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strings.json
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strings.json
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{
"tab_evolve": "Evolve",
"tab_city1": "Camp",
"tab_city2": "Hamlet",
"tab_city3": "Village",
"tab_city4": "Town",
"tab_city5": "City",
"tab_city6": "Metropolis",
"tab_city7": "Megalopolis",
"tab_city8": "Ecumenopolis",
"tab_civil": "Civilization",
"tab_space": "Space",
"tab_civics": "Civics",
"tab_gov": "Government",
"tab_industry": "Industry",
"tab_power_grid": "Power Grid",
"tab_military": "Military",
"tab_mech": "Mech Lab",
"tab_research": "Research",
"tab_resources": "Resources",
"tab_market": "Market",
"tab_storage": "Storage",
"tab_ejector": "Mass Ejector",
"tab_cargo": "Spire Supply",
"tab_alchemy": "Alchemy",
"tab_stats": "Stats",
"tab_achieve": "Achievements",
"tab_perks": "Perks",
"tab_settings": "Settings",
"tab_new_res": "New",
"tab_old_res": "Completed",
"tab_new_sr_res": "New Research",
"tab_old_sr_res": "Completed Research",
"tab_interstellar": "Interstellar",
"tab_galactic": "Andromeda",
"tab_portal": "Hell Dimension",
"sol_system": "%0 System",
"tab_arpa_projects": "Projects",
"tab_arpa_genetics": "Genetics",
"tab_arpa_crispr": "CRISPR",
"tab_arpa_blood": "Blood Infusion",
"year": "Year",
"day": "Day",
"to_full": "To Full",
"to_empty": "To Empty",
"requires_power": "Requires Power",
"requires_power_combo": "Requires Power and %0",
"requires_res": "Requires %0",
"requires_segmemts": "Requires %0 segments",
"requires_soldiers": "Requires Soldiers",
"requires_security": "Requires Security",
"locale": "Locale",
"banker_name": "Banker",
"citizen": "Citizen",
"colonist": "Colonist",
"space_miner": "Space Miner",
"plus_max_resource": "+%0 Max %1",
"plus_max_crates": "+%0 Max Crates",
"plus_max_containers": "+%0 Max Containers",
"plus_max_citizens": "+%0 Max Citizens",
"plus_max_soldiers": "+%0 Max Soldiers",
"plus_max_space_miners": "+%0 Max Space Miners",
"minus_power": "-%0MW",
"theme": "Theme",
"theme_dark": "Dark",
"theme_light": "Light",
"theme_night": "Night",
"theme_darkNight": "Dark Night",
"theme_redgreen": "Red Green CB",
"theme_gruvboxLight": "GruvBox (Light)",
"theme_gruvboxDark": "GruvBox (Dark)",
"theme_orangeSoda": "Orange Soda",
"units": "Number Notation",
"metric": "Metric",
"scientific": "Scientific",
"sln": "Single Letter",
"font": "Font Size",
"standard": "Standard",
"large_log": "Larger Log Text",
"large_all": "All Text Larger",
"icons": "Prestige Icon",
"add": "Add",
"remove": "Remove",
"settings1": "Enable Control (10x) / Shift (25x) / Alt (100x) Multiplier keys",
"settings2": "Enable tab transition animations",
"settings3": "A hard reset will permanently erase all your game progress. This resets everything as if you never played.",
"settings4": "A soft reset will reset your current run back to the evolution stage. You will not gain any bonuses. This only wipes out the current run, your previous progress is retained.",
"settings5": "Enable City Categorization",
"settings6": "Enable Add to Queue Key (Q)",
"settings7": "Do not enforce queue order",
"settings8": "Expose read only game data to window object for debugging. May degrade game performance. The author of Evolve does not endorse using this for anything including scripting or provide any additional support for it. Use at your own risk.",
"settings9": "Restore game back to your last restore point. A restore point is generated automatically before each prestige reset.",
"settings10": "Opt out of Special Events. This does not include standard game events, only special events that occur on holidays or other occasions. You will miss out on game feats, fun, and potential rewards.",
"settings11": "Pre-Load all tab content into the DOM. This bloats the game, will significantly increase memory consumption, and will degrade performance.",
"settings12": "Pause the game.",
"enable_reset": "Enable Reset Buttons",
"reset_warn": "Warning: This completely resets all your progress and cannot be undone. This is NOT a prestige mechanic; you are wiping out your game data. Keep this button disabled.",
"reset_soft": "Soft Reset Game",
"reset_hard": "Hard Reset Game",
"pause": "Pause Game",
"m_keys": "Multiplier Keys",
"key_mappings": "Key Mappings",
"tab_mappings": "Tab Mappings",
"multiplier": "%0X Multiplier",
"accelerated_time": "Accelerated (2x) Time Remaining",
"c_cat": "City Categorization",
"t_cat": "Research Categorization",
"q_key": "Queue Key",
"q_any": "No Queue Order",
"queue": "Queue",
"expose": "Enable Debug Mode",
"import_export": "Import/Export Save",
"boring": "Disable Special Events",
"tabLoad": "Preload Tab Content",
"import": "Import Game",
"export": "Export Game",
"restore": "Restore Backup",
"update_avail": "Update Available",
"building_queue": "Building Queue",
"new": "You are protoplasm in the primordial ooze",
"star": "Star",
"party": "Party Hat",
"martini": "Martini",
"lightbulb": "Lightbulb",
"nuclear": "Nuclear",
"zombie": "Zombie",
"fire": "Fire",
"mask": "Mask",
"skull": "Skull",
"taijitu": "Taijitu",
"trash": "Trash",
"turtle": "Turtle",
"pizza": "Pizza",
"heart": "Heart",
"clover": "Clover",
"bunny": "Bunny",
"egg": "Egg",
"ghost": "Ghost",
"candy": "Candy",
"turkey": "Turkey",
"present": "Present",
"ant": "Ant",
"plain": "Plain",
"bronze": "Bronze",
"silver": "Silver",
"gold": "Gold",
"snow": "Snow",
"snowstorm": "Snowstorm",
"rain": "Rain",
"thunderstorm": "Thunderstorm",
"cloudy": "Cloudy",
"cloudy_windy": "Cloudy & Windy",
"sunny": "Sunny",
"sunny_windy": "Sunny & Windy",
"cold": "Cold",
"hot": "Hot",
"moderate": "Moderate temperature",
"moon1": "New Moon",
"moon2": "Waxing Crescent Moon",
"moon3": "First Quarter Moon",
"moon4": "Waxing Gibbous Moon",
"moon5": "Full Moon",
"moon6": "Waning Gibbous Moon",
"moon7": "Third Quarter Moon",
"moon8": "Waning Crescent Moon",
"moon_phase": "Moon Phase",
"or": "or",
"infant": "Life on this planet is in its infancy and still evolving",
"home": "%0 is the home planet of the %1 people. It is a %2 planet with an orbital period of %3 days.",
"no_home": "%0 was the home planet of the %1 people. It was a %2 planet with an orbital period of %3 days.",
"abandon1": "%0 citizen has abandoned your settlement due to homelessness.",
"abandon2": "%0 citizens have abandoned your settlement due to homelessness.",
"genome": "The %0 genome project has been completed.",
"gene_therapy": "Gene therapy has resulted in an improvement to your species. Gained %0 trait, %1 Genes, and %2 %3.",
"discover_elerium": "Your asteroid miners have discovered an unknown rare element in the belt. A sample has been retrieved for analysis.",
"discover_oil": "Oil has unexpectedly been discovered on %0.",
"deterioration1": "Scientists have discovered that the %0 genome is deteriorating, they think the species has about %1 years remaining before genetic decay becomes a problem.",
"deterioration2": "Some alarmists now claim that the %0 genome decay is accelerating and there is as little as %1 years remaining.",
"deterioration3": "There is now a consensus about the alarming %0 genome decay. If it doesn't accelerate any further there might be %1 years remaining.",
"deterioration4": "If a solution cannot be found genetic damage will begin to weaken the %0 race in at most %1 years.",
"deterioration5": "Genetic decay has started to weaken the %0 race.",
"genesis": "A group of scientists have proposed a new initiative they call the \"Genesis Project\".",
"steel_sample": "Your traders have brought back a sample of a metal they call \"Steel\"",
"morale": "Morale",
"morale_unemployed": "Unemployed",
"morale_stress": "Job Stress",
"morale_leadership": "Leadership",
"morale_warmonger": "Warmonger",
"morale_entertain": "Entertainer",
"morale_broadcast": "Broadcasting",
"morale_shrine": "Shrine",
"morale_spring": "Spring",
"morale_summer": "Summer",
"morale_winter": "Winter",
"morale_weather": "Weather",
"morale_tax": "Taxes",
"morale_frenzy": "Frenzy",
"morale_rev": "Revolution",
"morale_vr": "VR Center",
"morale_zoo": "Zoo",
"morale_current": "Current",
"power_generated": "Generated",
"power_consumed": "Consumed",
"power_available": "Available",
"power": "Power",
"affordable": "Affordable",
"not_affordable": "Not Affordable",
"insufficient": "Insufficient",
"lake": "Lake",
"depot": "Depot",
"soldiers": "Soldiers",
"hunger": "Hunger",
"quantum": "Quantum",
"workers": "Workers",
"genome_bd": "Genome",
"craft_tools": "Tools",
"craft_tools_multi": "Tools Multiplier",
"faith": "Faith",
"mastery": "Mastery",
"harmonic": "Harmonic Energy",
"trade": "Trade",
"powerplant": "Powerplant",
"reactor": "Reactor",
"build_success": "%0 has been constructed.",
"research_success": "%0 has been researched.",
"action_ready": "Affordable in [%0]",
"cancel_routes": "Cancel Routes",
"gain": "+%0 %1/s",
"spend": "-%0 %1/s",
"produce": "+%0 %1 Production",
"malus": "Malus",
"bonus": "Bonus",
"unsuited": "Unsuited",
"cheese_swiss": "Swiss",
"cheese_gouda": "Gouda",
"cheese_cheddar": "Cheddar",
"cheese_brie": "Brie",
"cheese_feta": "Feta",
"cheese_ricotta": "Ricotta",
"cheese_goat": "Goat",
"cheese_mascarpone": "Mascarpone",
"cheese_bleu": "Bleu",
"cheese_colby_jack": "Colby Jack",
"cheese_camembert": "Camembert",
"cheese_gorgonzola": "Gorgonzola",
"cheese_mozzarella": "Mozzarella",
"cheese_roquefort": "Roquefort",
"cheese_provolone": "Provolone",
"cheese_monterey_jack": "Monterey Jack",
"cheese_muenster": "Muenster",
"cheese_cambozola": "Cambozola",
"cheese_jarlsberg": "Jarlsberg",
"cheese_bocconcini": "Bocconcini",
"cheese_cantal": "Cantal",
"cheese_emmental": "Emmental",
"cheese_havarti": "Havarti",
"cheese_burrata": "Burrata",
"cheese_cottage": "Cottage",
"cheese_asiago": "Asiago",
"cheese_wensleydale": "Wensleydale",
"cheese_pepper_jack": "Pepper Jack",
"cheese_queso_blanco": "Queso Blanco",
"cheese_pecorino": "Pecorino",
"cheese_raclette": "Raclette",
"cheese_fontina": "Fontina",
"cheese_reblochon": "Reblochon",
"cheese_port_salut": "Port Salut",
"cheese_brillat_savarin": "Brillat Savarin",
"cheese_cream": "Cream",
"cheese_stilton": "Stilton",
"cheese_taleggio": "Taleggio",
"cheese_manchego": "Manchego",
"cheese_edam": "Edam",
"cheese_gruyeye": "Gruyèye",
"cheese_parmigiano_reggiano": "Parmigiano Reggiano",
"cheese_epoisses": "Époisses",
"cheese_comte": "Comté",
"cheese_caciocavallo": "Caciocavallo",
"cheese_teleme": "Teleme",
"cheese_grana_padano": "Grana Padano",
"cheese_chaumes": "Chaumes",
"cheese_morbier": "Morbier",
"cheese_halloumi": "Halloumi",
"cheese_lancashire": "Lancashire",
"cheese_bleu_de_gex": "Bleu de Gex",
"cheese_fourme_d_ambert": "Fourme d'Ambert",
"cheese_fromage_blanc": "Fromage Blanc",
"cheese_red_leicester": "Red Leicester",
"cheese_bleu_d_auvergne": "Bleu d'Auvergne",
"cheese_pont_l_eveque": "Pont-l'Évêque",
"cheese_jl_grubb": "J&L Grubb",
"cheese_castello_blue": "Castello Blue",
"cheese_wagasi": "Wagasi",
"cheese_ayibe": "Ayibe",
"cheese_caravane": "Caravane",
"cheese_limburger": "Limburger",
"cheese_herve": "Herve",
"cheese_kashkaval": "Kashkaval",
"cheese_sirene": "Sirene",
"cheese_paski_sir": "Paški Sir",
"cheese_akkawi": "Akkawi",
"cheese_olomoucke_syrecky": "Olomoucké syrečky",
"cheese_anari": "Anari",
"cheese_danbo": "Danbo",
"cheese_hermelín": "Hermelín",
"cheese_trappista": "Trappista",
"cheese_stinking_bishop": "Stinking Bishop",
"cheese_banbury": "Banbury",
"cheese_sulguni": "Sulguni",
"cheese_hofoingi": "Höfðingi",
"cheese_urda": "Urdă",
"cheese_golka": "Gołka",
"cheese_rokpol": "Rokpol",
"cheese_telemea": "Telemea",
"cheese_bryndza": "Bryndza",
"cheese_parenica": "Parenica",
"cheese_kackavalj": "Kačkavalj",
"cheese_liptauer": "Liptauer",
"cheese_greve": "Grevé",
"cheese_korbaciky": "Korbáčiky",
"cheese_herrgardsost": "Herrgårdsost",
"cheese_vasterbottensost": "Västerbottensost",
"cheese_mish": "Mish",
"cheese_anejo": "Añejo",
"cheese_quesillo": "Quesillo",
"cheese_nacho": "Nacho",
"cheese_reggianito": "Reggianito",
"cheese_catupiry": "Catupiry",
"cheese_queso_paipa": "Queso Paipa",
"cheese_canastra": "Canastra",
"cheese_port_wine": "Port Wine",
"cheese_cados": "Cados",
"cheese_brie_de_meaux": "Brie de Meaux",
"job_default": "%0 is the default job for new citizens.",
"job_farmer": "Farmer",
"job_farmer_desc": "Farmers create %1 to feed your population. Each farmer generates %0 %1 per second. Farmers in excess of the %2 Farms constructed generate only %3 %1 per second.",
"job_lumberjack": "Lumberjack",
"job_lumberjack_desc": "Lumberjacks harvest %1 from the forests. Each lumberjack generates %0 %1 per second.",
"job_reclaimer": "Reclaimer",
"job_reclaimer_desc": "Reclaimers scavenge for dead things. Each reclaimer generates %0 bones and %1 flesh per second.",
"job_reclaimer_desc2": "Reclaimers scavenge for dead things. Each reclaimer generates %0 bones per second.",
"job_quarry_worker": "Quarry Worker",
"job_quarry_worker_desc1": "Quarry Workers mine %1 from rock quarries. Each quarry worker generates %0 %1 per second.",
"job_quarry_worker_desc2": "Quarry Workers mine %1 and %2 from rock quarries. Each quarry worker generates %0 %1 per second.",
"job_quarry_worker_smoldering": "Quarry Workers can alternatively be tasked with mining %0.",
"job_crystal_miner": "Crystal Miner",
"job_crystal_miner_desc": "Crystal miners carefully extract crystals from the ground to be used in magic artifacts. It is a delicate process that requires dedicated workers. Each crystal miner generates %0 %1 per second.",
"job_scavenger": "Scavenger",
"job_scavenger_desc": "Scavengers search the trash heaps of %0 looking for anything useful. Boosts production by %1%.",
"job_miner": "Miner",
"job_miner_desc1": "Miners dig up useful minerals from shafts dug deep in the ground. Each miner will extract copper from the ground.",
"job_miner_desc2": "Miners dig up useful minerals from shafts dug deep in the ground. Each miner will extract copper and iron from the ground.",
"job_miner_desc2_amber": "Miners dig up useful minerals from shafts dug deep in the ground. Each miner will extract copper, iron, and aluminium from the ground.",
"job_coal_miner": "Coal Miner",
"job_coal_miner_desc1": "Coal miners are a special breed of miner, willing to work the dirtiest of mines to extract coal from deep in the ground.",
"job_coal_miner_desc2": "Coal miners are a special breed of miner, willing to work the dirtiest of mines to extract coal and uranium from deep in the ground.",
"job_craftsman": "Craftsman",
"job_craftsman_desc": "Craftsmen can be assigned to craft various construction materials out of raw materials.",
"job_craftsman_hover": "Craftsmen will work diligently to produce the assigned resources.",
"job_cement_worker": "Cement Plant Worker",
"job_cement_worker_desc": "Cement plant workers turn stone into cement, each worker produces %0 cement and consumes 3 stone per second.",
"job_cement_worker_amber_desc": "Cement plant workers mix amber with minerals to create cement, each worker produces %0 cement and consumes 3 amber per second.",
"job_banker": "Banker",
"job_banker_desc": "Bankers manage your banks increasing tax revenue. Each banker increases tax income by %0%.",
"job_entertainer": "Entertainer",
"job_entertainer_desc": "Entertainers help combat the dreariness of everyday life. Each entertainer raises the morale of your citizens by %0%.",
"job_entertainer_desc2": "Entertainers help combat the dreariness of everyday life. Each entertainer raises the morale of your citizens by %0% and your max morale by %1%.",
"job_priest": "Priest",
"job_priest_desc": "Priests boost the effectiveness of temples.",
"job_priest_desc2": "Priests boost the effectiveness of temples and Ziggurats.",
"job_priest_desc3": "Priests also generate small amounts of Mana.",
"job_professor": "Professor",
"job_professor_desc": "Professors help educate your citizens and contribute to knowledge gain. Each professor generates %0 knowledge per second.",
"job_scientist": "Scientist",
"job_scientist_desc": "Scientists study the universe to expose its secrets. Each scientist generates %0 knowledge per second.",
"job_wizard": "Wizard",
"job_wizard_desc": "Wizards study the magical properties of the universe to expose its secrets. Each wizard generates %0 Knowledge and %1 Mana per second.",
"job_colonist": "Colonist",
"job_colonist_desc": "Colonists work hard to keep your %0 colony running smoothly and enhance various aspects of the colony.",
"job_space_miner": "Space Miner",
"job_space_miner_desc": "Space miners work in zero G mining asteroids. Each Space Miner increases the maximum number of mining ships that can be operated by 1.",
"job_hell_surveyor": "Surveyor",
"job_hell_surveyor_desc": "Surveyors are tasked with scouting the Hell dimension for Infernite. Workers are routinely killed by demonic creatures and must be protected by patrols. This is pretty much the worst job in the empire.",
"job_archaeologist": "Archaeologist",
"job_archaeologist_desc": "Archaeologists dig through ancient city dig sites looking for lost knowledge. Each archaeologist increases max knowledge by %0.",
"job_crew": "Ship Crew",
"job_crew_civ": "Civ Ship Crew",
"job_crew_mil": "Mil Ship Crew",
"job_crew_desc": "Ships often require crew members to operate.",
"job_unemployed": "Unemployed",
"job_unemployed_desc": "The number of unemployed citizens. Unemployed citizens lower morale and do not pay taxes. However, they also consume half rations.",
"job_hunter": "Hunter",
"job_hunter_desc": "Citizens not assigned to any other task will hunt for food. Military technology will boost effectiveness.",
"job_evil_hunter_desc": "Demons not assigned to any other task will hunt mortals for their souls, bones, and flesh. Military technology will boost effectiveness.",
"craftsman_assigned": "Craftsmen Assigned",
"craftsman_hover_bonus": "+%0% Craftsman %1",
"craftsman_hover_prod": "+%0 %1 /s",
"craftsman_hover_cost": "-%0 %1 /s",
"manual_crafting_hover_bonus": "+%0% Crafted %1",
"manual_crafting_hover_craft": "Craft:",
"manual_crafting_hover_use": "Use:",
"event_dna": "Some DNA molecules have replicated. You gain %0 DNA.",
"event_rna": "A meteor has impacted the planet bringing new genetic material with it. Gained %0 RNA.",
"event_inspiration": "Your scientists have become inspired. Knowledge generation has been doubled temporarily.",
"event_inspiration_bd": "Inspired",
"event_fire": "A fire has broken out destroying %0 lumber.",
"event_flare": "A solar flare has struck your planet %0 killing %1 citizens and igniting global firestorms.",
"event_flare2": "A solar flare has struck your planet %0 killing %1 citizens.",
"event_flare_bd": "Firestorm",
"event_raid1": "An attack by a rival city has been repelled, %0 soldiers were killed and %1 soldiers were wounded.",
"event_raid2": "Your city was raided, $%0 was stolen, %1 soldiers were killed and %2 soldiers were wounded.",
"event_siege1": "Rival cities have joined forces to destroy your city. You repelled the attack, but %0 soldiers were killed and %1 soldiers were wounded.",
"event_siege2": "Your city was sacked by a coalition of enemy forces. $%0 was stolen, %1 soldiers were killed and %2 soldiers were wounded.",
"event_terrorist1": "%0 soldiers were wounded by a terrorist attack against your security forces.",
"event_terrorist2": "%0 soldiers were wounded and %1 soldiers were killed by a terrorist attack against your security forces.",
"event_quake": "A powerful earthquake has been detected on %0, fortunately it hit an uninhabited region. Some of your scientists are concerned about the increase in quakes occurring since the World Collider was constructed.",
"event_doom": "A portal to Hell was accidentally opened on %0, a lone space marine wearing green armor somehow managed to stop the demonic invasion.",
"event_doom_alt": "A portal to heaven was accidentally opened on %0, a lone space marine wearing green armor somehow managed to stop the angelic invasion.",
"event_ruins": "An ancient cache of resources has been discovered.",
"event_tax_revolt": "Riots have broken out due to the excessively high taxes. Widespread damage has resulted in the loss of some resources.",
"event_slave_death1": "A slave has died from exhaustion.",
"event_slave_death2": "A slave was beaten to death.",
"event_slave_death3": "A slave was executed as example to the others.",
"event_slave_none": "Your underlings are plotting to overthrow you. You are weak. Prove your worth.",
"event_demon_influx": "A horde of %0 new demonic creatures has appeared around the fortress.",
"event_protest0": "The Homeowners Association is protesting that their %0's are too drafty.",
"event_protest1": "Citizens are protesting that too many migrant workers are stealing their jobs.",
"event_protest2": "Protests have broken out over your trade policies.",
"event_protest3": "Protests against police brutality have started after a drunken citizen was killed during a physical altercation with police.",
"event_protest4": "Someone who disagrees with your policies called you a racist. Protests are now occurring outside your office.",
"event_protest5": "Environmentalists are protesting basically everything that you do are disrupting the city.",
"event_protest6": "Protests turned violent when two opposing groups clashed with each other over whether pineapple should be allowed on pizza.",
"event_protest7": "A lone nutjob is protesting against aliens that he claims probed him has caused a disruption.",
"event_protest8": "A group is protesting against the social injustice that they need to work when animals don't.",
"event_protest9": "Protests have broken out after some officials were caught in a scandal.",
"event_protest": "Protests",
"event_spy": "A spy was caught and executed in the %0.",
"event_spy_fail": "A spy failed their mission in the %0.",
"evo_rna": "Creates %0 RNA",
"evo_dna_title": "Form DNA",
"evo_dna_desc": "Creates a new strand of DNA",
"evo_dna_effect": "Turn 2 RNA into 1 DNA",
"evo_membrane_title": "Membrane",
"evo_membrane_desc": "Evolve Membranes",
"evo_membrane_effect": "Increases RNA capacity by %0",
"evo_organelles_title": "Organelles",
"evo_organelles_desc": "Evolve Organelles",
"evo_organelles_effect": "Automatically generate %0 RNA",
"evo_nucleus_title": "Nucleus",
"evo_nucleus_desc": "Evolve Nucleus",
"evo_nucleus_effect": "Automatically consume 2 RNA to create %0 DNA",
"evo_eukaryotic_title": "Eukaryotic Cell",
"evo_eukaryotic_desc": "Evolve Eukaryotic Cell",
"evo_eukaryotic_effect": "Increases DNA capacity by %0",
"evo_mitochondria_title": "Mitochondria",
"evo_mitochondria_desc": "Evolve Mitochondria",
"evo_mitochondria_effect": "Increases the effect of membranes and eukaryotic cells",
"evo_sexual_reproduction_title": "Sexual Reproduction",
"evo_sexual_reproduction_desc": "Evolve Sexual Reproduction",
"evo_sexual_reproduction_effect": "Increases RNA generation from organelles",
"evo_phagocytosis_title": "Phagocytosis",
"evo_phagocytosis_desc": "Evolve Phagocytosis",
"evo_phagocytosis_effect": "Evolve in the direction of the animal kingdom. This is a major evolutionary fork.",
"evo_chloroplasts_title": "Chloroplasts",
"evo_chloroplasts_desc": "Evolve Chloroplasts",
"evo_chloroplasts_effect": "Evolve in the direction of the plant kingdom. This is a major evolutionary fork.",
"evo_plant_title": "Flora",
"evo_chitin_title": "Chitin",
"evo_chitin_desc": "Evolve Chitin",
"evo_chitin_effect": "Evolve in the direction of the fungi kingdom. This is a major evolutionary fork.",
"evo_multicellular_title": "Multicellular",
"evo_multicellular_desc": "Evolve Multicellular",
"evo_multicellular_effect": "Decreases cost of producing new nucleus.",
"evo_nucleus_boost": "Increases DNA generation from nucleus",
"evo_spores_title": "Spores",
"evo_spores_desc": "Evolve Spores",
"evo_poikilohydric_title": "Poikilohydric",
"evo_poikilohydric_desc": "Evolve Poikilohydric",
"evo_bilateral_symmetry_title": "Bilateral Symmetry",
"evo_bilateral_symmetry_desc": "Evolve Bilateral Symmetry",
"evo_bryophyte_title": "Bryophyte",
"evo_bryophyte_desc": "Evolve Bryophyte",
"evo_bryophyte_effect": "Continue evolving towards sentience",
"evo_athropods_title": "Arthropods",
"evo_athropods_desc": "Evolve Arthropods",
"evo_athropods_effect": "Evolve in the direction of arthropods. This is an evolutionary fork.",
"evo_mammals_title": "Mammals",
"evo_mammals_desc": "Evolve Mammals",
"evo_mammals_effect": "Evolve in the direction of mammals. This is an evolutionary fork.",
"evo_humanoid_title": "Humanoids",
"evo_humanoid_desc": "Evolve Humanoids",
"evo_humanoid_effect": "Evolve in the direction of humanoids. This is an evolutionary fork.",
"evo_gigantism_title": "Gigantism",
"evo_gigantism_desc": "Evolve Gigantism",
"evo_gigantism_effect": "Evolve in the direction of gigantism. This is an evolutionary fork.",
"evo_dwarfism_title": "Dwarfism",
"evo_dwarfism_desc": "Evolve Dwarfism",
"evo_dwarfism_effect": "Evolve in the direction of dwarfism. This is an evolutionary fork.",
"evo_animalism_title": "Animalism",
"evo_animalism_desc": "Evolve Animalism",
"evo_animalism_effect": "Evolve in the direction of animalism. This is an evolutionary fork.",
"evo_demonic_title": "Demonic",
"evo_demonic_desc": "Evolve Demonic",
"evo_demonic_effect": "Evolve in the direction of demons. This is an evolutionary fork.",
"evo_celestial_title": "Celestial",
"evo_celestial_desc": "Evolve Celestial",
"evo_celestial_effect": "Evolve in the direction of celestials. This is an evolutionary fork.",
"evo_eggshell_title": "Eggshell",
"evo_eggshell_desc": "Evolve Eggshell",
"evo_eggshell_effect": "Evolve in the direction of eggshells. This is an evolutionary fork.",
"evo_endothermic_title": "Endothermic",
"evo_endothermic_desc": "Evolve Endothermic",
"evo_endothermic_effect": "Evolve in the direction of avians. This is an evolutionary fork.",
"evo_ectothermic_title": "Ectothermic",
"evo_ectothermic_desc": "Evolve Ectothermic",
"evo_ectothermic_effect": "Evolve in the direction of reptiles. This is an evolutionary fork.",
"evo_warn_unwise": "This evolution is not recommended for this planet type",
"evo_aquatic_title": "Aquatic",
"evo_aquatic_desc": "Evolve Aquatic",
"evo_aquatic_effect": "Evolve in the direction of marine life. This is an evolutionary fork.",
"evo_fey_title": "Fey",
"evo_fey_desc": "Evolve Fey",
"evo_fey_effect": "Evolve in the direction of fey. This is an evolutionary fork.",
"evo_heat_title": "Inferno",
"evo_heat_desc": "Evolve Inferno",
"evo_heat_effect": "Evolve in the direction of heat resistant life. This is an evolutionary fork.",
"evo_polar_title": "Polar",
"evo_polar_desc": "Evolve Polar",
"evo_polar_effect": "Evolve in the direction of cold resistant life. This is an evolutionary fork.",
"evo_sand_title": "Sand",
"evo_sand_desc": "Evolve Sand",
"evo_sand_effect": "Evolve in the direction of desert life. This is an evolutionary fork.",
"evo_sentience_title": "Sentience",
"evo_sentience_desc": "Evolve Sentience",
"evo_sentience_effect": "Complete your evolution by evolving into a species which has achieved sentience.",
"evo_evolve": "Evolve",
"evo_pick_race": "Evolve into a %0. This completes evolution.",
"evo_bunker": "Challenge Gene",
"evo_bunker_effect": "Evolve the Challenge Gene",
"evo_bunker_flair": "Set down the path of Bunker",
"evo_start": "Select Sentience to Start",
"evo_challenge": "Opens the challenge mode gene pool",
"evo_challenge_genes": "Challenge Genes",
"evo_challenge_genes_desc": "Each Challenge Gene activated increases the quality of achievements earned.",
"evo_challenge_genes_mastery": "Higher quality achievements are worth more mastery.",
"evo_challenge_run": "Challenge Modes",
"evo_challenge_run_desc": "Challenge modes are game runs with special rules, each challenge is unique and has its own conditions and reward.",
"evo_scenario": "Scenarios",
"evo_scenario_desc": "Scenarios are games that have special starting conditions. Scenarios always enforce max difficulty and may significantly change gameplay. Scenarios can not be combined.",
"evo_challenge_plasmid": "No Starting Plasmids",
"evo_challenge_plasmid_effect": "Starting Plasmids have no effect",
"evo_challenge_mastery": "Weak Mastery",
"evo_challenge_mastery_effect": "Mastery is much weaker than normal",
"evo_challenge_trade": "No Free Trade",
"evo_challenge_trade_effect": "No marketplace trading (Trade routes Enabled)",
"evo_challenge_craft": "No Manual Crafting",
"evo_challenge_craft_effect": "No manual resource crafting",
"evo_challenge_crispr": "Weak CRISPR Discounts",
"evo_challenge_crispr_desc": "Weak CRISPR Cost Creep Discounts",
"evo_challenge_crispr_effect": "CRISPR cost creep discounts function at only 20%. Gain a random negative mutation.",
"evo_challenge_junker": "Genetic Dead End",
"evo_challenge_junker_desc": "You're a genetic disaster, inherit nothing but terrible traits from virtually every other race.",
"evo_challenge_junker_effect": "This forces on all four challenge genes. You will be stacked with horrible junk traits. Reach MAD for a special perk.",
"evo_challenge_junker_flair": "You will envy the dead",
"evo_challenge_scenario_warn": "Warning, you have low Mastery. This Scenario is not recommended at this time.",
"evo_challenge_cataclysm": "Cataclysm",
"evo_challenge_cataclysm_desc": "A cataclysm has destroyed your homeworld. You must survive without terrestrial resources.",
"evo_challenge_cataclysm_effect": "A massive earthquake has literally shaken your planet apart. Start with a space colony but no homeworld. Escape to a new world to win (Bioseed).",
"evo_challenge_cataclysm_warn": "This scenario is very slow paced. Not recommended for players with low prestige rewards.",
"evo_challenge_cataclysm_flair": "Do you like eggs?",
"evo_challenge_joyless": "Joyless",
"evo_challenge_joyless_desc": "Entertainment is disabled",
"evo_challenge_joyless_effect": "There will be no joy in your life, entertainers are disabled. Construct a Biodome to earn the achievement and remove the penalty.",
"evo_challenge_joyless_flair": "There is no joy in this life",
"evo_challenge_steelen": "Steelen",
"evo_challenge_steelen_desc": "Steel smelting is disabled",
"evo_challenge_steelen_effect": "Your species cannot figure out how to smelt Steel. You have to resort to other means to get any of it. Have the mettle to Bioseed with this challenge active and your dedication will be rewarded.",
"evo_challenge_steelen_flair": "Balls of steel",
"evo_challenge_decay": "Decay",
"evo_challenge_decay_desc": "All matter in this universe is unstable and decays",
"evo_challenge_decay_effect": "Resources decay at a rate determined by how much of it you are storing. Larger stores decay quicker. Destroy this universe to end the cycle of decay.",
"evo_challenge_decay_flair": "Decayed, but not forgotten. Who am I kidding? No one will remember you.",
"evo_challenge_emfield": "EM Field",
"evo_challenge_emfield_desc": "Electronics will malfunction",
"evo_challenge_emfield_effect": "Energy costs are higher and technology may fail you. You must ascend to win.",
"evo_challenge_emfield_flair": "The technophobia is real.",
"evo_challenge_discharge": "Discharge",
"evo_challenge_micro_warn": "You will not get credit for completing this challenge in a micro universe.",
"city_dist_outskirts": "Outskirts",
"city_dist_outskirts_desc": "Services that don't belong in the city proper can be found on the outskirts.",
"city_dist_residential": "Residential Block",
"city_dist_residential_desc": "The Residential Block is typically where most citizen housing is located.",
"city_dist_commercial": "Commercial District",
"city_dist_commercial_desc": "The Commercial District is where most business to consumer commerce takes place.",
"city_dist_science": "Science Sector",
"city_dist_science_desc": "The Science Sector is home to universities and other institutes of learning.",
"city_dist_military": "Military Complex",
"city_dist_military_desc": "The Military Complex is a militarized high security area of the city.",
"city_dist_trade": "Trade District",
"city_dist_trade_desc": "The Trade District is home to most of the cities business to business commerce.",
"city_dist_industrial": "Industrial Park",
"city_dist_industrial_desc": "The Industrial Park is where the cities heavy industries are located.",
"city_dist_utility": "Services & Utility Sectors",
"city_dist_utility_desc": "The Services & Utility Sector is where many utility structues are located.",
"city_gift": "Holiday Gift",
"city_gift_desc": "Open a special gift wrapped in festive paper",
"city_gift_msg": "You've received a gift of %0 %1!",
"city_gift2_msg": "You've open your gift, it contained %0!",
"city_egg_msg": "You've found %0 %1!",
"city_trick_msg": "You've found some candy, gained %0 %1!",
"city_ghost_msg": "You've spooked a ghost; it left behind %0 %1!",
"city_gather": "Gather %0",
"city_food": "Gather Food",
"city_food_desc": "Harvest and preserve %0 food",
"city_food_conjure": "Conjure Food",
"city_food_conjure_desc": "Create %0 food with magic",
"city_trick": "Trick or Treat!",
"city_trick_desc": "Gather %0 Candy from your neighbors",
"city_trick_conjure": "Conjure Candy",
"city_trick_conjure_desc": "Create %0 candy with magic",
"city_lumber": "Gather Lumber",
"city_lumber_desc": "Harvest %0 lumber from the land",
"city_lumber_conjure": "Conjure Lumber",
"city_lumber_conjure_desc": "Conjure %0 lumber with mana",
"city_dig": "Dig up Graves",
"city_dig_desc": "Dig up graves for %0 Bones",
"city_dig_conjour": "Conjure Bones",
"city_dig_conjour_desc": "Conjure %0 bones with mana",
"city_stone": "Gather Stone",
"city_stone_desc": "Gather %0 %1 from a quarry",
"city_stone_conjour": "Conjure Stone",
"city_stone_conjour_desc": "Conjure %0 %1 with mana",
"city_chrysotile_conjour": "Conjure Chrysotile",
"city_amber": "Gather Amber",
"city_amber_desc": "Gather %0 %1 from excess sap",
"city_amber_conjour": "Conjure Amber",
"city_evil": "Slaughter the Weak",
"city_evil_desc1": "Harvest the weak for bones",
"city_evil_desc2": "Harvest the weak for bones and souls",
"city_evil_desc3": "Harvest the weak for bones, souls, and flesh",
"city_evil_desc4": "Harvest the weak for bones and flesh",
"city_slave_market": "Slave Market",
"city_slave_market_desc": "Buy a Slave",
"city_garrison": "Barracks",
"city_garrison_desc": "Increases soldier capacity",
"city_hospital": "Hospital",
"city_hospital_desc": "Heals wounded soldiers",
"city_hospital_effect": "Soldiers heal %0% faster",
"city_hospital_effect2": "Increases population growth rate",
"city_boot_camp": "Boot Camp",
"city_boot_camp_desc": "Trains Soldiers",
"city_boot_camp_effect": "New soldiers train %0% faster",
"city_boot_camp_effect2": "Spy training reduced by %0 seconds",
"city_basic_housing_title": "Cabin",
"city_basic_housing_orc_title": "Hut",
"city_basic_housing_wolven_title": "Den",
"city_basic_housing_entish_title": "Grove",
"city_basic_housing_nest_title": "Nest",
"city_basic_housing_sporgar_title": "Spore Nest",
"city_basic_housing_unicorn_title": "Stable",
"city_basic_housing_seraph_title": "Villa",
"city_basic_housing_sand_title": "Tent",
"city_basic_housing_title7": "Lair",
"city_basic_housing_title8": "Burrow",
"city_basic_housing_desc": "Basic housing for one citizen",
"city_basic_housing_trash_title": "Shanty",
"city_grove_effect": "+%0% Amber from Citizens",
"city_cottage_title1": "Cottage",
"city_cottage_title2": "Spore Colony",
"city_cottage_title3": "Den of Evil",
"city_cottage_title4": "Manor",
"city_cottage_title5": "Chalet",
"city_cottage_desc": "Cozy housing for 2 citizens",
"city_apartment_title1": "Apartment",
"city_apartment_title2": "Spore Nexus",
"city_apartment_title3": "Citadel",
"city_apartment_title4": "Ivory Tower",
"city_apartment_desc": "Housing complex for 5 citizens",
"city_lodge": "Lodge",
"city_lodge_desc": "Increases hunter capacity",
"city_lodge_desc_alt": "Provides housing",
"city_smokehouse": "Smokehouse",
"city_silo": "Grain Silo",
"city_food_storage": "Increases food storage capacity",
"city_soul_well": "Soul Well",
"city_soul_well_desc": "Attracts Souls",
"city_soul_well_effect": "+%0 Soul Generation",
"city_slave_pen": "Slave Pen",
"city_slave_pen_effect": "Houses slaves captured in combat. Each pen can hold %0 slaves.",
"city_slave_pen_effect2": "You are currently housing %0 out of %1 possible slaves.",
"city_farm": "Farm",
"city_farm_desc": "Produces food",
"city_farm_effect": "Provides work for Farmers",
"city_farm_flair1": "100% Organic",
"city_farm_flair2": "100% Inorganic",
"city_compost_heap": "Compost Heap",
"city_compost_heap_desc": "Decays Organic Matter",
"city_compost_heap_effect": "+%0 Food/s",
"city_compost_heap_effect2": "-%0 %1/s",
"city_compost_heap_effect3": "+%0 Max Food",
"city_mill_title1": "Mill",
"city_mill_title2": "Windmill",
"city_mill_desc1": "Increases farming efficiency by %0%",
"city_mill_desc2": "+%0% Farming efficiency OR +%1MW",
"city_mill_effect1": "for power,",
"city_mill_effect2": "for grain mill.",
"city_windmill_desc": "Generates +%0MW from wind",
"city_shed_title1": "Shed",
"city_shed_title2": "Barn",
"city_shed_title3": "Warehouse",
"city_shed_desc": "A %0 facility for your various resources",
"city_shed_desc_size1": "small storage",
"city_shed_desc_size2": "storage",
"city_shed_desc_size3": "large storage",
"city_storage_yard": "Freight Yard",
"city_storage_yard_desc": "Increases crate capacity",
"city_storage_yard_msg": "You have unlocked a new method of resource management. To manage crates, click the + symbol next to a resource or use the Storage tab under the Resource heading.",
"city_warehouse": "Container Port",
"city_warehouse_desc": "Increases container capacity",
"city_warehouse_msg": "You can now construct containers. To manage containers, click the + symbol next to a resource or use the Storage tab under the Resource heading.",
"city_bank": "Bank",
"city_bank_desc": "Bank of %0",
"city_pylon": "Pylon",
"city_graveyard": "Graveyard",
"city_graveyard_desc": "Increases bone production",
"city_graveyard_effect": "+%0% Reclaimer Bones",
"city_lumber_yard": "Lumber Yard",
"city_lumber_yard_desc": "Increases lumber production",
"city_lumber_yard_effect": "+%0% Lumber Production",
"city_sawmill": "Sawmill",
"city_sawmill_desc": "Increases lumber output",
"city_sawmill_effect1": "Lumberjack efficiency +%0%",
"city_sawmill_effect2": "+%0% Plywood Crafting",
"city_sawmill_effect3": "Each powered sawmill uses %1MW but produces %0% more lumber",
"city_rock_quarry": "Rock Quarry",
"city_rock_quarry_desc": "Allows workers to quarry for stone",
"city_rock_quarry_effect1": "+%0% Quarry Efficiency",
"city_rock_quarry_effect2": "If powered consumes %1MW but increases rock yield by %0%",
"city_cement_plant": "Cement Plant",
"city_cement_plant_desc": "Employs cement plant workers",
"city_cement_plant_effect1": "+%0 Max Cement Plant Workers",
"city_cement_plant_effect2": "If powered consumes %0MW but increases cement production by %1%",
"city_cement_plant_bd": "C. Plant",
"city_crafted_mats": "+%0% Crafted Materials",
"city_foundry": "Foundry",
"city_foundry_desc": "Manufacture building materials from raw materials",
"city_foundry_msg1": "You have unlocked a new type of resource that is crafted from other materials. To manually craft this type of resource, use the +1, +5, and +A buttons next to the resource to create different amounts of it. Craftsmen can also be assigned to automatically craft these.",
"city_foundry_msg2": "You have unlocked a new type of resource that is crafted from other materials. Assign Craftsmen to automatically craft these.",
"city_foundry_effect1": "+%0 Craftsman",
"city_foundry_effect2": "+%0% Brick Crafting",
"city_factory": "Factory",
"city_factory_desc": "Produces manufactured goods",
"city_factory_effect": "Factories can be used to produce any number of manufactured goods.",
"city_smelter": "Smelter",
"city_smelter_desc": "Increase iron output",
"city_smelter_effect1": "Smelters increase Iron yield by %0% per smelter but require fuel to operate.",
"city_smelter_effect2": "Smelters can either increase Iron yield by %0% per smelter or produce Steel by consuming Iron and Coal. Smelters require fuel to operate.",
"city_smelter_flair1": "40% Zinc, 40% Titanium, 30% Iron,",
"city_smelter_flair2": "40% Dolomite, 40% Lead, 0.04% Nickel",
"city_metal_refinery": "Metal Refinery",
"city_metal_refinery_desc": "Refines aluminium",
"city_metal_refinery_effect": "Enables aluminium mining by quarry workers and boosts aluminium production by %0%.",
"city_metal_refinery_effect_alt": "Enables aluminium mining by miners and boosts aluminium production by %0%.",
"city_metal_refinery_effect2": "If powered consumes %2MW but boosts aluminium production by %1% instead of %0%.",
"city_mine": "Mine",
"city_mine_desc": "Employs miners",
"city_mine_effect1": "+1 Max Miner",
"city_mine_effect2": "If powered consumes %0MW but increases ore yield by %1%",
"city_coal_mine": "Coal Mine",
"city_coal_mine_desc": "Employs coal miners",
"city_coal_mine_effect1": "+1 Max Coal Miner",
"city_coal_mine_effect2": "If powered consumes %0MW but increases coal yield by %1%",
"city_oil_well": "Oil Derrick",
"city_oil_well_desc": "Extract oil from deep underground",
"city_oil_well_effect": "+%0 oil per second. +%1 Max Oil.",
"city_oil_depot": "Fuel Depot",
"city_oil_depot_desc": "Special storage for fuels",
"city_trade": "Trade Post",
"city_trade_desc": "Increases trade route capacity",
"city_trade_effect": "+%0 Trade Routes",
"city_wharf": "Wharf",
"city_wharf_desc": "Wharves offer a place for ships to dock",
"city_wharf_effect": "+1% Trade Route Profitability",
"city_tourist_center": "Tourist Center",
"city_tourist_center_desc": "Generates tourism revenue",
"city_tourist_center_effect1": "-50 %0 per Tourist Center",
"city_tourist_center_effect2": "+$%0 per Amphitheatre",
"city_tourist_center_effect3": "+$%0 per Casino",
"city_tourist_center_effect4": "+$%0 per Monument",
"city_amphitheatre": "Amphitheatre",
"city_amphitheatre_desc": "A stage for the performing arts",
"city_amphitheatre_flair": "Admission is free, but tomatoes are $9.99 each.",
"city_casino": "Casino",
"city_casino_flair": "The house always wins.",
"city_casino_space_flair": "The seedy part of space.",
"city_max_entertainer": "+%0 Max Entertainer",
"city_max_morale": "+1% Max Morale",
"city_temple": "Temple",
"city_temple_desc": "Your race believes it was created by a species of %0. Devote a temple to them.",
"city_temple_effect1": "Increases production by %0%.",
"city_temple_effect2": "Increases the production effect of Plasmids by %0%.",
"city_temple_effect3": "+1 Trade Route",
"city_temple_effect4": "+2.5% Tax Income",
"city_temple_effect5": "Increases the storage effect of Anti-Plasmids by %0%.",
"city_temple_effect6": "+1 Max Priest",
"city_shrine": "Shrine",
"city_shrine_desc": "Unicorn Shrine",
"city_shrine_effect": "Combined All Shrines",
"city_shrine_morale": "+%0% Morale",
"city_shrine_metal": "+%0% Metals Production",
"city_shrine_know": "+%0 Max Knowledge",
"city_shrine_know2": "+%0% University Knowledge",
"city_shrine_tax": "+%0% Tax Income",
"city_s_alter": "Sacrificial Altar",
"city_s_alter_desc": "Click to consume a citizen",
"city_s_alter_sacrifice": "Sacrifices Available: %0",
"city_s_alter_rage": "Combat: +%0% [%1]",
"city_s_alter_regen": "Regeneration: +%0% [%1]",
"city_s_alter_mind": "Knowledge Gain: +%0% [%1]",
"city_s_alter_mine": "Miners: +%0% [%1]",
"city_s_alter_harvest": "%2: +%0% [%1]",
"city_max_knowledge": "+%0 Max Knowledge",
"city_university": "University",
"city_university_desc": "%0 University",
"city_university_effect": "+1 Max Professor",
"city_library": "Library",
"city_library_desc": "Library of %0",
"city_library_effect": "+%0% Knowledge Production",
"city_wardenclyffe": "Wardenclyffe",
"city_babel": "Babel",
"city_babel_title": "Tower of Babel",
"city_wizard_tower_title": "Wizard Tower",
"city_wardenclyffe_desc": "Advanced science facility",
"city_wardenclyffe_effect1": "+1 Max %0",
"city_wardenclyffe_effect2": "If powered uses %0MW but increases its Max Knowledge to %1",
"city_wardenclyffe_effect3": "If powered uses %0MW but increases its Max Knowledge to %1 and morale by %2%",
"city_wardenclyffe_effect4": "+%0% Laboratory Knowledge",
"city_wardenclyffe_flair1": "I don't care that they stole my idea...",
"city_wardenclyffe_flair2": "I care that they don't have any of their own.",
"city_babel_flair": "A vantage point to challenge the heavens.",
"city_wizard_tower_flair": "He that breaks a thing to find out what it is has left the path of wisdom.",
"city_biolab": "Bioscience Lab",
"city_biolab_desc": "Bioscience Laboratory",
"city_coal_power": "Coal Powerplant",
"city_coal_power_desc": "Generates electricity from coal",
"city_coal_power_effect": "-%0 Coal per second.",
"city_hydro_power": "Hydroelectric Dam",
"city_hydro_power_desc": "Generates electricity",
"city_mana_engine": "Mana Engine",
"city_mana_engine_desc": "Generates electricity from Mana",
"city_mana_engine_effect": "-%0 Mana per second.",
"city_coal_ash": "Coal Ash",
"city_oil_power": "Oil Powerplant",
"city_oil_power_desc": "Generates electricity from oil",
"city_oil_power_effect": "-%0 Oil per second.",
"city_wind_power": "Wind Farm",
"city_wind_power_desc": "Generates electricity from wind",
"city_fission_power": "Fission Reactor",
"city_fission_power_desc": "Uses nuclear fission to generate large amounts of power",
"city_fission_power_effect": "-%0 Uranium per second.",
"city_mass_driver": "Mass Driver",
"city_mass_driver_desc": "Electromagnetic launch system",
"city_mass_driver_effect": "-%0% Oil and Helium-3 costs inside the %1 star system.",
"city_mass_driver_effect2": "Exotic Lab +%0 Max Knowledge for each %1.",
"city_on": "ON",
"city_off": "OFF",
"tech_era_primitive": "Primitive",
"tech_era_discovery": "Discovery",
"tech_era_civilized": "Civilized",
"tech_era_industrialized": "Industrialized",
"tech_era_globalized": "Globalized",
"tech_era_early_space": "Early Space",
"tech_era_deep_space": "Deep Space",
"tech_era_interstellar": "Interstellar",
"tech_era_intergalactic": "Intergalactic",
"tech_era_dimensional": "Dimensional",
"tech_dist_research": "Research",
"tech_dist_upgrade": "Upgrades",
"tech_dist_category": "Category",
"tech_dist_stone_gathering": "Stone Gathering",
"tech_dist_lumber_gathering": "Lumber Gathering",
"tech_dist_science": "Science & Knowledge",
"tech_dist_housing": "Housing & Population",
"tech_dist_agriculture": "Agriculture",
"tech_dist_compost": "Composting",
"tech_dist_souls": "Souls",
"tech_dist_storage": "Storage",
"tech_dist_power_generation": "Fuel & Power Generation",
"tech_dist_crafting": "Crafting & Factories",
"tech_dist_entertainment": "Entertainment & Morale",
"tech_dist_banking": "Banking & Income",
"tech_dist_mining": "Mining & Metal Processing",
"tech_dist_queues": "Queues",
"tech_dist_government": "Government",
"tech_dist_spies": "Spies & Espionage",
"tech_dist_market": "Market & Trading",
"tech_dist_genes": "Genes & CRISPR",
"tech_dist_progress": "Cultural Advancement",
"tech_dist_arpa": "A.R.P.A.",
"tech_dist_stellar_engine": "Stellar Engine",
"tech_dist_ai_core": "AI Core & Citadel Station",
"tech_dist_reclaimer": "Reclaimers",
"tech_dist_slaves": "Slaves",
"tech_dist_sacrifice": "Sacrifice",
"tech_dist_military": "Military & Combat",
"tech_dist_hell_dimension": "Hell Dimension",
"tech_dist_cement": "Cement Production",
"tech_dist_religion": "Temples & Religion",
"tech_dist_space_exploration": "Space Exploration",
"tech_dist_space_mining": "Space Mining",
"tech_dist_special": "Special Technologies",
"tech_dist_andromeda": "Andromeda Exploration",
"tech_dist_andromeda_ships": "Andromeda Starships",
"tech_dist_magic": "Magic",
"tech_club": "Club",
"tech_club_desc": "Make a basic club",
"tech_bone_tools": "Bone Tools",
"tech_bone_tools_desc": "Create tools out of animal bones",
"tech_wooden_tools": "Wooden Tools",
"tech_wooden_tools_desc": "Create tools out of Lumber",
"tech_sundial": "Sundial",
"tech_sundial_desc": "Construct a sundial",
"tech_sundial_effect": "Start tracking the days and begin building a settlement.",
"tech_sundial_msg": "You have founded a settlement.",
"tech_housing": "Housing",
"tech_housing_desc": "Discover Housing",
"tech_housing_effect": "Learn to construct basic housing for your citizens.",
"tech_cottage1": "Cottage",
"tech_cottage2": "Spore Colony",
"tech_cottage_desc": "Design a newer housing unit",
"tech_cottage_effect": "Learn to construct more comfortable housing for couples.",
"tech_apartment1": "Apartments",
"tech_apartment2": "Spore Nexus",
"tech_apartment_effect": "Design high occupancy housing complexes.",
"tech_arcology": "Arcology",
"tech_arcology_effect": "A mega housing project, the Arcology, is the apex of housing. This does it all, housing for both civilians and military, and it provides basic services for the region.",
"tech_housing_cost": "Reduce cost of housing",
"tech_steel_beams": "Steel Beams",
"tech_steel_beams_effect": "Reduce material costs of %0s and %1s by introducing strong steel beams.",
"tech_mythril_beams": "Mythril Beams",
"tech_mythril_beams_effect": "Reduce material costs of %0s and %1s by introducing unbreakable mythril beams.",
"tech_neutronium_walls": "Neutronium Walls",
"tech_neutronium_walls_effect": "Reduce material costs of %0s and %1s by adding load bearing walls made out of Neutronium.",
"tech_bolognium_alloy_beams": "Bolognium Alloy Beams",
"tech_bolognium_alloy_beams_effect": "New beams made out of a Bolognium-Adamantite alloy will make constructing %0 and %1 cheaper than ever.",
"tech_aphrodisiac": "Aphrodisiac",
"tech_aphrodisiac_desc": "Study population growth and how to enhance it",
"tech_aphrodisiac_effect": "Develop a substance that aids with population growth.",
"tech_fertility_clinic": "Fertility Clinic",
"tech_fertility_clinic_effect": "Add fertility clinics to your hospitals. Boost population growth rate.",
"tech_smokehouse": "Smokehouse",
"tech_smokehouse_desc": "Devise a method of preserving meat",
"tech_smokehouse_effect": "Create plans for a long-term storage medium for meat.",
"tech_lodge": "Hunting Lodge",
"tech_lodge_alt": "Lodge",
"tech_lodge_effect": "Design a hunting lodge to help bolster your food income.",
"tech_lodge_effect_alt": "Design a lodge to help bolster your population.",
"tech_soul_well": "Soul Well",
"tech_soul_well_effect": "Attract souls for consumption",
"tech_compost": "Composting",
"tech_compost_desc": "Create composting heaps",
"tech_compost_effect": "You require decaying matter to survive, composting heaps will feed your people as long as you can keep them supplied with organic matter.",
"tech_hot_compost": "Hot Composting",
"tech_hot_compost_effect": "Introducing heat to your composting piles will accelerate the process producing more food.",
"tech_mulching": "Mulching",
"tech_mulching_effect": "Mulch your dead matter before composting it to accelerate food production process.",
"tech_adv_mulching": "Advanced Mulching",
"tech_adv_mulching_effect": "Mulch your materials into much finer chunks for more exquisite decomposition. Increases food production of compost heaps.",
"tech_agriculture": "Agriculture",
"tech_agriculture_desc": "Discover the basics of agriculture",
"tech_agriculture_effect": "Learn to plant crops and harvest them for food.",
"tech_farm_house": "Farm Houses",
"tech_farm_house_desc": "Add a house to every farm",
"tech_farm_house_effect": "Learn the joys of a short commute by living at work!",
"tech_irrigation": "Irrigation",
"tech_irrigation_desc": "Discover the benefits of irrigation",
"tech_irrigation_effect": "Increase farm efficiency by 66% with irrigation.",
"tech_silo": "Grain Silo",
"tech_silo_desc": "Devise a structure to house grain",
"tech_silo_effect": "Create plans for a storage medium for food.",
"tech_mill": "Grain Mill",
"tech_mill_desc": "Develop mills to increase food production",
"tech_mill_effect": "Create plans for a grain mill. Grain mills boost farm effectiveness.",
"tech_windmill": "Windmill",
"tech_windmill_desc": "Upgrade your grain mills with windmill sail",
"tech_windmill_effect": "Add a windmill sail to your grain mills, boosts the effectiveness of mills.",
"tech_windturbine": "Wind Turbine",
"tech_windturbine_effect": "Add a turbine to your windmills, allowing you to use them for power instead of milling.",
"tech_wind_plant_effect": "Design a renewable energy source powered by wind.",
"tech_gmfood": "GM Food",
"tech_gmfood_desc": "Genetically Modified Food",
"tech_gmfood_effect": "Genetically modify your crops to yield more usable food.",
"tech_foundry": "Foundry",
"tech_foundry_effect": "Design the foundry, a place for craftsmen to produce manufactured materials.",
"tech_artisans": "Artisans",
"tech_artisans_effect": "Craftsmen produce an extra 3% for each Foundry.",
"tech_apprentices": "Apprentices",
"tech_apprentices_effect": "Each craftsman beyond the first assigned to a resource increases production of that resource by 3%.",
"tech_carpentry": "Carpentry",
"tech_carpentry_effect": "Sawmills increase Plywood production by 2%.",