-
Notifications
You must be signed in to change notification settings - Fork 287
/
core_l_english.yml
1774 lines (1754 loc) · 132 KB
/
core_l_english.yml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
l_english:
SEPARATION_LINE:0 "--------------\n"
MENU_MESSAGES_DISABLE_ALL:0 "Disable all"
FILTER:0 "Filter"
TO_ME:0 "To me"
FROM_ME:0 "From me"
INTERESTING:0 "Interesting"
OTHERS:0 "Others"
DECAY:0 "Decay"
non_core:0 "Non-Core"
SM_LANGUAGE:0 "Language"
ENGLISH_SUPPORTED:0 "Yes"
SPANISH_SUPPORTED:0 "Yes"
GERMAN_SUPPORTED:0 "Yes"
FRENCH_SUPPORTED:0 "Yes"
ENGLISH:0 "English"
SPANISH:0 "Spanish"
GERMAN:0 "German"
FRENCH:0 "French"
HEADER:0 "$KEY|1H$\n"
UNIT_SPEED:0 "Division speed: $VALUE|H$ km/h"
HEADER_DISABLED:0 "$KEY|g$"
HEADER_ENABLED:0 "$KEY|W$"
HIGHLT:0 "$KEY|H$"
LORE:0 "$KEY|L$"
MOVE_CAPITAL_AT_WAR:0 "You cannot move the capital to this province while at war."
REGION:0 "Region"
CONTINENT:0 "Continent"
IS_ATPEACE:0 "At Peace"
IS_ATWAR:0 "At War"
RESEARCH_TIME_TOOLTIP:0 "Time to Research: $DAYS|Y$ days "
RESEARCH_TIME_TOOLTIP_WITH_XP:0 "Time to Research: $DAYS|Y$ days ($DAYS_WITH_XP|Y$ days for $XP_TEXT$)"
WAIT_FOR_HOTJOIN:0 "Please wait while the host sets up the game for you. Once you got a savegame transferred to you, you can choose a country and join the game."
HOST_PREPARING_GAME:0 "Please wait while the host \nprepares the game for you."
HOTJOIN_CONFIRM:0 "Confirm"
HOTJOIN_ACCEPT:0 "Accept hotjoin request"
HOTJOIN_DECLINE:0 "Decline hotjoin request"
READY:0 "Ready!"
UNREADY:0 "Ready?"
diff_very_easy_player:0 "Civilian Difficulty"
diff_easy_player:1 "Recruit Difficulty"
diff_hard_player:1 "Veteran Difficulty"
diff_very_hard_player:0 "Elite Difficulty"
NOT_READY_TO_PLAY_MP:0 "$PLAYER|H$ is not ready"
READY_TO_PLAY_MP:0 "$PLAYER|H$ is ready"
NOT_SELECT:0 "No country selected"
April:0 "April"
August:0 "August"
December:0 "December"
February:0 "February"
Friday:0 "Friday"
January:0 "January"
July:0 "July"
June:0 "June"
March:0 "March"
Monday:0 "Monday"
November:0 "November"
October:0 "October"
Saturday:0 "Saturday"
September:0 "September"
Sunday:0 "Sunday"
Thursday:0 "Thursday"
Tuesday:0 "Tuesday"
Wednesday:0 "Wednesday"
Jan:0 "Jan"
Feb:0 "Feb"
Mar:0 "Mar"
Apr:0 "Apr"
Jun:0 "Jun"
Jul:0 "Jul"
Aug:0 "Aug"
Sep:0 "Sep"
Oct:0 "Oct"
Nov:0 "Nov"
Dec:0 "Dec"
EV_SHE:0 "she"
EV_HE:0 "he"
EV_HER:0 "her"
EV_HIM:0 "him"
EV_HIS:0 "his"
EV_HERS:0 "hers"
EV_HERSELF:0 "herself"
EV_HIMSELF:0 "himself"
HOTJOIN_LABEL:0 "Hotjoin: "
PREPARING_AFTER_HOTJOIN:0 "Preparing game after hotjoin."
HOTJOIN_LOBBY_REENTER:0 "Lobby reopened due to hotjoining players."
GAME_RESUME_IN:0 "Game will resume in $VALUE$ seconds."
SERVER_HOTJOIN:0 "server due to hotjoin."
WAITING_FOR_HOTJOINING_PLAYER:0 "Waiting for hotjoining player..."
PLAYER_ENTERING_GAME:0 "Hotjoining player is now entering the game."
COOP_NOT_ALLOWED:0 "§RCo-op not allowed.§!"
LAG_BEHIND_HEADER:0 "$NAME$ is lagging behind!"
LAG_BEHIND_TEXT:0 "The game speed has been lowered to let him/her catch up."
MP_NOT_IN_SYNC:0 "$PLAYER|H$ is not in sync, please ask them to reconnect!"
MENU_BAR_LOCALGAMES:0 "Local"
MENU_BAR_CLOUDGAMES:0 "Cloud"
CONFIRMDELETETITLE:0 "Delete file"
CONFIRMDELETETEXT:1 "Are you sure you want to §RDISBAND§! $NAME$?"
CONFIRMDELETETEXT_NAVY:0 "Are you sure you want to §RDESTROY§! $NAME$?"
CONFIRMDELETETEXT_RETURNDESC:2 "The used equipment will be returned to storage and the §Yunits§! will go back to the §Ymanpower pool§!. Any §Yexpeditionary forces§! will be sent home."
CONFIRMDELETETEXT_NAVYDESC:0 "The ships will be §RDESTROYED§! and the §Yunits§! will go back to the §Ymanpower pool§!."
CONFIRMDELETEUNIT:0 "Disband unit"
CONFIRMDELETEUNITS:0 "Disband units"
CONFIRMDELETE_TASK_FORCE:0 "Delete task force"
CONFIRMDELETE_TASK_FORCES:0 "Delete task forces"
CONFIRMDELETESHIP:0 "Delete ship"
CONFIRM_DELETE_ALL_ORDERS:0 "Delete all orders"
CONFIRM_DELETE_ALL_ORDERS_TEXT:1 "Are you sure you want to §RDELETE ALL ORDERS§! from this Army?"
CONFIRM_DELETE_ALL_AG_ORDERS_TEXT:1 "Are you sure you want to §RDELETE ALL ORDERS§! from this Army Group?"
CONFIRM_DELETE_ORDER:0 "Delete order"
CONFIRM_DELETE_ORDER_TEXT:0 "Are you sure you want to §RDELETE§! $ORDER$ order?"
CONFIRM_DELETE_ORDER_INVASION:0 "currently painted §YInvasion§!"
CONFIRM_DELETE_ORDER_PARADROP:0 "currently painted §YParadrop§!"
CONFIRM_DELETE_ORDER_AREA_DEFENSE:0 "currently painted §YGarrison Order§!"
CONFIRM_DIALOG_MULTI_UNITS:1 "$NUM|Y$ units"
CONFIRM_DIALOG_MULTI_TASK_FORCES:0 "$NUM|Y$ task forces"
CONFIRM_DELETE_OVERSEAS_SINGLE:0 "§RThe unit is not located in home theater, you will lose $VALUE|%0$ of its equipment!§!"
CONFIRM_DELETE_OVERSEAS_MULTI:0 "§R$NUM$ units are not located in home theater, you will lose $VALUE|%0$ of their equipment!§!"
CONFIRM_DELETE_ENCIRCLED_SINGLE:0 "§RThe unit is encircled, you will lose all of its equipment and $VALUE|%0$ of its manpower!§!"
CONFIRM_DELETE_ENCIRCLED_MULTI:0 "§R$NUM$ units are encircled, you will lose all of their equipment and $VALUE|%0$ of their manpower!§!"
EXPEDITIONARIES_CHAGE_TEMPLATE:0 "§RExpeditionary forces cannot switch templates§!"
SPECIAL_UNIT_CHAGE_TEMPLATE:0 "§RUnits cannot change templates§!"
CHANGE_TEMPLATE_DISABLED_BORDERWAR:0 "§RUnits in a border conflict cannot change templates§!"
CHANGE_TEMPLATE_DISABLED_SCRIPT:0 "§RThis template is locked and cannot be changed§!"
CHANGE_TEMPLATE_DISABLED_FAKE_UNITS:0 "§RSome of the units are fake intel units and template cannot be changed§!"
SPECIAL_UNIT_CANNOT_BE_DISBANDED:0 "§RUnits cannot be disbanded§!"
CONFIRMUNASSIGNUNIT:0 "Unassign unit"
CONFIRMUNASSIGNUNITS:0 "Unassign units"
CONFIRMASSIGNUNITS:0 "Reassign Units"
CONFIRMASSIGNUNITS_DISBAND_ARMY_DESC:0 "After the unit assignment $TO_REMOVE|R$ will be §Rdisbanded§!."
CONFIRMASSIGNUNITS_DISBAND_ORDER_DESC:0 "After the unit assignment §HGarrison Orders§! of $TO_REMOVE|R$ will be §Rdeleted§!."
CONFIRMASSIGNUNITS_CONFIRM_DESC:0 "Are you sure you want to §HREASSIGN§! all units to $ARMY|H$?"
CAN_NOT_UNASSIGN_BORDER_WAR:0 "§RCannot unassign units from the Border War!§!"
OPERATION_SELECT:0 "§GClick to select§!"
OPERATION_DESELECT:0 "§GClick to deselect§!"
CONFIRMUNASSIGNTEXT:0 "Are you sure you want to UNASSIGN $NAME|H$?"
CONFIRDISBANDGROUPTEXT:2 "All §GArmies§! that won't have any §YDivisions§! will be automatically §RRemoved§! and all orders will be §RLost§!!"
REASSIGN_FULL_ORDERS_GROUP_HEADER:1 "Reassign Armies"
REASSIGN_FULL_ORDERS_GROUP_TEXT:2 "All §YArmies§! that won't have any §YDivisions§! will be automatically §RRemoved§! and all orders will be §RLost§!!\n\nAre you sure you want to §YREASSIGN§! all units to other §YArmy§!?"
REASSIGN_ALL_SHIPS_HEADER:0 "Reassign Taskforces"
REASSIGN_ALL_SHIPS_TEXT:0 "Are you sure you want to assign all ships of $TASKFORCES|H$ to $PARENT|H$ and §RDisband§! empty taskforces?"
REASSIGN_ALL_TASKFORCES_HEADER:0 "Reassign Fleets"
REASSIGN_ALL_TASKFORCES_TEXT:0 "Are you sure you want to assign all taskforces of $FLEETS|H$ to $PARENT|H$ and §RDisband§! empty fleets?"
CONFIRMDELETE_ORDERS_GROUP_HEADER:1 "Remove Army"
CONFIRMDELETE_ORDERS_GROUP_TEXT:1 "All units from this Army will become unassigned, and all painted orders will be deleted.\nAre you sure you want to §RRemove§! the §RArmy§!?"
CONFIRMDELETE_ARMY_GROUP_HEADER:0 "Remove Army Group"
CONFIRMDELETE_ARMY_GROUP_TEXT:0 "All units belonging to sub-armies will be unassigned and all painted orders will be deleted.\nAre you sure you want to §RRemove§! the §RArmy Group§!?"
CONFIRMCHANGE_GROUP_LEADER:0 "Reassign the Commander"
CONFIRMCHANGE_GROUP_LEADER_TEXT:1 "$NAME|H$ is already assigned to another §GArmy§! and will be reassigned.\nAre you sure you want to §RReassign§! the §GCommander§!?"
CONFIRMCHANGE_GROUP_LEADER_IN_TRANSFER_TEXT:1 "$NAME|H$ is already assigned to another §GArmy§! that has been sent as §Yvolunteers§!.\nAre you sure you want to §RReassign§! the §GCommander§!?"
CONFIRMCHANGE_NAVY_LEADER:0 "Reassign the Commander"
CONFIRMCHANGE_NAVY_LEADER_TEXT:0 "$NAME|H$ is already assigned to another §GFleet§! and will be reassigned.\nAre you sure you want to §RReassign§! the §GCommander§!?"
CONFIRMCHANGE_UNIT_TEMPLATE:1 "Change Division Template"
CONFIRMCHANGE_UNIT_TEMPLATE_SINGLE:1 "Are you sure you want to §YCHANGE§! the §YDivision Template§! to $TEMPLATE|H$ for this §YUnit§!? It may take a while for the new equipment to arrive."
CONFIRMCHANGE_UNIT_TEMPLATE_MULTI:1 "Are you sure you want to §YCHANGE§! the §YDivision Template§! to $TEMPLATE|H$ for these $COUNT|Y$ §YUnits§!? It may take a while for the new equipment to arrive."
CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_ENOUGHT:1 "$AMOUNT|0H$ $EQUIPMENT$ (§G$STOCK|0*$ available§!)"
CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_NOT_ENOUGHT:1 "$AMOUNT|0H$ $EQUIPMENT$ (§R$STOCK|*0$ available§!)"
CONFIRMCHANGE_UNIT_TEMPLATE_GAIN:0 "$AMOUNT|0H$ $EQUIPMENT$"
CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NOT_NEEDED:0 "No additional equipment needed."
CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_NEEDED_TITLE:1 "We need:"
CONFIRMCHANGE_UNIT_TEMPLATE_EQUIPMENT_GAIN_TITLE:0 "Will gain:"
MENU_BAR_DISK_QUOTA:0 "$AVAIL$ free of $TOTAL$"
FE_CONTENT:0 "Content"
DLC_NEWITEMINSTALLED_TITLE:0 "New item installed"
DLC_NEWITEMINSTALLED_DESC:0 "$NAME$ has been installed, you should restart EU4."
DLC_AVAILABLE_TITLE:0 "Available content"
DLC_AVAILABLE_DESC:0 "There is $NUM|H$ available DLCs awaiting your attention."
CONTENTVIEW_HEADER:0 "Installed Content"
CONTENTVIEW_ACTIVE:0 "Active"
CONTENTVIEW_INACTIVE:0 "Inactive"
CONTENTVIEW_BROWSE:0 "Browse"
CONTENTVIEW_DLC:0 "DLC"
CONTENTVIEW_MOD:0 "Mod"
MUSIC_CUR_PLAYING:0 "Music currently playing: '$MUSIC|Y$'."
MUSIC_NO_CUR_PLAYING:0 "No music playing at the moment."
GAME_BOOT_IN:0 "Game will boot up in $MIN$ minutes."
GAME_START_IN:0 "Game will start in $MIN$ minutes."
GAME_ENDS_IN:0 "Game will end in $MIN$ minutes."
GAME_START_WHEN_ALL_READY:0 "Game will start as soon as all players are ready."
COUNTRY_LOCKED_BY_SERVER:0 "$COUNTRY$ is locked by the server."
FE_IRONMAN:0 "Ironman mode"
FE_IRONMAN_TOOLTIP:0 "In Ironman mode, console cheats are disabled and the game is automatically saved regularly to a single file. In games played with this setting, there is no turning back."
IRONMAN_START:0 "Start Ironman"
SUB_UNIT_RANGED_VALUE:0 "$MIN$ - $MAX$ $SUBUNIT$"
SUB_UNIT_ACCURAT_VALUE:0 "$VALUE$ $SUBUNIT$"
UNKNOWN_ARMY_DESC:0 "Insufficient Intel to provide Unit details"
KNOWN_ARMY_DESC:0 "Intel on $KNOWN|H$ units"
UNKNOWN_NAVY_DESC:0 "Insufficient Intel to provide Fleet details"
ADDITIONAL_UNKNOWN_NAVY_DESC:0 "Unknown Fleets present"
KNOWN_SHIPS:0 "Known ships:"
DIVISION_TEMPLATE_HEADER:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|H$)"
DIVISION_TEMPLATE_HEADER_FRIEND:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|G$)"
DIVISION_TEMPLATE_HEADER_HOSTILE:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY|R$)"
DIVISION_TEMPLATE_HEADER_NEUTRAL:0 "$AMOUNT|H$ of $TEMPLATE|H$ ($COUNTRY$)"
PLAYER_AI_PREFS_DISABLED:0 "Option allowed only in multiplayer session."
PLAYER_AI_PREFS_HEADER:0 "AI settings"
PLAYER_AI_PREFS_DESC:0 "In this window you can toggle the AI behavior of your country when you leave the multiplayer session.\nThe settings are stored in the save file, so if the other players continue the game without you, the AI will control your country according to these settings."
PLAYER_AI_PREFS_OPTION1_TITLE:0 "Start Wars"
PLAYER_AI_PREFS_OPTION2_TITLE:0 "Keep Alliances"
PLAYER_AI_PREFS_OPTION3_TITLE:0 "Seek Fast Peace"
PLAYER_AI_PREFS_OPTION4_TITLE:0 "Move Merchants"
PLAYER_AI_PREFS_OPTION1_DESC:0 "Controls if the AI may start wars"
PLAYER_AI_PREFS_OPTION2_DESC:0 "Controls if the AI will keep your current alliances and honor Call to Arms requests"
PLAYER_AI_PREFS_OPTION3_DESC:0 "Controls if the AI will try to make peace as soon as possible in wars"
PLAYER_AI_PREFS_OPTION4_DESC:0 "Controls if the AI may move Merchants to other Nodes"
PLAYER_AI_PREFS_TIMEOUT_TITLE:0 "Timeout date: $DATE$"
PLAYER_AI_PREFS_TIMEOUT_DESC:0 "Timeout desc"
PLAYER_AI_PREFS_TIMEOUT_NEVER:0 "Never"
DEFAULT:0 "Default"
DELETE_TASK_FORCE:0 "§RDelete Task Force§!"
DELETE_SHIP:0 "§RDelete Ship§!"
ACHIEVEMENTS_DISABLED_MODIFIED_SAVE:0 "§YSave game belongs to another user or is edited. Achievements will be disabled.§!"
ACHIEVEMENTS_DISABLED_MODIFIED_GAME:0 "§YEU4 is running a mod or is altered in other means. Achievements will be disabled.§!"
ACHIEVEMENTS_DISABLED_WRONG_PLAYER:0 "§YThis game is meant to be played as $COUNTRY$. Achievements will be disabled.§!"
ACHIEVEMENTS_ENABLED:0 "Achievements enabled."
SAVEITEM_PLAYER_COUNTRY:0 "Player: $COUNTRY$"
SAVEITEM_DATE:0 "Date:$DATE_WITH_INTRO_SPACE$"
SAVEITEM_IRONMAN:0 "Ironman: $YESNO$"
SAVEITEM_SYNCED:0 "Cloud synced: $YESNO$"
SAVEITEM_MULTIPLAYER:0 "Multiplayer: $YESNO$"
SAVEITEM_DIFFICULTY:0 "Difficulty: $DIFFICULTY$"
SAVEITEM_FILESIZE:0 "File size: $SIZE$"
SAVEITEM_SIZE_VALUE:0 "$VALUE|1Y$ $POSTFIX|Y$"
SAVEITEM_DELETE_FILE:0 "§GRight-click to Delete.§!"
AUTOSAVE_TOCLOUD:0 "Autosave to cloud"
LOADING_SAVEGAME:0 "Loading savegame: $NAME$"
LOADING_SAVEGAME_NO_NAME:0 "Loading savegame"
OLD_SAVEGAME:0 "§RThis save is from another version of the game and cannot be loaded.§!"
OLD_SAVEGAME_ALLOWED:0 "§RThis save is from another version of the game and may behave unpredictably when loaded.§!"
CONFIRMUNSYNCTITLE:0 "Unsynchronize file"
CONFIRMUNSYNCTEXT:0 "Are you sure you want to remove $NAME|H$ from cloud?"
CLOUDSAVE_SPACE_NEEED:0 "$NEEDED$ needed to save the game."
CLOUDSAVE_UNSYNC_LABEL:0 "Select game(s) to remove from cloud.\nFile(s) will not be removed from local computer."
CONTENTVIEW_PUBLISH:0 "Publish"
CONTENTVIEW_PUBLISH_HEADER:0 "Publish to Steam workshop"
CONTENTVIEW_PUBLISH_TITLE_LABEL:0 "Title:"
CONTENTVIEW_PUBLISH_DESC_LABEL:0 "Description:"
CONTENTVIEW_UPDATE:0 "Update"
CONTENTVIEW_MANAGE:0 "Manage"
CONTENTVIEW_TERMS:0 "By submitting this item, you agree to the workshop terms of service."
FE_IRONMAN_MULTIPLAYER:0 "Ironman is not available in multiplayer."
FE_IRONMAN_NOCLOUD:0 "Ironman needs Steam Cloud enabled and user to be logged on to Steam."
MAP_SAVED:0 "Map saved!"
SCREENSHOT_TAKEN:0 "Screenshot taken!"
CONFIRMLOADSAVETITLE:0 "Load Game"
CONFIRMLOADSAVETEXT:0 "Are you sure you wish to load save game $NAME$ and abort your current game?"
CANT_BUILD_UNDER_SIEGE:0 "Can't build in a province under siege."
weather_none:0 "Clear"
weather_mud:0 "Mud"
flooded:0 "Flooded"
weather_rain_light:0 "Rain"
rain_light_icon:0 "GFX_modifiers_weather_icons:1"
weather_rain_heavy:0 "Storm"
rain_heavy_icon:0 "GFX_modifiers_weather_icons:2"
weather_snow:0 "Snowing"
snow_icon:0 "GFX_modifiers_weather_icons:3"
weather_blizzard:0 "Blizzard"
blizzard_icon:0 "GFX_modifiers_weather_icons:4"
weather_sandstorm:0 "Sandstorm"
sandstorm_icon:0 "GFX_modifiers_weather_icons:5"
weather_arctic_water:0 "Arctic Water"
arctic_water_icon:0 "GFX_modifiers_weather_icons:7"
water_shallow_sea_icon:0 "GFX_modifiers_terrain_icons:1"
water_deep_ocean_icon:0 "GFX_modifiers_terrain_icons:2"
water_fjords_icon:0 "GFX_modifiers_terrain_icons:3"
weather_extreme_cold:0 "Extremely cold"
weather_very_cold:0 "Very cold"
weather_very_hot:0 "Very hot"
weather_extreme_hot:0 "Extremely hot"
weather_ground_snow_medium:0 "Snow"
weather_ground_snow_high:0 "Deep snow"
water_modifier_shark_infested_name:0 "Shark Infested Waters"
water_modifier_shark_infested_icon:0 "GFX_modifiers_weather_icons:6"
resistance_effect:0 "§HLocal resistance§!"
WEATHER_LEVEL_OF_RAINFALL:0 "$VAL|H$ inches of §Hrain§!"
WEATHER_LEVEL_OF_SNOWFALL:0 "$VAL|H$ inches of §Hsnow§!"
TECH_RESEARCH_TIME_LABEL:0 "Research time: $WEEKS|H$ week(s)"
THEATRE_NAME:0 "$THEATRE|H$ Theater"
MP_PAUSE_TOOLTIP:0 "$WHO|H$ paused the game. The game will be paused for another $SEC|0Y$ seconds unless $WHO|Y$ or the host unpauses."
CORE_PAUSE:0 "Click to pause the game"
CORE_UNPAUSE:0 "Click to unpause the game"
CORE_PAUSED:0 "Paused"
CORE_UNPAUSED:0 "Unpaused"
SPEED_INCREASE:0 "§TIncrease speed§!"
SPEED_DECREASE:0 "§TDecrease speed§!"
MENU_BAR_LOAD_GAME:0 "Load Game"
MENU_BAR_LOAD:0 "Load"
MENU_BAR_QUIT:0 "Exit Game"
MENU_BAR_SAVE_GAME:0 "Save Game"
MENU_BAR_GAME_OPTIONS:0 "Game Options"
MENU_BAR_GAME_WIKI:0 "Hearts of Iron Wiki"
MENU_BAR_GAME_RESIGN:0 "Exit to Menu"
MENU_BAR_MESSAGE_SETTINGS:0 "Messages"
MENU_BAR_CLOSE:0 "Close"
MENU_BAR_SAVE:0 "Save"
MENU_BAR_SAVE_GAME_FILENAME:0 "Saved game filename:"
MENU_BAR_SAVED_GAME_RULES_FILENAME:0 "Saved game rules filename:"
MENU_BAR_SAVE_PLAY:0 "Save & Play"
MENU_BAR_IRONMAN_SAVE:0 "Ironman Save Game"
MENU_BAR_IRONMAN_PLAIN:0 "Ironman"
MENU_HOMEPAGE:0 "Hearts of Iron IV Homepage"
MENU_FORUM:0 "Hearts of Iron IV Forum"
MENU_FACEBOOK:0 "Hearts of Iron IV Facebook"
MENU_TWITTER:0 "Hearts of Iron IV Twitter"
MENU_PRIVACY_POLICY:0 "Privacy Policy"
GDP_TOPBAR:0 "The GDP of your nation is determined by the amount of §Yfactories§!, §Cproduction efficiency§!, and §Gtax income§!, as well as various other minor factors."
MAIN_MENU:0 "Main menu"
MAIN_MENU_BACK:0 "Back to Menu"
HELP_MENU:0 "Help"
ACHIEVEMENTS_VIEW:0 "Achievements"
ACHIEVEMENTS_VIEW_LOCKED:0 "§RAchievements only available in Ironman!§!"
ACHIEVEMENT_UNLOCKED_WHEN:0 "Will be earned when:"
ACHIEVEMENT_AVAILABLE:0 "Available"
ACHIEVEMENT_COMPLETED:0 "Completed"
ACHIEVEMENT_NOT_AVAILABLE:0 "Not Available"
DISMISSED_ALERTS_MENU:0 "§HDismissed alerts§!"
DISMISSED_ALERTS_NONE:0 "There are no dismissed active alerts"
DISMISSED_ALERTS_DESC_HEADER:0 "These alerts will be added:"
ENDGAME_CONTINUE:0 "Continue Game, no further score will be recorded from this point onward"
ENDGAME_SORT_NAME:0 "Sort by Name"
ENDGAME_SORT_FACTION:0 "Sort by Faction"
ENDGAME_SORT_SCORE:0 "Sort by Total Score"
ENDGAME_SORT_ARMY:0 "Sort by Army Score"
ENDGAME_SORT_NAVY:0 "Sort by Navy Score"
ENDGAME_SORT_AIR:0 "Sort by Air Score"
ENDGAME_SORT_INDUSTRY:0 "Sort by Industry Score"
ENDGAME_SORT_PROVINCE:0 "Sort by Land Score"
SCORE:0 "Score"
SCORE_CALC_TOTAL:0 "Army Score: $ARMY$\nNavy Score: $NAVY$\nAir Score: $AIR$"
SCORE_CALC_ARMY:0 "Number of Divisions: $ARMIES$"
SCORE_CALC_NAVY:0 "Number of Fleets: $NAVIES$"
SCORE_CALC_AIR:0 "Total Air superiority: $AIR_SUP$"
SCORE_CALC_INDUSTRY:0 "Number of Civilian Factories: $NUM_CIV$\nNumber of Military Factories: $NUM_MIL$\nNumber of Naval Dockyards: $NUM_NAVAL$"
SCORE_CALC_LAND:0 "Number of Controlled Provinces: $NUM_PROV$"
SCORE_CALC_SCORE_MULT:0 "\nx $MULT$ Score Multiplier"
CLOSE:0 "Close"
CLOSE_TOOLTIP:0 "§TClose§!"
FE_CONTINUE:0 "Continue"
FE_NEW:0 "New Game"
BACK:0 "Back"
SELECT:0 "Select"
M_MENU_BUTTON:0 "Main menu"
SHORTCUT:0 "Shortcut: $KEY$"
ADD_NEW_AIRWING:1 "Add new Air Wing"
ADD_NEW_AIRWING_VOLUNTEER_BASE:0 "§RCannot create airwing in the volunteer airbase§!"
CREATING_PROVINCE:0 "Creating Province #"
GENERATING_GRADIENT_BORDERS:0 "Generating Gradient Borders"
PRECALC_NAVAL_DIST:0 "Precalculating Naval Distances"
FREQUENCY_INSTANT:0 "Instant"
FREQUENCY_DAY:0 "day(s)"
FREQUENCY_DAILY:0 "daily"
FREQUENCY_WEEK:0 "week(s)"
FREQUENCY_WEEKLY:0 "weekly"
FREQUENCY_MONTH:0 "§Tmonth(s)§!"
FREQUENCY_MONTHLY:0 "monthly"
FREQUENCY_YEAR:0 "year"
FREQUENCY_YEARLY:0 "yearly"
INIT_MAP_LOGIC:0 "Initializing map logic"
INIT_GAMESTATE:0 "Initializing game"
SUPPLY_CONTROL_EDGE:0 "§YControl of incoming edge provinces§!: $EDGE|0%$"
SUPPLY_SUPPORTED_BASE:0 "Local supply base: $VAL|+=$"
SUPPLY_SUPPORTED_BONUS_INPUT:0 "Neighbor spillover ($SPILL|Y%0$): $VAL|+=$"
SUPPLY_SUPPORTED_NAVAL_ROUTE_PENALTY:0 "Naval route efficiency: $PEN|%R$"
SUPPLY_SUPPORTED_VP:0 "$VP|H$ victory point: $VAL|+=$"
SUPPLY_SUPPORTED_AIR_SUPPLY:0 "Air supply: $VAL|+=$"
AIR_SUPPLY_CHUNK_DESC:0 "This chunk is supported via §YAir Supply§!.\nSupplies dropped: $VAL|+=$"
WING_AIR_SUPPLY_CAPABILITY:0 "Air supply capability: $VAL|+=$"
SUPPLY_SUPPORTED_LOCAL_MODIFIERS:0 "Area modifiers: $MOD|=%+1$"
SUPPLY_SUPPORTED_INFRA:0 "§YInfrastructure§!: $VAL|+=$"
SUPPLY_PENALTY_VALUE:0 "§R($PERC|%0$ of $VAL|Y$ due to split ownership)§!"
SUPPLY_INFO:1 "§YRequired§!: $REQ$\n §YArmy§!: $REQ_ARMY$ ( Our: $REQ_OUR_ARMY|Y$, Allied: $REQ_ALLIED_ARMY|Y$ )\n §YNavy§!: $REQ_NAVY$\n §YAir§!: $REQ_AIR$\n\n§YSupported§!: $SUP$"
SUPPLY_INFO_FOREIGN:0 "§YSupported§!: $SUP$"
SUPPLY_INCOMING_INFRA_LIMIT:1 "§RLocal Infrastructure: $VAL$§!"
SUPPLY_INCOMING_FROM_PREV_INFRA:0 "§R $PREV_BONUS|0%$ of Previous Infrastructure: $PREV$§!"
SUPPLY_INCOMING_PORT_LIMIT:0 "§RLocal Naval Base(s) limits to: $VAL$§!"
SUPPLY_SUPPORTED_CAP:0 "Previous bottleneck$WHERE$: $CAP|R$"
SUPPLY_SUPPORTED_CAP_BOTTLENECK_PORT:0 " (Ports in $WHERE|R$)"
SUPPLY_SUPPORTED_CAP_BOTTLENECK_INFRA:0 " (Infrastructure in $WHERE|R$)"
SUPPLY_LOCAL_TITLE:0 "§HLocal§!: $VAL|+=$"
SUPPLY_INCOMING_TITLE:0 "§HIncoming§!: $VAL|+=$"
NAVAL_MISSION_ACTIVATE:0 "Activate"
NAVAL_MISSION_NAME_NONE:0 "Awaiting Orders"
NAVAL_MISSION_NAME_PATROL:0 "Patrol"
NAVAL_MISSION_NAME_PATROL_DESC:2 "Order the task force to patrol the fleet's area of operation.\n\nA task force can only patrol one region at a time.\nIt will attempt to spot enemy fleets in its active region. Radar and Air Superiority will help it spot the enemy faster.\n\nNote that the enemy can spot and engage you before you spot them."
NAVAL_MISSION_NAME_SEARCH_AND_DESTROY:0 "Search and Destroy"
NAVAL_MISSION_NAME_STRIKE_FORCE:0 "Strike Force"
NAVAL_MISSION_NAME_STRIKE_FORCE_DESC:3 "Order the task force to wait at the closest naval base until an enemy task force is spotted.\nOnce an enemy is spotted by one of your patrol task forces, your strike force will move to intercept it."
NAVAL_MISSION_NAME_SEARCH_AND_DESTROY_DESC:1 "Order the task force to actively seek out and engage enemy fleets in the selected region(s)."
NAVAL_MISSION_NAME_CONVOY_RAIDING:0 "Convoy Raiding"
NAVAL_MISSION_NAME_CONVOY_RAIDING_DESC:1 "Order the task force to raid enemy convoys in the selected region(s)."
NAVAL_MISSION_NAME_CONVOY_ESCORT:0 "Convoy Escort"
NAVAL_MISSION_NAME_CONVOY_ESCORT_DESC:1 "Order the task force to escort convoys in selected region(s) and protect them against enemy raids."
NAVAL_MISSION_NAME_INVASION:0 "Transport/Invasion"
NAVAL_MISSION_NAME_INVASION_DESC:1 "Order a task force to actively support troop transport and invasions in the selected §YInvasion orders§!.\n§GClick§! to enable this mission, then §GClick§! on the invasion arrow if you have drawn one."
NAVAL_MISSION_NAME_MINES_PLANTING:0 "Minelaying"
NAVAL_MISSION_NAME_MINES_PLANTING_DESC:2 "Order a task force to lay the sea mines in the selected regions. The highest potential penalty for your enemies is:\n"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SHORE_BOMBARDMENT:0 "£mapicon_unit_invalid_orders£ Low Shore Bombardment capabilities"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SHORE_BOMBARDMENT_DESC:0 "The task force will be unable to efficiently help divisions on the shore line in combat due to its low Shore Bombardment capabilities. Consider adding ships with §YHeavy Gun Attack§! to the task force."
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_DEPTH_CHARGES:0 "£mapicon_unit_invalid_orders£ Low amount of §YDepth Charges§!"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_DEPTH_CHARGES_DESC:0 "The task force will be unlikely to damage submarines. Consider adding ships with more §HDepth Charges§!."
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SUB_SURFACE_DETECTION:0 "£mapicon_unit_invalid_orders£ Low Sub Detection"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SUB_SURFACE_DETECTION_DESC:0 "The task force will be unlikely to detect submarines during combat. Consider adding more ships with §YSonars§!, §YRadars§! or §YAirplane Catapults§!."
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_DETECTION:0 "£mapicon_unit_invalid_orders£ Low Surface Detection"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_DETECTION_DESC:0 "The task force will be slow at detecting potential enemies. Consider adding more ships with §YRadars§! and §YAirplane Catapults§!."
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SPEED:0 "£mapicon_unit_invalid_orders£ Low Max Speed"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SPEED_DESC:0 "The task force average speed is too low and will hinder its spotting ability. Consider removing slow ships or adding faster ones."
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_VISIBILITY:0 "£mapicon_unit_invalid_orders£ High Surface Visibility"
NAVAL_MISSION_MISSED_REQUIREMENT_WARN_SURFACE_VISIBILITY_DESC:0 "The task force is too visible and can be easily spotted and/or avoided by an enemy. Consider using smaller or less armored ships with a lower Surface Visibility."
NAVAL_MISSION_SET_REASON_FOR_PLANTING_NO_SHIPS:0 "Minelaying is §Rnot possible§!, because none of the ships in your fleet has an ability to do it!"
NAVAL_MISSION_SET_REASON_FOR_SWEEPING_NO_SHIPS:0 "Minesweeping is §Rnot possible§!, because none of the ships in your fleet has an ability to do it!"
NAVAL_MISSION_SET_REASON_FOR_NO_WAR:0 "You must be §Rat war§! in order to activate this mission."
NAVAL_MISSION_NAME_MINES_SWEEPING:0 "Minesweeping"
NAVAL_MISSION_NAME_MINES_SWEEPING_DESC:2 "Order a task force to search and neutralize the sea mines in the selected regions. The highest potential penalty that you may suffer from the enemy mines is:\n"
NAVAL_MISSION_NAME_NAVAL_INVASION_SUPPORT:0 "Naval Invasion Support"
NAVAL_MISSION_NAME_NAVAL_INVASION_SUPPORT_DESC:1 "Order ships to escort naval invasions and support them with shore bombardment."
NAVAL_MISSION_NAME_TRAINING:1 "Naval Exercises"
NAVAL_MISSION_NAME_TRAINING_DESC:2 "Order a task force to perform exercises in the region adjacent to the closest naval base.\nThis has a chance to damage ships over time.\nThe crew will not gain experience once they reach the Regular level.\nYou will gain §YNavy Experience§! while training.\nThe §YPride of the Fleet§! is less likely to get into an accident."
NAVAL_BTN_REMOVE_REGIONS:0 "§HRemove Region§!\n§GClick§! this button, then click on the region you want to remove for the currently selected fleet.\n§GRight-click§! this button to §Rremove all regions§! for the currently selected fleet."
NAVAL_BTN_REMOVE_REGIONS_NO_REGIONS:0 "§RNo regions to remove.§!"
NAVAL_CONFIRM_REMOVE_ALL_REGIONS:0 "Remove all regions"
NAVAL_CONFIRM_REMOVE_ALL_REGIONS_TEXT:0 "Are you sure you want to §RREMOVE ALL REGIONS§! for this Fleet?"
NAVAL_NO_STRIKE_FORCE_IN_REGION:0 "No strike force operating in the region"
NAVAL_STRIKE_FORCE_STATUS_HEADER:0 "§HStrike Forces status:§!"
NAVAL_STRIKE_FORCE_STATUS_ENTRY:0 " - $NAME|H$: "
NAVAL_STRIKE_FORCE_STATUS_READY:0 "£trigger_yes£ ready to engage"
NAVAL_STRIKE_FORCE_STATUS_ENGAGING:0 "£trigger_yes£ moving to engage"
NAVAL_STRIKE_FORCE_STATUS_ENGAGING_ANOTHER:0 "£trigger_no£ busy engaging another"
NAVAL_STRIKE_FORCE_STATUS_IN_COMBAT:0 "£trigger_no£ already in combat"
NAVAL_STRIKE_FORCE_STATUS_ENEMY_TOO_STRONG:0 "£trigger_no£ target too strong"
NAVAL_STRIKE_FORCE_STATUS_NOT_READY:0 "£trigger_no£ not ready"
NAVAL_STRIKE_FORCE_STATUS_NOT_ENOUGH_INTEL:0 "unknown enemy strength"
NAVAL_STRIKE_FORCE_STATUS_VERY_LIKELY_TO_ENGAGE:0 "very likely to engage"
NAVAL_STRIKE_FORCE_STATUS_LIKELY_TO_ENGAGE:0 "likely to engage"
NAVAL_STRIKE_FORCE_STATUS_UNLIKELY_TO_ENGAGE:0 "unlikely to engage"
NAVAL_STRIKE_FORCE_STATUS_VERY_UNLIKELY_TO_ENGAGE:0 "very unlikely to engage"
NAVAL_STRIKE_FORCE_STATUS_ENGAGEMENT_SETTING_DESC:0 " For Engagement Rule: $SETTING|H$"
NAVAL_MISSION_NAME_RESERVE_FLEET:0 "Reserve"
NAVAL_MISSION_NAME_RESERVE_FLEET_DESC:0 "A reserve fleet will wait in port and will reinforce the other task forces of its theater that have automatic reinforcement enabled."
NAVAL_MISSION_NAME_HOLD:0 "Hold"
NAVAL_MISSION_NAME_HOLD_DESC:3 "§GClick§! or £h \nCancel the current mission and move to the closest port.\n\n§GCtrl+Click§! or £ctrl +£h \nCancel the current mission and stay put.\n--------------\nCapital Ships placed on Hold in a sea province neighboring a land battle will be able to help out with §HShore Bombardment§!.\nCarriers placed on Hold while at sea will be able to use their airwings for standard air missions."
NAVAL_MINES_REDUCTION_EFFECT_FROM_SWEEPING:0 "Our combined minesweeping abilities will reduce effects of enemy mines by $FACTOR|0%$ for this task force."
NAVAL_GUI_BTN_MOVE:0 "§GRight-click§! on the map to §Hmove§! to the province.\nIf the navy has pending mission, it will be temporarily deactivated.\nUnit will proceed when formation is gathered."
NAVAL_GUI_BTN_ACTIVATE:0 "Activate Order"
NAVAL_GUI_BTN_DEACTIVATE:0 "§HDeactivate Order§!"
NAVAL_GUI_BTN_ACTIVATE_DESC:0 "Toggle Order §HActive§! status.\nTo activate it, you must first assign one or more §Yregions§! and at least one §YOrder§!."
NAVAL_GUI_BTN_REGIONS:0 "Click on the map:\n§GRight-click§! to §Yadd§!, or §YSHIFT§!+§GRight-click§! to §Yremove§! regions.\nRegions must be neighboring each other.\n§GRight-click§! on this button to §Rclear all regions§!."
NAVAL_GUI_BTN_MERGE:1 "Merge the selected task forces"
NAVAL_GUI_BTN_NEW_FLEET_FROM_EXISTING:1 "§HCreate a new fleet§!"
NAVAL_GUI_BTN_NEW_FLEET_FROM_EXISTING_DESC:0 "Create a new fleet with ships from this fleet"
NAVY_SELECT_HALF:0 "Halve the current selection of ships"
NAVY_SELECT_HALF_NEED_MORE_THAN_ONE_SHIP:0 "§RRequires at least two selected ships§!"
SHIP_ENGAGEMENT_BUTTON_FIRE_AT_WILL:0 "§HCurrent engagement rule - §RFire at will!§!§!"
SHIP_ENGAGEMENT_BUTTON_FIRE_AT_WILL_DESC:1 "The task force will always engage the enemy. Moving through a province with a spotted enemy or pending battle will make the task force engage."
SHIP_ENGAGEMENT_BUTTON_HOLD_FIRE:0 "§HCurrent engagement rule - §GDo not engage§!§!"
SHIP_ENGAGEMENT_BUTTON_HOLD_FIRE_DESC:1 "The task force will try to avoid engaging the enemy so it can move through provinces with enemy ships and battles.\nUnless... we are spotted and the enemy shoots first."
SHIP_CURRENT_AGGRESSIVENESS_LEVEL:0 "Current engagement rule: $CURRENT|H$"
SHIP_CLICK_TO_CHANGE_AGGRESSIVENESS_LEVEL:0 "§GClick§! to change to $NEXT|H$"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_1:1 "Do Not Engage"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_2:1 "Engage At Low Risk"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_3:1 "Engage At Medium Risk"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_4:1 "Engage At High Risk"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_5:1 "Always Engage"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_1_DESC:1 "The task force will never try to engage with a spotted enemy. §HPatrol ships§! will continue to tail their current target and §HStrike Forces§! will stay at their base."
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_2_DESC:1 "The task force will be cautious about engaging enemies and will only take fights against much smaller forces."
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_3_DESC:1 "The task force will take higher risks while engaging enemies and will take fights against forces that have comparable strength."
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_4_DESC:1 "The task force will take very high risks while engaging enemies and will engage against forces that have the same strength."
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_5_DESC:1 "The task force will always engage spotted enemies."
SHIP_ENGAGEMENT_BUTTON_DISABLED_BECAUSE_DETACHED:0 "§RChanging aggressiveness setting is not possible for a detached task force§!"
SHIP_ENGAGEMENT_BUTTON_AGGRESSIVENESS_GENERAL_DESC:1 "\n--------------\n§GClick§! or §GRight-click§! to toggle between different aggressiveness settings. Higher aggressiveness settings will make your task forces take fights with stronger enemies."
SHIP_ENGAGEMENT_BUTTON_BACK_TO_REPAIR:1 "§HThe task force is on repair task§!"
SHIP_ENGAGEMENT_BUTTON_BACK_TO_REPAIR_DESC:1 "Click to cancel the repair task. The ships will return to their mission."
CURRENT_ASSIGNED_TASK_FORCE_FOR_PATROL:0 "There are $NUM|H$ task forces assigned to patrol the fleet area of operation."
CURRENT_ASSIGNED_TASK_FORCE_FOR_MISSION:0 "There are $NUM|H$ task forces assigned to $MISSION|H$ mission in this region."
CURRENT_ACTIVE_TASK_FORCE_FOR_MISSION:0 "Out of them, $NUM|H$ are currently active in the region."
CURRENT_NO_ACTIVE_TASK_FORCE_FOR_MISSION:0 "But none are currently active in the region."
CURRENT_ALL_ACTIVE_TASK_FORCE_FOR_MISSION:0 "All of them are currently active in the region."
CURRENT_ACTIVE_SHIPS_FOR_NAVAL_INVASION_SUPPORT:1 "In total there are $NUM|H$ task forces on $MISSION_NAME|H$ mission in this region and currently $NUM2|H$ of them are escorting invasion armies and $NUM3|H$ of them are supporting coastal combats."
CURRENT_ACTIVE_TASK_FORCE_FOR_SUPREMACY:0 "But only $NUM|H$ of them are close enough to give §HNaval Supremacy§!."
CURRENT_NO_ACTIVE_TASK_FORCE_FOR_SUPREMACY:0 "But none of them are close enough to give §HNaval Supremacy§!."
CURRENT_ACTIVE_TASK_FORCE_FOR_SUPREMACY_WARNING:1 "§R£mapicon_unit_no_orders Some task forces are too far away from this region to give §HNaval Supremacy§!§!"
SHIP_ENGAGEMENT_BUTTON_GENERAL_DESC:1 "\n--------------\n§GDo not engage§! will work only if:\n - The task force has no orders\n - The task force is patrolling\n§GDo not engage§! will auto-enable if the task force has been defeated and is returning to a naval base to be repaired."
SHIP_ENGAGEMENT_MAP_ICON:1 "The task force engagement rule is: §GDo not engage§! the enemies."
NAVAL_CAN_NOT_MOVE_THERE:0 "§ROur fleet does not have access to this region§!"
SHIP_CANNOT_GOTO_MISSION_AREA:0 "§RThe task force can not reach any of its fleet's selected areas.§!"
NAVAL_INVASION_CLICK_TO_ASSIGN_FLEETS:0 "§GClick§! to assign the fleets to that §YInvasion§!."
NAVAL_INVASION_MOVE_MOUSE_OVER_INVASION:1 "Move the mouse over the §YInvasion§! arrow, and §GClick§! to assign the fleets to it.\nIf you did not painted the invasion order yet, you can do it by selecting the §YArmy§! and use the §GNaval Invasion Order§! tool."
NAVAL_PROV_DESC_ADD_REGION:0 "§GRight-click§! to §Yadd§! region."
NAVAL_PROV_DESC_RIGHT_CLICK_TO_MOVE:0 "§GRight-click§! to move to location."
NAVAL_PROV_DESC_REMOVE_REGION:0 "§GShift+Right-click§! to §Yremove§! region."
NAVAL_PROV_DESC_REMOVE_REGION_CLICK:0 "§GClick§! to §Yremove§! region."
NAVAL_PROV_DESC_HOLD_AND_GO_TO:0 "§GCtrl+Right-click§! to cancel mission, and move to location."
NAVAL_PROV_DESC_NO_MISSIONS:0 "\n§HThere is no missions set in this region.§!"
NAVAL_PROV_DESC_MISSION_ENTRY:0 "§G$UNIT$§! - $STATUS$"
NAVAL_PROV_DESC_FORMATION_SPREAD:0 "$SPR|%$"
NAVAL_FORMATION_SPREAD_TITLE:0 "§HFormation Spread§!\n"
NAVAL_EXCORT_FORMATION_SPREAD_TITLE:0 "§HEscort formation spread§!\n"
NAVAL_FORMATION_SPREAD_DESC:0 "How spread out this fleet is. A more spread out fleet will cover more area which helps to locate the enemy, but will take time to assemble for a larger battle when required. Spread is mainly affected by what mission you have selected."
NAVAL_MISSIONS_LOCAL_HEADER:0 "§HNaval missions:§!"
NAVAL_MISSION_THIS_IS_LAND_REGION:0 "There is no sea provinces in this region."
HOME_BASE_TITLE:1 "§HHome Base§!"
HOME_BASE_DESC:0 "The base this fleet is carrying out missions from.\n§YCTRL§!+§GRight-click§! a naval base to move and set a new §Ghome base§!."
NAVAL_PROV_DESC_MOVE_TO:0 "§GRight-click§! to §Ymove§! to province."
NAVAL_PROV_DESC_REBASE_TO:0 "§YCTRL§!+§GRight-click§! to set as §Ghome base§!"
NAVAL_PROV_DESC_MOVE_TO_DEACTIVATE:0 "§R(Current mission will be deactivated)§!"
NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_ALL:0 "§RMaximum mission region count reached for all selected units§!"
NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_INDIVIDUAL:0 "§RUnits that reached their maximum mission region count already:§!"
NAVAL_PROV_DESC_MOVE_TO_MAX_REGIONS_ITEM:0 "$NAME|R$"
FLEET_ACTIVE_IN_REGION:0 "Active in Regions: $NUM$"
ALL_TASKFORCES_SELECTED:0 "Missions - All Taskforces"
MULTIPLE_TASKFORCES_SELECTED:0 "Missions - Multiple Taskforces"
ONE_TASKFORCE_SELECTED:0 "Missions - $TASKFORCE$"
NAVAL_PROV_DESC_MOVE_TO_COASTAL_WARNING:1 "§HHint:§! §gNon-moving fleets on hold in coastal areas can block straits, but they can be spotted by divisions. Does not apply to fleets containing only submarines.§!"
NAVAL_BASE_TOOLTIP_GOTO_NAVALBASE:0 "§GRight-click§! to move to that naval base."
NAVAL_BASE_TOOLTIP_HOLD_AND_GOTO_NAVALBASE:0 "§GControl + Right-click§! to cancel mission, and move to that naval base."
NAVAL_BASE_TOOLTIP_SET_MAINBASE:1 "§GControl + Right-click§! to set as §Ghome base§!.\n"
NAVAL_BASE_TOOLTIP_SELECTION_INFO:1 "§GClick§! to select taskforces that are based or assigned for repairs in this naval base.\n§GControl + Click§! to toggle repair state.\n§GShift + Click§! to show repair queue."
NAVAL_BASE_NAVY_LIST_HEADER:0 "Fleets stationed in this base:"
NAVAL_BASE_NAVY_ENTRY:0 "$NAME|Y$ ($COUNTRY|Y$)"
NAVY_HOME_BASE:0 "$NAME$ (Lv:$LVL|Y$)"
FLEET_NAME:0 "$COUNTRY$ Fleet $NUMBER$"
FLEET_NAME_USA:0 "USS Navy Group $NUMBER$"
FLEET_NAME_GER:0 "$COUNTRY$ Flotta $NUMBER$"
FLEET_NAME_SOV:0 "$NUMBER$-ja Sovetskaja Flotilija"
RESERVE_FLEET_NAME:0 "$COUNTRY$ Reserve fleet $NUMBER$"
TASK_FORCE_NAME:0 "$COUNTRY$ Task force $NUMBER$"
COMPACT_SHIP_VIEW_DESC:0 "$NUM|Y$ Ships of type $TYPE|Y$."
COMPACT_SHIP_VIEW_DESC_REQ:0 "$NUM|Y$ Required and automatically reinforced."
CHANGE_NAVAL_MODE:0 "Toggle Control Mode"
CHANGE_NAVAL_MODE_DESC:0 "Toggle mode between direct movement control and giving missions in areas"
CREATE_NEW_FLEET:0 "Create New Fleet"
CREATE_NEW_FLEET_DISABLED:0 "To create a new fleet you need at least two ships in one fleet."
CREATE_NEW_FLEET_DISABLED_IN_COMBAT:0 "To create new fleet should not be in combat."
CREATE_NEW_FLEET_DESC:0 "Create a new empty fleet"
SPLIT_NAVY:0 "Split the fleet"
NAVY_SPLIT_IN_HALF:1 "Split the task force in two"
EQUALS:0 "equals"
LESS_THAN:0 "less than"
GREATER_THAN:0 "greater than"
BASE_VALUE:0 "Base value: §Y$VALUE|1$§!"
BASE_VALUE2:0 "Base value: §Y$VALUE|2$§!"
COMMAND_POWER_BASE:0 "Base gain from current max: §Y$VALUE|%1$§!"
TEMPORARY_BUFF_BOOL:0 "$BUFF_REASON$: $VALUE$ (§H$NUM_DAYS|0$§! days)\n"
TEMPORARY_BUFF:0 "$BUFF_REASON$: §G+$VALUE|%+1$§! (§H$NUM_DAYS|0$§! days)\n"
TEMPORARY_BUFF_NEGATIVE:0 "$BUFF_REASON$: §G$VALUE|%+1$§! (§H$NUM_DAYS|0$§! days)\n"
BAD_TEMPORARY_BUFF:0 "$BUFF_REASON$: §R+$VALUE|%-1$§! (§H$NUM_DAYS|0$§! days)\n"
BAD_TEMPORARY_BUFF_NEGATIVE:0 "$BUFF_REASON$: §R$VALUE|%-1$§! (§H$NUM_DAYS|0$§! days)\n"
TEMPORARY_BUFF_TOOLTIP:0 "$NAME$: $VALUE$\n"
TEMPORARY_BUFF_TOOLTIP_VAL:0 "$VALUE|%1$"
TEMPORARY_BUFF_TOOLTIP_BOOL:0 "$NAME$: $VALUE$\n"
FEX_STATE_UNINITIALIZED:0 "?"
FEX_STATE_WAITING:0 "Waiting"
FEX_STATE_FIGHTING:0 "Fighting"
FEX_STATE_ON_THE_WAY:0 "On the way"
FEX_STATE_ESCAPING:0 "Disengaging"
FEX_STATE_RUN_AWAY:0 "Disengaged"
FEX_STATE_SUNK:0 "Sunk"
SHIP_SUNK_BY:0 "Sunk by $NAME|R$"
ONLY_REPAIR_IN_NAVAL_BASE:0 "Can only repair when in a naval base."
REPAIR_READY_ETA:0 "Repair is estimated to be finished at $WHEN|Y$."
TOTAL_DAMAGED_SHIPS_REPAIR:0 "With $SHIPS|Y$ ships needing repair, each regain $REPAIR|+%$ each hour."
NAVAL_BASE_REPAIR_INFO:2 "This naval base has a level of $SIZE|Y0$, of which $FUNCTIONAL|Y0$ are functional, each level providing $EFFECT|Y$ strength repair maximum at local supply level of $SUPPLY|Y%$, the total hourly maximum repair power is $POWER|Y2%$.\n"
NAVAL_COMBAT_SHIP_TOOLTIP:0 "$FLAG$ $NAME|$ $STATUS|Y$ - "
NAVAL_COMBAT_SHIP_TOOLTIP_ATTACKING:0 "\n§YAttacking§! $FLAG$ $TARGET|R$"
NAVAL_COMBAT_SHIP_TOOLTIP_APPROACHING:0 "\n§YApproaching§! $FLAG$ $TARGET|R$ (§Y$DIST|0$km§! beyond range)"
NAVAL_COMBAT_DIST_TO_ARRIVE:0 "\n Distance to arrive: $DIST|0Y$km"
NAVAL_COMBAT_HOURS_TO_ARRIVE:0 "\n Hours to arrive: $NUM|0Y$"
NAVAL_COMBAT_SHIP_STRENGTH:0 "Strength: $STR|%Y$"
NAVAL_COMBAT_SHIP_STRENGTH_DESC:0 "Strength represents how much damage a ship can take before being destroyed"
NAVAL_COMBAT_INCOMING_UNKNOWN:0 "§RUnknown ships are incoming.§!"
NAVAL_COMBAT_AIRWING_TOOLTIP_HEADER:0 "\n====================\n$NUM|G$ of $MOD|Y$ from $FROM|Y$\n$DEAD|R$ shot down by the enemy."
NAVAL_COMBAT_AIRWING_TOOLTIP_HEADER_EXTERNAL:0 "\n====================\n$HOUR|Y$ hours ago $NUM|G$ of $MOD|Y$ came from $FROM|Y$. $DEAD|R$ was shot down by the enemy."
NAVAL_COMBAT_AIRWING_TOOLTIP_SHOT_DOWN:0 "\nShot down:"
NAVAL_COMBAT_AIRWING_TOOLTIP_SHOT_DOWN_ENTRY:1 "\n $NUM|G$ of $MOD|Y$"
NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED:0 "\nDamaged:"
NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED_ENTRY:1 "\n $PERC|G%$ of $NAVY|Y$"
NAVAL_COMBAT_AIRWING_TOOLTIP_DAMAGED_LAST_HIT:1 " (§GKilling blow§!)"
NAVAL_COMBAT_RECEIVED_CRITICALS:0 "Received $NUM|R$ critical hits."
NAVAL_COMBAT_HIDDEN_SUBS:0 "§RExact position is unknown.§!\n"
NAVAL_TRANSFER_BLOCKED:1 "§RYou can't transfer ships between task forces in different naval bases§!"
CARRIER_PLANES_EVAC_STATUS_DESTROYED:0 "No evacuation air base found - its aircrafts have been lost."
CARRUER_PLANES_EVAC_STATUS_STATE:0 "Its aircrafts have been evacuated to the airbase in $STATE|Y$ in $COUNTRY|Y$."
AIR_SUPERIORITY_BAR_DISABLED:0 "We have air units in this region, but they are not actively performing their missions currently."
AIR_SUPERIORITY_BAR_DISABLED_NO_WINGS:0 "There are currently no air units active in this region."
AIR_SUPERIORITY_BAR:0 "With current amount of aircraft we can effectively cover $WE_COVERAGE|%0Y$ of region."
AIR_SUPERIORITY_BAR_TOOLTIP:0 "§YAir superiority:§! $PERC$"
AIR_SUPERIORITY_BAR_OUR:0 "\nOur air power: $OUR$"
AIR_SUPERIORITY_BAR_ENEMY:0 "\nEnemy air power: $ENEMY$"
AIR_SUPERIORITY_BAR_EXPLANATION:0 "Each type of an air wing has a defined superiority power value, that describes how effective it is in domination on the sky. The superiority power in the region comes from all of your (and your allies) active air wings in that region. The more air wings the higher value, but be aware that the value is also reduced with low region coverage. So remember to rebase your air wings to get the most optimal region coverage."
AIR_SUPERIORITY_AA_REDUCTION_ENEMY:0 "Reduced by the enemy anti air in region = $RED|R1$"
AIR_SUPERIORITY_AA_REDUCTION_OUR:0 "Reduced by our anti air in region = $RED|G1$"
AIR_SUPERIORITY_TYPE_1:1 "Currently Active Fighters"
AIR_SUPERIORITY_TYPE_2:1 "Currently Active Bombers"
AIR_SUPERIORITY_TYPE_3:1 "Currently Active Support Planes"
AIR_SUPERIORITY_TYPE_4:0 "Anti air guns"
AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_1:0 "There are friendly fighters active in the area"
AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_2:0 "There are friendly bombers active in the area"
AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_3:0 "There are friendly support planes active in the area"
AIR_SUPERIORITY_FRIENDLY_PRESENCE_TYPE_4:0 "There are friendly anti air guns active in the area"
AIR_SUPERIORITY_ENEMY_TYPE_1:1 "Currently Active Enemy Fighters"
AIR_SUPERIORITY_ENEMY_TYPE_2:1 "Currently Active Enemy Bombers"
AIR_SUPERIORITY_ENEMY_TYPE_3:1 "Currently Active Enemy Support Planes"
AIR_SUPERIORITY_ENEMY_TYPE_4:0 "Enemy Anti air guns"
AIR_RESERVES_TYPE_1:0 "Fighters"
AIR_RESERVES_TYPE_2:0 "Bombers"
AIR_RESERVES_TYPE_3:0 "Support planes"
LINECHART_DETAILS_YEARS:0 "Years"
LINECHART_DETAILS_MONTHS:0 "Months"
LINECHART_DETAILS_DAYS:0 "Days"
REASON_NONE_TOTAL:0 "Total: $SUM|0H$"
REASON_NONE_TOTAL_DETAILED:0 "Total: $SUM|1H$"
REASON_LAND_COMBAT:0 "Shot down by AA: $SUM|0H$"
REASON_AIR_COMBAT:0 "Shot down in air battle: $SUM|0H$"
REASON_ACCIDENT:0 "Accident losses: $SUM|0H$"
REASON_BOMBED:0 "Bombed: $SUM|0H$"
AIRVIEW_DETAILS_CHANNEL_1:1 "Our buildings bombed: $VAL|R1$"
AIRVIEW_DETAILS_CHANNEL_2:1 "Our troops bombed: $VAL|R1$"
AIRVIEW_DETAILS_CHANNEL_3:1 "Our ships bombed: $VAL|R1$"
AIRVIEW_DETAILS_CHANNEL_4:1 "Our fighters lost: $VAL|R0$"
AIRVIEW_DETAILS_CHANNEL_5:1 "Our bombers lost: $VAL|R0$"
AIRVIEW_DETAILS_CHANNEL_6:1 "Our support lost: $VAL|R0$"
AIRVIEW_DETAILS_CHANNEL_7:3 "Our transports lost: $VAL|R0$"
AIRVIEW_DETAILS_CHANNEL_8:3 "Our bombers disrupted: $VAL|R1$"
AIRVIEW_DETAILS_CHANNEL_9:2 "Enemy buildings bombed: $VAL|G1$"
AIRVIEW_DETAILS_CHANNEL_10:2 "Enemy troops bombed: $VAL|G1$"
AIRVIEW_DETAILS_CHANNEL_11:3 "Enemy ships bombed: $VAL|G1$"
AIRVIEW_DETAILS_CHANNEL_12:2 "Enemy fighters lost: $VAL|G0$"
AIRVIEW_DETAILS_CHANNEL_13:2 "Enemy bombers lost: $VAL|G0$"
AIRVIEW_DETAILS_CHANNEL_14:3 "Enemy support lost: $VAL|G0$"
AIRVIEW_DETAILS_CHANNEL_15:2 "Enemy transports lost: $VAL|G0$"
AIRVIEW_DETAILS_CHANNEL_16:2 "Enemy bombers disrupted: $VAL|G1$"
AIRVIEW_GRAPH_VALUE:0 "$VALUE|1$"
NAVAL_DETECTION_CHANCE:0 "§YSurface§!/§YSub§! detection chance: $SUR|=1%+$/$SUB|=1%+$"
NAVAL_DETECTION_CHANCE_DETAILS_BASE:0 " Base: $VAL|0%Y$"
NAVAL_DETECTION_CHANCE_DETAILS_COVERAGE:0 " x Regions coverage: $COV|1%+$ (§Y$FOR$§! formation spread: $NAME$)"
NAVAL_DETECTION_CHANCE_DETAILS_SUPPLY:0 " x Base supply status: $SUPPLY|1%+$"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_PATROL:0 "§YVery wide§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_MINES_PLANTING:0 "§YVery wide§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_MINES_SWEEPING:0 "§YVery wide§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_SEARCH_AND_DESTROY:0 "§YTight§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_CONVOY_RAIDING:0 "§YNormal§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_CONVOY_ESCORT:0 "§YTight§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_INVASION:0 "§YTight§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_TRAINING:0 "§YTight§!"
NAVAL_DETECTION_CHANCE_DETAILS_FORMATION_RESERVE_FLEET:0 "§YTight§!"
NAVAL_DETECTION_CHANCE_DETAILS_RADARS:0 " + From radars: $VAL|=2%+$"
NAVAL_DETECTION_CHANCE_DETAILS_AIR_SUP:0 " + From Air Superiority: $VAL|=2%+$"
NAVAL_DETECTION_CHANCE_DETAILS_WEATHER:0 " x Weather multiplier: $VAL$"
NAVAL_DETECTION_CHANCE_DETAILS_DECRYPT:0 "\n If we have better decryption than an enemy vessels encryption we get $VAL|G0%$ improved detection per level."
NAVAL_DETECTION_CHANCE_DETAILS_SURF_DET:0 " x Equipment Surface Detection: $VAL|0%+$"
NAVAL_DETECTION_CHANCE_DETAILS_SUB_DET:0 " x Equipment Sub Detection: $VAL|0%+$"
NAVAL_DETECTION_CHANCE_DETAILS_TRUE_VAL:0 "§GTrue detection chance also depends on enemy ships visibility.§!"
SPOTTING_BASE_CHANCE_TOTAL:0 "§HBase detection in region: $VAL|0%+$§!\n"
SPOTTING_BASE_CHANCE:0 " Base: $VAL|0%+=$\n"
SPOTTING_BASE_CHANCE_FROM_NAVY:0 " Task Forces in Region: $VAL|0%+=$\n"
SPOTTING_BASE_CHANCE_FROM_AIR:0 " Air Superiority in Region: $VAL|0%+=$\n"
SPOTTING_BASE_CHANCE_FROM_RADAR:0 " Radar Coverage in Region: $VAL|0%+=$\n"
SPOTTING_BASE_CHANCE_FROM_DECRYPTION:0 " Decryption Difference: $VAL|0%+=$\n"
NAVAL_SPOTTING_SPEED_SURFACE:0 "Spotting: $VAL|2%+=$"
NAVAL_SPOTTING_SPEED_SUB:0 "Sub surface spotting speed: $VAL|2%+=$"
NAVAL_SPOTTING_SURFACE_DETECTION:0 "Surface detection: $VAL|2%+$"
NAVAL_SPOTTING_SUB_DETECTION:1 "Sub Detection: $VAL|2%+$"
NAVAL_SPOTTING_OUR_DETECTION:0 "Our detection chance: $VAL|2%+=$"
NAVAL_SPOTTING_THEIR_DETECTION:0 "Their detection chance: §R-§!$VAL|2%-$"
NAVAL_SPOTTING_THEIR_VISIBILITY:0 "Their visibility: $VAL|0%H$"
NAVAL_SPOTTING_DUE_TO_SPEED_DELTA:0 "Speed difference: $VAL|2%+=$"
NAVAL_SPOTTING_COORDINATION_FACTOR:0 "Coordination: $VAL|0%H$"
NAVAL_SPOTTING_STATE:0 "There are §Y$NUM$§! undetected ships\n"
SPOTTING_DETECTION_PROCESS_PER_TASK_FORCE:0 " $NAME$: $VAL|0%+$ ($TARGET$)\n"
NAVAL_SPOTTING_LEVEL_NONE_DESC:0 "We know of an enemy presence in the region."
NAVAL_SPOTTING_LEVEL_LOW_DESC:0 "We spotted the enemy and have a rough estimate of their forces"
NAVAL_SPOTTING_LEVEL_MEDIUM_DESC:0 "We spotted the enemy and have a clear estimate of their forces"
NAVAL_SPOTTING_LEVEL_DETAILED_UNITS_DESC:0 "We identified the enemy and can accurately estimate their forces."
NAVAL_SPOTTING_SEARCHED_BY:0 "The enemy is being located by $NAME|H$."
NAVAL_SPOTTING_PROGRESS:0 "Progress: $PROGRESS|H%.0$"
NAVAL_SPOTTING_DAILY_CHANGE:0 "Daily change: $SPEED|%.2+=H$"
NAVAL_SPOTTING_HOURLY_CHANGE:0 "§HHourly change: $SPEED|%.2+=$§!"
NAVAL_SPOTTING_DESC:1 "When fully spotted, a strike force can join the ensuing battle."
ACTIVE_COMBAT_STATUS:0 "There are $NUM|H$ ongoing combats in this region.\n\n§GClick§! to cycle through them."
COMBAT_RESULT_STATUS:0 "There are $NUM|H$ combat results in this region.\n\n§GClick§! to cycle through them."
NAVAL_ENTRY_DRAGDROP_DESC:1 "§GClick to grab this group of ships and drop it on another task force.\n§!"
NAVAL_ENTRY_NEWFLEET_DESC:1 "§GRight-Click to create new task force from this group.§!"
NAVAL_ENTRY_NEWFLEET_COMBAT_DESC:1 "§RCannot assign to new task force while in combat.§!"
NAVAL_MINES_IN_REGION_HEADER:0 "§HNaval mines laid:§!"
NAVAL_MINES_IN_REGION_BY_US:1 "\n §YWe§! have laid $COUNT|G0$ mines, damaged $COUNT_DAMAGED|G0$ and sunk $COUNT_SUNK|G0$ ships."
NAVAL_MINES_IN_REGION_BY_FRIENDS:1 "\n Our §Gallies§! have laid $COUNT|G0$ mines, damaged $COUNT_DAMAGED|G0$ and sunk $COUNT_SUNK|G0$ ships."
NAVAL_MINES_IN_REGION_BY_ENEMIES:1 "\n Our §Renemies§! have laid $COUNT|R0$ mines, damaged $COUNT_DAMAGED|R0$ and sunk $COUNT_SUNK|R0$ ships."
NAVAL_MINES_IN_REGION_BY_NEUTRAL:0 "\n $COUNTRY|Y$ has laid $COUNT|R0$ mines."
NAVAL_MINES_PENALTIES_FROM_ENEMY:0 "\n§HPenalties from enemy mines:§!\n"
NAVAL_ACCIDENTS:0 "Naval accidents"
NAVAL_ACCIDENTS_TRAINING:0 "Accidents! from §Htraining§!: $NUM$"
NAVAL_ACCIDENTS_MINES:0 "Accidents from §Henemy naval mines§!: $NUM$"
NAVAL_ACCIDENTS_ENEMY:0 "Enemy accidents from §Hnaval mines§!: $NUM$"
NAVAL_ACCIDENTS_DAMAGED:0 "\n Total damage: $DMG|R1$"
NAVAL_ACCIDENTS_SUNK:0 "\n Ships sunk: $SHIPS|R$"
NAVAL_ACCIDENTS_SUMMARY:0 "Naval accidents for ships of type $TYPE|H$:\n - $SUNK_MINES|R$ sunk by §Ynaval mines§!\n - $SUNK_TRAINING|R$ sunk in §Ytraining§!\n - $DAMAGE_MINES|R$ of total damage by §Ynaval mines§!\n - $DAMAGE_TRAINING|R$ of total damage in §Ytraining§!"
NAVAL_ACCIDENTS_ACTIONS:0 "§GClick§! to open §YNaval accidents§! summary.\n§GRight Click§! to §Rdelete§! §Ynaval accidents§! info in this region."
NAVAL_ACCIDENT_DISPATCH_TITLE:0 "Dispatch naval accidents data"
NAVAL_ACCIDENT_DISPATCH_DESC:0 "Are you sure, that you want to dispatch all naval accidents data in this region?"
UNIT_VIEW_DIVISIONS_COUNT:0 "$DIV$/$MAX$"
UNIT_VIEW_DIVISIONS_COUNT_NO_LIMIT:0 "$DIV$"
UNIT_TOOLTIP_BATTALIONS:1 "§GBattalions§!"
UNIT_TOOLTIP_SUPPORT:0 "§GSupport§!"
MAP_ARROWS_LOCALIZATION:0 "$DIVISIONS$ - $GROUP$"
MAP_ARROWS_LOCALIZATION_EMPTY:0 "No divisions"
MAP_ARROWS_DIVISIONS_COUNT:0 "$DIV$ Divisions"
MAP_ARROWS_DIVISIONS_COUNT_SHORT:0 "$DIV$ Divs."
MAP_ARROWS_LOCALIZATION_EMPTY_SHORT:0 "No Divs."
MAP_ARROWS_PARATROOPERS_COUNT:0 "$DIV$ Paratroopers"
MAP_ARROWS_INVASION_TRANSPORTS_COUNT:0 " $TR$ Transports"
MAP_ARROWS_PARADROP_TRANSPORTS_COUNT:0 " $TR$ Transports"
REQUEST_EXPEDITIONARIES_DIVISIONS_COUNT:0 "$NUM_DIVS|Y$ Total Divisions"
UNITS_VIEW_DIVISIONS_COUNT:0 "$DIV|G$ Divisions"
UNITS_VIEW_WINGS_COUNT:0 "$WINGS|G$ Selected"
UNITS_VIEW_SELECTED_DIVISIONS_COUNT:0 "$DIV|G$ Selected"
UNITS_VIEW_BTN_SELECT:0 "Select"
UNITS_VIEW_BTN_SELECT_TOOLTIP:1 "Click to select this Army, and draw orders for them."
UNITS_VIEW_BTN_UNASSIGN_UNITS:0 "Unassign"
UNITS_VIEW_BTN_UNASSIGN_UNITS_TOOLTIP:1 "Click to §Runassign§! all currently selected units from this army."
UNITS_VIEW_BTN_UNASSIGN_SINGLE_UNIT_TOOLTIP:1 "Click to §Runassign§! this unit from the command army."
UNITS_VIEW_BTN_STOP_TRAINING_TOOLTIP_WILL_STOP_AT_MAX_INFO:0 "§RExercise§! will be automatically stopped when all units reach the maximum training level."
UNITS_VIEW_BTN_START_TRAINING:0 "Exercise"
UNITS_VIEW_BTN_STOP_TRAINING:0 "Stop"
UNITS_VIEW_BTN_STOP_TRAINING_TOOLTIP:0 "Click to stop the §Rexercise§! with this army."
UNITS_VIEW_BTN_DISBAND_GROUP:1 "Remove"
UNITS_VIEW_BTN_DISBAND_GROUP_TOOLTIP:1 "Click to §RRemove§! this army. All its divisions will become unassigned."
ARMY_LEADER_EXPEDITIONARY_FORCE_ICON:0 "This army is an empty army created for requesting expeditionary forces."
ARMY_LEADER_CREATE_EXPEDITIONARY_FORCE_GROUP:0 "Click to create an empty army for requesting expeditionary forces."
UNITS_VIEW_BTN_EXECUTION_STOP:0 "Stop"
UNITS_VIEW_BTN_EXECUTE:0 "Execute"
UNITS_VIEW_BTN_EXECUTE_TOOLTIP:1 "§GClick§! to $ACTION$ the execution of the §Yentire plan.§!\n§GShift + Click§! and then §Yclick on the desired order§! to Toggle execution\n§GCtrl + Click§! to toggle execution of all assigned divisions and armies"
UNITS_VIEW_BTN_EXECUTE_TOOLTIP_PLAY:0 "§YACTIVATE§!"
UNITS_VIEW_BTN_EXECUTE_TOOLTIP_STOP:0 "§YSTOP§!"
UNITS_VIEW_BTN_EXECUTE_NONE_SET_TOOLTIP:1 "This army has no orders to execute. You need to create a plan to enable this."
UNITS_VIEW_BTN_EXECUTE_POINT_OUT:0 "Now click on the map on the desired orders to toggle their execution."
UNITS_VIEW_BTN_DELETE_ORDER:1 "§HDelete Order§!\n§GClick§! this button, then click on the order on the map you want to delete.\n§GRight-click§! this button, to §Rdelete all orders§! of currently selected army."
UNITS_VIEW_BTN_RESHAPE:0 "§HEdit mode§!\nHit this button to toggle the mode, or hold §GALT§!\n§GRight-click§! on battle plans ending pins to edit them.\n§GClick and hold the mouse button§! on the Advancement Arrow to reshape it or connect with another order.\n§GRight-click and hold the mouse button§! on one of the blinking orders to begin painting a new Advancement Arrow."
UNITS_VIEW_BTN_DRAW_OFFENCE:3 "§HOffensive line§!\n§GRight-click and hold the mouse button§! on the map to draw §YOffensive Line§!.\nLines can be painted only on territory you have assigned a §HFront Line§! or §HNaval Invasion§! to.\n\nDivisions assigned to a plan with an Offensive Line will try to take territory to move their front line there. \n\n§GHold mouse button§! and §Grelease§! it on an execute behavior button to change plan's execution type"
UNITS_VIEW_BTN_DRAW_DEFENCE:1 "§HFront Line§!\n - §GClick§! on one of the borders against another country to set the assigned front along entire border.\n - §GRight-click and drag the mouse§! on one of the borders against another country to set the front in a shorter interval.\n - §GRight-click and drag the mouse§! on the existing frontline endings to edit them.\n\nFront lines are the start point of attacks into enemy territory towards Offensive Lines, but also allows you to quickly position Divisions along a foreign border."
UNITS_VIEW_BTN_DRAW_DEFENCE_ARMY_GROUP:0 "§HFront Line§!\n - §GClick§! on one of the borders against another country to set the assigned front along entire border.\n - §GShift + Click§! on one of the borders against another country to set the assigned front without sub-army fronts along entire border.\n - §GRight-click and drag the mouse§! on one of the borders against another country to set the front in a shorter interval.\n - §GShift + Right-click and drag the mouse§! on one of the borders against another country to set the front without sub-army fronts in a shorter interval.\n - §GRight-click and drag the mouse§! on the existing frontline endings to edit them.\n\nFront lines are the start point of attacks into enemy territory towards Offensive Lines, but also allows you to quickly position Divisions along a foreign border."
UNITS_VIEW_BTN_DRAW_FALLBACK:1 "§HFallback line§!\n - §GRight-click and drag the mouse§! on the friendly territory to draw the §YSingle use§! defensive order.\n\nFallback lines are useful for positioning Divisions for defense, for example, behind a river, or somewhere else in friendly territory."
UNITS_VIEW_BTN_AREA_DEFENSE:1 "§HGarrison Area§!\n - §GClick§! on states to add/remove them from the army's order.\nAn Army with this order cannot have other types at the same time.\n\nDivisions assigned to an Army with this order will spread out over the assigned area to guard important cities, ports or other objects as well as handle local Resistance and minor enemy presence."
UNITS_VIEW_BTN_DRAW_NAVAL_INV:0 "§HNaval Invasion Order§!\nStep 1) §GClick§! on one of the highlighted provinces to set the invasion source.\nStep 2) §GRight-click§! on the desired coast province(s) to invade.\nOnce the plan is activated, the invasion will begin to prepare and reserve convoys from your countries pool."
UNITS_VIEW_BTN_DRAW_PARADROP:0 "§HParatroop Order§!\nStep 1) §GClick§! on our air base to designate the takeoff point. The air base must have available transport planes.\nStep 2) §GRight-click§! on the province that is in range of the local transport planes, to designate the drop location.\n§gRemember that only the units with paratroop ability will be transported.§!"
UNITS_VIEW_BTN_DRAW_OFFENCE_FRONT_LINE_FIRST:0 "§RYou have to create a Front line first.§!"
UNITS_VIEW_BTN_RESHAPE_NOTHING:0 "§RNothing to Edit.§!"
UNITS_VIEW_BTN_UNASSIGN_NO_ORDERS:0 "§RNothing to unassign from.§!"
UNITS_VIEW_BTN_UNASSIGN_DEFENCE_ORDER:0 "§RCannot unassign units from §YGarrison Area§! order.§!"
UNITS_VIEW_BTN_DELTE_NOTHING:0 "§RNothing to Delete.§!"
UNITS_VIEW_BTN_DRAW_PARADROP_NO_PARATROOPERS:0 "§RNo Paratroopers in the Command Group.§!"
UNITS_VIEW_BTN_IN_RESHAPE_MODE:0 "§RYou are currently editing orders.§!"
UNITS_VIEW_BTN_UNITS_ASSIGN:2 "§HDivisions assignment mode§!\nHit this button to toggle the mode, or hold §GCTRL§!.\nThen select one of the highlighted fronts to assign the currently selected units."
UNITS_VIEW_BTN_UNITS_UNASSIGN:0 "§HUnassign divisions§!\nHit this button to unassign the currently selected divisions from their orders."
UNITS_HAS_NO_ORDERS_WARNING:1 "§RDivision belongs to an army, but has no orders assigned!§!\nDraw Defensive/Offensive Lines and assign units to them."
UNITS_HAS_NO_ORDERS_WARNING_BUT_HAS_ARMY_GROUP:0 "§RDivision belongs to an army with no orders, it will use army group order instead.§!"
UNITS_HAS_INVALID_ORDERS_WARNING:0 "§RUnits are unwilling or unable to execute assigned order!§!\nUnits are not allowed to enter demilitarized zones and will not carry out suicidal battle plans without specific movement orders."
UNITS_HAS_INVALID_MOVE_IN_PATH_WARNING:0 "§RUnit unable to move to a province along its path§!"
UNITS_HAS_INVALID_PATH_WARNING:0 "§RUnable to find valid path to target§!"
UNITS_HAS_INVALID_TRANSPORT_WARNING:0 "§RUnable to transport to target§!"
UNITS_HAS_INVALID_MOVE_WARNING:0 "§RUnable to move to next target province§!"
UNITS_HAS_INVALID_RETREAT_WARNING:0 "§RUnable to retreat to target province§!"
UNITS_HAS_LOW_SUPPLY_MOVE_WARNING:0 "§RIf unit were to continue moving it would cause the next province to require more supplies than it has capacity for.\nExplicit move order can force the unit to move it out anyway§!"
UNITS_UNWILLING_ATTACK_WARNING:0 "§RUnit considers attacking to be too dangerous.\nExplicit move order can force the unit to carry it out anyway.§!"
UNITS_INVALID_ATTACK_WARNING:0 "§RUnable to attack target province§!"
UNITS_NO_POSSIBLE_ATTACK_WARNING:0 "§RUnable to find a valid attack target§!"
UNITS_AWAITING_ORDERS:0 "§YUnit has carried out its orders and is awaiting new ones§!"
UNITS_HAS_LOST_ITS_WAY:1 "§YUnit is unable to carry out its orders.§!"
UNITS_TOO_WEAK_TO_ATTACK:0 "§RUnit's organization is too low to advance.§!\nPlease wait for them to reorganize, or consider changing the §YAggressiveness§! of the battleplans execution."
UNITS_DMZ_MOVE_WARNING:0 "§RUnit will not move into demilitarized zone§!"
EXECUTE_ORDERS_POINT_OUT:0 "§GClick§! to toggle execution of this order."
EXECUTE_ORDERS_POINT_OUT_CAN_T_TOGGLE:1 "§RThis order belongs to a different army.§!"
EXECUTE_ORDERS_POINT_OUT_NO_ORDERS_HERE:0 "Please move the mouse pointer over one of the orders that you wish to toggle execution."
CORE_FILTER_BY:0 "§TFilter by: $NAME|H$§!"
MAJOR:0 "Major Countries"
EXECUTION:0 "Execution"
BATTLE_PLANS:0 "Battle Plans"
BATTLE_PLANS_X_WILL_BE_ASSIGNED:0 "$NUM|Y$ divisions will be assigned."
COMMAND_GROUP_NAME_GENERIC:1 "Army $N$"
ARMY_GROUP_NAME_GENERIC:0 "Army Group $N$"
CORE_FILTER_BY_MAJOR:0 "§TFilter by if a nation is considered a Major or not.§!"
CARRIER_SHIP_ICON:1 "This air base is a §HFleet§! containing §HAircraft Carriers§!.\n§gClick to select§!"
ASSIGN_LEADER_TITLE:0 "Select Commander for $UNIT|Y$"
DIMININSHING_RETURNS:0 "At this popularity, effects are scaled to $SCALE|Y2%$"
LEADER_NOT_IN_PORT:0 "§ROn sea§!"
LEADER_SKILL_DESC:0 "Skill: $S|Y$"
LEADER_SKILL_WITH_PROGRESS:0 "Skill: $SKILL|Y$ ($PROGRESS|%Y0$)"
LEADER_SKILL_AT_CAP:0 "Skill: $SKILL|Y$ (Max)"
LEADER_RANK_WITH_PROGRESS:0 "$RANK|Y$ ($PROGRESS|%Y0$)"
LEADER_FUNCTION_DESC:1 "Having a Commander assigned to an Army boosts the Army in various areas depending on the Commander's skill."
LEADER_CAPACITY_DESC:1 "$NAME$ is currently leading $CURRENT|Y$ divisions, and is capable of efficiently leading $MAX|Y$ divisions."
LEADER_ARMY_GROUP_CAPACITY_DESC:0 "$NAME$ is currently leading $CURRENT|Y$ armies, and is capable of efficiently leading $MAX|Y$ armies."
LEADER_ENDLESS_CAPACITY_DESC:0 "$NAME$ is a Field Marshal and has no command limit."
LEADER_PROMOTE:0 "§GPromote to§! $RANK|Y$"
LEADER_PROMOTE_DESC:0 "At the cost of one skill level this leader is promoted to the next rank"
LEADER_CANNOT_PROMOTE:0 "§RCannot promote§!"
LEADER_PROMOTE_NO_SKILL:0 "This leader is not skilled enough to promote"
LEADER_PROMOTE_MAX_RANK:0 "This leader has the highest available rank"
MAX:0 "Max"
CANT_CHANGE_NAVAL_LEADER_DESC:0 "§RNaval Commander can be changed only in ports§!"
DIPLOMACY_VIEW_CANCEL_SPY_MISSION:0 "Right-click to cancel mission."
DIPLOMACY_STAGE_COUP_NOT_IN_MP:0 "Stage coup not available in MP."
SPY_ON_STANDBY:0 "On Standby"
DIPLOMACY_VIEW_SPY_MISSION:0 "@$TARGET$ $MISSION$"
DIPLOMACY_VIEW_SPY_MISSION_NEW:0 "@$TARGET$"
TOTAL_MODIFIER_IS:0 "Modified to $VALUE|Y%$ due to"
NO_ORG_GAIN_IN_COMBAT:0 "There is no gain of organization while in combat."
NO_ORG_GAIN_IN_NAVAL_INVASION:0 "There is no gain of organization during naval invasion."
ORG_OVER_SUPPLY_SOFT_CAP:0 "Organization is over the supply soft-cap of $CAP|Y$, Organization will be reduced by $LOSS|R$ each hour."
MAX_EXPERIENCE_TEXT:0 "Experience is capped at $VAL|Y0$."
acquire_intel:0 "Acquire Intel"
acquire_intel_desc:0 "$SPY|H$ is attempting to Acquire Intel in $TARGET|Y$."
acquire_intel_general_desc:0 "The spy focuses on gathering intel on the nation. Will find military troops you will not otherwise have seen"
boost_party_popularity:0 "Boost Party Popularity"
boost_party:0 "Boost Party"
boost_party_popularity_desc:0 "$SPY|H$ is attempting to Boost Party Popularity ($PARTY|Y$) in $TARGET|Y$."
boost_party_popularity_general_desc:0 "Boosts a particular political group in the nation which means that they could win during elections or make a future coup more powerful"
attempt_coup:0 "Attempt Coup"
attempt_coup_desc:0 "$SPY|H$ is attempting a coup in $TARGET|Y$.\nHas done $PROGRESS|G%1$ of coup preparation."
on_standby:0 "On Standby"
on_standby_general_desc:0 "The spy remains on standby until a new mission is assigned."
attempt_coup_general_desc:0 "Prepare a coup attempt against the target nation. When done it will trigger a civil war. Strength of the uprising will depend on the nation's national unity and the political popularity of your ideology"
LEADING_TOO_MANY_SHIPS_DESC:0 "§gCommanding too many ships may lead to chaos in the formations - it will take much more time for ships to come into the battle.\nAlso all positive Commander Traits and Skills modifiers will be reduced.§!"
LEADING_TOO_MANY_DIVISIONS_DESC:0 "Commanding too many divisions will reduce all positive Commander Trait and Skill modifiers."
LEADING_TOO_MANY_ARMIES_DESC:0 "Commanding too many armies will reduce all positive Commander Trait and Skill modifiers."
LEADING_TOO_MANY_UNITS_CURR_PENALTY:0 "Current penalty: $PERC|%R$"
LEADER_DIVISIONS_COUNT:2 "Can efficiently command $MAX|Y$ divisions."
LEADER_ARMIES_COUNT:0 "Can efficiently command $MAX|Y$ armies."
LEADER_DIVISIONS_COUNT_AND_LIMIT:1 "This Commander can handle $MAX|Y$ divisions, and is currently commanding $DIV|Y$."
LEADER_SHIPS_COUNT:0 "This Commander can handle $MAX|Y$ ships."
LEADER_SHIPS_COUNT_AND_LIMIT:0 "This Commander can handle $MAX|Y$ ships, and is currently in command of $SHIP|Y$ ships."
NO_LEADER_SHIPS_COUNT_AND_LIMIT:0 "Unit without a Commander can handle up to $MAX|Y$ ships. Currently $SHIP|Y$ ships."
SPY_CANCEL_DELAY_DESC:0 "Cancelled previous mission (ready $DATE$)."
UNIT_VIEW_NAVAL_EXPERIENCE:0 "Experience"
UNIT_VIEW_ARMY_EXPERIENCE:0 "Experience:"
RESISTANCE_TICK_SPEED_FROM_VP:0 "\n - $VP|Y$: $VAL|%2-=$"
RESISTANCE_TICK_SPEED_FROM_UNITS:0 "\n - Divisions in state: $VAL|%2-=$"
RESISTANCE_TICK_SPEED_FROM_NEIGHBORS:0 "\n - Resistance in neighbor states: $VAL|%2-=$"
RESISTANCE_TICK_SPEED_FROM_CAP:0 "\n - Resistance higher than cap $VAL|%2-=$"
RESISTANCE_TICK_SPEED_DECAY:0 "\n - Natural Decay: $VAL|%2-=$"
RESISTANCE_TICK_SPEED_FROM_POLICY:0 "\n - Occupation policy multiplier: $VAL|%0-=$"
RESISTANCE_TICK_SPEED_TOTAL:1 "\n---------------\nResistance daily growth: $TOT|%2-=$ ( Capped at $SUPPRESSION|Y%2$ from suppression )"
RESISTANCE_NOT_OPERATIONAL:1 "§gResistance can grow only in fully occupied non-core states.§!"
RESISTANCE_OCCUPATION_POLICY:0 "---------------\nOccupation policy $NAM|Y$:"
RESISTANCE_VIEW_TITLE:0 "Local resistance strength: $TOT|%0-=$"
RESISTANCE_VIEW_POLICY_TITLE:0 "Occupation policy:"
RESISTANCE_VIEW_GROWTH:0 "Growth: $GR|%2-=$"
OCCUPIED_COUNTRY_COST:0 "$VALUE$ Political Power/Day"
OCCUPATION_POLICY_COST:0 "Occupations: $VALUE|+$"
CHOOSE_LEADER:0 "Select a Commander"
SHOW_ACTIVE:0 "Show active"
FE_NO_COUNTRY_SELECTED:0 "No Country Selected"
FE_HOST:0 "§R$COLOR$Host§!"
FE_SELECTED_NATION:0 "Play as $NATION$"
FE_SELECT_SCENARIO:0 "Select Scenario"
FE_CHANGE_SCENARIO:0 "Change Scenario"
FE_INTERESTING_COUNTRIES:0 "Interesting Countries"
FE_SELECT_COUNTRY:0 "Select Country"
FE_COUNTRY_INFO_TITLE:0 "Information"
FE_COUNTRY_SPIRIT:0 "National Spirit"
FE_COUNTRY_HISTORY_TITLE:0 "Brief History"
LEADER:0 "Leader"
GOVERNMENT:0 "Government"
RULING_PARTY:0 "Ruling Party"
ELECTIONS:0 "Elections"
FE_MISC_STATS:0 "Misc. Stats"
IDEOLOGY:0 "Ideology"
EXITING_TO_FRONTEND:0 "Returning to main menu"
MAP_ICON_UNITS:0 "Units: $VALUE|Y$"
MAP_ICON_DIVISIONS:0 "$VALUE|Y$ Divisions"
MAP_ICON_NAVIES:0 "Navies: $VALUE|Y$"
MAP_ICON_NAVY_SHIPS:1 "$NAVY|H$ ($COUNTRY|H$): $VALUE|Y$ Ships ($VALUE2|Y$ Capital)"
MAP_ICON_SHIPS:0 "Ships: $VALUE|Y$"
UNIT_ORG:0 "Organization: $VALUE|H$"
UNIT_AVERAGE_ORG:1 "Average Organization: $VALUE|%0H$"
UNIT_AVERAGE_STR:0 "Average Strength: $VALUE|%0H$"
ARMY_UNIT_ORG:0 "Organization: $VALUE|%H$"
ARMY_UNIT_SUPPLY:1 "§TSupply status: §! $VALUE|%0Y$"
ARMY_UNIT_SUPPLY_DESC_BAD:0 "§TSupply status:§! $VALUE|%0R$"
ARMY_UNIT_SUPPLY_DESC_OK:0 "§TSupply status:§! $VALUE|%0Y$ (Hours of spare: $SPARE|Y0$)"
ARMY_CLICK_HEADER:1 "§GClick§! to select division.\n§GShift+Click§! to toggle selection.\n§GDouble-click§! to select all divisions with the same template\n§GRight-Click§! to pan to the Division"
SHIP_CLICK_HEADER:0 "§GRight-Click§! to pan to the Fleet (or a Port)"
FLEET_CLICK_HEADER:0 "§GClick§! to select that Fleet.\n"
UNIT_BUTTON_DESC:0 "Template: §Y$TYPE$§!"
UNIT_BUTTON_ACTION:0 "(Click to view details)"
UNIT_DESTINATION:0 "Destination: $STATE|Y$"
NAVAL_SERIES_INCREASE_DESC:2 "Increase amount of ships left to produce.\n§GCtrl+Click to add §H10§!\n§GShift+Click to add §H100§!§!§!"
NAVAL_SERIES_AMOUNT_DESC:0 "Amount of ships left to produce."
NAVAL_SERIES_DECREASE_DESC:2 "Decrease amount of ships left to produce.\n§GCtrl+Click to deduct §H10§!\n§GShift+Click to deduct §H100§!§!§!"
oil_desc:0 "Petrochemicals include any broad number of petrol derived substances. It is used to make fuel, chemicals, medicine, plastics, ammunition, and much more.\n§GIncludes the Following:§!\n§YOil\nCoal\nGas\nBiofuels§!"
aluminium_desc:0 "Light Metals are metals that have low weight and are used in products that need to weigh small amounts. Light metals are commonly used in planes, consumer products, and electrical equipment.\n§GIncludes the Following:§!\n§YAluminium (from bauxite)\nChromium (from chromite)\nNickel (from garnierite)\nZinc (from sphalerite)\nTin (from cassiterite)\nSilver (from multiple ingame prospects)\nMagnesium§!"
rubber_desc:0 "Food is any set of edible substance that provides nutrition for organic creatures.\n§GIncludes the Following:§!§Y\nCereal Grains\nMeat\nFish\nVegetables\nFruit\nSpices and Oils\nTreats\nNutrient Paste\nDairy\nTubers\nSodas\nCoffee and Tea\nNuts\nMinor Food Categories§!"
tungsten_desc:0 "Rare Earth Metals are a set of technological, rare materials vital for electronics. However, in this mod they include any exceptionally rare material typically used for tech. Rare Earths are used in advanced products and weapons.\n§GIncludes the Following:§!\n§YRare Earth Elements\nGold\nLithium\nPalladium§!"
steel_desc:0 "Construction Metals are defined in this mod as any common, bulk, heavy metals that are ubiquitously available for construction. Used in construction, vehicles, consumer products, and virtually all weapons.\n§GIncludes the Following:§!\n§YSteel (from iron ore from hematite)\nCopper (from chalcopyrite)\nLead (from galena)\nTungsten (from wolframite)\nMolybdenum and Manganese§!"
chromium_desc:0 "Nuclear Materials are resources used in nuclear fission. They are used for nuclear weapons and nuclear power.\n§GIncludes the Following:§!\n§YUranium (from uraninite)\nPlutonium (found in uranium sources)\nThorium (from monazite)§!"
electricity_desc:0 "Electricity is a form of energy resulting from charged particles in static or in a current. It is used to power virtually all machinery.\n§GIncludes the Following:§!§Y\nFossil Fuel Energy\nGreen Energy\nNuclear Energy\nBiomass Energy (rare special project)§!"
CLAIM_LIST_DESC:0 "Countries with claims on this state."
SUPPLY_MAPICON_SUPPORTED_LIMITED_DESC:0 "This node could support more supplies, but is limited by some §R'bottlenecks'§! in its route.\nConsider improving §Ginfrastructure§! along the route.\nImprove also the naval bases if the route includes the sea path.\nThink then about necessary amount of convoys and escorts."
SUPPLY_MAPICON_SUPPORTED_DESC:0 "This node supports enough supplies so far.\nThink that the usage will raise as more troops are in the area."
SUPPLY_MAPICON_INFRA_DESC:1 "Average Infrastructure of states in the area ($AVG|1Y$) will increase how much supply can go through it.\nThe total level of §Yinfrastructure§! in the area is $LVL|G$."
SUPPLY_MAPICON_INFRA_DESC_CLICK_TO_INC:1 "\n§GClick§! to queue up construction."
SUPPLY_MAPICON_INFRA_PENDING_DESC:0 "\n§GWe are already improving §Yinfrastructure§! in this area.§!"
SUPPLY_MAPICON_PORT_DESC:0 "The highest level §Ynaval base§! is $LVL|G$."
SUPPLY_MAPICON_PORT_PENDING_DESC:0 "\n§GWe are already improving the local best §Ynaval base§!.§!"
DEBUG_TOOLTIP_HINT:0 "Hold §GCtrl + Alt§! to see §Hdebug§!"
PEACE_CONFERENCE_PROVINCE_TOOLTIP:0 "$STATE|Y$ (£victory_points£ $COST$)\nBuildings ($SLOTS|Y$):\n$BUILDINGS$"
PEACE_CONFERENCE_PROVINCE_TOOLTIP_ITEM:0 "$NAME$: $VALUE|Y$"
PEACE_CONFERENCE_PROVINCE_TOOLTIP_RESOURCES:0 "Resources:\n$RESOURCES$"
PEACE_CONFERENCE_PROVINCE_TOOLTIP_CLAIMS:0 "Claims:\n$CLAIMS$"
PEACE_CONFERENCE_PROVINCE_TOOLTIP_CORES:0 "Cores:\n$CORES$"
PROV_TEXT_UNITS_PARACHUTED:0 "Units Parachuted"
PROV_TEXT_UNITS_PARACHUTED_WITH_LOSSES:0 "Units Parachuted with Losses"
STATE_VIEW_WICTORY_POINTS:0 "$VALUE$ £victory_points£"
STATE_VIEW_WICTORY_POINTS_DESC:0 "How many £victory_points §HVictory Point(s)§! this province is worth."
ACE_FULL_NAME:0 "$NAME$ $SUR$"
ACE_FULL_NAME_WITH_CALLSIGN:0 "$NAME$ '$CALL$' $SUR$"
ACE_UNASSIGNED:0 "Unassigned"
ACE_ASSIGNED_TO:0 "Assigned to the wing of $NUM|H$x $UNIT|H$ in $LOC|H$"
ACE_SELECTION_TITLE:0 "Choose the Ace to assign to $UNIT|H$ in $LOC|H$"
ACE_PILOT_HEADER:0 "Pilot Ace $FULLNAME$"
ACE_PILOT_STATUS:0 "Current status: $STATUS$\n"
ACE_PILOT_STATUS_ACTIVE:0 "§GACTIVE§!"
ACE_PILOT_STATUS_KIA:0 "§RKIA§!"
ACE_PILOT_UNASSIGN_HOTKEY:0 "\n§GRight-click§! to unassign"
ACE_PILOT_CANT_ASSIGN_NO_ACES:0 "There are no Ace Pilots in our country yet. Pilots may be promoted after doing successful missions."
ACE_PILOT_CANT_ASSIGN_KIA:0 "Cannot assign the Ace pilot, because of §RKIA STATUS§!."
ACE_PILOT_CANT_ASSIGN_UNFAMILIAR:0 "Cannot assign the Ace pilot, because of §Rnot being familiar with this type of plane§!."
ACE_PILOT_ASSIGN_ACE:0 "Click to select the Ace Pilot."
ACE_PILOT_ELIGIBLE_TYPES:0 "Can be assigned to Air Wings of types: "
ace_Erich_Hartmann_desc:0 "§LErich Alfred Hartmann. Born 19 April 1922. Nicknamed 'Bubi' by his comrades. Considered to be the top ace pilot of German Luftwaffe.§!"
RELEASE:0 "Release"
QUIT_TITLE:0 "Exit Game"
QUIT_DESC:0 "Are you sure you want to exit Hearts of Iron IV?\n\nAny unsaved progress will be lost."
RESIGN_TITLE:0 "Resign Game"
RESIGN_DESC:0 "Are you sure you want to resign and return to the main menu?\n\nAny unsaved progress will be lost."
BASE:0 "Base:"
DEPLOYMENT_SELECT_AREA:0 "§GClick§! on a green province to deploy selected units."
CONVEYOR_ASSIGN_LOCATION_SELECT_DMZ_AREA:0 "Can not §RDeploy§! divisions in demilitarized zone."
CONVEYOR_ASSIGN_LOCATION_SELECT_AREA:0 "§GClick§! on a green province to select location for deployment."
CONVEYOR_ASSIGN_LOCATION_SELECT_HOME_AREA:0 "§RCannot deploy here§!\nDeployment is not allowed outside home area"
CONVEYOR_ASSIGN_ORDER_SELECT_AREA:1 "§GClick§! on a map order or leader portrait to assign deployment."
AND:0 "and "
RANDOM_LIST_EFFECT:0 "§TOne of $SIZE|H$ options will happen.§!\n"
RANDOM_EFFECT:0 "§T$CHANCE|%0H$ chance of §!"
---_democratic:0 "any democratic country"
---_fascist:0 "any fascist country"
---_communist:0 "any communist country"
DETAILS:0 "Details"
EQUIPMENT_DETAILS:0 "Equipment details"
SUNK_SHIP_DETAILS:0 "Lost ships"
SUNK_SHIPS:0 "Lost Ships"
OWNER:0 "State Owner"
OR:0 "or"
CLICK_DETAILS:1 "§GClick for details\nShift+Click to open multiple windows§!"
SELECT_ALL:0 "Select All"
DESELECT_ALL:0 "Deselect All"
STATE_PROVINCE:0 "Province"
STATE_PROVINCE_PLUS_TAG:0 "Province $TAG$"
STATE_PROVINCE_PLUS_TAG_OCCUPIED:0 "§RProvince $TAG$§!"
STATE_PROVINCE_DESC:0 "This province is controlled by its owner, $CONTROLLER|H$"
STATE_PROVINCE_OCCUPIED_DESC:0 "This province is occupied by $CONTROLLER|H$"
UNASSIGN:0 "Unassign"
ACTIVE_IN:0 "§TActive in:§!"
BUTTON_DETAILS:0 "Details"
BUTTON_OK:0 "Ok"
CONFIRM_START_TRAINING:0 "Start Exercise"
CONFIRM_START_TRAINING_DESC:1 "Do you want this army to start a military exercise?\nUnits will slowly gain experience while conducting an exercise and it will also add national military experience. Units cannot progress past $MAX|Y$ from exercise. Setting an army to exercise will lower each units' org until the exercise stops. Units in exercise cannot move and suffer $ATTRITION|R%0$ attrition."
CONFIRM_STOP_TRAINING:0 "Stop Exercise"
CONFIRM_STOP_TRAINING_DESC:1 "Do you want this army to stop the exercise?\nYou won't gain anymore experience and the units will slowly regain their org."
TRAINING_ATTRITION:0 "Exercise: $VALUE$"
UNITS_VIEW_BTN_TRAIN_UNITS_TOOLTIP:1 "Click to start an §Gexercise§! with this army. The units will consume equipment while gaining Experience. Your country will also gain £army_experience Army Experience from each unit whose Experience Level is at least $VAL|Y$ - $NAME|Y$"
UNITS_VIEW_BTN_TRAIN_UNITS_TOOLTIP_SHIFT_CLICK_INFO:0 "Shift Click to start an §Gexercise§! that will last until all units are trained."
UNIT_LEVEL_0:0 "Green"
UNIT_LEVEL_1:0 "Trained"
UNIT_LEVEL_2:0 "Regular"
UNIT_LEVEL_3:0 "Seasoned"
UNIT_LEVEL_4:0 "Veterans"
SHIP_LEVEL_0:0 "Fresh"
SHIP_LEVEL_1:0 "Trained"
SHIP_LEVEL_2:0 "Regular"
SHIP_LEVEL_3:0 "Seasoned"
SHIP_LEVEL_4:0 "Veterans"
AIR_WING_LEVEL_0:1 "Rookies"
AIR_WING_LEVEL_1:0 "Trained"
AIR_WING_LEVEL_2:0 "Regular"
AIR_WING_LEVEL_3:0 "Seasoned"
AIR_WING_LEVEL_4:0 "Veterans"
AIR_WING_XP_BONUS_NONE:0 "§HNo bonus from experience§!"
AIR_WING_XP_BONUS_HEADER:1 "§HThis gives the following effects:§!"
AIR_WING_XP_BONUS_NEXT_LEVEL:0 "Experience progress to next level: $EXP|Y%0$"
AIR_WING_XP_TRAINING_DAILY_PROGRESS:1 "Daily experience progress to next level from §YPilot Exercises§!: $EXP|Y%1$"
AIR_WING_XP_TRAINING_MAX_REACHED:1 "This §YAir Wing§! cannot gain additional experience from §YPilot Exercises§!."
AIR_WING_XP_LOSS_INFO:0 "When the §YAir Wing§! takes damage it loses experience. The loss is reduced by $FRIENDLY|+%0$ over friendly territory."
NAVY_XP_BONUS_NONE:0 "§HNo bonus from experience§!"
NAVY_XP_BONUS_HEADER:1 "§HThis gives the following effects:§!"
EXP_TOOLTIP:0 "Experience Level $NUMBER$ - $LEVEL|Y$"
EXP_TOOLTIP_ARMY:0 "Experience Level $NUMBER$ - $LEVEL|Y$\nThis gives a $COMBAT$ modifier in combat.\nExperience progress to next level: $EXP|Y%0$"
EXP_DETAILS:1 "Experience progress to next level: $EXP|Y%0$"
EXP_COMBAT_BONUS:1 "Combat experience bonus: $EFFECT|+=%0$"
EXP_TRAINING_BONUS:2 "Training experience bonus: $EFFECT|+=%0$"