forked from freeorion/freeorion
/
en.txt
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/
en.txt
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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]]
# appended to names of systems if they are empty
EMPTY_SPACE
''''''
# appended to names of systems
UNEXPLORED_REGION
''' (unexplored)'''
UNEXPLORED_SYSTEM
''' (unexplored)'''
NOT_APPLICABLE
N/A
BOMBER
Bomber
INTERCEPTOR
Interceptor
DEFAULT_EMPIRE_NAME
Terran Imperium
DEFAULT_PLAYER_NAME
Human_Player
MONSTER
Monster
PASSED
<rgba 0 255 0 255>(PASSED)</rgba>
FAILED
<rgba 255 0 0 255>(FAILED)</rgba>
ALL_OF
All Of:
ANY_OF
Any Of:
DUMP
Debug Data Dump
UNOWNED
Unowned
NOWHERE
Cannot be produced
# Prefix to use for menu items that will open a pedia entry
POPUP_MENU_PEDIA_PREFIX
'''Help: '''
GENERAL
General
TEST
Test
BALANCE
Balance
CONTENT
Content
MULTIPLAYER
Multiplayer
##
## Major errors
##
ERROR_SOUND_INITIALIZATION_FAILED
'''OpenAL audio system initialization failed.
Check log files for more detailed messages.
'''
OPENGL_VERSION_LOW_TITLE
OpenGL Version Low
OPENGL_VERSION_LOW_TEXT
'''The OpenGL version on this system is less than 2.0
FreeOrion may crash while starting.'''
# Used as a prefix for the FORMAT_LIST_[1-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_PLURAL_HEADER
There are:
# Used as a prefix for the FORMAT_LIST_0_ITEMS translation entry.
FORMAT_LIST_DEFAULT_SINGLE_HEADER
There is one:
FORMAT_LIST_DEFAULT_EMPTY_HEADER
There are none.
# Used as a prefix for the FORMAT_LIST_[0-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_DUAL_HEADER
There are:
FORMAT_LIST_0_ITEMS
%1%
FORMAT_LIST_1_ITEMS
%1% %2%.
FORMAT_LIST_2_ITEMS
%1% %2% and %3%.
FORMAT_LIST_3_ITEMS
%1% %2%, %3% and %4%.
FORMAT_LIST_4_ITEMS
%1% %2%, %3%, %4% and %5%.
FORMAT_LIST_5_ITEMS
%1% %2%, %3%, %4%, %5% and %6%.
FORMAT_LIST_6_ITEMS
%1% %2%, %3%, %4%, %5%, %6% and %7%.
FORMAT_LIST_7_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7% and %8%.
FORMAT_LIST_8_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8% and %9%.
FORMAT_LIST_9_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9% and %10%.
FORMAT_LIST_10_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10% and %11%.
FORMAT_LIST_MANY_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10%, %11% ...
##
## Build Projects
##
PROJECT_BT_STOCKPILE
Stockpile Transfer
PROJECT_BT_STOCKPILE_SHORT_DESC
Transfers PP into the imperial stockpile
PROJECT_BT_STOCKPILE_DESC
'''Production Points (PP) allocated to the transfer project are added to the [[encyclopedia STOCKPILE_TITLE]]. The amount to transfer and how many times the transfer should repeat can be specified.
Only PP that are produced in the same supply-group (and none from the imperial stockpile) are allocated to the stockpile transfer project.
Surplus PP (PP not allocated to anything on the queue) at this or any other location will be transferred to the stockpile with or without a stockpile transfer project on the queue. PP allocated to a stockpile transfer are sent to the stockpile, even if there are additional items later in the production queue.
For example: An empire wants to draw PP from the stockpile in a secondary supply-group, in which there is insufficient PP being generated. To do this, the stockpile needs to be filled from the primary supply-group. The empire has 100 PP industry in the primary supply-group, its stockpile use limit is 10 PP and it wants to have 10 PP always available in the stockpile. The build queue contains items on planets in the primary supply-group which need 120 PP per turn, so all available PP would be used.
To be able to use the PP in the secondary supply-group, the empire adds to the top of the queue a 10x Stockpile Transfer project on a planet in the primary supply-group.
Because the Stockpile Transfer project is above other primary supply-group projects in the build queue, it is fully funded and will increase the stockpile by 10 PP on the next turn. To ensure a continuing transfer each turn, the repetition of the project is set to 99 times.'''
##
## Predefined Ship Designs (located in default/scripting/ship_designs/)
##
SD_CARRIER
Escort Carrier
SD_CARRIER_DESC
Carrier designed to defend other armed vessels by launching interceptor squadrons.
SD_CARRIER_2
Fleet Carrier
SD_CARRIER_2_DESC
Carrier designed for offensive fleet action with attack bomber squadrons and mass drivers.
SD_SCOUT
Scout
SD_SCOUT_DESC
Small and cheap unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_2
Radar Scout
SD_SCOUT_2_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_3
Scanner Scout
SD_SCOUT_3_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_4
Sensor Scout
SD_SCOUT_4_DESC
Small and cheap unarmed vessel equipped with improved [[metertype METER_DETECTION]] designed for recon and exploration. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ENG_SCOUT
Energy Scout
SD_ENG_SCOUT_DESC
Small and fast unarmed vessel designed for recon and exploration. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]
SD_SMALL_MARK_1
Corvette M
SD_SMALL_MARK1_DESC
Small and cheap mass-driver ship. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_MARK_1
Frigate Ms
SD_MARK1_DESC
Basic mass-driver frigate. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_1
Cruiser Ms
SD_LARGE_MARK1_DESC
Cruiser equipped for long range independent action with improved weapons and armor. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_2
Cruiser Lz
SD_LARGE_MARK2_DESC
Cruiser equipped for long range independent action. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_3
Destroyer Ms
SD_LARGE_MARK3_DESC
Destroyer equipped for fleet actions. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_4
Destroyer Lz
SD_LARGE_MARK4_DESC
Destroyer equipped for fleet actions with improved lasers and armor. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ROBOTIC_OUTPOST
Robotic Outpost
SD_ROBOTIC_OUTPOST_DESC
Can establish outposts on faraway worlds.
SD_ROBO_FLUX_SCOUT
Flux Scout
SD_ROBO_FLUX_SCOUT_DESC
Fast scouting hull with some stealth abilities
SD_ROBO_FLUX_TROOPS
Flux Troops
SD_ROBO_FLUX_TROOPS_DESC
Fast troop carrier
SD_ROBO_FLUX_TROOPS_HVY
Flux Heavy Troops
SD_ROBO_FLUX_TROOPS_HVY_DESC
Fast advanced troop carrier
SD_ROBOTIC1
Robocruiser Mfs
SD_ROBOTIC1_DESC
Cruiser designed for fleet and independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC2
Destroyer Mfs DG
SD_ROBOTIC2_DESC
Robotic hull equipped for fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC3
Robocruiser Lzi
SD_ROBOTIC3_DESC
Robotic ship equipped for long range independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER1
Fleet Carrier MBs
SD_ROBOTIC_CARRIER1_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER2
Fleet Carrier LBz
SD_ROBOTIC_CARRIER2_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER3
Escort Carrier MIs
SD_ROBOTIC_CARRIER3_DESC
Escort Carrier designed for convoy and picket duties. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_GRAVITATING1
Battleship Pfd DS
SD_GRAVITATING1_DESC
Self-gravitating battleship equipped for large fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_GRAVITATING2
Battleship Dfx BS
SD_GRAVITATING2_DESC
Large state-of-art battleship armed and protected with top technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_ROBO_TITAN1
Dreadnaught
SD_ROBO_TITAN1_DESC
Large state-of-art battleship armed and protected with the latest technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_AST_1
Rock Destroyer (L)
SD_AST_1_DESC
Asteroid hull designed for fleet action. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]
SD_COLONY_SHIP
Colony Ship
SD_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_CRYONIC_COLONY_SHIP
Cryonic Colony Ship
SD_CRYONIC_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_OUTPOST_SHIP
Outpost Ship
SD_OUTPOST_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ORG_OUTPOST_SHIP
Organic Outpost Ship
SD_ORG_OUTPOST_SHIP_DESC
Unarmed organic vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]
SD_COLONY_BASE
Colony Base
SD_COLONY_BASE_DESC
Unarmed vessel capable of creating a [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_CRYONIC_COLONY_BASE
Cryonic Colony Base
SD_CRYONIC_COLONY_BASE_DESC
Unarmed vessel capable of creating a large [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_OUTPOST_BASE
Outpost Base
SD_OUTPOST_BASE_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]] in the system where it is produced. [[SHIPDESIGN_NO_TRAVEL]]
SD_BASE_DECOY
Comsat
SD_BASE_DECOY_DESC
Unarmed satellite that can trigger planetary defenses even against passive enemies, but otherwise does nothing except get in the way of enemy fire. Can be built at any planet colonized by a shipbuilding species, does not require a [[buildingtype BLD_SHIPYARD_BASE]].
SD_TROOP_DROP
Troop Drop
SD_TROOP_DROP_DESC
Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]] in the same system.
SD_TROOP_DROP_HVY
Heavy Troop Drop
SD_TROOP_DROP_HVY_DESC
Carries a brigade of ground advanced [[SHIPDESIGN_PLANET_INVASION]] in the same system.
SD_SMALL_TROOP_SHIP
Small Troop Ship
SD_SMALL_TROOP_SHIP_DESC
Carries a brigade of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_TROOP_SHIP
Troop Ship
SD_TROOP_SHIP_DESC
Carries 3 brigades of ground [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_DRAGON_TOOTH
Dragon Tooth
SD_DRAGON_TOOTH_DESC
Ancient ship design with advanced weaponry and defensive systems. [[BLD_SHIPYARD_BASE_REQUIRED]]
##
## Monsters
##
SM_MONSTER
Monster
SM_KRILL_1
Small Krill Swarm
SM_KRILL_1_DESC
[[SM_KRILL_MACRO_1]]. Though normally not aggressive, their numbers, even low, become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]]
SM_KRILL_2
Medium Krill Swarm
SM_KRILL_2_DESC
[[SM_KRILL_MACRO_1]]. Though normally not aggressive, their growing numbers become a hazard for navigation and block resupply. [[SM_KRILL_MACRO_2]]
SM_KRILL_3
Large Krill Swarm
SM_KRILL_3_DESC
[[SM_KRILL_MACRO_1]]. When in large enough numbers, they begin to become aggressive towards ships. [[SM_KRILL_MACRO_2]]
SM_KRILL_4
Plague of Krill
SM_KRILL_4_DESC
[[SM_KRILL_MACRO_1]]. Krill behavior changes radically when a critical population is reached-- somewhere in the 10s of millions. The normally flighty Krill become aggressive, attacking ships and destroying orbital structures. [[SM_KRILL_MACRO_2]]
SM_TREE
Dyson Forest
SM_TREE_DESC
A "forest" made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to eradicate. If not destroyed, they will periodically send out a seed through the starlanes to colonize other star systems. A [[SM_TREE]] seed is known as a [[predefinedshipdesign SM_FLOATER]], and may be difficult to detect. When a Dyson Forest grows, Space Krill often start nesting inbetween the trees.
SM_FLOATER
Floater
SM_FLOATER_DESC
A gas-filled bulbous sac drifting through space, sent as a seed by a [[predefinedshipdesign SM_TREE]] to found a new forest around other stars. It is generally advisable to destroy [[SM_FLOATER]]s as soon as possible. However, they are small and difficult to detect; it will generally require the [[tech SPY_DETECT_2]] technology to do so.
SM_DRAGON
Vacuum Dragon
SM_DRAGON_DESC
A terrifying giant monster that prowls space for prey, wreaking havoc on populated areas.
SM_DRONE
Drone
SM_DRONE_DESC
A tool of a forgotten war, still fulfilling its original purpose: to mindlessly attack any ships in range.
SM_DRONE_FACTORY
Drone Factory
SM_DRONE_FACTORY_DESC
A production facility built in some long-forgotten war to defend long-vanished builders, Amazingly, it still functions, slowly producing new Drone Fighters.
SM_GUARD_0
Maintenance Ship
SM_GUARD_0_DESC
An unmanned ship programmed by the Precursors to maintain the starlane entries of the system. It is armed only lightly, but will attack all intruders.
SM_GUARD_1
Sentry
SM_GUARD_1_DESC
A small unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_2
Sentinel
SM_GUARD_2_DESC
An unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_3
Warden
SM_GUARD_3_DESC
A powerful unmanned guard ship [[SM_GUARD_MACRO]].
SM_KRAKEN_1
Larval Kraken
SM_KRAKEN_1_DESC
'''In the larval form, a cautious and relatively harmless type of spaceborne fauna. Its natural prey is the krill swarm. A well-fed larval kraken may grow into a larger and more dangerous adult form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_2
Kraken
SM_KRAKEN_2_DESC
'''A formidable medium-weight space monster. Its natural prey is the krill swarm. A well-fed kraken may grow into an even larger and more dangerous form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_3
Great Kraken
SM_KRAKEN_3_DESC
'''A formidable and very tough space monster.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_WHITE_KRAKEN
White Kraken
SM_WHITE_KRAKEN_DESC
The White Kraken is a white-colored prehistoric ancestor of the Kraken Space Monster.
SM_BLACK_KRAKEN
Black Kraken
SM_BLACK_KRAKEN_DESC
'''A powerful, unnatural-seeming space monster.
Black Kraken are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their [[metertype METER_POPULATION]].'''
SM_SNOWFLAKE_1
Small Snowflake
SM_SNOWFLAKE_1_DESC
'''A small and harmless space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_2
Snowflake
SM_SNOWFLAKE_2_DESC
'''A light-weight space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_3
Large Snowflake
SM_SNOWFLAKE_3_DESC
'''A formidable light-weight space monster.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_PSIONIC_SNOWFLAKE
Psionic Snowflake
SM_PSIONIC_SNOWFLAKE_DESC
'''A monster with the power to neutralize the minds of organic beings.
Psionic Snowflakes are bioengineered space monsters with dangerous weapons and the ability to take control of ships with [[encyclopedia ORGANIC_SPECIES_TITLE]] crews. A powerful fleet will be needed to fight them. They seek out and attack enemy space ships, forcing crews vulnerable to psychic attack to abandon their empire. They are also able to directly attack the [[metertype METER_POPULATION]] of planets.'''
SM_JUGGERNAUT_1
Small Juggernaut
SM_JUGGERNAUT_1_DESC
'''A formidable heavy-weight space monster with some protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_2
Juggernaut
SM_JUGGERNAUT_2_DESC
'''A formidable heavy-weight space monster with moderate protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_3
Large Juggernaut
SM_JUGGERNAUT_3_DESC
'''A formidable heavy-weight space monster with powerful protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_BLOATED_JUGGERNAUT
Bloated Juggernaut
SM_BLOATED_JUGGERNAUT_DESC
'''A massive, sickly-looking space monster.
Bloated Juggernauts are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their [[metertype METER_POPULATION]].'''
SM_CLOUD
Space Cloud
SM_CLOUD_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_ASH
Space Volcano
SM_ASH_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_DIM
Dimensional Drifter
SM_DIM_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_VOID
Behemoth of the Void
SM_VOID_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_SNAIL
Asteroid Snail
SM_SNAIL_DESC
A timid monster, feeding on minerals. Its shell strongly resembles a normal asteroid, increasing its [[metertype METER_STEALTH]] if it can hide inside an asteroid belt.
SM_DAMPENING_CLOUD
Dampening Cloud
SM_DAMPENING_CLOUD_DESC
A cosmic cloud of highly energetic particles that has gained some form of sentience. It is repelled by the energy signatures of populated colonies. It is nonetheless highly attracted to reserves of potential energy, and will steal the [[metertype METER_FUEL]] from vessels in the system.
SM_ACIREMA_GUARD
Acirema Guard Ship
SM_ACIREMA_GUARD_DESC
An unmanned armed ship built by the Acirema, standing guard over the system.
SM_EXP_OUTPOST
Experiment Zero
SM_EXP_OUTPOST_DESC
'''An ancient creation of the Experimentors that reduces [[metertype METER_SHIELD]] and [[encyclopedia DAMAGE_TITLE]].
Experiment Zero was sent to this galaxy to guard the outpost of the Experimentors with its unique abilities. While it does not attack ships directly, it fills the whole system with quadrillions of diminutive units, hampering enemy shields and weapons to the point that all but the very best equipment will be ineffective.'''
SM_COSMIC_DRAGON
Cosmic Dragon
SM_COSMIC_DRAGON_DESC
'''A fearsome space monster with the power to destroy entire star systems.
Cosmic Dragons are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A very powerful fleet with high [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack inhabited planets, and are able to vaporise entire star systems if left alone.'''
##
## Fields
##
FLD_ION_STORM
Ion Storm
FLD_ION_STORM_DESC
Magnetic vortex of relativistic charged particles that can interfere with sensors and obscures all objects within it. All objects inside the storm receive an increase to [[metertype METER_STEALTH]] of 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. Ship [[metertype METER_SPEED]] and [[metertype METER_DETECTION]] are reduced by 20, [[metertype METER_STEALTH]] is increased by 20.
FLD_NEBULA_2
[[FLD_NEBULA_1]]
FLD_NEBULA_2_DESC
[[FLD_NEBULA_1_DESC]]
FLD_NEBULA_3
[[FLD_NEBULA_1]]
FLD_NEBULA_3_DESC
[[FLD_NEBULA_1_DESC]]
FLD_SUBSPACE_RIFT
Scissor Rift
FLD_SUBSPACE_RIFT_DESC
Violent and destructive tear in spacetime which rapidly collapses. Pulls in and devours ships, systems, and planets that are caught within its area, although ships may be able to escape if moving quick enough.
FLD_ACCRETION_DISC
Accretion Disc
FLD_ACCRETION_DISC_DESC
An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1.
FLD_NANITE_SWARM
Nanite Swarm
FLD_NANITE_SWARM_DESC
A swarm of ancient nanorobots that attach themselves to and attempts to repair the hulls of ships within the swarm. Ship [[metertype METER_STRUCTURE]] increases by [[value FLD_NANITE_SWARM_STRUCTURE_FLAT]] per turn, spread equally over ships within the swarm.
FLD_METEOR_BLIZZARD
Meteor Blizzard
FLD_METEOR_BLIZZARD_DESC
Anomalously self-attracting conglomeration of meteors. Generates [[metertype METER_RESEARCH]] on ships within as they observe the phenomenon.
FLD_VOID_RIFT
Void Rift
FLD_VOID_RIFT_DESC
Anomalous rift in spacetime that reduces ship [[metertype METER_SPEED]] by 50%.
##
## Predefined starting fleets
##
FN_BATTLE_FLEET
Battle Fleet
FN_SCOUT_FLEET
Scout Fleet
FN_COLONY_FLEET
Colony Fleet
MONSTERS
Monsters
##
## Status update messages
##
RETURN_TO_INTRO
Returning to Main Menu.
SERVER_WONT_START
The server could not be started.
SERVER_TIMEOUT
The server is not responding.
SERVER_LOST
The connection to the server has been lost.
LOCAL_SERVER_ALREADY_RUNNING_ERROR
Can't start server. A local server is already running.
PLAYER_DISCONNECTED
Player %1% no longer has a connection to the server.
SERVER_SAVE_INITIATE_ACK
Saving...
# %1% save game file path as requested by the client.
# %2% save game file size in bytes.
SERVER_SAVE_COMPLETE
Saved %2% bytes to file: %1%
INVALID_CLIENT_SAVE_DATA_RECEIVED
The server received invalid client save data. Some may be ignored.
NON_HOST_SAVE_REQUEST_IGNORED
The server received an invalid save game request from your client. You are not the host, so you cannot save the game.
UNABLE_TO_WRITE_CONFIG_XML
Error when writing config.xml file. Unable to save options.
UNABLE_TO_READ_CONFIG_XML
Error when reading config.xml file. Using default options.
UNABLE_TO_READ_PERSISTENT_CONFIG_XML
Error when attempting to read the optional persistent_config.xml file (this is expected if it does not exist).
UNABLE_TO_WRITE_PERSISTENT_CONFIG_XML
Error when writing persistent_config.xml file.
UNABLE_TO_WRITE_SAVE_FILE
Error when writing save file.
UNABLE_TO_READ_SAVE_FILE
Error when reading save file.
UNABLE_TO_SAVE_NOW_TRY_AGAIN
Unable to save during AI processing. Try again when AIs have finished turns.
SAVE_GAME_IN_PROGRESS
A save game is in progress.
ABORT_SAVE_AND_RESET