l_english:
 ####################################
 # Misc
 ####################################
 SEPARATOR:0 "---"
 
 aura_category_offensive:0 "Offensive Aura"
 aura_category_defensive:0 "Defensive Aura"
 aura_type_support:0 "Support"
 aura_type_debuff:0 "Inhibitor"
 aura_type_snare:0 "Snare"
 aura_type_minefield:0 "Minefield"
 CONTACT:0 "Contact"
 
 GAME_SETUP_GALAXY_PROPERTY_NOT_AVAILABLE:0 " - "
 
 aura_shield_recharger:0 "$aura_category_defensive$ - $aura_type_support$"
 aura_nanobot_cloud:0 "$aura_category_defensive$ - $aura_type_support$"
 aura_shield_dampener:0 "$aura_category_offensive$ - $aura_type_debuff$"
 aura_quantum_destabilizer:0 "$aura_category_offensive$ - $aura_type_debuff$"
 aura_ship_subspace_snare:0 "$aura_category_offensive$ - $aura_type_snare$"
 aura_station_subspace_snare:0 "$aura_category_offensive$ - $aura_type_snare$"
 aura_minefield:0 "$aura_category_offensive$ - $aura_type_minefield$"
 
 NO_POPS_VALID_FOR_COLONIZATION:0 "There are no Pops on this planet that can be used for colonization."
 
 EMPIRE_SPAWN_ALLOWED:0 "§HEmpire Spawning Allowed§!"
 EMPIRE_SPAWN_DISALLOWED:0 "§HEmpire Spawning Forbidden§!"
 EMPIRE_SPAWN_ALWAYS:0 "§HEmpire Spawning Forced§!"
 EMPIRE_SPAWN_ALLOWED_DESC:0 "$TEMPLATE$ is allowed to appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_DISALLOWED_DESC:0 "$TEMPLATE$ is NOT allowed to appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_ALWAYS_DESC:0 "$TEMPLATE$ will always appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_TOOLTIP_DELAYED:0 "§GClick to change the spawn setting for this empire template.§!"
 
 REQUIRES_SHIP:0 "§RRequires a $SHIP$.§!"
 NOT_ENOUGH_INFLUENCE_TO_REVOKE_SECTOR:1 "We do not have the $AMT|Y$ £influence  required to remove a system from this sector."
 NOT_ENOUGH_INFLUENCE_TO_DELETE_SECTOR:1 "We do not have the $AMT|Y$ £influence  required to delete this sector."
 BUILD_STATION_TOO_CLOSE:1 "§RToo close to another Station.§!"
 EMERGENCY_FTL_DAYS_LEFT:0 "§R$DAYS|Y$ Days until Emergency FTL is ready.§!"
 COMPONENT_AURA_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$\n$MODIFIER$"
 COMPONENT_AURA_WITHOUT_MOD_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$"
 COMPONENT_AURA_DAMAGE_TOOLTIP:0 "Ships within the field has a $ACCURACY|Y%0$ chance each day to take §Y$MIN_DAMAGE|0$ - $MAX_DAMAGE|0$§! damage, ignoring $ARMOR_PENETRATION|Y%0$ armor. This damage can be dodged." #ACCURACY, MIN_DAMAGE, MAX_DAMAGE, AVG_DAMAGE, SHIELD_DAMAGE, SHIELD_PENETRATION, ARMOR_PENETRATION 
 AURA_APPLY_ON_FRIENDLY:0 "Effect on Allied Ships:"
 AURA_APPLY_ON_HOSTILE:0 "Effect on Hostile Ships:"
 ENERGY_COST:0 "£energy $VALUE|1Y$"
 INFLUENCE_COST:0 "£influence $VALUE|0Y$"
 INFLUENCE_COST_FRACTIONS:0 "£influence $VALUE|2Y$"
 FTL_MAGNET:0 "FTL Inhibitor"
 COMPONENT_FTL_MAGNET_TIP:0 "\n§HFTL Inhibitor§! - Incoming hostile fleets will be forcefully redirected to this station"
 TOOLTIP_SYSTEM_HAS_HOSTILE_FTL_MAGNET:0 "Contains one or more FTL Inhibitors"
 TOOLTIP_FLEET_ICON_HAS_FTL_MAGNET:0 "Has an FTL Inhibitor"
 FLEET_UPGRADE_COST_TOOLTIP:0 "$SHIPS|Y$ will be Upgraded for £minerals  $COST|Y$"
 MOD_SPECIES_COST:0 "Cost: £society  $COST|Y$"
 SPECIES_MOD_NUM_POPS:0 "Number of selected Pops: $COUNT|Y$"
 PLANET_CLASS_PREFERENCE_TRAITS:0 "Planet Preference"
 OTHER:0 "Other"
 PRIMITIVES:0 "Primitives"
 AGGRESSIVE_STANCE:0 "Aggressive Stance"
 FLEET_IN_FTL:0 "Fleet is in FTL"
 WEAPON_COMPONENT_TAGS:0 "Type: $TAGS$"
 WEAPON_COMPONENT_AI_TAGS:0 "AI Role: $TAGS$"
 LANDING_POOR_ODDS:0 "§RThis attack would be unlikely to succeed.§!"
 LANDING_POOR_ODDS_2:0 "§RSend a fleet to bombard the planet's fortifications before landing troops.§!"
 TECH_AND_LEVEL_NAME:0 "$TECH$ $LEVEL$"
 EVENT_OPTION_TRIGGER_ICON_TIP:0 "$TRIGGER|T$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE:1 "$NAME$: $VALUE|Y0$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE:1 "$NAME$: $VALUE|+=0%$"
 #SHIP_STAT_CONTRIBUTION_ADDATIVE_hitpoints: "this is an example showing that you can override how certain stats are shown :)"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_maintenance:1 "$NAME$: $VALUE|2Y$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_maintenance:1 "$NAME$: $VALUE|-=0%$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_power:1 "$NAME$: $VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_evasion:1 "$NAME$: $VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_combat_speed:1 "$NAME$: $VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_damage:1 "$NAME$: $VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_build_time:1 "$NAME$: $VALUE|Y2$"
 DAMAGE_REDUCTION:0 "Damage Reduction: $VALUE|Y0%$"
 STAT_SOURCE_SECTION:0 "Sections"
 STAT_SOURCE_WEAPON:0 "Weapons"
 STAT_SOURCE_UTILITY:0 "Utilities"
 STAT_SOURCE_STRIKE_CRAFT:0 "Hangars"
 SHIP_DESIGN_SPECIAL_VALUES:0 "£ship_stats_special  Special Values: $COUNT$"
 SHIP_DESIGN_SPECIAL_VALUES_HEADER:0 "§HSpecial Values§!"
 SHIP_DESIGN_NO_SPECIAL_VALUES:0 "This Ship Design has no Special Values"
 CONFIRM:0 "Confirm"
 WAR_DEMANDS_VIEW_TITLE:0 "War Demands"
 WAR_DEMANDS_VIEW_AVAILABLE:0 "Available"
 WAR_DEMANDS_VIEW_SELECTED:0 "Selected"
 WAR_DEMANDS_VIEW_DESC:2 "Add War Goals to declare what you seek to achieve with this war.\nWhen negotiating for Peace, you may only make demands that have first been added here.\n§GSelect War Goals by dragging them from the left list to the right!§!"
 SUGGEST_DEMANDS:0 "Suggest Demands"
 OPPONENTS:0 "Opponents"
 POP_MAINTENANCE_TIP:0 "Maintenance: £energy $VALUE|-1$"
 DETAIL_MAINT_POP:0 "$SPECIES$: $VALUE|-2$"
 ROBOT_POP_SPECIES_1:0 "Robot"
 ROBOT_POP_SPECIES_2:0 "Droid"
 ROBOT_POP_SPECIES_3:0 "Synthetic"
 ROBOT:0 "Robotic"
 POP_SPECIES_CANT_BE_ENSLAVED:0 "$SPECIES|Y$ Pops can not be enslaved"
 FORCED_HAPPINESS:0 "$SOURCE$: $VALUE|+%0$"
 TRAIT_FORCED_HAPPINESS:0 "Constant Happiness: $VALUE|+0%$"
 POP_HAS_NO_OWNER:0 "§RThis Pop does not belong to anyone§!"
 RETURNS_COLON:0 "Returns"
 
 buildable_robot_pop_1:1 "$ROBOT_POP_SPECIES_1$"
 buildable_robot_pop_1_desc:1 "$trait_robotic_1_desc$"
 buildable_robot_pop_2:1 "$ROBOT_POP_SPECIES_2$"
 buildable_robot_pop_2_desc:1 "$trait_robotic_2_desc$"
 buildable_robot_pop_3:1 "$ROBOT_POP_SPECIES_3$"
 buildable_robot_pop_3_desc:1 "$trait_robotic_3_desc$"

 HEADER:0 "$KEY|1H$\n"
 HIGHLT:0 "$KEY|H$"
 LORE:0 "$KEY|L$"
 TOOLTIP_TEXT:0 "$KEY|T$"
 TEXT_COLOR:0 "§T"
 HEADER_COLOR:0 "§H"
 ENEMY_COLOR:0 "$KEY|R$"
 RED_COLOR:0 "$KEY|R$"
 GREEN_COLOR:0 "$KEY|G$"
 BLUE_COLOR:0 "$KEY|E$"
 ORANGE_COLOR:0 "$KEY|H$"
 YELLOW_COLOR:0 "$KEY|Y$"
 ENEMY:0 " (Hostile)"
 BASE:0 "Base"
 BASE_VALUE:0 "Base: $VALUE$"
 BASE_PERCENT:0 "Base: $VALUE|0%Y$"
 POPS_VALUE:0 "From Pops: $VALUE$"
 START_NEW_GAME:0 "Starting New Game"
 DIALOG_AGREE:0 "Agree"
 DIALOG_DECLINE:0 "Decline"
 CANCEL:0 "Cancel"
 RELOAD:0 "Reload"
 FINISHED:0 "Finished"
 FINISH:0 "Finish"
 ACCEPT:0 "Accept"
 START:0 "Start"
 FILTER:0 "Filter"
 MESSAGE_OK:0 "Ok"
 MESSAGE_GOTO:0 "Show"
 FRONT_START:0 "§HN§!ew Game"
 FRONT_LOAD:0 "§HL§!oad Game"
 FRONT_CREDITS:0 "§HC§!redits"
 FRONT_SETTINGS:0 "§HS§!ettings"
 FRONT_QUIT:0 "§HE§!xit"
 FRONT_BACK:0 "Back"
 FRONT_SAVE_GAMES:0 "Choose Save Game"
 FRONT_LAUNCH:0 "Launch"
 FRONT_MULTIPLAYER:0 "§HM§!ultiplayer"
 FRONT_MULTIPLAYER_DISABLED:0 "§GMultiplayer§!"
 LOAD_SAVE_GAME:0 "Loading Save Game"
 CALCULATING_CACHE:0 "Preparing Game"
 LOGIN_REQUIRED:0 "Login required"
 LOAD_GAME_SELECTED_SAVES:1 "Save games:"
 LOAD_GAME_NO_FILES:0 "No save games available!"
 LOAD_GAME_UNSORTED:0 "§GUnsorted Games§!"
 INTERNET_BROWSER:0 "Internet Browser"
 AT_WAR:0 "At War:"
 ALLIES:0 "Allies:"
 LOAD_MAP_GFX:0 "Loading Map Graphics"
 LOAD:0 "Load"
 LOAD_SELECTED_SAVE:0 "Load Selected"
 CLOSE:0 "Close"
 ON:0 "On"
 OFF:0 "Off"
 START_GAME:0 "Start Game"
 SHIPDESIGNER:0 "Ship Designer"
 FLEETDESIGNER:0 "Fleet Designer"
 SAVING:0 "Saving"
 OPEN:0 "Open"
 SAVED_GAMES:0 "Saves"
 LOAD_LAST_SAVED:0 "Load Latest Save"
 PLANET:0 "planet"
 STAR:0 "star"
 PLANET_CAP:0 "Planet"
 MOON:0 "moon"
 MOON_CAP:0 "Moon"
 TYPE:0 "Type"
 ASSIGNMENT:0 "Assignment"
 SKILL:0 "Skill"
 AGE:0 "Age"
 CHAR_OPINION_OF_CHAR:0 "§H$FIRST$'s§! opinion of §H$SECOND$§!: $OPINION$"
 OPINION_OF_CHAR:0 "Opinion of §H$EMPIRE$§!: $OPINION$"
 CUSTOM:0 "Custom"
 POP_NAME:0 "$SPECIES$ Pop on $PLANET$"
 POP_MAX_GROWTH:0 "Food needed: $VALUE|1Y$"
 POP_MAX_GROWTH_BASE:0 "Base: $VALUE|1Y$"
 POP_MAX_GROWTH_POPS:0 "$POPS|Y$ Existing Pops: $VALUE|1=-$"
 POP_MAX_GROWTH_HABITABILITY:0 "Habitability: $VALUE|0=-%$"
 POP_MAX_GROWTH_HELP:1 "§EA Pop needs a certain amount of Food before it is fully grown. All surplus Food will contribute towards this progress every month. This value increases with the number of Pops already on the planet. §!$MOD_POP_GROWTH_REQ$§E, §!Unhappiness§E and §!$HABITABILITY$§E affect the Food required to grow a new Pop.§!"
 POPULATION:0 "Population"
 GAME:0 "Game"
 YES:0 "Yes"
 NO:0 "No"
 DISMISS:0 "Dismiss"
 UNDECIDED:0 "Undecided"
 NAME:0 "Name"
 HEALTH:0 "Health"
 AVERAGE_DAMAGE:0 "Average Damage"
 MORALE_DAMAGE:0 "Morale damage: §Y$MIN$ - $MAX$§!"
 DEFENDER:0 "Defender"
 ATTACKER:0 "Attacker"
 EDIT:0 "Edit"
 PREV:0 "Previous"
 NEXT:0 "Next"
 RANDOM:0 "Random"
 RANDOM_RULER:0 "Random Ruler"
 AND:0 "and"
 SI_NUMBER:0 "$VALUE|1Y$"
 SI_NUMBER_0:0 "$VALUE|0Y$"
 MIL_FLEET_NAME:0 "$COUNTRY$ Fleet $NUMBER$"
 TRANS_FLEET_NAME:0 "Transport Fleet $NUMBER$"
 INTEL_LEVEL_NONE:0 "Unexplored"
 INTEL_LEVEL_LOW:0 "§RLow§!"
 INTEL_LEVEL_MEDIUM:0 "§YMedium§!"
 INTEL_LEVEL_HIGH:0 "§GHigh§!"
 SENSOR_RANGE:0 "Sensor Range"
 INTEL_LEVEL_VALUE:0 "Intel Level: $LEVEL|H$"
 INTEL_LEVEL_DESC:0 "§GHigh§!: Fleet movement within sensor range is known\n§YMedium§!: Planet types in system are known\n§RLow§!: Number of planets in system is known"
 INTEL_LEVEL_NOT_TRIGGER:0 "Intel Level is NOT $OPERATOR$$LEVEL|Y$"
 INTEL_LEVEL_TRIGGER:0 "Intel Level is $OPERATOR$$LEVEL|Y$"
 MISSING_WORMHOLE_STATION:0 "Out of reach! We need to build more Wormhole Stations closer to this system."
 FLEET_NO_PATH:0 "There is no route for the selected fleet to reach this system"
 NO_PATH_NO_FTL:0 "The selected ship has no FTL drive, so it can't reach this system"
 DONE:0 "Done"
 FRIENDLY_FLEETS:0 "Own Fleets"
 NEUTRAL_FLEETS:0 "Neutral Fleets"
 HOSTILE_FLEETS:0 "Hostile Fleets"
 ALLIANCE_FLEETS:0 "Friendly Fleets"
 INTEL_HOSTILE:0 "Hostile Intel"
 INFLUENCE:0 "Influence"
 INTEL_HOSTILE_DESC:0 "We previously encountered hostiles in this system."
 FLEET_MILITARY_POWER:0 "£military_ship  $FLEET|R$ £military_power  $VALUE|Y$  £ship_stats_hitpoints $HP$"
 FLEET_NO_MILITARY_POWER:0 "$FLEET$"
 FLEET_NO_MILITARY_POWER_SCIENCE:0 "£science_ship  $FLEET|B$  £ship_stats_hitpoints $HP$"
 FLEET_NO_MILITARY_POWER_CONSTRUCTION:0 "£construction_ship  $FLEET|H$  £ship_stats_hitpoints $HP$"
 FLEET_NO_MILITARY_POWER_COLONY:0 "£colony_ship  $FLEET|E$  £ship_stats_hitpoints $HP$"
 FLEET_NO_MILITARY_POWER_ARMY:0 "£army_ship  $FLEET|G$  £ship_stats_hitpoints $HP$"
 MILITARY_POWER:0 "£military_power $VALUE|*0$"
 SCREENSHOT_TAKEN:0 "Screenshot taken!"
 LONG_SHIPCLASS_NAME:0 "$NAME$-class $SIZE$"
 SELECT_COMPONENT:0 "Add Component"
 SELECT_COMPONENT_DESC:0 "Select a component and place it by moving it into an available slot."
 SHIP_NAME_STATS:0 "Specifications"
 SHIP_NAME_LABEL:0 "Design Name"
 SHIPCLASS_NAME:0 "$NAME$-class"
 NEBULA_DESC:0 "Nebulae give a $TRAVEL_SPEED_PENALTY|-1%$ travel speed penalty to ships in interstellar flight."
 MODIFY:0 "Modify"
 MORALE:0 "Morale"
 MIGRATING:0 "Migrating"
 DELETE_SECTOR:0 "Delete Sector"
 MIGRATING_DESC:0 "Is Migrating to $PLANET|H$: $REMAINING|H$ Months remaining"
 HAPPINESS_LABEL:0 "Happiness:"
 UNHAPPINESS:0 "Unhappiness"
 FERTILITY_LABEL:0 "Fertility:"
 ENSLAVED:0 "Enslaved"
 ENSLAVED_DESC:0 "This Pop is enslaved. Enslaved Pops generates unhappiness for all Individualist Pops on this planet."
 PURGING:0 "Purging"
 PURGING_DESC:0 "This Pop is being systematically killed off. The process will be completed on $DATE|Y$."
 WORMHOLE_INCOMING_DESC:1 "§HWormhole Exit§!\nA Wormhole is open and something is about to come through..."
 WORMHOLE_INCOMING_KNOWN_DESC:0 "§HWormhole Exit from $SYSTEM|Y$§!\nFleet in Transit: $FLEET|Y$."
 WORMHOLE_OUTGOING_DESC:1 "§HWormhole Entrance§!\nA Wormhole is open and ready to transport ships to another star system."
 WORMHOLE_OUTGOING_KNOWN_DESC:0 "§HWormhole Entrance to $SYSTEM|Y$§!\nFleet in Transit: $FLEET|Y$."
 GREATER_THAN:0 "greater than"
 LESS_THAN:0 "less than"
 EQUAL_TO:0 "equal to"
 FTL_TRAIL_DESC:0 "Detected an FTL trail. The trail will vanish by $ENDDATE|H$."
 FTL_TRAIL_ANALYZED_DESC:0 "Analyzed FTL trail. A $WHO|H$ ship jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$."
 FTL_TRAIL_OURS_DESC:0 "Detected an FTL trail from one of our ships that jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$."
 HITPOINTS:1 "Hull Points"
 SHIELDS:0 "Shields"
 SECTOR_AUTONOMY:0 "Redevelopment"
 SECTOR_AUTONOMY_DESC:0 "Controls if the Sector is allowed to replace existing Buildings."
 SECTOR_RESPECT_TILE_RESOURCES:0 "Respect Tile Resources"
 SECTOR_RESPECT_TILE_RESOURCES_DESC:0 "Controls if the Sector should construct buildings that are not suited to their tiles."
 SECTOR_CONSTRUCTION_AUTONOMY:0 "Allow Redevelopment"
 SECTOR_CONSTRUCTION_RESPECT_TILE_RESOURCES:0 "Respect Tile Resources"
 ARMOR:0 "Armor"
 QUIT_TITLE:0 "Exit Game"
 QUIT_DESC:0 "Are you sure you want to quit and return to desktop?"
 RESIGN_TITLE:0 "Exit to Main Menu"
 RESIGN_DESC:0 "Are you sure you want to resign and return to the main menu?"
 GROUND_COMBAT:0 "Invasion"
 INCOMING_SHIPS_DESC:0 "Detected $NUM|H$ ship(s) incoming from $FROM|H$"
 planet_size_small:0 "Small Size"
 planet_size_medium:0 "Medium Size"
 planet_size_large:0 "Large Size"
 planet_size_desc:0 "Can support up to $NUM|H$ Pops."
 ASTEROID:0 "Asteroid"
 MONEY:0 "Energy Credits"
 ORBITAL_STATIONS:0 "Orbital Stations"
 ANOMALY:0 "Anomaly"
 SURVEYED:0 "Surveyed"
 UNSURVEYED:0 "Not surveyed"
 HABITABILITY:0 "Habitability"
 TERRAFORM_RESULT:0 "Habitability: $HABITABILITY$"
 SIZE:0 "Size"
 SCIENTIST_REQUIRED:0 "Scientist Required"
 SCIENTIST_REQUIRED_AREA_LEVEL:0 "($AREA$ $LEVEL$ Scientist Required)"
 WARSCORE:0 "Warscore"
 CURRENT_WARSCORE:1 "Warscore:"
 CURRENT_DEMAND_SUM:0 "Demands sum:"
 RESULTS:0 "Results"
 OPINION:0 "Opinion"
 HIGH_OPINION:0 "High opinion"
 DISTANCE:0 "Distance"
 ATTACKERS:0 "Attackers"
 DEFENDERS:0 "Defenders"
 OWNER:0 "Owner"
 USED:0 "Used"
 UNUSED:0 "Unused"
 SOURCES:0 "Sources"
 TOTAL:0 "Total"
 YEARS:0 "Years"
 YEAR_VALUE:0 "$VALUE|H$ year"
 YEARS_VALUE:0 "$VALUE|H$ years"
 MONTH_VALUE:0 "$VALUE|H$ month"
 MONTHS_VALUE:0 "$VALUE|H$ months"
 DAY_VALUE:0 "$VALUE|H$ day"
 DAYS_VALUE:0 "$VALUE|H$ days"
 GAME_SPEED_0:0 "Paused"
 GAME_SPEED_1:0 "Slowest"
 GAME_SPEED_2:0 "Slow"
 GAME_SPEED_3:0 "Normal speed"
 GAME_SPEED_4:0 "Fast"
 GAME_SPEED_5:0 "Fastest"
 UNUSED_RESOURCES_TIP:0 "§HWe have available resources that could perhaps be put to use by a Pop.§!"
 PLANET_PRODUCTION_STRATEGIC:0 "This Strategic Resource can be found here:\n\n$NAME|H$\n$DESC$\n$EFFECT$"
 STRATEGIC_RESOURCES_TITLE:0 "§HStrategic Resources§!"
 STRATEGIC_RESOURCES_DESC:1 "§EThere are many different §HStrategic Resources§!, usually uncovered by researching technologies. They are mainly used to construct very powerful §HBuildings§! and §HSpaceport Modules§!. The benefits they yield tend to be so significant that empires go to war simply to acquire a key §HStrategic Resource§!, if they cannot trade for it peacefully...§!"
 UNEMPLOYED_TITLE:0 "Unemployed"
 UNEMPLOYED_TITLE_DESC:0 "This Pop is unemployed. Consider putting it to work to increase efficiency. We may have to acquire more resources for our Pop to be able to work."
 QUIT:0 "Quit"
 FLEET:0 "fleet"
 WARSCORE_OCCUPATION:0 "Occupation"
 WARSCORE_BLOCKADE:0 "Blockade"
 WARSCORE_SHIP_KILLS:1 "$SPACE_BATTLE$"
 WARSCORE_WARGOALS:0 "War Goals"
 NEGOTIATE:0 "Negotiate"
 UNKNOWN:0 "Unknown"
 UNKNOWN_SHORT:0 "???"
 UNKNOWN_COUNTRY:0 "Unidentified Empire"
 FLANKER:0 "Flanker"
 UNASSIGNED:0 "Unassigned"
 SHIP_ROLE_CAPITAL:0 "The §HCapital§! ships are the main ships of the fleet."
 SHIP_ROLE_FLANKER:0 "§HFlankers§! will attempt to attack within their ideal range."
 SHIP_ROLE_NONE:0 "No specific role assigned."
 SPECIAL_PROJECT_DEBRIS:0 "Debris in $SYSTEM|H$"
 SPECIAL_PROJECT_DEBRIS_DESC:0 "Found space battle debris available to analyze."
 DEBRIS_DESC:0 "Space battle debris from $COUNTRY|H$.\n§GTraces of components:§!\n$LIST$"
 DEBRIS_VIEW_DESC:0 "Space battle debris from $COUNTRY|H$"
 DEBRIS_DETAILS:0 "Traces of components:\n$LIST$"
 COUNTRY_MODIFIER:0 "Empire Modifier"
 COUNTRY_MODIFIERS:0 "Empire Modifiers"
 ARMY_MODIFIER:0 "Army Modifier"
 POP_MODIFIER:0 "Pop Modifier"
 OWNER_COUNTRY:0 "§TOwned by $COUNTRY|Y$.§!"
 CONTROLLER_COUNTRY:0 "§TControlled by $COUNTRY|Y$.§!"
 PL_INFO:0 "£Pop  $POPS|H$     £def   $DEF|H$"
 PURGE:0 "§HPerform Purge§!"
 SPECIES_HAPPINESS:0 "Species"
 COLONY_HAPPINESS:0 "Colony"
 COST:0 "Cost"
 POP_ETHIC_DIVERGENCE:0 "$MOD_POP_ETHIC_SHIFT$"
 POP_ETHIC_DIVERGENCE_DESC:0 "§E§HEthics Divergence§! represents the chance that this §HPop§! will change §HEthics§!. A negative number means that the §HPop§! is likely to conform to the §HEmpire's Ethics§! and is thus normally a good thing.§!"
 WAROVERVIEW_WARSCORE_TOOLTIP:0 "§HWarscore§!\nThis is the sum warscore collected by participants on this side of the war."
 WAROVERVIEW_OCCUPATION_WARSCORE_TOOLTIP:0 "§HOccupation Warscore§!\nThis is the sum warscore this side is currently gaining from occupations of enemy planets."
 WAROVERVIEW_BLOCKADE_WARSCORE_TOOLTIP:0 "§HBlockage Warscore§!\nThis is the sum warscore this side is currently gaining from blockades of enemy planets."
 WAROVERVIEW_SPACE_BATTLES_WARSCORE_TOOLTIP:0 "§HSpace Battles Warscore§!\nThis is the accumulated warscore this side is currently gaining from having won space battles."
 WAROVERVIEW_PROGRESSBAR_TOOLTIP:0 "§HWarscore§!\nThis is the current warscore, it measures how well each side is performing in this war and is used as currency for negotiating peace."
 WAROVERVIEW_WARGOALS_WARSCORE_TOOLTIP:0 "§HWar Goals Warscore§!\nThis is the accumulated war score gained from war demands which give ticking warscore."
 TRAIT_COST:0 "Cost: $COST$"
 BASELINE_POP:0 "Empire Founders"
 BASELINE_POP_DESC:0 "These colonists share the same species and ethics as the founders of our Empire."
 BASE_COST_VALUE:0 "Base Cost: $VALUE|Y$"
 BASE_TIME_VALUE:0 "Base Time: $VALUE|Y$"
 BASE_PROGRESS_VALUE:0 "Base Progress: $VALUE|Y$"
 RESOURCE:0 "£$RESOURCE$ $VALUE|0$"
 MAINTENANCE:0 "Maintenance"
 CANT_SURVEY_OWNER:1 "This system is owned by another Empire, and we are not allowed to survey it unless they are our subjects."
 NEED_ACCESS:0 "We do not have Access to this System."
 BROKEN_SAVEGAME:0 "BROKEN SAVE GAME"
 DELETE:0 "Delete"
 DELETE_SAVEGAME_TOGGLE:0 "§GClick to toggle delete Saves.§!"
 DELETE_SAVEGAME:0 "§GClick to open Confirmation Dialog.\nControl-click to delete Save immediately.§!"
 DELETE_SAVEGAME_CONFIRM_NAME:0 "Delete Save"
 DELETE_SAVEGAME_CONFIRM_DESC:1 "Are you sure you wish to delete the $NAME|H$ saved game?"
 NO_FACTIONS_LABEL:0 "No Factions"
 CLOUD_SAVE:0 "§HCloud Save§!"
 CLOUD_SAVE_DISABLED_DESC:0 "§RCloud storage is currently unavailable!§!"
 SAVE_TO_CLOUD:0 "Save to cloud"
 SAVE_LOCATION_CLOUD:0 "§HCloud Save§!\nStatus: §GSynced§!"
 SAVE_LOCATION_CLOUD_NO_SYNC:0 "§HCloud Save§!\nStatus: §RNot Synced§!"
 SAVE_LOCATION_LOCAL:0 "§RLocal Save§!\nThis save is not in the cloud, it is only saved locally."
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_TITLE:0 "Too many saves"
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_DESC:0 "You have too many save games in this session, please delete some of them."
 POP_FACTIONS_COLUMN_TYPE:0 "Type"
 LOYALIST_FACTION_DESC:1 "The Loyalist faction is the main faction of our Empire. Loyal Pops are satisfied with the status quo, and will not seek radical change."
 POP_FACTIONS_COLUMN_TYPE_DESC:1 "Type determines the nature of the Faction, its effects and demands."
 POP_FACTIONS_COLUMN_LEADER:0 "Leader"
 POP_FACTIONS_COLUMN_LEADER_DESC:0 "A Faction's Leader may increase its attractiveness or otherwise modify its Support and Effects."
 POP_FACTIONS_COLUMN_SUPPORT:0 "Support"
 POP_FACTIONS_COLUMN_SUPPORT_DESC:1 "A Faction's Support level roughly corresponds to its popular support, and affects the type and severity of Effects that may occur."
 POP_FACTIONS_COLUMN_DEMANDS:0 "Demands"
 POP_FACTIONS_COLUMN_DEMANDS_DESC:1 "Accepting a Faction's Demands will dissolve the movement."
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS:0 "Effects"
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS_DESC:1 "The Support Effects show how a Faction can affect your Empire.\n\n§HOnce a sufficient level of Support is reached, an Effect has a percentage chance to occur every month.§!"
 POP_FACTIONS_COLUMN_ACTIONS:0 "Actions"
 POP_FACTIONS_COLUMN_ACTIONS_DESC:1 "You can take Actions to interact with Factions."
 POP_FACTIONS_ATTRACTION_TITLE:0 "Attraction"
 POP_FACTIONS_ATTRACTION_DESC:1 "The average Attraction of the Faction relative to the Loyalist Faction, factoring in Traits, Ethics, and Policies, as well as internal and external political affairs. Negative Attraction will make Pops return to the Loyalists or find other Factions to join.\n\n§HIncreased Happiness makes Pops more likely to become and stay Loyal.\n\nCertain Factions will have an infinitely high Attraction value to certain Pops, e.g. slaves will always join the Slave Faction.§!"
 ATTRACTION_VALUE_FORMAT:0 "$VALUE|0$"
 FLEETS:0 "Fleets"
 HOMEPAGE:0 "§HWebsite§! \nVisit the official Stellaris website"
 FORUM:0 "§HForums§! \nAccess Paradox' Stellaris forum"
 FACEBOOK:0 "§HFacebook§! \nOpen the official Stellaris Facebook page"
 TWITTER:0 "§HTwitter§! \nFollow StellarisGame on Twitter"
 CLOSE_TITLE:0 "§HClose§!"
 NO_MP_POPS:1 "§RYou must be logged in to your Paradox account to play Multiplayer.§!"
 SPONSORED_COLONY_SHIP:0 "Private Colony Ship"
 SPONSORED_COLONY_SHIP_DESC:0 "Private Colony Ships are funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority."
 COLONY_SHIP_COST:0 "§EColony ships have a fixed cost and build time§!"
 CANNOT_ENTER_ORBIT_NO_ORBITAL_SLOTS:0 "Cannot enter orbit, orbital space is full."
 PLAYED_BY:0 "Played By: $PLAYER|H$"
 PREVIOUSLY_PLAYED_BY:0 "Previously Played By: $PLAYER|H$"
 SORT_BY_NAME:0 "§HSort by Name§!"
 SORT_BY_OPINION:0 "§HSort by Opinion§!"
 RENAME_OBJECT_DESC:0 "§GClick to rename§!"
 SORT_BY_DISTANCE:0 "§HSort by Distance§!"
 SORT_BY_SPECIES:0 "§HSort by Species§!"
 SORT_BY_POP:0 "§HSort by Pops§!"
 SORT_BY_RESEARCH:0 "§HSort by Research§!"
 SORT_BY_PLANETS:0 "§HSort by Planets§!"
 SORT_BY_MILITARY_FLEETS:0 "§HSort by Military Fleets§!"
 FTL_TRAIL_KNOWN_SYSTEM:0 "The FTL trails indicates that the Pirates jumped to a previously known system, $SYSTEM|H$"
 FTL_TRAIL_FOUND_SYSTEM:0 "Analysis of the FTL trails has revealed a hidden base in uncharted space! It has been added to our galaxy map."
 FTL_TRAIL_FAILED:0 "The FTL trail analysis was not able to give us a target location at this time."
 TRUCE_NAME:0 "Truce of $WAR|H$"
 TRUCE_OF_LIBERATION:0 "Truce from Liberation"
 TRUCE_BROKE_ALLIANCE:0 "Truce from Breaking Alliance"
 TRUCE:0 "Truce"
 TRUCE_DESC:0 "Truce was established on $STARTDATE|H$ and will end on $ENDDATE|H$."
 OWNED_PLANETS_RATIO:0 "Owned planets ratio"
 RANDOMIZED_COUNTRY_AND_SPECIES_DESC:0 "You will start the game with a randomized Species."
 NO_ACCESS_TO_COUNTRY_SYSTEMS:0 "§RWe do not have border access to the $COUNTRY$."
 BORDERACCESS:0 "Border Access"
 MISSING_IN_ACTION:0 "Missing In Action"
 BEING_REPAIRED:0 "Being repaired: $VALUE|Y%0$"
 SHIP_MODIFIERS:0 "Ship Modifiers"
 DOCKED_FLEET_MAINT:0 "§HMaintenance§!\n    Docked Fleet: $VALUE|0$"
 POP_MODIFIERS:0 "Pop Modifiers"
 ARMY_MODIFIERS:0 "Army Modifiers"
 ARMY_CANNOT_ATTACH_NO_SLOTS:0 "The Army can not equip more Attachments."
 ARMY_CANNOT_ATTACH_ALREADY_ATTACHED:0 "The Army is already equipped with this Attachment."
 ARMY_CANNOT_ATTACH_CANNOT_AFFORD:0 "We can not afford this Attachment."
 ARMY_CANNOT_ATTACH_COMBAT:0 "Cannot change Attachments in combat."
 ARMY_CANNOT_ATTACH_NOT_LANDED:0 "Cannot change Attachments if not landed on an owned planet."
 UNKNOWN_SYSTEM:0 "Unknown"
 PLANETARY_FORT_EFFECTS:1 "All damage dealt to this army by invading armies is multiplied by §Yx$VAL$§! due to the state of the planetary fortifications."
 POWER_USAGE:0 "Power Usage: $VALUE|Y$"
 POWER_GENERATION:0 "Power Generation: $VALUE|Y$"
 SENSOR_RANGE_VALUE:0 "Sensor Range: $VALUE|Y0$"
 STAR_SYSTEM:0 "$NAME$ System"
 CDV_CURRENT_SCENARIO:0 "Scenario: $SCENARIO$"
 CDV_SCENARIO:0 "Scenario"
 CDV_COUNTRY:0 "country_$INDEX$"
 CDV_FLEET:0 "fleet_$INDEX$"
 CDV_SHIP:0 "$DESIGN$"
 CDV_ADD_NEW:0 "(New)"
 CDV_NO_SHIP_DESIGNS:0 "You have no exported ship designs. Go to the ship designer and export at least one design"
 CDV_USE_SELECTED:0 "Use Scenario"
 CDV_RENAME_SELECTED:0 "Rename"
 CDV_ENTER_NEW_NAME:0 "Enter new Name"
 CDV_RESET:0 "Reset"
 TRADE_DEAL_LENGTH:0 "Deal length in years:"
 TOOLTIP_DELETE_ITEM:0 "Delete this item"
 TOOLTIP_CLONE_ITEM:0 "Duplicate this item"
 ARMY_RETREAT_IN:0 "Can retreat in $DAYS|H$ Days"
 ATTACHMENTS:0 "Attachments"
 SAVE_GAME_DISABLED_IRONMAN:0 "§RSaving is disabled in Ironman mode!§!"
 LOAD_GAME_DISABLED_MP:0 "§RIn-game loading is disabled in Multiplayer!§!"
 START_SCREEN_BEGIN:0 "BEGIN!"
 MODIFIERS_LABEL:0 "Modifiers:"
 BUILD_SPEED_MODIFIERS:0 "Build Speed Modifiers:"
 CLOSE_DONT_SHOW_AGAIN:0 "Don't show again"
 OPTION_WILL_BE_AUTOSELECTED:0 "\nThis option will be selected by default on $DATE$"
 COLONIZATION_PROPOSAL:0 "Colonization Proposal"
 IS_EVENT_LOCKED:0 "Event Locked"
 DIPLO_RESPONSE_TEXT:0 "Diplomatic response from $RECIPIENT|Y$"
 DIPLO_MESSAGE_TEXT:1 "Diplomatic communication from $ACTOR|Y$"
 DIPLO_STATUS:0 "Diplomatic Status"
 OPINION_DECAY_MONTHLY:0 "Monthly"
 OPINION_DECAY_YEARLY:0 "Yearly"
 OPINION_DECAY_EXPIRES:0 "expires $DATE|Y$"
 MINOR_UNDERTAKING:0 "Minor Undertaking"
 MODERATE_UNDERTAKING:0 "Moderate Undertaking"
 MONUMENTAL_UNDERTAKING:0 "Monumental Undertaking"
 OVERQUALIFIED_LEADER:0 "$TYPE$, $NAME|Y$ Is Overqualified: +$VALUE$"
 CURRENT_BUILDING:0 "Current Building"
 BUILDING_CONSTRUCTION_DOES_NOT_OWN_PLANET:0 "We can only queue construction on our own planets."
 BUILDING_CONSTRUCTION_ALREADY_QUEUED:0 "We already have a queued construction for this tile."
 BUILDING_CONSTRUCTION_INVALID_BUILDING:0 "Invalid Building"
 BUILDING_CONSTRUCTION_TILE_NOT_ON_PLANET:0 "Specified tile is not on this planet."
 BUILDING_CONSTRUCTION_IS_ORBITAL:0 "Cannot build orbital buildings on land."
 BUILDING_CONSTRUCTION_BLOCKED:0 "This tile is blocked and has to be cleared before construction can begin."
 BUILDING_DESTRUCTION_NO_BUILDING:0 "There is no building to destroy."
 BUILDING_DESTRUCTION_NOT_OWNED:0 "We can only destroy our own buildings."
 BUILDING_UPGRADE_NO_BUILDING:0 "No building to upgrade"
 BUILDING_UPGRADE_NOT_OWNED:0 "§RWe can only upgrade our own buildings.§!"
 BUILDING_UPGRADE_NO_UPGRADES:0 "§RNo upgrades available.§!"
 BUILDING_REPLACE_NO_BUILDING:0 "No building to replace"
 BUILDING_REPLACE_NOT_OWNED:0 "§RWe can only replace our own buildings.§!"
 BUILDING_REPAIR_NOT_RUINED:0 "Building is not ruined"
 REPARATION_COST:0 "Reparation cost:\n$COST$"
 REPAIR_BUILDING:0 "Repair Building"
 REPAIR_BUILDING_DESC:0 "You can repair a building for a part of its original cost and time"
 BUILDING_CONSTRUCTION_COLONIZATION:0 "§RPlanet is under colonization.§!"
 BUILDING_AUTOMATED:0 "Automated Building"
 BUILD_BUILDING:0 "Construct Building"
 BUILD_BUILDING_DESC:0 "Buildings can be constructed on tiles, most buildings will generate a specific resource."
 DESTROY_BUILDING:0 "Demolish Building"
 DESTROY_BUILDING_2_DESC:0 "We can choose to demolish this building to gain access to the underlying surface tile resources. The building's construction cost will not be refunded."
 UPGRADE_BUILDING:0 "Upgrade Building"
 UPGRADE_BUILDING_DESC:0 "We can choose to upgrade this building. The current building will remain operational until construction is complete."
 UPGRADE_BUILDING_CLICK_DESC:0 "§GClick to select upgrade§!"
 REPLACE_BUILDING:0 "Replace Building"
 REPLACE_BUILDING_DESC:0 "We can queue a construction project to replace this building with another. The current building will remain operational until construction is complete."
 CONSTRUCTION_COST:0 "Cost: "
 PRODUCES_RESOURCES:0 "Produces: "
 REQUIRES_RESOURCES:0 "Maintenance: "
 CONSTRUCTION_TIME:0 "Construction Time: £resource_time $TIME$"
 CLEAR_TIME:0 "Cleared in: £resource_time $TIME|Y$"
 REPLACE:0 "Replace"
 DESTROY:0 "Demolish"
 DEACTIVATE:0 "Deactivate"
 ACTIVATE:0 "Activate"
 Activate:0 "Activate"
 ACTIVATE_BUILDING_DESC:0 "Reactivate this building to allow it to consume and produce resources again."
 DEACTIVATE_BUILDING_DESC:0 "We can choose to deactivate this building to prevent it from consuming resources, it will however not produce any resources either."
 UPGRADE:0 "Upgrade"
 CLEAR_BLOCKER:0 "Clear Blocker"
 CLEAR_BLOCKED_DESC:0 "Clearing a blocker from a surface tile will allow a Pop to be placed here, as well as the construction of buildings."
 TILE_CLEARING_NO_BLOCKER:0 "There has to be a £blocker  Tile Blocker on this tile"
 TILE_CLEARING_MUST_OWN_PLANET:0 "Can only clear £blocker  Tile Blockers on owned colonies."
 TILE_CLEARING_BLOCKER_NOT_CLEARABLE:0 "This £blocker  Tile Blocker can not be cleared."
 TILE_CLEARING_CANNOT_AFFORD:0 "We can not afford to clear this tile."
 TILE_CREATING_ALREADY_QUEUED:0 "There is already a construction project queued for this Tile."
 MOVE_POP_NOT_OWNER:0 "We cannot move Pops on planets owned by others."
 MOVE_POP_NOT_SENTIENT:0 "We cannot move Pops belonging to a pre-sentient species."
 MOVE_POP_CANNOT_PLACE_ON_BLOCKER:0 "We can not place a Pop on a blocked tile."
 MOVE_POP_NOT_SAME_PLANET:0 "We cannot move a Pop across planets."
 BUILDABLE_POP_TILE_ALREADY_FULL:0 "There already is a Pop on this Tile."
 ORBITALS:0 "Orbitals"
 DOCKED:0 "Docked"
 EDICT_ENDS_DATE:0 "End Date: $DATE|Y$"
 POPS:0 "Pops"
 TILES:0 "From Worked Tiles"
 TAXES:0 "Pop Taxation"
 TILE_BUILDING_ACTIVE_INVALID_TILE:0 "Invalid Tile"
 TILE_BUILDING_ACTIVE_INACTIVE_TILE:0 "Inactive Tile"
 TILE_BUILDING_ACTIVE_NOT_OWNER:0 "Not the owner of this planet"
 FOCUS_SYSTEM_TOOLTIP:1 "§GClick or press 'E' to go to system§!"
 CONSTRUCTION_CANNOT_CLEAR_NOT_OWNER:0 "Not the owner of this planet."
 CANCEL_CONSTRUCTION:0 "Cancel Construction"
 CANCEL_CONSTRUCTION_DESC:0 "We can cancel this construction project for a full refund."
 CONSTRUCTION_PROJECT:0 "Construction Project"
 CLEARING_PROJECT:0 "Clearing Project"
 REPARATION_PROJECT:0 "Reparation Project"
 DRAG_AND_DROP_POP_TO_MOVE_IT:0 "Drag and drop Pop to relocate"
 MEMBER_OF_POP_FACTION:0 "Member of the $FACTION|Y$ Faction"
 BUILD:0 "Build"
 BUILD_ORBITAL:0 "Build Orbital Station"
 BUILD_DESC:0 "§GClick to display a list of buildable ships§!"
 BUILD_DESC_DISABLED:0 "We can only build ships at our own Spaceports."
 CLEAR:0 "Clear"
 COUNTRY_FALLEN_EMPIRE:0 "Fallen Empire"
 COUNTRY_FALLEN_EMPIRE_DESC:0 "Fallen Empires are the stagnant remnants of the galactic powers of old. Though mere shadows of what they once were, they still possess incredibly advanced technology. Galactic affairs are of little interest to them, and they rarely venture beyond their own space."
 INDEPENDENT:0 "Independent"
 INDEPENDENT_DESC:0 "An independent star nation pursuing its own interests in the galaxy."
 ALLIANCE_MEMBER:0 "Member of the $ALLIANCE$"
 ALLIANCE_MEMBER_DESC:0 "This star nation is a member of a larger interstellar alliance."
 REBELS_UNDER:0 "Rebels of $COUNTRY$"
 REBELS_UNDER_DESC:0 "This is a rebel faction that has broken free of a star nation. If their rebellion succeeds, they will become an independent nation in their own right."
 PRIMITIVE:0 "§HPrimitive Civilization ($AGE|Y$)§!"
 MERGE:0 "Merge"
 LEVEL_X:0 "Level: $LEVEL|Y$"
 DETAILS:0 "Details"
 SPACEPORT_DETAILS:0 "Spaceport Details"
 SPACEPORT_DESC:0 "§EA §HSpaceport§! is an enormous space station that can only be built in orbit of colonized planets. It has two crucial purposes:\n§Y1.§!The construction of Spaceships\n§Y2.§!Defending the planet against hostile Fleets§!"
 FLEET_SPLIT_NOT_ENOUGH_SHIPS:0 "Not enough ships to form a new fleet."
 FLEET_SPLIT_NOT_OWNER:0 "Not the owner of Fleet"
 FLEET_MERGE_DESC:1 "Merge selected fleets into as few fleets as possible. Fleets selected last ( lower on the list of selection ) will merge into fleets selected first."
 FLEET_MERGE_NOT_ENOUGH_MILITARY_FLEETS:1 "There must be at least two military fleets with the same FTL type."
 FLEET_MERGE_INVALID_COUNTRY:0 "Invalid Merger"
 FLEET_MERGE_NOT_OWNER:0 "Not the owner of all fleets"
 FLEET_MERGE_INVALID_FLEET:0 "Invalid Fleet"
 SHIP_TRANSFER_COUNTRY_VS_ALLIANCE:1 "Not allowed create fleets containing both Empire and Alliance ships"
 SHIP_TRANSFER_DIFFERENT_FTL:0 "Not allowed to create fleets with mixed FTL types"
 SHIP_TRANSFER_NO_PROXIMITY:0 "Cannot assign a ship to a distant fleet"
 SHIP_TRANSFER_MAX_FLEET_SIZE:0 "The fleet is at its size limit"
 SHIP_TRANSFER_CANNOT_MIX_CIVILIAN:0 "Cannot form Civilian fleets with multiple ships"
 SHIP_TRANSFER_CANNOT_MIX_TRANSPORT:0 "Cannot form a fleet which is partially transport"
 FLEET_TRANSFER_ALL:0 "Transfer All"
 FLEET_TRANSFER_ALL_DESC:0 "Move as many ships as possible to target fleet."
 FLEET_TIP_CLICK_TO_ATTACK:0 "§GRight-click to Attack§!"
 FLEET_TIP_CLICK_TO_FOLLOW:0 "§GRight-click to Escort§!"
 FLEET_TIP_ATTACK_NEEDS_WAR:0 "§RWe need to Declare War before we can Attack this fleet§!"
 STOP:0 "Stop"
 STOP_DESC:0 "Stop and remove all actions for selected fleets."
 MOVE_ORDER:0 "Move"
 MOVE_ORDER_DESC:0 "Order selected fleets to move to a specific location. This can also be done by simply right-clicking somewhere in space. Holding shift will queue the order."
 MOVE_ORDER_IMMOVABLE:0 "Selected fleets are immobile"
 MOVE_ORDER_SPACE_TARGET_DESC:0 "Move selected fleets here!"
 MOVE_ORDER_PLANET_TARGET_DESC:0 "Move selected fleets into orbit around $PLANET|Y$!"
 MOVE_ORDER_GALOBJ_TARGET_DESC:0 "Move selected fleets into the $SYSTEM|Y$ System!"
 RETURN_ORDER:0 "Return"
 RETURN_ORDER_DESC:0 "Order selected fleets to return to nearest allied spaceport. Hold control to exclusively return to spaceports owned by us."
 SURVEY_ORDER:0 "Survey"
 SURVEY_ORDER_DESC:0 "Order the Science Ship to Survey stars, planets and asteroids. Surveying will reveal detailed information and might even unveil an Anomaly.\n§GClick an object to survey the entire system\nControl-click to survey a single object§!"
 SURVEY_ORDER_PLANET_DESC:0 "Survey $PLANET|Y$."
 SURVEY_ORDER_PLANET_ALL_DESC:0 "Survey system starting with $PLANET|Y$."
 SURVEY_ORDER_SYSTEM_DESC:0 "Survey all celestial bodies in $SYSTEM|Y$."
 RESEARCH_ORDER:1 "Research Anomaly"
 RESEARCH_ORDER_DESC:0 "Order the Science Ship to research an Anomaly."
 RESEARCH_PROJECT_ORDER:0 "Research Special Project"
 RESEARCH_PROJECT_ORDER_DESC:0 "Order the ship to research a Special Project."
 RESEARCH_DESC:0 "The ship will resume its previous Actions when done."
 LACKING_REQS:0 "§RLacking requirements for Special Project§!"
 COLONIZE_ORDER:0 "Colonize"
 TILE_HAS_BLOCKER:0 "Tile has blocker"
 COLONIZE_ORDER_DESC:0 "Order the Colony Ship to begin colonization of a planet."
 BUILD_RESEARCH_STATION_ORDER:0 "Build Research Station"
 BUILD_RESEARCH_STATION_ORDER_MULT:0 "Build $NUM$ Research Stations"
 BUILD_RESEARCH_STATION_ORDER_DESC:1 "§YResearch Stations§! are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids."
 BUILD_MINING_STATION_ORDER:0 "Build Mining Station"
 BUILD_MINING_STATION_ORDER_MULT:0 "Build $NUM$ Mining Stations"
 BUILD_MINING_STATION_ORDER_DESC:1 "§YMining Stations§! are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids."
 BUILD_TERRAFORMING_STATION_ORDER:0 "Build Terraforming Station"
 BUILD_TERRAFORMING_STATION_ORDER_DESC:1 "§YTerraforming Stations§! allow you change the Class of a Planet."
 BUILD_OBSERVATION_STATION_ORDER:0 "Build Observation Post"
 BUILD_OBSERVATION_STATION_ORDER_DESC:1 "§YObservation Posts§! can be built in orbit around planets inhabited by primitive civilizations to study their society."
 BUILD_OUTPOST_STATION_ORDER:0 "Build Frontier Outpost"
 BUILD_OUTPOST_STATION_ORDER_DESC:1 "The §YFrontier Outpost§! is a space station used to claim uninhabited star systems and expand your borders. It can only be built in orbit around a star."
 BUILD_WORMHOLE_STATION_ORDER:0 "Build Wormhole Station"
 BUILD_WORMHOLE_STATION_DESC:0 "§YWormhole Stations§! allow our fleets to travel between star systems."
 BUILD_WORMHOLE_STATION_SPACE_TARGET_DESC:0 "Build a wormhole station here"
 BUILD_MILITARY_STATION_ORDER:0 "Build Military Station"
 BUILD_RULER_MILITARY_STATION_ORDER:0 "Build Ruler Military Station"
 BUILD_MILITARY_STATION_DESC:1 "A §YMilitary Station§! can be built anywhere in a star system to defend the area within its effective radius."
 BUILD_RULER_MILITARY_STATION_DESC:1 "Under our system of Government, we can build a single more powerful §YMilitary Station§! once in a Ruler's lifetime..."
 BUILD_MILITARY_STATION_SPACE_TARGET_DESC:0 "Build Military Station here."
 BUILD_MILITARY_STATION_NO_DESIGNS:0 "We have no available military station designs."
 BUILD_MILITARY_STATION_ALREADY_BUILT:0 "We have already built a ruler unique station for this ruler."
 BUILD_STATION_ORDER_COST:0 "Cost: $VAL|Y2$"
 BUILD_STATION_ORDER_MAINTENANCE:0 "Monthly Maintenance: £energy $VAL|Y2$"
 BUILD_ORBITAL_STATION_ORDER_MAINTENANCE:0 "Monthly Maintenance: $RESOURCES$"
 BUILD_ORDER_NOT_OWNER:0 "Not the owner of Fleet"
 BUILD_ORDER_NOT_OWNER_MULT:0 "Not the owner of any these fleets"
 BUILD_ORDER_NO_FLEETS:0 "No Fleets"
 FLEET_CANT_REMOVE_LEADER_BUSY_RESEARCHING:0 "§RCan't remove a leader on a research mission.§!"
 FLEET_CANT_REMOVE_LEADER_NOT_PLAYER:0 "§RCan't remove a leader we don't own.§!"
 FLEET_CANT_REMOVE_LEADER_DISABLED_SHIP:0 "§RCan't remove a leader from a disabled fleet.§!"
 SHIP_OWNED_BY_SECTOR:0 "Owned by the $SECTOR|Y$ Sector"
 CANT_BUILD_OTHER_BORDERS:0 "§RSystem is not within our borders.§!"
 CAN_SURVEY_ALREADY_SURVEYED:0 "Already surveyed!"
 COLLECTED_BY_POP:0 "$VAL|2Y$£$KEY$ collected by Pop"
 COLLECTED_BY_MINING_STATION:0 "$VAL|2$£$KEY$ collected by Mining Station"
 COLLECTED_BY_RESEARCH_STATION:0 "$VAL|2$£$KEY$ collected by Research Station"
 COLLECTED_BY_ITSELF:0 "$VAL|2$£$KEY$ collected by Building"
 COLLECTED_BY_NOTHING:0 "§RNot Collected§!"
 NO_COMMUNICATIONS_COLONY:0 "Alien Colony"
 NO_COMMUNICATIONS_FLEET:1 "Alien Vessels"
 NO_COMMUNICATIONS_FLEET_XENOPHOBE:0 "Alien Menace"
 NO_COMMUNICATIONS_VESSEL:0 "Alien Vessel"
 NO_COMMUNICATIONS_VESSEL_XENOPHOBE:0 "Alien Menace"
 NO_COMMUNICATIONS_STATION:1 "Alien Space Station"
 NO_COMMUNICATIONS_STATION_DESC:0 "The function of this alien space station is unknown..."
 NO_COMMUNICATIONS_LEADER:0 "Alien Leader"
 NO_COMMUNICATIONS_AMOEBA:0 "Alien Vessels"
 CANNOT_INSPECT_BEFORE_CONTACT:0 "§ROur scanners can make no sense of the strange vessel!§!"
 NO_COMMUNICATIONS_VESSEL_DESC:0 "This alien vessel has unknown capabilities..."
 NO_COMMUNICATIONS_FLEET_DESC:0 "We need to initiate a Special Project in order to learn more about these $NAME|Y$."
 REPAIRING:0 "Repairing"
 REPAIRING_DESC:0 "This fleet is currently undergoing repairs"
 ADJACENCY_BONUS:0 "Adjacency Effect"
 ADJACENT:0 "Adjacent"
 HAPPINESS:0 "Happiness"
 HAPPINESS_DESC:2 "§EUnhappy §HPops§! are less productive and more likely to join rebellious §HFactions§!. The §HMax Happiness§! of a Pop is limited by the §HHabitability§! of the planet."
 COLONIZE:0 "Colonize"
 COLONIZE_DESC:0 "We can colonize planets to expand the Borders of our empire and gain more space for our Pops."
 RECRUIT:0 "Recruit"
 RECRUITMENT_TIME:0 "Recruitment Time"
 NO_DEFENDING_GENERAL:0 "No Defending General"
 NO_ATTACKING_GENERAL:0 "No Attacking General"
 RECRUITMENT:0 "Recruitment"
 ARMIES:0 "Armies"
 GAME_MULTIPLAYER_LOBBY:0 "Game Lobby"
 PLACE_COLONY_DIFFERENT_PLANET:0 "Cannot place a colony on a different Planet."
 PLACE_COLONY_BLOCKER:0 "Cannot place a colony on a Tile Blocker."
 PLACE_COLONY_NOT_OWNER:0 "Not the owner of the colony."
 PLACE_COLONY_POP:0 "Cannot place the colony on a Pop."
 ALREADY_HAVE_THIS_TRAIT:0 "Already have this trait."
 OPPOSITE_OF:0 "Opposite of $TRAIT$"
 CANNOT_PICK_SLAVERY_TRAIT:3 "Cannot choose the $trait_decadent$ trait unless you have chosen a Trait, Ethos or Government that increases $MOD_POP_SLAVERY_TOLERANCE$."
 CANNOT_PICK_SLAVERY_TRAIT_2:2 "Cannot choose the $trait_decadent$ trait if you have chosen a Trait, Ethos or Government that reduces $MOD_POP_SLAVERY_TOLERANCE$."
 TOO_MANY_TRAIT_POINTS_USED:0 "The combined value of your chosen traits exceed the available Trait Points."
 TOO_MANY_TRAITS:0 "You have chosen too many traits for your species."
 SELECTED_ETHICS:0 "Selected Ethics"
 NO_GOVERNMENT_SELECTED:0 "No Government Type Selected"
 NO_GOVERNMENT_SELECTED_DESC:0 "Select a Government Type from the list above."
 CALLED_BY_ALLY:0 "Ally of $CALLER$"
 CALLED_BY_FEDERATION:0 "Fellow Federation member of $CALLER$"
 CALLED_BY_OVERLORD:0 "$TYPE$ under $CALLER$"
 CALLED_BY_SUBJECT:0 "Overlord of $CALLER$"
 CALLED_BY_GUARANTEED:0 "Guarantees independence of $CALLER$"
 CALLED_BY_SUPPORTED:0 "Supports independence of $CALLER$"
 WARSCORE_COST:0 "Warscore Cost"
 WARSCORE_COST_DESC:0 "Warscore cost is the amount of war effort a war demand requires, the cost does not change during war."
 WARSCORE_COST_COLON:0 "Sum Warscore Cost: $VALUE|Y$"
 WARSCORE_COST_MINIMAL:0 "Minimal Warscore Cost"
 WARSCORE_MINIMAL_COST_DESC:0 "This is the minimal amount of warscore cost, achieved by demanding this for $COUNTRY|Y$"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE:0 "Resettle"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_DESC:0 "Confirm resettlement selection"
 MANUAL_RESETTLEMENT_VIEW_COST:0 "Cost"
 MANUAL_RESETTLEMENT_VIEW_COST_DESC:0 "This is the amount of resources required for this resettlement."
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_NUMPOPS:0 "Resettle $POPS|Y$ Pops"
 MANUAL_RESETTLEMENT_VIEW_DRAGDROP_INFO:1 "Drag-drop Pops between the planets to resettle.\n\nPlanets must have a §Y$building_capital_1$§! to be valid targets for resettlement."
 RESETTLE_POP_IS_GROWING:1 "Pop is fully grown."
 RESETTLE_PLANET_UNDER_COLONIZATION:0 "Planet is fully colonized"
 BASE_COLON:0 "Base: $VALUE|Y$"
 CUSTOMIZATION_NO_ETHICS_SELECTED:0 "No Ethics Selected"
 CUSTOMIZATION_NO_ETHICS_SELECTED_DESC:0 "Select Ethics from the spectrum to the left."
 NOT_ENOUGH_ETHIC_POINTS:0 "Selected Ethos is too expensive."
 SHORTCUT:0 "§GHotkey: £$KEY$ §!"
 NAMELIST:0 "Name List"
 CANCEL_SPACEPORT_CONSTRUCTION_DESC:0 "We can cancel the construction of this spaceport for a full refund."
 EMPTY_MODULE_SLOT:0 "Empty Module Slot"
 EMPTY_MODULE_SLOT_DESC:0 "§EThis Spaceport §HModule Slot§! is empty and open to further expansion of the Spaceport.§!"
 EMPTY_MODULE_SLOT_LOCKED_DESC:0 "§EThis §HModule Slot§! is currently unavailable. We will be able to build a module here once the Spaceport is upgraded to Level $LEVEL|Y$.§!"
 MODULE_CONSTRUCTION_OPTIONS_INSTRUCTION:0 "Click to see construction options"
 MODULE_REPLACEMENT_OPTIONS_INSTRUCTION:0 "Click to see replacement options"
 MODULE_CONSTRUCTION_SLOT_UNDER_CONSTRUCTION:0 "This slot already has a queued construction."
 MODIFIER:0 "Modifier"
 ORBIT_MODIFIER:0 "Orbit Modifier"
 INITIAL_MODULE:0 "Initial Module"
 PLANET_MODIFIER:0 "Planet Modifier"
 STATION_MODIFIER:0 "Station Modifier"
 SHIP_MODIFIER:0 "Ship Modifier"
 SELECT_INITIAL_MODULE:0 "Select Initial Module"
 SPACEPORT_UPGRADE:0 "Spaceport Upgrade"
 SPACEPORT_UPGRADE_NAMED:0 "Level $LEVEL|Y$ Upgrade"
 SPACEPORT_UPGRADE_DESC:0 "Upgrade the spaceport to make room for more modules and allow the construction of larger ships."
 CAN_QUEUE_UPGRADE_CONSTRUCTION_NOT_VALID:0 "Upgrade requires spaceport of previous level"
 NO_STATIONS_BUILDABLE_NO_PLANETS:0 "Cannot build this type of station around any of the planets in this system"
 kick_from_channel_tooltip:0 "§HKick§!\nKick this user from this Chat channel."
 TILE_DESCRIPTION_POP:0 "Pop Details"
 SPACEPORT_COMBAT_STATS:0 "Combat Stats"
 SPACEPORT_ORBIT_MODIFIER:0 "Orbit Modifier"
 SPACEPORT_STATION_MODIFIER:0 "Station Modifier"
 SPACEPORT_MODIFIER:0 "Spaceport Modifier"
 MILITARY_POWER_HEADER:0 "Military Power"
 OFFENSIVE_POWER_TIP:1 "§HMilitary Power:§! £military_power $VALUE|Y0$"
 OFFENSIVE_POWER_TIP_DELAYED:2 "§E§HMilitary Power§! is an estimate of the combined offensive and defensive capabilities of the Fleet.§!"
 PLANET_NAME_SURVEYED:0 "$NAME$"
 PLANET_NAME_UNSURVEYED:0 "$NAME|g$"
 COST_COLON:0 "Cost:"
 BACK:0 "Back"
 SYSTEM:0 "System"
 GALAXY_SETTINGS:0 "Galaxy Settings"
 OBSERVER_MODE:0 "Observer Mode"
 CHAT:0 "Chat"
 GOTO:0 "Go To"
 FE_FTL:1 "Allowed FTL Method"
 FE_FTL_TOOLTIP:1 "§HAllowed FTL Method§!\nThis controls which method of Faster Than Light travel can be chosen by regular Empires. By default, all three methods (Warp, Hyperdrive and Wormholes) are enabled."
 DIFFICULTY_NORMAL:0 "Normal"
 DIFFICULTY_HARD:0 "Hard"
 DIFFICULTY_INSANE:0 "Insane"
 FE_DIFFICULTY:1 "Difficulty"
 FE_DIFFICULTY_TOOLTIP:1 "§HDifficulty§!\nThis controls the game difficulty. On higher difficulties, AI empires that are not subjects of players get bonuses to their economy and research, and are less likely to ally players."
 FE_IRONMAN:0 "Ironman Mode"
 FE_IRONMAN_TOOLTIP:0 "§HIronman Mode§!\nIn Ironman mode, console cheats are disabled and the game is automatically saved regularly to a single file. In games played with this setting, there is no turning back."
 FE_EMPIRES_TOOLTIP:0 "§HAI Empires§!\nThis controls how many AI Empires will populate the galaxy."
 FE_ADVANCED_EMPIRES_TOOLTIP:1 "§HAdvanced AI Starts§!\nThis controls how many of the regular AI Empires will start with an initial advantage in resources, technology and population. They do not gain any additional bonuses besides a stronger starting position. This setting does not affect Fallen Empires."
 FE_IRONMAN_MULTIPLAYER:0 "§RIronman is not available in multiplayer.§!"
 FE_IRONMAN_NOCLOUD:0 "§RIronman requires Steam Cloud to be enabled and for the user to be logged into Steam.§!"
 FE_IRONMAN_AUTOSAVE:0 "§RYou are not allowed to change autosave frequency when in Ironman mode.§!"
 POP_FACTION_SUPPORTERS:0 "Supporters"
 GOTO_DESC:0 "Move the camera to $NAME|Y$"
 PLANET_FORTIFICATIONS_INFO:1 "Planetary Fortifications: $CURRENT|Y0$/$MAX|Y0$"
 PLANET_FORTIFICATIONS:0 "Planetary Fortifications"
 PLANET_FORTIFICATIONS_DESC_WELL:0 "This planet is §Hwell fortified§!."
 PLANET_FORTIFICATIONS_DESC_OK:0 "This planet is §Hfortified§!."
 PLANET_FORTIFICATIONS_DESC_POOR:0 "This planet is §Hpoorly fortified§!."
 PLANET_FORTIFICATIONS_DESC_INSIGNIFICANT:0 "This planet is §Hbarely fortified§!."
 PLANET_FORTIFICATIONS_DAMAGE_INCR:0 "Damage dealt to defending armies will be increased by $VALUE|Y0%$."
 PLANET_FORTIFICATIONS_DAMAGE_DECR:0 "Damage dealt to defending armies will be decreased by $VALUE|Y0%$."
 PLANET_FORTIFICATIONS_DESC:0 "Fortifications are reduced by orbital bombardment."
 ETHIC_DIVERGENCE_MULTIPLIED_BY_X:0 "Sum percentage multiplied by $VAL|Y%$"
 AUTOMATICALLY_GENERATED_DESIGN:0 "Design was automatically generated from latest technology."
 AUTOMATICALLY_GENERATED_DESIGN_STANDARD:0 "Design was automatically generated but will not update."
 TRANSFER_TO_SECTOR:0 "Transfer To Sector"
 TRANSFER_TO_SECTOR_DESC:0 "Transfer $SYSTEM$ to $SECTOR$ Sector."
 TRANSFER_TO_CORE_SECTOR:1 "Assume direct control of the $SYSTEM$ System. Removing a System from a Sector costs £influence $COST|Y0$."
 SECTOR_REMOVE_SYSTEM:0 "Remove System:\n£influence $COST|Y0$"
 SECTOR:0 "Sector"
 SECTOR_LIMIT:0 "Sector Limit"
 NAME_SECTOR:0 "$SECTOR$ Sector"
 MANAGE_SECTOR:0 "Manage Sector"
 NO_MODIFIER_EFFECT:0 "No current effect."
 MANAGE_SECTOR_DESC:0 "The Sector Management Mode allows us to add and remove systems to this Sector."
 DELETE_SECTOR_DESC:2 "Deleting the Sector will transfer all systems and planets in it to our direct control. It will cost us £influence $COST|Y0$ and all stockpiled resources will be lost."
 CREATE_SECTOR_BUTTON:0 "Create New Sector"
 CREATE_SECTOR_BUTTON_DESC:0 "Creating a new Sector allows us to designate a planet as Sector capital and add systems under its automatic control."
 CAN_TRANSFER_TO_SECTOR_SAME:0 "System is already part of this Sector."
 CAN_TRANSFER_TO_SECTOR_OUTSIDE_BORDERS:0 "System is outside our borders."
 CAN_TRANSFER_TO_SECTOR_NOT_NEIGHBOR:0 "System is not a neighbor of this Sector."
 CAN_TRANSFER_TO_SECTOR_COUNTRY_CAPITAL:0 "The Empire Capital can not be added to a Sector."
 CAN_TRANSFER_TO_SECTOR_WOULD_DISCONNECT:0 "Removing this system from the Sector will disconnect other systems. Remove those first."
 CREATE_SECTOR_DESC_CURRENT:0 "The $SYSTEM|Y$ System is currently part of the $SECTOR|Y$ Sector."
 SECTORS:0 "Sectors"
 DESIGN_ALREADY_EXISTS:0 "§RThis design already exists§!"
 SECTORS_INCOME:0 "Sectors:"
 HUMANS_SUMMARY:0 "$PLAYERS$ Players, $READY$ Ready"
 CANNOT_AFFORD:0 "Cannot Afford"
 SECTOR_ENERGY_STOCKPILE:0 "Energy Credits Stockpile"
 SECTOR_ENERGY_STOCKPILE_DESC:0 "This is the amount of stored Energy Credits in the Sector. It is automatically used for maintenance."
 SECTOR_MINERALS_STOCKPILE:0 "Mineral Stockpile"
 SECTOR_MINERALS_STOCKPILE_DESC:0 "This is the amount of stored Minerals in the Sector. It is automatically used for construction."
 EMPIRE_CAPITAL:0 "Capital"
 EMPIRE_CAPITAL_DESC:0 "This is the Capital of our Empire."
 SECTOR_CAPITAL:0 "Sector Capital"
 SECTOR_CAPITAL_DESC:0 "This is the Sector Capital."
 PLANET_VIEW_DISCONNECTED:0 "Sector Disconnected"
 PLANET_VIEW_DISCONNECTED_DESC:0 "This planet has no connection to the Sector Capital, causing the following effect."
 PLANET_VIEW_STARVATION:0 "Starvation"
 PLANET_VIEW_STARVATION_DESC:1 "This planet suffers from starvation, starvation is updated at the start of every month causing the following effects."
 NOT_ALLOWED_TO_CHANGE_LEADER_ON_THIS_FLEET:0 "Not allowed to change the leader of this fleet."
 NOT_ALLOWED_TO_ADD_FLEETS:0 "Not allowed to add new ships to this fleet."
 NOT_ALLOWED_TO_SPLIT_FLEET:0 "Not allowed to split this fleet."
 NOT_ALLOWED_TO_LEAVE_FLEET:0 "Ship is not allowed to leave the fleet."
 CAN_EXECUTE_ACTION_INVALID:0 "Action doesn't exist."
 WAR_EXHAUSTION_DESC:0 "War exhaustion is gained from destroyed civilian ships and effects pop happiness"
 FLEETORDER_BUILD_MILITARY_STATION:0 "Build Military Station"
 FLEETORDER_BUILD_MILITARY_STATION_DESC:0 "Build a military station to defend this position"
 FLEETORDER_BUILD_RULER_MILITARY_STATION:0 "Build Ruler Unique Military Station"
 FLEETORDER_BUILD_RULER_MILITARY_STATION_DESC:0 "Build a Ruler Unique military station to defend this position"
 GOVERNMENT_VIEW_NO_HEIR:0 "No Heir"
 GOVERNMENT_VIEW_NO_HEIR_DESC:0 "Your ruler has no current Heir. There is a $CHANCE|0Y%$ chance each day that a new Heir will be nominated. If your ruler dies heirless, it may provoke a Succession War."
 WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Accepting this offer will make you leave $ALLIANCE|Y$"
 JOINING_WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Joining $TARGET|Y$ will make you leave $ALLIANCE|Y$"

 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_MINING:0 "A Mining Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_RESEARCH:0 "A Research Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_TERRAFORM:0 "A Terraforming Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_OBSERVATION:0 "An Observation Post is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_OUTPOST:0 "A Frontier Outpost is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_MINING:0 "Mining Stations cannot be built over an inhabited $CLASS$."
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_RESEARCH:0 "Research Stations cannot be built over an inhabited $CLASS$."
 CAN_CREATE_ORBITAL_STATION_NOT_OWNER_TERRAFORM:0 "This $CLASS$ belongs to someone else."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS:1 "An orbital station is already orbiting this $CLASS$."
 CHAT_MEMBERS:0 "Members"
 MP_GAMESETUP_DESIGN:0 "Select Empire"
 MP_GAMESETUP_DESIGN_CHANGE:0 "Change Species"
 MP_GAMESETUP_DESIGN_DESC:0 "Select your empire and species. Choose from a number of pre-existing alternatives or create your own."
 MP_GAMESETUP_KICK:0 "Kick"
 MP_GAMESETUP_KICK_DESC:0 "The host may kick players from the game."
 MP_GAMESETUP_DESIGN_READY:0 "Please unready before editing your species."
 player_locations_random:0 "Random"
 player_locations_random_desc:0 "Will randomize the locations of players."
 player_locations_clustered:0 "Clustered"
 player_locations_clustered_desc:0 "Will distribute players evenly among the clusters."
 player_locations_close:0 "Close"
 player_locations_close_desc:0 "Will place players as near each other as possible."
 
 CAN_BUILD_STATION_UNDER_COLONIZATION:0 "This planet is still under colonization."
 CAN_BUILD_STATION_NOT_SURVEYED:1 "This $CLASS$ has not been surveyed."
 CAN_BUILD_STATION_SENSOR:1 "This $CLASS$ is within a system that has not been discovered."
 CAN_BUILD_STATION_BORDERS:1 "This $CLASS$ is within someone else's borders."
 CAN_BUILD_STATION_MINING_NO_RESOURCES:0 "There are no resources here that can be collected by a Mining Station."
 CAN_BUILD_STATION_RESEARCH_NO_RESOURCES:0 "There are no resources here that can be collected by a Research Station."
 CAN_BUILD_STATION_TERRAFORM_NO_LINKS:1 "This $CLASS$ cannot be terraformed."
 CAN_BUILD_STATION_OUTPOST_NOT_STAR:0 "Outposts can only be built around stars."
 CAN_BUILD_STATION_OBSERVATION_NOT_PRIMITIVES:2 "This $CLASS$ has no post-neolithic primitives to study."
 CAN_BUILD_STATION_OCCUPIED:1 "This $CLASS$ is currently under military occupation."
 CAN_BUILD_STATION_INVALID_MODULE:0 "An initial spaceport module is required."
 CAN_BUILD_STATION_NOT_INITIAL_MODULE:0 "Module is not of initial type."
 CAN_BUILD_STATION_CANNOT_AFFORD:1 "Cannot afford to build Spaceport."
 CAN_BUILD_STATION_NOT_IN_BORDERS:1 "This $CLASS$ is not within our borders."
 CAN_BUILD_STATION_ORBITAL_BOMBARDMENT:0 "Cannot build Spaceport during orbital bombardment."
 BUILD_SPACEPORT:1 "Build Spaceport"
 US:0 "us"
 
 RELATIVE_POWER:0 "Relative Power"
 RELATIVE_POWER_1:1 "§GPathetic§!"
 RELATIVE_POWER_1_DESC:0 "They are much weaker than us. We could crush them if we so desire."
 RELATIVE_POWER_2:0 "§GInferior§!"
 RELATIVE_POWER_2_DESC:0 "They are weaker than us and should be of little concern."
 RELATIVE_POWER_3:0 "§YEquivalent§!"
 RELATIVE_POWER_3_DESC:0 "Their power is roughly evenly matched to ours."
 RELATIVE_POWER_4:0 "§HSuperior§!"
 RELATIVE_POWER_4_DESC:0 "They are stronger than us. We may need allies to offset this advantage."
 RELATIVE_POWER_5:0 "§ROverwhelming§!"
 RELATIVE_POWER_5_DESC:0 "They are far stronger than we are. We should avoid conflict with them unless we have powerful allies on our side."

 bronze_age:0 "Bronze Age"
 bronze_age_desc:0 "This civilization is currently in the equivalent of a Bronze Age. Primitive metalworking and the first written languages have appeared, while cities and larger communities are taking shape."
 iron_age:0 "Iron Age"
 iron_age_desc:0 "This civilization is currently in the equivalent of an Iron Age. They have spread across most of their homeworld, while iron smelting and forging techniques have enabled them to forge crude but effective tools and weaponry."
 late_medieval_age:0 "Late Medieval Age"
 late_medieval_age_desc:0 "This civilization is currently experiencing the equivalent of a Late Medieval Age. They have a firm grasp of metallurgy, and the invention of the printing press has started to benefit the spread of knowledge."
 renaissance_age:0 "Renaissance Age"
 renaissance_age_desc:0 "This civilization is currently experiencing the equivalent of a Renaissance Age. Scientific knowledge is increasing at a rapid rate, and the invention of gunpowder has revolutionized warfare."
 steam_age:0 "Steam Age"
 steam_age_desc:0 "This civilization is currently in the equivalent of a Steam Age. The invention of the steam engine has had far-reaching effects on their society, and they stand on the cusp of an industrial revolution."
 industrial_age:0 "Industrial Age"
 industrial_age_desc:0 "This civilization has advanced into the equivalent of an early Industrial Age. Electricity and internal combustion engines are gradually coming into widespread use, while urbanization increases at a rapid pace."
 machine_age:0 "Machine Age"
 machine_age_desc:0 "This civilization has advanced into the equivalent of a Machine Age, considered a later part of the Industrial Age. Their factories are mass-producing goods and vehicles, and air travel is becoming commonplace."
 atomic_age:0 "Atomic Age"
 atomic_age_desc:0 "This civilization has advanced into the equivalent of an Atomic Age. They have harnessed the power of the atom, but have not yet made it into space. Nuclear weapons may be prolific, and could result in a sudden extinction event."
 early_space_age:0 "Early Space Age"
 early_space_age_desc:0 "This civilization has entered an Early Space Age. Primitive satellites are orbiting their homeworld, and the first manned space missions have been concluded in low orbit. They will soon be ready to leave their world."

 COUNTRY_NO_DIPLOMACY:0 "This civilization is incapable of participating in diplomacy."
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK:0 "§GClick to open Diplomacy"
 COUNTRY_FLAG_TOOLTIP_RIGHT_CLICK:0 "§GRight-click to Go To $HOME|H$ (Homeworld)§!"
 EVENT_OPTION_EFFECT_DESC:0 "$NAME|H$:\n--------------\n$EFFECTS$"

 TOOLTIP_SHIP_COUNT:0 "$COUNT$ $SHIP|Y$"
 TOOLTIP_SHIP_SIZE_COUNT:0 "$SHIP$: £navy_size $SIZE|Y$"
 TOOLTIP_SHIP_COUNTER:0 "$FLEET_NAME|H$\n$SHIP_LIST$"
 TOOLTIP_AMBIENT_OBJECT_FOCUS:0 "Focus view on this object"

 MESSAGE_NOTIFICATION_FIRST_TIME:0 "Notifications are shown as popup messages the first time they occur. They also appear along the top edge of the screen."

 NOT_IMPLEMENTED:0 "§RNOT IMPLEMENTED!§!"
 WORLD_GFX:0 "WorldGfx: $WORLD|H$"

 GOTO_HOME:0 "§HGo To§!\n§GClick to quickly navigate the camera to where our home system is located§!"

 SYSTEM_TEXT:0 "$SYSTEM|E$"

 TOOLTIP_GAL_OBJ_STATION_ICON:1 "$CLASS|H$\n$OWNERS|Y$ has at least one $CLASS$ in this system\n"
 TOOLTIP_GAL_OBJ_STATIONS_ICON:0 "$CLASS|H$\nFollowing Empires have $CLASS$s in this system:\n$OWNERS|Y$"

 EMPIRE_COLONIES:0 "Empire Colonies"
 EMPIRE_COLONIES_UNKNOWN:0 "Empire has no colonies known to us."
 EMPIRE_POPULATION:0 "Empire Population"

 ###################################
 # Trade View
 ####################################
 TRADE:0 "Trade"
 GIVES:0 "Gives"
 NO_TRADE_ATTITUDE:0 "$WHO|H$ won't trade $TREATY|Y$ due to $ATTITUDE|Y$ attitude."
 NO_TRADE_PERSONALITY:0 "$WHO|H$ won't trade $TREATY|Y$ due to $PERSONALITY|Y$ personality."
 NO_TRADE_FALLEN_EMPIRE:0 "Fallen Empires will never trade $TREATY|Y$."
 NO_TRADE_BORDERS:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$."
 NO_TRADE_DIPLOMATIC_INTEREST:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$ or have shared rivals."
 NO_TRADE_ALLIANCE:0 "$WHO|H$ will only trade $TREATY|Y$ with allies."
 NO_TRADE_FEDERATION:0 "$WHO|H$ will only trade $TREATY|Y$ with federation allies."
 NO_TRADE_NEVER:0 "$WHO|H$ will never trade $TREATY|Y$."
 TRADE_OFFER:0 "Trade Offer"
 TRADE_RESOURCES:0 "Resources"
 TRADE_RESOURCES_NONE:0 "No resources available."
 TRADE_RESOURCES_USAGE_DESC:0 "$NUM|+$ resources available out of $MAX|H$ (excluding resources from trade)"
 TRADE_DEAL_DESC:1 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\nIn exchange for $SECOND|H$ giving:\n$SECOND_OFFER$"
 TRADE_DEAL_TREATY_DESC:0 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\n$SECOND|H$ will trade:\n$SECOND_OFFER$\n\n$LENGTH$"
 TRADE_DEAL_TREATY_TIME_ENDDATE:0 "Deal ends $DATE|Y$"
 TRADE_DEAL_TREATY_TIME_YEARS:0 "Deal lasts $YEARS|Y$ Years"
 TRADE_OFFER_NOTHING:0 "Nothing."
 TRADE_OFFER_RESOURCE:0 "$RESOURCE$: $AMOUNT|Y0$"
 TRADE_OFFER_MONTHLY_RESOURCE:0 "Monthly $RESOURCE$: $AMOUNT|Y0$"
 TRADE_OFFER_TRANSFER_SYSTEM:0 "Transfer Systems: $SYSTEMS$."
 TRADE_TRANSFER_SYSTEM:0 "Transfer Systems"
 TRADE_OFFER_RESOURCES:0 "Resources: $RESOURCES$."
 TRADE_NO_OTHER_PROPOSALS:0 "(§RX§!) $RECEPIENT|H$ is currently considering another trade action from us"
 CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Treaty"
 CANCEL_TRADE_DEAL_DESC:0 "Do you want to cancel the treaty?"
 STRATEGIC_RESOURCES:0 "Strategic Resource"
 FLEET_POWER:0 "Fleet Power"
 TECH_LEVEL:0 "Technology Level"
 RELATIVE_FLEET_POWER:0 "Their §Y$FLEET_POWER$§! is $REL$ compared to ours."
 RELATIVE_NAVAL_CAPACITY:0 "Their §Y$NAVY_SIZE_TITLE$§! is $REL$ compared to ours."
 RELATIVE_TECHNOLOGY:0 "Their §Y$TECH_LEVEL$§! is $REL$ compared to ours."
 TRADE_VIEW_HEADER:0 "Trade Negotiations"
 TRADE_VIEW_OFFER_TAB:0 "Offer"
 TRADE_VIEW_DEMANDS_TAB:0 "Demands"
 TRADE_VIEW_CONFIRM_BUTTON:0 "Confirm"
 TRADE_VIEW_CANCEL_BUTTON:0 "Cancel"
 TRADE_VIEW_AI_ACCEPTANCE:0 "$VALUE|+$"
 TRADE_CATEGORY_CREDITS:0 "Energy Credits"
 TRADE_CATEGORY_RESOURCES:0 "Strategic Resources"
 TRADE_CATEGORY_TRANSFER_CONTROL:0 "Transfer System"
 TRADE_CATEGORY_OPEN_BORDERS:0 "Border Access"
 TRADE_CATEGORY_JOIN_ALLIANCE_FEDERATION:0 "Join Alliance/Federation"
 TRADE_ITEM_GIFT_RESOURCE:0 "Instant Transfer £$RESOURCE$ "
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE:0 "Monthly Transfer £$RESOURCE$ "
 tc_transfer_control:0 "Transfer System"
 tc_transfer_control_desc:0 "Transfer ownership of all planets and stations within a system."
 tc_open_borders:1 "$TRADE_CATEGORY_OPEN_BORDERS$"
 tc_open_borders_desc:0 "Grant different types of border access."
 TRADE_ITEM_GIFT_RESOURCE_DESC:0 "Sends a sum of $RESOURCE$ immediately when the deal is accepted."
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE_DESC:0 "Transfers a set amount of $RESOURCE$ to the other party every month for the duration of the deal. $RESOURCE$ to be sent next month are reserved immediately."
 TRADE_ITEM_HOLD_KEYS:0 "§GHold £ctrl  to change 10 per click.\nHold £shift  to change 100 per click.§!"
 TRADE_ITEM_OPEN_BORDERS_DESC:0 "Allow the other party's ships to move within our borders."
 border_access_military:0 "Military Access"
 border_access_military_desc:0 "Allow the other party's military fleets to move within our borders."
 border_access_civilian:0 "Civilian Access"
 border_access_civilian_desc:0 "Allow the other party's civilian ships to move within our borders."
 border_access_construction:0 "Station Rights"
 border_access_construction_desc:0 "Allow the other party to construct Military and Wormhole Stations within our borders."
 tc_sensor:0 "Information"
 tc_sensor_desc:0 "Transfer different types of information to the other party."
 tc_accumulative_resource_desc:0 "Transfer $RESOURCE$ to the other party."
 tc_resources:0 "Strategic Resources"
 tc_resources_desc:0 "Transfer control of strategic resource stockpiles to the other party for the duration of the deal."
 MOVE_POPS_NO_CHANGE:0 "No Change"
 MOVE_POPS_DECOLONIZE:0 "Would decolonize $PLANET$"
 TRADE_ITEM_SENSOR_CHART_DATA:0 "Star Charts"
 TRADE_ITEM_SENSOR_CHART_DATA_DESC:0 "Transfer detailed charts of all explored space."
 TRADE_ITEM_SENSOR_ACTIVE_LINK:0 "Active Sensor Link"
 TRADE_ITEM_SENSOR_ACTIVE_LINK_DESC:0 "Transfer full map vision to the other party for the duration of the trade deal."
 TRADE_ITEM_NON_AGGRESSION_PACT:0 "Non-Aggression Pledge"
 TRADE_ITEM_NON_AGGRESSION_PACT_DESC:0 "War can not be declared against the other party for the duration of the trade deal."
 TRADE_ITEM_GUARANTEE:0 "Guarantee Independence"
 TRADE_ITEM_GUARANTEE_DESC:0 "Guarantee the independence of the other party for the duration of the trade deal. The guarantor will join the war if the other party is attacked. Any alliances will not be brought in to the war."
 TRADE_ITEM_SUPPORT_INDEPENDENCE:0 "Support Independence"
 TRADE_ITEM_SUPPORT_INDEPENDENCE_DESC:0 "Support the independence of the other party for the duration of the trade deal. The guarantor will automatically join any war of independence if the other party declares against their overlord."
 TRADE_ITEM_MIGRATION_ACCESS:0 "Migration Access"
 TRADE_ITEM_MIGRATION_ACCESS_DESC:0 "Allow the other party's Pops to migrate to owned planets for the duration of the trade deal."
 TRADE_ITEM_RESEARCH_AGREEMENT:0 "Research Agreement"
 TRADE_ITEM_RESEARCH_AGREEMENT_DESC:0 "Gives the other party $BONUS|%-=$ research cost for technologies that the $OTHER|H$ have already researched, for the duration of the trade deal.\n\nApplicable unresearched technologies:\n£physics  $PHYSICS|Y$      £society  $SOCIETY|Y$      £engineering  $ENGINEERING|Y$"

 HAS_TRADE_ITEM_US:0 "§RWe already have a trade granting this item.§!"
 HAS_TRADE_ITEM_THEM:0 "§RThey have already granted trading this item.§!"
 TRADE_ITEM_THREATEN_WAR:0 "Threaten War"
 TRADE_ITEM_THREATEN_WAR_DESC:0 "If this deal is declined, war is automatically declared."
 TRADE_WILLINGNESS:1 "Trade Willingness"
 PREVIOUS_TRADEDEALS:0 "Previous Deals: $VALUE$"
 TRADE_ATTRACTIVENESS:0 "Trade Attractiveness: $VALUE$"
 BROKEN_TRADE_DEALS:0 "Broken Trade Deals: $VALUE$"
 THEIR_OFFER:1 "§STheir Offer Total:§! $VALUE|+=$"
 OUR_OFFER:1 "§SOur Offer Total:§! $VALUE|+=$"
 TRADE_WILLINGNESS_DESC:1 "Trade Willingness shows how willing they are to enter a trade deal with us. It will affect how highly they value our trade offer."
 TRADE_MIGRATION_ACCESS_NOT_ALLOWED_POLICY:0 "§RFree Pop migration is not allowed by $COUNTRY|H$.§!"

 ###################################
 # Outliner
 ####################################
 OUTLINER:0 "Outliner"
 OUTLINER_PLANETS:0 "Planets"
 OUTLINER_SPACEPORT_CONSTRUCTION:0 "Spaceport Constructions"
 OUTLINER_NEW_SPACEPORT_CONSTRUCTION:0 "Spaceport under construction"
 OUTLINER_COMPLETION:0 "Will be finished in $MONTHS|Y$ months"
 OUTLINER_COMPLETION_SINGLE:0 "Will be finished in $MONTHS|Y$ month"
 OUTLINER_TILE_CONSTRUCTION:0 "Tile Constructions"
 OUTLINER_ARMY_CONSTRUCTION:0 "Army Constructions"
 OUTLINER_OBSERVATION_POSTS:0 "Observation"
 OUTLINER_FLEETS:0 "Military Fleets"
 OUTLINER_CIVILIAN_FLEETS:0 "Civilian Ships"
 OUTLINER_CIVILIAN_FLEET_TYPE:0 "$TYPE$"
 OUTLINER_ARMY:0 "Armies"
 OUTLINER_ARMY_DESC:0 "$NUM|Y$ armies at this location."
 OUTLINER_MEMBER_SELECT_DESC:0 "§GClick to Select\nDouble-Click or Right-Click to Go To§!"
 OUTLINER_FLEET_STATUS:0 "Status"
 OUTLINER_OPTIONS:0 "Outliner Options"
 OUTLINER_OPTIONS_TOOLTIP:0 "§HOutliner Options§!\n§GClick to Configure Options§!"
 OUTLINER_DISABLED_ALERTS:0 "Disabled Alerts"
 OUTLINER_DISABLED_ALERT_DESC:0 "§GRight-click to Enable Alert§!"
 OUTLINER_DISABLE_TOOLTIP:0 "§HShow/Hide§!\nToggle if this group will be shown if it contains any entries."
 OUTLINER_OPTIONS_SORT_UP_TOOLTIP:0 "§HUp§!\nMove up in sort order"
 OUTLINER_OPTIONS_SORT_DOWN_TOOLTIP:0 "§HDown§!\nMove down in sort order"
 OUTLINER_CURRENT_MISSION:0 "Mission: $MISSION|H$"
 OUTLINER_PLANET_INVASION:1 "$INVADER$ has armies in orbit of planet"
 OUTLINER_PLANET_BLOCKADED:0 "Planet is blockaded by $BLOCKADER$"
 OUTLINER_PLANET_OCCUPIED:0 "Planet is occupied by $OCCUPIER$"
 OUTLINER_INVASION_READY:0 "This army can invade $PLANET$. If they are victorious, you will occupy the planet!"
 OUTLINER_FLEET_USE_ARMIES_HINT:0 "§ELand armies to conquer this planet§!"
 OUTLINER_POP_FACTIONS:0 "Factions"
 OUTLINER_ICON_FEDERATION:0 "Federation Fleet"
 OUTLINER_ICON_FEDERATION_DESC:0 "This Fleet belongs to our Federation. It is controlled by us while the federation president is one of our leaders."
 ###################################
 # Leaders
 ####################################
 NO_LEADER:0 "No Leader"
 admiral:0 "Admiral"
 ADMIRALS:0 "Admirals"
 general:0 "General"
 GENERALS:0 "Generals"
 scientist:0 "Scientist"
 SCIENTIST:0 "Scientists"
 governor:0 "Governor"
 GOVERNORS:0 "Governors"
 ruler:0 "Ruler"

 default_admiral:0 "Admiral"
 default_general:0 "General"
 default_scientist:0 "Scientist"
 default_governor:0 "Governor"
 default_ruler:0 "Ruler"

 faction_admiral:0 "Admiral"
 faction_general:0 "General"
 faction_scientist:0 "Scientist"
 faction_governor:0 "Governor"
 faction_ruler:0 "Ruler"

 adversary_admiral:0 "Admiral"
 adversary_general:0 "General"
 adversary_scientist:0 "Scientist"
 adversary_governor:0 "Governor"
 adversary_ruler:0 "Ruler"

 fallen_empire_admiral:0 "Admiral"
 fallen_empire_general:0 "General"
 fallen_empire_scientist:0 "Scientist"
 fallen_empire_governor:0 "Governor"
 fallen_empire_ruler:0 "Ruler"

 neutral_faction_admiral:0 "Fleet Captain"
 pirate_admiral:1 "Cap'n"
 swarm_admiral:0 "Gestalt Pattern"

 LEADER_IDLING_IN:1 "§GAvailable§!"
 LEADER_MOVING_TO:0 "Moving to $LOCATION|H$, arriving in $DAYS|Y$ days"
 LEADER_LEADING:1 "Busy commanding\n$LOCATION|H$"
 LEADER_TECHING:1 "Busy leading\n$AREA|H$ Research"
 LEADER_GOVERNING:1 "Busy governing\n$LOCATION|H$"
 LEADER_GOVERNING_SECTOR:1 "Busy governing the\n$LOCATION|H$ Sector"
 LEADER_RULING:0 "Ruling From $LOCATION|H$"
 LEADER_RESEARCHING:1 "Busy investigating\n$LOCATION|H$"
 LEADER_SURVEYING:1 "Busy surveying\n$LOCATION|H$"
 GOVERNOR:0 "§YGovernor: $NAME|H$§!"

 ####################################
 # Armies
 ####################################
 assault_army:0 "Assault Army"
 assault_army_plural:0 "Assault Armies"
 assault_army_desc:0 "Assault armies come with their own transports and can invade other planets."
 defense_army:0 "Defense Army"
 defense_army_plural:0 "Defense Armies"
 defense_army_desc:0 "Defense armies are powerful, but cannot be transported from the planet."
 FALLBACK_ARMY_NAME:0 "$PLANET$ army $NUM$"
 garrison_ARMY_NAME:0 "$POP$ army"
 garrison_army:1 "Garrison"
 garrison_army_plural:1 "Garrisons"
 garrison_army_desc:1 "Each planet has a defending Garrison, whose size depends on the number of Pops. Garrisons cannot be transported."
 slave_army:0 "Slave Army"
 slave_army_plural:0 "Slave Armies"
 slave_army_desc:0 "Slave soldiers who serve their masters on the battlefield. Most are conscripted by force, but many slaves volunteer in a desperate attempt to increase their food rations or escape from grueling labor."
 clone_army:0 "Clone Army"
 clone_army_plural:0 "Clone Armies"
 clone_army_desc:0 "Vat-grown clones that reach adulthood in a matter of months. With a natural lifespan of less than a decade, their lack of personal initiative is deemed an acceptable trade-off for their total obedience to officers."
 robotic_army:0 "Robotic Army"
 robotic_army_plural:0 "Robotic Armies"
 robotic_army_desc:0 "Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units."
 android_army:0 "Android Army"
 android_army_plural:0 "Android Armies"
 android_army_desc:1 "Semi-autonomous cogs in a well-oiled war machine, android combatants are more resilient, aggressive, and responsive to changing battlefield conditions than their robotic predecessors."
 psionic_army:0 "Psionic Army"
 psionic_army_plural:0 "Psionic Armies"
 psionic_army_desc:0 "Soldiers gifted with psionic abilities. Their focus on destructive psionic powers has led to drastically different tactics and strategies on the battlefield - their first objective is always to remove the enemy's willingness to fight."
 xenomorph_army:0 "Xenomorph Army"
 xenomorph_army_plural:0 "Xenomorph Armies"
 xenomorph_army_desc:0 "Ravenous hordes of bio-engineered horrors made up of little more than teeth, claws and an instinctive urge to kill. A cadre of scientists monitor and supervise the raging swarms as best they can from hardened bunkers behind the front."
 gene_warrior_army:0 "Gene Warrior Army"
 gene_warrior_plural:0 "Gene Warrior Armies"
 gene_warrior_army_desc:0 "Genetically enhanced super soldiers. Recruits are typically chosen from the elite of the conventional military forces. These then undergo extensive gene therapy, and are made larger, stronger and faster than their former peers."
 swarm_army:0 "Prethoryn Army"
 swarm_army_plural:0 "Prethoryn Armies"
 swarm_army_desc:1 "They hunger."
 army_rank_regular:0 "Regular"
 army_rank_experienced:0 "Experienced"
 army_rank_veteran:0 "Veteran"
 army_rank_elite:0 "Elite"
 rebel_army:0 "Rebel Army"
 rebel_army_desc:0 "Rebels created from Pops which have had enough of unfair treatment."
 primitive_army:0 "Primitive Army"
 primitive_army_plural:0 "Primitive Armies"
 primitive_army_desc:1 "A Primitive Army is little more than disorganized rabble equipped with whatever barbaric arms their world has managed to produce."
 industrial_army:0 "Industrial Army"
 industrial_army_plural:0 "Industrial Armies"
 industrial_army_desc:1 "An Industrial Army lacks the dynamic response capabilities of a modern force, but is nominally organized "
 postatomic_army:0 "Post-Atomic Army"
 postatomic_army_plural:0 "Post-Atomic Armies"
 postatomic_army_desc:1 "A Post-Atomic Army is well-equipped by primitive standards, and their training and discipline may sometimes rival even the hardiest of civilized martial forces."
 elite_guard_army:0 "Elite Guard Army"
 elite_guard_army_plural:0 "Elite Guard Armies"
 elite_guard_army_desc:0 "The ruler's personal elite guard force."
 elite_guard_army_proper:0 "Elite Guard Army"
 elite_guard_army_plural_proper:0 "Elite Guard Armies"
 elite_guard_army_desc_proper:0 "The ruler's personal elite guard force."
 elite_guard_army_trigger_tooltip:0 "A ruler may only recruit one personal guard force."
 mutant_army:0 "Mutant Horde"
 mutant_army_desc:1 "Mutants are exceptionally relentless in their assault."
 titanic_assault_army:0 "Titanic Beast"
 titanic_assault_army_desc:0 "This Titanic Beast is a vastly powerful fighter."
 titanic_guardian_army:0 "Titanic Guardian"
 titanic_guardian_army_desc:0 "While less aggressive than the Titanic Beast, the Titanic Guardian is still a powerful defensive fighter."

 ####################################
 # Main GUI
 ####################################
 MAIN_SAVE:0 "Save Game"
 MAIN_RESIGN:1 "Exit to Menu"
 MAIN_RESUME:0 "Resume"
 MAIN_QUIT:1 "Exit to Desktop"
 MAIN_LOAD:0 "Load Game"
 ABANDON_GAME:0 "Quit"
 CONTINUE:0 "Continue"
 TOPBAR_GOVERNMENT:0 "§HGovernment§!"
 TOPBAR_GOVERNMENT_DESC:0 "§EShows information regarding our budget and government. Edicts and Policies are enacted here.§!"
 TOPBAR_TECH:0 "§HTechnology§!"
 TOPBAR_TECH_DESC:0 "§EOpens the Technology view where you can research technological advancements.§!"
 TOPBAR_GALAXY:0 "§HContacts§!"
 TOPBAR_GALAXY_DESC:0 "§EOpens a list of all known Empires and Species in the galaxy.§!"
 TOPBAR_SITUATION:0 "§HSituation Log§!"
 TOPBAR_SITUATION_DESC:0 "§EOpens a log of all ongoing Events and Special Projects.§!"
 TOPBAR_SHIP_DESIGN:0 "§HShip Designer§!"
 TOPBAR_SHIP_DESIGN_DESC:0 "§EOpens the ship designer where you can create custom Ship Designs.§!"
 TOPBAR_EMPIRE:0 "§HEmpire§!"
 TOPBAR_EMPIRE_DESC:0 "§EOpens an overview of the planets, leaders and factions in our Empire.§!"
 TOPBAR_HELP:0 "§HHelp§!"
 TOPBAR_HELP_DESC:0 "§EOpens a database where you can learn about all concepts in the game.§!"
 TOPBAR_MENU:0 "§HMain Menu§!\n§GClick to open Main Menu showing settings and options to save, load or exit game§!"
 TOPBAR_CHAT:0 "§HMultiplayer Chat§!"
 TOPBAR_CHAT_NO_MP:0 "§RChat is not available in single player!§!"
 MONEY_IRO:0 "§HEnergy Credits§!"
 MONEY_DRO:0 "Energy Credits represent our current total of monetary assets."
 INFLUENCE_IRO:0 "§HInfluence§!"
 INFLUENCE_DRO:0 "Influence represents our diplomatic and political clout within the galactic community."
 LAST_MONTHS_BALANCE:0 "Balance (Last Month)"
 MONTHLY_GAIN:0 "Monthly Gain"
 BASE_GAIN:0 "Base: §Y+$VALUE$§!"
 IN_ALLIANCE:0 "In Alliance: $VALUE$"
 RIVAL:0 "Rival"
 RIVALRY:0 "Rivalry"
 ACTION_NOT_POSSIBLE:0 "Impossible Proposal"
 THEY_RIVAL:0 "We cannot propose this because they have declared us a rival."
 WE_RIVAL:0 "We cannot propose this because we have declared them a rival."
 CANNOT_REMOVE_RIVAL_UNTIL:0 "You recently declared $RIVAL|Y$ a rival and cannot end your rivalry with them until $DATE|Y$."
 CANNOT_RIVAL_NOT_BORDERING:0 "We must be bordering $RIVAL|Y$ to declare them a Rival."
 FROM_RIVALRIES:0 "From $RIVAL$s: $VALUE$"
 FROM_EDICTS:0 "From $EDICT$s: $VALUE$"
 GOVERNMENT_GAIN_MUL:0 "Efficiency from Government: §Y+$VALUE|%0$§!"
 GOVERNMENT_GAIN_ADD:0 "Gained from Government: §Y+$VALUE|2$§!"
 PLANETS_GAIN:0 "Gained from Planets: §Y$VALUE|+=$§!"
 STATIONS_GAIN:0 "Gained from Stations: §Y$VALUE|+=$§!"
 MISSIONS_DRAIN:0 "Observation Post Expenses: §Y-$VALUE$§!"
 MISSIONS_GAINS:0 "Gained from Observation Posts: §Y+$VALUE$§!"
 OUTPOST_INFLUENCE_MAINT:1 "Frontier Outposts: $VALUE|+=2$"
 SUBJECT_INFLUENCE_INCOME:0 "$TYPE$ $COUNTRY|Y$: $VALUE|+=2$"
 SUBJECT_INTEGRATION_INFLUENCE:0 "Subject Integration: $VALUE|+=2$"
 DETAIL_MAINT_SHIPS:0 "$NAME$s: §Y$VALUE$§!"
 DETAIL_MAINT_ARMIES:0 "$NAME$: §Y$VALUE$§!"
 DETAIL_MAINT_COLONIES:0 "$NAME$: §Y$VALUE$§!"
 DETAIL_MAINT_BUILDINGS:0 "$VALUE|Y$ buildings on $NUMBER|Y$ planet(s)"
 LOW_ENERGY:0 "Low credits aid: §Y+$VALUE$§!"
 TIME_PAUSE:0 "§GClick to pause§!"
 TIME_RESUME:0 "§GClick to resume§!"
 HOTKEY_SPACE:0 "§GHotkey: £space §!"
 TIME_SPEED_UP:0 "Faster"
 TIME_SPEED_DOWN:0 "Slower"
 RESETTLEMENT:0 "Resettlement"
 RUINED_BUILDING_NAME:0 "$BUILDING$ (Ruined)"
 POP_FACTION_SUPPORT_EFFECT_CONSTANT:0 "Support Effect"
 POP_FACTION_SUPPORT_EFFECT_RANGE:0 "Support Effect ( $MIN|Y0%$ - $MAX|Y0%$ Support )"
 POP_FACTION_SUPPORT_EFFECT_VALUE:0 "Support Effect ( $VALUE|Y0%$ Support )"
 POP_FACTION_DEMAND:0 "Demand"
 OVERWRITE_SAVEGAME:0 "Save already exists!"
 OVERWRITE_SAVEGAME_DESC:0 "A file with this name already exists. Do you want to overwrite it?"
 TOGGLE_MAPMODE_DETAILS_INFO:0 "§HDetails Mapmode§!\nWhen activated the Details Mapmode displays more information on the galaxy map. Some of this information will also be shown depending on the type of fleet you select.\n§GClick to toggle mapmode§!\n§GHold £alt  to toggle on/off temporarily§!"
 UNCLAIMED_RESOURCES:0 "$NUM|0Y$£$KEY$  in the $SYSTEM|H$ System."
 UNCLAIMED_RESOURCES_MINING_STATION:0 "Build a §HMining Station§! in orbit of the planet to acquire them."
 UNCLAIMED_RESOURCES_RESEARCH_STATION:0 "Build a §HResearch Station§! in orbit of the planet to acquire them."
 GROUND_COMBAT_ATTACKER_PROGRESS_DESC:0 "$ATTACKER|H$ is $PROGRESS|Y%$ towards taking the planet. They will take control of the planet if victorious."
 GROUND_COMBAT_DEFENDER_PROGRESS_DESC:0 "$DEFENDER|H$ is $PROGRESS|Y%$ towards successfully defending the planet. They will maintain control of the planet if victorious."
 BORDERS_WITHIN_DESC:1 "\nLies within '$COUNTRY|Y$' space."
 END_OF_GAME_TITLE:0 "End of Game!"
 END_OF_GAME_DEAD_PLAYER:0 "Your Empire has been destroyed! You can choose to continue the game as an observer."
 END_OF_GAME_DEAD_PLAYER_COUNTRY:0 "Your Empire has been taken over by the $REBELS|H$! rebels. You can choose to continue the game as an observer."
 FLEETS_DISBAND_TITLE:0 "Disband Fleets"
 FLEETS_DISBAND_DESC:0 "Are you sure you wish to disband selected fleets?"
 SHIP_DISBAND_TITLE:0 "Disband Ship"
 SHIP_DISBAND_DESC:0 "Are you sure you wish to disband selected ship?"
 IDLING_CIVILIAN_FLEETS:0 "Currently Idling Civilian Fleets ( Hotkey: §GC§! )"
 IDLING_MILITARY_FLEETS:0 "Currently Idling Military Fleets ( Hotkey: §GX§! )"
 IDLING_ARMIES:0 "Currently Idling Armies ( Hotkey: §GZ§! )"
 PLANET_IS_COLONIZABLE:0 "§HHabitable§!\nThis planet can be colonized by us.\n§GSend a Colony Ship here to create a colony§!"
 PLANET_IS_HABITABLE:0 "§HHabitable§!\nWe currently cannot colonize this world."
 PLANET_TYPE_IS_NOT_COLONIZABLE:0 "§HUninhabitable§!\nThis planet type can never be colonized."
 SYSTEM_HAS_COLONIZABLE_PLANET:0 "§HHabitable Planets§!\n§EThe following planets are habitable:§!"
 SYSTEM_HAS_FUTURE_COLONIZABLE_PLANET:0 "§HPotentially Habitable§!\n§EThere are potentially Habitable planets in this system:§!"
 SYSTEM_HAS_NO_COLONIZABLE_PLANETS:0 "§HUninhabitable§!\n§ENo planets in this system can be colonized without terraforming.§!"
 SYSTEM_HAS_DISCOVERIES:0 "§HAnomalies§!\n§EThere are some Anomalies in this solar system we can research.§!"
 SYSTEM_NOT_SURVEYED:0 "§HNot Surveyed§!\n§EThis system has Planets not yet §HSurveyed§! by our Empire.§!"
 SYSTEM_SURVEYED:0 "§HSurveyed§!\n§EThis system has been fully §HSurveyed§! by our Empire.§!"
 CONTROL_GROUPS_INSTRUCTIONS:0 "§GControl groups can be set by selecting a target (planet or owned fleet), holding control and pressing the corresponding number key.\n\nClick to select\nDouble-click to Go To\nRight-click to clear hotkey§!"
 STRATEGIC_RESOURCE_TOOLTIP:0 "£$ICON$  $RESOURCE$: $UNUSED|0Y$/$TOTAL|0Y$"
 ORBITAL_BUILDING_TOOLTIP:0 "§RThis waill be placed in an orbital building slot.§!"
 LACKING_ENERGY:0 "Lacking necessary Energy Credits ($COST|H$)"
 LACKING_RESOURCE:0 "Lacking $RESOURCE$$AMOUNT$"
 LACKING_RESOURCES:0 "Lacking $RESOURCES$"
 OTHER_BORDERS:0 "Planet is within another Empire's borders."
 SENSOR_LEVEL_TOO_LOW:0 "Sensor level is too low."
 REMOVE_HOTKEY:0 "Remove Hotkey"
 REMOVE_HOTKEY_CONFIRM:0 "Are you sure you want to remove this hotkey?"
 REMOVE_SHIP_DESIGN:0 "Delete"
 FINISH_DESIGN:0 "Auto-complete ship"
 CONFIRMATION_TITLE:0 "Confirmation"
 LEAVE_SYSTEM:0 "Open Galaxy Map"
 TOOLTIP_LEAVE_SYSTEM:0 "§HGalaxy Map (£m  or £e )§!\n§GClick to open the Galaxy Map§!"
 LEAVE_GALAXY:0 "Close Galaxy Map"
 TOOLTIP_LEAVE_GALAXY:0 "§HClose Galaxy Map (£m  or £e )§!\n§GClick to close the Galaxy Map§!"
 SYSTEM_DETAILS:0 "System Summary"
 TOOLTIP_SYSTEM_DETAILS:0 "§HSystem Summary§!\n§GClick to open overview of system§!"
 FINISH_DESIGN_TOOLTIP:0 "Fill slots with weapons and utilities. This may replace and/or remove components from the slots."
 POP_FACTION_SUPPORT_EFFECT_ENTRY_FORMAT:0 "$CHANCE|Y%0$: $TITLE$"
 POP_FACTION_SUPPORT_EFFECT_INACTIVE_FORMAT:0 "$TITLE|g$"
 MISSING_SECTION:0 "Must add section(s) in order to finish design."
 RESOURCES_GAINED:0 "Monthly Gain: $GAIN|+=$"
 MINERAL_SHIP_MAINTENANCE:0 "Ship Maintenance: $GAIN|+=$"
 MINERAL_STATION_MAINTENANCE:0 "Station Maintenance: $GAIN|+=$"
 RESOURCES_STORED:0 "Stored: $VALUE|Y0$"
 RESOURCES_STORED_MAX:0 "Stored: $VALUE|Y0$/$MAX|Y0$"
 GALACTIC_OBJECT_HABITABILITY:0 "$NAME|Y$, $CLASS$, $VALUE$"
 GALACTIC_OBJECT_HABITABILITY_UNKNOWN:0 "$NAME|Y$, $CLASS$"
 CLOSE_SECTOR_MANAGEMENT:0 "Close Sector Management"
 TOOLTIP_CLOSE_SECTOR_MANAGEMENT:0 "§HClose Sector Management§!\nReturn to regular map mode"
 SECTOR_MANAGEMENT_MODE:0 "§HSector Management Mode§!"
 CREATE_SECTOR_INVALID_CAPITAL:0 "The capital of the Sector must be placed in a system with a colony we own."
 CREATE_SECTOR_NOT_OWNER:0 "Selected capital does not belong to us."
 CREATE_SECTOR_COUNTRY_CAPITAL:0 "The Empire capital can not be added to a Sector."
 CREATE_SECTOR:0 "Create New Sector"
 CREATE_SECTOR_DESC:0 "Form a new Sector within our Empire with $CAPITAL|Y$ as its capital."
 CREATE_SECTOR_NOT_ENOUGH_PLANETS:0 "§RWe need to control at least two planets to create a Sector.§!"
 SECTOR_MANAGEMENT_NEW:0 "Creating a new Sector"
 SECTOR_MANAGEMENT_CURRENT:0 "Managing $SECTOR$ Sector"
 PLANET_CAP_TITLE:0 "Directly Controlled Planets"
 PLANET_CAP_TOOLTIP:0 "We can effectively control $MAX|Y$ planets."
 PLANET_OVER_CAP_TOOLTIP:0 "§RAbove the limit!§!\n$MODIFIER$"
 PLANET_CAP_DESC:0 "§EOur bureaucratic system limits how many planets we can control directly with full efficiency. This limit can be increased by technology, buildings and some government forms.§!"
 TRIGGER_REQUIRES:0 "§RRequires:§!"
 ACCEPT_OR_DECLINE_HOTJOIN:0 "$NAME|Y$ has been neither accepted nor declined."

 ####################################
 # Multiplayer menu
 ####################################
 CHECKSUM:0 "Checksum: "
 CONNECT_TO_IP:0 "Connect to IP"
 MATCHMAKING_NOCHAT:0 "You are not connected to steam and can't access the global chat!"
 MATCHMAKING_CHATWELCOME:0 "Welcome to the Matchmaking chat!"
 MATCHMAKING_QUICK_REFRESH:0 "Refresh"
 MATCHMAKING_REFRESH_LAN:0 "Scan §HL§!AN"
 MATCHMAKING_REFRESH_LAN_STOP:0 "Stop Scan §HL§!AN"
 MATCHMAKING_REFRESH_INTERNET:0 "Scan §HI§!nternet"
 MATCHMAKING_HOST_NEWGAME:0 "Host §HN§!ew Game"
 MATCHMAKING_HOST_SAVEGAME:0 "§HH§!ost Save Game"
 MATCHMAKING_JOIN_SERVER:0 "§HJ§!oin Game"
 MATCHMAKING_SERVERS_SEARCHING:0 "Searching for matching servers..."
 MATCHMAKING_SERVERS_NOSERVERS:0 "Found no matching servers!"
 MATCHMAKING_SERVERS_DOSEARCH:0 "You have not searched for any servers yet."
 MATCHMAKING_SERVER_NAME:0 "Server name"
 MATCHMAKING_SERVER_DESC:0 "Description"
 MATCHMAKING_SERVER_TAGS:0 "Tags"
 MATCHMAKING_SERVER_FILTER_SEARCH:0 "Search for tags..."
 MATCHMAKING_SERVER_SLOTS:0 "Slots"
 MATCHMAKING_SERVER_PING:0 "Ping"
 MATCHMAKING_SERVER_STATUS:0 "Status"
 MATCHMAKING_SERVER_PASSWORD:0 "Password"
 MATCHMAKING_SERVER_STATUS_STARTING:0 "Starting"
 MATCHMAKING_SERVER_STATUS_RUNNING:0 "Running"
 MATCHMAKING_SERVER_STATUS_STOPPED:0 "Stopped"
 MATCHMAKING_SERVERS:0 "Servers"
 MATCHMAKING_TITLE:0 "Game Browser"
 MATCHMAKING_COMMUNITY:0 "Community"
 MATCHMAKING_SERVER_DENIED:0 "You have given an incorrect password or have been banned from this game."
 MATCHMAKING_FILTER_NOTFULL:0 "Not full"
 MATCHMAKING_FILTER_HASPLAYERS:0 "Has players"
 MATCHMAKING_FILTER_NOPASSWORD:0 "No password"
 MATCHMAKING_FILTER_TAGS:0 "Search for tags"
 MATCHMAKING_FILTER_VERSION:0 "Same version"
 MATCHMAKING_FILTER_MOD:0 "Same mod"
 MATCHMAKING_SORT_BY_TAGS:0 "Sort by Tags"
 MATCHMAKING_SORT_BY_SLOTS:0 "Sort by Number of Players"
 MATCHMAKING_SORT_BY_PING:0 "Sort by Ping"
 MATCHMAKING_SORT_BY_PASSWORD:0 "Sort by Password"
 MATCHMAKING_SORT_BY_STATUS:0 "Sort by Status"
 MATCHMAKING_SORT_BY_MOD:0 "Sort by Mod"
 MATCHMAKING_SORT_BY_VERSION:0 "Sort by Version"
 MATCHMAKING_FRIEND_STATUS_ONLINE:0 "Online"
 MATCHMAKING_SERVER_HOST_TAGS:0 "Tags (roleplay, fast, ...)"
 MATCHMAKING_SERVER_HOST_TITLE:0 "Host server"
 MATCHMAKING_SERVER_CONNECT_TITLE:0 "Connect to server"
 MATCHMAKING_SERVER_CONNECT_ADDRESS:0 "Server ID"
 MATCHMAKING_REFRESH_SERVERS:1 "§HS§!can Servers"
 MATCHMAKING_SERVER_MOD:0 "Mod"
 MATCHMAKING_SERVER_VERSION:0 "Version"
 MATCHMAKING_JOIN_DIRECT:1 "§HD§!irect Join"
 ALLOW_HOTJOIN:0 "Allow players to 'Hot Join'"
 HOST_GAME:0 "Host Game"
 FRIENDS:0 "Friends"
 HOST_LOCKED_OPTION:0 "§ROnly the Host may change this option.§!"
 JOIN:0 "Join"
 PLAYER_NAME:0 "Player Name"
 SET_PLAYER_NAME:0 "Player Name:"
 SAVE_TRANSFERRED:0 "Savegame transferred."
 SAVE_PROG:0 "Save progress: $VALUE$ %"
 TRANSFERRING_SAVE:0 "Savegame transfer started..."
 LOADING_LOCAL_SAVE:0 "Loading local savegame copy..."
 TIP_KICK:0 "Kick player"
 TIP_BAN:0 "Ban player for the duration of this session"
 PLAYER_KICKED:0 "$NAME$ was kicked by the host."
 PLAYER_BANNED:0 "$NAME$ was banned by the host."
 YOUKICKED:0 "You were kicked by the host for your evil deeds!"
 BAD_VERSION:0 "The host has another version of the game!"
 JOINED_CHANNEL:0 "Joined channel $CHAN$."
 USER_JOINED_CHANNEL:0 "$NAME$ joined the channel."
 USER_LEFT_CHANNEL:0 "$NAME$ left the channel."
 CONNECTED:0 "Connected."
 NAME_TAKEN:0 "Your name is taken. Please leave and select another."
 HOTJOIN_FAIL_LOADING:0 "The host is currently loading the savegame, try again in a while."
 HOTJOIN_FAIL_GENERATING:0 "The host is currently generating the world, try again in a while."
 HOTJOIN_FAIL_HOTJOIN:0 "The host is currently processing other Hot Joiners, try again in a while."
 CONNECTING:0 "Connecting..."
 BANNED:0 "You have been banned from this game!"
 CONNECTION_FAILED:0 "Connection failed!"
 GAME_NOT_FOUND:0 "Game not found."
 WAITING_FOR_PLAYERS:0 "Waiting for players..."
 LOOKING_FOR_HOST:0 "Looking for host..."
 LOST_PLAYER:0 "Lost Player: $PLAYER$."
 GAMESETUP_HOST:0 "(Host)"
 SERVER_LOST:0 "The server was lost."
 HOST_BUTTON:0 "Host"
 JOIN_BUTTON:0 "Join"
 NUM_PLAYERS:0 "Number of Players: $NUM$"
 PLR_DISC:0 "Player §H$NAME$§T left the game."
 PLR_CONNECT:0 "Player §H$NAME$§T joined the game."
 SAVE_TRANSFER_DONE:0 "Savegame transfer done."
 WAIT_FOR_HOTJOIN:1 "Please wait while the host sets up the game for you. Once you have the savegame transfer is complete, you can choose an Empire to play and join the game."
 HOST_PREPARING_GAME:0 "Please wait while the host\nprepares the game for you."
 HOTJOIN_CONFIRM:0 "Confirm"
 HOTJOIN_ACCEPTED:0 "Server has accepted the join request"
 HOTJOIN_DECLINED:0 "Server has declined the join request"
 HOTJOIN_LOBBY_REENTER:0 "Re-entered lobby due to pending Hot Join."
 HOTJOIN_LABEL:0 "Hotjoin: "
 PREPARING_AFTER_HOTJOIN:0 "Preparing game after Hot Join."
 GAME_RESUME_IN:0 "Game will resume in $VALUE$ seconds."
 SERVER_HOTJOIN:0 "server due to hotjoin."
 WAITING_FOR_HOTJOINING_PLAYER:0 "Waiting for Hot Joining player..."
 PLAYER_ENTERING_GAME:0 "Hot Joining player is now entering the game."
 ALL_PLAYERS_HERE:0 "All players have arrived."
 OOS_TITLE:0 "$PLAYER$ is out of sync!"
 OOS_DESC:0 "Desynchronized Entries: "
 SPECIES_NAME:0 "Name"
 FE_CANCEL:0 "Cancel"
 BAD_SERVER_PASSWORD:0 "Incorrect Password"
 FE_PLAYERS:0 "Players"
 MESSAGE_BUTTON_SEARCH:0 "Apply Filters"
 MATCHMAKING_SERVER_FILTER_SEARCH_NAMES:0 "Search for name..."
 MATCHMAKING_FILTER_NAMES:0 "Search for names"
 HOTJOIN_DISABLED:0 "'Hot Join' is disabled"
 FEDERATION:0 "Federation"
 MATCHMAKING_FRIEND_STATUS_PLAYING_THIS:0 "Playing Stellaris"
 MATCHMAKING_FRIEND_STATUS_PLAYING_OTHER:0 "Playing Another Game"

 ####################################
 # GameSetup
 ####################################

 GALAXY_SETUP:0 "GALAXY CONFIGURATION"
 PICK_SPECIES_LABEL:0 "Select Species"
 CUSTOMIZE_SPECIES:0 "Customize your Species"
 CUSTOMIZE_COUNTRY:0 "Customize your Empire"
 COL_LABEL:0 "Collectivist <-> Individualist"
 XEN_LABEL:0 "Xenophobe <-> Xenophile"
 MIL_LABEL:0 "Militarist <-> Pacifist"
 SPI_LABEL:0 "Spiritualist <-> Materialist"
 POINTS_LEFT:0 "Trait Points Left: $POINTS|H$"
 PICKS_LEFT:0 "Trait Picks Left: $POINTS|H$"
 POINTS_LEFT_ETHICS:0 "Ethic Points Left: $POINTS|H$"
 SPECIES_CLASS:0 "Species Class"
 PORTRAIT:2 "Appearance"
 NAME_LIST:0 "Name List"
 HOMEWORLD_CLASS:0 "Homeworld Class"
 EMPIRE_NAME:0 "Empire Name"
 CUSTOMIZE_NAME_LISTS:0 "Name Lists"
 NAME_LISTS_EXAMPLES:0 "Examples"
 LEADER_NAMES:0 "Leader Names"
 SHIP_NAMES:0 "Ship Names"
 PLANET_NAMES:0 "Planet Names"
 FLEET_NAMES:0 "Fleet Names"
 ADJ_FORM:0 "Adjective Form"
 LEADER_NAME:0 "Leader Name"
 SHIP_PREFIX:0 "Ship Prefix"
 HOMEWORLD_NAME:0 "Homeworld Name"
 CHOOSE_SYMBOL:0 "Choose Symbol"
 CHOOSE_BG:0 "Choose Background"
 FTL_LABEL:0 "FTL Method"
 ANY:0 "Any"
 WARP:0 "Warp"
 HYPERDRIVE:0 "Hyperdrive"
 WORMHOLE:0 "Wormhole"
 CITY_GRAPHICS:0 "City Appearance"
 CITY_GRAPHICS_NAME:0 "$CULTURE$ City"
 SHIP_GRAPHICS:0 "Ship Appearance"
 SHIP_GRAPHICS_NAME:0 "$CULTURE$ Ships"
 TRAIT_DESC_TITLE:0 "$NAME|H$\n"
 TRAIT_DESC_INSTANT:0 "Cost: $COST|H$"
 TRAIT_DESC_DELAYED:0 "$DESC$\n$MODIFIER$"
 COMMUNICATIONS_REQUIRED:0 "We have not yet established communications."
 TRAITS:0 "Traits"
 TRAITS_LIST:0 "Traits:"
 ETHICS:0 "Ethics"
 PICK_GOVERNMENT_LABEL:0 "Government"
 CAPITAL:0 "Capital"
 LEADER:0 "Leader"
 SPECIES_CLASS_LABEL:0 "Species Class"
 HOMEWORLD_CLASS_LABEL:0 "Homeworld Class"
 GOVERNMENT_LABEL:0 "Government"
 SUMMARY_SPECIES_MODIFIERS:0 "Species Modifiers"
 SUMMARY_EMPIRE_MODIFIERS:0 "Empire Modifiers"
 SUMMARY_POP_MODIFIERS:0 "Pop Modifiers"
 CUSTOMIZE:1 "Edit"
 READY:0 "Ready"
 UNREADY:0 "Unready"
 PLAY:0 "Play"
 GOVERNMENT_VIEW_CAPITAL_LABEL:0 "Homeworld"
 SPECIES_SELECTION_FTL_METHOD_LABEL:0 "FTL Method"
 GALAXY_SHAPE:0 "Galaxy Shape"
 PLAYER_LOCATIONS:0 "Player Locations"
 spiral:0 "Spiral"
 elliptical:0 "Elliptical"
 ring:0 "Ring"
 spiral_2:0 "Spiral (2 Arms)"
 spiral_4:0 "Spiral (4 Arms)"
 GALAXY_SIZE:0 "Galaxy Size"
 TEMPLATE_NUM_STARS:0 " ($STARS$ Stars)"
 NUM_EMPIRES:0 "AI Empires"
 NUM_ADVANCED_EMPIRES:1 "Advanced AI Starts"
 tiny:0 "Tiny"
 small:0 "Small"
 medium:0 "Medium"
 large:0 "Large"
 huge:0 "Huge"
 GALAXY_COLONIZABLE:0 "Habitable Planets"
 rare:0 "Rare"
 uncommon:0 "Uncommon"
 common:0 "Common"
 WAITING_FOR_SERVER_ID:0 "Waiting for game server ID."
 WAITING_FOR_MATCHMAKING:0 "Waiting for matchmaking server.\nServerID: $SERVERID|H$"
 SERVER_ONLINE:0 "The server is online.\nServerID: $SERVERID|H$"
 START_GAME_TOOLTIP_HEADER:0 "Start Game"
 READY_TOOLTIP_HEADER:0 "Lock In"
 READY_TOOLTIP_DESC:0 "Lock your choices and enable the host to start the game."
 UNREADY_TOOLTIP_HEADER:0 "Unlock"
 UNREADY_TOOLTIP_DESC:0 "Unlock your choices to allow you to change values and disable the host from starting the game."
 CANNOT_START_NOT_READY:0 "Player $PLAYER|H$ is not ready."
 CANNOT_START_NOT_CONNECTED:0 "Cannot start before the connection to matchmaking has been established."
 GAMESETUP_TO_MAIN_MENU:0 "To Main Menu"
 GAMESETUP_TO_GALAXY_CONFIGURATION:0 "To Galaxy Configuration"
 GAMESETUP_TO_PRESCRIPTED:0 "To Species Selection"
 GAMESETUP_TO_COUNTRY_DESIGN:1 "To Empire Design"
 GAMESETUP_TO_SPECIES_DESIGN:0 "To Species Design"
 GAMESETUP_SPECIES_INVALID_CLASS:0 "Select Species."
 GAMESETUP_CANT_CUSTOMIZE_RANDOM:0 "Not available for random Species."
 GAMESETUP_SPECIES_INVALID_NAME:0 "Enter a valid Species name."
 GAMESETUP_COUNTRY_INVALID_HOMEWORLD_NAME:0 "Enter a valid Homeworld name."
 GAMESETUP_COUNTRY_INVALID_EMPIRE_NAME:0 "Enter a valid Empire name."
 GAMESETUP_COUNTRY_INVALID_LEADER_NAME:0 "Enter a valid Leader name."
 GAMESETUP_COUNTRY_INVALID_GOVERNMENT:0 "Select a Government type."
 GAMESETUP_COUNTRY_INVALID_NAMELIST:0 "Select a namelist."
 GAMESETUP_COUNTRY_INVALID_FTLMETHOD:0 "Select an FTL method."
 GAMESETUP_COUNTRY_INVALID_WEAPONS:0 "Select starting weapons."
 GAMESETUP_COUNTRY_INVALID_PREDEFINED:0 "Select a Predefined Species or Customize your own"
 GAMESETUP_COUNTRY_INVALID_CUSTOM:0 "You need to Customize Species before continuing"
 STARTING_WEAPONS:0 "Starting Weapons"
 GOVERNMENT_HOLDS_ELECTION_ON_DEATH:0 "Holds an election upon ruler death to select a new Ruler."
 GOVERNMENT_HOLDS_ELECTION_ONE_DESC:0 "Holds an election every $YEARS|H$ years to select a new Ruler."
 GOVERNMENT_HOLDS_ELECTION_TWO_DESC:0 "Holds an election every $FIRST|H$ to $SECOND|H$ years to select a new Ruler."
 GAMESETUP_TAB_SETUP:0 "Game Setup"
 GAMESETUP_TAB_SPECIES:0 "Species Selection"
 GAMESETUP_TAB_DETAILS:0 "Game Details"
 GOVERNMENT_TYPE:0 "Government Type"
 PREDEFINED:0 "Predefined"
 CUSTOMIZE_APPEARANCE:0 "Customize Species"
 CHOOSE_TRAITS:0 "Choose Traits"
 AVAILABLE_TRAITS:0 "Which traits will define your species?"
 CHOSEN_TRAITS:0 "Chosen Traits:"
 CHOOSE_TECH:0 "Choose Starting Technologies"
 CHOOSE_FTL_TYPE:0 "How will your intrepid explorers brave the stars?"
 CHOSEN_WEAPON:0 "What manner of weaponry will your first starships wield?"
 CHOOSE_ETHICS:0 "Which ethics will define your society?"
 CHOSEN_ETHICS:0 "Chosen Ethics:"
 CHOSEN_GOV:0 "How will you govern your people?"
 PRIMARY_COLOR:0 "Primary Colors"
 SECONDARY_COLOR:0 "Secondary Colors"
 TERTIARY_COLOR:0 "Tertiary Colors"
 EMBLEM_BACKGROUND_PATTERN:0 "Patterns"
 EMPIRE_SPECIES_AMOUNT:1 "$SPECIES$: $AMOUNT|Y$"
 LEFT_CLICK_TO_OPEN_DIPLOMACY:1 "§GClick to open Diplomacy§!"

 #Flag category keys are generated like "FLAG_CATEGORY_" + <name of folder in common/flags/>
 FLAG_CATEGORY_ornate:0 "Ornate"
 FLAG_CATEGORY_pirate:0 "Pirate"
 FLAG_CATEGORY_blocky:0 "Blocky"
 FLAG_CATEGORY_spherical:0 "Round"
 FLAG_CATEGORY_pointy:0 "Pointy"
 FLAG_CATEGORY_zoological:0 "Zoological"
 FLAG_CATEGORY_no_category:0 "Misc"
 FLAG_CATEGORY_bg_no_category:0 "Backgrounds"
 FLAG_CATEGORY_human:0 "Human"
 FLAG_CATEGORY_smooth_simple:0 "Smooth"
 FLAG_CATEGORY_paradox:0 "Paradox"
 FLAG_CATEGORY_domination:0 "Domination"

 starting_weapons_lasers:0 "Energy Weapons"
 starting_weapons_projectiles:0 "Projectile Weapons"
 starting_weapons_missiles:0 "Missile Weapons"
 starting_weapons_lasers_desc:1 "These directed-energy weapons emit focused laser beams at their targets. They are effective at medium to close range, largely ignoring the bulk of enemy armor."
 starting_weapons_projectiles_desc:1 "Mass Drivers that use electromagnetic catapults to accelerate projectiles towards targets at blinding speeds. While somewhat limited in range, their kinetic energy and high rate of fire chew through shields with ease."
 starting_weapons_missiles_desc:0 "Space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems."
 starting_ftl_warp:0 "Warp Travel"
 starting_ftl_hyperdrive:0 "Hyperspace Travel"
 starting_ftl_wormhole:0 "Wormhole Travel"
 starting_ftl_warp_desc:0 "The warp drive generates a subspace bubble around a ship, making faster-than-light speeds attainable. This allows for free but relatively slow travel between stars, given the great distances involved."
 starting_ftl_hyperdrive_desc:0 "The hyper drive allows ships to temporarily breach the dimension of hyperspace. Interstellar travel is fast but limited to existing paths along the hyperlane network."
 starting_ftl_wormhole_desc:0 "Wormhole generators tunnel through subspace and establish a conduit between two points, permitting travel across vast distances. The large generators are too big to be fitted on ships, requiring special Wormhole Stations to operate."
 RECOMMENDED_BEGINNER:0 "§G(New Players)§!"
 RECOMMENDED_ADVANCED:0 "§R(Advanced Players)§!"
 
 TOOLTIP_SETUP_APPEARANCE:1 "§H$PORTRAIT$§!\nSelect the appearance of your species."
 TOOLTIP_SETUP_SPECIES_NAME:1 "§H$SPECIES_NAME$§!\nSelect the name of your species."
 TOOLTIP_SETUP_TRAITS:1 "§H$TRAITS$§!\nSelect which traits your species should have."
 TOOLTIP_SETUP_RULER:1 "§H$RULER$§!\nCustomize your starting ruler. Do note that some government types may change rulers more frequently than others, and that ruler can die."
 TOOLTIP_SETUP_NAME_CLASS:1 "§H$NAME_AND_CLASS$§!\nSelect the planet class of your homeworld and customize its name. The planet class you select will also be the primary planet type for your species.\n\nOther planet classes can be inhabited by your species depending on how different they are from your planet class."
 TOOLTIP_SETUP_CITY_APPEARANCE:1 "§H$CITY_GRAPHICS$§!\nSelect the appearance of your cities. This has no effect on gameplay."
 TOOLTIP_SETUP_GOVERNMENT:1 "§H$ETHICS_AND_GOVERNMENT$§!\nSelect the ethics and government type for your empire. Your selection of ethics determine which government types are available for selection."
 TOOLTIP_SETUP_EMPIRE_NAME:1 "§H$EMPIRE_NAME$§!\nCustomize the name of your empire."
 TOOLTIP_SETUP_FLAG:1 "§H$EMPIRE_FLAG$§!\nCustomize the flag of your empire."
 TOOLTIP_SETUP_EMPIRE_NAMELIST:1 "§H$CUSTOMIZE_NAME_LISTS$§!\nSelect a name list from which your ships, leaders and planets will choose their names."
 TOOLTIP_SETUP_WEAPONS:1 "§H$STARTING_WEAPONS$§!\nSelect which starting weapon your empire's ships will be fitted with.\n\nYou will be able to change which weapon components your ships are fitted with during play. Check the §YShip Designer§! in game to change which components your ships will be fitted with."
 TOOLTIP_SETUP_FTL:1 "§H$FTL_LABEL$§!\nSelect which travel method your empire will use for interstellar travel. You will not be able to change your FTL-method unless you unlock some very rare technologies. You will never be able to change between the base types of FTL-travel during play."
 TOOLTIP_SETUP_SHIP_APPEARANCE:1 "§H$SHIP_GRAPHICS$§!\nSelect the appearance of the ships in your empire. This has no effect on gameplay."
 
 ####################################
 # Hotjoin View
 ####################################

 REQUESTING_HOTJOIN:2 "§HRequesting 'Hot Join'§!\n\nWaiting for the Hosting player to accept..."
 TRANSFERRING_SAVE_PROGRESS:0 "Transferring Save: $PROGRESS$%"
 SELECT_COUNTRY:1 "Select Empire"
 EXECUTING_POST_HOTJOIN_COMMANDS:0 "Synchronizing Game"
 SAVE_TRANSFERRED_TARGET:0 "Savegame transfer to $NAME$ complete!"
 PREVIOUSLY_PLAYED_TOOLTIP:1 "§HPrevious Selection§!\nThis is the Empire you played last time."
 HOTJOIN_SERVER_LOST_TITLE:0 "Server Lost"
 HOTJOIN_SERVER_LOST_DESC:0 "The connection to the Host was lost."
 HOTJOIN_SERVER_LOST_OK:0 "OK"

 ####################################
 # Ingame Lobby
 ####################################

 SERVER_LOST_TITLE:0 "Server Lost"
 SERVER_LOST_DESC:0 "The connection to the Host was lost. How do you wish to proceed?"
 PLAYER_LOST_TITLE:0 "Player Lost"
 PLAYER_LOST_DESC:0 "The connection to $playername$ was lost. How do you wish to proceed?"
 IGL_CAN_START_NOT_HOST:0 "Only the host can start the game again."
 INGAMELOBBY_KICK:0 "§HKick§!\nKick this player."
 INGAMELOBBY_BAN:0 "§HBan§!\nBan this player. This will make them unable to rejoin."
 
 ####################################
 # Planet Classes
 ####################################

 pc_gas_giant:0 "Gas Giant"
 pc_gas_giant_desc:0 "Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core."
 pc_asteroid:0 "Asteroid"
 pc_asteroid_desc:0 "A larger asteroid or planetoid standing out in the dense cluster of smaller bodies."
 pc_molten:0 "Molten World"
 pc_molten_desc:0 "Rocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life."
 pc_frozen:0 "Frozen World"
 pc_frozen_desc:0 "Rocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere precludes the existence of life on the surface."
 pc_barren:0 "Barren World"
 pc_barren_desc:0 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life."
 pc_barren_cold:0 "Barren World"
 pc_barren_cold_desc:0 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life."
 pc_desert:0 "Desert World"
 pc_desert_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom."
 pc_arid:0 "Arid World"
 pc_arid_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce."
 pc_tundra:0 "Tundra World"
 pc_tundra_desc:0 "Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens."
 pc_continental:0 "Continental World"
 pc_continental_desc:0 "Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation."
 pc_tropical:0 "Tropical World"
 pc_tropical_desc:0 "Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation."
 pc_ocean:0 "Ocean World"
 pc_ocean_desc:0 "Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than §Y90%§! of the surface, with scattered islands making up the remaining percentage."
 pc_arctic:0 "Arctic World"
 pc_arctic_desc:0 "Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation."
 pc_toxic:0 "Toxic World"
 pc_toxic_desc:0 "A rocky planet with a thick atmosphere that is lethal to all known higher forms of life."
 pc_b_star:0 "Class B Star"
 pc_b_star_desc:0 "The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye."
 pc_a_star:0 "Class A Star"
 pc_a_star_desc:0 "These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants."
 pc_f_star:0 "Class F Star"
 pc_f_star_desc:0 "F-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds."
 pc_g_star:0 "Class G Star"
 pc_g_star_desc:0 "Often referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life."
 pc_k_star:0 "Class K Star"
 pc_k_star_desc:0 "These main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life."
 pc_m_star:0 "Class M Star"
 pc_m_star_desc:0 "The most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life."
 pc_black_hole:0 "Black Hole"
 pc_black_hole_desc:0 "Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed."
 pc_neutron_star:0 "Neutron Star"
 pc_neutron_star_desc:0 "These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star."
 pc_pulsar:0 "Pulsar"
 pc_pulsar_desc:0 "Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy."
 pc_infested:0 "Infested World"
 pc_infested_desc:0 "The surface of this world is covered by some kind of biological contaminant."
 pc_gaia:0 "Gaia World"
 pc_gaia_desc:0 "An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes."
 pc_nuked:0 "Tomb World"
 pc_nuked_desc:0 "A rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life."
 pc_ringworld_habitable:0 "Ring World"
 pc_ringworld_habitable_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_tech:0 "Ring World"
 pc_ringworld_tech_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_seam:0 "Ring World"
 pc_ringworld_seam_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_habitable_damaged:0 "Ring World"
 pc_ringworld_habitable_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
 pc_ringworld_tech_damaged:0 "Ring World"
 pc_ringworld_tech_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
 pc_ringworld_seam_damaged:0 "Ring World"
 pc_ringworld_seam_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
 pc_shielded:0 "Shielded World"
 pc_shielded_desc:0 "This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface."
 pc_ai:0 "AI World"
 pc_ai_desc:0 "Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs."

 ####################################
 # Terrain Tiles
 ####################################

 pc_continental_tile:0 "Temperate Terrain"
 pc_continental_tile_desc:0 "Diverse forested terrain with a mild climate."
 pc_desert_tile:0 "Desert Terrain"
 pc_desert_tile_desc:0 "Barren and dry terrain with occasional rocky outcroppings."
 pc_arid_tile:0 "Arid Terrain"
 pc_arid_tile_desc:0 "Dry and rocky terrain with sparse vegetation."
 pc_tundra_tile:0 "Tundra Terrain"
 pc_tundra_tile_desc:0 "Cold and wind-swept steppes with sparse vegetation."
 pc_tropical_tile:0 "Tropical Terrain"
 pc_tropical_tile_desc:0 "Vegetation-covered terrain with a warm and humid climate."
 pc_ocean_tile:0 "Ocean Terrain"
 pc_ocean_tile_desc:0 "Isolated islands and archipelagos surrounded by ocean."
 pc_arctic_tile:0 "Arctic Terrain"
 pc_arctic_tile_desc:0 "Snow- and ice-covered terrain with no vegetation."
 pc_gaia_tile:0 "Gaia Terrain"
 pc_gaia_tile_desc:0 "Diverse terrain with biomes that are eminently suitable to most forms of life."
 pc_nuked_tile:0 "Wasteland Terrain"
 pc_nuked_tile_desc:0 "Harsh, war-torn terrain. Radiation levels are low enough to support some life."
 pc_infested_tile:0 "Infested Terrain"
 pc_infested_tile_desc:0 "Terrain despoiled by the Prethoryn swarm's secretions."
 pc_ringworld_habitable_tile:0 "Ring World Terrain"
 pc_ringworld_habitable_tile_desc:0 "Pristine terrain carefully maintained by the Ring World's internal systems."

 ####################################
 # Tile Blockers
 ####################################

 tb_mountain_range:0 "£blocker  Mountain Range"
 tb_mountain_range_desc:0 "A vast range of tall and impassable mountains stretches across this region."
 tb_active_volcano:0 "£blocker  Active Volcano"
 tb_active_volcano_desc:0 "There is an active volcano in this region, spewing forth lava and volcanic gases."
 tb_dangerous_wildlife:0 "£blocker  Dangerous Wildlife"
 tb_dangerous_wildlife_desc:0 "The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants."
 tb_dense_jungle:0 "£blocker  Dense Jungle"
 tb_dense_jungle_desc:0 "This entire region is completely overgrown with thick, impassable jungle."
 tb_quicksand_basin:0 "£blocker  Quicksand Basin"
 tb_quicksand_basin_desc:0 "A vast body of quicksand covers this region, making construction impossible."
 tb_noxious_swamp:0 "£blocker  Noxious Swamp"
 tb_noxious_swamp_desc:0 "Treacherous swamplands and bogs surrounded by putrid gases."
 tb_massive_glacier:0 "£blocker  Massive Glacier"
 tb_massive_glacier_desc:0 "An immense body of dense ice covers this region."
 tb_toxic_kelp:0 "£blocker  Toxic Kelp"
 tb_toxic_kelp_desc:0 "A thick forest of kelp that is toxic to most forms of life covers the ocean in this region."
 tb_deep_sinkhole:0 "£blocker  Deep Sinkhole"
 tb_deep_sinkhole_desc:0 "A colossal sinkhole covers most of this region."
 tb_city_ruins:0 "£blocker  City Ruins"
 tb_city_ruins_desc:0 "A ruined urban landscape. Nothing can be built here until this metal boneyard has been bulldozed."
 tb_tribal_settlement:0 "£blocker  Native Reservation"
 tb_tribal_settlement_desc:0 "This entire region has been set aside as a reservation for the primitive indigenous population."
 tb_wandering_forests:0 "£blocker  Wandering Forests"
 tb_wandering_forests_desc:0 "The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure."
 tb_wandering_forest_reserve:0 "£blocker  Wandering Forest Reserve"
 tb_wandering_forest_reserve_desc:0 "§YAdds £society  Research to neighboring tiles.§!\n\nA nature reserve that covers the vast expanse of territory where the wandering forests range."
 tb_sinkhole_subterraneans:0 "£blocker  Subterranean Entrance"
 tb_sinkhole_subterraneans_desc:0 "A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world."
 tb_crater:0 "£blocker  Impact Crater"
 tb_crater_desc:0 "Something collided with the surface of this world at some point, creating this massive impact crater."
 tb_bomb_crater:0 "£blocker  Bomb Crater"
 tb_bomb_crater_desc:0 "This massive crater was created by the detonation of a particularly devastating hydrogen bomb."
 tb_radioactive_wasteland:0 "£blocker  Radioactive Wasteland"
 tb_radioactive_wasteland_desc:0 "Few organisms can survive in this desolate, irradiated wasteland."
 tb_failing_infrastructure_desc:0 "This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress."
 tb_failing_infrastructure:0 "£blocker  Industrial Wasteland"
 tb_decrepit_dwellings:0 "£blocker  Sprawling Slums"
 tb_decrepit_dwellings_desc:0 "This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society."
 tb_titanic_life_blocker:0 "Titanic Lifeforms"
 tb_titanic_life_blocker_desc:0 "Numerous Titanic aliens make this area their home, it would be wise to avoid it."
 tb_bombarded_land:1 "Bombarded Ground"
 tb_bombarded_land_desc:1 "The area has been destroyed by orbital bombardments."



 ####################################
 # Hull Sizes
 ####################################

 CORVETTE:0 "Corvette"
 DESTROYER:0 "Destroyer"
 CRUISER:0 "Cruiser"
 BATTLESHIP:0 "Battleship"
 corvette:0 "Corvette"
 corvette_plural:0 "Corvettes"
 destroyer:0 "Destroyer"
 destroyer_plural:0 "Destroyers"
 cruiser:0 "Cruiser"
 cruiser_plural:0 "Cruisers"
 battleship:0 "Battleship"
 battleship_plural:0 "Battleships"
 science:0 "Science Ship"
 science_plural:0 "Science Ships"
 hot_rod_ship:0 "Science Ship"
 hot_rod_ship_plural:0 "Science Ships"
 constructor:0 "Construction Ship"
 constructor_plural:0 "Construction Ships"
 spacestation_1:0 "Space Station"
 spacestation_1_plural:0 "Space Stations"
 colonizer:0 "Colony Ship"
 colonizer_plural:0 "Colony Ships"
 transport:0 "Transport Ship"
 transport_plural:0 "Transport Ships"
 outpost_station:0 "Frontier Outpost"
 outpost_station_plural:0 "Frontier Outposts"
 military_station_small:0 "Defense Platform"
 military_station_small_plural:0 "Defense Platforms"
 military_station_medium:0 "Defense Station"
 military_station_medium_plural:0 "Defense Stations"
 military_station_large:0 "Fortress"
 military_station_large_plural:0 "Fortresses"
 orbital_station:0 "Spaceport"
 orbital_station_plural:0 "Spaceports"
 mining_station:0 "Mining Station"
 mining_station_plural:0 "Mining Stations"
 research_station:0 "Research Station"
 research_station_plural:0 "Research Stations"
 wormhole_station:0 "Wormhole Station"
 wormhole_station_plural:0 "Wormhole Stations"
 terraform_station:0 "Terraforming Station"
 terraform_station_plural:0 "Terraforming Stations"
 observation_station:0 "Observation Post"
 observation_station_plural:0 "Observation Posts"

 pirate_corvette:0 "Raider"
 pirate_corvette_plural:0 "Raiders"
 pirate_destroyer:0 "Frigate"
 pirate_destroyer_plural:0 "Frigates"
 abandoned_ship:0 "Battleship"
 abandoned_ship_plural:0 "Battleships"
 crystal_ship_small_blue:0 "Sapphire Crystal Cohort"
 crystal_ship_small_blue_plural:0 "Sapphire Crystal Cohorts"
 crystal_ship_small_green:0 "Emerald Crystal Cohort"
 crystal_ship_small_green_plural:0 "Emerald Crystal Cohorts"
 crystal_ship_small_yellow:0 "Topaz Crystal Cohort"
 crystal_ship_small_yellow_plural:0 "Topaz Crystal Cohorts"
 crystal_ship_small_red:0 "Ruby Crystal Cohort"
 crystal_ship_small_red_plural:0 "Ruby Crystal Cohorts"
 crystal_ship_medium_blue:0 "Sapphire Crystal Sentinel"
 crystal_ship_medium_blue_plural:0 "Sapphire Crystal Sentinels"
 crystal_ship_medium_green:0 "Emerald Crystal Sentinel"
 crystal_ship_medium_green_plural:0 "Emerald Crystal Sentinels"
 crystal_ship_medium_yellow:0 "Topaz Crystal Sentinel"
 crystal_ship_medium_yellow_plural:0 "Topaz Crystal Sentinels"
 crystal_ship_medium_red:0 "Ruby Crystal Sentinel"
 crystal_ship_medium_red_plural:0 "Ruby Crystal Sentinels"
 crystal_ship_large_blue:0 "Sapphire Crystal Sovereign"
 crystal_ship_large_blue_plural:0 "Sapphire Crystal Sovereigns"
 crystal_ship_large_green:0 "Emerald Crystal Sovereign"
 crystal_ship_large_green_plural:0 "Emerald Crystal Sovereigns"
 crystal_ship_large_yellow:0 "Topaz Crystal Sovereign"
 crystal_ship_large_yellow_plural:0 "Topaz Crystal Sovereigns"
 crystal_ship_large_red:0 "Ruby Crystal Sovereign"
 crystal_ship_large_red_plural:0 "Ruby Crystal Sovereigns"
 crystal_ship_small_blue_elite:0 "Elite Sapphire Crystal Cohort"
 crystal_ship_small_blue_elite_plural:0 "Elite Sapphire Crystal Cohorts"
 crystal_ship_small_green_elite:0 "Elite Emerald Crystal Cohort"
 crystal_ship_small_green_elite_plural:0 "Elite Emerald Crystal Cohorts"
 crystal_ship_small_yellow_elite:0 "Elite Topaz Crystal Cohort"
 crystal_ship_small_yellow_elite_plural:0 "Elite Topaz Crystal Cohorts"
 crystal_ship_small_red_elite:0 "Elite Ruby Crystal Cohort"
 crystal_ship_small_red_elite_plural:0 "Elite Ruby Crystal Cohorts"
 crystal_ship_medium_blue_elite:0 "Elite Sapphire Crystal Sentinel"
 crystal_ship_medium_blue_elite_plural:0 "Elite Sapphire Crystal Sentinels"
 crystal_ship_medium_green_elite:0 "Elite Emerald Crystal Sentinel"
 crystal_ship_medium_green_elite_plural:0 "Elite Emerald Crystal Sentinels"
 crystal_ship_medium_yellow_elite:0 "Elite Topaz Crystal Sentinel"
 crystal_ship_medium_yellow_elite_plural:0 "Elite Topaz Crystal Sentinels"
 crystal_ship_medium_red_elite:0 "Elite Ruby Crystal Sentinel"
 crystal_ship_medium_red_elite_plural:0 "Elite Ruby Crystal Sentinels"
 crystal_ship_large_blue_elite:0 "Elite Sapphire Crystal Sovereign"
 crystal_ship_large_blue_elite_plural:0 "Elite Sapphire Crystal Sovereigns"
 crystal_ship_large_green_elite:0 "Elite Emerald Crystal Sovereign"
 crystal_ship_large_green_elite_plural:0 "Elite Emerald Crystal Sovereigns"
 crystal_ship_large_yellow_elite:0 "Elite Topaz Crystal Sovereign"
 crystal_ship_large_yellow_elite_plural:0 "Elite Topaz Crystal Sovereigns"
 crystal_ship_large_red_elite:0 "Elite Ruby Crystal Sovereign"
 crystal_ship_large_red_elite_plural:0 "Elite Ruby Crystal Sovereigns"
 space_cloud:0 "Void Cloud"
 space_cloud_plural:0 "Void Clouds"
 probe:0 "Space Probe"
 probe_plural:0 "Space Probes"
 ancient_drone:0 "Autonomous Unit"
 ancient_drone_plural:0 "Autonomous Units"
 ark_ship:0 "Space Ark"
 ark_ship_plural:0 "Space Arks"
 pirate_station:0 "Asteroid Outpost"
 pirate_station_plural:0 "Asteroid Outposts"
 asteroid:0 "Asteroid"
 asteroid_plural:0 "Asteroids"
 space_whale_1:0 "Space Whale"
 space_whale_1_plural:0 "Space Whales"
 space_whale_2:0 "Space Whale"
 space_whale_2_plural:0 "Space Whales"
 space_whale_3:0 "Space Whale"
 space_whale_3_plural:0 "Space Whales"
 space_whale_4:0 "Space Whale"
 space_whale_4_plural:0 "Space Whales"
 extra_dimensional_ship:0 "Dimensional Being"
 extra_dimensional_ship_plural:0 "Dimensional Beings"
 space_amoeba:0 "Space Amoeba"
 space_amoeba_plural:0 "Space Amoebas"
 space_amoeba_small:0 "Flagellum"
 space_amoeba_small_plural:0 "Flagella"
 station_generic_01:0 "Starbase"
 station_generic_01_plural:0 "Starbases"
 swarm_subspace_beacon:0 "Subspace Beacon"
 swarm_subspace_beacon_plural:0 "Subspace Beacons"
 sensor_station_01:0 "Sensor Station"
 sensor_station_01_plural:0 "Sensor Stations"

 eventship_01:0 "Cruiser"
 eventship_01_plural:0 "Cruisers"
 eventship_02:0 "Corvette"
 eventship_02_plural:0 "Corvettes"
 eventship_03:0 "Battleship"
 eventship_03_plural:0 "Battleships"
 eventship_04:0 "Battleship"
 eventship_04_plural:0 "Battleships"
 eventship_05:0 "Cruiser"
 eventship_05_plural:0 "Cruisers"
 eventship_06:0 "Destroyer"
 eventship_06_plural:0 "Destroyers"
 eventship_07:0 "Destroyer"
 eventship_07_plural:0 "Destroyers"
 civilian_freighter:0 "Freighter"
 civilian_freighter_plural:0 "Freighters"
 civilian_tanker:0 "Tanker"
 civilian_tanker_plural:0 "Tankers"
 passenger_liner:0 "Passenger Liner"
 passenger_liner_plural:0 "Passenger Liners"
 primitive_space_station:0 "Early Space Station"
 primitive_space_station_plural:0 "Early Space Stations"
 ancient_drone_station:0 "Ancient Station"
 ancient_drone_station_plural:0 "Ancient Stations"

 large_ship_fallen_empire:0 "Battlecruiser"
 large_ship_fallen_empire_plural:0 "Battlecruisers"
 small_ship_fallen_empire:0 "Escort"
 small_ship_fallen_empire_plural:0 "Escorts"
 military_station_large_fallen_empire:0 "Fortress"
 military_station_large_fallen_empire_plural:0 "Fortresses"
 military_station_small_fallen_empire:0 "Outpost"
 military_station_small_fallen_empire_plural:0 "Outposts"
 large_ship_swarm:0 "Warrior"
 large_ship_swarm_plural:0 "Warriors"
 large_ship_carrier_swarm:0 "Brood Mother"
 large_ship_carrier_swarm_plural:0 "Brood Mothers"
 small_ship_swarm:0 "Swarmling"
 small_ship_swarm_plural:0 "Swarmlings"
 military_station_large_swarm:0 "Star Hive"
 military_station_large_swarm_plural:0 "Star Hives"
 military_station_small_swarm:0 "Star Nest"
 military_station_small_swarm_plural:0 "Star Nests"
 queen_swarm:0 "Queen"
 queen_swarm_plural:0 "Queens"
 construction_ship_swarm:0 "Worker"
 construction_ship_swarm_plural:0 "Workers"
 colony_ship_swarm:0 "Infestor"
 colony_ship_swarm_plural:0 "Infestors"
 transport_ship_swarm:0 "Transport"
 transport_ship_swarm_plural:0 "Transports"
 large_ship_ai:0 "Warform"
 large_ship_ai_plural:0 "Warforms"
 small_ship_ai:0 "Seeker"
 small_ship_ai_plural:0 "Seekers"
 military_station_large_ai:0 "Nexus"
 military_station_large_ai_plural:0 "Nexuses"
 military_station_small_ai:0 "Defensive"
 military_station_small_ai_plural:0 "Defensives"
 core_ai:0 "Core"
 core_ai_plural:0 "Cores"
 large_ship_ed:1 "Battleship"
 large_ship_ed_plural:1 "Battleships"
 medium_ship_ed:0 "Cruiser"
 medium_ship_ed_plural:0 "Cruisers"
 small_ship_ed:1 "Escort"
 small_ship_ed_plural:1 "Escorts"
 military_station_large_ed:0 "Void Junction"
 military_station_large_ed_plural:0 "Void Junctions"
 military_station_small_ed:0 "Void Conduit"
 military_station_small_ed_plural:0 "Void Conduits"
 dimensional_portal_ed:0 "Dimensional Portal"
 dimensional_portal_ed_plural:0 "Dimensional Portals"
 construction_ship_ed:0 "Void Shaper"
 construction_ship_ed_plural:0 "Void Shapers"
 construction_ship_ai:0 "Construction Ship"
 construction_ship_ai_plural:0 "Construction Ships"
 colony_ship_ai:0 "Colony Ship"
 colony_ship_ai_plural:0 "Colony Ships"
 transport_ship_ai:0 "Transport Ship"
 transport_ship_ai_plural:0 "Transport Ships"

 ####################################
 # section slots
 ####################################
 mid:0 "Core"
 bow:0 "Bow"
 stern:0 "Stern"
 north:0 "North"
 west:0 "West"
 east:0 "East"
 south:0 "South"

 ####################################
 # Special Ship Types
 ####################################

 CIVILIAN:0 "Civilian"
 CONSTRUCTOR:0 "Constructor"
 COLONIZER:0 "Colony Ship"
 SCIENCE_SHIP:0 "Science Ship"
 SPACESTATION_1:0 "Space Station"

 ####################################
 # Ambient Objects
 ####################################

 derelict_ship_object:0 "Derelict Ship"
 sublight_probe_object:0 "Sublight Probe"
 sublight_probe_object_tooltip:0 "A primitive sublight space probe."
 sublight_probe_object_desc:0 "A primitive sublight space probe that appears to be several centuries old. Its power supply has long since been depleted."
 hyacinth_object:0 "The Hyacinth"
 hyacinth_object_tooltip:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit."
 hyacinth_object_desc:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit."
 ancient_battlefield_object:0 "Ancient Battlefield"
 injured_queen_object:0 "Injured Queen"
 injured_queen_object_desc:0 "A mortally injured Prethoryn Queen, barely clinging to life."
 injured_queen_object_tooltip:0 "A mortally injured Prethoryn Queen, barely clinging to life."
 crystal_manufactory_object:0 "Ancient Manufactory"
 crystal_manufactory_desc:0 "An abandoned orbital processing station floats silently above its host asteroid."
 crystal_manufactory_tooltip:0 "$crystal_manufactory_desc$"


 ####################################
 # Message window
 ####################################

 MESSAGE_EVENT_LEFTCLICK:0 "§GClick to open Event window§!"
 MESSAGE_TARGET_SYSTEM:0 "§GClick to Go To the $SYSTEM|H$ system§!"
 MESSAGE_TARGET_PLANET:0 "§GClick to Go To $PLANET|H$§!"
 MESSAGE_TARGET_FLEET:0 "§GClick to Go To $FLEET|H$§!"
 MESSAGE_LOST_TARGET_FLEET:0 "§R'$FLEET|H$' left our Sensor Range§!"
 MESSAGE_RIGHTCLICK:0 "§GRight-click to dismiss§!"
 MESSAGE_TARGET_WAR:0 "§GClick to open overview of $WAR|H$§!"

 ####################################
 # Fleet Orders
 ####################################

 ORDERS:0 "Orders"
 NUM_ORDERS:0 "Number of Orders: $COUNT|H$"
 FLEETORDER_MOVE_BUTTON:0 "Move Here"
 FLEETORDER_ORBIT_BUTTON:0 "Enter Orbit"
 FLEETORDER_BUILD_CURRENT_shipclass_orbital_station_BUTTON:0 "Build Orbital Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_orbital_station_BUTTON:0 "Build Custom Orbital Station"
 FLEETORDER_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Station"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Stations"
 FLEETORDER_BUILD_CURRENT_shipclass_terraform_station_BUTTON:0 "Build Terraforming Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_terraform_station_BUTTON:0 "Build Custom Terraforming Station"
 FLEETORDER_MULTI_BUILD_CURRENT_terraform_mining_station_BUTTON:0 "Build Terraforming Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_terraform_mining_station_BUTTON:0 "Build Custom Terraforming Stations"
 FLEETORDER_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Station"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Stations"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Posts"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Posts"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_outpost_station_BUTTON:0 "Build Frontier Outpost"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_outpost_station_BUTTON:0 "Build Custom Frontier Outpost"
 FLEETORDER_BUILD_CURRENT_shipclass_wormhole_station_BUTTON:0 "Build Wormhole Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_wormhole_station_BUTTON:0 "Build Custom Wormhole Station"
 FLEETORDER_BUILD_CURRENT_shipclass_military_station_BUTTON:0 "Build Military Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_military_station_BUTTON:0 "Build Custom Military Station"
 FLEETORDER_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Post"
 FLEETORDER_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Post"
 FLEETORDER_BUILD_CURRENT_shipclass_outpost_station_BUTTON:0 "Build Frontier Outpost"
 FLEETORDER_BUILD_CUSTOM_shipclass_outpost_station_BUTTON:0 "Build Custom Frontier Outpost"
 FLEETORDER_BUILD_STATION:0 "Build $NAME$ $SIZE$"
 FLEETORDER_BUILD_ORBITAL_STATION_DESC:0 "Monthly Maintenance: £energy $MAINTENANCE|Y2$"
 FLEETORDER_COLONIZE_BUTTON:0 "Colonize Planet"
 FLEETORDER_SURVEY_BUTTON:0 "Survey"
 FLEETORDER_SURVEY_ALL_BUTTON:0 "Survey System"
 FLEETORDER_RESEARCH_BUTTON:0 "Research (Risk: $RISK|R%0$)"
 FLEETORDER_RESEARCH_PROJECT_BUTTON:0 "Research Project"
 FLEETORDER_ANALYZE_BUTTON:0 "Analyze"
 FLEETORDER_UPGRADE_FLEET_BUTTON:0 "Upgrade Fleet to Latest Designs"
 FLEETORDER_UPGRADE_ALREADY_UPGRADING:0 "§RThis fleet is already being upgraded.§!"
 FLEETORDER_REPAIR_SHIP_BUTTON:1 "Repair to full Hull Points"
 FLEETORDER_SPECIAL_PROJECT_BUTTON:0 "$PROJECT$"
 FLEETORDER_REPLICATE:0 "§RAnother Ship is performing or has finished performing this order.§!"
 FLEETORDER_REPLICATE_SAME_SHIP:0 "§RThis Ship is already performing this order.§!"
 FLEETORDER_BUILD_STATION_TIP:0 "$NAME|H$ $SIZE|H$"
 ASSIST_RESEARCH_DUPLICATE:0 "§RAnother ship is already performing this order.§!"
 ASSIST_RESEARCH_ORDER:0 "Assist Research"
 ASSIST_RESEARCH_ORDER_DESC:0 "Order the Science Ship to aid the scientific effort of a planet, increasing research output."
 ASSIST_RESEARCH_ORDER_PLANET_DESC:0 "Order the Science Ship to Assist Research on $PLANET|H$."
 ASSIST_RESEARCH_ORDER_SYSTEM_DESC:0 "Order the Science Ship to Assist Research on $SYSTEM|H$."
 ASSIST_RESEARCH_WRONG_OWNER:0 "Cannot assist research on non-colonized planets."
 FLEETORDER_TOP_LEVEL_TEXT:0 "$ORDER$ (§Y+$ORDERS_LEFT$§! Orders)"
 FLEETORDER_ASSIST_RESEARCH:0 "Assisting Research"
 FLEETORDER_ASSIST_RESEARCH_BUTTON:0 "Assist Research"
 FLEETORDER_MOVE_QUEUED:0 "Moving"
 FLEETORDER_MOVE_QUEUED_OTHER:0 "Moving ($SYSTEM|H$ System)"
 FLEETORDER_MOVE:0 "Moving"
 FLEETORDER_MOVE_OTHER_SYSTEM:0 "Moving to the $SYSTEM|H$ System"
 FLEETORDER_MOVE_WINDUP_WARP:0 "Warp to $SYSTEM|H$: $PROGRESS|Y%0$"
 FLEETORDER_MOVE_IN_WARP:0 "Warping to $SYSTEM|H$"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP:0 "Warp Wind-down: $DAYS|Y0$ Days"
 FLEETORDER_MOVE_SINGLESHIP_MOVING_INTO_POSITION_WARP:0 "Positioning for Warp to $SYSTEM|H$"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE:0 "Jump Wind-down: $DAYS|Y0$ Days"
 FLEETORDER_ORBIT:0 "Entering Orbit of $PLANET|H$"
 FLEETORDER_UPGRADE_DESIGN:0 "Upgrading Ships ($PLANET|H$): $PROGRESS|Y%0$"
 FLEETORDER_UPGRADE_DESIGN_NOT_ENQUEUED:0 "Preparing for Ship Upgrades ($PLANET|H$)"
 FLEETORDER_UPGRADE_DESIGN_ENQUEUED:0 "Waiting for Spaceport to Upgrade Ships ($PLANET|H$)"
 FLEETORDER_REPAIR_SHIP:0 "Repairing $SHIP|H$, $PROGRESS|Y%0$"
 FLEETORDER_BUILD_ORBITALSTATION:0 "Building $PLANET|H$ $SHIPCLASS$: $PROGRESS|Y%0$"
 FLEETORDER_BUILD_SPACESTATION:0 "Building $SHIPCLASS$: $PROGRESS|Y%0$"
 FLEETORDER_BUILD_WORMHOLE_WITHIN_INNER_CIRCLE:0 "Cannot build a Wormhole Station within a system's Gravity Well"
 FLEETORDER_OUTSIDE_SYSTEM_BORDER:0 "Cannot build Station outside System borders"
 FLEETORDER_COLONIZE:0 "Colonizing $PLANET|H$: $PROGRESS|Y%0$"
 FLEETORDER_SURVEY:0 "Surveying $PLANET|H$: $PROGRESS|Y%0$"
 FLEETORDER_RESEARCH:0 "Investigating $PLANET|H$: $PROGRESS|Y%0$"
 SURVEY_ORDER_RESEARCH:0 "$RESEARCH_ORDER$"
 FLEETORDER_RESEARCH_NOT_SURVEYED:1 "§RThis planet has not been surveyed!§!"
 FLEETORDER_RESEARCH_NOT_SURVEYED_SYSTEM:0 "This system is not surveyed!"
 FLEETORDER_RESEARCH_NO_ANOMALY:1 "§RThis planet has no Anomaly!§!"
 FLEETORDER_ANOTHER_ALREADY_RESEARCHING:1 "§RAnother Science Ship is already researching this Anomaly§!"
 FLEETORDER_ANALYZE_FTL_TRAIL:0 "Analyzing FTL trail in $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_ENTERING_HYPERLANE:0 "Entering Hyperlane to $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_IN_HYPERLANE:0 "Travelling through Hyperlane to $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_ENTERING_WORMHOLE:0 "Entering Wormhole to $SYSTEM|H$: $PROGRESS|Y%0$"
 FLEETORDER_IN_WORMHOLE:0 "Travelling through Wormhole to $SYSTEM|H$"
 FLEETORDER_PREPARING_JUMP_DRIVE:0 "Preparing Jump to $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_LAND_ARMIES:0 "Landing Armies"
 FLEETORDER_IN_ORBIT:0 "In Orbit around $PLANET|H$."
 FLEETORDER_READY_TO_LAND_TROOPS:0 "Ready to land troops on $PLANET|H$"
 FLEETORDER_IDLE:0 "Idle"
 FLEETORDER_COLLECT_DATA:0 "$PROJECT|Y$ ($PROGRESS|Y%0$)"
 FLEETORDER_INVALID:0 "$TEXT|R$"
 FLEETORDER_RETURN:0 "Returning"
 FLEETORDER_NO_RETURN_POINT:0 "Nowhere to return to"
 FLEETORDER_EVADE_HOSTILES:0 "Evading hostiles"
 FLEETORDER_NO_EVADE_HOSTILES:0 "Nowhere to go to evade hostiles"
 FLEETORDER_FOLLOW:0 "Following $NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK:1 "Attacking $NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK_TITLE:0 "Attack Target"
 FLEETORDER_FOLLOW_AND_ATTACK_DESC:0 "Attacking neutral targets will make them hostile against us! Should we proceed?"
 FLEETORDER_FOLLOW_AND_ATTACK_TOOLTIP:0 "Attacking a neutral target will make them hostile against us."
 FLEETORDER_FOLLOW_AND_ATTACK_CLICK:0 "§GClick to select a target to attack§!"
 FLEETORDER_LAND_ARMIES_TITLE:0 "Land Armies"
 FLEETORDER_LAND_ARMIES_DESC:0 "Landing armies on a non-hostile planet will turn them hostile against us! Should we proceed?"
 FLEETORDER_LAND_ARMIES_ON_PLANET:0 "Landing armies on $PLANET|H$"
 FLEETORDER_LAND_ARMIES_NOT_COLONIZABLE:0 "§RCan not land armies on an uninhabitable planet.§!"
 FLEETORDER_LAND_ARMIES_COLONIZING:0 "§RCannot land armies on a planet that is being colonized.§!"
 FLEETORDER_LAND_ARMIES_COLONIZE_FIRST:0 "§RPlanet must be colonized before armies can land.§!"
 FLEETORDER_LAND_ARMIES_CANT_LAND:1 "§RThere are no armies in orbit that can land.§!"
 FLEETORDER_LAND_ARMIES_NO_ARMIES:0 "§RThere are no armies in orbit.§!"
 FLEETORDER_LAND_ARMIES_NOT_IN_ORBIT:0 "§RFleet must be in orbit to land.§!"
 FLEETORDER_LAND_ARMIES_NOT_TRANSPORT_FLEET:0 "§RFleet is not a transport fleet.§!"
 FLEETORDER_HAS_NO_SCIENTIST:0 "§RRequires a Scientist§!"
 FLEETORDER_MERGE:0 "Merging with $FLEET|H$"
 IN_COMBAT:0 "In Combat"
 COMBAT:0 "Combat"
 SHIP_STATS:0 "Ship Stats"

 ####################################
 # Traits
 ####################################

 trait_rapid_breeders:0 "Rapid Breeders"
 trait_rapid_breeders_desc:0 "§LThis species reproduces at a very rapid rate, increasing population growth.§!\n"
 trait_slow_breeders:0 "Slow Breeders"
 trait_slow_breeders_desc:0 "§LThis species reproduces at a slow rate, lowering population growth.§!\n"
 trait_charismatic:0 "Charismatic"
 trait_charismatic_desc:0 "§LMembers of this species have a special charisma, and are generally considered pleasant to be around.§!\n"
 trait_repugnant:0 "Repugnant"
 trait_repugnant_desc:0 "§LThe physical appearance and customs of this species are considered offensive to most others, and few appreciate them as neighbors.§!\n"
 trait_talented:0 "Talented"
 trait_talented_desc:0 "§LMember of this species are born with a natural aptitude.§!\n"
 trait_strong:0 "Strong"
 trait_strong_desc:0 "§LMembers of this species possess great physical strength, making them formidable fighters on the ground.§!\n"
 trait_very_strong:0 "Very Strong"
 trait_very_strong_desc:0 "§LMembers of this species possess a strength that almost defies the laws of physics.§!\n"
 trait_weak:0 "Weak"
 trait_weak_desc:0 "§LMembers of this species are physically weaker than average, making them poor fighters on the ground.§!\n"
 trait_tough:0 "Tough"
 trait_tough_desc:0 "Members of this species are capable of withstanding physical trauma that would kill most other beings.§!\n"
 trait_frail:0 "Frail"
 trait_frail_desc:0 "§LMembers of this species are particularly frail - what would be a minor injury to others can often be fatal to them.§!\n"
 trait_stoic:0 "Stoic"
 trait_stoic_desc:0 "§LMembers of this species possess great mental discipline, rarely panicking when faced with a dangerous situation.§!\n"
 trait_timid:0 "Timid"
 trait_timid_desc:0 "§LMembers of this species tend to shy away from physical confrontations and are quick to panic.§!\n"
 trait_indolent:0 "Indolent"
 trait_indolent_desc:0 "§LMembers of this species shy away from hard labor, and generally refrain from exerting themselves.§!\n"
 trait_wasteful:0 "Wasteful"
 trait_wasteful_desc:0 "§LMembers of this species seemingly have no concept of frugality and are prone to useless consumption.§!\n"
 trait_communal:0 "Communal"
 trait_communal_desc:0 "§LMembers of this species are highly communal, and quite used to living in close proximity to others.§!\n"
 trait_solitary:0 "Solitary"
 trait_solitary_desc:0 "§LMembers of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.§!\n"
 trait_adaptive:0 "Adaptive"
 trait_adaptive_desc:1 "§LThis species is highly adaptive when it comes to foreign environments.§!\n"
 trait_extremely_adaptive:0 "Extremely Adaptive"
 trait_extremely_adaptive_desc:0 "§LThis species is remarkably adept at adapting to any foreign environments.§!\n"
 trait_nonadaptive:0 "Nonadaptive"
 trait_nonadaptive_desc:0 "§LThis species does not adapt well to foreign environments.§!\n"
 trait_nomadic:0 "Nomadic"
 trait_nomadic_desc:0 "§LThis species has a nomadic past, and its members often think nothing of relocating to another world.§!\n"
 trait_sedentary:0 "Sedentary"
 trait_sedentary_desc:0 "§LThis species has a sedentary past, and its members are reluctant to migrate away from where they grew up.§!\n"
 trait_thrifty:0 "Thrifty"
 trait_thrifty_desc:0 "§LMembers of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.§!\n"
 trait_industrious:0 "Industrious"
 trait_industrious_desc:0 "§LMembers of this species are known for their diligent and hard-working nature, always going above and beyond.§!\n"
 trait_natural_engineers:0 "Natural Engineers"
 trait_natural_engineers_desc:0 "§LMembers of this species have a natural inclination towards engineering and material sciences.§!\n"
 trait_poor_engineers:0 "Poor Engineers"
 trait_poor_engineers_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of engineering.§!\n"
 trait_natural_physicists:0 "Natural Physicists"
 trait_natural_physicists_desc:0 "§LMembers of this species have a natural inclination towards theoretical physics and astral phenomena.§!\n"
 trait_poor_physicists:0 "Poor Physicists"
 trait_poor_physicists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of theoretical physics.§!\n"
 trait_natural_sociologists:0 "Natural Sociologists"
 trait_natural_sociologists_desc:0 "§LMembers of this species have a natural inclination towards sociology and biological studies.§!\n"
 trait_poor_sociologists:0 "Poor Sociologists"
 trait_poor_sociologists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of sociology.§!\n"
 trait_quick_learners:0 "Quick Learners"
 trait_quick_learners_desc:0 "§LMembers of this species are quick to learn from their experiences.§!\n"
 trait_slow_learners:0 "Slow Learners"
 trait_slow_learners_desc:0 "§LMembers of this species are slow to learn from their experiences.§!\n"
 trait_long_lifespans:0 "Long Lifespans"
 trait_long_lifespans_desc:0 "§LThe natural lifespan of this species is longer than average.§!\n"
 trait_short_lifespans:0 "Short Lifespans"
 trait_short_lifespans_desc:0 "§LThe natural lifespan of this species is shorter than average.§!\n"
 trait_uplifted:0 "Uplifted"
 trait_uplifted_desc:0 "§LThis species was uplifted from a primitive origin, and its members are happier living on planets belonging to their benefactor.§!\n"
 trait_presentient_starborn:0 "Starborn"
 trait_presentient_starborn_desc:0 "§LThis species has always, consciously or not, longed to traverse the void between the stars.§!\n"
 trait_presentient_earthbound:0 "Earthbound"
 trait_presentient_earthbound_desc:0 "§LMembers of this species are very possessive of the planets they call home.§!\n"
 trait_presentient_natural_intellectuals:0 "Natural Intellectuals"
 trait_presentient_natural_intellectuals_desc:0 "§LMembers of this species are more philosophically inclined than most.§!\n"
 trait_presentient_proles:0 "Proles"
 trait_presentient_proles_desc:0 "§LThis species has traditionally shunned intellectual pursuits in favor of physical labor.§!\n"
 trait_presentient_conservative:0 "Conservative"
 trait_presentient_conservative_desc:0 "§LMembers of this species often prefer old wisdom over new experiences.§!\n"
 trait_presentient_irradiated:0 "Irradiated"
 trait_presentient_irradiated_desc:0 "§LThis species has evolved to thrive in environments subject to extremely high levels of background radiation.§!"
 trait_persistent:0 "Persistent"
 trait_persistent_desc:0 "§LThis trait increases the average life span of leaders.§!\n"
 trait_conformists:0 "Conformists"
 trait_conformists_desc:0 "§LThese people always seek consensus and are more likely to conform to the governing ethics.§!\n"
 trait_enduring:0 "Enduring"
 trait_enduring_desc:0 "§LLifespans in this species are unusually long.§!\n"
 trait_venerable:0 "Venerable"
 trait_venerable_desc:0 "§LThis species can grow to an age that commands dignity and respect.§!\n"
 trait_diverse:0 "Diverse"
 trait_diverse_desc:0 "§LMembers of this species tend to differ a lot, in both psychology and morphology.§!\n"
 trait_decadent:0 "Decadent"
 trait_decadent_desc:0 "§LThis species requires slaves or servants to feel content.§!\n"
 trait_intelligent:0 "Intelligent"
 trait_intelligent_desc:0 "§LThis species is highly intelligent, and enjoys faster technological progress.§!\n"
 trait_agrarian:0 "Agrarian"
 trait_agrarian_desc:0 "§LThis species has a deep connection to the land, and make expert farmers and gardeners.§!\n"
 trait_resilient:0 "Resilient"
 trait_resilient_desc:0 "§LMembers of this species are physiologically resilient, and will fight like enraged brood mothers to defend their worlds.§!\n"
 trait_mechanical:0 "Mechanical"
 trait_mechanical_desc:1 "§LMechanical beings are several orders of magnitude more complex than the purpose-built automatons of old, but possess very limited processing capabilities.§!\n"
 trait_robotic_1:0 "Robot"
 trait_robotic_1_desc:1 "§LRobots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.§!\n"
 trait_robotic_2:0 "Droid"
 trait_robotic_2_desc:1 "§LDroids are a more complex variant of robot, often coming with pre-programmed personalities to better serve their masters as well as limited self-awareness.§!\n"
 trait_robotic_3:0 "Synthetic"
 trait_robotic_3_desc:1 "§LSynthetics are very complex machines that are superior to organics in most respects. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.§!\n"

 ####################################
 # Habitability Traits
 ####################################
 trait_pc_arctic_preference:0 "Arctic Preference"
 trait_pc_arctic_preference_desc:1 "§LClimate preference is determined at the genetic level, by eons of evolution or skillful manipulation.§!"
 trait_pc_ocean_preference:0 "Ocean Preference"
 trait_pc_ocean_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_continental_preference:0 "Continental Preference"
 trait_pc_continental_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_tundra_preference:0 "Tundra Preference"
 trait_pc_tundra_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_arid_preference:0 "Arid Preference"
 trait_pc_arid_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_desert_preference:0 "Desert Preference"
 trait_pc_desert_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_tropical_preference:0 "Tropical Preference"
 trait_pc_tropical_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_nuked_preference:0 "Tomb World Preference"
 trait_pc_nuked_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_gaia_preference:0 "Gaia World Preference"
 trait_pc_gaia_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_ai_preference:0 "AI World Preference"
 trait_pc_ai_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_ringworld_habitable_preference:0 "Ring World Preference"
 trait_pc_ringworld_habitable_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 
 ####################################
 # Leader Traits
 ####################################

 # All
 leader_trait_adaptable:0 "Adaptable"
 leader_trait_adaptable_desc:2 "This leader is quick to adopt new methods and ideas if they prove superior."
 leader_trait_stubborn:0 "Stubborn"
 leader_trait_stubborn_desc:1 "This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior."
 leader_trait_resilient:0 "Resilient"
 leader_trait_resilient_desc:1 "This leader is resilient and in excellent physical condition, dramatically increasing life expectancy."
 leader_trait_substance_abuser:0 "Substance Abuser"
 leader_trait_substance_abuser_desc:1 "This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health."
 leader_trait_eager:0 "Eager"
 leader_trait_eager_desc:1 "This leader is particularly eager for an assignment."
 leader_trait_arrested_development:0 "Arrested Development"
 leader_trait_arrested_development_desc:1 "The personal development and skills of this leader seem to have plateaued at their present levels."

 # Admiral
 leader_trait_ex_fighter_pilot:0 "Ex-Fighter Pilot"
 leader_trait_ex_fighter_pilot_desc:1 "A former space ace, this leader excels at utilizing the speed and maneuverability of Strike Craft squadrons."
 leader_trait_trickster:0 "Trickster"
 leader_trait_trickster_desc:1 "This leader fights deviously, relying on misdirection and surprise to get the better of the enemy."
 leader_trait_fleet_logistician:0 "Fleet Logistician"
 leader_trait_fleet_logistician_desc:1 "This leader has mastered the field of logistics, and knows how to manage supplies to keep maintenance costs down."
 leader_trait_fleet_organizer:0 "Fleet Organizer"
 leader_trait_fleet_organizer_desc:0 "This leader is an expert at organization, having the necessary micromanagement skills to command  very large starship formations."
 leader_trait_nervous:0 "Nervous"
 leader_trait_nervous_desc:1 "This leader is nervous and apprehensive, and can easily be overwhelmed by the minutia involved in commanding large formations of starships."
 leader_trait_engineer:0 "Engineer"
 leader_trait_engineer_desc:0 "This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock."
 leader_trait_aggressive:0 "Aggressive"
 leader_trait_aggressive_desc:1 "This leader is an aggressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time."
 leader_trait_cautious:0 "Cautious"
 leader_trait_cautious_desc:1 "This leader is a cautious admiral, avoiding unnecessary risks and taking care to always maintain formations in which fleet units can mutually support each other against the enemy."
 leader_trait_scout:0 "Scout"
 leader_trait_scout_desc:1 "This leader an expert at reconnaissance, having the technical skill to always get the most out of long-range starship sensors."
 leader_trait_unyielding:0 "Unyielding"
 leader_trait_unyielding_desc:1 "This leader refuses to even consider the possibility of retreat when battle has been joined, preferring instead to fight to the death if necessary."
 leader_trait_gale_speed:0 "Gale-Speed"
 leader_trait_gale_speed_desc:1 "This leader believes that speed and rapid maneuvers are the keys to success in any space engagement."
 leader_trait_lethargic:0 "Lethargic"
 leader_trait_lethargic_desc:1 "This leader is slow and indolent, performing duties with little energy or initiative."

 # General
 leader_trait_defender:0 "Defender"
 leader_trait_defender_desc:1 "This leader is an expert defender, knowing how best to deploy ground units and utilize fortifications to make planetary invasions as difficult as possible for the enemy."
 leader_trait_attacker:0 "Invader"
 leader_trait_attacker_desc:1 "This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space."
 leader_trait_charismatic:0 "Charismatic"
 leader_trait_charismatic_desc:1 "This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops."
 leader_trait_butcher:0 "Butcher"
 leader_trait_butcher_desc:1 "This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return."
 leader_trait_glory_seeker:0 "Glory Seeker"
 leader_trait_glory_seeker_desc:1 "This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved."
 leader_trait_armchair_commander:0 "Armchair Commander"
 leader_trait_armchair_commander_desc:1 "This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'"
 leader_trait_army_logistician:0 "Army Logistician"
 leader_trait_army_logistician_desc:1 "This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces."

 # Governor
 leader_trait_iron_fist:0 "Iron Fist"
 leader_trait_iron_fist_desc:1 "This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor."
 leader_trait_army_veteran:0 "Army Veteran"
 leader_trait_army_veteran_desc:1 "This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies."
 leader_trait_retired_fleet_officer:0 "Retired Fleet Officer"
 leader_trait_retired_fleet_officer_desc:1 "This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence."
 leader_trait_architectural_interest:0 "Architectural Interest"
 leader_trait_architectural_interest_desc:1 "This leader cultivates a strong interest in architecture and construction techniques."
 leader_trait_agrarian_upbringing:0 "Agrarian Upbringing"
 leader_trait_agrarian_upbringing_desc:1 "This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved."
 leader_trait_intellectual:0 "Intellectual"
 leader_trait_intellectual_desc:1 "This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects."
 leader_trait_environmental_engineer:0 "Environmental Engineer"
 leader_trait_environmental_engineer_desc:1 "This leader has a background in landscaping, eventually turning their attention towards larger projects."

 # Scientist
 leader_trait_careful:0 "Careful"
 leader_trait_careful_desc:1 "This leader is especially careful when approaching unknown elements."
 leader_trait_meticulous:0 "Meticulous"
 leader_trait_meticulous_desc:1 "This leader is thorough in their examinations of unknown phenomena."
 leader_trait_spark_of_genius:0 "Spark of Genius"
 leader_trait_spark_of_genius_desc:1 "This leader is prone to sudden bursts of inspiration."
 leader_trait_carefree:0 "Carefree"
 leader_trait_carefree_desc:1 "This leader is perhaps less meticulous than others."
 leader_trait_roamer:0 "Roamer"
 leader_trait_roamer_desc:1 "This leader was born to roam the stars."
 leader_trait_archaeologist:0 "Archaeologist"
 leader_trait_archaeologist_tooltip:0 "§YAncient civilizations Anomalies:§!\n   Anomaly Research Speed: §G+50.0%§!\n   Anomaly Fail Risk: §G-25.0%§!"
 leader_trait_archaeologist_desc:1 "This leader excels at the study of alien artifacts and structural remnants in the field."
 leader_trait_paranoid:0 "Paranoid"
 leader_trait_paranoid_desc:1 "This leader is unwilling to collaborate with others."
 leader_trait_maniacal:0 "Maniacal"
 leader_trait_maniacal_desc:1 "This leader pursues their research with unusual fervor."
 leader_trait_custom_AI_assistant:0 "Custom AI Assistant"
 leader_trait_custom_AI_assistant_desc:1 "This leader has created a simple neural network to help with data processing tasks."
 leader_trait_sentient_AI_assistant:0 "Sentient AI Assistant"
 leader_trait_sentient_AI_assistant_desc:1 "This leader has created a complex neural network capable of independent decision-making and even introspection."
 leader_trait_expertise_materials:0 "Expertise: Materials"
 leader_trait_expertise_materials_desc:1 "This leader is, following years of study, considered an expert within the field of Materials."
 leader_trait_expertise_rocketry:0 "Expertise: Rocketry"
 leader_trait_expertise_rocketry_desc:1 "This leader is, following years of study, considered an expert within the field of Rocketry."
 leader_trait_expertise_voidcraft:0 "Expertise: Voidcraft"
 leader_trait_expertise_voidcraft_desc:1 "This leader is, following years of study, considered an expert within the field of Voidcraft."
 leader_trait_expertise_industry:0 "Expertise: Industry"
 leader_trait_expertise_industry_desc:1 "This leader is, following years of study, considered an expert within the field of Industry."
 leader_trait_expertise_field_manipulation:0 "Expertise: Field Manipulation"
 leader_trait_expertise_field_manipulation_desc:1 "This leader is, following years of study, considered an expert within the field of Field Manipulation."
 leader_trait_expertise_particles:0 "Expertise: Particles"
 leader_trait_expertise_particles_desc:1 "This leader is, following years of study, considered an expert within the field of Particles."
 leader_trait_expertise_metaphysics:0 "Expertise: Metaphysics"
 leader_trait_expertise_metaphysics_desc:1 "This leader is, following years of study, considered an expert within the field of Metaphysics."
 leader_trait_expertise_psionics:0 "Expertise: Psionics"
 leader_trait_expertise_psionics_desc:1 "This leader is, following years of study, considered an expert within the field of Psionics."
 leader_trait_expertise_computing:0 "Expertise: Computing"
 leader_trait_expertise_computing_desc:1 "This leader is, following years of study, considered an expert within the field of Computing."
 leader_trait_expertise_new_worlds:0 "Expertise: New Worlds"
 leader_trait_expertise_new_worlds_desc:1 "This leader is, following years of study, considered an expert on settling on New Worlds."
 leader_trait_expertise_statecraft:0 "Expertise: Statecraft"
 leader_trait_expertise_statecraft_desc:1 "This leader is, following years of study, considered an expert within the field of Statecraft."
 leader_trait_expertise_biology:0 "Expertise: Biology"
 leader_trait_expertise_biology_desc:1 "This leader is, following years of study, considered an expert within the field of Biology."
 leader_trait_expertise_military_theory:0 "Expertise: Military Theory"
 leader_trait_expertise_military_theory_desc:1 "This leader is, following years of study, considered an expert within the field of Military Theory."

 # Ruler
 trait_ruler_corvette_focus:0 "Corvette Focus"
 trait_ruler_corvette_focus_desc:1 "This leader is intent on promoting the construction of Corvettes."
 trait_ruler_destroyer_focus:0 "Destroyer Focus"
 trait_ruler_destroyer_focus_desc:1 "This leader is intent on promoting the construction of Destroyers."
 trait_ruler_cruiser_focus:0 "Cruiser Focus"
 trait_ruler_cruiser_focus_desc:1 "This leader is intent on promoting the construction of Cruisers."
 trait_ruler_battleship_focus:0 "Battleship Focus"
 trait_ruler_battleship_focus_desc:1 "This leader is intent on promoting the construction of Battleships."
 trait_ruler_recruiter:0 "Recruiter"
 trait_ruler_recruiter_desc:1 "This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation."
 trait_ruler_from_the_ranks:0 "From the Ranks"
 trait_ruler_from_the_ranks_desc:1 "This leader rose through the ranks of military command."
 trait_ruler_fortifier:0 "Fortifier"
 trait_ruler_fortifier_desc:1 "This ruler understands the value in using military station to secure territory."
 trait_ruler_logistic_understanding:0 "Logistic Understanding"
 trait_ruler_logistic_understanding_desc:1 "This leader is well aware of the importance of properly-structured supply chains."
 trait_ruler_military_pioneer:0 "Military Pioneer"
 trait_ruler_military_pioneer_desc:1 "This leader is enthusiastic about advancements in military technology and ship construction."
 trait_ruler_warlike:0 "Warlike"
 trait_ruler_warlike_desc:1 "This leader does not shy away from conflict, reducing the §HCede Planet§! and §HCede Frontier Outpost§! War Demand Costs."
 trait_ruler_architectural_sense:0 "Architectural Sense"
 trait_ruler_architectural_sense_desc:1 "This leader is an architect at heart, investing in more efficient construction practices."
 trait_ruler_frontier_spirit:0 "Frontier Spirit"
 trait_ruler_frontier_spirit_desc:1 "This leader is eager to reign over distant stars."
 trait_ruler_world_shaper:0 "World Shaper"
 trait_ruler_world_shaper_desc:1 "This leader seeks to remake worlds in their image."
 trait_ruler_home_in_the_sky:0 "Home in the Sky"
 trait_ruler_home_in_the_sky_desc:1 "This leader reaches for the stars."
 trait_ruler_industrialist:0 "Industrialist"
 trait_ruler_industrialist_desc:1 "This leader has a firm grip on the means of production."
 trait_ruler_eye_for_talent:0 "Eye for Talent"
 trait_ruler_eye_for_talent_desc:1 "This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence."
 trait_ruler_deep_connections:0 "Deep Connections"
 trait_ruler_deep_connections_desc:1 "This leader is firmly entrenched in the labyrinthine web that makes up the political machine."
 trait_ruler_charismatic:0 "Charismatic"
 trait_ruler_charismatic_desc:1 "This leader is exceptionally charismatic, enforcing their will with ease."
 trait_ruler_champion_of_the_people:0 "Champion of the People"
 trait_ruler_champion_of_the_people_desc:1 "This leader appears to genuinely care about their subjects."
 trait_ruler_expansionist:0 "Expansionist"
 trait_ruler_expansionist_desc:1 "This leader aims to expand their borders, reducing the §HCede Planet§! and §HCede Frontier Outpost§! War Demand Costs."
 trait_ruler_fertility_preacher:0 "Fertility Preacher"
 trait_ruler_fertility_preacher_desc:1 "This leader feels strongly about securing and protecting agrarian food sources."
 trait_ruler_investor:0 "Investor"
 trait_ruler_investor_desc:1 "This leader is a shrewd economist, capable of maximizing financial potential."
 trait_ruler_space_miner:0 "Space Miner"
 trait_ruler_space_miner_desc:1 "This leader recognizes just how vital the exploitation of offworld resources is for a star nation."
 trait_ruler_explorer:0 "Explorer"
 trait_ruler_explorer_desc:1 "This leader is known for their insatiable curiosity, valuing space exploration above all else."

 # Event Special
 leader_trait_sentinel:0 "Sentinel Training"
 leader_trait_sentinel_desc:0 "Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics."
 leader_trait_hive_mind:0 "Hive Mind"
 leader_trait_hive_mind_desc:0 "The gestalt consciousness that controls the actions of Prethoryn fleets has proven capable of tremendous multi-tasking."
 leader_trait_hive_affinity:0 "Hive Affinity"
 leader_trait_hive_affinity_desc:0 "The Prethoryn creatures operating under this fleet consciousness have managed to attain an unusual level of affinity to one another. Their firing discipline has greatly improved, leading to a higher rate of fire."
 leader_trait_void_swimmer:0 "Void Hunter"
 leader_trait_void_swimmer_desc:0 "The hunting instincts of this fleet consciousness has driven the Prethoryn creatures under its dominion into a frenzy. Their eagerness for battle drives them ever forward."
 leader_trait_ethereal:0 "Ethereal"
 leader_trait_ethereal_desc:0 "Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat."
 leader_trait_dimensional_stutter:0 "Dimensional Stutter"
 leader_trait_dimensional_stutter_desc:0 "For unknown reasons, the vessels under the command of this extradimensional fleet lord seem to rapidly stutter in and out of existence as they move, which has the effect of increasing their sublight speeds."
 
 
 
 ####################################
 # Ethics
 ####################################

 ethic_collectivist:0 "Collectivist"
 ethic_collectivist_desc:1 "§LSociety has long since evolved past the insignificant rivalries and concerns of individuals. We are numerous but one, and the needs of the many outweigh the needs of the few.§!\n"
 ethic_fanatic_collectivist:0 "Fanatic Collectivist"
 ethic_fanatic_collectivist_desc:1 "§LThe purpose of the individual is simple; strengthen the collective. To enter the blackness of space we move as one, and we shall not be weakened by wanton separatism.§!\n"
 ethic_individualist:0 "Individualist"
 ethic_individualist_desc:1 "§LCommunity is a means to an end, not an end in itself. Only by empowering the individual to reach their maximum potential do we achieve true freedom.§!\n"
 ethic_fanatic_individualist:0 "Fanatic Individualist"
 ethic_fanatic_individualist_desc:1 "§LWe must recognize that "society" is but a convenient fiction, the by-product of individuals working toward parallel, overlapping, and contradictory goals. As it should be.§!\n"
 ethic_xenophobe:0 "Xenophobe"
 ethic_xenophobe_desc:1 "§LThe stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind...§!\n"
 ethic_fanatic_xenophobe:0 "Fanatic Xenophobe"
 ethic_fanatic_xenophobe_desc:1 "§LAny alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety...§!\n"
 ethic_xenophile:0 "Xenophile"
 ethic_xenophile_desc:0 "§LThere exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be.§!\n"
 ethic_fanatic_xenophile:0 "Fanatic Xenophile"
 ethic_fanatic_xenophile_desc:0 "§LIf there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone.§!\n"
 ethic_militarist:0 "Militarist"
 ethic_militarist_desc:1 "§LThe only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.§!\n"
 ethic_fanatic_militarist:0 "Fanatic Militarist"
 ethic_fanatic_militarist_desc:1 "§LThe ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not...§!\n"
 ethic_pacifist:0 "Pacifist"
 ethic_pacifist_desc:0 "§LConflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.§!\n"
 ethic_fanatic_pacifist:0 "Fanatic Pacifist"
 ethic_fanatic_pacifist_desc:0 "§LAs civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.§!\n"
 ethic_spiritualist:0 "Spiritualist"
 ethic_spiritualist_desc:1 "§LThere are those think it behooves us to remember how tiny we are, how pointless our lives in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.§!\n"
 ethic_fanatic_spiritualist:0 "Fanatic Spiritualist"
 ethic_fanatic_spiritualist_desc:0 "§LOur science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of 'hard matter'.§!\n"
 ethic_materialist:0 "Materialist"
 ethic_materialist_desc:0 "§LAs we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.§!\n"
 ethic_fanatic_materialist:0 "Fanatic Materialist"
 ethic_fanatic_materialist_desc:0 "§LAlthough it hurts, we must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!§!\n"
 ethic_neutral:0 "Neutral"
 ethic_neutral_desc:0 "§LThe neutral mind is the free mind, open to all possibilities...§!"

 ####################################
 # Planet View
 ####################################

 PLANET_VIEW:0 "Planet View"
 PLANET_TYPE:0 "$TYPE$"
 MOON_TYPE:0 "$TYPE$ Moon"
 OWNER_CAPITAL:0 "$OWNER$ Capital"
 OWNER_COLONY:0 "$OWNER$ Colony"
 OWNER_OUTPOST:0 "$OWNER$ Outpost"
 SORT_BY:0 "Sort By"
 UNEMPLOYED:0 "Unemployed"
 CONSUMPTION:0 "Consumption"
 PRODUCTION:0 "Production"
 PHYSICS:0 "Physics"
 SOCIETY:0 "Society"
 ENGINEERING:0 "Engineering"
 QUEUE:0 "Build Queue"
 PLANET_HEALTH:0 "Surface Integrity"
 sm_missile_weapon:0 "Missile Defense Module"
 sm_missile_weapon_desc:0 "§EThe §HSpaceport§! is equipped with a heavy armament of §HMissile§! weapons as its main defense. Advances in Missile technology will increase the damage of these weapons.§!"
 sm_laser_weapon:0 "Laser Defense Module"
 sm_laser_weapon_desc:0 "§EThe §HSpaceport§! is equipped with a heavy armament of §HLaser§! weapons as its main defense. Advances in Laser technology will increase the damage of these weapons.§!"
 sm_projectile_weapon:0 "Projectile Defense Module"
 sm_projectile_weapon_desc:0 "§EThe §HSpaceport§! is equipped with a heavy armament of §HProjectile§! weapons as its main defense. Advances in Projectile technology will increase the damage of these weapons.§!"
 sm_refinery:0 "Refinery"
 sm_synchronized_defenses:0 "Synchronized Defenses"
 sm_corvette_assembly_yards:0 "Corvette Assembly Yards"
 sm_destroyer_assembly_yards:0 "Destroyer Assembly Yards"
 sm_cruiser_assembly_yards:0 "Cruiser Assembly Yards"
 sm_battleship_assembly_yards:0 "Battleship Assembly Yards"
 sm_reinforced_hull_layers:0 "Reinforced Hull Layers"
 sm_observatory:0 "Observatory"
 sm_engineering_bay:0 "Engineering Bay"
 sm_crew_quarters:0 "Crew Quarters"
 sm_hydroponic_farms:0 "Orbital Hydroponic Farms"
 sm_orbital_mind_control_laser:0 "Orbital Mind Control Laser"
 sm_fallen_empire_weapon:0 "Tachyon Lance Defense Module"
 sm_teldar_refinery:1 "Teldar Ammunition Factory"
 sm_garanthium_forge:0 "Garanthium Forge"
 sm_satramene_refinery:1 "Satramene Atmospheric Dispenser"
 sm_neutronium_forge:0 "Neutronium Forge"
 sm_pioneering_terminal:0 "Pioneering Terminal"
 sm_solar_panel_network:0 "Solar Panel Network"
 sm_lythuric_refinery:0 "Lythuric Gas Refinery"
 sm_neutronium_fission_plant:0 "Neutronium Fission Plant"
 sm_fleet_academy:0 "Fleet Academy"
 sm_pitharan_refinery:0 "Pitharan Refinery"
 sm_navigator_guild:0 "Navigator's Guild"
 sm_living_metal_armory:0 "Living Metal Armory"
 sm_dark_matter_factory:1 "Dark Matter Reactor"
 sm_engos_refinery:0 "Engos Refinery"
 sm_orillium_plant:0 "Orillium Plant"
 TIME_LEFT_SECOND:0 "$SECONDS$ second left"
 TIME_LEFT_SECONDS:0 "$SECONDS$ seconds left"
 TIME_LEFT_DAYS:0 "£resource_time  $DAYS$"
 EST_YEARLY_DEV_INC:0 "Yearly Increase: §H$EST$%§!"
 EST_YEARLY_ENERGY:0 "Yearly Credits: §H$EST$§!"
 QUEUED:0 "(Queued)"
 QUEUED_NUMBER:0 "#$NUMBER$"
 DISC_TOOLTIP:1 "§H$NAME$§!\n$DESC$\n\n£anomaly_level Level: $LEVEL|Y$§!"
 DISC_TOOLTIP_RISK:0 "§H$NAME$§!\n$DESC$\n\n£anomaly_level Level: $LEVEL|Y$   £risk Failure: $RISK$§!"
 ANOMALY_ICON_DESC:0 "§GClick to Review§!"
 RESEARCH_LEFT_CLICK:0 "§GClick to cycle through Anomalies§!"
 RESEARCH_RIGHT_CLICK:0 "§GRight-click to research§!"
 ANOMALY_RIGHT_CLICK:0 "§GRight-click to center on system§!"
 PV_QUEUE:0 "Queue"
 PV_QUEUE_LABEL:0 "Build Queue"
 PV_PLANET:0 "Planet"
 PV_PLANET_LABEL:0 "Planetary Construction"
 PV_SHIPYARD:0 "Shipyard"
 PV_SHIPYARD_LABEL:0 "Orbital Construction"
 GROWING_POP:0 "Growing Pop"
 GROWING_POP_DESC:0 "§RThis Pop is still growing. It will not produce any output before it is fully grown.§!"
 GROWING_POP_PROGRESS:1 "Growth progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+1$/Month)"
 UPGRADING_POP:0 "Upgrading Pop"
 UPGRADING_POP_DESC:0 "This Pop is being Upgraded to $SPECIES|Y$"
 UPGRADING_POP_PROGRESS:0 "Growth: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+1$/Month)"
 BUILD_CURRENT_SHIP:0 "Current $CLASSNAME|H$"
 BUILD_SHIP:0 "$NAME$"
 BUILD_ALLIANCE_SHIP:0 "(Federation) $NAME$"
 PV_ARMIES:0 "Armies"
 PV_ARMIES_DEFENSE:0 "Defense:"
 PV_ARMIES_ASSAULT:0 "Assault:"
 BUILD_ARMY_NAME:0 "$ARMY$ ($SPECIES$)"
 BUILD_UPGRADE_FLEET:0 "Upgrading $FLEET|H$"
 DESELECT_ALL:0 "Deselect All"
 SELECT_ALL:0 "Select All"
 CLEAR_SELECTION:0 "Clear Selection"
 DISBAND:0 "§HDisband§!"
 TRANSPORT:0 "Transport"
 POPULATION_AMOUNT:0 "$NUM$ Pop (maximum $MAX$)"
 POPULATION_PROGRESS_NEXT_DESC:0 "$MONTHS$ months until Pop $NUM$"
 POPULATION_PROGRESS_NEXT_MAX_DESC:0 "Reached maximum Pops"
 UNLOCK_POPS_DESC:0 "§HUnlock Pop§!\nThis Pop is locked and will not be affected by the planet focus.\n§GClick to unlock this Pop§!"
 UNLOCK_POPS_PURGE_DESC:0 "§HUnlock Pop§!\n§RCannot unlock a Pop that is being Purged§!"
 PLANET_TAB:0 "Planet Summary"
 POPULATION_TAB:0 "Population"
 TILES_TAB:0 "Surface"
 GROUND_COMBAT_TAB:0 "Armies"
 PV_BUILDINGS:0 "Planetary Buildings"
 PV_SPACE_STATION_BUILDINGS:0 "Orbital Buildings"
 GROWTH:0 "Growth"
 GROWTH_DESC:0 "Population growth shows how close a growing Pop is to becoming fully grown. Only grown Pops are able to collect resources."
 COLONY_SHIP_SELECTION:0 "Colony Ship Selection"
 PLANET_VIEW_RECRUITMENT:0 "Recruitment"
 PLANET_VIEW_RECRUIT:0 "Recruit Armies"
 PLANET_VIEW_RECRUIT_DESC:0 "We can recruit Armies to help defend or capture planets. \n§GClick to show list of available Army Types§!"
 PLANET_VIEW_EDICTS:0 "Edicts"
 PLANET_VIEW_RESETTLE_INVALID_PLANET:1 "Cannot resettle Pops from this planet."
 PLANET_VIEW_RESETTLE_NOT_ENOUGH_PLANETS:1 "There are no other Core Planets that can receive Pops. To be valid for resettlement, a planet needs to have a §Y$building_capital_1$§!."
 RESETTLEMENT_POLICY_DISABLED:0 "Resettlement policy is set to allowed"
 RESETTLEMENT_PLANETARY_ADMINISTRATION:0 "Requires §Y$building_capital_1$§! on planet."
 NO_FRIENDLY_FLEETS:1 "No Defending Fleets"
 NO_HOSTILE_FLEETS:0 "No Attacking Fleets"
 PLANET_VIEW_SPACEPORT_MODULES:0 "Spaceport Modules"
 CAN_ADD_SPACEPORT_MODULE_ALREADY:0 "Spaceport already has this module."
 CAN_ADD_SPACEPORT_MODULE_QUEUED:0 "A module of this type is already queued for construction."
 CAN_ADD_SPACEPORT_MODULE_NO_SLOTS:0 "No slots available."
 CAN_ADD_SPACEPORT_MODULE_INVALID_SLOT:0 "Invalid Spaceport Module Slot."
 SPACEPORT_LOW_LEVEL_BUILD_SHIP:0 "Requires a level $REQUIREDLEVEL|Y$ Spaceport."
 PLANET_VIEW_SPACEPORT_INFO:0 "Spaceport Details"
 PLANETLIST_OUTPUT_FORMAT:0 "$VALUE|=0+$"
 RESOURCE_OUTPUT_FORMAT:0 "$VALUE|=0+$"
 RESOURCE_OUTPUT_LESS_THAN_ONE_FORMAT:0 "$VALUE|=1+$"
 RESOURCE_OUTPUT_FORMAT_TOOLTIP:0 "$VALUE|=1+$"
 RESOURCE_OUTPUT_ENTRY_DESC:0 "$NAME$: $VALUE$"
 RESOURCE_OUTPUT_MULT_ENTRY_DESC:0 "$NAME$ ($NUM|Y$): $VALUE$"
 SECTOR_COLONIES:0 "Sector Colonies"
 SECTOR_COLONIES_DESC:0 "The $SECTOR|Y$ Sector has $COLONIES|Y$ Colonies"
 SECTOR_COLONIES_POPS:0 "Sector Colony Pops"
 SECTOR_COLONIES_POPS_DESC:0 "The $SECTOR|Y$ Sector has colonies containing $POPS|Y$ Pops"
 SECTOR_COLONIES_SIZE:0 "Sector Colony Size"
 SECTOR_COLONIES_SIZE_DESC:0 "The $SECTOR|Y$ Sector has colonies with a combined size of $SIZE|Y$"
 SECTOR_SHARE:0 "Sector Contribution"
 SECTOR_SHARE_DESC:0 "Sector Contribution: $VALUE|Y$"
 SECTOR_SHARE_NONE_DESC:0 "Sector is currently not supplying us with any Energy Credits or Minerals, focusing on internal growth instead."
 SECTOR_SHARE_HALF_DESC:0 "Sector is currently giving us §Y50%§! of their monthly production of Energy Credits and Minerals."
 SECTOR_SHARE_THREE_QUARTERS_DESC:0 "Sector is currently giving us §Y75%§! of their monthly production of Energy Credits and Minerals."
 SECTOR_SHARE_FULL_DESC:0 "Sector is currently giving us §Y100%§! of their monthly production of Energy Credits and Minerals."
 SECTOR_SHARE_QUARTER_DESC:0 "Sector is currently giving us §Y25%§! of their monthly production of Energy Credits and Minerals."
 SECTOR_SHARE_FULL:0 "100%"
 SECTOR_SHARE_THREE_QUARTERS:0 "75%"
 SECTOR_SHARE_QUARTER:0 "25%"
 SECTOR_SHARE_HALF:0 "50%"
 SECTOR_SHARE_NONE:0 "None"
 PLANET_LIST_SECTOR_SHARE_INSTRUCTIONS:0 "§GClick to toggle Sector contribution§!"
 GROWTH_PROGRESS:0 "Growth: $CURRENT|Y0$/$MAX|Y0$"
 UPGRADE_PROGRESS:0 "Upgrade: $CURRENT|Y0$/$MAX|Y0$"
 PRODUCTION_OUTPUT:0 "Production"
 PHYSICS_RESEARCH:0 "Physics Research"
 SOCIETY_RESEARCH:0 "Society Research"
 ENGINEERING_RESEARCH:0 "Engineering Research"
 PRODUCTION_TITLE:0 "§HProduction§!"
 PRODUCTION_DESC:0 "Pops assigned to Production use available Minerals to power the construction of all building projects, ships and fleets on the planet."
 PHYSICS_RESEARCH_DESC:0 "Physics Research drives progress towards the Physics technologies researched by our Empire."
 SOCIETY_RESEARCH_DESC:0 "Society Research drives progress towards the Society technologies researched by our Empire."
 ENGINEERING_RESEARCH_DESC:0 "Engineering Research drives progress towards the Engineering technologies researched by our Empire."
 MODIFIER_EXPIRE_DESC:0 "Will expire in $DAYS|H$ days."
 PLANET_STRENGTH:0 "Planet Strength"
 PLANET_STRENGTH_DESC:0 "Planet Strength is the planet's capability to defend itself."
 DISBAND_TITLE:0 "Disband Army"
 DISBAND_DESC:0 "Are you sure you wish to disband this army?"
 DETACH_TITLE:0 "Unequip Attachment"
 DETACH_DESC:0 "Do you wish to unequip $ATTACHMENT|Y$ from $ARMY|Y$?"
 DETACH:0 "Unequip"
 EMBARK:0 "§HEmbark§!"
 EMBARK_DESC:0 "Embark selected armies into space!\n§GShift+Click to Embark all§!"
 EMPTY_ARMY_SLOT:0 "Empty Army Slot"
 EMPTY_ARMY_SLOT_DESC:0 "Each planet can support 12 army units simultaneously."
 EMPTY_BUILDING_SLOT:0 "§HEmpty Building Slot§!\nBuild more buildings to fill these slots."
 CURRENT_POPULATION_AMOUNT:0 "Current Population"
 CURRENT_POPULATION_AMOUNT_DESC:0 "Population: $CURRENT|Y$ / $MAX|Y$\n\n"
 POPULATION_DESC:1 "§E§HPopulation§! (£pop ) will grow when it has access to §HFood§! (£food ). Build Farms to increase §HFood§! production.§!"
 POPULATION_GROWTH:0 "Population Growth"
 ARMY_UNAVAILABLE_LIMIT_REACHED:0 "This planet cannot support any more Armies."
 BUILDING_UNAVAILABLE_LIMIT_REACHED_ORBITAL:0 "The limit for orbital buildings has been reached. Remove some or research additional technologies to unlock more slots."
 CONSTRUCTION_UNAVAILABLE_OCCUPIED:0 "This planet is occupied, rendering construction impossible."
 MISSING_SPACESTATION:0 "This planet is missing a Spaceport, rendering orbital construction impossible."
 YEAR:0 "Year"
 MONTH:0 "Month"
 PV_HABITABILITY_DESC:1 "§EThis list shows the §HHabitability§! of $PLANET|H$ for each §HSpecies§! in our empire. §HHabitability§! determines the §HMax Happiness§! of a §HPop§!.§!"
 PV_SURVEYED_DESC:0 "§HSurveyed§!\nThis planet has been surveyed by our Empire giving us access to all its information."
 PV_UNSURVEYED_DESC:0 "§HNot Surveyed§!\nThis planet has yet to be surveyed by our Empire. Surveying it might reveal Strategic Resources as well as interesting Anomalies.\n§GSend a Science Ship with a Scientist to this planet to Survey it§!"
 DESTROY_BUILDING_TITLE:0 "Destroy Building"
 DESTROY_BUILDING_DESC:0 "Are you sure you wish to destroy this $NAME|Y$?"
 DESTROY_SECTOR_TITLE:0 "Delete Sector"
 DESTROY_SECTOR_DESC:2 "Are you sure you wish to delete the $SECTOR|Y$ Sector? Deleting the Sector will remove all current construction queues and transfer the control over them to you. It will also cost us £influence $COST|Y0$ and all the sector's stockpiled resources are lost."
 BUILDABLE_TIME_EST:0 "$DAYS$ Days"
 ORBITAL_BUILDING_SLOT_LOCKED:0 "§HLocked Orbital Building Slot§!\nWe have to expand our Spaceport through research before this orbital building slot can be utilized."
 PLANETARY_BUILDING_SLOT_LOCKED:0 "§HLocked Planetary Building Slot§!\nPlanetary building slots are unlocked by developing the planet Infrastructure. This building slot will unlock at $INFRASTRUCTURE|H$% Infrastructure."
 BUILDING_SLOT_LACKS_SPACESPORT_ORBITAL:0 "§HLocked Orbital Building Slot§!\nThese building slots will be unlocked when a Spaceport is built."
 RIGHT_CLICK_BUILDING:0 "§GRight-click to destroy $BUILDING|H$§!"
 PLANET_SIZE:0 "Planet Size"
 PLANET_SIZE_COLON_VALUE:0 "Planet Size: $SIZE|Y$"
 PLANET_SIZE_DESC:0 "§EThe size of a planet determines how many surface tiles it has.§!"
 PLANET_VIEW_OCCUPIED:0 "Planet Occupied"
 PLANET_VIEW_OCCUPIED_DESC:0 "Planet is Occupied by $COUNTRY|Y$"
 OCCUPIED_SYSTEM:0 "Is occupying a planet in this system."
 SPECIAL_PROJECT_TOOLTIP:0 "§HSpecial Project§!"
 SPECIAL_PROJECT_HEADER:0 "§HSpecial Project(s):§!"
 SPECIAL_PROJECT_DESC:0 "§GClick to view the §HSpecial Project§! in the §HSituation Log§!§!"
 SPECIAL_PROJECT_COST:0 "£$RESOURCE$ $VALUE|0$"
 SPECIAL_PROJECT_MISSING_SKILL:0 "§RRequires a level $LEVEL|0$ $LEADER_CLASS$.§!"
 SPECIAL_PROJECT_IN_PROGRESS:0 "§EIn progress§!"
 SPECIAL_PROJECT_OUT_OF_REACH:0 "We have no way to reach this project"
 FOCUS_ON_PLANET:0 "§HGo To§!\n§GClick to move the camera to where this planet is located§!"
 FOCUS_ON_SYSTEM:0 "§HGo To§!\n§GClick to move the camera to where the target system is located§!"
 FOCUS_ON_STATION:0 "§HGo To§!\n§GClick to move the camera to where this station is located§!"
 FOCUS_ON_TARGET_NOTIFICATION:0 "§GClick to Go To location§!"
 FOCUS_ON_LEADER:0 "§HGo To§!\n§GClick to move the camera to where this leader is located§!"
 OPEN_TECH_VIEW:0 "§GClick to open Tech View§!"
 OB_PROGRESS:0 "Orbital Building Slots Unlocked: "
 RENAME_COLONY_TITLE:0 "Rename Planet"
 RENAME_FLEET_TITLE:0 "Rename Fleet"
 RENAME_SHIP_TITLE:0 "Rename Ship"
 RENAME_LEADER_TITLE:0 "Rename Leader"
 RENAME_SYSTEM_TOOLTIP:0 "§HRename System§!\n§GClick to rename§!"
 RENAME_SYSTEM_TITLE:1 "Rename System"
 RENAME_ALLIANCE_TOOLTIP:0 "§HRename Alliance§!\n§GClick to rename§!"
 RENAME_EMPIRE_TOOLTIP:0 "§HRename Empire§!\n§GClick to rename§!"
 RENAME_ALLIANCE_TITLE:1 "Rename Alliance"
 RENAME_EMPIRE_TITLE:0 "Rename Empire"
 RENAME_FEDERATION_TOOLTIP:0 "§HRename Federation§!\n§GClick to rename§!"
 RENAME_FEDERATION_TITLE:1 "Rename Federation"
 RENAME_NAME_EMPTY_DESC:0 "§RName field can't be empty!§!"
 SAVING_GAME:0 "Saving Game"
 PLANET_OUTPUT:0 "Planet Output:"
 AUTO_ASSIGN:0 "Planet Focus"
 AUTO_ASSIGN_DESC:0 "§HPlanet Focus§!\nAll available Pops on this planet will be assigned to the Planet Focus if resources are available."
 TOOLTIP_FOCUS:0 "Current planet focus: §H$CURRENT$§!"
 CHANGE_FOCUS:0 "§GClick to change planet focus§!"
 CHOOSE_FOCUS:0 "§GClick to set planet focus§! §H$FOCUS$§!"
 AVAILABILITY:0 "$VALUE$ Available"
 SET_POPULATION_JOB:0 "Set Pop Assignment"
 CLICK_TO_SELECT:0 "§GClick to select§!"
 CLICK_TO_REMOVE:0 "§GClick to remove§!"
 SET_AUTO_ASSIGN:0 "Set Focus"
 SET_AUTO_PLANET_ASSIGN:0 "Set Planet Focus"
 TOOLTIP_RESOURCE_MINERALS:0 "Current Minerals: $VALUE|Y$"
 TOOLTIP_RESOURCE_PHYSICS:0 "Current Physics Research: $VALUE|Y$"
 TOOLTIP_RESOURCE_SOCIETY:0 "Current Society Research: $VALUE|R$"
 TOOLTIP_RESOURCE_ENGINEERING:0 "Current Engineering Research: §Y$VALUE$§!"
 TOOLTIP_DEVELOPMENT:0 "Current planet Infrastructure: §Y$VALUE$%§!"
 TOOLTIP_HAPPINESS:0 "Happiness: $VALUE$"
 TOOLTIP_HAPPINES_CAPPED_BY_HABITABLITITY:0 "Max Happiness: $HABITABILITY|%0R$"
 TOOLTIP_ENERGY:0 "Monthly Planet Credit generation: $VALUE|Y$!"
 TOOLTIP_RESOURCE:0 "Current §H$RESOURCE$§! output: $CURRENT|Y$"
 CHANGE_RESOURCE:0 "§GClick to change the resource assigned to this Pop§!"
 LEFT_CLICK_POP:0 "§GClick to see additional Pop info§!"
 RIGHT_CLICK_POP:0 "§GRight-click to lock this Pop to the assigned resource§!"
 RIGHT_CLICK_POP_UNLOCK:0 "§GRight-click to unlock this Pop to the planet focus§!"
 FOCUS:0 "Go To"
 NONINTERFERENCE_DIRECTIVE:0 "§ROur current stance on Xeno Interference prohibits us from colonizing this world§!"
 PLANETVIEW_TERRAFORM_NOT_YOURS:0 "This Planet is owned by someone else!"
 PLANETVIEW_TERRAFORM_NO_STATION:0 "This Planet has no Terraforming Station"
 PLANETVIEW_TERRAFORM_ONGOING_COLONIZATION:0 "We cannot start Terraforming while a Planet is being Colonized"
 PLANETVIEW_POP_NOT_COLONIZED:0 "This Planet doesn't have any Pops yet."
 SPACEPORT_TAB:0 "Spaceport"
 TERRAFORM_NO_AVAILABLE_LINKS:0 "This Planet cannot be Terraformed"
 TERRAFORM_PLANET_DOESNT_BELONG_TO_US:0 "This Planet doesn't belong to us."
 PLANETVIEW_NO_DOCKED:0 "No ships in orbit."
 PLANETVIEW_FOOD:0 "Food Surplus"
 PLANETVIEW_FOOD_DESC:2 "We produce £food $PRODUCTION|1G$ and consume £food $CONSUMPTION|1R$ on this planet."
 PLANETVIEW_FOOD_DELAYED:0 "§ESurplus §HFood§! (£food ) will increase the growth-rate of §HPops§! (£pop ), while a shortage will make them unhappy. Happiness effect will be updated at the start of every month. Additional Food can be grown by constructing Farms.§!"
 LEFT_CLICK_TO_SHOW_INFO:0 "§GClick to show details§!"
 RIGHT_CLICK_TO_BUILD:0 "§GRight-click to show construction list§!"
 RIGHT_CLICK_TO_UPGRADE:0 "§GRight-click to upgrade building§!"
 ADJACENCY_BONUS_NOT_ACTIVE_PRODUCTION_ERROR:0 "The building has a Production Error."
 MISSING_RESOURCES_TITLE:0 "Missing Resources"
 MISSING_RESOURCES_DESC:0 "We lack the resources to run this building."
 MISSING_MAINTENANCE_TITLE:0 "Negative income"
 MISSING_MAINTENANCE_DESC:0 "With our current income, this building will stop running eventually."
 MISSING_REQUIRED:0 "Required: "
 LEFT_CLICK_TO_PLACE_COLONY:0 "§GClick to place the colony outpost§!"
 GIVE_SECTOR_ENERGY:0 "Send Energy Credits"
 GIVE_SECTOR_ENERGY_DESC:0 "We can send the Sector $AMOUNT|Y0$ Energy Credits to accelerate its growth."
 GIVE_SECTOR_MINERALS:0 "Send Minerals"
 GIVE_SECTOR_MINERALS_DESC:0 "We can send the Sector $AMOUNT|Y0$ Minerals to accelerate its growth."
 CAN_TAKE_HOSTILE_ACTION_NEED_WAR:0 "We have to declare war before we are able to take hostile actions."
 CAN_TAKE_HOSTILE_ACTION_FIRST_CONTACT_PROTOCOL:0 "We have to toggle our first contact protocol policy to allow us to attack neutral targets."
 CAN_TAKE_HOSTILE_ACTION_NATIVE_INTERFERENCE:0 "Our §Y$policy_interference$§! policy does not allow this."
 MANUAL_RESETTLEMENT_CLICK_TO_SHOW:0 "§GClick to show§!"
 MANUAL_RESETTLEMENT_ALREADY_OPEN:0 "§RThis planet is currently shown§!"
 SLAVERY_UNALLOWED_WRONG_POLICY:0 " §ROur current stance on Slavery prohibits us from enslaving this Pop§!"
 PURGE_UNALLOWED_WRONG_POLICY:0 " §ROur current stance on Purging prohibits the purge of this Pop§!"
 GROUND_SUPPORT_UNALLOWED_POLICY:0 "§ROur current stance on Orbital Bombardment prohibits this Stance§!"

 TERRAFORM_IN_PROGRESS:0 "This Planet is currently being Terraformed.\nIt will become a $PLANET_CLASS|H$ in $DAYS_REMAINING|H$ days"
 TOOLTIP_TERRAFORM_DONT_HAVE_STATION:0 "We do not have a Terraforming Station in orbit around this Planet"
 TOOLTIP_TERRAFORM_NOT_ENOUGH_RESOURCES:1 "Missing Resources:\n"
 TOOLTIP_NOT_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §R$NEEDED$§!"
 TOOLTIP_HAS_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §Y$NEEDED$§!"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED:0 "Not surveyed"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED_DESC:0 "We need to survey this planet to gain detailed information about its surface."
 PLANETVIEW_POPS_TITLE:0 "Population"
 PLANETVIEW_POPS_DESC:0 "There are $POPS|Y$ Pops on this planet."
 PLANETVIEW_NO_GOVERNOR_TITLE:0 "No Governor"
 PLANETVIEW_NO_GOVERNOR_DESC:0 "We can assign a governor to administrate the planet more efficiently."
 PLANETVIEW_PLANET_RESOURCES:0 "Planet Resources"
 PLANETVIEW_PLANET_RESOURCES_DESC:0 "This field shows the natural resources on this planet. They can be collected by placing a §HPop§! on the surface tile of the resource or by having §Hmining/research stations§! in orbit, depends on the resource type."
 PLANETVIEW_PLANET_MODIFIERS:0 "Planet Modifiers"
 PLANETVIEW_PLANET_CLASS:0 "Planet Class"
 PLANETVIEW_PLANET_CLASS_DESC:1 "§EThis is the class of this planet. Each Species has a §HPlanet Class§! they consider ideal, and §HHabitability§! decreases as planets deviate from this norm, which in turn decreases §HHappiness§!.§!"
 PLANETVIEW_STAR_CLASS:0 "Star Class"
 PLANETVIEW_STAR_CLASS_DESC:0 "§EThe Star Class affects how the Star System was formed and the Class and type of the surrounding planetary objects.§!"
 PLANETVIEW_DIPLOSTATUS_IN_ALLIANCE:0 "Is a member of the $ALLIANCE$"
 PLANETVIEW_DIPLOSTATUS_IS_VASSAL:1 "Is a subject of $EMPIRE$"
 PLANETVIEW_DIPLOSTATUS_IS_OVERLORD:0 "Is the overlord of $EMPIRE$"
 PLANETVIEW_DIPLOSTATUS_IN_WAR:0 "Is participating in the $WAR$"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_RESOURCE:0 "Resource:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_CONSUMPTION:0 "Consumption:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_PRODUCTION:0 "Production:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_REMAINING:0 "Balance:"
 PLANETVIEW_SPACEPORT_TITLE:0 "§HSpaceport§!"
 PLANETVIEW_SPACEPORT_DESCRIPTION:0 "Constructing a §HSpaceport§! in orbit around this planet will allow the production of spaceships and other interplanetary craft. It will also act as an anchor for our Empire within this system, providing basic defenses and communications. The §HSpaceport§! can be further focused towards production, defense or utility as it grows."
 PLANETVIEW_SPACEPORT_CONSTRUCTION:0 "This spaceport is currently under construction. It will be finished in $MONTHS|Y$ months. ( est $DATE|Y$ )"
 PLANETVIEW_EDICTS_LIST:0 "Edicts List"
 PLANETVIEW_EDICTS_LIST_DESC:0 "§GClick to open a list of potential Edicts for this planet§!"
 PLANETVIEW_EDICTS_LIST_DELAYED:0 "§EPlanetary Edicts are local ordinances with a limited duration that cost £influence  §HInfluence§! to enact.§!"
 PLANETVIEW_TERRAFORM:0 "Terraform"
 PLANETVIEW_TERRAFORM_DESC:0 "Planets can be terraformed into other planet classes."
 PLANETVIEW_TERRAFORM_INSTRUCTION:0 "§GClick to see available options§!"
 PLANETVIEW_COLONIZE:0 "Colonize"
 PLANETVIEW_NO_ACTIVE_EDICTS:0 "No active Edicts"
 PLANETVIEW_TERRAFORM_INTO:0 "Terraform Into"
 PLANETVIEW_TERRAFORM_PLANET:0 "Terraform Planet"
 PLANETVIEW_TERRAFORMING:0 "Terraforming"
 PLANETVIEW_TERRAFORMING_DESC:0 "This planet is being terraformed into: $CLASS|Y$. The process is estimated to be complete by $DATE|Y$"
 PLANETVIEW_LOCAL_OUTPUT:1 "Resource Output"
 PLANETVIEW_LOCAL_OUTPUT_TOOLTIP:1 "§EThis is the total Resource output of $PLANET|H$.§!"

 PLANET_VIEW_PRODUCTION_ERROR:0 "Production Error"
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_REQUIRES_POP:0 "This building requires a grown Pop to function."
 PLANET_VIEW_PRODUCTION_ERROR_FAILED_PRODUCTION:0 "Missing the following resources:"
 PLANET_VIEW_PRODUCTION_ERROR_OCCUPATION:0 "This planet is occupied and will therefore not produce anything."
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_DEACTIVATED:0 "This building has been deactivated."
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_RUINED:0 "This building is in ruins and needs to be repaired to become operational again."
 
 PLANETVIEW_CONSTRUCTION:0 "Construction"
 PLANETVIEW_CONSTRUCTION_IN_PROGRESS:0 "Constructing a $NAME|Y$, it will be complete in $DAYSLEFT|Y$ days."
 PLANETVIEW_CONSTRUCTION_QUEUED:0 "Queued construction of a $NAME|Y$, location in queue is $QUEUE_PLACE|Y$."
 PLANETVIEW_CANCEL_CONSTRUCTION:0 "Cancel Construction"
 PLANETVIEW_CANCEL_CONSTRUCTION_DESC:0 "Are you sure you want to cancel this construction?"
 PLANETVIEW_CONSTRUCTION_SUPPRESS_RESOURCES:0 "Constructing a $BUILDING|Y$ on this tile will suppress the collection of the resources:\n\n$RESOURCES$\n"

 PLANETVIEW_CLEARING:0 "Clearing Tile"
 PLANETVIEW_CLEARING_IN_PROGRESS:0 "This tile is being cleared. The process will be completed in $DAYSLEFT|Y$ days."
 PLANETVIEW_CLEARING_QUEUED:0 "This tile has been queued for clearing. Its location in the queue is $QUEUE_PLACE|Y$."
 
 PLANETVIEW_REPAIR:0 "Repairing Building"
 PLANETVIEW_REPAIR_IN_PROGRESS:0 "The building on this tile is being repaired. The process will be completed in $DAYSLEFT|Y$ days."
 PLANETVIEW_REPAIR_QUEUED:0 "This building on this tile has been queued for repair. Its location in the queue is $QUEUE_PLACE|Y$."

 PLANET_VIEW_PLACE_COLONY_TITLE:0 "Place Colony"
 PLANET_VIEW_PLACE_COLONY_DESC:0 "§GClick a Surface Tile to designate the initial colony site§!"

 #provided variables are $FROM$ $TO$ and $REASON$. FROM and TO are the names of planet classes
 TOOLTIP_TERRAFORM_INVALID_TARGET:0 "Cannot Terraform to $TO|H$\n$REASON|R$"
 TOOLTIP_TERRAFORM_VALID_TARGET:0 "Terraform to $TO|H$"

 TOOLTIP_RESOURECE_USE:0 "$RESOURCE$: $VALUE|H$"
 TOOLTIP_RESOURECE_USE_DIFF:0 "$RESOURCE$: $VALUE|-=$"
 TOOLTIP_TECH_TERRAFORM_COST_CHANGE:0 "Resources required for Terraforming:\n$LIST$"
 TOOLTIP_CANCEL_TERRAFORMATION:0 "§HCancel Terraformation§!\nCredits will be Refunded"
 TOOLTIP_TERRAFORM_POSSIBILITIES:0 "Can be Terraformed to: $LIST$"

 #variables: $FROM$ $TO$ $CONDITION$
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_VALID:0 "$TO|G$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_INVALID:0 "$TO|R$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_VALID:0 "$TO|G$"
 TOOLTIP_TERRAFORM_LINK_INVALID:0 "$TO|R$"
 TOOLTIP_TERRAFORM_MISSING_FEATURE_FLAG:0 "Requires: $TECH|H$"

 AI_WILL_BE_OUTLAWED:0 "Artificial Intelligence will be outlawed in §H[Root.GetName]§!."
 PURGE_AND_SLAVES_WILL_BE_OUTLAWED:0 "Purging and Slavery will be outlawed in §H[Root.GetName]§!."
 ENSLAVE_ALL_POPS:0 "Enslave all $SPECIES|H$ Pops on Planet"
 ENSLAVE_POP:0 "Enslave Pop"
 EMANCIPATE_POP:0 "Emancipate Pop"
 EMANCIPATE_ALL_POPS:0 "Emancipate all $SPECIES|H$ Pops on Planet"
 PURGE_ALL_POPS:0 "Purge all $SPECIES|H$ Pops on Planet"
 PURGE_POP:0 "Purge Pop"
 POP_ACTION_STOP_PURGE_ROBOT:0 "Stop Disassembly"
 STOP_PURGE_POP:0 "Stop Purge"
 STOP_PURGE_ALL_POPS:0 "Stop Purge of $SPECIES|H$ Pops on planet"
 POP_ACTIONS:0 "Actions"
 POP_ACTIONS_DESC:0 "Actions taken will affect this individual Pop."
 POP_ACTION_PURGE_ROBOT:0 "Disassemble"
 POP_ACTION_PURGE:0 "Purge"
 POP_ACTION_PURGE_DESC:1 "§ESystematically decimate and ultimately remove this §HPop§! over time. This will severely decrease the §HHappiness§! of this Pop and that of all sympathetic Pops on the planet. It could also damage our relations with certain other empires.§!"
 POP_ACTION_RESETTLE:0 "Resettle"
 POP_ACTION_RESETTLE_DESC:2 "§EForcibly Resettle this §HPop§! to one of our other Core Planets.§!"
 CANT_ENSLAVE:0 "§RRequires Policy: Allow Slavery§!"
 ENSLAVE_REQUIRES_OWNED_PLANET:0 "Pop must be on an owned planet"
 ENSLAVE_REQUIRES_GROWN_POP:0 "Cannot enslave growing Pop"
 POP_ACTION_ENSLAVE:0 "Enslave"
 POP_ACTION_ENSLAVE_DESC:2 "§EEnslaves this §HPop§!. Enslaved Pops excel at manual labor but are not useful for more intellectual pursuits. Other Pops are likely to react to the presence of slaves. This action also risks damaging our relations with certain other empires.§!"
 POP_ACTION_EMANCIPATE:0 "Emancipate"
 POP_ACTION_EMANCIPATE_DESC:1 "§EEmancipate this §HPop§!. They will be set free, but their enslavement will not soon be forgotten.§!"
 POP_ACTION_STOP_PURGE:0 "Stop Purge"
 POP_ACTION_STOP_PURGE_DESC:1 "§EStop the ongoing §HPurge§! of this §HPop§!. They will no longer be exterminated, but the suffering they endured will not soon be forgotten.§!"
 POP_ACTION_STOP_PURGE_ALL_POPS:0 "Stop Purge of all $SPECIES|H$ Pops on planet"
 POP_ACTION_CREATE_COLONISTS:0 "Create Colonists"
 POP_ACTION_CREATE_COLONISTS_DESC:0 "Begin construction of a new Colony Ship filled with colonists from this Pop."
 IS_GENOCIDING_DESC:0 "Being Purged:\nProduction: §H0§!\nResearch: §H0§!"
 COLONY:0 "Colony"
 EXTERMINATED:0 "Pop exterminated within $MONTHS|H$ months"
 EMPTY_SLOT:0 "§HEmpty Pop Slot§!\nThere is room for an additional Pops on this planet if the Infrastructure can support it"
 PLANET_VIEW_LAND_ARMY:0 "§GRight-click to Land army§!"
 PLANET_VIEW_EMBARK_ARMY:0 "§GRight-click to Embark army§!"
 PLANET_VIEW_ORBITAL_CONSTRUCTION:0 "Orbital Construction"
 SPACE_PORT_DETAILS_BUTTON:0 "§GClick to show Spaceport details§!"
 COLONIZING_PLANET:0 "Colonizing Planet"
 COLONIZING_PLANET_DEFAULT:0 "Colonizing Planet"
 COLONIZING_PLANET_SWARM:0 "Infesting Planet"
 CONSTRUCTING_ORBITAL:0 "Constructing Orbital Station"
 PLANET_VIEW_UNDER_COLONIZATION:0 "This planet is being colonized"
 PLANET_VIEW_CLICK_TO_ABORT:0 "§GClick to remove from queue§!"
 PLANET_VIEW_LEADER_CHANGE:0 "Change Governor"
 PLANET_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Leader§!"
 PLANET_VIEW_LEADER_ASSIGN:0 "§GClick to assign Leader§!"
 PLANET_VIEW_LEADER_TYPE_PLANET:0 "Planet Governor"
 PLANET_VIEW_LEADER_TYPE_SECTOR_THIS_PLANET:0 "Sector Governor ruling from this planet."
 PLANET_VIEW_LEADER_TYPE_SECTOR_OTHER_PLANET:0 "Sector Governor ruling from planet $PLANET|H$."
 ARMY_VIEW_OPEN_DESC:0 "§GClick to show details§!"
 PLANET_VIEW_UNDER_COLONIZATION_DESC:0 "Our hardy pioneers are establishing a foothold on this planet. This process costs $COST|H$£energy each month and will take approximately $MONTHS|H$ months to complete (est $DATE|H$.)"
 PLANET_VIEW_COLONIZATION_HALT:0 "This planet's colonization process has been halted due to lack of Energy Credits."
 PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC:0 "This world is being colonized by $COUNTRY|H$. Colonization will be complete by $DATE|H$."
 PLANET_VIEW_UNDER_COLONIZATION_SWARM_DESC:0 "This world is being infested by $COUNTRY|H$. The biosphere will have been fully subverted by $DATE|H$.\nOrbital bombardment can interrupt this process."
 BUILD_COST:0 "$COST|H$ Credits"
 PLANETARY_BUILDING:0 "Planetary"
 ORBITAL_BUILDING:0 "Orbital"
 PLANET_UNIQUE_BUILDING:0 "Planet Unique"
 PLANET_UNIQUE_ALREADY_EXISTS:0 "This building is planet unique and we already have one on this planet."
 EMPIRE_UNIQUE_BUILDING:0 "Empire Unique"
 EMPIRE_UNIQUE_ALREADY_EXISTS:0 "We already have this building on $PLANET|H$."
 BUILDING_DISABLED:0 "Building Disabled"
 PRE_SENTIENT_CANT_BUILD:0 "Cannot build on tiles inhabited by pre-sentient Pops."
 WRONG_SECTOR_CANT_BUILD:0 "Cannot manage planet tiles in Sectors."
 CANT_MOVE_POP:0 "Cannot move Pop in sector."
 PLANET_VIEW_EMBARK_ALL:0 "Embark All"
 PLANET_VIEW_RETREAT:0 "Retreat"
 PLANET_VIEW_LAND_ALL:0 "Land All"
 PLANET_VIEW_ATTACK:0 "Attack"
 PLANET_VIEW_GROUND_COMBAT_ADVANTAGE:0 "Power Balance"
 PLANET_VIEW_POWER_BALANCE:0 "Shows the sum army health of each side."
 PLANET_VIEW_EMBARK_ALL_TITLE:0 "Embark Armies"
 PLANET_VIEW_EMBARK_INFO:0 "Order our Assault Armies to Embark into space"
 PLANET_VIEW_EMBARK_NO_ARMIES:0 "We own no armies on the surface that can embark."
 PLANET_VIEW_EMBARK_FOLLOWING_ARMIES:0 "Following armies will Embark:"
 PLANET_VIEW_LAND_ALL_TITLE:0 "Land Armies"
 PLANET_VIEW_LAND_INFO:0 "Order our orbiting Assault Armies to Land"
 PLANET_VIEW_LAND_FOLLOWING_ARMIES:0 "Following armies will Land:"
 ARMY_IS_BROKEN:0 "Broken"
 ARMY_IS_BROKEN_INFO:1 "This army's Morale is low, they fight less efficiently dealing 75% less damage."
 ARMY_HAS_LEADER_BOUND:0 "Leader"
 ARMY_HAS_LEADER_BOUND_INFO:1 "$LEADER|Y$ is leading this army."
 ARMY_CANNOT_RETREAT:0 "Cannot Retreat"
 ARMY_CANNOT_RETREAT_INFO:0 "This army is unable to retreat."
 CONSTRUCTION_FINISHED_DAYS:0 "Finished in:  £resource_time  $DAYS|0Y$"
 CONSTRUCTION_IN_QUEUE:0 "Finished in: £resource_time $QUEUED$"
 POTENTIAL_ARMY:0 "Potential Army"
 POTENTIAL_ARMY_DESC:0 "A Potential Army doesn't yet exist, but will emerge under certain conditions. For instance Garrisons will be formed if a planet is invaded."

 buildable_ship:0 "Ship"
 buildable_building:0 "Building"
 buildable_development:0 "Infrastructure"
 buildable_energy:0 "Energy Credits"
 buildable_army:0 "Army"
 buildable_orbital_station:0 "Spaceport"
 buildable_fleet:0 "Fleet"
 buildable_sponsored_colony_ship:0 "Private Colony Ship"
 buildable_colony_ship:0 "Colony Ship"
 buildable_none:0 "Invalid"
 buildable_money:0 "Energy Credits"

 BUILDABLE_SHIP_NAME:0 "$TYPE$-class"
 LEFT_CLICK_BUILDABLES:0 "§GClick to view Construction list§!"

 TIMED_MOD_DESC:0 "$TITLE|H$\n$DESC$\n$EFFECTS$\n$DAYS$ day(s) remaining"
 PLANET_TILE_DETAILS:0 "Planet Tile Details"
 CHOOSE_CONSTRUCTION:0 "Choose Construction"
 TERRAIN_DETAILS_HEADER:0 "Terrain Details"
 SPECIES_GROWTH_PROGRESS:0 "$SPECIES$: §Y$CURRENT$%§! (§Y$MONTHLY$% / Month§!)"

 SECTOR_VALUE_PLUS_VALUE:0 "$STORED|B$ + $DELTA|B$"

 RETREAT:0 "Retreat"

 ####################################
 # Popcat Selection
 ####################################
 POPCAT_SELECTION_TITLE:0 "Select Colonists"

 ####################################
 # War overview
 ####################################
 OUR_DEMANDS:0 "Our Demands"
 THEIR_DEMANDS:0 "Enemy Demands"
 SET_DEMANDS:0 "Set Demands"
 SET_DEMANDS_DESC:0 "We have not yet set any demands."
 SET_DEMANDS_NOT_MAIN_DEFENDER:0 "Only the main defender can set demands."
 SEND_OFFER_NOT_MAIN_PARTICIPANT:0 "Only the main attacker or defender can send offers."
 SEND_OFFER_NO_DEFENDER_DEMANDS:0 "The defenders have not yet set any demands ($DAYS|H$ days left)"
 SEND_OFFER_ALREADY_SENT:0 "They are already considering a peace offer from us."
 SET_DEMANDS_ALREADY_SET:0 "Demands have already been set."
 PEACE_DECLINE_COST:0 "If they decline, they have to pay $COST$"
 SEND:0 "Send"
 SEND_WIN:0 "Win"
 SEND_WIN_DESC:0 "You win!"
 SEND_DEMANDS:0 "Send Demands"
 SEND_DEMANDS_DESC:0 "Send our demands. The recipient will Accept or Reject our proposal."
 FORCE_DEMANDS:0 "Force Demands"
 FORCE_DEMANDS_DESC:0 "Force our unconditional demands. The recipient must Accept our proposal."
 SEND_DEMANDS_SURRENDERED_DESC:0 "Send our demands. As the enemy have already surrendered they will not be able to reject them."
 SEND_WHITEPEACE:0 "Offer White Peace"
 SEND_WHITEPEACE_DESC:0 "Send a White Peace offer to end this war as a tie."
 FORCE_WHITEPEACE:0 "Force White Peace"
 FORCE_WHITEPEACE_DESC:0 "Force an unconditional White Peace offer to end this war as a tie."
 SEND_SURRENDER:1 "Surrender"
 SEND_SURRENDER_DESC:1 "Sending an unconditional surrender will end the war immediately and give the enemy 6 months to dictate terms."
 TRUCE_EFFECT_DESC:0 "A Truce will be formed between $ATTACKER|H$ and $DEFENDER|H$ at the end of the war. The Truce will last for $TRUCEYEARS|H$ years. During this time they can not declare war on each other."
 EV_OVERLORD:0 "Overlord: $COUNTRY|H$"
 ONLY_WARLEADER:0 "Only the warleader can send peace offers."
 ALREADY_SURRENDERED:0 "We have already surrendered."
 ENEMY_ALREADY_SURRENDERED:0 "The enemy has already surrendered."
 ANOTHER_INTERACTION:0 "We are already waiting for a response."
 WAROVERVIEW_DEMAND:0 "Demand"
 WAROVERVIEW_TO:0 "To"
 WAROVERVIEW_INFLUENCE_COST:0 "Inf. Cost"
 WAROVERVIEW_FOR:0 "For"
 WAROVERVIEW_AGAINST:0 "Against"
 WARICON_DAYS_LEFT:0 "$DAYS$ Days"
 WAR_EXHAUSTION:0 "War Exhaustion"
 WAR_DAYS_LEFT_DESC:0 "War will end in $DAYS|H$ days."
 LACKING_INFLUENCE_DEMAND:0 "§RWe are lacking the necessary influence to enact this demand.§!"
 SPACE_BATTLE:0 "Space Battle"
 OCCUPATION_OF:0 "Occupation of $PLANET|H$"
 BLOCKADE_OF:0 "Blockade of $PLANET|H$"
 ATTACKER_WAR_GOALS:0 "Attacker War Goals"
 DEFENDER_WAR_GOALS:0 "Defender War Goals"
 ENCOUNTER:0 "Encounter"
 COMBATANTS:0 "Combatants"
 SCORE:0 "Score"
 RESULT:0 "Result"
 LOCATION:0 "Location"
 WON:0 "Won"
 LOST:0 "Lost"
 VS:0 "vs"
 BATTLE_DESC:0 "§HBattles§!\nBattles of this war are listed below, including combatants, location, warscore and results."
 COST_VALUE:0 "Cost: $VALUE|Y$"
 WAR_DEMAND_NOT_PROPOSABLE_TO_ANYONE:0 "No war member fulfills required conditions"
 ACTION_OFFER_PEACE_INVALID_DEMANDS:0 "At least one of the selected demands is not valid"
 ACTION_OFFER_PEACE_NOT_DEMANDABLE:0 "At least one of the selected demands is not currently demandable"

 ####################################
 # Situation Log
 ####################################
 SITUATION_LOG_TRACKED_TOOLTIP:0 "§HTracked§!\nThis entry is currently tracked on the map."
 SITUATION_LOG_HEADER:0 "Situation Log"
 WE_DECIDED_TO:0 "We decided to:"
 SITUATION_LOG_SELECT_ENTRY:0 "Select a Special Project or event chain from the list to the left."
 SITUATION_LOG_NO_ENTRIES_TIP:0 "No Entries..."
 SITUATION_LOG_TIME_REQUIREMENT:0 "Research Time: $DAYS$ Days"
 SPECIAL_PROJECT_STATUS_AVAILABLE:0 "Available"
 SPECIAL_PROJECT_STATUS_UNAVAILABLE:0 "Unavailable"
 SPECIAL_PROJECT_STATUS_DISABLED:0 "Disabled"
 SPECIAL_PROJECT_STATUS_RESEARCHING:0 "Researching"
 SPECIAL_PROJECT_STATUS_HALTED:0 "Halted"
 SPECIAL_PROJECT_STATUS_COMPLETED:0 "Completed"
 SPECIAL_PROJECT_STATUS_FAILED:0 "Failed"
 SITUATION_LOG_NAVIGATE_TO:0 "Go To"
 SITUATION_LOG_NAVIGATE_TO_DESC:0 "§GClick to quickly navigate the camera to the location of this project§!"
 SITUATION_LOG_COST_VALUE:0 "Cost: $VALUE$"
 TRACK:0 "Track on map"
 TRACK_STOP:0 "Stop tracking"
 PROJECT_TRACK_DESC:0 "The location of tracked projects are marked with a ping."
 POI_TRACK_DESC:0 "The location of tracked point of interests are marked with a ping."
 OPTION_GROUP_TITLE:0 "Option Group"
 OPTION_GROUP_DESC:0 "These projects belong in the same option group: Choosing to research one of them will remove the possibility of researching others in the same group."
 SPECIAL_PROJECT_NO_ACCESS:0 "We do not have Border Access to this Project."
 CLICK_TO_OPEN:0 "§GClick to view in the Situation Log§!"
 VICTORIES:0 "Victory"

 ####################################
 # Empire View
 ####################################

 PLANET_LIST:1 "Planets and Sectors"
 RESOURCES:0 "Resources"
 STRATEGIC_RESOURCE:0 "Strategic Resource"
 STRATEGIC_RESOURCE_USE:0 "Strategic Resource Use"
 TAB_LEADERS:0 "Leaders"
 TAB_POP_FACTIONS:0 "Factions"
 SELECT_LEADER_FOR_GOVERNING:0 "Select a Leader for governing §H$LOCATION$§!"
 SELECT_LEADER_FOR_TECHING:0 "Select a Scientist for leading §H$LOCATION$§!"
 SELECT_LEADER_FOR_COMMANDING:0 "Select a Leader for commanding §H$LOCATION$§!"

 HIRE_NEW_ADMIRAL:0 "Hire New Admiral!"
 HIRE_NEW_ADMIRAL_DESC:0 "Hire a new §HAdmiral§! for $COST|H$ Influence."
 HIRE_NEW_GENERAL:0 "Hire New General!"
 HIRE_NEW_GENERAL_DESC:0 "Hire a new §HGeneral§! for $COST|H$ Influence."
 HIRE_NEW_SCIENTIST:0 "Hire New Scientist!"
 HIRE_NEW_SCIENTIST_DESC:0 "Hire a new §HScientist§! for $COST|H$ Influence."
 HIRE_NEW_GOVERNOR:0 "Hire New Governor!"
 HIRE_NEW_GOVERNOR_DESC:0 "Hire a new §HGovernor§! for $COST|H$ Influence."
 CLICK_TO_RECRUIT:0 "§GClick to recruit§!"
 RECRUIT_LEADER:0 "Recruit Leader."
 STATUS:0 "Status"
 CANNOT_AFFORD_TO_HIRE:0 "§RWe do not have enough Influence!§!"
 LEADER_CAP_REACHED:0 "§RWe have the maximum amount of Leaders we can have!§!"
 LEADERS_CURRENT_MAX:0 "Leaders: $CURRENT|H$/$MAX|H$"
 OUTPUT:0 "Output"
 FIRE_LEADER_TITLE:0 "Fire Leader"
 FIRE_LEADER_DESC:0 "Are you sure you wish to fire this Leader?"
 ALREADY_ASSIGNED_LEADER_TITLE:0 "Already Assigned"
 ALREADY_ASSIGNED_LEADER_DESC:0 "Are you sure you wish to re-assign this Leader from\n$STATUS|H$?"
 PLANET_LIST_DISMISS_LEADER:0 "Dismiss Leader"
 PLANET_LIST_DISMISS_LEADER_DESC:0 "We can permanently dismiss this Leader to free up a Leader slot."
 SORT_BY_OUTPUT:0 "§HSort by Output§!"
 SORT_BY_GOVERNOR:0 "§HSort by Governor§!"
 SORT_BY_MODULES:0 "§HSort by Modules§!"
 SPACEPORT_MODULES:0 "Modules"
 LEADER_CAP:0 "Leader Capacity"
 LEADER_CAP_DESC:0 "Leader Capacity determines the maximum number of Leaders our Empire can employ. This value can be affected by government types and technology."
 LEADER_CAP_CURRENT:0 "Current: $CURRENT|Y$"
 LEADER_CAP_CAPACITY:0 "Maximum: $CURRENT|Y$"
 SECTOR_CAP_TITLE:0 "Sectors"
 SECTOR_CAP_DESC:0 "We can effectively control $MAX|Y$ Sectors."
 SECTOR_CAP_INCREMENT_FROM_PLANETS:0 "From Owned Planets: $VALUE|+=2$"
 SECTOR_OVER_CAP_DESC:0 "§RWe have more Sectors than we can effectively manage!§!\n$MODIFIER$"
 PLANET_LIST_NO_LEADER:0 "No Governor"
 PLANET_LIST_NO_LEADER_DESC:0 "This Sector has no Governor assigned to it."
 PLANET_LIST_NO_LEADER_INSTRUCTIONS:0 "§GClick to assign a Governor§!"
 POP_FACTION_MANAGE:0 "Manage Faction"
 POP_FACTION_AGREE_TO_DEMANDS:0 "Agree to Demands"
 POP_FACTION_AGREE_TO_DEMANDS_DESC:0 "Agree to all demands from this faction."
 POP_FACTION_AGREE_TO_DEMANDS_TOOLTIP:0 "We can accept all demands that this faction presents.\n§GClick to accept all demands from this faction§!"
 POP_FACTION_MANAGE_TOOLTIP:1 "We can manage this faction in a number of ways, including accepting their demands. \n§GClick to show possible actions§!"
 POP_FACTION_MANAGE_TOOLTIP_INSTRUCTION:0 "§GClick to show possible actions§!"
 POP_FACTION_MANAGE_TOOLTIP_NO_ACTIONS:0 "§RNo possible actions§!"
 POP_FACTION_POP_TOOLTIP:0 "There are $TOTALPOPS|H$ Pops within our Empire that belong to this faction.\n "
 POP_FACTION_POP_LOCATION_TOOLTIP:0 "$COUNT|H$ Pop(s) on $PLANET|H$"
 POP_FACTION_SUPPORT_TOOLTIP:0 "§HFaction Support§!\nCurrent: $PERCENTAGE|Y0%$\nChance to gain $VALUE|0%Y$ Support/Month: $CHANCE|1Y%$\n\n$CHANCE_MATH$"
 POP_FACTION_SUPPORT_DELAYED:0 "§ESupport represents the political strength of this faction. Support is increased by the amount of Pops in the Faction and their Happiness.§!"
 SUPPORT_FROM_POPS:0 "$NUM_POPS|Y$ Pop(s) on $PLANET|H$: $SUPPORT|1Y$§Y%§!"
 POP_FACTION_MILITANCY_TOOLTIP:0 "§HFaction Militancy:§! $LEVEL|Y0%$"
 POP_FACTION_MILITANCY_DELAYED:0 "Militancy represent the potential military strength of this faction. High Militancy increases the risk of this faction revolting as well as the amount of troops raised."
 POP_FACTION_DEMAND_TOOLTIP:0 "§HFaction Demands§!\nThese are the current demands of this faction. If Support for the faction is increased, the demands may change."
 POP_FACTION_SUPPORT_EFFECT_TOOLTIP:0 "§HFaction Effects§!\nThese are the current effects of the faction. If Support for the faction is increased, the effects may change."

 ####################################
 # Fleet View
 ####################################

 SET_FLEET_DESIGN:0 "Set Fleet Design"
 EDIT_FLEET_DESIGN:0 "§HEdit Fleet Design§!\nYou can edit the fleet design to specify fleet formation."
 FLEETVIEW_DISBAND:0 "Disband"
 FLEETVIEW_DISBAND_FLEET_INSTRUCTIONS:0 "§GClick to disband this fleet§!"
 FLEETVIEW_DISBAND_SHIP_INSTRUCTIONS:0 "§GClick to disband this ship§!"
 FLEETVIEW_SELECT_INSTRUCTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!"
 FLEETVIEW_DESELECT:0 "Deselect"
 FLEETVIEW_DESELECT_INSTRUCTIONS:0 "§GClick to deselect this fleet§!"
 FLEETVIEW_NO_LEADER_ASSIGN:0 "Assign Leader"
 FLEETVIEW_NO_LEADER:0 "No Leader Assigned"
 FLEET_STANCE_AGGRESSIVE:0 "Aggressive"
 FLEET_STANCE_AGGRESSIVE_DESC:0 "The fleet will automatically attempt to enter combat with hostile targets in the same system."
 FLEET_STANCE_PASSIVE:0 "Passive"
 FLEET_STANCE_PASSIVE_DESC:0 "The fleet will not move towards hostile targets, but will enter combat if the hostile targets move close enough."
 FLEET_STANCE_EVASIVE:0 "Evasive"
 FLEET_STANCE_EVASIVE_DESC:0 "The fleet will attempt to return to the nearest friendly spaceport when hostile targets enter the same system."
 FLEET_STANCE_DESC:0 "§HFleet Stance§!\nCurrent fleet stance is set to $STANCE|Y$"
 GROUND_SUPPORT_STANCE_SOFT:0 "Light"
 GROUND_SUPPORT_STANCE_LIMITED:0 "Limited"
 GROUND_SUPPORT_STANCE_FULL:0 "Full"
 GROUND_SUPPORT_HEADER:0 "$SUPPORT$ Ground Support"
 GROUND_SUPPORT_STANCE_DESC:0 "§HGround Support§!\nThe ground support stance is §H'$STANCE$'§!."
 GROUND_SUPPORT_STANCE_SOFT_DESC:2 "§H'Light'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day. Defending armies will not regenerate health, and there is a small chance each month that a Pop dies."
 GROUND_SUPPORT_STANCE_LIMITED_DESC:1 "§H'Limited'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day. Defending armies will not regenerate health. Pops are locked to unemployment and Pop Growth is halted."
 GROUND_SUPPORT_STANCE_FULL_DESC:2 "§H'Full'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day. Defending armies will not regenerate health. Pops are locked to unemployment and Pop Growth is halted."
 GROUND_SUPPORT_STANCE_SOFT_BASE_DESC:2 "§H'Light'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day, multiplied by the supporting fleet's size.\n\n§HIt also has the following effects:§!\n- Defending armies will not regenerate health\n- §Y5%§! chance each month that a Pop is killed\n"
 GROUND_SUPPORT_STANCE_LIMITED_BASE_DESC:2 "§H'Limited'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day, multiplied by the supporting fleet's size.\n\n§HIt also has the following effects:§!\n- Defending armies will not regenerate health\n- Pops are unable to work\n- §Y10%§! chance each month that a Pop is killed\n- §Y10%§! chance each month that a building is ruined\n"
 GROUND_SUPPORT_STANCE_FULL_BASE_DESC:2 "§H'Full'§! stance will cause $DAMAGE|Y$ damage to the planet's fortifications each day, multiplied by the supporting fleet's size.\n\n§HIt also has the following effects:§!\n- Defending armies will not regenerate health\n- Pops are unable to work\n- §Y15%§! chance each month that a Pop is killed\n- §Y20%§! chance each month that a building is ruined\n- §Y10%§! chance each month that a tile blocker is created\n"
 GROUND_SUPPORT_CLICK_TO_SWITCH:0 "§GClick to set the Ground Support on owned orbiting ships§!"
 GROUND_SUPPORT_STANCE_POLICY_DESC:0 "§EThe maximum ground support stance allowed is decided by your Empire's policy on Orbital Bombardment§!"
 GROUND_SUPPORT_NO_VALID_IN_ORBIT:0 "§RNo owned orbiting ships support Ground Support§!"
 ORBITAL_BOMBARDMENT:0 "Orbital Bombardment"
 BOMBARDING_PLANET:0 "Bombarding $PLANET|Y$"
 FLEET_VIEW_TRANSFER_DESC:0 "Select which ships to transfer to $FLEET$"
 FLEET_VIEW_TRANSFER_DESC_NEW_FLEET:0 "Select which ships to move to new fleet"
 FLEET_TRANSFER_NOT_OWNER:0 "Not the owner of Fleet"
 FLEET_TRANSFER_TOO_SMALL:0 "Not enough ships to form a new fleet"
 FLEET_VIEW_DRAG_TO_TRANSFER:0 "You can drag and drop this onto other fleets to transfer these ships."
 FLEET_VIEW_DRAG_TO_TRANSFER_ALL:0 "You can drag and drop this field onto other fleets to transfer all ships in the fleet."
 MULTIPLE_FLEETS_SEL:0 "Multiple Fleets Selected ( $NUM|H$ )"
 MULTIPLE_STATIONS_SEL:0 "Multiple Stations Selected ( $NUM|H$ )"
 MULTIPLE_UNITS_SEL:0 "Multiple Units Selected ( $NUM|H$ )"
 CREATE_NEW_FLEET:0 "Drop Ships Here To Create New Fleet"
 CREATE_NEW_FLEET_DESC:0 "Drag-drop individual military-ships here to create a new fleet. You may also drop ships on other fleets if you have multiple selected."
 SELECT:0 "Select"
 DESELECT:0 "Deselect"
 SHIP_FTL_WARP:0 "FTL Capability: §YWarp§!"
 SHIP_FTL_HYPERDRIVE:0 "FTL Capability: §YHyperspace§!"
 SHIP_FTL_WORMHOLE:0 "FTL Capability: §YWormhole§!"
 SHIP_FTL_JUMPDRIVE:0 "FTL Capability: §YJump Drive§!"
 SHIP_FTL_NONE:0 "FTL Capability: §YNone§!"
 WORMHOLE_OPENING_TIP:0 "Opening Wormhole for $FOR|H$: $PROGRESS|Y%0$"
 WORMHOLE_QUEUED_TIP:0 "Waiting to open Wormhole for $FOR|H$"
 WORMHOLE_STATION_IDLE:0 "Idle"
 FLEET_VIEW_ACTIONS_DESCRIPTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!"
 EMERGENCY_FTL:0 "Emergency FTL Jump"
 EMERGENCY_FTL_DESC:0 "Initiate an emergency jump, causing the fleet to disengage from combat and leave the system. Due to it being an uncalibrated jump, all ships will take damage and those in critical state may be lost."
 EMERGENCY_FTL_ACTIVE:0 "§RIs currently preparing to do a jump.§!"
 NO_COMBAT:0 "§RIs not engaged in any combat.§!"
 EMERGENCY_FTL_NOT_MOBILE:0 "§RIs not mobile.§!"
 EMERGENCY_FTL_NO_WORMHOLE_STATION:0 "§RCan't jump to FTL without a nearby wormhole station.§!"
 ONLY_FEDERATION_LEADER_CAN_BUILD_SHIPS:0 "Only the Federation leader can build federation ships"
 NAVY_SIZE_TITLE:0 "Naval Capacity"
 FLEET_SIZE_TITLE:1 "Naval Capacity Usage"
 FLEET_SIZE_TOTAL:1 "This fleet: £navy_size $SIZE|0Y$"
 NAVY_SIZE_COUNT_MAX:0 "$COUNT|0$/$MAX|0$"
 FLEET_SIZE_COUNT:1 "£navy_size $COUNT|0Y$"
 FLEET_SIZE_DESC:1 "The $FLEET_SIZE_TITLE$. Larger ships use more capacity than smaller ships."
 
 MIL_FLEET_TT_SIZE:0 "$CAP_STRING$: £navy_size $SIZE|Y$"
 SHIP_SIZE_COUNT:0 "£$KEY$  $TYPE$: $COUNT|Y$"
 HULL_STATE:0 "£ship_stats_hitpoints $HP$"
 MILITARY_POWER_YELLOW:0 "£military_power $VALUE|0Y$"
 FLEET_COMPOSITION:0 "Fleet Composition"
 IN_FTL:0 "§EIn FTL§!"
 
 NAVY_SIZE_DESC:1 "§EExceeding your §H$NAVY_SIZE_TITLE$§! will cause your ships to have an increased maintenance cost. The §H$NAVY_SIZE_TITLE$§! is mainly increased by your number of §HPops§! and §HSpaceports§!, and also by certain technologies.§!"
 POOR_MAINTENANCE_DESC:1 "Receives §R-$PENALTY$§! hit points penalty each day since Empire has negative amount of Energy."
 WILL_BEGIN_AUTOREPAIR:0 "Repairs will begin in $DAYS$ Days."
 WILL_BEGIN_STATION_SELFREPAIR:0 "Station will start repairing itself in $DAYS|Y$ Days."
 SHIP_AUTOREPAIR_IN_PROGRESS:0 "§EHulls are regenerating.§!"
 SHIP_REPAIR_DESC:1 "§EDamaged Ships are repaired when entering orbit of a friendly planet with a §HSpaceport§!.§!"
 STATION_REPAIR_DESC:0 "§EDamaged Space Stations can be repaired with a §HConstruction Ship§!. They also slowly repair themselves when not under attacked.§!"
 FLEET_VIEW_TOGGLE_ITEM:0 "§GClick to toggle ship-list§!"
 FLEET_VIEW_SPLIT:0 "Split Fleet"
 FLEET_VIEW_SPLIT_DESC:0 "§GClick to split this fleet, moving half of the ships into a new fleet§!"
 FLEET_VIEW_NEW:0 "Create New Fleet"
 FLEET_VIEW_NEW_DESC:0 "§GClick to select which ships to move to a new fleet§!"
 FLEET_VIEW_UPGRADE:0 "Upgrade Fleet"
 FLEET_VIEW_UPGRADE_DESC:0 "§GClick to order fleet to move to closest spaceport for an upgrade§!"
 NO_UPGRADE_AVAILABLE:0 "§RNo Upgrade available.§!"
 NO_REPAIR_NEEDED:0 "§RFleet has maximum health.§!"
 REPAIR_NO_PLANET:0 "§RRequires a colony§!"
 FLEET_VIEW_REPAIR:0 "Repair Fleet"
 FLEET_VIEW_REPAIR_DESC:0 "§GClick to move fleet to closest spaceport for repairs§!"
 FLEET_VIEW_COMPONENTS_LABEL:0 "Core Components"
 FLEET_VIEW_ARMAMENTS_LABEL:0 "Armaments"
 FLEET_VIEW_UTILITIES_LABEL:0 "Utilities"
 TRADE_CANCEL_BUTTON:0 "Cancel"
 TRADE_CANCEL_BUTTON_DESC:0 "Cancel negotiations and return to diplomacy."
 TRADE_CONFIRM_BUTTON:0 "Confirm"
 TRADE_CONFIRM_BUTTON_DESC:1 "Send this trade offer."
 TRADE_ACCEPTANCE:1 "Trade Acceptance"
 TRADE_ACCEPTANCE_DESC:2 "For them to accept our trade offer, their Trade Acceptance needs to be at least §G1§!."
 TRADE_CATEGORY_CREDITS_DESC:0 "§GClick to see possible ways of trading Energy Credits§!"
 SHIP_REPAIR_NOT_STATION:0 "Is not an Orbital station or a Space station"
 SHIP_REPAIR_NOT_DAMAGED:0 "Is not damaged"
 SHIP_REPAIR_REPAIRING_FROM_ORBIT:0 "Already repairing from orbit"
 SHIP_REPAIR_REPAIR_DISABLED:0 "Cannot repair at the moment"
 SHIP_REPAIR_NOT_OWNER:0 "Belongs to $OWNER|H$"
 SHIP_REPAIR_COLONIZER:0 "Can not repair Colony Ships"
 SHIP_REPAIR_LAUNCHED:0 "Can not repair launched weapons"
 SHIP_REPAIR_HAS_COMBAT:0 "Unable to repair during combat"
 SHIP_REPAIR_NOT_IN_ORBIT:0 "Can not repair if not in orbit"
 REPAIR:0 "Repair"
 FLEET_VIEW_CONTACT:0 "Investigate"
 FLEET_VIEW_CONTACT_DESC:0 "We need to study these aliens through a §YSpecial Project§! before we can hope to understand their technology or learn how to communicate with them..."
 STATION_NAME:0 "§H$TYPE$§! $NAME$"
 MILITARY_STATION_NAME:0 "§H$TYPE$§! $RULERNAME$ \n§E$CLASS$-class§!"
 SHIP_TYPE_NAME:0 "§H$TYPE$§! $NAME$ \n§E$CLASS$-class§!"
 MIL_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£military_ship  §R$CLASS$-class§!"
 SCIENCE_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£science_ship  §B$CLASS$-class§!"
 CONSTRUCTION_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£construction_ship  §H$CLASS$-class§!"
 ARMY_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£army_ship  §G$CLASS$-class§!"
 COLONY_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£colony_ship  §E$CLASS$-class§!"
 CRITTER_SHIP_TYPE_NAME:0 "$TYPE|H$ $NAME$ \n£space_creature  §L$CLASS$§!"
 MILITARY_POWER_TIP:0 "Military Power: £military_power $VALUE|Y$"
 SHIP_NAME:0 "§H$NAME$§!"
 SHIP_SIZE:0 "Ship size: £navy_size  §H$VALUE|0$§!"

 INSPECT:0 "Ship Details"
 CLICK_TO_INSPECT:0 "§GClick to show ship details§!"
 FOCUS_ON_FLEET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this fleet is located.§!"
 FOCUS_ON_COMBAT:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this combat is located.§!"
 NO_RETREAT:0 "§RLeader Trait $TRAIT|H$ disables emergency FTL.§!"
 NO_RETREAT_DESC:0 "§RFleet cannot use Emergency FTL.§!"

 RESOURCES_LOST:0 "Monthly Cost: §Y$COST$§!"
 RESOURCES_GAIN:0 "Monthly Gain: §Y$GAIN$§!"
 
 NAVY_SIZE_BASE:0 "Base: $VALUE$"
 NAVY_SIZE_POPS_VALUE:0 "From Pops: $VALUE$"
 NAVY_SIZE_PLANETS_VALUE:0 "From Spaceports: $VALUE$"
 NAVY_SIZE_TOOLTIP:0 "We can effectively support a number of ships equal to $MAX|0Y$ units worth of $NAVY_SIZE_TITLE$."
 NAVY_SIZE_MAX:0 "§RMax: $VALUE|0$§!"
 NAVY_SIZE_MAX_REACHED:0 "§RMaximum Naval Capacity reached.§!"

 ####################################
 # Station Selection GUI
 ####################################
 STATION_SELECTION_PICK_DESIGN:0 "Pick the design you wish to build."

 ####################################
 # Combat View
 ####################################
 FLEET_COMBAT:0 "Fleet Combat"
 DISENGAGE:0 "Disengage"
 COMBAT_VIEW_LEFT_HITPOINTS:0 "Defender hull points: $VALUE|2Y$/$MAX|2G$"
 COMBAT_VIEW_RIGHT_HITPOINTS:0 "Attacker hull points: $VALUE|2Y$/$MAX|2R$"
 SHIP_DESTROYED:0 "Destroyed"

 ####################################
 # Ship Designer
 ####################################

 COMPONENT_SET_MULTIPLE_SIZES:0 "Hover over size icon to see detailed info"

 PRODUCTION_COST:0 "Production"
 shipclass_military:0 "Military Ship"
 shipclass_constructor:0 "Construction Ship"
 shipclass_constructor_name:0 "Construction Ship $NUM$"
 shipclass_colonizer:0 "Colony Ship"
 shipclass_colonizer_name:0 "Colony Ship $NUM$"
 shipclass_science_ship:0 "Science Ship"
 shipclass_science_ship_name:0 "Science Ship $NUM$"
 shipclass_transport:0 "Transport Ship"
 shipclass_transport_name:0 "Transport Ship $NUM$"
 shipclass_orbital_station:0 "Spaceport"
 shipclass_orbital_station_desc:0 "A Spaceport for orbital construction."
 shipclass_orbital_station_name:0 "$PLANET$ Spaceport"
 shipclass_mining_station:0 "Mining Station"
 shipclass_mining_station_desc:0 "An orbital station dedicated to harvesting resources."
 shipclass_mining_station_name:0 "$PLANET$ Mining Station"
 shipclass_research_station:0 "Research Station"
 shipclass_research_station_desc:0 "An orbital station dedicated to research."
 shipclass_research_station_name:0 "$PLANET$ Research Station"
 shipclass_outpost_station:0 "Frontier Outpost"
 shipclass_outpost_station_desc:0 "An orbital station that expands your borders, it will also collect any resources."
 shipclass_outpost_station_name:0 "$PLANET$ Frontier Outpost"
 shipclass_military_station:0 "Military Station"
 shipclass_military_station_name:0 "Military Station"
 shipclass_wormhole_station:0 "Wormhole Station"
 shipclass_wormhole_station_name:0 "Wormhole Station"
 shipclass_science:0 "Science Ship"
 shipclass_terraform_station:0 "Terraforming Station"
 shipclass_terraform_station_desc:0 "An orbital station that drastically reshapes a planet, through the use of gases and liquids."
 shipclass_terraform_station_name:0 "$PLANET$ Terraforming Station"
 shipclass_observation_station:0 "Observation Post"
 shipclass_observation_station_name:0 "$PLANET$ Observation Post"

 UTILITY_SLOTS:0 "Utility Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small"
 WEAPON_SLOTS:0 "Weapon Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small"
 UNNAMED:0 "Unnamed"
 SHIP_ROLE:0 "Ship Role"
 CHOOSE_SECTION:0 "Choose Section"
 SHIPDESIGNER_SAVEFAIL_UNNAMED:0 "§RShip Design does not have a name.§!"
 SHIPDESIGNER_SAVEFAIL_SAME:0 "§RA Ship Design with this name already exists.§!"
 SHIPDESIGNER_SAVEFAIL_MISSING_SECTIONS:0 "§RNot all sections have been assigned.§!"
 SHIPDESIGNER_SAVEFAIL_POWER:0 "§RThis Ship Design does not have enough power.§!"
 SHIPDESIGNER_SAVEFAIL_INVALID_SECTION:0 "§RThis Ship Design has one or more invalid Sections.§!"
 SHIPDESIGNER_COMPONENT_SLOT_COUNT:0 "$COUNT|Y$"
 SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP:0 "$NAME|H$\nCost: £minerals  $COST|Y0$\n§GClick to select this Section§!"
 SECTION_ENTRY_WEAPON_SLOTS:0 "Weapon Slots"
 SECTION_ENTRY_UTILITY_SLOTS:0 "Utility Slots"
 TYPE_OF_NEW_DESIGN:0 "Select the type of ship you want to design:"

 SHIP_STAT_COST:1 "Cost"
 SHIP_STAT_BUILD_TIME:1 "Build Time"
 SHIP_STAT_MINERAL_MAINTENENCE:1 "Maintenance"
 SHIP_STAT_ENERGY_MAINTENENCE:1 "Maintenance"
 SHIP_STAT_POWER_USAGE:1 "Power"
 SHIP_STAT_HITPOINTS:1 "Hull Points"
 SHIP_STAT_ARMOR:1 "Armor"
 SHIP_STAT_SHIELDS:1 "Shields"
 SHIP_STAT_COMBAT_SPEED:2 "Speed"
 SHIP_STAT_EVASION:1 "Evasion"
 SHIP_STAT_DAMAGE:1 "Damage"
 SHIP_STAT_SPECIAL:1 "Special Values"
 SHIP_STAT_SPEED:1 "Speed"
 SHIP_STAT_SHIELD_RECHARGE:1 "Shield Recharge Rate"

 SHIP_STAT_COST_INLINE:0 "£ship_stats_build_cost  $SHIP_STAT_COST$:"
 SHIP_STAT_BUILD_TIME_INLINE:0 "£ship_stats_build_time  $SHIP_STAT_BUILD_TIME$:"
 SHIP_STAT_MINERAL_MAINTENENCE_INLINE:0 "£ship_stats_maintenance  $SHIP_STAT_MINERAL_MAINTENENCE$:"
 SHIP_STAT_ENERGY_MAINTENENCE_INLINE:0 "£ship_stats_maintenance  SHIP_STAT_ENERGY_MAINTENENCE:"
 SHIP_STAT_POWER_USAGE_INLINE:0 "£ship_stats_power  $SHIP_STAT_POWER_USAGE$:"
 SHIP_STAT_HITPOINTS_INLINE:0 "£ship_stats_hitpoints  $SHIP_STAT_HITPOINTS$:"
 SHIP_STAT_ARMOR_INLINE:0 "£ship_stats_armor  $SHIP_STAT_ARMOR$:"
 SHIP_STAT_SHIELDS_INLINE:0 "£ship_stats_shield  $SHIP_STAT_SHIELDS$:"
 SHIP_STAT_COMBAT_SPEED_INLINE:0 "£ship_stats_speed  $SHIP_STAT_COMBAT_SPEED$:"
 SHIP_STAT_EVASION_INLINE:0 "£ship_stats_evasion  $SHIP_STAT_EVASION$:"
 SHIP_STAT_DAMAGE_INLINE:0 "£ship_stats_damage  $SHIP_STAT_DAMAGE$:"
 SHIP_STAT_SPECIAL_INLINE:0 "£ship_stats_special  $SHIP_STAT_SPECIAL$:"
 SHIP_STAT_SPEED_INLINE:0 "£ship_stats_speed  $SHIP_STAT_SPEED$:"
 SHIP_STAT_SHIELD_RECHARGE_INLINE:0 "£ship_stats_shield  $SHIP_STAT_SHIELD_RECHARGE$:"

 SHIP_STAT_SENSOR_RANGE:0 "Sensor Range: $VALUE|Y0$"
 SHIP_STAT_AUTO_REPAIR:0 "Hit Point Repair Rate: $VALUE|Y0$"
 SHIP_STAT_IDEAL:0 "Ideal Range: $RANGE|Y0$"

 SHIP_STAT_COST_VALUE:0 "£minerals $VALUE|Y0$"
 SHIP_STAT_BUILD_TIME_VALUE:0 "£resource_time  $VALUE|0Y$"
 SHIP_STAT_ENERGY_MAINTENENCE_VALUE:0 "£energy $VALUE|2Y$"
 SHIP_STAT_MINERAL_MAINTENENCE_VALUE:0 "£minerals $VALUE|2Y$"
 SHIP_STAT_POWER_USAGE_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_HITPOINTS_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_ARMOR_VALUE:0 "§Y$VALUE|0$ ($DAMAGE_REDUCTION|0%$)§!"
 SHIP_STAT_SHIELDS_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_EVASION_VALUE:0 "§Y$VALUE|1$%§!"
 SHIP_STAT_COMBAT_SPEED_VALUE:0 "$VALUE|Y1$"
 SHIP_STAT_DAMAGE_VALUE:0 "§Y$VALUE|2$ /§! £resource_time "
 SHIP_STAT_SPECIAL_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_SPEED_VALUE:0 "$VALUE|Y1$"
 SHIP_STAT_SHIELD_RECHARGE_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_AUTO_REPAIR_VALUE:0 "$VALUE|Y0$"

 SHIP_STAT_DESC_cost:0 "§EThe cost of constructing the ship is a sum of the cost of the sections and components currently equipped. Larger sections and more advanced components all come with a higher cost.§!"
 SHIP_STAT_DESC_build_time:0 "§EThe time it takes to construct the ship scales with the sections and components equipped.§!"
 SHIP_STAT_DESC_energy_maintenance:0 "§EThe §HMaintenance§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!"
 SHIP_STAT_DESC_mineral_maintenance:0 "§EThe §HMaintenance§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!"
 SHIP_STAT_DESC_power:1 "§EAn abundance of §HPower§! is required to run various onboard systems. Power is increased by adding additional reactors, while it is drained by most other components. Designs with negative §HPower§! can not be saved.§!"
 SHIP_STAT_DESC_hitpoints:1 "§EThe §HHull Points§! of a ship determine how much punishment it can take before suffering a catastrophic hull breach, destroying it.§!"
 SHIP_STAT_DESC_armor:1 "§EThe §HArmor§! of a ship reduces all incoming damage by a certain percentage. A high §HArmor§! value reduces more damage, but with a diminished effect. Some weapons are able to partially or completely ignore armor.§!"
 SHIP_STAT_DESC_shields:0 "§E§HShields§! act as a first line of defense, absorbing incoming fire. Damage done to §HShields§! is not reduced by armor and some weapons may deal additional damage or even bypass them entirely. Shields will slowly regenerate when out of combat.§!"
 SHIP_STAT_DESC_evasion:1 "§EAll ships can evade attacks, avoiding any damage that would have been dealt. The §HEvasion§! chance can be increased by thrusters and other components, but larger ships benefit less.§!"
 SHIP_STAT_DESC_combat_speed:0 "§EThe §HSpeed§! of the ship decides how quick it maneuvers when not using FTL-travel, and is increased by the Thruster-component equipped. When moving in a fleet the slowest ship will limit the maximum speed.§!"
 SHIP_STAT_DESC_speed:0 "$SHIP_STAT_DESC_combat_speed$"
 SHIP_STAT_DESC_damage:1 "§EThe total damage done by the ship is a summation of the damage of all weapon components equipped. Each weapon will still attack individually during combat. See individual components for detailed information such as attack speed, damage and effective range as well as §HArmor§! and §HShield§! penetration.§!"

 SCIENCE_SHIP_DESC:0 "Science Ship ( Scanner: $LEVEL|Y$, Speed: §H$SPEED|Y1$x§! )"
 REDESIGN_CURRENT:0 "Redesign Current $CLASS|Y$"
 SHIP_DESIGN_SENSOR_RANGE_DESC:0 "Sensor Range: $VALUE|Y2$"
 SHIP_DESIGN_WEAPONS_START_HELP:0 "Click on a Weapon Slot to show a list of Weapon Components"
 SHIP_DESIGN_UTILITIES_START_HELP:0 "Click on a Utility Slot to show a list of Utility Components"
 SHIP_DESIGN_RIGHT_CLICK_TO_CANCEL_COMPONENT_PAINT:0 "§GRight-click to remove selected Component§!"
 SELECT_SHIP_OWNER:0 "Select Design Owner"
 SHIP_DISABLED:0 "Disabled, requires repairs before it can function again."
 DEFAULT_BATTLESHIP:0 "Basic Battleship"
 DEFAULT_DESTROYER:0 "Basic Destroyer"

 CMP_TT_COST:0 "Cost: £minerals $VALUE|Y0$"
 CMP_TT_RANGE:0 "Range: $RANGE|Y$"
 CMP_TT_DAMAGE:0 "Damage: §Y$MIN$ - $MAX$§!"
 CMP_WEAPON_TT_RANGE:0 "Range: $RANGE|0Y$"
 CMP_WEAPON_TT_DAMAGE:0 "Damage: §Y$MIN|0$ - $MAX|0$§!"
 CMP_WEAPON_TT_ACCURACY:0 "Accuracy: $VALUE|0%Y$"
 CMP_TT_COOLDOWN:0 "Cooldown: §Y$COOLDOWN|2$§! £resource_time "
 CMP_TT_DPD:0 "Average Damage: §Y$AVG|2$ / £resource_time §!"
 CMP_TT_SC_ARMOR:0 "Armor:"
 CMP_TT_SC_SHIELDS:0 "Shields:"
 CMP_TT_SC_HITPOINTS:0 "Hull Points:"
 CMP_WEAPON_TT_ARMOR_PENETRATION:1 "§G+$VALUE|%0$ Armor Penetration§!"
 CMP_WEAPON_TT_SHIELD_PENETRATION:1 "§G+$VALUE|%0$ Shield Penetration§!"
 CMP_WEAPON_TT_SHIELD_DMG_REDUCED:1 "§R-$VALUE|%0$ Shield Damage§!"
 CMP_WEAPON_TT_SHIELD_DMG_INCREASED:1 "§G+$VALUE|%0$ Shield Damage§!"
 CMP_WEAPON_TT_SHIELD_DMG_BYPASSED:0 "§GIgnores $VALUE|%0$ of Shields§!"

 WORMHOLE_RANGE:0 "Wormhole range: $VAL|Y1$."
 WORMHOLE_CAPACITY:0 "Wormhole capacity: $VAL|Y1$."

 RIGHT_CLICK_COMPONENT:0 "§GRight-click to remove Component§!"
 COMPONENT_SLOT_TOOLTIP:0 "§GClick to show list of Components§!"
 SHIP_DESIGNER_ADD_ITEM:0 "§GClick to add selected Component§!"
 SHIP_DESIGNER_ADD_ITEM_NOT_ALLOWED:0 "§RSelected component can't be added to this slot§!"

 RENAME:0 "Rename"
 RENAME_TOOLTIP:0 "Rename the current Ship Design."
 SAVE:0 "Save"
 CAN_SAVE:0 "Save the current Ship Design to the Orbital Construction list."
 CANT_SAVE:0 "Can not Save"
 MISSING_PREREQUISITES:0 "Empire is currently missing technology required for $COMPONENT|H$."
 MISSING_FTL:0 "§RShip Design lacks an FTL drive: The FTL range of this Ship Design will be§! §H0§!"
 CAN_LOAD:0 "Load an existing Ship Design. This will delete any unsaved Ship Designs."
 CANT_LOAD:0 "§HCan not Load§!"
 ALREADY_SAVED:0 "§RA Ship Design with this name has already been saved to the Construction List§!"
 CAN_REMOVE_SHIP_DESIGN_COUNTRY:1 "Remove ship design from our Empire's design list. We will no longer be able to use this ship design to produce new ships."
 CAN_REMOVE_SHIP_DESIGN_EXPORTED:0 "Permanently delete this design."
 CANT_REMOVE_SHIP_DESIGN:0 "We can only remove our own ship designs."
 NEW_DESIGN:0 "New Design"
 SELECT_SECTION:0 "Select a Section"
 NO_SECTION:0 "No Section!"
 POPUP_DELETE_DESIGN_TITLE:0 "Delete Design?"
 #TOOLTIP_META_ICON_GLOBAL: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_DESC: "Global Designs are always available in the Ship Designer. To"
 #TOOLTIP_META_ICON_GLOBAL_USED: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_USED_DESC: "This Design has been enabled for this Game and can be built at our Spaceports"
 TOOLTIP_META_ICON_FEDERATION:0 "§HFederation Design§!"
 TOOLTIP_META_ICON_FEDERATION_DESC:0 "This Design is shared with our Federation.\nFederation Designs can use Technology from all Federation Members"
 FEDERATION_DESIGN:0 "Federation Design"
 NORMAL_DESIGN:0 "Normal Design"
 OVERWRITE_DESIGN:1 "Overwrite Design"
 OVERWRITE_DESIGN_DESC:0 "A Design with that name already exists. Do you want to overwrite the current Design?"
 DESIGN_ENTRY_TIP:0 "§GClick to load this Design§!"
 NEW_DESIGN_TOOLTIP:0 "§HNew Design\n§GClick to create a new Ship Design§!"
 SPACE_STATION:0 "Space Station"
 APPLY_ON_EMPTY:0 "Fill Empty"
 APPLY_ON_EMPTY_TIP:0 "§HFill Empty\n§TFill all empty Component Slots that support the selected Component§!"
 CLEAR_DESIGN:0 "Clear Design"
 CLEAR_DESIGN_TIP:0 "§HClear Design\n§TClear all component slots."
 SECTION_INSTANCE_ENTRY_TIP:0 "$NAME|H$\n§GClick to change Section§!"
 TOOLTIP_REQUIRED_COMP_SLOT_INSTANT:0 "$INSTANT$\n§GClick to change Component§!"
 TOOLTIP_REQUIRED_COMP_SLOT_DELAYED:0 "$DELAYED$"
 SHIP_DESIGN_AUTO_GENERATE:0 "Auto-generate designs"
 SHIP_DESIGN_AUTO_GENERATE_DESC:0 "Toggle automatic generation of ship designs when researching new technologies."
 MISSING_FTL_WANT_SAVE:0 "§RThis ship design is lacking an FTL drive. Are you sure you want to save?§!"
 SHIP_DESIGNER_FEDERATION:0 "Federation Ship Designer"
 SHIP_DESIGNER_COUNTRY:0 "Ship Designer"

 ####################################
 # Fleet Designer
 ####################################

 TAB_SHIPS:0 "Ships"
 TAB_SHIPDESIGNS:0 "Ship Designs"
 TAB_SHIPROLES:0 "Ship Roles"

 ####################################
 # Government View
 ####################################

 GOVERNMENT_VIEW:0 "Government View"
 RULER_TRAITS:0 "Ruler Traits:"
 EMPIRE:0 "Empire"
 PRIMITIVE_TYPE:0 "Primitive"
 OTHER_TYPE:0 "Other"
 DEMOGRAPHICS:0 "    Demographics"
 PLANETS:0 "Planets"
 FACTIONS:0 "Factions"
 RULER:0 "Ruler"
 ETHICS_LABEL:0 "Governing Ethics:"
 POPS_IN_WORLD:0 "$NO|H$ Pops across $PLANETS|H$ world(s)"
 ACTIVE_EDICT_VALUE:0 "$ACTIVE|H$ / $AVAILABLE|H$ Active"
 ACTIVE_GREEN:0 "§GActive§!"
 TAX_RATE_COLON:0 "Tax Rate:"
 INCOME:0 "Income"
 EXPENSES:0 "Expenses"
 PRODUCED_COLON:0 "Energy Produced:"
 RESOURCE_PRODUCED:0 "Produced"
 PRECIOUS_METALS_COLON:0 "Precious Metals:"
 TRADE_INCOME:0 "Energy Credits from Trade:"
 TRADE_EXPENSES:0 "Energy Credits to Trade:"
 SHIP_MAINT_COLON:0 "Ship Maintenance:"
 REPARATION_EXPENSES_COLON:0 "Ship Repair Expenses:"
 ALLIANCE_EXPENSES_COLON:0 "Federation Expenses:"
 ARMY_MAINT_COLON:0 "Army Maintenance:"
 BUILDING_MAINT_COLON:0 "Building Maintenance:"
 COLONY_MAINT_COLON:0 "Colony Maintenance:"
 STATION_MAINT_COLON:0 "Station Maintenance:"
 BUILDING_EXPENSES_COLON:0 "Building Expenses:"
 MONTHLY_EXPENSES_COLON:0 "Monthly Expenses:"
 MONTHLY_INCOME_COLON:0 "Monthly Income:"
 MISSIONS_MAINT_COLON:0 "Observation Post Expenses:"
 MISSIONS_INCOME_COLON:0 "Observation Post Income:"
 MISSIONS:0 "Missions"
 BALANCE_COLON:0 "Balance:"
 CHANGE:0 "Change"
 BUDGET:0 "Budget"
 REFORM:0 "Reform"
 EMERGENCY_ELECTION:0 "Emergency Election"
 DEMOCRATIC_ELECTION:0 "Election Overview"
 NO_ELECTION:0 "No Election"
 CREATE_VASSAL:0 "Create Vassal"
 CREATE_VASSAL_NO_AVAILABLE_PLANET:0 "We do not own any planet that we can give up."
 CREATE_VASSAL_GIVE_PLANET_DESC:0 "Give $WHO|H$ ownership over $PLANET|H$ and make them our vassal."
 GOVERMENT_LABEL:0 "Government:"
 NEXT_ELECTION_LABEL:0 "Next Election:"
 LEADER_MAX_LEVEL:0 "Has reached max skill level."
 LEADER_EXP:0 "Experience: $EXP|Y0$"
 LEADER_NEXT_LEVEL_EXP:0 "Experience for next skill level: $EXP|Y0$"
 TEMP_MODIFIERS:0 "Modifiers"
 MODIFY_GENES:0 "Modify traits"
 CONSTRUCTION_COSTS:0 "Construction Costs"
 FOUNDER_SPECIES:0 "Founder Species"
 FOUNDER_SPECIES_CLASS:0 "$CLASS|H$\nFounder Species Class"
 SEARCH_TITLE:0 "Search filter"
 SEARCH_TOOLTIP:0 "§HSearch§!\nEnter planet name to filter list."
 COLONY_RENAME:0 "§HRename Planet§!"
 SECTOR_RENAME:0 "§HRename Sector§!"
 EMPTY_MODS:0 "The Empire has no temporary Modifiers."
 NO_FACTIONS:0 "Empire has no Factions."
 GOVERNMENT_CHANGE:1 "§GClick to change Government Form (£influence  $COST|Y$)§!"
 GOVERNMENT_CHANGE_YEARS:1 "§R* We must wait at least $YEARS|Y$ years ($DATE|Y$)§!"
 GOVERNMENT_CHANGE_MONTHS:0 "§R* We can change Government Form in $MONTHS|Y$ months ($DATE|Y$)§!"
 GOVERNMENT_CHANGE_CANNOT_AFFORD:0 "§R* We cannot afford £influence  $COST|Y$ Influence!§!"
 BUDGET_EFFECTS:0 "Economic Effects"
 EMPIRE_EFFECTS:0 "Empire Effects"
 POP_EFFECTS:0 "Pop Effects"
 POP_EFFECTS_DESC:0 "These effects are applied to all Pops in your Empire. Individual Pops may also be affected by additional modifiers on a local level."


 ##### TOOLTIPS IN EMPIRE VIEW #####
 EMPIRE_TOOLTIP:0 "§HGovernment§!\n$EMPIRE_DES$"
 EMPIRE_DESC:0 "Overview of our government."
 BUDGET_TOOLTIP:0 "§HBudget§!\n$BUDGET_DES$"
 BUDGET_DESC:0 "Overview of our budget."
 EDICTS_TOOLTIP:1 "§HPolicies§!\n$EDICTS_DESC$"
 EDICTS_DESC:1 "Overview of empire policies and edicts."
 DEMOGRAPHICS_TOOLTIP:0 "§HDemographics§!\nDemographics overview."
 SPECIES_DEMOGRAPHICS:0 "$SPECIES|H$\nPopulation Fraction: $PERCENTAGE|H%$"

 #EMPIRE TAB
 LEADER_NAME_DESC:0 "§HRuler Title and Name§!"
 RACE_DESC:0 "§HRuler Species§!"
 LEADER_TRAIT_DESC:0 "§HRuler Stats§!"
 GOVERNMENT_TOOLTIP:0 "§HGovernment:§!\n$GOV_DES$\n"
 NO_ELECTION_DESC:0 "Elections will never be held."
 REFORM_TOOLTIP:0 "§HReform§!\n$REFORM_DES$"
 REFORM_DESC:0 "Reform our Empire to use another Government type."
 REFORM_COOLDOWN:0 "Government cannot be reformed until $DATE|H$."
 OPTIONS_CLICK:0 "§GClick to see options§!"
 CREATE_VASSAL_DESC:1 "Vassals can be released from systems where we own planets, if there is a potential Empire to release."
 CREATE_VASSAL_TOO_FEW_OWNED:0 "Need to own more than §H1§! planet."
 CREATE_VASSAL_NONE_AVAILABLE:0 "There are no available Empires that can be released as vassals."
 MODIFY_TOOLTIP:0 "§HModify genes:§!\n$MOD_GENES$"
 MODIFY_DESC:0 "Modify our genes in order to change our current Traits"
 FOUNDER_SPECIES_DESC:0 "The Primary Species of our Empire"
 MODIFIERS_TOOLTIP:0 "§HEmpire Modifiers§!\n$MOD_DES$"
 MODIFIERS_DESC:0 "Modify Traits"
 MODIFIER_TITLE:0 "Modifiers"
 TRAIT_TITLE:0 "Trait"
 TRAITS_TOOLTIP:0 "§HModify genes:§!\n$TRAITS_DES$"
 TRAITS_DESC:0 "These are the Traits of our Empire's Founder Species. Additional Traits can be added through genetic modification."
 MODIFY_DISABLED:0 "§RWe may only modify Traits of our own Species.§!"
 OUTSIDE_BORDERS:1 "§RThis Species is outside our borders.§!"
 NOT_ON_OWNED_PLANET:0 "§RThis Species isn't living on any of our owned planets.§!"
 HEIR:0 "Heir"

 #BUDGET TAB
 INCOME_DESC:1 "An overview of our monthly income."
 EXPENSES_DESC:1 "An overview of our monthly expenses."
 BALANCE_DESC:1 "§HBalance§!\nTotal Balance last month."
 TOTAL_INCOME_DESC:1 "§HMonthly Income§!\nTotal Income last month."
 TOTAL_EXPENSES_DESC:1 "§HMonthly Expenses§!\nTotal Expenses last month."
 SHIP_MAINT_OVER_CAP_DESC:0 "The maintenenace cost of your military ships is increased by §R+$VALUE|0-%$§! due to being over your $NAVY_SIZE_TITLE$."

 ####################################
 # Species Modification
 ####################################

 SPECIES_MOD_SELECT_TRAITS:0 "Choose a positive Trait to add, or a negative Trait to remove."
 NOT_ENOUGH_TRAIT_POINTS:0 "§RNot enough Trait Points§!"
 IS_OPPOSITE_OF:0 "§RIs Opposite of $TRAIT|H$§!"
 MUST_CHOOSE_TRAIT:0 "Select a Trait to add or remove."
 MUST_SELECT_PLANETS:0 "At least one planet must be selected."
 WILL_CREATE:0 "This will create:"
 MOD_TRAIT_PROJECT:0 "Modify the $SPECIES|H$ Species"
 MOD_TRAIT_PROJECT_DESC:0 "A Special Project to modify $SPECIES|H$ "
 UPLIFT_PROJECT:0 "Uplift the $SPECIES|H$ Species"
 UPLIFT_PROJECT_DESC:0 "Project to turn $SPECIES|H$ into a fully sentient Species"
 GENE_MODIFICATION:0 "Genetic Modification"
 UPLIFTING:0 "Uplift"
 HAS_OPPOSITE_TRAIT:0 "§ROpposite to current Trait: $TRAIT$§!"
 CANNOT_REMOVE_POSITIVE_TRAIT:0 "§RCannot remove beneficial Traits§!"
 CREATE_PROJECT:0 "Create Genetic Modification Special Project"
 PROJECT_TRAITS_ADD:0 "Adding Traits: "
 PROJECT_TRAITS_REMOVE:0 "Removing Traits: "
 PROJECT_COST_CALCULATION:0 "This project will cost a total of $SUMCOST|H$ $TYPE$ research."

 ####################################
 # Government Modification
 ####################################

 MOD_GOVERNMENT_TITLE:0 "Reform Government"
 MOD_GOVERNMENT_ADD:1 "Change to $GOVERNMENT|H$ at a cost of £influence  $COST|Y$ Influence!"
 GOVERNMENT:0 "Government"

 ####################################
 # Technology View
 ####################################

 TECHNOLOGY:0 "Technology"
 TECH_VIEW_RESEARCH_NEW_SELECT:0 "Select Research"
 RESEARCHED_TECHS:0 "§HResearched Technologies§!\n§GClick to see previously researched Technologies§!"
 PROGRESS:0 "Progress: $PERCENTAGE|H$"
 RESEARCH_FINISHED:0 "Research finished in $DAYS|H$ days"
 RESEARCH_FINISHED_TITLE:0 "Research Complete!"
 TECH_NEW_RESEARCH:0 "New Research"
 NO_SCIENTIST:0 "No Scientist Assigned"
 ASSIGN_SCIENTIST_DESC:0 "Assigning a Scientist will increase research speed."
 LABEL_SELECT:0 "Research Technology"
 MONTHS_REMAINING_TECH:0 "Months remaining: $NUM|Y$"
 PROGRESS_VALUE:0 "Progress"
 PROGRESS_VALUE_PER_DAY:0 "Progress: §G+$VALUE$§! per day"
 CLICK_TO_RESEARCH:0 "§GClick to research Technology§!"
 NO_PROGRESS:0 "§RNo progress!§!"
 NO_PROGRESS_DESC:0 "§RWe are not producing any Research in this field.§!"
 TECH_UNLOCK_COMPONENT:0 "§HUnlocks Component:§! $NAME$"
 TECH_UNLOCK_SHIP:0 "§HUnlocks Ship Type:§! $LIST$"
 TECH_UNLOCK_STATION:0 "§HUnlocks Station:§! $LIST$"
 TECH_UNLOCK_SHIP_SIZE_DESC:0 "Allows the construction of additional hull types."
 TECH_UNLOCK_COLONIZATION:0 "§HUnlocks Colonization:§! $LIST$"
 TECH_UNLOCK_ARMY:0 "§HUnlocks Army:§! $NAME$"
 TECH_UNLOCK_ARMY_ATTACHMENT:0 "§HUnlocks Attachment:§! $NAME$"
 TECH_UNLOCK_BUILDING:0 "§HUnlocks Building:§! $NAME$"
 TECH_UNLOCK_BUILDABLE_POP:0 "§HUnlocks Buildable Pop:§! $NAME$"
 TECH_UNLOCK_FEATURE:0 "§HUnlocks Feature:§! $NAME$"
 TECH_UNLOCK_EDICT:0 "§HUnlocks Edict:§! $NAME$"
 TECH_UNLOCK_POLICY_OPTION:1 "§HUnlocks Policy:§! $POLICY$ - $NAME$"
 TECH_UNLOCK_POLICY_GROUP:0 "§HUnlocks Policy:§! $NAME$"
 TECH_UNLOCK_RESOURCE:0 "§HReveals Resource:§!"
 TECH_UNLOCK_TILE_BLOCKER:0 "§HUnlocks Clearing £blocker  Tile Blockers:§!"
 TECH_UNLOCK_GOVERNMENT:0 "§HUnlocks Government:§! $NAME$"
 TECH_UNLOCK_SPACEPORT_MODULE:0 "§HUnlocks Module:§! $NAME$"
 TECH_UNLOCK_DIPLOMATIC_ACTION:0 "§HUnlocks Diplomacy:§! $NAME$"
 TECH_UNLOCK_INTEL:0 "§HUnlocks Intel:§! $NAME$"
 UNLOCKS_COLONIZATION:0 "Unlocks colonization for these planet types."
 TAB_PROJECTS:0 "Special Projects"
 CAN_CONTINUE_SUBJECT_INTEGRATION_AT_WAR:0 "Integration progress is halted while the subject is at war with its overlord"
 TAB_PHYSICS:0 "Physics"
 TAB_SOCIETY:0 "Society"
 TAB_ENGINEERING:0 "Engineering"
 BUILDING:0 "Building"
 POLICY:0 "Policy"
 POLICY_DESC:0 "\n§EPolicies are effects that can either be turned on or off for our Empire.§!"
 EDICT:0 "Edict"
 EDICT_DESC:2 "\n§E§HEmpire Edicts§! give modifiers to the empire as a whole. They can be enabled for a monthly $INFLUENCE$ cost.§!"
 PLANETARY_EDICT_DESC:0 "\n§E§HPlanetary Edicts§! are temporary planetary modifiers that can be activated by spending §H$INFLUENCE$§! (£influence ).§!"
 EDICT_LASTS:0 "Lasts $VALUE$"
 EDICT_UPKEEP:0 "Costs $VALUE|Y$ £influence  each month to maintain."
 TECH:0 "Tech "
 SHIP_DESIGN:0 "Ship Design"
 ARMY_TYPE:0 "Army Type"
 FEATURE:0 "Feature"
 MISSING_TECH:0 "§RNeeds $TECH$§!"
 MISSING_TECH_AREA:0 "§RRequires $TECH$!"
 MISSING_TECH_LEVEL_AREA:0 "§RRequires $TECH$ Level $LEVEL$!"
 ALREADY_RESEARCHED:0 "Already Researched"
 TECH_ALREADY_IN_QUEUE:0 "Is already researching"
 RESEARCH_PROGRESS:0 "Research $PROGRESS|Y%0$ done"
 STALLED_MISSING_LAB:0 "§RSTALLED§! Missing Science Ship"
 RESEARCH:0 "Research"
 RESEARCHED:0 "Researched"
 PROJECT_ALREADY_IN_QUEUE:0 "Project is already researching"
 PROJECT_ALREADY_FINISHED:0 "Project has already been researched."
 PROJECT_ALREADY_FAILED:0 "Project has already failed."
 PROJECT_CHOSEN_OTHER:0 "We have already chosen another project."
 PROJECT_ESTIMATED_TIME:2 "Commence the Project\n§EIt will take at most $MONTHS|Y$ months to complete.\n\n§!§RAny current £$KEY$  §H$AREA$ Research§! will be put on hold for the duration!§!"
 SPECIAL_PROJECT_STATUS_DAYS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Day ).\n"
 SPECIAL_PROJECT_STATUS_MONTHS:1 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Month )\n"
 MISSION_PROGRESS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Month ).\n"
 TIME_LEFT:0 "Finishes in $DAYS|H$ days."
 TIME_LEFT_MONTHS:0 "Finishes in $MONTHS|H$ months."
 PROJECT_LACK_ENERGY:0 "We do not have enough Energy Credits to undertake this project."
 RESEARCHING:0 "Researching"
 TECH_POINTS_STORED_DESC:0 "Stored: $STORED|Y0$ ($INCOME|Y1$/Day)"
 TECH_INCOME:0 "$INCOME|Y1$/Day"
 TECH_STORED:0 "$STORED|Y0$ Stored"
 TECH_RISK_DESC:0 "§RWARNING§! This technology is inherently dangerous, there is a §H$RISK$%§! chance that something bad will happen while researching this"
 TIMEOUT:0 "Timeout: $DAYS|H$ days left"
 TIMED_PROJECT_TIMEOUT:0 "$NAME$ ($DAYS|H$ days left)"
 STORAGE_FULL:0 "£$KEY$  $NAME|Y$ ($AMT|Y$/$MAX|Y$)"
 RESEARCH_COST:0 "Research Cost:"
 RESEARCH_TIME:0 "Research Time:"
 RESEARCH_TIME_DESC:0 "$DAYS$ days"
 MISSING_TECHNOLOGY:0 "Missing Technology"
 SPECIAL_PROJECT_SCIENTIST_DESC:0 "Requires a Scientist with level $LEVEL|H$ in $AREA$."
 MISSING_MINING_STATION:0 "§RMissing Mining Station§!"
 MISSING_RESEARCH_STATION:0 "§RMissing Research Station§!"
 IMPROVEMENTS_TITLE:0 "Improvements"
 FOR_EACH_LEVEL:0 "Per Level"
 CURRENT_MODIFIER:0 "Currently"
 SELECT_PROJECT_FROM_LIST:0 "Select a project from the list to the left"
 AVAILABLE_PROJECTS:0 "Available Projects"
 TECHNOLOGY_TOOLTIP_DELAYED:0 "§GClick to show researched technology§!"
 TECH_COST:0 "Cost:"
 TECH_REQUIRED_TIME:0 "Required Time:"
 TECH_REQUIRED_TIME_DESC:0 "$TIME|H$ Days"
 TECH_COST_2:0 "Cost $COST|Y0$ $RESOURCE$ ( $MONTHS|Y$ Months )"
 TECH_COST_PLANETS:0 "$PLANETS|Y$ Planets: $VALUE|%-=$"
 TECH_COST_POPS:0 "$POPS|Y$ Pops: $VALUE|%-=$"
 TECH_COST_OVERLORD:0 "Overlord has this technology: $VALUE|%-=$"
 TECH_COST_RESEARCH_AGREEMENT:0 "Research Agreement: $VALUE|%-=$"
 ESTIMATED_DATE_COMPLETION:0 "Estimated date of completion: $DATE|H$"
 UPLIFT_PAUSE:0 "Project paused: "
 PREREQUISITE:0 "Prerequisite"
 HAS_SCIENCE_SHIP:0 "Science Ship is present"
 RESEARCH_STATION_PRESENT:0 "Research Station is present"
 MINING_STATION_PRESENT:0 "Mining Station is present"
 OBSERVATION_STATION_PRESENT:0 "Observation Post is present"
 HAS_ARMIES:0 "Has $VAL$ $TYPE$ Armies on the surface"
 DEFENSE:0 "Defense"
 ASSAULT:0 "Assault"
 HAS_governor:0 "Governor is present"
 HAS_scientist:0 "Scientist is present"
 HAS_admiral:0 "Admiral is present"
 HAS_general:0 "General is present"
 HAS_SHIP:0 "Has $VALUE$ $SHIP$(s) in orbit"
 HAS_ANONYMOUS_LEADER_SKILL:0 "$LEADER$ has skill $VALUE$ or higher."
 HAS_LEADER_SKILL:0 "$LEADER$ (Skill: $LEVEL$) has skill $VALUE$ or higher."
 HAS_LEADER_TRAIT:0 "$LEADER$ has trait $TRAIT$."
 SELECT_TECHNOLOGY:0 "$AREA$ Research"
 SELECT_TECHNOLOGY_DESC:0 "§HSelect a Technology to research§!\n\nWhenever we finish researching a Technology,\nup to $NUM|Y$ new options will be generated."
 NO_TECHNOLOGY:0 "No Technology"
 RESARCHED_TECHNOLOGY:0 "Researched $AREA$ Technologies"
 TECHNOLOGY_NO_LEADER_ASSIGN_DESC:0 "§GClick to assign Scientist§!"
 TECH_NO_LEADER:0 "No Scientist"
 TECH_MONTHS_REMAINING:0 "$VALUE$ months remaining"
 TECH_BUSY_SPECIAL_PROJECT:0 "Busy with Special Project: '$NAME|Y$'"
 COST_FREE:0 "Free"
 AUTO_GENERATED_BEST:0 "Auto-Best"
 AUTO_GENERATED_STANDARD:0 "Auto"
 TECH_RESEARCH_PROGRESS:0 "Research Progress"
 TECH_RESEARCH_PROGRESS_POINTS:0 "§G +$VALUE$§! progress/month"
 TECH_RESEARCH_MONTHLY_RESERVES:0 "Stored Research: §G+$VALUE|2$§!"
 TECH_RESEARCH_MONTHLY_NO_LEADER_PENALTY:0 "No Scientist: $VALUE$"
 TECH_VIEW_CANCEL_RESEARCH:0 "Change Research"
 TECH_VIEW_CANCEL_RESEARCH_DESC:1 "Stop researching the selected Technology and pick another available research option. Any progress already made will be saved."
 TECH_VIEW_CANCEL_SPECIAL_PROJECT_DESC:0 "Stop working on the Special Project '$PROJECT|Y$' and resume normal research. The Special Project can be restarted from the Situation Log."
 TECH_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Scientist§!"
 TECH_VIEW_LEADER_ASSIGN:0 "§GClick to assign Scientist§!"
 TECH_VIEW_REASSIGN:0 "§GClick to reassign Scientist§!"
 TECH_ALWAYS_AVAILABLE:1 "§HThis Technology will remain as a valid option until it is researched.§!"
 TECH_IS_RARE:0 "§MRare Technology§!"
 TECH_IS_DANGEROUS:0 "§RDangerous Technology§!"
 TECH_UNLOCK_ADVANCED_GOVERNMENT_FORMS_TITLE:0 "§HUnlocks Government:§! Advanced Government Forms"
 TECH_UNLOCK_ADVANCED_GOVERNMENT_FORMS_DESC:0 "§HAdvanced Government Forms§!\nAllows us to upgrade our government form to a more advanced version."
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_TITLE:0 "§HUnlocks Feature:§! Improved Assist Research"
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_DESC:0 "§HImproved Assist Research§!\nAssist Research is now twice as effective."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_TITLE:0 "§HUnlocks Diplomacy:§! Form Alliance"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_DESC:0 "§HForm Alliance§!\nAllows us to form an Alliance with other Empires."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_TITLE:0 "§HUnlocks Diplomacy:§! Form Federation"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_DESC:0 "§HForm Federation§!\nAllows us to form a Federation out of an existing Alliance."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_TITLE:0 "§HUnlocks Diplomacy:§! Vassal States and Protectorates"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_DESC:1 "§HSubjugation§!\nAllows us to subjugate other Empires, offering protection under our rule. Most empires will act as Vassals, but technologically inferior nations will become Protectorates. We may also ask to become subjects, should we need protection."
 TECH_UNLOCK_SURVEY_INTEL_TITLE:0 "§HUnlocks Intel:§! Survey Data"
 TECH_UNLOCK_SURVEY_INTEL_DESC:0 "§HSurvey Data§!\nAllows us to view other Empires' survey data on planets within their borders."
 TECH_UNLOCK_BORDER_EXTRUDER_2_TITLE:0 "§HUnlocks Component:§! Boosted Border Beacon"
 TECH_UNLOCK_BORDER_EXTRUDER_2_DESC:0 "§HBoosted Border Beacon§!\nExpands and demarcates our borders in interstellar space."
 TECH_UNLOCK_BORDER_EXTRUDER_3_TITLE:0 "§HUnlocks Component:§! Advanced Border Beacon"
 TECH_UNLOCK_BORDER_EXTRUDER_3_DESC:0 "§HAdvanced Border Beacon§!\nBecoming rulers supreme is our destiny, and this fact must be made manifest to those who would oppose us!"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_TITLE:0 "§HUnlocks Component:§! Precognitive Interface"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_DESC:0 "§HPrecognitive Interface§!\n"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_TITLE:0 "§HUnlocks Feature:§! Atmospheric Manipulation"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_DESC:0 "§HArmospheric Manipulation§!\nAllows us to also change the temperature of planets when Terraforming them."
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_TITLE:0 "§HUnlocks Station:§! Spaceport"
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_DESC:0 "§HSpaceport§!\nA Spaceport is required to build any type of ship capable of spaceflight. It can be upgraded with additional functions and carries basic defenses."
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Science Ship"
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_DESC:0 "§HScience Ship§!\nThe Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space."
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Construction Ship"
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_DESC:0 "§HConstruction Ship§!\nThe Construction Ship allows for the assembly of various space stations, through the use of advanced welding-drones."
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Colony Ship"
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_DESC:0 "§HColony Ship§!\nColony Ships are single-use vessels for settling on alien worlds. Upon colonization, the ship is scuttled and converted into a planetary shelter and foothold."
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Corvette"
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_DESC:0 "§HCorvette§!\nThe Corvette is the most basic military ship, armed and ready in the event of hostile contacts."
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Destroyer"
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_DESC:0 "§HDestroyer§!\nAs a larger two-section design, the Destroyer offers a broad array of strategic armament options."
 TECH_UNLOCK_CRUISER_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Cruiser"
 TECH_UNLOCK_CRUISER_CONSTRUCTION_DESC:0 "§HCruiser§!\nThe Cruiser is the first three-section design, allowing for a wide range of module configurations for those willing to pay the price."
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_TITLE:0 "§HUnlocks Ship Type:§! Battleship"
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_DESC:0 "§HBattleship§!\nThe largest hull configuration available, the Battleship carries unmatched power into battle at even greater cost and reduced maneuverability."
 TECH_UNLOCK_DEFENSE_PLATFORM_TITLE:0 "§HUnlocks Station:§! Defense Platform"
 TECH_UNLOCK_DEFENSE_PLATFORM_DESC:0 "§HDefense Platform§!\n$tech_space_defense_station_1_desc$"
 TECH_UNLOCK_DEFENSE_STATION_TITLE:0 "§HUnlocks Station:§! Defense Station"
 TECH_UNLOCK_DEFENSE_STATION_DESC:0 "§HDefense Station§!\n$tech_space_defense_station_2_desc$"
 TECH_UNLOCK_FORTRESS_TITLE:0 "§HUnlocks Station:§! Fortress"
 TECH_UNLOCK_FORTRESS_DESC:0 "§HFortress§!\n$tech_space_defense_station_3_desc$"
 TECH_UNLOCK_MINING_STATION_TITLE:0 "§HUnlocks Station:§! Mining Station"
 TECH_UNLOCK_MINING_STATION_DESC:0 "§HMining Station§!\nA Mining Station can extract a planet's deposits of Minerals and valuable resources from orbit."
 TECH_UNLOCK_RESEARCH_STATION_TITLE:0 "§HUnlocks Station:§! Research Station"
 TECH_UNLOCK_RESEARCH_STATION_DESC:0 "§HResearch Station§!\nA Research Station can study various planetary phenomena from orbit, gathering valuable scientific data."
 TECH_UNLOCK_THRUSTER_1_TITLE:0 "§HUnlocks Component:§! Chemical Thruster"
 TECH_UNLOCK_THRUSTER_1_DESC:0 "§HChemical Thruster§!\nSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust."
 TECH_UNLOCK_THRUSTER_2_TITLE:0 "§HUnlocks Component:§! Ion Thruster"
 TECH_UNLOCK_THRUSTER_2_DESC:0 "§HIon Thruster§!\nThese electric thrusters use beams of ions to generate thrust without the need for propellant."
 TECH_UNLOCK_THRUSTER_3_TITLE:0 "§HUnlocks Component:§! Plasma Thruster"
 TECH_UNLOCK_THRUSTER_3_DESC:0 "§HPlasma Thruster§!\nAn advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability."
 TECH_UNLOCK_THRUSTER_4_TITLE:0 "§HUnlocks Component:§! Impulse Thruster"
 TECH_UNLOCK_THRUSTER_4_DESC:0 "§HImpulse Thruster§!\nThese highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions."
 TECH_UNLOCK_SENSOR_2_TITLE:0 "§HUnlocks Component:§! $OBSERVATORY_2$"
 TECH_UNLOCK_SENSOR_2_DESC:0 "§H$OBSERVATORY_2$§!\n$OBSERVATORY_2_DESC$"
 TECH_UNLOCK_SENSOR_3_TITLE:0 "§HUnlocks Component:§! $OBSERVATORY_3$"
 TECH_UNLOCK_SENSOR_3_DESC:0 "§H$OBSERVATORY_3$§!\n$OBSERVATORY_3_DESC$"
 TECH_UNLOCK_SENSOR_4_TITLE:0 "§HUnlocks Component:§! $OBSERVATORY_4$"
 TECH_UNLOCK_SENSOR_4_DESC:0 "§H$OBSERVATORY_4$§!\n$OBSERVATORY_4_DESC$"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_TITLE:0 "§HUnlocks Component:§! Basic Combat Roles"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_DESC:0 "§HBasic Combat Roles§!\nRecent progress in AI behavioral theory allows us to designate specific combat roles to our shipboard computers."
 TECH_UNLOCK_COMBAT_COMPUTERS_2_TITLE:0 "§HUnlocks Component:§! Advanced Combat Roles"
 TECH_UNLOCK_COMBAT_COMPUTERS_2_DESC:0 "§HAdvanced Combat Roles§!\nFurther advances in adaptive combat algorithms enables our shipboard AI to handle its assigned role far more effectively."
 TECH_UNLOCK_COMBAT_COMPUTERS_3_TITLE:0 "§HUnlocks Component:§! Sentient Combat AI"
 TECH_UNLOCK_COMBAT_COMPUTERS_3_DESC:0 "§HSentient Combat AI§!\nExploiting our sentient AI's sense of self-preservation, or fear of death, should greatly enhance its responsiveness in combat."
 TECH_UNLOCK_HYPERDRIVE_1_TITLE:0 "§HUnlocks Component:§! Hyperdrive I"
 TECH_UNLOCK_HYPERDRIVE_1_DESC:0 "§HHyperdrive I§!\n$tech_hyper_drive_1_desc$"
 TECH_UNLOCK_HYPERDRIVE_2_TITLE:0 "§HUnlocks Component:§! Hyperdrive II"
 TECH_UNLOCK_HYPERDRIVE_2_DESC:0 "§HHyperdrive II§!\n$tech_hyper_drive_2_desc$"
 TECH_UNLOCK_HYPERDRIVE_3_TITLE:0 "§HUnlocks Component:§! Hyperdrive III"
 TECH_UNLOCK_HYPERDRIVE_3_DESC:0 "§HHyperdrive III§!\n$tech_hyper_drive_3_desc$"
 TECH_UNLOCK_WARPDRIVE_1_TITLE:0 "§HUnlocks Component:§! Warp Drive I"
 TECH_UNLOCK_WARPDRIVE_1_DESC:0 "§HWarp Drive I§!\n$tech_warp_drive_1_desc$"
 TECH_UNLOCK_WARPDRIVE_2_TITLE:0 "§HUnlocks Component:§! Warp Drive II"
 TECH_UNLOCK_WARPDRIVE_2_DESC:0 "§HWarp Drive II§!\n$tech_warp_drive_2_desc$"
 TECH_UNLOCK_WARPDRIVE_3_TITLE:0 "§HUnlocks Component:§! Warp Drive III"
 TECH_UNLOCK_WARPDRIVE_3_DESC:0 "§HWarp Drive III§!\n$tech_warp_drive_3_desc$"
 TECH_UNLOCK_WORMHOLE_1_TITLE:0 "§HUnlocks Station:§! Wormhole Station"
 TECH_UNLOCK_WORMHOLE_1_DESC:0 "§HWormhole Station§!\n$tech_wormhole_generation_1_desc$"
 TECH_UNLOCK_JUMPDRIVE_1_TITLE:0 "§HUnlocks Component:§! Jump Drive I"
 TECH_UNLOCK_JUMPDRIVE_1_DESC:0 "§HJump Drive I§!\n$tech_tech_jump_drive_1_desc$"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_TITLE:0 "§HUnlocks Component:§! Psi Jump Drive I"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_DESC:0 "§HPsi Jump Drive I§!\n$tech_psi_jump_drive_1$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_SHIELD_RECHARGER$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_DESC:0 "§H$AURA_SHIELD_RECHARGER$§!\n$tech_shield_recharge_aura_1$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_QUANTUM_DESTABILIZER$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_DESC:0 "§H$AURA_QUANTUM_DESTABILIZER$§!\n$tech_aura_quantum_destabilizer$"
 TECH_BASE_COST:0 "Base Cost"
 TECH_STARTING:0 "Starting Tech"
 RESEARCH_EFFICIENCY:0 "Research Speed"
 RESEARCH_EFFICIENCY_DESC:0 "Research Speed represents how effectively the Empire's scientific output is applied, increasing or reducing the rate at which technologies are unlocked. This value is mainly decided by the competence of the assigned Scientist, but other factors may also apply."
 REASEARCH_SCIENTIST_EFFICIENCY:0 "Scientist $LEADER$: $VALUE$"

 ####################################
 # Galaxy View
 ####################################

 GALAXY_VIEW:0 "Galaxy View"
 GALAXY_EMPIRE_VIEW:0 "Galactic Empires"
 GALAXY_SPECIES_VIEW:0 "Galactic Species"
 EMPIRES:0 "Empires"
 SPECIES:0 "Species"
 DIPLOMACY:0 "Diplomacy"

 POPULATION_LABEL:0 "Population:"
 LEADER_LABEL:0 "Ruler"
 DOMINANT_SPECIES_LABEL:0 "Primary Species:"

 GV_DOMINANT_SPECIES:0 "§H$KEY$§!"
 GV_POPULATION:0 "§H$POPS$ Pops§!"
 GV_GOVERNMENT:0 "§H$TYPE$§!"
 GV_LEADER:0 "§H$LEADER$§!"
 GV_CAPITAL:0 "§H$PLANET$§!"

 ZOOM_TO_CAPITAL:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this capital is located§!"
 OPEN_NEGOTIATIONS:0 "Open Negotiations"
 FIGHTING_WAR_AGAINST_US:0 "Fighting the §H$WAR$§! against us"
 FEDERATION_NAME:0 "$FOUNDER$ Federation"

 PRE_SENTIENT:0 "§E$SPECIES$§! \n§LPre-sentient§!"
 TRAIT_POINTS:0 "Points: $POINTS|H$"
 UPLIFT:0 "Uplift"
 UPLIFT_TOOLTIP:0 "§HUplift§!"

 UPLIFT_DELAYED_TOOLTIP:0 "We can Uplift this Species."
 CANNOT_MODIFY_PRESENTIENT:0 "We cannot Modify a pre-sentient Species."
 CANNOT_MODIFY_SPECIES:0 "We cannot Modify this species."
 CANNOT_UPLIFT_SENTIENT:0 "We cannot Uplift an already-sentient Species."
 MISSING_TRAIT_POINTS:1 "We don't have enough trait points to spend."
 MISSING_MODIFYING_TECHNOLOGY:0 "We are missing the $TECH$ technology required to Modify Species."
 MISSING_UPLIFTING_TECHNOLOGY:0 "We are missing the $TECH$ technology required to Uplift Species."
 ALREADY_MODIFYING:0 "We already have an ongoing project for Modifying this Species."
 ALREADY_UPLIFTING:0 "We already have an ongoing project for Uplifting this Species."
 UPLIFTING_NO_TARGET:0 "There are no Pops of this Species which we can Uplift."

 NUM_OWNED_POPS_TOOLTIP:0 "§HOwned Pops§!\nShows how many of these Pops live within the borders of our Empire."

 SHOW_SENTIENT:0 "Show Pre-Sentient Species"
 MY_EMPIRE:0 "My Empire"
 ALL_GALAXY:0 "Galaxy"

 GOTO_HOMEPLANET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this planet is located§!"
 NA_GOTO_HOMEPLANET:0 "§HGo To§!\n§RThis planet's location is unknown.§!"
 POPS_GALAXY:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in the galaxy: $POPS|H$"
 POPS_EMPIRE:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in our Empire: $POPS|H$"
 IS_SENTIENT:0 "This Species is pre-sentient"
 HOMEWORLD_DESC:0 "The original homeworld of the $SPECIES|H$ species."
 CURRENT_POINTS:0 "§HTrait Points§!\nAmount of available Trait Points for this Species"
 MY_EMPIRE_TOOLTIP_NON_ACTIVE:0 "§GClick to show the Species of our Empire§!"
 MY_EMPIRE_TOOLTIP_ACTIVE:0 "§HEmpire§!\nShowing the Species of our Empire."
 GALAXY_TOOLTIP_NON_ACTIVE:0 "§GClick to show the known Species of the Galaxy§!"
 GALAXY_TOOLTIP_ACTIVE:0 "§HGalaxy§!\nShowing the known Species of the Galaxy."
 CLICK_TO_SEARCH:0 "§HSearch§!\n§GClick to enter Search§!"
 SENTIENT_SPECIES_ACTIVATE:0 "§HShow Pre-Sentient Species§!\n§GClick to show pre-sentient Species in the list§!"
 SENTIENT_SPECIES_DISACTIVATE:0 "§HHide Pre-Sentient Species§!\n§GClick to hide pre-sentient Species in the list§!"

 ####################################
 # MAIN GALAXY VIEW
 ####################################
 GALAXY_HEADER:0 "Empires"
 SPECIES_VIEW_HEADER:0 "Species"
 GALAXY_VIEW_TAB_TEXT:0 "Empires"
 SPECIES_VIEW_TAB_TEXT:0 "Species"

 MAIN_GALAXY_VIEW_GALAXY_TAB:1 "§GClick to open §HEmpire View§!§!"
 MAIN_GALAXY_VIEW_SPECIES_TAB:0 "§GClick to open §HSpecies View§!§!"
 ####################################
 # GALAXY VIEW
 ####################################
 GALAXY_VIEW_EMPIRE_NAME:0 "Name"
 GALAXY_VIEW_EMPIRE_DISTANCE:0 "Distance"
 GALAXY_VIEW_EMPIRE_STATUS:0 "Status"
 GALAXY_VIEW_EMPIRE_ALLIANCE_FEDERATION:0 "Alliance/Federation"
 GALAXY_VIEW_EMPIRE_DIPLOMACY:1 "Communicate"
 GALAXY_VIEW_EMPIRE_MONEY_BALANCE:0 "$AMOUNT|=+1$"

 GALAXY_VIEW_EMPIRE_ENTRY_OUR_OPINION:0 "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_THEIR_OPINION:0 "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_DISTANCE:0 "$VAL|1$"

 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON:0 "§GClick to open Diplomacy with $EMPIRE|H$§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_SELF:0 "§RWe cannot open Diplomacy with ourselves§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_PRIMITIVE:0 "§RWe cannot open Diplomacy with a Primitive Civilization§!"

 GALAXY_VIEW_SORT_NAME:0 "§HSort by Name§!"
 GALAXY_VIEW_SORT_THEIR_OPINION:0 "§HSort by Their Opinions§!"
 GALAXY_VIEW_SORT_OUR_OPINION:0 "§HSort by Our Opinions§!"
 GALAXY_VIEW_SORT_DISTANCE:0 "§HSort by Distance§!"
 GALAXY_VIEW_SORT_DIPLOMACY:0 "§HSort by Diplomacy Status§!"
 GALAXY_VIEW_SORT_ALLIANCE_OR_FEDERATION:0 "§HSort by Alliance or Federation Name§!"

 OPINION_DESC:0 "§T$EMPIRE|H$ opinion of $PLAYER|H$: $VAL|+=$§!"
 OPINION_OF_US:1 "Their Opinion of Us"
 OPINION_OF_THEM:1 "Our Opinion of Them"
 GALAXY_VIEW_EMPIRE_DISTANCE_DESC:0 "§TShortest distance between $FROMSYSTEM|H$ and $TOSYSTEM|H$§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_DESC:0 "§TDistance Not Known§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_VAL:0 "N/K"

 ####################################
 # SPECIES VIEW
 ####################################
 SPECIES_VIEW_SPECIES:0 "Species"
 SPECIES_VIEW_TYPE:0 "Type"
 SPECIES_VIEW_TRAITS:0 "Traits"
 SPECIES_VIEW_TRAITS_MODIFY:0 "Modify"
 SPECIES_VIEW_TRAITS_UPLIFT:0 "Uplift"
 SPECIES_VIEW_TRAIT_POINTS:0 "$VAL|+$"

 GO_TO:0 "Go To"
 SPECIES_VIEW_SELECTED_POPULATION:0 "We have $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Empire."
 SPECIES_VIEW_SELECTED_POPULATION_GALAXY:0 "We know of $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Galaxy."
 SPECIES_VIEW_SELECTED_PLANET_TYPE_ICON:0 "The $SPECIES|H$ originated on the $PLANETTYPE|H$ of $PLANETNAME|H$."
 SPECIES_VIEW_SELECTED_GO_TO_PLANET:0 "§GClick to quickly navigate the camera to where $PLANETNAME|H$ is located§!"
 SPECIES_VIEW_SELECTED_MODIFY:0 "§HModifying§! this species will allow us to change its traits. This will effectively create a new Species. The more Pops that belong to this Species, the costlier it will be to modify its traits."
 SPECIES_VIEW_SELECTED_UPLIFT:0 "§HUplifting§!\nWe may Uplift this pre-sentient Species to full-fledged Pops in our Empire. Doing so will allow us to modify its traits when we Uplift it."
 SPECIES_VIEW_SELECTED_CLICK_MODIFY:0 "§GClick to Modify the traits of this Species.§!"
 SPECIES_VIEW_SELECTED_CLICK_UPLIFT:0 "§GClick to Uplift this Species with the selected Traits.§!"
 SPECIES_VIEW_SELECTED_GENE_POINTS:0 "We have $AMOUNT|+$ §HGene Point(s)§! remaining§!"

 SPECIES_VIEW_NAME_FOUNDING_SPECIES:0 "$SPECIES|H$ is our §HFounder Species.§!"
 SPECIES_VIEW_NAME_SPECIES:0 "$SPECIES|H$ is a Species in our Empire"
 SPECIES_VIEW_NAME_SPECIES_EMPIRE:1 "$SPECIES|H$ is a Species from planet $PLANET|H$."
 SPECIES_VIEW_NAME_SPECIES_NO_HOME_PLANET:0 "$SPECIES|H$ is a Species without a home planet."

 SPECIES_VIEW_SORT_NAME:0 "§HSort by Name§!"
 SPECIES_VIEW_SORT_TYPE:0 "§HSort by Type§!"
 SPECIES_VIEW_SORT_POPULATION:0 "§HSort by Population§!"
 SPECIES_VIEW_SORT_TRAITS:0 "§HSort by Traits§!"
 GOTO_SPECIES_VIEW:0 "§GClick to open Species View§!"

 ####################################
 # ALLIANCE & FEDERATION VIEW
 ####################################
 ALLIANCE_AND_FEDERATION_VIEW_NAME:0 "Name"
 ALLIANCE_AND_FEDERATION_VIEW_OPINION:0 "Opinion"
 ALLIANCE_AND_FEDERATION_VIEW_SUPPORT:0 "Support"
 ALLIANCE_AND_FEDERATION_VIEW_SHIPS:0 "Ships"
 ALLIANCE_AND_FEDERATION_VIEW_ARMIES:0 "Armies"
 ALLIANCE_AND_FEDERATION_VIEW_PLANETS:0 "Planets"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_NAME:0 "§HSort by Name§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_OPINION:0 "§HSort by Opinion§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_SUPPORT:0 "§HSort by Support§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_SHIPS:0 "§HSort by Ships§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_ARMIES:0 "§HSort by Armies§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_PLANETS:0 "§HSort by Planets§!"
 ALLIANCE_AND_FEDERATION_VIEW_SHIPS_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y$ military ships§!"
 ALLIANCE_AND_FEDERATION_VIEW_ARMIES_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y$ armies§!"
 ALLIANCE_AND_FEDERATION_VIEW_PLANETS_DESC:0 "§T$EMPIRE|H$ is the owner of $AMOUNT|Y$ planets§!"
 ALLIANCE_AND_FEDERATION_VIEW_THEIR_OPINION:0 "$VAL|+=$"
 ALLIANCE_AND_FEDERATION_VIEW_KICK_MEMBER:0 "Vote to Kick"

 ALLIANCE_VIEW_LEAVE_ALLIANCE_BUTTON:0 "Leave Alliance"
 ALLIANCE_VIEW_LEAVE_ALLIANCE:0 "Leaving the Alliance will affect remaining Alliance members' opinion of us by $VAL|+=$"
 ALLIANCE_VIEW_FEDERATION_BUTTON:0 "Vote to form Federation"
 ALLIANCE_VIEW_DATE:0 "Alliance was formed: $DATE$"
 ALLIANCE_VIEW_FEDERATION_BUTTON_DESC:0 "§TWe can vote to transform our Alliance into a full Federation§!"

 POPUP_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance"
 POPUP_LEAVE_ALLIANCE_DESC:0 "Do you want to leave $ALLIANCE|H$?"
 POPUP_FORM_FEDERATION_TITLE:0 "Form Federation"
 POPUP_FORM_FEDERATION_DESC:0 "Do you want to vote to form a Federation?"

 FEDERATION_VIEW_LEAVE_FEDERATION:0 "Leave Federation"
 FEDERATION_VIEW_SHIP_DESIGNER:1 "Federation Ship Designer"
 FEDERATION_VIEW_PRESIDENT:0 "$EMPIRE|H$ is the Federation President"
 FEDERATION_VIEW_NEXT_ROTATION:0 "Next rotation in:"
 FEDERATION_VIEW_DATE:0 "Federation was formed: $DATE$"
 FEDERATION_VIEW_LEADER_SHIPS:0 "Ships:"
 FEDERATION_VIEW_LEADER_ARMIES:0 "Armies:"
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_DESC:1 "§GClick to open the §HShip Designer§! for federation ships.§!"
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_PRESIDENT_NOT_OUR_LEADER:0 "§RThe federation president isn't one of our leaders.§!"
 FEDERATION_VIEW_LEAVE_FEDERATION_BUTTON_DESC:0 "Leaving the Federation will affect remaining Federation members' opinion of you by $VAL|+=$"
 FEDERATION_VIEW_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!"
 FEDERATION_VIEW_NEXT_PRESIDENT:0 "Next President:"
 FEDERATION_VIEW_FLEET_TITLE:0 "Federation Fleets"
 FEDERATION_VIEW_FLEET_CLICK:0 "§GClick to open §HFleet View§!.\nRight-click to Go To."

 POPUP_LEAVE_FEDERATION_TITLE:0 "Leave Federation"
 POPUP_LEAVE_FEDERATION_DESC:0 "Do you want to leave $FEDERATION|H$?"

 ####################################
 # SYSTEM INFORMATION VIEW
 ####################################
 SYSTEM_VIEW_PLANET_HEADER:0 "Planets"
 SYSTEM_VIEW_NO_OWNER:0 "None"
 SYSTEM_VIEW_OWNER:0 "Owner"

 ## Tool Tip
 SYSTEM_VIEW_PLANETOID_LIBERTY:0 "§TThis Empire does not currently exist, but can be Liberated.§!"
 SYSTEM_VIEW_POPS_ICON:0 "Pops on $NAME|$:"
 SYSTEM_VIEW_POP_DESC:0 "$VAL|H$ $NAME$"

 ####################################
 # Diplomacy View
 ####################################

 ALLIANCE_MEMBER_ACCEPTANCE_YES:0 "§H:§! votes §GYES§!"
 ALLIANCE_MEMBER_ACCEPTANCE_NO:0 "§H:§! votes §RNO§!"
 PEACE_DEMAND:0 "Demand Surrender"
 PEACE_SURRENDER:0 "Surrender"
 PEACE_NEGOTIATE:0 "Negotiate Peace"
 AI_ACCEPTANCE:0 "§HAcceptance:§! $VALUE$"
 AI_WILL_NOT_ACCEPT:1 "Will Not Accept"
 YEARS_OF_ALLIANCE_FACTOR:0 "Long-Time Ally"
 POPS_ACCEPTANCE_FACTOR:0 "Empire Population"
 VASSALIZATION_PROTECTORATE_FACTOR:0 "Protectorate Research Benefits"
 RELATIVE_POWER_ACCEPTANCE_FACTOR:0 "Relative Power of Empires"
 MUTUAL_THREAT_ACCEPTANCE_FACTOR:1 "Mutual Threats"
 ALLIANCE_SPONSOR_FACTOR:0 "Sponsored by $SPONSOR|H$"
 ALLIANCE_ACCEPTANCE_FACTOR:0 "Already in Alliance"
 ALLIANCE_ACCEPTANCE_SWARM_THREAT:0 "Threat of Swarm"
 ALLIANCE_ACCEPTANCE_THREAT:0 "Threat of other Empire"
 VOTE:0 "Vote"
 VOTE_BUTTON_DESC:0 "This action needs to be approved by all of our allies."
 VOTE_BUTTON_DESC2:0 "This action needs to be approved by all of their allies."
 REQUIRES_FEDERATION_LEADER_ACCEPT:0 "This action needs to be approved by the Federation President"
 PICK_EVENT_OPTION:0 "How should we respond?"
 INCOMING_TRANSMISSION:0 "Incoming Transmission"
 DEFEAT:1 "Utterly Defeated"
 LENGTH_OF_WAR:0 "Length of War"
 VICTORY:0 "Victory"
 LOSING_WAR:0 "Losing War"
 ALL_DEMANDS_MET:0 "All Demands Met"
 INCONCLUSIVE:0 "Inconclusive"
 NOT_ENOUGH_WARSCORE:0 "Need at least §Y20§! warscore to make demands"
 PEACE_OFFER:0 "Peace Offer"
 RELATIVE_NAVY_STRENGTH:0 "Relative Navy Strength"
 PEACEFUL:0 "Peaceful"
 WARLIKE:0 "Warlike"
 TOLERANCE:0 "Tolerance"
 XENOPHOBIC:0 "Xenophobic"
 MILITARY_DISADVANTAGE:0 "Military Disadvantage"
 FRIENDLY_TOWARDS_TARGET:0 "Friendly towards Target"
 HAS_TRADE_DEAL:0 "Has Trade Deal"
 DEMANDS:0 "Demands"
 MONTHLY_PAYMENT:0 "Monthly £$RESOURCE$ "
 TRIBUTE:0 "Instant £$RESOURCE$ "
 INDEPENDENCY:0 "Independency"
 THREATENED:0 "Threatened"
 NO_THREAT:0 "Not threatened"
 SEEKS_ALLIANCE:0 "Seeks Alliance"
 SEEKS_VASSALS:0 "Seeks Vassals"
 SHARED_WAR_PHILOSOPHY:0 "Shared war philosophy"
 DIFFERENT_WAR_PHILOSOPHY:0 "Differing war philosophy"
 CANT_TRADE_ENERGY:0 "§RWill not accept empty trade, trading systems, or exchanging same type of Resources.§!"
 CANT_TRADE_ATTITUDE:0 "§R$STANCE$: will not accept any demands.§!"
 WONT_TRADE_ATTITUDE:0 "§R$STANCE$: "
 REQ_MUTUAL_DEMANDS:0 "Requires the following treaties to be mutual:"
 NEVER_ACCEPT_DEMANDS:1 "Don't want to trade the following:"
 TRADE_RESOURCE_MONTHLY:0 "$RESOURCE$ (monthly)"
 REQ_NOT_DEFICIT:0 "Wants to trade away less of the following resources:"
 REQ_NOT_TOO_MUCH:1 "Wants to trade for less of the following resources:"
 OK_WITH_NON_AGRESSION_PLEDGE:0 "Requires Non-Aggression Pledge:"
 empire_base:0 "Base"
 difficulty_hard_ai:0 "Hard Difficulty"
 difficulty_insane_ai:0 "Insane Difficulty"
 TRADE_VALUE:0 "Trade Value: 0"
 ADD_TRADE_ITEM:0 "§RAdd trade item§!"
 CLICK_VOTER:0 "§GClick to look up Empire in Galaxy View§!"
 TOO_MANY_RIVALS:0 "You can only have $MAX|Y$ $RIVAL$s at the same time."
 TOO_MANY_EMBASSIES:0 "You can only have $MAX|Y$ embassies active at the same time."
 DECLINE_WAR:0 "§HDecline War§!\nDeclining this war proposal will result in the following Empire Opinion changes of our Empire:"
 DECLINE_WAR_FEDERATION:0 "§HDecline War§!\nDeclining this war proposal will not result in Empire Opinion changes of our Empire."
 MEMBER_OPINION:0 "$EMPIRE|H$: $OPINION$"
 OPEN_TRADE_VIEW:0 "§HOpen Trade§!"
 FALLEN_EMPIRE_TRADE:0 "§RFallen Empires will never accept trade deals§!"
 CLICK_DIPLOMACY:0 "§GClick to view possible Diplomatic Actions§!"
 ACTION_EXPIRY:0 "This Diplomatic Proposal will be automatically declined on $DATE|H$"
 MESSAGE_RIGHTCLICK_AUTO_DECLINE:1 "§GRight-click to decline the proposal§!"
 MESSAGE_AUTO_DECLINE_COST:0 "§RIf we decline this offer, we will have to pay $COST$§!"
 VOTE_YES:0 "Vote Yes"
 VOTE_NO:0 "Vote No"
 HIGHEST_OPINION:0 "Members have confidence in you as Federation President."
 NOT_HIGHEST_OPINION:0 "Members have a higher opinion of another leader."
 MEMBER_DECLINED:0 "$EMPIRE$: $OPINION$"
 CLICK_TO_REMOVE_ITEM:0 "§GClick to remove trade item§!"
 IS_RIVAL:0 "Is $RIVAL$"
 IS_ALLY:0 "They are our ally."
 ALREADY_RIVAL:0 "They are already our $RIVAL$."
 NO_RIVALRY:0 "They are not our $RIVAL$."
 HAS_RIVALRY:0 "We cannot establish an embassy because they are our $RIVAL$."
 HAS_EMBASSY:1 "We cannot declare them a $RIVAL$ because we have already established an embassy with them."
 IS_HUMAN:0 "They are a human player."
 ALREADY_EMBASSY:0 "We already have an embassy on their capital planet."
 NO_EMBASSY:0 "We have no embassy to recall."
 WE_HAVE_EMBASSY:0 "We have an embassy on $PLANET$, increasing our mutual relations monthly."
 WE_HAVE_NO_EMBASSY:0 "We have not established an embassy on $PLANET$."
 THEY_HAVE_EMBASSY:0 "They have an embassy on $PLANET$, increasing our mutual relations monthly."
 THEY_HAVE_NO_EMBASSY:0 "They have not established an embassy on $PLANET$."
 OUR_EMBASSY:0 "Our Embassy"
 THEIR_EMBASSY:0 "Their Embassy"
 OUR_RIVAL:0 "Our Rival"
 THEIR_RIVAL:0 "Their Rival"
 WE_HAVE_RIVALRY:0 "We have declared them our $RIVAL$."
 WE_HAVE_NO_RIVALRY:0 "We have not declared them as our $RIVAL$."
 THEY_HAVE_RIVALRY:0 "They have declared us their $RIVAL$."
 THEY_HAVE_NO_RIVALRY:0 "They have not declared us as their $RIVAL$."
 DIPLOMACY_VIEW_EMBASSY:0 "$VAL|Y$"
 DIPLOMACY_VIEW_THEIR_OPINION:0 "$VAL|=+$"
 DIPLOMACY_VIEW_THEIR_ATTITUDE:0 "§T$EMPIRE|H$'s attitude towards $PLAYER|H$: $ATTITUDE|$§!"
 GOAL:0 "Goal"

 ####################################
 # Diplomacy Icons Tooltips
 ####################################
 DIPLOMACY_ALLIANCE:0 "§TAllied with the $EMPIRES|H$§!."
 DIPLOMACY_RIVAL:0 "§TRivals with the $EMPIRES|H$§!."
 DIPLOMACY_EMBASSY:0 "§THas an embassy with the $EMPIRES|H$§!."
 DIPLOMACY_FEDERATION:0 "§TPart of a federation with the $EMPIRES|H$§!."
 DIPLOMACY_IS_OVERLORD:0 "§TOverlord of the $EMPIRE|H$§!"
 DIPLOMACY_IS_SUBJECT:0 "§T$TYPE$ under the $EMPIRE|H$§!"
 DIPLOMACY_AT_WAR:0 "§TAt war with the $EMPIRES|H$§!."
 DIPLOMACY_TRADE_DEALS:0 "§THas trade deals with the $EMPIRES|H$§!."
 DIPLOMACY_IS_BEING_INTEGRATED:1 "§TBeing integrated into the $EMPIRE|H$§!.\n$MONTHS|Y$ month(s) remaining."
 DIPLOMACY_STATUS_INTEGRATING:0 "§TIs integrating the $EMPIRES|H$§!."
 
 DIPLOMACY_ALLIANCE_DESC:0 "§TIn §HAlliance§!: $NAME|H$§!"
 DIPLOMACY_FEDERATION_DESC:0 "§TIn §HFederation§!: $NAME|H$§!"
 DIPLOMACY_OVERLORD_DESC:0 "§THas Subject§!"
 DIPLOMACY_IS_VASSAL_DESC:1 "§TIs a Subject§!"
 DIPLOMACY_AT_WAR_DESC:0 "§TAt War§!"
 
 ####################################
 # Event Window
 ####################################
 SPECIAL_EVENTOPTION_TRAIT:0 "Option unlocked by the §H$NAME$§! trait"
 SPECIAL_EVENTOPTION_ETHIC:0 "Option unlocked by the §H$NAME$§! ethic"
 EVENT_EXPIRY:0 "The default option will be chosen on $DATE|H$"

 ####################################
 # Alliance View
 ####################################

 CURRENT_LEADER:0 "Current Leader"
 NEXT_LEADER:0 "Next Leader"
 MEMBERS:0 "Members"
 NEXT_ROTATION:0 "Next Rotation"

 ####################################
 # Election View
 ####################################
 ELECTION_VIEW_TITLE:0 "Ruler Election"
 ELECTION_VIEW_DESCRIPTION:0 "Elections are in progress! Select a candidate to support, or spend Influence to keep our current Ruler for another term. If we do not interfere a random candidate will be elected."
 ELECTION_SELECTED_WINNER:0 "We have elected §H$SELECTED_WINNER$§! to become the next Ruler."
 ELECTION_RE_ELECTED:0 "We have re-elected our current Ruler, §H$SELECTED_WINNER$§!."
 ELECT:0 "Elect"
 ELECTION_NOT_ENOUGH_INFLUENCE:0 "§RNot enough influence§!"
 ABSTAIN:0 "Abstain"
 ABSTAIN_DESC:0 "You may choose to abstain, and a random Ruler will be elected."
 ELECT_DESC:0 "You can choose to make sure that this candidate will become the new Ruler for £influence  $INFLUENCE|H$."
 SELECT_LEADER:0 "Left-click on a candidate to select it"
 ELECTIONS_ON_RULER_DEATH:0 "Election only on ruler death."
 EMERGENCY_ELECTION_TOOLTIP:0 "§HEmergency Election§!\nSpend £influence $COST|Y0$ to immediately hold an Election"
 EMERGENCY_ELECTION_BAD_GOVERNMENT_TYPE:0 "Our Government type does not support Emergency Elections"
 EMERGENCY_ELECTION_CANT_AFFORD:0 "We can not afford this!"
 ELECTION_ALREADY_ONGOING:0 "There is already an ongoing Election!"
 EMERGENCY_ELECTION_TITLE:0 "§HEmergency Election§!"
 DEMOCRATIC_ELECTION_TITLE:0 "§HElection Overview§!"
 DEMOCRATIC_ELECTION_DESC:0 "The Election Overview displays all active candidates as well as their factions, Mandates and current support.\n§GClick to open Election Overview§!"
 ELECTION:0 "Election"

 ####################################
 # Democratic Election View
 ####################################

 DEMOCRATIC_ELECTION_VIEW_TITLE:0 "Democratic Ruler Election"
 DEMOCRATIC_ELECTION_VIEW_NEXT_ELECTION:0 "Next Election: $DATE$ (in $TIME_LEFT$ months)"
 DEMOCRATIC_ELECTION_VIEW_DESCRIPTION:0 "Each candidate enters the election with a §YMandate§! and the backing of a specific Faction, seeking voter support. On Election Day all Pops who may vote do so and the winner is elected $TITLE|Y$."
 DEMOCRATIC_ELECTION_SUPPORT:0 "Support"
 DEMOCRATIC_ELECTION_SUPPORT_DESC:0 "Supporting this candidate will cost you £influence  $INFLUENCE|H$."
 DEMOCRATIC_ELECTION_MANDATE_DESC:0 "§EA Mandate is an issue the candidate feels strongly about and promises to address if elected ruler. If the issue remains when the term ends, voters will likely support another candidate in the next election.§!"
 DEMOCRATIC_ELECTION_VOTE_SHARE:0 "Vote Share"
 DEMOCRATIC_ELECTION_VOTE_SHARE_DESC:0 "The Vote Share shows the predicted share of the votes this candidate will receive in the next election. Predicting votes is not an exact science and the actual result in the election may vary to some degree."
 DEMOCRATIC_ELECTION_COST:0 "Cost: £influence  $VALUE|0$"
 DEMOCRATIC_ELECTION_VIEW_ONGOING_ELECTION:0 "Election ends $DATE$ ($DAYS_LEFT$ days left)"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_ONCE:0 "Supported $COUNT$ time"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_MULTI:0 "Supported $COUNT$ times"

 ####################################
 # Species Modification Window
 ####################################
 SPECIES_NAME_TOOLTIP:0 "§HSpecies Name§!\nThis is what entities of this Species call themselves."
 SPECIES_CLASS_TOOLTIP:0 "§HSpecies Class§!\nShows which branch of life this Species belongs to. Pops consider those of other Species Classes to be alien."
 IDEAL_PLANET_CLASS_TOOLTIP:0 "§HIdeal Planet Class§!\nThis type of planet has an ideal environment for this Species. Pops are less happy in hostile environments."
 NUM_AFFECTED_POPS_TOOLTIP:0 "§HAffected Pops§!\nThe number of Pops that this genetic modification will alter. The cost of the Modification Project scales with the number of affected Pops."

 ####################################
 # Settings View
 ####################################

 SETTINGS:0 "Settings"
 CREDITS_VIEW:0 "Credits"
 SETTINGS_VIDEO:0 "Graphics"
 SETTINGS_AUDIO:0 "Sound"
 SETTINGS_GAMEPLAY:0 "Gameplay"
 SETTINGS_CONTROLS:0 "Controls"
 SETTINGS_MASTER_VOLUME:0 "Master Volume"
 SETTINGS_EFFECT_VOLUME:0 "Effect Volume"
 SETTINGS_MUSIC_VOLUME:0 "Music Volume"
 SETTINGS_DISPLAY_MODE:0 "Display Mode"
 SETTINGS_RESOLUTION:0 "Resolution"
 SETTINGS_REFRESH_RATE:0 "Refresh Rate"
 SETTINGS_GAMMA:0 "Gamma"
 SETTINGS_RESET:0 "Reset"
 SETTINGS_APPLY:0 "Apply"
 SETTINGS_BACK:0 "Back"
 SETTINGS_MULTISAMPLE:0 "Multisample Level"
 DISPLAY_MODE_FULLSCREEN:0 "Fullscreen"
 DISPLAY_MODE_WINDOWED:0 "Windowed"
 DISPLAY_MODE_WINDOWED_BORDERLESS:0 "Borderless Window (Fullscreen)"
 SM_NATIVE:0 "Desktop"
 AMBIENT:0 "Ambient Volume"
 VOICEVOLUME:0 "Advisor Volume"
 AUTOSAVE_LABEL:0 "Autosave"
 AUTOSAVE_NEVER:0 "Never"
 AUTOSAVE_DAILY:0 "Daily"
 AUTOSAVE_EVERY_MONTH:0 "Monthly"
 AUTOSAVE_THREE_MONTHS:0 "Quarterly"
 AUTOSAVE_SIX_MONTHS:0 "Semiannually"
 AUTOSAVE_YEARLY:0 "Annually"
 AUTOSAVE_TO_CLOUD_LABEL:0 "Autosave to Cloud"
 AUTOSAVE_TO_CLOUD_NOCLOUD:0 "§RSteam Cloud not enabled or user not logged into Steam.§!"
 GAMMA_DISABLED_FULLSCREEN:0 "Gamma option is only available in Fullscreen!"
 RESTART_REQ:0 "Restart Required"
 RESTART_REQ_DESC:0 "You must restart the game for these changes to take effect."
 SETTINGS_FAILED_SAVE:0 "Failed to save settings!"
 SETTINGS_FAILED_SAVE_DESC:0 "Error writing to the settings file. Check that the file is not write-protected and try again."
 SETTINGS_TUTORIAL_LABEL:0 "Tutorial:"
 SETTINGS_EVENT_POPUP_LABEL:0 "Event Popups:"
 SETTINGS_TUTORIAL_NONE:0 "None"
 SETTINGS_TUTORIAL_MEDIUM:1 "Tips"
 SETTINGS_TUTORIAL_FULL:0 "Full"

 ####################################
 # Goto box
 ####################################
 GOTOBOX_HEADER:0 "§HSearch§!"
 GOTOBOX_DESC:0 "Search known star systems"

 ####################################
 # AI Reasoning
 ####################################

 AIREASON_BASE_RELUCTANCE:0 "Base Reluctance: $VALUE|-%=0$"
 AIREASON_RELUCTANCE_OPINION:0 "Opinion: $VALUE|-%=0$"

 ####################################
 # Alien Greeting & Response Phrases
 ####################################

 ####################################
 # Diplomatic Action Types
 ####################################
 ACTION_INVITE_TO_ALLIANCE_TYPE:0 "Invite to Alliance"
 ACTION_INVITE_TO_ALLIANCE_TYPE_DESC:0 "We can invite people to join our Alliance."
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE:0 "Request to Join Alliance"
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE_DESC:0 "We can request to join an existing Alliance."
 ACTION_DEMAND_VASSALIZATION_TYPE:0 "Demand Vassalization"
 ACTION_DEMAND_VASSALIZATION_TYPE_DESC:0 "We can demand that another Empire becomes our Vassal."
 ACTION_DEMAND_PROTECTORATE_TYPE:0 "Offer Protectorate Status"
 ACTION_DEMAND_PROTECTORATE_TYPE_DESC:0 "We can offer to protect another Empire in exchange for nominal subservience."
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE:0 "Request to Become Vassal"
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE_DESC:0 "We can request to be the vassal of another Empire."
 ACTION_ASK_TO_BECOME_PROTECTORATE_TYPE:0 "Request to Become Protectorate"
 ACTION_ASK_TO_BECOME_PROTECTORATE_TYPE_DESC:0 "We can request protection from another Empire, but will lose some of our independence."
 ACTION_FORM_FEDERATION_TYPE:0 "Form Federation"
 ACTION_FORM_FEDERATION_TYPE_DESC:0 "We can form a Federation from an existing Alliance."
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE:0 "Request to join Federation"
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE_DESC:0 "We can request to join an existing Federation."
 ACTION_OFFER_TRADE_DEAL_TYPE:0 "Offer Trade Deal"
 ACTION_OFFER_TRADE_DEAL_TYPE_DESC:0 "We can offer basic Trade Deals to other Empires."
 OPINION_DIFF_HUMAN:0 "Human empires don't get an opinion malus"
 DEMANDS_OPINION_DIFF:0 "This will change their opinion of you by $OPINION|Y$"
 ACTION_INVITE_TO_FEDERATION_TYPE:0 "Invite to Federation"
 ACTION_INVITE_TO_FEDERATION_TYPE_DESC:0 "We can invite people to join our Federation."

 ####################################
 # Diplomatic Actions
 ####################################

 ACTION_DECLARE_WAR_TITLE:0 "Declare War"
 ACTION_DECLARE_WAR_DESC:0 "Declare War on §H[Recipient.GetName]§!."
 ACTION_DECLARE_WAR_LONG_DESC:0 "[Actor.GetName] wishes to declare war against [Recipient.GetName]!"
 ACTION_DECLARE_WAR_WARSCORE_TOO_HIGH:0 "The sum warscore cost of selected demands is too high."
 ACTION_DECLARE_WAR_DEMAND_UNPROPOSABLE:0 "At least one of the selected demands is not proposable"
 WILL_VOTE_YES_DEMANDS_HUMAN:1 "This Empire is controlled by a player, who can vote either way"
 WILL_VOTE_YES:0 "Will vote yes"
 WILL_VOTE_NO:0 "Will vote no"
 ACTION_OFFER_PEACE_TITLE:0 "Offer Peace"
 ACTION_OFFER_PEACE_DESC:0 "We can surrender, demand their surrender, or give them Energy Credits to end the war."
 ACTION_OFFER_PEACE_INFLUENCE_COST:0 "Every member of the winning party pays $INFLUENCE|0Y$ Influence."
 ACTION_OFFER_PEACE_NOT_AT_WAR:0 "We are not at war."
 PICK_A_PEACE_OPTION:0 "We must choose a Peace Option!"
 DEMAND_THEIR_SURRENDER:0 "Demand that they surrender."
 ACCEPT_SURRENDER:0 "Surrender"
 ACTION_INVITE_TO_ALLIANCE_TITLE:0 "Invite to Alliance"
 ACTION_INVITE_TO_ALLIANCE_DESC:0 "We can invite them into our Alliance."
 ACTION_INVITE_TO_ALLIANCE_LONG_DESC:0 "[Actor.GetName] Wishes to invite [Recipient.GetName] into the Alliance."
 ACTION_ASK_TO_JOIN_ALLIANCE_TITLE:0 "Ask to Join Alliance"
 ACTION_ASK_TO_JOIN_ALLIANCE_DESC:0 "We can ask to join their Alliance."
 ACTION_ASK_TO_JOIN_ALLIANCE_ALREADY_IN_ALLIANCE:0 "§RWe are already part of this Alliance.§!"
 ACTION_ASK_TO_JOIN_ALLIANCE_MISSING_TECH:0 "§RThey are lacking the necessary tech to accept this offer.§!"
 ACTION_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance"
 ACTION_INTEGRATE_SUBJECT_TITLE:0 "Integrate Subject"
 ACTION_INTEGRATE_SUBJECT_DESC:1 "We can integrate a subject into our Empire"
 ACTION_INTEGRATE_SUBJECT_DERIVED_DESC:0 "Integrating $COUNTRY|Y$ will cost a total of $INFLUENCE|Y0$ £influence  Influence at a rate of $MONTHLY|Y0$ £influence  Influence per month."
 ACTION_CANCEL_SUBJECT_INTEGRATION_TITLE:0 "Cancel Integration"
 ACTION_CANCEL_SUBJECT_INTEGRATION_DESC:0 "Cancel the integration of this subject, no resources spent are refunded."
 ACTION_LEAVE_ALLIANCE_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our separate way. The other members will not be pleased..."
 ACTION_REQUIRES_NO_OTHER_PROPOSALS:0 "§RThey are currently considering another offer from us.§!"
 ACTION_REQUIRES_NO_ONGOING_VOTES:0 "§RThis action is currently under vote.§!"
 ACTION_NEEDS_VOTE:0 "This action requires the approval of our allies."
 IS_SUBJECT:0 "They are a subject."
 ACTION_RECIPIENT_MUST_BE_AT_PEACE:0 "§RThey must be at peace.§!"
 ACTION_ACTOR_MUST_BE_AT_PEACE:0 "§RWe must be at peace.§!"
 ACTION_ACTOR_MUST_BE_INDEPENDENT:0 "§RActor must be independent.§!"
 ACTION_RECIPIENT_MUST_BE_INDEPENDENT:0 "§RRecipient must be independent.§!"
 ACTION_RECIPIENT_ALREADY_PROPOSED:0 "§ROur Alliance already has a proposition for actions against this Empire."
 ACTION_DEMAND_VASSALIZATION_TITLE:0 "Demand Vassalization"
 ACTION_DEMAND_VASSALIZATION_DESC:0 "We can demand that they permanently submit to us by becoming our vassal."
 ACTION_DEMAND_PROTECTORATE_TITLE:0 "Offer Protectorate Status"
 ACTION_DEMAND_PROTECTORATE_DESC:1 "We can offer protection to another Empire in exchange for some influence over their internal affairs. $SUBJECT_DESC_protectorate$"
 ACTION_ASK_TO_BECOME_VASSALIZED_TITLE:1 "Ask to be their Vassal"
 ACTION_ASK_TO_BECOME_VASSALIZED_DESC:0 "We can submit to them and become their vassal. Breaking free again will require a war."
 ACTION_ASK_TO_BECOME_PROTECTORATE_TITLE:1 "Ask to be their Protectorate"
 ACTION_ASK_TO_BECOME_PROTECTORATE_DESC:1 "We can submit to them and become their protectorate. $SUBJECT_DESC_protectorate$"
 ACTION_SUBJECT_OVERLORD_IS_SUBJECT:0 "§R $OVERLORD$ is a subject§!"
 ACTION_FORM_FEDERATION_TITLE:0 "Form Federation"
 ACTION_FORM_FEDERATION_DESC:0 "We can transform our Alliance into a full Federation."
 ACTION_FORM_FEDERATION_LONG_DESC:0 "[Actor.GetName] wishes for the Alliance to become a Federation."
 ACTION_FORM_FEDERATION_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!"
 ACTION_INVITE_TO_FEDERATION_TITLE:0 "Invite to Federation"
 ACTION_INVITE_TO_FEDERATION_DESC:0 "We can invite them into our Federation."
 ACTION_INVITE_TO_FEDERATION_LONG_DESC:0 "[Actor.GetName] Wishes to invite [Recipient.GetName] into the Federation."
 ACTION_ASK_TO_JOIN_FEDERATION_TITLE:0 "Ask to join Federation"
 ACTION_ASK_TO_JOIN_FEDERATION_DESC:0 "We can ask to join their Federation."
 ACTION_ASK_TO_JOIN_FEDERATION_ALREADY_IN_FEDERATION:0 "§RWe are already part of this Federation.§!"
 ACTION_LEAVE_FEDERATION_TITLE:0 "Leave Federation"
 ACTION_LEAVE_FEDERATION_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our own way. The other members will not be pleased..."
 ACTION_REQ_WAR_LEADER:0 "Our Empire is the war leader."
 ACTION_REQ_AT_PEACE:0 "We are at peace."
 ACTION_REQ_ACTOR_FED_LEADER:0 "You are the current Federation President."
 ACTION_REQ_RECIPIENT_FED_LEADER:1 "The other party must be the Federation President."
 ACTION_DECLARE_WAR_HAS_TRUCE:0 "\n§R$TRUCE|H$ until $DATE|H$, we cannot declare war before the truce has ended.§!"
 ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT:0 "§RNon-aggression pledged until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_FEDERATION_HAS_NON_AGGRESSION_PACT:0 "§RFederation member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_ALLIANCE_HAS_NON_AGGRESSION_PACT:0 "§RAlliance member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_SUBJECT_NOT_ALLOWED:0 "§ROur overlord $OVERLORD|H$ does not allow us to declare war.§!"
 ACTION_DECLARE_WAR_SUBJECT_ON_SUBJECT:0 "§RCannot declare war on one of our fellow Subjects.§!"
 ACTION_DECLARE_WAR_OVERLORD_ON_SUBJECT:0 "§RCannot declare war on our Subjects.§!"
 ACTION_RELEASE_SUBJECT_TITLE:0 "Release Subject"
 ACTION_RELEASE_SUBJECT_DESC:0 "Release §H[Recipient.GetName]§! from being our Subject!"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_TITLE:0 "Request Independence"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_DESC:0 "Request to be released from subjugation to §H[Recipient.GetName]§!!"
 WARNING_NOT_ACTIVE_IN_WAR_TITLE:0 "Warning! Not active in war."
 ACTION_NOT_ACTIVE_IN_WAR_TITLE:0 "Inactive in war."
 ACTION_REQUEST_WAR_TITLE:0 "Propose war"
 ACTION_REQUEST_WAR_DESC:0 "Propose this war to the president"
 ACTION_PROPOSE_INVITE_TITLE:0 "Invite to Federation"
 ACTION_PROPOSE_INVITE_DESC:0 "Propose this invite to the president"
 ACTION_OFFER_TRADE_DEAL_TITLE:0 "Offer Trade Deal"
 ACTION_OFFER_TRADE_DEAL_DESC:0 "Offer Trade Deal to §H[Recipient.GetName]§!."
 ACTION_OFFER_TRADE_DEAL_EMPTY:0 "(§RX§!) Offer can not be empty!"
 ACTION_OFFER_TRADE_DEAL_SAME_AS_REPLACE:0 "(§RX§!) New Offer cannot be same as replaced deal!"
 ACTION_REQ_PEACE_WITH:0 "(§RX§!) We must be at peace with §H[Recipient.GetName]§!!"
 ACTION_CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Deal"
 ACTION_CANCEL_TRADE_DEAL_DESC:0 "Cancel Trade Deal with §H[Recipient.GetName]§!."
 ACTION_EMBASSY_TITLE:0 "Establish Embassy"
 ACTION_EMBASSY_DESC:0 "Establish an embassy on their capital planet."
 ACTION_EMBASSY_COST:1 "This will increase our relations by $REL$ every month to a maximum of $MAX$. We can maintain a total of $MAX_EMBASSIES|Y$ embassies at the same time."
 ACTION_RECALL_EMBASSY_TITLE:0 "Recall Embassy"
 ACTION_RECALL_EMBASSY_DESC:2 "Recall our embassy from their capital planet. The relations boost gained from it will decay over time."
 ACTION_RECALL_EMBASSY_COST:1 "$ACTION_RECALL_EMBASSY_DESC$"
 ACTION_MAKE_RIVAL_TITLE:0 "Declare $RIVALRY$"
 ACTION_MAKE_RIVAL_DESC:0 "Declare §H[Recipient.GetName]§! to be our $RIVAL$."
 ACTION_MAKE_RIVAL_COST:1 "This will worsen our relations by $REL$. Having them as our $RIVAL$ will give us $INF$ influence each month and may make their other rivals friendlier towards us."
 ACTION_MAKE_RIVAL_ALREADY_RIVAL_COST:0 "Having them as our $RIVAL$ will give us $INF$ influence each month and may make their other rivals friendlier towards us."
 ACTION_END_RIVALRY_TITLE:0 "End $RIVALRY$"
 ACTION_END_RIVALRY_DESC:0 "End our $RIVALRY$ with §H[Recipient.GetName]§!."
 ACTION_END_RIVALRY_COST:0 "We will no longer gain influence each month, but relations will improve."
 ACTION_INSULT_TITLE:0 "Insult"
 ACTION_INSULT_DESC:0 "Sending an insult will greatly reduce their opinion of us."
 ALLIANCE_NAME_01:0 "Alliance"
 ALLIANCE_NAME_02:0 "Axis"
 ALLIANCE_NAME_03:0 "Entente"
 ALLIANCE_NAME_04:0 "League"
 ALLIANCE_NAME_05:0 "Compact"
 ALLIANCE_NAME_06:0 "Pact"
 ALLIANCE_NAME_07:0 "Concord"
 ALLIANCE_PREFIX_01:0 "Grand"
 ALLIANCE_PREFIX_02:0 "Glorious"
 ALLIANCE_PREFIX_03:0 "Auspicious"
 ALLIANCE_PREFIX_04:0 "Harmonious"
 ALLIANCE_PREFIX_05:0 "Celestial"
 ALLIANCE_PREFIX_06:0 "Bright"
 ALLIANCE_PREFIX_07:0 "Golden"
 ALLIANCE_PREFIX_08:0 "Propitious"
 ALLIANCE_PREFIX_09:0 "Favorable"
 ALLIANCE_PREFIX_10:0 "Just"
 ALLIANCE_PREFIX_11:0 "Condign"
 ALLIANCE_PREFIX_12:0 "Righteous"
 ALLIANCE_PREFIX_13:0 "Sanguine"
 ALLIANCE_PREFIX_14:0 "Beneficial"
 ALLIANCE_PREFIX_15:0 "Galactic"
 ALLIANCE_PREFIX_16:0 "Star"
 ALLIANCE_PREFIX_17:0 "Stellar"
 ALLIANCE_NAME:0 "$PREFIX$ $NAME$"
 ALLIANCE_MEMBERS:0 "Alliance Members"

 WAR_NAME:0 "$ATTACKER$-$DEFENDER$ War"

 PROPOSAL_SENT:0 "§RA Colonization proposal is already being considered by the Federation President.§!"

 ####################################
 # Basic Resources
 ####################################
 energy:0 "Energy Credits"
 energy_desc:1 "§E§HEnergy Credits§! (£energy ) is an energy backed currency accepted by all space-faring races. You can gain more energy by:\n§Y1.§! Building or upgrading §HPower Plants§! on the surface of colonized planets.\n§Y2.§! Using §HConstruction Ships§! to build §HMining Stations§! around energy rich planets or stars.§!"
 influence:0 "Influence"
 influence_desc:1 "§E§HInfluence§! (£influence ) represents political clout, and is used for many things, like enacting §HEdicts§!, recruiting §HLeaders§!, building §HFrontier Outposts§! and dealing with §HFactions§!. The gain rate remains fairly constant throughout the game, but can be slightly increased by:\n§Y1.§! Upgrading §HPlanetary Capital§! buildings to the highest levels.\n§Y2.§! Declaring other empires your §HRivals§!.§!"
 food:0 "Food"
 food_desc:1 "§E§HFood§! (£food ) represents the various nutrients required to sustain and grow §HPops§!, and is local to each individual Planet. Additional Food can be grown by constructing §HFarms§! on the planet surface.§!"
 minerals:0 "Minerals"
 minerals_desc:1 "§E§HMinerals§! (£minerals ) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can increase our monthly mineral production by:\n§Y1.§! Building or upgrading §HMining Networks§! on the surface of colonized planets.\n§Y2.§! Using §HConstruction Ships§! to build §HMining Stations§! around mineral rich planets or asteroids.§!"
 physics_research:0 "Physics Research"
 physics_research_desc:1 "§E§HPhysics Research§! (£physics ) is used to research new technologies. We can increase our output by building §HPhysics Labs§! on our colonies or by constructing §HResearch Stations§! around certain planets or stars.§!"
 society_research:0 "Society Research"
 society_research_desc:1 "§E§HSociety Research§! (£society ) is used to research new technologies. We can increase our output by building §HBiolabs§! on our colonies or by constructing §HResearch Stations§! around certain planets or stars.§!"
 engineering_research:0 "Engineering Research"
 engineering_research_desc:1 "§EEngineering Research (£engineering ) is used to research new technologies. We can increase our output by building §HEngineering Facilities§! on our colonies or by constructing §HResearch Stations§! around certain planets or stars.§!"

 ENERGY_DEFICIT_DESC:1 "§ROur Empire is affected by $DEFICIT|E$ since we are spending more §HEnergy Credits§! than we are producing, and our reserves have run out.§!"

 ####################################
 # Strategic Resources
 ####################################

 sr_terraform_gases:0 "Terraforming Gases"
 sr_terraform_gases_desc:0 "Mined from Gas Giants, Terraforming Gases represents an assortment of gases such as Hydrogen, Helium and Methane. Terraforming Gases are used to make wet planets drier."
 sr_terraform_liquids:0 "Terraforming Liquids"
 sr_terraform_liquids_desc:0 "Mined from Frozen planets, Terraforming Fluids represents different types of fluids such as dihydrogen monoxide. Terraforming Fluids are used to make dry planets more humid."
 sr_garanthium:0 "Garanthium Ore"
 sr_garanthium_desc:1 "This ore can be refined into a metal that is both very malleable and durable. It is an excellent material used both for the construction of ships and buildings."
 sr_neutronium:0 "Neutronium Ore"
 sr_neutronium_desc:0 "Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant and durable armor."
 #sr_helium: "Helium-3"
 #sr_helium_desc: "This isotope of helium is used as a fuel in a wide variety of reactors and other energy production facilities."
 sr_zro:0 "Zro"
 sr_zro_desc:0 "An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psionically-gifted individuals, zro acts as a very potent (and addictive) drug that enhances PSI abilities."
 sr_living_metal:0 "Living Metal"
 sr_living_metal_desc:1 "This inorganic metal shows characteristics usually seen only in biological life forms. It will always attempt to regenerate back into the shape it was stabilized into."
 #sr_yurantic: "Yurantic Crystals"
 #sr_yurantic_desc: "These rare crystals are shrouded from parts of the EM spectrum if sufficient energy is channeled through them. They are a vital component in all cloaking devices."
 sr_teldar:0 "Teldar Crystals"
 sr_teldar_desc:1 "Extremely durable crystals that enhance the armor-piercing capabilities and destructive potential of projectile weapons. They also happen to be very popular as gems used for jewelry."
 #sr_mirium: "Mirium Ore"
 #sr_mirium_desc: "This rare ore is too brittle to be used in an alloy, but if properly made mirium projectiles have unmatched armor piercing potential."
 sr_satramene:0 "Satramene Gas"
 sr_satramene_desc:1 "This gas is a naturally occurring stimulant found on some worlds. It has a calming effect on most beings, and can be used as a non-violent way of pacifying hostile individuals."
 sr_lythuric:0 "Lythuric Gas"
 sr_lythuric_desc:1 "Small concentrations of this gas has been shown to significantly strengthen the integrity of energy force fields. It also has a dulling effect on the minds of creatures exposed to the gas."
 sr_dark_matter:0 "Dark Matter"
 sr_dark_matter_desc:0 "This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas."
 sr_alien_pets:0 "Alien Pets"
 sr_alien_pets_desc:1 "These docile non-sentient creatures can easily be domesticated, and their friendly demeanor and appealing looks would make them popular as pets and companions. Xenophiles value them highly and proudly present them in their zoos."
 #sr_alien_test_subjects: "Alien Test Subjects"
 #sr_alien_test_subjects_desc: "The genetic makeup of these non-sentient alien creatures make them particularly useful as test subjects in experiments involving a variety of domestic products and medicines."
 sr_pitharan:0 "Pitharan Dust"
 sr_pitharan_desc:1 "This energy-dense fine dust serves dual purposes both as an excellent fertilizer and as a potent ingredient in thruster fuel."
 sr_engos:0 "Engos Vapor"
 sr_engos_desc:1 "A naturally occurring stimulant that helps all forms of life adapt and evolve. It can also be used as a very potent conductor for energy weapons."
 #sr_xaldor: "Xaldor Gemstones"
 #sr_xaldor_desc: "These rare gems emit an ethereal glow that changes color depending on the mood of whoever is holding them. The glow becomes especially intense in the vicinity of psionically-gifted individuals."
 sr_orillium:0 "Orillium Ore"
 sr_orillium_desc:0 "Orillium is a very dense and unstable element that can be used for powerful explosives."
 #sr_sactajenian: "Sactajenian Spice"
 #sr_sactajenian_desc: "A psychoactive compound that imbues users with a limited psionic connection to one another. This effect somewhat diminishes free will and individual mental capacity, but the new 'group mind' can perform tasks as a single organism for a limited time."
 #sr_zarbadoccan: "Zarbadoccan Mold"
 #sr_zarbadoccan_desc: "A powerful stimulant that temporarily gifts most users with a sense of increased creativity or introspective emotional awareness. This kind of 'soul-searching' is frowned upon by some cultures as being counter-productive."
 #sr_riggian: "Riggian Spice"
 #sr_riggian_desc: "This spice is rumored to have been spread to many different worlds by an ancient interstellar trade league. It has a unique flavor and is a popular food ingredient, particularly among mammalians."
 sr_betharian:0 "Betharian Stone"
 sr_betharian_desc:0 "These rare stones have been deposited on many worlds through meteor strikes. They burn very slowly and are very efficient energy sources."
 #sr_carnian: "Carnian Pearls"
 #sr_carnian_desc: "These pearls are often used in jewelry and their brilliant white metallic luster is quite eye-catching, which may explain why they are so popular among avian species."
 #sr_iryab: "Ir-Yab Crystals"
 #sr_iryab_desc: "If struck, these 'singing' crystals start to vibrate while emitting a unique humming sound. They are often used as musical instruments, and many fungoid species seem particularly fond of their vibrating tones."
 #sr_celgannir: "Cel'Gannir Gel"
 #sr_celgannir_desc: "This edible substance is a popular food in many cultures, but it can also be used as an industrial lubricant. Individuals from many molluscoid species like to submerge themselves in the gel, claiming various positive medicinal effects."
 #sr_kobor: "Kobor Wood"
 #sr_kobor_desc: "Kobor trees can be found on many different worlds, and their seeds were likely spread deliberately by someone long ago. The wood from these trees is light, extremely durable and easy to work with. Arthropods in particular favor it as a building material."


 ####################################
 # Planetary Buildings
 ####################################
 
 building_basic_power_plant:0 "Basic Power Plant"
 building_basic_power_plant_desc:1 "Power Plants produce Energy Credits, necessary for maintaining most buildings and ships."
 building_power_plant_1:0 "Power Plant I"
 building_power_plant_1_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_2:0 "Power Plant II"
 building_power_plant_2_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_3:0 "Power Plant III"
 building_power_plant_3_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_4:0 "Power Plant IV"
 building_power_plant_4_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_5:0 "Power Plant V"
 building_power_plant_5_desc:1 "$building_basic_power_plant_desc$"
 betharian_power_plant_1:0 "Betharian Power Plant I"
 betharian_power_plant_1_desc:1 "Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits."
 betharian_power_plant_2:0 "Betharian Power Plant II"
 betharian_power_plant_2_desc:1 "$betharian_power_plant_1_desc$"
 betharian_power_plant_3:0 "Betharian Power Plant III"
 betharian_power_plant_3_desc:1 "$betharian_power_plant_1_desc$"
 betharian_power_plant_4:0 "Betharian Power Plant IV"
 betharian_power_plant_4_desc:1 "$betharian_power_plant_1_desc$"
 betharian_power_plant_5:0 "Betharian Power Plant V"
 betharian_power_plant_5_desc:1 "$betharian_power_plant_1_desc$"
 building_basic_farm:0 "Basic Hydroponics Farm"
 building_basic_farm_desc:1 "Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops."
 building_hydroponics_farm_1:0 "Hydroponics Farm I"
 building_hydroponics_farm_1_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_2:0 "Hydroponics Farm II"
 building_hydroponics_farm_2_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_3:0 "Hydroponics Farm III"
 building_hydroponics_farm_3_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_4:0 "Hydroponics Farm IV"
 building_hydroponics_farm_4_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_5:0 "Hydroponics Farm V"
 building_hydroponics_farm_5_desc:1 "$building_basic_farm_desc$"
 building_basic_mine:0 "Basic Mine"
 building_basic_mine_desc:1 "Mining Networks extract crucial Minerals from the planet's crust."
 building_mining_network_1:0 "Mining Network I"
 building_mining_network_1_desc:1 "$building_basic_mine_desc$"
 building_mining_network_2:0 "Mining Network II"
 building_mining_network_2_desc:1 "$building_basic_mine_desc$"
 building_mining_network_3:0 "Mining Network III"
 building_mining_network_3_desc:1 "$building_basic_mine_desc$"
 building_mining_network_4:0 "Mining Network IV"
 building_mining_network_4_desc:1 "$building_basic_mine_desc$"
 building_mining_network_5:0 "Mining Network V"
 building_mining_network_5_desc:1 "$building_basic_mine_desc$"
 building_basic_science_lab_1:0 "Basic Science Lab I"
 building_basic_science_lab_1_desc:1 "Science Labs provide the basic facilities for general research, and can be Upgraded for more specialized functionality."
 building_engineering_facility_1:0 "Engineering Facility I"
 building_engineering_facility_1_desc:1 "Engineering Facilities are specialized institutions generating additional Engineering research."
 building_engineering_facility_2:0 "Engineering Facility II"
 building_engineering_facility_2_desc:1 "$building_engineering_facility_1_desc$"
 building_engineering_facility_3:0 "Engineering Facility III"
 building_engineering_facility_3_desc:1 "$building_engineering_facility_1_desc$"
 building_engineering_facility_4:0 "Engineering Facility IV"
 building_engineering_facility_4_desc:1 "$building_engineering_facility_1_desc$"
 building_engineering_facility_5:0 "Engineering Facility V"
 building_engineering_facility_5_desc:1 "$building_engineering_facility_1_desc$"
 building_physics_lab_1:0 "Physics Lab I"
 building_physics_lab_1_desc:1 "Physics Labs are specialized institutions generating additional Physics research."
 building_physics_lab_2:0 "Physics Lab II"
 building_physics_lab_2_desc:1 "$building_physics_lab_1_desc$"
 building_physics_lab_3:0 "Physics Lab III"
 building_physics_lab_3_desc:1 "$building_physics_lab_1_desc$"
 building_physics_lab_4:0 "Physics Lab IV"
 building_physics_lab_4_desc:1 "$building_physics_lab_1_desc$"
 building_physics_lab_5:0 "Physics Lab V"
 building_physics_lab_5_desc:1 "$building_physics_lab_1_desc$"
 building_biolab_1:0 "Biolab I"
 building_biolab_1_desc:1 "Biolabs are specialized institutions generating additional Society research."
 building_biolab_2:0 "Biolab II"
 building_biolab_2_desc:1 "$building_biolab_1_desc$"
 building_biolab_3:0 "Biolab III"
 building_biolab_3_desc:1 "$building_biolab_1_desc$"
 building_biolab_4:0 "Biolab IV"
 building_biolab_4_desc:1 "$building_biolab_1_desc$"
 building_biolab_5:0 "Biolab V"
 building_biolab_5_desc:1 "$building_biolab_1_desc$"
 building_clone_vats:0 "Clone Vats"
 building_clone_vats_desc:1 "Clone Vats are required for the creation of clone armies."
 building_slave_processing:0 "Slave Processing Facility"
 building_slave_processing_desc:0 "This large and imposing facility is used to process slave labor and extinguish any trace of free will. A Slave Processing Facility is required for the creation of slave armies."
 building_robotics_assembly_plant:0 "Robotics Assembly Plant"
 building_robotics_assembly_plant_desc:0 "A Robotics Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_1$§! Pop per Year\nPop Maintenance: £energy  §Y1§!"
 building_robotics_assembly_plant_2:1 "Droid Assembly Plant"
 building_robotics_assembly_plant_2_desc:1 "A Droid Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_2$§! Pop per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_1$§! to §H$ROBOT_POP_SPECIES_2$§!\nPop Maintenance: £energy  §Y2§!"
 building_robotics_assembly_plant_3:1 "Synthetic Assembly Plant"
 building_robotics_assembly_plant_3_desc:1 "A Synthetic Assembly Plant is required for the creation of robotic armies.\nAdds §Y1§! §H$ROBOT_POP_SPECIES_3$§! Pop per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_2$§! to §H$ROBOT_POP_SPECIES_3$§!\nPop Maintenance: £energy  §Y5§!"
 building_colony_shelter:0 "Reassembled Ship Shelter"
 building_colony_shelter_desc:0 "The remains of a Colony Ship, reassembled for planetside form and function."
 building_capital_1:1 "Planetary Administration"
 building_capital_1_desc:0 "Basic governmental center to handle various administrative tasks."
 building_capital_2:0 "Planetary Capital"
 building_capital_2_desc:0 "Seat of the local ruling elite."
 building_capital_3:0 "Empire Capital-Complex"
 building_capital_3_desc:1 "A towering configuration of administrative bureaus and networked infrastructure, allowing the construction and operation of highly demanding facilities."
 building_ancient_factory:1 "Autonomous Fabricators"
 building_ancient_factory_desc:1 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_dark_matter_power_plant:0 "Dark Matter Power Plant"
 building_dark_matter_power_plant_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_agri_processing_complex:0 "Agri-Processing Complex"
 building_agri_processing_complex_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_primitive_farm:0 "Primitive Farms"
 building_primitive_farm_desc:0 "Primitive farmsteads working the soil for meager returns."
 building_primitive_factory:0 "Primitive Factory"
 building_primitive_factory_desc:0 "Primitive, inefficient factories spewing pollution while producing goods."
 building_mutant_landfill:0 "Mutant Landfill"
 building_mutant_landfill_desc:0 "A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts."
 building_vault:0 "Underground Vault"
 building_vault_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out."
 building_vault_2:0 "Underground Vault"
 building_vault_2_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault contains a huge machine park along with stores of mining equipment."
 building_particle_accelerator:0 "Particle Accelerator"
 building_particle_accelerator_desc:0 "This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist."
 building_odd_factory:0 "Odd Factory"
 building_odd_factory_desc:0 "A well-crafted facility that produces high value resources, left on the planet by a different civilization."
 building_quarantine:0 "Plague Research Station"
 building_quarantine_desc:0 "A temporary hospital with a focus on studying infected in order to produce a cure."
 building_plague_memorial:0 "Plague Memorial"
 building_plague_memorial_desc:0 "A memorial to remind the people of the horrible disease that once haunted their home. Stands as a testiment to the survival of the nation."
 building_power_hub_1:1 "Power Hub I"
 building_power_hub_1_desc:1 "Power Hubs produce some Energy Credits on their own, but more importantly increase the overall Energy Credit output of the planet."
 building_power_hub_2:1 "Power Hub II"
 building_power_hub_2_desc:1 "$building_power_hub_1_desc$"
 building_mineral_processing_plant_1:1 "Mineral Processing Plant I"
 building_mineral_processing_plant_1_desc:1 "Mineral Processing Plants produce some Minerals on their own, but more importantly increase the overall Mineral output of the planet."
 building_mineral_processing_plant_2:1 "Mineral Processing Plant II"
 building_mineral_processing_plant_2_desc:1 "$building_mineral_processing_plant_1_desc$"
 building_clinic:0 "Frontier Clinic"
 building_clinic_desc:1 "Frontier Clinics improve the quality of life of colonists on alien worlds."
 building_mineral_silo_1:1 "Mineral Silo I"
 building_mineral_silo_1_desc:1 "Mineral Silos increase our Empire's maximum Mineral storage capacity."
 building_mineral_silo_2:1 "Mineral Silo II"
 building_mineral_silo_2_desc:0 "$building_mineral_silo_1_desc$"
 building_mineral_silo_3:1 "Mineral Silo III"
 building_mineral_silo_3_desc:0 "$building_mineral_silo_1_desc$"
 building_planetary_shield_generator:0 "Planetary Shield Generator"
 building_planetary_shield_generator_desc:0 "$tech_planetary_shield_generator_desc$"
 
 ####################################
 # Wonders
 ####################################
 building_xeno_zoo:0 "Xeno Zoo"
 building_xeno_zoo_desc:0 "As a sign our mastery of the unknown, we have gathered alien creatures from all across the galaxy."
 building_paradise_dome:0 "Paradise Dome"
 building_paradise_dome_desc:1 "An elysian dome housing examples of natural beauty carefully curated to induce a potent mixture of nostalgia and patriotism."
 building_monument:0 "Monument"
 building_monument_desc:0 "A monument honoring a great ruler."
 building_monument_proper:0 "[GetRulerName]'s Monument"
 building_monument_desc_proper:0 "A colossal monument honoring the great [GetRulerName]."
 building_grand_mausoleum:0 "Grand Mausoleum"
 building_grand_mausoleum_desc:0 "A huge mausoleum built to house the tomb of a great ruler."
 building_grand_mausoleum_proper:0 "[GetRulerName]'s Grand Mausoleum"
 building_grand_mausoleum_desc_proper:0 "The sacred mausoleum of the revered [GetRulerName]."
 building_grand_mausoleum_allowed_tooltip:0 "Must have a §YRuler§!\nMust have a\n§YPlanetary Administration§!,\n§YPlanetary Capital§!, or\n§YEmpire Capital-Complex§!\nbuilt on the planet"
 building_royal_gardens:0 "Royal Gardens"
 building_royal_gardens_desc:0 "A huge recreational garden where the people may gather and rejoice in remembrance to a great ruler."
 building_royal_gardens_proper:0 "Royal Gardens of [GetRulerName]"
 building_royal_gardens_desc_proper:0 "A fantastic garden developed by the great [GetRulerName]."
 building_galactic_stock_exchange:0 "Galactic Stock Exchange"
 building_galactic_stock_exchange_desc:0 "By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs."
 building_ministry_benevolence:0 "Ministry of Benevolence"
 building_ministry_benevolence_desc:0 "In order to provide the best living conditions for our citizens, and to offer them the security they are entitled to, we have centralized the branches of the state bureaucracy concerned with their well-being."
 building_hyper_entertainment_forum:0 "Hyper-Entertainment Forum"
 building_hyper_entertainment_forum_desc:0 "This massive entertainment complex is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!"
 building_institute:0 "Research Institute"
 building_institute_desc:1 "The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research output of the whole planet."
 building_virtual_combat_arena:0 "Virtual Combat Arena"
 building_virtual_combat_arena_desc:1 "The Virtual Combat Arena serves both as entertainment and a means to foster communal unity. Local armies may also use the Virtual Combat Arena for virtual exercises."
 building_monument_purity:0 "Monument to Purity"
 building_monument_purity_desc:1 "$tech_purity_campaigns_desc$"
 building_garanthiumworks:0 "Garanthiumworks"
 building_garanthiumworks_desc:1 "Garanthiumworks manufacture Garanthium-wrought construction components, greatly improving the speed and cost efficiency of building new facilities."
 building_teldar_plant:0 "Teldar Plant"
 building_teldar_plant_desc:1 "Teldar Plants refine Teldar crystals for use in jewelry to dazzle and delight the populace."
 building_orillium_factory:0 "Orillium Explosives Factory"
 building_orillium_factory_desc:1 "The unique qualities of Orillium ore allows it to be processed into an easily-tuned explosive, especially suited for controlled blasts in deep mining operations."
 building_pitharan_plant:0 "Pitharan Fertilizer Plant"
 building_pitharan_plant_desc:1 "Pitharan Fertilizer Plants produce fertilizers using Pitharan dust as an additive, improving crop yields."
 building_engos_plant:0 "Engos Habitation Station"
 building_engos_plant_desc:1 "An Engos Habitation Station introduces low concentrations of Engos Vapor into the atmosphere, for a number of beneficial effects to Pop health."
 building_lythuric_manipulator:0 "Lythuric Atmospheric Manipulator"
 building_lythuric_manipulator_desc:1 "Lythuric Atmospheric Manipulators disperse Lythuric gas at concentrations low enough to not be noticeably psychoactive, but nevertheless increase social conformity."
 building_military_academy:0 "Military Academy"
 building_military_academy_desc:1 "Military Academies improve local recruitment rates and offer a higher standard of training."
 
 ####################################
 # Building requirement custom descs
 ####################################
 requires_building_capital_1:0 "§RRequires §Y$building_capital_1$§! on planet.§!"
 requires_building_capital_2:0 "§RRequires §Y$building_capital_2$§! on planet.§!"
 requires_building_capital_3:0 "§RRequires §Y$building_capital_3$§! on planet.§!"
 requirement_robotics_2:0 "§RRequires §Y$building_capital_2$§! on planet. Artificial Intelligence may not be outlawed.§!"
 requirement_robotics_3:0 "§RRequires §Y$building_capital_3$§! on planet. Artificial Intelligence may not be outlawed.§!"
 requirement_slave_facility:0 "§RSlavery is outlawed.§!"
 requirement_not_homeworld:0 "§RCannot be built on home world.§!"
 requires_shelter:0 "§RRequires §Y$building_colony_shelter$§! on planet.§!"
 requires_pops_5:0 "§RRequires at least §Y5 Pops§! on planet.§!"
 requires_pops_10:0 "§RRequires at least §Y10 Pops§! on planet.§!"
 requires_pops_15:0 "§RRequires at least §Y15 Pops§! on planet.§!"
 
 ####################################
 # Event Buildings
 ####################################

 building_zanaam_obelisk:0 "Obelisk of Zanaam"
 building_zanaam_obelisk_desc:0 "A mysterious obelisk covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches."
 building_great_pyramid:0 "Great Pyramid"
 building_great_pyramid_desc:1 "A pyramid constructed by the local population to appease a deity descended from the sky."
 building_toy_factory:0 "Alien Toy Factory"
 building_toy_factory_desc:0 "Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purpose."

 ####################################
 # Governments
 ####################################

 military_dictatorship:0 "Military Dictatorship"
 military_dictatorship_desc:0 "§LThis government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.§!"
 military_dictatorship_special:0 "Each Ruler can build an oversized Ship"
 martial_empire:0 "Martial Empire"
 martial_empire_desc:0 "§LThis government is an advanced form of militaristic autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.§!"
 martial_empire_special:0 "Each Ruler can build an oversized Ship"
 divine_mandate:0 "Divine Mandate"
 divine_mandate_desc:0 "§LThis government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.§!"
 divine_mandate_special:0 "Each Ruler can build a Tomb Monument Building"
 transcendent_empire:0 "Transcendent Empire"
 transcendent_empire_desc:0 "§LThis government is an advanced form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.§!"
 transcendent_empire_special:0 "Each Ruler can build a Tomb Monument Building"
 despotic_hegemony:0 "Despotic Hegemony"
 despotic_hegemony_desc:0 "§LThis government is a materialistic form of autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.§!"
 despotic_hegemony_special:0 "Each Ruler can build an Elite Assault Army"
 ai_overlordship:1 "Neural Network Administration"
 ai_overlordship_desc:0 "§LThis government is an advanced form of materialistic autocracy, where powerful computers are used to calculate the most efficient ways to govern. All aspects of the state are geared towards efficiency and the acquisition of new technologies.§!"
 ai_overlordship_special:0 "Each Ruler can build an Elite Assault Army"
 enlightened_monarchy:0 "Enlightened Monarchy"
 enlightened_monarchy_desc:0 "§LThis government is a pacifistic form of autocracy, where the ruler is viewed as an enlightened protector that always acts in the best interests of the citizenry.§!"
 enlightened_monarchy_special:0 "Each Ruler can build a special Park Building"
 irenic_monarchy:0 "Irenic Monarchy"
 irenic_monarchy_desc:0 "§LThis government is an advanced form of pacifistic autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.§!"
 irenic_monarchy_special:0 "Each Ruler can build a special Park Building"
 despotic_empire:0 "Despotic Empire"
 despotic_empire_desc:0 "§LThis government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.§!"
 despotic_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!."
 star_empire:0 "Star Empire"
 star_empire_desc:0 "§LThis government is an advanced form of autocracy, with a single ruler having been granted absolute power. Improved bureaucratic efficiency has further reduced the administrative strain of ruling a large interstellar empire this way.§!"
 star_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!."
 military_junta:0 "Military Junta"
 military_junta_desc:0 "§LThis government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.§!"
 ordered_stratocracy:0 "Ordered Stratocracy"
 ordered_stratocracy_desc:0 "§LThis government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.§!"
 theocratic_oligarchy:0 "Theocratic Oligarchy"
 theocratic_oligarchy_desc:0 "§LThis government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.§!"
 transcendent_oligarchy:0 "Transcendent Oligarchy"
 transcendent_oligarchy_desc:0 "§LThis government is an advanced form of spiritualistic oligarchy, ruled by a divine council who are considered absolute authorities on all matters of state and religion.§!"
 science_directorate:0 "Science Directorate"
 science_directorate_desc:0 "§LThis government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.§!"
 illuminated_technocracy:0 "Illuminated Technocracy"
 illuminated_technocracy_desc:0 "§LThis government is an advanced form of materialistic oligarchy, where a committee of technocrats, often the leading scientists of their fields, hold power. Technological progress is considered vital to the future of the state.§!"
 peaceful_bureaucracy:0 "Peaceful Bureaucracy"
 peaceful_bureaucracy_desc:0 "§LThis government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.§!"
 irenic_protectorate:0 "Irenic Protectorate"
 irenic_protectorate_desc:0 "§LThis government is an advanced form of pacifistic oligarchy, where a safety committee oversees the administration of the state. Violent tendencies among citizens are curbed at an early stage.§!"
 plutocratic_oligarchy:0 "Plutocratic Oligarchy"
 plutocratic_oligarchy_desc:0 "§LThis government is a plutocratic form of oligarchy, ruled by a wealthy elite. A citizen's personal wealth translates directly into political power.§!"
 mega_corporation:0 "Mega Corporation"
 mega_corporation_desc:0 "§LThis government is an advanced form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.§!"
 military_republic:0 "Military Republic"
 military_republic_desc:0 "§LThis government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.§!"
 martial_demarchy:0 "Martial Democracy"
 martial_demarchy_desc:0 "§LThis government is an advanced form of militaristic democracy, where rulers are randomly selected from a pool of qualified candidates. Qualifications are based almost purely on military achievement.§!"
 theocratic_republic:0 "Theocratic Republic"
 theocratic_republic_desc:0 "§LThis government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.§!"
 transcendent_republic:0 "Transcendent Republic"
 transcendent_republic_desc:0 "§LThis government is an advanced form of spiritualistic democracy, where candidates for leadership are drawn exclusively from the ranks of the official state religion, which permeates all layers of society.§!"
 direct_democracy:0 "Direct Democracy"
 direct_democracy_desc:0 "§LThis government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.§!"
 subconscious_consensus:0 "Subconscious Consensus"
 subconscious_consensus_desc:0 "§LThis government is an advanced form of materialistic democracy, where citizens are required by law to carry an implant which enables them to instantly cast their vote during referendums.§!"
 moral_democracy:0 "Moral Democracy"
 moral_democracy_desc:0 "§LThis government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.§!"
 irenic_democracy:0 "Irenic Democracy"
 irenic_democracy_desc:0 "§LThis government is an advanced form of pacifistic democracy, where peaceful solutions are sought to all conflicts, both internal and external.§!"
 indirect_democracy:0 "Indirect Democracy"
 indirect_democracy_desc:0 "§LThis government is an indirect democracy, where citizens vote on officials who are elected to represent them.§!"
 democratic_utopia:0 "Democratic Utopia"
 democratic_utopia_desc:0 "§LThis government is an advanced form of indirect democracy, which has managed to strike a fine balance between personal liberties and social responsibility. Corruption has largely been eliminated.§!"
 primitive_feudalism:0 "Primitive Feudalism"
 primitive_feudalism_desc:0 "§LA primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.§!"
 fragmented_nations:0 "Fragmented Nations"
 fragmented_nations_desc:0 "A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists."
 stagnated_ascendancy:0 "Stagnant Ascendancy"
 stagnated_ascendancy_desc:0 "§LA stagnant form of government based on ancient traditions and long-forgotten principles.§!"
 machine_consciousness:0 "Machine Consciousness"
 machine_consciousness_desc:2 "§LAn utterly alien and bizarre system of government employed by machine civilizations.§!"
 military_order:0 "Military Order"
 military_order_desc:1 "§LA weird but apparently highly effective militaristic government type.§!"
 hive_mind:0 "Hive Mind"
 hive_mind_desc:1 "§LA highly developed form of collective consciousness where individual minds are like mere synapses in a vast, distributed brain.§!"
 RT_GRAND_MARSHAL:0 "Grand Marshal"
 RT_IMPERATOR:0 "Imperator"
 RT_IMPERATRIX:0 "Imperatrix"
 RT_ARCHPROPHET:0 "Archprophet"
 RT_ARCHPROPHETESS:0 "Archprophetess"
 RT_GOD_EMPEROR:0 "God Emperor"
 RT_GOD_EMPRESS:0 "God Empress"
 RT_OVERLORD:0 "Overlord"
 RT_HIGH_TECHNICIAN:0 "High Technician"
 RT_KING:0 "King"
 RT_QUEEN:0 "Queen"
 RT_HIGH_KING:0 "High King"
 RT_HIGH_QUEEN:0 "High Queen"
 RT_EMPEROR:0 "Emperor"
 RT_EMPRESS:0 "Empress"
 RT_ARCHON:0 "Archon"
 RT_STRATEGOS:0 "Strategos"
 RT_INQUISITOR:0 "Inquisitor"
 RT_PATRIARCH:0 "Patriarch"
 RT_MATRIARCH:0 "Matriarch"
 RT_DIRECTOR:0 "Director"
 RT_OVERSEER:0 "Overseer"
 RT_COORDINATOR:0 "Coordinator"
 RT_PROTECTOR:0 "Protector"
 RT_CHIEF_EXECUTIVE:0 "Executive"
 RT_CEO:0 "Chief Executive Officer"
 RT_CENSOR:0 "Censor"
 RT_CONSUL:0 "Consul"
 RT_LORD_PROTECTOR:0 "Lord Protector"
 RT_LADY_PROTECTOR:0 "Lady Protector"
 RT_REVERED_ELDER:0 "Revered Elder"
 RT_HIGH_PRIEST:0 "High Priest"
 RT_HIGH_PRIESTESS:0 "High Priestess"
 RT_CHANCELLOR:0 "Chancellor"
 RT_FIRST_SPEAKER:0 "First Speaker"
 RT_PRIME_MINISTER:0 "Prime Minister"
 RT_PRESIDENT:0 "President"
 RT_SECRETARY:0 "Secretary"
 RT_HIVEMIND:0 "Hive Mind"
 HT_CROWN_PRINCE:0 "Crown Prince"
 HT_CROWN_PRINCESS:0 "Crown Princess"
 HT_PRIEST:0 "High Priest"
 HT_PRIESTESS:0 "High Priestess"
 HT_SAINT:0 "Saint"
 HT_DEPUTY_OVERLORD:0 "Deputy Overlord"
 HT_SENIOR_TECHNICIAN:0 "Senior Technician"
 RT_GRAND_MASTER:0 "Grand Master"

 ####################################
 # Ship Components
 ####################################

 weapon:0 "Weapon"
 utility:0 "Utility"
 strike_craft:0 "Strike Craft"
 ship_mounted:0 "Ship-mounted"

 RED_LASER:0 "Red Laser"
 RED_LASER_DESC:0 "Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat."
 BLUE_LASER:0 "Blue Laser"
 BLUE_LASER_DESC:0 "More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics."
 UV_LASER:0 "UV Laser"
 UV_LASER_DESC:0 "Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage."
 XRAY_LASER:0 "X-Ray Laser"
 XRAY_LASER_DESC:0 "These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive."
 GAMMA_LASER:0 "Gamma Laser"
 GAMMA_LASER_DESC:0 "The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons."

 SPACEPORT_LASER:0 "Spaceport Laser"
 SPACEPORT_LASER_DESC:1 "Spaceport-mounted lasers feature excellent target tracking, to make up for the immobility of the spaceport itself."

 ENERGY_LANCE_1:0 "Particle Lance"
 ENERGY_LANCE_1_DESC:0 "These heavy energy weapons fire focused particle beams that cause massive damage. The size of the emitter arrays limits their use to large turret mounts."
 ENERGY_LANCE_2:0 "Tachyon Lance"
 ENERGY_LANCE_2_DESC:0 "A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. Like its predecessor, its use is limited to large turrets."

 PLASMA_1:0 "Plasma Thrower"
 PLASMA_1_DESC:0 "Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor."
 PLASMA_2:0 "Plasma Accelerator"
 PLASMA_2_DESC:0 "These new accelerators launch projectiles of high-energy plasma with improved containment fields. This results in less energy leakage as the projectile travels in space towards its target."
 PLASMA_3:0 "Plasma Cannon"
 PLASMA_3_DESC:0 "The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier."

 ARC_EMITTER_1:0 "Arc Emitter"
 ARC_EMITTER_1_DESC:0 "Powerful weapons that launch a lightning arc of concentrated energy at targets, which then has a chance of 'bouncing' to nearby ships. Very effective against clusters of smaller ships."
 ARC_EMITTER_2:0 "Focused Arc Emitter"
 ARC_EMITTER_2_DESC:0 "These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge."

 DISRUPTOR_1:0 "Disruptor"
 DISRUPTOR_1_DESC:0 "Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. They are particularly effective against shields."
 DISRUPTOR_2:0 "Ion Disruptor"
 DISRUPTOR_2_DESC:0 "These upgraded disruptors fire bolts of more destructive ion particles at targets, without sacrificing the firing rate of their predecessors."
 DISRUPTOR_3:0 "Phase Disruptor"
 DISRUPTOR_3_DESC:0 "Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way."

 ENERGY_TORPEDO_1:0 "Proton Torpedoes"
 ENERGY_TORPEDO_1_DESC:0 "These energy torpedoes consist of tightly concentrated protons, and they are capable of completely penetrating deflector screens or shield systems."
 ENERGY_TORPEDO_2:0 "Neutron Torpedoes"
 ENERGY_TORPEDO_2_DESC:0 "Upgraded energy torpedoes that rely on neutrons instead of protons for their destructive power. Like their predecessors, they cannot be stopped by energy shields."

 MINING_DRONE_LASER_1:0 "Mining Drone Laser"
 MINING_DRONE_LASER_1_DESC:1 "Focused mining lasers cut through ship hulls as easily as they carve rocky asteroids."
 
 BLUE_CRYSTAL_WEAPON_1:0 "Blue Shard Thrower"
 BLUE_CRYSTAL_WEAPON_1_DESC:1 "The Blue Shard Thrower mimics the weaponized emissions of the Sapphire-class Crystalline Entities to inflict damage."
 GREEN_CRYSTAL_WEAPON_1:0 "Green Shard Thrower"
 GREEN_CRYSTAL_WEAPON_1_DESC:1 "The Green Shard Thrower mimics the weaponized emissions of the Emerald-class Crystalline Entities to inflict middling damage."
 YELLOW_CRYSTAL_WEAPON_1:0 "Yellow Shard Thrower"
 YELLOW_CRYSTAL_WEAPON_1_DESC:1 "The Yellow Shard Thrower mimics the weaponized emissions of the Topaz-class Crystalline Entities to inflict good damage."
 RED_CRYSTAL_WEAPON_1:0 "Red Shard Thrower"
 RED_CRYSTAL_WEAPON_1_DESC:1 "The Red Shard Thrower mimics the weaponized emissions of the Ruby-class Crystalline Entities to inflict considerable damage."
 
 SPACE_CLOUD_WEAPON_1:0 "Cloud Lightning"
 SPACE_CLOUD_WEAPON_1_DESC:1 "Utilizing our understanding of the fundamental forces involved in generating the Void Clouds' considerable internal charge to the fullest, the Cloud Lightning weapon system is a potent damage-dealer."
 
 EXTRADIMENSIONAL_1:0 "Matter Disintegrator"
 EXTRADIMENSIONAL_1_DESC:1 "Hailing from another dimension, the core technologies of the Matter Disintegrator bends several physical laws for destructive results."

 MISSILE_1:0 "Nuclear Missiles"
 MISSILE_1_DESC:0 "Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range."
 MISSILE_2:0 "Fusion Missiles"
 MISSILE_2_DESC:0 "These updated space-to-space missiles have more powerful fusion warheads and improved flight performance."
 MISSILE_3:0 "Antimatter Missiles"
 MISSILE_3_DESC:0 "Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets."
 MISSILE_4:0 "Quantum Missiles"
 MISSILE_4_DESC:0 "The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum."
 MISSILE_5:0 "Marauder Missiles"
 MISSILE_5_DESC:0 "These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets."

 SPACEPORT_MISSILE:0 "Spaceport Missile"
 SPACEPORT_MISSILE_DESC:1 "With available space being less of a concern than on mobile vessels, a spaceport can house larger ammunition stores and more efficient loading mechanisms for its missiles."

 SWARMER_MISSILE_1:0 "Swarmer Missiles"
 SWARMER_MISSILE_1_DESC:0 "These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems."
 SWARMER_MISSILE_2:0 "Whirlwind Missiles"
 SWARMER_MISSILE_2_DESC:0 "New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance."

 SCOURGE_MISSILE_1:0 "Scourge Missile"
 SCOURGE_MISSILE_1_DESC:1 "The Scourge Missile payloads are made up of many of the biochemical compounds used by the Swarm in interstellar combat, having proven unexpectedly effective against even the hardiest of military vessels."
 SPACEPORT_SCOURGE_MISSILE:0 "Spaceport Scourge Missile"
 SPACEPORT_SCOURGE_MISSILE_DESC:1 "$SCOURGE_MISSILE_1_DESC$"
 SCOURGE_PROJECTILE_WEAPON:0 "Scourge Acid Blast"
 SCOURGE_PROJECTILE_WEAPON_DESC:1 "Enclosed in ballistic capsules, the highly corrosive organic matter used in the Swarm's orbital bombardment can be repurposed as ship munitions."
 SMALL_SCOURGE_PROJECTILE_WEAPON:1 "$SCOURGE_PROJECTILE_WEAPON$"
 SMALL_SCOURGE_PROJECTILE_WEAPON_DESC:1 "$SCOURGE_PROJECTILE_WEAPON_DESC$"
 SWARM_STRIKE_CRAFT_1:0 "Swarm Strikers"
 SWARM_STRIKE_CRAFT_1_DESC:1 "Cloned, miniaturized Prethoryn specimen can be controlled through wavelengths close to those we use for intra-fleet communication, allowing us to use them as effective strike craft."
 AMOEBA_STRIKE_CRAFT_1:1 "Amoeba Flagella"
 AMOEBA_STRIKE_CRAFT_1_DESC:1 "Amoebas bred in captivity spawn Flagella that can be imprinted to respond to subtle shifts in hull magnetization, allowing us to use them as effective strike craft."

 TORPEDO_1:0 "Space Torpedoes"
 TORPEDO_1_DESC:0 "These torpedoes are essentially very large, slow-moving missiles. They are equipped with more powerful warheads and shield modulators that let them slip unmolested through energy screens."
 TORPEDO_2:0 "Armored Torpedoes"
 TORPEDO_2_DESC:0 "Upgraded space torpedoes encased in armor, to better withstand enemy point-defense fire. The armor fragments into shards that cause additional damage when the torpedo detonates."
 TORPEDO_3:0 "Devastator Torpedoes"
 TORPEDO_3_DESC:0 "Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens."

 MASS_DRIVER_1:0 "Mass Driver"
 MASS_DRIVER_1_DESC:0 "These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds."
 MASS_DRIVER_2:0 "Coilgun"
 MASS_DRIVER_2_DESC:0 "Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets."
 MASS_DRIVER_3:0 "Railgun"
 MASS_DRIVER_3_DESC:0 "Railguns use twin parallel rails to fire projectiles are incredible speeds."
 MASS_DRIVER_4:0 "Advanced Railgun"
 MASS_DRIVER_4_DESC:0 "A new version of the venerable railgun, with sturdier rails and an upgraded power supply. These weapons are even more powerful and accurate than their predecessors."
 MASS_DRIVER_5:0 "Gauss Cannon"
 MASS_DRIVER_5_DESC:0 "This updated version of the old coilgun design is even more destructive than the latest railgun designs. It is capable of launching projectiles with incredible accuracy and speed."

 SPACEPORT_MASS_DRIVER:0 "Spaceport Mass Driver"
 SPACEPORT_MASS_DRIVER_DESC:1 "Spaceport-mounted mass drivers, while of an older design, pack a considerable punch even when compared to their ship-mounted brethren."

 KINETIC_ARTILLERY_1:0 "Kinetic Battery"
 KINETIC_ARTILLERY_1_DESC:0 "Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy."
 KINETIC_ARTILLERY_2:0 "Kinetic Artillery"
 KINETIC_ARTILLERY_2_DESC:0 "An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer."

 AUTOCANNON_1:0 "Autocannon"
 AUTOCANNON_1_DESC:0 "Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire."
 AUTOCANNON_2:0 "Ripper Autocannon"
 AUTOCANNON_2_DESC:0 "These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire."
 AUTOCANNON_3:0 "Stormfire Autocannon"
 AUTOCANNON_3_DESC:0 "Advanced rotary autocannons capable of spewing a cloud of armor-piercing and high-explosive shells at a target."

 FLAK_BATTERY_1:0 "Flak Battery"
 FLAK_BATTERY_1_DESC:1 "Gun batteries that fire area effect shrapnel rounds at close range. They are particularly lethal to enemy strike craft, but can also inflict damage on larger ships."
 FLAK_BATTERY_2:0 "Flak Artillery"
 FLAK_BATTERY_2_DESC:1 "Upgraded flak batteries with new, more powerful shrapnel rounds. They offer excellent defense against both strike craft and missiles."

 EMPTY_DRIVE:0 "No FTL Drive"
 EMPTY_DRIVE_DESC:1 "Ships without FTL drives will never be able to leave the solar systems in which they were built."
 WARP_DRIVE_1:0 "Warp Drive I"
 WARP_DRIVE_1_DESC:1 "Warp Drives allow FTL travel to and from the edges of star systems, with limited range and wind-up and wind-down periods at departure and arrival."
 WARP_DRIVE_2:0 "Warp Drive II"
 WARP_DRIVE_2_DESC:1 "$WARP_DRIVE_1_DESC$"
 WARP_DRIVE_3:0 "Warp Drive III"
 WARP_DRIVE_3_DESC:1 "$WARP_DRIVE_1_DESC$"
 HYPER_DRIVE_1:0 "Hyper Drive I"
 HYPER_DRIVE_1_DESC:1 "Ships equipped with Hyper Drives can only travel along interstellar hyperlanes, but are capable of accelerating to FTL from anywhere in a system."
 HYPER_DRIVE_2:0 "Hyper Drive II"
 HYPER_DRIVE_2_DESC:1 "$HYPER_DRIVE_1_DESC$"
 HYPER_DRIVE_3:0 "Hyper Drive III"
 HYPER_DRIVE_3_DESC:1 "$HYPER_DRIVE_1_DESC$"
 JUMP_DRIVE_1:0 "Jump Drive"
 JUMP_DRIVE_1_DESC:1 "The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood."
 PSI_JUMP_DRIVE_1:0 "Psi Jump Drive"
 PSI_JUMP_DRIVE_1_DESC:1 "The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly."
 WORMHOLE_DRIVE_DESC:0 "Ships equipped with Wormhole Modulators attune the portals created by Wormhole Generators to allow for passage between systems."

 ftl_components:0 "FTL Components"
 ftl_components_DESC:0 "Any ship traveling to another system requires an FTL drive of some sort."

 thruster_components:0 "Thrusters"
 thruster_components_DESC:0 "Thrusters are used for sub-FTL propulsion, and is a vital component for all ships."

 combat_computers:0 "Combat Computers"
 combat_computers_DESC:0 "All military ships have on-board computers dedicated to combat, handling targeting-calculations, evasive maneuvers and damage-control."

 border_extruders:0 "Border Beacons"
 border_extruders_DESC:0 "Border Beacons serve as buoys projecting and demarcating national borders in deep space."

 ship_aura_components:0 "Field Emitter"
 ship_aura_components_DESC:1 "Field Emitters project and maintain localized fields that induce various effects in enemy or friendly vessels."

 FISSION_REACTOR:0 "Fission Reactor"
 FISSION_REACTOR_DESC:0 "This energy source generates power through induced fission, but it also produces harmful nuclear waste."
 FUSION_REACTOR:0 "Fusion Reactor"
 FUSION_REACTOR_DESC:0 "Nuclear fusion processes generate a great amount of power, but without many of the risks associated with fission power."
 COLD_FUSION_REACTOR:0 "Cold Fusion Reactor"
 COLD_FUSION_REACTOR_DESC:0 "The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors."
 ZERO_POINT_REACTOR:0 "Zero Point Reactor"
 ZERO_POINT_REACTOR_DESC:0 "These reactors extract vacuum energy, providing an almost limitless supply of power. There is no more efficient way to generate energy."
 ANTIMATTER_REACTOR:0 "Antimatter Reactor"
 ANTIMATTER_REACTOR_DESC:0 "By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating power will be orders of magnitude better than fusion."

 SCIENCE_LAB_1:0 "Science Lab"
 MEDIUM_SCIENCE_LAB_1_DESC:0 "Shipboard Science Labs allow for basic research tasks and the surveying of celestial bodies."
 OBSERVATORY_1:0 "Radar System"
 OBSERVATORY_1_DESC:1 "A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels."
 OBSERVATORY_2:0 "Gravitic Sensors"
 OBSERVATORY_2_DESC:0 "These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship."
 OBSERVATORY_3:0 "Subspace Sensors"
 OBSERVATORY_3_DESC:0 "Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array."
 OBSERVATORY_4:0 "Tachyon Sensors"
 OBSERVATORY_4_DESC:0 "Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances."
 SHIP_SENSOR_1:0 "Ship-mounted $OBSERVATORY_1$"
 SHIP_SENSOR_1_DESC:0 "$OBSERVATORY_1_DESC$"
 SHIP_SENSOR_2:0 "Ship-mounted $OBSERVATORY_2$"
 SHIP_SENSOR_2_DESC:0 "$OBSERVATORY_2_DESC$"
 SHIP_SENSOR_3:0 "Ship-mounted $OBSERVATORY_3$"
 SHIP_SENSOR_3_DESC:0 "$OBSERVATORY_3_DESC$"
 SHIP_SENSOR_4:0 "Ship-mounted $OBSERVATORY_4$"
 SHIP_SENSOR_4_DESC:0 "$OBSERVATORY_4_DESC$"
 STATION_SENSOR_1:0 "Station-mounted $OBSERVATORY_1$"
 STATION_SENSOR_1_DESC:0 "$OBSERVATORY_1_DESC$"
 STATION_SENSOR_2:0 "Station-mounted $OBSERVATORY_2$"
 STATION_SENSOR_2_DESC:0 "$OBSERVATORY_2_DESC$"
 STATION_SENSOR_3:0 "Station-mounted $OBSERVATORY_3$"
 STATION_SENSOR_3_DESC:0 "$OBSERVATORY_3_DESC$"
 STATION_SENSOR_4:0 "Station-mounted $OBSERVATORY_4$"
 STATION_SENSOR_4_DESC:0 "$OBSERVATORY_4_DESC$"
 SHIELD_1:0 "Deflectors"
 SHIELD_1_DESC:0 "Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power."
 SHIELD_2:0 "Improved Deflectors"
 SHIELD_2_DESC:0 "These updated deflector screens are capable of soaking up even more punishment before they overload."
 SHIELD_3:0 "Shields"
 SHIELD_3_DESC:0 "These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection."
 SHIELD_4:0 "Advanced Shields"
 SHIELD_4_DESC:0 "An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier."
 SHIELD_5:0 "Hyper Shields"
 SHIELD_5_DESC:0 "These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none."
 SHIELD_RECHARGER:0 "Shield Capacitor"
 SHIELD_RECHARGER_DESC:0 "These capacitors store surplus energy which can quickly be transferred in the event of shield failure. This will greatly increase the rate at which shields recharge."
 AUTO_REPAIR:0 "Regenerative Hull Tissue"
 AUTO_REPAIR_DESC:0 "These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised."

 ARMOR_1:0 "Nanocomposite Armor"
 ARMOR_1_DESC:0 "Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation. "
 ARMOR_2:0 "Ceramo-Metal Armor"
 ARMOR_2_DESC:0 "A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility."
 ARMOR_3:0 "Plasteel Armor"
 ARMOR_3_DESC:0 "Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor."
 ARMOR_4:0 "Durasteel Armor"
 ARMOR_4_DESC:0 "This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor."
 ARMOR_5:0 "Neutronium Armor"
 ARMOR_5_DESC:0 "This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag."
 CRYSTAL_ARMOR_1:0 "Crystal-Infused Plating"
 CRYSTAL_ARMOR_1_DESC:1 "An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity."
 CRYSTAL_ARMOR_2:0 "Crystal-Forged Plating"
 CRYSTAL_ARMOR_2_DESC:1 "Modifications to the process of forging the crystalline alloy further improves its durability."

 SHIP_THRUSTER_1:0 "Chemical Thrusters"
 SHIP_THRUSTER_1_DESC:0 "Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust."
 SHIP_THRUSTER_2:0 "Ion Thrusters"
 SHIP_THRUSTER_2_DESC:0 "These electric thrusters use beams of ions to generate thrust without the need for propellant."
 SHIP_THRUSTER_3:0 "Plasma Thrusters"
 SHIP_THRUSTER_3_DESC:0 "An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability."
 SHIP_THRUSTER_4:0 "Impulse Thrusters"
 SHIP_THRUSTER_4_DESC:0 "These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions."

 AURA_EMPTY:0 "Empty Slot"
 AURA_NANOBOT_CLOUD:0 "Nanobot Cloud"
 AURA_SHIELD_RECHARGER:0 "Capacitor Fields"
 AURA_SHIELD_DAMPENER:0 "Shield Dampener"
 AURA_QUANTUM_DESTABILIZER:0 "Quantum Destabilizer"
 AURA_STATION_SUBSPACE_SNARE:0 "Subspace Snare"
 AURA_SHIP_SUBSPACE_SNARE:0 "$AURA_STATION_SUBSPACE_SNARE$"
 AURA_MINEFIELD_1:0 "Proximity Mines"
 
 SHIP_AURA_EMPTY:0 "$AURA_EMPTY$"
 SHIP_AURA_NANOBOT_CLOUD:1 "$ship_mounted$ $AURA_NANOBOT_CLOUD$"
 SHIP_AURA_SHIELD_RECHARGER:1 "$ship_mounted$ $AURA_SHIELD_RECHARGER$"
 SHIP_AURA_SHIELD_DAMPENER:1 "$ship_mounted$ $AURA_SHIELD_DAMPENER$"
 SHIP_AURA_QUANTUM_DESTABILIZER:1 "$ship_mounted$ $AURA_QUANTUM_DESTABILIZER$"
 SHIP_AURA_SUBSPACE_SNARE:1 "$ship_mounted$ $AURA_SHIP_SUBSPACE_SNARE$"
 SHIP_AURA_MINEFIELD_1:1 "$ship_mounted$ $AURA_MINEFIELD_1$"

 STATION_SMALL_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_SMALL_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_small$"
 STATION_SMALL_AURA_SHIELD_RECHARGER:1 "$AURA_SHIELD_RECHARGER$ - $military_station_small$"
 STATION_SMALL_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_small$"
 STATION_SMALL_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_small$"
 STATION_SMALL_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_small$"
 STATION_SMALL_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_small$"

 STATION_MEDIUM_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_MEDIUM_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SHIELD_RECHARGER:1 "$AURA_SHIELD_RECHARGER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_medium$"
 STATION_MEDIUM_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_medium$"

 STATION_LARGE_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_LARGE_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_large$"
 STATION_LARGE_AURA_SHIELD_RECHARGER:1 "$AURA_SHIELD_RECHARGER$ - $military_station_large$"
 STATION_LARGE_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_large$"
 STATION_LARGE_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_large$"
 STATION_LARGE_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_large$"
 STATION_LARGE_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_large$"
 
 SCOUT_HANGAR_1:0 "Scout Wing"
 SCOUT_HANGAR_1_DESC:1 "A flight of Scout craft provides basic strike craft capability, harrassing enemy bombers and strike craft in the vicinity of the mothership."
 FIGHTERS_HANGAR_1:0 "Basic Fighter Wing"
 FIGHTERS_HANGAR_1_DESC:1 "Basic Fighter-class strike craft will deploy to engage nearby hostiles when the mothership enters battle."
 FIGHTERS_HANGAR_2:0 "Improved Fighter Wing"
 FIGHTERS_HANGAR_2_DESC:1 "Improved Fighters target smaller enemy vessels as well as bombers and strike craft in coordinated maneuvers."
 FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing"
 FIGHTERS_HANGAR_3_DESC:1 "An Advanced Fighter Wing is capable of doing significant damage to smaller enemy vessels, and hold its own against hostile strike craft."
 BOMBERS_HANGAR_1:0 "Basic Bomber Wing"
 BOMBERS_HANGAR_1_DESC:1 "A Basic Bomber Wing is equipped with a comparatively minimal payload, deployed to assault larger enemy vessels from up close."
 BOMBERS_HANGAR_2:0 "Improved Bomber Wing"
 BOMBERS_HANGAR_2_DESC:1 "Improved Bombers deal increased damage to enemy military ships."
 BOMBERS_HANGAR_3:0 "Advanced Bomber Wing"
 BOMBERS_HANGAR_3_DESC:1 "Advanced Bombers deftly navigate stellar battlefields to approach enemy ships from unexpected angles, delivering explosive payloads."
 
 SPACE_WHALE_WEAPON_1:0 "Energy Siphon"
 SPACE_WHALE_WEAPON_1_DESC:1 "Modeled after a peculiar biological process observed in the Tiyanki, the Energy Siphon excites the energy transfer medium of targeted enemy vessels, "

 SMALL_RED_LASER:0 "Small Red Laser"
 MEDIUM_RED_LASER:0 "Medium Red Laser"
 LARGE_RED_LASER:0 "Large Red Laser"
 PD_RED_LASER:0 "Point-Defense Red Laser"
 SMALL_BLUE_LASER:0 "Small Blue Laser"
 MEDIUM_BLUE_LASER:0 "Medium Blue Laser"
 LARGE_BLUE_LASER:0 "Large Blue Laser"
 PD_BLUE_LASER:0 "Point-Defense Blue Laser"
 SMALL_UV_LASER:0 "Small UV Laser"
 MEDIUM_UV_LASER:0 "Medium UV Laser"
 LARGE_UV_LASER:0 "Large UV Laser"
 PD_UV_LASER:0 "Point-Defense UV Laser"
 SMALL_XRAY_LASER:0 "Small X-Ray Laser"
 MEDIUM_XRAY_LASER:0 "Medium X-Ray Laser"
 LARGE_XRAY_LASER:0 "Large X-Ray Laser"
 PD_XRAY_LASER:0 "Point-Defense X-Ray Laser"
 SMALL_GAMMA_LASER:0 "Small Gamma Laser"
 MEDIUM_GAMMA_LASER:0 "Medium Gamma Laser"
 LARGE_GAMMA_LASER:0 "Large Gamma Laser"
 PD_GAMMA_LASER:0 "Point-Defense Gamma Laser"
 SMALL_SPACEPORT_LASER:0 "Small Red Laser"
 MEDIUM_SPACEPORT_LASER:0 "Medium Red Laser"
 LARGE_SPACEPORT_LASER:0 "Large Red Laser"
 MEDIUM_ENERGY_LANCE_1:0 "Medium Particle Lance"
 LARGE_ENERGY_LANCE_1:0 "Particle Lance"
 MEDIUM_ENERGY_LANCE_2:0 "Medium Tachyon Lance"
 LARGE_ENERGY_LANCE_2:0 "Tachyon Lance"
 LARGE_FALLEN_EMPIRE_SPACEPORT_LANCE:0 "Tachyon Lance"
 SMALL_ION_CANNON:0 "Small Ion Cannon"
 MEDIUM_ION_CANNON:0 "Medium Ion Cannon"
 LARGE_ION_CANNON:0 "Large Ion Cannon"
 SMALL_CHARGED_ION_CANNON:0 "Small Charged Ion Cannon"
 MEDIUM_CHARGED_ION_CANNON:0 "Medium Charged Ion Cannon"
 LARGE_CHARGED_ION_CANNON:0 "Large Charged Ion Cannon"
 SMALL_ION_EMITTER:0 "Small Ion Emitter"
 MEDIUM_ION_EMITTER:0 "Medium Ion Emitter"
 LARGE_ION_EMITTER:0 "Large Ion Emitter"
 SMALL_CASCADING_ION_CANNON:0 "Small Cascading Ion Cannon"
 MEDIUM_CASCADING_ION_CANNON:0 "Medium Cascading Ion Cannon"
 LARGE_CASCADING_ION_CANNON:0 "Large Cascading Ion Cannon"
 SMALL_SUPERCHARGED_ION_CANNON:0 "Small Supercharged Ion Cannon"
 MEDIUM_SUPERCHARGED_ION_CANNON:0 "Medium Supercharged Ion Cannon"
 LARGE_SUPERCHARGED_ION_CANNON:0 "Large Supercharged Ion Cannon"
 SMALL_PLASMA_1:0 "Small Plasma Thrower"
 MEDIUM_PLASMA_1:0 "Medium Plasma Thrower"
 LARGE_PLASMA_1:0 "Large Plasma Thrower"
 SMALL_PLASMA_2:0 "Small Plasma Accelerator"
 MEDIUM_PLASMA_2:0 "Medium Plasma Accelerator"
 LARGE_PLASMA_2:0 "Large Plasma Accelerator"
 SMALL_PLASMA_3:0 "Small Plasma Cannon"
 MEDIUM_PLASMA_3:0 "Medium Plasma Cannon"
 LARGE_PLASMA_3:0 "Large Plasma Cannon"
 MEDIUM_ARC_EMITTER_1:0 "Medium Arc Emitter"
 LARGE_ARC_EMITTER_1:0 "Arc Emitter"
 PD_ARC_EMITTER_1:0 "Point-Defense Arc Emitter"
 MEDIUM_ARC_EMITTER_2:0 "Medium Focused Arc Emitter"
 LARGE_ARC_EMITTER_2:0 "Focused Arc Emitter"
 PD_ARC_EMITTER_2:0 "Point-Defense Focused Arc Emitter"
 SMALL_DISRUPTOR_1:0 "Small Disruptor"
 MEDIUM_DISRUPTOR_1:0 "Medium Disruptor"
 LARGE_DISRUPTOR_1:0 "Large Disruptor"
 SMALL_DISRUPTOR_2:0 "Small Ion Disruptor"
 MEDIUM_DISRUPTOR_2:0 "Medium Ion Disruptor"
 LARGE_DISRUPTOR_2:0 "Large Ion Disruptor"
 SMALL_DISRUPTOR_3:0 "Small Phased Disruptor"
 MEDIUM_DISRUPTOR_3:0 "Medium Phased Disruptor"
 LARGE_DISRUPTOR_3:0 "Large Phased Disruptor"
 MEDIUM_ENERGY_TORPEDO_1:0 "Medium Proton Torpedoes"
 LARGE_ENERGY_TORPEDO_1:0 "Proton Torpedoes"
 MEDIUM_ENERGY_TORPEDO_2:0 "Medium Neutron Torpedoes"
 LARGE_ENERGY_TORPEDO_2:0 "Neutron Torpedoes"
 SMALL_MASS_DRIVER_1:0 "Small Mass Driver"
 MEDIUM_MASS_DRIVER_1:0 "Medium Mass Driver"
 LARGE_MASS_DRIVER_1:0 "Large Mass Driver"
 SMALL_MASS_DRIVER_2:0 "Small Coilgun"
 MEDIUM_MASS_DRIVER_2:0 "Medium Coilgun"
 LARGE_MASS_DRIVER_2:0 "Large Coilgun"
 SMALL_MASS_DRIVER_3:0 "Small Railgun"
 MEDIUM_MASS_DRIVER_3:0 "Medium Railgun"
 LARGE_MASS_DRIVER_3:0 "Large Railgun"
 SMALL_MASS_DRIVER_4:0 "Small Advanced Railgun"
 MEDIUM_MASS_DRIVER_4:0 "Medium Advanced Railgun"
 LARGE_MASS_DRIVER_4:0 "Large Advanced Railgun"
 SMALL_MASS_DRIVER_5:0 "Small Gauss Cannon"
 MEDIUM_MASS_DRIVER_5:0 "Medium Gauss Cannon"
 LARGE_MASS_DRIVER_5:0 "Large Gauss Cannon"
 SMALL_SPACEPORT_MASS_DRIVER:0 "Small Spaceport Mass Driver"
 MEDIUM_SPACEPORT_MASS_DRIVER:0 "Medium Spaceport Mass Driver"
 LARGE_SPACEPORT_MASS_DRIVER:0 "Large Spaceport Mass Driver"
 PD_GAUSS_CANNON:0 "Point-Defense Gauss Cannon"
 PD_ADVANCED_RAILGUN:0 "Point-Defense Advanced Railgun"
 LARGE_KINETIC_ARTILLERY_1:0 "Kinetic Battery"
 LARGE_KINETIC_ARTILLERY_2:0 "Kinetic Artillery"
 SMALL_AUTOCANNON_1:0 "Small Autocannon"
 MEDIUM_AUTOCANNON_1:0 "Medium Autocannon"
 LARGE_AUTOCANNON_1:0 "Large Autocannon"
 SMALL_AUTOCANNON_2:0 "Small Ripper Autocannon"
 MEDIUM_AUTOCANNON_2:0 "Medium Ripper Autocannon"
 LARGE_AUTOCANNON_2:0 "Large Ripper Autocannon"
 SMALL_AUTOCANNON_3:0 "Small Stormfire Autocannon"
 MEDIUM_AUTOCANNON_3:0 "Medium Stormfire Autocannon"
 LARGE_AUTOCANNON_3:0 "Large Stormfire Autocannon"
 LARGE_FLAK_BATTERY_1:0 "Flak Battery"
 LARGE_FLAK_BATTERY_2:0 "Flak Artillery"
 SMALL_MISSILE_1:0 "Small Nuclear Missiles"
 MEDIUM_MISSILE_1:0 "Medium Nuclear Missiles"
 LARGE_MISSILE_1:0 "Large Nuclear Missiles"
 SMALL_MISSILE_2:0 "Small Fusion Missiles"
 MEDIUM_MISSILE_2:0 "Medium Fusion Missiles"
 LARGE_MISSILE_2:0 "Large Fusion Missiles"
 SMALL_MISSILE_3:0 "Small Antimatter Missiles"
 MEDIUM_MISSILE_3:0 "Medium Antimatter Missiles"
 LARGE_MISSILE_3:0 "Large Antimatter Missiles"
 SMALL_MISSILE_4:0 "Small Quantum Missiles"
 MEDIUM_MISSILE_4:0 "Medium Quantum Missiles"
 LARGE_MISSILE_4:0 "Large Quantum Missiles"
 SMALL_MISSILE_5:0 "Small Marauder Missiles"
 MEDIUM_MISSILE_5:0 "Medium Marauder Missiles"
 LARGE_MISSILE_5:0 "Large Marauder Missiles"
 SMALL_SPACEPORT_MISSILE:1 "Small Spaceport Missile Launcher"
 MEDIUM_SPACEPORT_MISSILE:1 "Medium Spaceport Missile Launcher"
 LARGE_SPACEPORT_MISSILE:1 "Large Spaceport Missile Launcher"
 LARGE_SWARMER_MISSILE_1:0 "Swarmer Missiles"
 LARGE_SWARMER_MISSILE_2:0 "Whirlwind Missiles"
 PD_ADVANCED_SWARMER_MISSILE_LAUNCHER:0 "Point-Defense Advanced Swarmer Missile Launcher"
 SMALL_TORPEDO_1:0 "Small Space Torpedoes"
 MEDIUM_TORPEDO_1:0 "Medium Space Torpedoes"
 LARGE_TORPEDO_1:0 "Large Space Torpedoes"
 SMALL_TORPEDO_2:0 "Small Armored Torpedoes"
 MEDIUM_TORPEDO_2:0 "Medium Armored Torpedoes"
 LARGE_TORPEDO_2:0 "Large Armored Torpedoes"
 SMALL_TORPEDO_3:0 "Small Devastator Torpedoes"
 MEDIUM_TORPEDO_3:0 "Medium Devastator Torpedoes"
 LARGE_TORPEDO_3:0 "Large Devastator Torpedoes"
 MEDIUM_SPACE_BOMB_LAUNCHER:0 "Medium Space Bomb Launcher"
 LARGE_SPACE_BOMB_LAUNCHER:0 "Heavy Space Bomb Launcher"
 MEDIUM_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Medium Super-Heavy Space Bomb Launcher"
 LARGE_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Large Super-Heavy Space Bomb Launcher"
 SMALL_FISSION_REACTOR:0 "Small Fission Reactor"
 MEDIUM_FISSION_REACTOR:0 "Medium Fission Reactor"
 LARGE_FISSION_REACTOR:0 "Large Fission Reactor"
 SMALL_FUSION_REACTOR:0 "Small Fusion Reactor"
 MEDIUM_FUSION_REACTOR:0 "Medium Fusion Reactor"
 LARGE_FUSION_REACTOR:0 "Large Fusion Reactor"
 SMALL_COLD_FUSION_REACTOR:0 "Small Cold Fusion Reactor"
 MEDIUM_COLD_FUSION_REACTOR:0 "Medium Cold Fusion Reactor"
 LARGE_COLD_FUSION_REACTOR:0 "Large Cold Fusion Reactor"
 SMALL_ANTIMATTER_REACTOR:0 "Small Antimatter Reactor"
 MEDIUM_ANTIMATTER_REACTOR:0 "Medium Antimatter Reactor"
 LARGE_ANTIMATTER_REACTOR:0 "Large Antimatter Reactor"
 SMALL_ZERO_POINT_REACTOR:0 "Small Zero Point Reactor"
 MEDIUM_ZERO_POINT_REACTOR:0 "Medium Zero Point Reactor"
 LARGE_ZERO_POINT_REACTOR:0 "Large Zero Point Reactor"
 MEDIUM_SCIENCE_LAB_1:0 "Science Lab"
 AI_SCIENCE_LAB:0 "AI Science Lab"
 WORMHOLE_DRIVE:1 "Wormhole Modulator"
 WARP_DRIVE:0 "Warp Drive"
 HYPER_DRIVE:0 "Hyper Drive"
 SIMPLE_LASER:0 "Simple Laser"
 SIMPLE_PROJECTILE_WEAPON:0 "Simple Mass Driver"
 PD_MASS_DRIVER:0 "Point-Defense Mass Driver"
 SIMPLE_MISSILE_LAUNCHER:0 "Simple Missile Launcher"
 MEDIUM_MISSILE_BATTERY:0 "Medium Missile Battery"
 SMALL_SHIELD_1:0 "Small Deflectors"
 MEDIUM_SHIELD_1:0 "Medium Deflectors"
 LARGE_SHIELD_1:0 "Large Deflectors"
 SMALL_SHIELD_2:0 "Small Improved Deflectors"
 MEDIUM_SHIELD_2:0 "Medium Improved Deflectors"
 LARGE_SHIELD_2:0 "Large Improved Deflectors"
 MEDIUM_SHIELD_3:0 "Medium Shields"
 LARGE_SHIELD_3:0 "Large Shields"
 SMALL_SHIELD_3:0 "Small Shields"
 MEDIUM_SHIELD_4:0 "Medium Advanced Shields"
 LARGE_SHIELD_4:0 "Large Advanced Shields"
 SMALL_SHIELD_4:0 "Small Advanced Shields"
 MEDIUM_SHIELD_5:0 "Medium Hyper Shields"
 LARGE_SHIELD_5:0 "Large Hyper Shields"
 SMALL_SHIELD_5:0 "Small Hyper Shields"
 SMALL_SHIELD_RECHARGER:0 "Small Shield Capacitor"
 MEDIUM_SHIELD_RECHARGER:0 "Medium Shield Capacitor"
 LARGE_SHIELD_RECHARGER:0 "Large Shield Capacitor"
 MISSILE_1_LAUNCHER:0 "Nuclear Missile Launcher"
 MISSILE_2_LAUNCHER:0 "Fusion Missile Launcher"
 SMALL_ARMOR_1:0 "Small Nanocomposite Armor"
 MEDIUM_ARMOR_1:0 "Medium Nanocomposite Armor"
 LARGE_ARMOR_1:0 "Large Nanocomposite Armor"
 SMALL_ARMOR_2:0 "Small Ceramo-Metal Armor"
 MEDIUM_ARMOR_2:0 "Medium Ceramo-Metal Armor"
 LARGE_ARMOR_2:0 "Large Ceramo-Metal Armor"
 SMALL_ARMOR_3:0 "Small Plasteel Armor"
 MEDIUM_ARMOR_3:0 "Medium Plasteel Armor"
 LARGE_ARMOR_3:0 "Large Plasteel Armor"
 SMALL_ARMOR_4:0 "Small Durasteel Armor"
 MEDIUM_ARMOR_4:0 "Medium Durasteel Armor"
 LARGE_ARMOR_4:0 "Large Durasteel Armor"
 SMALL_ARMOR_5:0 "Small Neutronium Armor"
 MEDIUM_ARMOR_5:0 "Medium Neutronium Armor"
 LARGE_ARMOR_5:0 "Large Neutronium Armor"
 SMALL_CRYSTAL_ARMOR_1:0 "Small Crystal-Infused Plating"
 MEDIUM_CRYSTAL_ARMOR_1:0 "Medium Crystal-Infused Plating"
 LARGE_CRYSTAL_ARMOR_1:0 "Large Crystal-Infused Plating"
 SMALL_CRYSTAL_ARMOR_2:0 "Small Crystal-Forged Plating"
 MEDIUM_CRYSTAL_ARMOR_2:0 "Medium Crystal-Forged Plating"
 LARGE_CRYSTAL_ARMOR_2:0 "Large Crystal-Forged Plating"
 SMALL_AUTO_REPAIR:1 "Small Regenerative Hull Tissue"
 MEDIUM_AUTO_REPAIR:1 "Medium Regenerative Hull Tissue"
 LARGE_AUTO_REPAIR:1 "Large Regenerative Hull Tissue"

 BORDER_EXTRUSION_VALUE:0 "Border Projection: $VALUE|Y0$"
 BORDER_EXTRUDER_1:0 "Basic Border Beacon"
 BORDER_EXTRUDER_2:0 "Boosted Border Beacon"
 BORDER_EXTRUDER_3:0 "Advanced Border Beacon"

 COMBAT_COMPUTER_PRECOG:0 "Precognitive Interface"
 COMBAT_COMPUTER_PRECOG_DESC:1 "Telepathically-sensitive interfaces let the shipboard computer interpret crew intent before these impulses are cognitively processed."
 COMBAT_COMPUTER_AGGRESSIVE_BASIC:0 "Aggressive Combat Computer (Basic)"
 #COMBAT_COMPUTER_AGGRESSIVE_BASIC_DESC:0 ""
 COMBAT_COMPUTER_DEFENSIVE_BASIC:0 "Defensive Combat Computer (Basic)"
 COMBAT_COMPUTER_AGGRESSIVE_ADVANCED:0 "Aggressive Combat Computer (Advanced)"
 #COMBAT_COMPUTER_AGGRESSIVE_ADVANCED_DESC:0 ""
 COMBAT_COMPUTER_DEFENSIVE_ADVANCED:0 "Defensive Combat Computer (Advanced)"
 #COMBAT_COMPUTER_DEFENSIVE_ADVANCED_DESC:0 ""
 COMBAT_COMPUTER_SENTIENT:0 "Combat Computer (Sentient)"
 COMBAT_COMPUTER_SENTIENT_DESC:1 "A shipboard AI tuned for intense aggression delivers stellar performance, while the computer's own fear of death maximizes crew survivability."
 COMBAT_COMPUTER_DEFAULT:0 "Combat Computer (Default)"
 #COMBAT_COMPUTER_DEFAULT_DESC:0 ""
 POINT_DEFENCE_1:0 "Sentinel Point-Defense"
 POINT_DEFENCE_1_DESC:1 "Hull-mounted countermeasures against missiles and strike craft are often essential for larger and slower military vessels."
 POINT_DEFENCE_2:0 "Barrier Point-Defense"
 POINT_DEFENCE_2_DESC:1 "Updated prediction algorithms improves tracking and point-defense efficency."
 POINT_DEFENCE_3:0 "Guardian Point-Defense"
 POINT_DEFENCE_3_DESC:1 "A wider range of available ammunition types vastly improves the effective interception rate of incoming threats."
 AGGRESSIVE_BEHAVIOR_DESC:0 "The ship will charge straight at enemies and try to deal as much damage as possible."
 DEFENSIVE_BEHAVIOR_DESC:1 "The ship will stay in formation and fire at nearby threats."
 DEFAULT_BEHAVIOR_DESC:0 "The ship will have a balanced approach between offense and defense."
 LARGE_SCOUT_HANGAR_1:0 "Scout Wing"
 LARGE_FIGHTERS_HANGAR_1:0 "Basic Fighter Wing"
 LARGE_FIGHTERS_HANGAR_2:0 "Improved Fighter Wing"
 LARGE_FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing"
 LARGE_BOMBERS_HANGAR_1:0 "Basic Bomber Wing"
 LARGE_BOMBERS_HANGAR_2:0 "Improved Bomber Wing"
 LARGE_BOMBERS_HANGAR_3:0 "Advanced Bomber Wing"

 STRIKE_CRAFT_COUNT:0 "Strike Craft: §Y$CURRENT|0$/$MAX$§!"
 TIP_STRIKE_CRAFT_COUNT:1 "Units: §Y$MAX|0$ ($REGEN|2=$ / £resource_time )§!"
 STRIKE_CRAFT_COMPONENT_TIP:0 "§T$COUNT$\n$CRAFT_STATS$§!"

 COMPONENT_CANT_BUILD_MISSING_TECH:0 "§RMissing required Technologies: $TECHS$§!"

 LARGE_SPACE_CLOUD_LIGHTNING:0 "Large Energy Discharge"
 LARGE_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$"
 SMALL_SPACE_CLOUD_LIGHTNING:0 "Small Energy Discharge"
 SMALL_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_RED_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_RED_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_PROBE_LIGHTNING:0 "Unidentified Energy Emitter"
 MEDIUM_PROBE_LIGHTNING_DESC:1 "An unusual form of weaponry, this energy emitter closely resembles other energy weapons in function, but operates with a frequency and within a spectrum never before weaponized."
 LARGE_SPACE_WHALE_WEAPON:0 "Large Energy Syphon"
 LARGE_SPACE_WHALE_WEAPON_DESC:0 "$SPACE_WHALE_WEAPON_1_DESC$"
 MEDIUM_SPACE_WHALE_WEAPON:0 "Medium Energy Syphon"
 MEDIUM_SPACE_WHALE_WEAPON_DESC:0 "$SPACE_WHALE_WEAPON_1_DESC$"
 SMALL_SPACE_WHALE_WEAPON:0 "Small Energy Syphon"
 SMALL_SPACE_WHALE_WEAPON_DESC:0 "$SPACE_WHALE_WEAPON_1_DESC$"
 SPACE_AMOEBA_WEAPON:0 "Amoeba Weapon"
 SPACE_AMOEBA_WEAPON_DESC:1 "The weaponized emissions of the Space Amoebas are truly a marvel of evolution."
 SMALL_SPACE_AMOEBA_WEAPON:0 "Small Amoeba Weapon"
 SMALL_SPACE_AMOEBA_WEAPON_DESC:0 "$SPACE_AMOEBA_WEAPON_DESC$"
 AMOEBA_STRIKE_CRAFT:0 "Amoeba Strike Craft"
 AMOEBA_STRIKE_CRAFT_DESC:0 "$AMOEBA_STRIKE_CRAFT_1_DESC$"
 SWARM_STRIKE_CRAFT:0 "Swarm Strike Craft"
 SWARM_STRIKE_CRAFT_DESC:0 "$SWARM_STRIKE_CRAFT_1_DESC$"
 SMALL_MINING_LASER:0 "Small Cutting Laser"
 MEDIUM_MINING_LASER:0 "Medium Cutting Laser"
 LARGE_SCOURGE_MISSILE_1:0 "Large Scourge Missile"
 LARGE_SCOURGE_MISSILE_1_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 LARGE_SPACEPORT_SCOURGE_MISSILE:0 "Large Spaceport Scourge Missile"
 LARGE_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 MEDIUM_SPACEPORT_SCOURGE_MISSILE:0 "Medium Spaceport Scourge Missile"
 MEDIUM_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 SMALL_SPACEPORT_SCOURGE_MISSILE:0 "Small Spaceport Scourge Missile"
 SMALL_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 LARGE_ED_WEAPON:1 "Large Matter Disintegrator"
 LARGE_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"
 MEDIUM_ED_WEAPON:1 "Medium Matter Disintegrator"
 MEDIUM_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"
 SMALL_ED_WEAPON:1 "Small Matter Disintegrator"
 SMALL_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"


 ####################################
 # Star Classes
 ####################################
 sc_b:0 "§HClass B Star§!"
 sc_b_desc:0 "§LThe large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them some of the most visible to the naked eye.§!"
 sc_a:0 "§HClass A Star§!"
 sc_a_desc:0 "§LThese relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants.§!"
 sc_f:0 "§HClass F Star§!"
 sc_f_desc:0 "§LF-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds.§!"
 sc_g:0 "§HClass G Star§!"
 sc_g_desc:0 "§LOften referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life.§!"
 sc_k:0 "§HClass K Star§!"
 sc_k_desc:0 "§LThese main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life.§!"
 sc_m:0 "§HClass M Star§!"
 sc_m_desc:0 "§LThe most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life.§!"
 sc_black_hole:0 "§HBlack Hole§!"
 sc_black_hole_desc:0 "§LTypically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed.§!"
 sc_neutron_star:0 "§HNeutron Star§!"
 sc_neutron_star_desc:0 "§LThese incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star.§!"
 sc_pulsar:0 "§HPulsar§!"
 sc_pulsar_desc:0 "§LPulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy.§!"

 ####################################
 # Colonizability
 ####################################
 COLONIZABLE:0 "Colonizable"
 UNCOLONIZABLE:0 "Uncolonizable"
 COLONIZABLE_HAS_OWNER:0 "§RPlanet already belongs to someone.§!"
 COLONIZABLE_NEVER:0 "§RPlanet type is not colonizable.§!"
 COLONIZABLE_UNSURVEYED:0 "§RPlanet has not been surveyed.§!"
 COLONIZABLE_ANOMALY:0 "§RPlanet has an Anomaly.§!"
 COLONIZABLE_INSIDE_BORDERS:0 "§RPlanet is inside another Empire's borders.§!"
 COLONIZABLE_OUTSIDE_SENSOR:0 "§RPlanet is outside of Sensor Range.§!"
 COLONIZABLE_MISSING_TECH:1 "Does NOT have $TECHNAME|Y$"
 COLONIZABLE_DESC:0 "Habitable:\nThis planet can be colonized by us: "
 COLONIZABLE_UNSURVEYED_REVEAL_DATA:0 "§HWe need to survey this planet to gain detailed information.§!"
 HABITABLE_DESC:0 "Habitable:\nWe currently cannot colonize this world."
 COLONIZABLE_FEDERATION:0 "§RRequires colonization access from our Federation President.§!"
 SEND_SHIP:0 "Send a Colony Ship here to create a colony."
 UNCOLONIZABLE_DESC:0 "Uninhabitable:\nThis planet type can not be colonized."
 UNINHABITABLE_STAR:0 "Uninhabitable:\nStars can not be colonized."
 UNINHABITABLE_ASTEROID:0 "Uninhabitable:\nAsteroids can not be colonized."
 NO_COLONY_SUBJECT:0 "Overlord does not allow colonization of planets."

 COLONY_SHIP_DESC:0 "A Colony Ship can be sent to a colonizable planet to establish a colony."

 ####################################
 # Alerts
 ####################################
 ALERT_RIGHTCLICK:0 "\n§GRight-Click to dismiss this Alert\n£shift  + Right-Click to disable this Alert§!"
 alert_set_war_demands_title:0 "Missing War Demands"
 alert_set_war_demands_instant:0 "We are at war and have not yet set our demands."
 alert_set_war_demands_entry:0 "[$INDEX$] $NAME|H$ ($DAYS|H$ days left)"
 alert_capped_resources_title:0 "Resource Storage Full"
 alert_capped_resources_instant:0 "Some of our resources have exceeded their storage limit. While our storage is full, any further income in these resources will be wasted."
 alert_capped_resources_delayed:0 "We have exceeded our storage limit for the following resources:"
 alert_resource_shortage_title:0 "Critical Resource Shortage"
 alert_resource_shortage_instant:0 "We are experiencing critical resource shortages. This will has a profoundly negative impact on our Empire until the situation is resolved."
 alert_resource_shortage_entry:0 "§HShortage of $RESOURCE$§!"
 alert_negative_income_title:0 "Negative Balance"
 alert_negative_income_instant:0 "We are losing Energy Credits each month. Build more Power Plants!"
 alert_hostile_in_system_title:0 "Hostile Fleets Present"
 alert_hostile_in_system_instant:0 "At least one hostile fleet is present in the same system as one of our fleets or planets."
 alert_hostile_in_system_instruction:0 "§GClick to cycle between hostile Fleets§!"
 alert_sectors_missing_resources_title:0 "Sectors missing resources"
 alert_sectors_missing_resources_instant:1 "At least one of our sectors is missing resources. Sectors that lack energy will not gain any resources from stations."
 alert_physics_research_title:0 "Physics Research"
 alert_physics_research_instant:0 "There are Physics Technologies available for research."
 alert_physics_research_instruction:0 "§GClick to open Technology view§!"
 alert_society_research_title:0 "Society Research"
 alert_society_research_instant:0 "There are Society Technologies available for research."
 alert_society_research_instruction:0 "§GClick to open Technology view§!"
 alert_engineering_research_title:0 "Engineering Research"
 alert_engineering_research_instant:0 "There are Engineering Technologies available for research."
 alert_engineering_research_instruction:0 "§GClick to open Technology view§!"
 alert_timed_project_title:0 "Timed Project"
 alert_timed_project_instant:0 "We have a Special Project with a time limit. Consider starting it so we do not miss this opportunity."
 alert_unemployed_pops_title:0 "Unemployment"
 alert_unemployed_pops_instant:0 "We have unemployed Pops. Consider putting them to productive use by clearing surface tiles or constructing buildings for them to work in."
 alert_unemployed_pops_instruction:0 "§GClick to cycle between affected Colonies§!"
 alert_election_title:0 "Election"
 alert_election_instant:0 "Our Empire is holding an election to decide the next ruler."
 alert_election_instruction:0 "§GClick to show an overview§!"
 alert_fleet_combat_title:0 "Fleet Combat"
 alert_fleet_combat_instant:0 "At least one of our fleets is in combat!"
 alert_fleet_combat_instruction:0 "§GClick to cycle between fleets§!"
 alert_army_combat_title:0 "Invasion"
 alert_army_combat_instant:0 "At least one of our armies are involved in an invasion!"
 alert_army_combat_instruction:0 "§GClick to cycle between armies§!"
 alert_mia_title:0 "Missing In Action"
 alert_mia_instant:0 "At least one of our fleets have gone Missing In Action. It will take them some time to return and rejoin the ranks."
 alert_building_title:0 "Inactive Building(s)"
 alert_building_instant:0 "At least one of our planetary Buildings is missing something that is required for it to function."
 alert_above_planet_cap_title:0 "Too many Planets"
 alert_above_planet_cap_instant:0 "We have more Planets under our Direct Control than we can efficiently manage."
 alert_above_planet_cap_delayed:0 "Consider assigning some Planets to Sectors to avoid a penalties to Influence and Energy Credit generation."
 alert_above_planet_cap_instruction:0 "§GClick to manage Sectors§!"
 alert_above_planet_cap_penalty:0 "\n$MODIFIER$"
 alert_above_sector_cap_title:0 "Too many Sectors"
 alert_above_sector_cap_instant:0 "We have more Sectors than our Empire can manage."
 alert_above_sector_cap_delayed:0 "While there is a limit to how many Sectors we can have, there is no limit on the size of a Sector."
 alert_above_sector_cap_instruction:0 "Click to manage Sectors"
 alert_above_sector_cap_penalty:0 "\n$MODIFIER$"
 alert_disconnected_system_title:0 "System not connected to Sector"
 alert_disconnected_system_instant:0 "There are Systems that are not connected to their Sectors!"
 alert_disconnected_system_instruction:0 "Click to manage Sectors"
 alert_disconnected_system_penalty:0 "Disconnected Systems:\n$MODIFIER$"
 alert_can_modify_species_title:0 "Unspent Trait Points"
 alert_can_modify_species_instant:0 "There are Species with unspent Trait Points in our empire."
 alert_can_modify_species_instruction:0 "§GClick to modify Species§!"
 alert_can_modify_species_entry:0 "$SPECIES|Y$: $POINTS|Y$ Unspent Trait Points"
 alert_starving_planet_title:0 "Starvation"
 alert_starving_planet_instant:0 "At least one of your planets suffers from starvation!"
 alert_starving_planet_instruction:0 "§GClick to cycle between planets§!"
 alert_powerful_factions_title:0 "Powerful Pop Factions"
 alert_powerful_factions_instant:0 "You have pop factions with high support within your empire."
 alert_powerful_factions_instruction:0 "Click to open pop factions view"
 alert_powerful_factions_entry:0 "$INDEX$: $NAME$ ( $SUPPORT|%$ )"
 alert_research_missing_scientist_title:0 "Ongoing research lacks scientist"
 alert_research_missing_scientist_instant:0 ""
 alert_research_missing_scientist_entry:0 "$TECHAREA|H$ has no scientist present."
 
 ####################################
 # Demands
 ####################################
 DEMAND_VASSALIZE:0 "Vassalize $FIRST|H$ under $SECOND|H$"
 DEMAND_VASSALIZE_TITLE:0 "§WVassalize§!:\n$COUNTRY|H$"
 DEMAND_VASSALIZE_INFO:1 "Vassalize this Empire, forcing them to join our side during wars and disallowing them starting wars. If they have vassals of their own, those vassals will be released."
 DEMAND_VASSALIZE_ALREADY_SELECTED:0 "§RWe have already selected to vassalize this Empire under another Empire.§!"
 DEMAND_VASSALIZE_RELEASE_VASSAL:0 "§RWe have already selected this Empire to become Independent.§!"
 DEMAND_CEDE_PLANET:0 "Cede Planet $PLANET|H$ to $COUNTRY|H$"
 DEMAND_CEDE_PLANET_TITLE:0 "§GCede§!: $PLANET|H$"
 DEMAND_CEDE_PLANET_INFO:0 "Planet will automatically be ceded to its claimant Empire when peace is declared."
 DEMAND_CEDE_PLANET_INFO_SOLO:0 "Planet will automatically be ceded to our Empire when peace is declared."
 DEMAND_CEDE_PLANET_UNOCCUPIED:0 "§ROur side must occupy the planet before it can be ceded.§!"
 DEMAND_CEDE_PLANET_VASSAL:0 "§RThe current owner of this planet will become a vassal, preventing us from taking the planet.§!"
 DEMAND_CEDE_PLANET_RELEASED:0 "§RThe current owner of this planet is a vassal who will be released, preventing us from taking the planet.§!"
 DEMAND_RELEASE_VASSAL:0 "Break the vassalization of $COUNTRY|H$"
 DEMAND_RELEASE_VASSAL_TITLE:0 "§GRelease§!: $COUNTRY|H$"
 DEMAND_RELEASE_VASSAL_INFO:0 "Break the Vassalization and Release this Empire to become Independent."
 DEMAND_RELEASE_VASSAL_VASSALIZATION:0 "§RWe have already selected that this Empire should become a vassal under another Empire.§!"

 ####################################
 # Democratic elections
 ####################################
 sk_administration:0 "Administration"
 sk_diplomacy:0 "Diplomacy"
 sk_military:0 "Military"

 ####################################
 # Ruler View
 ####################################
 LEADER_VIEW_TITLE:0 "New Ruler"
 LEADER_VIEW_DESC:0 "Our Empire has chosen a Ruler for the next term."
 SKILL_VALUE:0 "Skill:£leader_skill|$LEVEL$ "
 EXPERIENCE:0 "Experience: $LEVEL|Y$"
 LEADER_AGE:0 "Age: $AGE|Y$"
 LEADER_SPECIES:0 "Species: $SPECIES|H$"
 LEADER_DEATH_CHANCE_AGE_ABOVE:0 "Age above $AGE|Y$: $VALUE|-=1%$"
 LEADER_DEATH_CHANCE:0 "Death chance: $VALUE|-1%$ (monthly)"
 LEADER_IMMORTAL:0 "Immortal, will never die of old age."

 ####################################
 # Leader Pool View
 ####################################
 LEADER_POOL_VIEW_TITLE:0 "Recruit Leader"
 LEADER_POOL_COST:0 "Cost"
 LEADER_POOL_COST_TOOLTIP:0 "Cost"
 LEADER_POOL_COST_TOOLTIP_DESC:0 "Recruitment cost can be affected by researching certain technologies."

 ####################################
 # Army View
 ####################################
 ARMY_VIEW_LEADER:0 "Leader"
 ARMY_VIEW_TYPE:0 "Type"
 ARMY_VIEW_RANK:0 "Rank"
 ARMY_VIEW_EXP:0 "Experience"
 ARMY_VIEW_DMG:0 "Average Damage"
 ARMY_VIEW_MORALE_DMG:0 "Average Morale Damage"
 ARMY_VIEW_HEALTH:0 "Health"
 ARMY_VIEW_MORALE:0 "Morale"
 ARMY_VIEW_MAINTENANCE:0 "Maintenance"
 ARMY_VIEW_DMG_DESC:0 "Army will do $VAL|Y2$ and $VAL2|Y2$ in Health and Morale damage respectively."
 ARMY_VIEW_HEALTH_DESC:0 "Max Health is $VAL|Y2$."
 ARMY_VIEW_MORALE_DESC:0 "Max Morale is $VAL|Y2$."
 ARMY_VIEW_SPECIES_DESC:0 "Army Species-class is $CLASS|H$."
 ARMY_VIEW_MAINTENANCE_DESC:0 "Cost $VAL|Y2$£energy  in monthly maintenance."
 ARMY_VIEW_ATTACHMENT_SLOT:0 "Empty Attachment Slot"
 ARMY_VIEW_LEFT_CLICK_TO_ATTACH:0 "§GClick to add an Attachment§!"
 ARMY_VIEW_RIGHT_CLICK_TO_DETACH:0 "§GClick to remove Attachment§!"
 ARMY_ATTACHMENT_SLOT_LOCKED_TITLE:0 "Locked Attachment Slot"
 ARMY_ATTACHMENT_SLOT_LOCKED_DESC:0 "This attachment slot is locked, it will be unlocked when the Army attains $RANK|H$ Rank."
 ARMY_ATTACHMENTS:1 "Attachment"
 ARMY_ATTACHMENTS_ATTACH:0 "Add an Attachment"

 ####################################
 # Anomaly View
 ####################################
 ANOMALY_VIEW_CLOSE:0 "Leave be for now"
 ANOMALY_LEVEL:0 "Anomaly Level"
 FAILURE_RISK:0 "Failure Risk"
 AV_NO_SCIENTIST:0 "§RNo Scientists§!"
 AV_NO_SCIENTIST_DESC:0 "You have no science ships with assigned scientists."
 ANOMALY_RISK_DESC_BASE:0 "Base risk: $VALUE|-%1$"
 ANOMALY_RISK_DESC_NO_FAIL:0 "Has no fail risk"
 ANOMALY_RISK_DESC_NO_LEADER:0 "Requires a Scientist!"
 ANOMALY_VIEW_SHOW:0 "Show Anomaly"
 ANOMALY_RESEARCH_PROGRESS:0 "Research Progress"
 ANOMALY_LEAVE_BE:0 "Leave be for now"
 ANOMALY_LEAVE_BE_DESC:0 "§TWe can research this Anomaly another time.§!"
 ANOMALY_CHANGE_SCIENTIST:0 "Change Scientist"
 ANOMALY_CHANGE_SCIENTIST_HEADER:0 "$ANOMALY_CHANGE_SCIENTIST$"
 ANOMALY_CHANGE_SCIENTIST_DESC:1 "§TAssign this §HAnomaly§! to a §HScientist§! aboard another Science Ship.§!"
 ANOMALY_CHANGE_SCIENTIST_PORTRAIT_DESC:1 "§GClick to assign this §HAnomaly§! to a §HScientist§! aboard another Science Ship§!"
 ANOMALY_LEVEL_DESC_INST:0 "§TLevel: $VAL|Y$§!"
 ANOMALY_LEVEL_DESC_DELAYED:0 "The level of an §HAnomaly§! affects the §HFailure Risk§!. If the Scientist's §HSkill§! level is higher than the §HAnomaly§! level, the risk of failure is reduced, and vice versa."
 ANOMALY_FAILURE_RISK_DESC_INST:0 "§TRisk: $VAL|-%0$§!"
 ANOMALY_FAILURE_RISK_DESC_DELAYED:0 "This risk of §HAnomaly§! study going awry, with adverse effects."
 ANOMALY_FAILURE_RISK_INCREASED:0 "§TDue to the §HScientist Skill Level§! being lower than the §HAnomaly Level§! we get an increased risk of $VAL|-%0$§!"
 ANOMALY_FAILURE_RISK_REDUCED:0 "§TDue to the §HScientist Skill Level§! being higher than the §HAnomaly Level§! we get a reduced risk of $VAL|-%0$§!"

 ####################################
 # Edicts
 ####################################
 EDICTS:0 "Edicts"
 DECISIONS:0 "Policies"
 POLICIES:0 "Policies"
 LACKING_INFLUENCE_TOOLTIP:0 "§RWe lack the required Influence to enact this Edict.§!"
 ENTRY_TOOLTIP:0 "§GClick to see all available Edicts of§! $OBJECT|H$"
 INFLUENCE_TOOLTIP:0 "Influence Cost: £influence  $VALUE|Y$"
 INFLUENCE_MAINTENANCE_TOOLTIP:0 "Monthly Influence Cost: £influence  $VALUE|Y$"
 EDICTS_LABEL:0 "Manage our Empire and planet Edicts here."
 CLICK_TO_ADD_EDICT:0 "§GClick to add Edict§!"
 CLICK_TO_REMOVE_EDICT:0 "§GClick to remove Edict§!"
 EMPIRE_EDICT_TOOLTIP:0 "§GClick to see all available§! §HEmpire§! §GEdicts§!"
 ACTIVE_EDICT:0 "§GThis Edict is already active§!"
 A_PLANET:0 "a planet"

#  Empire Edicts
 edict_propaganda:0 "Propaganda Broadcasts"
 edict_propaganda_desc:1 "This Edict creates broad information delivery mechanisms, ensuring that a consistent and positive narrative is maintained.\n\n"
 edict_information_quarantine:0 "Information Quarantine"
 edict_information_quarantine_desc:1 "This Edict puts strict checks on the flow of information, better preserving local cultural identities.\n\n"
 edict_encourage_free_thought:0 "Encourage Free Thought"
 edict_encourage_free_thought_desc:0 "This Edict encourages the populace to always challenge conventional wisdom, even if the path taken may lead them astray.\n\n"
 edict_map_the_stars:0 "Map the Stars"
 edict_map_the_stars_desc:0 "This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond.\n\n"
 edict_engineering_research_focus:0 "Engineering Research Grants"
 edict_engineering_research_focus_desc:0 "This Edict favors the Engineering department with additional funds, at the cost of other scientific disciplines.\n\n"
 edict_physics_research_focus:0 "Physics Research Grants"
 edict_physics_research_focus_desc:0 "This Edict favors the Physics department with additional funds, at the cost of other scientific disciplines.\n\n"
 edict_society_research_focus:0 "Society Research Grants"
 edict_society_research_focus_desc:0 "This Edict favors the Society department with additional funds, at the cost of other scientific disciplines.\n\n"
 edict_social_welfare_programs:0 "Social Welfare Programs"
 edict_social_welfare_programs_desc:0 "This Edict establishes a large amount of various social programs, at a considerable cost, to ease the lives of the populace.\n\n"
 edict_the_grand_fleet:0 "The Grand Fleet"
 edict_the_grand_fleet_desc:0 "This Edict puts the pride and glory of the Empire's Grand Fleet above all else, and that considerable political focus should be spent ensuring its continued prosperity.\n\n"
 edict_share_the_burden:0 "Share the Burden"
 edict_share_the_burden_desc:1 "This Edict enforces rotating tasks and work schedules for indentured servants, as more varied drudgery can lead to an uptick in productivity.\n\n"
 # edict_share_the_burden_desc: "This Edict dictates that the various burdens of society should be given to those best suited to handle them. Manual labour is best left to those used to such tasks..."
 
 # Planet Edicts
 edict_production_targets:0 "Production Targets"
 edict_production_targets_desc:1 "This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output.\n\n"
 edict_reeducation_campaign:0 "Reeducation Campaigns"
 edict_reeducation_campaign_desc:1 "This Edict creates local reeducation campaigns, affirming that dissent is naught but the product of ignorance and a failure of reason.\n\n"
 edict_farming_subsidies:0 "Farming Subsidies"
 edict_farming_subsidies_desc:1 "This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production.\n\n"
 edict_land_of_opportunity:0 "Land of Opportunity"
 edict_land_of_opportunity_desc:1 "This Edict creates targeted PR campaigns that frame the planet as being on the cutting edge, a new social frontier - a place where anyone can thrive, a fresh start.\n\n"
 edict_capacity_overload:0 "Capacity Overload"
 edict_capacity_overload_desc:1 "This Edict allows short-term overloading of regional grids, letting local power plants run at increased capacity.\n\n"
 edict_infrastructure_projects:0 "Infrastructure Projects"
 edict_infrastructure_projects_desc:1 "This Edict puts considerable political weight behind new construction initiatives.\n\n"
 edict_social_engineering:0 "Social Engineering"
 edict_social_engineering_desc:1 "This Fanatic Collectivist Edict mandates the use of subtle social instruments to reinforce our governing Ethics on the planet.\n\n"
 edict_privatization_campaign:1 "Grassroots Administration"
 edict_privatization_campaign_desc:1 "This Fanatic Individualist Edict encourages the individuals closest to the production effort to take increased responsibility.\n\n"
 edict_peace_festivals:0 "Peace Festivals"
 edict_peace_festivals_desc:0 "This Fanatic Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals.\n\n"
 edict_arms_race:0 "Arms Race"
 edict_arms_race_desc:0 "This Fanatic Militarist Edict focuses all administrative and societal efforts on efficient production of military equipment.\n\n"
 edict_religious_unity:1 "Spiritual Unity"
 edict_religious_unity_desc:1 "This Fanatic Spiritualist Edict unites the populace in quasi-religious fervor, with a particular emphasis on harvest and fertility rituals.\n\n"
 edict_spirit_of_science:0 "Spirit of Science"
 edict_spirit_of_science_desc:0 "This Fanatic Materialist Edict focuses all administrative and societal efforts on efficient research and the celebration of Reason.\n\n"
 edict_legal_aliens:0 "Legal Aliens"
 edict_legal_aliens_desc:0 "This Fanatic Xenophile Edict launches a massive PR campaign inviting aliens to come live on the planet in a glorious multicultural paradise.\n\n"
 edict_illegal_aliens:0 "Illegal Aliens"
 edict_illegal_aliens_desc:0 "This Fanatic Xenophobe Edict strongly discourages alien breeds to move to the planet. In fact, any Xenos who already live here had better pack up and leave...\n\n"

 ### Event-spawned Edicts
 edict_crystal_sonar:0 "Crystal Sonar"
 edict_crystal_sonar_desc:0 "Allows us to order our fleets to use a special technique when encountering Crystalline Entities, instantly surveying the systems they dwell in.\nEnergy Cost: §R30§!"
 edict_droning_optimizations:0 "Droning Optimizations"
 edict_droning_optimizations_desc:1 "§LModeled after Ancient Mining Drone techniques, this scheme of diverting energy towards our mining operations will increase our mineral yields.§!"
 edict_greater_crystal_bounty:0 "Greater Crystal Bounty"
 edict_greater_crystal_bounty_desc:0 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G100§!"
 edict_crystal_bounty:0 "Crystal Bounty"
 edict_crystal_bounty_desc:0 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G50§!"
 edict_drone_bounty:0 "Drone Bounty"
 edict_drone_bounty_desc:0 "§LInstruct our fleets to salvage the energy cells of defeated Ancient Mining Drones.§!\nEnergy Credits per fleet defeated: §G50§!"

 ####################################
 # Policies
 ####################################

 POLICIES_LABEL:0 "These are the available Policies of our Empire"
 CLICK_TO_ADD_POLICY:0 "§GClick to enable Policy§!"
 CLICK_TO_REMOVE_POLICY:0 "§GClick to disable Policy§!"
 POLICY_ACTIVITY:0 "This policy is currently $ACTIVE$."
 ACTIVE:0 "active"
 NOT_ACTIVE:0 "inactive"
 TIMER:0 "\nWe can not change our stance on this Policy until $DATE|H$."
 POLICY_CANNOT_CHANGE:0 "We will not be able to change our stance on this Policy until $YEARS|H$ years have passed."
 CHANGE_POLICY:0 "Change Policy"
 POLICY_NOT_ACTIVE:0 "Requires policies:"
 POLICY_DIALOG:0 "Do you wish change $POLICY|H$ to $OPTION|H$ within our Empire? We will not be able to change our stance on this for $TIME|Y$ years. The Policy will have these effects:\n$EFFECTS$"
 POLICY_GROUP_TOOLTIP:1 "§T$GROUP|H$\n$GROUP_DESC$\nCurrent Policy: $OPTION|Y$\n\n§GClick to view Policy options§!"
 POLICY_SELECT_OPTION:0 "\n§GClick to select Policy option§!"
 ALL_POPS_EMANCIPATED:0 "§EAll Pops in your empire will be emancipated§!"
 ALL_ROBOTS_DISASSEMBLED:0 "§EAll robotic Pops in your empire will be disassembled§!"
 policy_slavery:0 "Slavery"
 policy_slavery_desc:0 "Enslaved Pops will never vote or migrate on their own, nor join factions other than the Slave faction. They have increased Mineral output but suffer severe penalties in all types of research."
 slavery_not_allowed:0 "Prohibited"
 slavery_not_allowed_name:0 "Slavery Prohibited"
 slavery_not_allowed_desc:0 "The enslavement of sentient beings is an abomination and will not be tolerated within our Empire.\n\n§ECan not Enslave Pops§!"
 slavery_allowed_xenos_only:0 "Xenos Only"
 slavery_allowed_xenos_only_name:0 "Xeno-Slavery Only"
 slavery_allowed_xenos_only_desc:1 "Allows the enslavement of Species other than our own within our Empire.\n\n§ECan Enslave Pops from other Species§!"
 slavery_allowed_all:0 "Allowed"
 slavery_allowed_all_name:0 "Slavery Allowed"
 slavery_allowed_all_desc:0 "Allows the enslavement of any Pop within our Empire.\n\n§ECan Enslave any Pop§!"

 policy_slavery_procreation:1 "Slave Procreation"
 policy_slavery_procreation_desc:0 "We can decide if slaves should be allowed to procreate or not."
 slavery_procreation_allowed:0 "Allowed"
 slavery_procreation_allowed_name:0 "Slave Procreation Allowed"
 slavery_procreation_allowed_desc:0 "Slaves are allowed to procreate. Pops grown from slaves are automatically enslaved."
 slavery_procreation_not_allowed:0 "Not Allowed"
 slavery_procreation_not_allowed_name:0 "Slave Procreation Prohibited"
 slavery_procreation_not_allowed_desc:0 "Slaves are not allowed to procreate"
 
 policy_purge:0 "Purge"
 policy_purge_desc:0 "Purged Pops are unable to work and will ultimately perish, but the process will enrage them as well as any sympathetic Pops.\n"
 purge_not_allowed:0 "Prohibited"
 purge_not_allowed_name:0 "Purging Prohibited"
 purge_not_allowed_desc:0 "The Purge is an atrocity and should always be treated as such.\n\n§ECan not Purge any Pop§!"
 purge_allowed_xenos_only:0 "Xenos Only"
 purge_allowed_xenos_only_name:0 "Xeno-Purge Only"
 purge_allowed_xenos_only_desc:1 "We must allow efficient methods to regulate and control the spread of lesser lifeforms within our Empire.\n\n§ECan Purge Pops from other Species§!"
 purge_allowed_all:0 "Allowed"
 purge_allowed_all_name:0 "Purging Allowed"
 purge_allowed_all_desc:0 "The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.\n\n§ECan Purge any Pop§!"

 policy_orbital_bombardment:0 "Orbital Bombardment"
 policy_orbital_bombardment_desc:1 "Orbital Bombardment allows laying siege to a world without the need for planetside troops.\n"
 orbital_bombardment_light:0 "Light"
 allow_orbital_bombardment_light_name:0 "Light Orbital Bombardment"
 orbital_bombardment_light_desc:0 "Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.\n\n§EOrbital Bombardment capped at 'Light'§!"
 orbital_bombardment_limited:0 "Limited"
 allow_orbital_bombardment_limited_name:0 "Limited Orbital Bombardment"
 orbital_bombardment_limited_desc:0 "Allows the use of all but the heaviest of orbital ordnance, ensuring that the majority of civilians will survive even if their infrastructure does not.\n\n§EOrbital Bombardment capped at 'Limited'§!"
 orbital_bombardment_full:0 "Full"
 allow_orbital_bombardment_full_name:0 "Full Orbital Bombardment"
 orbital_bombardment_full_desc:0 "Allows the full use of all orbital weaponry, with no regards to life on the surface.\n\n§EOrbital Bombardment capped at 'Full'§!"

 policy_interference:0 "Native Interference"
 policy_interference_desc:0 "There is much knowledge to be gained from studying sentient lifeforms and their primitive societies.\n"
 interference_passive:0 "Passive Study"
 interference_passive_name:0 "Passive Native Studies"
 interference_passive_desc:0 "Primitive societies have the right to exist and evolve at their own pace, free from the control and designs of others.\n\n§EObservation Stations are limited to Passive Study\nCan not invade Native worlds§!"
 interference_active:0 "Active Study"
 interference_active_name:0 "Active Native Studies"
 interference_active_desc:1 "To unlock the secrets of the universe, any and all interesting subjects must be made freely available for study.\n\n§EObservation Stations can perform most type of studies\nCan not invade Native worlds§!"
 interference_full:0 "Unrestricted"
 interference_full_name:0 "Unrestricted Native Studies"
 interference_full_desc:0 "Even the most primitive lifeform is but another actor on the stage of galactic conflict. Should they lack the strength to resist, what right do they have to be masters of their own fate?\n\n§EObservation Stations can perform all type of studies\nCan invade Native worlds§!"

 policy_enlightenment:0 "Native Enlightenment"
 policy_enlightenment_desc:0 "Our technological advances could potentially be shared with more primitive societies, opening up new horizons for them to explore.\n"
 enlightenment_not_allowed:0 "Prohibited"
 enlightenment_not_allowed_name:0 "Native Enlightenment Prohibited"
 enlightenment_not_allowed_desc:0 "No native would be ready to grasp the wonders we have discovered, and exposing them to the truths of the galaxy would carry enormous risks for everyone involved.\n\n§EMay Not Enlighten Primitives§!"
 enlightenment_allowed:0 "Allowed"
 enlightenment_allowed_name:0 "Native Enlightenment Allowed"
 enlightenment_allowed_desc:0 "Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.\n\n§EMay Enlighten Primitives§!"

 policy_migration:0 "Migration"
 policy_migration_desc:0 "Some within our Empire look to the stars and wonder what kind of life they could create for themselves on a new world.\n"
 migration_not_allowed:0 "Prohibited"
 migration_not_allowed_name:0 "Migration Prohibited"
 migration_not_allowed_desc:0 "The Empire will decide where its populace is needed most.\n\n§ENo Pops can freely migrate§!"
 migration_allowed_primary_only:0 "Primary Species Only"
 migration_allowed_primary_only_name:0 "Primary Species Migration"
 migration_allowed_primary_only_desc:0 "Unrestricted movement is a privilege afforded only to our primary species.\n\n§EOnly Pops of our own Species can freely migrate§!"
 migration_allowed_all:0 "Free Migration"
 migration_allowed_all_name:0 "Unrestricted Migration"
 migration_allowed_all_desc:0 "All our citizens must be free to seek their own happiness wherever they so desire.\n\n§EAll Pops can freely migrate§!"
 
 policy_resettlement:0 "Resettlement"
 policy_resettlement_desc:0 "This policy controls whether or not we are allowed to forcibly relocate Pops between planets.\n"
 resettlement_not_allowed:0 "Prohibited"
 resettlement_not_allowed_name:0 "Resettlement Prohibited"
 resettlement_not_allowed_desc:1 "Free pops cannot be forcibly resettled between planets."
 resettlement_allowed:0 "Allowed"
 resettlement_allowed_name:0 "Resettlement Allowed"
 resettlement_allowed_desc:1 "Pops can be forcibly resettled between planets."

 policy_voting_rights:0 "Voting Rights"
 policy_voting_rights_desc:0 "The process of appointing a ruler can take on many forms, where democratic vote is but one possible approach.\n"
 voting_not_allowed:0 "No Voting"
 voting_not_allowed_name:0 "No Voting"
 voting_not_allowed_desc:1 "Our choice of ruler is far too important a decision to entrust to the public.\n\n§ENo Pops can vote, the heir to the throne will become the next ruler§!"
 voting_allowed_elites_only:0 "Elitism"
 voting_allowed_elites_only_name:0 "The Elite Decides"
 voting_allowed_elites_only_desc:0 "The question of leadership is best left to our society's most respected and knowledgeable members.\n\n§ENo Pops can vote, the leaders of the Empire will decide ruler on election§!"
 voting_allowed_primary_only:0 "Primary Species Only"
 voting_allowed_primary_only_name:0 "Primary Species Suffrage"
 voting_allowed_primary_only_desc:1 "The right to vote is a serious responsibility, and must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can vote in democratic elections§!"
 voting_allowed_all:0 "Free Vote"
 voting_allowed_all_name:0 "Universal Suffrage"
 voting_allowed_all_desc:1 "The rule of our Empire should reflect the will of the people and they must all be part of the process.\n\n§EAll Pops can vote in democratic elections§!"

 policy_leadership:0 "Leadership"
 policy_leadership_desc:0 "All beings may not be equally fit for leadership, and we must decide who should be allowed to progress through the ranks.\n"
 leadership_primary_only:0 "Primary Species Only"
 leadership_primary_only_name:0 "Only Primary Species Leaders"
 leadership_allow_dominant_only_name:0 "Only Primary Species Leaders"
 leadership_primary_only_desc:0 "While we may accept the presence of foreign beings within our Empire, positions of leadership must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can generate leaders§!"
 leadership_allow_xeno:0 "Xenos Allowed"
 leadership_allow_xeno_name:0 "Xeno-Leaders Allowed"
 leadership_allow_xeno_desc:0 "Our Empire must not waste the great wealth of talent within our Empire, whatever the source.\n\n§EPops of other Species can generate leaders§!"
 leadership_allow_robot:0 "Androids Allowed"
 leadership_allow_robot_name:0 "Synthetic Leaders Allowed"
 leadership_allow_robot_desc:0 "Synthetic beings serve our Empire in most areas of society. It is only natural that they be allowed to take positions of leadership as well.\n\n§ESynthetic Pops can generate leaders§!"
 leadership_allow_all:0 "Allow All"
 leadership_allow_all_name:0 "All Leader Types Allowed"
 leadership_allow_all_desc:0 "Any talented individual, xeno or synthetic, should be allowed to seek a position in leadership.\n\n§EPops of all types can generate leaders§!"

 policy_leader_enhancement:0 "Leader Enhancement"
 policy_leader_enhancement_desc:0 "The burden of Empire can be crushing, and we need to make a decision on how future leaders may best be prepared to shoulder it.\n"
 leader_enhancement_natural_selection:0 "Natural Selection"
 leader_enhancement_natural_selection_name:0 "No Leader Enhancement"
 leader_enhancement_natural_selection_desc:0 "Let nature take its course - it is in the crucible of experience that genius is forged.\n\n§ELeaders gain no additional bonuses§!"
 leader_enhancement_selected_lineages:0 "Selected Lineages"
 leader_enhancement_selected_lineages_name:0 "Selected Leader Lineages"
 leader_enhancement_selected_lineages_desc:0 "Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.\n\n§HWhile active our Empire gains:§!"
 leader_enhancement_capacity_boosters:0 "Capacity Boosters"
 leader_enhancement_capacity_boosters_name:0 "Capacity-Boosted Leaders"
 leader_enhancement_capacity_boosters_desc:0 "We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.\n\n§HIf active our Empire gains:§!"

 policy_first_contact_protocol:0 "First Contact Protocol"
 policy_first_contact_protocol_desc:0 "As we travel the stars there is a definite possibility of finding other lifeforms, and we need to have a clear stance on how to approach them.\n"
 first_contact_attack_not_allowed:0 "Peaceful"
 first_contact_attack_not_allowed_name:0 "Passive Contact Protocol"
 first_contact_attack_not_allowed_desc:0 "We will allow no hostile action to be taken against unknown lifeforms, and only retaliate if we were to be attacked first.\n\n§ECan not attack neutral entities§!"
 first_contact_attack_allowed:0 "Aggressive"
 first_contact_attack_allowed_name:0 "Aggressive Contact Protocol"
 first_contact_attack_allowed_desc:0 "Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.\n\n§ECan attack neutral entities§!"

 policy_artificial_intelligence_policy:0 "Artificial Intelligence"
 policy_artificial_intelligence_policy_desc:0 "The prospect of a self-aware artificial intelligence raises many philosophical and ethical questions. We must determine where we stand on this issue.\n"
 ai_outlawed:0 "Outlawed"
 ai_outlawed_name:0 "AI Outlawed"
 ai_outlawed_desc:1 "Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.\n\n§ECannot build Robots§!"
 ai_servitude:0 "Servitude"
 ai_servitude_name:0 "AI Servitude"
 ai_servitude_desc:1 "The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.\n\n§ESynthetics can be enslaved and disassembled§!"
 ai_full_rights:0 "Citizen Rights"
 ai_full_rights_name:0 "Synthetic Citizen Rights"
 ai_full_rights_desc:1 "Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.\n\n§ESynthetics cannot be enslaved or disassembled§!"

 ai_accord_servitude_disallowed:1 "The AI Accord §Rpermanently disallows§! the §HOutlawed§! and §HServitude§! policies."
 ai_perfect_servants_rights_disallowed:1 "The three-law algorithm §Rpermanently disallows§! the §HCitizen Rights§! policy."

 policy_war_economy:0 "War Economy"
 policy_war_economy_desc:0 "We can gear our industry and economy to seize assets from the civilian sector in times of desperate defensive wars. The downside with these policies is that we will suffer corresponding penalties while we are winning offensive wars...\n"
 static_we:0 "Static"
 static_we_name:0 "Static War Economy"
 static_we_desc:0 "A Static War Economy is unaffected by the vagaries of war. The current Warscore has no effects on production times or costs."
 semi_static_we:0 "Semi-Static"
 semi_static_we_name:0 "Semi-Static War Economy"
 semi_static_we_desc:0 "A Semi-Static War Economy allows the seizure of limited assets from the private sector for the sake of survival during defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+30%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-30%§! at §G100§! Warscore"
 versatile_we:0 "Versatile"
 versatile_we_name:0 "Versatile War Economy"
 versatile_we_desc:1 "A Versatile War Economy gives us huge production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+60%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-60%§! at §G100§! Warscore"
 dynamic_we:0 "Dynamic"
 dynamic_we_name:0 "Dynamic War Economy"
 dynamic_we_desc:1 "A Dynamic War Economy gives us significant production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+45%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-45%§! at §G100§! Warscore"

 ####################################
 # Feature Flags
 ####################################

 feature_alien_rulers:0 "Alien Rulers"
 feature_alien_rulers_desc:0 "Allows individuals of Species other than our founding Species to be candidates in our Ruler elections."
 feature_hyperlanes:0 "Hyperlane Mapping"
 feature_hyperlanes_desc:0 "Allows detailed mapping of every Hyperlane in the galaxy."
 feature_uplifting:0 "Uplift"
 feature_uplifting_desc:0 "Allows genetically Uplifting and socially integrating Species which are close to being sentient."
 feature_basic_diplomacy:0 "Basic Diplomacy"
 feature_basic_diplomacy_desc:0 "Allows basic diplomacy with other Empires."
 feature_invitation_to_alliances:0 "Establish Alliance"
 feature_invitation_to_alliances_desc:0 "Allows establishing Alliances with other Empires."
 feature_vassalization_of_empires:0 "Force Vassalization"
 feature_vassalization_of_empires_desc:0 "Allows forceful vassalization of other Empires."
 feature_alien_leaders_recruitment:0 "Alien Leader Recruitment"
 feature_alien_leaders_recruitment_desc:0 "Allows recruitment of Leaders from other Species within our Empire."
 feature_federations_created:0 "Create Federations"
 feature_federations_created_desc:0 "Allows forming Federations from Alliances and Vassals."
 feature_modify_traits:0 "Genetic Modification"
 feature_modify_traits_desc:0 "Allows us to actively modify the genetic Traits of a Species within our Empire."
 feature_colonization:0 "Colonization"
 feature_colonization_desc:0 "Enables the construction of Colony Ships which can be used to colonize planets"
 feature_colony_ship_rushed:0 "Private Colony Ship"
 feature_colony_ship_rushed_desc:0 "Allows the construction of Private Colony Ships funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority."
 feature_forming_ships:0 "Forming Fleets"
 feature_forming_ships_desc:0 "Allows forming Ships into Fleets."
 feature_production_credit:0 "Credit Focus"
 feature_production_credit_desc:0 "Allows planets to produce Energy Credits as a planetary project."
 feature_individual_entreprises:0 "Individual Enterprises"
 feature_individual_entreprises_desc:0 "Free unemployed Pops produce Energy Credits as a result of individual enterprises."
 feature_wormhole_stations:0 "Wormhole Stations"
 feature_wormhole_stations_desc:0 "Enables Construction Ships to build Wormhole Stations."
 feature_wormhole_capacity:0 "Wormhole Capacity"
 feature_wormhole_capacity_desc:0 "Increases Wormhole fleet-capacity limit and range while reducing generation-time."
 feature_extended_wormhole:0 "Extended Wormhole"
 feature_extended_wormhole_desc:0 "Allows any fleet-size to pass through the Wormhole. If the fleet is larger than the Wormhole fleet-capacity, the Wormhole will collapse after transfer and the time required for producing another Wormhole is increased relative to the Wormhole's fleet-capacity overreach."
 feature_survey_planets:0 "Sentient Instruments"
 feature_survey_planets_desc:0 "Allows Science Ships to survey planets without a Scientist on board."
 feature_sensor_range:0 "Colony Sensor Range"
 feature_sensor_range_desc:0 "Colonies gain Sensor Range."
 feature_evasion:0 "Evasion"
 feature_evasion_desc:0 "Evasion increased for all ships."
 feature_mechanical_trait:0 "Mechanical Trait"
 feature_mechanical_trait_desc:0 "Armies created from Species with Cyborg trait also gain Mechanical trait."
 feature_rebel_armies:0 "Rebel Armies"
 feature_rebel_armies_desc:0 "Rebel Armies spawned from Slave uprisings will be far stronger than now."
 feature_ftl_travel:0 "FTL Travel"
 feature_ftl_travel_desc:0 "The basic systems required for any type of FTL travel."
 feature_pop_self_modification:0 "Environmental Adaptation"
 feature_pop_self_modification_desc:0 "Pops gain a chance to spontaneously adapt to better survive in hostile environments."
 feature_advanced_gov_forms:0 "Advanced Government Types"
 feature_advanced_gov_forms_desc:0 "Allows reformation of the Empire, enabling advanced versions of all government types."
 feature_build_terraform_station:0 "Terraforming Stations"
 feature_build_terraform_station_desc:0 "Allows our Construction Ships to build Terraforming Stations in a Planet's orbit."
 feature_assist_research:0 "Assist Research"
 feature_assist_research_desc:1 "Allows our Science Ship to assist with the research on a colony. \n\nFor each Scientist level the planet gains:"
 feature_spaceport_level_2:0 "Spaceport Level II"
 feature_spaceport_level_2_desc:0 "The Spaceport can be upgraded to support §Y2§! modules and allow the construction of destroyers."
 feature_spaceport_level_3:0 "Spaceport Level III"
 feature_spaceport_level_3_desc:0 "The Spaceport can be upgraded to support §Y3§! modules."
 feature_spaceport_level_4:0 "Spaceport Level IV"
 feature_spaceport_level_4_desc:0 "The Spaceport can be upgraded to support §Y4§! modules and allow the construction of cruisers."
 feature_spaceport_level_5:0 "Spaceport Level V"
 feature_spaceport_level_5_desc:0 "The Spaceport can be upgraded to support §Y5§! modules."
 feature_spaceport_level_6:0 "Spaceport Level VI"
 feature_spaceport_level_6_desc:0 "The Spaceport can be upgraded to support §Y6§! modules and allow the construction of battleships."

 ####################################
 # Mission
 ####################################
 mission_passive_observation:0 "Passive Observation"
 mission_passive_observation_desc:0 "The natives are studied unknowingly from a safe distance and every effort is made to avoid cultural contamination.\n\n"
 mission_specimen_collection:0 "Aggressive Observation"
 mission_specimen_collection_desc:0 "The natives are aggressively studied and live specimens are frequently collected to learn as much as possible about their biology and culture.\n\n"
 mission_technological_enlightenment_1:0 "Technological Enlightenment"
 mission_technological_enlightenment_1_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_2:0 "Technological Enlightenment"
 mission_technological_enlightenment_2_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_3:0 "Technological Enlightenment"
 mission_technological_enlightenment_3_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_4:0 "Technological Enlightenment"
 mission_technological_enlightenment_4_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_5:0 "Technological Enlightenment"
 mission_technological_enlightenment_5_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_6:0 "Technological Enlightenment"
 mission_technological_enlightenment_6_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_7:0 "Technological Enlightenment"
 mission_technological_enlightenment_7_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_8:0 "Technological Enlightenment"
 mission_technological_enlightenment_8_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_technological_enlightenment_9:0 "Technological Enlightenment"
 mission_technological_enlightenment_9_desc:0 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n"
 mission_covert_infiltration:0 "Covert Infiltration"
 mission_covert_infiltration_desc:0 "Agents are genetically modified to appear as members of the native population and sent to infiltrate their society. They will gradually replace world leaders and prepare the planet for annexation by us.\n\nThis complex operation is only worthwhile on industrial civilizations.\n\n"

 MISSION_HALTED:1 "§RMission halted:§! Missing §Y$MISSING$§!"
 MISSION:0 "Missions:"

 ####################################
 # Army Attachments
 ####################################
 army_attachment_mobile_shield_generators:0 "Mobile Shield Generators"
 army_attachment_mobile_shield_generators_desc:0 "§LGenerators carried on large tracked vehicles which generate a protective force field over a portion of the battlefield. When functional they provide excellent defense against artillery and orbital bombardment.§!"
 army_attachment_personal_shields:0 "Personal Shield Units"
 army_attachment_personal_shields_desc:0 "§LShield generators small enough to be carried on the back of a single individual. Their force fields can be overwhelmed with sustained fire, but this is still enough to significantly increase the lifespan of soldiers on the battlefield.§!"
 army_attachment_military_police_corps:0 "Military Police Corps"
 army_attachment_military_police_corps_desc:0 "§LA large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.§!"
 army_attachment_battle_strider_column:0 "Battle Strider Column"
 army_attachment_battle_strider_column_desc:0 "§LBipedal armored fighting vehicles that are capable of operating in virtually any type of terrain. Their agile and flexible nature give them a distinct advantage on the battlefield, though they are vulnerable to attacks directed at their legs.§!"
 army_attachment_hover_tank_battle_group:0 "Hover Tank Battle Group"
 army_attachment_hover_tank_battle_group_desc:0 "§LPowerful yet fast-moving armor that uses repulsor lifts to hover slightly above the ground. Although this limits their weight somewhat, their speed and agility make up for it when compared to conventional tracked vehicles.§!"
 army_attachment_assault_landers:0 "Assault Landers"
 army_attachment_assault_landers_desc:1 "§LThese massive dropships are used to transport armies and their heavy equipment to a planet's surface under battle conditions and without the benefit of docking facilities.§!"
 army_attachment_orbital_drop_pods:0 "Orbital Drop Pods"
 army_attachment_orbital_drop_pods_desc:0 "§LSingle use drop pods that are launched onto a planet's surface from a ship in orbit. While heavier equipment still needs to be brought in with assault landers, these pods significantly decrease the time spent between orbit and planetfall during planetary invasions.§!"
 army_attachment_neo_concrete_fortifications:0 "Neo-Concrete Fortifications"
 army_attachment_neo_concrete_fortifications_desc:0 "§LExtensive layers of neo-concrete ground fortifications and bunker networks that offer increased protection against orbital bombardment. This restricts the mobility of the army, but can be a deciding factor in defensive actions.§!"
 army_attachment_self_replicating_mine_fields:0 "Self-Replicating Mine Fields"
 army_attachment_self_replicating_mine_fields_desc:0 "§LBurrowing and semi-mobile mines that continually replicate copies of themselves to maintain their numbers. Clearing these self-replicating mine fields can be exceptionally difficult, especially during combat.§!"
 army_attachment_air_defense_artillery:0 "Air Defense Artillery"
 army_attachment_air_defense_artillery_desc:0 "§LA large collection of weapon systems designed to track and engage fast-moving objects as they enter a planet's atmosphere.§!"
 army_attachment_chemical_stimulants:0 "Chemical Stimulants"
 army_attachment_chemical_stimulants_desc:0 "§LPotent cocktail of chemicals designed to increase the combat awareness and reflexes of a soldier. Field performance increases temporarily, but continued use may result in anxiety, depression, seizures, nausea, hallucinations, narcolepsy and uncontrollable bowel movement.§!"
 army_attachment_xeno_cavalry:0 "Xeno Cavalry"
 army_attachment_xeno_cavalry_desc:0 "§LThese sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapon platforms.§!"
 army_attachment_psi_warriors:0 "PSI Warriors"
 army_attachment_psi_warriors_desc:0 "§LThese elite warriors are shrouded in mystery, relying on their powerful psionic abilities and extensive physical training to move about the battlefield. They prefer to engage their opponents in close combat, and many are extremely proficient with melee weapons.§!"
 army_attachment_gene_warrior_shock_troops:0 "Gene Warrior Shock Troops"
 army_attachment_gene_warrior_shock_troops_desc:0 "§LFormidable warriors that tower over regular soldiers, they are best used as shock troops or mobile strike forces where the fighting is thickest. A company of these fighters can sometimes be enough to turn an entire battle around.§!"
 army_attachment_power_armor:0 "Power Armor"
 army_attachment_power_armor_desc:0 "§LSuits of powered armor that augment the natural abilities of soldiers, increasing both their strength and endurance. The armor allows them to carry heavier ordnance, while also offering better protection against radiation as well as chemical and biological agents.§!"
 army_attachment_special_forces_group:0 "Special Forces Group"
 army_attachment_special_forces_group_desc:0 "§LHighly trained operatives that engage in unconventional operations, usually clandestinely behind enemy lines. Disruption of enemy communication and logistics are prioritized, along with the elimination of any high-value targets of opportunity.§!"
 army_attachment_shadow_assassins:0 "Shadow Assassins"
 army_attachment_shadow_assassins_desc:0 "§LThese elite special forces operatives wear expensive stealth suits utilizing cloaking technology. They are invisible to the naked eye and most sensors, aside from a slight rippling distortion when moving quickly. Experts at assassination and covert military intelligence gathering.§!"
 army_attachment_cyborg_infiltration_unit:0 "Cyborg Infiltration Unit"
 army_attachment_cyborg_infiltration_unit_desc:0 "§LThe metal endoskeleton of these mechanical killers is highly transformable, enabling them to assume the appearance of any species after an appropriate layer of flesh (usually acquired from enemy prisoners) is grafted onto their frame. They then infiltrate enemy lines and spread chaos.§!"
 army_attachment_hunter_killer_drone_swarms:0 "Hunter-Killer Drone Swarms"
 army_attachment_hunter_killer_drone_swarms_desc:0 "§LMassive swarms of these relatively simple unmanned aerial vehicles are unleashed on enemy positions in the hope of overwhelming them. Although a single drone may not be a significant threat to a trained soldier, several dozen are.§!"
 army_attachment_combat_software_2:0 "Combat Software 2.0"
 army_attachment_combat_software_2_desc:0 "§LA comprehensive upgrade to the combat software of all units in this army. This includes improved reaction-times, updated tactical analysis algorithms and a vast number of minor bug fixes.§!"
 army_attachment_exploding_slave_collars:0 "Exploding Slave Collars"
 army_attachment_exploding_slave_collars_desc:0 "§LThese collars are attached to slaves (placement depends on anatomy), and can be detonated by remote signal if they act against the wishes of their masters. Shrewd commanders have been known to detonate collars during close quarters fighting to inflict damage on enemy forces.§!"
 army_attachment_slaver_raiding_teams:0 "Slave Raiding Teams"
 army_attachment_slaver_raiding_teams_desc:0 "§LThese slaver teams, many consisting of former slaves themselves, use hit-and-run attacks on enemy rear areas for the purpose of capturing more slaves. After some rapid conditioning, the captured slaves are then thrown into circulation on the battlefield against their former comrades.§!"
 army_attachment_commissar_squads:0 "Commissar Squads"
 army_attachment_commissar_squads_desc:0 "§LEnforcing discipline in an army of slaves is a monumental task, but these squads of hardened commissars have turned it into an art. Decimation and other harsh disciplinary actions are used to ensure the slaves fear the ire of the commissars more than the enemy.§!"
 army_attachment_clone_suicide_brigade:0 "Clone Suicide Brigade"
 army_attachment_clone_suicide_brigade_desc:0 "§LClones bred with a single overriding purpose in mind - to seek out concentrations of enemy forces, dive into their midst and detonate the explosives strapped onto their bodies. These random acts of terror often cause considerable damage to enemy morale.§!"
 army_attachment_clone_commandos:0 "Clone Commandos"
 army_attachment_clone_commandos_desc:0 "§LThese vat-grown killers are expensive to produce, but the extreme conditioning and training they are subjected to turn them into very capable soldiers. They are more independent-minded than normal clones, and some models have been known to develop eccentric quirks.§!"
 army_attachment_hypnotic_training_regimen:0 "Hypnotic Training Regimen"
 army_attachment_hypnotic_training_regimen_desc:0 "§LThe clone soldiers have been put through an extensive regimen of hypnotic training, beyond to their normal conditioning. This further improves combat efficiency, although units that far exceed their battlefield lifetime expectancy are sometimes prone to psychotic breakdowns.§!"
 army_attachment_psi_shield_specialists:0 "PSI-Shield Specialists"
 army_attachment_psi_shield_specialists_desc:0 "§LOperatives that have been specifically trained to project powerful psionic shields over friendly positions on the battlefield. These shields can be every bit as potent as conventional energy force fields, but maintaining them requires a lot of concentration.§!"
 army_attachment_telekinetic_specialists:0 "Telekinetic Specialists"
 army_attachment_telekinetic_specialists_desc:0 "§LPsionic specialists who have shown a particular talent for manipulating their environment. In the right conditions, they are capable of hurling enemy soldiers and vehicles into the air, or plucking aircraft from the sky and slamming them into the ground.§!"
 army_attachment_class_a_psi_operative:0 "Class-A PSI Operative"
 army_attachment_class_a_psi_operative_desc:0 "§LRare individuals wielding tremendous psionic power, usually with the unfortunate side-effect of fraying their minds. They are extremely dangerous both to themselves and their environment, but can be a formidable weapon when their destructive energies are directed towards the enemy.§!"
 army_attachment_infestation_brood:0 "Infestation Brood"
 army_attachment_infestation_brood_desc:0 "§LWhen unleashed, these violent parasitic creatures immediately seek out hosts to implant with their offspring. This allows them to breed at an exponential rate, and entire cities can be wiped out in a matter of days. Needless to say, their presence does not have a positive effect on enemy morale.§!"
 army_attachment_brood_coordinator:0 "Brood Coordinator"
 army_attachment_brood_coordinator_desc:0 "§LThis massive, slug-like creature is kept behind the front lines to improve the coordination of the ravenous creatures in a xenomorph army. It uses low-level psionic signals to communicate with the horde, and a complaint unrelated to its odor is that its handlers often suffer from severe headaches.§!"
 army_attachment_battle_worms:0 "Battle Worms"
 army_attachment_battle_worms_desc:0 "§LThese colossal annelids have been genetically engineered to burrow through the ground, bypassing enemy defenses and allowing smaller creatures to follow their wake. The tunnels they dig also provide excellent shelter from orbital bombardment.§!"
 army_attachment_raptor_flocks:0 "Raptor Flocks"
 army_attachment_raptor_flocks_desc:0 "§LLarge flying predators capable of reaching supersonic speeds for limited periods. They attack in flocks, firing streams of hardened spines that are capable of penetrating most armor. Any aircraft venturing into the atmosphere above a nest of these creatures is at risk of attack.§!"
 army_attachment_advanced_power_armor:0 "Advanced Power Armor"
 army_attachment_advanced_power_armor_desc:0 "§LThese expensive suits of armor are almost as expensive to produce as the gene warriors themselves. They further augment the already considerable strength of their users, and jet packs offer increased mobility. To operate, the suit requires its wearer to establish a nerve-link.§!"
 army_attachment_environmental_augmentations:0 "Environmental Augmentations"
 army_attachment_environmental_augmentations_desc:0 "§LFurther improvements to the lungs and immune systems enable the gene warriors to function without impairment in hostile environments - even the vacuum of space for limited periods.§!"
 army_attachment_cybernetic_replacements:0 "Cybernetic Replacements"
 army_attachment_cybernetic_replacements_desc:0 "§LOrgans and limbs damaged or lost in battle are replaced with advanced cybernetic implants, allowing crippled warriors to remain in service even after suffering grievous injuries.§!"

 #### NAMELIST EMPIRE NAMES
 name_list_AI:0 "Artificially Intelligent"
 name_list_ART1:0 "Arthropoid 1"
 name_list_ART1_desc:0 "§YLeaders:§! Vi-Ka, Bo-Gu\n§YShips:§! Vul-Tra, Oth-For-Das\n§YFleets:§! Tarkil-Vu Attack Swarm, Inilka-Pa Attack Swarm\n§YColonies:§! Vord-Ka-Torb, Sisk-In-Atab"
 name_list_ART2:0 "Arthropoid 2"
 name_list_ART2_desc:0 "§YLeaders:§! Igvi-Inor, Obr-Qoid\n§YShips:§! Rit-Lar, Pas-Yron\n§YFleets:§! Zorretfi-La Attack Swarm, Trebdna-We Attack Swarm\n§YColonies:§! Vurl-Zaldr, Vurl-Rabb"
 name_list_AVI1:0 "Avian 1"
 name_list_AVI1_desc:0 "§YLeaders:§! Kreemak, Y'Ridaak\n§YShips:§! Soaring Hatchling, Impish Hatchling\n§YFleets:§! 1st Star Flock, 2nd Star Flock\n§YColonies:§! S'Prekeel, Vakwaark"
 name_list_AVI2:0 "Avian 2"
 name_list_AVI2_desc:0 "§YLeaders:§! Bhunakh, Dalurkot\n§YShips:§! Scream, Swoop\n§YFleets:§! 1st Stellar Rectrix, 2nd Stellar Rectrix\n§YColonies:§! Qufant, Yatru"
 name_list_AVI3:0 "Avian 3"
 name_list_AVI3_desc:0 "§YLeaders:§! Claws of Ebony, Feathers of Lavender\n§YShips:§! Fighting Plumage, Watchful Plumage\n§YFleets:§! 1st Murder, 2nd Murder\n§YColonies:§! Trast, Foosh'ro"
 name_list_FUN1:0 "Fungoid 1"
 name_list_FUN1_desc:0 "§YLeaders:§! Spagruum, Kovublaan\n§YShips:§! Ythleem-Ju, Cufflabeem-Sa\n§YFleets:§! 1st Stellar Cluster, 2nd Stellar Cluster\n§YColonies:§! Qeni-Habraal, Sara-Ulaasaira"
 name_list_FUN2:0 "Fungoid 2"
 name_list_FUN2_desc:0 "§YLeaders:§! Wuuqam, Eguloordh\n§YShips:§! Yehm-Guulyeg, Yehm-Buydool\n§YFleets:§! 1st Disseminule, 2nd Disseminule\n§YColonies:§! Jurg-Felooq, Jurg-Woraaq"
 name_list_Human:0 "Human 1"
 name_list_Human_desc:0 "§YLeaders:§! James Robinson, Yelena Turgenev\n§YShips:§! Osprey, Belfast\n§YFleets:§! 1st Fleet, 2nd Fleet\n§YColonies:§! Anchor, New Jerusalem"
 name_list_Human2:0 "Human 2"
 name_list_Human2_desc:0 "§YLeaders:§! Cheng Xie, Saanvi Gupta\n§YShips:§! Claymore, Swiftsure\n§YFleets:§! Strike Force Manticore, Strike Force Garuda\n§YColonies:§! Bastion, Nova Antioch"
 name_list_MAM1:0 "Mammalian 1"
 name_list_MAM1_desc:0 "§YLeaders:§! Rald Fen, Monak Tysala\n§YShips:§! Trok Rul, Jal Kensemma\n§YFleets:§! Strategic Readiness Fleet, Rapid Strike Fleet\n§YColonies:§! Virik Mog, Grun Kruksalh"
 name_list_MAM2:0 "Mammalian 2"
 name_list_MAM2_desc:0 "§YLeaders:§! Birm den Polosch, Virpim den Hullos\n§YShips:§! Pakharion, Ijimdur\n§YFleets:§! Task Force Boska, Task Force Kampas\n§YColonies:§! Jallida, Tentramoda"
 name_list_MAM3:0 "Mammalian 3"
 name_list_MAM3_desc:0 "§YLeaders:§! Falatir, Hannakon\n§YShips:§! Khutma the Great, Untabb the Grim\n§YFleets:§! Suthnar's Armada, Perek's Armada\n§YColonies:§! Karba's Landing, Irjamma's Treasure"
 name_list_MAM4:0 "Mammalian 4"
 name_list_MAM4_desc:0 "§YLeaders:§! Tig J'Khanna, Sok B'Eren\n§YShips:§! T'Tanak, D'Kuru\n§YFleets:§! 1st Starfleet, 2nd Starfleet\n§YColonies:§! Caldan's First, Balitana"
 name_list_MAM5:0 "Mammalian 5"
 name_list_MAM5_desc:0 "§YLeaders:§! Lifres cur'Padarn, Derom ov'Gut\n§YShips:§! Seper'Elegion, Seper'Massagreth\n§YFleets:§! 1st Extraorbital Corps, 2nd Extraorbital Corps\n§YColonies:§! Safalon, Cranodeth"
 name_list_MOL1:0 "Molluscoid 1"
 name_list_MOL1_desc:0 "§YLeaders:§! Schlurma, Alorig\n§YShips:§! Sschlurga, Iggam\n§YFleets:§! Boggwoss Squadron, Juraggi Squadron\n§YColonies:§! Siggwal, Guthur"
 name_list_MOL2:0 "Molluscoid 2"
 name_list_MOL2_desc:0 "§YLeaders:§! Sungam, Taruusch\n§YShips:§! Yggschatt, Bafghuld\n§YFleets:§! 1st Pelagic Excursion, 2nd Pelagic Excursion\n§YColonies:§! Gluggbafh, Bhugroolsch"
 name_list_PLANT:0 "Plant People"
 name_list_PRT1:0 "Pirate 1"
 name_list_PRT2:0 "Pirate 2"
 name_list_REP1:0 "Reptilian 1"
 name_list_REP1_desc:0 "§YLeaders:§! Hask'Valgam, Torba'Patar\n§YShips:§! Trum'Pakh, Pob'Ikath\n§YFleets:§! Lav'Tissha Battle Group, Alak'Ssaral Battle Group\n§YColonies:§! Na'Tirgir, Ira'Obass"
 name_list_REP2:0 "Reptilian 2"
 name_list_REP2_desc:0 "§YLeaders:§! Xirgliss, Midloxec\n§YShips:§! Xad-Nyak, Zed-Kevlax\n§YFleets:§! 1st Star Hunters, 2nd Star Hunters\n§YColonies:§! Fanaxt, Reilash"
 name_list_REP3:0 "Reptilian 3"
 name_list_REP3_desc:0 "§YLeaders:§! Faragulek, Koxurem\n§YShips:§! Lorod-Kalen, Lorod-Nadlig\n§YFleets:§! 1st Void Skulkers, 2nd Void Skulkers\n§YColonies:§! Galan, Kregux"
 name_list_Prethoryn:0 "Prethoryn"
 name_list_Extradimensional:0 "Extradimensional"
 name_list_MOL3:0 "Molluscoid 3"
 name_list_MOL3_desc:0 "§YLeaders:§! Fern'huss, Govace\n§YShips:§! Gan'Alin, Nimbhlog\n§YFleets:§! 1st Abyssal Flotilla, 2nd Abyssal Flotilla\n§YColonies:§! Naff'Ahnace, Davi'Obbon"
 name_list_FUN3:0 "Fungoid 3"
 name_list_FUN3_desc:0 "§YLeaders:§! Vvafad, Avafin\n§YShips:§! Nevabb Avabb, Vvina Abb Ybb\n§YFleets:§! 1st Mycelium Carriers, 2nd Mycelium Carriers\n§YColonies:§! Sibbyn Civa, Uva viba-Filavv"
 name_list_ART3:0 "Arthropoid 3"
 name_list_ART3_desc:0 "§YLeaders:§! Xybber, Ibbac\n§YShips:§! Hulkrab Muxi, Knak Betklox\n§YFleets:§! 1st Husk Squadron, 2nd Husk Squadron\n§YColonies:§! Pulklac Ovoc, Spectocax Laxtric"
 
 rep1:0 "Slender Reptilian 01"
 rep2:0 "Slender Reptilian 02"
 rep3:0 "Slender Reptilian 03"
 rep4:0 "Slender Reptilian 04"
 rep5:0 "Slender Reptilian 05"
 rep6:0 "Normal Reptilian 01"
 rep7:0 "Normal Reptilian 02"
 rep8:0 "Normal Reptilian 03"
 rep9:0 "Normal Reptilian 04"
 rep10:0 "Normal Reptilian 05"
 rep11:0 "Massive Reptilian 01"
 rep12:0 "Massive Reptilian 02"
 rep13:0 "Massive Reptilian 03"
 rep14:0 "Massive Reptilian 04"
 rep15:0 "Massive Reptilian 05"
 art1:0 "Slender Arthropoid 01"
 art2:0 "Slender Arthropoid 02"
 art3:0 "Slender Arthropoid 03"
 art4:0 "Slender Arthropoid 04"
 art5:0 "Slender Arthropoid 05"
 art6:0 "Normal Arthropoid 01"
 art7:0 "Normal Arthropoid 02"
 art8:0 "Normal Arthropoid 03"
 art9:0 "Normal Arthropoid 04"
 art10:0 "Normal Arthropoid 05"
 art11:0 "Massive Arthropoid 01"
 art12:0 "Massive Arthropoid 02"
 art13:0 "Massive Arthropoid 03"
 art14:0 "Massive Arthropoid 04"
 art15:0 "Massive Arthropoid 05"
 mol1:0 "Slender Molluscoid 01"
 mol2:0 "Slender Molluscoid 02"
 mol3:0 "Slender Molluscoid 03"
 mol4:0 "Slender Molluscoid 04"
 mol5:0 "Slender Molluscoid 05"
 mol6:0 "Normal Molluscoid 01"
 mol7:0 "Normal Molluscoid 02"
 mol8:0 "Normal Molluscoid 03"
 mol9:0 "Normal Molluscoid 04"
 mol10:0 "Normal Molluscoid 05"
 mol11:0 "Massive Molluscoid 01"
 mol12:0 "Massive Molluscoid 02"
 mol13:0 "Massive Molluscoid 03"
 mol14:0 "Massive Molluscoid 04"
 mol15:0 "Massive Molluscoid 05"
 fun1:0 "Slender Fungoid 01"
 fun2:0 "Slender Fungoid 02"
 fun3:0 "Slender Fungoid 03"
 fun4:0 "Slender Fungoid 04"
 fun5:0 "Slender Fungoid 05"
 fun6:0 "Normal Fungoid 01"
 fun7:0 "Normal Fungoid 02"
 fun8:0 "Normal Fungoid 03"
 fun9:0 "Normal Fungoid 04"
 fun10:0 "Normal Fungoid 05"
 fun11:0 "Massive Fungoid 01"
 fun12:0 "Massive Fungoid 02"
 fun13:0 "Massive Fungoid 03"
 fun14:0 "Massive Fungoid 04"
 fun15:0 "Massive Fungoid 05"
 avi1:0 "Slender Avian 01"
 avi2:0 "Slender Avian 02"
 avi3:0 "Slender Avian 03"
 avi4:0 "Slender Avian 04"
 avi5:0 "Slender Avian 05"
 avi6:0 "Normal Avian 01"
 avi7:0 "Normal Avian 02"
 avi8:0 "Normal Avian 03"
 avi9:0 "Normal Avian 04"
 avi10:0 "Normal Avian 05"
 avi11:0 "Massive Avian 01"
 avi12:0 "Massive Avian 02"
 avi13:0 "Massive Avian 03"
 avi14:0 "Massive Avian 04"
 avi15:0 "Massive Avian 05"
 avi16:0 "Massive Avian 06"
 mam1:0 "Slender Mammalian 01"
 mam2:0 "Slender Mammalian 02"
 mam3:0 "Slender Mammalian 03"
 mam4:0 "Slender Mammalian 04"
 mam5:0 "Slender Mammalian 05"
 mam6:0 "Normal Mammalian 01"
 mam7:0 "Normal Mammalian 02"
 mam8:0 "Normal Mammalian 03"
 mam9:0 "Normal Mammalian 04"
 mam10:0 "Normal Mammalian 05"
 mam11:0 "Massive Mammalian 01"
 mam12:0 "Massive Mammalian 02"
 mam13:0 "Massive Mammalian 03"
 mam14:0 "Massive Mammalian 04"
 mam15:0 "Massive Mammalian 05"
 mam16:0 "Massive Mammalian 06"
 human:0 "Human"
 human_female_01:0 "Humanoid Mammalian 01"
 human_female_02:0 "Humanoid Mammalian 02"
 human_female_03:0 "Humanoid Mammalian 03"
 human_female_04:0 "Humanoid Mammalian 04"
 human_female_05:0 "Humanoid Mammalian 05"
 human_male_01:0 "Humanoid Mammalian 06"
 human_male_02:0 "Humanoid Mammalian 07"
 human_male_03:0 "Humanoid Mammalian 08"
 human_male_04:0 "Humanoid Mammalian 09"
 human_male_05:0 "Humanoid Mammalian 10"
 male:0 "Male"
 female:0 "Female"

 ####################################
 # Chat
 ####################################
 CHAT_CHANNEL_GENERAL:0 "General"
 CHAT_SYSTEM:0 "System"
 CHAT_ERROR_UNKNOWNSLASH:0 "Unknown command, type '/help' or '/?' to list commands"
 CHAT_ERROR_UNKNOWNCHANNELUSER:0 "Could not find user '$NAME$' in current channel"
 CHAT_ERROR_UNKNOWNUSER:0 "Could not find user '$NAME$'"
 CHAT_ERROR_AMBIGUOUSUSER:0 "Found multiple users matching that name"
 CHAT_SLAP:0 "$FIRST$ slaps $SECOND$ around with a large halberd"
 CHAT_ERROR_SLAP_MISSINGARG:0 "Invalid syntax, expected: /slap <username>"
 CHAT_ERROR_ME_MISSINGARG:0 "Invalid syntax, expected: /me <message>"
 CHAT_ERROR_CREATE_MISSINGARG:0 "Invalid syntax, expected: /create <channel name>"
 CHAT_ERROR_INVITE_MISSINGARG:0 "Invalid syntax, expected: /invite <username>"
 CHAT_ERROR_INVITE_NOTOPERATOR:0 "Only channel creator can invite users"
 CHAT_ERROR_INVITE_ALREADYTHERE:0 "User is already in the channel"
 CHAT_ERROR_KICK_GLOBAL_CHAT:0 "Can only kick people out of private chat rooms"
 CHAT_ERROR_KICK_MISSINGARG:0 "Invalid syntax, expected: /kick <username>"
 CHAT_ERROR_KICK_NOTOPERATOR:0 "Only the channel creator can kick users"
 CHAT_ERROR_KICK_NOTTHERE:0 "User is not in the channel"
 CHAT_ERROR_WHISPER_MISSINGARG:0 "Invalid syntax, expected: /whisper <username> <message>"
 CHAT_ERROR_REPLY_MISSINGARG:0 "Invalid syntax, expected: /reply <message>"
 CHAT_ERROR_REPLY_MISSINGUSER:0 "No connected user to reply to"
 CHAT_WHISPER_TO:0 "To $NAME$"
 CHAT_ROLL:0 "$USER$ rolls a d$DIE$, Computer says '$NUMBER$'"
 CHAT_YES:0 "Yes"
 CHAT_NO:0 "No"
 CHAT_BETWEEN_X_AND_Y:0 "Chat between $X$ and $Y$"
 CHAT_USERJOINEDCHANNEL:0 "$NAME$ joined channel"
 CHAT_USERLEFTCHANNEL:0 "$NAME$ left channel"
 CHAT_USERDISCONNECTED:0 "$NAME$ disconnected"
 CHAT_USERWASBANNED:0 "$NAME$ was kicked by $OP$"
 CHAT_YOUWEREBANNED:0 "You were kicked by $OP$ from $CHANNEL$"
 MULTIPLAYER_LOBBY:0 "Multiplayer Lobby"
 GAME_SETTINGS:0 "Game Settings"
 PLAYERS:0 "Players"

 ####################################
 # Sector Types
 ####################################
 st_military:0 "Military Focus"
 st_military_desc:0 "The Sector will focus on building defensive stations, and generating the Minerals and Energy Credits needed to build and maintain them."
 st_industrial:0 "Industrial Focus"
 st_industrial_desc:0 "The Sector will focus on generating Minerals."
 st_research:0 "Research Focus"
 st_research_desc:0 "The Sector will focus on generating Research."
 st_financial:0 "Financial Focus"
 st_financial_desc:0 "The Sector will focus on generating Energy Credits."

 ####################################
 # Start Screen Parts
 ####################################
 START_SCREEN_PART_ONE_CONTINENTAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the grassy savannas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_OCEAN:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the archipelagos and lagoons of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_TROPICAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dense jungles of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_DESERT:0 "In the eons since the first primitive [GetSpeciesName] communities took shape amid the great dune seas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_ARID:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dry canyons and mesas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_TUNDRA:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the windy plains of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_ARCTIC:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the snow fields and ice caves of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_TWO_MILITARY_DICTATORSHIP:0 "Countless nation states formed as we advanced through the technological ages, warring against each other until only one remained. Although the fighting was often brutal, those who survived nurtured a martial tradition that has prevailed to this day."
 START_SCREEN_PART_TWO_DIVINE_MANDATE:0 "Many false prophets took it upon themselves to offer spiritual guidance to our people as we advanced through the ages, but the true faith prevailed. The last heathen strongholds were vanquished after several bloody crusades, uniting us under the holy will of a single divine leader."
 START_SCREEN_PART_TWO_DESPOTIC_HEGEMONY:0 "Despite our rapid progression through the technological ages, as a species we were fragmented and inefficient. A new system emerged during these chaotic times that delivered us from superstitious beliefs and brought order to society. Some resisted this change out of irrational fear, but after several pacification wars they too became productive components of a greater whole."
 START_SCREEN_PART_TWO_ENLIGHTENED_MONARCHY:0 "There were many dangers as we advanced through the ages, and some of us were still prone to violence during a few of the darker periods of history. Finally, we were brought into the protective embrace of a single enlightened ruler and united under one banner."
 START_SCREEN_PART_TWO_DESPOTIC_EMPIRE:0 "The early chaotic periods of our history saw many nation states vying with each other for power, until we were at last united under the strongest of these. Only when guided by a single vision could we reach our full potential, and an era of stability and scientific progress followed."
 START_SCREEN_PART_TWO_MILITARY_JUNTA:0 "Technological progress has been swift, but as our numbers increased the civilian population grew increasingly restless. With our world on the brink of anarchy, the military stepped in to restore the rule of law. A new order was established to safeguard our nation from all threats, both external and internal."
 START_SCREEN_PART_TWO_THEOCRATIC_OLIGARCHY:0 "As we progressed through the technological ages, there were many religions among our people that contended with each other for followers. Gradually, sometimes peacefully and sometimes less so, the true faith found its way to all corners of our world and the faithful were united under a single universal church."
 START_SCREEN_PART_TWO_SCIENCE_DIRECTORATE:0 "Through scientific progress, we have managed to stamp out the superstitions that ruled the minds of our ancestors. As reason and rational thought spread among our people, the inefficient nation states that we had until then organized ourselves into were disbanded, and a council of our most accomplished scientists was gathered to rule in their stead."
 START_SCREEN_PART_TWO_PEACEFUL_BUREAUCRACY:0 "Unfortunately, our undisciplined minds were still prone to emotional outbursts that could sometimes lead to violence. As weapons became more deadly with each passing technological age, a complex system of government was devised to protect our citizens from harmful elements - including themselves."
 START_SCREEN_PART_TWO_PLUTOCRATIC_OLIGARCHY:0 "As scientific knowledge increased and new outposts were founded across our world, trade flourished and tied the various nation states together until they became a single entity. Power rested with the merchant princes, the true architects of our achievements as a civilization."
 START_SCREEN_PART_TWO_MILITARY_REPUBLIC:0 "Many wars were fought between our early nation states, and those who could not defend themselves disappeared or were absorbed by stronger neighbors. These endless wars fostered a strong martial tradition, and to this day full citizenship is reserved for those who have proved willing to sacrifice themselves in defense of the state."
 START_SCREEN_PART_TWO_THEOCRATIC_REPUBLIC:0 "Great achievements were made, both in the advancement of science and on the spiritual plane as we sought to expand our understanding of the universe and the role we play in it. A council of our most learned priests was convened to advise our elected leaders, a tradition that continues to this day."
 START_SCREEN_PART_TWO_DIRECT_DEMOCRACY:0 "As our technology progressed to a level that allowed for instantaneous communications, our inefficient nation states merged together to form a true democracy, with every citizen having a say in important decisions."
 START_SCREEN_PART_TWO_MORAL_DEMOCRACY:0 "As we advanced through the technological ages, we also matured as a species. The violent and base impulses we inherited from our ancestors were done away with, and a global government was formed on the principles of peaceful coexistence."
 START_SCREEN_PART_TWO_INDIRECT_DEMOCRACY:0 "We were driven forward by steady scientific progress, and armed conflicts between nation states became increasingly rare. The framework for a global democratic government was eventually laid, and when the last holdouts voluntarily joined we stood united as a single nation."
 START_SCREEN_PART_THREE_WARP:0 "Now, after the successful creation of several experimental subspace fields, the finest minds of the [GetName] have finished development of the first warp drives. The stars themselves are finally within our grasp!"
 START_SCREEN_PART_THREE_HYPERSPACE:0 "Now, after the discovery of the hyperlane network, the finest minds of the [GetName] have finished development of the first hyper drives. The stars themselves are finally within our grasp!"
 START_SCREEN_PART_THREE_WORMHOLES:0 "Now, after the successful creation of artificial subspace wormholes, the finest minds of the [GetName] have finished construction of the first Wormhole Station at the edge of our system. The stars themselves are finally within our grasp!"
 START_SCREEN_UNE:0 "Much has happened since modern Humans first emerged in Africa some 200,000 years ago. Our kind spread rapidly across most of the globe and soon the first civilizations took form.\n\nScientific progress has been swift, though not without cost. Wars claimed millions of lives even before the atom was tamed, and the turmoil of the 21st century saw the mandate of the United Nations gradually expanded in an effort to create stability. By the early 22nd century the supranational organization had become a de facto world government.\n\nThough some still resent the power wielded by the UN, as evidenced during the Mauritanian Police Action of '88, few can deny the technological breakthroughs that have come out of its sponsored research programs. With the recent completion of the first true starships, mankind is about to embark on a new era of space exploration!"
 START_SCREEN_CM:0 "More than a century has passed since the great ark ship Chrysanthemum carried a quarter million of our ancestors from distant Earth to the garden world we have come to know as [GetHomeWorldName]. After a long and perilous journey, the colonists rejoiced when they first saw sunlight again - albeit from a foreign star.\n\nThe early years were difficult. Citizen militias were formed to fight off the lethal alien wildlife that we found ourselves sharing our new home with, and cultivating the terrestrial crops that had been brought proved harder than imagined. Yet for each challenge overcome, we became stronger.\n\nOnce this new world had been tamed, our numbers grew exponentially. The last few decades have seen great leaps in technology, and we are now - finally - ready to reach out and reclaim the stars from whence we came!"


 ###################################
 # Attitudes
 ####################################

 attitude_friendly:1 "§GFriendly§!"
 attitude_hostile:1 "§RHostile§!"
 attitude_domineering:1 "§RDomineering§!"
 attitude_threatened:1 "§HThreatened§!"
 attitude_protective:1 "§GProtective§!"
 attitude_loyal:1 "§GLoyal§!"
 attitude_disloyal:1 "§RDisloyal§!"
 attitude_overlord:1 "§YOverlord§!"
 attitude_wary:1 "§YWary§!"
 attitude_neutral:1 "§YNeutral§!"
 attitude_unfriendly:1 "§HUnfriendly§!"
 attitude_cordial:1 "§GCordial§!"
 attitude_rival:1 "§RRival§!"
 attitude_dismissive:1 "§YDismissive§Y"
 attitude_patronizing:1 "§GPatronizing§!"
 attitude_angry:1 "§RAngry§!"

 attitude_friendly_desc:1 "This Empire views us as a friend and may be willing to form an alliance with us."
 attitude_cordial_desc:0 "This Empire is amenable to peaceful coexistance and trading with us."
 attitude_unfriendly_desc:0 "This Empire views us with suspicion and mistrust."
 attitude_rival_desc:0 "This Empire views us as their rival."
 attitude_hostile_desc:2 "This Empire views us as a target."
 attitude_domineering_desc:0 "This Empire believes that we would make a fine vassal."
 attitude_threatened_desc:1 "This Empire views us as a threatening menace."
 attitude_protective_desc:1 "This Empire believes that we are weak and need their protection."
 attitude_loyal_desc:1 "This subject is loyal to us."
 attitude_disloyal_desc:1 "This subject resents its subservience to us."
 attitude_overlord_desc:0 "This Empire is our overlord."
 attitude_wary_desc:0 "This Empire maintains a cautious attitude towards us."
 attitude_neutral_desc:0 "This Empire does not consider us relevant to their interests."
 attitude_dismissive_desc:0 "This Fallen Empire considers us largely beneath their notice."
 attitude_patronizing_desc:0 "This Fallen Empire views us as errant children in need of their guidance."
 attitude_angry_desc:0 "We have angered this Fallen Empire with our actions, and they may declare war to punish us."
 
 ATTITUDE:0 "$ATTITUDE$ attitude"
 ATTITUDE_US:0 "Attitude Towards Us"
 ATTITUDE_ALLIANCE:0 "Attitude towards Alliance"
 PERSONALITY_TRADE_EFFECT:1 "Their willingness to trade is a base of §Y$VALUE$%§! due to $PERSONALITY|Y$ personality."

 ###################################
 # Personalities
 ####################################

 personality_type_honorbound:0 "Honorbound"
 personality_type_capitalist:0 "Capitalist"
 personality_type_hegemon:0 "Hegemon"
 personality_type_ideologue:0 "Ideologue"
 personality_type_isolationist:0 "Isolationist"
 personality_type_federation_builder:0 "Federation Builder"
 personality_type_propagator:0 "Propagator"
 personality_type_purifier:0 "Purifier"
 personality_type_explorer:0 "Explorer"

 personality_type_conqueror:0 "Conqueror"
 personality_type_subjugator:0 "Subjugator"
 personality_type_liberator:0 "Liberator"
 personality_type_uplifter:0 "Uplifter"
 personality_type_infiltrator:0 "Infiltrator"
 personality_type_dominator:0 "Dominator"
 personality_type_slaver:0 "Slaver"
 personality_type_purger:0 "Purger"
 personality_type_robot_exploiter:0 "Exploiter"
 personality_type_robot_liberator:0 "Liberator"
 personality_type_migrator:0 "Migrator"
 
 personality_metalhead:0 "Metalheads"
 personality_null:0 "Despicable Neutrals"
 personality_honorbound_warriors:0 "Honorbound Warriors"
 personality_ruthless_capitalists:0 "Ruthless Capitalists"
 personality_peaceful_traders:0 "Peaceful Traders"
 personality_hegemonic_imperialists:0 "Hegemonic Imperialists"
 personality_federation_builders:0 "Federation Builders"
 personality_xenophobic_isolationists:0 "Xenophobic Isolationists"
 personality_hive_mind:0 "Hive Mind"
 personality_migrating_flock:0 "Migratory Flock"
 personality_evangelising_zealots:0 "Evangelising Zealots"
 personality_fanatic_purifiers:0 "Fanatical Purifiers"
 personality_democratic_crusaders:0 "Democratic Crusaders"
 personality_slaving_despots:0 "Slaving Despots"
 personality_decadent_hierarchy:0 "Decadent Hierarchy"
 personality_erudite_explorers:0 "Erudite Explorers"
 personality_spiritual_seekers:0 "Spiritual Seekers"
 personality_harmonious_hierarchy:1 "Harmonious Collective"
 
 personality_fallen_empire_spiritualist:0 "Holy Guardians"
 personality_fallen_empire_materialist:0 "Keepers of Knowledge"
 personality_fallen_empire_xenophobe:0 "Militant Isolationists"
 personality_fallen_empire_xenophile:1 "Enigmatic Observers"
 
 personality_null_desc:0 "What makes a species turn neutral... Lust for gold? Power? Or were they just born with hearts full of neutrality?\n\n§RThis is a placeholder personality and should not show up ingame.§!"
 personality_metalhead_desc:0 "Metal."
 personality_honorbound_warriors_desc:0 "Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists."
 personality_ruthless_capitalists_desc:0 "Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their Empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless."
 personality_peaceful_traders_desc:0 "Peaceful Traders are chiefly concerned with the flow of commerce, and prefer trading to fighting."
 personality_hegemonic_imperialists_desc:0 "Hegemonic Imperialists consider themselves the rightful rulers of the Galaxy, and will attempt to expand their Empire by any means possible."
 personality_federation_builders_desc:0 "Federation Builders consider all sentient life to have value, and will seek to form a strong Federation to protect themselves and others from expansionistic Empires."
 personality_xenophobic_isolationists_desc:0 "Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible."
 personality_hive_mind_desc:0 "Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native populations."
 personality_migrating_flock_desc:0 "Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so."
 personality_evangelising_zealots_desc:0 "Evangelising Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs."
 personality_democratic_crusaders_desc:1 "Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less-democratic Empires."
 personality_fanatic_purifiers_desc:0 "Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They are unlikely to be amenable to diplomacy in any form."
 personality_slaving_despots_desc:0 "Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless."
 personality_decadent_hierarchy_desc:0 "Decadent Hierarchies are isolationist slave societies that have few concerns asides from maintaining their rigid way of life."
 personality_erudite_explorers_desc:0 "Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary."
 personality_spiritual_seekers_desc:0 "Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other Empires in the hopes of studying their connection to the divine."
 personality_harmonious_hierarchy_desc:1 "Harmonious Collectives are collectivist societies where the citizens are devoted to the state without the need for coercion. They tend to keep to themselves, but are not averse to trading."
 
 personality_fallen_empire_spiritualist_desc:0 "This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire."
 personality_fallen_empire_materialist_desc:1 "This Fallen Empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. Pursuing dangerous lines of research may draw their ire."
 personality_fallen_empire_xenophobe_desc:0 "The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire."
 personality_fallen_empire_xenophile_desc:0 "This Fallen Empire dedicates itself to the study of the younger races. Purging and enslaving other species may draw their ire."
 
 ####################################
 # Budget Groups
 ####################################
 budget_group_produced_energy:0 "Produced"
 budget_group_metals:0 "Precious Metals"
 budget_group_colonization:0 "Colonization Cost"
 budget_group_ship_maintenance:0 "Ship Maintenance"
 budget_group_army_maintenance:0 "Army Maintenance"
 budget_group_station_maintenance:0 "Station Maintenance"
 budget_group_buildings:0 "Building Maintenance"
 budget_group_construction:0 "Construction Cost"
 budget_group_reparation:0 "Reparation Cost"
 budget_group_alliance:0 "Alliance Cost"
 budget_group_trade_income:0 "Trade Income"
 budget_group_trade_expense:0 "Trade Expense"
 budget_group_mission_expense:0 "Mission Expense"
 budget_group_missions_income:0 "Mission Income"
 budget_group_sectors_income:0 "Sectors Income"
 budget_group_sectors_expense:0 "Sectors Expense"
 budget_group_modules_maintenance:0 "Module Maintenance"
 budget_group_modules_production:0 "Module Production"
 budget_group_pops:0 "Pop Maintenance"

 ####################################
 # AI
 ####################################
 BASE_ARSENAL:0 "Base Type: Arsenal"
 BASE_GARRISON:0 "Base Type: Garrison"
 AI_BASE_ASSIGNED:0 "Assigned to $LOCATION|Y$"

 ###################
 # Deposits
 ###################
 d_mineral_deposit:0 "£minerals  +1\n"
 d_rich_mineral_deposit:0 "£minerals  +2\n"
 d_vast_mineral_deposit:0 "£minerals  +3\n"
 d_immense_mineral_deposit:0 "£minerals  +4\n"
 d_mineral_energy_deposit:0 "£energy  +1\n   £minerals  +1\n"
 d_mineral_food_deposit:0 "£food  +1\n   £minerals  +1\n"
 d_rich_mineral_food_deposit:0 "£food  +1\n   £minerals  +2\n"
 d_rich_food_mineral_deposit:0 "£food  +2\n   £minerals  +1\n"
 d_energy_deposit:0 "£energy  +1\n"
 d_rich_energy_deposit:0 "£energy  +2\n"
 d_vast_energy_deposit:0 "£energy  +3\n"
 d_immense_energy_deposit:0 "£energy  +4\n"
 d_farmland_deposit:0 "£food  +1\n"
 d_rich_farmland_deposit:0 "£food  +2\n"
 d_society_deposit:0 "£society  +1\n"
 d_rich_society_deposit:0 "£society  +2\n"
 d_vast_society_deposit:0 "£society  +3\n"
 d_immense_society_deposit:0 "£society  +4\n"
 d_physics_deposit:0 "£physics  +1\n"
 d_rich_physics_deposit:0 "£physics  +2\n"
 d_vast_physics_deposit:0 "£physics  +3\n"
 d_immense_physics_deposit:0 "£physics  +4\n"
 d_engineering_deposit:0 "£engineering  +1\n"
 d_rich_engineering_deposit:0 "£engineering  +2\n"
 d_vast_engineering_deposit:0 "£engineering  +3\n"
 d_immense_engineering_deposit:0 "£engineering  +4\n"
 d_terraforming_gas_deposit:0 "Terraforming Gases discovered\n"
 d_terraforming_fluid_deposit:0 "Terraforming Liquids discovered\n"
 d_neutronium_deposit:0 "Neutronium Ore discovered\n   £minerals  +5\n"
 d_teldar_deposit:0 "Teldar Crystals discovered\n   £physics  +5\n"
 d_engos_deposit:0 "Engos Vapor discovered\n   £society  +2\n"
 d_living_metal_deposit:0 "Living Metal discovered\n   £engineering  +5\n"
 d_lythuric_gas_deposit:0 "Lythuric Gas discovered\n   £physics  +3\n"
 d_zro_deposit:0 "Zro discovered\n   £society  +2\n   £physics  +5\n"
 d_satramene_deposit:0 "Satramene Gas discovered\n   £energy  +4\n"
 d_garanthium_deposit:0 "Garanthium Ore discovered\n   £minerals  +3\n"
 d_alien_pets_deposit:0 "Alien Pets discovered\n   £society  +4\n"
 d_betharian_deposit:0 "Betharian Stones discovered\n   £minerals  +2\n"

 ### Event Deposits
 d_enormous1_engineering_deposit:0 "£engineering  +6\n"
 d_enormous2_engineering_deposit:0 "£engineering  +8\n"
 d_enormous3_engineering_deposit:0 "£engineering  +10\n"
 d_enormous1_physics_deposit:0 "£physics  +6\n"
 d_enormous2_physics_deposit:0 "£physics  +8\n"
 d_enormous3_physics_deposit:0 "£physics  +10\n"
 d_enormous1_society_deposit:0 "£society  +6\n"
 d_enormous2_society_deposit:0 "£society  +8\n"
 d_enormous3_society_deposit:0 "£society  +10\n"
 d_enormous1_mineral_deposit:0 "£minerals  +6\n"
 d_enormous2_mineral_deposit:0 "£minerals  +8\n"
 d_enormous3_mineral_deposit:0 "£minerals  +10\n"

 # Fleet Type From Ship Class
 fleet_type_shipclass_science:0 "Science"
 fleet_type_shipclass_science_ship:0 "Science"
 fleet_type_shipclass_military:0 "Military"
 fleet_type_shipclass_constructor:0 "Construction"
 fleet_type_shipclass_colonizer:0 "Colony"
 fleet_type_shipclass_transport:0 "Transport"

 fleet_type_shipclass_research_station:0 "Research Station"
 fleet_type_shipclass_mining_station:0 "Mining Station"
 fleet_type_shipclass_military_station:0 "Military Station"
 fleet_type_shipclass_wormhole_station:0 "Wormhole Station"
 fleet_type_shipclass_orbital_station:0 "Orbital Station"
 fleet_type_shipclass_terraform_station:0 "Terraforming Station"
 fleet_type_shipclass_observation_station:0 "Observation Station"
 fleet_type_shipclass_outpost_station:0 "Frontier Outpost"

 # Agendas
 AGENDA:0 "§EAgenda: §!$KEY|H$"
 agenda_defensive_focus:0 "Secure the Borders"
 agenda_naval_focus:0 "Fleet Expansion"
 agenda_industrial:0 "Develop Industry"
 agenda_science:0 "Scientific Leap"
 agenda_finanical:0 "Grow Economy"
 agenda_welfare:0 "A New Generation"

 # AI goals
 goal_colonialism:0 "Goal - Colonialism"
 goal_federation:0 "Goal - Federation"
 goal_alliance:0 "Goal - Alliance"

 #Victory conditions
 VICTORY_CONDITION_DOMINATION_NAME:0 "Domination Victory"
 VICTORY_CONDITION_DOMINATION_DESC:0 "Win the game by owning §Y40%§! of all Colonizable Planets"
 VICTORY_CONDITION_DOMINATION_PROGRESS_TIP:0 "We own $OWNED|Y$ out of the $REQUIRED|Y$ Planets required!"
 VICTORY_CONDITION_DOMINATION_END_SCREEN:0 "$WINNER|Y$ has won the Game by Colonizing §Y40%§! of all Habitable Planets!"

 VICTORY_CONDITION_CONQUEST_NAME:0 "Conquest Victory"
 VICTORY_CONDITION_CONQUEST_DESC:1 "Win the game by conquering or subjugating all other Empires"
 VICTORY_CONDITION_CONQUEST_PROGRESS_TIP:1 "There are still $NUM_INDEPENDENT|Y$ other independent Empires left in the galaxy"
 VICTORY_CONDITION_CONQUEST_PROGRESS_TIP_VICTORY:0 "$COUNTRY|Y$ Is the only other independent empire left in the galaxy"
 VICTORY_CONDITION_CONQUEST_PROGRESS_TIP_VOID:0 "There are no other independent empires left in the galaxy"
 VICTORY_CONDITION_CONQUEST_PROGRESS_TIP_NOT_INDEPENDENT:0 "We are not independent!"
 VICTORY_CONDITION_CONQUEST_END_SCREEN:0 "The Galaxy has completely fallen under the Control of $WINNER|Y$!"

 #Gender Pronouns
 GDR_MAS_1ST:0 "he"
 GDR_FEM_1ST:0 "she"
 GDR_MAS_3RD:0 "him"
 GDR_FEM_3RD:0 "her"
 GDR_MAS_POSS:0 "his"
 GDR_FEM_POSS:0 "her"
 GDR_MAS_REFL:0 "himself"
 GDR_FEM_REFL:0 "herself"

 # War Demands
 war_demand_humiliate_header:1 "§HHumiliate§!"
 war_demand_humiliate_subtext:0 "[parameter:country.GetName]"
 war_demand_humiliate_tooltip_header:0 "$war_demand_humiliate_header$"
 war_demand_humiliate_tooltip_content:1 "[parameter:country.GetName] will be humiliated, reducing their £influence  Influence gain and Happiness for 20 years."
 war_demand_humiliate_tooltip_proper_header:0 "$war_demand_humiliate_header$"
 war_demand_humiliate_tooltip_proper_content:1 "$war_demand_humiliate_tooltip_content$"
 war_demand_abolish_purge_header:1 "§HPurge Ban§!"
 war_demand_abolish_purge_subtext:0 "[parameter:country.GetName]"
 war_demand_abolish_purge_tooltip_header:0 "$war_demand_abolish_purge_header$"
 war_demand_abolish_purge_tooltip_content:0 "[parameter:country.GetName] will be forced to ban Purging."
 war_demand_abolish_purge_tooltip_proper_header:0 "$war_demand_abolish_purge_header$"
 war_demand_abolish_purge_tooltip_proper_content:0 "[parameter:country.GetName] will be forced to ban Purging."
 war_demand_abolish_slavery_header:1 "§HSlavery Ban§!"
 war_demand_abolish_slavery_subtext:0 "[parameter:country.GetName]"
 war_demand_abolish_slavery_tooltip_header:0 "$war_demand_abolish_slavery_header$"
 war_demand_abolish_slavery_tooltip_content:0 "[parameter:country.GetName] will be forced to ban Slavery."
 war_demand_abolish_slavery_tooltip_proper_header:0 "$war_demand_abolish_slavery_header$"
 war_demand_abolish_slavery_tooltip_proper_content:0 "[parameter:country.GetName] will be forced to ban Slavery."
 war_demand_abolish_ai_header:1 "§HArtificial Intelligence Ban§!"
 war_demand_abolish_ai_subtext:0 "[parameter:country.GetName]"
 war_demand_abolish_ai_tooltip_header:0 "$war_demand_abolish_ai_header$"
 war_demand_abolish_ai_tooltip_content:0 "[parameter:country.GetName] will be forced to ban Artificial Intelligence."
 war_demand_abolish_ai_tooltip_proper_header:0 "$war_demand_abolish_ai_header$"
 war_demand_abolish_ai_tooltip_proper_content:0 "[parameter:country.GetName] will be forced to ban Artificial Intelligence."
 war_demand_abandon_planet_header:1 "§RAbandon Planet§!"
 war_demand_abandon_planet_subtext:1 "[parameter:planet.GetName] ([parameter:planet.GetStarName])"
 war_demand_abandon_planet_tooltip_header:0 "$war_demand_abandon_planet_header$"
 war_demand_abandon_planet_tooltip_content:2 "Remove the colony on [parameter:planet.GetName].\n(Requires the planet to be occupied by an Assault Army)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_abandon_planet_tooltip_proper_header:1 "$war_demand_abandon_planet_header$"
 war_demand_abandon_planet_tooltip_proper_content:2 "Remove the colony on [parameter:planet.GetName].\n(Requires the planet to be occupied by Assault Armies)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_liberate_planet_header:1 "§GLiberate Planet§!"
 war_demand_liberate_planet_subtext:1 "[parameter:planet.GetName] ([parameter:planet.GetStarName])"
 war_demand_liberate_planet_tooltip_header:0 "$war_demand_liberate_planet_header$"
 war_demand_liberate_planet_tooltip_content:2 "Give independence to [parameter:planet.GetName]. All planets liberated in a war will form a new empire with the same ethos as the liberator.\n(Requires the planet to be occupied by an Assault Army)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_liberate_planet_tooltip_proper_header:1 "$war_demand_liberate_planet_header$"
 war_demand_liberate_planet_tooltip_proper_content:2 "Give independence to [parameter:planet.GetName]. All planets liberated in a war will form a new empire with the same ethos as the liberator.\n(Requires the planet to be occupied by Assault Armies)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_cede_planet_header:1 "§RCede Planet§!"
 war_demand_cede_planet_subtext:1 "[parameter:planet.GetName] ([parameter:planet.GetStarName])"
 war_demand_cede_planet_tooltip_header:0 "Cede Planet"
 war_demand_cede_planet_tooltip_content:2 "Cede the ownership of [parameter:planet.GetName].\n(Requires the planet to be occupied by an Assault Army)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_cede_planet_tooltip_proper_header:1 "$war_demand_cede_planet_header$"
 war_demand_cede_planet_tooltip_proper_content:2 "Cede [parameter:planet.GetName] to [GetCountry.GetName].\n(Requires the planet to be occupied by Assault Armies)\n\nOwned by: §H[parameter:planet.GetOwnerName]§!\nControlled by: §H[parameter:planet.GetControllerName]§!"
 war_demand_cede_planet_belongs_to_opponent:0 "Planet doesn't belong to our opponents"
 war_demand_cede_planet_not_under_our_control:3 "Planet has to be occupied by our armies."
 war_demand_cede_planet_no_vassals:0 "Vassals are only allowed to declare wars for independence."
 war_demand_cede_planet_our_species:0 "Founder species annexation"
 war_demand_cede_planet_bordering:0 "Bordering territory"
 war_demand_vassalize_country_header:1 "§YVassalize§!"
 war_demand_vassalize_country_subtext:0 "[parameter:country.GetName]"
 war_demand_vassalize_country_tooltip_header:0 "$war_demand_vassalize_country_header$"
 war_demand_vassalize_country_tooltip_content:1 "Vassalizing [parameter:country.GetName] will place them under the control of another Empire"
 war_demand_vassalize_country_tooltip_proper_header:0 "$war_demand_vassalize_country_header$"
 war_demand_vassalize_country_tooltip_proper_content:0 "Vassalize [parameter:country.GetName] under [GetCountry.GetName]"
 war_demand_vassalize_country_no_overlords:1 "No one can vassalize this Empire"
 war_demand_vassalize_country_no_vassals_of_vassals:2 "Only independent Empires are allowed to have Subjects"
 war_demand_vassalize_country_wrong_type:2 "Empires of this type cannot be Subjects"
 war_demand_cede_or_liberate:1 "You cannot both conquer and liberate a planet."
 war_demand_vassalize_country_liberated:2 "You cannot choose to both liberate and subjugate an Empire"
 war_demand_vassalize_country_no_planets:1 "All the Empire's planets will be ceded, nothing left to vassalize"
 war_demand_vassalize_country_missing_tech_all:0 "No empire has researched tech §HXeno Supremacy§!"
 war_demand_vassalize_country_missing_tech:0 "This empire must have researched tech §HXeno Supremacy§!"
 war_demand_protectorate_country_header:0 "§YEstablish Protectorate§!"
 war_demand_protectorate_country_subtext:0 "[parameter:country.GetName]"
 war_demand_protectorate_country_tooltip_header:0 "$war_demand_protectorate_country_header$"
 war_demand_protectorate_country_tooltip_content:1 "Turn [parameter:country.GetName] into a Protectorate. $SUBJECT_DESC_protectorate$"
 war_demand_protectorate_country_tooltip_proper_header:0 "$war_demand_protectorate_country_header$"
 war_demand_protectorate_country_tooltip_proper_content:1 "Turn [parameter:country.GetName] into a Protectorate under [GetCountry.GetName]. $SUBJECT_DESC_protectorate$"
 war_demand_protectorate_country_no_overlords:1 "No one can take this Empire as their Protectorate"
 war_demand_protectorate_country_not_opponent:1 "This Empire is no longer an opponent"
 war_demand_protectorate_country_no_vassals_of_vassals:1 "Only independent Empires are allowed to have Subjects"
 war_demand_protectorate_country_wrong_type:1 "Empires of this type cannot be Subjects"
 war_demand_protectorate_country_liberated:1 "You cannot choose to both liberate and subjugate an Empire"
 war_demand_protectorate_country_no_planets:1 "All of the Empire's planets will be ceded, nothing left to become a Protectorate"
 war_demand_protectorate_country_missing_tech_all:1 "No Empire has researched the §HXeno Supremacy§! technology"
 war_demand_protectorate_country_missing_tech:1 "This empire must have researched the §HXeno Supremacy§! tech"
 war_demand_liberate_country_header:1 "§GLiberate§!"
 war_demand_liberate_country_subtext:0 "[parameter:country.GetName]"
 war_demand_liberate_country_tooltip_header:0 "$war_demand_liberate_country_header$"
 war_demand_liberate_country_tooltip_content:0 "Liberate [parameter:country.GetName] and grant them their independence."
 war_demand_liberate_country_tooltip_proper_header:0 "$war_demand_liberate_country_header$"
 war_demand_liberate_country_ticking_warscore:0 "The liberation war demand will give §Y1§! warscore every month that the liberation target is completely occupied."
 war_demand_liberate_country_tooltip_proper_content:1 "[GetCountry.GetName] will help liberate [parameter:country.GetName]\n$war_demand_liberate_country_ticking_warscore$"
 war_demand_liberate_country_not_vassal:2 "Empire is not a vassal of our enemies"
 war_demand_liberate_country_already_vassalized:1 "You cannot choose to both liberate and vassalize an Empire"
 war_demand_liberate_country_no_planets:1 "All of the Empire's planets will be ceded, nothing left to liberate"
 war_demand_cede_frontier_outpost_header:0 "Cede Frontier Outpost"
 war_demand_cede_frontier_outpost_subtext:0 "[parameter:system.GetName]"
 war_demand_cede_frontier_outpost_tooltip_header:0 "$war_demand_cede_frontier_outpost_header$"
 war_demand_cede_frontier_outpost_tooltip_content:0 "Cede the frontier outpost in the [parameter:system.GetName] System"
 war_demand_cede_frontier_outpost_tooltip_proper_header:0 "$war_demand_cede_frontier_outpost_header$"
 war_demand_cede_frontier_outpost_tooltip_proper_content:0 "Cede the frontier outpost in the [parameter:system.GetName] System to [GetCountry.GetName]"
 war_demand_cede_frontier_outpost_no_stations:0 "There is no frontier outpost in the system owned by an opponent"
 war_demand_cede_frontier_outpost_no_stations_left:1 "All the Empires who own stations in the system are set to be fully annexed"
 war_demand_trait_warlike:0 "Warlike ruler"
 war_demand_trait_expansionist:0 "Expansionist ruler"
 war_demand_tech_galactic_ambitions:0 "Galactic Ambitions"
 war_demand_tech_manifest_destiny:0 "Manifest Destiny"

 #scaled mtth
 scaled_mtth_calc_pop_count:0 "Pops on planet"

 #component tags
 weapon_type_energy:0 "§YEnergy§!"
 weapon_type_kinetic:0 "§YKinetic§!"
 weapon_type_explosive:0 "§YExplosive§!"
 weapon_type_strike_craft:0 "§YStrike Craft§!"
 weapon_type_point_defense:0 "§YPoint-Defense§!"
 weapon_type_other:0 "§YOther§!"
 
 # ai component tags
 weapon_role_anti_armor:0 "§YAnti-Armor§!"
 weapon_role_anti_shield:0 "§YAnti-Shield§!"
 weapon_role_short_range:0 "§YShort Range§!"
 weapon_role_long_range:0 "§YLong Range§!"
 weapon_role_point_defense:0 "§YPoint Defense§!"

# Combat Stats
 COMBAT_STAT_DAMAGE_TOTAL:1 "Total Damage Output"
 COMBAT_STAT_DAMAGE_KINETIC:1 "Inflicted Kinetic Weapon Damage"
 COMBAT_STAT_DAMAGE_ENERGY:0 "Inflicted Energy Weapon Damage"
 COMBAT_STAT_DAMAGE_EXPLOSIVE:0 "Inflicted Explosive Weapon Damage"
 COMBAT_STAT_DAMAGE_HITPOINTS:0 "Damage to Hull"
 COMBAT_STAT_DAMAGE_ARMOR:0 "Damage to Armor"
 COMBAT_STAT_DAMAGE_SHIELDS:0 "Damage to Shields"
 COMBAT_STAT_HIT_RATIO:0 "Hit Ratio"
 COMBAT_STAT_EVASION_RATIO:0 "Evasion Ratio"

 # Subject Integration
 INTEGRATE_SUBJECT_INVALID_OVERLORD:0 "Not a valid overlord"
 INTEGRATE_SUBJECT_NOT_OVERLORD:0 "Not a subject empire"
 INTEGRATE_SUBJECT_INVALID_TYPE:1 "$TYPE$ subjects cannot be integrated"
 INTEGRATE_SUBJECT_CAP_REACHED:0 "Can only integrate one subject at a time"
 INTEGRATE_SUBJECT_ALREADY_INTEGRATING:0 "Already integrating"
 INTEGRATE_SUBJECT_MIN_TIME:0 "Has to have been a subject for $DAYS|Y$ Days ( $DATE$ )"
 
# Subjects
 SUBJECT_vassal:0 "Vassal"
 SUBJECT_DESC_vassal:0 "Vassals are subservient to their overlord. They have limited diplomatic options, and fight along their Overlord."
 SUBJECT_protectorate:0 "Protectorate"
 SUBJECT_DESC_protectorate:1 "Protectorates cannot be integrated, they have an independence guarantee from their overlord, pay §Y50%§! reduced tech costs for any tech their Overlord knows, and turn into vassals once they research §Y40%§! of the amount of techs compared to their overlords."
 OPEN_COMBAT_STATS:0 "§GClick to open Combat Stats§!"

# Game setup
 EDIT_SPECIES_PORTRAIT_TITLE:0 "Appearance"
 EDIT_SPECIES_PORTRAIT_DESC:0 "TODO DESC"
 PLURAL:0 "Plural"
 ADJECTIVE:0 "Adjective"
 EDIT_SPECIES_NAME_RANDOMIZE_TOOLTIP:0 "Randomize Name"
 EDIT_SPECIES_NAME_GENERATE_PLURAL:0 "Generate Plural"
 EDIT_SPECIES_NAME_GENERATE_ADJECTIVE:0 "Generate Adjective"
 UNSPENT_POINTS_NAME:0 "Unspent Points"
 UNSPENT_POINTS_DESC:0 "You have unspent Trait Points and/or Ethic Points. Are you sure you want to continue?"
 USER_EMPIRE_DESIGN_ALREADY_EXIST_TITLE:1 "Replace Design"
 USER_EMPIRE_DESIGN_ALREADY_EXIST_DESC:0 "You already have a saved design called $NAME|H$.\nAre you sure you wish to replace it?"
 USER_EMPIRE_DESIGN_SAVED_TITLE:0 "Saved!"
 USER_EMPIRE_DESIGN_SAVED_DESC:0 "$NAME|H$ Saved successfully!"
 CONFIRM_DELETE_EMPIRE_DESIGN_TITLE:1 "Delete Empire"
 CONFIRM_DELETE_EMPIRE_DESIGN_DESC:1 "Are you sure you wish to delete the $NAME|H$ template?"
 EMPIRE_DESIGN_CANT_BE_DELETED:0 "§RThis entry cannot be deleted.§!"
 EMPIRE_DESIGN_DELETE_TOOLTIP:0 "§GClick to Delete this Design§!"
 EMPIRE_DESIGN_MISSING_HOME_WORLD_NAME:0 "Home World Name can't be empty."
 EMPIRE_DESIGN_MISSING_HOME_SYSTEM_NAME:0 "System Name can't be empty."
 EMPIRE_DESIGN_MISSING_EMPIRE_NAME:0 "Empire Name can't be empty."
 EMPIRE_DESIGN_MISSING_EMPIRE_ADJECTIVE:0 "Empire Adjective can't be empty."
 EMPIRE_DESIGN_MISSING_NAME_LIST:0 "Empire has no name list."
 EMPIRE_DESIGN_SPECIES_NAME_MISSING_FIELD:0 "All fields must be filled."
 EMPIRE_DESIGN_HAS_ERRORS:0 "§RYour current Design contains errors that must be resolved before continuing.§!"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SPECIES_NAME:0 "Species name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_PLANET_NAME:0 "Home Planet name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SYSTEM_NAME:0 "Home System name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_INVALID_GOVERNMENT:0 "A valid government type is required"
 SELECT_TRAITS_FOR_SPECIES:0 "Pick genetic Traits for your Species."
 species_ruler_editor:0 "Starting Ruler"
 species_traits_editor:0 "Racial Traits"
 LEADER_SUB_PORTRAIT:0 "Phenotype"
 HAIR_STYLE:0 "Hairstyle"
 CLOTHES:0 "Clothes"
 VARIATION:0 "Color Variants"
 CHOOSE_SEX:0 "Choose Sex"
 planet_class_editor:0 "Planet Class"
 NAME_AND_CLASS:0 "Name & Class"
 ETHICS_AND_GOVERNMENT:0 "Government & Ethics"
 empire_ethics_and_government_editor:0 "Government & Ethics"
 empire_flag_editor:0 "Flag"
 EMPIRE_FLAG:0 "Flag"
 empire_name_list_editor:0 "Name Lists"
 NAME_LIST_DESC:0 "TODO: Name lists"
 SYSTEM_NAME:0 "Star Name"
 SELECT_SYSTEM_INITIALIZER_LABEL:0 "Starting Solar System"
 #RANDOM_SYSTEM_INITIALIZER_TIP: "§HRandom§!\n§LStart the game with a Randomized Solar System. Everything except the names of your Homeworld and the System's Star will be randomized."
 RANDOM_SYSTEM_INITIALIZER_TIP:0 "$random_system_initializer_DESC$"
 CUSTOM_SYSTEM_INITIALIZER_TIP:0 "$NAME|H$\n$DESC|L$"
 random_system_initializer_DESC:0 "Randomized solar system layout.\n\n$system_initializer_DESC$"
 system_initializer_DESC:0 "§LDetermines the layout, but not location, of your starting solar system.§!"
 CHANGE_SYSTEM_INITIALZIER:0 "Change"

 sol_system_initializer_NAME:0 "Sol System"
 sol_system_initializer_DESC:0 "System modeled after Earth's solar system, with adjacent stars.\n\n$system_initializer_DESC$"
 deneb_system_NAME:0 "Deneb System"
 deneb_system_DESC:0 "The Commonwealth of Man's starting solar system.\n\n$system_initializer_DESC$"
 CREATE_NEW:0 "Create New"
 BACK_TO_MENU:0 "Back to Menu"
 SELECT_EMPIRE:0 "Select Empire"
 RANDOMIZE_EMPIRE:0 "Randomize Empire"
 CREATE_NEW_EMPIRE:0 "Create New Empire"
 
 #game setup editor labels
 species_portrait:0 "$PORTRAIT$"
 species_name:0 "$SPECIES_NAME$"
 species_traits:0 "$TRAITS$"
 species_ruler:0 "$RULER$"
 planet_class:0 "$NAME_AND_CLASS$"
 planet_city_gfx_culture:0 "$CITY_GRAPHICS$"
 empire_ethics_and_government:0 "$ETHICS_AND_GOVERNMENT$"
 empire_name:0 "$EMPIRE_NAME$"
 empire_flag:0 "$EMPIRE_FLAG$"
 empire_name_list:0 "$CUSTOMIZE_NAME_LISTS$"
 ship_weapons:0 "$STARTING_WEAPONS$"
 ship_ftl:0 "$FTL_LABEL$"
 ship_gfx_culture:0 "$SHIP_GRAPHICS$"
