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
<rgba 0 255 0 255>(PASSED)</rgba>

FAILED
<rgba 255 0 0 255>(FAILED)</rgba>

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
'''<u>If On</u>: 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.

<u>If Off</u>: 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
'''<u>If On</u>: 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.

<u>If Off</u>: Basic level visible systems that have never been detected at higher visiblity have unknown name and star type.'''

RULE_HIDDEN_POLICIES
Hide Empire Policies

RULE_HIDDEN_POLICIES_DESC
'''<u>If On</u>: Players who are not allied to an empire do not know other empires' adopted or available policies.

<u>If Off</u>: All players know all other empires' adopted and available policies.'''

RULE_HIDDEN_TECHS_QUEUES_AVAILABILITIES
Hide Empire Techs, Queues, and Availabilites

RULE_HIDDEN_TECHS_QUEUES_AVAILABILITIES_DESC
'''<u>If On</u>: Players who are not allied to an empire do not know other empires' researched techs, queues and part, hull, or building availabilities.

<u>If Off</u>: All players know all other empires' researched techs, queues, and availabilities.'''

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_SHOW_SIDEPANEL_STALE_BUILDING
Enables display of stale visibility buildings on sidepanel. Stale visibility means previously detected and should be currently visible based on last known state and location and a player's current detection levels, but nevertheless not currently detected anywhere.

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
<u>Time</u>

SAVE_TURN_TITLE
<u>Turn</u>

SAVE_PLAYER_TITLE
<u>Player</u>

SAVE_EMPIRE_TITLE
<u>Empire</u>

SAVE_FILE_TITLE
<u>File</u>

SAVE_SEED_TITLE
<u>Seed</u>

SAVE_GALAXY_AGE_TITLE
<u>Galaxy Age</u>

SAVE_MONSTER_FREQ_TITLE
<u>Monster Frequency</u>

SAVE_NATIVE_FREQ_TITLE
<u>Native Frequency</u>

SAVE_PLANET_FREQ_TITLE
<u>Planet Frequency</u>

SAVE_SPECIALS_FREQ_TITLE
<u>Specials Frequency</u>

SAVE_STARLANE_FREQ_TITLE
<u>Starlane Frequency</u>

SAVE_GALAXY_SIZE_TITLE
<u>Galaxy size</u>

SAVE_GALAXY_SHAPE_TITLE
<u>Galaxy Shape</u>

SAVE_AI_AGGRESSION_TITLE
<u>AI Aggression</u>

SAVE_NUMBER_EMPIRES_TITLE
<u>Empires</u>

SAVE_NUMBER_HUMANS_TITLE
<u>Human Players</u>

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_SHOW_SIDEPANEL_STALE_BUILDING
Show stale visibility buildings on sidepanel

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_FONT_FILE
Font 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
'''<u>Order execution</u>
Colonisation, invasion, bombardment, gifting, scrapping and fleet movement

<u>Combat resolution</u>

<u>Production, Research and Growth</u>
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
<s>%1% uu</s>

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 <i>%2%</i>

# %1% name of the planet, where the building is located.
# %2% name of building
TT_BUILDING
%1% Building <i>%2%</i>

# %1% source of effect
# %2% name of ship hull
TT_SHIP_HULL
Ship <i>%1%</i> Hull <i>%2%</i>

# %1% source of effect
# %2% name of ship part
TT_SHIP_PART
Ship <i>%1%</i> Part <i>%2%</i>

# %1% source of effect
# %2% name of special
TT_SPECIAL
Special <i>%2%</i>

# %1% source of effect
# %2% name of species
TT_SPECIES
Species <i>%2%</i>

# %1% name of this fields field type.
# %2% name of field
TT_FIELD
<i>%2%</i>

# %1% name of the adopting empire.
# %2% name of policy
TT_POLICY
%1% Policy <i>%2%</i>

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
<i>New Fleet</i>

# 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) <img src="icons/buttons/production.png"></img>

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.


<u>Production Summary panel</u>

(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.

<u>Producible Items panel</u>

(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).

<u>Production Queue panel</u>

(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 <i>Show in Pedia</i> ).
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 <i>Rally to </i>... (where ... is the system name).


<u>Production Order</u>

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.

<i>Note</i>  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.


<u>Example</u>

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
<rgba 255 64 64 255>Remove from Queue</rgba>

UNDELETE_QUEUE_ITEM
<rgba 96 255 96 255>Restore to Queue</rgba>

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 Known 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<img src = "%4%"></img>

ENC_VECTOR_TEXTURE_INFO
%4% -- %1% x %2% px with %3% shapes<img src = "%4%"></img>

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
'''

<u>Time and Cost</u>

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
'''

<u>Time and Cost</u>

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   (<i>ignoring shields</i>):  %15$.f   (%16$.2f per PP)
            (<i>enemy with attack %17$.1f and shields %18$.1f</i>):  %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 <encyclopedia ENC_SHIP_DESIGN>Ship Design</encyclopedia> 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]]

<img src="encyclopedia/EP_wheel.png"></img>'''

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: <url  http://freeorion.org/index.php/V0.4_Quick_Play_Guide>freeorion.org/index.php/V0.4_Quick_Play_Guide</url>).
'''

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 <i>type</i> applies to any SitRep for the same type of event.
For example, <u>[[SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION_LABEL]]</u> applies to any ship owned by the players empire arriving at any system.

<u>[[SITREP_SNOOZE_INDEFINITE]]</u> 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_WEAPON_SHOTS_UPGRADED
All %shippart% weapons on supplied ships have been upgraded with %tech% technology. Upgraded weapons do %rawtext:shots% extra shot per bout (%rawtext:shotsum%)

SITREP_WEAPON_SHOTS_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
'''<img src="species/preview/scylior.png"></img>
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.
<img src="species/scylior.png"></img>
'''

SP_GYSACHE
Gysache

SP_GYSACHE_GAMEPLAY_DESC
'''<img src="species/preview/gysache.png"></img>
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.
<img src="species/gysache.png"></img>
'''

SP_CHATO
Chato

SP_CHATO_GAMEPLAY_DESC
'''<img src="species/preview/chato.png"></img>
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.
<img src="species/chato.png"></img>
'''

SP_TRITH
Trith

SP_TRITH_GAMEPLAY_DESC
'''<img src="species/preview/trith.png"></img>
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]].
<img src="species/trith.png"></img>
'''

SP_HAPPY
Happybirthday

SP_HAPPY_GAMEPLAY_DESC
'''<img src="species/preview/happybirthdays.png"></img>
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.

<img src="species/happybirthdays.png"></img>
'''

SP_HHHOH
Hhhoh

SP_HHHOH_GAMEPLAY_DESC
'''<img src="species/preview/hhhoh.png"></img>
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.

<img src="species/hhhoh.png"></img>
'''

SP_EAXAW
Eaxaw

SP_EAXAW_GAMEPLAY_DESC
'''<img src="species/preview/eaxaw.png"></img>
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!"
<img src="species/eaxaw.png"></img>
'''

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
'''<img src="species/preview/laenfa.png"></img>
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.
<img src="species/laenfa.png"></img>
'''

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
'''<img src="species/preview/phinnert.png"></img>
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.
<img src="species/phinnert.png"></img>
'''

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
'''<img src="species/preview/trenchers.png"></img>
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.

<img src="species/trenchers.png"></img>
'''

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
'''<img src="species/preview/ugmors.png"></img>
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.
<img src="species/ugmors.png"></img>
'''

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
'''<img src="species/preview/abaddoni.png"></img>
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.
<img src="species/abaddoni.png"></img>
'''

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
'''<img src="species/preview/banforo.png"></img>
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.
<img src="species/banforo.png"></img>
'''

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 <i>Computronium Moon</i>

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
'''If the empire has no [[RE_INFLUENCE]] debt (i.e. [[IP_STOCKPILE]] of at least zero), increases [[metertype METER_TARGET_HAPPINESS]] on populated planets by however much is needed to reach [[value PLC_INDOCTRINATION_STRENGTH_BASE]]. This target 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 non-enemy 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 [[value BAD_PILOT_FIGHTER_DAMAGE_BONUS]] per fighter; good piloting increases damage by [[value GOOD_PILOT_FIGHTER_DAMAGE_BONUS]], great piloting by [[value GREAT_PILOT_FIGHTER_DAMAGE_BONUS]], and ultimate piloting by [[value ULTIMATE_PILOT_FIGHTER_DAMAGE_BONUS]] 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 [[value SHP_FIGHTERS_2_FT_HANGAR_2_DAMAGE_BONUS]], [[shippart FT_HANGAR_3]] by [[value SHP_FIGHTERS_2_FT_HANGAR_3_DAMAGE_BONUS]], and [[shippart FT_HANGAR_4]] by [[value SHP_FIGHTERS_2_FT_HANGAR_4_DAMAGE_BONUS]]. 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 laser weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_2]] is increased by [[value SHP_FIGHTERS_3_FT_HANGAR_2_DAMAGE_BONUS]], [[shippart FT_HANGAR_3]] by [[value SHP_FIGHTERS_3_FT_HANGAR_3_DAMAGE_BONUS]], and [[shippart FT_HANGAR_4]] by [[value SHP_FIGHTERS_3_FT_HANGAR_4_DAMAGE_BONUS]]. 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 laser weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_2]] is increased by [[value SHP_FIGHTERS_4_FT_HANGAR_2_DAMAGE_BONUS]], [[shippart FT_HANGAR_3]] by [[value SHP_FIGHTERS_4_FT_HANGAR_3_DAMAGE_BONUS]], and [[shippart FT_HANGAR_4]] by [[value SHP_FIGHTERS_4_FT_HANGAR_4_DAMAGE_BONUS]]. 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]].

Also upgrades [[shippart SR_WEAPON_0_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part fires [[value SHP_WEAPON_1_3_UPGRADE_SHOTS]] extra shots per bout.'''

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]].

Also upgrades [[shippart SR_WEAPON_0_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part fires [[value SHP_WEAPON_2_3_UPGRADE_SHOTS]] extra shots per bout.'''

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]].

Also upgrades [[shippart SR_WEAPON_0_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part fires [[value SHP_WEAPON_3_3_UPGRADE_SHOTS]] extra shots per bout.'''

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]].

Also upgrades [[shippart SR_WEAPON_0_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part fires [[value SHP_WEAPON_4_3_UPGRADE_SHOTS]] extra shots per bout.'''

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 <i>Deuterium Fuel</i>

# 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 <i>Antimatter Fuel</i>

# 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 non-enemy 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 seven 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).
Researching advanced weapon technologies also gives additional shots
- [[tech SHP_WEAPON_1_3]] [[value SHP_WEAPON_1_3_UPGRADE_SHOTS]]
- [[tech SHP_WEAPON_2_3]] [[value SHP_WEAPON_2_3_UPGRADE_SHOTS]]
- [[tech SHP_WEAPON_3_3]] [[value SHP_WEAPON_3_3_UPGRADE_SHOTS]]
- [[tech SHP_WEAPON_4_3]] [[value SHP_WEAPON_4_3_UPGRADE_SHOTS]]
'''

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 <i>%1%</i> [[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 <i>Worldtree</i>

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 <encyclopedia ENC_SHIP_DESIGN>Ship Design</encyclopedia> 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 <i>%2%</i> -40%% [[encyclopedia FUEL_EFFICIENCY_TITLE]]

AVERAGE_FUEL_EFFICIENCY_LABEL
Hull <i>%2%</i> +0%% [[encyclopedia FUEL_EFFICIENCY_TITLE]]

GOOD_FUEL_EFFICIENCY_LABEL
Hull <i>%2%</i> +100%% [[encyclopedia FUEL_EFFICIENCY_TITLE]]

GREAT_FUEL_EFFICIENCY_LABEL
Hull <i>%2%</i> +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
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##
## 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"
