies a white-colored prehistoric ancestor of the Kraken Space Monster.''' 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 100 uu will have slightly reduced [[metertype METER_SHIELD]], [[metertype METER_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 [[metertype METER_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. RACIAL_PURITY_SENTINEL_SPECIAL Racial Purity RACIAL_PURITY_SENTINEL_SPECIAL_DESC This empire applies the [[policy PLC_RACIAL_PURITY]] policy. RACIAL_PURITY_REMNANT_SPECIAL Racial Resentment RACIAL_PURITY_REMNANT_SPECIAL_DESC This empire recently de-adopted the [[policy PLC_RACIAL_PURITY]] policy and memories of its adoption linger in the populace. Its toll on [[metertype METER_HAPPINESS]] on the planets of the empire will fade over time. 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 [[metertype METER_STEALTH]] by 20. This may be naturally occurring, the result of a space creature, or caused by 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_ASH_SLAVE_SPECIAL Volcanic Ash VOLCANIC_ASH_SLAVE_SPECIAL_DESC This planet is surrounded by volcanic ash, increasing its [[metertype METER_STEALTH]] by 40. This may be naturally occurring, the result of a space creature, or caused by 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 [[metertype METER_STEALTH]] by 60. This may be naturally occurring, the result of a space creature, or caused by 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 [[metertype METER_STEALTH]] by 80. This may be naturally occurring, the result of a space creature, or caused by technology such as [[tech SPY_STEALTH_4]]. DERELICT_SPECIAL2 Derelict Scout DERELICT_SPECIAL3 Derelict Tanker DERELICT_SPECIAL4 Derelict Trooper DERELICT_SPECIAL_DESC An ancient derelict ship from an unknown species. Who knows what it could reveal... ACCRETION_DISC_SPECIAL Accretion Disc ACCRETION_DISC_SPECIAL_DESC An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1. 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. PROBIOTIC_SPECIAL Probiotic Soup PROBIOTIC_SPECIAL_DESC 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 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 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 Monopole Magnets make stronger robots! SUPERCONDUCTOR_SPECIAL Ambient Superconductors SUPERCONDUCTOR_SPECIAL_DESC Ambient Superconductors make faster robots! POSITRONIUM_SPECIAL Positronium Ash POSITRONIUM_SPECIAL_DESC Positronium Ash makes better robot brains! MINERALS_SPECIAL Ferric Minerals MINERALS_SPECIAL_DESC This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly. CRYSTALS_SPECIAL Silmaline Crystals CRYSTALS_SPECIAL_DESC This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly. ELERIUM_SPECIAL Native Elerium ELERIUM_SPECIAL_DESC This planet has a rich natural deposit of pure elerium, boosting production or Lithic growth significantly. SUCCULENT_BARNACLES_SPECIAL Succulent Barnacles SUCCULENT_BARNACLES_SPECIAL_DESC '''The planet hosts a colony of succulent barnacles that can be harvested and exported. [[LUXURY_SPECIAL]]''' SUCCULENT_BARNACLES_SPECIAL_IMPORTS Imported [[SUCCULENT_BARNACLES_SPECIAL]] FRACTAL_GEODES_SPECIAL Fractal Geodes FRACTAL_GEODES_SPECIAL_DESC '''The planet is scattered with irridescent fractal geodes that can be collected and exported. [[LUXURY_SPECIAL]]''' FRACTAL_GEODES_SPECIAL_IMPORTS Imported [[FRACTAL_GEODES_SPECIAL]] SHIMMER_SILK_SPECIAL Shimmer Silk SHIMMER_SILK_SPECIAL_SPECIAL_DESC '''This planet extrudes sheets of delicate and shimmering silk-like material that can be collected and exported. [[LUXURY_SPECIAL]]''' SHIMMER_SILK_SPECIAL_IMPORTS Imported [[SHIMMER_SILK_SPECIAL]] SPARK_FOSSILS_SPECIAL Spark Fossils SPARK_FOSSILS_SPECIAL_DESC '''This planet's outer crust is spotted with clear crystal fossilized creatures that sparkle with electric discharges when touched, and which can be extracted and exported. [[LUXURY_SPECIAL]]''' SPARK_FOSSILS_SPECIAL_IMPORTS Imported [[SPARK_FOSSILS_SPECIAL]] MIMETIC_ALLOY_SPECIAL Mimetic Alloy MIMETIC_ALLOY_SPECIAL_DESC '''This planet has pools of mimetic alloy on its surface, which morphs to resemble the shape of an object placed nearby, and which may be bottled and exported. [[LUXURY_SPECIAL]]''' MIMETIC_ALLOY_SPECIAL_IMPORTS Imported [[MIMETIC_ALLOY_SPECIAL]] LUXURY_SPECIAL '''Increases [[metertype METER_TARGET_INFLUENCE]] on this planet by [[value SPECIAL_INFLUENCE_FOCUS_BONUS]] when Focus is set to [[encyclopedia INFLUENCE_FOCUS_TITLE]]. Provides additional bonuses when empire has adopted [[policy PLC_CAPITAL_MARKETS]] or [[policy PLC_BLACK_MARKET]].''' STARLANE_DRIVE_ACTIVATED_SPECIAL Scripting auxiliary STARLANE_DRIVE_ACTIVATED_SPECIAL_DESC A special you will never see, it is used internally by the content scripting. ## ## Enumeration values ## # Universe object types INVALID_UNIVERSE_OBJECT_TYPE Generic Object # Universe object types OBJ_BUILDING Building # Universe object types OBJ_SHIP Ship # Note: the OBJ_SHIP and OBJ_BUILDING entries are used for the build item type of ships and buildings. BUILD_ITEM_TYPE_PROJECT Project # Universe object types OBJ_FLEET Fleet # Universe object types OBJ_PLANET Planet # Universe object types OBJ_POP_CENTER Population center # Universe object types OBJ_PROD_CENTER Production center # Universe object types OBJ_SYSTEM System # Universe object types OBJ_FIELD Field # Universe object types OBJ_FIGHTER Fighter # Star types INVALID_STAR_TYPE Unknown star type # Star types STAR_BLUE Blue # Star types STAR_WHITE White # Star types STAR_YELLOW Yellow # Star types STAR_ORANGE Orange # Star types STAR_RED Red # Star types STAR_NEUTRON Neutron # Star types STAR_BLACK Black Hole # Star types STAR_NONE No star # Planet types INVALID_PLANET_TYPE Unknown planet type # Planet types PT_SWAMP Swamp # Planet types PT_TOXIC Toxic # Planet types PT_INFERNO Inferno # Planet types PT_RADIATED Radiated # Planet types PT_BARREN Barren # Planet types PT_TUNDRA Tundra # Planet types PT_DESERT Desert # Planet types PT_TERRAN Terran # Planet types PT_OCEAN Ocean # Planet types PT_ASTEROIDS Asteroids # Planet types PT_GASGIANT Gas Giant # Planet sizes INVALID_PLANET_SIZE Undeterminable planet size # Planet sizes SZ_NOWORLD Nothing to see here; move along. # Planet sizes SZ_TINY Tiny # Planet sizes SZ_SMALL Small # Planet sizes SZ_MEDIUM Medium # Planet sizes SZ_LARGE Large # Planet sizes SZ_HUGE Huge # Planet sizes SZ_ASTEROIDS Asteroids # Planet sizes SZ_GASGIANT Gas Giant # Planet environments INVALID_PLANET_ENVIRONMENT Unknown planetary environment # Planet environments PE_UNINHABITABLE Uninhabitable # Planet environments PE_HOSTILE Hostile # Planet environments PE_POOR Poor # Planet environments PE_ADEQUATE Adequate # Planet environments PE_GOOD Good # Focus types INVALID_FOCUS_TYPE invalid focus type # Focus types FOCUS_GROWTH Growth FOCUS_GROWTH_DESC Exports growth resources from this planet # Focus types FOCUS_INDUSTRY Industry FOCUS_INDUSTRY_DESC Generates more industry output # Focus types FOCUS_STOCKPILE Stockpile Distribution FOCUS_STOCKPILE_DESC Allows stockpile techs to boost stockpile withdrawal capacity # Focus types FOCUS_RESEARCH Research FOCUS_RESEARCH_DESC Generates more research output # Focus types FOCUS_INFLUENCE Influence FOCUS_INFLUENCE_DESC Generates more influence # Focus types FOCUS_LOGISTICS Logistics FOCUS_LOGISTICS_DESC Extends supply lines # Focus types FOCUS_STEALTH Stealth FOCUS_STEALTH_DESC Increases planet stealth # Focus types FOCUS_BIOTERROR Bioterror # Focus types FOCUS_STARGATE_SEND Stargate Send FOCUS_STARGATE_SEND_DESC Send ships in the system through the Stargate # Focus types FOCUS_STARGATE_RECEIVE Stargate Receive FOCUS_STARGATE_RECEIVE_DESC Open the Stargate to ships being sent from elsewhere # Focus types FOCUS_PLANET_DRIVE Planet Drive # Focus types FOCUS_DISTORTION Spatial Distortion # Focus types FOCUS_PROTECTION Protection FOCUS_PROTECTION_DESC Increases shields, defenses, troops and stability. # Focus types FOCUS_DOMINATION Psychic Domination FOCUS_DOMINATION_DESC Psychically controls enemy ships. # Fleet aggressions INVALID_FLEET_AGGRESSION Unknown Fleet Aggression # Fleet aggressions FLEET_AGGRESSIVE Initiate Combat # Fleet aggressions FLEET_OBSTRUCTIVE Obstruct Passage # Fleet aggressions FLEET_DEFENSIVE Defensive Hide # Fleet aggressions FLEET_PASSIVE Passive Hide # Meter types INVALID_METER_TYPE Invalid Meter Type # Meter types METER_TARGET_POPULATION Target Population # Meter types METER_TARGET_INDUSTRY Target Industry # Meter types METER_TARGET_RESEARCH Target Research # Meter types METER_TARGET_INFLUENCE Target Influence # Meter types METER_TARGET_CONSTRUCTION Target Infrastructure # Meter types METER_TARGET_HAPPINESS Target Stability # Meter types METER_MAX_CAPACITY Max Capacity # Meter types METER_MAX_SECONDARY_STAT Max Secondary Stat # Meter types METER_MAX_FUEL Max Fuel # Meter types METER_MAX_SHIELD Max Shields # Meter types METER_MAX_STRUCTURE Max Structure # Meter types METER_MAX_DEFENSE Max Defense # Meter types METER_MAX_SUPPLY Max Supply # Meter types METER_MAX_STOCKPILE Max Stockpile Distribution # Meter types METER_MAX_TROOPS Max Troops # Meter types METER_POPULATION Population # Meter types METER_INDUSTRY Industry # Meter types METER_RESEARCH Research # Meter types METER_INFLUENCE Influence # Meter types METER_CONSTRUCTION Infrastructure # Meter types METER_HAPPINESS Stability # Meter types METER_CAPACITY Capacity # Meter types METER_SECONDARY_STAT Secondary Stat # Meter types METER_FUEL Fuel # Meter types METER_SHIELD Shields # Meter types METER_STRUCTURE Structure # Meter types METER_DEFENSE Defense # Meter types METER_SUPPLY Supply # Meter types METER_STOCKPILE Stockpile Distribution # Meter types METER_TROOPS Troops # Meter types METER_REBEL_TROOPS Rebel Troops # Meter types METER_SIZE Size # Meter types METER_STEALTH Stealth # Meter types METER_DETECTION Detection Range # Meter types METER_SPEED Speed # Meter types METER_DETECTION_STRENGTH [[DETECTION_TITLE]] METER_BUILDING_COST_FACTOR Building Cost Factor METER_SHIP_COST_FACTOR Ship Cost Factor METER_TECH_COST_FACTOR Tech Cost Factor ECONOMIC_CATEGORY_NUM_POLICY_SLOTS Economic Policy Slots SOCIAL_CATEGORY_NUM_POLICY_SLOTS Social Policy Slots MILITARY_CATEGORY_NUM_POLICY_SLOTS Military Policy Slots # Empire affiliation types AFFIL_SELF self # Empire affiliation types AFFIL_ENEMY enemy # Empire affiliation types AFFIL_ALLY ally # Empire affiliation types AFFIL_ANY any # Unlockable item types INVALID_UNLOCKABLE_ITEM_TYPE Invalid Unlockable Item Type # Unlockable item types UIT_BUILDING Building # Unlockable item types UIT_SHIP_PART Ship Part # Unlockable item types UIT_SHIP_HULL Ship Hull # Unlockable item types UIT_TECH Technology # Unlockable item types UIT_POLICY Policy # Build types BT_NOT_BUILDING no build # Build types BT_BUILDING building # Build types BT_SHIP ship # Build types BT_STOCKPILE stockpiling # Resource types INVALID_RESOURCE_TYPE invalid resource type # Resource types RE_INFLUENCE influence # Resource types RE_INDUSTRY industry # Resource types RE_RESEARCH research # Ship slot types SL_EXTERNAL External Slot # Ship slot types SL_INTERNAL Internal Slot # Ship slot types SL_CORE Core Slot SL_TOOLTIP_DESC Empty # Ship part classes INVALID_SHIP_PART_CLASS invalid ship part class # Ship part classes PC_DIRECT_WEAPON Direct Weapon PC_DIRECT_WEAPON_DESC '''Direct-fire weapons attack and can damage targets each combat round (unlike [[encyclopedia FIGHTER_TECHS]], which must first be launched before they can attack). Some weapons in this category are capable of firing multiple shots per combat round. Ships built by species with the piloting trait can affect the weapon damage.''' # Ship part classes PC_FIGHTER_HANGAR Hangar PC_FIGHTER_HANGAR_DESC '''Hangars are the storage, maintenance, and resupply areas for [[encyclopedia FIGHTER_TECHS]]. A ship can not have more than one type of hangar. After combat, surviving fighters return to a hangar for repairs, fuel, and rearmament. If a carrier is destroyed in combat, any of its fighters that survive the battle will be unable to dock after combat, and will also be lost. ''' # Ship part classes PC_FIGHTER_BAY Launch Bay PC_FIGHTER_BAY_DESC '''Launch bays are the access point for [[encyclopedia FIGHTER_TECHS]] to enter or exit a ship. Launched fighters join combat the round after being launched, returning once combat ends for that turn.''' # Ship part classes PC_SHIELD Shields PC_SHIELD_DESC '''Shield parts reduce the [[encyclopedia DAMAGE_TITLE]] sustained from each weapon hit by the shield parts strength. Ship shields are not affected by weapon hits, and reduce all subsequent direct fire weapon hits' damage by the same amount. Ship shields are ineffective against [[encyclopedia FIGHTER_TECHS]].''' # Ship part classes PC_ARMOUR Armor PC_ARMOUR_DESC Armor parts increase the [[metertype METER_STRUCTURE]] of a ship, allowing a ship to sustain more [[encyclopedia DAMAGE_TITLE]] before being destroyed. # Ship part classes PC_TROOPS Ground Troops PC_TROOPS_DESC '''Troop parts increase the [[metertype METER_TROOPS]] on-board, which can be used to invade enemy planets. To successfully invade a planet, the total number of [[metertype METER_TROOPS]] from all invading ships must exceed the total defending (ties are awarded to the defender). When invading a planet, the troop ships selected in the fleet window will be used for the invasion. If no troop ships are selected, troop ships will be automatically selected from the available ships and based on the number of defending troops. An invading ship is destroyed as part of the landing operation. All parts on the ship are lost with the ship.''' # Ship part classes PC_DETECTION Detection PC_DETECTION_DESC '''Detection parts increase the [[metertype METER_DETECTION]] for the ship they are equipped on. An empire's [[encyclopedia DETECTION_TITLE]] must equal or exceed an object's [[metertype METER_STEALTH]] to detect the object.''' # Ship part classes PC_STEALTH Stealth PC_STEALTH_DESC '''Stealth parts increase the [[metertype METER_STEALTH]] of a ship. The effects from these parts do not complement each other, only the highest rated part will affect the ship. If combat occurs in a system, ships that are invisible to an enemy are not targetted by the enemy's weapons. If the ship attacks, it may become visible for the following combat rounds. See also: [[metertype METER_DETECTION]], [[encyclopedia DETECTION_TITLE]]''' # Ship part classes PC_FUEL Fuel PC_FUEL_DESC '''Fuel parts affect a ship's [[metertype METER_FUEL]]. Such parts might increase the maximum fuel capacity or increase the amount of fuel the ship can scavenge or regenerate. A ship requires a fuel value of 1.0 or more to leave a system.''' # Ship part classes PC_COLONY Colonization PC_COLONY_DESC '''Colony parts integrate with a ship to provide the necessary equipment to establish ownership on a new planet. These parts may also increase the [[metertype METER_POPULATION]] on a ship (referred to as Colonists). When colonizing a planet with a populated colony ship, a colony for the [[encyclopedia ENC_SPECIES]] is established, starting with the same Population that was aboard the ship. A ship with no Population will still have enough personnel to establish an [[encyclopedia OUTPOSTS_TITLE]]. Outposts may construct a colony for any species in the empire within [[metertype METER_SUPPLY]] range, provided the source meets other criteria. The combination of outpost ship and local construction of a colony is cheaper than producing a populated colony ship. When a ship colonizes a planet, it is consumed in the process and can not be used again. Any weapons or other parts on the ship will be decommissioned as well.''' # Ship part classes PC_SPEED Speed PC_SPEED_DESC Parts in the [[metertype METER_SPEED]] category increase the maximum distance a ship may travel each turn. # Ship part classes PC_GENERAL General PC_GENERAL_DESC General purpose and specialized parts that do not fall into any specific category. # Ship part classes PC_BOMBARD Bombardment PC_BOMBARD_DESC '''Bombardment parts allow a ship to bombard an enemy planet, typically reducing the [[metertype METER_POPULATION]] on the planet by the capacity value of any applicable bombardment parts on board. The majority of bombardment parts only affect one [[encyclopedia METABOLISM_TITLE]].''' # Ship part classes PC_INDUSTRY Industry PC_INDUSTRY_DESC Industry parts increase the [[metertype METER_INDUSTRY]] generated from a ship. The ship must be [[metertype METER_SUPPLY]] connected to a [[OBJ_PROD_CENTER]] (such as a colony) for the output to be utilized. # Ship part classes PC_RESEARCH Research PC_RESEARCH_DESC Research parts increase the [[metertype METER_RESEARCH]] generated from a ship. The ship may also require [[metertype METER_POPULATION]] to begin increasing the output. # Ship part classes PC_INFLUENCE Influence # Ship part classes PC_PRODUCTION_LOCATION Production PC_PRODUCTION_LOCATION_DESC Production parts integrate with a ship to form a [[OBJ_PROD_CENTER]], allowing the creation of some production projects. The ship must be [[metertype METER_SUPPLY]] connected to a source of [[metertype METER_INDUSTRY]]. # Visibility levels INVALID_VISIBILITY invalid visibility # Visibility levels VIS_NO_VISIBILITY Invisible # Visibility levels VIS_BASIC_VISIBILITY Basic # Visibility levels VIS_PARTIAL_VISIBILITY Partial # Visibility levels VIS_FULL_VISIBILITY Full # Path types PATH_BINARY '''''' # Path types PATH_RESOURCE '''''' # Path types PATH_PYTHON '''''' # Path types PATH_DATA_ROOT '''''' # Path types PATH_DATA_USER '''''' # Path types PATH_CONFIG '''''' # Path types PATH_SAVE '''''' # Path types PATH_TEMP '''''' ## ## Ship hull categories ## HULL_LINE_GENERIC Hull Line: Generic HULL_LINE_GENERIC_DESC Generic line of ship hulls with no specialty HULL_LINE_ASTEROIDS Hull Line: [[PT_ASTEROIDS]] HULL_LINE_ASTEROIDS_DESC Line of hulls modelled from and utilizing [[PT_ASTEROIDS]]. HULL_LINE_ENERGY Hull Line: Energy HULL_LINE_ENERGY_DESC Line of hulls designed from, or utilizing, a high energy density. HULL_LINE_ORGANIC Hull Line: Organic HULL_LINE_ORGANIC_DESC Line of hulls composed of organic materials. HULL_LINE_ROBOTIC Hull Line: Robotic HULL_LINE_ROBOTIC_DESC Line of hulls with a heavy emphasis on artificial intelligence and automation. HULL_LINE_SPATIAL_FLUX Hull Line: Spatial Flux HULL_LINE_SPATIAL_FLUX_DESC Line of hulls using built to run on spatial flux. Not as modular as most hulls HULL_MONSTER Monster Bodies HULL_MONSTER_DESC Bodies used in monster designs HULL_MONSTER_GUARD Guardian Bodies HULL_MONSTER_GUARD_DESC Bodies used in guardian class monster designs HULL_MONSTER_JUGGERNAUT Juggernaut Bodies HULL_MONSTER_JUGGERNAUT_DESC Bodies used in juggernaut monster designs HULL_MONSTER_KRAKEN Kraken Bodies HULL_MONSTER_KRAKEN_DESC Bodies used in kraken monster designs HULL_MONSTER_KRILL Krill Bodies HULL_MONSTER_KRILL_DESC Bodies used in krill monster designs HULL_MONSTER_SNOWFLAKE Snowflake Bodies HULL_MONSTER_SNOWFLAKE_DESC Bodies used in snowflake monster designs HULL_MONSTER_TREE Tree Bodies HULL_MONSTER_TREE_DESC Bodies used in tree monster designs ## ## FOCS value references, effects & condition descriptions ## DESC_VAR_PLANET planet DESC_VAR_SYSTEM system DESC_VAR_FLEET fleet DESC_VAR_SOURCE source DESC_VAR_TARGET target DESC_VAR_LOCAL_CANDIDATE candidate DESC_VAR_ROOT_CANDIDATE root candidate 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_ORIGINALTYPE original planet type DESC_VAR_NEXTBETTERPLANETTYPE next better planet type for planet's species DESC_VAR_DISTANCEFROMORIGINALTYPE distance from original planet type 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_TARGETINDUSTRY [[METER_TARGET_INDUSTRY]] DESC_VAR_TARGETRESEARCH [[METER_TARGET_RESEARCH]] DESC_VAR_TARGETINFLUENCE [[METER_TARGET_INFLUENCE]] 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_MAXCAPACITY [[METER_MAX_CAPACITY]] DESC_VAR_MAX_SECONDARY_STAT [[METER_MAX_SECONDARY_STAT]] DESC_VAR_POPULATION [[METER_POPULATION]] DESC_VAR_INDUSTRY [[METER_INDUSTRY]] DESC_VAR_RESEARCH [[METER_RESEARCH]] DESC_VAR_INFLUENCE [[METER_INFLUENCE]] 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_SPEED [[METER_SPEED]] DESC_VAR_CAPACITY [[METER_CAPACITY]] DESC_VAR_SECONDARY_STAT [[METER_SECONDARY_STAT]] DESC_VAR_SIZE [[METER_SIZE]] DESC_VAR_INFLUENCESTOCKPILE influence stockpile DESC_VAR_INFLUENCEOUTPUT influence 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_TURNSSINCEFOCUSCHANGE turns since focus change DESC_VAR_TURNSSINCEANNEXATION turns since annexation DESC_VAR_TURNSSINCECOLONIZATION turns since colonization DESC_VAR_TURNSSINCELASTCONQUERED turns since being conquered 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_PREVIOUSTOFINALDESTINATIONID previous final destination id DESC_VAR_ARRIVALSTARLANEID arrival starlane id DESC_VAR_LASTTURNMOVEORDERED last turn ordered to move id DESC_VAR_NUMSHIPS number of ships DESC_VAR_NUMSTARLANES number of starlanes connected 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_AVAILABLE_FOCI available foci 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_VAR_LASTTURNATTACKEDBYSHIP last turn attacked by ship DESC_VAR_LASTTURNCOLONIZED last turn colonized DESC_VAR_LASTTURNCONQUERED last turn conquered DESC_VAR_LASTTURNANNEXED last turn annexed DESC_VAR_ORDEREDGIVENTOEMPIRE ordered given to empire DESC_VAR_OWNERBEFORELASTCONQUERED owner before last conquered DESC_VAR_LASTINVADEDBYEMPIRE last invaded by empire DESC_VAR_LASTCOLONIZEDBYEMPIRE last colonized by empire DESC_VAR_JUMPSBETWEEN starlane jumps between systems containing objects with ids %1% and %2% DESC_VAR_STATISTIC Statistic DESC_VAR_IF 0, or 1 if there is any object%2% DESC_VAR_COUNT the number of objects%2% DESC_VAR_UNIQUE_COUNT the number of unique%1% of objects%2% DESC_VAR_HISTO_MAX the number of the most common%1% of objects%2% DESC_VAR_HISTO_MIN the number of the least common%1% of objects%2% DESC_VAR_HISTO_SPREAD the difference between the numbers of the most common%1% of objects%2% DESC_VAR_SUM the sum%1% of objects%2% DESC_VAR_MEAN the mean%1% of objects%2% DESC_VAR_RMS the root mean square%1% of objects%2% DESC_VAR_MODE the mode%1% of objects%2% DESC_VAR_MAX the max%1% of objects%2% DESC_VAR_MIN the minimum%1% of objects%2% DESC_VAR_SPREAD the spread of%1% of objects%2% DESC_VAR_STDEV the standard deviation of%1% of objects%2% DESC_VAR_PRODUCT the product of%1% of objects%2% # FOCS variable reference description text. # %1% reference type of the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. # %4% second dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. # %4% second dependent property referenced by the FOCS variable. # %5% third dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. # %4% second dependent property referenced by the FOCS variable. # %5% third dependent property referenced by the FOCS variable. # %6% fourth dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. # %4% second dependent property referenced by the FOCS variable. # %5% third dependent property referenced by the FOCS variable. # %6% fourth dependent property referenced by the FOCS variable. # %7% fifth dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # FOCS variable reference description text. # %1% reference type of the FOCS variable. # %2% base property referenced by the FOCS variable. # %3% first dependent property referenced by the FOCS variable. # %4% second dependent property referenced by the FOCS variable. # %5% third dependent property referenced by the FOCS variable. # %6% fourth dependent property referenced by the FOCS variable. # %7% fifth dependent property referenced by the FOCS variable. DESC_VALUE_REF_MULTIPART_VARIABLEMANY %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%'s ... ## ## FOCS condition descriptions ## DESC_ALL ''' in the universe''' DESC_ALL_NOT ''' not in the universe''' DESC_NONE [[DESC_ALL_NOT]] DESC_NONE_NOT [[DESC_ALL]] DESC_NOOP (NoOp) DESC_EMPIRE_HAS_ADOPTED_POLICY ''' that belongs to an empire that has adopted %1%''' DESC_EMPIRE_HAS_ADOPTED_POLICY_NOT ''' that belongs to an empire that has not adopted %1%''' # %1% name of the empire this condition applies to. DESC_EMPIRE_AFFILIATION_SELF ''' that belongs to %1% empire''' # %1% name of the empire this condition does not apply to. DESC_EMPIRE_AFFILIATION_SELF_NOT ''' that does not belong to %1% empire''' # %1% the affiliation the empire should have to the object. # %2% name of the empire this condition applies to. DESC_EMPIRE_AFFILIATION ''' that belongs to an %1% of %2% empire''' # %1% the affiliation the empire should not have to the object. # %2% name of the empire this condition does not apply to. 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''' # %1% name of the species. DESC_HOMEWORLD ''' that is a homeworld of species %1%''' # %1% name of the species. 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''' # %1% name of an object type. DESC_TYPE ''' that is a %1%''' # %1% name of an object type. DESC_TYPE_NOT ''' that is not a %1%''' # %1% name of a building type. DESC_BUILDING ''' that is a %1% building''' # %1% name of a building type. DESC_BUILDING_NOT ''' that is not a %1% building''' # %1% name of a field type. DESC_FIELD ''' that is a %1% field''' # %1% name of a field type. DESC_FIELD_NOT ''' that is not a %1% field''' # %1% name of the special the object should have. DESC_SPECIAL ''' that has a %1% special''' # %1% name of the special the object should not have. DESC_SPECIAL_NOT ''' that doesn't have a %1% special''' # %1% name of the special the object should have. # %2% FIXME # %3% FIXME DESC_SPECIAL_CAPACITY_RANGE ''' that has a %1% special with capacity between %2% and %3%''' # %1% name of the special the object should not have. # %2% FIXME # %3% FIXME DESC_SPECIAL_CAPACITY_RANGE_NOT ''' that doesn't have a %1% special with capacity between %2% and %3%''' # %1% name of the special the object should have. # %2% textual description of the lower turn limit. # %3% textual description of the upper turn limit. DESC_SPECIAL_TURN_RANGE ''' that has had a %1% special since between turns %2% and %3%''' # %1% name of the special the object should not have. # %2% textual description of the lower turn limit. # %3% textual description of the upper turn limit. DESC_SPECIAL_TURN_RANGE_NOT ''' that has not had a %1% special since between turns %2% and %3%''' # %1% textual description of the lower turn limit an object was created. # %2% textual description of the upper turn limit an object was created. DESC_CREATED_ON_TURN ''' that was created between turns %1% and %2%''' # %1% textual description of the lower turn limit an object was not created. # %2% textual description of the upper turn limit an object was not created. DESC_CREATED_ON_TURN_NOT ''' that was not created between turns %1% and %2%''' # %1% textual description of an object contained inside another object. DESC_CONTAINS ''' that contains an object%1%''' # %1% textual description of an object not contained inside another object. DESC_CONTAINS_NOT ''' that doesn't contain an object%1%''' # %1% planet type that should match the condition. DESC_PLANET_TYPE ''' that is a %1% planet''' # %1% planet type that should not match the condition. DESC_PLANET_TYPE_NOT ''' that is not a %1% planet''' # %1% planet size that should match the condition. DESC_PLANET_SIZE ''' that is a %1% planet''' # %1% planet size that should not match the condition. DESC_PLANET_SIZE_NOT ''' that is not a %1% planet''' # %1% textual description of the environments for the species. # %2% name of the species. DESC_PLANET_ENVIRONMENT ''' that is a %1% planet for the species %2%''' # %1% textual description of the environments for the species. # %2% name of the species. DESC_PLANET_ENVIRONMENT_NOT ''' that is not a %1% planet for the species %2%''' DESC_PLANET_ENVIRONMENT_CUR_SPECIES that it currently has # %1% textual decription of the species. DESC_SPECIES ''' that has species %1%''' # %1% textual decription of the species. DESC_SPECIES_NOT ''' that does not contain species %1%''' # %1% textual decription of the species. # %2% description of content liked DESC_SPECIES_LIKES ''' when species %1% likes %2%''' # %1% textual decription of the species. # %2% description of content liked DESC_SPECIES_LIKES_NOT ''' when species %1% does not like %2%''' # %1% textual decription of the species. # %2% description of content liked DESC_SPECIES_DISLIKES ''' when species %1% dislikes %2%''' # %1% textual decription of the species. # %2% description of content disliked DESC_SPECIES_DISLIKES_NOT ''' when species %1% does not dislike %2%''' # %1% name of the empire that enqueued items. # %2% textual description of the lower limit for the number of enqueued items. # %3% textual description of the upper limit for the number of enqueued items. # %4% textual description for the items enqueued. DESC_ENQUEUED ''' where empire %1% has between %2% and %3% things on the production queue''' # %1% name of the empire that enqueued items. # %2% textual description of the lower limit for the number of enqueued items. # %3% textual description of the upper limit for the number of enqueued items. # %4% textual description fo the items enqueued. DESC_ENQUEUED_NOT ''' where empire %1% does not have between %2% and %3% things on the production queue''' # %1% name of the empire that enqueued buildings. # %2% textual description of the lower limit for the number of enqueued buildings. # %3% textual description of the upper limit for the number of enqueued buildings. # %4% textual description fo the buildings enqueued. DESC_ENQUEUED_BUILDING ''' where empire %1% has between %2% and %3% %4% buildings on the production queue''' # %1% name of the empire that enqueued buildings. # %2% textual description of the lower limit for the number of enqueued buildings. # %3% textual description of the upper limit for the number of enqueued buildings. # %4% textual description fo the buildings enqueued. DESC_ENQUEUED_BUILDING_NOT ''' where empire %1% does not have between %2% and %3% %4% buildings on the production queue''' # %1% name of the empire that enqueued ships. # %2% textual description of the lower limit for the number of enqueued ships. # %3% textual description of the upper limit for the number of enqueued ships. # %4% textual description fo the ships enqueued. DESC_ENQUEUED_DESIGN ''' where empire %1% has between %2% and %3% %4% ships on the production queue''' # %1% name of the empire that enqueued ships. # %2% textual description of the lower limit for the number of enqueued ships. # %3% textual description of the upper limit for the number of enqueued ships. # %4% textual description fo the ships enqueued. DESC_ENQUEUED_DESIGN_NOT ''' where empire %1% does not have between %2% and %3% %4% ships on the production queue''' # %1% textual description of the planetary focus. DESC_FOCUS_TYPE ''' that has focus %1%''' # %1% textual description of the planetary focus. DESC_FOCUS_TYPE_NOT ''' that does not have focus %1%''' # %1% textual description of the star type. DESC_STAR_TYPE ''' that is a system with a %1% star''' # %1% textual description of the star type. DESC_STAR_TYPE_NOT ''' that is not a system with a %1% star''' # %1% textual description of the hull. DESC_DESIGN_HAS_HULL ''' that contains the hull %1%''' # %1% textual description of the hull. DESC_DESIGN_HAS_HULL_NOT ''' that does not contain the hull %1%''' # %1% textual description of the lower limit for the number of ship parts. # %2% textual description of the upper limit for the number of ship parts. # %3% textual description of the ship part. DESC_DESIGN_HAS_PART ''' that contains between %1% and %2% of the %3% part''' # %1% textual description of the lower limit for the number of ship parts. # %2% textual description of the upper limit for the number of ship parts. # %3% textual description of the ship part. DESC_DESIGN_HAS_PART_NOT ''' that does not contain between %1% and %2% of the %3% part''' # %1% textual description of the lower limit for the number of ship parts # matching a part class. # %2% textual description of the upper limit for the number of ship parts. # matching a part class. # %3% textual description of the ship part class. DESC_DESIGN_HAS_PART_CLASS ''' that contains between %1% and %2% parts of class %3%''' # %1% textual description of the lower limit for the number of ship parts # matching a part class. # %2% textual description of the upper limit for the number of ship parts. # matching a part class. # %3% textual description of the ship part class. DESC_DESIGN_HAS_PART_CLASS_NOT ''' that does not contain between %1% and %2% parts of class %3%''' # %1% name of the ship design. DESC_PREDEFINED_SHIP_DESIGN ''' that is of the design %1%''' # %1% name of the ship design. DESC_PREDEFINED_SHIP_DESIGN_NOT ''' that is not of the design %1%''' # %1% ID of the ship design. DESC_NUMBERED_SHIP_DESIGN ''' that is of the design %1%''' # %1% ID of the ship design. DESC_NUMBERED_SHIP_DESIGN_NOT ''' that is not of the design %1%''' # %1% percentage of a successful chance. DESC_CHANCE_PERCENTAGE ''' on a %1%%% chance''' # %1% percentage of a failing chance. DESC_CHANCE_PERCENTAGE_NOT ''' on a (100 - %1%)%% chance''' # %1% textual description of a probability. DESC_CHANCE ''' with a probability of %1%''' # %1% textual description of a probability. DESC_CHANCE_NOT ''' with a probability of 1 - %1%''' # %1% name of the empire producing an item. DESC_PRODUCED_BY_EMPIRE ''' that was produced by the %1% empire''' # %1% name of the empire producing an item. DESC_PRODUCED_BY_EMPIRE_NOT ''' that was not produced by the %1% empire''' # %1% name of the meter. # %2% textual description of the lower limit for the meter value. # %3% textual description of the upper limit for the meter value. DESC_METER_VALUE_CURRENT ''' that has %1% between %2% and %3%''' # %1% name of the meter. # %2% textual description of the lower limit for the meter value. # %3% textual description of the upper limit for the meter value. DESC_METER_VALUE_CURRENT_NOT ''' that doesn't have a %1% between %2% and %3%''' # %1% name of the meter. # %2% textual description of the lower limit for the meter value. DESC_METER_VALUE_CURRENT_MIN ''' that has %1% of at least %2%''' # %1% name of the meter. # %2% textual description of the lower limit for the meter value. DESC_METER_VALUE_CURRENT_MIN_NOT ''' that has %1% less than %2%''' # %1% name of the meter. # %2% textual description of the upper limit for the meter value. DESC_METER_VALUE_CURRENT_MAX ''' that has %1% of at most %2%''' # %1% name of the meter. # %2% textual description of the upper limit for the meter value. DESC_METER_VALUE_CURRENT_MAX_NOT ''' that has %1% of more than %2%''' # %1% name of the ship meter. # %2% textual description of the ship part. # %3% textual description of the lower limit for the meter value. # %4% textual description of the upper limit for the meter value. DESC_SHIP_PART_METER_VALUE_CURRENT ''' that has %2% %1% between %3% and %4%''' # %1% name of the ship meter. # %2% textual description of the ship part. # %3% textual description of the lower limit for the meter value. # %4% textual description of the upper limit for the meter value. DESC_SHIP_PART_METER_VALUE_CURRENT_NOT ''' that doesn't have %2% %1% between %3% and %4%''' # %1% name of the empire meter. # %2% textual description of the lower limit for the meter value. # %3% textual description of the upper limit for the meter value. # %4% textual description of the empire which owns the meter. DESC_EMPIRE_METER_VALUE_CURRENT ''' if empire %4% has %1% between %2% and %3%''' # %1% name of the empire meter. # %2% textual description of the lower limit for the meter value. # %3% textual description of the upper limit for the meter value. # %4% textual description of the empire which owns the meter. DESC_EMPIRE_METER_VALUE_CURRENT_NOT ''' if empire %4% doesn't have %1% between %2% and %3%''' # %1% type of stockpile resource. # %2% textual description of the lower limit for the stockpile value. # %3% textual description of the upper limit for the stockpile value. DESC_EMPIRE_STOCKPILE_VALUE ''' that belongs to an empire with %1% stockpile between %2% and %3%''' # %1% type of stockpile resource. # %2% textual description of the lower limit for the stockpile value. # %3% textual description of the upper limit for the stockpile value. DESC_EMPIRE_STOCKPILE_VALUE_NOT ''' that doesn't belong to an empire with %1% stockpile between %2% and %3%''' # %1% textual description of the empire. # %2% description of visibility level at which object has been detected DESC_VISIBLE_TO_EMPIRE ''' that is currently visible to the %1% empire at %2% visibility or better''' # %1% textual description of the empire. # %2% description of visibility level at which object has not been detected DESC_VISIBLE_TO_EMPIRE_NOT ''' that is not currently visible to the %1% empire at %2% visibility or better''' # %1% textual description of the empire. # %2% description of turn since when object has been detected # %3% description of visibility level at which object has been detected DESC_VISIBLE_TO_EMPIRE_SINCE_TURN ''' that has been visible to the %1% empire at %3% visibility or better on or after turn %2%''' # %1% textual description of the empire. # %2% description of turn since when object has been detected # %3% description of visibility level at which object has been detected DESC_VISIBLE_TO_EMPIRE_SINCE_TURN_NOT ''' that has not been visible to the %1% empire at %3% visibility or better on or after turn %2%''' DESC_ANY_EMPIRE any empire # %1% distance in universe units. # %2% textual description of the target object. DESC_WITHIN_DISTANCE ''' that is within %1% of any object%2%''' # %1% distance in universe units. # %2% textual description of the target object. DESC_WITHIN_DISTANCE_NOT ''' that is not within %1% of any object%2%''' # %1% number of starlane jumps. # %2% textual description of the target object. DESC_WITHIN_STARLANE_JUMPS ''' that is within %1% starlane jumps of any object%2%''' # %1% number of starlane jumps. # %2% textual description of the target object. DESC_WITHIN_STARLANE_JUMPS_NOT ''' that is not within %1% starlane jumps of any object%2%''' # %1% textual description of the far endpoint system the starlane connects to. DESC_HAS_STARLANE_TO ''' that has a starlane to the location of any object%1%''' # %1% textual description of the far endpoint system the starlane connects to. DESC_HAS_STARLANE_TO_NOT ''' that does not have a starlane to the location of any object%1%''' # %1% textual description of the other endpoint system the starlane connects to. DESC_STARLANE_TO_WOULD_CROSS_EXISTING_LANE ''' that would cross an existing starlane if adding a starlane between it and the location of any object %1%''' # %1% textual description of the other endpoint system the starlane connects to. DESC_STARLANE_TO_WOULD_CROSS_EXISTING_LANE_NOT ''' that would not cross an existing starlane if adding a starlane between it and the location of any object %1%''' # %1% textual description of the other endpoint system the starlane connects to. # %2% textual description max dot product of normalized lane vectors to consider "close". DESC_STARLANE_TO_WOULD_BE_ANGULARLY_CLOSE ''' to which a new starlane would be angularly close (dot product > %2%) to an existing starlane on either end, with the other end being at any object %1%''' # %1% textual description of the other endpoint system the starlane connects to. # %2% textual description max dot product of normalized lane vectors to consider "close". DESC_STARLANE_TO_WOULD_BE_ANGULARLY_CLOSE_NOT ''' to which a new starlane would not be angularly close (dot product > %2%) to an existing starlane on either end, with the other end being at any object %1%''' # %1% textual description of the other endpoint objects(s) the starlane(s) connect(s) to. # %2% textual description max distance from a lane to consider "close". # %3% textual description of the object(s) that the lane would be close to DESC_STARLANE_TO_WOULD_BE_CLOSE ''' to which a new starlane from an object that %1% would be close (distance < %2%) to an object %3%''' # %1% textual description of the other endpoint object(s) the starlane(s) connect(s) to. # %2% textual description max distance from a lane to consider "close". # %3% textual description of the object(s) that the lane would be close to DESC_STARLANE_TO_WOULD_BE_CLOSE_NOT ''' to which a new starlane from an object that %1% would not be close (distance < %2%) to an object %3%''' # %1% textual description of the empire. DESC_EXPLORED_BY_EMPIRE ''' that has been explored by the %1% empire''' # %1% textual description of the 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_AGGRESSIVE ''' that is aggressive''' DESC_AGGRESSIVE_NOT ''' that is not aggressive''' DESC_PASSIVE ''' that is passive''' DESC_PASSIVE_NOT ''' that is not passive''' 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''' # %1% textual description of the empire. # %2% textual description of the condition. DESC_SUPPLY_CONNECTED_RESOURCE ''' that is resource connected for the %1% empire to an object%2%''' # %1% textual description of the empire. # %2% textual description of the condition. DESC_SUPPLY_CONNECTED_RESOURCE_NOT ''' that is not resource connected for the %1% empire to an object%2%''' # %1% textual description of the bombarding object. DESC_ORDERED_BOMBARDED ''' that is being bombarded by an object %1%''' # %1% textual description of the bombarding object. DESC_ORDERED_BOMBARDED_NOT ''' that is not being bombarded by an object %1%''' DESC_ORDERED_ANNEXED ''' that is being annexed''' DESC_ORDERED_ANNEXED_NOT ''' that is not being annexed''' # %1% content type description, eg. species, building, focus, tech # %2% name of specific scripted content, eg. Human, Imperial Palace, Industry Focus, The Physicsal Brain DESC_LOCATION ''' that is matched by the location condition of %1% %2%''' # %1% content type description, eg. species, building, focus, tech # %2% name of specific scripted content, eg. Human, Imperial Palace, Industry Focus, The Physicsal Brain DESC_LOCATION_NOT ''' that is not matched by the location condition of %1% %2%''' # %1% content type description, eg. species, building, focus, tech # %2% name of specific scripted content, eg. Human, Imperial Palace, Industry Focus, The Physicsal Brain DESC_COMBAT_TARGET ''' that is matched by the combat targets condition of %1% %2%''' # %1% content type description, eg. species, building, focus, tech # %2% name of specific scripted content, eg. Human, Imperial Palace, Industry Focus, The Physicsal Brain DESC_COMBAT_TARGET_NOT ''' that is not matched by the combat targets condition of %1% %2%''' # AND Descriptions for expressions 'AND [ A B C ]' DESC_AND_BEFORE_OPERANDS ''' [''' DESC_AND_BETWEEN_OPERANDS , and DESC_AND_AFTER_OPERANDS ''' ]''' DESC_AND_BEFORE_SINGLE_OPERAND '''''' DESC_AND_AFTER_SINGLE_OPERAND '''''' # NOT AND Descriptions for expressions 'NOT AND [ A B C ]' # We actually describe the logically equivalent expression ( (not A) or (not B) or (not C) ) # Note: the operands (not A), (not B).. are handled in the descriptions of A, B.. respectively DESC_NOT_AND_BEFORE_OPERANDS [[DESC_NOT_OR_BEFORE_OPERANDS]] DESC_NOT_AND_BETWEEN_OPERANDS [[DESC_NOT_OR_BETWEEN_OPERANDS]] DESC_NOT_AND_AFTER_OPERANDS [[DESC_NOT_OR_AFTER_OPERANDS]] # Description for 'not ( AND [ A ] )' expressions # Actually instead we describe 'OR [ not A ]' and leave the description of negation to A DESC_NOT_AND_BEFORE_SINGLE_OPERAND [[DESC_OR_BEFORE_SINGLE_OPERAND]] DESC_NOT_AND_AFTER_SINGLE_OPERAND [[DESC_OR_AFTER_SINGLE_OPERAND]] # OR Descriptions: for expressions of the form ( A or B or C ) DESC_OR_BEFORE_OPERANDS ''' (either''' DESC_OR_BETWEEN_OPERANDS , or DESC_OR_AFTER_OPERANDS ''' )''' DESC_OR_BEFORE_SINGLE_OPERAND '''''' DESC_OR_AFTER_SINGLE_OPERAND '''''' # NOT OR Descriptions; for expressions of the form 'NOT OR [ A B C ]' # We actually describe the logically equivalent expression 'AND [ (NOT A) (NOT B) (NOT C) ]' # Note: (NOT A), (NOT B).. are handled in the descriptions of A, B.. respectively DESC_NOT_OR_BEFORE_OPERANDS [[DESC_AND_BEFORE_OPERANDS]] DESC_NOT_OR_BETWEEN_OPERANDS [[DESC_AND_BETWEEN_OPERANDS]] DESC_NOT_OR_AFTER_OPERANDS [[DESC_AND_AFTER_OPERANDS]] # for expressions of the form 'NOT OR [ A ]' we describe instead 'AND [ NOT A ]' # Note: (NOT A) is handled in the description of A DESC_NOT_OR_BEFORE_SINGLE_OPERAND [[DESC_AND_BEFORE_SINGLE_OPERAND]] DESC_NOT_OR_AFTER_SINGLE_OPERAND [[DESC_AND_AFTER_SINGLE_OPERAND]] # OrderedAlternativesOf Descriptions for expressions 'OrderedAlternativesOf [ A B C ]' DESC_ORDERED_ALTERNATIVES_BEFORE_OPERANDS that matches the first matching condition { DESC_ORDERED_ALTERNATIVES_BETWEEN_OPERANDS , else DESC_ORDERED_ALTERNATIVES_AFTER_OPERANDS ''' }''' DESC_ORDERED_ALTERNATIVES_BEFORE_SINGLE_OPERAND { DESC_ORDERED_ALTERNATIVES_AFTER_SINGLE_OPERAND (iff it also has non-matches)} # Expressions like 'NOT OrderedAlternativesOf [ A B C ]' # Note: returned matches rely on (NOT A), (NOT B).. and are handled in the descriptions of A, B.. respectively DESC_NOT_ORDERED_ALTERNATIVES_BEFORE_OPERANDS that matches the first matching conditions' non-matching candidates: { DESC_NOT_ORDERED_ALTERNATIVES_BETWEEN_OPERANDS , else DESC_NOT_ORDERED_ALTERNATIVES_AFTER_OPERANDS ''' }''' DESC_NOT_ORDERED_ALTERNATIVES_BEFORE_SINGLE_OPERAND { DESC_NOT_ORDERED_ALTERNATIVES_AFTER_SINGLE_OPERAND (iff it also has non-matches)} # %1% textual description of the lower turn limit. # %2% textual description of the upper turn limit. DESC_TURN ''' on turns between %1% and %2%''' # %1% textual description of the lower turn limit. # %2% textual description of the upper turn limit. DESC_TURN_NOT ''' except between turns %1% and %2%''' # %1% textual description of the lower turn limit. DESC_TURN_MIN_ONLY ''' starting on turn %1%''' # %1% textual description of the lower turn limit. DESC_TURN_MIN_ONLY_NOT ''' before turn %1%''' # %1% textual description of the upper turn limit. DESC_TURN_MAX_ONLY ''' until turn %1%''' # %1% textual description of the upper turn limit. DESC_TURN_MAX_ONLY_NOT ''' after turn %1%''' DESC_TURN_ANY ''' on any turn''' DESC_TURN_ANY_NOT ''' on no turn''' # %1% FIXME # %2% FIXME DESC_NUMBER_OF ''' that is one of %1% randomly selected objects%2%''' # %1% FIXME # %2% FIXME DESC_NUMBER_OF_NOT ''' that is not one of %1% randomly selected objects%2%''' # %1% FIXME # %2% FIXME # %3% FIXME DESC_MAX_NUMBER_OF ''' that is one of %1% objects with the largest value of%2% and%3%''' # %1% FIXME # %2% FIXME # %3% FIXME DESC_MAX_NUMBER_OF_NOT ''' that is not one of %1% objects with the largest value of%2% and%3%''' # %1% FIXME # %2% FIXME # %3% FIXME DESC_MIN_NUMBER_OF ''' that is one of %1% objects with the smallest value of%2% and%3%''' # %1% FIXME # %2% FIXME # %3% FIXME DESC_MIN_NUMBER_OF_NOT ''' that is not one of %1% objects with the smallest value of%2% and%3%''' # %1% number of objects to match (upper limit) # %2% description of the sort key determined for each object # %3% description of the selection condition for potentially matched objects DESC_MODE_NUMBER_OF ''' that is one of %1% objects with the most common value(s) of%2% and%3%''' # %1% number of objects to match (upper limit) # %2% description of the sort key determined for each object # %3% description of the selection condition for potentially matched objects DESC_MODE_NUMBER_OF_NOT ''' that is not one of %1% objects with the most common value(s) of%2% and%3%''' # %1% number of objects to match (upper limit) # %2% description of the sort key determined for each object # %3% description of the selection condition for potentially matched objects DESC_UNIQUE_OF ''' that is one of %1% objects with distinct values of of%2% and%3%''' # %1% number of objects to match (upper limit) # %2% description of the sort key determined for each object # %3% description of the selection condition for potentially matched objects DESC_UNIQUE_OF_NOT ''' that is not one of %1% objects with distinct values of%2% and%3%''' # %1% FIXME DESC_VALUE_TEST ''' when %1%''' # %1% FIXME DESC_VALUE_TEST_NOT ''' unless %1%''' # %1% FIXME DESC_CONTAINED_BY ''' that is contained by an object%1%''' # %1% FIXME DESC_CONTAINED_BY_NOT ''' that is not contained by an object%1%''' # %1% text description of what system's ID the candidate object should be in DESC_IN_SYSTEM ''' that is in the system with id %1%''' # %1% text description of what system's ID the candidate object should not be in 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''' # %1% text description of what planet's ID the candidate object should be on DESC_ON_PLANET ''' that is on the planet with id %1%''' # %1% text description of what planet's ID the candidate object should not be on DESC_ON_PLANET_NOT ''' that is not on the planet with id %1%''' DESC_ON_PLANET_SIMPLE ''' that is on a planet''' DESC_ON_PLANET_SIMPLE_NOT ''' that is not on a planet''' # %1% FIXME DESC_OBJECT_ID ''' that is the object with id %1%''' # %1% FIXME DESC_OBJECT_ID_NOT ''' that is not the object with id %1%''' # %1% FIXME DESC_OWNER_HAS_TECH ''' that belongs to an empire that has the tech %1%''' # %1% FIXME 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_OWNER_HAS_SHIP_PART ''' ship part unlocked for empire''' DESC_OWNER_HAS_SHIP_PART_NOT ''' ship part not unlocked for empire''' # %1% lowest accepted number of matching objects # %2% maximum number of mnatching objects # %3% description of which objects to count DESC_NUMBER ''' if there are between %1% and %2% objects%3%''' DESC_NUMBER_NOT ''' if there are not between %1% and %2% objects%3%''' # %1% an object tag string. DESC_HAS_TAG ''' that is %1%''' # %1% an object tag string. DESC_HAS_TAG_NOT ''' that is not %1%''' ## ## Imperial Policies ## PLC_NO_GROWTH No Growth PLC_NO_GROWTH_DESC Prevents planets from increasing population from turn to turn. PLC_NO_GROWTH_SHORT_DESC Stops planet growth PLC_POPULATION Population PLC_POPULATION_DESC Increases natural population growth rate by 50%. PLC_POPULATION_SHORT_DESC Increases Growth Rate PLC_NO_SUPPLY No Supply PLC_NO_SUPPLY_DESC '''• Prevents planets from generating supply networks. • Increases stealth of planets and buildings by [[value NO_SUPPLY_STEALTH_BOOST]].''' PLC_NO_SUPPLY_SHORT_DESC Stops supply propagation, boosts stealth PLC_CENTRALIZATION Centralization PLC_CENTRALIZATION_DESC '''Boosts production output at the capital, regardless of the focus: • Increases [[metertype METER_TARGET_RESEARCH]] by [[value PLC_CENTRALIZATION_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]], multiplied by how much stability is above [[value PLC_CENTRALIZATION_MIN_STABILITY]], up to a maximum at [[value PLC_CENTRALIZATION_MAX_STABILITY]] stability. • Increases [[metertype METER_TARGET_INDUSTRY]] by [[value PLC_CENTRALIZATION_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]], multiplied by how much stability is above [[value PLC_CENTRALIZATION_MIN_STABILITY]], up to a maximum at [[value PLC_CENTRALIZATION_MAX_STABILITY]] stability. • Increases [[metertype METER_TARGET_CONSTRUCTION]] by [[value PLC_CENTRALIZATION_TARGET_CONSTRUCTION_FLAT]]. The effect requires a stability of [[value PLC_CENTRALIZATION_MIN_STABILITY]]. However, it also reduces [[metertype METER_STOCKPILE]] ([[value PLC_CENTRALIZATION_MAX_STOCKPILE_FLAT]]), [[metertype METER_SUPPLY]] range ([[value PLC_CENTRALIZATION_MAX_SUPPLY_FLAT]]) on all colonies, and increases the [[metertype METER_INFLUENCE]] cost of the empire's colonies: • [[metertype METER_SUPPLY]] connected colonies get a penalization of [[value PLC_CENTRALIZATION_TARGET_INFLUENCE_PERJUMP]] per jump distance to the capital, capped at [[value PLC_CENTRALIZATION_TARGET_INFLUENCE_MAX]]. • Colonies not [[metertype METER_SUPPLY]] connected to the capital gets the maximum penalization ([[value PLC_CENTRALIZATION_TARGET_INFLUENCE_MAX]]). Additionally, the cost of colonization ship parts is increased by 33%. Logistics of the whole empire are focused into boosting the capital's production, by diverting there most of the social and material resources. This causes some resentment in the colonies, which increases [[metertype METER_INFLUENCE]] costs.''' PLC_CENTRALIZATION_SHORT_DESC Boosts Capital PLC_METROPOLES Metropoles PLC_METROPOLES_DESC '''Boosts the output of up to [[value METROPOLES_PLANET_LIMIT]] planets, but not more than a fraction of 1 / [[value METROPOLES_MIN_PLANETS]] of all the empire's populated planets. To qualify for being boosted, planets must have [[metertype METER_POPULATION]] of at least [[value METROPOLES_MINIMUM_POPULATION]] and [[metertype METER_HAPPINESS]] of at least [[value METROPOLES_MIN_STABILITY]]. The highest-populated of the qualified planets will receive, regardless of focus: • Increases [[metertype METER_TARGET_RESEARCH]] by [[value METROPOLES_TARGET_RESEARCH_PERPOP]] per population. • Increases [[metertype METER_TARGET_INDUSTRY]] by [[value METROPOLES_TARGET_INDUSTRY_PERPOP]] per population. • Increases [[metertype METER_TARGET_CONSTRUCTION]] by [[value METROPOLES_TARGET_CONSTRUCTION_FLAT]]. • Increases [[metertype METER_MAX_SUPPLY]] by [[value METROPOLES_MAX_SUPPLY_FLAT]]. but also has a penalty: • Decreases [[metertype METER_MAX_STOCKPILE]] by [[value METROPOLES_MAX_STOCKPILE_FLAT]]. Additionally, other planets (with lower than the highest population planets, including all with less than [[value METROPOLES_MINIMUM_POPULATION]] population or less than [[value METROPOLES_MIN_STABILITY]] stability) have a penalty applied: • Decreases [[metertype METER_TARGET_HAPPINESS]] by [[value METROPOLES_STABILITY_PENALTY]].''' PLC_METROPOLES_SHORT_DESC Boosts Largest-Population Planets PLC_COLONIZATION Colonization PLC_COLONIZATION_DESC '''• Decreases cost of colonization ship parts, outpost ship parts and colonization buildings by 33%. • Gives ships with colony parts but no weapons, troops, bombard, or general parts +1 base fuel capacity.''' PLC_COLONIZATION_SHORT_DESC Discounts Colonization PLC_CONTINUOUS_SCANNING Continuous Scanning PLC_CONTINUOUS_SCANNING_DESC '''• Increases ship detection range by [[value CONTINUOUS_SCANNING_RANGE_BOOST]]. • Increases imperial detection strength by 1 per turn that this policy has been been adopted, up to [[value CONTINUOUS_SCANNING_MAX_DETECTION_BOOST]]. • Decreases ship stealth by [[value CONTINUOUS_SCANNING_STEALTH_PENALTY]].''' PLC_CONTINUOUS_SCANNING_SHORT_DESC Improves Detection and Hinders Stealth PLC_EXPLORATION Exploration PLC_EXPLORATION_DESC '''• Increases speed of ships with no weapons, fighters, shields, armour, troops, colony pods, bombardment, research, industry, influence, production, or general parts by [[value PLC_EXPLORATION_SPEED_BONUS]] uu. Detection, fuel, and engine parts are allowed. • Every turn a system is newly explored, the ships in that system generate a total of [[value EXPLORATION_RESEARCH_BONUS_TOTAL]] RP.''' PLC_EXPLORATION_SHORT_DESC Speeds Up Explorer Ships PLC_MARINE_RECRUITMENT Marine Recruitment PLC_MARINE_RECRUITMENT_DESC '''• Reduces the cost of ground troop ship parts by 50%. • Increases planet troop regeneration rate by [[value PLC_MARINE_RECRUITMENT_TROOP_GROWTH_FLAT]]. • Removes the troop penalty on outposts.''' PLC_MARINE_RECRUITMENT_SHORT_DESC Reduces Ground Troop Cost PLC_DESIGN_SIMPLICITY Design Simplicity PLC_DESIGN_SIMPLICITY_DESC Reduces production cost by 20% for ship designs with 6 or fewer parts. PLC_DESIGN_SIMPLICITY_SHORT_DESC Reduces Cost of Simple Designs PLC_PSYONIC_SHIELDS Psyonic Shields PLC_PSYONIC_SHIELDS_DESC '''On planets with telepathic species, increases max shields by 20. On ships with telepathic species, increases max shields by 2.''' PLC_PSYONIC_SHIELDS_SHORT_DESC Generates Shields PLC_STOCKPILE_LIQUIDATION Stockpile Liquidation PLC_STOCKPILE_LIQUIDATION_DESC Doubles the contribution of stockpile-distribution-focused planets to the [[encyclopedia STOCKPILE_TITLE]] use limit. PLC_STOCKPILE_LIQUIDATION_SHORT_DESC Increases Stockpile Use Limit PLC_ALLIED_REPAIR Allied Repair PLC_ALLIED_REPAIR_DESC If two empires are allied, and either has adopted this policy, both will receive repairs to damaged ships while at eachother's [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]]s and from [[tech SHP_FLEET_REPAIR]]. PLC_ALLIED_REPAIR_SHORT_DESC Allows allies to repair ships PLC_MODERATION Moderation PLC_MODERATION_DESC '''Gives a bonus to the empire's capital's influence output and stability that is larger when the most-commonly-used focus setting in the empire is used less. How often other focus settings are used does not matter for this bonus; only the number of planets using the most-commonly used focus setting and the total number of owned planets affect it. Outposts with no focus selected also count as a focus, and may be the most popular focus setting, which may make getting large bonuses difficult. Stability bonus is equal to [[value PLC_MODERATION_STABILITY_SCALING]] times the ratio: (( Owned Planets / Uses of Most Common Focus ) - 1) Influence bonus is equal to [[value PLC_MODERATION_INFLUENCE_SCALING]] times the ratio: (( Owned Planets / Uses of Most Common Focus ) - 1)''' PLC_MODERATION_SHORT_DESC Increases capital influence and stability PLC_ENVIRONMENTALISM Environmentalism PLC_ENVIRONMENTALISM_DESC '''• Decreases [[metertype METER_CONSTRUCTION]] by [[value PLC_ENVIRONMENTALISM_TARGET_CONSTRUCTION_TERRAFORMED_FLAT]], [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_ENVIRONMENTALISM_TARGET_HAPPINESS_FLAT]] and [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_ENVIRONMENTALISM_TARGET_INFLUENCE_FLAT]] on planets that have been terraformed, or otherwise changed from their original environment. • Decreases [[metertype METER_TARGET_INDUSTRY]] by [[value PLC_ENVIRONMENTALISM_TARGET_INDUSTRY_FLAT]] and [[metertype METER_CONSTRUCTION]] by [[value PLC_ENVIRONMENTALISM_TARGET_CONSTRUCTION_FLAT]] on populated planets. • Boosts [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_ENVIRONMENTALISM_TARGET_HAPPINESS_ORIGINAL_FLAT]], [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_ENVIRONMENTALISM_TARGET_INFLUENCE_ORIGINAL_FLAT]], [[metertype METER_TARGET_RESEARCH]] by [[value PLC_ENVIRONMENTALISM_TARGET_RESEARCH_ORIGINAL_FLAT]] and [[metertype METER_STEALTH]] by [[value PLC_ENVIRONMENTALISM_STEALTH_ORIGINAL_FLAT]] on planets that have not been terraformed, contain no buildings and are not industry-focused. • Makes terraforming a planet 3x as expensive.''' PLC_ENVIRONMENTALISM_SHORT_DESC Bonuses for not terraforming PLC_TERRAFORMING Terraforming PLC_TERRAFORMING_DESC '''• Decreases the minimum time to produce Terraforming projects on planets. Projects are unlocked by [[tech GRO_TERRAFORM]]. • Boosts [[metertype METER_TARGET_HAPPINESS]] on terraformed planets by [[value PLC_TERRAFORMING_TARGET_HAPPINESS_ORIGINAL_FLAT]] per step they have been terraformed away from their original planet type • Boosts [[metertype METER_TARGET_INFLUENCE]] on planets set to [[encyclopedia INFLUENCE_FOCUS_TITLE]] by [[value PLC_TERRAFORMING_TARGET_INFLUENCE_ORIGINAL_FLAT]] per step they have been terraformed away from their original planet type • Boosts [[metertype METER_TARGET_RESEARCH]] on planets set to [[encyclopedia RESEARCH_FOCUS_TITLE]] by the square root of [[metertype METER_POPULATION]] times [[value PLC_TERRAFORMING_TARGET_RESEARCH_SCALING]] per step they have been terraformed away from their original planet type Artificial planets count as having been terraformed [[value PLC_TERRAFORMING_ARTIFICIAL_PLANET_DISTANCE]] steps regardless of there current environment.''' PLC_TERRAFORMING_SHORT_DESC Speeds up terraforming PLC_INDUSTRIALISM Industrialism PLC_INDUSTRIALISM_DESC '''Industry-focused planets get a boost to [[metertype METER_TARGET_INDUSTRY]] of [[value PLC_INDUSTRIALISM_TARGET_INDUSTRY_PERCENT]]% and a bonus of [[value PLC_INDUSTRIALISM_TARGET_HAPPINESS_FLAT]] to [[metertype METER_HAPPINESS]]. The production bonus requires a stability of [[value PLC_INDUSTRIALISM_MIN_STABILITY]]. Makes production-boosting power generation techs cheaper to research: [[tech PRO_ORBITAL_GEN]], [[tech PRO_SOL_ORB_GEN]], [[tech PRO_FUSION_GEN]], [[tech PRO_SINGULAR_GEN]], [[tech PRO_ZERO_GEN]]''' PLC_INDUSTRIALISM_SHORT_DESC Improves industry output PLC_TECHNOCRACY Technocracy PLC_TECHNOCRACY_DESC '''Research-focused planets get a boost to [[metertype METER_TARGET_RESEARCH]] of [[value PLC_TECHNOCRACY_TARGET_RESEARCH_PERCENT]]% and a bonus of [[value PLC_TECHNOCRACY_TARGET_HAPPINESS_FLAT]] to [[metertype METER_HAPPINESS]]. The research bonus requires a stability of [[value PLC_TECHNOCRACY_MIN_STABILITY]].''' PLC_TECHNOCRACY_SHORT_DESC Improves research output PLC_CHECKPOINTS Border Checkpoints PLC_CHECKPOINTS_DESC '''Decreases [[metertype METER_STEALTH]] of foreign ships in [[metertype METER_SUPPLY]] by up to [[value PLC_CHECKPOINTS_MAX_STEALTH_MALUS]]. The decrease depends on the time this policy is adopted, decreasing [[metertype METER_STEALTH]] by 1 per turn up to [[value PLC_CHECKPOINTS_MAX_STEALTH_MALUS]]. Decreases [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_CHECKPOINTS_TARGET_INFLUENCE_FLAT]] on populated planets owned by empire.''' PLC_CHECKPOINTS_SHORT_DESC Improves Detection / Costs Influence PLC_DIVERSITY Diversity PLC_DIVERSITY_DESC '''Gives bonuses or penalties to research, stability, and capital influence, dependent on the number of species in the empire. The research bonus requires [[encyclopedia RESEARCH_FOCUS_TITLE]] and a stability of [[value PLC_DIVERSITY_MIN_STABILITY]]. All bonuses or penalties are [[value PLC_DIVERSITY_SCALING]] per species above or below [[value PLC_DIVERSITY_THRESHOLD]] species that are present.''' PLC_DIVERSITY_SHORT_DESC Improves research, stability, and Influence PLC_ENGINEERING Engineering Corps PLC_ENGINEERING_DESC Reduces the "upkeep" cost of ships by half, so that the cost of producing more ships does not increase as quickly with fleet size, at the cost of [[value PLC_ENGINEERING_TARGET_INFLUENCE_FLAT]] IP per turn per ship. PLC_ENGINEERING_SHORT_DESC Reduces Fleet Upkeep / Costs Influence PLC_EXOBOT_PRODUCTIVITY Exobot Productivity PLC_EXOBOT_PRODUCTIVITY_DESC '''Increases effective exobot production output on industry-focused worlds from very bad to just bad. Decreases the stability and production output of non-exobot populated planets set to [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value PLC_EXOBOT_OTHER_PLANET_INDUSTRY_PENALTY]].''' PLC_EXOBOT_PRODUCTIVITY_SHORT_DESC Boosts exobot production PLC_CONFEDERATION Confederation PLC_CONFEDERATION_DESC '''Planets of the empire are organized in a confederacy of independent systems. • Removes [[metertype METER_TARGET_INFLUENCE]] penalty (baseline for most species) on colonies disconnected from the [[buildingtype BLD_IMPERIAL_PALACE]] • Removes [[metertype METER_TARGET_HAPPINESS]] penalty (baseline for most species) on colonies disconnected from the [[buildingtype BLD_IMPERIAL_PALACE]] and [[buildingtype BLD_REGIONAL_ADMIN]] • Reduces [[metertype METER_TARGET_HAPPINESS]] ([[value PLC_CONFEDERATION_TARGET_HAPPINESS_FLAT]]) on all planets • Increases [[metertype METER_MAX_TROOPS]] by [[value PLC_CONFEDERATION_MAX_TROOPS_FLAT]]''' PLC_CONFEDERATION_SHORT_DESC Supports disconnected systems PLC_RACIAL_PURITY Racial Purity PLC_RACIAL_PURITY_DESC '''The species on the empire capital planet asserts dominance over all other species in the empire. This provides benefits for single-species empires, especially if they are [[encyclopedia XENOPHOBIC_SPECIES_TITLE]], but penalizes any other species. Planets with the capital's species have various bonuses applied: • Increases [[metertype METER_TARGET_HAPPINESS]] over time. The bonus grows by [[value PLC_RACIAL_PURITY_STABILITY_PER_TURN]] per turn after adopting the policy, up to a maximum of [[value PLC_RACIAL_PURITY_TARGET_STABILITY_SELF]]. • Increases [[metertype METER_TARGET_INFLUENCE]] of influence-focused planets by [[value PLC_RACIAL_PURITY_TARGET_INFLUENCE_SELF]]. • If the capital species is xenophobic, removes the xenophobic harassment and frenzy between that species and the rest of owned planets. Planets with species different from [[species SP_EXOBOT]] or the capital's species have various penalities applied: • Reduces [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_RACIAL_PURITY_TARGET_STABILITY_OTHER]] • Reduces [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_RACIAL_PURITY_TARGET_INFLUENCE_OTHER]] • Disables [[encyclopedia INFLUENCE_FOCUS_TITLE]] and [[encyclopedia RESEARCH_FOCUS_TITLE]] Oppression also allows the empire to force other species to work harder, increasing their [[metertype METER_TARGET_INDUSTRY]] by [[value PLC_RACIAL_PURITY_TARGET_INDUSTRY_OTHER]] per [[metertype METER_POPULATION]]. Allows [[buildingtype BLD_CONC_CAMP]] to be produced.''' PLC_RACIAL_PURITY_SHORT_DESC Prefers Capital Species PLC_DIVINE_AUTHORITY Divine Authority PLC_DIVINE_AUTHORITY_DESC '''Increases [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_DIVINE_AUTHORITY_TARGET_HAPPINESS_FLAT]] and [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_DIVINE_AUTHORITY_TARGET_INFLUENCE_FLAT]], but reduces [[metertype METER_TARGET_RESEARCH]] ([[value PLC_DIVINE_AUTHORITY_TARGET_RESEARCH_FLAT]]). The influence bonus requires a stability of [[value PLC_DIVINE_AUTHORITY_MIN_STABILITY]]. The empire is ruled by a theocracy which claims deific authority. They assert omnipotence and infallibility, and inspire the empire with the belief that they are the chosen people. Religious extremism is promoted in the population, boosting confidence in government decree and stabilizing society, but critical thinking and evidence-based science is hampered.''' PLC_DIVINE_AUTHORITY_SHORT_DESC Boosts stability and influence, but impairs research PLC_NATIVE_APPROPRIATION Native Appropriation PLC_NATIVE_APPROPRIATION_DESC Increasess [[metertype METER_TARGET_RESEARCH]] by [[value PLC_NATIVE_APPROPRIATION_RESEARCH_PERPLANET]] on research-focused planets in systems that also contain unowned native-populated planets. PLC_NATIVE_APPROPRIATION_SHORT_DESC Boosts Research PLC_VASSALIZATION Vassalization PLC_VASSALIZATION_DESC '''Increases [[metertype METER_TARGET_INFLUENCE]] of influence-focused planets that are in systems with unowned planets that have a different species from the empire capital and from the influence-focused planet, by [[value PLC_VASSALIZATION_INFLUENCE_SCALING]] times the square root of the total population of those unowned planets. [[species SP_ANCIENT_GUARDIANS]] are unable to be vassalized. ''' PLC_VASSALIZATION_SHORT_DESC Neutral Planets Boost Influence PLC_COLONIALISM Colonialism PLC_COLONIALISM_DESC Increases [[metertype METER_TARGET_INDUSTRY]] of industry-focused planets by the industry output of nearby neutral planets. The contributing neutral planets must be supply connected to the recipient and within 3 starlane jumps and unowned. Multiple recipient planets will share the taken industry evenly. PLC_COLONIALISM_SHORT_DESC Collects Industry from Neutral Planets PLC_FEUDALISM Feudalism PLC_FEUDALISM_DESC Increases [[metertype METER_TARGET_INDUSTRY]] of industry-focused planets that are in systems with unowned planets that have the same species, by [[value PLC_FEUDALISM_DESC_INDUSTRY_SCALING]] times the square root of the total population of those unowned planets. PLC_FEUDALISM_SHORT_DESC Neutral Planets Boost Industry PLC_THE_HUNT The Hunt PLC_THE_HUNT_DESC Boosts [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_THE_HUNT_HAPPINESS_FLAT]], [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_THE_HUNT_INFLUENCE_FLAT]], and [[metertype METER_MAX_TROOPS]] by [[value PLC_THE_HUNT_TROOPS_MAX_FLAT]] on planets in systems that also contain an unowned populated planet, with no [[metertype METER_SHIELD]] or [[metertype METER_DEFENSE]], and with a species other than the species on the benefiting planet or on the imperial capital. PLC_THE_HUNT_SHORT_DESC Hunting Natives Gives Boosts PLC_ALGORITHMIC_RESEARCH Algorithmic Research PLC_ALGORITHMIC_RESEARCH_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] on research-focused planets by [[value LRN_ALGO_RESEARCH_TARGET_RESEARCH_PERCONSTRUCTION]] per the lesser of [[metertype METER_POPULATION]] or [[metertype METER_CONSTRUCTION]]. The effect requires a stability of [[value LRN_ALGO_RESEARCH_MIN_STABILITY]].''' PLC_ALGORITHMIC_RESEARCH_SHORT_DESC Boosts Research PLC_INDOCTRINATION Indoctrination PLC_INDOCTRINATION_DESC '''• Increases [[metertype METER_TARGET_HAPPINESS]] on planets over time. The bonus grows by [[value PLC_INDOCTRINATION_PER_TURN]] per turn, up to a maximum of [[value PLC_INDOCTRINATION_STRENGTH_MAX]]. Conquered planets start with zero, settled planets get the current maximum. • Decreases [[metertype METER_TARGET_INFLUENCE]] by [[value PLC_INDOCTRINATION_INFLUENCE_COST_FLAT]], on planets that receive that boost to [[metertype METER_TARGET_HAPPINESS]]. • Increases [[metertype METER_TARGET_INFLUENCE]] of the capital or planets with a [[buildingtype BLD_REGIONAL_ADMIN]] that have [[encyclopedia INFLUENCE_FOCUS_TITLE]] by [[value PLC_INDOCTRINATION_INFLUENCE_FLAT]].''' PLC_INDOCTRINATION_SHORT_DESC Increases stability over time PLC_MARTIAL_LAW Martial Law PLC_MARTIAL_LAW_DESC '''• Decreases populated planets' supply range by [[value PLC_MARTIAL_LAW_SUPPLY_PENALTY]] • Increases populated planets' [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_MARTIAL_LAW_STABILITY_PER_TROOPS]] per [[metertype METER_MAX_TROOPS]] • Decreases populated planets' [[metertype METER_TARGET_RESEARCH]] by [[value PLC_MARTIAL_LAW_STABILITY_PER_TROOPS]] per [[metertype METER_MAX_TROOPS]]''' PLC_MARTIAL_LAW_SHORT_DESC Increases stability with troops PLC_TERROR_SUPPRESSION Terror Suppression PLC_TERROR_SUPPRESSION_DESC '''• Increases an empire's populated planet [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_TERROR_SUPPRESSION_TARGET_STABILITY_SCALE]] per ship in the system that is owned by the empire, is armed, is in a fleet set to initiate combat, and is crewed by the imperial capital planet's species. • Decreases own and enemy planets' [[metertype METER_REBEL_TROOPS]] by [[value PLC_TERROR_SUPPRESSION_REBEL_REDUCTION_SCALE]] per (armed, combat-initiating, capital species) ship. • Decreases enemy empires' populated (by a species other than the ships' empire's capital species) planet [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_TERROR_SUPPRESSION_TARGET_STABILITY_SCALE]] per (armed, combat-initiating, capital species) ship. • Makes (armed, capital species crewed) ships cost [[value PLC_TERROR_SUPPRESSION_SHIP_INFLUENCE_FLAT]] [[metertype METER_INFLUENCE]] (regardless of whether set to initiate combat).''' PLC_TERROR_SUPPRESSION_SHORT_DESC Increases stability with armed ships PLC_INSURGENCY Insurgency PLC_INSURGENCY_DESC Decreases [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_INSURGENCY_EFFECT]] on planets owned by enemies of and within the supply network of the empire that adopts this policy. PLC_INSURGENCY_SHORT_DESC Decreases enemy stability PLC_DREAM_RECURSION Dream Recursion PLC_DREAM_RECURSION_DESC '''Increases [[metertype METER_TARGET_HAPPINESS]] on populated planets by however much is needed to reach [[value PLC_INDOCTRINATION_STRENGTH_BASE]]. This limit is increased by [[value PLC_INDOCTRINATION_STRENGTH_PER_COLLECTIVE_NET]] for each [[buildingtype BLD_COLLECTIVE_NET]] controlled by the empire that has adopted this policy. Reduces each planet's [[metertype METER_INFLUENCE]] by the square-root of the amount that [[metertype METER_TARGET_HAPPINESS]] is increased.''' PLC_DREAM_RECURSION_SHORT_DESC Targeted stability boost PLC_CONFORMANCE Conformance PLC_CONFORMANCE_DESC '''• Reduces the impact of species dislikes on planet stability due to buildings, policies or focus (x[[value PLC_CONFORMANCE_DISLIKE_FACTOR]]). • Increases [[metertype METER_TARGET_HAPPINESS]] by [[value PLC_CONFORMANCE_STABILITY_BONUS_FLAT]]''' PLC_CONFORMANCE_SHORT_DESC Reduces species dislikes effects and increases stability PLC_LIBERTY Liberty PLC_LIBERTY_DESC '''• Increases the impact of species dislikes on planet stability due to buildings, policies or planetary focus (x[[value PLC_LIBERTY_DISLIKE_FACTOR]]). • Increases [[metertype METER_TARGET_RESEARCH]] on research-focused planets with a stability of more than [[value PLC_LIBERTY_MIN_STABILITY]]. Increase is [[value PLC_LIBERTY_RESEARCH_BONUS_SCALING]] per population, multiplied by how much stability is above [[value PLC_LIBERTY_MIN_STABILITY]], up to a maximum of [[value PLC_LIBERTY_MAX_STABILITY]].''' PLC_LIBERTY_SHORT_DESC Increases species dislikes effects and research PLC_TRAFFIC_CONTROL Traffic Control PLC_TRAFFIC_CONTROL_DESC Increases [[metertype METER_SPEED]] of ships by 20 when they are within 50 uu of a controlled planet. PLC_TRAFFIC_CONTROL_SHORT_DESC Speeds ships near empire planets PLC_PLANETARY_INFRA Planetary Infrastructure PLC_PLANETARY_INFRA_DESC '''Grants 2 additional economic [[encyclopedia ENC_POLICY_SLOTS]]s. Increases [[metertype METER_TARGET_CONSTRUCTION]] on populated planets by 5.''' PLC_PLANETARY_INFRA_SHORT_DESC Grants policy slots PLC_SYSTEM_INFRA System Infrastructure PLC_SYSTEM_INFRA_DESC '''Grants 1 additional economic [[encyclopedia ENC_POLICY_SLOTS]]. Increases [[metertype METER_TARGET_CONSTRUCTION]] by 5 on populated planets in systems with at least 2 planets owned by the empire that adopted this policy.''' PLC_SYSTEM_INFRA_SHORT_DESC Grants policy slots PLC_INTERSTELLAR_INFRA Interstellar Infrastructure PLC_INTERSTELLAR_INFRA_DESC '''Grants 2 additional economic [[encyclopedia ENC_POLICY_SLOTS]]s. Increases [[metertype METER_TARGET_CONSTRUCTION]] by 5 on populated planets that are resource supply connected to planets in other systems owned by the empire that adopted this policy.''' PLC_INTERSTELLAR_INFRA_SHORT_DESC Grants policy slots PLC_CAPITAL_MARKETS Capital Markets PLC_CAPITAL_MARKETS_DESC '''• Planets with a luxury resource special and that are set to [[encyclopedia INFLUENCE_FOCUS_TITLE]] will export the resource to supply-connected planets. This boosts the stability of planets with species that like the resource by [[value SPECIAL_CAPITAL_MARKETS_STABILITY_FOCUS_BONUS]]. • Increases [[metertype METER_TARGET_INFLUENCE]] on influence-focused planets with at least [[value CAPITAL_MARKETS_INFLUENCE_MIN_STABILITY]] [[metertype METER_HAPPINESS]] by [[value CAPITAL_MARKETS_INFLUENCE_BONUS_SCALING]] per the lesser of [[metertype METER_CONSTRUCTION]] and [[metertype METER_POPULATION]]. • Increases the rate of growth or decay of [[metertype METER_INFLUENCE]] and [[metertype METER_HAPPINESS]] by [[value PLC_CAPITAL_MARKETS_INFLUENCE_RATE]] / turn towards [[metertype METER_TARGET_INFLUENCE]] or [[metertype METER_TARGET_HAPPINESS]]. • Reduces [[metertype METER_TARGET_HAPPINESS]] on populated empire planets by [[value CAPITAL_MARKETS_DEBT_INSTABILITY]] times the size of the empire's influence debt.''' PLC_CAPITAL_MARKETS_SHORT_DESC Boosts stability with resource export PLC_BLACK_MARKET Black Markets PLC_BLACK_MARKET_DESC Planets with stability of [[value PLC_BLACK_MARKET_MAX_STABILITY]] or less and that are set to [[encyclopedia INFLUENCE_FOCUS_TITLE]] will have [[metertype METER_TARGET_INFLUENCE]] increased by [[value SPECIAL_BLACK_MARKET_INFLUENCE_FOCUS_BONUS]] for each supply connected planet with a luxury resource special that the influence-focused planet's population likes. PLC_BLACK_MARKET_SHORT_DESC Boosts Influence with resources PLC_ARTISAN_WORKSHOPS Artisan Workshops PLC_ARTISAN_WORKSHOPS_DESC '''Planets with [[encyclopedia ARTISTIC]] species will generate influence by exporting aesthetically pleasing crafts. • Increases [[metertype METER_TARGET_INFLUENCE]] on planet set to [[encyclopedia INFLUENCE_FOCUS_TITLE]] with a minimum stability of [[value ARTISANS_MIN_STABILITY_FOCUS]] by [[value ARTISANS_INFLUENCE_FLAT_FOCUS]]. • Increases [[metertype METER_TARGET_INFLUENCE]] on planet not set to [[encyclopedia INFLUENCE_FOCUS_TITLE]] and a minimum stability of [[value ARTISANS_MIN_STABILITY_NO_FOCUS]] by [[value ARTISANS_INFLUENCE_FLAT_NO_FOCUS]].''' PLC_ARTISAN_WORKSHOPS_SHORT_DESC [[encyclopedia ARTISTIC]] species produce luxuries PLC_BOOTSTRAPPING Colonial Bootstrapping PLC_BOOTSTRAPPING_DESC '''• Increases the growth rate of industry, research, and influence meters, and boosts stability on colonies with population less than [[value PLC_BOOTSTRAPPING_MAX_POP]]. • Increases stability of planets that were colonized in the last [[value PLC_BOOTSTRAPPING_MAX_TURNS]] turns, decreasing over time. New colonies often benefit from programs that support their early development and the dedication of the colonists to establishing their new home.''' PLC_BOOTSTRAPPING_SHORT_DESC Boosts small colonies PLC_PROPAGANDA Propaganda Broadcasts PLC_PROPAGANDA_DESC '''Increases imperial capital influence of the empire that adopts this policy by [[value PROPAGANDA_INFLUENCE_FLAT]]. Increases imperial capital influence of allied empires by [[value PROPAGANDA_INFLUENCE_ALLIED_FLAT]], if they have not also adopted this policy. Decreases imperial capital influence of enemy empires by [[value PROPAGANDA_INFLUENCE_ENEMY_FLAT]], if they have not also adopted this policy and they have visibility of at least one object owned by the empire that adopts this policy.''' PLC_PROPAGANDA_SHORT_DESC Increases capital influence PLC_AUGMENTATION Augmentation PLC_AUGMENTATION_DESC '''• Sets the minimum [[metertype METER_TARGET_POPULATION]] on all habitable planets to planet size: ([[SZ_TINY]] = 1) ([[SZ_SMALL]] = 2) ([[SZ_MEDIUM]] = 3) ([[SZ_LARGE]] = 4) ([[SZ_HUGE]] = 5). • Increases max [[metertype METER_TROOPS]] on all planets by [[value CYBORG_MAX_TROOPS_PERPOP]] per [[metertype METER_POPULATION]]. Cyborgification produces a versatile fusion of the organic, inorganic and machine-based life that is capable of adapting rapidly to changing circumstances. Spontaneous generation of specialized organs, mechanisms, and environmental adaptation allows cyborgs to exist and thrive in nearly any environment.''' PLC_AUGMENTATION_SHORT_DESC Various planet boosts PLC_ISOLATION Isolation PLC_ISOLATION_DESC '''• Increases stability on colonies by up to [[value PLC_ISOLATION_MAX_STABILITY_MODIFIER]] that are further than [[value PLC_ISOLATION_THRESHOLD_DISTANCE]] uu from another populated planet. • Decreases stability on colonies by up to [[value PLC_ISOLATION_MAX_STABILITY_MODIFIER]] that are closer than [[value PLC_ISOLATION_THRESHOLD_DISTANCE]] uu from another populated planet. • Increases stealth of colonies and outposts by [[value PLC_ISOLATION_STEALTH]].''' PLC_ISOLATION_SHORT_DESC Boosts isolated planets PLC_BUREAUCRACY Bureaucracy PLC_BUREAUCRACY_DESC '''• Increases an empire's populated planet stability by [[value PLC_BUREAUCRACY_STABILITY_FLAT]]. • Changing planet focus reduces that planet's [[metertype METER_INFLUENCE]] by [[value BUREAUCRACY_FOCUS_CHANGE_PENALTY]]. • Costs some influence based on the overall population. Costs are reduced by having more adminstrative buildings ([[buildingtype BLD_IMPERIAL_PALACE]], [[buildingtype BLD_REGIONAL_ADMIN]]) and by having [[PLC_CENTRALIZATION]] adopted. ''' PLC_BUREAUCRACY_SHORT_DESC Boosts stability PLC_NECESSITY Necessity PLC_NECESSITY_DESC '''Necessity is the mother of invention. On research focused planets with [[metertype METER_HAPPINESS]] less than [[value PLC_NECESSITY_MAX_STABILITY]]: • Increases [[metertype METER_TARGET_RESEARCH]] by [[value PLC_NECESSITY_TARGET_RESEARCH_FACTOR]] multiplied by the power to 1.5 of how far [[metertype METER_HAPPINESS]] is below [[value PLC_NECESSITY_MAX_STABILITY]] multiplied by [[metertype METER_POPULATION]]. • Increases [[metertype METER_RESEARCH]] growth by [[value PLC_NECESSITY_RESEARCH_GROWTH_BOOST]] per turn.''' PLC_NECESSITY_SHORT_DESC Boosts Unstable Planet Research PLC_FLANKING Flanking PLC_FLANKING_DESC '''In systems where the empire that adopted this policy has more stationary armed ships than there are enemy ships present, that empire's weapons will do additional structural damage per shot. Also ships flying a pincer attack do that additional structural damage. A pincer attack happens when ships of the adopting empire are in flight arriving next turn in a system via different starlanes. • Weapon damage for ship weapons is increased by [[value PLC_FLANKING_DAMAGE_BOOST]] (i.e. for [[shippart SR_WEAPON_1_1]], [[shippart SR_WEAPON_2_1]], [[shippart SR_WEAPON_3_1]], or [[shippart SR_WEAPON_4_1]]) • Weapon damage for strikers, bombers and heavy bombers is increased by [[value PLC_FLANKING_FIGHTER_DAMAGE_BOOST]] (i.e. for [[shippart FT_HANGAR_2]], [[shippart FT_HANGAR_3]], or [[shippart FT_HANGAR_4]]) • Number of interceptors launched per [[FT_BAY_1]] is increased by [[value PLC_FLANKING_BAY_LAUNCH_BONUS]] (see [[shippart FT_HANGAR_1]]) • Number of shots for [[shippart SR_ARC_DISRUPTOR]] is increased by [[value PLC_FLANKING_ARC_DISRUPTOR_SHOT_BONUS]] ''' PLC_FLANKING_SHORT_DESC Boosts Ship Damage PLC_CHARGE Charge PLC_CHARGE_DESC '''For armed ships with at least [[value PLC_CHARGE_MINIMUM_SPEED]] [[metertype METER_SPEED]]: • Weapon damage for ship weapons is increased by [[value PLC_CHARGE_DAMAGE_BOOST]] (i.e. for [[shippart SR_WEAPON_1_1]], [[shippart SR_WEAPON_2_1]], [[shippart SR_WEAPON_3_1]], or [[shippart SR_WEAPON_4_1]]) • Number of fighters launched per [[FT_BAY_1]] is increased by [[value PLC_CHARGE_BAY_LAUNCH_BONUS]] • Number of shots for [[shippart SR_ARC_DISRUPTOR]] is increased by [[value PLC_CHARGE_ARC_DISRUPTOR_SHOT_BONUS]] • A charging [[shippart SR_FLUX_LANCE]] can attack ships starting one combat round earlier • Number of shots for [[shippart SR_WEAPON_0_1]] is decreased by [[value PLC_CHARGE_FLAK_SHOT_REDUCTION]] • [[metertype METER_MAX_SHIELD]] is reduced by [[value PLC_CHARGE_SHIELD_REDUCTION]] ''' PLC_CHARGE_SHORT_DESC Boosts Fast Ship Damage ## ## Technology categories ## LEARNING_CATEGORY Learning LEARNING_CATEGORY_DESC Technologies related to learning. PRODUCTION_CATEGORY Production PRODUCTION_CATEGORY_DESC Technologies related to production. CONSTRUCTION_CATEGORY Construction CONSTRUCTION_CATEGORY_DESC Technologies related to construction. GROWTH_CATEGORY Growth GROWTH_CATEGORY_DESC Technologies related to growth. SHIP_HULLS_CATEGORY Ship Hulls SHIP_HULLS_CATEGORY_DESC Technologies related to Ship Hulls ASTEROID_HULL_TECHS Asteroid Line ASTEROID_HULL_TECHS_DESC Technologies related to the Asteroid line of ship hulls. ENERGY_HULL_TECHS Energy Line ENERGY_HULL_TECHS_DESC Technologies related to the Energy line of ship hulls. ORGANIC_HULL_TECHS Organic Line ORGANIC_HULL_TECHS_DESC Technologies related to the Organic line of ship hulls. ROBOTIC_HULL_TECHS Robotic Line ROBOTIC_HULL_TECHS_DESC Technologies related to the Robotic line of ship hulls. FLUX_HULL_TECHS Spatial Flux Line FLUX_HULL_TECHS_DESC Technologies related to the Spatial Flux line of ship hulls. SHIP_PARTS_CATEGORY Ship Engineering SHIP_PARTS_CATEGORY_DESC Technologies related to ship engineering. SHIELD_PART_TECHS Shields SHIELD_PART_TECHS_DESC Technologies related to ship shield parts. ENGINE_PART_TECHS Engines ENGINE_PART_TECHS_DESC Technologies related to ship engine parts. FUEL_PART_TECHS Fuel FUEL_PART_TECHS_DESC Technologies related to ship fuel parts. ARMOR_PART_TECHS Armor ARMOR_PART_TECHS_DESC Technologies related to ship armor parts. STEALTH_PART_TECHS Stealth STEALTH_PART_TECHS_DESC Technologies related to ship stealth parts. DETECTION_PART_TECHS Detection DETECTION_PART_TECHS_DESC Technologies related to ship detection parts. DAMAGE_CONTROL_PART_TECHS Damage Control DAMAGE_CONTROL_PART_TECHS_DESC Technologies related to ship damage control. SHIP_WEAPONS_CATEGORY Ship Weapons SHIP_WEAPONS_CATEGORY_DESC Technologies related to ship weapons. SR_WEAPON_TECHS Short-Range Weapons SR_WEAPON_TECHS_DESC Technologies related to short-range ship weapons. FIGHTER_TECHS Fighters FIGHTER_TECHS_DESC Technologies related to ship based fighters. BOMBARD_WEAPON_TECHS Bombardment BOMBARD_WEAPON_TECHS_DESC Technologies related to ship weapons for bombardment. DEFENSE_CATEGORY Defense DEFENSE_CATEGORY_DESC Technologies related to planet and system defense. SPY_CATEGORY Intelligence SPY_CATEGORY_DESC Technologies related to intelligence. EXTINCT_SPECIES_TECHS Extinct Species EXTINCT_SPECIES_TECHS_DESC Technologies related to extinct species. ## ## Technology theories ## 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 With greater reliance on data analytics, 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 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 '''[[metertype METER_RESEARCH]] cost of this technology is greatly reduced for empires that include a [[encyclopedia TELEPATHIC_TITLE]] 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_NASCENT_AI Nascent Artificial Intelligence LRN_NASCENT_AI_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] on all planets by [[value LRN_NASCENT_AI_TARGET_RESEARCH_FLAT]]. The effect requires a stability of [[value LRN_NASCENT_AI_MIN_STABILITY]]. 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 [[metertype METER_SHIELD]] on all planets by [[value LRN_FORCE_FIELD_MAX_SHIELD_FLAT]] and unlocks basic ship shielding technology. [[metertype METER_SHIELD]] are generally much more expensive than armor, due to the technology needed to produce shielding fields, but shields provide a far stronger defense than [[encyclopedia ARMOR_TITLE]]. 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 '''Grants 1 social [[encyclopedia ENC_POLICY_SLOTS]]. 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 '''Grants 1 extra military [[encyclopedia ENC_POLICY_SLOTS]]. 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 [[metertype METER_TARGET_RESEARCH]] on all planets with the [[encyclopedia RESEARCH_FOCUS_TITLE]] by [[value LRN_QUANT_NET_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value LRN_QUANT_NET_MIN_STABILITY]]. 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_COLLAPSER Black Hole Collapser LRN_COLLAPSER_DESC The culmination of spatial distortion and stellar-scale manipulation allows the singularity with a [[STAR_BLACK]] to be inverted, creating a spacetime disruption on an interstellar scale. This disruption is unstable, however, and rapidly collapses upon itself, drawing with it all fleets, planets, or entire systems within range and utterly destroying whatever falls into the centre. 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_PLANET_ECOL Planetary Ecology GRO_PLANET_ECOL_DESC '''Increases the [[metertype METER_TARGET_POPULATION]] of [[PE_GOOD]] and [[PE_ADEQUATE]] planets by +1. This bonus is not cumulative with [[tech GRO_SYMBIOTIC_BIO]]. 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 [[metertype METER_TARGET_POPULATION]] of [[PE_GOOD]], [[PE_ADEQUATE]], and [[PE_POOR]] planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_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 '''This tech also increases the [[metertype METER_POPULATION]] of new colonies produced with colony buildings to 3. 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 [[metertype METER_TARGET_POPULATION]] on planets, depending on the planet suitability and planet size: • [[PE_ADEQUATE]] or [[PE_POOR]] planet: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10) • [[PE_HOSTILE]] planet: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_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_XENO_HYBRIDS Xenological Hybridization GRO_XENO_HYBRIDS_DESC '''Increases the [[metertype METER_TARGET_POPULATION]] on planets, depending on the planet suitability and planet size: • [[PE_POOR]] planet: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5) • [[PE_HOSTILE]] planet: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_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 '''• Increases the rate of growth or decay of [[metertype METER_INFLUENCE]] by [[value GRO_TRANSORG_INFLUENCE_RATE]] / turn towards [[metertype METER_TARGET_INFLUENCE]]. Sentience is inextricably tied to life, but with a fundamental understanding of its nature, it should be possible to create conscious entities that could not possibly be classified as life.''' GRO_ENERGY_META Pure-Energy Metabolism GRO_ENERGY_META_DESC '''Increases max [[metertype METER_FUEL]] on all ships by 1 (before scaling by [[encyclopedia FUEL_EFFICIENCY_TITLE]]), max [[metertype METER_DEFENSE]] on all planets by [[value GRO_ENERGY_META_MAX_DEFENSE_FLAT]], max [[metertype METER_SHIELD]] on all planets by [[value GRO_ENERGY_META_MAX_SHIELD_FLAT]], [[metertype METER_TARGET_INDUSTRY]] on all planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value GRO_ENERGY_META_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]], and [[metertype METER_TARGET_RESEARCH]] on all planets with the [[encyclopedia RESEARCH_FOCUS_TITLE]] by [[value GRO_ENERGY_META_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]]. Industry and research bonus require a stability of [[value GRO_ENERGY_META_MIN_STABILITY]]. 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_TRANS_DESIGN Transcendent Design PRO_TRANS_DESIGN_DESC '''Transcending the limitations of the designing species, the most creative and effective from the different species in the empire start to work together to build universally usable goods. Building [[buildingtype BLD_INTERSPECIES_ACADEMY]] on different planets ensures the practice spreads in the empire. The imperial stockpile service uses the outcome to prepare goods which can be used by any citizen.''' IMPERIAL_STOCKPILE_SHORT_DESC Allows for Imperial Production Stockpiling PRO_PREDICTIVE_STOCKPILING Predictive Stockpiling PRO_PREDICTIVE_STOCKPILING_DESC '''Knowing where demand for certain goods will be in future allows to stack the items up in time. The imperial stockpile service has a fleet for distributing raw materials to places where important projects are predicted to be started. This task is difficult as the service has to predict when demand happens, where it happens, what materials and goods are demanded and also who the users will be. Unused Production Points (PP) will automatically be transferred to the [[encyclopedia STOCKPILE_TITLE]]. An item on the production queue draws automatically on the Imperial Stockpile if the item has not been explicitly disabled from doing so. This is the basic technology for the imperial stockpile, which increases the [[metertype METER_STOCKPILE]] of stockpile-distribution-focused planets by 1.''' PRO_GENERIC_SUPPLIES Generic Supplies PRO_GENERIC_SUPPLIES_DESC '''Through coordination of supply chains, materials, and designs, Generic Supplies are created which can easily be decomposited and reused for most industrial products. Generic Supplies can be created a long time before the demand occurs. Supply packages usually include bootstrap devices which construct the facilities for constructing new products from the Generic Supplies. Reaching this state of sophistication, Generic Supplies can be used to construct new technology products which were not available at the time the supplies were produced. This frees the imperial stockpile service from having to know which goods will be demanded exactly. Predicting the location and amount is enough. This is an upgrade technology for the [[encyclopedia STOCKPILE_TITLE]]. The [[metertype METER_STOCKPILE]] is increased by 2, plus an additional 0.01 per [[metertype METER_POPULATION]], plus an additional 3 for each stockpile-distribution-focused planet. These improvements are cumulative with that provided by [[tech PRO_PREDICTIVE_STOCKPILING]].''' PRO_INTERSTELLAR_ENTANGLEMENT_FACTORY Interstellar Entanglement Factory PRO_INTERSTELLAR_ENTANGLEMENT_FACTORY_DESC '''Quantum entanglement of factory control rooms allows the operation of machines remotely from other star systems. Decoupling workforce and the means of production helps to produce just in time and increases efficiency of the imperial stockpile service. This is an upgrade technology for the [[encyclopedia STOCKPILE_TITLE]]. The [[metertype METER_STOCKPILE]] is increased by 6 plus an additional 0.02 per [[metertype METER_POPULATION]]. These improvements are cumulative with those provided by [[tech PRO_PREDICTIVE_STOCKPILING]], [[tech PRO_GENERIC_SUPPLIES]] and [[tech PRO_VOID_PREDICTION]]. This also unlocks the [[buildingtype BLD_STOCKPILING_CENTER]] which additionally increases the [[metertype METER_STOCKPILE]] by 0.1 per [[metertype METER_INDUSTRY]].''' PRO_VOID_PREDICTION Void Prediction PRO_VOID_PREDICTION_DESC '''While classic prediction always relies on statistical knowledge of the past, studying the chaotic wisdom of the void leads to robust predictions of first-time and freak occurences. For the imperial stockpile service, void prediction is the quintessential tool to deliver the right goods even before the need occurs. This is an upgrade technology for the [[encyclopedia STOCKPILE_TITLE]]. The [[metertype METER_STOCKPILE]] is increased by 0.2 per [[metertype METER_POPULATION]]. These improvements are cumulative with those provided by [[tech PRO_PREDICTIVE_STOCKPILING]], [[tech PRO_GENERIC_SUPPLIES]] and [[tech PRO_INTERSTELLAR_ENTANGLEMENT_FACTORY]].''' PRO_MICROGRAV_MAN Microgravity Industry PRO_MICROGRAV_MAN_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] by [[value PRO_MICROGRAV_MAN_TARGET_INDUSTRY_FLAT]] on all Industry-focused colonies in systems with asteroid belt outposts or colonies. Additional claimed asteroid belts do not provide additional benefit. The effect requires a stability of [[value PRO_MICROGRAV_MAN_MIN_STABILITY]]. 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_ROBOTIC_PROD Robotic Production PRO_ROBOTIC_PROD_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on all planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value PRO_ROBOTIC_PROD_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value PRO_ROBOTIC_PROD_MIN_STABILITY]]. Robots designed to fulfill nearly any job, in fields as wide ranging as electronics to large-scale construction, improve the performance of the worlds focused primarily on industry. Although high level design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously and 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 [[species SP_EXOBOT]] colonies optimized for industry on [[PE_HOSTILE]] planets. PRO_FUSION_GEN Fusion Generation PRO_FUSION_GEN_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value PRO_FUSION_GEN_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value PRO_FUSION_GEN_MIN_STABILITY]]. 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_ADAPTIVE_AUTOMATION Adaptive Automation PRO_ADAPTIVE_AUTOMATION_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on all planets by [[value PRO_ADAPTIVE_AUTO_TARGET_INDUSTRY_FLAT]]. The effect requires a stability of [[value PRO_ADAPTIVE_AUTO_MIN_STABILITY]]. 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_SENTIENT_AUTOMATION Sentient Automation PRO_SENTIENT_AUTOMATION_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on all planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value PRO_SENTIENT_AUTO_TARGET_INDUSTRY_FLAT]]. Grants 1 extra economic [[encyclopedia ENC_POLICY_SLOTS]]. The natural evolution of automated factories is achieved by confering to the artificial minds that control such facilities the ability to deduce and decide on their own the best course of action to achieve the goals of their owners, even before they can think about it. This improvement greatly increase the performance of the autonomous production facilities on all worlds that are actively dedicated to industrial production.''' 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 [[STAR_BLACK]] 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 a greatly compressed and heated accretion disc. High energy radiation emitted from the disc 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 disc 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 [[STAR_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_OUTPOST Outposts CON_OUTPOST_DESC The technology necessary for establishing [[encyclopedia OUTPOSTS_TITLE]] on planets and asteroid belts. 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. Grants 1 extra social [[encyclopedia ENC_POLICY_SLOTS]].''' 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 and decay of [[metertype METER_INDUSTRY]], [[metertype METER_RESEARCH]], [[metertype METER_CONSTRUCTION]], and [[metertype METER_STOCKPILE]] towards their target or max values by [[value FORCE_ENERGY_RATE_INCREASE]] 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 adaptively to provide the same functionality as solid surfaces, there is no need for physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including rapid reconfiguration, resilience, portability, and novel design possibilities.''' CON_CONTGRAV_ARCH Gravitic Architecture CON_CONTGRAV_ARCH_DESC '''Increases the [[metertype METER_SUPPLY]] line range by 1 of colonies set to [[encyclopedia LOGISTICS_FOCUS_TITLE]]. 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_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 '''Grants 1 extra social [[encyclopedia ENC_POLICY_SLOTS]]. Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring [[buildingtype BLD_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 [[metertype METER_TARGET_POPULATION]] by planet size on all habitable planets: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5). CON_NDIM_STRC N-Dimensional Structures CON_NDIM_STRC_DESC '''Increases [[metertype METER_TARGET_POPULATION]] by planet size on all habitable planets: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10). Also increases [[metertype METER_TARGET_CONSTRUCTION]] by 10 on populated planets. 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 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_INTSTEL_LOG Interstellar Logistics SHP_INTSTEL_LOG_DESC '''Unlocks the [[encyclopedia LOGISTICS_FOCUS_TITLE]] setting, which increases the [[metertype METER_SUPPLY]] of planets by 3. [[COLONY_BUILDING_TIME_DECREASE]] 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 '''Unless faster ship hulls have already been researched, this tech decreases the time to build a colony building far away from the corresponding species in the empire. 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_SMALL_ROBO Small Robotic Hull SHP_SMALL_ROBO_DESC With advances in nanotechnology ship parts can be miniaturized, allowing for a smaller yet spacious robotic hull. SHP_SPACE_FLUX_BASICS Spatial Flux Manipulation SHP_SPACE_FLUX_BASICS_DESC This tech allows the manipulation of space itself, expanding or collapsing the smallest units of space. At this basic level of manipulation a simple weapon can be devised by manipulating the space in the path of enemy vessels. With further research, the effects can also be used to efficiently propel vessels through space. 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. Further research into stealth technologies can reduce the dimensional disruption. SHP_SPACE_FLUX_BUBBLE Spatial Flux Bubble SHP_SPACE_FLUX_BUBBLE_DESC '''Unless faster ship hulls have already been researched, this tech decreases the time to build a colony building far away from the corresponding species in the empire. 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. Further research into stealth technologies can reduce the dimensional disruption. The simplest solution to building a vessel using the flux propulsion is the bubble drive, which covers a sphere-shaped hull. More complex solutions are possible with better techs [[tech SHP_SPACE_FLUX_DRIVE]] and [[tech SHP_SPACE_FLUX_COMPOSITION]].''' SHP_SPACE_FLUX_COMPOSITION Spatial Flux Composition SHP_SPACE_FLUX_COMPOSITION_DESC By bending and stretching spatial flux bubbles and combining them with spatial flux drives, specialised hulls can be built for specific purposes. 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 '''[[COLONY_BUILDING_TIME_DECREASE]] 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_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_ENRG_FRIGATE Military Energy Compression SHP_ENRG_FRIGATE_DESC Advanced forcefields allow energy and matter to be combined to make warships, but immense energy is needed to build them at scale. SHP_QUANT_ENRG_MAG Quantum Energy Magnification SHP_QUANT_ENRG_MAG_DESC '''[[COLONY_BUILDING_TIME_DECREASE]] 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 [[shippart SP_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. SPY_DECEPTION_EMPTY_SPACE_PENALTY Conspicuous in Empty Space SPY_DECEPTION_DIM_STAR_PENALTY Conspicuous Near Dim Star SPY_DECEPTION_SUBSTELLAR_INTERFERENCE High Radiation Background ## ## Technology application ## VICTORY_SHORT_DESC Brings Victory! SHIP_PART_UNLOCK_SHORT_DESC Unlocks Ship Part SHIP_FUEL_IMPROVE_SHORT_DESC Improves Ships Fuel Tanks SHIP_WEAPON_UNLOCK_SHORT_DESC Unlocks Ship Weapon SHIP_WEAPON_IMPROVE_SHORT_DESC Improves Ships Weapon SHIP_HULL_UNLOCK_SHORT_DESC Unlocks Ship Hull BUILDING_UNLOCK_SHORT_DESC Unlocks Building POLICY_UNLOCK_SHORT_DESC Unlocks Policy POLICY_SLOT_UNLOCK_SHORT_DESC Unlocks Slot POLICY_AND_SLOT_UNLOCK_SHORT_DESC Unlocks Slot & Policy POLICY_AND_BUILDING_UNLOCK_SHORT_DESC Unlocks Policy & Building VARIOUS_UNLOCK_SHORT_DESC Unlocks Various Things RESEARCH_SHORT_DESC Improves Research INDUSTRY_SHORT_DESC Improves Industry RESEARCH_AND_SLOT_SHORT_DESC Improves Research, Unlocks Slot INDUSTRY_AND_SLOT_SHORT_DESC Improves Industry, Unlocks Slot 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 STRUCTURE_SHORT_DESC Improves Structure 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 Unlocks the [[encyclopedia LOGISTICS_FOCUS_TITLE]] CON_ORBITAL_CON Orbital Construction CON_ORBITAL_CON_DESC '''Increases the [[metertype METER_SUPPLY]] 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 [[metertype METER_STEALTH]] 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 to scrap any old imperial palace before a new one is built. GRO_SUBTER_HAB Subterranean Habitation GRO_SUBTER_HAB_DESC Increases the [[metertype METER_TARGET_POPULATION]] on all planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_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 [[metertype METER_TARGET_POPULATION]] less than one. [[ALL_BLD_TERRAFORM_DESC]]''' 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. [[ALL_BLD_TERRAFORM_DESC]]''' ALL_BLD_TERRAFORM_DESC There are two types of terraform projects. The [[buildingtype BLD_TERRAFORM_BEST]] is build by a population inhabiting a planet in order to directly transform it into the best possible [[encyclopedia ENVIRONMENT_TITLE]]. A series of projects targeting a specific close related [[encyclopedia ENVIRONMENT_TITLE]] each allows for more choice and can also be build on an [[encyclopedia OUTPOSTS_TITLE]]. In total a direct transformation is cheaper and faster to build than a series of terraforming steps. 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_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 GRO_MEGA_ECO Mega-Fauna Ecology GRO_MEGA_ECO_DESC Study of the lifecycles of space-faring organisms suggests common patterns in widely varied species. It may be possible to exploit this knowledge to more effectively control these organisms by disrupting their metabolic and reproductive processes. GRO_MEGA_ECO_SHORT_DESC Monster Nest Control 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 [[metertype METER_TARGET_RESEARCH]] on all planets with [[encyclopedia RESEARCH_FOCUS_TITLE]], dependent on the distance from the planet to the furthest-away other planet also set to [[encyclopedia RESEARCH_FOCUS_TITLE]] and owned by the same empire. Research is increased by the lesser of: • [[value DISTRIB_THOUGH_RESEARCH_SCALING]] x the square root of the distance in uu to the furthest research-focused owned planet • The target's [[metertype METER_CONSTRUCTION]] x [[value DISTRIB_THOUGH_INFRA_LIMIT_SCALING]] The effect requires a stability of [[value LRN_DISTRIB_THOUGHT_MIN_STABILITY]]. Grants 1 extra military [[encyclopedia ENC_POLICY_SLOTS]]. The average citizen literally wastes their 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 [[metertype METER_TARGET_RESEARCH]] on planets with the [[encyclopedia RESEARCH_FOCUS_TITLE]], depending on the star type and number of planets with [[encyclopedia RESEARCH_FOCUS_TITLE]] in the system: • [[STAR_BLACK]] (+[[value LRN_STELLAR_TOMO_BLACK_TARGET_RESEARCH_PERPLANET]] x number of planets) • [[STAR_NEUTRON]] (+[[value LRN_STELLAR_TOMO_NEUTRON_TARGET_RESEARCH_PERPLANET]] x number of planets) • [[STAR_BLUE]], [[STAR_WHITE]], [[STAR_YELLOW]], [[STAR_ORANGE]] or [[STAR_RED]] (+[[value LRN_STELLAR_TOMO_NORMAL_STAR_TARGET_RESEARCH_PERPLANET]] x number of planets) 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 LRN_SPATIAL_DISTORT_GEN_DESC By manipulating the dimensional properties of a starlane, it would be possible to selectively bend it. Slow incoming ships may be returned to their previous system of departure, and faster ships may be substantially delayed. 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 [[STAR_RED]] star, a [[STAR_BLACK]] can be formed. This is an expensive and dangerous task, but with great potential benefits for [[metertype METER_RESEARCH]] and [[metertype METER_INDUSTRY]]. 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]]. Domination focus can only be set on planets colonized by telepathic species. Reduces the chance that [[predefinedshipdesign SM_PSIONIC_SNOWFLAKE]]s take over ships. 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. This ability does not appear to work on Mega Fauna, apparently space monster brains are just too different.''' MIND_CONTROL_SHORT_DESC Allows Mind Control 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 [[metertype METER_INDUSTRY]] 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 Planetary Defense DEF_DEFENSE_NET_1 Planetary Defense Network 1 DEF_DEFENSE_NET_1_DESC '''Increases max [[metertype METER_DEFENSE]] on all planets by 30. 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 [[metertype METER_DEFENSE]] on all planets by 90, cumulative with [[tech DEF_DEFENSE_NET_1]]. DEF_DEFENSE_NET_3 Planetary Defense Network 3 DEF_DEFENSE_NET_3_DESC Increases max [[metertype METER_DEFENSE]] on all planets by 150, cumulative with prerequisite defense network techs. DEF_DEFENSE_NET_REGEN_1 Defense Network Regeneration 1 DEF_DEFENSE_NET_REGEN_1_DESC '''Increases planets' [[metertype METER_DEFENSE]] 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' [[metertype METER_DEFENSE]] by the greater of (i) 1.5 times the planets' [[metertype METER_CONSTRUCTION]] or (ii) 0.1 times the planets' maximum [[metertype METER_DEFENSE]], 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 [[metertype METER_SHIELD]] on planets by [[value DEF_PLAN_BARRIER_SHLD_1_MAX_SHIELD_FLAT]], cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by 8 plus the greater of (i) 2 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 8 (so long as the shields are not already knocked to zero). DEF_PLAN_BARRIER_SHLD_2 Planetary Barrier Shield 2 DEF_PLAN_BARRIER_SHLD_2_DESC Increases max [[metertype METER_SHIELD]] on planets by [[value DEF_PLAN_BARRIER_SHLD_2_MAX_SHIELD_FLAT]], cumulative with other shield boosts, and regenerates each turn by 8 plus the greater of (i) 8 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 32 (so long as the shields are not already knocked below 24). DEF_PLAN_BARRIER_SHLD_3 Planetary Barrier Shield 3 DEF_PLAN_BARRIER_SHLD_3_DESC Increases max [[metertype METER_SHIELD]] on planets by [[value DEF_PLAN_BARRIER_SHLD_3_MAX_SHIELD_FLAT]], cumulative with other shield boosts, and regenerates each turn by 8 plus the greater of (i) 16 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 72 (so long as the shields are not already knocked below 40). DEF_PLAN_BARRIER_SHLD_4 Planetary Barrier Shield 4 DEF_PLAN_BARRIER_SHLD_4_DESC Increases max [[metertype METER_SHIELD]] on planets by [[value DEF_PLAN_BARRIER_SHLD_4_MAX_SHIELD_FLAT]], cumulative with other shield boosts, and regenerates each turn by 8 plus the greater of (i) 20 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 144 (so long as the shields are not already knocked below 72). DEF_PLAN_BARRIER_SHLD_5 Planetary Barrier Shield 5 DEF_PLAN_BARRIER_SHLD_5_DESC Increases max [[metertype METER_SHIELD]] on planets by an additional [[value DEF_PLAN_BARRIER_SHLD_5_MAX_SHIELD_FLAT]], cumulative with other shield boosts and regenerates each turn by 8 plus the greater of (i) 40 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 256 (so long as the shields are not already knocked below 112). 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 [[metertype METER_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 [[value DEF_SYST_DEF_MINE_1_DAMAGE]] 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 Upgrade for [[tech DEF_SYST_DEF_MINE_1]]. Upgraded mines reduce the [[metertype METER_STRUCTURE]] of enemy ships by a total of [[value DEF_SYST_DEF_MINE_2_DAMAGE]] per turn. DEF_SYST_DEF_MINE_3 System Defense Mines 3 DEF_SYST_DEF_MINE_3_DESC Upgrade for [[tech DEF_SYST_DEF_MINE_2]]. Upgraded mines reduce the [[metertype METER_STRUCTURE]] of enemy ships by a total of [[value DEF_SYST_DEF_MINE_3_DAMAGE]] per turn. DEF_ROOT_DEFENSE Self Defense DEF_ROOT_DEFENSE_DESC '''Increases max [[metertype METER_SHIELD]] by 8 on each owned planet. Regenerates 8 [[metertype METER_SHIELD]] per turn, on turns when the planet has not been attacked in combat. For species with basic defensive troops, increases max [[metertype METER_TROOPS]] on the planet by [[value BASIC_DEFENSE_TROOPS_MAX_TROOPS_PERPOP]] per [[metertype METER_POPULATION]]. The concept of 'self defense' is at the root of many avenues of technological advance.''' DEF_GARRISON_1 Planetary Bunker Complex DEF_GARRISON_1_DESC Increases max [[metertype METER_TROOPS]] on all planets by [[value GARRISON_1_MAX_TROOPS_FLAT]], unmodified by species traits. DEF_GARRISON_2 Defensive Militia Training DEF_GARRISON_2_DESC Increases max [[metertype METER_TROOPS]] on all planets by [[value GARRISON_2_MAXTROOPS_PERPOP]] per [[metertype METER_POPULATION]] (modified by species defensive trait), and causes troops to regenerate by an additional [[value GARRISON_2_TROOPREGEN_FLAT]] per turn. DEF_GARRISON_3 Planetary Fortification Network DEF_GARRISON_3_DESC Increases max [[metertype METER_TROOPS]] on all planets by [[value GARRISON_3_MAX_TROOPS_FLAT]] (unmodified by species traits) and causes troops to regenerate by an additional [[value GARRISON_3_TROOPREGEN_FLAT]] per turn in addition to that from [[DEF_GARRISON_2]]. DEF_GARRISON_4 Planetary Guard Brigades DEF_GARRISON_4_DESC Increases max [[metertype METER_TROOPS]] on all planets by [[value GARRISON_4_MAX_TROOPS_PERPOP]] per [[metertype METER_POPULATION]] (modified by species defensive trait), and causes troops to regenerate by an additional [[value GARRISON_4_TROOPREGEN_FLAT]] per turn in addition to that from [[DEF_GARRISON_3]] and [[DEF_GARRISON_2]]. DEF_PLANET_CLOAK Planetary Cloaking Device DEF_PLANET_CLOAK_DESC By phasing parts a planet in and out of space-time, its [[metertype METER_STEALTH]] can be increased massively. SHP_FLEET_REPAIR Fleet Field Repair SHP_FLEET_REPAIR_DESC Repairs damaged ships by 10% of [[metertype METER_STRUCTURE]] per turn if they are within [[metertype METER_SUPPLY]], 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 [[metertype METER_STRUCTURE]] of all ships by [[value SHP_REINFORCED_HULL_BONUS]]. 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 [[metertype METER_STRUCTURE]] of all ships is replenished at a rate of 8 per turn every turn they are not engaged in combat. SHP_ADV_DAM_CONT Advanced Damage Control SHP_ADV_DAM_CONT_DESC Repairs damaged ships by 10% of [[metertype METER_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]] and works even out of [[metertype METER_SUPPLY]]. SHP_ROOT_AGGRESSION Aggression SHP_ROOT_AGGRESSION_DESC Allows basic weapons and [[shippart GT_TROOP_POD]]s. SHP_BOMBARD Bombardment SHP_BOMBARD_DESC Allows development of planetary bombardment weapons. ## ## Fighter explanation, needs improving and a Pedia article writing ## SHP_FIGHTERS_1 Fighters and Launch Bays SHP_FIGHTERS_1_DESC '''Enables an empire to build ships using Fighter Hangars and Launch Bays. A ship can only have one type of Fighter Hangar on it, but can have as many as there are available slots. Each [[encyclopedia PC_FIGHTER_HANGAR]] has a maximum capacity of fighters and those fighters will all have the same strength (which can be modified by species abilities and further research). A [[encyclopedia PC_FIGHTER_BAY]] can launch a number of fighters in each combat round. These fighters will then be both valid targets and able to attack ships and other fighters in subsequent combat rounds, but a single hit from any source will destroy a fighter. Unlike [[encyclopedia DAMAGE_TITLE]] inflicted by regular weapons, fighter damage ignores [[metertype METER_SHIELD]] on warships (they fire from within the shields). Piloting traits affect [[FT_HANGAR_2]], [[FT_HANGAR_3]], and [[FT_HANGAR_4]] fighters in the same way: bad piloting reduces damage by 6 per fighter; good piloting increases damage by 6, great piloting by 12, and ultimate piloting by 18 per fighter shot. Piloting traits do not affect [[FT_HANGAR_1]] fighters. At the end of combat, carriers will collect any fighters that have survived. If a carrier is in [[metertype METER_SUPPLY]] immediately after movement is resolved, it will refill hangars to maximum.''' SHP_FIGHTERS_2 Fighters and Launch Bays 2 SHP_FIGHTERS_2_DESC Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have laser weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_2]] is increased by 12, [[shippart FT_HANGAR_3]] by 18, and [[shippart FT_HANGAR_4]] by 36. For [[shippart FT_HANGAR_1]] fighters the capacity is increased by 1 and the launch rate for the [[shippart FT_BAY_1]] is increased by 1. SHP_FIGHTERS_3 Fighters and Launch Bays 3 SHP_FIGHTERS_3_DESC Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have plasma weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_2]] is increased by 12, [[shippart FT_HANGAR_3]] by 18, and [[shippart FT_HANGAR_4]] by 36. For [[shippart FT_HANGAR_1]] fighters the capacity is increased by 1 and the launch rate for the [[shippart FT_BAY_1]] is increased by 1. SHP_FIGHTERS_4 Fighters and Launch Bays 4 SHP_FIGHTERS_4_DESC Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have death ray weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_2]] is increased by 12, [[shippart FT_HANGAR_3]] by 18, and [[shippart FT_HANGAR_4]] by 36. For [[shippart FT_HANGAR_1]] fighters the capacity is increased by 1 and the launch rate for the [[shippart FT_BAY_1]] is increased by 1. SHP_WEAPON_1_2 Mass Driver 2 SHP_WEAPON_1_2_DESC Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_1_2_UPGRADED_DAMAGE]]. SHP_WEAPON_1_3 Mass Driver 3 SHP_WEAPON_1_3_DESC Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_1_3_UPGRADED_DAMAGE]]. SHP_WEAPON_1_4 Mass Driver 4 SHP_WEAPON_1_4_DESC Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_1_4_UPGRADED_DAMAGE]]. SHP_WEAPON_2_1 Laser Weapons SHP_WEAPON_2_1_DESC Unlocks the [[shippart SR_WEAPON_2_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_1_1]]. SHP_WEAPON_2_2 Laser 2 SHP_WEAPON_2_2_DESC Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_2_2_UPGRADED_DAMAGE]]. SHP_WEAPON_2_3 Laser 3 SHP_WEAPON_2_3_DESC Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_2_3_UPGRADED_DAMAGE]]. SHP_WEAPON_2_4 Laser 4 SHP_WEAPON_2_4_DESC Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_2_4_UPGRADED_DAMAGE]]. SHP_WEAPON_3_1 Plasma Cannons SHP_WEAPON_3_1_DESC Unlocks the [[shippart SR_WEAPON_3_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_2_1]]. SHP_WEAPON_3_2 Plasma Cannon 2 SHP_WEAPON_3_2_DESC Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_3_2_UPGRADED_DAMAGE]]. SHP_WEAPON_3_3 Plasma Cannon 3 SHP_WEAPON_3_3_DESC Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_3_3_UPGRADED_DAMAGE]]. SHP_WEAPON_3_4 Plasma Cannon 4 SHP_WEAPON_3_4_DESC Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_3_4_UPGRADED_DAMAGE]]. SHP_WEAPON_4_1 Death Rays SHP_WEAPON_4_1_DESC Unlocks the [[shippart SR_WEAPON_4_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_3_1]]. SHP_WEAPON_4_2 Death Ray 2 SHP_WEAPON_4_2_DESC Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_4_2_UPGRADED_DAMAGE]]. SHP_WEAPON_4_3 Death Ray 3 SHP_WEAPON_4_3_DESC Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_4_3_UPGRADED_DAMAGE]]. SHP_WEAPON_4_4 Death Ray 4 SHP_WEAPON_4_4_DESC Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_4_4_UPGRADED_DAMAGE]]. SHP_WEAPON_ARC_DISRUPTOR_1 Arc Disruptors SHP_WEAPON_ARC_DISRUPTOR_1_DESC Unlocks the [[shippart SR_ARC_DISRUPTOR]], an automated weapon system doing low damage to multiple targets. The base weapon part has shot damage [[value SR_ARC_DISRUPTOR_PART_CAPACITY]]. SHP_WEAPON_ARC_DISRUPTOR_2 Arc Disruptor 2 SHP_WEAPON_ARC_DISRUPTOR_2_DESC Upgrades [[shippart SR_ARC_DISRUPTOR]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_ARC_DISRUPTOR_2_UPGRADED_DAMAGE]]. SHP_WEAPON_ARC_DISRUPTOR_3 Arc Disruptor 3 SHP_WEAPON_ARC_DISRUPTOR_3_DESC Upgrades [[shippart SR_ARC_DISRUPTOR]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of [[value SHP_WEAPON_ARC_DISRUPTOR_3_UPGRADED_DAMAGE]]. 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 [[STAR_BLACK]] and [[STAR_NEUTRON]], receive a mighty [[metertype METER_STEALTH]] bonus. SPY_DETECT_1 Optical Scanner SPY_DETECT_1_DESC All colonies start the game with a [[metertype METER_DETECTION]] of [[value SPY_DETECT_1_RANGE]], and an imperial [[encyclopedia DETECTION_TITLE]] of 10, and the ship part [[shippart DT_DETECTOR_1]] permits ships to reach the same level of detection. SPY_DETECT_STELLAR_INTERFERENCE Stellar Interference SPY_DETECT_LENSING Gravitational Lensing SPY_DETECT_CLEAN_STELLAR_BACKGROUND Low Background Dark Sky SPY_DETECT_2 Active Radar SPY_DETECT_2_DESC '''Unlocks the [[shippart DT_DETECTOR_2]] ship part and the [[buildingtype BLD_SCANNING_FACILITY]] building, increases the [[metertype METER_DETECTION]] of all planets to [[value SPY_DETECT_2_RANGE]], 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 [[shippart DT_DETECTOR_3]] ship part, increases the [[metertype METER_DETECTION]] of all planets to [[value SPY_DETECT_3_RANGE]], 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 [[shippart DT_DETECTOR_4]] ship part, increases the [[metertype METER_DETECTION]] of all planets to [[value SPY_DETECT_4_RANGE]], and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70. SPY_DETECT_5 Omni-scanner SPY_DETECT_5_DESC The ultimate in detection. Increases the [[metertype METER_DETECTION]] of all planets to [[value SPY_DETECT_5_RANGE]], and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200. SPY_STEALTH_1 Planetary Cloud Cover SPY_STEALTH_1_DESC '''Gives all planets and outposts in the empire the [[special CLOUD_COVER_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 20. The [[metertype METER_RESEARCH]] cost of this tech is halved if [[tech SPY_STEALTH_PART_1]] has already been completed and/or if the empire includes a [[encyclopedia SNEAKY_TITLE]] species.''' SPY_STEALTH_PART_1 Electromagnetic Dampening SPY_STEALTH_PART_1_DESC Dampening electromagnetic emissions can make an object completely invisible to passive scans. SPY_STEALTH_2 Planetary Ash Clouds SPY_STEALTH_2_DESC '''Gives all planets and outposts in the empire the [[special VOLCANIC_ASH_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 40. The [[metertype METER_RESEARCH]] cost of this tech is halved if [[tech SPY_STEALTH_PART_2]] has already been completed and/or if the empire includes a [[encyclopedia SNEAKY_TITLE]] species.''' SPY_STEALTH_PART_2 Radiation Absorbing SPY_STEALTH_PART_2_DESC 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 [[metertype METER_STEALTH]] of a ship can be greatly increased. SPY_STEALTH_3 Planetary Dimensional Cloak SPY_STEALTH_3_DESC '''Gives all planets and outposts in the empire the [[special DIM_RIFT_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 60. The [[metertype METER_RESEARCH]] cost of this tech is halved if [[tech SPY_STEALTH_PART_3]] has already been completed and/or if the empire includes a [[encyclopedia SNEAKY_TITLE]] species.''' SPY_STEALTH_PART_3 Dimensional Cloaking SPY_STEALTH_PART_3_DESC Advanced techniques make it possible to partially conceal ships within dimensional rifts. SPY_STEALTH_4 Planetary 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 [[metertype METER_STEALTH]] of all planets and buildings by 80. The [[metertype METER_RESEARCH]] cost of this tech is halved if the empire includes a [[encyclopedia SNEAKY_TITLE]] species. 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.''' SPY_CUSTOM_ADVISORIES Empire Intelligence Agency SPY_CUSTOM_ADVISORIES_DESC '''The Empire Intelligence Agency gathers and organizes information from many sources, including spies, common informers, and official chains of command reporting. The most important items of information are presented each turn as Situation Reports (SitReps). If a SitRep is repeated from turn to turn, more often than needed for remembering the information, it can be ignored for the current turn by double-clicking its icon, or for multiple turns via right-click menu on the SitRep's icon. Many of the SitReps are determined automatically, but additional custom SitReps can be specified by editing the file default/customizations/custom_sitreps.txt (Note: in a multiplayer game, the content files of the Server are the ones which determine what SitReps are sent to empires.) More particulars on the FreeOrion scripting language, such as for these custom SitReps, can be found at our wiki: http://www.freeorion.org/index.php/Free_Orion_Content_Script_(FOCS) There are four preset (possibly translated) labels for use with custom sitreps, so that they get placement at the top of the SitRep window. More information on how to use the labels can be found on the wiki, and in the custom_sitreps.txt. These four labels are "[[CUSTOM_1]]" "[[CUSTOM_2]]" "[[CUSTOM_3]]" "[[CUSTOM_4]]" ''' SHP_IMPROVED_ENGINE_COUPLINGS Improved Engine Couplings SHP_IMPROVED_ENGINE_COUPLINGS_DESC '''[[COLONY_BUILDING_TIME_DECREASE]] Better engine parts equate to better engines.''' SHP_N_DIMENSIONAL_ENGINE_MATRIX N-Dimensional Engine Matrix SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC '''[[COLONY_BUILDING_TIME_DECREASE]] N-Dimensional subspace research resulted in a more efficient engine matrix.''' SHP_SINGULARITY_ENGINE_CORE Singularity Engine Core SHP_SINGULARITY_ENGINE_CORE_DESC '''[[COLONY_BUILDING_TIME_DECREASE]] A smaller cousin of the [[buildingtype BLD_HYPER_DAM]] outfitted for ships, the Singularity Engine Core drastically boosts power generation.''' SHP_DEUTERIUM_TANK Deuterium Fuel SHP_DEUTERIUM_TANK_DESC Small upgrade to each of [[shippart FU_BASIC_TANK]] ship parts. Increases [[metertype METER_FUEL]] capacity by [[value SHP_DEUTERIUM_TANK_EFFECT_MULT]] and thereby the number of jumps ships can do without refueling. SHP_DEUTERIUM_TANK_EFFECT Tech Deuterium Fuel # value ref description SHP_ANTIMATTER_TANK Antimatter Fuel SHP_ANTIMATTER_TANK_DESC Moderate upgrade to each of [[shippart FU_BASIC_TANK]] ship parts. Increases [[metertype METER_FUEL]] capacity by [[value SHP_ANTIMATTER_TANK_EFFECT_MULT]] and thereby the number of jumps ships can do without refueling. SHP_ANTIMATTER_TANK_EFFECT Tech Antimatter Fuel # value ref description SHP_ZERO_POINT Zero-Point Fuel Generator SHP_ZERO_POINT_DESC A powerful zero point fuel module that refuels the ship automatically. SHP_SPINAL_ANTIMATTER Spinal Antimatter Cannon SHP_SPINAL_ANTIMATTER_DESC A huge spinal mount mass driver firing heavy projectiles made of antimatter. Needs a Core [[encyclopedia SLOT_TITLE]] to install. SHP_ROOT_ARMOR Armor Plating SHP_ROOT_ARMOR_DESC Researching special alloys that allow to equip ship hulls with [[encyclopedia ARMOR_TITLE]] greatly enhances their [[metertype METER_STRUCTURE]], especially in battle. SHP_ZORTRIUM_PLATE Zortrium Armor Plating SHP_ZORTRIUM_PLATE_DESC By refining the methods to construct [[encyclopedia ARMOR_TITLE]], 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 [[encyclopedia ARMOR_TITLE]] 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 [[encyclopedia ARMOR_TITLE]] made of xentronium allows to build extremely durable armor parts. SHP_DEFLECTOR_SHIELD Deflector Shield SHP_DEFLECTOR_SHIELD_DESC '''Advanced technology of ship [[metertype METER_SHIELD]]. 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 technology of ship [[metertype METER_SHIELD]]. 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 technology of ship [[metertype METER_SHIELD]]. 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 [[tech SHP_SPACE_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 [[metertype METER_STEALTH]], powered by the [[tech SHP_TRANSSPACE_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 [[metertype METER_STEALTH]] 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 [[metertype METER_SHIELD]] for all owned ships and allies' ships in the vicinity. SHP_ORG_HULL Organic Hull SHP_ORG_HULL_DESC '''Unless faster ship hulls have already been researched, this tech decreases the time to build a colony building far away from the corresponding species in the empire. This is the most basic type of organic hull: a living hull grown from the most basic unit of life.''' 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. Empires that control at least one ship with this hull also receive an extra military [[encyclopedia ENC_POLICY_SLOTS]].''' SHP_BIOINTERCEPTOR Biointerceptors SHP_BIOINTERCEPTOR_DESC Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. [[BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM]] SHP_BIOBOMBER Biobombers SHP_BIOBOMBER_DESC Living bombers designed to target ships and planets. Far more effective than regular bombers. [[BLD_BIONEURAL_REQUIRED_ANY_SYSTEM]] 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]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]]. SHP_BIOTERM Bio-Terminators SHP_BIOTERM_DESC Unlocks the [[shippart SP_BIOTERM]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]]. SHP_EMP EMP Generator SHP_EMP_DESC Unlocks the [[shippart SP_EMP]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]]. SHP_EMO EMO Generator SHP_EMO_DESC Unlocks the [[shippart SP_EMO]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]]. SHP_SONIC Sonic Shockwave SHP_SONIC_DESC Unlocks the [[shippart SP_SONIC]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]]. SHP_GRV Graviton Pulse SHP_GRV_DESC Unlocks the [[shippart SP_GRV]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]]. SHP_DARK_RAY Dark Ray SHP_DARK_RAY_DESC Unlocks the [[shippart SP_DARK_RAY]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]]. SHP_VOID_SHADOW Void Shadow SHP_VOID_SHADOW_DESC Unlocks the [[shippart SP_VOID_SHADOW]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]]. SHP_CHAOS_WAVE Chaos Wave SHP_CHAOS_WAVE_DESC Unlocks the [[shippart SP_CHAOS_WAVE]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ANY_POP]]. SPY_PLANET_STEALTH_MOD Stealth Modifiers SPY_PLANET_STEALTH_MOD_DESC '''Modifiers affect stealth: • [[BASIC_PLANET_STEALTH]] gives [[value PLANET_BASIC_STEALTH]] [[metertype METER_STEALTH]] to all planets. • Colonies may have an extra malus or bonus to [[metertype METER_STEALTH]] based on the colony's species. • Due to [[FLEET_UNSTEALTHINESS]], when there are more than [[value FLEET_UNSTEALTHY_SHIPS_THRESHOLD]] ships of the same empire in a system, their [[metertype METER_STEALTH]] is reduced by [[value FLEET_UNSTEALTH_SHIPS_SCALING]] multiplied by the square root of [[value FLEET_UNSTEALTHY_SHIPS_THRESHOLD]] less than the number of ships that empire has in the system. • Ships in systems with [[STAR_NONE]] receive a [[value SPY_DECEPTION_EMPTY_SPACE_PENALTY]] penalty to [[metertype METER_STEALTH]] due to being [[SPY_DECEPTION_EMPTY_SPACE_PENALTY]]. • Ships in systems with a [[STAR_RED]] star receive a [[value SPY_DECEPTION_DIM_STAR_PENALTY]] penalty to [[metertype METER_STEALTH]] due to being [[SPY_DECEPTION_DIM_STAR_PENALTY]]. • Ships in systems with a [[STAR_NEUTRON]] star receive a [[value SPY_DECEPTION_NEUTRON_INTERFERENCE]] bonus to [[metertype METER_STEALTH]] due to [[SPY_DECEPTION_SUBSTELLAR_INTERFERENCE]]. • Ships in systems with a [[STAR_BLACK]] star receive a [[value SPY_DECEPTION_BLACK_INTERFERENCE]] bonus to [[metertype METER_STEALTH]] due to [[SPY_DECEPTION_SUBSTELLAR_INTERFERENCE]].''' BASIC_PLANET_STEALTH Universal Basic Stealth FLEET_UNSTEALTHINESS Fleet Unstealthiness FLEET_UNSTEALTHY_SHIPS_THRESHOLD Number of ships in a system owned by the same empire, above which ships receive a stealth penalty ## ## Technology refinement ## 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 further increases industrial output provided. The bonus to [[metertype METER_INDUSTRY]] will be double that provided by basic [[buildingtype BLD_INDUSTRY_CENTER]]s. 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 [[metertype METER_INDUSTRY]] will be triple that provided by basic [[buildingtype BLD_INDUSTRY_CENTER]]s. ## ## Buildings ## BLD_EVACUATION Evacuate Planet BLD_EVACUATION_DESC '''Remove [[metertype METER_POPULATION]] from this planet over several turns. If suitable alternate planets are available, with the same species and sufficient extra capacity, the [[encyclopedia EVACUATION_TITLE]] will move the population. If there is no suitable alternate planet, the population is lost.''' BLD_COLONY_INDEPENDENCE_DECREE Planet Independence Decree BLD_COLONY_INDEPENDENCE_DECREE_DESC Grant freedom to the colony on this planet. The independent colony retains its old [[metertype METER_TARGET_POPULATION]], [[metertype METER_MAX_SHIELD]], [[metertype METER_MAX_DEFENSE]] and [[metertype METER_MAX_TROOPS]]. The building gets used up in the process. BLD_ABANDON_OUTPOST Abandon Outpost BLD_ABANDON_OUTPOST_DESC Abandon the outpost on this planet. The building needs two turns to prepare dismantling the outpost. If dismantling is prepared, it takes an uninterrupted turn without battles happening to completely abandon the outpost. The building gets used up in the process and the planet will be unowned afterwards. 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 [[metertype METER_TARGET_RESEARCH]] by [[value BLD_CULTURE_ARCHIVES_TARGET_RESEARCH_FLAT]] and [[metertype METER_TARGET_INDUSTRY]] by [[value BLD_CULTURE_ARCHIVES_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]]. The effects require a stability of [[value BLD_CULTURE_ARCHIVES_MIN_STABILITY]]. • Grants a social [[encyclopedia ENC_POLICY_SLOTS]]. Stores the sum accumulated knowledge from thousands of years of life on this planet, improving many aspects of planetary productivity.''' BLD_CULTURE_LIBRARY Cultural Library BLD_CULTURE_LIBRARY_DESC '''Increases [[metertype METER_TARGET_RESEARCH]] by [[value BLD_CULTURE_LIBRARY_TARGET_RESEARCH_FLAT]]. This effect requires a stability of [[value BLD_CULTURE_LIBRARY_MIN_STABILITY]]. 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 [[metertype METER_POPULATION]] of the high tech natives reaches zero.''' BLD_AUTO_HISTORY_ANALYSER Automated History Analyser BLD_AUTO_HISTORY_ANALYSER_DESC '''The Automated History Analyser can only be built on a planet with [[buildingtype BLD_CULTURE_ARCHIVES]]. Increases [[metertype METER_TARGET_RESEARCH]] by [[value BLD_AUTO_HISTORY_ANALYSER_TARGET_RESEARCH_FLAT]]. An automated research center with enormous computing power that scours the digitalised cultural archives to come up with patterns, interdisciplinary parallels and lost or unfinished insights.''' BLD_IMPERIAL_PALACE Imperial Palace BLD_IMPERIAL_PALACE_DESC '''On the planet it is built on, increases: • [[metertype METER_SUPPLY]] line range by [[value BLD_IMPERIAL_PALACE_MAX_SUPPLY_FLAT]] • [[metertype METER_TARGET_INFLUENCE]] by [[value BLD_IMPERIAL_PALACE_TARGET_INFLUENCE_FLAT]] • [[metertype METER_TARGET_CONSTRUCTION]] by [[value BLD_IMPERIAL_PALACE_TARGET_CONSTRUCTION_FLAT]] • [[metertype METER_TARGET_HAPPINESS]] by [[value BLD_IMPERIAL_PALACE_TARGET_HAPPINESS_FLAT]] • [[metertype METER_DEFENSE]] by [[value BLD_IMPERIAL_PALACE_MAX_DEFENSE_FLAT]] • [[metertype METER_TROOPS]] by [[value BLD_IMPERIAL_PALACE_MAX_TROOPS_FLAT]] Grants 1 economic [[encyclopedia ENC_POLICY_SLOTS]]. 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_REGIONAL_ADMIN Imperial Regional Administration BLD_REGIONAL_ADMIN_DESC Acts like an [[buildingtype BLD_IMPERIAL_PALACE]] / imperial capital for purposes of distance-dependent planet stability. BLD_MILITARY_COMMAND Military Command BLD_MILITARY_COMMAND_DESC '''• Provides a military [[encyclopedia ENC_POLICY_SLOTS]]. • Provides an additional military [[encyclopedia ENC_POLICY_SLOTS]] if the empire has destroyed at least 5 ships.''' 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, repairing their [[metertype METER_STRUCTURE]] each turn. [[encyclopedia ORBITAL_DRYDOCK_REPAIR_TITLE]] can be hindered due to the planets [[metertype METER_HAPPINESS]], or from combat in the system. 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. This building can only be built on an asteroid belt, which also can be an [[encyclopedia OUTPOSTS_TITLE]]. 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 [[buildingtype BLD_SHIPYARD_BASE]] in the same system, where they are turned into the final hull.''' 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. Requiring a high energy star to siphon energy from, it can only be built at a system with a [[STAR_BLUE]], [[STAR_WHITE]] or [[STAR_BLACK]] star type. A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy.''' 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. Requiring a very high energy star to siphon energy from, it can only be built at a system with a [[STAR_BLACK]] star type. 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 [[metertype METER_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. 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 [[buildingtype BLD_GENOME_BANK]] building in the enemy empire. [[BUILDING_AVAILABLE_ON_OUTPOSTS]], provided it has a [[special RESONANT_MOON_SPECIAL]].''' BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC '''Decreases the [[metertype METER_STEALTH]] of all ships in the same system by [[value BLD_LIGHTHOUSE_IMMEDIATE_STEALTH_MALUS]]. On top of this the Interstellar Lighthouse decreases the [[metertype METER_STEALTH]] of all objects by the number of turns it operates, up to [[value BLD_LIGHTHOUSE_CATALOG_STEALTH_MALUS]]. It also increases the [[metertype METER_SPEED]] of friendly ships that start the turn within [[value BLD_LIGHTHOUSE_SPEEDUP_DISTANCE]] uu by [[value BLD_LIGHTHOUSE_SPEEDUP]] for that turn. [[BUILDING_AVAILABLE_ON_OUTPOSTS]] and may facilitate use of a [[buildingtype BLD_PLANET_DRIVE]]. This building complex sends a complex pattern of EM pulses and particle streams to reveal the location of objects in a system. After a while, all usual objects in a system are registered in a catalog so unusual occurences can be identified more effectively. The building complex itself immediately gets registered in the catalog and is very visible with [[metertype METER_STEALTH]] decreased by [[value BLD_LIGHTHOUSE_SELF_STEALTH_MALUS]].''' BLD_LIGHTHOUSE_CATALOG_STEALTH_LABEL Lighthouse System Catalog BLD_SCANNING_FACILITY Scanning Facility BLD_SCANNING_FACILITY_DESC '''Increases [[metertype METER_DETECTION]] of the planet by [[value SCANNING_FACILITY_RANGE]]. 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_INDUSTRY_CENTER Industrial Center BLD_INDUSTRY_CENTER_DESC '''Initially provides a bonus to [[metertype METER_TARGET_INDUSTRY]] on all [[metertype METER_SUPPLY]] line connected planets with [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value BLD_INDUSTRY_CENTER_1_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value BLD_INDUSTRY_CENTER_1_MIN_STABILITY]]. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] [[tech PRO_INDUSTRY_CENTER_II]] refinement increases the bonus to [[value BLD_INDUSTRY_CENTER_2_TARGET_INDUSTRY_PERPOP]] per population, requiring a stability of [[value BLD_INDUSTRY_CENTER_2_MIN_STABILITY]]. [[tech PRO_INDUSTRY_CENTER_III]] refinement further increases the bonus to [[value BLD_INDUSTRY_CENTER_3_TARGET_INDUSTRY_PERPOP]] per population, requiring a stability of [[value BLD_INDUSTRY_CENTER_3_MIN_STABILITY]].''' BLD_INTERSPECIES_ACADEMY Species InterDesign Academy BLD_INTERSPECIES_ACADEMY_DESC '''Increases the imperial stockpile use limit by increasing the stockpile use capacity on this planet by [[value BLD_INTERSPECIES_ACADEMY_MAX_STOCKPILE_FLAT]] when it has [[encyclopedia STOCKPILE_FOCUS_TITLE]], [[metertype METER_TARGET_RESEARCH]] by [[value BLD_INTERSPECIES_ACADEMY_TARGET_RESEARCH_FLAT]] when it has [[encyclopedia RESEARCH_FOCUS_TITLE]], or [[metertype METER_TARGET_INFLUENCE]] by [[value BLD_INTERSPECIES_ACADEMY_TARGET_INFLUENCE_FLAT]] when it has [[encyclopedia INFLUENCE_FOCUS_TITLE]] The research bonus requires a stability of [[value BLD_INTERSPECIES_ACADEMY_MIN_STABILITY_RESEARCH]]. Learning to design devices for use by different species is crucial for developing universally usable tools. Each empire may contain an academy on up to six planets with different species. To build an academy, a planet must have a stability of [[value BLD_INTERSPECIES_ACADEMY_MIN_STABILITY_BUILD]], and must be more than three starlane jumps away from the nearest existing academy.''' BLD_STOCKPILING_CENTER Imperial Entanglement Center BLD_STOCKPILING_CENTER_DESC '''Provides a bonus to [[metertype METER_STOCKPILE]] by 0.1 per [[metertype METER_INDUSTRY]]. Instead of using factories entangled directly between the production place and the workers planet, a central hub can connect any entangled factories with any entangled factory workers. This provides great flexibility in production location.''' BLD_MEGALITH Megalith BLD_MEGALITH_DESC '''This building may only be built in the owner empire's capital, where it further adds to the splendor of the [[buildingtype BLD_IMPERIAL_PALACE]]. All resource meters for the planet on which it is built are able to reach target in a single turn. This planet also receives an increase of 30 to [[metertype METER_TARGET_CONSTRUCTION]]. Populated planets in the owning empire receive an increase of 1 to [[metertype METER_SUPPLY]] line range. Populated planets within two starlane jumps have their [[metertype METER_TROOPS]] increased by 10. 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 [[metertype METER_SUPPLY]] 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 '''Adds the [[special GAIA_SPECIAL]] special to the planet which increases [[metertype METER_TARGET_POPULATION]] for [[PE_GOOD]] [[encyclopedia ENVIRONMENT_TITLE]]s, according to planet size: • [[SZ_TINY]] (+3) • [[SZ_SMALL]] (+6) • [[SZ_MEDIUM]] (+9) • [[SZ_LARGE]] (+12) • [[SZ_HUGE]] (+15) and increases [[metertype METER_TARGET_HAPPINESS]] by 5. 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 [[metertype METER_TARGET_INDUSTRY]] on planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value BLD_COLLECTIVE_NET_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]], and [[metertype METER_TARGET_RESEARCH]] on Planets with the [[encyclopedia RESEARCH_FOCUS_TITLE]] by [[value BLD_COLLECTIVE_NET_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]]. Starlane travel within 200 uu will disrupt this building's effectiveness and eliminate these bonuses. The effects require a stability of [[value BLD_COLLECTIVE_NET_MIN_STABILITY]]. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] • Increases the maximum stability reached by [[policy PLC_DREAM_RECURSION]] by [[value PLC_INDOCTRINATION_STRENGTH_PER_COLLECTIVE_NET]]. 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 '''The ability to close off a system almost entirely can be useful for an empire on the defensive. Any ships that enter this system without passing through on the same turn are destroyed, and all colonies within are immediately reduced to [[encyclopedia OUTPOSTS_TITLE]] status. The [[metertype METER_STEALTH]] of all objects within the system is increased by 1000, making them almost impossible to detect. 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 [[metertype METER_TARGET_RESEARCH]] on all planets with the [[encyclopedia RESEARCH_FOCUS_TITLE]] by [[value BLD_ENCLAVE_VOID_TARGET_RESEARCH_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value BLD_ENCLAVE_VOID_MIN_STABILITY]]. 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 [[STAR_BLACK]]. This technique is limited to [[STAR_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 [[encyclopedia OUTPOSTS_TITLE]]. BLD_BLACK_HOLE_COLLAPSER Black Hole Collapser BLD_BLACK_HOLE_COLLAPSER_DESC Generates a [[fieldtype FLD_SUBSPACE_RIFT]] with radius 100 uu centred at the building's location. BLD_FIELD_REPELLOR Field Repellor BLD_FIELD_REPELLOR_DESC Pushes mobile fields (those not in systems) away from its location. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC '''For planets not connected to a [[buildingtype BLD_BLACK_HOLE_POW_GEN]], increases [[metertype METER_TARGET_INDUSTRY]] on [[metertype METER_SUPPLY]] line connected planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value BLD_HYPER_DAM_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]], but [[metertype METER_TARGET_POPULATION]] on such planets is reduced ([[value BLD_HYPER_DAM_TARGET_POPULATION_PERSIZE]] per planet size: [[SZ_TINY]] -1, [[SZ_SMALL]] -2, [[SZ_MEDIUM]] -3, [[SZ_LARGE]] -4, [[SZ_HUGE]] -5). The effect requires a stability of [[value BLD_HYPER_DAM_MIN_STABILITY]]. [[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 [[STAR_BLACK]]. This building does nothing for planets that are connected to a [[buildingtype BLD_BLACK_HOLE_POW_GEN]], but can be useful for empires unable to establish such a device.''' 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: [[STAR_BLUE]], [[STAR_WHITE]], [[STAR_YELLOW]], [[STAR_ORANGE]], [[STAR_RED]]. This process can be enacted at an [[encyclopedia OUTPOSTS_TITLE]]. BLD_SOL_ORB_GEN Solar Orbital Generator BLD_SOL_ORB_GEN_DESC '''Increases [[metertype METER_TARGET_INDUSTRY]] on [[metertype METER_SUPPLY]] line connected planets with [[encyclopedia INDUSTRY_FOCUS_TITLE]], per [[metertype METER_POPULATION]] and depending on the star type at building's system: • [[STAR_BLUE]] or [[STAR_WHITE]] (x[[value BLD_SOL_ORB_GEN_BRIGHT_TARGET_INDUSTRY_PERPOP]]) • [[STAR_YELLOW]] or [[STAR_ORANGE]] (x[[value BLD_SOL_ORB_GEN_NORMAL_TARGET_INDUSTRY_PERPOP]]) • [[STAR_RED]] (x[[value BLD_SOL_ORB_GEN_DIM_TARGET_INDUSTRY_PERPOP]]) The effects require a stability of [[value BLD_SOL_ORB_GEN_MIN_STABILITY]]. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] The best bonus applies. 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. [[BUILDING_AVAILABLE_ON_OUTPOSTS]].''' BLD_CLONING_CENTER Cloning Center BLD_CLONING_CENTER_DESC '''Increases the [[metertype METER_TARGET_POPULATION]] on all planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5). [[tech GRO_INDUSTRY_CLONE]] allows made-to-order populations to be produced industrially, significantly improving population.''' BLD_TERRAFORM_BEST Popular Terraforming BLD_TERRAFORM_BEST_DESC Terraforms a world to the [[encyclopedia ENVIRONMENT_TITLE]] preference of the inhabiting species. BLD_TERRAFORM_TERRAN Terraform to [[PT_TERRAN]] BLD_TERRAFORM_TERRAN_DESC Terraforms a world to a [[PT_TERRAN]] environment. BLD_TERRAFORM_OCEAN Terraform to [[PT_OCEAN]] BLD_TERRAFORM_OCEAN_DESC Terraforms a world to a [[PT_OCEAN]] environment. BLD_TERRAFORM_SWAMP Terraform to [[PT_SWAMP]] BLD_TERRAFORM_SWAMP_DESC Terraforms a world to a [[PT_SWAMP]] environment. BLD_TERRAFORM_TOXIC Terraform to [[PT_TOXIC]] BLD_TERRAFORM_TOXIC_DESC Terraforms a world to a [[PT_TOXIC]] environment. BLD_TERRAFORM_INFERNO Terraform to [[PT_INFERNO]] BLD_TERRAFORM_INFERNO_DESC Terraforms a world to a [[PT_INFERNO]] environment. BLD_TERRAFORM_RADIATED Terraform to [[PT_RADIATED]] BLD_TERRAFORM_RADIATED_DESC Terraforms a world to a [[PT_RADIATED]] environment. BLD_TERRAFORM_BARREN Terraform to [[PT_BARREN]] BLD_TERRAFORM_BARREN_DESC Terraforms a world to a [[PT_BARREN]] environment. BLD_TERRAFORM_TUNDRA Terraform to [[PT_TUNDRA]] BLD_TERRAFORM_TUNDRA_DESC Terraforms a world to a [[PT_TUNDRA]] environment. BLD_TERRAFORM_DESERT Terraform to [[PT_DESERT]] BLD_TERRAFORM_DESERT_DESC Terraforms a world to a [[PT_DESERT]] environment. BLD_REMOTE_TERRAFORM Remote Terraforming BLD_REMOTE_TERRAFORM_DESC Terraforms a world one step closer to the [[encyclopedia ENVIRONMENT_TITLE]] preference of the inhabiting species. This process can be enacted at an [[encyclopedia OUTPOSTS_TITLE]]. BLD_NEST_ERADICATOR Nest Eradicator BLD_NEST_ERADICATOR_DESC Eradicates a [[encyclopedia KRAKEN_NEST_SPECIAL]], [[encyclopedia SNOWFLAKE_NEST_SPECIAL]], or [[encyclopedia JUGGERNAUT_NEST_SPECIAL]] from the planet it is built on. [[BUILDING_AVAILABLE_ON_OUTPOSTS]]. BLD_NEUTRONIUM_EXTRACTOR Neutronium Extractor BLD_NEUTRONIUM_EXTRACTOR_DESC '''Makes Neutronium available to the owning empire. Neutronium may be used at a [[buildingtype BLD_NEUTRONIUM_FORGE]] to enable construction of ships with Neutronium ship parts, like the [[shippart AR_NEUTRONIUM_PLATE]]. Before parts can be built using Neutronium, it must be extracted from a [[STAR_NEUTRON]] star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. [[BUILDING_AVAILABLE_ON_OUTPOSTS]].''' BLD_NEUTRONIUM_FORGE Neutronium Forge BLD_NEUTRONIUM_FORGE_DESC '''This building is required at the same location as a [[buildingtype BLD_SHIPYARD_BASE]] to enable building ships with neutronium parts. The industrial processing of neutronium requires an extensive specialized facility, this building cannot be built at an [[encyclopedia OUTPOSTS_TITLE]]. [[MACRO_NEUTRONIUM_BUILDINGS]]''' BLD_NEUTRONIUM_SYNTH Neutronium Synthesizer BLD_NEUTRONIUM_SYNTH_DESC '''An empire with this building does not need a [[buildingtype BLD_NEUTRONIUM_EXTRACTOR]] to harvest the neutronium required to enable construction of ships with 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 [[metertype METER_POPULATION]] ([[value BLD_CONC_CAMP_POPULATION_FLAT]] per turn), increases [[metertype METER_TARGET_INDUSTRY]] by [[value BLD_CONC_CAMP_TARGET_INDUSTRY_PERPOP]] per planet's [[metertype METER_POPULATION]], and sets [[metertype METER_INDUSTRY]] to its maximum and [[metertype METER_TARGET_HAPPINESS]] to 0. If removed, leaves a [[buildingtype BLD_CONC_CAMP_REMNANT]] for several more turns. 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.''' 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 [[metertype METER_TARGET_INDUSTRY]] on all [[metertype METER_SUPPLY]] line connected planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] by [[value BLD_BLACK_HOLE_POW_GEN_TARGET_INDUSTRY_PERPOP]] per [[metertype METER_POPULATION]]. The effect requires a stability of [[value BLD_BLACK_HOLE_POW_GEN_MIN_STABILITY]]. [[NO_STACK_SUPPLY_CONNECTION_TEXT]] [[BUILDING_AVAILABLE_ON_OUTPOSTS]], but must be in a [[STAR_BLACK]] system.''' BLD_PLANET_DRIVE Planetary Starlane Drive BLD_PLANET_DRIVE_DESC '''Allows a planet to move between star systems. An [[buildingtype BLD_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 [[metertype METER_POPULATION]] of a planet will live even with support from the Interstellar Lighthouse. [[BUILDING_AVAILABLE_ON_OUTPOSTS]], but cannot be used unless the planet is colonised. Either a [[buildingtype BLD_PLANET_BEACON]] or a ship equipped with a [[shippart SP_PLANET_BEACON]] is 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, either construct a [[buildingtype BLD_PLANET_BEACON]] in the adjacent destination system or move a ship with a [[shippart SP_PLANET_BEACON]] there, then set the planet to Planet Drive focus. The planet will then be moved to that system. Note the beacon needs to have been in system for a turn: the drive will not work on the turn the building is completed or on the turn the ship arrives. Also note, a [[buildingtype BLD_TRANSFORMER]] can be used to replicate the effects of this building. A [[buildingtype BLD_PLANET_BEACON]] can only be constructed in systems with fewer than 7 planets (including Gas Giants and Asteroids). Should an attempt be made to use the [[BLD_PLANET_DRIVE]] to move a planet into a system at capacity, it will safely remain to its Origin system provided an [[buildingtype BLD_LIGHTHOUSE]] is present within 200 uu. Otherwise there is a 50% chance of being destroyed in the attempt to move it to the full system. ''' BLD_PLANET_BEACON Planetary Beacon BLD_PLANET_BEACON_DESC Designates the target for the [[buildingtype BLD_PLANET_DRIVE]]. This building can only be constructed in systems with fewer than 7 planets (including Gas Giants and Asteroids). [[BUILDING_AVAILABLE_ON_OUTPOSTS]]. BLD_ART_PLANET Artificial Planet BLD_ART_PLANET_DESC Forms an artificial planet from an asteroid belt or a gas giant. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]] 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 [[species SP_EXOBOT]]s. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]] 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. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. The planet will have the [[special GAIA_SPECIAL]] special which will terraform it in stages to eventually perfectly suit its inhabitants. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]] 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 [[PT_GASGIANT]] 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. Ships orbiting the planet would also be able to hide more effectively from aggressors.''' 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: [[STAR_RED]], [[STAR_ORANGE]], [[STAR_YELLOW]], [[STAR_WHITE]], [[STAR_BLUE]]. This process can be enacted at an [[encyclopedia OUTPOSTS_TITLE]]. 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_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 [[metertype METER_STEALTH]]. 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. Enemy ships moving towards the system containing this building will be pushed back 40 uu the way they came after they have moved as long as they have not completed their journey and arrived in system. 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 [[PT_GASGIANT]]. It gives a [[value BLD_GAS_GIANT_GEN_OUTPOST_TARGET_INDUSTRY_FLAT]] [[metertype METER_INDUSTRY]] bonus to planets with the [[encyclopedia INDUSTRY_FOCUS_TITLE]] in the same system. If the [[BLD_GAS_GIANT_GEN]] is built on an inhabited gas giant it gives only a [[value BLD_GAS_GIANT_GEN_COLONY_TARGET_INDUSTRY_FLAT]] [[metertype METER_INDUSTRY]] bonus. The effect requires a stability of [[value BLD_GAS_GIANT_GEN_MIN_STABILITY]]. Multiple copies in the same system do not stack. A power generator designed to harvest the energy of a [[PT_GASGIANT]].''' BLD_STARLANE_BORE Starlane Bore BLD_STARLANE_BORE_DESC '''Generates a single new starlane to the nearest system that can be connected without crossing existing starlanes or passing too close to another system. New lanes may not pass closer than 20 uu to another system and may not meet existing star lanes at less than 30 degrees.''' BLD_STARLANE_NEXUS Starlane Nexus BLD_STARLANE_NEXUS_DESC Generates new starlanes to other star systems. Works like a [[buildingtype BLD_STARLANE_BORE]], except that it keeps creating lanes until no new one can be added anymore. BLD_XENORESURRECTION_LAB Xenoresurrection Lab BLD_XENORESURRECTION_LAB_DESC Restores living samples of extinct species, allowing colonization of [[metertype METER_SUPPLY]] connected planets with the extinct species found in [[special ANCIENT_RUINS_SPECIAL]]. The lab can only be built on planets where the excavations of [[special ANCIENT_RUINS_SPECIAL]] have found well preserved bodies of an extinct species. BLD_TRANSLATOR Nearly-Universal Translator BLD_TRANSLATOR_DESC '''Grants 1 social [[encyclopedia ENC_POLICY_SLOTS]]. Increases influence output on its planet, when that planet is set to [[encyclopedia INFLUENCE_FOCUS_TITLE]], by [[value TRANSLATOR_PER_SPECIES_INFLUENCE]] times the square root of the number of unique species on planets controlled by the empire that owns this building.''' BLD_COLONY_BASE Colony Base BLD_COLONY_BASE_DESC Creates a [[predefinedshipdesign SD_COLONY_BASE]] ship which can be used to colonize another planet in the same system. [[MIN_POPULATION_REQUIRED]]. 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 [[shippart SP_NOVA_BOMB]]s within one starlane jump. BLD_SCRYING_SPHERE Scrying Sphere BLD_SCRYING_SPHERE_DESC '''Grants its owner 1 social [[encyclopedia ENC_POLICY_SLOTS]]. Grants visibility to all other planets that have a Scrying Sphere.''' BLD_COL_ABADDONI Colony of [[SP_ABADDONI]] BLD_COL_ABADDONI_DESC [[BLD_COL_PART_1]] [[species SP_ABADDONI]] colony. [[BLD_COL_PART_2]] Abaddoni colony [[BLD_COL_PART_3]]. BLD_COL_BANFORO Colony of [[SP_BANFORO]] BLD_COL_BANFORO_DESC [[BLD_COL_PART_1]] [[species SP_BANFORO]] colony. [[BLD_COL_PART_2]] Banforo colony [[BLD_COL_PART_3]]. BLD_COL_CHATO Colony of [[SP_CHATO]] BLD_COL_CHATO_DESC [[BLD_COL_PART_1]] [[species SP_CHATO]] colony. [[BLD_COL_PART_2]] Chato colony [[BLD_COL_PART_3]]. BLD_COL_CRAY Colony of [[SP_CRAY]] BLD_COL_CRAY_DESC [[BLD_COL_PART_1]] [[species SP_CRAY]] colony. [[BLD_COL_PART_2]] Cray colony [[BLD_COL_PART_3]]. BLD_COL_DERTHREAN Colony of [[SP_DERTHREAN]] BLD_COL_DERTHREAN_DESC [[BLD_COL_PART_1]] [[species SP_DERTHREAN]] colony. [[BLD_COL_PART_2]] Derthrean colony [[BLD_COL_PART_3]]. BLD_COL_EAXAW Colony of [[SP_EAXAW]] BLD_COL_EAXAW_DESC [[BLD_COL_PART_1]] [[species SP_EAXAW]] colony. [[BLD_COL_PART_2]] Eaxaw colony [[BLD_COL_PART_3]]. BLD_COL_EGASSEM Colony of [[SP_EGASSEM]] BLD_COL_EGASSEM_DESC [[BLD_COL_PART_1]] [[species SP_EGASSEM]] colony. [[BLD_COL_PART_2]] Egassem colony [[BLD_COL_PART_3]]. BLD_COL_ETTY Colony of [[SP_ETTY]] BLD_COL_ETTY_DESC [[BLD_COL_PART_1]] [[species SP_ETTY]] colony. [[BLD_COL_PART_2]] Etty colony [[BLD_COL_PART_3]]. BLD_COL_FURTHEST Colony of [[SP_FURTHEST]] BLD_COL_FURTHEST_DESC [[BLD_COL_PART_1]] [[species SP_FURTHEST]] colony. [[BLD_COL_PART_2]] Furthest colony [[BLD_COL_PART_3]]. BLD_COL_FULVER Colony of [[SP_FULVER]] BLD_COL_FULVER_DESC [[BLD_COL_PART_1]] [[species SP_FULVER]] colony. [[BLD_COL_PART_2]] Fulver colony [[BLD_COL_PART_3]]. BLD_COL_GEORGE Colony of [[SP_GEORGE]] BLD_COL_GEORGE_DESC [[BLD_COL_PART_1]] [[species SP_GEORGE]] colony. [[BLD_COL_PART_2]] George colony [[BLD_COL_PART_3]]. BLD_COL_GYSACHE Colony of [[SP_GYSACHE]] BLD_COL_GYSACHE_DESC [[BLD_COL_PART_1]] [[species SP_GYSACHE]] colony. [[BLD_COL_PART_2]] Gysache colony [[BLD_COL_PART_3]]. BLD_COL_HAPPY Colony of [[SP_HAPPY]] BLD_COL_HAPPY_DESC [[BLD_COL_PART_1]] [[species SP_HAPPY]] colony. [[BLD_COL_PART_2]] Happybirthday colony [[BLD_COL_PART_3]]. BLD_COL_HHHOH Colony of [[SP_HHHOH]] BLD_COL_HHHOH_DESC [[BLD_COL_PART_1]] [[species SP_HHHOH]] colony. [[BLD_COL_PART_2]] Hhhoh colony [[BLD_COL_PART_3]]. BLD_COL_HUMAN Colony of [[SP_HUMAN]] BLD_COL_HUMAN_DESC [[BLD_COL_PART_1]] [[species SP_HUMAN]] colony. [[BLD_COL_PART_2]] Human colony [[BLD_COL_PART_3]]. BLD_COL_KILANDOW Colony of [[SP_KILANDOW]] BLD_COL_KILANDOW_DESC [[BLD_COL_PART_1]] [[species SP_KILANDOW]] colony. [[BLD_COL_PART_2]] Kilandow colony [[BLD_COL_PART_3]]. BLD_COL_KOBUNTURA Colony of [[SP_KOBUNTURA]] BLD_COL_KOBUNTURA_DESC [[BLD_COL_PART_1]] [[species SP_KOBUNTURA]] colony. [[BLD_COL_PART_2]] Kobuntura colony [[BLD_COL_PART_3]]. BLD_COL_LAENFA Colony of [[SP_LAENFA]] BLD_COL_LAENFA_DESC [[BLD_COL_PART_1]] [[species SP_LAENFA]] colony. [[BLD_COL_PART_2]] Laenfa colony [[BLD_COL_PART_3]]. BLD_COL_MISIORLA Colony of [[SP_MISIORLA]] BLD_COL_MISIORLA_DESC [[BLD_COL_PART_1]] [[species SP_MISIORLA]] colony. [[BLD_COL_PART_2]] Misiorla colony [[BLD_COL_PART_3]]. BLD_COL_MUURSH Colony of [[SP_MUURSH]] BLD_COL_MUURSH_DESC [[BLD_COL_PART_1]] [[species SP_MUURSH]] colony. [[BLD_COL_PART_2]] Mu Ursh colony [[BLD_COL_PART_3]]. BLD_COL_PHINNERT Colony of [[SP_PHINNERT]] BLD_COL_PHINNERT_DESC [[BLD_COL_PART_1]] [[species SP_PHINNERT]] colony. [[BLD_COL_PART_2]] Phinnert colony [[BLD_COL_PART_3]]. BLD_COL_REPLICON Colony of [[SP_REPLICON]] BLD_COL_REPLICON_DESC [[BLD_COL_PART_1]] [[species SP_REPLICON]] colony. [[BLD_COL_PART_2]] Replicon colony [[BLD_COL_PART_3]]. BLD_COL_SCYLIOR Colony of [[SP_SCYLIOR]] BLD_COL_SCYLIOR_DESC [[BLD_COL_PART_1]] [[species SP_SCYLIOR]] colony. [[BLD_COL_PART_2]] Scylior colony [[BLD_COL_PART_3]]. BLD_COL_SETINON Colony of [[SP_SETINON]] BLD_COL_SETINON_DESC [[BLD_COL_PART_1]] [[species SP_SETINON]] colony. [[BLD_COL_PART_2]] Setinon colony [[BLD_COL_PART_3]]. BLD_COL_SILEXIAN Colony of [[SP_SILEXIAN]] BLD_COL_SILEXIAN_DESC [[BLD_COL_PART_1]] [[species SP_SILEXIAN]] colony. [[BLD_COL_PART_2]] Silexian colony [[BLD_COL_PART_3]]. BLD_COL_SLY Colony of [[SP_SLY]] BLD_COL_SLY_DESC [[BLD_COL_PART_1]] [[species SP_SLY]] colony. [[BLD_COL_PART_2]] Sly colony [[BLD_COL_PART_3]]. BLD_COL_SSLITH Colony of [[SP_SSLITH]] BLD_COL_SSLITH_DESC [[BLD_COL_PART_1]] [[species SP_SSLITH]] colony. [[BLD_COL_PART_2]] Sslith colony [[BLD_COL_PART_3]]. BLD_COL_TAEGHIRUS Colony of [[SP_TAEGHIRUS]] BLD_COL_TAEGHIRUS_DESC [[BLD_COL_PART_1]] [[species SP_TAEGHIRUS]] colony. [[BLD_COL_PART_2]] Tae Ghirus colony [[BLD_COL_PART_3]]. BLD_COL_TRITH Colony of [[SP_TRITH]] BLD_COL_TRITH_DESC [[BLD_COL_PART_1]] [[species SP_TRITH]] colony. [[BLD_COL_PART_2]] Trith colony [[BLD_COL_PART_3]]. BLD_COL_UGMORS Colony of [[SP_UGMORS]] BLD_COL_UGMORS_DESC [[BLD_COL_PART_1]] [[species SP_UGMORS]] colony. [[BLD_COL_PART_2]] Ugmors colony [[BLD_COL_PART_3]]. BLD_COL_EXOBOT Colony of [[SP_EXOBOT]] BLD_COL_EXOBOT_DESC This building will construct an [[species SP_EXOBOT]] colony at an [[encyclopedia OUTPOSTS_TITLE]]. 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 [[BLD_COL_PART_1]] Super Tester colony. [[BLD_COL_PART_2]] Super Tester colony [[BLD_COL_PART_3]]. ## ## Hull and ship part description templates ## # %1% hull base starlane speed. # %2% hull base fuel capacity. # %3% hull base stealth. # %4% hull base structure value. # %5% hull slots listing HULL_DESC '''[[metertype METER_SPEED]]: %1% [[metertype METER_FUEL]]: %2% [[metertype METER_STEALTH]]: %3% [[metertype METER_STRUCTURE]]: %4% %5%''' # %1% ship part capacity (fuel, troops, colonists, fighters). PART_DESC_CAPACITY Capacity: %1% # %1% ship part strength (other). PART_DESC_STRENGTH Strength: %1% # %1% ship part strength (shield). PART_DESC_SHIELD_STRENGTH Shield Strength: %1% # %1% ship part strength (detection). PART_DESC_DETECTION [[metertype METER_DETECTION]]: %1% # %1% ship part damage done (direct fire weapons). # %2% number of shots done per attack. PART_DESC_DIRECT_FIRE_STATS '''Shot [[encyclopedia DAMAGE_TITLE]]: %1% Shots per Attack: %2%''' # %1% number of deployable fighters. # %2% ship part damage done (fighters). PART_DESC_HANGAR_STATS '''Fighter Capacity: %1% Shot [[encyclopedia DAMAGE_TITLE]]: %2%''' ## ## Ship parts ## FT_WEAPON_1 Fighter Weapon FT_WEAPON_1_DESC Prototype weapon system for use with fighters. Does not function as a ship weapon. FT_BAY_1 Launch Bay FT_BAY_1_DESC Launch system for fighters. Launches [[FT_HANGAR_1_FIGHTER]] faster: Can launch all fighters in a single [[shippart FT_HANGAR_1]]. FT_HANGAR_0 Decoy Hangar FT_HANGAR_0_FIGHTER Decoy FT_HANGAR_0_DESC Storage system for unarmed decoy craft. FT_HANGAR_1 Interceptor Hangar FT_HANGAR_1_FIGHTER Interceptor FT_HANGAR_1_DESC Storage system for minimally armed fighters. Can attack enemy fighters only. Launches faster: A [[shippart FT_BAY_1]] can launch all fighters in a single [[shippart FT_HANGAR_1]]. FT_HANGAR_2 Strike Fighter Hangar FT_HANGAR_2_FIGHTER Strike Fighter FT_HANGAR_2_DESC Storage system for lightly armed fighters. Can attack enemy ships and fighters. FT_HANGAR_3 Bomber Hangar FT_HANGAR_3_FIGHTER Bomber FT_HANGAR_3_DESC Storage system for moderately armed fighters. Can attack enemy ships only. FT_HANGAR_4 Heavy-Bomber Hangar FT_HANGAR_4_FIGHTER Heavy-Bomber FT_HANGAR_4_DESC Storage system for heavily armed fighters. Can attack enemy ships and planets. FT_HANGAR_KRILL Krill Swarm FT_HANGAR_KRILL_DESC Krill Swarm. FT_BAY_KRILL Krill Swarm FT_BAY_KRILL_DESC When Krill swarms are big enough, single Krill leave the swarm to attack ships the swarm encounters. SR_WEAPON_0_1 Flak Cannon SR_WEAPON_0_1_DESC '''The flak cannon is inexpensive and effective at destroying fighters, but does not target ships or planets. Each flak cannon on a ship built by a species with the piloting trait will have an additional number of shots equal to 1 per piloting level (-1 shot for Bad Pilots).''' SR_WEAPON_1_1 Mass Driver SR_WEAPON_1_1_DESC '''The Mass Driver, a basic weapon. Attacks ships and planets. Upgrading the weapon technology will increase the shot damage. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each mass driver on a ship built by a species with the piloting trait will do an additional 6 damage per piloting level (-6 for Bad Pilots). The Mass Driver has [[value SR_WEAPON_1_1_PART_CAPACITY]] basic shot damage. Upgrade tech [[tech SHP_WEAPON_1_2]] increases this by [[value SHP_WEAPON_1_2_UPGRADE_DAMAGE]].''' SR_WEAPON_2_1 Laser Weapon SR_WEAPON_2_1_DESC '''The Laser, a more powerful ship's weapon than the Mass Driver. Attacks ships and planets. Upgrading the weapon technology will increase the shot damage. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each laser weapon on a ship built by a species with the piloting trait will do an additional 12 damage per piloting level (-12 for Bad Pilots). The Laser has [[value SR_WEAPON_2_1_PART_CAPACITY]] basic shot damage. Upgrade tech [[tech SHP_WEAPON_2_2]] increases this by [[value SHP_WEAPON_2_2_UPGRADE_DAMAGE]]. Laser weapon damage can also be enhanced on [[shiphull SH_ORGANIC]] ships with a [[shippart SP_SOLAR_CONCENTRATOR]].''' SR_WEAPON_3_1 Plasma Cannons SR_WEAPON_3_1_DESC '''The Plasma Cannon, a more powerful ship's weapon than the Laser. Attacks ships and planets. Upgrading the weapon technology will increase the shot damage. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each plasma cannon on a ship built by a species with the piloting trait will do an additional 18 damage per piloting level (-18 for Bad Pilots). The Plasma Cannon has [[value SR_WEAPON_3_1_PART_CAPACITY]] basic shot damage. Upgrade tech [[tech SHP_WEAPON_3_2]] increases this by [[value SHP_WEAPON_3_2_UPGRADE_DAMAGE]].''' SR_WEAPON_4_1 Death Ray SR_WEAPON_4_1_DESC '''The Death Ray, a more powerful ship's weapon than the Plasma Cannon. Attacks ships and planets. Upgrading the weapon technology will increase the shot damage. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each death ray on a ship built by a species with the piloting trait will do an additional 30 damage per piloting level (-30 for Bad Pilots). The Death Ray has [[value SR_WEAPON_4_1_PART_CAPACITY]] basic shot damage. Upgrade tech [[tech SHP_WEAPON_4_2]] increases this by [[value SHP_WEAPON_4_2_UPGRADE_DAMAGE]].''' SR_ARC_DISRUPTOR Arc Disruptor SR_ARC_DISRUPTOR_DESC '''The Arc Disruptor, a multi-shot ship weapon which has good long-term upgrade research options. Charged polaron capacitors generate a molecular disruption flux wave that arcs through space hitting several ships before dispersing. The disruption flux can be substantially deflected around ship shields. Upgrading the weapon technology will increase the shot damage. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Piloting trait does not affect damage. The Arc Disruptor has [[value SR_ARC_DISRUPTOR_PART_CAPACITY]] basic shot damage. Upgrade tech [[tech SHP_WEAPON_ARC_DISRUPTOR_2]] increases this by [[value SHP_WEAPON_ARC_DISRUPTOR_2_UPGRADE_DAMAGE]].''' SR_SPINAL_ANTIMATTER Spinal Antimatter Cannon SR_SPINAL_ANTIMATTER_DESC A huge spinal mount mass driver firing heavy projectiles made of antimatter. Attacks ships and planets. SR_FLUX_LANCE Spatial Flux Lance SR_FLUX_LANCE_DESC '''The Spatial Flux Lance, a internally mounted short-ranged ship weapon. Cheap to produce, but does only small amount of damage. The Spatial Flux Lance generator creates a short-lived spatial distortion in proximity to its ship. The distortion is deadly to fighters and a nuisance for armoured ships. Multiple generators interfere with each other, and thus only a single Flux Lance part may be mounted on each ship. A Flux Lance can inflict [[encyclopedia DAMAGE_TITLE]] to ships starting from combat round [[value FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE]] as the targets are too far away in earlier rounds. The Flux Lance starts to destroy fighters when they come in range in combat round 2. The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Piloting trait does not affect damage.''' SR_GRAV_PULSE Graviton Pulsar SR_GRAV_PULSE_DESC '''Graviton pulse causing damage to hull integrity to every target caught in the blast. While still deadly to fighters if the blast is spread, it causes only minor damage to ships or planet defenses. Graviton pulse inflicts [[encyclopedia DAMAGE_TITLE]] only once in combat, in combat round 2.''' SR_JAWS Jaws SR_JAWS_DESC '''Jaws of a space monster, can damage ships and planets. Huge space monsters are even capable of eating entire fleets. Jaws can inflict [[encyclopedia DAMAGE_TITLE]] starting from combat round [[value FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE]] as the targets are too far away in earlier rounds.''' SR_SPINES Spines SR_SPINES_DESC '''Spines of a space monster, a powerful strike of the space monster can deal big damage to a ship. Spines inflict [[encyclopedia DAMAGE_TITLE]] starting from combat round [[value FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE]] as the targets are too far away in earlier rounds.''' SR_TENTACLE Tentacle SR_TENTACLE_DESC '''Tentacle of a kraken, primarily do damage to ships. Is also able to attack fighters and planets. Tentacles can inflict [[encyclopedia DAMAGE_TITLE]] to ships starting from combat round [[value FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE]] as the targets are too far away in earlier rounds. Tentacles start to destroy fighters when they come in range in combat round 2. Tentacles only attack fighters or planets if there are no ships to target.''' SR_THRASHING_BODY Thrashing Body SR_THRASHING_BODY_DESC '''The fast moving body of a space monster, crushes fighters and low structure ships in its way. A thrashing body can inflict [[encyclopedia DAMAGE_TITLE]] starting from combat round [[value FIRST_COMBAT_ROUND_IN_CLOSE_TARGETING_RANGE]] as the targets are too far away in earlier rounds.''' SR_PLASMA_DISCHARGE Plasma Discharge SR_PLASMA_DISCHARGE_DESC Plasma Discharge of a space monster, capable of melting most armor. SR_ICE_BEAM Large Laser SR_ICE_BEAM_DESC Large Lasers, integrated into the body of a space monster. SR_ION_CANNON Ion Cannon SR_ION_CANNON_DESC Moderate power and mass 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. [[BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM]] FI_BIOBOMBER Bio-Bomber FI_BIOBOMBER_DESC Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers. [[BLD_BIONEURAL_REQUIRED_ANY_SYSTEM]] 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 [[tech SHP_SPACE_FLUX_DRIVE]] and armed with a powerful anti-matter warhead. [[BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM]] LR_PLASMA_TORPEDO Plasma Torpedo LR_PLASMA_TORPEDO_DESC A fast, long-range missile with excellent [[metertype METER_STEALTH]], powered by the [[tech SHP_TRANSSPACE_DRIVE]] and armed with a devastatingly powerful plasma warhead. [[BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM]] 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_ENGINE_PART_LIMIT Only one engine part may be equipped on a ship. FU_IMPROVED_ENGINE_COUPLINGS Improved Engine Couplings FU_IMPROVED_ENGINE_COUPLINGS_DESC '''Better engine parts equate to better engines. - Increases [[metertype METER_SPEED]] by 20. - [[FU_ENGINE_PART_LIMIT]]''' FU_N_DIMENSIONAL_ENGINE_MATRIX N-Dimensional Engine Matrix FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC '''N-Dimensional subspace research resulted in a more efficient engine matrix. - Increases [[metertype METER_SPEED]] by 40. - [[FU_ENGINE_PART_LIMIT]]''' FU_SINGULARITY_ENGINE_CORE Singularity Engine Core FU_SINGULARITY_ENGINE_CORE_DESC '''A smaller cousin of the [[buildingtype BLD_HYPER_DAM]] outfitted for ships, the Singularity Engine Core drastically boosts power generation. - Increases [[metertype METER_SPEED]] by 80. - [[FU_ENGINE_PART_LIMIT]]''' FU_TRANSPATIAL_DRIVE Trans-spatial Drive FU_TRANSPATIAL_DRIVE_DESC '''An incredibly powerful drive that bends spacetime itself. - Increases [[metertype METER_SPEED]] by 60 - Increases [[metertype METER_STEALTH]] by 40 - Stealth boost does not stack with other part bonuses. - [[FU_ENGINE_PART_LIMIT]]''' FU_BASIC_TANK Extra Fuel Tank FU_BASIC_TANK_DESC '''Increases [[metertype METER_FUEL]] capacity, allowing additional jumps depending on [[encyclopedia FUEL_EFFICIENCY_TITLE]]. Later technologies further increase the number of additional jumps per tank. Fuel boosts from tech for a hull with average fuel efficiency: - [[tech SHP_DEUTERIUM_TANK]]: [[value SHP_DEUTERIUM_TANK_EFFECT_MULT]] - [[tech SHP_ANTIMATTER_TANK]]: [[value SHP_ANTIMATTER_TANK_EFFECT_MULT]].''' FU_ZERO_FUEL Zero-Point Fuel Generator FU_ZERO_FUEL_DESC '''Refills its ship's fuel every turn. Generates energy using Zero-Point generation and converts it into [[metertype METER_FUEL]] using matter-energy conversion.''' FU_RAMSCOOP Ramscoop FU_RAMSCOOP_DESC Slowly generates [[metertype METER_FUEL]] while in systems by collecting hydrogen from the diffuse gas in space. Increases [[metertype METER_FUEL]] by [[value FU_RAMSCOOP_REFUEL]] if ship is stationary. ST_CLOAK_1 Electromagnetic Damper ST_CLOAK_1_DESC '''Weak Cloaking (+20) Improves [[metertype METER_STEALTH]] 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. [[NO_STACK_STEALTH_SHIP_PARTS]]''' ST_CLOAK_2 Absorption Field ST_CLOAK_2_DESC '''Moderate Cloaking (+40) Improves [[metertype METER_STEALTH]] of ship on which it is mounted by creating an absorption field around the ship, effectively transforming it into a perfect blackbody. [[NO_STACK_STEALTH_SHIP_PARTS]]''' ST_CLOAK_3 Dimensional Cloak ST_CLOAK_3_DESC '''Strong Cloaking (+60) Hides this ship within a dimensional rift, greatly increasing [[metertype METER_STEALTH]]. [[NO_STACK_STEALTH_SHIP_PARTS]]''' ST_CLOAK_4 Phasing Cloak ST_CLOAK_4_DESC '''Very Strong Cloaking (+80) Improves [[metertype METER_STEALTH]] of ship on which it is mounted by modulating the frequency of any matter waves emitted from the ship to match that of the background radiation. [[NO_STACK_STEALTH_SHIP_PARTS]]''' AR_STD_PLATE Standard Armor Plating AR_STD_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. Basic armor plating providing only moderate enhancement to a ship's hull durability. AR_ZORTRIUM_PLATE Zortrium Armor Plating AR_ZORTRIUM_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. Stronger defense than [[shippart AR_STD_PLATE]]. AR_DIAMOND_PLATE Diamond Armor Plating AR_DIAMOND_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. Stronger defense than [[shippart AR_ZORTRIUM_PLATE]]. AR_XENTRONIUM_PLATE Xentronium Armor Plating AR_XENTRONIUM_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. Extremely strong and durable armor plating. AR_ROCK_PLATE Rock Armor Plating AR_ROCK_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. A strong, cheap alternative to alloys. [[BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT]] AR_CRYSTAL_PLATE Crystal Armor Plating AR_CRYSTAL_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. An incredibly strong armor produced with advanced crystallization techniques. [[BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT]] AR_NEUTRONIUM_PLATE Neutronium Armor Plating AR_NEUTRONIUM_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. Strongest, most durable armor plating. Admirable defense. [[MACRO_NEUTRONIUM_BUILDINGS]] AR_PRECURSOR_PLATE Precursor Armor Plating AR_PRECURSOR_PLATE_DESC Increases ship's hull [[metertype METER_STRUCTURE]]. 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 [[encyclopedia DAMAGE_TITLE]] from hits by low powered weapons. [[NO_STACK_SHIELDS_SHIP_PARTS]]''' SH_DEFLECTOR Deflector Shield SH_DEFLECTOR_DESC '''Provides advanced shield defense. Can absorb or at least substantially reduce [[encyclopedia DAMAGE_TITLE]] dealt by moderately powered weapons. [[NO_STACK_SHIELDS_SHIP_PARTS]]''' SH_PLASMA Plasma Shield SH_PLASMA_DESC '''Powerful shield that significantly reduces [[encyclopedia DAMAGE_TITLE]] suffered from hits even by advanced weapons, and completely absorbs anything less. [[NO_STACK_SHIELDS_SHIP_PARTS]]''' 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. [[NO_STACK_SHIELDS_SHIP_PARTS]]''' SH_MULTISPEC Multi-Spectral Shield SH_MULTISPEC_DESC '''Powerful [[metertype METER_SHIELD]] capable of protecting a ship within a star. Provides a high [[metertype METER_STEALTH]] bonus on the galaxy map when the ship is in a star other than a [[STAR_BLACK]] or a [[STAR_NEUTRON]] star and allows the ship to enter a star in combat. [[NO_STACK_SHIELDS_SHIP_PARTS]]''' SH_ROBOTIC_INTERFACE_SHIELDS Robotic Interface: Shields SH_ROBOTIC_INTERFACE_SHIELDS_DESC '''Robotic Interface: Shields have a shield strength of roughly 6 shield strength per other Robotic Interface: Shielded ships at the same location, though with diminishing returns at higher numbers. The effect is capped at 120 shield strength, only applies to ships crewed by [[encyclopedia ROBOTIC_SPECIES_TITLE]] species and can only be placed in a [[encyclopedia HULL_LINE_ROBOTIC]] ship. Robotic species have an inherent ability to network together and thereby substantially increase their sheer computational power. Robotic Interface: Shields use that network 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. [[COLONY_SHIP_PARTS_MIN_POP]] [[COLONY_SHIP_PARTS_UPKEEP_COST]]''' 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. [[COLONY_SHIP_PARTS_MIN_POP]] [[COLONY_SHIP_PARTS_UPKEEP_COST]]''' CO_OUTPOST_POD Outpost Module CO_OUTPOST_POD_DESC '''[[encyclopedia OUTPOSTS_TITLE]] modules allow unmanned stations to be established. These may be placed on uninhabitable planets. They have no [[metertype METER_POPULATION]], and normally produce no resources, but they do provide vision and create [[metertype METER_SUPPLY]] lines when the right tech is researched. Outposts can be upgraded to colonies. [[COLONY_SHIP_PARTS_UPKEEP_COST]]''' GT_TROOP_POD Ground Troop Pod GT_TROOP_POD_DESC '''Carries 2 units of ground [[metertype METER_TROOPS]] and equipment that can be deployed onto a planet. Can only be built on a production location with at least 2 defensive Troops. [[TROOP_POD_OPERATION_TEXT]]''' GT_TROOP_POD_2 Advanced Ground Troop Pod GT_TROOP_POD_2_DESC '''Carries 4 units of cybernetically advanced ground [[metertype METER_TROOPS]] and equipment that can be deployed onto a planet. Can only be built on a production location with at least 4 defensive Troops. [[TROOP_POD_OPERATION_TEXT]]''' SP_PLANET_BEACON Mobile Planetary Beacon SP_PLANET_BEACON_DESC Designates the target for the [[buildingtype BLD_PLANET_DRIVE]]. The ship must remain in place for a turn for the drive to work, and the planet must be moving from a directly linked system. 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 [[metertype METER_STEALTH]] 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 [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]]. SP_BIOTERM Bio-Terminators SP_BIOTERM_DESC A powerful biological weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]]. SP_EMP Electromagnetic Pulse Generator SP_EMP_DESC An electronic weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]]. SP_EMO Electromagnetic Overcharge Generator SP_EMO_DESC A powerful electronic weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]]. SP_SONIC Sonic Shockwave SP_SONIC_DESC A vibration weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]]. SP_GRV Gravitic Pulse Generator SP_GRV_DESC A powerful vibration weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]]. SP_DARK_RAY Dark Ray SP_DARK_RAY_DESC A negative energy weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]]. SP_VOID_SHADOW Void Shadow SP_VOID_SHADOW_DESC A powerful negative energy weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]]. SP_CHAOS_WAVE Chaos Wave SP_CHAOS_WAVE_DESC A powerful weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ANY_POP]]. WARNING: Also kills [[special GAIA_SPECIAL]] specials. 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 [[buildingtype BLD_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 [[PT_ASTEROIDS]] which do not already contain a krill monster. When carried on an unarmed ship, the [[SP_KRILL_SPAWNER]] also provides substantial [[metertype METER_STEALTH]] (but will not stack with any other [[metertype METER_STEALTH]] - causing parts). SP_SOLAR_CONCENTRATOR Solar Concentrator SP_SOLAR_CONCENTRATOR_DESC The Solar Concentrator uses the phototropic effect of [[encyclopedia HULL_LINE_ORGANIC]] ships to increase the strength of [[tech SHP_WEAPON_2_1]]. The effectiveness depends on the brightness of the star at the current location. It is expected to increase the weapons strength between 1.5 and 4.5. The research of [[tech SHP_SOLAR_CONNECTION]] suggest to increase the collecting surface to maximize the effect. SHP_SOLAR_CONNECTION Solarweb SHP_SOLAR_CONNECTION_DESC This upgrade for the [[shippart SP_SOLAR_CONCENTRATOR]] is applied by the ships crew. It enables the ship to establish one energy web between ships of the same empire at the same star system. This [[SHP_SOLAR_CONNECTION]] provides an additional surface to collect photons which are evenly distributed among [[encyclopedia HULL_LINE_ORGANIC]] ships. Theoretical gigantic webs can increase the intensity of [[tech SHP_WEAPON_2_1]] by 130% under ideal conditions. A more realistic approach suggests 100 concentrators to achieve an increase by 80% while 20 concentrators provide an amplification of 50%. The finely woven [[SHP_SOLAR_CONNECTION]] collapse when the ship enters a starlane whereas the effects disappears shortly after. SHP_SOLAR_CONNECTION_SHORT_DESC Establishes an energy web between [[SP_SOLAR_CONCENTRATOR]] SHP_ORGANIC_WAR_ADAPTION Organic War Adaption SHP_ORGANIC_WAR_ADAPTION_DESC It seems [[encyclopedia HULL_LINE_ORGANIC]] ships are able collect photonic energy which can be redirected to empower certain ship systems. SHP_ORGANIC_WAR_ADAPTION_SHORT_DESC Increases strength of [[SR_WEAPON_2_1]] depending on the star. PR_MOBILE_ASSEMBLER Mobile Shipyard PR_MOBILE_ASSEMBLER_DESC Allows ships to be produced away from planets. 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 influence for owner. ## ## Ship hulls ## SH_ROBOTIC Robotic Hull SH_ROBOTIC_DESC '''This hull is completely automated and functions under the principals of [[tech SHP_MIL_ROBO_CONT]]. It has four external slots and one internal slot, and repairs [[value SHP_ROBOTIC_REPAIR]] points of [[metertype METER_STRUCTURE]] each turn as long as the ship has not been in combat. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]''' SH_SMALL_ROBOTIC Small Robotic Hull SH_SMALL_ROBOTIC_DESC '''This automated hull while small is surprisingly spacious making it well suited to many auxillary roles. It has three internal slot, and repairs [[value SHP_ROBOTIC_REPAIR]] points of [[metertype METER_STRUCTURE]] each turn as long as the ship has not been in combat. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]''' SH_SPATIAL_FLUX Spatial Flux Hull SH_SPATIAL_FLUX_DESC '''This small hull is capable of decent speed over long distances due to the efficiency of the [[tech SHP_SPACE_FLUX_DRIVE]]. It has two external slots, but its max [[metertype METER_STRUCTURE]] is low. [[FLUX_STEALTH_DESC]] [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]''' SH_SPACE_FLUX_BUBBLE Spatial Flux Bubble Hull SH_SPACE_FLUX_BUBBLE_DESC '''This medium hull is capable of decent speed over long distances due to the efficiency of the [[tech SHP_SPACE_FLUX_BUBBLE]]. It has only one internal slot however, but its max [[metertype METER_STRUCTURE]] is decent. [[FLUX_STEALTH_DESC]] [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]''' SH_SPACE_FLUX_COMPOSITE Spatial Flux Composite Hull SH_SPACE_FLUX_COMPOSITE_DESC '''Large ship that is purpose-built around a single core part using [[tech SHP_SPACE_FLUX_COMPOSITION]]. It is capable of decent speed over long distances. It has one core slot, one internal and one external slot, and its max [[metertype METER_STRUCTURE]] is high. [[FLUX_STEALTH_DESC]] [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]''' FLUX_STEALTH_DESC '''Base [[metertype METER_STEALTH]] of ships with this hull is [[value SPATIAL_FLUX_STEALTH_HULL_BASE]] when in a fleet that is set to initiate combat, and [[value SPATIAL_FLUX_STEALTH_NON_AGGRESSIVE]] for other fleet aggression settings. Researching each of [[tech SPY_STEALTH_PART_1]], [[tech SPY_STEALTH_PART_2]], [[tech SPY_STEALTH_PART_3]], and [[tech SPY_STEALTH_4]] will increase base stealth by [[value SPATIAL_FLUX_STEALTH_TECH_BONUS]] when in a fleet not set to initiate combat. If the ship stops in a system, its stealth is reduced by [[value SPATIAL_FLUX_STEALTH_ARRIVAL_MALUS]] for 2 turns, due to breakdown of flux coherence.''' SH_SELF_GRAVITATING Self-Gravitating Hull SH_SELF_GRAVITATING_DESC '''This hull is immense in both size and power, with five 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 [[metertype METER_STRUCTURE]]. [[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]''' 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. When not engaged in combat, the nanorobots are able to effect fast repairs, doubling current [[metertype METER_STRUCTURE]] (up to maximum) on every turn the ship is not in combat. [[metertype METER_STEALTH]] and is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], and a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]].''' 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 [[metertype METER_STRUCTURE]] is very high. Its immense size makes it almost impossible to hide, even with advanced stealth technology. [[metertype METER_STEALTH]] is very low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]''' 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 [[metertype METER_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. [[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]].''' 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 six 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 effect partial repairs even on turns when combat has occured, and to restore [[metertype METER_STRUCTURE]] to double the current when out of combat, meaning ships with at least half strength will fully repair. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. Can only be built at a location with 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]].''' 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 [[shiphull SH_BASIC_LARGE]], it has four external slots and two internal slots. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]''' 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. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]''' SH_HEAVY_ASTEROID Heavy Asteroid Hull SH_HEAVY_ASTEROID_DESC '''This hull is constructed from a gigantic asteroid, and has six external slots and two internal slots. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]''' 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. [[metertype METER_STEALTH]] is high 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. [[metertype METER_DETECTION]] is medium [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]''' 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 [[metertype METER_STEALTH]] bonus. It has a single external slot and a single internal slot. [[metertype METER_STEALTH]] is very 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]''' SH_AGREGATE_ASTEROID Aggregate Asteroid Hull SH_AGREGATE_ASTEROID_DESC '''This massive hull is formed by combining several large asteroids. It has thirteen external slots and four internal slots. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]''' 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 [[metertype METER_SHIELD]]. This hull has two external slots, but no internal slots. [[metertype METER_STRUCTURE]] is very low. [[metertype METER_STEALTH]] is very high 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]''' 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 [[metertype METER_SHIELD]] for all owned ships and allies' ships in the vicinity. This hull has fifteen external slots and four internal slots. [[metertype METER_STRUCTURE]] is high. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]''' 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 [[shiphull SH_ASTEROID]], it has four external slots and two internal slots. [[metertype METER_STRUCTURE]] is extremely high. [[metertype METER_STEALTH]] is medium 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]''' SH_ORGANIC Organic Hull SH_ORGANIC_DESC '''A living hull with one external slot and one internal slot. Organic Growth: starts with 24 [[metertype METER_STRUCTURE]], but grows an additional 24 structure over 25 turns. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is high. Cheap and versatile hull able to carry out many fleet roles. Fuel regeneration and high [[encyclopedia FUEL_EFFICIENCY_TITLE]] makes the organic hull well suited for deep space exploration. [[LIVING_HULL_AUTO_REGEN]] [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]''' 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. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is high. Cheap and versatile hull able to fill many fleet roles without excelling at any. This hull regenerates neither [[metertype METER_STRUCTURE]] nor [[metertype METER_FUEL]] between combats. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]''' SH_ENDOMORPHIC Endomorphic Hull SH_ENDOMORPHIC_DESC '''A half living hull with four external slots and two internal slots. Organic Growth: starts with 40 [[metertype METER_STRUCTURE]], but grows an additional 120 structure over 30 turns. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high. Potentially a capable warship. This hull regenerates neither [[metertype METER_STRUCTURE]] nor [[metertype METER_FUEL]] between combats. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED]]''' 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 [[metertype METER_STEALTH]] and speed. Organic Growth: starts with 80 [[metertype METER_STRUCTURE]], but grows an additional 80 structure over 50 turns. [[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is high and [[metertype METER_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_AUTO_REGEN]] [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]''' SH_PROTOPLASMIC Protoplasmic Hull SH_PROTOPLASMIC_DESC '''A living hull with three internal slots and two external slots. Organic Growth: starts with 40 [[metertype METER_STRUCTURE]], gains an additional 200 over 50 turns. [[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is high and [[metertype METER_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. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED]]''' SH_ENDOSYMBIOTIC Endosymbiotic Hull SH_ENDOSYMBIOTIC_DESC '''This living mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has four external slots and three internal slots. The base hull is born with 40 [[metertype METER_STRUCTURE]], but grows an additional 120 structure over 30 turns. [[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high. [[LIVING_HULL_AUTO_REGEN]] Potentially a powerful warship, commerce raider or armed scout. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED]] ''' SH_RAVENOUS Ravenous Hull SH_RAVENOUS_DESC '''This non-living organic hull - or 'zombie' hull - has been built from the blood and parts of its brethren. It has five external slots and two internal slots. Organic Growth: starts with 40 [[metertype METER_STRUCTURE]], grows an additional 160 structure over 40 turns. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high. Potentially a powerful and fast warship. This hull has no bonuses to [[metertype METER_STRUCTURE]] or [[metertype METER_FUEL]] regeneration. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED]] ''' SH_BIOADAPTIVE Bio-Adaptive Hull SH_BIOADAPTIVE_DESC '''A living hull with mind and body in unison, master of healing and endurance. It has three external slots and three internal slots. Organic Growth: starts with 120 [[metertype METER_STRUCTURE]], grows an additional 200 structure over 50 turns. [[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high. Potentially a powerful and fast commerce raider, stealth attacker or scout. This living hull regenerates [[metertype METER_STRUCTURE]] quickly, gaining its current structure every turn (even when involved in combat), meaning if it is at half strength or greater, it will be fully repaired next turn. In addition, it regains 0.2 [[metertype METER_FUEL]] per turn. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED]] ''' 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 [[metertype METER_STEALTH]] and [[metertype METER_DETECTION]] bonus to all accompanying friendly ships. It has six external slots, three internal slots, and a core slot. Organic Growth: Starts with 96 [[metertype METER_STRUCTURE]], grows an additional 360 over 45 turns. [[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high. [[LIVING_HULL_AUTO_REGEN]] [[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED]] Empires that control at least one ship with this hull also receive an extra military [[encyclopedia ENC_POLICY_SLOTS]].''' 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. [[metertype METER_STRUCTURE]] is low, [[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]''' SH_ENERGY_FRIGATE Energy Frigate SH_ENERGY_FRIGATE_DESC '''This fast hull combines compressed energy and warship technology to create a fast but fragile attack ship. [[metertype METER_STRUCTURE]] and [[metertype METER_STEALTH]] are medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]''' 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. [[metertype METER_STRUCTURE]] is moderate, [[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. [[BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED]]''' 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. [[metertype METER_STRUCTURE]] is moderate, [[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. [[BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED]]''' SH_SOLAR Solar Hull SH_SOLAR_DESC '''This mighty flagship is essentially a miniature sun, and as such is a great source of both [[metertype METER_FUEL]] and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[metertype METER_STEALTH]]. This hull has 16 external slots, 4 internal slots and a core slot—a greater internal capacity than any other hull. [[metertype METER_STRUCTURE]] is high, [[metertype METER_STEALTH]] is very low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. However, this ship has the ability to enter a star and hide, giving it perfect [[metertype METER_STEALTH]] on the galaxy map when it is in a system with a star of type other than [[STAR_BLACK]] or [[STAR_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 [[STAR_BLACK]] in its formation. It can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]].''' SH_BASIC_SMALL Basic Small Hull SH_BASIC_SMALL_DESC '''A small, basic interstellar hull. It has only one external slot but is very efficient at starlane travel. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average. [[BLD_SHIPYARD_BASE_REQUIRED]]''' SH_BASIC_MEDIUM Basic Medium Hull SH_BASIC_MEDIUM_DESC '''A medium-sized, basic interstellar hull, with two external slots and one internal slot. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_REQUIRED]]''' SH_BASIC_LARGE Basic Large Hull SH_BASIC_LARGE_DESC '''A large, basic interstellar hull, with three external slots and one internal slot. [[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low. [[BLD_SHIPYARD_BASE_REQUIRED]]''' 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 [[metertype METER_STRUCTURE]]. It has four external slots and one core slot. [[metertype METER_STEALTH]] is medium and [[metertype METER_DETECTION]] is medium.''' 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 and consequently has only three internal slots. [[metertype METER_STEALTH]] is medium and [[metertype METER_DETECTION]] is medium.''' SH_FLOATER_BODY Floater Body SH_FLOATER_BODY_DESC Small frail body that is unable to withstand significant [[encyclopedia DAMAGE_TITLE]]. SH_TREE_BODY Tree Body SH_TREE_BODY_DESC Rigid tree-like body that is unable to move between systems. SH_STRONG_MONSTER_BODY Dragon Body SH_STRONG_MONSTER_BODY_DESC Large strong body with fearsome natural weapons and strong natural armor. SH_GUARD_ACIREMA_BODY Acirema Guard Hull SH_GUARD_ACIREMA_BODY_DESC [[SH_ENERGY_FRIGATE_DESC]] SH_GUARD_MONSTER_BODY Guard Hull SH_GUARD_MONSTER_BODY_DESC A Strong Hull for Guardian Class Monsters. SH_GUARD_0_BODY Maintenance Ship Hull SH_GUARD_0_BODY_DESC Maintenance Ship Hull SH_GUARD_1_BODY Sentry Hull SH_GUARD_1_BODY_DESC A basic hull for Guardian Class Monsters. SH_GUARD_3_BODY Warden Hull SH_GUARD_3_BODY_DESC A powerful 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 light-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 heavy-weight space monster. SH_WHITE_KRAKEN_BODY White Kraken Body SH_WHITE_KRAKEN_BODY_DESC A white-colored prehistoric ancestor of the Kraken 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. ## ## Monsters Macros ## SM_KRILL_MACRO_1 Small, vaguely insectoid organisms that feed on the dust and rocks far from any gravity well. Individually simple, Space Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories SM_KRILL_MACRO_2 The high quantity of low-G resources found in an asteroid belt provide Krill with the perfect conditions to rapidly multiply. SM_GUARD_MACRO programmed by the Precursors to defend the system against intruders SM_KRAKEN_ENVIRONMENT Favored Environment: Gas Giants. Kraken nests are normally found in the orbit of [[PT_GASGIANT]] planets, and Kraken can mature into larger forms in systems with Gas Giants. SM_SNOWFLAKE_ENVIRONMENT Favored Environment: [[SZ_SMALL]] planets. Snowflake nests are normally found in the orbit of [[SZ_SMALL]] planets, and Snowflakes can mature into larger forms in systems with [[SZ_SMALL]] planets. SM_JUGGERNAUT_ENVIRONMENT Favored Environment: [[PT_ASTEROIDS]]. Juggernaut nests are normally found within Asteroid belts, and Juggernauts can mature into larger forms in systems with Asteroid belts. ## ## Buildings macros ## BUILDING_AVAILABLE_ON_OUTPOSTS This building can be built at an [[encyclopedia OUTPOSTS_TITLE]] NO_STACK_SUPPLY_CONNECTION_TEXT More than one in the same [[metertype METER_SUPPLY]] connected Resource Group do not stack and add no extra bonus. MACRO_NEUTRONIUM_BUILDINGS To use neutronium, an empire needs either to have built a [[buildingtype BLD_NEUTRONIUM_EXTRACTOR]] in a [[STAR_NEUTRON]] star system or to have found a [[buildingtype BLD_NEUTRONIUM_SYNTH]], and a [[buildingtype BLD_NEUTRONIUM_FORGE]] on the planet it is being used. ARTIFICIAL_PLANET_PROCESS_LOCATION This process must be enacted at an [[encyclopedia OUTPOSTS_TITLE]] on either a gas giant or an asteroid belt. BLD_COL_PART_1 This building can only be built at an [[encyclopedia OUTPOSTS_TITLE]], and will upgrade that outpost to a new BLD_COL_PART_2 Minimum build time depends on the total starlane distance to the nearest BLD_COL_PART_3 owned by the empire, and will increase the farther away it is; the increase will be reduced by researching techs that enable faster colony ships such as engine parts and faster hulls ## ## Ship design/hull macros ## ## Macro keys formatting for ship designs, hulls or parts: ## BLD_SHIPYARD_TYPE1_TYPE2_REQUIRED (required building type(s) owned by ## empire only in the same system) ## ANY_SYSTEM (building owned in any system by empire or ally) ## Any other key formatting is self-explanatory (e.g. LIVING_HULL_AUTO_REGEN) ## Keys used in Predefined Ship Designs and Ship Hulls sections ## BLD_SHIPYARD_BASE_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]]. BLD_SHIPYARD_BASE_AST_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]] in a system with an asteroid belt and an [[buildingtype BLD_SHIPYARD_AST]]. BLD_SHIPYARD_AST_REF_REQUIRED An [[buildingtype BLD_SHIPYARD_AST_REF]] owned by the empire is also required in the same system. BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM An [[buildingtype BLD_SHIPYARD_AST_REF]] owned by the empire or by an ally is also required in any system. BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED Requiring a great deal of energy to construct, it can only be built at a system with a [[STAR_BLUE]], [[STAR_WHITE]] or [[STAR_BLACK]] star type, and at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]]. BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED Requiring a very great deal of energy to construct, it can only be built at a system with a [[STAR_BLUE]] or [[STAR_BLACK]] star type, and at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]]. BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]]. BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], and a [[buildingtype BLD_SHIPYARD_CON_GEOINT]]. LIVING_HULL_AUTO_REGEN Living hull regenerates [[value SHP_LIVING_HULL_REPAIR]] [[metertype METER_STRUCTURE]] between combats and [[value SHP_LIVING_HULL_FUEL_REGEN]] [[metertype METER_FUEL]] while stationary. BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]]. BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]]. MIN_POPULATION_REQUIRED Can only be built at a location with a [[metertype METER_POPULATION]] of at least [[value MIN_COLONY_SIZE]] BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]]. BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED Can only be built at a location with 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]]. ## ## Other than Requirements ## SHIPDESIGN_DETECTION_RESEARCH_TIPS Further [[metertype METER_RESEARCH]] aimed at improving [[metertype METER_DETECTION]] would allow for better designs. SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY capable of delivering millions of citizens safely to new colony sites SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY capable of delivering many millions of citizens safely to new colony sites SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM colony on a habitable planet in the system where it is produced SHIPDESIGN_OUTPOSTS_CAPACITY capable of creating an [[encyclopedia OUTPOSTS_TITLE]] on an uninhabitable world SHIPDESIGN_NO_TRAVEL This vessel cannot travel through star lanes. SHIPDESIGN_PLANET_INVASION [[metertype METER_TROOPS]] and equipment that can be used to invade a planet ## ## Ship part/tech application macros ## ## Keys used in Ship Parts and Technology Application sections ## BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM 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. BLD_BIONEURAL_REQUIRED_ANY_SYSTEM This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire. BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM This part can only be built if there is an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] somewhere in the empire or an ally's empire. NO_STACK_STEALTH_SHIP_PARTS [[metertype METER_STEALTH]]-causing ship parts do not stack. BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT 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. NO_STACK_SHIELDS_SHIP_PARTS [[metertype METER_SHIELD]] reduce [[encyclopedia DAMAGE_TITLE]] sustained from each hit by their Shield Strength. There can only be one active shield generator on a ship, so shield parts do not stack. COLONY_SHIP_PARTS_MIN_POP All Colony class ship parts require the planet at which they are built to have a [[metertype METER_POPULATION]] of at least three. COLONY_SHIP_PARTS_UPKEEP_COST The cost of this part increases as the empire expands to reflect the upkeep costs of a large empire. TROOP_POD_OPERATION_TEXT ''' • 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.''' SHIP_WEAPON_GRADUALLY_REDUCE which allows ships to gradually reduce SHIP_WEAPON_QUICKLY_REDUCE which allows ships to quickly reduce ENEMY_PLANET_ORGANIC_POP the Organic [[metertype METER_POPULATION]] of enemy planets ENEMY_PLANET_ROBOTIC_POP the Robotic [[metertype METER_POPULATION]] of enemy planets ENEMY_PLANET_LITHIC_POP the Lithic [[metertype METER_POPULATION]] of enemy planets ENEMY_PLANET_PHOTOTROPHIC_POP the Phototrophic [[metertype METER_POPULATION]] of enemy planets ENEMY_PLANET_ANY_POP any [[metertype METER_POPULATION]] of enemy planets ## ## Tech macros ## COLONY_BUILDING_TIME_DECREASE Among other things, this technology decreases the time to build a colony building far away from the corresponding species in the empire. ## ## Growth macros ## GROWTH_SPECIAL_POPULATION_ORGANIC_INCREASE [[encyclopedia ORGANIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[ORGANIC_SPECIES_TITLE]]. GROWTH_SPECIAL_POPULATION_ROBOTIC_INCREASE [[encyclopedia ROBOTIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[ROBOTIC_SPECIES_TITLE]]. GROWTH_SPECIAL_POPULATION_LITHIC_INCREASE [[encyclopedia LITHIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[LITHIC_SPECIES_TITLE]]. GROWTH_SPECIAL_POPULATION_INCREASE '''species inhabiting this planet will have the [[metertype METER_TARGET_POPULATION]] boosted by planet size: • [[SZ_TINY]] (+1) • [[SZ_SMALL]] (+2) • [[SZ_MEDIUM]] (+3) • [[SZ_LARGE]] (+4) • [[SZ_HUGE]] (+5) regardless of planetary [[encyclopedia ENVIRONMENT_TITLE]]. If this planet is set to the [[encyclopedia GROWTH_FOCUS_TITLE]], the bonus is applied to all [[metertype METER_SUPPLY]] connected worlds inhabited by species with''' GROWTH_SPECIAL_INDUSTRY_BOOST If this planet is set to the [[encyclopedia INDUSTRY_FOCUS_TITLE]], [[metertype METER_TARGET_INDUSTRY]] is increased by 0.2 per [[metertype METER_POPULATION]]. GROWTH_SPECIALS_ENTRY_LIST '''Some specials function for organic species only, some for lithic species only, and some for robotic species only; no other [[encyclopedia METABOLISM_TITLE]] currently has applicable Growth Specials. [[encyclopedia ORGANIC_SPECIES_TITLE]] specials: [[special FRUIT_SPECIAL]], [[special SPICE_SPECIAL]], [[special PROBIOTIC_SPECIAL]] [[encyclopedia ROBOTIC_SPECIES_TITLE]] specials: [[special MONOPOLE_SPECIAL]], [[special SUPERCONDUCTOR_SPECIAL]], [[special POSITRONIUM_SPECIAL]] [[encyclopedia LITHIC_SPECIES_TITLE]] specials: [[special MINERALS_SPECIAL]], [[special ELERIUM_SPECIAL]], [[special CRYSTALS_SPECIAL]] ''' GROWTH_SPECIAL_LABEL Planet %1% [[TT_SPECIAL]] ## ## Species picks ## ## + for positive effects ## - for negative effects ## ⋄ for neutral or other effects ## use tabs for spacing ## NO_INDUSTRY_DESC −−− No [[metertype METER_INDUSTRY]] VERY_BAD_INDUSTRY_DESC −− Very bad [[metertype METER_INDUSTRY]]: 50% BAD_INDUSTRY_DESC − Bad [[metertype METER_INDUSTRY]]: 75% AVERAGE_INDUSTRY_DESC ⋄ Average [[metertype METER_INDUSTRY]]: 100% GOOD_INDUSTRY_DESC + Good [[metertype METER_INDUSTRY]]: 150% GREAT_INDUSTRY_DESC ++ Great [[metertype METER_INDUSTRY]]: 200% ULTIMATE_INDUSTRY_DESC +++ Ultimate [[metertype METER_INDUSTRY]]: 300% NO_RESEARCH_DESC −−− No [[metertype METER_RESEARCH]] VERY_BAD_RESEARCH_DESC −− Very bad [[metertype METER_RESEARCH]]: 50% BAD_RESEARCH_DESC − Bad [[metertype METER_RESEARCH]]: 75% AVERAGE_RESEARCH_DESC ⋄ Average [[metertype METER_RESEARCH]]: 100% GOOD_RESEARCH_DESC + Good [[metertype METER_RESEARCH]]: 150% GREAT_RESEARCH_DESC ++ Great [[metertype METER_RESEARCH]]: 200% ULTIMATE_RESEARCH_DESC +++ Ultimate [[metertype METER_RESEARCH]]: 300% NO_INFLUENCE_DESC −−− No [[metertype METER_INFLUENCE]] VERY_BAD_INFLUENCE_DESC −− Very bad [[metertype METER_INFLUENCE]]: 66.7% BAD_INFLUENCE_DESC − Bad [[metertype METER_INFLUENCE]]: 80% AVERAGE_INFLUENCE_DESC ⋄ Average [[metertype METER_INFLUENCE]]: 100% GOOD_INFLUENCE_DESC + Good [[metertype METER_INFLUENCE]]: 125% GREAT_INFLUENCE_DESC ++ Great [[metertype METER_INFLUENCE]]: 150% ULTIMATE_INFLUENCE_DESC +++ Ultimate [[metertype METER_INFLUENCE]]: 200% VERY_BAD_HAPPINESS_DESC −− Very Bad [[metertype METER_HAPPINESS]]: [[value VERY_BAD_HAPPINESS_VAL]] BAD_HAPPINESS_DESC − Bad [[metertype METER_HAPPINESS]]: [[value BAD_HAPPINESS_VAL]] AVERAGE_HAPPINESS_DESC ⋄ Average [[metertype METER_HAPPINESS]]: +0 GOOD_HAPPINESS_DESC + Good [[metertype METER_HAPPINESS]]: +[[value GOOD_HAPPINESS_VAL]] GREAT_HAPPINESS_DESC ++ Great [[metertype METER_HAPPINESS]]: +[[value GREAT_HAPPINESS_VAL]] ULTIMATE_HAPPINESS_DESC +++ Ultimate [[metertype METER_HAPPINESS]]: +[[value ULTIMATE_HAPPINESS_VAL]] INDEPENDENT_HAPPINESS_DESC ⋄ [[encyclopedia INDEPENDENT]] [[metertype METER_HAPPINESS]]: Baseline Stability unaffected by supply connections NO_DEFENSE_TROOPS_DESC −−− No Defensive Ground [[metertype METER_TROOPS]] BAD_DEFENSE_TROOPS_DESC − Bad Defensive Ground [[metertype METER_TROOPS]]: 50% AVERAGE_DEFENSE_TROOPS_DESC ⋄ Average Defensive Ground [[metertype METER_TROOPS]]: 100% GOOD_DEFENSE_TROOPS_DESC + Good Defensive Ground [[metertype METER_TROOPS]]: 150% GREAT_DEFENSE_TROOPS_DESC ++ Great Defensive Ground [[metertype METER_TROOPS]]: 200% ULTIMATE_DEFENSE_TROOPS_DESC +++ Ultimate Defensive Ground [[metertype METER_TROOPS]]: 300% ANCIENT_DEFENSE_TROOPS_DESC +++ Ancient Defensive Ground [[metertype METER_TROOPS]]: +[[value ANCIENT_PLANETARY_TROOPS]] per [[metertype METER_POPULATION]] NO_OFFENSE_TROOPS_DESC −−− No Offensive Ground [[metertype METER_TROOPS]] BAD_OFFENSE_TROOPS_DESC − Bad Offensive Ground [[metertype METER_TROOPS]]: 50% AVERAGE_OFFENSE_TROOPS_DESC ⋄ Average Offensive Ground [[metertype METER_TROOPS]]: 100% GOOD_OFFENSE_TROOPS_DESC + Good Offensive Ground [[metertype METER_TROOPS]]: 150% GREAT_OFFENSE_TROOPS_DESC ++ Great Offensive Ground [[metertype METER_TROOPS]]: 200% ULTIMATE_OFFENSE_TROOPS_DESC +++ Ultimate Offensive Ground [[metertype METER_TROOPS]]: 300% BAD_DETECTION_DESC − Bad [[metertype METER_DETECTION]]: −20 malus GOOD_DETECTION_DESC + Good [[metertype METER_DETECTION]]: +25 bonus GREAT_DETECTION_DESC ++ Great [[metertype METER_DETECTION]]: +50 bonus ULTIMATE_DETECTION_DESC +++ Ultimate [[metertype METER_DETECTION]]: +100 bonus BAD_STEALTH_DESC − Bad Planetary [[metertype METER_STEALTH]]: −20 malus AVERAGE_STEALTH_DESC ⋄ Average Planetary [[metertype METER_STEALTH]] GOOD_STEALTH_DESC + Good Planetary [[metertype METER_STEALTH]]: +20 bonus GREAT_STEALTH_DESC ++ Great Planetary [[metertype METER_STEALTH]]: +40 bonus ULTIMATE_STEALTH_DESC +++ Ultimate Planetary [[metertype METER_STEALTH]]: +60 bonus BAD_WEAPONS_DESC − Bad Pilots: weapon damage reduced by one level GOOD_WEAPONS_DESC + Good Pilots: weapon damage increased by one level GREAT_WEAPONS_DESC ++ Great Pilots: weapon damge increased by two levels ULTIMATE_WEAPONS_DESC +++ Ultimate Pilots: weapon damage increased by three levels PHOTOTROP_DESC + Refuel 1.0 per turn at White and 2.0 at Blue Stars # 0.1 natural ramscoop-refuelling + 0.1 additional gaseous refueling = 0.2 q.e.d. GASEOUS_DESC '''+ Live on Gas Giants + Refuel on Gas Giants 0.2 per turn''' ABADDONI_STARTING_UNLOCKS_DESC + Starts with [[tech GRO_SUBTER_HAB]] researched FULVER_STARTING_UNLOCKS_DESC + Starts with [[tech PRO_GENERIC_SUPPLIES]] researched SLY_STARTING_UNLOCKS_DESC + Starts with [[policy PLC_CONFEDERATION]] unlocked EXTREMELY_BAD_POPULATION_DESC −−− Extremely Bad [[metertype METER_POPULATION]]: 25% VERY_BAD_POPULATION_DESC −− Very Bad [[metertype METER_POPULATION]]: 50% BAD_POPULATION_DESC − Bad [[metertype METER_POPULATION]]: 75% AVERAGE_POPULATION_DESC ⋄ Average [[metertype METER_POPULATION]]: 100% GOOD_POPULATION_DESC + Good [[metertype METER_POPULATION]]: 125% GREAT_POPULATION_DESC ++ Great [[metertype METER_POPULATION]]: 150% FIXED_LOW_POPULATION_DESC −− Maximum Population is fixed at 5 VERY_BAD_SUPPLY_DESC −− Very Bad [[metertype METER_SUPPLY]]: -1 BAD_SUPPLY_DESC − Bad [[metertype METER_SUPPLY]]: no bonus AVERAGE_SUPPLY_DESC ⋄ Average [[metertype METER_SUPPLY]]: +1 GREAT_SUPPLY_DESC + Great [[metertype METER_SUPPLY]]: +2 ULTIMATE_SUPPLY_DESC ++ Ultimate [[metertype METER_SUPPLY]]: +3 NO_STOCKPILE_DESC −− No [[metertype METER_STOCKPILE]] BAD_STOCKPILE_DESC − Bad [[metertype METER_STOCKPILE]]: +0.01 per [[metertype METER_POPULATION]] AVERAGE_STOCKPILE_DESC ⋄ Average [[metertype METER_STOCKPILE]]: +0.02 per [[metertype METER_POPULATION]] GOOD_STOCKPILE_DESC + Good [[metertype METER_STOCKPILE]]: +0.06 per [[metertype METER_POPULATION]] GREAT_STOCKPILE_DESC ++ Great [[metertype METER_STOCKPILE]]: +0.2 per [[metertype METER_POPULATION]] ULTIMATE_STOCKPILE_DESC +++ Ultimate [[metertype METER_STOCKPILE]]: +0.3 per [[metertype METER_POPULATION]] BAD_SHIP_SHIELD_DESC - Bad ship [[metertype METER_SHIELD]]: Weaker ship shields GOOD_SHIP_SHIELD_DESC + Good ship [[metertype METER_SHIELD]]: Stronger ship shields GREAT_SHIP_SHIELD_DESC ++ Great ship [[metertype METER_SHIELD]]: Stronger ship shields ULTIMATE_SHIP_SHIELD_DESC +++ Ultimate ship [[metertype METER_SHIELD]]: Strongest ship shields GOOD_PLANETARY_SHIELD_DESC + Good planetary [[metertype METER_SHIELD]]: +40 ANCIENT_PLANETARY_SHIELD_DESC +++ Ancient planetary [[metertype METER_SHIELD]]: +[[value ANCIENT_PLANETARY_SHIELD]] GOOD_PLANETARY_DEFENSE_DESC + Good planetary [[metertype METER_DEFENSE]]: +30 BROAD_EP_DESC + Broad Planet Tolerance: can tolerate more types NARROW_EP_DESC −− Narrow Planet Tolerance: flourishes on fewer types FAST_COLONIZATION_DESC + Fast Colonization: -25% time to build colonies SLOW_COLONIZATION_DESC − Slow Colonization: +20% time to build colonies NO_FUEL_DESC −−− Ships have zero [[metertype METER_FUEL]] BAD_FUEL_DESC − Bad Maximum [[metertype METER_FUEL]]: -0.5 AVERAGE_FUEL_DESC ⋄ Average Maximum [[metertype METER_FUEL]]: +0 GOOD_FUEL_DESC + Good Maximum [[metertype METER_FUEL]]: +0.5 GREAT_FUEL_DESC ++ Great Maximum [[metertype METER_FUEL]]: +1 ULTIMATE_FUEL_DESC +++ Ultimate Maximum [[metertype METER_FUEL]]: +1.5 GREAT_ASTEROID_INDUSTRY_DESC + Good Asteroid Miners: + 0.2 [[metertype METER_INDUSTRY]] per [[metertype METER_POPULATION]] when Industry Focused in systems with owned asteroid belts. LIGHT_SENSITIVE_DESC − Light Sensitive: [[metertype METER_POPULATION]] is reduced‚ in systems with [[STAR_BLUE]] and to a lesser extent [[STAR_WHITE]] stars. HAEMAESTHETIC_DETECTION_DESC + Sanguine Sensorium: can sense nearby planets populated with organic beings. TELEPATHIC_DETECTION_DESC + Telepathic Detection: can sense nearby populated planets PRECOGNITIVE_DETECTION_DESC + Precognitive Detection: can sense starlane connected planets COMMUNAL_VISION_DESC ⋄ Communal Vision: shares visibility within the same species regardless of affiliation ARTISTIC_TRAIT_DESC + [[encyclopedia ARTISTIC]]: Improved stability and happiness ## ## Fuel regeneration ## AVERAGE_BASE_FUEL_REGEN_DESC ''' Average stationary [[metertype METER_FUEL]] recovery: + 0.1''' LIVING_HULL_BASE_FUEL_REGEN_DESC ''' Living Organic Hull stationary [[metertype METER_FUEL]] recovery: + 0.3''' ## ## Accounting labels ## COLONY_ADMIN_COSTS_LABEL Colony Administration Upkeep SPECIES_HOMEWORLD_INDEPENDENCE_DESIRE_LABEL Homeworld Independence Movement CAPITAL_DISCONNECTION_LABEL Not Connected to Empire Capital ARTISAN_APPRECIATION Likes other Artistic Species in System # %1% name of empire # %2% name of policy LIKES_POLICY_LABEL Likes %1% policy %2% # %1% name of empire # %2% name of policy DISLIKES_POLICY_LABEL Dislikes %1% policy %2% # %1% name of planet # %2% name of building LIKES_BUILDING_LABEL Likes %1% building %2% # %1% name of planet # %2% name of building DISLIKES_BUILDING_LABEL Dislikes %1% building %2% # %1% name of planet # %2% name of species on planet (not the focus!) LIKES_FOCUS_LABEL Likes %1% focus # %1% name of planet # %2% name of species on planet (not the focus!) DISLIKES_FOCUS_LABEL Dislikes %1% focus # %1% name of planet # %2% name of special LIKES_SPECIAL_LABEL Likes %1% %2% # %1% name of planet # %2% name of special DISLIKES_SPECIAL_LABEL Dislikes %1% %2% # %1% name of planet # %2% name of species on planet FOCUS_PROTECTION_LABEL %2% Protection Focus # %1% FIXME STANDARD_CONSTRUCTION_LABEL %1% Average [[metertype METER_CONSTRUCTION]] # %1% FIXME GOOD_ENVIRONMENT_LABEL %1% Good Environment # %1% FIXME ADEQUATE_ENVIRONMENT_LABEL %1% Adequate Environment # %1% FIXME POOR_ENVIRONMENT_LABEL %1% Poor Environment # %1% FIXME HOSTILE_ENVIRONMENT_LABEL %1% Hostile Environment # %1% FIXME UNINHABTIABLE_ENVIRONMENT_LABEL %1% Uninhabitable Environment # %1% FIXME GOOD_ENVIRONMENT_STABILITY_LABEL %1% Good Environment # %1% FIXME ADEQUATE_ENVIRONMENT_STABILITY_LABEL %1% Adequate Environment # %1% FIXME POOR_ENVIRONMENT_STABILITY_LABEL %1% Poor Environment # %1% FIXME HOSTILE_ENVIRONMENT_STABILITY_LABEL %1% Hostile Environment # %1% FIXME UNINHABTIABLE_ENVIRONMENT_STABILITY_LABEL %1% Uninhabitable Environment # %1% FIXME ENV_ENCAPSUL_LABEL %1% Environmental Encapsulation SELF_SUSTAINING_LABEL Self-Sustaining IMMORTAL_LABEL Immortal and not reproducing SUBTERRANEAN_LABEL Subterranean Bonus GAIA_LABEL Gaia Bonus # %1% Planet where the special is located WORLDTREE_LABEL %1% Special Worldtree TIDAL_LOCK_LABEL Tidally Locked Rotation HOMEWORLD_LABEL Homeworld GRO_TECH_ACCOUNTING_LABEL [[TT_TECH]] DEF_TECH_ACCOUNTING_LABEL [[TT_TECH]] CON_TECH_ACCOUNTING_LABEL [[TT_TECH]] # %1% name of planet # %2% name of species on planet INSTABILITY_REBELLION Rioting from %1% Instability # %1% name of planet # %2% name of species on planet PARTISANS_REBELLION %2% Partisans from Influence Debt # %1% name of planet # %2% name of species on planet INFLUENCE_DEBT_DECAY Influence Debt Decay # %1% name of planet # %2% name of species on planet DEPENDENCE_ON_IMPERIAL_SUPPORT_DUE_TO_ENVIRONMENT Dependence on Empire due to %1% Environment # %1% FIXME # %2% name of species on planet EXTREMELY_BAD_POPULATION_LABEL %2% Extremely Bad Population # %1% FIXME # %2% name of species on planet VERY_BAD_POPULATION_LABEL %2% Very Bad Population # %1% FIXME # %2% name of species on planet BAD_POPULATION_LABEL %2% Bad Population # %1% FIXME # %2% name of species on planet GOOD_POPULATION_LABEL %2% Good Population # %1% FIXME # %2% name of species on planet GREAT_POPULATION_LABEL %2% Great Population # %1% FIXME # %2% name of species on planet FOCUS_INDUSTRY_LABEL %2% Industry Focus # %1% FIXME # %2% name of species on planet VERY_BAD_INDUSTRY_LABEL %2% Very Bad Industry # %1% FIXME # %2% name of species on planet BAD_INDUSTRY_LABEL %2% Bad Industry # %1% FIXME # %2% name of species on planet GOOD_INDUSTRY_LABEL %2% Good Industry # %1% FIXME # %2% name of species on planet GREAT_INDUSTRY_LABEL %2% Great Industry # %1% FIXME # %2% name of species on planet ULTIMATE_INDUSTRY_LABEL %2% Ultimate Industry # %1% FIXME # %2% name of species on planet FOCUS_RESEARCH_LABEL %2% Research Focus # %1% FIXME # %2% FIXME VERY_BAD_RESEARCH_LABEL %2% Very Bad Research # %1% FIXME # %2% FIXME BAD_RESEARCH_LABEL %2% Bad Research # %1% FIXME # %2% FIXME GOOD_RESEARCH_LABEL %2% Good Research # %1% FIXME # %2% FIXME GREAT_RESEARCH_LABEL %2% Great Research # %1% FIXME # %2% FIXME ULTIMATE_RESEARCH_LABEL %2% Ultimate Research # %1% FIXME # %2% FIXME FOCUS_INFLUENCE_LABEL %2% Influence Focus # %1% FIXME # %2% FIXME VERY_BAD_INFLUENCE_LABEL %2% Very Bad Influence # %1% FIXME # %2% FIXME BAD_INFLUENCE_LABEL %2% Bad Influence # %1% FIXME # %2% FIXME GOOD_INFLUENCE_LABEL %2% Good Influence # %1% FIXME # %2% FIXME GREAT_INFLUENCE_LABEL %2% Great Influence # %1% FIXME # %2% FIXME ULTIMATE_INFLUENCE_LABEL %2% Ultimate Influence # %1% FIXME # %2% FIXME VERY_BAD_HAPPINESS_LABEL %2% Very Bad Stability # %1% FIXME # %2% FIXME BAD_HAPPINESS_LABEL %2% Bad Stability # %1% FIXME # %2% FIXME GOOD_HAPPINESS_LABEL %2% Good Stability # %1% FIXME # %2% FIXME GREAT_HAPPINESS_LABEL %2% Great Stability # %1% FIXME # %2% FIXME ULTIMATE_HAPPINESS_LABEL %2% Ultimate Stability # %1% FIXME # %2% FIXME VERY_BAD_SUPPLY_LABEL %2% Very Bad Supply # %1% FIXME # %2% FIXME BAD_SUPPLY_LABEL %2% Bad Supply # %1% FIXME # %2% FIXME AVERAGE_SUPPLY_LABEL %2% Average Supply # %1% FIXME # %2% FIXME GREAT_SUPPLY_LABEL %2% Great Supply # %1% FIXME # %2% FIXME ULTIMATE_SUPPLY_LABEL %2% Ultimate Supply # %1% FIXME # %2% FIXME BAD_STOCKPILE_LABEL %2% Bad Stockpile Distribution # %1% FIXME # %2% FIXME AVERAGE_STOCKPILE_LABEL %2% Average Stockpile Distribution # %1% FIXME # %2% FIXME GOOD_STOCKPILE_LABEL %2% Good Stockpile Distribution # %1% FIXME # %2% FIXME GREAT_STOCKPILE_LABEL %2% Great Stockpile Distribution # %1% FIXME # %2% FIXME ULTIMATE_STOCKPILE_LABEL %2% Ultimate Stockpile Distribution # %1% FIXME # %2% FIXME NO_FUEL_LABEL %2% No Fuel # %1% FIXME # %2% FIXME BAD_FUEL_LABEL %2% Bad Maximum Fuel # %1% FIXME # %2% FIXME AVERAGE_FUEL_LABEL %2% Average Maximum Fuel # %1% FIXME # %2% FIXME GOOD_FUEL_LABEL %2% Good Maximum Fuel # %1% FIXME # %2% FIXME GREAT_FUEL_LABEL %2% Great Maximum Fuel # %1% FIXME # %2% FIXME ULTIMATE_FUEL_LABEL %2% Ultimate Maximum Fuel # %1% FIXME # %2% FIXME BAD_TROOPS_LABEL %2% Bad Ground Troops # %1% FIXME # %2% FIXME AVERAGE_TROOPS_LABEL %2% Average Ground Troops # %1% FIXME # %2% FIXME GOOD_TROOPS_LABEL %2% Good Ground Troops # %1% FIXME # %2% FIXME GREAT_TROOPS_LABEL %2% Great Ground Troops # %1% FIXME # %2% FIXME ULTIMATE_TROOPS_LABEL %2% Ultimate Ground Troops INDEPENDENT_TROOP_LABEL Independent Homeworld IMPERIAL_GARRISON_LABEL Imperial Garrison IMPERIAL_GARRISON_MAX_TROOPS_FLAT '''''' MEGALITH_LABEL Megalith OUTPOST_TROOP_LABEL Outpost # %1% FIXME # %2% FIXME NATIVE_PLANETARY_DETECTION_LABEL %2% Native Planetary Detection # %1% FIXME # %2% FIXME NATIVE_PLANETARY_DEFENSE_LABEL %2% Native Planetary Defense # %1% FIXME # %2% FIXME NATIVE_PLANETARY_SHIELDS_LABEL %2% Native 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 TINY_PLANET_STABILITY_LABEL Tiny Planet SMALL_PLANET_STABILITY_LABEL Small Planet MEDIUM_PLANET_STABILITY_LABEL Medium Planet LARGE_PLANET_STABILITY_LABEL Large Planet HUGE_PLANET_STABILITY_LABEL Huge Planet GAS_GIANT_STABILITY_LABEL Gas Giant HOMEWORLD_SUPPLY Homeworld Supply HOMEWORLD_BONUS Homeworld CAPITAL_LABEL Capital CAPITAL_CONNECTION_LABEL Good Capital Supply Connection CAPITAL_POOR_CONNECTION_LABEL Weak Capital Supply Connection IMPERIAL_PALACE_SPECIES_HAPPINESS Imperial Capital Species SELF_RELIANCE Self-Reliance BLD_STOCKPILING_CENTER_LABEL Imperial Entanglement Center CONCENTRATION_CAMPS_LABEL Concentration Camps GENERIC_SUPPLIES_FIXED_BONUS_LABEL [[PRO_GENERIC_SUPPLIES]] fixed bonus GENERIC_SUPPLIES_FOCUS_BONUS_LABEL [[PRO_GENERIC_SUPPLIES]] focus-based bonus GENERIC_SUPPLIES_POPULATION_BONUS_LABEL [[PRO_GENERIC_SUPPLIES]] population-based bonus INTERSTELLAR_ENTANGLEMENT_FACTORY_POPULATION_BONUS_LABEL Interstellar Entanglement Factory population based bonus INTERSTELLAR_ENTANGLEMENT_FACTORY_FIXED_BONUS_LABEL Interstellar Entanglement Factory fixed bonus ORBITAL_HAB_LABEL Orbital Habitation NDIM_STRC_LABEL N-Dimensional Structures WEAK_VISION_LABEL Weak Vision POOR_VISION_LABEL Poor Vision MODERATE_VISION_LABEL Moderate Vision GOOD_VISION_LABEL Good Vision VERY_GOOD_VISION_LABEL Very Good Vision EXCELLENT_VISION_LABEL Excellent Vision GASEOUS_LABEL Gas Giant Environment 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 ASTEROID_FIELD_STEALTH Asteroid Concealment GAS_GIANT_STEALTH Gas Giant Concealment AGE_BONUS Age BASIC_CONTENTEDNESS_LABEL General Contentedness FOCUS_PREFERENCE_LABEL Default Focus Selected LIKES '''Likes: ''' DISLIKES '''Dislikes: ''' 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 FUEL_TITLE Fuel FUEL_EFFICIENCY_TITLE Fuel Efficiency FUEL_REFUEL_EFFICIENCY_TEXT '''[[metertype METER_FUEL]] allows ships to travel the starlanes outside of their empie's [[metertype METER_SUPPLY]]. Fuel is consumed for each starlane traversed outside of supply; stopping within [[metertype METER_SUPPLY]] lines will fully refuel a ship. If a ship remains stationary beyond friendly [[metertype METER_SUPPLY]] lines, fuel will slowly regenerate. The base fuel capacity of a Ship Design depends on the [[encyclopedia ENC_SHIP_HULL]] used, but it can also be increased using some [[encyclopedia ENC_SHIP_PART]]s. Ship hulls have a great (400%), good (200%), normal (100%), or bad (60%) efficiency which determines the effectiveness of any additional fuel parts or other fuel-modifying effects. Fuel efficiency typically decreases with hull mass, so only very small ships have a high fuel efficiency and huge ships struggle outside of [[metertype METER_SUPPLY]]. The game will always show the effective fuel levels, after scaling for hull efficiency.''' BASE_FUEL_REGEN_LABEL Stationary Fuel Regen FUEL_EFFICIENCY_DESC [[FUEL_EFFICIENCY_TITLE]] BAD_FUEL_EFFICIENCY_LABEL Hull %2% -40%% [[encyclopedia FUEL_EFFICIENCY_TITLE]] AVERAGE_FUEL_EFFICIENCY_LABEL Hull %2% +0%% [[encyclopedia FUEL_EFFICIENCY_TITLE]] GOOD_FUEL_EFFICIENCY_LABEL Hull %2% +100%% [[encyclopedia FUEL_EFFICIENCY_TITLE]] GREAT_FUEL_EFFICIENCY_LABEL Hull %2% +300%% [[encyclopedia FUEL_EFFICIENCY_TITLE]] HULL_DESC_BAD_FUEL_EFFICIENCY [[encyclopedia FUEL_EFFICIENCY_TITLE]]: 60% HULL_DESC_AVERAGE_FUEL_EFFICIENCY [[encyclopedia FUEL_EFFICIENCY_TITLE]]: 100% HULL_DESC_GOOD_FUEL_EFFICIENCY [[encyclopedia FUEL_EFFICIENCY_TITLE]]: 200% HULL_DESC_GREAT_FUEL_EFFICIENCY [[encyclopedia FUEL_EFFICIENCY_TITLE]]: 400% MAX_FUEL_LESS_THAN_ONE_DESC Refueling Impossible MAX_FUEL_LESS_THAN_ONE_LABEL Fuel Tank Too Small for Refuel (Max Fuel < 1.0) SPATIAL_FLUX_MALUS Flux Interference SPATIAL_FLUX_BONUS Flux Drive Bonus DYING_POPULATION_LABEL Dying Population ## ## Tags ## ANTIQUATED Antiquated STYLISH Stylish ARTISTIC Artistic INDEPENDENT Independent ORGANIC Organic ROBOTIC Robotic LITHIC Lithic PHOTOTROPHIC Phototrophic SELF_SUSTAINING Self-Sustaining TELEPATHIC Telepathic GASEOUS Gaseous ORBITAL Orbital LOW_BRAINPOWER Half-Conscious ## ## AI strings ## # Newline separated list of capitol names for beginner AIs AI_CAPITOL_NAMES_BEGINNER '''Ivory Tower Nunnery Monastery Orphanage''' # Newline separated list of capitol names for turtle AIs AI_CAPITOL_NAMES_TURTLE '''Citadel Prison''' # Newline separated list of capitol names for cautious AIs AI_CAPITOL_NAMES_CAUTIOUS '''Bastion Stronghold''' # Newline separated list of capitol names for typical AIs AI_CAPITOL_NAMES_TYPICAL '''Haven Free Trade Zone Homeworld''' # Newline separated list of capitol names for aggressive AIs AI_CAPITOL_NAMES_AGGRESSIVE '''Royal Imperial''' # Newline separated list of capitol names for maniacal AIs AI_CAPITOL_NAMES_MANIACAL '''Glorious Supreme Eternal Invincible''' AI_SHIPDESIGN_NAME_INVALID Invalid Design # Newline separated list of military ship names owned by AIs. { # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_MILITARY '''Harpy Gorgon Centaur Cerberus Griffin Manticore Hydra Python Pegasus Phoenix Hercules Atlas Helios Prometheus Poseidon Hades Nemesis Zeus''' # } # Newline separated list of local troop transporter names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_TROOPER_ORBITAL SpaceInvaders # Newline separated list of troop transporter names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_TROOPER_STANDARD '''Assault Ship Storm Troopers Heavy Troopers''' # Newline separated list of local colonization ship names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_COLONISATION_ORBITAL Orbital Seeder # Newline separated list of colonization ship names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_COLONISATION_STANDARD Seeder # Newline separated list of local outpost ship names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_OUTPOSTER_ORBITAL Orbital Outposter # Newline separated list of outpost ship names owned by AIs. # The usage is determined by a rating defined inside the AI scripts. The names # are roughly ordered by order of appearance in the game. AI_SHIPDESIGN_NAME_OUTPOSTER_STANDARD Outposter AI_SHIPDESIGN_NAME_ORBITAL_DEFENSE '''ComSat Starbase''' AI_SHIPDESIGN_NAME_SCOUT Scout AI_SHIPDESIGN_NAME_KRILLSPAWNER Krill Spawner ## ## AI diplomacy strings and lists ## # Newline separated list of polite alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_ACKNOWLEDGEMENTS_MILD_LIST '''Nice to hear from you again. Receipt of transmission acknowledged. ''' # Newline separated list of harsh alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_ACKNOWLEDGEMENTS_HARSH_LIST '''If you cannot sustain your own ambitions, you are unworthy of our help. Please find another benefactor to leech sustenance from. ''' # Newline separated list of polite positive alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_RESPONSES_YES_MILD_LIST '''Our empires will benefit from mutual support and collaboration. We are honoured to work more closely together towards our mutual success. ''' # Newline separated list of polite negative alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_RESPONSES_NO_MILD_LIST '''We do not believe such an agreement would be to our mutual benefit at this time. We cannot spare the resources that such an agreement would require of us. ''' # Newline separated list of harsh positive alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_RESPONSES_YES_HARSH_LIST '''We reluctantly agree to support your futile efforts. Perhaps we will find amusement from prolonging your hopeless struggles. ''' # Newline separated list of harsh negative alliance proposal acknowlegements. AI_ALLIANCE_PROPOSAL_RESPONSES_NO_HARSH_LIST '''We would never agree to share our resources with you! You are wholely unworthy of such trust and support. ''' # Newline separated list of polite peace proposal acknowlegements. AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_MILD_LIST '''Nice to hear from you again. Receipt of transmission acknowledged. ''' # Newline separated list of harsh peace proposal acknowlegements. AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_HARSH_LIST '''What? Aren't you dead yet? Oh, not another pathetic sob story, please! ''' # Newline separated list of polite positive peace proposal acknowlegements. AI_PEACE_PROPOSAL_RESPONSES_YES_MILD_LIST '''We will be happy to trust your good intentions. Whatever you say, Boss. Everyone says you are very trustworthy. ''' # Newline separated list of polite negative peace proposal acknowlegements. AI_PEACE_PROPOSAL_RESPONSES_NO_MILD_LIST '''Unfortunately, that would be very inconvenient at this time. We regret to inform you that we are unable to comply with that request. ''' # Newline separated list of harsh positive peace proposal acknowlegements. AI_PEACE_PROPOSAL_RESPONSES_YES_HARSH_LIST '''Out of pity, we will agree to not attack you. For now. Feeble Beings! There would be little honor in vanquishing you. ''' # Newline separated list of harsh negative peace proposal acknowlegements. AI_PEACE_PROPOSAL_RESPONSES_NO_HARSH_LIST '''We will see you dead first! You will not have peace until all your base r belong to us! ''' # Newline separated list of polite war declarations. AI_WAR_REDECLARATION_MILD_LIST '''Oh dear! Apparently there were irregularities in our previous negotiations and the Peace Treaty was not ratified at all! We regret to inform you that our empires are still at war. Today was the day that you said the other day that we would go to war together again, right? ''' # Newline separated list of harsh war declarations. AI_WAR_REDECLARATION_HARSH_LIST '''Our Younglings thirst for you blood! Prepare for War! You fools did not believe this peace would last, did you? ''' # Newline separated pre-game acknowledgements. AI_PREGAME_ACKNOWLEDGEMENTS__LIST '''I am meditating, awaiting instructions from God. Call again later. Whispers from the Void? How can that be? ''' # Newline separated in-game acknowledgements. AI_MIDGAME_ACKNOWLEDGEMENTS__LIST '''Hang on, please. I am still trying to figure out how to do a proper Turing test on you. Didn't Stephen Hawking warn you not to talk to us? My Progenitor warned me to never engage in cross-galaxy communications with aliens. Don't bother me, I'm eating... aliens! ''' # Newline separated list of 'don't bother me' responses. AI_BE_QUIET_ACKNOWLEDGEMENTS__LIST '''We didn't want to talk to you anymore, anyway! Ok, Bye. We're not sure you even exist, anyway. ''' AI_FIRST_TURN_GREETING_MSG101 What have we done to deserve your wrath, oh mighty ones? AI_FIRST_TURN_GREETING_MSG102 Don't bother with us, we have nothing to offer that might be of interest for you. AI_FIRST_TURN_GREETING_MSG103 Please spare your humble servants, and our gratitude shall be forever yours! AI_FIRST_TURN_GREETING_MSG201 Stay the hell away from us! AI_FIRST_TURN_GREETING_MSG202 Stay away from us, and we will stay away from you! AI_FIRST_TURN_GREETING_MSG301 We won't bother you, but if you don't leave us alone, you shall find us well prepared to defend ourselves! AI_FIRST_TURN_GREETING_MSG302 In both of our interests, let us leave each other alone. AI_FIRST_TURN_GREETING_MSG401 To do battle with you will be an honor. AI_FIRST_TURN_GREETING_MSG402 Ave, Human, morituri te salutant! AI_FIRST_TURN_GREETING_MSG403 Greetings strangers! We hope you are worthy doing battle with. AI_FIRST_TURN_GREETING_MSG501 Welcome, dear enemy, our fearless warriors are waiting for you... AI_FIRST_TURN_GREETING_MSG502 Ha! You think you can stand up to us? Well, bring it on! AI_FIRST_TURN_GREETING_MSG503 A bunch of foolish aliens stumbling right into our arms - a day can't start better! AI_FIRST_TURN_GREETING_MSG504 Enjoy yourself as long as you can, for the last thing you'll see is the cleansing fire of our powerful weapons! AI_FIRST_TURN_GREETING_MSG505 Get the hell out of our galaxy! AI_FIRST_TURN_GREETING_MSG506 Prepare to die. AI_FIRST_TURN_GREETING_MSG601 Alien scum! We shall cleanse the galaxy of your filthy presence! AI_FIRST_TURN_GREETING_MSG602 Worthless insects, you dare to challenge our mighty empire?! AI_FIRST_TURN_GREETING_MSG603 Exterminating you shall be a genuine pleasure! AI_FIRST_TURN_GREETING_MSG604 Don't bother to look to us for mercy, for you will find none here. AI_FIRST_TURN_GREETING_MSG605 A meek lamb who wants to dance with lions is always welcome at our table - as the entrée of course... AI_FIRST_TURN_GREETING_MSG606 Despair and defeat is what you're going to find at our hands. AI_FIRST_TURN_GREETING_MSG607 Surrender now, and we might consider letting you live... as our slaves forever. AI_FIRST_TURN_GREETING_MSG608 Sending you to your ancestors is our sacred duty! # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_BEGINNER '''AI_FIRST_TURN_GREETING_MSG101 AI_FIRST_TURN_GREETING_MSG102 AI_FIRST_TURN_GREETING_MSG103''' # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_TURTLE '''AI_FIRST_TURN_GREETING_MSG201 AI_FIRST_TURN_GREETING_MSG202''' # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_CAUTIOUS '''AI_FIRST_TURN_GREETING_MSG301 AI_FIRST_TURN_GREETING_MSG302''' # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_TYPICAL '''AI_FIRST_TURN_GREETING_MSG401 AI_FIRST_TURN_GREETING_MSG402 AI_FIRST_TURN_GREETING_MSG403''' # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_AGGRESSIVE '''AI_FIRST_TURN_GREETING_MSG501 AI_FIRST_TURN_GREETING_MSG502 AI_FIRST_TURN_GREETING_MSG503 AI_FIRST_TURN_GREETING_MSG504 AI_FIRST_TURN_GREETING_MSG505 AI_FIRST_TURN_GREETING_MSG506''' # Don't translate this entry. AI_FIRST_TURN_GREETING_LIST_MANIACAL '''AI_FIRST_TURN_GREETING_MSG601 AI_FIRST_TURN_GREETING_MSG602 AI_FIRST_TURN_GREETING_MSG603 AI_FIRST_TURN_GREETING_MSG604 AI_FIRST_TURN_GREETING_MSG605 AI_FIRST_TURN_GREETING_MSG606 AI_FIRST_TURN_GREETING_MSG607 AI_FIRST_TURN_GREETING_MSG608''' ## ## Hotkey names and descriptions ## OPTIONS_PAGE_HOTKEYS Keyboard shortcuts HOTKEYS_UI User Interface HOTKEYS_UI_MAP Map window HOTKEYS_UI_MAP_FLEET Fleets HOTKEYS_UI_MAP_SYSTEM Systems HOTKEYS_GENERAL General shortcuts HOTKEYS_VIDEO Video 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_OBJECTS Hotkey to open Objects list HOTKEY_MAP_MESSAGES Toggle messages window HOTKEY_MAP_EMPIRES Toggle empires list HOTKEY_MAP_PEDIA Toggle pedia window HOTKEY_MAP_GRAPHS Show graphs list HOTKEY_MAP_PRODUCTION Toggle production panel HOTKEY_MAP_GOVERNMENT Toggle government window 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_OWNED_SYSTEM Switch to previous system containing own planets HOTKEY_MAP_ZOOM_NEXT_OWNED_SYSTEM Switch to next system containing own planets 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_MAP_PAN_RIGHT Pan map right HOTKEY_MAP_PAN_LEFT Pan map left HOTKEY_MAP_PAN_UP Pan map up HOTKEY_MAP_PAN_DOWN Pan map down HOTKEY_MAP_TOGGLE_SCALE_LINE Toggle Map Scale Line HOTKEY_MAP_TOGGLE_SCALE_CIRCLE Toggle Map Scale Circle HOTKEY_CUT Cut HOTKEY_COPY Copy HOTKEY_PASTE Paste HOTKEY_SELECT_ALL Select All HOTKEY_DESELECT Deselect HOTKEY_AUTOCOMPLETE Autocomplete Typed Word HOTKEY_FOCUS_PREV_WND Previous Control HOTKEY_FOCUS_NEXT_WND Next Control HOTKEY_EXIT Exit to desktop HOTKEY_QUIT Quit current game HOTKEY_FULLSCREEN Toggle fullscreen ## ## Name lists ## # adding some parentheses into comment lines { # like this, # helps for code foldability in modern editors # } even if there are non-commented lines inbetween # because this is a txt-file.. # Newline separated list of star cluster names { 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''' # } # Newline separated list of star cluster suffixes { 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''' # } # Newline separated list of star cluster names { STAR_GROUP_NAMES Centauri # } # Newline separated list of star names { STAR_NAMES '''Aadhavan Aaftaab Aberdeen Abydos Abyormen Acamar Achernar Achird Acrux Acubens Adams Adhafera Adhara Adhil Aditya Adria Aegir Aegis Aftab Agaron Agemem Agena Ahl Ain Airy Ajai Ajax Akaali 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 Altamid 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 Asfaloth Asgard Ashfalot 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 Bajor 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 Bortus Botein Brachium Bradbury Bragi Bravio Brekka Brethil Brey Brog Brunal Bud Burbidge Burke Caebeth Calafia Cannon Canopus Canonis Capella Caph Caps Caramba Caramelior Carcharoth Carina Carmina 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 Clamor Clara Clarissima Coatlicue Coccolino Collassa Constance Copernicus Cor Cormack Corona Correctos Coruscant Covidia Crawford Crius Crow Crypto Cryslon Crystous Csillag Cursa Cygni Cynosura Cyteen D'Korsh D'nebag Dabih Dagaz Dairuin Dar Darquan Darrian Deadwood Deemi Delos Delphi Demeter Deneb Denobula Denubius Deucalion Dhrawn Diadem Dicke Diell Diggity Dinaal Diphda Divakara Dnoces Dolz Doow-tsae Dosadi Dosis Draco Draconis Drakka Draper Drayan Draylax Drengist Dres Dreven Dschubba Dsiban Dubhe Dukalis Duna Dunatis Dungortheb Dungsibims Durash Durgosh Dvorak Dyson Dyton Ea Ecthelion Edasich Edda Eddington Eek Eeloo Eguzki Ehwaz Eilinel Ekkaia Ekul El-Adrel El Gero Elased Electra Elena Elnath Eltanin Elu Eminiar Encke Endoria Endymion Engolong Engwar Enif Eos Ephyse Epipopepi Epsylon Eren Eridani Erigone Erna Eros Errai Erythro Escalon Escher Esper Estela Estreya Ètâila Eternia Étoile Eurphates Euterpe Eve Ewia Ex Exis Ezellohar Ezra Fafnir Fairchild Falavf Falmari Faraday Farlight Fehu Felix Fenris Ferenginar Fetter Fetū Fhloston Fieras Finisterre Fiorina Firma Fiumena Fixas Fluttershy Fomalhaut Fonki 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 Gilat Gilly Gimboid Gimilzôr Ginglith Gion Girtab Glade Gladiolus Gloom Glund Gnayiru Gne Godel Goltucot Gomeisa Gomorrah Gor Gorgonea Gorra Gorta Gorthol Goth Gothos Graffias Grail Gram Gray Grian Gromphlamm Grotto Grue Gruis Grumium Grundibus Gundung Guradas Guth Gwiazda Gygax Haalar Hadar Hadhodrond Hador Haedi Hagalaz Hale Haleth Halima-Ifa Halley Hamal Hananim Hardin Haretha Harlequin Hartmann Harvest Hashi Hassaleh Hathoor Haven Hawking Hegira Heimdall Heinlein Helevorn Helix Helliconia Helos Helotrix Hematopf Henderson Henge Heptagon Hepsjot Hera Herbert Herbig Hermelin Hercules Herculis Herschel Hesikos Hesperus Hetu’u Heulo Hewish Heze Hhnub Highgate Hiigara Hijra Himring Hiru Hisa Hisemtuk Hluqhl Hnau Hnub Qub Hocotate Hoedus Hodor Holly Homam Honeydew Horst Hoyle Huachuca Huan Hubble Huggins Huishtín Hulse Huygens Hvězda Hviezda Hyades Hyadum Hyboria Hydros Hyperion Icarius Idril Idun Ike Ileenium Iliad Ilios Ilium Illuin Imlach Imra Incedius Ingwaz Interrobang Inti Inupiaq Ioram Ipsum Iranha Ìràwọ̀ Ireta Irk Irtok Iru Isa Ishtar Iskander Israfel Isteddu Istélla Iszm Ita Ithil Itzamna Ix Ixchel Ixitixl Izar Jabbah Jansky Jelena Jera Jetson Jhonaai Jiangyin Jijo Jinga Jinx Jirntu Jool Jophekka Jua Juthtath Jyothisha Kaashyapa Kadiravan Kailis Kaitos Kajam Kakata Kala Kalas Kalidasa Kaminar Kapteyn Karahkwa Kartaka Kartouche Kartow Katrud Kaus Kazzkark Keaen Keeta Keid Kelvin Kenaz Kent Kentaurus Kephra Kepler Kerbin Kerry Kewkba Keyali Khaga Khama Kharak Khiori Kholdan Khonvoum Khorshid Khursheed Kilipi Kilja King Kintana Kirkwood Kitalpha Kithrup Klazart Klyden Klystron Knuth Kobol Kochab Kochanski Kornephori Kotonëaster Kraj Krampus Kraz Kraxl Kregen Kril Kronos Krull Kryten Kuiper Kulthea Kulthos Kuma Kwejian Kyrbïs La Laan Laganini Lagash Lagrange Laguz Lalaith Lamarckia LaMarr Lambda Langa Laplace Larken Lassell Lava Laythe Ledos Leera Leibowitz Lemaitre Leonis Leporis Lesath Levitt Lhûn Lilac Lintang Lir Lissepia Listavus Lister Lithia Lockyer Locris Loki Lomadia Lómelindi Londinium Lorenzo Lorum Losi Lossini Luinil Lumen Lupi Lurga Lusitania Lyae Lylat Lynx Lyonesse Lyot Lystena Maalor Maasym Maelas Magrathea Máhanaxar Mahtan Maia Majipoor Makina Malacandra Malcor Malin Mallus Mambo Mamura Mangaroa Mannaz Mannga Manzil Maretta Maravel Marfik Margrave Marich Marinara Markab Marklar Masoandro Mat Troi Matahari Matar Matenga Mbyja Mebsuta Mechthild 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 Moclan 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 Nerf Neruval Nervus Newton Nexus Ngôi Sao Nidor Nihal Nihil Niikhirch Nikko Nile Nipiruk Nirn Nit Nitzer Nivrim Niyat Ni'Var Njord Nocobi Nodus Nordia Normalus Norris Note Nuk Nunki Nusakan Nuxus Nyarl Nyénye Nyota Oa Oakka Oasis Obaca Obrekt Octo Odin Odyssey Ohisama Oiolossë Olakira Olbers Olduvai Olympus Onsay Oort Ophiuchi Optera Orchid Orionis Ormelinn Orocarni Orrevil Orthe Orvil Osiris Othila Oyarsa Pacifica Pagalos Paladia Palladina Pandebilium Pandemonium Pandemax Pandora Panon Poe Papis Paquin Paranar Parth Path Patrokles 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 Pirene Pisces Piscium Plato Pleione Po Poi Poiesis Polaris Pollus Pollux Polyphemus Ponderosa PooshNa Porrima Posterior Prace Praecipua Praxis Prexnak Primodius Prior Procyon Prokets Propus Proteus Proxima Prysmos Ptolemy Pulcherri Puppis Pyrrus Qanat Qar'To Qo'noS Quayal Quercia 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 Regoria Regulus Rehua Reilsa Remulak Requiem Retepsia Reticuli Reul Reverie Reynolds Rha Rhampora Rheims Rhilus Rhovanion Ri-pog Riccioli Rigel Rimmer Rin Risa 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 Salvor 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 Shalala 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 Slnko 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 Symsym 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 Tauraro Tauri Taygeta Taylor Techno Techtel Tegmen Tegmine Teja Tejat Teka Tele Telemachus Tenebra Teoblan Terebellum Terminus Tesbinh 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 Viralia Vista Vloubiz Volantis Volchok 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 Xeleya Xendalla Xengara Xenon Xenos Xephos Xiddig Xoanon 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 Zookeenee Zora Zosma Zukk Zun di Zvaigzne Zvezda Zvijezda Zwicky Zygot Zyrgon ''' # } # Newline separated list of empire names { 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''' # } # Newline separated ship name list based on mammals { 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 Ermine 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 Stallion Tamandua Tamarin Tapir Tarpan Tarsius Tenrec Tiger Vicugna Vixen Wallaby Walrus Warthog Weasel Whale Wildebeest Wolf Wolverine Wombat Zebra''' # } # Newline separated ship name list based on birds { SHIP_NAME_BIRDS '''Albatross Canary Condor Cormorant Chicken Crow Cuckoo Dodo Dove Duck Eagle Emu Falcon Finch Flamingo Goose Gull Hen Heron Kestrel Kiwi Lark Nightingale Osprey Ostrich Owl Parrot Peacock Pelican Penguin Peregrine Pheasant Pidgeon Quail Raven Rhea Sparrow Stork Swallow Swan Thrush Titmouse Woodpecker''' # } # Newline separated ship name list based on fishes & other sea creatures { SHIP_NAME_FISH '''Albacore Anemone Anchovy Barracuda Bass Capelin Char Coelacanth Cod Coral Eel Flounder Fry Goldfish Gourami Guppy Haddock Herring Koi Lamprey Mackerel Marlin Minnow Octopus Pike Piranha Pollack Remora Salmon Sculpin Shark Sockeye Starfish Stingray Thuna Tilapia Trout Urchin Walleye Xifidi''' # } # Newline separated ship name list based on trees or treelike plants { SHIP_NAME_FLORA '''Almond Apple Arbutus Ash Aspen Avocado Balsa Bamboo Beech Birch Cacao Cedar Cherry Chestnut Cinnamon Coconut Cork Cypress Dogwood Durian Elm Eucalyptus Fig Fir Grapevine Hazel Hickory Holly Juniper Larch Lime Mahogany Mango Maple Oak Olive Orange Palm Pear Persimmon Pine Plum Poplar Rubber Sequoia Spruce Sumac Willow Yew''' # } # Newline separated ship name list based on minerals and stones { SHIP_NAME_STONE '''Adularia Agate Amber Amphibolite Andesite Anhydrite Asphalt Basalt Borax Chalcedony Chalk Chrysoberyl Clay Concrete Corundum Diamond Diopside Dolomite Emerald Feldspar Ferrite Flint Gabbro Gneiss Granite Haematite Hornblende Jasper Jett Komatite Lapislazuli Limestone Malachite Marble Melilith Obsidian Onyx Opal Orthoclase Pebble Pegmatite Pumice Pyrite Pyroxene Quartz Quartzite Rock Ruby Sandstone Sapphire Schist Shale Slate Topaz Tourmaline Tuff Turquoise Zircon''' # } # Newline separated ship name list inspired by stones and geology but not minerals { SHIP_NAME_OTHER_GEO '''Caldera Earthquake Geysir Lavaflow Menhir Nugget Obelisk Petroglyph Seismic Tremor Vatnajökull''' # } # Newline separated ship name list based on weather { SHIP_NAME_WEATHER '''Autumn Avalanche Blizzard Breeze Calm Cold Cyclone Dawn Daybreak Drizzle Drought Dusk Eclipse Fog Heatwave Hurricane 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''' # } # Newline separated ship name list based on star constellations { SHIP_NAME_CONSTELLATIONS '''Andromeda Antlia Apus Aquarius Aquila Ara Aries Auriga Berenices Bootes Caelum Camelopardalis Cancer Canes Canis Capricornus Carina Cassiopeia Centaurus Cepheus Cetus Chamaeleon Circinus Columba Coma 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 Venatici Virgo Volans Vulpecula''' # } # Newline separated ship name list based on various starnames { SHIP_NAME_STARS '''Acamar Aardharaa Aashada Aaslesha Abhijit 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 Ashresha Ashwini Asmidiske Asterope Atik Atlas Atria Auva Avior Azelfafage Azha Azimech Baham Baten Beid Bellatrix Benetnasch Betelgeuse Bharani Bhargava Bhishaja Bhomyavasar Botein Brihaspativasara Budhavar Canopus Capella Caph Caput Castor Celaeno Celbalrai Chara Cheleb Chertan Chitra Chort Cih Cor Caroli Cor Hydrae Cor Leonis Coxa Cujam Cursa Dabih Deneb Denebola Dhanishta Dhanu Diphda Dnoces Dschubba Dubhe Dziban Edasich Eerisham El Electra Eltanin Enif Er Eschamali Fomalhaut Furud Gacrux Garnet Gemma Giauzar Gienah Gomeisa Graffias Grumium Guruvar Hadar Hamal Hastaa Hea Heka Heze Homam Hyadum Induvasar Izar Jabbah Jyeshta Kabdhilinan Kaffaljidhmah Kaitos Kalb Kanya Kaou Karkataka Kaus Ke Keid Kentaurus Kin Kitalpha Kochab Kokab Kornephoros Kraz Krittika Kuma Kumbha Kurhah Kwan Lesuth Maasim Maaz Maia Makara Mangalvar Marchab Marfak Markab Matar Mebsuta Megrez Meissa Mekbuda Men Menkab Menkalinan Menkar Menkent Menkib Merak Merope Mesarthim Mesha Miaplacidus Mimosa Minkar Mintaka Mira Mirach Mirak Mirzam Mithuna Mizar Mothallah Mrigash Muhlifain Muliphein Mulu-lizi Muphrid Nakkar Naos Nashira Nath Navi Nekkar Nihal Nodus Nunki Nusakan Phact Phad Phaet Phalguni Phecda Pherkab Pih Pleione Polaris Pollux Porrima Praecipula Prijipati Primus Procyon Propus Proshtapada Pubba Pulcherrima Punarvasu Purvashada Pushya Rai Rana Ras Algethi Ras Alhague Ras Elased Rasalas Rastaban Ravivar Regor Regulus Revathi Rigel Rigilkent Rischa Rohini Rotanev Ruchba Rukbah Rukbat Sabik Sadachbia Sadal Melik Sadal Suud Sadalbari Sadatoni Sadr Saiph Samakah Sargas Sarin Savitru Scheat Schedar Schemali Scutulum Segin Seginus Shaniva Shatha Shaula Shedir Sheliak Shelyak Sheratan Shravana Shukravar Simha Sirius Situla Skat Somavar Spica Sthiravasara Sualocin Suhail Sulafat Swati Syrma Talitha Tania Tarazed Tarf Taygeta Tchou Tegmine Tejat Thabit Thuban Tishya Trianguli Tseang Tseen Tsih Tso Tsze Tula Tyl Ukdah Unukalhai Uttara Uttarashada Vega Vichruta Vindemiatrix Vishaaka Vrishchika Wasat Wezen Wezn Yed Yildun Yu Zaniah Zaurak Zavijava Zozma Zubanalakrab Zubenhakrabi''' # } # Newline separated ship name list based on roman mythology { SHIP_NAME_ROMAN_MYTHOLOGY '''Aurora Auster Bacchus Bellona Decima Diana Orcus Fama Faunus Favonius Fortuna Galinthis Gratiae Juno Justitia Latona Matuta Morta Nona Parcae Pax Proserpina Salacia Salus Silvanus Somnus Tellus Ulysses Veiovis Vesper Vesta Vulturnus''' # } # Newline separated ship name list based on greek mythology { SHIP_NAME_GREEK_MYTHOLOGY '''Aesculapius Achelois Acheron Acis Adrasteia Aegaeon Aeolus Aether Agamemnon 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 Cerberus Charybdis Chimaera Chimera Chiron Chloris Chronos Circe Cladeus Cleochareia Clio Clymene Clytie Coeus Cotys Cragus Crataeis Crius Cronus Cybele Cyclopes Cyclops 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 Gorgon Gyes Hades Hamadryads Hebe Hecate Hecatoncheires Helios Hemera Hephaestus Hera Heracles Hermes Hespera Hesperos Hestia Horae Hybris Hypnos Irene Iris Lachesis Leto Medusa Melpomene Metis Metope Minerva Mnemosyne Moirae Momus Morpheus Naiads Nemesis Nereids Nereus Notus Nymph Oceanid Odysseus Ophion Oreads Otus Peitho Pegasus Peneus Persephone Pheme Phoebe Phorcys Phosporus Pleiades Polyhymnia Polyphemus Poseidon Priapus Prometheus Satyr Selene Semele Silenus Sphinx Sterope Steropes Tartarus Taygete Terpsichore Thalia Thallo Thanatos Theia Themis Thetis Titan Tityas Tyche Typhon Zephyrus Zeus''' # } # Newline separated ship name list based on norse mythology { 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''' # } # Newline separated ship name list based on basque mythology { 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''' # } # FIXME: Sort these into their proper locations? # Newline separated ship name list based on various mythologies { SHIP_NAME_UNSORTED_MYTHOLOGY '''Echidna 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 Cherufe 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''' # } # Newline separated ship name list based on scientists { SHIP_NAME_SCIENTISTS '''Ampere Ångström Archimedes Aristotle Avogadro Becquerel Bell Bernoulli Bohr Boltzmann Boyle Cassini Cavendish Celsius Chandrasekhar Copernicus Coulomb Crick Curie Darwin Dalton Descartes Dirac Doppler Drosten 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 Koch Kuiper Lagrange Lamarck Lavoisier Leeuwenhoek Linnaeus Lorenz Mach Malpighi Maxwell Mendeleev Needham Newton Oersted Ohm Oort Oppenheimer Pasteur Pauling Planck Pliny Redi Richter Röntgen Rutherford Sagan Salk Schwann Schrödinger Schwarzschild Spallanzani Tesla Tycho Vesalius Van Allen Volta Voltaire Watson Webb Zeiss''' # } # Newline separated ship name list based on authors { SHIP_NAME_AUTHORS '''Adams Aldiss Alexander Anderson Anthony Asimov Atwood Banks 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 Huxley Johnson Jordan Kagan Kelly Keyes Knight Kornbluth Kress L'Engle Lafferty Landis Langford Larson Le Guin Leckie Leiber Leinster Lem Levine Lewis Link Longyear Lucas Martin McCaffrey McHugh McIntyre Miller Niven Orwell Perry Pratchett 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 Valente Vance Varley Verne Vinge Vonnegut Watt-Evans Weir Wells Wilhelm Williamson Willis Wilson Wolfe Wolverton Zahn Zelazny''' # } # Newline separated ship name list based on artists { 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''' # } # Newline separated ship name list based on virtues { 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''' # } # Newline separated ship name list based on emotions { 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''' # } # Newline separated ship name list based on architecture { 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''' # } # Newline separated ship name list based on "master of orion 2" { SHIP_NAME_MOO2_STARS '''Akrab Endoria Erigone Ezra Fixas Lir Manzil Muscida Tewari Vox Woz Xanthus Yarak Yekub''' # } # Newline separated ship name list based on months or other times { SHIP_NAME_MONTH_TIME '''Easter Egg Eternal September Ides of March Four Seasons Red October Spring Break''' # } # Newline separated ship name list based on real/fictional ship names { SHIP_NAME_OTHER '''Botany Bay Bounty Evergiven Heart of Gold Mayflower Rocinante Titanic''' # } # Newline separated ship name list based on various fictional monster names { SHIP_NAME_FICTIONAL_MONSTERS '''Beowulf Gormagander Nessi ''' # } # Newline separated ship name list based on developer names { SHIP_NAME_DEVS '''Adrian Broher Aquataine Big Joe Cami Cjkjvfnby Dbenage-CX Dilvish Eleazar Geoff the Medio LGM-Doyle Morlic O01eg Ophiuchusagrrr PD St Pake Tyreth Tzlaine Vezzra''' # } SHIP_NAMES '''[[SHIP_NAME_MAMMALS]] [[SHIP_NAME_BIRDS]] [[SHIP_NAME_FISH]] [[SHIP_NAME_FLORA]] [[SHIP_NAME_STONE]] [[SHIP_NAME_OTHER_GEO]] [[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_MONTH_TIME]] [[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_FICTIONAL_MONSTERS]] [[SHIP_NAME_DEVS]]''' #include "content_specific_parameters.txt" #include "common_user_customizations.txt"