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English
# This is the English String Table file for FreeOrion
#
# Translate this file to other languages.
#
# Notes: to avoid potential conflict with functional keys in other files, do not
# make any stringtable keys beginning with "FUNCTIONAL_".
# New Sitreps priorities should be added to
# `default/customizations/common_user_customizations.txt`.
# semi-randomly collected characters to force font code page loading
# 肛門オーガズム
# åřžßąłżęЗыдШит
# 를와ẵừổ
# جامعة
# یای مجهو
##
## Common phrases
##
OK
OK
APPLY
Apply
CANCEL
Cancel
DONE
Done
SAVE
Save
DELETE
Delete
OPEN
Open
OR
or
YES
Yes
NO
No
# Used as a placeholder for unexpanded content in the combat log window.
ELLIPSIS
...
EMPIRE
Empire
PLAYER
Player
HUMAN_PLAYER
Human
AI_PLAYER
AI
ADD_AI_PLAYER
Add AI
OBSERVER
Observer
MODERATOR
Moderator
NO_PLAYER
None
NO_PLAYERS
No Players
NO_EMPIRE
No Empire
DROP_PLAYER
Drop
ALL
All
NONE
None
RENAME
Rename
ENTER_NEW_NAME
Enter new name
NOTHING_VALUE_SYMBOL
--
UNKNOWN_VALUE_SYMBOL
?
UNKNOWN_VALUE_SYMBOL_2
???
ERROR
ERROR
RESET
Reset
NEXT
Next
BACK
Back
LAST
Last
PAUSE
Pause
PAUSED
Paused
RESUME
Resume
DIFFICULTY
Difficulty
X
X Position
Y
Y Position
INVALID_POSITION
Unknown Position
# Name for a newly created general purpose fleet.
# %1% represents a unique number.
NEW_FLEET_NAME
Fleet %1%
# Name for a newly created general purpose fleet when no uniqe number could be
# created.
NEW_FLEET_NAME_NO_NUMBER
Fleet
# Name for a newly created monster-only fleet.
# %1% represents a unique number.
NEW_MONSTER_FLEET_NAME
Herd %1%
# Name for a newly created colony-only fleet.
# %1% represents a unique number.
NEW_COLONY_FLEET_NAME
Colony Fleet %1%
# Name for a newly created reconnaissance-only fleet.
# %1% represents a unique number.
NEW_RECON_FLEET_NAME
Recon Fleet %1%
# Name for a newly created troop carrier only fleet.
# %1% represents a unique number.
NEW_TROOP_FLEET_NAME
Troop Fleet %1%
# Name for a newly created bomber only fleet.
# %1% represents a unique number.
NEW_BOMBARD_FLEET_NAME
Bomber Fleet %1%
# Name for a newly created combat group group fleet. This includes battleships,
# bombers and troop carriers.
# %1% represents a unique number.
NEW_BATTLE_FLEET_NAME
Battle Fleet %1%
# Name for a newly created planet.
# Suffix bears some explanation:
# - Planets are grouped for asteroids and non-asteroids.
# - Suffix is a roman numeral, with additional rules for asteroids.
# - The roman numeral is a rank for proximity to the center of the system,
# in relation to other planets in the same group.
# - For asteroids, the suffix starts with a localized NEW_ASTEROIDS_SUFFIX.
# If any other asteroids are in the system, the roman numeral is appended.
# %1% name of the system this planet is created in.
# %2% suffix for this planet
NEW_PLANET_NAME
%1% %2%
# The label pre-pended to a new asteroids naming suffix
NEW_ASTEROIDS_SUFFIX
[[PT_ASTEROIDS]]
EMPTY_SPACE
Deep Space
UNEXPLORED_REGION
Unexplored Region
UNEXPLORED_SYSTEM
Unexplored System
NOT_APPLICABLE
N/A
BOMBER
Bomber
INTERCEPTOR
Interceptor
DEFAULT_EMPIRE_NAME
Terran Imperium
DEFAULT_PLAYER_NAME
Human_Player
MONSTER
Monster
PASSED
<rgba 0 255 0 255>(PASSED)</rgba>
FAILED
<rgba 255 0 0 255>(FAILED)</rgba>
ALL_OF
All Of:
ANY_OF
Any Of:
DUMP
Debug Data Dump
UNOWNED
Unowned
NOWHERE
Cannot be produced
# Prefix to use for menu items that will open a pedia entry
POPUP_MENU_PEDIA_PREFIX
'''Help: '''
GENERAL
General
TEST
Test
BALANCE
Balance
CONTENT
Content
MULTIPLAYER
Multiplayer
##
## Major errors
##
ERROR_SOUND_INITIALIZATION_FAILED
'''OpenAL audio system initialization failed.
Check log files for more detailed messages.
'''
# Used as a prefix for the FORMAT_LIST_[1-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_PLURAL_HEADER
There are:
# Used as a prefix for the FORMAT_LIST_0_ITEMS translation entry.
FORMAT_LIST_DEFAULT_SINGLE_HEADER
There is one:
FORMAT_LIST_DEFAULT_EMPTY_HEADER
There are none.
# Used as a prefix for the FORMAT_LIST_[0-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_DUAL_HEADER
There are:
FORMAT_LIST_0_ITEMS
%1%
FORMAT_LIST_1_ITEMS
%1% %2%.
FORMAT_LIST_2_ITEMS
%1% %2% and %3%.
FORMAT_LIST_3_ITEMS
%1% %2%, %3% and %4%.
FORMAT_LIST_4_ITEMS
%1% %2%, %3%, %4% and %5%.
FORMAT_LIST_5_ITEMS
%1% %2%, %3%, %4%, %5% and %6%.
FORMAT_LIST_6_ITEMS
%1% %2%, %3%, %4%, %5%, %6% and %7%.
FORMAT_LIST_7_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7% and %8%.
FORMAT_LIST_8_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8% and %9%.
FORMAT_LIST_9_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9% and %10%.
FORMAT_LIST_10_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10% and %11%.
FORMAT_LIST_MANY_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10%, %11% ...
##
## Build Projects
##
PROJECT_BT_STOCKPILE
Stockpile Transfer
PROJECT_BT_STOCKPILE_SHORT_DESC
Transfers PP into the imperial stockpile
PROJECT_BT_STOCKPILE_DESC
'''PP allocated to the transfer project are added to the imperial stockpile. The amount to transfer and how many times the transfer should repeat can be specified.
Only PP that are produced in the same supply-group (and none from the imperial stockpile) are allocated to the stockpile transfer project.
Surplus PP (PP not allocated to anything on the queue) at this or any other location will be transferred to the stockpile with or without a stockpile transfer project on the queue. PP allocated to a stockpile transfer are sent to the stockpile, even if there are additional items later in the production queue.
For example: An empire wants to draw PP from the stockpile in a secondary supply-group, in which there is insufficient PP being generated. To do this, the stockpile needs to be filled from the primary supply-group. The empire has 100 PP industry in the primary supply-group, its stockpile use limit is 10 PP and it wants to have 10 PP always available in the stockpile. The build queue contains items on planets in the primary supply-group which need 120 PP per turn, so all available PP would be used.
To be able to use the PP in the secondary supply-group, the empire adds to the top of the queue a 10x Stockpile Transfer project on a planet in the primary supply-group.
Because the Stockpile Transfer project is above other primary supply-group projects in the build queue, it is fully funded and will increase the stockpile by 10 PP on the next turn. To ensure a continuing transfer each turn, the repetition of the project is set to 99 times.'''
##
## Predefined Ship Designs (located in default/scripting/ship_designs/)
##
SD_CARRIER
Escort Carrier
SD_CARRIER_DESC
Carrier designed to defend other armed vessels by launching interceptor squadrons.
SD_CARRIER_2
Fleet Carrier
SD_CARRIER_2_DESC
Carrier designed for offensive fleet action with attack bomber squadrons and mass drivers.
SD_SCOUT
Scout
SD_SCOUT_DESC
Small and cheap unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_2
Radar Scout
SD_SCOUT_2_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_3
Scanner Scout
SD_SCOUT_3_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_4
Sensor Scout
SD_SCOUT_4_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ENG_SCOUT
Energy Scout
SD_ENG_SCOUT_DESC
Small and fast unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]
SD_SMALL_MARK_1
Corvette M
SD_SMALL_MARK1_DESC
Small and cheap mass-driver ship. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_MARK_1
Frigate Ms
SD_MARK1_DESC
Basic mass-driver frigate. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_1
Cruiser Ms
SD_LARGE_MARK1_DESC
Cruiser equipped for long range independent action with improved weapons and armor. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_2
Cruiser Lz
SD_LARGE_MARK2_DESC
Cruiser equipped for long range independent action. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_3
Destroyer Ms
SD_LARGE_MARK3_DESC
Destroyer equipped for fleet actions. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_4
Destroyer Lz
SD_LARGE_MARK4_DESC
Destroyer equipped for fleet actions with improved lasers and armor. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ROBOTIC_OUTPOST
Robotic Outpost
SD_ROBOTIC_OUTPOST_DESC
Can establish outposts on faraway worlds.
SD_ROBO_FLUX_SCOUT
Flux Scout
SD_ROBO_FLUX_SCOUT_DESC
Fast scouting hull with some stealth abilities
SD_ROBO_FLUX_TROOPS
Flux Troops
SD_ROBO_FLUX_TROOPS_DESC
Fast troop carrier
SD_ROBO_FLUX_TROOPS_HVY
Flux Heavy Troops
SD_ROBO_FLUX_TROOPS_HVY_DESC
Fast advanced troop carrier
SD_ROBOTIC1
Robocruiser Mfs
SD_ROBOTIC1_DESC
Cruiser designed for fleet and independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC2
Destroyer Mfs DG
SD_ROBOTIC2_DESC
Robotic hull equipped for fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC3
Robocruiser Lzi
SD_ROBOTIC3_DESC
Robotic ship equipped for long range independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER1
Fleet Carrier MBs
SD_ROBOTIC_CARRIER1_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER2
Fleet Carrier LBz
SD_ROBOTIC_CARRIER2_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER3
Escort Carrier MIs
SD_ROBOTIC_CARRIER3_DESC
Escort Carrier designed for convoy and picket duties. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_GRAVITATING1
Battleship Pfd DS
SD_GRAVITATING1_DESC
Self-gravitating battleship equipped for large fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_GRAVITATING2
Battleship Dfx BS
SD_GRAVITATING2_DESC
Large state-of-art battleship armed and protected with top technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_ROBO_TITAN1
Dreadnaught
SD_ROBO_TITAN1_DESC
Large state-of-art battleship armed and protected with the latest technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_AST_1
Rock Destroyer (L)
SD_AST_1_DESC
Asteroid hull designed for fleet action. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]
SD_COLONY_SHIP
Colony Ship
SD_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_THREE_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_CRYONIC_COLONY_SHIP
Cryonic Colony Ship
SD_CRYONIC_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_THREE_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_OUTPOST_SHIP
Outpost Ship
SD_OUTPOST_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ORG_OUTPOST_SHIP
Organic Outpost Ship
SD_ORG_OUTPOST_SHIP_DESC
Unarmed organic vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]
SD_COLONY_BASE
Colony Base
SD_COLONY_BASE_DESC
Unarmed vessel capable of creating a [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_THREE_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_CRYONIC_COLONY_BASE
Cryonic Colony Base
SD_CRYONIC_COLONY_BASE_DESC
Unarmed vessel capable of creating a large [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_THREE_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_OUTPOST_BASE
Outpost Base
SD_OUTPOST_BASE_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]] in the system where it is produced. [[SHIPDESIGN_NO_TRAVEL]]
SD_BASE_DECOY
Comsat
SD_BASE_DECOY_DESC
Unarmed satellite that can trigger planetary defenses even against passive enemies, but otherwise does nothing except get in the way of enemy fire. Can be built at any planet colonized by a shipbuilding species, does not require a [[buildingtype BLD_SHIPYARD_BASE]].
SD_TROOP_DROP
Troop Drop
SD_TROOP_DROP_DESC
Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]] in the same system.
SD_TROOP_DROP_HVY
Heavy Troop Drop
SD_TROOP_DROP_HVY_DESC
Carries a brigade of ground advanced [[SHIPDESIGN_PLANET_INVASION]] in the same system.
SD_SMALL_TROOP_SHIP
Small Troop Ship
SD_SMALL_TROOP_SHIP_DESC
Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_TROOP_SHIP
Troop Ship
SD_TROOP_SHIP_DESC
Carries 3 brigades of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_DRAGON_TOOTH
Dragon Tooth
SD_DRAGON_TOOTH_DESC
Ancient ship design with advanced weaponry and defensive systems. [[BLD_SHIPYARD_BASE_REQUIRED]]
##
## Monsters
##
SM_MONSTER
Monster
SM_KRILL_1
Small Krill Swarm
SM_KRILL_1_DESC
[[SM_KRILL_MACRO_1]]. Though normally not aggressive, their numbers, even low, become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]]
SM_KRILL_2
Medium Krill Swarm
SM_KRILL_2_DESC
[[SM_KRILL_MACRO_1]]. Though normally not aggressive, their growing numbers become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]]
SM_KRILL_3
Large Krill Swarm
SM_KRILL_3_DESC
[[SM_KRILL_MACRO_1]]. When in large enough numbers, they begin to become aggressive towards ships. [[SM_KRILL_MACRO_2]]
SM_KRILL_4
Plague of Krill
SM_KRILL_4_DESC
[[SM_KRILL_MACRO_1]]. Krill behavior changes radically when a critical population is reached-- somewhere in the 10s of millions. The normally flighty Krill become aggressive, attacking ships and destroying orbital structures. [[SM_KRILL_MACRO_2]]
SM_TREE
Dyson Forest
SM_TREE_DESC
A "forest" made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to eradicate. If not destroyed, they will periodically send out a seed through the starlanes to colonize other star systems. A [[SM_TREE]] seed is known as a [[predefinedshipdesign SM_FLOATER]], and may be difficult to detect.
SM_FLOATER
Floater
SM_FLOATER_DESC
A gas-filled bulbous sac drifting through space, sent as a seed by a [[predefinedshipdesign SM_TREE]] to found a new forest around other stars. It is generally advisable to destroy [[SM_FLOATER]]s as soon as possible. However, they are small and difficult to detect; it will generally require the [[tech SPY_DETECT_2]] technology to do so.
SM_DRAGON
Vacuum Dragon
SM_DRAGON_DESC
A terrifying giant monster that prowls space for prey, wreaking havoc on populated areas.
SM_DRONE
Drone
SM_DRONE_DESC
A tool of a forgotten war, still fulfilling its original purpose: to mindlessly attack any ships in range.
SM_DRONE_FACTORY
Drone Factory
SM_DRONE_FACTORY_DESC
A production facility built in some long-forgotten war to defend long-vanished builders, Amazingly, it still functions, slowly producing new Drone Fighters.
SM_GUARD_0
Maintenance Ship
SM_GUARD_0_DESC
An unmanned ship programmed by the Precursors to maintain the starlane entries of the system. It is armed only lightly, but will attack all intruders.
SM_GUARD_1
Sentry
SM_GUARD_1_DESC
A small unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_2
Sentinel
SM_GUARD_2_DESC
An unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_3
Warden
SM_GUARD_3_DESC
A powerful unmanned guard ship [[SM_GUARD_MACRO]].
SM_KRAKEN_1
Larval Kraken
SM_KRAKEN_1_DESC
'''In the larval form, a cautious and relatively harmless type of spaceborne fauna. Its natural prey is the krill swarm. A well-fed larval kraken may grow into a larger and more dangerous adult form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_2
Kraken
SM_KRAKEN_2_DESC
'''A formidable medium-weight space monster. Its natural prey is the krill swarm. A well-fed kraken may grow into an even larger and more dangerous form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_3
Great Kraken
SM_KRAKEN_3_DESC
'''A formidable and very tough space monster.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_WHITE_KRAKEN
White Kraken
SM_WHITE_KRAKEN_DESC
The White Kraken is a white-colored prehistoric ancestor of the Kraken Space Monster.
SM_BLACK_KRAKEN
Black Kraken
SM_BLACK_KRAKEN_DESC
'''A powerful, unnatural-seeming space monster.
Black Kraken are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their population.'''
SM_SNOWFLAKE_1
Small Snowflake
SM_SNOWFLAKE_1_DESC
'''A small and harmless space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_2
Snowflake
SM_SNOWFLAKE_2_DESC
'''A light-weight space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_3
Large Snowflake
SM_SNOWFLAKE_3_DESC
'''A formidable light-weight space monster.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_PSIONIC_SNOWFLAKE
Psionic Snowflake
SM_PSIONIC_SNOWFLAKE_DESC
'''A monster with the power to neutralize the minds of organic beings.
Psionic Snowflakes are bioengineered space monsters with dangerous weapons and the ability to take control of ships with [[encyclopedia ORGANIC_SPECIES_TITLE]] crews. A powerful fleet will be needed to fight them. They seek out and attack enemy space ships, forcing crews vulnerable to psychic attack to abandon their empire. They are also able to directly attack the population of planets.'''
SM_JUGGERNAUT_1
Small Juggernaut
SM_JUGGERNAUT_1_DESC
'''A formidable heavy-weight space monster with some protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_2
Juggernaut
SM_JUGGERNAUT_2_DESC
'''A formidable heavy-weight space monster with moderate protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_3
Large Juggernaut
SM_JUGGERNAUT_3_DESC
'''A formidable heavy-weight space monster with powerful protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_BLOATED_JUGGERNAUT
Bloated Juggernaut
SM_BLOATED_JUGGERNAUT_DESC
'''A massive, sickly-looking space monster.
Bloated Juggernauts are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their population.'''
SM_CLOUD
Space Cloud
SM_CLOUD_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_ASH
Space Volcano
SM_ASH_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_DIM
Dimensional Drifter
SM_DIM_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_VOID
Behemoth of the Void
SM_VOID_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_SNAIL
Asteroid Snail
SM_SNAIL_DESC
A timid monster, feeding on minerals. Its shell strongly resembles a normal asteroid, increasing its [[metertype METER_STEALTH]] if it can hide inside an asteroid belt.
SM_DAMPENING_CLOUD
Dampening Cloud
SM_DAMPENING_CLOUD_DESC
A cosmic cloud of highly energetic particles that has gained some form of sentience. It is repelled by the energy signatures of populated colonies. It is nonetheless highly attracted to reserves of potential energy, and will steal the [[metertype METER_FUEL]] from vessels in the system.
SM_ACIREMA_GUARD
Acirema Guard Ship
SM_ACIREMA_GUARD_DESC
An unmanned armed ship built by the Acirema, standing guard over the system.
SM_EXP_OUTPOST
Experiment Zero
SM_EXP_OUTPOST_DESC
'''An ancient creation of the Experimentors that reduces [[metertype METER_SHIELD]] and [[encyclopedia DAMAGE_TITLE]].
Experiment Zero was sent to this galaxy to guard the outpost of the Experimentors with its unique abilities. While it does not attack ships directly, it fills the whole system with quadrillions of diminutive units, hampering enemy shields and weapons to the point that all but the very best equipment will be ineffective.'''
SM_COSMIC_DRAGON
Cosmic Dragon
SM_COSMIC_DRAGON_DESC
'''A fearsome space monster with the power to destroy entire star systems.
Cosmic Dragons are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A very powerful fleet with high [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack inhabited planets, and are able to vaporise entire star systems if left alone.'''
##
## Fields
##
FLD_ION_STORM
Ion Storm
FLD_ION_STORM_DESC
Magnetic vortex of relativistic charged particles that can interfere with sensors and obscures all objects within it. All objects inside the storm receive an increase to [[metertype METER_STEALTH]] of 40, but a decrease to [[metertype METER_DETECTION]] of 40.
FLD_MOLECULAR_CLOUD
Molecular Cloud
FLD_MOLECULAR_CLOUD_DESC
Diffuse cloud of complex molecules that disrupts ship shielding. All ships have their [[metertype METER_SHIELD]] decreased by 15.
FLD_NEBULA_1
Nebula
FLD_NEBULA_1_DESC
Cloud of hydrogen gas that could coalesce to form a new star.
FLD_NEBULA_2
[[FLD_NEBULA_1]]
FLD_NEBULA_2_DESC
[[FLD_NEBULA_1_DESC]]
FLD_SUBSPACE_RIFT
Scissor Rift
FLD_SUBSPACE_RIFT_DESC
Violent and destructive tear in spacetime which rapidly collapses. Pulls in and devours ships, systems, and planets that are caught within its area, although ships may be able to escape if moving quick enough.
FLD_ACCRETION_DISC
Accretion Disc
FLD_ACCRETION_DISC_DESC
An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1.
##
## Predefined starting fleets
##
FN_BATTLE_FLEET
Battle Fleet
FN_SCOUT_FLEET
Scout Fleet
FN_COLONY_FLEET
Colony Fleet
MONSTERS
Monsters
##
## Status update messages
##
RETURN_TO_INTRO
Returning to Main Menu.
SERVER_WONT_START
The server could not be started.
SERVER_TIMEOUT
The server is not responding.
SERVER_LOST
The connection to the server has been lost.
LOCAL_SERVER_ALREADY_RUNNING_ERROR
Can't start server. A local server is already running.
PLAYER_DISCONNECTED
Player %1% no longer has a connection to the server.
SERVER_SAVE_INITIATE_ACK
Saving...
# %1% save game file path as requested by the client.
# %2% save game file size in bytes.
SERVER_SAVE_COMPLETE
Saved %2% bytes to file: %1%
INVALID_CLIENT_SAVE_DATA_RECEIVED
The server received invalid client save data. Some may be ignored.
NON_HOST_SAVE_REQUEST_IGNORED
The server received an invalid save game request from your client. You are not the host, so you cannot save the game.
UNABLE_TO_WRITE_CONFIG_XML
Error when writing config.xml file. Unable to save options.
UNABLE_TO_READ_CONFIG_XML
Error when reading config.xml file. Using default options.
UNABLE_TO_READ_PERSISTENT_CONFIG_XML
Error when attempting to read the optional persistent_config.xml file (this is expected if it does not exist).
UNABLE_TO_WRITE_PERSISTENT_CONFIG_XML
Error when writing persistent_config.xml file.
UNABLE_TO_WRITE_SAVE_FILE
Error when writing save file.
UNABLE_TO_READ_SAVE_FILE
Error when reading save file.
UNABLE_TO_SAVE_NOW_TRY_AGAIN
Unable to save during AI processing. Try again when AIs have finished turns.
SAVE_GAME_IN_PROGRESS
A save game is in progress.
ABORT_SAVE_AND_RESET
Return to Main Menu without saving.
ABORT_SAVE_AND_EXIT
Exit FreeOrion without saving.
EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
No empire is being controlled by this client; orders cannot be issued.
ORDERS_FOR_WRONG_EMPIRE
Orders were sent for an empire that this client does not control.
SERVER_ALREADY_HOSTING_GAME
This server is already hosting a game.
SERVER_UNABLE_TO_SELECT_HOST
The server was unable to select a new host.
SERVER_FOUND_NO_ACTIVE_PLAYERS
Cannot generate game with no active players.
SERVER_UNIVERSE_GENERATION_ERRORS
Universe generation completed with errors. See log files for detailed error messages. Game can start, but gameplay will probably be impaired.
SERVER_TURN_EVENTS_ERRORS
Python scripted turn events executed with errors. See log files for detailed error messages. Game can continue, but gameplay will probably be impaired.
SERVER_ALREADY_PLAYING_GAME
The server is not currently accepting players because a game is being played.
ERROR_PYTHON_AI_CRASHED
Python AI for %1% crashed.
ERROR_PLAYER_NAME_ALREADY_USED
Player name %1% already in use.
ERROR_WRONG_PASSWORD
Password wrong for player name %1%.
ERROR_CLIENT_TYPE_NOT_ALLOWED
Client type forbidden.
ERROR_NOT_ENOUGH_AI_PLAYERS
Not enough AI players.
ERROR_TOO_MANY_AI_PLAYERS
Too many ai players.
ERROR_NOT_ENOUGH_HUMAN_PLAYERS
Not enough human players.
ERROR_TOO_MANY_HUMAN_PLAYERS
Too many human players.
ERROR_CONNECTION_WAS_REPLACED
Your connection was replaced.
ERROR_NONPLAYER_CANNOT_CONCEDE
Only Players can concede.
ERROR_CONCEDE_DISABLED
Concede is disabled.
ERROR_CONCEDE_EXCEED_COLONIES
Cannot concede; empire controls too many colonies.
ERROR_CONCEDE_LAST_HUMAN_PLAYER
Cannot concede from a game with only one human player.
##
## Game Rules
##
RULE_PRODUCTION_QUEUE_FRONTLOAD_FACTOR
Turn PP overcommit
RULE_PRODUCTION_QUEUE_FRONTLOAD_FACTOR_DESC
Percentage of PP overcommitment per item build turn to build in time.
RULE_PRODUCTION_QUEUE_TOPPING_UP_FACTOR
Final PP overcommit
RULE_PRODUCTION_QUEUE_TOPPING_UP_FACTOR_DESC
Percentage of PP overcommitment on final item build turn to build in time.
RULE_CHEAP_AND_FAST_TECH_RESEARCH
Cheap and Fast Techs
RULE_CHEAP_AND_FAST_TECH_RESEARCH_DESC
Techs cost 1 RP and take 1 turn to research.
RULE_CHEAP_AND_FAST_BUILDING_PRODUCTION
Cheap and Fast Buildings
RULE_CHEAP_AND_FAST_BUILDING_PRODUCTION_DESC
Buildings cost 1 PP and take 1 turn to produce.
RULE_CHEAP_AND_FAST_SHIP_PRODUCTION
Cheap and Fast Ships
RULE_CHEAP_AND_FAST_SHIP_PRODUCTION_DESC
Ships cost 1 PP and take 1 turn to produce.
RULE_NUM_COMBAT_ROUNDS
Combat Rounds
RULE_NUM_COMBAT_ROUNDS_DESC
How many rounds of combat occur each turn.
RULE_RESEED_PRNG_SERVER
Random Reseeding
RULE_RESEED_PRNG_SERVER_DESC
With reseeding, replaying the same save or using the same settings and seed is not expected to produce the same random results. This is possibly preferable if players want to be sure that none of them can predict future random results based on previous random results or if a player wants to 're-roll' the results of a battle or random effect when re-playing a turn, and not get the same results as a previous attempt.
RULE_SHIP_SPEED_FACTOR
Ship Speed Scaling
RULE_SHIP_SPEED_FACTOR_DESC
Adjusts speeds of ship hulls and speed parts
RULE_SHIP_STRUCTURE_FACTOR
Ship Structure Scaling
RULE_SHIP_STRUCTURE_FACTOR_DESC
Adjusts structure of ship hulls and armour parts
RULE_SHIP_HULL_COST_FACTOR
Hull Cost Scaling
RULE_SHIP_HULL_COST_FACTOR_DESC
Adjusts costs of ship hulls
RULE_SHIP_PART_COST_FACTOR
Part Cost Scaling
RULE_SHIP_PART_COST_FACTOR_DESC
Adjusts costs of ship parts
RULE_BUILDING_COST_FACTOR
Building Cost Scaling
RULE_BUILDING_COST_FACTOR_DESC
Adjusts costs of buildings
RULE_TECH_COST_FACTOR
Tech Cost Scaling
RULE_TECH_COST_FACTOR_DESC
Adjusts costs of tech
RULE_ENABLE_EXPERIMENTORS
Enable Experimentors
RULE_ENABLE_EXPERIMENTORS_DESC
Enables Experimentors during galaxy generation
RULE_ENABLE_SUPER_TESTER
Enable Super-Tester Takeover
RULE_ENABLE_SUPER_TESTER_DESC
Enables [[BLD_SUPER_TEST]] building
RULE_STOCKPILE_IMPORT_LIMITED
Stockpile Import Limited
RULE_STOCKPILE_IMPORT_LIMITED_DESC
Enables limits on stockpile import per turn
RULE_TEST_INT
Test Integer
RULE_TEST_INT_DESC
Test
RULE_TEST_STRING
Test String
RULE_TEST_STRING_DESC
Test
RULE_STARLANES_EVERYWHERE
Starlanes Everywhere
RULE_STARLANES_EVERYWHERE_DESC
Starlanes are generated between every pair of systems, regardless of geometry. Lanes may still be removed during a game, however. Lanes are also not rendered on the galaxy map.
RULE_HABITABLE_SIZE_TINY
Tiny planets Habitable size
RULE_HABITABLE_SIZE_SMALL
Small planets Habitable size
RULE_HABITABLE_SIZE_MEDIUM
Medium planets Habitable size
RULE_HABITABLE_SIZE_LARGE
Large planets Habitable size
RULE_HABITABLE_SIZE_HUGE
Huge planets Habitable size
RULE_HABITABLE_SIZE_ASTEROIDS
Asteroids Habitable size
RULE_HABITABLE_SIZE_GASGIANT
Gas Giants Habitable size
RULE_HABITABLE_SIZE_DESC
Value used to adjust for [[encyclopedia POPULATION_TITLE_SHORT_DESC]] changes on a planet of this size.
RULE_ALLOW_CONCEDE
Allow Conceding
RULE_ALLOW_CONCEDE_DESC
Allows empires to concede from a game. This eliminates the empire's assets from the universe. The game continues with the remaining players.
RULE_CONCEDE_COLONIES_THRESHOLD
Maximum Colonies When Conceding
RULE_CONCEDE_COLONIES_THRESHOLD_DESC
Empires with more than this number of colonies may not concede.
RULE_THRESHOLD_HUMAN_PLAYER_WIN
Max human player winners
RULE_THRESHOLD_HUMAN_PLAYER_WIN_DESC
Maximum number of human players that could win together in multiplayer games if there are no other human player survivors.
RULE_ONLY_ALLIANCE_WIN
Only allied players win
RULE_ONLY_ALLIANCE_WIN_DESC
Allied players could win together if the number of human players in their alliance is no large than the maximum human player winners and there are no other human player survivors.
RULE_SHIP_PART_BASED_UPKEEP
Use part-based upkeep
RULE_SHIP_PART_BASED_UPKEEP_DESC
Calculate upkeep based on ship parts instead of ships themselves.
##
## Command-line and options database entries
##
COMMAND_LINE_NOT_FOUND
'''No options or sections found matching'''
COMMAND_LINE_USAGE
'''Usage: -h | --help [group name | option name]'''
COMMAND_LINE_DEFAULT
'''Default'''
COMMAND_LINE_SECTIONS
'''Option Groups'''
COMMAND_LINE_OPTIONS
'''Options'''
OPTIONS_DB_HELP
'''Print this help message.
Accepts an argument for partial or full option name.
Special arguments are provided for:
all - [[OPTIONS_DB_SECTION_ALL]]
raw - [[OPTIONS_DB_SECTION_RAW]]'''
OPTIONS_DB_VERSION
Print version and exit.
OPTIONS_DB_SINGLEPLAYER
Start server in single player host mode. This only allows clients on localhost to connect.
OPTIONS_DB_HOSTLESS
Start server in hostless mode. Server accepts players in the multiplayer lobby, and returns to the lobby after the game session ends.
OPTIONS_DB_SKIP_CHECKSUM
Skip comparing the resource directory checksums. This allows faster startup when client and server are on the same machine, using the same resource directory.
OPTIONS_DB_TESTING
Linux only. AI will output log to console instead file for testing purpose.
OPTIONS_DB_GENERATE_CONFIG_XML
Uses default settings, settings from any existing config.xml file, and settings given on the command line to generate a config.xml file. This will overwrite the current config.xml file, if it exists.
OPTIONS_DB_VERSION_STRING
Tracks the FreeOrion version for which config.xml was generated. Config.xml for different versions will be ignored.
OPTIONS_DB_RENDER_SIMPLE
Sets several map and GUI rendering options to improve frame rate and reduce rendering CPU use. Useful for configuring to run on lower-powered graphics adapters without adjusting each setting separately.
OPTIONS_DB_SOUND_ON
Enables sound in the game.
OPTIONS_DB_MUSIC_ON
Enables music in the game.
OPTIONS_DB_BG_MUSIC
Sets the background track to play.
OPTIONS_DB_FULLSCREEN
Start the game in fullscreen. Clicking Apply may cause this to take effect, or may require a restart.
OPTIONS_DB_FAKE_MODE_CHANGE
'''Do not really change the resolution of the screen. Render the game to an offscreen buffer of the desired resolution and scale that buffer to fill the screen instead.
Avoids certain issues with real screen mode changes, which are known to appear on linux.'''
OPTIONS_DB_FULLSCREEN_MONITOR_ID
Select which monitor to use in fullscreen mode. Primary monitor should be index 0. May require a restart to take effect.
OPTIONS_DB_UI_SAVE_DIALOG_COLUMNS
'''List the columns to show in the save file dialog, separated by commas.
Valid columns: time, turn, player, empire, systems, seed, galaxy_age, galaxy_shape, planet_freq, native_freq, specials_freq, starlane_freq'''
OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_WIDE_AS
If ui.dialog.save.columns.[name].width.chars is set, the column will always be wide enough to contain the text there.
OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_STRETCH
If ui.dialog.save.columns.[name].stretch is set, the column will get that stretch factor if visible.
OPTIONS_DB_GALAXY_MAP_GAS
Render gassy substance around systems to give galaxy shape. May slow rendering on older systems.
OPTIONS_DB_GALAXY_MAP_STARFIELDS
Render star fields around systems. May slow rendering on older systems.
OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Show scale line for universe distance on galaxy map.
OPTIONS_DB_GALAXY_MAP_SCALE_CIRCLE
Show the map scale also as a circle centered on the currently selected System (only if the map scale line is also shown).
OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Toggles whether to show the zoom slider on galaxy map.
OPTIONS_DB_UI_GALAXY_MAP_POPUP
Toggles whether to show a right-click popup menu on the galaxy map.
OPTIONS_DB_UI_HIDE_MAP_PANELS
Toggles whether the sitrep, pedia etc. panels are temporarily hidden when opening the production window and reopened when closing the production window.
OPTIONS_DB_STARLANE_THICKNESS
Sets how wide to render starlanes in pixels.
OPTIONS_DB_STARLANE_CORE
Width multiplier for empire 'core' starlanes.
OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Toggles whether to color starlanes with empire colors if empires can exchange resources along each starlane.
OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Sets default color to render starlanes.
OPTIONS_DB_FLEET_SUPPLY_LINES
Toggles whether to show fleet supply lines with empire-colored indicators.
OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Sets how wide to render fleet supply lines.
OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Sets how far apart to render dots for fleet supply lines.
OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Sets how fast to render dots for fleet supply lines.
OPTIONS_DB_FLEET_EXPLORE_IGNORE_HOSTILE
Ignore hostile ships when a fleet is set to explore
OPTIONS_DB_FLEET_EXPLORE_SYSTEM_ROUTE_LIMIT
Limits the number of fleets that test for a route to each system for fleets set to automatically explore. Lower limits may be faster but may produce less-optimized routing. A limit of -1 disables the limit.
OPTIONS_DB_FLEET_EXPLORE_SYSTEM_KNOWN_MULTIPLIER
Multiplier to priority value of unexplored systems which have been previously seen by the empire. A value less than 1.0 will prefer known systems over unknown systems.
OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Toggles whether to show circles around objects to indicate their detection range on the galaxy map.
OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE_OPACITY
Sets detection circle transparency.
OPTIONS_DB_FORCE_EXTERNAL_SERVER
Force the client not to start a server, even when hosting a game on localhost, playing single player, etc.
OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Address to connect to in external server mode. If used, this client becomes the manager of the game.
OPTIONS_DB_MP_HOST_ADDRESS
Address to connect to when joining a multiplayer game.
OPTIONS_DB_MP_PLAYER_NAME
Player name to use when hosting or joining a multiplayer game.
OPTIONS_DB_MP_AI_MIN
Set the minimum number of ai players required to start a multiplayer game.
OPTIONS_DB_MP_AI_MAX
Limit the number of AIs allowed in a multiplayer game. Set to -1 for unlimited.
OPTIONS_DB_MP_HUMAN_MIN
Set the minimum number of human players required to start a multiplayer game.
OPTIONS_DB_MP_HUMAN_MAX
Limit the number of human players allowed in a multiplayer game. Set to -1 for unlimited.
OPTIONS_DB_COOKIES_EXPIRE
Count of minutes after the cookie record will be considered expired.
OPTIONS_DB_PUBLISH_STATISTICS
Enable sending empire staticstics to the player.
OPTIONS_DB_UI_MAIN_MENU_X
Position of the center of the intro screen main menu, as a portion of the application's total width.
OPTIONS_DB_UI_MAIN_MENU_Y
Position of the center of the intro screen main menu, as a portion of the application's total height.
OPTIONS_DB_APP_WIDTH
Sets horizontal app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.
OPTIONS_DB_APP_HEIGHT
Sets vertical app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.
OPTIONS_DB_APP_WIDTH_WINDOWED
Sets horizontal resolution in windowed mode.
OPTIONS_DB_APP_HEIGHT_WINDOWED
Sets vertical resolution in windowed mode.
OPTIONS_DB_APP_LEFT_WINDOWED
Sets horizontal position in windowed mode. Relative to primary monitor left.
OPTIONS_DB_APP_TOP_WINDOWED
Sets vertical position in windowed mode. Relative to primary monitor top.
OPTIONS_DB_SHOW_FPS
Toggles FPS display on or off.
OPTIONS_DB_LIMIT_FPS
Toggles FPS limiting on or off. Limit is set with Max FPS option.
OPTIONS_DB_MAX_FPS
Sets FPS limit, if enabled. Limiting is toggled with Limit FPS.
OPTIONS_DB_LIMIT_FPS_NO_FOCUS
Toggles FPS limiting on or off when the game window does not have focus.
OPTIONS_DB_MAX_FPS_NO_FOCUS
Sets FPS limit when the game window does not have focus, if enabled.
OPTIONS_DB_UI_SOUND_VOLUME
The volume (0 to 255) at which UI sound effects should be played.
OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
The sound file played when the mouse moves over a button.
OPTIONS_DB_UI_SOUND_BUTTON_CLICK
The sound file played when a button is clicked.
OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
The sound file played when the turn button is clicked.
OPTIONS_DB_UI_SOUND_NEWTURN_TOGGLE
Toggle to play a sound on the start of a new turn.
OPTIONS_DB_UI_SOUND_NEWTURN_FILE
The sound file played at start of a new turn, if enabled.
OPTIONS_DB_UI_SOUND_LIST_SELECT
The sound file played when a listbox or drop-down list item is selected.
OPTIONS_DB_UI_SOUND_ITEM_DROP
The sound file played when an item is dropped into a listbox.
OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
The sound file played when the list is opened in a drop-down list.
OPTIONS_DB_UI_SOUND_TEXT_TYPING
The sound file played when the user types text.
OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
The sound file played when a window is maximized.
OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
The sound file played when a window is minimized.
OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
The sound file played when a window is closed.
OPTIONS_DB_UI_SOUND_ALERT
The sound file played when an error or illegal action occurs.
OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
The sound file played when a planet button is clicked.
OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
The sound file played when the mouse moves over a fleet button.
OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
The sound file played when a fleet button is clicked.
OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
The sound file played when the mouse moves over a system icon.
OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
The sound file played when the system side-panel is opened.
OPTIONS_DB_UI_FONT
Sets UI font resource file.
OPTIONS_DB_UI_FONT_BOLD
Sets UI bold font resource file.
OPTIONS_DB_UI_FONT_SIZE
Sets UI font size.
OPTIONS_DB_UI_TITLE_FONT
Sets UI title font resource file.
OPTIONS_DB_UI_TITLE_FONT_SIZE
Sets UI title font size.
OPTIONS_DB_UI_WND_COLOR
Sets UI window background color.
OPTIONS_DB_UI_TEXT_COLOR
Sets UI text color.
OPTIONS_DB_UI_DEFAULT_LINK_COLOR
Sets UI default link color.
OPTIONS_DB_UI_ROLLOVER_LINK_COLOR
Sets UI rollover link color.
OPTIONS_DB_UI_CTRL_COLOR
Sets UI control background color.
OPTIONS_DB_UI_CTRL_BORDER_COLOR
Sets UI control border color.
OPTIONS_DB_UI_STATE_BUTTON_COLOR
Sets UI state button selected color.
OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Sets UI drop-down-list arrow color.
OPTIONS_DB_UI_EDIT_HILITE
Sets color of highlighting in UI edit controls.
OPTIONS_DB_UI_STAT_INCREASE_COLOR
Sets color of increasing statistics
OPTIONS_DB_UI_STAT_DECREASE_COLOR
Sets color of decreasing statistics
OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Sets UI window outer border color.
OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Sets UI window inner border color.
OPTIONS_DB_UI_KNOWN_TECH
Sets color of known techs in the tech tree.
OPTIONS_DB_UI_KNOWN_TECH_BORDER
Sets text and border color of known techs in the tech tree.
OPTIONS_DB_UI_RESEARCHABLE_TECH
Sets color of researchable techs in the tech tree.
OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Sets text and border color of researchable techs in the tech tree.
OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Sets color of unresearchable techs in the tech tree.
OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Sets text and border color of unresearchable techs in the tech tree.
OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Sets bar color of progress bars in the tech tree.
OPTIONS_DB_UI_TECH_PROGRESS
Sets background color of progress bars in the tech tree.
OPTIONS_DB_UI_TECH_TREE_STATUS_UNRESEARCHABLE
Stores the tech tree control filter unresearchable status.
OPTIONS_DB_UI_TECH_TREE_STATUS_HAS_RESEARCHED_PREREQ
Stores the tech tree control filter has researched prereq status.
OPTIONS_DB_UI_TECH_TREE_STATUS_RESEARCHABLE
Stores the tech tree control filter researchable status.
OPTIONS_DB_UI_TECH_TREE_STATUS_COMPLETED
Stores the tech tree control filter completed status.
OPTIONS_DB_UI_SCROLL_WIDTH
Sets UI scroll width.
OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Sets size of system icons.
OPTIONS_DB_UI_SYSTEM_FOG
Toggles whether to render fog of war scan-line shading over system icons.
OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Sets spacing (in pixels) between fog of war scan-lines.
OPTIONS_DB_UI_SYSTEM_FOG_CLR
Sets the color of the scan-line shading over system icons.
OPTIONS_DB_UI_FIELD_FOG_CLR
Sets the color of the scan-line shading over field icons.
OPTIONS_DB_UI_PLANET_FOG_CLR
Sets the color of the scan-line shading over planet graphics on the sidepanel.
OPTIONS_DB_UI_SYSTEM_CIRCLES
Toggles whether to draw circles around systems.
OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Sets size of circles around systems on map, relative to system icon size.
OPTIONS_DB_UI_SYSTEM_INNER_CIRCLE_WIDTH
Sets the line width of the inner system circle when the map is zoomed in.
OPTIONS_DB_UI_SYSTEM_OUTER_CIRCLE_WIDTH
Sets the line width of the outer system circle.
OPTIONS_DB_UI_SYSTEM_INNER_CIRCLE_MAX_WIDTH
Sets the line width of the inner system circle when the map is zoomed out.
OPTIONS_DB_UI_SYSTEM_CIRCLE_DISTANCE
Sets the distance (in pixels) between the inner and outer system circles at close zoom.
OPTIONS_DB_UI_SYSTEM_UNEXPLORED_OVERLAY
Show a different MapWindow mouseover overlay for systems that the player's empire has not yet explored.
OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Sets color of unowned system names on the galaxy map.
OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which medium fleet icons are shown on the galaxy map.
OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which small fleet icons are shown on the galaxy map.
OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which tiny fleet icons are shown on the galaxy map. At smaller zooms, no fleet icons are shown.
OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Sets size of fleet selection indicator, relative to fleet icon size.
OPTIONS_DB_UI_FLEET_WND_SCANLINE_CLR
Sets the color of the scan-line shading over ship/fleet graphics on the fleet window.
OPTIONS_DB_SHOW_FLEET_ETA
Show fleet ETA (for moving fleets) in Fleet Window
OPTIONS_DB_SHOW_IDS_AFTER_NAMES
Show ids after object names
OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Sets size of system selection indicator, relative to system icon size.
OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS
Sets the rotation rate (in revolutions per minute) of animation of system selection indicator.
OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Sets size of system icons below which the fixed-size tiny icons will be shown.
OPTIONS_DB_UI_TOOLTIP_DELAY
Sets UI tooltip pop-up delay, in ms.
OPTIONS_DB_UI_TOOLTIP_LONG_DELAY
Sets UI tooltip pop-up delay for alternate pop-ups, in ms.
OPTIONS_DB_UI_ENC_SEARCH_ARTICLE
When searching the pedia, check for matches in article contents.
# Section title for options window logging
OPTIONS_DB_UI_LOGGER_THRESHOLDS
Logger thresholds
OPTIONS_DB_UI_LOGGER_THRESHOLD_TOOLTIP
'''Each log output file (freeorion.log, freeoriond.log, and AI_x.log) collects log records from sources (sections of code).
Setting the threshold for a source will enable logs records of that level or higher for that source.
Each process client, server, and ai has a general source and may have additional detailed sources (eg. combat resolution logs).'''
# This is a label to designate the logger as the general or default logger for a process
# %1% is the name of a process logger, client, server or ai
OPTIONS_DB_UI_LOGGER_PER_PROCESS_GENERAL
%1% general
OPTIONS_DB_KEYPRESS_REPEAT_DELAY
Sets delay between holding a key and repeat keypresses being generated
OPTIONS_DB_KEYPRESS_REPEAT_INTERVAL
Sets delay between repeat keypresses while holding a key
OPTIONS_DB_MOUSE_REPEAT_DELAY
Sets delay between holding a mouse button and repeat clicks being generated
OPTIONS_DB_MOUSE_REPEAT_INTERVAL
Sets delay between repeat clicks while holding a moues button
OPTIONS_DB_DISPLAY_TIMESTAMP
Enables messages' timestamp in the chat windows.
OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time. Otherwise, opening a fleet window will close any currently-open fleet window.
OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Close fleet window(s) when the main map is left-clicked.
OPTIONS_DB_UI_AUTO_REPOSITION_WINDOWS
Toggles whether to automatically reposition windows when the application size changes.
OPTIONS_DB_AUTO_ADD_SAVED_DESIGNS
Automatically add all user-saved ship designs to the player-empire known designs.
OPTIONS_DB_ADD_DEFAULT_DESIGNS
Automatically add game default ship designs to the player-empire known designs.
OPTIONS_DB_DESIGN_PEDIA_DYNAMIC
In the Design Window, dynamically update the pedia detail page while the design name is being edited.
OPTIONS_DB_UI_SIDEPANEL_WIDTH
Sets size of system side-panel.
OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Sets size of largest-rendered rotating planets on side-panel.
OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Sets size of smallest-rendered rotating planets on side-panel.
OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Sets whether to show rendered planets / asteroids on the side-panel.
OPTIONS_DB_UI_QUEUE_WIDTH
Sets width of queues on research and production screens.
OPTIONS_DB_UI_PROD_QUEUE_LOCATION
Sets whether to show the production location for items on the production queue
OPTIONS_DB_GAMESETUP_SEED
'''The seed used for randomly generating the galaxy.
Galaxies generated with the same settings and the same seed will be identical.'''
OPTIONS_DB_GAMESETUP_STARS
'''The approximate number of systems in the galaxy to be generated.
For recommended game balance use 15-30 systems per empire.
Very high numbers of systems may cause FreeOrion to lag, especially later in the game.'''
OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
'''The shape of the galaxy.
Different shapes will create different tactical and strategic challenges.'''
OPTIONS_DB_GAMESETUP_GALAXY_AGE
'''The age of the galaxy.
Younger galaxies will have more bright stars, older galaxies will have more black holes and neutron stars.'''
OPTIONS_DB_GAMESETUP_PLANET_DENSITY
'''The number of planets per system in the galaxy.
'''
OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
'''The number of starlanes in the galaxy.
When set to Low, most systems will typically have one or two starlanes. When set to High, most systems will have starlanes linking them to most nearby systems within 120uu.'''
OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
'''The proportion of planets and systems containing Special Features.
Some Special Features are protected by Guardians left by Precursor species-only setting Monster Frequency to None will prevent these appearing if the game contains specials.
'''
OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY
'''The frequency of wandering monsters in the galaxy.
This setting affects wandering monsters but not Guardians generated by Special Features, however setting Monsters to None will remove all Guardians as well.'''
OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY
'''The frequency of natives in the galaxy.
Some natives can be technologically advanced and may create guard ships to protect their homeworlds, these will appear even if Monster Frequency is set to None.
'''
OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION
'''The maximum aggression level for AI opponents.
Most AIs will be at the level set, some may be at the next level below, all should send greetings and state their level in the messages window during the first turn.'''
OPTIONS_DB_GAMESETUP_EMPIRE_NAME
Your empire's name.
OPTIONS_DB_GAMESETUP_PLAYER_NAME
The name used in the game to represent the player in single player games.
OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
Your empire's color.
OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
'''Your empire's starting species.
This determines the species of your starting homeworld and your first colony ship, it has no effect on planets in your empire colonized by other species.'''
OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
'''The number of AI opponents in the game.
It is best to have at least one player for every 15-30 systems in the game, playing with more or fewer AIs than this can create balance problems.
Very high numbers of AIs may cause lag problems, especially later in the game.'''
OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech.
OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech.
OPTIONS_DB_UI_TECH_LAYOUT_ZOOM_SCALE
Adjusts the scale to zoom the tech window.
OPTIONS_DB_UI_TECH_CTRL_ICON_SIZE
Adjusts the size of research screen controls, scaled with the text font size.
OPTIONS_DB_SAVE_DIR
The directory in which saved games are saved and from which they are loaded.
OPTIONS_DB_SERVER_SAVE_DIR
The publicly accessible directory for saved games on the server.
OPTIONS_DB_RESOURCE_DIR
Sets the root directory for the game resource files (game content and data files).
OPTIONS_DB_LOG_LEVEL
Overrides all loggers' thresholds to this level at or above which log messages will be output.
OPTIONS_DB_LOG_FILE
Overrides default log file location.
OPTIONS_DB_LOGGER_FILE_SINK_LEVEL
Sets the threshold at or above which log messages will be generated for the default source for this process.
OPTIONS_DB_LOGGER_SOURCE_LEVEL
Sets the threshold at or above which log messages will be generated for this source.
OPTIONS_DB_STRINGTABLE_FILENAME
Sets the language-specific string table filename.
OPTIONS_DB_AI_FOLDER_PATH
Sets the path for the directory containing the AI script files, for current execution only, relative to the Resource Directory; default is "AI". Intended to facilitate AI testing.
OPTIONS_DB_AI_CONFIG
Is available to the AI via the freeorioninterface, is set for current execution only. Current expected use is to name an optional AI config file within the AI script folder; default is the empty string. Intended to facilitate AI testing.
OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED
Boolean for AI testing which indicates if all AIs are forced to have the same Aggression Trait.
OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED_VALUE
Forced value of the Aggression Trait. A value from 0 to 5.
OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED
Boolean for AI testing which indicates if all AIs are forced to have the same EmpireID Trait.
OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED_VALUE
Forced value of the EmpireID Trait. A value from 0 to 39.
OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER_TURN_START
Enable single-player autosaves at turn start.
OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER_TURN_END
Enable single-player autosaves at turn end.
OPTIONS_DB_AUTOSAVE_MULTIPLAYER_TURN_START
Enable multi-player autosaves at turn start.
OPTIONS_DB_AUTOSAVE_MULTIPLAYER_TURN_END
Enable multi-player autosaves at turn end.
OPTIONS_DB_AUTOSAVE_TURNS
Sets the number of turns between autosaves.
OPTIONS_DB_AUTOSAVE_LIMIT
Sets the maximum number of autosave files to keep.
OPTIONS_DB_AUTOSAVE_GALAXY_CREATION
Enable autosave after the galaxy is created before any game play.
OPTIONS_DB_AUTOSAVE_GAME_CLOSE
Enable autosave when resigning or closing the game.
OPTIONS_DB_AUTOSAVE_HOSTLESS
Enable autosave in hostless mode.
OPTIONS_DB_UI_MOUSE_LR_SWAP
Swaps results of clicking left and right mouse buttons.
OPTIONS_DB_MUSIC_VOLUME
The volume (0 to 255) at which music should be played.
OPTIONS_DB_QUICKSTART
Starts a new quick-start game, bypassing the main menu.
OPTIONS_DB_CONTINUE
Continues play from latest save, bypassing the main menu.
OPTIONS_DB_AUTO_N_TURNS
Hits the "Turn" button automatically on the first N turns (up to 400 turns, defaults to zero); useful for various testing particularly with --quickstart or --load, possibly also --auto-quit.
OPTIONS_DB_CHECKED_GL_VERSION
Stores whether the OpenGL version of this system has been checked. If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true.
OPTIONS_DB_RESET_FSSIZE
Stores whether to reset the stored fullscreen resolution. If false, the stored values are used, but if true, the values are reset to the max the rendering system supports.
OPTIONS_DB_DUMP_EFFECTS_GROUPS_DESC
Toggles dump of effects groups in tech, building or ship part descriptions.
OPTIONS_DB_VERBOSE_SITREP_DESC
Toggles inclusion of situation report messages with errors.
OPTIONS_DB_EFFECT_ACCOUNTING
Toggles effect accounting tabulation when updating after gamestate changes.
OPTIONS_DB_UI_SITREP_ICONSIZE
Sets the sitrep icon width and height; default 16 (min 12, max 64).
OPTIONS_DB_LOAD
Loads the specified single-player save game.
OPTIONS_DB_EFFECTS_THREADS_UI_DESC
Specifies number of threads to use for effects processing in the user interface. More than one thread may lead to unpredictable crashes.
OPTIONS_DB_EFFECTS_THREADS_AI_DESC
Specifies number of threads to use in effects processing for the AI players. More than one thread may lead to unpredictable crashes.
OPTIONS_DB_EFFECTS_THREADS_SERVER_DESC
Specifies number of threads to use in effects processing on the server. More than one thread may lead to unpredictable crashes.
OPTIONS_DB_AUTO_QUIT
Automatically quits once any turns specified by --auto-advance-n-turns are completed (defaults to zero), useful for various testing particularly with --quickstart or --load.
OPTIONS_DB_BINARY_SERIALIZATION
Use Binary serialization for saving games. Binary serialization is faster to save and load, but may not be possible to load on a different operating system.
OPTIONS_DB_XML_ZLIB_SERIALIZATION
When saving games with XML serialization, compress most of the XML before writing the file. Compression substantially reduces save file sizes, but may make saves unloadable due to memory requirements to decompress the save data.
OPTIONS_DB_UI_WINDOWS_EXISTS
True if the window with a given config name currently exists, false if one was created and deleted, doesn't exist if no window has yet been created with that name.
OPTIONS_DB_UI_WINDOWS_LEFT
The position of the left edge of a window in fullscreen mode.
OPTIONS_DB_UI_WINDOWS_TOP
The position of the top edge of a window in fullscreen mode.
OPTIONS_DB_UI_WINDOWS_LEFT_WINDOWED
The position of the left edge of a window in windowed mode.
OPTIONS_DB_UI_WINDOWS_TOP_WINDOWED
The position of the top edge of a window in windowed mode.
OPTIONS_DB_UI_WINDOWS_WIDTH
The width of a window in fullscreen mode.
OPTIONS_DB_UI_WINDOWS_HEIGHT
The height of a window in fullscreen mode.
OPTIONS_DB_UI_WINDOWS_WIDTH_WINDOWED
The width of a window in windowed mode.
OPTIONS_DB_UI_WINDOWS_HEIGHT_WINDOWED
The height of a window in windowed mode.
OPTIONS_DB_UI_WINDOWS_VISIBLE
Toggles whether a window is displayed, when it is available.
OPTIONS_DB_UI_WINDOWS_PINNED
Toggles whether a window is pinned in place.
OPTIONS_DB_UI_WINDOWS_MINIMIZED
Toggles whether a window is minimized.
OPTIONS_DB_WINDOW_RESET
Causes windows to use their default properties instead of remembering their previous positions.
OPTIONS_DB_HIDDEN_SITREP_TEMPLATES_DESC
Hidden sitrep templates
OPTIONS_DB_PRODUCTION_PEDIA_HIDDEN
True if the player has manually closed the production window's pedia.
OPTIONS_DB_RESEARCH_PEDIA_HIDDEN
True if the player has manually closed the research window's pedia.
OPTIONS_DB_UI_SAVE_DIALOG_TOOLTIP_DELAY
Tooltip delay for save dialog
OPTIONS_DB_OBJECTS_LIST_COLUMN_INFO
Object list column contents
OPTIONS_DB_OBJECTS_LIST_COLUMN_WIDTH
Object list column widths
OPTIONS_DB_FLEET_WND_AGGRESSION
Fleet window default aggression setting
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_WIDTH_PROPORTIONAL
If true, the bars of battle participants will be scaled horizontally to be proportional to their current health.
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEALTH_SMOOTH
If true, the color of the bars of battle participant will be interpolated smoothly according to their remaining health percentage.
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL
If true, the bars of battle participants will be scaled vertically to be proportional to their max health.
OPTIONS_DB_UI_COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL
If true, the graph of empires in battles will be scaled relative to the maximum maximum health of their ships.
OPTIONS_DB_UI_COMBAT_SUMMARY_DEAD_COLOR
Color of dead units in the graphical combat summary
OPTIONS_DB_UI_COMBAT_SUMMARY_WOUND_COLOR
Color of damage in the graphical combat summary
OPTIONS_DB_UI_COMBAT_SUMMARY_HEALTH_COLOR
Color of health in the graphical combat summary
OPTIONS_DB_NETWORK_DISCOVERY_PORT
Network port to use for server discovery.
OPTIONS_DB_NETWORK_MESSAGE_PORT
Network port to use for client-server messaging.
##
## Option sections
##
OPTIONS_DB_SECTION_ALL
All options
OPTIONS_DB_SECTION_AUDIO
Audio
OPTIONS_DB_SECTION_AUDIO_MUSIC
Background music
OPTIONS_DB_SECTION_AUDIO_EFFECTS
Sound effects
OPTIONS_DB_SECTION_AUDIO_EFFECTS_PATHS
Sound effect paths
OPTIONS_DB_SECTION_EFFECTS
Effects
OPTIONS_DB_SECTION_LOGGING
Logging
OPTIONS_DB_SECTION_MISC
Miscellaneous
OPTIONS_DB_SECTION_NETWORK
Network and server
OPTIONS_DB_SECTION_RAW
All options with only raw description keys
OPTIONS_DB_SECTION_RESOURCE
Game data resources
OPTIONS_DB_SECTION_SAVE
Save game
OPTIONS_DB_SECTION_SETUP
New game starting settings
OPTIONS_DB_SECTION_UI
User interface
OPTIONS_DB_SECTION_UI_COLORS
Colors
OPTIONS_DB_SECTION_UI_CONTROL
Control (generic)
OPTIONS_DB_SECTION_UI_HOTKEYS
Hotkeys
OPTIONS_DB_SECTION_UI_MAP
Main map
OPTIONS_DB_SECTION_UI_MAP_FLEET
Fleets (map)
OPTIONS_DB_SECTION_UI_FLEET
Fleet window
OPTIONS_DB_UI_WINDOW
Window (generic)
OPTIONS_DB_SECTION_VERSION
Version
OPTIONS_DB_SECTION_VIDEO
Video
OPTIONS_DB_SECTION_VIDEO_FPS
Frames per second
OPTIONS_DB_SECTION_VIDEO_FULLSCREEN
Fullscreen mode
OPTIONS_DB_SECTION_VIDEO_WINDOWED
Windowed mode
##
## File dialog
##
FILE_DLG_FILES
File(s):
FILE_DLG_FILE_TYPES
Type(s):
FILE_DLG_OVERWRITE_PROMPT
'''%1% exists.
OK to overwrite it?'''
FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
is a directory.'''
FILE_DLG_FILE_DOES_NOT_EXIST
'''File "%1%"
does not exist.'''
FILE_DLG_DEVICE_IS_NOT_READY
Device is not ready.
##
## Color selection dialog
##
COLOR_DLG_NEW
New
COLOR_DLG_OLD
Old
COLOR_DLG_RED
R:
COLOR_DLG_GREEN
G:
COLOR_DLG_BLUE
B:
COLOR_DLG_HUE
H:
COLOR_DLG_SATURATION
S:
COLOR_DLG_VALUE
V:
COLOR_DLG_ALPHA
A:
##
## Intro screen
##
INTRO_WINDOW_TITLE
FreeOrion Main Menu
INTRO_BTN_CONTINUE
Continue
INTRO_BTN_SINGLE_PLAYER
Single Player
INTRO_BTN_QUICK_START
Quick Start
INTRO_BTN_MULTI_PLAYER
Multi Player
INTRO_BTN_LOAD_GAME
Load Game
INTRO_BTN_OPTIONS
Options
INTRO_BTN_PEDIA
[[MAP_BTN_PEDIA]]
INTRO_BTN_ABOUT
About
INTRO_BTN_WEBSITE
Open freeorion.org
INTRO_BTN_CREDITS
Credits
INTRO_BTN_EXIT
Exit
ERR_CONNECT_TIMED_OUT
Timed out while attempting to connect to server
INTRO_CREDITS_LICENSE
Released under
##
## Server Setup Screen
##
SCONNECT_WINDOW_TITLE
Connect to Server
LAN_GAME_LABEL
Lan game at:
INTERNET_GAME_LABEL
Internet game at:
PLAYER_NAME_LABEL
Player name
HOST_GAME_BN
Host a new game
JOIN_GAME_BN
Join a game as
REFRESH_LIST_BN
Refresh list
##
## Password Dialog
##
AUTHENTICATION_WINDOW_TITLE
Authentication
AUTHENTICATION_DESC
This player name requires authentication. Reminder! Password will be transfered plain-text.
PASSWORD_LABEL
Password
##
## Multiplayer lobby
##
MPLOBBY_WINDOW_TITLE
Multiplayer Setup
MULTIPLAYER_GAME_START_CONDITIONS
Unique names and colors required
MULTIPLAYER_PLAYER_LIST_TYPES
Type
MULTIPLAYER_PLAYER_LIST_NAMES
Player
MULTIPLAYER_PLAYER_LIST_EMPIRES
Empire
MULTIPLAYER_PLAYER_LIST_COLOURS
Empire Color
MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Previous Player
MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Starting Species
EDITABLE_GALAXY_SETTINGS
All Can Edit Settings
EDITABLE_GALAXY_SETTINGS_DESC
All players can edit galaxy and AI settings.
NEW_GAME_BN
New game
LOAD_GAME_BN
Load game
START_GAME_BN
Start game
READY_BN
Accept
NOT_READY_BN
Decline
# %1% is a turn progress phase
PLAYING_GAME
Playing game: %1%
##
## Galaxy Setup Screen
##
GSETUP_WINDOW_TITLE
Galaxy Setup
GSETUP_PLAYER_NAME
Player Name
GSETUP_EMPIRE_NAME
Empire Name
GSETUP_EMPIRE_COLOR
Empire Color
GSETUP_SPECIES
Starting Species
GSETUP_NUMBER_AIS
Number of AI Players
GSETUP_SEED
Seed
GSETUP_RANDOM_SEED
Toggle generation of a random seed
GSETUP_STARS
Systems
GSETUP_SHAPE
Galaxy Shape
GSETUP_AGE
Galaxy Age
GSETUP_STARLANE_FREQ
Starlane Frequency
GSETUP_PLANET_DENSITY
Planet Density
GSETUP_SPECIALS_FREQ
Specials Frequency
GSETUP_MONSTER_FREQ
Monster Frequency
GSETUP_NATIVE_FREQ
Native Frequency
GSETUP_AI_AGGR
Max AI Aggression
# A galaxy shape to select when generating a universe.
GSETUP_2ARM
Spiral, 2-arm
# A galaxy shape to select when generating a universe.
GSETUP_3ARM
Spiral, 3-arm
# A galaxy shape to select when generating a universe.
GSETUP_4ARM
Spiral, 4-arm
# A galaxy shape to select when generating a universe.
GSETUP_CLUSTER
Cluster
# A galaxy shape to select when generating a universe.
GSETUP_ELLIPTICAL
Elliptical
# A galaxy shape to select when generating a universe.
GSETUP_DISC
Disc
# A galaxy shape to select when generating a universe.
GSETUP_BOX
Box
# A galaxy shape to select when generating a universe.
GSETUP_IRREGULAR
Irregular
# A galaxy shape to select when generating a universe.
GSETUP_RING
Ring
# A galaxy shape to select when generating a universe.
GSETUP_RANDOM
Random
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_NONE
None
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_LOW
Low
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_MEDIUM
Medium
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_HIGH
High
# A galaxy age to select when generating a universe.
GSETUP_YOUNG
Young
# A galaxy age to select when generating a universe.
GSETUP_MATURE
Mature
# A galaxy age to select when generating a universe.
GSETUP_ANCIENT
Ancient
# AI aggression level.
GSETUP_BEGINNER
Beginner Mode
# AI aggression level.
GSETUP_TURTLE
Turtle
# AI aggression level.
GSETUP_CAUTIOUS
Cautious
# AI aggression level.
GSETUP_TYPICAL
Typical
# AI aggression level.
GSETUP_AGGRESSIVE
Aggressive
# AI aggression level.
GSETUP_MANIACAL
Maniacal
# Random species selection description
GSETUP_SPECIES_RANDOM_DESC
Picks a random selection from the available playable species.
##
## About dialog
##
LICENSE
License
ABOUT_WINDOW_TITLE
About FreeOrion
VISION
Vision
FREEORION_VISION
FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model.
##
## In-game menu
##
GAME_MENU_WINDOW_TITLE
Menu
GAME_MENU_SAVE
Save Game
GAME_MENU_LOAD
Load Game
GAME_MENU_RESIGN
Resign
GAME_MENU_CONCEDE
Concede
GAME_MENU_SAVE_FILES
Save Game Files
BUTTON_DISABLED
Button Disabled
SAVE_DISABLED_BROWSE_TEXT
The Save Game button is disabled, either because this is a multiplayer game in which this client is neither Host nor Moderator, or because at the time this menu was opened at least one of the AIs had not yet finished submitting its moves for the turn (indicated by a green triangle status icon just to the left of its player-type icon in the Empires window).
GAME_MENU_REALLY_CONCEDE
Confirm conceding? This empire will be removed from the game.
##
## Save game dialog
##
SAVE_TIME_TITLE
<u>Time</u>
SAVE_TURN_TITLE
<u>Turn</u>
SAVE_PLAYER_TITLE
<u>Player</u>
SAVE_EMPIRE_TITLE
<u>Empire</u>
SAVE_FILE_TITLE
<u>File</u>
SAVE_SEED_TITLE
<u>Seed</u>
SAVE_GALAXY_AGE_TITLE
<u>Galaxy Age</u>
SAVE_MONSTER_FREQ_TITLE
<u>Monster Frequency</u>
SAVE_NATIVE_FREQ_TITLE
<u>Native Frequency</u>
SAVE_PLANET_FREQ_TITLE
<u>Planet Frequency</u>
SAVE_SPECIALS_FREQ_TITLE
<u>Specials Frequency</u>
SAVE_STARLANE_FREQ_TITLE
<u>Starlane Frequency</u>
SAVE_GALAXY_SIZE_TITLE
<u>Galaxy size</u>
SAVE_GALAXY_SHAPE_TITLE
<u>Galaxy Shape</u>
SAVE_AI_AGGRESSION_TITLE
<u>AI Aggression</u>
SAVE_NUMBER_EMPIRES_TITLE
<u>Empires</u>
SAVE_NUMBER_HUMANS_TITLE
<u>Human Players</u>
SAVE_DIALOG_ROW_BROWSE_TEMPLATE
'''
Filename: %rawtext:file%
Save time: %rawtext:time%
Turn: %rawtext:turn%
Seed: %rawtext:seed%
Player: %rawtext:player%
Empire: %rawtext:empire%
Empires: %rawtext:number_of_empires%
Human Players: %rawtext:number_of_humans%
Galaxy
Shape: %rawtext:galaxy_shape%
Age: %rawtext:galaxy_age%
Frequencies:
Specials: %rawtext:specials_freq%
Monsters: %rawtext:monster_freq%
Natives: %rawtext:native_freq%
'''
SAVE_FILENAME
File:
SAVE_DIRECTORY
Path:
# %1% entered path to the save game file that should be deleted.
SAVE_REALLY_DELETE
Really delete %1%?
# %1% entered path to the save game file that should be overwritten.
SAVE_REALLY_OVERRIDE
Really overwrite %1%?
##
## Game options
##
OPTIONS_TITLE
Options
OPTIONS_MULTIPLE_FLEET_WNDS
Multiple fleet windows
OPTIONS_QUICK_CLOSE_WNDS
Quick-close fleet window(s)
OPTIONS_SHOW_SIDEPANEL_PLANETS
Show side panel planets
OPTIONS_AUTO_REPOSITION_WINDOWS
Automatically reposition windows
OPTIONS_DISPLAY_TIMESTAMP
Show chat timestamp
OPTIONS_MISC_UI
Miscellaneous UI Settings
OPTIONS_AUTOSAVE_LIMIT
Autosaves limit
OPTIONS_AUTOSAVE_TURNS_BETWEEN
Turns between autosaves
OPTIONS_LANGUAGE
Language file
OPTIONS_FONTS
Fonts
OPTIONS_FONT_SIZES
Font Sizes
OPTIONS_FONT_TEXT
Text
OPTIONS_FONT_TITLE
Window titles
SHOW_FONT_TEXTURES
Show Font Textures
OPTIONS_RESEARCH_WND
Research Window
OPTIONS_QUEUES
Queues
OPTIONS_TECH_SPACING_HORIZONTAL
Horizontal Spacing
OPTIONS_TECH_SPACING_VERTICAL
Vertical Spacing
OPTIONS_TECH_LAYOUT_ZOOM
Zoom
OPTIONS_TECH_CTRL_ICON_SIZE
Icon Size
OPTIONS_TOOLTIP_DELAY
Tooltip delay (ms)
OPTIONS_KEYPRESS_REPEAT_DELAY
Held key repeat delay (ms)
OPTIONS_KEYPRESS_REPEAT_INTERVAL
Held key repeat interval (ms)
OPTIONS_MOUSE_REPEAT_DELAY
Held mouse button repeat delay (ms)
OPTIONS_MOUSE_REPEAT_INTERVAL
Held mouse button repeat interval (ms)
OPTIONS_SWAP_MOUSE_LR
Swap Mouse Buttons Left-Right
OPTIONS_VIDEO_MODE
Full-Screen Video Mode
OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Sets bits per pixel and full-screen resolution. Clicking Apply may cause this to take effect, or may require a restart.
OPTIONS_VIDEO_MODE_WINDOWED
Windowed Video Mode
OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Sets width and height of window in windowed mode. Windowed bits per pixel uses full-screen mode setting.
OPTIONS_APP_WIDTH_WINDOWED
Window Width
OPTIONS_APP_HEIGHT_WINDOWED
Window Height
OPTIONS_APP_LEFT_WINDOWED
Window Left Edge Position
OPTIONS_APP_TOP_WINDOWED
Window Top Position
OPTIONS_FULLSCREEN
Fullscreen
OPTIONS_FAKE_MODE_CHANGE
Fake resolution change
OPTIONS_FULLSCREEN_MONITOR_ID
Fullscreen Monitor ID
OPTIONS_SHOW_FPS
Show FPS
OPTIONS_LIMIT_FPS
Limit FPS
OPTIONS_MAX_FPS
Max FPS
OPTIONS_LIMIT_FPS_NO_FOCUS
Limit FPS (Non Focused)
OPTIONS_MAX_FPS_NO_FOCUS
Max FPS (Non Focused)
OPTIONS_APPLY
Apply
OPTIONS_FLUSH_STRINGTABLE
Flush Stringtables
OPTIONS_WINDOW_RESET
Reposition Windows Now
OPTIONS_GALAXY_MAP
Galaxy Map
OPTIONS_DESCRIPTIONS
Content Descriptions
OPTIONS_SYSTEM_ICONS
System Icons
OPTIONS_UI_SYSTEM_ICON_SIZE
System icon size
OPTIONS_UI_SYSTEM_FOG
System icon fog of war scan-lines
OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scan-line spacing
OPTIONS_UI_SYSTEM_CIRCLES
System enclosing circles
OPTIONS_UI_SYSTEM_CIRCLE_SIZE
System circle relative size
OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
System selection indicator relative size
OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS
System selection indicator animation rate (rpm)
OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Tiny system icon size threshold
OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Unowned system name color
OPTIONS_FLEET_ICONS
Fleet Icons
OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Tiny fleet icon minimum zoom
OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Small fleet icon minimum zoom
OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Medium fleet icon minimum zoom
OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Fleet selection indicator relative size
OPTIONS_GALAXY_MAP_GENERAL
General
OPTIONS_GALAXY_MAP_GAS
Galaxy map gas rendering
OPTIONS_GALAXY_MAP_STARFIELDS
Galaxy map star fields rendering
OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxy distance scale line
OPTIONS_GALAXY_MAP_SCALE_CIRCLE
Galaxy distance scale circle
OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxy map zoom slider
OPTIONS_UI_SYSTEM_UNEXPLORED_OVERLAY
Unexplored System distinctive mouseover overlay
OPTIONS_GALAXY_MAP_DETECTION_RANGE
Detection range circles
OPTIONS_GALAXY_MAP_DETECTION_RANGE_OPACITY
Range circle opacity
OPTIONS_GALAXY_MAP_POPUP
Galaxy map pop-up menu
OPTIONS_UI_HIDE_MAP_PANELS
Hide map panels in production view
OPTIONS_STARLANES
Starlanes
OPTIONS_STARLANE_THICKNESS
Starlane thickness
OPTIONS_RESOURCE_STARLANE_COLOURING
Resource starlane coloring
OPTIONS_FLEET_SUPPLY_LINES
Fleet supply lines
OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Fleet supply line width
OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Fleet supply line dot spacing
OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Fleet supply line dot rate
OPTIONS_UNOWNED_STARLANE_COLOUR
Default starlane color
OPTIONS_UI_QUEUE_WIDTH
Queue width
OPTIONS_UI_PROD_QUEUE_LOCATION
Show Queue Production Location
OPTIONS_MUSIC
Music
OPTIONS_UI_SOUNDS
UI sounds
OPTIONS_BACKGROUND_MUSIC
Music
OPTIONS_SOUNDS
Sounds
OPTIONS_SOUND_CLOSE
Close window
OPTIONS_SOUND_MINIMIZE
Minimize window
OPTIONS_SOUND_MAXIMIZE
Maximize window
OPTIONS_SOUND_CLICK
Click
OPTIONS_SOUND_ROLLOVER
Rollover
OPTIONS_SOUND_FLEET_CLICK
Fleet Button Click
OPTIONS_SOUND_FLEET_ROLLOVER
Fleet Button Rollover
OPTIONS_SOUND_SYSTEM_ROLLOVER
System Icon Rollover
OPTIONS_SOUND_WINDOW
Window Sounds
OPTIONS_SOUND_BUTTON
Button Sounds
OPTIONS_SOUND_NEWTURN
New Turn
OPTIONS_SOUND_NEWTURN_TOGGLE
Enabled
OPTIONS_SOUND_NEWTURN_FILE
Sound File
OPTIONS_SOUND_ALERT
Alert
OPTIONS_SOUND_TYPING
Typing
OPTIONS_SOUND_TURN
Turn button click
OPTIONS_SOUND_SIDEPANEL
Side-panel open
OPTIONS_SOUND_PLANET
Planet click
OPTIONS_SOUND_LIST
List sounds
OPTIONS_SOUND_DROP
Item drop
OPTIONS_SOUND_PULLDOWN
Drop-down list open
OPTIONS_SOUND_SELECT
List select
OPTIONS_GENERAL_COLORS
General
OPTIONS_CONTROL_COLORS
UI Controls
OPTIONS_FILL_COLOR
Fill
OPTIONS_BORDER_COLOR
Border
OPTIONS_TEXT_COLOR
Text
OPTIONS_DEFAULT_LINK_COLOR
Default links
OPTIONS_ROLLOVER_LINK_COLOR
Rollover links
OPTIONS_HIGHLIGHT_COLOR
Selection highlighting
OPTIONS_DROPLIST_ARROW_COLOR
Drop-list arrow
OPTIONS_STATE_BUTTON_COLOR
Toggle button selected
OPTIONS_STAT_INCREASE_COLOR
Statistic increasing
OPTIONS_STAT_DECREASE_COLOR
Statistic decreasing
OPTIONS_WINDOW_COLORS
Windows
OPTIONS_INNER_BORDER_COLOR
Inner border
OPTIONS_OUTER_BORDER_COLOR
Outer border
OPTIONS_PAGE_VIDEO
Video
OPTIONS_PAGE_AUDIO
Audio
OPTIONS_PAGE_AUTOSAVE
Autosave
OPTIONS_PAGE_UI
UI
OPTIONS_PAGE_OBJECTS_WINDOW
Objects List
OPTIONS_COLUMNS
Column Widths
OPTIONS_PAGE_COLORS
Colors
OPTIONS_PAGE_DIRECTORIES
Directories
OPTIONS_PAGE_LOGS
Logs
OPTIONS_PAGE_MISC
Other
OPTIONS_TECH_COLORS
Techs
OPTIONS_TEXT_AND_BORDER_COLOR
Text and Border
OPTIONS_KNOWN_TECH_COLORS
Known techs
OPTIONS_RESEARCHABLE_TECH_COLORS
Researchable techs
OPTIONS_UNRESEARCHABLE_TECH_COLORS
Unresearchable techs
OPTIONS_TECH_PROGRESS_COLORS
Research progress bars
OPTIONS_PROGRESS_BAR_COLOR
Background
OPTIONS_PROGRESS_BACKGROUND_COLOR
Bar
OPTIONS_FOLDER_SETTINGS
Resource Files
OPTIONS_FOLDER_SAVE
Save files
OPTIONS_SERVER_FOLDER_SAVE
Server Save files
OPTIONS_LANGUAGE_FILE
Language files
OPTIONS_VOLUME_AND_MUSIC
Volume And Music
OPTIONS_MUSIC_FILE
Music files
OPTIONS_SOUND_FILE
Sound files
OPTIONS_DUMP_EFFECTS_GROUPS_DESC
Auto-generated effect descriptions
OPTIONS_VERBOSE_LOGGING_DESC
Verbose logging for debugging
OPTIONS_VERBOSE_SITREP_DESC
Situation reports with errors
OPTIONS_SHOW_IDS_AFTER_NAMES
IDs after names
OPTIONS_EFFECT_ACCOUNTING
Effect accounting
OPTIONS_EFFECTS_THREADS_UI
Effects processing threads (user interface)
OPTIONS_EFFECTS_THREADS_AI
Effects processing threads (AIs)
OPTIONS_EFFECTS_THREADS_SERVER
Effects processing threads (server)
OPTIONS_ADD_SAVED_DESIGNS
Add All Saved Ship Designs at Game Start
OPTIONS_ADD_DEFAULT_DESIGNS
Add All Default Ship Designs at Game Start
OPTIONS_USE_BINARY_SERIALIZATION
Create Binary Save Files
OPTIONS_USE_XML_ZLIB_SERIALIZATION
Use Compression for XML Save Files
OPTIONS_CREATE_PERSISTENT_CONFIG
Write Persistent Config File
OPTIONS_CREATE_PERSISTENT_CONFIG_TOOLTIP_TITLE
Create Persistent Config (Advanced Feature)
OPTIONS_CREATE_PERSISTENT_CONFIG_TOOLTIP_DESC
'''Saves the current config settings as persistent default settings.
Such settings take priority over any settings in config.xml, but not the command line.
Only stores settings that have been modified from default values.
Any existing persistent config file is overwritten.
Settings may not always be valid across versions.
The settings from a previously stored window may not be retained if is has not been open this game session.
See pedia article [[CONFIG_GUIDE_TITLE]] for more info.'''
OPTIONS_CREATE_PERSISTENT_CONFIG_SUCCESS
Successfully (re)created persistent_config.xml
OPTIONS_CREATE_PERSISTENT_CONFIG_FAILURE
Unable to create persistent_config.xml, check log file for details.
##
## Main map window
##
# %1% current turn number.
MAP_BTN_TURN_UPDATE
Turn %1%
# %1% current turn number.
MAP_BTN_TURN_UNREADY
Revise Orders %1%
# %1% number of frames currently displayed per second.
MAP_INDICATOR_FPS
%1% FPS
# %1% number of 'universe units' which the bar scale on the map represents.
MAP_SCALE_INDICATOR
<s>%1% uu</s>
MAP_BTN_MENU
Menu
MAP_BTN_MENU_DESC
''''''
MAP_BTN_AUTO_ADVANCE_ENABLED
Automatic Turn Advance
MAP_BTN_AUTO_ADVANCE_ENABLED_DESC
''''''
MAP_BTN_MANUAL_TURN_ADVANCE
Manual Turn Advance
MAP_BTN_MANUAL_TURN_ADVANCE_DESC
''''''
MAP_BTN_MODERATOR
Moderator
MAP_BTN_MODERATOR_DESC
''''''
MAP_BTN_OBJECTS
Objects
MAP_BTN_OBJECTS_DESC
''''''
MAP_BTN_SITREP
SitRep
MAP_BTN_SITREP_DESC
''''''
MAP_BTN_RESEARCH
Research
MAP_BTN_RESEARCH_DESC
''''''
MAP_BTN_PRODUCTION
Production
MAP_BTN_PRODUCTION_DESC
''''''
MAP_BTN_DESIGN
Design
MAP_BTN_DESIGN_DESC
''''''
MAP_BTN_GRAPH
Graphs
MAP_BTN_GRAPH_DESC
''''''
MAP_BTN_PEDIA
Pedia
MAP_BTN_PEDIA_DESC
''''''
MAP_BTN_EMPIRES
Empires
MAP_BTN_EMPIRES_DESC
''''''
MAP_BTN_MESSAGES
Messages
MAP_BTN_MESSAGES_DESC
''''''
MAP_PRODUCTION_TITLE
Production
MAP_PRODUCTION_WASTED_TITLE
Wasted Production
MAP_PROD_CLICK_TO_OPEN
'''
Click here to open the production menu'''
MAP_RESEARCH_TITLE
Research
MAP_RESEARCH_WASTED_TITLE
Wasted Research
MAP_RES_CLICK_TO_OPEN
'''
Click here to open the research menu'''
MAP_STOCKPILE_TITLE
Imperial Stockpile
RESOURCE_TT_OUTPUT
Output
RESOURCE_TT_TARGET_OUTPUT
Target Output
RESOURCE_TT_USED
Used
RESOURCE_TT_EXCESS
Excess
RESOURCE_TT_TO_STOCKPILE
To Stockpile
RESOURCE_TT_WASTED
Wasted
MAP_POPULATION_DISTRIBUTION
Census
CENSUS_SPECIES_HEADER
Species
CENSUS_TAG_HEADER
Characteristics
MAP_DETECTION_TITLE
Empire Detection
MAP_DETECTION_TEXT
Empire Detection Strength
MAP_TRADE_TITLE
Trade
MAP_TRADE_TEXT
Empire total trade output. (Trade does nothing)
MAP_FLEET_SHIP_COUNT
Total Ships
MAP_FLEET_ARMED_COUNT
Armed Ships
MAP_FLEET_UNARMED_COUNT
Unarmed Ships
MAP_FLEET_TROOP_COUNT
Troop Carrier Ships
MAP_FLEET_COLONY_COUNT
Colonizing Ships
MAP_FLEET_CARRIER_COUNT
Fighter Carrier Ships
MAP_FLEET_PART_COUNT
Total Ship Parts
MAP_FLEET_SLOT_COUNT
Total Ship Part Slots
##
## Side panel/System information
##
# %1% resource type currently produced by the system.
# %2% amount of the resource currently produced by the system.
RESOURCE_PRODUCTION_TOOLTIP
System %1%: %2%
# %1% resource type currently consumed by the system.
# %2% amount of the resource currently consumed by the system.
RESOURCE_ALLOCATION_TOOLTIP
System %1%: %2%
INDUSTRY_PRODUCTION
Industrial Output
RESEARCH_PRODUCTION
Research Output
TRADE_PRODUCTION
Trade Output
STOCKPILE_GENERATION
Stockpile Capacity Generation
INDUSTRY_CONSUMPTION
Industrial Consumption
RESEARCH_CONSUMPTION
Research Consumption
TRADE_CONSUMPTION
Trade Consumption
STOCKPILE_USE
Stockpile Capacity Use
IMPORT_EXPORT_TOOLTIP
Import / Export
RESOURCE_IMPORT
Importing
RESOURCE_EXPORT
Available for Export
RESOURCE_SELF_SUFFICIENT
No Import or Export
##
## Side panel/Planet panel
##
PLANET_PANEL
Planet Panel
# %1% name of the system this asteroid belt is created in.
PL_ASTEROID_BELT_OF_SYSTEM
%1% Asteroids
# %1% size of the population this planet is colonized with.
# %2% maximum population this planet can support.
PL_COLONIZE
Colonize (%1% / %2%)
PL_CANCEL_COLONIZE
Cancel Colonization
PL_OUTPOST
Place Outpost
# %1% number of ground troops that will be deployed on the planet.
# %2% number of defending troops present on planet
PL_INVADE
Invade (+%1% / %2%)
PL_CANCEL_INVADE
Cancel Invasion
PL_BOMBARD
Bombard
PL_CANCEL_BOMBARD
Cancel Bombarding
# %1% the planet size as text (small, medium, large, ...).
# %2% type of the planet environment (desert, oceanic, terran, ...).
PL_TYPE_SIZE
%1% %2%
# %1% the planet size as text (small, medium, large, ...).
# %2% type of the planet environment (desert, oceanic, terran, ...).
# %3% suitability of the planet for a concrete species (adequate, hostile, ...).
PL_TYPE_SIZE_ENV
%1% %2% (%3%)
PL_NO_VISIBILITY
Planet is not currently visible.
PL_BASIC_VISIBILITY
Planet is obscured from sensors.
# %1% turn number where this planet was completely visible to the querying
# player.
PL_LAST_TURN_SEEN
Last seen on turn %1%.
# %1% turn number where this planet was scanned by the querying player.
PL_LAST_TURN_SCANNED
Last scanned on turn %1%.
PL_NEVER_SEEN
This planet has never been seen by your empire.
PL_NEVER_SCANNED
This planet has never been thoroughly scanned by your empire.
PL_NOT_IN_RANGE
This planet is out of range of your empire's scanners.
# %1% last known stealth value of the planet.
# %2% detection strength of the empire which scanned the planet.
PL_APPARENT_STEALTH_EXCEEDS_DETECTION
Latest known [[metertype METER_STEALTH]] (%1%) exceeds [[DETECTION_TITLE]] (%2%).
PL_APPARENT_STEALTH_DOES_NOT_EXCEED_DETECTION
Latest known [[metertype METER_STEALTH]] is out of date. Actual stealth exceeds [[DETECTION_TITLE]] or local [[METER_DETECTION_VALUE_LABEL]] is excessively impaired.
MENUITEM_SET_FOCUS
Set focus
MENUITEM_ENQUEUE_BUILDING
Queue Building
MENUITEM_ENQUEUE_SHIPDESIGN
Queue Ship
##
## Side panel/Resources panel
##
# %1% current resource this planet is focused on producing.
RP_FOCUS_TOOLTIP
Focus: %1%
##
## Side panel/Specials panel
##
# %1% capacity value applied by the special.
SPECIAL_CAPACITY
Capacity: %1%
# %1% turn number this special was applied to an object.
ADDED_ON_TURN
Present Since Turn: %1%
ADDED_ON_INITIAL_TURN
Present Since the Initial Turn
##
## Side panel/Buildings panel
##
ORDER_BUIDLING_SCRAP
Scrap Building
ORDER_CANCEL_BUIDLING_SCRAP
Cancel Scrapping Building
##
## General tooltips
##
TT_THIS_TURN
This Turn
TT_NEXT_TURN
Predicted Next Turn
TT_CHANGE
Change
# %1% the meter name displayed.
# %2% the meter value.
TT_BREAKDOWN_SUMMARY
%1%: %2%
TT_INHERENT
Inherent
# %1% name of the owning empire.
# %2% name of tech
TT_TECH
%1% Tech <i>%2%</i>
# %1% name of the planet, where the building is located.
# %2% name of building
TT_BUILDING
%1% Building <i>%2%</i>
# %1% source of effect
# %2% name of ship hull
TT_SHIP_HULL
Ship <i>%1%</i> Hull <i>%2%</i>
# %1% source of effect
# %2% name of ship part
TT_SHIP_PART
Ship <i>%1%</i> Part <i>%2%</i>
# %1% source of effect
# %2% name of special
TT_SPECIAL
Special <i>%2%</i>
# %1% source of effect
# %2% name of species
TT_SPECIES
Species <i>%2%</i>
# %1% name of this fields field type.
# %2% name of field
TT_FIELD
<i>%2%</i>
TT_FIGHTER_LAUNCH
Launching
# %1% number of fighters
# %2% damage per fighter
TT_FIGHTER_DAMAGE
%1% Attacking * %2% Damage
# Represent a value out of a possible total value
# %1% number
# %2% number
TT_N_OF_N
%1% of %2%
# %1% combat round
TT_COMBAT_ROUND
Round %1%:
TT_UNKNOWN
Unknown
# %1% name of the species.
TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]
SP_RENAME_SYSTEM
Rename System
SP_ENTER_NEW_SYSTEM_NAME
Enter new system name
SP_RENAME_PLANET
Rename Planet
SP_ENTER_NEW_PLANET_NAME
Enter new planet name
SP_PLANET_SUITABILITY
Planet Suitability
##
## Fleet window
##
# %1% system name where this fleet is holding.
FW_FLEET_HOLDING_AT
Holding at %1%
# %1% system name where this fleet is moving to.
FW_FLEET_MOVING_TO
Moving to %1%
# %1% system name where this fleet is moving to.
# %2% estiminated time in turns when the fleet will arrive.
FW_FLEET_MOVING_TO_ETA
Moving to %1% (ETA %2%)
FW_FLEET_EXPLORING_REFUEL
Waiting for Fuel
FW_FLEET_EXPLORING_WAITING
Waiting for system to explore
# %1% name of the destination system
# %2% estimated turns until the fleet reach the destination system. Can also be
# 'unknown', 'never' or 'out of range.
# %3% estimated turns until the fleet reach the next system. Can also be
# 'unknown', 'never' or 'out of range.
FW_FLEET_EXPLORING_TO
Exploring %1%
FW_FLEET_ETA_NEVER
Never
FW_FLEET_ETA_UNKNOWN
Unknown
FW_FLEET_ETA_OUT_OF_RANGE
Out of Range
FW_AGGRESSIVE
Control System
FW_AGGRESSIVE_DESC
Fleet blockades enemy empires and initiates battles with any enemies in the system.
FW_PASSIVE
Hide
FW_PASSIVE_DESC
Fleet will attempt to stay hidden; it will not blockade or initiate battle.
FW_AUTO
Automatic Aggression Selection
FW_AUTO_DESC
Automatically select aggression for new fleet based on whether ships have weapons.
FW_UNKNOWN_DESIGN_NAME
Unknown Design
# %1% name of the ship design that was used by this ship.
# %2% name of the ship owning species.
FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%
# Displayed when creating a new fleet by dropping ships into the new fleet slot.
FW_NEW_FLEET_LABEL
<i>New Fleet</i>
# Fleet window title
# %1% empire, which owns the fleets.
# %2% system where those fleets hold.
FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Fleets At %2%
# %1% empire, which owns the fleets.
# %2% system where those fleets hold.
FW_EMPIRE_FLEETS_NEAR_SYSTEM
%1% Fleets Near %2%
# Fleet window title
# %1% empire, which owns the fleets.
FW_EMPIRE_FLEETS
%1% Fleets
# Fleet window title
FW_NO_FLEET
No Fleet
# Fleet window title
# %1% system where those fleets hold.
FW_GENERIC_FLEETS_AT_SYSTEM
Fleets At %1%
# Fleet window title
# %1% system where those fleets hold.
FW_GENERIC_FLEETS_NEAR_SYSTEM
Fleets Near %1%
# Fleet window title
FW_GENERIC_FLEETS
Fleets
# the name that is used for fleets the client's player does not control but is
# owned by an empire.
# %1% empire name.
FW_EMPIRE_FLEET
%1% fleet
# the name that is used for ships the client's player does not control but is
# owned by an empire.
# %1% empire name.
FW_EMPIRE_SHIP
%1% ship
# the fleet name for fleets with an unknown owning empire.
FW_FOREIGN
Foreign
# the name that is used for fleets the client's player does not control when
# the empire is not specified.
FW_FOREIGN_FLEET
Foreign fleet
# the name that is used for fleets that no player controls
FW_ROGUE_FLEET
Rogue Fleet
# the name that is used for ships the client's player does not control when the
# empire is not specified.
FW_FOREIGN_SHIP
Foreign ship
# the name that is used for ships that no player controls
FW_ROGUE_SHIP
Rogue Ship
SHIP_DAMAGE_STAT_TITLE
Damage
SHIP_TROOPS_TITLE
Troops
SHIP_TROOPS_STAT
Total troop capacity of this ship.
SHIP_FIGHTERS_TITLE
Fighters
SHIP_FIGHTER_BAY_SUMMARY
Launch Capacity
SHIP_FIGHTER_HANGAR_SUMMARY
Current Fighters
SHIP_FIGHTERS_DAMAGE_TOTAL
Total Damage
SHIP_FIGHTERS_STAT
Total fighters in this ship.
SHIP_COLONY_TITLE
Colonists
SHIP_COLONY_STAT
Colonization capacity of this ship.
FW_FLEET_FUEL_SUMMARY
Fleet Fuel - Equal to the minimum fuel of ships in the fleet.
FW_FLEET_SPEED_SUMMARY
Fleet Speed - Equal to the minimum speed of ships in the fleet.
FW_FLEET_SHIELD_SUMMARY
Fleet Shields - Equal to the average shields of ships in the fleet.
FW_FLEET_STRUCTURE_SUMMARY
Fleet Structure - Equal to the total structure of ships in the fleet.
FW_FLEET_DAMAGE_SUMMARY
Fleet Damage - Equal to the total direct fire damage of ships in the fleet.
FW_FLEET_FIGHTER_SUMMARY
Fleet Fighters - Equal to the total fighters in the fleet.
FW_FLEET_COUNT_SUMMARY
Fleet Count - Equal to the total number of ships in the fleet.
FW_FLEET_TROOP_SUMMARY
Fleet Troops - Equal to the total number of troops in the fleet.
FW_FLEET_COLONY_SUMMARY
Fleet Colonists - Equal to the total colonization capacity of ships in the fleet.
FW_FLEET_INDUSTRY_SUMMARY
Fleet Industry - Equal to the total industry output of ships in the fleet.
FW_FLEET_RESEARCH_SUMMARY
Fleet Research - Equal to the total research output of ships in the fleet.
FW_FLEET_TRADE_SUMMARY
Fleet Trade - Equal to the total trade output of ships in the fleet.
FW_MERGE_SYSTEM_FLEETS
Merge System Ships Into Fleet
FW_SPLIT_DAMAGED_FLEET
Split Damaged Ships From Fleet
FW_SPLIT_UNFUELED_FLEET
Split Unfueled Ships From Fleet
FW_SPLIT_NOT_FULL_FIGHTERS_FLEET
Split Ships Without All Fighters From Fleet
FW_SPLIT_FLEET
Split Fleet
FW_SPLIT_SHIPS_THIS_DESIGN
Split This Design Ships From Fleet
FW_SPLIT_SHIPS_ALL_DESIGNS
Split Ships Into Fleets For Each Design
# Remove old visibility information from the client empire's saved information
FW_ORDER_DISMISS_SENSOR_GHOST
Dismiss Sensor Ghost
FW_ORDER_DISMISS_SENSOR_GHOST_ALL
Dismiss All Sensor Ghosts Here
ORDER_SHIP_SCRAP
Scrap Ship
ORDER_FLEET_SCRAP
Scrap Ships
ORDER_CANCEL_SHIP_SCRAP
Cancel Scrapping Ship
ORDER_CANCEL_FLEET_SCRAP
Cancel Scrapping Ships
ORDER_FLEET_EXPLORE
Explore
ORDER_CANCEL_FLEET_EXPLORE
Stop Exploring
ORDER_GIVE_FLEET_TO_EMPIRE
Give Fleet To...
ORDER_CANCEL_GIVE_FLEET
Cancel Giving Fleet
ORDER_GIVE_PLANET_TO_EMPIRE
Give Planet To...
ORDER_CANCEL_GIVE_PLANET
Cancel Giving Planet
##
## Fleet Button
##
FB_TOOLTIP_BLOCKADE_WITH_EXIT
This fleet is currently being blockaded by a hostile fleet. It can only move to the following systems:
FB_TOOLTIP_BLOCKADE_NO_EXIT
This fleet is currently being blockaded by a hostile fleet. It is unable to move.
FB_TOOLTIP_BLOCKADE_MONSTER
This monster fleet is blockaded by an empire fleet. When monsters are blockaded by empire fleets, they are prevented from moving.
##
## Moderator
##
MOD_NONE
No Moderator Action
MOD_CREATE_PLANET
Add Planet
MOD_CREATE_SYSTEM
Add System
MOD_DESTROY
Destroy
MOD_SET_OWNER
Set Owner
MOD_ADD_STARLANE
Add Starlane
MOD_REMOVE_STARLANE
Remove Starlane
##
## Diplomacy
##
DIPLOMACY
Diplomacy
PEACE
Peace
WAR
War
WAR_DECLARATION
Declare War
PEACE_PROPOSAL
Propose Peace
PEACE_PROPOSAL_CANCEL
Cancel Peace Proposal
PEACE_ACCEPT
Accept Peace Proposal
PEACE_REJECT
Reject Peace Proposal
ALLIES_PROPOSAL
Propose Alliance
ALLIES_PROPOSAL_CANCEL
Cancel Alliance Proposal
ALLIES_ACCEPT
Accept Alliance Proposal
ALLIES_REJECT
Reject Alliance Proposal
END_ALLIANCE_DECLARATION
Declare End of Alliance
##
## TechTreeWnd
##
TECH_DISPLAY
Display
# %1% amount of research points required to research the technology.
# %2% number of turns required to research the technology.
TECH_TOTAL_COST_ALT_STR
%1% RP / %2% Turns
# %1% research points used this turn.
# %2% research points available for this turn.
TECH_TURN_COST_STR
+%1% / %2% RP
# %1% number of remaining turns to complete the technology research.
TECH_TURNS_LEFT_STR
%1% Turns
TECH_TURNS_LEFT_NEVER
Never
TECH_WND_STATUS_COMPLETED
Complete
TECH_WND_STATUS_RESEARCHABLE
Available
TECH_WND_STATUS_PARTIAL_UNLOCK
Partially Unlocked
TECH_WND_STATUS_LOCKED
Locked
TECH_WND_UNRESEARCHABLE
Not Researchable
TECH_WND_ENQUEUED
Enqueued
TECH_WND_UNRESEARCHED_PREREQUISITES
'''Unresearched Prerequisites: '''
TECH_WND_VIEW_TYPE
Tree View / List View
# %1% research points already spent on a reseach.
# %2% total research points required to complete the research.
# %3% research points used per turn.
# %4% research points available per turn.
TECH_WND_PROGRESS
'''%1% / %2% RP
+ %3% / %4% RP/turn'''
# %1% estimated turns left until technology is researched.
TECH_WND_ETA
%1% turns left
TECH_WND_LIST_COLUMN_NAME
Name
TECH_WND_LIST_COLUMN_COST
Cost
TECH_WND_LIST_COLUMN_TIME
Turns
TECH_WND_LIST_COLUMN_CATEGORY
Category
TECH_WND_LIST_COLUMN_DESCRIPTION
Description
##
## Production info panel
##
# %1% type of resource (Research, Production, ...).
# %2% name of the location where the resource is produced.
# %3% name of the empire which owns this resource produced.
PRODUCTION_INFO_AT_LOCATION_TITLE
%3% %1% at %2%
# %1% type of resource (Research, Production, ...).
# %2% name of the empire which owns this resource produced.
PRODUCTION_INFO_EMPIRE
%2% %1%
PRODUCTION_INFO_TOTAL_PS_LABEL
Available Points
PRODUCTION_INFO_WASTED_PS_LABEL
Excess
PRODUCTION_INFO_STOCKPILE_PS_LABEL
Stockpiled Points
PRODUCTION_INFO_STOCKPILE_USE_MAX_LABEL
Maximum Use
PRODUCTION_INFO_STOCKPILE_USE_PS_LABEL
Stockpile Use
STOCKPILE_LABEL
Stockpile
STOCKPILE_USE_LABEL
Stockpile Use
STOCKPILE_USE_LIMIT
Stockpile Use Limit
STOCKPILE_CHANGE_LABEL
Next Turn Stockpile
##
## Research window
##
RESEARCH_WND_TITLE
Research
# %1% name of the empire which owns this research queue.
RESEARCH_QUEUE_EMPIRE
%1% Research Queue
RESEARCH_INFO_RP
RP
RESEARCH_QUEUE_PROMPT
'''Double-click or shift-click on an available item to add it to the research queue.
Hold control while clicking to add to the top of the queue.'''
##
## Build selector window
##
PRODUCTION_WND_BUILD_ITEMS_TITLE
Producible Items
# %1% name of the location where the item is produced.
PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION
Producible Items at %1%
PRODUCTION_WND_CATEGORY_BT_BUILDING
Buildings
PRODUCTION_WND_CATEGORY_BT_SHIP
Ships
PRODUCTION_WND_AVAILABILITY_OBSOLETE
Obsolete
PRODUCTION_WND_AVAILABILITY_AVAILABLE
Available
PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Unavailable
PRODUCTION_WND_AVAILABILITY_OBSOLETE_AND_UNAVAILABLE
'''Obsolete
Unavailable'''
PRODUCTION_WND_REDUNDANT
Redundant
# %1% currently used amount of production points used per turn to build an item.
# %2% maximum available amount of production points for this turn.
PRODUCTION_TURN_COST_STR
+%1% / %2% PP
# %1% number of turns left to finish the production of an item.
PRODUCTION_TURNS_LEFT_STR
%1% Turns
PRODUCTION_TURNS_LEFT_NEVER
Never
PRODUCTION_DETAIL_ADD_TO_QUEUE
Add to Queue
PRODUCTION_DETAIL_ADD_TO_TOP_OF_QUEUE
Add to Top of Queue
PRODUCTION_QUEUE_PROMPT
Double-click on an available item to add it to the production queue.
##
## Production window
##
PRODUCTION_WND_TITLE
Production
PRODUCTION_WINDOW_ARTICLE_TITLE
Production Window
PRODUCTION_WINDOW_ARTICLE_TEXT
'''The Production Window is the primary interface for utilizing Production Points (PP).
It may be accessed by:
* Pressing the hotkey (default: CTRL + P)
* Double clicking on a planet
* Clicking on either of the industry icons at top of the [[MAP_WINDOW_ARTICLE_TITLE]] (shown here) <img src="icons/buttons/production.png"></img>
The Production Window is composed of:
* Production Summary panel
* Producible Items panel
* Production Queue panel
* The system side panel (on the right edge)
It also allows for some interaction with the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]], primarily to change the system selection.
<u>Production Summary panel</u>
(default position: top left)
The Production Summary panel shows available Production Points.
If a system is selected, there are two columns shown. The left column shows production points across your entire empire. The right column gives production points for the selected system (but is absent if no system is selected).
Available Points relates to the PP available for production. The right value are the maximum available production points for the selected system. This may be less than the total available when all of your empire's systems are not [[metertype METER_SUPPLY]] connected.
Stockpile relates to the PP available for production using the imperial stockpile. Production items are enabled to use PP from the Imperial Stockpile by default and have to be explicitly disabled from doing so.
PP not allocated to anything on the build queue will automatically be stored in the imperial stockpile.
<u>Producible Items panel</u>
(default position: bottom edge)
The Producible Items panel contains items available to start a Production Order.
Toggle the display of item types or availability by clicking on the column headers.
Items may be added to the Production Queue as a Production Order by double clicking on them or with the right click menu.
Each item type has a column for total cost and minimum time.
The maximum PP that may be allotted to any Production Order is (cost / time) x quantity.
e.g. an item type with a total cost of 30 PP and a minimum time of 3 turns can progress by up to 10 PP per item, per turn.
Unavailable items, if displayed, will detail the reasons they are unavailable at the bottom of their tooltip in red (hover the mouse over the item).
<u>Production Queue panel</u>
(default position: left edge, below summary)
The Production Queue panel contains Production Orders previously enqueued.
Production Points are allotted to the Production Orders starting at the top of the queue.
Any orders for the currently selected system will highlight the system name with your empires color (top right of the order).
These orders may be rearranged in the queue by dragging and dropping to a new position.
Right clicking on an order will show a menu for moving, removing, or pausing an order (as well as other possible actions, such as <i>Show in Pedia</i> ).
When removing an order any previous progress on it is lost, there is no credit returned or given to other orders.
Pausing an order prevents any progress on it until the order is resumed.
For ships, an additional menu item is available to Rally to a system. Once the order completes, the ship(s) will have a waypoint assigned for the system rallied to. To set or change a Rally destination, select the desired system on the map, right click the Production Order, and select <i>Rally to </i>... (where ... is the system name).
<u>Production Order</u>
A Production Order is created through the Producible Items panel and is placed into the Production Queue panel.
Each order defines a repetition count (1⟳) and a quantity (1x), selectable in the top left of the order.
The repetition count will repeat the order after it completes, without adjusting the position in the queue.
The quantity defines how many of the item will be produced each repetition.
<i>Note</i> Repetitions will only consume enough PP for the current iteration, unless the order will complete next turn.
If the order will complete, some PP are allowed to start the next iteration, up to the maximum allowed per turn for that item type.
<u>Example</u>
Your empire produces 10 PP per turn.
A Survey Ship costs 36 PP with a minimum of 3 turns (max 12 PP/turn).
(For brevity, this fictional Survey Ship does not increase [[encyclopedia FLEET_UPKEEP_TITLE]])
-Turn 1: You queue an order for Survey Ship and set the repetition count to 2. (order #1)
You queue another order for Survey Ship with a repetition of 2. (order #2)
You queue another order for Survey Ship and set the quantity to 2.
-Turn 2: Order #1 has completed 10 PP, 26 PP remain. 10 PP is projected for next turn.
(Completed PP / Remaining PP to complete -> Projected next turn)
-Turn 3: Order #1 20 / 16 -> 10
-Turn 4: Order #1 30 / 6 -> 6 an additional 4 PP will go to the next repetition of this order.
-Turn 5: A Survey Ship is produced (order #1)
Order #1 4 / 32 -> 10 now displays 1 repetition remains
-Turn 6: Order #1 14 / 22 -> 10
-Turn 7: Order #1 24 / 12 -> 10
-Turn 8: Order #1 34 / 2 -> 2
Order #2 0 / 36 -> 8
-Turn 9: A Survey Ship is produced (order #1)
Empire production increases to 22 PP per turn (for some unrelated reason).
Order #2 8 / 28 -> 12 the max per turn for this project type
Order #3 0 / 72 -> 10 (36 total cost x 2 quantity = 72 total cost)
-Turn 10: Order #2 20 / 16 -> 12
Order #3 10 / 62 -> 10
-Turn 11: Order #2 32 / 4 -> 4 an additional 12 PP will go to the next repetition
Order #3 20 / 52 -> 6 (22 - (4 + 12))
-Turn 12: A Survey Ship is produced (order #2)
Order #2 12 / 24 -> 12
Order #3 26 / 46 -> 10
-Turn 13: Order #2 24 / 12 -> 12
Order #3 36 / 36 -> 10
-Turn 14: A Survey Ship is produced (order #2)
Order #3 46 / 26 -> 22 (12 PP/turn x 2 quantity = max 24 PP/turn)
-Turn 15: Order #3 68 / 4 -> 4 (18 PP will be unused if no other items in queue)
-Turn 16: 2 Survey Ships are produced (order #3)
'''
PRODUCTION_INFO_PP
PP
# %1% name of the empire that owns the production queue.
PRODUCTION_QUEUE_EMPIRE
%1% Production Queue
# %1% the amount of items that should be produced in a single batch.
PRODUCTION_QUEUE_MULTIPLES
'''%1%x '''
# %1% number of repetions an item should be produced on after another.
PRODUCTION_QUEUE_REPETITIONS
%1%⟳
# %1% production points already spent on an item.
# %2% total production points required to complete the item production.
# %3% production points used per turn.
# %4% production points available per turn.
PRODUCTION_WND_PROGRESS
'''%1%%% complete
+ %3% / %4% target PP/turn'''
# %1% location where the item is produced.
PRODUCTION_QUEUE_ITEM_LOCATION
At %1%
# %1% location where the item is produced.
PRODUCTION_QUEUE_ITEM_RALLIED_FROM_LOCATION
Rallying From %1%
# %1% location where the item is enqueued for production.
PRODUCTION_QUEUE_ENQUEUED_ITEM_LOCATION
Enqueued at %1%
PRODUCTION_LOCATION_OK
Can be produced here
PRODUCTION_LOCATION_INVALID
CANNOT be produced here
IMPERIAL_STOCKPILE
Imperial Stockpile
PRODUCTION_QUEUE_ITEM_STOCKPILE_ENABLED
(Use of [[IMPERIAL_STOCKPILE]] is Enabled for this Item)
ALLOW_IMPERIAL_PP_STOCKPILE_USE
Enable drawing from [[IMPERIAL_STOCKPILE]] for this item
DISALLOW_IMPERIAL_PP_STOCKPILE_USE
Disable drawing from [[IMPERIAL_STOCKPILE]] for this item
# %1% name of the system this item production should be relocated to.
PRODUCTION_QUEUE_RALLIED_TO
Rallied to %1%
# %1% name of the system this item production will be relocated to.
RALLY_QUEUE_ITEM
Rally to %1%
DELETE_QUEUE_ITEM
<rgba 255 0 0 255>Remove from Queue</rgba>
MOVE_UP_QUEUE_ITEM
Move to Queue Top
MOVE_DOWN_QUEUE_ITEM
Move to Queue Bottom
SPLIT_INCOMPLETE
Separate Current Repetition
DUPLICATE
Duplicate
PRODUCTION_WND_TOOLTIP_PROD_COST
Production cost: %1%
PRODUCTION_WND_TOOLTIP_PROD_TIME
Production time: %1%
PRODUCTION_WND_TOOLTIP_PARTS
Ship Parts
# %1% name of the location where the object should be build.
PRODUCTION_WND_TOOLTIP_FAILED_COND
Unmet requirements to produce at %1%
##
## Design window
##
SHIP_DESIGN_FILES
Design Files
DESIGN_SAVE
Save Design
DESIGN_ADD
Add Design to Empire Designs
DESIGN_WND_DELETE_SAVED
Delete Saved Design
DESIGN_WND_ADD_ALL_SAVED_NOW
Add All Saved Designs to Empire now
DESIGN_WND_ADD_ALL_SAVED_START
Add All Saved Designs at Game Start
DESIGN_WND_ADD_ALL_DEFAULT_START
Add All Default Designs at Game Start
DESIGN_WND_OBSOLETE_DESIGN
Obsolete Design
DESIGN_WND_UNOBSOLETE_DESIGN
Un-Obsolete Design
DESIGN_WND_OBSOLETE_HULL
Obsolete Hull
DESIGN_WND_UNOBSOLETE_HULL
Un-Obsolete Hull
DESIGN_WND_OBSOLETE_PART
Obsolete Part
DESIGN_WND_UNOBSOLETE_PART
Un-Obsolete Part
DESIGN_WND_DELETE_DESIGN
Delete Design
DESIGN_NAME_DEFAULT
Custom Ship Design
DESIGN_DESCRIPTION_DEFAULT
Design Description
DESIGN_WND_STARTS
Design Starts
DESIGN_WND_HULLS
Hulls
DESIGN_WND_FINISHED_DESIGNS
Finished
DESIGN_WND_SAVED_DESIGNS
Saved
DESIGN_WND_MONSTERS
Monsters
DESIGN_WND_ALL
All Known
DESIGN_WND_PART_PALETTE_TITLE
Ship Parts
DESIGN_WND_MAIN_PANEL_TITLE
Design Details
DESIGN_WND_DESIGN_NAME
Design Name
DESIGN_WND_DESIGN_DESCRIPTION
Description
DESIGN_WND_CLEAR
Clear Parts
DESIGN_RENAME
Rename Design
DESIGN_ENTER_NEW_DESIGN_NAME
Enter a new design name:
DESIGN_INVALID
Invalid Design
DESIGN_INV_MODERATOR
Moderators and observers cannot create or modify ship designs.
DESIGN_INV_NO_HULL
Begin a ship design by selecting its hull.
DESIGN_INV_NO_NAME
Design name cannot be empty.
DESIGN_WND_KNOWN
Duplicates Existing Design
# %1% name of the equivalent ship design.
DESIGN_WND_KNOWN_DETAIL
This design is a duplicate of "%1%".
DESIGN_WND_RENAME_FINISHED
Rename Finished Design
# %1% name of the equivalent ship design.
# %2% new name of the ship design.
DESIGN_WND_RENAME_FINISHED_DETAIL
'''Rename Finished design from
"%1%"
to
"%2%"'''
DESIGN_WND_COMPONENT_CONFLICT
Conflicting Design
# %1% first conflicting ship part name.
# %2% second conflicting ship part name.
DESIGN_WND_COMPONENT_CONFLICT_DETAIL
A shipdesign cannot contain both %1% and %2%.
DESIGN_WND_ADD_FINISHED
Add Finished Design
# %1% name of the new ship design.
DESIGN_WND_ADD_FINISHED_DETAIL
'''Add new design called
"%1%"
to finished designs.'''
DESIGN_WND_UPDATE_FINISHED
Update Finished Design
# %1% previous name of the existing design.
# %2% new name of the existing design.
DESIGN_WND_UPDATE_FINISHED_DETAIL
'''Replace Finished design
"%1%"
with new design
"%2%"
in finished designs.'''
DESIGN_WND_ADD_SAVED
Add Saved Design
# %1% name of the new ship design.
DESIGN_WND_ADD_SAVED_DETAIL
'''Add a design called
"%1%"
to saved designs.'''
DESIGN_WND_UPDATE_SAVED
Update Saved Design
# %1% old name of the saved design.
# %2% new name of the saved design.
DESIGN_WND_UPDATE_SAVED_DETAIL
'''Replace saved design
"%1%"
with new design
"%2%"
in saved designs.'''
DESIGN_UPDATE_INVALID_NO_CANDIDATE
Choose an existing design to update.
ADD_FIRST_DESIGN_DESIGN_QUEUE_PROMPT
Select a hull, add parts and then click "[[DESIGN_WND_ADD_FINISHED]]" to create an available design.
ADD_FIRST_DESIGN_HULL_QUEUE_PROMPT
Toggle the Obsolete, Available and Unavailable filters to show more hulls
ADD_FIRST_SAVED_DESIGN_QUEUE_PROMPT
Select an existing Finished design, right click and select "[[DESIGN_SAVE]]" to create a saved design.
ALL_AVAILABILITY_FILTERS_BLOCKING_PROMPT
Toggle the Obsolete, Available and Unavailable filters to show more
NO_SAVED_OR_DEFAULT_DESIGNS_ADDED_PROMPT
'''Select a hull, add parts and then click "[[DESIGN_WND_ADD_FINISHED]]" to create an available design.
Neither the Saved Designs nor the Default Designs were added to the empire at game start. Options to add these designs at game start can be changed in Options->Other. Add the Saved Designs immediately with the context menu of any design under the Saved tab.'''
# %1% File path of unwritable file
ERROR_UNABLE_TO_WRITE_FILE
Unable to write file:\n"%1%"
##
## Statistics
##
SHIP_COUNT
Ship Count
MILITARY_STRENGTH_STAT
Rough Estimate of Total Military Strength
PP_OUTPUT
Production Output
RP_OUTPUT
Research Output
PLANET_COUNT
Planets
COLONIES_COUNT
Colonies
BATTLESHIP_COUNT
Armed Ships
ARMED_MONSTER_COUNT
Roaming Armed Monsters
BUILDINGS_PRODUCED
Buildings Produced
BUILDINGS_SCRAPPED
Buildings Scrapped
SHIPS_DESTROYED
Ships Destroyed in Combat
SHIPS_LOST
Ships Lost in Combat
SHIPS_PRODUCED
Ships Produced
SHIPS_SCRAPPED
Ships Scrapped
PLANETS_BOMBED
Planets Bombed
PLANETS_DEPOPULATED
Own Planets Depopulated
PLANETS_INVADED
Planets Invaded
TOTAL_POPULATION_STAT
Population
STATISTICS_TEST_1
Statistics Test 1
STATISTICS_TEST_2
Statistics Test 2
STATISTICS_TEST_3
Statistics Test 3
##
## Encyclopedia
##
# %1% name of the species.
ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1
'''%1%:'''
# %1% content of ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1 expanded to match
# column width.
# %2% the planet environment for a species.
# %3% the planet population capacity for a species.
ENC_SPECIES_PLANET_TYPE_SUITABILITY
%1% %2% (%3%)
# %1% name of the planet.
ENC_SUITABILITY_REPORT_POSITIVE_HEADER
'''%1% is suitable for colonization by these species.
'''
# %1% name of the planet.
ENC_SUITABILITY_REPORT_NEGATIVE_HEADER
'''%1% is not suitable for colonization by these species. Attempts to colonize will either fail or eventually die off.
'''
ENC_SUITABILITY_REPORT_WHEEL_INTRO
'''
Suitability is determined by distance from the preferred type of [[encyclopedia ENVIRONMENT_TITLE]] in this wheel:
'''
# types of things that can be shown in encyclopedia
ENC_GRAPH
[Game - Graphs]
ENC_GALAXY_SETUP
[Game - Galaxy]
# %1% seed value of the current galaxy.
# %2% number of systems in the current galaxy.
# %3% shape of the current galaxy.
# %4% age of the current galaxy.
# %5% starlane frequency in the current galaxy.
# %6% planet density in the current galaxy.
# %7% special frequency in the current galaxy.
# %8% monster frequency in the current galaxy.
# %9% natives frequency in the current galaxy.
# %10% upper AI aggression level in this galaxy.
# %11% game UID
ENC_GALAXY_SETUP_SETTINGS
'''Seed: %1%
Number of Systems: %2%
Shape: %3%
Age: %4%
Starlanes: %5%
Planets: %6%
Specials: %7%
Monsters: %8%
Natives: %9%
AI Max Aggression: %10%
Game UID: %11%
'''
ENC_GAME_RULES
[Game - Rules]
ENC_SHIP_PART
Ship Part
ENC_SHIP_PART_DESC
A Ship Part can be mounted on a [[encyclopedia ENC_SHIP_HULL]] (in an available [[encyclopedia SLOT_TITLE]]) when designing a ship, in order to improve its statistics. Some low-tier parts are available by default, but better versions or new part types can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship part falls into one of the categories below.
ENC_SHIP_HULL
Ship Hull
ENC_SHIP_HULL_DESC
A Ship Hull is the primary element of a ship architecture, defining the basic statistics of a ship design (when no [[encyclopedia ENC_SHIP_PART]] is yet mounted). Some low-tier hulls are available by default, but better versions or new hull lines can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship hull falls into one of the categories below.
ENC_TECH
Technologies
ENC_TECH_DESC
New effects, improved planetary stats, buildings, and ship parts can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]], each falling into one of the categories listed here.
ENC_SPECIAL
Special
OBJECTS_WITH_SPECIAL
'''Objects with Special: '''
ENC_BUILDING_TYPE
Building Type
ENC_SPECIES
Species
ENC_SPECIES_DESC
Each species is classified according their [[encyclopedia METABOLISM_TITLE]].
ENC_FIELD_TYPE
Field Type
ENC_SHIP_DESIGN
[Game - Ship Design]
SHIPS_OF_DESIGN
'''Ships of this Design: '''
NO_SHIPS_OF_DESIGN
No Known Ships of this Design
ENC_INCOMPETE_SHIP_DESIGN
Incomplete Ship Design
ENC_EMPIRE
[Game - Empires]
EMPIRE_CAPITAL
'''Capital: '''
NO_CAPITAL
No Known Capital
EMPIRE_ID
Empire ID
EMPIRE_METERS
Meters:
RESEARCHED_TECHS
'''Researched Techs: '''
BEFORE_FIRST_TURN
Before First Turn
TURN
Turn
NO_TECHS_RESEARCHED
No Techs Researched
AVAILABLE_PARTS
'''Available Parts: '''
NO_PARTS_AVAILABLE
No Parts Available
AVAILABLE_HULLS
'''Available Hulls: '''
NO_HULLS_AVAILABLE
No Hulls Available
AVAILABLE_BUILDINGS
'''Available Buildings: '''
NO_BUILDINGS_AVAILABLE
No Buildings Available
OWNED_PLANETS
'''Owned Planets: '''
NO_OWNED_PLANETS_KNOWN
No Owned Planets Known
OWNED_FLEETS
'''Owned Fleets: '''
# %1% link to a fleet.
# %2% link to a system.
OWNED_FLEET_AT_SYSTEM
%1% at