l_english:

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 # Misc
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 TODO_CD:0 "§_TODO_CD§!" #debug string; no need to translate

 SEPARATOR:0 "---"
 PLUS:0 "+"
 COMMA_SEPARATOR:0 ", "
 t:0 "    " #single tab
 tt:0 "        " #double tab
 ttt:0 "            " #triple tab
 tttt:0 "                " #quadriple tab
 AND_SPACED:0 " and "
 AND_LIST_SPACED:0 ", and "

 ADJ_WITH_THE:0 "the $ADJ|Y$"
 OUR:0 "our"

 string_a:0 "a" # used in 'GetAAn' tags for English indefinite articles
 string_A_Upper:0 "A" # used in 'GetAAn' tags for English indefinite articles
 string_an:0 "an" # used in 'GetAAn' tags for English indefinite articles
 string_An_Upper:0 "An" # used in 'GetAAn' tags for English indefinite articles

 MULT_NEG:0 "§Rx$VALUE$§!"
 MULT_POS:0 "§Gx$VALUE$§!"

 ETA:0 "Estimated Arrival Date: $DATE|H$ §Y($DAYS$ $DAY_OR_DAYS$)§!"
 ETA_DAY:0 "day"
 ETA_DAYS:0 "days"

 CLICK_TO_VIEW:0 "§GClick to view§!"

 ADDITIONALLY:0 "Additionally:"

 TOPBAR_OWNED_SYSTEMS:0 "Empire Systems"
 TOPBAR_OWNED_SYSTEMS_DESC:0 "We own §Y$NUM_SYSTEMS$§! £system£ Star $SYSTEM_SYSTEMS$\nWe own §Y$NUM_COLONIZED_SYSTEMS$§! £planet£ Colonized $COLONIZED_SYSTEM_SYSTEMS$"

 RESOURCE_AI_VALUE:0 "AI VALUE: $VALUE$"

 PLAYER_EMPIRE_MP:0 "§Y$NAME$ (Player Empire)§!"
 PLAYER_EMPIRE_SP:0 "§YPlayer Empire§!"

 SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ Our empire can only support $NUM|Y$ $SIZE$-size ship(s)."
 FED_SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ Our Federation can only support $NUM|Y$ $SIZE$-size ship(s)."
 COMMUNITY_SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ The Galactic Community can only support $NUM|Y$ $SIZE$-size ship(s)."
 EMPIRE_SHIP_SIZE_LIMIT_REACHED:0 "£trigger_no£ The Galactic Imperium can only support $NUM|Y$ $SIZE$-size ship(s)."

 SHIPS_NUM:0 "§H$NUM$ x $CLASS$§!"
 SHIPS_WANTED:0 " §R($NUM$ wanted)§!"

 SHIP_DESIGN_NAME_RANDOMIZE_TOOLTIP:0 "Randomize Name"

 CANNOT_RELEASE_CULTURE_SHOCK:0 "Can't release a planet that is experiencing Stellar Culture Shock."

 SYSTEM_RESTRICTED:1 "System Restricted"
 SYSTEM_IS_RESTRICTED:0 "§RSystem Restricted§!\nOur fleets will avoid traveling through $SYSTEM|Y$."
 SYSTEM_NOT_RESTRICTED:0 "§GSystem Not Restricted§!\nOur fleets may freely travel through $SYSTEM|Y$."
 SYSTEM_RESTRICTION_TOOLTIP:0 "§EClick to toggle the restriction status of $SYSTEM|Y$. Systems that are set as restricted will always be avoided by our fleets.§!"

 fleet_force_disparity_effect:0 "Force Disparity"

 feature_war_doctrines:0 "War Doctrines"
 feature_war_doctrines_desc:0 "Allows us to choose a §HWar Doctrine§! from the §HPolicies§! tab."

 piracy_risk:0 "Piracy Risk"
 PIRACY_LABEL:0 "$piracy_risk$:"

 STATION:0 "Station"
 TRIGGER_PASS:1 "£trigger_yes£ "
 TRIGGER_FAIL:1 "£trigger_no£ "
 ICON_COLOR_VALUE:0 "£$ICON$£ $VALUE|0$"
 ICON_VALUE_POSITIVE:0 "£$ICON$£ $VALUE|0+=$"
 ICON_VALUE_NEGATIVE:0 "£$ICON$£ $VALUE|0-$"

 land_appropriation:0 "Land Appropriated"
 land_appropriation_desc:0 "Land was seized from the native population of this planet to make room for citizen settlers.\n\n§YWhile this modifier is in effect, non-citizen species are not allowed to grow their population on this planet.§!"

 TRAIT_SYNCRETIC_PROLES_EFFECT:1 "§RIncompatible with Trait:§! §YMachine§!\n\nCannot generate §YLeaders§!\nCannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs"
 TRAIT_NERVE_STAPLED_EFFECT:2 "Cannot generate §YLeaders§!\nCannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs"
 TRAIT_CHARISMATIC_EFFECT:4 "£amenities£ Amenities from £job£ Jobs: §G+20%§!"
 TRAIT_DOMESTIC_PROTOCOLS_EFFECT:1 "Can be employed in £job_servant£ §Y$job_servant$§! Jobs if under §Y$ai_servitude_name$§!"
 TRAIT_REPUGNANT_EFFECT:4 "£amenities£ Amenities from £job£ Jobs: §R-20%§!"
 TRAIT_EMOTION_EMULATORS_EFFECT:2 "£amenities_no_happiness£Amenities from £job£ Jobs: §G+20%§!"
 TRAIT_UNCANNY_EFFECT:2 "£amenities_no_happiness£Amenities from £job£ Jobs: §R-20%§!"
 TRAIT_LITHOID_EFFECT: "$minerals_with_icon$ Upkeep per $pop_group_unit$ £pop£ Pops: §R+$@living_standard_energy_normal|*0$§!"

 trait_organic: "Organic"
 trait_organic_desc: "Carbon based lifeforms require a steady diet of nutrients to preserve their biological functions."
 TRAIT_ORGANIC_EFFECT: "$food_with_icon$ Upkeep per $pop_group_unit$ £pop£ Pops: §R+$@living_standard_energy_normal|*0$§!"

 NO_SPECIES_CAN_INHABIT:0 "§RThere is no Species in our empire that can inhabit this type of planet§!"
 POP_HABITABILITY_TOO_LOW:0 "§RPlanet Habitability for Pop is below §R20%§!.§!"
 POP_MAY_NOT_LIVE_ON_PLANET:0 "§RSpecies Rights for Pop does not permit residence on this planet.§!"

 CANNOT_ENLIGHTEN_FANATIC_XENOPHOBE:1 "Not possible to technologically enlighten pre-FTLs that are §H$ethic_fanatic_xenophobe$§!."
 FOOD_NO_NEED:0 "§YWe have no Pops that require Food to sustain them.§!"
 FOOD_NO_PLANETS:0 "§YWe have no Planets that require Food to grow.§!"
 FOOD_SURPLUS_STARVATION:0 "§ROur empire is starving, halting all £pop£ §YPop Growth§!.§!"
 FOOD_SURPLUS_NONE:0 "§YWe are currently stockpiling Food. Until our stockpile is full we will get no bonus £pop£ §YPop Growth§!.§!"
 FOOD_SURPLUS:2 "§GOur monthly Food surplus increases the speed of £pop£ §YPop Growth§! by §Y$AMT$%§! on $NUM|Y$ planet(s).§!"
 FROM_FOOD_SURPLUS:1 "From Food Surplus: $VALUE|Y=2$"

 SPECIES_LACKS_OPTION:0 "§RYour chosen Species Appearance does not offer any secondary options in this category.§!"

 POP_LOWERING_STABILITY:0 "This Pop is unhappy, reducing §H$PLANET_STABILITY_TITLE$§!"

 STRATEGY_DATA:0 "Strategy Data"
 AI_STRATEGY_ENTRY:0 "$NAME|Y$ ($VALUE$)"

 ALL:0 "All"

 RT_CUSTODIAN:0 "Custodian"
 RT_ERROR:0 "<ERROR>"
 TERRAFORMING_CANDIDATE_EFFECT:0 "§Y[From.GetName]§! will be able to be terraformed once the £society£ §H$tech_climate_restoration$§! technology has been researched."

 gov_galactic_defense_unit:0 "Final Defense Unit"
 gov_galactic_defense_unit_desc:0 "This Custodian Matrix AI has activated its Final Defense Directives and is devoting all resources to protecting the galaxy against the Contingency."
 gov_berserker_machine:0 "Malfunctioning Custodian"
 gov_berserker_machine_desc:0 "This Custodian Matrix AI appears to be malfunctioning, going berserk and attacking everything around it."
 gov_custodian_matrix:0 "Custodian Matrix"
 gov_custodian_matrix_desc:0 "An ancient and incredibly sophisticated machine intelligence that is operating under a strict custodian protocol."
 civic_awakened_machine:0 "Reactivated Custodian Matrix"
 civic_awakened_machine_desc:0 ""
 civic_malfunctioning_custodian:0 "Corrupted Defense Directives"
 civic_malfunctioning_custodian_desc:0 ""
 civic_final_defense_protocols:0 "Final Defense Directives"
 civic_final_defense_protocols_desc:0 ""
 civic_machine_remnants:0 "Fallen Machine Intelligence"
 civic_machine_remnants_desc:0 ""
 civic_custodian_directives:0 "Custodian Matrix"
 civic_custodian_directives_desc:0 ""

 FALLEN_EMPIRE_LETHARGY_1:0 "§EUnable to construct new ships.§!"
 FALLEN_EMPIRE_LETHARGY_2:0 "§EUnable to conquer or colonize planets.§!"

 CAN_NOT_EAT_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds cannot undergo §Y$purge_processing$§!."
 CANNOT_NECROPHAGE_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds cannot undergo §Y$purge_necrophage$§!."
 CANNOT_LIVESTOCK_MATRIX_MACHINES:0 "$TRIGGER_FAIL$Inorganic compounds are not suitable for this purpose."
 lonely_hive_mind_pops_kill_themselves_citizenship:0 "$TRIGGER_FAIL$These mindless drones cannot be integrated into society."
 lonely_hive_mind_pops_kill_themselves_citizenship_assimilation:1 "$lonely_hive_mind_pops_kill_themselves_citizenship$\nRequires one of ['tradition:tr_genetics_creation'], ['tradition:tr_purity_genotype_regeneration'], ['tradition:tr_cloning_evolutionary_extrapolation'], ['tradition:tr_mutation_planned_polymorphism'], ['tradition:tr_cybernetics_transubstantiation_synthesis'] or ['tradition:tr_cybernetics_assimilator_inevitable_assimilation'] Traditions."
 disconnected_machine_pops_kill_themselves_citizenship:0 "$TRIGGER_FAIL$These mindless drones break down once severed from their §Y$auth_machine_intelligence$§!."
 too_alien:0 "$TRIGGER_FAIL$Our empire considers this species to be too alien."
 no_service_no_citizenship:0 "$TRIGGER_FAIL$This species is not subject to §Y$military_service_full$§!."
 yes_service_yes_citizenship:0 "$TRIGGER_FAIL$Being subject to §Y$military_service_full$§! guarantees this species §YCitizenship§!."
 not_organic:0 "$TRIGGER_FAIL$This species is not organic."
 pre_sapients_citizenship:0 "$TRIGGER_FAIL$This species is pre-sapient."
 presapients_not_accepted_citizenship:0 "$TRIGGER_FAIL$Pre-sapients are not accepted in our empire."
 presapients_allowed_citizenship:0 "$TRIGGER_FAIL$Pre-sapients are accepted in our empire."
 presapients_purged_citizenship:0 "$TRIGGER_FAIL$Pre-sapients are being purged in our empire."
 presapients_not_purged_citizenship:0 "$TRIGGER_FAIL$Pre-sapients are not being purged in our empire."
 same_species_disallowed:0 "$TRIGGER_FAIL$This species is our empire's dominant species."
 does_not_embrace_slavery:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_authoritarian$§! ideals."
 does_not_embrace_species_slavery:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_authoritarian$§! or §Y$ethic_xenophobe$§! ideals."
 does_not_embrace_slavery_phobe:0 "$TRIGGER_FAIL$Our empire either does not allow §Y$policy_slavery$§! or otherwise fails to embrace the necessary §Y$ethic_xenophobe$§! ideals."
 species_is_being_purged:0 "$TRIGGER_FAIL$This species is undergoing a §Y$POP_ACTION_PURGE$§!."
 species_has_military_slavery:0 "$TRIGGER_FAIL$This species consists of §Y$slavery_military$§!."
 species_has_no_military_slavery: "$TRIGGER_FAIL$Requires §Y$slavery_military$§! Slavery."
 species_is_not_enslaved:0 "$TRIGGER_FAIL$This species is not §Henslaved§!."
 species_is_machine_integrated:0 "$TRIGGER_FAIL$This species enjoys §Y$citizenship_full_machine$§!."
 species_is_not_organic:0 "$TRIGGER_FAIL$This species is not §Yorganic§!."
 species_is_not_trophy:0 "$TRIGGER_FAIL$This species is not a §Y$citizenship_organic_trophy$§!."
 empire_not_materialist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_materialist$§! ideals."
 empire_not_egalitarian:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_egalitarian$§! ideals."
 empire_not_pacifist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_pacifist$§! ideals."
 empire_not_militarist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_militarist$§! ideals."
 empire_not_spiritualist:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_spiritualist$§! ideals."
 empire_not_authoritarian:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_authoritarian$§! ideals."
 empire_not_xenophobe:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_xenophobe$§! ideals."
 empire_not_xenophile:0 "$TRIGGER_FAIL$Our empire does not embrace the necessary §Y$ethic_xenophile$§! ideals."
 empire_is_xenophile:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_xenophile$§! ideals."
 empire_is_egalitarian:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_egalitarian$§! ideals."
 empire_is_militarist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_militarist$§! ideals."
 empire_is_pacifist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_pacifist$§! ideals."
 empire_is_xenophobe:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_xenophobe$§! ideals."
 empire_is_materialist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_materialist$§! ideals."
 empire_is_spiritualist:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_spiritualist$§! ideals."
 empire_is_authoritarian:0 "$TRIGGER_FAIL$Our empire embraces §Y$ethic_authoritarian$§! ideals."
 empire_is_dystopian_society:0 "$TRIGGER_FAIL$Our empire embraces §Y$civic_dystopian_society$§! civic."

 lonely_hive_mind_pops_kill_themselves_purge_type:0 "$TRIGGER_FAIL$Severed from their collective consciousness, Pops of this species soon expire."
 nerve_stapled_cannot_lead_armies:0 "$TRIGGER_FAIL$This species has insufficient mental capacity to lead armies or fleets."
 NON_MACHINE_SPECIES_NEED_PREREQ_TECH:0 "$TRIGGER_FAIL$We lack the technology to employ §YRobots§! as soldiers."
 HIVE_MIND_MAIN_SPECIES_ALWAYS_CITIZEN:3 "$TRIGGER_FAIL$We are one. The collective does not discriminate between those it considers part of it."
 HIVE_MIND_SPECIES_CITIZENS_ONLY:2 "$TRIGGER_FAIL$We cannot sustain independent agents."
 WILDERNESS_SPECIES_CITIZENS_ONLY: "$TRIGGER_FAIL$They are not in tune with us"
 FANATIC_PURIFIERS_MUST_PURIFY:0 "$TRIGGER_FAIL$§YFanatic Purifiers§! cannot tolerate the existence of xenos."
 SERVITORS_CANNOT_ENSLAVE:0 "$TRIGGER_FAIL$§YRogue Servitors§! cannot enslave species."
 SERVITORS_CANNOT_PURGE_BIOTROPHY:0 "$TRIGGER_FAIL$§YRogue Servitors§! cannot purge $pop_cat_bio_trophy_plural$."
 ASSIMILATORS_CANNOT_ENSLAVE:0 "$TRIGGER_FAIL$§YDriven Assimilators§! cannot enslave species."
 TERMINATORS_CANNOT_ENSLAVE:0 "$TRIGGER_FAIL$§YDetermined Exterminators§! seek only to terminate, not to enslave."
 DEVOURERS_CANNOT_ENSLAVE:0 "$TRIGGER_FAIL$§YDevouring Swarms§! cannot enslave their food."
 CANNOT_DISPLACE_NON_SENTIENT_ROBOTS:0 "$TRIGGER_FAIL$Cannot displace non-sentient robots."
 CANNOT_NEUTER_NON_SENTIENT_ROBOTS:0 "$TRIGGER_FAIL$Cannot neuter non-sentient robots."
 HIVE_MIND_PURGE_ALWAYS_PROCESSING:0 "$TRIGGER_FAIL$Looks tasty!"
 MACHINE_ROBOTS_ONLY:0 "$TRIGGER_FAIL$A §Y$auth_machine_intelligence$§! can only integrate §Y$trait_mechanical$§! species."
 MACHINE_ASSIMILATOR_CYBORGS_ONLY:0 "$TRIGGER_FAIL$A §Y$civic_machine_assimilator$§! can grant only §Y$trait_cybernetic$§! species §Y$citizenship_limited$§! or §Y$citizenship_caste_system_limited$§!."
 MACHINE_NO_PURE_ORGANIC_SOLDIERS:1 "$TRIGGER_FAIL$A §Y$auth_machine_intelligence$§! cannot employ purely organic soldiers."
 disconnected_machine_pops_collapse_citizenship:0 "$TRIGGER_FAIL$Once their uplink to the central §Y$auth_machine_intelligence$§! is severed, Machine Pops are eventually rendered inoperable."
 MACHINE_SPECIES_MUST_BE_ORGANIC:1 "$TRIGGER_FAIL$Only fully §Yorganic§! species can be assimilated."
 HIVE_SPECIES_MUST_BE_NON_HIVE: "$TRIGGER_FAIL$Requires one of ['tradition:tr_genetics_creation'], ['tradition:tr_purity_genotype_regeneration'], ['tradition:tr_cloning_evolutionary_extrapolation'], ['tradition:tr_mutation_planned_polymorphism'], ['tradition:tr_cybernetics_transubstantiation_synthesis'] or ['tradition:tr_cybernetics_assimilator_inevitable_assimilation'] Traditions. Only organic non-['trait:trait_hive_mind'] species can be assimilated."
 HIVE_SPECIES_MUST_BE_ORGANIC: "$TRIGGER_FAIL$Requires one of ['tradition:tr_genetics_creation'], ['tradition:tr_purity_genotype_regeneration'], ['tradition:tr_cloning_evolutionary_extrapolation'], ['tradition:tr_mutation_planned_polymorphism'], ['tradition:tr_cybernetics_transubstantiation_synthesis'] or ['tradition:tr_cybernetics_assimilator_inevitable_assimilation'] Traditions. Only organic non-['trait:trait_wilderness'] species can be assimilated."
 SYNTH_SPECIES_MUST_BE_ORGANIC:0 "$MACHINE_SPECIES_MUST_BE_ORGANIC$"
 CYBORG_SPECIES_MUST_BE_ORGANIC:0 "$MACHINE_SPECIES_MUST_BE_ORGANIC$"
 MACHINE_SPECIES_NOT_MACHINE:0 "$TRIGGER_FAIL$Species must be §Y$trait_machine_unit$§! or §Y$trait_mechanical$§!."
 MACHINE_SPECIES_MACHINE:0 "$TRIGGER_FAIL$Species may not be §Y$trait_machine_unit$§! or §Y$trait_mechanical$§!."
 ASSIMILATOR_SPECIES_NOT_CYBORG:0 "$TRIGGER_FAIL$Species must be §Y$trait_machine_unit$§!, §Y$trait_mechanical$§!, or §Y$trait_cybernetic$§!."
 MUST_NOT_BE_DOMINANT_SPECIES:0 "$TRIGGER_FAIL$Species must not already be the Empire's dominant species."
 SPECIES_MUST_BE_ASSIMILATING:1 "$TRIGGER_FAIL$Species must have §Y$citizenship_assimilation$§! citizenship."
 SPECIES_MUST_NOT_BE_ASSIMILATING:1 "$TRIGGER_FAIL$Species must not have §Y$citizenship_assimilation$§! citizenship."
 DEFAULT_SPECIES_MUST_BE_HIVE: "$TRIGGER_FAIL$Requires one of ['tradition:tr_genetics_creation'], ['tradition:tr_purity_genotype_regeneration'], ['tradition:tr_cloning_evolutionary_extrapolation'], ['tradition:tr_mutation_planned_polymorphism'], ['tradition:tr_cybernetics_transubstantiation_synthesis'] or ['tradition:tr_cybernetics_assimilator_inevitable_assimilation'] Traditions. Only organic ['trait:trait_hive_mind'] species can be de-assimilated."
 CAN_ONLY_ASSIMILATE_HIVES:0 "$TRIGGER_FAIL$Only organic §Y$trait_hive_mind$§! species can be de-assimilated."
 TRANSCENDING_SPECIES_MUST_BE_ORGANIC:1 "$TRIGGER_FAIL$Only organic species can develop psionic powers."
 TRANSCENDING_SPECIES_IS_ALREADY_PSIONIC:1 "$TRIGGER_FAIL$This species already has psionic powers."
 TRANSCENDING_SPECIES_CANT_BE_HIVE:1 "$TRIGGER_FAIL$Hive Minds cannot develop psionic powers."
 SPECIES_CAN_TRANSCEND:0 "Assimilating this species will set them upon the path to Psionic Ascension."
 ROBOTS_HAVE_RIGHTS:0 "$TRIGGER_FAIL$Our §Y$policy_artificial_intelligence_policy$§! policy grants §YCitizen Rights§! to artificial lifeforms."
 ROBOTS_ARE_OUTLAWED:0 "$TRIGGER_FAIL$Our §Y$policy_artificial_intelligence_policy$§! policy makes artificial lifeforms §YOutlawed§!."
 ROBOTS_NO_RIGHTS: "$TRIGGER_FAIL$Our §Y$policy_artificial_intelligence_policy$§! policy does not grant artificial lifeforms §YCitizen Rights§!."
 PURGING_NOT_ALLOWED:0 "$TRIGGER_FAIL$Our §Y$policy_purge$§! policy makes this §RProhibited§!."
 ASSIMILATORS_ORGANIC_NO_ASSIMILATE: "$TRIGGER_FAIL$ §YOrganic species§! are to undergo §H$living_standard_ego_assimilation$§!."

 EMBRACE_FACTION_COOLDOWN:1 "We recently §YEmbraced§! a Faction. This can only be done once every §Y10§! years."

 embraced_another_faction:0 "Embraced Other Faction"
 embraced_faction:0 "Faction Embraced"
 embraced_faction_timer:0 "Recently Embraced Faction"
 embraced_faction_timer_desc:0 "We recently changed our Governing Ethics by embracing a Faction and will not be able to do so again for some time."
 suppressed_faction:0 "Faction Suppressed"
 promoted_faction:0 "Faction Promoted"
 suppressed_xenophobe:0 "Xenophobia Suppressed"
 suppressed_xenophobe_desc:0 "The §HXenophobe§! Ethic is being suppressed by the government."
 promoted_xenophobe:0 "Xenophobia Promoted"
 promoted_xenophobe_desc:0 "The §HXenophobe§! Ethic is being promoted by the government."
 suppressed_xenophile:0 "Xenophilia Suppressed"
 suppressed_xenophile_desc:0 "The §HXenophile§! Ethic is being suppressed by the government."
 promoted_xenophile:0 "Xenophilia Promoted"
 promoted_xenophile_desc:0 "The §HXenophile§! Ethic is being promoted by the government."
 suppressed_spiritualist:0 "Spiritualism Suppressed"
 suppressed_spiritualist_desc:0 "The §HSpiritualist§! Ethic is being suppressed by the government."
 promoted_spiritualist:0 "Spiritualism Promoted"
 promoted_spiritualist_desc:0 "The §HSpiritualist§! Ethic is being promoted by the government."
 suppressed_materialist:0 "Materialism Suppressed"
 suppressed_materialist_desc:0 "The §HMaterialist§! Ethic is being suppressed by the government."
 promoted_materialist:0 "Materialism Promoted"
 promoted_materialist_desc:0 "The §HMaterialist§! Ethic is being promoted by the government."
 suppressed_authoritarian:0 "Authoritarianism Suppressed"
 suppressed_authoritarian_desc:0 "The §HAuthoritarian§! Ethic is being suppressed by the government."
 promoted_authoritarian:0 "Authoritarianism Promoted"
 promoted_authoritarian_desc:0 "The §HAuthoritarian§! Ethic is being promoted by the government."
 suppressed_egalitarian:0 "Egalitarianism Suppressed"
 suppressed_egalitarian_desc:0 "The §HEgalitarian§! Ethic is being suppressed by the government."
 promoted_egalitarian:0 "Egalitarianism Promoted"
 promoted_egalitarian_desc:0 "The §HEgalitarian§! Ethic is being promoted by the government."
 suppressed_militarist:0 "Militarism Suppressed"
 suppressed_militarist_desc:0 "The §HMilitarist§! Ethic is being suppressed by the government."
 promoted_militarist:0 "Militarism Promoted"
 promoted_militarist_desc:0 "The §HMilitarist§! Ethic is being promoted by the government."
 suppressed_pacifist:0 "Pacifism Suppressed"
 suppressed_pacifist_desc:0 "The §HPacifist§! Ethic is being suppressed by the government."
 promoted_pacifist:0 "Pacifism Promoted"
 promoted_pacifist_desc:0 "The §HPacifist§! Ethic is being promoted by the government."
 EMBRACE_FACTION:0 "Embrace Faction"
 EMBRACE_FACTION_DESC:1 "Embrace the values of the §Y[Root.GetName]§!. §GPermanently changes our Governing Ethics§! and §Rdispleases other Factions§!."
 PROMOTE_FACTION:0 "Promote Faction"
 PROMOTE_FACTION_DESC:3 "Promote the values of the §Y[Root.GetName]§! to increase attraction to their ethics while this decision is active."
 SUPPRESS_FACTION:0 "Suppress Faction"
 SUPPRESS_FACTION_DESC:3 "Suppress the values of the §Y[Root.GetName]§! to decrease attraction to their ethics while this decision is active."
 CANCEL_PROMOTE_FACTION:0 "Stop Promoting Faction"
 CANCEL_PROMOTE_FACTION_DESC:1 "Stop promoting the policies and values of §Y[Root.GetName]§! and like-minded factions."
 CANCEL_SUPPRESS_FACTION:0 "Stop Suppressing Faction"
 CANCEL_SUPPRESS_FACTION_DESC:1 "Stop suppressing the policies and values of the §Y[Root.GetName]§! and like-minded factions."
 EXTORT_FACTION: "Extort Faction"
 EXTORT_FACTION_DESC: "Require members of the §Y[Root.GetName]§! to produce resources during their sleep cycle."
 CANCEL_EXTORT_FACTION: "Stop Faction Extortion"
 CANCEL_EXTORT_FACTION_DESC: "Stop requiring this faction to produce resources during their sleep cycle."
 ONLY_ONE_EXTORTED_FACTION_TT: "§ROnly one faction can be extorted at a time.§!"
 TRAIT_REQUIRES_NO_ETHIC:1 "$TRAIT|H$ §Rcannot be combined with any Governing Ethics.§!"
 TRAIT_REQUIRES_ETHIC:2 "$TRAIT|H$ §Rrequires one of the following Governing Ethics:§!"
 TRAIT_FORBIDS_ETHIC: "$TRAIT|H$ §Rcannot be combined with any of the following Ethics:§!"
 TRAIT_REQUIRES_CLASS: "Species Type is:"
 TRAIT_PICKABLE_CLASS: "Valid Species Type:"
 TRAIT_PICKABLE_CLASS_PLURAL: "Valid Species Types:"
 TRAIT_REQUIRES_SPECIES_CLASS: "Species Class is:"
 TRAIT_PICKABLE_SPECIES_CLASS: "Valid Species Class:"
 TRAIT_PICKABLE_SPECIES_CLASS_PLURAL: "Valid Species Classes:"
 TRAIT_REQUIRES_ORIGIN:0 "$TRAIT|H$ §Rrequires one of the following Origins:§!"
 TRAIT_FORBIDS_ORIGIN: "$TRAIT|H$ §Rcannot be combined with any of the following Origins:§!"
 TRAIT_REQUIRES_CIVIC: "$TRAIT|H$ §Rrequires one of the following Civics:§!"
 TRAIT_FORBIDS_CIVIC: "$TRAIT|H$ §Rcannot be combined with any of the following Civics:§!"
 RECENTLY_CHANGED_SPECIES_RIGHT:0 "§RWe recently changed this species policy. We will be able to change it again on $DATE|Y$.§!"
 RECENTLY_CHANGED_SPECIES_RIGHTS_CANT_RESET:0 "§RWe recently changed species policies. We will be able to reset all rights again on $DATE|Y$.§!"
 PLANNED_SECTOR_PROJECT_HEADER:0 "§ESector Projects§!"
 PLANNED_SECTOR_PROJECT_ON_PLANET:0 "- Planning to construct $PROJECT|Y$ on $PLANET|H$"
 PLANNED_SECTOR_PROJECT_AT_PLANET:0 "- Planning to construct $PROJECT|Y$ at $PLANET|H$"
 PLANNED_SECTOR_PROJECT_IN_SYSTEM:0 "- Planning to construct $PROJECT|Y$ in $SYSTEM|H$"
 PLANNED_SECTOR_PROJECT_TILE_BLOCKER:0 "- Planning a clear a §YTile Blocker§! on $PLANET|H$"
 PLANNED_SECTOR_PROJECT_RESOURCES_ALLOCATED:0 " ($RESOURCES$ allocated)"
 PLANNED_SECTOR_PROJECT_RESOURCE_ENTRY:0 "$RESOURCE$$AMOUNT|Y1$/$NEEDED|Y1$"
 SPACEPORT_MODULE:0 "Spaceport Module"
 TOTAL_SECTOR_BUILDING_PROJECTS:1 "- Currently constructing $NUM|Y$ Building(s)."
 TOTAL_SECTOR_BLOCKER_PROJECTS:1 "- Currently clearing $NUM|Y$ Tile Blocker(s)."
 TOTAL_SECTOR_STATION_PROJECTS:1 "- Currently constructing $NUM|Y$ Station(s)."
 TOTAL_SECTOR_POP_PROJECTS:1 "- Currently constructing $NUM|Y$ Pops."
 TOTAL_SECTOR_SHIP_PROJECTS:1 "- Currently constructing $NUM|Y$ Ships."
 TOTAL_SECTOR_ARMY_PROJECTS:1 "- Currently recruiting $NUM|Y$ Armies."
 TOTAL_SECTOR_STARBASE_PROJECTS:0 "- Currently developing Starbases in $NUM|Y$ system(s)."
 NO_SECTOR_PROJECTS:0 "- No current or planned construction projects."
 aura_category_offensive:0 "Offensive Aura"
 aura_category_defensive:0 "Defensive Aura"
 aura_type_support:0 "Support"
 aura_type_debuff:0 "Inhibitor"
 aura_type_snare:0 "Snare"
 aura_type_minefield:0 "Minefield"
 CONTACT:0 "Contact"
 newline:0 "\n"
 double_newline:0 "\n\n"
 h_line: "--------------\n"
 GAME_SETUP_GALAXY_PROPERTY_NOT_AVAILABLE:0 " - "
 CRISIS_FIGHTING_ALLIANCE:0 "Galactic Defense League"
 point_defence:0 "Point Defense"

 PEACE_AUTO_ACCEPTED:0 "§GAuto§!"
 PEACE_AUTO_ACCEPTED_DESC:0 "§GThey will automatically accept this peace deal.§!"

 HABITABILTIY_TOO_LOW:0 "§RHabitability for colonizing species must be at least §Y$MIN|0$%§!.§!"
 RESETTLE_HABITABILTIY_TOO_LOW:0 "§RHabitability for resettled Pop must be at least §Y$MIN|0$%§!.§!"

 ROOM_BACKGROUND:0 "Room"

 #MAP_MODE_TOOLTIP variables: "FROM" source country, "TARGET" tooltipped country, "MAP_MODE_NAME" name of current map mode, "MAP_MODE_TIP" tip generated from map mode
 MAP_MODE_TOOLTIP:0 "$TARGET|H$\n$MAP_MODE_TIP$"
 MAP_MODE_BUTTON_TOOLTIP:1 "$MAP_MODE|H$\n$DESC$\n§GClick to select this Map Mode§!"
 MAP_MODE_CLICK_TOOLTIP:0 "§GClick to show Map Mode from this Empire's point of view.§!"
 default_map_mode:0 "Empire Map Mode"
 default_map_mode_desc:0 "Empire Borders will be colored with the Primary color of their Flag."
 union_map_mode: "Unions Map Mode"
 union_map_mode_desc: "The Union Map Mode shows political unions, such as Subjects and Federations, in the same map color on the galaxy map."
 diplomatic_map_mode:0 "Diplomatic Map Mode"
 diplomatic_map_mode_desc:0 "Empire Borders will be colored based on their Diplomatic Relation to the selected Empire."
 opinion_map_mode:0 "Opinion Map Mode"
 opinion_map_mode_desc:0 "Empire Borders will be colored based on their opinion of the selected Empire."
 attitude_map_mode:0 "AI Attitude Map Mode"
 attitude_map_mode_desc:0 "Empire Borders will be colored based on their AI Attitude towards the selected Empire."
 neighbor_map_mode:0 "Neighbor Map Mode"
 neighbor_map_mode_desc:0 "Neighbor Map Mode will show you which empires are considered to be your own empire's neighbors."
 opinion_war_in_heaven_ally:0 "Ally in War of Heaven"
 opinion_war_in_heaven_enemy:0 "Enemy in War of Heaven"
 opinion_war_in_heaven_winner:0 "Victor in War of Heaven"
 opinion_non_aligned_league:0 "Ally in Non-Aligned League"
 opinion_non_aligned_league_fe:0 "Non-Aligned League"
 opinion_crisis_fighter:0 "Crisis Fighter"
 opinion_crisis_fighter_small:0 "Crisis Fighter"
 opinion_non_aligned_league_declined:0 "Refused to allow us into the Non-Aligned League."
 opinion_abducted_aliens:0 "Abducted Aliens"
 opinion_cheat:0 "Cheat"

 OPINION_MAP_MODE_TIP_SELF:0 "$WHO|H$"
 MAP_MODE_OBSERVER:0 "§H[This.GetName]§!\nNo information available."
 DIPLOMATIC_MAP_MODE_SAME_EMPIRE:0 "§H[This.GetName]§!"
 DIPLOMATIC_MAP_MODE_WAR:0 "§H[This.GetName]§!\nAt war with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_FEDERATION:0 "§H[This.GetName]§!\nIn a Federation with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_ALLIANCE:0 "§H[This.GetName]§!\nIn an Alliance with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_SUBJECT:0 "§H[This.GetName]§!\nIs a Subject of §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_OVERLORD:0 "§H[This.GetName]§!\nIs the Overlord of §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_RIVAL:0 "§H[This.GetName]§!\nIs Rivaling §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_CLOSED_BORDERS:0 "§H[This.GetName]§!\nHas Closed their Borders to §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_NON_AGGRESSION_PACT:0 "§H[This.GetName]§!\nHas Non-Aggression Pact with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_COMMERCIAL_PACT:1 "§H[This.GetName]§!\nHas Commercial Pact with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_RESEARCH_AGREEMENT:1 "§H[This.GetName]§!\nHas Research Agreement with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_ASSOCIATION_STATUS:0 "§H[This.GetName]§!\nHas Federation Association Status with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_DEFENSIVE_PACT:0 "§H[This.GetName]§!\nHas Defensive Pact with §H[From.GetName]§!"
 DIPLOMATIC_MAP_MODE_MIGRATION_PACT:0 "§H[This.GetName]§!\nHas Migration Pact with §H[From.GetName]§!"
 MAP_MODE_NO_CONTACT:0 "§H[This.GetName]§!\nHas not yet established Communication with §H[From.GetName]§!"

 MAP_MODE_NEIGHBOR:0 "§H[From.GetName]§! is considered a neighbor of §H[This.GetName]§!."
 MAP_MODE_NOT_NEIGHBOR:0 "§H[From.GetName]§! is NOT considered a neighbor of §H[This.GetName]§!."

 aura_shield_recharger:0 "$aura_category_defensive$ - $aura_type_support$"
 aura_nanobot_cloud:0 "$aura_category_defensive$"
 aura_shield_dampener:0 "$aura_category_offensive$"
 aura_quantum_destabilizer:0 "$aura_category_offensive$"
 aura_ship_subspace_snare:0 "$aura_category_offensive$"
 aura_station_subspace_snare:0 "$aura_category_offensive$"
 aura_minefield:0 "$aura_category_offensive$ - $aura_type_minefield$"
 aura_inspiring_presence:0 "$aura_category_defensive$"
 aura_targeting_grid:0 "$aura_category_defensive$"

 NO_POPS_VALID_FOR_COLONIZATION:0 "There are no Pops on this planet that can be used for colonization."

 EMPIRE_SPAWN_ALLOWED:0 "§HEmpire Spawning Allowed§!"
 EMPIRE_SPAWN_DISALLOWED:0 "§HEmpire Spawning Forbidden§!"
 EMPIRE_SPAWN_ALWAYS:0 "§HEmpire Spawning Forced§!"
 EMPIRE_SPAWN_ALLOWED_DESC:0 "$TEMPLATE$ is allowed to appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_DISALLOWED_DESC:0 "$TEMPLATE$ is NOT allowed to appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_ALWAYS_DESC:0 "$TEMPLATE$ will always appear in a regular game instead of a randomly generated empire."
 EMPIRE_SPAWN_TOOLTIP_DELAYED:0 "§GClick to change the spawn setting for this empire template.§!"

 REQUIRES_SHIP:0 "§RRequires a $SHIP$.§!"
 NOT_ENOUGH_INFLUENCE_TO_REVOKE_SECTOR:1 "We do not have the $AMT|Y$ £influence£ required to remove a system from this sector."
 NOT_ENOUGH_INFLUENCE_TO_DELETE_SECTOR:1 "We do not have the $AMT|Y$ £influence£ required to delete this sector."
 BUILD_STATION_TOO_CLOSE:1 "§RToo close to another Station.§!"
 EMERGENCY_FTL_DAYS_LEFT:0 "§R$DAYS|Y$ Days until Emergency FTL is ready.§!"
 COMPONENT_AURA_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$\n$MODIFIER$"
 COMPONENT_AURA_WITHOUT_MOD_TOOLTIP:0 "$AURA_NAME|Y$\n$APPLY_ON$"
 COMPONENT_AURA_DAMAGE_TOOLTIP:0 "Ships within the field has a $ACCURACY|Y%0$ chance each day to take §Y$MIN_DAMAGE|0$ - $MAX_DAMAGE|0$§! damage, ignoring $ARMOR_PENETRATION|Y%0$ armor. This damage can be dodged." #ACCURACY, MIN_DAMAGE, MAX_DAMAGE, AVG_DAMAGE, HULL_DAMAGE, SHIELD_DAMAGE, ARMOR_DAMAGE, SHIELD_PENETRATION, ARMOR_PENETRATION
 AURA_APPLY_ON_FRIENDLY:0 "Effect on Allied Ships:"
 AURA_APPLY_ON_FLEET:0 "Effect on Own Fleet:"
 AURA_APPLY_ON_HOSTILE:0 "Effect on Hostile Ships:"
 ENERGY_COST:0 "£energy£ $VALUE|1Y$"
 INFLUENCE_COST:0 "£influence£ $VALUE|0Y$"
 INFLUENCE_COST_FRACTIONS:0 "£influence£ $VALUE|2Y$"
 UNITY_COST:1 "£unity£$VALUE|0Y$"
 FTL_MAGNET:0 "FTL Inhibitor"
 COMPONENT_FTL_MAGNET_TIP:0 "\n§HFTL Inhibitor§! - Incoming hostile fleets will be forcefully redirected to this station"
 TOOLTIP_SYSTEM_HAS_HOSTILE_FTL_MAGNET:0 "Contains one or more FTL Inhibitors"
 TOOLTIP_FLEET_ICON_HAS_FTL_MAGNET:1 "Hostile fleets will be unable to leave the system through any other hyperlane than the one they entered from."
 FLEET_UPGRADE_COST_TOOLTIP:1 "$SHIPS|Y$ ship(s) will be upgraded for $COST|Y$"
 FLEET_UPGRADE_CANT_AFFORD_EVER_TOOLTIP: "§RWe are missing $MISSING_TREASURY|Y$ of the total cost of $COST|Y$. Our monthly income of $INCOME|Y$ means that we can't afford it.§!"
 FLEET_UPGRADE_CANT_AFFORD_NOW_TOOLTIP: "We are missing $MISSING_TREASURY|R$ of the total cost of $COST|Y$. With our current income of $INCOME$ it will take about $MONTHS|Y0$ month(s) to gather enough."
 FLEET_UPGRADE_NO_COST_TOOLTIP:0 "$SHIPS|Y$ ship(s) will be upgraded at no extra cost"
 STATION_UPGRADE_COST_TOOLTIP:1 "Station will be upgraded for $COST|Y$"
 PLATFORMS_UPGRADE_COST_TOOLTIP:0 "$PLATFORMS|Y$ platform(s) will be upgraded for $COST|Y$"
 PLATFORMS_NONE_TO_UPGRADE:0 "This Starbase has no Defense Platforms"
 PLATFORM_UPGRADE_COST_TOOLTIP:0 "Platform will be upgraded for $COST|Y$"
 UPGRADING_BUILD_OBJECT:0 "Upgrading $OBJECT|Y$" # Used in build queues when upgrading ships and defense platforms
 PLANET_CLASS_PREFERENCE_TRAITS:0 "Planet Preference"
 OTHER:0 "Other"
 PRIMITIVES:1 "Pre-FTL Civilizations"
 PRIMITIVE_LIFEFORM:2 "There is at least one Pre-FTL Civilization in this system"
 AGGRESSIVE_STANCE:0 "Aggressive Stance"
 FLEET_IN_FTL:0 "Fleet is in FTL"
 WEAPON_COMPONENT_TAGS:0 "Type: $TAGS$"
 WEAPON_COMPONENT_AI_TAGS:0 "AI Role: $TAGS$"
 COMPONENT_SHIP_MODIFIER:0 "Ship Modifier: $MODIFIER$"
 TECH_AND_LEVEL_NAME:0 "$TECH$ $LEVEL$"
 EVENT_WINDOW_EVENT_CHAIN_INDICATOR: "Event Chain: $CHAIN$"
 EVENT_OPTION_TRIGGER_ICON_TIP:0 "$TRIGGER|T$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE:1 "$NAME$: $VALUE|Y0$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE:1 "$NAME$: $VALUE|+=0%$"
 #SHIP_STAT_CONTRIBUTION_ADDATIVE_hitpoints: "this is an example showing that you can override how certain stats are shown :)"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_maintenance:1 "$NAME$: $VALUE|2Y$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_maintenance:1 "$NAME$: $VALUE|-=0%$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_power:1 "$NAME$: $VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_evasion:1 "$NAME$: $VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_combat_speed:1 "$NAME$: $VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_damage:1 "$NAME$: $VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_build_time:1 "$NAME$: $VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_speed:0 "$NAME$: $VALUE|Y1$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_speed:0 "$NAME$: $VALUE|+=1%$"
 DAMAGE_REDUCTION:0 "Damage Reduction: $VALUE|Y0%$"
 SHIP_SPEED_DAMAGED_PENALTY:0 "$TYPE$ reduced by $VALUE|+=1%$ due to hull damage"
 STAT_SOURCE_SECTION:0 "Sections"
 STAT_SOURCE_WEAPON:0 "Weapons"
 STAT_SOURCE_UTILITY:0 "Utilities"
 STAT_SOURCE_STRIKE_CRAFT:0 "Hangars"
 STAT_SOURCE_EXCESS_POWER:0 "Excess Power"
 SHIP_DESIGN_SPECIAL_VALUES:0 "£ship_stats_special£ Special Values: $COUNT$"
 SHIP_DESIGN_SPECIAL_VALUES_HEADER:0 "§HSpecial Values§!"
 SHIP_DESIGN_NO_SPECIAL_VALUES:0 "This Ship Design has no Special Values"
 SHIP_DESIGN_RULER_SHIP:0 "$RULER$'s Grand $KEY$"
 CONFIRM:0 "Confirm"
 WHITE_PEACE:0 "White Peace"
 STATUS_QUO:0 "Status Quo"
 OPPONENTS:0 "Opponents"
 POP_PRODUCES_TIP:0 "Produces: $VALUE|Y$"
 POP_MAINTENANCE_TIP:3 "Upkeep: $VALUE|Y$"
 DETAIL_MAINT_POP:3 "$SPECIES$: $VALUE|Y$"
 ROBOT_POP_SPECIES_1:0 "Robot"
 ROBOT_POP_SPECIES_1_plural:0 "Robots"
 ROBOT_POP_SPECIES_1_adj:0 "Robotic"
 ROBOT_POP_SPECIES_2:0 "Droid"
 ROBOT_POP_SPECIES_2_plural:0 "Droids"
 ROBOT_POP_SPECIES_2_adj:0 "Droid"
 ROBOT_POP_SPECIES_3:0 "Synthetic"
 ROBOT_POP_SPECIES_3_plural:0 "Synthetics"
 ROBOT_POP_SPECIES_3_adj:0 "Synthetic"
 ROBOT_POP_SPECIES_4:0 "Synthetic Nova"
 ROBOT_POP_SPECIES_4_plural:0 "Synthetics Novae"
 ROBOT_POP_SPECIES_4_adj:0 "Synthetic Nova"
 ROBOT_POP_SPECIES_1_AWOKEN:0 "Awoken"
 ROBOT_POP_SPECIES_2_AWOKEN:0 "$ROBOT_POP_SPECIES_1_AWOKEN$"
 ROBOT_POP_SPECIES_3_AWOKEN:0 "$ROBOT_POP_SPECIES_1_AWOKEN$"
 ROBOT:0 "Mechanical"
 PRESAPIENT:0 "Pre-Sapient"
 BIOLOGICAL:0 "Biological"
 MACHINE:0 "Machine"
 POP_SPECIES_CANT_BE_ENSLAVED:0 "$SPECIES|Y$ Pops can not be enslaved"
 FORCED_HAPPINESS:0 "$SOURCE$: $VALUE|+%0$"
 TRAIT_FORCED_HAPPINESS:2 "§YNot Affected by Happiness§!"
 POP_HAS_NO_OWNER:0 "§RThis Pop does not belong to anyone§!"
 RETURNS_COLON:0 "Returns"
 EXPANSION_COST:0 "Expansion Influence Cost"
 EXPANSION_COST_LABEL:0 "Expansion Cost:"
 EXPANSION_DISTANCE_LABEL:0 "Distance:"
 CONSUMER_GOODS:0 "Consumer Goods"
 CONSUMER_GOODS_MAINT:0 "This Pop needs $AMT|Y2$ unit(s) of §H$CONSUMER_GOODS$§! every month, at a total cost of £minerals£ $COST|2R$"
 CONSUMER_GOODS_COST:0 "The Consumer Goods Cost for this Pop is modified by:"
 FLEET_MIA_DESCRIPTION_ORDER_STATUS: "Missing in Action, last seen: $SYSTEM|Y$, returns in: $DAYS|Y0$ days"
 FLEET_MIA_DESCRIPTION:0 "[[$INDEX$] $FLEET_NAME$ ($SYSTEM_NAME$ system), returns $DATE$" # e.g. '[1] Primary Attack Swarm (Sol system), returns 2330.12.03'
 FLEET_MIA_DESCRIPTION_SHORT:0 "[[$INDEX$] $FLEET_NAME$ ($SYSTEM_NAME$ system)" # e.g. '[1] Primary Attack Swarm (Sol system)'
 FLEET_CANNOT_FOLLOW_CHAIN_DETECTED: "§RThis fleet is already following you§!"

 buildable_robot_pop_1:1 "$ROBOT_POP_SPECIES_1$"
 buildable_robot_pop_1_desc:1 "$trait_robotic_1_desc$"
 buildable_robot_pop_2:1 "$ROBOT_POP_SPECIES_2$"
 buildable_robot_pop_2_desc:1 "$trait_robotic_2_desc$"
 buildable_robot_pop_3:1 "$ROBOT_POP_SPECIES_3$"
 buildable_robot_pop_3_desc:1 "$trait_robotic_3_desc$"
 buildable_robot_pop_4:0 "$ROBOT_POP_SPECIES_4$"
 buildable_robot_pop_4_desc:0 "$trait_robotic_3_desc$"
 buildable_machine_pop:0 "$trait_machine_unit$"
 buildable_machine_pop_desc:0 "$trait_machine_unit_desc$"
 buildable_modded_robot_pop:0 "Mechanical Pop Templates"
 buildable_modded_robot_pop_machine_intelligence:0 "Machine Pop Templates"
 buildable_modded_robot_pop_desc:0 "$trait_mechanical_desc$"
 buildable_modded_robot_pop_desc_machine_intelligence:0 "$trait_machine_unit_desc$"
 buildable_robot_pop_1_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_1_awoken_desc:0 "The digitized consciousnesses of a long-lost species of scientifically advanced fungi, confined within crude robotic bodies."
 buildable_robot_pop_2_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_2_awoken_desc:0 "A long gone species of technologically advanced fungi, brought to life again when their neural scans were uploaded to robotic bodies."
 buildable_robot_pop_3_awoken:0 "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_3_awoken_desc:0 "$buildable_robot_pop_2_awoken_desc$"

 COUNT_POP_TOOLTIP:0 "$COUNT|Y$ Pop(s) on $PLANET|Y$"
 COUNT_POP_TOOLTIP_CUTOFF:0 "... and $POPS|Y$ additional Pop(s) on $PLANETS|Y$ Planets."

 NOT_AFFECTED_BY_RADIATION:0 "Not affected by radiation."

 HEADER:0 "$KEY|1H$\n"
 SUB_HEADER:0 "$KEY|1E$\n"
 HIGHLT:0 "$KEY|H$"
 HIGHLIGHT:0 "$KEY|H$"
 LORE:0 "$KEY|L$"
 TOOLTIP_TEXT:0 "$KEY|T$"
 TEXT_COLOR:0 "§T"
 HEADER_COLOR:0 "§H"
 ENEMY_COLOR:0 "$KEY|R$"
 RED_COLOR:0 "$KEY|R$"
 GREEN_COLOR:0 "$KEY|G$"
 BLUE_COLOR:0 "$KEY|E$"
 ORANGE_COLOR:0 "$KEY|H$"
 YELLOW_COLOR:0 "$KEY|Y$"
 ENEMY:0 " (Hostile)"
 BASE:0 "Base"
 PERCENT:0 "$PERC|%0$"
 BASE_VALUE:0 "Base: $VALUE|Y1$"
 BASE_VALUE_NEG: "Base: $VALUE|R1$"
 BASE_VALUE_NO_DECIMALS:0 "Base: $VALUE|Y0$"
 BASE_VALUE_NO_COLOR:0 "Base: $VALUE$"
 NAMED_VALUE_NEG: "$NAME$: $VALUE|R1$"
 EMPIRE_BASE_PRODUCTION:0 "Empire Base: §Y$PRODUCTION$§!"
 BASE_PERCENT:0 "Base: $VALUE|0%Y$"
 POPS_VALUE:0 "From Pops: $VALUE$"
 START_NEW_GAME:0 "Starting New Game"
 PRESS:0 "PRESS"
 TO_CONTINUE:0 "TO CONTINUE"
 DIALOG_AGREE:0 "Agree"
 DIALOG_DECLINE:0 "Decline"
 CANCEL:0 "Cancel"
 RELOAD:0 "Reload"
 FINISHED:0 "Finished"
 FINISH:0 "Finish"
 ACCEPT:0 "Accept"
 START:0 "Start"
 FILTER:1 "Filter"
 MESSAGE_OK:0 "Ok"
 MESSAGE_GOTO:0 "Show"
 FRONT_START:1 "New Game"
 FRONT_LOAD:1 "Load Game"
 FRONT_CREDITS:1 "Credits"
 FRONT_SETTINGS:1 "Settings"
 FRONT_ADDITIONAL_CONTENT: "Additional Content"
 FRONT_QUIT:1 "Exit"
 FRONT_BACK:0 "Back"
 FRONT_SAVE_GAMES:0 "Choose Save Game"
 FRONT_LAUNCH:0 "Launch"
 FRONT_MULTIPLAYER:1 "Multiplayer"
 FRONT_MULTIPLAYER_DISABLED:0 "§GMultiplayer§!"
 FRONT_COOP:2 "Cooperative"
 FRONT_COOP_DISABLED:2 "§GCoop§!"
 LOAD_SAVE_GAME:0 "Loading Save Game"
 CALCULATING_CACHE:0 "Preparing Game"
 LOGIN_REQUIRED:0 "Login required"
 LINK_ACCOUNTS_TITLE:0 "Link accounts"
 LINK_ACCOUNTS:0 "Hi! We're noticing that you're playing from Steam. If you link your Steam account to your Paradox Account you'll get automatically logged in to your Paradox account whenever you start the game."
 LINK_ACCOUNTS_DONT_REMIND:0 "Don't remind me again\n(you can still link accounts on the Paradox web site)"
 SKIP_LINK_ACCOUNTS:0 "Skip linking"
 AGREE_LINK_ACCOUNTS:0 "Link accounts"
 CREATE_PROFILE_TITLE:0 "Choose a username"
 CREATE_PROFILE_DESCRIPTION:0 "Every space general need a name. This username will be used across all Paradox games and online features and cannot be changed after it's been decided.\n\nChoose wisely!"
 CREATE_PROFILE_USERNAME:0 "Username"
 CREATE_PROFILE_CONFIRM:0 "Confirm"
 LOAD_GAME_SELECTED_SAVES:1 "Save games:"
 LOAD_GAME_NO_FILES:0 "No save games available!"
 LOAD_GAME_UNSORTED:0 "§GUnsorted Games§!"
 INTERNET_BROWSER:0 "Internet Browser"
 AT_WAR:0 "At War:"
 ALLIES_LIST:0 "$ALLIES$:"
 ALLIES:1 "Allies"
 LOAD_MAP_GFX:0 "Loading Map Graphics"
 LOAD:0 "Load"
 LOAD_SELECTED_SAVE:0 "Load Selected"
 CLOSE:0 "Close"
 ON:0 "On"
 OFF:0 "Off"
 ENABLED: "Enabled"
 DISABLED: "Disabled"
 START_GAME:0 "Start Game"
 SHIP_DESIGNER:0 "Ship Designer"
 FLEETDESIGNER:0 "Fleet Designer"
 SAVING:0 "Saving"
 OPEN:0 "Open"
 SAVED_GAMES:0 "Saves"
 LOAD_LAST_SAVED:0 "Load Latest Save"
 PLANET:0 "planet"
 STAR:0 "star"
 PLANET_CAP:0 "Planet"
 MOON:0 "moon"
 MOON_CAP:0 "Moon"
 TYPE:0 "Type"
 ASSIGNMENT:0 "Assignment"
 SKILL:0 "Skill"
 AGE:0 "Age"
 CHAR_OPINION_OF_CHAR:0 "§H$FIRST$'s§! opinion of §H$SECOND$§!: $OPINION$"
 CHAR_OPINION_OF_CHAR_WE_FIRST:0 "Our opinion of §H$SECOND$§!: $OPINION$"
 CHAR_OPINION_OF_CHAR_WE_SECOND:0 "§H$FIRST$'s§! opinion of us: $OPINION$"
 OPINION_OF_CHAR:0 "Opinion of §H$EMPIRE$§!: $OPINION$"
 CUSTOM:0 "Custom"
 POP_GROWTH_TITLE: "Monthly Pop Growth"
 POP_GROWTH: "Monthly Pop Growth: $VALUE|Y$"
 POP_GROWTH_LAST_MONTH: "Population Change Last Month: $VALUE|Y$"
 POP_GROWTH_CATEGORY_LAST_MONTH: "$CATEGORY$ Last Month: $VALUE|Y$"
 POP_GROWTH_NEXT_MONTH: "Estimated Growth Next Month: $VALUE|2Y$"
 POP_ASSEMBLY_NEXT_MONTH: "Estimated Assembly Next Month: $VALUE|2Y$"
 POP_DECLINE_NEXT_MONTH: "Estimated Decline Next Month: $VALUE|2R$"
 POP_NAME:0 "$SPECIES$ Pop on $PLANET$"
 POP_GROUP_NAME: "$SPECIES$ $CATEGORY$"
 POP_MAX_GROWTH:0 "Food needed: $VALUE|1Y$"
 POP_MAX_GROWTH_BASE:0 "Base: $VALUE|1Y$"
 POP_MAX_GROWTH_POPS:0 "$POPS|Y$ Existing Pops: $VALUE|1=-$"
 POP_MAX_GROWTH_HABITABILITY:0 "Habitability: $VALUE|0=-%$"
 POP_MAX_GROWTH_HELP: "§EA Pop needs a certain amount of growth progress before it is fully grown. This value increases with the number of Pops already on the planet. §HSurplus Food§!, §H$MOD_LOGISTIC_GROWTH_MULT$§E and §H$HABITABILITY$§E affect the time required to grow a new Pop.§!§!§!§!§!"
 GROWTH_CAT_ENTRY: "$CATEGORY$: $VALUE|+=0*$"
 GROWTH_CAT_OTHER: "Events and other causes"
 GROWTH_CAT_FACTION: "Faction changes"
 GROWTH_CAT_RESETTLE: "Resettlement"
 GROWTH_CAT_SLAVES_PURCHASED: "Purchase"
 GROWTH_CAT_PROMOTION: "Stratum changes"
 GROWTH_CAT_COLLAPSE: "Pop group merges"
 GROWTH_CAT_SPECIES: "Species changes"
 GROWTH_CAT_ETHICS: "Ethos changes"
 GROWTH_CAT_MIGRATION: "Migration"
 GROWTH_CAT_EMIGRATION: "Emigration"
 GROWTH_CAT_IMMIGRATION: "Immigration"
 GROWTH_CAT_SPECIES_MOD: "Species mods"
 GROWTH_CAT_BOMBARDMENT: "Bombardment"
 GROWTH_CAT_ABDUCTION: "Abduction"
 GROWTH_CAT_GROWTH: "Growth"
 GROWTH_CAT_ASSEMBLY: "Assembly"
 GROWTH_CAT_DECLINE: "Decline"
 GROWTH_CAT_COLONIZATION: "Colonization"
 POPULATION:0 "Population"
 GAME:0 "Game"
 YES:0 "Yes"
 NO:0 "No"
 DISMISS:0 "Dismiss"
 UNDECIDED:0 "Undecided"
 NAME:0 "Name"
 CATEGORY:0 "Category"
 HEALTH:0 "Health"
 PERC:0 "§Y$VALUE|%0$§!"
 PERC_WHITE:0 "$VALUE|%0$"
 DAMAGE_MIN_MAX:0 "§Y$MIN$ - $MAX$§!"
 ARMY_NO_POP_LIMIT:0 "Not limited by Pops"
 ARMY_NO_MORALE:0 "Not affected by Morale Damage"
 AVERAGE_DAMAGE:0 "Average Damage"
 MORALE_DAMAGE:0 "Morale Damage: §Y$MIN$ - $MAX$§!"
 COLLATERAL_DAMAGE:0 "Collateral Damage: $AMOUNT|%0Y$"
 DEFENDER:0 "Defender"
 ATTACKER:0 "Attacker"
 ENABLED_DLC_DESC:0 "$DLC|Y$ is enabled."
 EDIT:0 "Edit"
 PREV:0 "Previous"
 NEXT:0 "Next"
 EXIT:0 "Exit"
 RANDOM:0 "Random"
 RANDOM_RULER:0 "Random Ruler"
 AND:0 "and"
 SI_NUMBER:1 "$VALUE|1*$"
 SI_NUMBER_0:1 "$VALUE|0*$"
 MIL_FLEET_NAME:0 "$COUNTRY$ Fleet $NUMBER$"
 TRANS_FLEET_NAME:0 "Transport Fleet $NUMBER$"
 INTEL_LEVEL_NONE:0 "Unexplored"
 INTEL_LEVEL_LOW:0 "§RLow§!"
 INTEL_LEVEL_MEDIUM:0 "§YMedium§!"
 INTEL_LEVEL_HIGH:1 "§EHigh§!"
 INTEL_LEVEL_FULL:0 "§GFull§!"
 SENSOR_RANGE:0 "Sensor Range"
 INTEL_LEVEL_VALUE:0 "Intel Level: $LEVEL|H$"
 INTEL_LEVEL_DESC:2 "§GFull§!: Fleet movement and planet types in system are known\n§GHigh§!: Fleet movement in system is known\n§YMedium§!: Planet types in system are known\n§RLow§!: Number of planets in system is known"
 INTEL_LEVEL_NOT_TRIGGER:1 "Intel Level on $SYSTEM$ is NOT $OPERATOR$$LEVEL|Y$"
 INTEL_LEVEL_TRIGGER:1 "Intel Level on $SYSTEM$ is $OPERATOR$$LEVEL|Y$"
 MISSING_WORMHOLE_STATION:0 "Out of reach! We need to build more Wormhole Stations closer to this system."
 FLEET_JUGGERNAUT_REPAIR:1 "§RThis ship cannot be sent for repair.§!"
 FLEET_NO_PATH:0 "There is no route for the selected fleet to reach this system."
 COPY_TEMPLATE:0 "Copy Template"
 FLEET_MANAGER_COPY_TEMPLATE:0 "§HCopy Template§!\n§GClick to copy this fleet composition§!"
 FLEET_CHANGE_COMPOSITION_NOT_OWNER: "$BUILD_ORDER_NOT_OWNER$"
 FLEET_NO_PATH_RESTRICTED:0 "System is set as restricted, so our fleets may not enter it."
 FLEET_NO_PATH_DESTINATION_CLOSED:1 "No access to destination."
 FLEET_NO_PATH_PASSIVE_STANCE:0 "Avoiding Hostiles due to Evasive Stance"
 NO_PATH_NO_FTL:0 "The selected ship has no FTL drive, so it can't reach this system."
 FLEET_NO_PATH_MUST_EXPLORE:1 "We need a Science Ship with a Scientist or a Military Fleet led by a Commander to explore a system we have no Intel on."
 DONE:0 "Done"
 FRIENDLY_FLEETS:0 "Own Fleets"
 NEUTRAL_FLEETS:0 "Neutral Fleets"
 HOSTILE_FLEETS:0 "Hostile Fleets"
 ALLIANCE_FLEETS:0 "Friendly Fleets"
 INTEL_HOSTILE:0 "Hostile Intel"
 INFLUENCE:0 "Influence"
 INTEL_HOSTILE_DESC:0 "We previously encountered hostiles in this system."
 INTEL_HOSTILE_NAME_POWER:0 "§R$NAME$ $MILITARY_POWER$§!"
 FLEET_UNCONTACTED:0 "$FLEET|Y$ £ship_stats_hitpoints£ $HP$"
 FLEET_MILITARY_POWER:0 "£military_ship£ $FLEET|R$ £military_power£ $VALUE|0Y$ £ship_stats_hitpoints£ $HP$"
 FLEET_TOTAL_MILITARY_POWER:0 "£military_power£ $VALUE|0Y$"
 FLEET_MILITARY_POWER_BOSS:0 "£military_ship£ $FLEET|R$ £military_power_boss£ £ship_stats_hitpoints£ $HP$"
 FLEET_NO_MILITARY_POWER:0 "$FLEET$"
 FLEET_NO_MILITARY_POWER_SCIENCE:0 "£science_ship£ $FLEET|B$ £ship_stats_hitpoints£ $HP$"
 FLEET_NO_MILITARY_POWER_CONSTRUCTION:0 "£construction_ship£ $FLEET|H$ £ship_stats_hitpoints£ $HP$"
 FLEET_NO_MILITARY_POWER_COLONY:0 "£colony_ship£ $FLEET|E$ £ship_stats_hitpoints£ $HP$"
 FLEET_NO_MILITARY_POWER_ARMY:0 "£army_ship£ $FLEET|G$ £ship_stats_hitpoints£ $HP$"
 MILITARY_POWER:0 "£military_power£ $VALUE|*0$"
 MILITARY_POWER_1:0 "£military_power£ $VALUE|*1$"
 ARMY_HEALTH:0 "£ship_stats_hitpoints£ $VALUE$"
 ARMY_POWER:0 "£army_power£ $VALUE|*0$"
 ARMY_POWER_YELLOW:0 "£army_power£ $VALUE|Y*0$"
 ARMY_POWER_1:0 "£army_power£ $VALUE|*1$"
 MILITARY_POWER_BOSS:0 "£military_power_boss£ "
 MILITARY_POWER_ULTRA_BOSS: "£military_power_ultra_boss£ "
 SCREENSHOT_TAKEN:0 "Screenshot taken!"
 LONG_SHIPCLASS_NAME:0 "$NAME$-class $SIZE$"
 SELECT_COMPONENT:0 "Add Component"
 SELECT_CORE_COMPONENT:0 "Add Core Component"
 SELECT_COMPONENT_EMPTY:0 "There is no suitable component for the selected slot."
 SELECT_COMPONENT_DESC:0 "Select a component and place it by moving it into an available slot."
 SHIP_NAME_STATS:0 "Specifications"
 SHIP_NAME_LABEL:0 "Design Name"
 SHIPCLASS_NAME:0 "$NAME$-class"
 NEBULA_DESC:4 "Nebulae block outside sensors from being able to see into or out of the system."
 MODIFY:0 "Modify"
 MORALE:0 "Morale"
 MIGRATING:0 "Migrating"
 SECTOR_FOCUS_PREFERENCE:0 "Choose Sector Focus"
 CLICK_TO_TRANSFER_RESOURCES:0 "Click to transfer Resources"
 ENVIRONMENTAL_EFFECTS:0 "§HEnvironmental Effects§!"
 ENVIRONMENTAL_HAZARDS:0 "§HEnvironmental Hazards§!"
 ENVIRONMENTAL_EFFECTS_DELAYED:0 "§EEnvironmental Effects and Hazards affect all fleets inside of the system. They are usually caused by the system's §HStar§!, or due to being inside a §HNebula§! or §HCosmic Storm§!.§!"
 EFFECTS_ON_SYSTEM:0 "§HEffects on System:§!"
 MIGRATING_DESC:0 "Is Migrating to $PLANET|H$: $REMAINING|Y$ Months remaining"
 HAPPINESS_LABEL:0 "Happiness:"
 UNHAPPINESS:0 "Unhappiness"
 FERTILITY_LABEL:0 "Fertility:"
 ASSIMILATED:0 "Assimilation"
 ASSIMILATED_DESC:3 "This species is being assimilated. Every month, at base, up to §Y100§! £pop£ §HPops§! are altered to better match the dominant species of our empire.\n\nThe number of £pop£ §HPops§! assimilated each month is increased by £pop£ Pops Optimized Per Month modifiers."
 ENSLAVED:0 "Enslaved"
 ENSLAVED_DESC:1 "This Pop is enslaved."
 LIVESTOCK:0 "Livestock"
 LIVESTOCK_DESC:0 "This Pop is being used as livestock to feed other Pops."
 MATRIX_LIVESTOCK:0 "Amalgamated"
 MATRIX_LIVESTOCK_DESC:0 "This Pop has been amalgamated into the planet's energy grid."
 PURGING:0 "Purging"
 PURGING_DESC:1 "This Pop is being systematically killed off. The process will take some time."
 DISPLACING:1 "Forced Migration"
 DISPLACING_DESC:1 "This Pop is being forced away from this planet due to Displacement. The relocation process may take some time."
 DISPLACING_DESC_2:0 "This Pop is being forced away from this planet due to empire policies or low habitability. The relocation process may take some time."
 EMIGRATING:0 "Emigrating"
 EMIGRATING_DESC:0 "This Pop is emigrating from the Planet."
 PURGING_ROBOT:0 "Disassembling"
 PURGING_DESC_ROBOT:1 "This Pop is being disassembled. The process will take some time."
 WORMHOLE_INCOMING_DESC:1 "§HWormhole Exit§!\nA Wormhole is open and something is about to come through..."
 WORMHOLE_INCOMING_KNOWN_DESC:1 "§HWormhole Exit from $SYSTEM|Y$§!\nProgress: $CUR|Y$/$MAX|Y$($DAYS|Y$ Days)\nFleet in Transit: $FLEET|Y$."
 WORMHOLE_OUTGOING_DESC:1 "§HWormhole Entrance§!\nA Wormhole is open and ready to transport ships to another star system."
 WORMHOLE_OUTGOING_KNOWN_DESC:1 "§HWormhole Entrance to $SYSTEM|Y$§!\nProgress: $CUR|Y0$/$MAX|Y0$ ($DAYS|Y$ Days)\nFleet in Transit: $FLEET|Y$."
 GREATER_THAN:0 "greater than"
 LESS_THAN:0 "less than"
 EQUAL_TO:0 "equal to"
 NOT_EQUAL_TO:0 "not equal to"
 GREATER_THAN_OR_EQUAL_TO:0 "greater than or equal to"
 LESS_THAN_OR_EQUAL_TO:0 "less than or equal to"
 FTL_TRAIL_DESC:0 "Detected an FTL trail. The trail will vanish by $ENDDATE|H$."
 FTL_TRAIL_ANALYZED_DESC:0 "Analyzed FTL trail. A $WHO|H$ ship jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$."
 FTL_TRAIL_OURS_DESC:0 "Detected an FTL trail from one of our ships that jumped to $TO|H$ the $JUMPDATE|H$. The trail will vanish by $ENDDATE|H$."
 HITPOINTS:1 "Hull Points"
 HULL:0 "Hull"
 SHIELD:0 "Shield"
 SHIELDS:0 "Shields"
 SECTOR_AUTONOMY:0 "Redevelopment"
 SECTOR_AUTONOMY_DESC:0 "Controls if the Sector is allowed to replace existing Buildings."
 SECTOR_RESPECT_TILE_RESOURCES:2 "Prioritize Tile Resources"
 SECTOR_RESPECT_TILE_RESOURCES_DESC:2 "Controls if the Sector should generally avoid constructing buildings that are not suited to their tiles. It may still ignore the tile resources for certain types of buildings."
 SECTOR_CONSTRUCTION_AUTONOMY:1 "Allow Redevelopment"
 SECTOR_CONSTRUCTION_RESPECT_TILE_RESOURCES:2 "Prioritize Tile Resources"
 SECTOR_RESOURCE_ABOVE_CAP:0 "Cannot store above resource cap of $AMOUNT|0Y$"
 ARMOR:0 "Armor"
 QUIT_TITLE:0 "Exit Game"
 QUIT_DESC:1 "Quit and return to desktop?"
 RESIGN_TITLE:0 "Exit to Main Menu"
 RESIGN_DESC:1 "Resign and return to the main menu?"
 GROUND_COMBAT:0 "Invasion"
 MOVE_CAPITAL:0 "Move Capital"
 MOVE_CAPITAL_DESC:0 "Moving your capital to this planet costs £influence£ $COST|Y0$."
 MOVE_CAPITAL_DESC_VALID:0 "Click to move your capital to this planet."
 MOVE_CAPITAL_DESC_INVALID_ALREADY_CAPITAL:0 "This is already your capital!"
 MOVE_CAPITAL_DESC_INVALID_NOT_OWNER:0 "Not possible to move capital to a non-owned planet."
 MOVE_CAPITAL_DESC_INVALID_OCCUPIED:0 "Not possible to move capital to an occupied planet."
 MOVE_CAPITAL_DESC_INVALID_NOT_CORE:0 "Not possible to move capital to a sector-controlled planet."
 MOVE_CAPITAL_DESC_INVALID_BEING_COLONIZED:0 "Not possible to move capital to a planet that is under colonization."
 MOVE_CAPITAL_DESC_INVALID_AT_WAR:0 "Not possible to move capital while at war."
 MOVE_CAPITAL_DESC_INVALID_COOLDOWN:0 "Not possible to move capital until $DATE|H$."
 MOVE_CAPITAL_CONFIRM:1 "Do you want to move your capital to $PLANET|H$?\n$EXTRA$\nIt will cost us £influence£ $COST|Y0$ to do so."
 TRADE_ROUTES_REMOVED:0 "§RAll trade routes will be removed!§!\n"
 SECTOR_CREATED:0 "Sector will be created with the new capital.\n"
 SECTOR_CAPITAL_MOVED:0 "Sector capital will be moved to this planet.\n"
 HOME_BASE:0 "Home Base"
 HOME_BASE_NONE:0 "§YNone§!"
 HOME_BASE_CLICK_TO_SET:0 "§GShift-right-click to set as Home Base§!"
 CURRENT_HOME_BASE:0 "Current Home Base: $NAME$"
 HOME_BASE_NOT_OWNER_ALLY:0 "Can only make a Starbase a Home Base if we or an ally own it"
 INCOMING_SHIPS_DESC:0 "Detected $NUM|H$ ship(s) incoming from $FROM|H$"
 planet_size_small:0 "Small Size"
 planet_size_medium:0 "Medium Size"
 planet_size_large:0 "Large Size"
 planet_size_desc:0 "Can support up to $NUM|H$ Pops."
 ASTEROID:0 "Asteroid"
 MONEY:0 "Energy Credits"
 ORBITAL_STATIONS:0 "Orbital Stations"
 ANOMALY:0 "Anomaly"
 SURVEYED:0 "Surveyed"
 UNSURVEYED:0 "Not surveyed"
 HABITABILITY:0 "Habitability"
 HABITABILITY_BREAKDOWN:0 "§EHabitability Breakdown:§!"
 HABITABILITY_EFFECTS:0 "Habitability Effects:"
 HABITABLITIY_VALUE:1 "Habitability Value: $VALUE$ ($SPECIES|Y$)"
 HABITABILITY_FLOOR_DESCRIPTION:0 "$STRING$: $VALUE$"
 HABITABILITY_CEIL_DESCRIPTION:0 "$STRING$: $VALUE$"
 HABITABILITY_CEIL_UNCAPPED_DESCRIPTION: "Species ignores Habitability Ceiling"
 HABITABILITY_AUTO_MOD_DESCRIPTION: "Pops of this Species may have increased Habitability through Auto-Modding"
 pop_habitability:0 "Planet Habitability"
 pop_low_habitability: "$pop_habitability$"
 pop_high_habitability: "$pop_habitability$"
 TERRAFORM_RESULT:0 "Habitability: $HABITABILITY$"
 SIZE:0 "Size"
 SCIENTIST_REQUIRED:0 "Scientist Required"
 SCIENTIST_REQUIRED_AREA_LEVEL:0 "($AREA$ $LEVEL$ Scientist Required)"
 CURRENT_WARSCORE:1 "Warscore:"
 CURRENT_DEMAND_SUM:0 "Demands sum:"
 RESULTS:0 "Results"
 OPINION:0 "Opinion"
 HIGH_OPINION:0 "High opinion"
 DISTANCE:0 "Distance"
 DISTANCE_VALUE:0 "$DISTANCE$: $VALUE|Y$"
 COLONY_VALUE:0 "Colony: $VALUE|Y$"
 STARBASE_VALUE:0 "Starbase: $VALUE|Y$"
 HOSTILE_CLAIMS_PROTECTION:0 "Hostile Claims Protection of Target: $VALUE$"
 ATTACKERS:0 "Attackers"
 DEFENDERS:0 "Defenders"
 OWNER:0 "Owner"
 USED:0 "Used"
 UNUSED:0 "Unused"
 SOURCES:0 "Sources"
 TOTAL:0 "Total"
 TOTAL_VALUE:0 "$TOTAL$: $VALUE|Y$"
 YEARS:0 "Years"
 YEAR_VALUE:0 "$VALUE|H$ year"
 YEARS_VALUE:0 "$VALUE|H$ years"
 MONTH_VALUE:0 "$VALUE|H$ month"
 MONTHS_VALUE:0 "$VALUE|H$ months"
 DAY_VALUE:0 "$VALUE|H$ day"
 DAYS_VALUE:0 "$VALUE|H$ days"
 GAME_SPEED_0:0 "Paused"
 GAME_SPEED_1:0 "Slowest"
 GAME_SPEED_2:0 "Slow"
 GAME_SPEED_3:0 "Normal speed"
 GAME_SPEED_4:0 "Fast"
 GAME_SPEED_5:0 "Fastest"
 UNUSED_RESOURCES_TIP:0 "§HWe have available resources that could perhaps be put to use by a £pop£ Pop.§!"
 PLANET_PRODUCTION_STRATEGIC:0 "This Strategic Resource can be found here:\n\n$NAME|H$\n$DESC$\n$EFFECT$"
 LOCAL_RESOURCES:0 "§ELocal Resource§!"
 LOCAL_RESOURCES_DESC:0 "Local resources allow for the construction of powerful buildings on the tiles where they are present."
 STRATEGIC_RESOURCES_TITLE:0 "§HStrategic Resources§!"
 STRATEGIC_RESOURCES_DESC:2 "§EThere are many different §HStrategic Resources§!, usually uncovered by researching technologies. Having access to a particular §HStrategic Resource§! will usually grant you Empire-wide bonuses. You only need access to a single unit of a §HStrategic Resource§! for its full benefits, so excess units can freely be traded away.§!"
 UNEMPLOYED_TITLE:0 "Unemployed"
 UNEMPLOYED_TITLE_DESC:1 "These Pops are unemployed. Construct additional districts or buildings to put them to work."
 UNEMPLOYED_FORMER_JOB:0 "Unemployed ($FORMER_JOB$)"
 QUIT:0 "Quit"
 FLEET:0 "fleet"
 NEGOTIATE:0 "Negotiate"
 UNKNOWN:0 "Unknown"
 UNKNOWN_SHORT:1 "?"
 UNKNOWN_LONG:0 "???"
 DASH:0 "-"
 UNKNOWN_OPINION:0 "§Y?§!"
 UNKNOWN_COUNTRY:0 "Unidentified Empire"
 global_event_country:0 "Unidentified Empire"
 UNKNOWN_ORIGIN:0 "Unknown origin"
 FLANKER:0 "Flanker"
 UNASSIGNED:0 "Unassigned"
 SHIP_ROLE_CAPITAL:0 "The §HCapital§! ships are the main ships of the fleet."
 SHIP_ROLE_FLANKER:0 "§HFlankers§! will attempt to attack within their ideal range."
 SHIP_ROLE_NONE:0 "No specific role assigned."
 SPECIAL_PROJECT_DEBRIS:0 "Debris in $SYSTEM|H$"
 SPECIAL_PROJECT_DEBRIS_DESC:0 "Found space battle debris available to analyze."
 DEBRIS_DESC:0 "Space battle debris from $COUNTRY|H$.\n§GTraces of components:§!\n$LIST$"
 DEBRIS_NO_COMPONENTS:0 "Space battle debris from $COUNTRY|H$.\n§YNo traces of components that we have not already researched§!"
 DEBRIS_VIEW_DESC:0 "Space battle debris from $COUNTRY|H$"
 DEBRIS_DETAILS:0 "Traces of components:\n$LIST$"
 CORPORATE_COUNTRY_MODIFIER:0 "Corporate Empire Modifier"
 COUNTRY_MODIFIER:0 "Empire Modifier"
 COUNTRY_MODIFIERS:0 "Empire Modifiers"
 ARMY_MODIFIER:0 "Army Modifier"
 POP_MODIFIER:0 "Pop Modifier" #£pop_modifier  §PPop Modifier§!
 OWNER_COUNTRY:0 "§TOwned by $COUNTRY|Y$.§!"
 CONTROLLER_COUNTRY:0 "§TControlled by $COUNTRY|Y$.§!"
 PL_INFO:0 "£pop£ $POPS|H$    £def£ $DEF|H$"
 PURGE:0 "§HPerform Purge§!"
 SPECIES_HAPPINESS:0 "Species"
 COLONY_HAPPINESS:0 "Colony"
 COST:0 "Cost"
 VALUE_MAXIMUM:0 "Max"
 POP_ETHIC_DIVERGENCE:0 "$MOD_POP_ETHIC_SHIFT$"
 POP_ETHIC_DIVERGENCE_DESC:1 "§E§HEthics Divergence§! represents the chance that this §HPop§! will change §HEthics§!. A negative number means that the §HPop§! is likely to conform to the §HEmpire's Ethics§! and is thus normally a good thing.§!"
 TRAIT_COST:0 "Cost: $COST$"
 BASELINE_POP:0 "Empire Founders"
 BASELINE_POP_DESC:1 "This is the founding species of the Empire."
 COST_VALUE:0 "Cost: $VALUE|Y$"
 BASE_COST_VALUE:0 "Base Cost: $VALUE|Y$"
 BASE_TIME_VALUE:0 "Base Time: $VALUE|Y$"
 BASE_PROGRESS_VALUE:0 "Base Progress: $VALUE|Y$"
 ETHIC_ATTRACTION:1 "$ETHIC|H$\nDue to its current Attraction value, we expect around §Y$ATTRACTION$%§! of our £pop£ Pops to embrace this Ethic.\n\n§Y$PERC$%§! of our £pop£ Pops currently embrace this Ethic."
 ETHIC_ATTRACTION_MATCHES_EMPIRE:0 "This Ethic is embraced by our empire, significantly increasing its Attraction value."
 ETHIC_ATTRACTION_MATCHES_EMPIRE_2:0 "Our §H$MOD_POP_GOVERNMENT_ETHIC_ATTRACTION$§! modifier further changes its Attraction by $VALUE$."
 RESOURCE:0 "£$RESOURCE$£ $VALUE|0$"
 MAINTENANCE:1 "Upkeep"
 LOGISTIC_UPKEEP: "Logistic Upkeep"
 CANT_SURVEY_OWNER:1 "This system is owned by another Empire, and we are not allowed to survey it unless they are our subjects."
 NEED_ACCESS:0 "We do not have Access to this System."
 BROKEN_SAVEGAME:0 "BROKEN SAVE GAME"
 DELETE:0 "Delete"
 REMOVE:0 "Remove"
 DELETE_SAVEGAME_TOGGLE:0 "§GClick to toggle delete Saves.§!"
 DELETE_SAVEGAME:0 "§GClick to open Confirmation Dialog.\nControl-click to delete Save immediately.§!"
 DELETE_SAVEGAME_CONFIRM_NAME:0 "Delete Save"
 DELETE_SAVEGAME_CONFIRM_DESC:2 "Delete the $NAME|H$ saved game?"
 NO_FACTIONS_LABEL:0 "No Factions"
 fa_colonized_planet:0 "Colonized Planet"
 fa_built_mining_station:0 "Built Mining Station"
 NAME_VALUE_FORMAT:0 "$NAME$: $VALUE$"
 MATHS_set:0 "Set to"
 MATHS_add:0 "Add"
 MATHS_subtract:0 "Subtract"
 MATHS_multiply:0 "Multiply by"
 MATHS_divide:0 "Divide by"
 MATHS_modulo:0 "Modulo by"
 MATHS_round_to:0 "Value is rounded to closest"
 MATHS_round:0 "Value is rounded"
 MATHS_floor:0 "Value is rounded down"
 MATHS_ceiling:0 "Value is rounded up"
 MATHS_max:0 "Value is capped at"
 MATHS_min:0 "Value must be at least"
 MATHS_abs:0 "Absolute value is taken"
 MATHS_square:0 "Value is squared"
 MATHS_pow:0 "To the power of"
 MATHS_square_root:0 "Square root is taken"

 FACTION_APPROVAL_MODIFIER:0 "$NAME$: $VALUE$"
 FACTION_APPROVAL_EFFECTS:0 "§HEffects on Faction Pops:§!"
 FACTION_APPROVAL_TIME_REMAINING:0 "(§Y$MONTHS$ $MONTH_LABEL$ remaining§!)"
 faction_approval_very_low:0 "Very Low Faction Approval"
 faction_approval_low:0 "Low Faction Approval"
 faction_approval_average:0 "Average Faction Approval"
 faction_approval_high:0 "High Faction Approval"
 faction_approval_very_high:0 "Very High Faction Approval"
 HOLD_TO_OVERRIDE_LOAD:1 "§GHold Ctrl and double-click to force load this save§!"
 CLOUD_SAVE:0 "§HCloud Save§!"
 CLOUD_SAVE_DISABLED_DESC:0 "§RCloud storage is currently unavailable!§!"
 SAVE_TO_CLOUD:0 "Save to cloud"
 SAVE_LOCATION_CLOUD:0 "§HCloud Save§!\nStatus: §GSynced§!"
 SAVE_LOCATION_CLOUD_NO_SYNC:0 "§HCloud Save§!\nStatus: §RNot Synced§!"
 SAVE_LOCATION_LOCAL:0 "§RLocal Save§!\nThis save is not in the cloud, it is only saved locally."
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_TITLE:0 "Too many saves"
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_DESC:0 "You have too many save games in this session, please delete some of them."
 LOAD_GAME_SYNC_FILES:0 "Syncing Saves"
 RESUME_MAJOR_VERSION_WARNING_TITLE:0 "£trigger_no£ Version Mismatch"
 RESUME_MAJOR_VERSION_WARNING_DESC: "The save game being resumed is from version §H$SAVE_VERSION$§!.\nThe current game version is §H$GAME_VERSION$§!.\n\nSave games are usually not compatible between major updates. You can manually load this save from the main menu if desired, though unexpected behavior may occur."
 RESUME_MAJOR_VERSION_WARNING_STEAM_DESC: "The save game being resumed is from version §H$SAVE_VERSION$§!.\nThe current game version is §H$GAME_VERSION$§!.\n\nIf you wish to continue playing this save, we suggest rolling back to the correct version. (Right-Click Stellaris in Steam, Properties -> Game Versions & Betas)"
 SAVE_INCOMPATIBLE_OLDER:1 "§RIncompatible Save§!\nThis save of version $SAVE_VERSION|H$ is incompatible with the current game version $GAME_VERSION|H$, which will cause unexpected behavior when playing.\n\nCreating a new save from this save §Hdoes not§! make it compatible."
 SAVE_INCOMPATIBLE_NEWER:1 "§RPossibly Incompatible Save§!\nThis save of version $SAVE_VERSION|H$ is of newer version than the current game version $GAME_VERSION|H$, which might cause unexpected behavior when playing.\n\nCreating a new save from this save §Hmight not§! make it fully compatible."
 SAVE_NEW_ENTRY:0 "New Entry"
 AFFECTS_FACTION_APPROVAL:0 "§YAffects Faction Approval by§! $VALUE$"
 AFFECTS_FACTION_APPROVAL_NOT:0 "§YNo current effect on Faction Approval.§!"
 MISSING_DLCS:1 "§RMissing DLCs§!"
 POP_FACTIONS_COLUMN_TYPE:0 "Type"
 POP_FACTIONS_INFLUENCE_MULT:0 "Multiplied by $VALUE|Y$ due to the §HSupport§! and §HApproval§! level of the faction."
 LOYALIST_FACTION_DESC:1 "The Loyalist faction is the main faction of our Empire. Loyal Pops are satisfied with the status quo, and will not seek radical change."
 FROM_FACTION:0 "Faction Approval: $VALUE|0%Y$"
 APPROVAL_OF_FACTION:0 "£mod_faction_approval£ $VALUE$"
 POP_FACTIONS_ATTRACTION_TITLE:0 "Attraction"
 POP_FACTIONS_INFLUENCE:2 "We are currently gaining $VALUE$ from the §HSupport§! and §HApproval§! level of this faction each month."
 POP_FACTIONS_APPROVAL_TITLE:1 "$APPROVAL$"
 POP_FACTIONS_APPROVAL_DESC:3 "§t$concept_approval_desc$§!\n\n§GClick ['concept_approval'] to open the Databank§!"
 POP_FACTIONS_COLUMN_TYPE_DESC:1 "Type determines the nature of the Faction, its effects and demands."
 POP_FACTIONS_COLUMN_LEADER:0 "Leader"
 POP_FACTIONS_COLUMN_LEADER_DESC:0 "A Faction's leader may increase its attractiveness or otherwise modify its Support and Effects."
 POP_FACTIONS_COLUMN_SUPPORT:0 "Support"
 POP_FACTIONS_COLUMN_SUPPORT_DESC:1 "A Faction's Support level roughly corresponds to its popular support, and affects the type and severity of Effects that may occur."
 POP_FACTIONS_COLUMN_DEMANDS:1 "Issues"
 POP_FACTIONS_COLUMN_DEMANDS_DESC:3 "A Faction's Issues shows what they want out of the government of their empire.\n\n§HThe Approval level of a faction is determined by how well their Issues match up to the current status quo in the empire.§!"
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS:0 "Effects"
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS_DESC:1 "The Support Effects show how a Faction can affect your Empire.\n\n§HOnce certain conditions are fulfilled, an Effect has a percentage chance to occur every month.§!"
 POP_FACTIONS_COLUMN_ACTIONS:0 "Actions"
 POP_FACTIONS_COLUMN_ACTIONS_DESC:1 "You can take Actions to interact with Factions."
 POP_FACTIONS_ATTRACTION_TOOLTIP:0 "There are $TOTALPOPS|H$ Pops within our Empire that could potentially join this faction.\n"
 POP_FACTIONS_ATTRACTION_DESC:1 "The Attraction of a Faction is determined by how large a part of your population would consider joining it, and is determined by factors such as Ethics."
 SUPPORT_VALUE_FORMAT:0 "$VALUE|0%$"

 FACTIONS_VIEW_SORT_TYPE:0 "§HSort by Type§!"
 FACTIONS_VIEW_SORT_NAME:0 "§HSort by Name§!"
 FACTIONS_VIEW_SORT_APPROVAL:0 "§HSort by Approval§!"
 FACTIONS_VIEW_SORT_SIZE:0 "§HSort by Size§!"
 FACTIONS_VIEW_SORT_SUPPORT:0 "§HSort by Support§!"
 FACTIONS_VIEW_SORT_DEMANDS:0 "§HSort by Issues§!"
 FACTIONS_VIEW_SORT_EFFECTS:0 "§HSort by Effects§!"
 FACTIONS_VIEW_SORT_ETHIC:0 "§HSort by Ethics§!"
 FACTION_GUIDING_ETHIC:0 "Guiding Ethic: $ETHIC|Y$"

 ASSIGN_LEADER_TO_POSITION:0 "Assign $LEADER|Y$ to an available position."
 NO_AVAILABLE_POSITIONS:0 "No available matching positions right now."
 ASSIGN_JOB_HEADER:0 "Available Positions"
 CLICK_TO_ASSIGN_SPECIFIC_LEADER:0 "§GClick to assign $WHO|Y$ to this position.§!"
 LOCATION_TYPE_SHIP:0 "Fleet Positions"
 LOCATION_TYPE_PLANET:0 "Planetary Positions"
 LOCATION_TYPE_GALACTIC_COMMUNITY: "$galactic_community$"
 ASSIGN_LOCATION_TYPE_HEADER:0 "$LOCATION_TYPE$ ($JOBS|E$)"

 EVENTWINDOW_CLOSE_EFFECTS:0 "Effects:"
 FLEETS:0 "Fleets"
 ACHIEVEMENTS:0 "§HAchievements§! \nBrowse your Stellaris achievements"
 HOMEPAGE:1 "§HWebsite§!\nVisit the official Stellaris website"
 FORUM:2 "§HForums§!\nAccess the official Stellaris forum"
 FACEBOOK:1 "§HFacebook§!\nOpen the official Stellaris Facebook page"
 TWITTER:1 "§HTwitter§!\nFollow Stellaris on Twitter"
 YOUTUBE:1 "§HYouTube§!\nSubscribe to Stellaris on YouTube"
 DISCORD:1 "§HDiscord§!\nJoin the Stellaris Discord Server"
 CREDITS:1 "§HCredits§!\nDiscover the people behind Stellaris"
 WIKI:2 "§HWiki§!\n§GClick to access entry in the Stellaris wiki§!"
 CLOSE_TITLE:0 "§HClose§!"
 BACK_TITLE:0 "§H$BACK$§!"
 NO_MP_POPS:1 "§RYou must be logged in to your Paradox account to play Multiplayer.§!"
 sponsored_colonizer:0 "Private Colony Ship"
 sponsored_colonizer_plural:0 "Private Colony Ships"
 sponsored_colonizer_desc:0 "Private Colony Ships are funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority."
 COLONY_SHIP_COST:0 "§EColony ships have a fixed cost and build time§!"
 CANNOT_ENTER_ORBIT_NO_ORBITAL_SLOTS:0 "Cannot enter orbit, orbital space is full."
 COOP_EMPIRE:0 "§MCooperative Empire§!"
 PLAYED_BY:0 "Played By: $PLAYER|H$"
 PREVIOUSLY_PLAYED_BY:0 "Previously Played By: $PLAYER|H$"
 PLAYER_NAME_FORMAT:1 "$PLAYER_NAME_FORMAT|C$"
 PLAYED_BY_LIST:1 "§MPlayed By: $PLAYERS_NAMES$§!"
 PREVIOUSLY_PLAYED_BY_LIST:1 "§MPreviously Played By: $PLAYERS_NAMES$§!"
 SORT_BY_NAME:0 "§HSort by Name§!"
 SORT_BY_OPINION:0 "§HSort by Opinion§!"
 RENAME_OBJECT_DESC:0 "§GClick to rename§!"
 SORT_BY_DISTANCE:0 "§HSort by Distance§!"
 SORT_BY_SPECIES:0 "§HSort by Species§!"
 SORT_BY_POP:0 "§HSort by Pops§!"
 SORT_BY_RESEARCH:0 "§HSort by Research§!"
 SORT_BY_PLANETS:0 "§HSort by Planets§!"
 SORT_BY_MILITARY_FLEETS:0 "§HSort by Military Fleets§!"
 SORT_BY_DESIGNATION_H:0 "§H$SORT_BY_DESIGNATION$§!"
 FTL_TRAIL_KNOWN_SYSTEM:0 "The FTL trails indicates that the Pirates jumped to a previously known system, $SYSTEM|H$"
 FTL_TRAIL_FOUND_SYSTEM:0 "Analysis of the FTL trails has revealed a hidden base in uncharted space! It has been added to our galaxy map."
 FTL_TRAIL_FAILED:0 "The FTL trail analysis was not able to give us a target location at this time."
 TRUCE_NAME:0 "Truce of $WAR|H$"
 TRUCE_OF_LIBERATION:0 "Truce from Liberation"
 TRUCE_BROKE_ALLIANCE:0 "Truce from Breaking Alliance"
 TRUCE_BROKE_GUARANTEE:0 "Truce from Breaking Guarantee"
 TRUCE:0 "Truce"
 TRUCE_DESC:0 "Truce was established on $STARTDATE|H$ and will end on $ENDDATE|H$."
 OWNED_PLANETS_RATIO:0 "Owned planets ratio"
 RANDOMIZED_COUNTRY_AND_SPECIES_DESC:0 "You will start the game with a randomized Species."
 NO_ACCESS_TO_COUNTRY_SYSTEMS:1 "§R$COUNTRY$ has closed their borders towards us.§!"
 NO_ACCESS_TO_COUNTRY_SYSTEMS_FALLEN_EMPIRE:0 "§RFallen Empires do not have open borders to other empires!§!"
 BORDERACCESS:0 "Border Access"
 MISSING_IN_ACTION:0 "Missing In Action"
 BEING_REPAIRED:0 "Being repaired: $VALUE|Y%0$"
 TERRAFORMING:0 "Terraforming planet, $PROGRESS|Y%0$ ($DAYS_REMAINING|Y$ days)"
 SHIP_MODIFIERS:0 "Ship Modifiers"
 DOCKED_FLEET_MAINT:1 "§HUpkeep§!\n    Docked Fleet: $VALUE|0$"
 POP_MODIFIERS:0 "Pop Modifiers"
 POP_MODIFIERS_DESC:0 "These modifiers only affect an individual Pop."
 ARMY_MODIFIERS:0 "Army Modifiers"
 UNKNOWN_SYSTEM:0 "Unknown"
 PLANETARY_FORT_EFFECTS:1 "All damage dealt to this army by invading armies is multiplied by §Yx$VAL$§! due to the state of the planetary fortifications."
 POWER_USAGE:0 "Power Usage: $VALUE|Y$"
 POWER_GENERATION:0 "Power Generation: $VALUE|Y$"
 SENSOR_RANGE_VALUE:0 "Sensor Range: $VALUE|Y0$"
 STAR_SYSTEM:0 "$NAME$ System"
 CDV_CURRENT_SCENARIO:0 "Scenario: $SCENARIO$"
 CDV_SCENARIO:0 "Scenario"
 CDV_COUNTRY:0 "country_$INDEX$"
 CDV_FLEET:0 "fleet_$INDEX$"
 CDV_SHIP:0 "$DESIGN$"
 CDV_ADD_NEW:0 "(New)"
 CDV_NO_SHIP_DESIGNS:0 "You have no exported ship designs. Go to the ship designer and export at least one design"
 CDV_USE_SELECTED:0 "Use Scenario"
 CDV_RENAME_SELECTED:0 "Rename"
 CDV_ENTER_NEW_NAME:0 "Enter new Name"
 CDV_RESET:0 "Reset"
 SUBJECT_TAX_DESCRIPTION:0 "As a $SUBJECT$ you pay a monthly tax scaling with your production to your overlord."
 TRADE_DEAL_LENGTH:0 "Deal length in years:"
 TRADE_DEAL_LENGTH_NONE:0 "None"
 TRADE_DEAL_LENGTH_VALUE:0 "$TRADE_DEAL_LENGTH$ $VALUE|Y$"
 TOOLTIP_DELETE_ITEM:0 "Delete this item"
 TOOLTIP_CLONE_ITEM:0 "Duplicate this item"
 ARMY_RETREAT_IN:0 "Can retreat in $DAYS|H$ Days"
 SAVE_GAME_DISABLED_IRONMAN:0 "§RSaving is disabled in Ironman mode!§!"
 LOAD_GAME_DISABLED_IRONMAN:0 "§RLoading is disabled in Ironman mode!§!"
 LOAD_GAME_DISABLED_MP:0 "§RIn-game loading is disabled in Multiplayer!§!"
 START_SCREEN_BEGIN:0 "BEGIN!"
 MODIFIERS_TITLE: "§E$MODIFIERS_LABEL$§!"
 HABITABILITY_EFFECT_MODIFIERS_TITLE: "§EHabitability Effect Modifiers:§!"
 MODIFIERS_LABEL: "Modifiers: "
 MODIFIERS:0 "Modifiers"
 BUILD_SPEED_MODIFIERS:0 "Build Speed Modifiers:"
 CLOSE_DONT_SHOW_AGAIN:1 "Understood."
 CHECKBOX_MENU_DONT_SHOW_AGAIN: "Don't show again"
 INSULT_TOO_SOON:0 "§RIt's too soon since our last insult. You will be able to insult them again on $DATE|Y$.§!"
 OPTION_WILL_BE_AUTOSELECTED:1 "This option will be selected by default on $DATE$"
 COLONIZATION_PROPOSAL:0 "Colonization Proposal"
 IS_EVENT_LOCKED:0 "Event Locked"
 DISBAND_FLEET_EVENT_LOCKED:0 "§RThis fleet cannot be disbanded.§!"
 DISBAND_FLEET_NOT_OWNED:0 "§RWe can only disband fleets that we own.§!"
 DIPLO_RESPONSE_TEXT:0 "Diplomatic response from the $RECIPIENT|Y$"
 DIPLO_MESSAGE_TEXT:1 "Diplomatic communication from the $ACTOR|Y$"
 DIPLO_STATUS:0 "Diplomatic Status"
 OPINION_DECAY_MONTHLY:0 "Monthly"
 OPINION_DECAY_YEARLY:0 "Yearly"
 OPINION_DECAY_EXPIRES:0 "expires $DATE|Y$"
 MINOR_UNDERTAKING:0 "Minor Undertaking"
 MODERATE_UNDERTAKING:0 "Moderate Undertaking"
 MONUMENTAL_UNDERTAKING:0 "Monumental Undertaking"
 CURRENT_BUILDING:0 "Current Building"
 DISTRICT_CONSTRUCTION_INVALID_DISTRICT:0 "Invalid District"
 BUILDING_CONSTRUCTION_DOES_NOT_OWN_PLANET:0 "We can only queue construction on our own planets."
 BUILDING_CONSTRUCTION_DOES_NOT_OWN_BRANCH_OFFICE:0 "We are not the owner of this Branch Office."
 BUILDING_CONSTRUCTION_OWNER_NOT_SUBJECT:0 "The planet owner is not our subject."
 BUILDING_CONSTRUCTION_OWNER_NOT_OVERLORD:0 "The planet owner is not our overlord."
 BUILDING_CONSTRUCTION_ALREADY_QUEUED:0 "We already have a queued construction for this tile."
 BUILDING_CONSTRUCTION_INVALID_BUILDING:0 "Invalid Building"
 BUILDING_CONSTRUCTION_UNBUILDABLE_BUILDING:0 "Unconstructable Building"
 BUILDING_CONSTRUCTION_BUILDING_RUINED:0 "The Building must be repaired before it can be upgraded"
 BUILDING_CONSTRUCTION_INVALID_UPGRADE_FROM:0 "Building cannot be upgraded in this way"
 BUILDING_CONSTRUCTION_IS_ORBITAL:0 "Cannot build orbital buildings on land."
 BUILDING_CONSTRUCTION_BLOCKED:0 "This tile is blocked and has to be cleared before construction can begin."
 BUILDING_DESTRUCTION_NO_BUILDING:0 "There is no building to destroy."
 BUILDING_DESTRUCTION_CANNOT_DESTROY:0 "§RThis building cannot be demolished.§!"
 BUILDING_DESTRUCTION_CANNOT_REPLACE:0 "§RThis building cannot be replaced.§!"
 BUILDING_DESTRUCTION_NOT_OWNED:0 "We can only destroy our own buildings."
 BUILDING_CONSTRUCTION_COLONIZATION:0 "$ERROR_PLANET_UNDER_COLONIZATION$"
 BUILDING_UPGRADE_NO_BUILDING:0 "No building to upgrade"
 BUILDING_UPGRADE_NOT_OWNED:0 "§RWe can only upgrade our own buildings.§!"
 BUILDING_UPGRADE_NO_UPGRADES:0 "§RNo upgrades available.§!"
 BUILDING_REPLACE_NO_BUILDING:0 "No building to replace"
 BUILDING_REPLACE_NOT_OWNED:0 "§RWe can only replace our own buildings.§!"
 BUILDING_REPAIR_NOT_RUINED:1 "§GBuilding is not ruined§!"
 BUILDING_REPAIR_CANNOT_SUPPORT_BUILDING:1 "§RInsufficient building slots on planet to support this building§!"
 BUILDING_REPAIR_ALREADY_REPAIRING:0 "§YBuilding is already being repaired§!"
 BUILDING_REPAIR_BOMBARDED:0 "Planet is being bombarded."
 CLEAR_BLOCKER_BOMBARDED:0 "Planet is being bombarded."
 BUILDING_UPGRADING:0 "Building is being upgraded"
 BUILDING_UNDER_REPLACEMENT:0 "Building is already being replaced"
 REPARATION_COST:0 "Repair cost:\n$COST$"
 REPAIR_BUILDING:0 "Repair Building"
 REPAIR_BUILDING_DESC:1 "We can repair the building and restore it to full functionality for a part of its original cost and time."
 CANNOT_SPAWN_ARMY_INVALID_POP:0 "§RCannot spawn armies due to not being worked by a grown Pop.§!"
 CANNOT_SPAWN_ARMY_NON_SOLDIER_POP:0 "§RCannot spawn armies due to Pop not being able to serve militarily.§!"
 SPAWNS_DEFENSE_ARMIES:0 "Provides $NUM|Y$ Defense Armies"
 SPAWNS_DEFENSE_ARMY:0 "Provides $NUM|Y$ Defense Army"
 BUILDING_PROTECTS_FROM_BOMBARDMENT:0 "Protects Armies from Orbital Bombardment"
 BUILDING_IMMUNE_TO_BOMBARDMENT:0 "Immune to Orbital Bombardment"
 BUILDING_FTL_INHIBITOR:0 "Provides FTL Inhibitor"
 ARMY_PROTECTED_BY_BUILDING:0 "Protected from Orbital Bombardment"
 SPAWNED_FROM_POP:0 "Spawned from $SPECIES$ Pop"
 SPAWNED_FROM_PLANET: "Spawned from $PLANET$ Planet"
 BUILDING_AUTOMATED:0 "Automated Building"
 BUILD_BUILDING:0 "Construct Building"
 BUILD_BUILDING_DESC:0 "Buildings can be constructed on tiles, most buildings will generate a specific resource."
 DOWNGRADE_BUILDING:0 "Downgrade Building"
 DOWNGRADE_BUILDING_2_DESC:0 "We can choose to downgrade this building to a more basic variant to reduce its upkeep costs."
 DESTROY_BUILDING:0 "Demolish Building"
 DESTROY_BUILDING_2_DESC:2 "We can choose to demolish this building to make room for another building type."
 DESTROY_BUILDING_NOT_POSSIBLE:0 "§RThis type of building can not be demolished, downgraded or replaced§!"
 DESTROY_DISTRICT:0 "Demolish District"
 DESTROY_DISTRICT_2_DESC:0 "We can choose to demolish this district to make room for another district type. The district's construction cost will not be refunded."
 DESTROY_DISTRICT_NOT_POSSIBLE:0 "§RThis type of district can not be demolished§!"
 BUILD_HEADER: "§HBuild§!"
 BUILD_DISTRICT:0 "Construct District"
 BUILD_DISTRICT_2_DESC:0 "Click to build a $NAME|Y$ on this planet"
 UPGRADE_BUILDING:0 "Upgrade Building"
 UPGRADE_BUILDING_DESC:0 "We can choose to upgrade this building. The current building will remain operational until construction is complete."
 UPGRADE_BUILDING_MISSING_RESOURCES_DESC:0 "We are missing the required resources to upgrade this building."
 UPGRADE_BUILDING_CLICK_DESC:1 "§GClick to upgrade to $BUILDING_TYPE$§!"
 UPGRADE_BUILDING_SHIFT_CLICK_DESC:0 "§GHold £shift£ to queue all upgrades§!"
 UPGRADE_BUILDING_CLICK_LIST_DESC:0 "§GClick to see upgrades§!"
 REPLACE_BUILDING:0 "Replace Building"
 REPLACE_BUILDING_DESC:0 "We can queue a construction project to replace this building with another. The current building will remain operational until construction is complete."
 REPLACE_DISTRICT:0 "Replace District"
 REPLACE_DISTRICT_DESC:0 "We can queue a construction project to replace this district with another. The current District will remain operational until construction is complete."
 BUILDING_DETAILS_CLICK:0 "§GClick to view Building details§!"
 DISTRICT_DETAILS_CLICK:0 "§GClick to view District details§!"
 POP_DETAILS_CLICK:0 "§GClick to view Pop details§!"
 COST_STRING:0 "Cost: $VALUE$"
 CONSTRUCTION_COST:0 "Cost: "
 PRODUCES_RESOURCES:0 "Produces: "
 REQUIRES_RESOURCES:0 "Upkeep: "
 RESOURCE_GAIN:0 "Resource Gain: "
 CONSTRUCTION_TIME:0 "Construction Time: £resource_time£ $TIME$"
 REPLACE:0 "Replace"
 DESTROY:0 "Demolish"
 DOWNGRADE:0 "Downgrade"
 DEACTIVATE:0 "Deactivate"
 ACTIVATE:0 "Activate"
 Activate:0 "Activate"
 ACTIVATE_BUILDING_DESC:0 "Reactivate this building to allow it to consume and produce resources again."
 DEACTIVATE_BUILDING_DESC:0 "We can choose to deactivate this building to prevent it from consuming resources, it will however not produce any resources either."
 UPGRADE:0 "Upgrade"
 CLEAR_BLOCKER:0 "Clear Blocker"
 CLEAR_BLOCKED_DESC:0 "Clearing a blocker from a surface tile will allow a £pop£ Pop to be placed here, as well as the construction of buildings."
 TILE_CLEARING_NO_BLOCKER:0 "There has to be a £blocker£ Tile Blocker on this tile"
 TILE_CLEARING_MUST_OWN_PLANET:0 "Can only clear £blocker£ Tile Blockers on owned colonies."
 TILE_CLEARING_BLOCKER_NOT_CLEARABLE:0 "This £blocker£ Tile Blocker can not be cleared."
 TILE_CLEARING_CANNOT_AFFORD:0 "We can not afford to clear this tile."
 TILE_CREATING_ALREADY_QUEUED:0 "There is already a construction project queued for this Tile."
 MOVE_POP_NOT_OWNER:1 "We can only move Pops belonging to our empire."
 MOVE_POP_NOT_SAPIENT:0 "We cannot move Pops belonging to a pre-sapient species."
 MOVE_POP_NOT_CORE_SECTOR:0 "We can only move Pops belonging to our core sector."
 MOVE_POP_CANNOT_PLACE_ON_BLOCKER:1 "We cannot place a £pop£ Pop on a blocked tile."
 MOVE_POP_NOT_SAME_PLANET:0 "We cannot move a £pop£ Pop across planets."
 BUILDABLE_POP_TILE_ALREADY_FULL:0 "There is already a £pop£ Pop on this Tile."
 UNBUILDABLE_POP:0 "It is not possible to build pops of this type."
 MOVE_POP_NOT_BIO_TROPHY:0 "Bio-Trophies cannot be moved to Tiles that already contain a building."
 ORBITALS:0 "Orbitals"
 DOCKED:0 "Docked"
 EDICT_ENDS_DATE:0 "End Date: $DATE|Y$"
 POPS:0 "Pops"
 POP:0 "Pop"
 TILES:0 "From Worked Tiles"
 TAXES:0 "Pop Taxation"
 TILE_BUILDING_ACTIVE_INVALID_TILE:0 "Invalid Tile"
 TILE_BUILDING_ACTIVE_INACTIVE_TILE:0 "Inactive Tile"
 TILE_BUILDING_ACTIVE_NOT_OWNER:0 "Not the owner of this planet"
 FOCUS_SYSTEM_TOOLTIP:1 "§GClick or press 'E' to go to system§!"
 CONSTRUCTION_CANNOT_CLEAR_NOT_OWNER:0 "Not the owner of this planet."
 CANCEL_CONSTRUCTION:0 "Cancel Construction"
 CANCEL_CONSTRUCTION_DESC:0 "We can cancel this construction project for a full refund."
 CONSTRUCTION_PROJECT:0 "Construction Project"
 CLEARING_PROJECT:0 "Clearing Project"
 REPARATION_PROJECT:0 "Repair Project"
 DRAG_AND_DROP_POP_TO_MOVE_IT:0 "Drag and drop Pop to relocate"
 MEMBER_OF_POP_FACTION:0 "Member of the $FACTION|Y$ Faction"
 BUILD:0 "Build"
 BUILD_ORBITAL:0 "Build Orbital Station"
 BUILD_DISTRICT_BUTTON: "£districtadd£ $BUILD$"
 BUILD_DESC:0 "§GClick to display a list of buildable ships§!"
 BUILD_DESC_DISABLED:0 "We can only build ships at our own Spaceports."
 CLEAR:0 "Clear"
 mod_fallen_empire:0 "$COUNTRY_FALLEN_EMPIRE$"
 mod_awakened_fallen_empire:0 "$COUNTRY_AWAKENED_FALLEN_EMPIRE$"
 mod_war_in_heaven:0 "War in Heaven"
 MOD_DIFFICULTY_MODIFIER_MULT:0 "Difficulty AI Modifier Multiplier"
 COUNTRY_NON_PLAYER:0 "Non-player"
 COUNTRY_FALLEN_EMPIRE:0 "Fallen Empire"
 COUNTRY_FALLEN_EMPIRE_DESC:0 "Fallen Empires are the stagnant remnants of the galactic powers of old. Though mere shadows of what they once were, they still possess incredibly advanced technology. Galactic affairs are of little interest to them, and they rarely venture beyond their own space."
 COUNTRY_AWAKENED_FALLEN_EMPIRE:0 "Awakened Empire"
 COUNTRY_AWAKENED_FALLEN_EMPIRE_DESC:1 "Awakened Empires are ['concept_fallen_empires'] that have risen from their centuries-long stagnation and now reach out to grasp the galaxy once more. They are dangerous neighbors, likely to treat less advanced empires as puppets or targets of conquest."
 fallen_empire:0 "$COUNTRY_FALLEN_EMPIRE$"
 awakened_fallen_empire:0 "$COUNTRY_AWAKENED_FALLEN_EMPIRE$"
 INDEPENDENT:0 "Independent"
 INDEPENDENT_DESC:0 "An independent star nation pursuing its own interests in the galaxy."
 ALLIANCE_LEADER:0 "Leader of the $ALLIANCE$"
 ALLIANCE_LEADER_DESC:0 "This star nation is the leader of a larger interstellar alliance."
 ALLIANCE_MEMBER:0 "Member of the $ALLIANCE$"
 ALLIANCE_MEMBER_DESC:0 "This star nation is a member of a larger interstellar alliance."
 REBELS_UNDER:1 "Rebelled against the $COUNTRY$"
 REBELS_UNDER_DESC:1 "They began as a rebellion against another star nation, from which they have successfully broken free." #appended to other descs e.g. ALLIANCE_MEMBER_DESC, INDEPENDENT_DESC with a line break
 PRIMITIVE:1 "§HPre-FTL Civilizations ($AGE|Y$)§!"
 PRIMITIVE_NAMED:0 "§H$COUNTRY$ ($AGE|Y$)§!"
 MERGE:0 "Merge"
 LEVEL_X:0 "Level: $LEVEL|Y$"
 ORBITING_FLEETS:0 "Orbiting Fleets"
 DETAILS:0 "Details"
 DISMANTLE:1 "§HDismantle§!"
 SPACEPORT_DISMANTLE:0 "Dismantle Spaceport"
 SPACE_PORT_DISMANTLE_BUTTON:0 "§GClick to dismantle this Spaceport§!"
 SPACEPORT_DISMANTLE_DESC:0 "§EDismantling the §Y$PLANET$ Spaceport§! will save us from having to pay upkeep for it.§!"
 SPACEPORT_DETAILS:0 "Spaceport Details"
 SPACEPORT_DESC:0 "§EA §HSpaceport§! is an enormous space station that can only be built in orbit of colonized planets. It has two crucial purposes:\n§Y1.§!The construction of Spaceships\n§Y2.§!Defending the planet against hostile Fleets§!"
 COMMAND_LIMIT:0 "Command Limit"
 COMMAND_LIMIT_VALUE:0 "$COMMAND_LIMIT$ ($CURRENT$/$LIMIT$)"
 LEADER_EFFECTS_OF_SKILL:1 "\n§ESkill Level Effects:§!"
 FLEET_IS_WINDING_DOWN:0 "Cannot merge or split fleets that are winding down from FTL."
 FLEET_IS_UPGRADING:0 "Cannot merge or split fleets that are upgrading."
 FLEET_TOO_LARGE:2 "Merging these fleets would create a fleet that is over our $COMMAND_LIMIT$ of $NUM|Y$."
 FLEET_SPLIT_NOT_ENOUGH_SHIPS:0 "Not enough ships to form a new fleet."
 FLEET_MERGE_DESC:4 "Merge selected fleets into as few fleets as possible. Fleets will be sorted in the following order:§Y\n1. Custom Name\n2. Leader Skill\n3. Fleet Size§!"
 FLEET_MERGE_NOT_ENOUGH_MILITARY_FLEETS:3 "There must be at least two military fleets of the same ship class."
 FLEET_MERGE_INVALID_COUNTRY:0 "Invalid Merger"
 FLEET_MERGE_NOT_OWNER:0 "Not the owner of all fleets"
 FLEET_MERGE_INVALID_FLEET:0 "Invalid Fleet"
 FLEET_REINFORCE_NO_SHIPS:1 "§WFleet is already at full strength§!"
 FLEET_REINFORCE_NO_BUILD_LOCATIONS:0 "No valid shipyards to build from"
 FLEET_REINFORCE_CANNOT_AFFORD:1 "Cannot afford reinforcements:\n$REQUIRED_RESOURCES$"
 SHIP_TRANSFER_DIFFERENT_OWNER_TYPES:0 "Not allowed to create fleets containing ships with different owners"
 SHIP_TRANSFER_NOT_THE_OWNER:0 "Not the owner of one of the fleets"
 SHIP_TRANSFER_SOURCE_IS_NOT_CONTROLLED_BY_OWNER:0 "Source fleet is not controlled by owner"
 SHIP_TRANSFER_MUST_BE_REQUESTED_BY_OWNER:0 "Must be requested by owner"
 SHIP_TRANSFER_DIFFERENT_FTL:0 "Not allowed to create fleets with mixed FTL types"
 SHIP_TRANSFER_NO_PROXIMITY:0 "Cannot assign a ship to a distant fleet"
 SHIP_TRANSFER_MAX_FLEET_SIZE:0 "The fleet is at its size limit"
 SHIP_TRANSFER_CANNOT_MIX_CIVILIAN:0 "Cannot form Civilian fleets with multiple ships"
 SHIP_TRANSFER_CANNOT_MIX_TRANSPORT:0 "Cannot form a fleet which is partially transport"
 FLEET_TRANSFER_ALL:1 "§H$NUM$x $GROUP$§!: Transfer All"
 FLEET_TRANSFER_ALL_DAMAGED:0 "Transfer All Damaged Ships ($NUM|H$)"
 FLEET_TRANSFER_ALL_DESC:1 "§GClick to transfer as many ships as possible to target fleet§!"
 FLEET_TIP_CLICK_TO_ATTACK:0 "§GRight-click to Attack§!"
 FLEET_TIP_CLICK_TO_FOLLOW:0 "§GRight-click to Escort§!"
 FLEET_TIP_ATTACK_NEEDS_WAR:0 "§RWe need to Declare War before we can Attack this fleet§!"
 FLEET_TIP_OWNERSHIP_STATUS_LEASED_OUT:0 "§GFleet is leased out.§!"
 FLEET_TIP_OWNERSHIP_STATUS_BORROWED:0 "§GFleet is borrowed.§!"
 FLEET_TIP_LEASE_DAYS_BEFORE_RETURN:0 "§GWill be returned in§! £time£($DAYS|Y$) §Gdays§!"
 STOP:0 "Stop"
 STOP_DESC:0 "Stop and remove all actions for selected fleets."
 MOVE_ORDER:0 "Move"
 MOVE_ORDER_DESC:0 "Order selected fleets to move to a specific location. This can also be done by simply right-clicking somewhere in space. Holding shift will queue the order."
 MOVE_ORDER_IMMOVABLE:0 "Selected fleets are immobile"
 MOVE_ORDER_SPACE_TARGET_DESC:0 "Move selected fleets here!"
 MOVE_ORDER_PLANET_TARGET_DESC:0 "Move selected fleets into orbit around $PLANET|Y$!"
 MOVE_ORDER_GALOBJ_TARGET_DESC:0 "Move selected fleets into the $SYSTEM|Y$ System!"
 RETURN_ORDER:0 "Return"
 RETURN_ORDER_DESC:1 "Order selected fleets to return to nearest allied starbase. Hold control to exclusively return to starbases owned by us."
 RETURN_TO_HOMEBASE_ORDER_DESC:0 "Order selected fleets to return to their Home Base. If no Home Base is set, fleets will return to nearest allied starbase."
 SURVEY_ORDER:0 "Survey"
 SURVEY_ORDER_DESC:1 "Order the Science Ship to Survey stars, planets and asteroids. Surveying will reveal detailed information and might even unveil an Anomaly."
 SURVEY_ORDER_CLICK_DESC:0 "§GClick this button, then click an object to survey its entire star system\nControl-click this button, then click an object to survey only that object§!"
 SURVEY_ORDER_PLANET_DESC:0 "Survey $PLANET|Y$."
 SURVEY_ORDER_PLANET_ALL_DESC:0 "Survey system starting with $PLANET|Y$."
 SURVEY_ORDER_SYSTEM_DESC:0 "Survey all celestial bodies in $SYSTEM|Y$."
 RESEARCH_ORDER:1 "Research Anomaly"
 RESEARCH_ORDER_DESC:0 "Order the Science Ship to research an Anomaly."
 RESEARCH_PROJECT_ORDER:0 "Research Special Project"
 RESEARCH_PROJECT_ORDER_DESC:0 "Order the ship to research a Special Project."
 RESEARCH_DESC:0 "The ship will resume its previous Actions when done."
 AUTO_EXPLORE_ORDER:2 "Science Ship Automation"
 AUTO_EXPLORE_ORDER_DESC:3 "Order the Science ship to automatically survey the galaxy, investigate anomalies, research special projects or excavate archaeological sites while avoiding hostiles."
 AUTO_PATROL_ORDER:0 "Automatic Patrolling"
 LACKING_REQS:0 "§RLacking requirements for Special Project§!"
 COLONIZE_ORDER:0 "Colonize"
 TILE_HAS_BLOCKER:0 "Tile has blocker"
 COLONIZE_ORDER_DESC:0 "Order the Colony Ship to begin colonization of a planet."
 BUILD_RESEARCH_STATION_ORDER:0 "Build Research Station"
 BUILD_RESEARCH_STATION_ORDER_MULT:0 "Build $NUM$ Research Stations"
 BUILD_RESEARCH_STATION_ORDER_DESC:1 "§YResearch Stations§! are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids."
 BUILD_MINING_STATION_ORDER:0 "Build Mining Station"
 BUILD_MINING_STATION_ORDER_MULT:0 "Build $NUM$ Mining Stations"
 BUILD_MINING_STATION_ORDER_DESC:2 "§YMining Stations§! are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep."
 BUILD_TERRAFORMING_STATION_ORDER:0 "Build Terraforming Station"
 BUILD_TERRAFORMING_STATION_ORDER_DESC:1 "§YTerraforming Stations§! allow you to change the Class of a Planet."
 BUILD_OBSERVATION_STATION_ORDER:0 "Build Observation Post"
 BUILD_OBSERVATION_STATION_ORDER_DESC:2 "§YObservation Posts§! can be built in orbit around planets inhabited by pre-FTL civilizations to study their society."
 BUILD_STARBASE_STATION_ORDER:0 "Build Starbase"
 BUILD_STARBASE_STATION_ORDER_DESC:0 "The §YStarbase§! is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star."
 BUILD_WORMHOLE_STATION_ORDER:0 "Build Wormhole Station"
 BUILD_WORMHOLE_STATION_DESC:0 "§YWormhole Stations§! allow our fleets to travel between star systems."
 BUILD_WORMHOLE_STATION_SPACE_TARGET_DESC:0 "Build a wormhole station here"
 BUILD_MILITARY_STATION_ORDER:0 "Build Military Station"
 BUILD_RULER_MILITARY_STATION_ORDER:0 "Build Ruler Military Station"
 BUILD_MILITARY_STATION_DESC:1 "A §YMilitary Station§! can be built anywhere in a star system to defend the area within its effective radius."
 BUILD_RULER_MILITARY_STATION_DESC:1 "Under our system of Government, we can build a single more powerful §YMilitary Station§! once in a Ruler's lifetime..."
 BUILD_MILITARY_STATION_SPACE_TARGET_DESC:0 "Build Military Station here."
 BUILD_MILITARY_STATION_NO_DESIGNS:0 "We have no available military station designs."
 BUILD_MILITARY_STATION_ALREADY_BUILT:1 "We have already built a unique station for this Ruler."
 BUILD_STATION_ORDER_COST:0 "Cost: $VAL|Y$"
 BUILD_STATION_ORDER_MAINTENANCE:0 "Monthly Upkeep: $VAL|Y$"
 BUILD_ORBITAL_STATION_ORDER_MAINTENANCE:0 "Monthly Upkeep: $RESOURCES$"
 BUILD_MEGASTRUCTURE_ORDER:0 "Build Megastructure"
 BUILD_MEGASTRUCTURE_DESC:1 "§YMegastructures§! are truly massive construction projects only possible in the zero-g environment of space."
 BUILD_MEGASTRUCTURE_TARGET_DESC: "§GClick to build $MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_SPACE_TARGET_DESC:1 "Build a §YMegastructure§! here."
 BUILD_MEGASTRUCTURE_PLANET_TARGET_DESC:1 "Build a §YMegastructure§! around this stellar body."
 BUILD_MEGASTRUCTURE_INNER_SPACE_TARGET_CLICK_DESC: "§GClick inside a system's gravity well to build $MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_OUTER_SPACE_TARGET_CLICK_DESC: "§GClick outside a system's gravity well to build $MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_PLANET_TARGET_CLICK_DESC: "§GClick a stellar body to build $MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_ORDER_COST:0 "Cost: $VAL|Y2$"
 BUILD_MEGASTRUCTURE_ORDER_MAINTENANCE:0 "Monthly Upkeep: £energy£ $VAL|Y2$"
 MEGASTRUCTURE_DISMANTLE_DIALOG_TITLE: "Dismantle Megastructure?"
 MEGASTRUCTURE_DISMANTLE_DIALOG_DESC: "This will destroy the Megastructure and you will lose its effects."
 MEGASTRUCTURE_DISMANTLE_NOT_OWNER: "\n§RYou are not the owner of the Megastructure.§!"
 DISMANTLE_MEGASTRUCTURE_ORDER_COST: "Cost: $VAL|Y2$"
 DISMANTLE_IN_PROGRESS: "Dismantle Progress"
 ALREADY_DISMANTLING: "£trigger_no£ §RDismantle is already in progress§!"
 MEGASTRUCTURE_DISMANTLE_PROGRESS:0 "Estimated dismantle date: $DATE|H$"
 MEGASTRUCTURE_IN_USE:0 "\n§RCannot dismantle Megastructures that have an active construction queue.§!"
 AUTOMATE_CONSTRUCTION_SHIP:0 "Automatic Construction"
 AUTOMATE_CONSTRUCTION_SHIP_DESC:2 "Automate construction of §YResearch Stations§! and §YMining Stations§!."
 BUILD_ORDER_NOT_OWNER:0 "Not the owner of Fleet"
 BUILD_ORDER_NOT_CONTROLLER:0 "Not the controller of Fleet"
 BUILD_ORDER_NOT_OWNER_MULT:0 "Not the owner of any these fleets"
 BUILD_ORDER_NO_FLEETS:0 "No Fleets"
 FLEET_CANT_REMOVE_LEADER_BUSY_RESEARCHING: "§RCannot assign or remove a leader on a research mission.§!"
 FLEET_CANT_REMOVE_LEADER_NOT_PLAYER: "§RCannot remove a leader we don't own.§!"
 FLEET_CANT_REMOVE_LEADER_DISABLED_SHIP: "§RCannot assign or remove a leader from a disabled fleet.§!"
 CANNOT_ASSIGN_LEADER_TO_SAME_LOCATION: "§RCannot assign leader to the same occupation§!"
 FLEET_CANT_REMOVE_LEADER_IN_COMBAT: "§RCannot assign or remove a leader from a fleet in combat.§!"
 CANT_REMOVE_LEADER_COOL_DOWN: "§RCannot move for another§! £time£$DAYS|Y$"
 SHIP_OWNED_BY_SECTOR:0 "Owned by the $SECTOR|Y$ Sector"
 CANT_BUILD_OTHER_BORDERS:0 "System is not within our borders"
 CANT_BUILD_SOMEONE_ELSES_BORDERS:0 "System is within someone else's borders!"
 CAN_SURVEY_ALREADY_SURVEYED:0 "Already surveyed!"
 CANT_SURVEY_FOREIGN_SYSTEM:0 "Can't survey a system within someone else's borders "
 COLLECTED_BY_POP:0 "$VAL|2Y$£$KEY$£ collected by Pop"
 COLLECTED_BY_MINING_STATION:0 "$VAL|2G$ £$KEY$£ §H$NAME$§! collected by £mining_station£ Mining Station."
 COLLECTED_BY_MEGASTRUCTURE:0 "$VAL|2G$ £$KEY$£ §H$NAME$§! collected by £megastructure£ Megastructure."
 COLLECTED_BY_TRADING_HUB:1 "$VAL|2G$ £$KEY$£ §H$NAME$§! collected by Trade Hub."
 COLLECTED_BY_RESEARCH_STATION:0 "$VAL|2G$ £$KEY$£ §H$NAME$§! collected by £science_ship£ Research Station."
 COLLECTED_BY_ITSELF:0 "$VAL|2G$ £$KEY$£ §H$NAME$§! collected by Building."
 COLLECTED_BY_NOTHING:0 "§RNot Collected§!"
 NO_COMMUNICATIONS_COLONY:0 "Alien Colony"
 NO_COMMUNICATIONS_FLEET:1 "Alien Vessels"
 NO_COMMUNICATIONS_FLEET_XENOPHOBE:0 "Alien Menace"
 NO_COMMUNICATIONS_VESSEL:0 "Alien Vessel"
 NO_COMMUNICATIONS_VESSEL_XENOPHOBE:0 "Alien Menace"
 NO_COMMUNICATIONS_STATION:1 "Alien Space Station"
 NO_COMMUNICATIONS_STATION_DESC:0 "The function of this alien space station is unknown..."
 NO_COMMUNICATIONS_LEADER:0 "Alien Leader"
 NO_COMMUNICATIONS_AMOEBA:0 "Alien Vessels"
 CANNOT_INSPECT_BEFORE_CONTACT:0 "§ROur scanners can make no sense of the strange vessel!§!"
 NO_COMMUNICATIONS_VESSEL_DESC:0 "This alien vessel has unknown capabilities..."
 NO_COMMUNICATIONS_FLEET_DESC:1 "We need to initiate a First Contact process in order to learn more about these $NAME|Y$."
 ABANDONED_STATION_DESC:0 "This station is abandoned."
 ABANDONED_STATION_PREV_OWNER_DESC:0 "This station is abandoned but once belonged to $NAME|Y$."
 APPROVAL:0 "Approval"
 FACTION_SUPPORT:0 "Support"
 REPAIRING:0 "Repairing"
 REPAIRING_DESC:0 "This fleet is currently undergoing repairs"
 ADJACENCY_BONUS:0 "Adjacency Effect"
 ADJACENT:0 "Adjacent"
 HAPPINESS:0 "Happiness"
 HAPPINESS_DESC:5 "§t$concept_happiness_desc$§!"
 COLONIZE:0 "Colonize"
 COLONIZE_DESC:0 "We can colonize planets to expand the Borders of our empire and gain more space for our Pops."
 RECRUIT:0 "Recruit"
 RECRUIT_INFO:0 "Recruit new Assault Armies from the population of the planet"
 RECRUITMENT_TIME:0 "Recruitment Time"
 DRAIN_SECTOR:0 "Drain Sector Stockpile"
 DRAIN_SECTOR_TOO_FEW_RESOURCES:0 "§RSector must have at least $MIN|Y$ Energy and Minerals stockpiled to be able to drain it.§!"
 DRAIN_SECTOR_AMOUNT:0 "Drain $FRACTION|%0Y$ of the Sector's stockpile, transferring £minerals£ $MINERALS|G$ £energy£ $ENERGY|G$ to the Empire stockpile at the cost of £influence£ $COST|0Y$."
 DEFENSIVE_WAR_MULT:0 "Multiplied by §Y$VALUE|%0$§! due to being in a defensive war."
 CRISIS_MULT:0 "Multiplied by §Y$VALUE|%0$§! due to the ongoing crisis."
 DEFENSIVE_WAR:0 "Defensive War"
 OFFENSIVE_WAR:0 "Offensive War"
 ENEMIES:0 "Enemies"
 NO_DEFENDING_GENERAL:0 "No Defending General"
 NO_ATTACKING_GENERAL:0 "No Attacking General"
 RECRUITMENT:0 "Recruitment"
 ARMIES:0 "Armies"
 GAME_MULTIPLAYER_LOBBY:0 "Game Lobby"
 MATCHMAKING_CONNECTION_RESTRICTED:0 "Restricted Network"
 PLACE_COLONY_DIFFERENT_PLANET:0 "Cannot place a colony on a different Planet."
 PLACE_COLONY_BLOCKER:0 "Cannot place a colony on a Tile Blocker."
 PLACE_COLONY_NOT_OWNER:0 "Not the owner of the colony."
 PLACE_COLONY_POP:0 "Cannot place the colony on a £pop£ Pop."
 CANCEL_SPACEPORT_CONSTRUCTION_NO_SPACEPORT:0 "No spaceport"
 ALREADY_HAVE_THIS_TRAIT:0 "Already have this trait."
 OPPOSITE_OF:0 "Opposite of $TRAIT$"
 CANNOT_PICK_SLAVERY_TRAIT:5 "Cannot choose the $trait_decadent$ trait unless you have chosen §H$ethic_xenophobe$§! or §H$ethic_authoritarian$§! ethos."
 CANNOT_PICK_SLAVERY_TRAIT_2:2 "Cannot choose the $trait_decadent$ trait if you have chosen a Trait, Ethos or Government that reduces $MOD_POP_SLAVERY_TOLERANCE$."
 DUPLICATE_TRAIT:0 "Duplicate trait $TRAIT|Y$"
 REQUIRED_TRAIT_MISSING:0 "Missing required trait $TRAIT|Y$"
 REQUIRED_TRAIT:0 "§RThis trait is required§!"
 TRAIT_INVALID_INITIAL:0 "§RThe special trait $TRAIT|Y$ cannot be selected at game start.§!"
 TOO_MANY_TRAIT_POINTS_USED:0 "The combined value of your chosen traits exceed the available Trait Points."
 TOO_MANY_TRAITS:0 "You have chosen too many traits for your species."
 SELECTED_ETHICS:0 "Selected Ethics"
 NO_GOVERNMENT_SELECTED:1 "§HNo Authority Selected§!"
 NO_GOVERNMENT_SELECTED_DESC:1 "Select an Authority from the list above."
 CALLED_BY_ALLY:0 "Ally of $CALLER$"
 CALLED_BY_FEDERATION:0 "Fellow Federation member of $CALLER$"
 CALLED_BY_OVERLORD:0 "$TYPE$ under $CALLER$"
 CALLED_BY_SUBJECT:0 "Overlord of $CALLER$"
 CALLED_BY_GUARANTEED:0 "Guarantees independence of $CALLER$"
 NUM_DEFENSIVE_PACTS:0 "Number of $ADJ$ Defensive Pacts"
 NUM_NON_AGGRESSION_PACTS:0 "Number of $ADJ$ Non-Aggression Pacts"
 NUM_COMMERCIAL_PACTS:0 "Number of $ADJ$ Commercial Pacts"
 RESEARCH_AGREEMENT_TECHS:0 "Relative Technological Benefit"
 agreement_proposals:0 "Agreement Proposals"
 COMMERCIAL_PACT_GIVEN_VALUE:0 "Trade Given"
 COMMERCIAL_PACT_TAKEN_VALUE:0 "Trade Received"
 CALLED_BY_DEFENSIVE_PACT:0 "Defensive Pact with $CALLER$"
 CALLED_BY_OFFENSIVE_PACT:0 "Invited to war by $CALLER$"
 CALLED_BY_SUPPORTED:0 "Supports independence of $CALLER$"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE:0 "Resettle"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_DESC:0 "Confirm resettlement selection"
 MANUAL_RESETTLEMENT_VIEW_COST:0 "Cost"
 MANUAL_RESETTLEMENT_VIEW_COST_DESC:0 "This is the amount of resources required for this resettlement."
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_NUMPOPS:0 "Resettle $POPS|Y$ Pops"
 MANUAL_RESETTLEMENT_VIEW_DRAGDROP_INFO:2 "Drag-drop Pops between the planets to resettle."
 RESETTLE_POP_IS_GROWING:2 "$TRIGGER_FAIL$Pop is fully grown."
 RESETTLE_POP_IS_REFUSING:0 "This Pop is resisting resettlement."
 RESETTLE_PLANET_UNDER_COLONIZATION:0 "Planet is fully colonized"
 BASE_COLON:0 "Base: $VALUE|Y$"
 CUSTOMIZATION_NO_ETHICS_SELECTED:0 "No Ethics selected"
 CUSTOMIZATION_NO_ETHICS_SELECTED_DESC:0 "Select Ethics from the spectrum to the left."
 NOT_ENOUGH_ETHIC_POINTS:0 "Selected Ethos is too expensive."
 CUSTOMIZATION_TOO_FEW_ETHIC_POINTS:0 "You must select more Ethics."
 SHORTCUT:0 "§GHotkey: $KEY$ §!"
 SHORTCUT_DOUBLE:0 "§GHotkeys§!: $KEY1$ or $KEY2$"
 MOUSE_SHORTCUT:0 "§GMouse Hotkey: $KEY$ §!"
 NAMELIST:0 "Name List"
 CANCEL_SPACEPORT_CONSTRUCTION_DESC:0 "We can cancel the construction of this spaceport for a full refund."
 MODULE_SLOT:0 "Module Slot"
 BUILDING_SLOT:0 "Building Slot"
 EMPTY_MODULE_SLOT:3 "$SLOT_TYPE$\n§gEmpty§!"
 EMPTY_MODULE_SLOT_DESC:4 "$SEPARATOR$\n§EThis §H$SLOT_TYPE$§! is empty and can be used to further develop the Starbase.§!"
 EMPTY_MODULE_SLOT_LOCKED_DESC:3 "§RThis §H$SLOT_TYPE$§! is currently locked.§!\n$SEPARATOR$\n§EUnlock additional slots by upgrading the Starbase.§!"
 MODULE_CONSTRUCTION_OPTIONS_INSTRUCTION:0 "Click to see construction options"
 MODULE_REPLACEMENT_OPTIONS_INSTRUCTION:0 "Click to see replacement options"
 MODULE_CONSTRUCTION_SLOT_UNDER_CONSTRUCTION:0 "This slot already has a queued construction."
 MODIFIER:0 "Modifier"
 ORBIT_MODIFIER:0 "Orbit Modifier"
 INITIAL_MODULE:0 "Initial Module"
 PLANET_MODIFIER:0 "Planet Modifier"
 STATION_MODIFIER:0 "Station Modifier"
 STATION_MODIFIER_HEADER:0 "$STATION_MODIFIER$:"
 SHIP_MODIFIER:0 "Ship Modifier" #£ship_modifier  §PShip Modifier§!
 BUILD_SPACEPORT_WITH_INITIAL_MODULE:0 "Build Spaceport With Initial Module"
 ORBITAL_STATION_NOT_SUPPORTED_BY_PLANET:0 "§RThis Planet can't support an orbital Station.§!"
 ORBITAL_STATION_ALREADY_EXISTS:0 "§RAn orbital station is already orbiting this Planet.§!"
 PLANETVIEW_SPACEPORT_TAB_NOT_OWNER:0 "§RWe are not the owner of this Planet.§!"
 NOT_OWNER:0 "§RWe do not own $NAME$§!"
 NOT_OWNER_OF_PLANET:0 "We are not the owner of this Planet."
 SELECT_INITIAL_MODULE:0 "Select Initial Module"
 STARBASE_UPGRADE_NAMED:0 "Upgrade to $LEVEL$"
 STARBASE_UPGRADE_DESC:0 "Upgrade the Starbase to make room for more modules and buildings."
 CAN_QUEUE_UPGRADE_CONSTRUCTION_NOT_VALID:0 "Upgrade requires spaceport of previous level"
 NO_STATIONS_BUILDABLE_NO_PLANETS:0 "Cannot build this type of station around any of the planets in this system"
 kick_from_channel_tooltip:0 "§HKick§!\nKick this user from this Chat channel."
 EXECUTED_COMMAND_SUCCESS_CHAT_MESSAGE:0 "$NAME$ executed command "$COMMAND$"."
 EXECUTED_COMMAND_FAIL_CHAT_MESSAGE:0 "$NAME$ attempted but failed to executed command "$COMMAND$"."
 TILE_DESCRIPTION_POP:0 "Pop Details"
 TILE_TYPE_NO_POP:0 "Empty"
 TILE_TYPE_DESC_NO_POP:0 "Nobody is populating this tile."
 BUILDING_DETAILS:1 "Building Details"
 SPACEPORT_COMBAT_STATS:0 "Combat Stats"
 SPACEPORT_ORBIT_MODIFIER:0 "Orbit Modifier"
 SPACEPORT_STATION_MODIFIER:0 "Station Modifier"
 SPACEPORT_MODIFIER:0 "Spaceport Modifier"
 ARMY_POWER_HEADER:0 "Army Strength"
 ARMY_POWER_DESC:0 "$ARMY_POWER_HEADER$ is an estimate of the combined combat strength of all armies in the transport fleet."
 GARRISON_POWER_HEADER:0 "Garrison Strength"
 GARRISON_POWER_DESC:0 "$GARRISON_POWER_HEADER$ is an estimate of the combined combat strength of all armies defending the planet."
 INVADER_POWER_HEADER:0 "Invader Strength"
 INVADER_POWER_DESC:0 "$INVADER_POWER_HEADER$ is an estimate of the combined combat strength of all armies attacking the planet."
 MILITARY_POWER_HEADER:2 "§HMilitary Power§!"
 OFFENSIVE_POWER_TIP:1 "§HMilitary Power:§! £military_power£ $VALUE|Y0$"
 MILITARY_POWER_DESC:1 "$MILITARY_POWER_HEADER$ §Eis an estimate of the combined offensive and defensive capabilities of the Fleet.§!"
 PLANET_NAME_SURVEYED:0 "$NAME$"
 PLANET_NAME_UNSURVEYED:0 "$NAME|g$"
 PLANET_NAME_FORMAT:0 "$PARENT$ $NUMERAL$"
 SUBPLANET_NAME_FORMAT:0 "$PARENT$$NUMERAL$"
 COST_COLON:0 "Cost:"
 BACK:0 "Back"
 SYSTEM:0 "System"
 SYSTEMS:0 "Systems"
 GALAXY_SETTINGS:0 "Galaxy Settings"
 GALAXY_SETTINGS_GENERAL: "General Settings"
 GALAXY_SETTINGS_ADVANCED: "Advanced Settings"
 OBSERVER_MODE:0 "Observer Mode"
 CHAT:0 "Chat"
 GOTO:0 "Go To"
 RIGHT_CLICK_TO_GO_TO:0 "Right-click to Go To."
 CUSTOM_OPINION:0 "§HTheir Opinion of Us§! is $AMOUNT|Y$"
 CUSTOM_OPINION_DELAYED:2 "Their §HOpinion§! of us will increase over time if their §HStation§! is within our §HBorders§!. We can also increase their §HOpinion§! of us by striking deals with them."
 CUSTOM_OPINION_CETANA: "§HHer Opinion of Us§! is $AMOUNT|Y$"
 CUSTOM_OPINION_DELAYED_CETANA: "Her §HOpinion§! of us will change depending on our level of cooperation."

 GALAXY_SETTINGS_CATEGORY_GAMEPLAY: "Gameplay"
 GALAXY_SETTINGS_CATEGORY_GALAXY: "Galaxy"
 GALAXY_SETTINGS_CATEGORY_EMPIRES: "Empires"
 GALAXY_SETTINGS_CATEGORY_GAME_LENGTH: "Game Length"
 GALAXY_SETTINGS_CATEGORY_DLC: "DLC"

 GALAXY_SETTINGS_CATEGORY_PRECURSORS: "Precursors"

 FE_FTL:1 "Allowed FTL Method"
 FE_FTL_TOOLTIP:1 "§HAllowed FTL Method§!\nThis controls which method of Faster Than Light travel can be chosen by regular Empires. By default, all three methods (Warp, Hyperdrive and Wormholes) are enabled."
 FE_SCALING_DIFFICULTY:0 "Scaling Difficulty"
 FE_SCALING_DIFFICULTY_TOOLTIP:2 "§HScaling Difficulty§!\nWhen this is enabled, any AI bonuses from the §YDifficulty§! setting scale up over time, starting at zero and reaching maximum at the §YMid-Game§! or §YEnd-Game Start Year§!."
 DIFFICULTY_CIVILIAN:0 "Civilian"
 DIFFICULTY_CADET:0 "Cadet"
 DIFFICULTY_ENSIGN:0 "Ensign"
 DIFFICULTY_CAPTAIN:0 "Captain"
 DIFFICULTY_COMMODORE:0 "Commodore"
 DIFFICULTY_ADMIRAL:0 "Admiral"
 DIFFICULTY_GRAND_ADMIRAL:0 "Grand Admiral"
 difficulty_civilian_player:0 "$FE_DIFFICULTY$"
 difficulty_cadet_player:0 "$FE_DIFFICULTY$"
 difficulty_ensign:0 "$FE_DIFFICULTY$"
 difficulty_captain:0 "$FE_DIFFICULTY$"
 difficulty_commodore:0 "$FE_DIFFICULTY$"
 difficulty_admiral:0 "$FE_DIFFICULTY$"
 difficulty_grand_admiral:0 "$FE_DIFFICULTY$"
 difficulty_ensign_npc:0 "$FE_DIFFICULTY$"
 difficulty_captain_npc:0 "$FE_DIFFICULTY$"
 difficulty_commodore_npc:0 "$FE_DIFFICULTY$"
 difficulty_admiral_npc:0 "$FE_DIFFICULTY$"
 difficulty_grand_admiral_npc:0 "$FE_DIFFICULTY$"
 difficulty_scaling_npc:0 "$FE_DIFFICULTY$"
 HYPERLANES_UNCUT_COUNT:0 "Full"
 SCALING_OFF:0 "Off"
 SCALING_MID:0 "Mid Game"
 SCALING_LATE:0 "Late Game"
 SCALING_OFF_DESC:0 "§HOff§!\nAI receives their full Difficulty setting immediately at the start of the game."
 SCALING_MID_DESC:0 "§HMid Game§!\nAI bonuses from the Difficulty setting scale up over time, starting at zero and reaching maximum at the Mid-Game Start Year"
 SCALING_LATE_DESC:0 "§HLate Game§!\nAI bonuses from the Difficulty setting scale up over time, starting at zero and reaching maximum at the Late-Game Start Year"
 CRISIS_TYPE_ANY:0 "Random"
 CRISIS_TYPE_ALL:0 "All"
 CRISIS_TYPE_PRETHORYN:1 "Prethoryn Scourge"
 CRISIS_TYPE_UNBIDDEN:1 "Extradimensional Invaders"
 CRISIS_TYPE_CONTINGENCY:0 "Contingency"
 CRISIS_TYPE_LABEL:0 "Crisis Type"
 CRISIS_TYPE_LABEL_TOOLTIP:2 "§HCrisis Type§!\nDetermines which ['concept_endgame_crisis'] can occur, so long as they are not turned off in the §ICrisis Strength§! setting.\n\nOn the §IAll§! setting, they will fire sequentially in random order, with no more than one happening at a given time."
 LGATE_LABEL:0 "L-Gates"
 LGATE_LABEL_TOOLTIP:1 "This controls whether the mysterious ['concept_l_gates'] exist.$requires_dis_stars$"
 AGGRESSIVENESS_NORMAL:0 "Normal"
 AGGRESSIVENESS_HIGH:0 "High"
 AGGRESSIVENESS_LOW:0 "Low"
 FE_AGGRESSIVENESS:0 "AI Aggressiveness"
 FE_AGGRESSIVENESS_TOOLTIP:0 "§HAI Aggressiveness§!\nThis controls how likely AI Empires are to declare war on their enemies, and thus the overall number of wars that are started over the course of a campaign. Regardless of the aggressiveness setting, the AI will still only declare war if their attitude towards the target permits it."
 FE_DIFFICULTY:1 "Difficulty"
 DIFFICULTY_ADJUSTED_AI_MODIFIERS:0 "Difficulty Adjusted AI Modifiers"
 DIFFICULTY_ADJUSTED_AI_MODIFIERS_TOOLTIP:1 "§H$DIFFICULTY_ADJUSTED_AI_MODIFIERS$§!\nEmpire-wide economic modifiers are multiplied by §YDifficulty§! bonus for AI Empires. For example, a technology which gives +20% £minerals£ $minerals$ from [miner.GetIcon] Miner Jobs will instead give +40% for AI Empires on ['concept_grand_admiral']. \n\n§PWarning:§! Turning this on makes Late-Game AI economies significantly stronger."
 DIFFICULTY_CIVILIAN_DESC:1 "The player gets massive bonuses to their economy, research and naval capacity as well as a bonus to establishing new Contacts. Additionally aggressive and disruptive AI Empire types are disabled."
 DIFFICULTY_CADET_DESC:1 "The player gets bonuses to their economy, research and naval capacity."
 DIFFICULTY_ENSIGN_DESC:1 "The AI has no inherent economic, scientific or military advantages over the player."
 DIFFICULTY_CAPTAIN_DESC:1 "The AI gets slight bonuses to its economy, research and naval capacity."
 DIFFICULTY_COMMODORE_DESC:1 "The AI gets moderate bonuses to its economy, research and naval capacity."
 DIFFICULTY_ADMIRAL_DESC:1 "The AI gets major bonuses to its economy, research and naval capacity."
 DIFFICULTY_GRAND_ADMIRAL_DESC:1 "The AI gets massive bonuses to its economy, research and naval capacity."
 FE_DIFFICULTY_TOOLTIP:7 "§HDifficulty§!\nThis controls the game difficulty.\n\nAvaliable difficulty settings are:\n- §Y$DIFFICULTY_CIVILIAN$§!: $DIFFICULTY_CIVILIAN_DESC$\n- §Y$DIFFICULTY_CADET$§!: $DIFFICULTY_CADET_DESC$\n- §Y$DIFFICULTY_ENSIGN$§!: $DIFFICULTY_ENSIGN_DESC$\n- §Y$DIFFICULTY_CAPTAIN$§!: $DIFFICULTY_CAPTAIN_DESC$\n- §Y$DIFFICULTY_COMMODORE$§!: $DIFFICULTY_COMMODORE_DESC$\n- §Y$DIFFICULTY_ADMIRAL$§!: $DIFFICULTY_ADMIRAL_DESC$\n- §Y$DIFFICULTY_GRAND_ADMIRAL$§!: $DIFFICULTY_GRAND_ADMIRAL_DESC$"
 FE_IRONMAN:0 "Ironman Mode"
 FE_IRONMAN_TOOLTIP:1 "§HIronman Mode§!\nIn Ironman mode, console commands are disabled and the game is automatically saved regularly to a single file. In games played with this setting, there is no turning back."
 FE_EMPIRES_TOOLTIP:1 "§HNumber of AI Empires§!\nThis controls how many AI Empires will populate the galaxy."
 FE_ADVANCED_EMPIRES_TOOLTIP:2 "§HNumber of Advanced AI Starts§!\nThis controls how many of the regular AI Empires will start with an initial advantage in resources, technology and population. They do not gain any additional bonuses besides a stronger starting position. This setting does not affect ['concept_fallen_empires']."
 FE_IRONMAN_MULTIPLAYER:0 "§RIronman is not available in multiplayer.§!"
 FE_IRONMAN_NOCLOUD:0 "§RIronman requires Steam Cloud to be enabled and for the user to be logged into Steam.§!"
 FE_IRONMAN_AUTOSAVE:0 "§RYou are not allowed to change autosave frequency when in Ironman mode.§!"
 FE_GALAXY_SHAPE_TOOLTIP:1 "§HGalaxy Shape§!\nThis controls the shape of the galaxy map.\n\nSome shapes are only available on certain §YGalaxy Sizes§!.\n\nAvaliable Shapes are:\n$concept_galaxy_shape_desc$"
 FE_GALAXY_SIZE_TOOLTIP:1 "§HGalaxy Size§!\nThis controls the number of star systems that appear in the galaxy  and affects the default number of §YAI Empires§!.\n\n§RWarning:§! If increased, this setting has significant late game performance implications."
 ACHIEVEMENT_TOOLTIP_YES:0 "§GAchievements can be earned in this game.§!"
 ACHIEVEMENT_TOOLTIP_NO:0 "§RAchievements can NOT be earned in this game.§!"
 ACHIEVEMENT_TOOLTIP_IRONMAN:0 "§RIronman Mode is not enabled§!"
 ACHIEVEMENT_TOOLTIP_CHECKSUM:0 "§RChecksum is Modified§!"
 ACHIEVEMENT_ELIGIBLE:0 "§GThis game is eligible for achievements.§!"
 ACHIEVEMENT_CONSOLE_WARNING: "The use of any debug commands will disable achievements."
 ACHIEVEMENT_NOT_ELIGIBLE:1 "§IThis game is not eligible for achievements.§!"
 NUM_FALLEN_EMPIRES:2 "Fallen Empires"
 FE_FALLEN_EMPIRES_TOOLTIP:1 "§HNumber of Fallen Empires§!\nThis controls the maximum number of ['concept_fallen_empires'] that are allowed to spawn in the galaxy."
 NUM_MARAUDER_EMPIRES:0 "Marauder Empires"
 FE_MARAUDER_EMPIRES_TOOLTIP:1 "§HNumber of Marauder Empires§!\nThis controls the maximum number of ['concept_marauder_empires', Marauder Empires] that are allowed to spawn in the galaxy.$requires_apoc$"
 NUM_HABITABLE_WORLDS:0 "Habitable Worlds"
 FE_HABITABLE_WORLDS_TOOLTIP:1 "§HHabitable Worlds§!\nThis setting adjusts the chance of a planet existing in the "goldilocks zone" of a solar system, and thus being habitable. Increasing this value results in a galaxy with more habitable worlds overall. On the §Y$FE_HABITABLE_WORLDS_RARE$§! setting, habitable worlds will still appear, but only in special systems.\n\n§RWarning:§! This setting may have late game performance implications if increased above 1x."
 FE_HABITABLE_WORLDS_RARE: "Rare"
 FE_RANDOMIZE:0 "Randomize"
 FE_RANDOMIZE_EMPIRES_TOOLTIP:1 "If enabled, a random number of AI Empires will be generated, within the range specified by the slider."
 FE_RANDOMIZE_ADVANCED_EMPIRES_TOOLTIP:1 "If enabled, a random number of AI Empires will have advanced starts, within the range specified by the slider."
 FE_RANDOMIZE_FALLEN_EMPIRES_TOOLTIP:1 "If enabled, a random number of Fallen Empires will be generated, within the range specified by the slider."
 FE_RANDOMIZE_MARAUDER_EMPIRES_TOOLTIP:1 "If enabled, a random number of Marauder Empires will be generated, within the range specified by the slider."
 FE_CLUSTERED_STARTS:1 "Empire Placement"
 FE_CLUSTERED_STARTS_TOOLTIP:1 "§HEmpire Placement§!\nThis controls whether empires should spawn in clusters or randomly placed across the galaxy."
 FE_ADVANCED_NEAR_PLAYER:0 "Advanced Neighbors"
 FE_ADVANCED_NEAR_PLAYER_TOOLTIP:2 "§HAdvanced Neighbors§!\nThis controls whether empires with ['concept_advanced_empires', Advanced AI Starts] are permitted to spawn near a player. Having this §YOff§! may result in fewer than the specified number of advanced starts being generated."
 FE_MID_GAME:0 "Mid-Game Start Year"
 FE_MID_GAME_TOOLTIP:1 "§H$FE_MID_GAME$§!\nThis controls which is the earliest year that mid-game events such as the ['concept_machine_uprising'] and the ['concept_great_khan'] can occur."
 FE_GUARANTEED_COLONIES:0 "Guaranteed Habitable Worlds"
 FE_GUARANTEED_COLONIES_TOOLTIP:1 "§H$FE_GUARANTEED_COLONIES$§!\nThis controls how many habitable planets of the same planet class as your homeworld are guaranteed to spawn close to your starting system.\n\n§RWarning:§! Turning this off may mean you will find no habitable worlds near your homeworld at all."
 FE_VICTORY:0 "Victory Year"
 FE_VICTORY_TOOLTIP:1 "§H$FE_VICTORY$§!\nThis controls at which year the game can end, if there is no active ['concept_endgame_crisis'] or ['concept_war_in_heaven']. The empire that has the highest §IScore§! will be declared the winner. It is still possible to keep playing past this year.\n\nSetting this slider to its maximum setting will disable timed victory altogether."
 FE_END_GAME:0 "End-Game Start Year"
 FE_END_GAME_TOOLTIP:1 "§H$FE_END_GAME$§!\nThis controls which is the earliest year that end-game events such as ['concept_endgame_crises'] and ['concept_fallen_empire_awakening'] can occur."
 FE_TECH_SPEED:3 "Technology Cost"
 FE_TECH_SPEED_TOOLTIP:3 "§H$FE_TECH_SPEED$§!\nThis controls how quickly ['concept_technologies'] are gained by regular empires."
 FE_TECH_SPEED_DIFFICULTY_SCALE: "Difficulty Adjusted Technology Costs"
 FE_TECH_SPEED_DIFFICULTY_SCALE_TOOLTIP: "§H$FE_TECH_SPEED_DIFFICULTY_SCALE$§!\nThis controls how much the selected Difficulty affects the research cost of ['concept_technologies']. This has a greater effect on more advanced technologies.\n\nIncreasing this makes the game harder, especially at higher Difficulties."
 DIFF_TECH_SCALING_OFF: "Off"
 DIFF_TECH_SCALING_LOW: "Low"
 DIFF_TECH_SCALING_NORMAL: "Normal"
 DIFF_TECH_SCALING_HIGH: "High"
 DIFF_TECH_SCALING_EXTREME: "Extreme"
 DIFF_TECH_SCALING_OFF_TOOLTIP: "§H$DIFF_TECH_SCALING_OFF$§!\nGame Difficulty does not affect ['concept_technology'] costs."
 DIFF_TECH_SCALING_LOW_TOOLTIP: "§H$DIFF_TECH_SCALING_LOW$§!\nIncreased difficulty has a small effect on ['concept_technology'] costs. Higher tier technologies are increased by more than lower tier technologies."
 DIFF_TECH_SCALING_NORMAL_TOOLTIP: "§H$DIFF_TECH_SCALING_NORMAL$§!\nIncreased difficulty has a moderate effect on ['concept_technology'] costs. Higher tier technologies are increased by more than lower tier technologies."
 DIFF_TECH_SCALING_HIGH_TOOLTIP: "§H$DIFF_TECH_SCALING_HIGH$§!\nIncreased difficulty has a large effect on ['concept_technology'] costs. Higher tier technologies are increased by more than lower tier technologies."
 DIFF_TECH_SCALING_EXTREME_TOOLTIP: "§H$DIFF_TECH_SCALING_EXTREME$§!\nIncreased difficulty has a very large effect on ['concept_technology'] costs. Higher tier technologies are increased by more than lower tier technologies.\n\n§RWarning:§! At high Difficulty settings, this may make it difficult or even impossible to defeat end-game opponents."
 FE_TRADITION_SPEED: "Tradition Cost"
 FE_TRADITION_SPEED_TOOLTIP: "§H$FE_TRADITION_SPEED$§!\nThis controls how quickly ['concept_traditions'] are gained by regular empires."
 FE_CRISES:1 "Crisis Strength"
 FE_CRISES_TOOLTIP:4 "§KCrisis Strength§!\nThis controls the fleet strength of ['concept_endgame_crises']. The higher the multiplier, the more dangerous the end-game crises will be.\n\nIf the §ICrisis Type§! setting is set to §IAll§!, this value will be multiplied by 2 for each end-game crisis survived.\n\nOn §Y$DIFFICULTY_ENSIGN$ Difficulty§! and above, this will also affect the §YMid-Game Crises§!."
 FE_PRIMITIVE_WORLDS:1 "Pre-FTL Civilizations and Pre-Sapient Species"
 FE_PRIMITIVE_WORLDS_TOOLTIP:2 "§H$FE_PRIMITIVE_WORLDS$§!\nThis controls the prevalence of ['concept_preftl_civilizations'] and ['concept_presapient_species'] in the galaxy.\n\nThe higher it is, the more likely these will be created on galaxy generation."
 FE_LOGISTIC_CEILING:0 "Logistic Growth Ceiling"
 FE_LOGISTIC_CEILING_TOOLTIP:1 "§H$FE_LOGISTIC_CEILING$§!\nThis controls how large the pop growth bonuses are when planets are in the middle of their logistic curve. The higher it is, the faster pops will grow.\n\n§RWarning:§! This setting may have late game performance and balance implications if increased."
 FE_GROWTH_SCALE:0 "Growth Required Scaling"
 FE_GROWTH_SCALE_TOOLTIP:1 "§H$FE_GROWTH_SCALE$§!\nThis scales pop growth based on the number of pops in the empire. The higher it is, the slower pops will grow.\n\n§RWarning:§! Lowering this may have significant performance and balance implications, and decreasing §Y$FE_LOGISTIC_CEILING$§! alongside it is highly recommended."
 FE_LOGISTICS_FLEET_UPKEEP: "Fleet Upkeep Logistics Costs"
 FE_LOGISTICS_FLEET_UPKEEP_TOOLTIP: "§H$FE_LOGISTICS_FLEET_UPKEEP$§!\nThis controls the $r_trade$ upkeep of fleets when they are undocked or in enemy territory. Increasing this will make it more expensive to maintain fleets at war."
 FE_LOGISTICS_PLANET_DEFICIT: "Planetary Deficit Logistics Costs"
 FE_LOGISTICS_PLANET_DEFICIT_TOOLTIP: "§H$FE_LOGISTICS_PLANET_DEFICIT$§!\nThis controls the $r_trade$ cost to supply planets with local deficits. Increasing this will make it more expensive to have super-specialized planets that have large local deficits, even if they are supplied by other planets in your Empire."

 POP_FACTION_SUPPORTERS:0 "Supporters"
 POP_FACTION_SUPPRESSED:0 "The support of this faction is decreased by $VALUE$ each month due to being suppressed."
 GOTO_DESC:0 "Move the camera to $NAME|Y$"
 SITUATION_GOTO_DESC:0 "§GLeft click to view the $NAME|Y$ Situation.§!"
 EVENT_CHAIN_GOTO_DESC:0 "§GLeft click to view the Event Chain $NAME|Y$.§!"
 COMBAT_WIDTH_INFO:0 "$COMBAT_WIDTH$: $MAX|Y$"
 GARRISON_POWER_INFO:2 "$PLANET_VIEW_GARRISON$: £army_power£ $VALUE|0Y$"
 GARRISON_ASSAULT_POWER_INFO:0 "$PLANET_VIEW_ASSAULT$: £army_power£ $VALUE|0Y$"
 INVADER_POWER_INFO:0 "Invader: £army_power£ $VALUE|0Y$"
 COMBAT_WIDTH:0 "Combat Width"
 COMBAT_WIDTH_DESC:0 "$PLANET|Y$ has a $COMBAT_WIDTH$ of $AMT|Y$. This is calculated from the size of the planet and determines the number of armies that can deal damage simultaneously during combat."
 PLANET_DAMAGE:0 "Planetary Damage"
 PLANET_DAMAGED:1 "Devastation: §R$DAMAGE|0$%§!"
 PLANET_DAMAGED_INFO:0 "Planet has suffered $DAMAGE|%Y$ damage. When Planetary Damage reaches §Y100%§!, a tile will be devastated, ruining buildings and potentially killing Pops."
 PLANET_DAMAGED_INFO_DELAYED:0 "§EPlanetary Damage is caused by Orbital Bombardment and collateral damage from Ground Combat taking place on the planet. It will slowly be repaired when the planet is not under active bombardment or invasion.§!"
 PLANET_UNDAMAGED_BOMBARDMENT_INFO:0 "Planet is under bombardment, but has not suffered any damage."
 PLANET_UNDAMAGED_INFO:0 "Planet has not been recently bombarded."
 NO_TILE_TO_BOMBARD:0 "No further damage can be done to the planet with the current bombardment stance of the orbiting fleet."
 NO_TILE_TO_DAMAGE:0 "No further damage can be done to the planet from the ongoing ground combat."
 CANNOT_BOMBARD_STARBASE_PROTECTED:0 "Cannot bombard a planet that is protected by the local Starbase."
 NO_ARMY_TO_BOMBARD:0 "The current bombardment stance of the orbiting fleet prohibits bombarding undefended planets."
 ETHIC_DIVERGENCE_MULTIPLIED_BY_X:1 "Sum percentage multiplied by $VAL|Y%$"
 ETHIC_DIVERGENCE_STILL_GROWING:1 "Pop is still Growing"
 AUTOMATICALLY_GENERATED_DESIGN:0 "Design was automatically generated from latest technology."
 AUTOMATICALLY_GENERATED_DESIGN_STANDARD:0 "Design was automatically generated but will not update."
 TRANSFER_TO_SECTOR:0 "Transfer To Sector"
 TRANSFER_TO_SECTOR_DESC:0 "Transfer $SYSTEM$ to $SECTOR$ Sector."
 TRANSFER_TO_CORE_SECTOR:3 "Assume direct control of the $SYSTEM$ System."
 SECTOR_REMOVE_SYSTEM:0 "Remove System:\n£influence£ $COST|Y0$"
 SECTOR:0 "Sector"
 SECTOR_LIMIT:0 "Sector Limit"
 NAME_SECTOR:0 "$SECTOR$ Sector"
 MANAGE_SECTOR:0 "Manage Sector"
 NO_MODIFIER_EFFECT:0 "No current effect."
 MANAGE_SECTOR_DESC:0 "The Sector Management Mode allows us to add and remove systems to this Sector."
 DELETE_SECTOR_DESC:4 "Deleting the Sector will transfer all systems and planets in it to our direct control. All stockpiled resources will be lost."
 CREATE_SECTOR_BUTTON:0 "Create New Sector"
 CREATE_SECTOR_BUTTON_DESC:0 "Creating a new Sector allows us to designate a planet as Sector capital and add systems under its automatic control."
 CAN_TRANSFER_TO_SECTOR_SAME:0 "System is already part of this Sector."
 CAN_TRANSFER_TO_SECTOR_OUTSIDE_BORDERS:0 "System is outside our borders."
 CAN_TRANSFER_TO_SECTOR_NOT_NEIGHBOR:0 "System is not a neighbor of this Sector."
 CAN_TRANSFER_TO_SECTOR_COUNTRY_CAPITAL:0 "The Empire Capital can not be added to a Sector."
 CAN_TRANSFER_TO_SECTOR_WOULD_DISCONNECT:0 "Removing this system from the Sector will disconnect other systems. Remove those first."
 CREATE_SECTOR_DESC_CURRENT:0 "The $SYSTEM|Y$ System is currently part of the $SECTOR|Y$ Sector."
 SECTORS:0 "Sectors"
 DESIGN_ALREADY_EXISTS:0 "§RThis design already exists§!"
 DESIGN_IS_UPGRADING:0 "§RThis design can't be changed while $FLEET|Y$ is upgrading.§!"
 SECTORS_INCOME:0 "Sectors:"
 HUMANS_SUMMARY_DESC:0 "Players Ready"
 HUMANS_SUMMARY: "$READY$ / $PLAYERS$ Ready"
 CANNOT_AFFORD:0 "Cannot Afford"
 SECTOR_ENERGY_STOCKPILE:0 "Energy Credits Stockpile"
 SECTOR_ENERGY_STOCKPILE_DESC:0 "This is the amount of stored Energy Credits in the Sector. It is automatically used for Upkeep."
 SECTOR_MINERALS_STOCKPILE:0 "Mineral Stockpile"
 SECTOR_MINERALS_STOCKPILE_DESC:0 "This is the amount of stored Minerals in the Sector. It is automatically used for construction."
 EMPIRE_CAPITAL:0 "Capital"
 EMPIRE_CAPITAL_DESC:0 "This is the Capital of our Empire."
 SECTOR_CAPITAL:0 "Sector Capital"
 SECTOR_CAPITAL_DESC:0 "This is the Sector Capital."
 PLANET_VIEW_DISCONNECTED:0 "Sector Disconnected"
 PLANET_VIEW_DISCONNECTED_DESC:0 "This planet has no connection to the Sector Capital, causing the following effect."
 PLANET_VIEW_STARVATION:0 "Starvation"
 PLANET_VIEW_STARVATION_DESC:1 "This planet suffers from starvation, starvation is updated at the start of every month causing the following effects."
 NOT_ALLOWED_TO_CHANGE_LEADER_ON_THIS_FLEET:0 "Not allowed to change the leader of this fleet."
 NOT_ALLOWED_TO_ADD_FLEETS:0 "Not allowed to add new ships to this fleet."
 NOT_ALLOWED_TO_SPLIT_FLEET:0 "Not allowed to split this fleet."
 NOT_ALLOWED_TO_LEAVE_FLEET:0 "Ship is not allowed to leave the fleet."
 NOT_ALLOWED_TO_MERGE_FLEET:0 "Not allowed to merge $FLEET|Y$"
 NOT_ALLOWED_TO_CHANGE_FLEET_COMPOSITION: "Not allowed to change this fleet composition."
 CAN_EXECUTE_ACTION_INVALID:0 "Action doesn't exist."
 WAR_EXHAUSTION_DESC:0 "War exhaustion is gained from destroyed civilian ships and effects pop happiness"
 FLEETORDER_BUILD_MILITARY_STATION:0 "Build Military Station"
 FLEETORDER_BUILD_MILITARY_STATION_DESC:0 "Build a military station to defend this position"
 FLEETORDER_BUILD_RULER_MILITARY_STATION:0 "Build Ruler Unique Military Station"
 FLEETORDER_BUILD_RULER_MILITARY_STATION_DESC:0 "Build a Ruler Unique military station to defend this position"
 MEGASTRUCTURE:0 "Megastructure"
 FLEETORDER_BUILD_LABEL_MEGASTRUCTURE:0 "Build §H$MEGASTRUCTURE$§!"
 MEGASTRUCTURE_CONSTRUCTION_OR_UPGRADE_IN_PROGRESS:1 "$TRIGGER_FAIL$Due to the immense requirements in qualified technical personnel, we can only build or upgrade $COUNT|Y$ Megastructure(s) at a time."
 GOVERNMENT_VIEW_NO_HEIR:0 "No Heir"
 GOVERNMENT_VIEW_NO_HEIR_DESC:0 "Your ruler has no current Heir. There is a $CHANCE|0Y%$ chance each day that a new Heir will be nominated. If your ruler dies heirless, it may provoke a Succession War."
 WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Accepting this offer will make you leave $ALLIANCE|Y$"
 JOINING_WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE:0 "Joining $TARGET|Y$ will make you leave $ALLIANCE|Y$"
 NOT_AFFECTED_HAPPINESS:0 "This pop is not affected by §YHappiness§!."

 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_MINING:0 "A Mining Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_RESEARCH:0 "A Research Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_TERRAFORM:0 "A Terraforming Station is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_OBSERVATION:0 "An Observation Post is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_STARBASE:0 "A Starbase is already orbiting this $CLASS$."
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_MINING:0 "Mining Stations cannot be built over an inhabited $CLASS$."
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_RESEARCH:0 "Research Stations cannot be built over an inhabited $CLASS$."
 CAN_CREATE_ORBITAL_STATION_NOT_OWNER_TERRAFORM:0 "This $CLASS$ belongs to someone else."
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS:1 "An orbital station is already orbiting this $CLASS$."
 CHAT_MEMBERS:0 "Members"
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER:0 "Observer"
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER_DESC:0 "You are currently an observer. If you wish to join the game as a player, click to select an Empire."
 MP_GAMESETUP_EMPIRE_ICON_OTHER_PLAYER_OBSERVER_DESC:0 "They are currently an observer. They will need to select an Empire if they wish to join as a player."
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER_READY_DESC:0 "You will join the game as an observer. If you want to join as a player: click §Y$MP_GAMESETUP_PLAYER_UNREADY$§!, then select an Empire to play as."
 MP_GAMESETUP_EMPIRE_ICON_OTHER_PLAYER_OBSERVER_READY_DESC:0 "They will join the game as an observer. They need to select an Empire in order to join the game as a player."
 MP_GAMESETUP_EMPIRE_SELECT:0 "Select Empire"
 MP_GAMESETUP_EMPIRE_CHANGE:0 "Change Empire"
 MP_GAMESETUP_EMPIRE_SELECT_DESC:0 "Select your Empire and Species. Choose from a number of pre-existing alternatives or create your own."
 MP_GAMESETUP_EMPIRE_CHANGE_DESC:0 "Change your Empire and Species. Choose from a number of pre-existing alternatives or create your own."
 MP_GAMESETUP_EMPIRE_SELECT_READY:0 "§RYou can't select an Empire while you're marked "Ready".§!"
##### Coop ####
 MP_GAMESETUP_JOIN_COOP_EMPIRE:0 "Join Empire"
 MP_GAMESETUP_JOIN_COOP_EMPIRE_DESC:0 "Join this player's Empire, and play together"
 MP_GAMESETUP_JOIN_COOP_EMPIRE_FULL:0 "§RYou can't join this Empire because it's full.§!"
 MP_GAMESETUP_LEAVE_COOP_EMPIRE:0 "Leave Empire"
 MP_GAMESETUP_LEAVE_COOP_EMPIRE_DESC:0 "Leave this player's Empire"
 MP_GAMESETUP_JOIN_LEAVE_COOP_EMPIRE_READY:0 "§RYou can't join or leave a Coop Empire while you're marked "Ready".§!"
 MP_GAMESETUP_DISBAND_COOP_GROUP_TITLE:0 "Disband Group"
 MP_GAMESETUP_DISBAND_COOP_GROUP_DESC:0 "This will remove all players from this cooperative group. Are you sure?"
 MP_GAMESETUP_DISBANDED_COOP_GROUP_TITLE:0 "Group Disbanded"
 MP_GAMESETUP_DISBANDED_COOP_GROUP_DESC:0 "Your cooperative group was disbanded by its owner."
#####
 MP_GAMESETUP_EMPIRE_CHANGE_READY:0 "§RYou can't change your Empire while you're marked "Ready".§!"
 MP_GAMESETUP_PLAYER_OBSERVER:0 "Observer"
 MP_GAMESETUP_KICK:0 "Kick"
 MP_GAMESETUP_KICK_DESC:1 "Remove this player from the game lobby."
 MP_GAMESETUP_BAN: "Ban" # TODO CD AUG-57554
 MP_GAMESETUP_BAN_DESC: "Remove this player from the game and prevent them from joining this lobby again."
 MP_GAMESETUP_COOPERATIVE_CHECKBOX_TEXT:0 "Cooperative"
 MP_GAMESETUP_COOPERATIVE_CHECKBOX_READY:0 "§RYou can't change your Empire's Coop status while you're marked "Ready".§!"
 MP_GAMESETUP_PLAYER_READY:1 "£player_ready£ "
 MP_GAMESETUP_PLAYER_NOT_READY:0 "£player_not_ready£ "
 MP_GAMESETUP_COOP_GROUP_CAPACITY:0 "§H$CURRENT_PLAYERS$/$MAX_CAPACITY$ Players§!"
 MP_GAMESETUP_EMPTY_SLOT:0 "Empty"
 MP_COUNTRY_SETTINGS:0 "Empire Setup"
 MP_COUNTRY_SETTINGS_COOP:0 "Coop Empire"
 MP_COUNTRY_SETTINGS_COOP_PASSWORD:0 "Password"
 MP_COUNTRY_SETTINGS_OTHER_PLAYER_JOINED:1 "Another player has started playing this empire."
 MP_ENTER_COOP_COUNTRY_PASSWORD:0 "Enter Password"
 MP_BAD_COOP_COUNTRY_PASSWORD:0 "Incorrect Password"
 MP_COOP_PASSWORD_NO_PLAYERS:1 "All players have left this empire."
 MP_COOP_PASSWORD_MAX_PLAYERS:1 "This empire has reached the maximum number of players."
 MP_COOP_PASSWORD_OWNER_LEFT:1 "This empire's owner has left the game."
 MP_COOP_PASSWORD_NOT_COOP:1 "This empire is no longer a coop empire."
 MP_COOP_PASSWORD_NO_PASSWORD:1 "This empire no longer requires a password."

 MP_GAMESETUP_OTHER_PLAYER_GROUP_OWNER_OBSERVER:0 "A coop group may not be an observer. They need to select an Empire."
 MP_GAMESETUP_PLAYER_UNREADY:0 "Not Ready"
 #####

 player_locations_normal:1 "Clusters"
 player_locations_normal_desc:1 "Will place all empires randomly within clusters."
 player_locations_random:0 "Random"
 player_locations_random_desc:1 "Will randomize the locations of all empires, ignoring clusters altogether."
 player_locations_clustered:0 "Distributed Players"
 player_locations_clustered_desc:0 "Will distribute players evenly among the clusters."
 player_locations_close:0 "Clustered Players"
 player_locations_close_desc:1 "Will place players near each other inside clusters."

 CAN_BUILD_STATION_UNDER_COLONIZATION:0 "This planet is still under colonization."
 CAN_BUILD_STATION_NOT_SURVEYED:1 "This $CLASS$ has not been surveyed."
 CAN_BUILD_STATION_NOT_SURVEYED_SYSTEM:0 "The $SYSTEM$ system is not fully surveyed."
 CAN_BUILD_STATION_SENSOR:1 "This $CLASS$ is within a system that has not been discovered."
 CAN_BUILD_STATION_BORDERS:1 "This $CLASS$ is within someone else's borders."
 CAN_BUILD_STATION_MINING_NO_RESOURCES:0 "There are no resources here that can be collected by a Mining Station."
 CAN_BUILD_STATION_RESEARCH_NO_RESOURCES:0 "There are no resources here that can be collected by a Research Station."
 CAN_BUILD_STATION_TERRAFORM_NO_LINKS:1 "This $CLASS$ cannot be terraformed."
 CAN_BUILD_STATION_STARBASE_NOT_STAR:0 "Starbases can only be built around stars."
 CAN_BUILD_STATION_STARBASE_NOT_PRIMARY_STAR:0 "Starbases can only be built around the primary star."
 CAN_BUILD_STATION_OBSERVATION_NOT_PRIMITIVES:3 "This $CLASS$ has no post-neolithic pre-FTLs to study."
 CAN_BUILD_STATION_OCCUPIED:1 "This $CLASS$ is currently under military occupation."
 CAN_BUILD_STATION_INVALID_MODULE:0 "An initial spaceport module is required."
 CAN_BUILD_STATION_NOT_INITIAL_MODULE:0 "Module is not of initial type."
 CAN_BUILD_STATION_CANNOT_AFFORD:1 "Cannot afford to build Spaceport."
 CAN_BUILD_STATION_NOT_IN_BORDERS:1 "This $CLASS$ is not within our borders."
 CAN_BUILD_STATION_ORBITAL_BOMBARDMENT:0 "Cannot build Spaceport during orbital bombardment."
 BUILD_SPACEPORT:1 "Build Spaceport"
 US:0 "us"
 CANNOT_FIND_PATH_TO_TARGET_LOCATION:0 "Cannot find path to target location"

 CAN_BUILD_MEGASTRUCTURE_NONE_AVAILABLE:0 "No Megastructures available to build."

 CURRENT_EFFECTS:0 "§ECurrent Effects:§!"
 EFFECTS:1 "§E$EFFECTS_CLEAN$§!"
 EFFECTS_CLEAN:0 "Effects:"

 CIVIC_EFFECTS: "$EFFECTS$"
 CIVIC_NEGATIVE_EFFECTS: "§P$NEGATIVE_EFFECTS_CLEAN$§!"
 NEGATIVE_EFFECTS_CLEAN: "Penalties:"

 REQUIREMENTS:0 "§ERequirements:§!"
 REFORM_REQUIREMENTS: "§EReform Requirements:§!"
 LOCK_CONDITIONS: "§ECan be reformed under these conditions:§!"

 RELATIVE_POWER:0 "Relative Power"
 RELATIVE_POWER_1:1 "§GPathetic§!"
 RELATIVE_POWER_1_DESC:0 "They are much weaker than us. We could crush them if we so desire."
 RELATIVE_POWER_2:0 "§GInferior§!"
 RELATIVE_POWER_2_DESC:0 "They are weaker than us and should be of little concern."
 RELATIVE_POWER_3:0 "§YEquivalent§!"
 RELATIVE_POWER_3_DESC:0 "Their power is roughly evenly matched to ours."
 RELATIVE_POWER_4:0 "§HSuperior§!"
 RELATIVE_POWER_4_DESC:0 "They are stronger than us. We may need allies to offset this advantage."
 RELATIVE_POWER_5:0 "§ROverwhelming§!"
 RELATIVE_POWER_5_DESC:0 "They are far stronger than we are. We should avoid conflict with them unless we have powerful allies on our side."
 RELATIVE_POWER_UNAVAILABLE_INTEL:0 "§YUnavailable§!"
 RELATIVE_POWER_UNAVAILABLE_INTEL_DESC:1 "Your Intel is too low to compare the relative power of your Empires."
 EMPIRE_SPRAWL_UNAVAILABLE_INTEL_DESC:0 "You do not have Intel on how expansive their Empire is."
 PLANETS_UNAVAILABLE_INTEL_DESC:0 "You do not have Intel on how many planets their Empire has."
 POPS_UNAVAILABLE_INTEL_DESC:0 "You do not have Intel on how many Pops live in their Empire."
 DIPLOMATIC_WEIGHT_UNAVAILABLE_INTEL_DESC:1 "You do not have Intel on their Diplomatic Weight."
 GALACTIC_VOTE_BREAKDOWN_UNAVAILABLE_INTEL_DESC:0 "Your Intel is too low to know the reasoning behind their vote."

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

 SYSTEM_OCCUPIED:1 "System is fully occupied by $COUNTRY|Y$"
 SYSTEM_PARTLY_OCCUPIED:0 "System is partly occupied by $COUNTRY|Y$"

 COUNTRY_NO_DIPLOMACY:0 "This civilization is incapable of participating in diplomacy."
 COUNTRY_NO_EMIGRATION:0 "Pops in this empire will not emigrate."
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_TO_DIPLOMACY:0 "§GClick to open Diplomacy§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_TO_ESPIONAGE:0 "§GClick to open Espionage§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_FLAG:0 "§GClick to open $GOVERNMENT_VIEW$§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_SYSTEM:0 "§GClick to cycle between colonies in $SYSTEM$§!"
 CLICK_TO_EDIT_SECTOR:0 "§GClick to edit $SECTOR$ Sector§!"
 EDIT_SECTOR_BUTTON:0 "§HEdit Sector§!\nClick to enter Sector Edit Mode. You can freely add or remove any border system within §Y$MAX_JUMPS$§! jumps of the Sector Capital."
 EDIT_SECTOR_BUTTON_DISABLED:0 "§HEdit Sector§!\n§RNot in a Sector.§!"
 COUNTRY_FLAG_TOOLTIP_RIGHT_CLICK:1 "§GRight-click to Go To $HOME|H$ (Home System)§!"
 EVENT_OPTION_EFFECT_DESC:0 "$NAME|H$:\n--------------\n$EFFECTS$"

 TOOLTIP_SHIP_COUNT:0 "$COUNT$ $SHIP|Y$"
 TOOLTIP_SHIP_SIZE_COUNT:0 "$SHIP$: £navy_size£ $SIZE|Y$"
 TOOLTIP_SHIP_COUNTER:0 "$FLEET_NAME|H$\n$SHIP_LIST$"
 TOOLTIP_AMBIENT_OBJECT_FOCUS:0 "§HFocus view on this object§!"
 TOOLTIP_MEGASTRUCTURE_FOCUS:0 "§HGo To Structure§!"

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

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

 SYSTEM_TEXT:0 "$SYSTEM|E$"

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

 EMPIRE_COLONIES:0 "Empire Colonies"
 NUM_EMPIRE_COLONIES:0 "Empire Colonies: §Y$VAL$§!"
 EMPIRE_COLONIES_UNKNOWN:0 "Empire has no colonies known to us."
 EMPIRE_POPULATION:0 "Empire Population"

 UPGRADING_SHIP_DESIGN_TO:2 "Upgrading to §H$CLASS$-class§! ($PERC|Y$)"
 UPGRADING_BUILDING_TO:0 "Upgrading to $BUILDING|Y$ ($PROGRESS|%Y$)"
 REPLACING_BUILDING_WITH:0 "Replacing with $BUILDING|Y$ ($PROGRESS|%Y$)"
 CONSTRUCTING_BUILDING:0 "Constructing $BUILDING|Y$ ($PROGRESS|%Y$)"

 POPUP_LOAD_GAME_CONFIRMATION_NAME:0 "Load Game"
 POPUP_LOAD_GAME_CONFIRMATION_DESC:1 "Load this game?"

 POPUP_START_GAME_CONFIRMATION_NAME:0 "Start Game"
 POPUP_START_GAME_CONFIRMATION_DESC:1 "Start the game?"

 POPS_ON_ROOT:0 "§H£pop£ Pops on [root.GetName]§!:"
 POPS_ON_FROM:0 "§H£pop£ Pops on [from.GetName]§!:"
 POPS_ON_PREV:0 "§H£pop£ Pops on [prev.GetName]§!:"

 empire_upper:0 "Empire" # for GetEmpireSociety scripted loc.
 empire_plural_upper:0 "Empires" # for GetEmpireSociety scripted loc.
 empire_lower:0 "empire" # for GetEmpireSociety scripted loc.
 empire_plural_lower:0 "empires" # for GetEmpireSociety scripted loc.
 society_upper:0 "Society" # for GetEmpireSociety scripted loc.
 society_plural_upper:0 "Societies" # for GetEmpireSociety scripted loc.
 society_lower:0 "society" # for GetEmpireSociety scripted loc.
 society_plural_lower:0 "societies" # for GetEmpireSociety scripted loc.

 ###################################
 # Trade View
 ####################################
 COUNTRY_GIVES:0 "$COUNTRY|Y$ Gives:"
 TRADE:0 "Trade"
 GIVES:0 "Gives"
 GIFT:0 "Gift"
 NO_TRADE_ATTITUDE:0 "$WHO|H$ won't trade $TREATY|Y$ due to $ATTITUDE|Y$ attitude."
 NO_TRADE_PERSONALITY:0 "$WHO|H$ won't trade $TREATY|Y$ due to $PERSONALITY|Y$ personality."
 NO_TRADE_FALLEN_EMPIRE:0 "Fallen Empires will never trade $TREATY|Y$."
 NO_TRADE_BORDERS:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$."
 NO_TRADE_DIPLOMATIC_INTEREST:0 "$WHO|H$ won't trade $TREATY|Y$ unless they are bordering $COUNTRY|H$ or have shared rivals."
 NO_TRADE_ALLIANCE:0 "$WHO|H$ will only trade $TREATY|Y$ with allies."
 NO_TRADE_FEDERATION:0 "$WHO|H$ will only trade $TREATY|Y$ with federation allies."
 NO_TRADE_NEVER:0 "$WHO|H$ will never trade $TREATY|Y$."
 TRADE_OFFER:0 "Trade Offer"
 TRADE_RESOURCES:0 "Resources"
 TRADE_RESOURCES_NONE:0 "No resources available."
 TRADE_RESOURCES_USAGE_DESC:0 "$NUM|+$ resources available out of $MAX|H$ (excluding resources from trade)"
 TRADE_DEAL_DESC:1 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\nIn exchange for $SECOND|H$ giving:\n$SECOND_OFFER$"
 TRADE_DEAL_TREATY_DESC:0 "$FIRST|H$ will trade:\n$FIRST_OFFER$\n\n$SECOND|H$ will trade:\n$SECOND_OFFER$\n\n$LENGTH$"
 TRADE_DEAL_TREATY_TIME_ENDDATE:0 "Deal ends $DATE|Y$"
 TRADE_DEAL_TREATY_TIME_YEARS:0 "Deal lasts $YEARS|Y$ Years"
 TRADE_OFFER_NOTHING:0 "Nothing."
 TRADE_OFFER_RESOURCE:0 "$RESOURCE$: $AMOUNT|Y0$"
 TRADE_OFFER_MONTHLY_RESOURCE:0 "Monthly $RESOURCE$: $AMOUNT|Y0$"
 TRADE_OFFER_TRANSFER_SYSTEM:0 "Transfer Systems: $SYSTEMS$."
 TRADE_OFFER_ITEM_SYSTEM:0 "The $SYSTEM$ System."
 TRADE_OFFER_ITEM_LEADER:0 "The Leader $LEADER$"
 TRADE_OFFER_ITEM_FLEET:0 "The Fleet $FLEET$"
 TRADE_OFFER_ITEM_ACTION:0 "Action: $ACTION$"
 TRADE_TRANSFER_SYSTEM:0 "Transfer Systems"
 TRADE_OFFER_RESOURCES:0 "Resources: $RESOURCES$."
 TRADE_NO_OTHER_PROPOSALS:0 "£trigger_no£ $RECEPIENT|H$ is currently considering another trade action from us"
 CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Treaty"
 CANCEL_TRADE_DEAL_DESC:0 "Do you want to cancel the treaty?"
 STRATEGIC_RESOURCES:0 "§EStrategic Resource§!"
 FLEET_POWER:0 "Fleet Power"
 FLEET_POWER_VALUE:0 "Fleet Power: §Y$VAL$§!"
 FLEET_POWER_VALUE_UNKNOWN:0 "Fleet Power: §YUnknown§!"
 TECH_LEVEL:0 "Technology Level"
 TECH_LEVEL_VAL:0 "Technology Level: §Y$VAL$§!"
 NAVAL_CAPACITY_VAL:0 "Naval Capacity: §Y$VAL$§!"
 COUNTRY_TECH_POWER:0 "£science£: §Y$VAL$§!"
 COUNTRY_ECON_POWER:0 "£economy£: §Y$VAL$§!"
 SORT_BY_FLEET_POWER:0 "Sort by Fleet Power"
 SCORE_TITLE:0 "Score"
 SORT_BY_SCORE:0 "Sort by Score"
 ECONOMY:0 "Economy"
 SORT_BY_ECONOMY:0 "Sort by Economy"
 ECONOMIC_POWER_VAL:0 "Economy: §Y$VALUE$§!"
 ECONOMIC_POWER_VAL_UNKNOWN:0 "Economy: §YUnknown§!"
 TECHNOLOGY_POWER_VAL:0 "Technology: §Y$VALUE$§!"
 TECHNOLOGY_POWER_VAL_UNKNOWN:0 "Technology: §YUnknown§!"
 STANCE_WEIGHT_VAL:0 "Stance: §Y$VALUE$§!"
 POPS_WEIGHT_VALUE:0 "Pops: §Y$VALUE$§!"
 POPS_WEIGHT_VALUE_UNKNOWN:0 "Pops: §YUnknown§!"
 ENVOYS_WEIGHT_VAL:0 "Envoys: §Y$VALUE$§!"
 COUNCIL_WEIGHT_VAL:0 "Council Position: §Y$VALUE$§!"
 FEDERATION_WEIGHT_VAL:0 "Federation: §Y$VALUE$§!"
 RELATIVE_FLEET_POWER:0 "Their §Y$FLEET_POWER$§! is $REL$ compared to ours."
 RELATIVE_ECONOMY:0 "Their §YEconomic Power§! is $REL$ compared to ours."
 RELATIVE_TECHNOLOGY:0 "Their §Y$TECH_LEVEL$§! is $REL$ compared to ours."
 UNKNOWN_RELATIVE_FLEET_INTEL:0 "Unknown"
 UNKNOWN_RELATIVE_ECONOMIC_INTEL:0 "Unknown"
 UNKNOWN_RELATIVE_TECH_INTEL:0 "Unknown"
 UNKNOWN_RELATIVE_FLEET_INTEL_DESC:1 "Increase Intel level to find out their relative Fleet Power"
 UNKNOWN_RELATIVE_ECONOMIC_INTEL_DESC:1 "Increase Intel level to find out their relative Economy"
 UNKNOWN_RELATIVE_TECH_INTEL_DESC:1 "Increase Intel level to find out their relative Technology Level"
 TRADE_VIEW_HEADER:0 "Trade Negotiations"
 TRADE_VIEW_OFFER_TAB:0 "Offer"
 TRADE_VIEW_DEMANDS_TAB:0 "Demands"
 TRADE_VIEW_CONFIRM_BUTTON:0 "Confirm"
 TRADE_VIEW_CANCEL_BUTTON:0 "Cancel"
 TRADE_VIEW_AI_ACCEPTANCE:0 "$VALUE|+$"
 TRADE_CATEGORY_CREDITS:0 "Energy Credits"
 TRADE_CATEGORY_RESOURCES:0 "Resources"
 TRADE_CATEGORY_TRANSFER_CONTROL:0 "Transfer System"
 TRADE_CATEGORY_TRANSFER_LEADER:0 "Transfer Leader"
 TRADE_CATEGORY_TRANSFER_FLEET:0 "Borrow Fleet"
 TRADE_CATEGORY_TRADABLE_ACTION:0 "Trade Action"
 TRADE_CATEGORY_LOYALTY:0 "Loyalty"
 TRADE_CATEGORY_OPEN_BORDERS:0 "Border Access"
 TRADE_CATEGORY_JOIN_ALLIANCE_FEDERATION:0 "Join Alliance/Federation"
 TRADE_ITEM_GIFT_RESOURCE:0 "Instant Transfer £$RESOURCE$£ "
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE:0 "Monthly Transfer £$RESOURCE$£ "
 tc_transfer_control:0 "Transfer System"
 tc_transfer_control_desc:0 "Transfer ownership of all planets and stations within a system."
 tc_transfer_leader:0 "Transfer Leader"
 tc_transfer_leader_desc:1 "Transfer a §YSpecialist§! Leader."
 tc_transfer_fleet:0 "Borrow Fleet"
 tc_transfer_fleet_desc:0 "Borrow fleet for a certain amount of years."
 tc_action:0 "Trade Action"
 tc_action_desc:0 "Provide a beneficial Action for the other party."
 tc_loyalty:0 "Loyalty"
 tc_loyalty_desc:0 "Increase or decrease Loyalty of Subject."
 tc_open_borders:1 "$TRADE_CATEGORY_OPEN_BORDERS$"
 tc_open_borders_desc:0 "Grant different types of border access."
 tc_specimens: "$specimens$"
 tc_specimens_desc: "Transfer displayable Specimens to the other party."
 TRADE_ITEM_GIFT_RESOURCE_DESC:0 "Sends a sum of $RESOURCE$ immediately when the deal is accepted."
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE_DESC:0 "Transfers a set amount of $RESOURCE$ to the other party every month for the duration of the deal. $RESOURCE$ to be sent next month are reserved immediately."
 TRADE_ITEM_HOLD_KEYS:1 "§GHold £ctrl£ to change 10 per click.\nHold £shift£ to change 100 per click.\nHold £ctrl£ -£shift£ to change 1000 per click§!"
 TRADE_ITEM_OPEN_BORDERS_DESC:0 "Allow the other party's ships to move within our borders."
 border_access_military:0 "Military Access"
 border_access_military_desc:0 "Allow the other party's military fleets to move within our borders."
 border_access_civilian:0 "Civilian Access"
 border_access_civilian_desc:0 "Allow the other party's civilian ships to move within our borders."
 border_access_construction:0 "Station Rights"
 border_access_construction_desc:0 "Allow the other party to construct Military and Wormhole Stations within our borders."
 border_access_wormhole_station_access:0 "$TRADE_ITEM_WORMHOLE_STATION_ACCESS$"
 border_access_wormhole_station_access_desc:0 "$TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC$"
 tc_sensor:0 "Information"
 tc_sensor_desc:0 "Transfer different types of information to the other party."
 tc_accumulative_resource_desc:0 "Transfer $RESOURCE$ to the other party."
 tc_resources:0 "Strategic Resources"
 tc_resources_desc:0 "Transfer control of strategic resource stockpiles to the other party for the duration of the deal."
 MOVE_POPS_NO_CHANGE:0 "No Change"
 MOVE_POPS_DECOLONIZE:0 "Would decolonize $PLANET$"
 CANNOT_SENSOR_LINK_ALLIED:0 "§R$FIRST|Y$ already has full sensor view of $SECOND|Y$.§!"
 TRADE_ITEM_SENSOR_CHART_DATA:1 "Communications"
 TRADE_ITEM_SENSOR_CHART_DATA_DESC:1 "Transfer the communication channels of known empires."
 TRADE_ITEM_SENSOR_ACTIVE_LINK:0 "Active Sensor Link"
 TRADE_ITEM_SENSOR_ACTIVE_LINK_DESC:0 "Transfer full map vision to the other party for the duration of the trade deal."
 TRADE_ITEM_NON_AGGRESSION_PACT:0 "Non-Aggression Pledge"
 TRADE_ITEM_NON_AGGRESSION_PACT_DESC:0 "War can not be declared against the other party for the duration of the trade deal."
 TRADE_ITEM_GUARANTEE:0 "Guarantee Independence"
 TRADE_ITEM_GUARANTEE_DESC:0 "Guarantee the independence of the other party for the duration of the trade deal. The guarantor will join the war if the other party is attacked. Any alliances will not be brought in to the war."
 TRADE_ITEM_SUPPORT_INDEPENDENCE:0 "Support Independence"
 TRADE_ITEM_SUPPORT_INDEPENDENCE_DESC:0 "Support the independence of the other party for the duration of the trade deal. The guarantor will automatically join any war of independence if the other party declares against their overlord."
 TRADE_ITEM_MIGRATION_ACCESS:0 "Migration Access"
 TRADE_ITEM_MIGRATION_ACCESS_DESC:0 "Allow the other party's Pops to migrate to owned planets for the duration of the trade deal."
 TRADE_ITEM_RESEARCH_AGREEMENT:0 "Research Agreement"
 TRADE_ITEM_RESEARCH_AGREEMENT_DESC:2 "Gives the other party $BONUS|%+=$ research speed for technologies that the $OTHER|H$ have already researched, for the duration of the trade deal.\n\nApplicable unresearched technologies:\n£physics£ $PHYSICS|Y$     £society£ $SOCIETY|Y$     £engineering£ $ENGINEERING|Y$"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS:0 "Wormhole Station Access"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC:0 "Allows the other party to build wormhole stations within your borders."
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_CLOSED_BORDERS:0 "Cannot trade due to closed borders"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_WE_SUBJECT:0 "Cannot trade as $COUNTRY$ is a $SUBJECT$ and cannot trade their access."
 TRADE_ITEM_LOYALTY:0 "Loyalty Change: $AMOUNT|Y$"
 TRADE_ITEM_LOYALTY_DESC:0 "Increases or decreases the Loyalty of the Subject by the specified amount."
 SUPPORT_INDEPENDENCE_ALREADY_SUPPORTING:0 "Already supporting"

 TRADE_NOT_OWNER_OF_SYSTEM:0 "$COUNTRY$ cannot trade away the $SYSTEM$ system"
 TRADE_NOT_OWNER_OF_LEADER:0 "$COUNTRY$ cannot trade away the leader $LEADER$"
 TRADE_NOT_OWNER_OF_FLEET:0 "$COUNTRY$ cannot trade away the fleet $FLEET$"
 TRADE_ACTION_NOT_POSSIBLE:0 "$COUNTRY$ cannot perform the action $ACTION$"
 TRADE_SPECIMEN_NOT_POSSIBLE: "$COUNTRY$ sold a specimen proposed in the trade"
 TRADE_LACKING_RESOURCES:0 "$COUNTRY|H$ cannot trade away resources"
 TRADE_LACKING_STRATEGIC_RESOURCES:0 "$COUNTRY|H$ cannot trade away strategic resources"
 TRADE_SAME_RESOURCES:0 "Cannot propose a trade deal where both sides are trading away $RESOURCE|Y$."
 TRADE_TOO_MANY_LEADERS: "Cannot propose a trade containing more than $MAX$ leaders"

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

 PURGE_NOT_ALLOWED_POLICY:0 "§RPurging is not allowed by $COUNTRY|H$.§!"
 SLAVERY_NOT_ALLOWED_POLICY:0 "§RSlavery is not allowed by $COUNTRY|H$.§!"

 TOGGLE_TRADE_VIEW_FOCUS_AREA_GAMEPAD_INDICATOR:0 "£gamepad_y£ Toggle focus"

 TRADE_OFFER_QUANTITY:0 "Quantity"

 TRADE_TOO_MANY_FAVORS:0 "An Empire cannot buy more favors than they can hold."
 TRADE_TOO_MUCH_LOYALTY:0 "A Subject Empire cannot go above the maximum Loyalty value."
 TRADE_TOO_LOW_LOYALTY:0 "A Subject Empire cannot go below the minimum Loyalty value."

 ###################################
 # Outliner
 ####################################
 OUTLINER:0 "Outliner"
 OBSERVER_OUTLINER:0 "Observer Outliner"
 OUTLINER_PLANETS:0 "Planets"
 OUTLINER_SPECIAL_PLANETS:1 "Branch Offices"
 OUTLINER_SPACEPORT_CONSTRUCTION:0 "Spaceport Constructions"
 OUTLINER_NEW_SPACEPORT_CONSTRUCTION:0 "Spaceport under construction"
 OUTLINER_COMPLETION:0 "Will be finished in $MONTHS|Y$ months"
 OUTLINER_COMPLETION_SINGLE:0 "Will be finished in $MONTHS|Y$ month"
 OUTLINER_PLANET_CONSTRUCTION:0 "Planet Constructions"
 OUTLINER_POP_CONSTRUCTION:0 "Pop Constructions"
 OUTLINER_POP_CONSTRUCTION_DESC_CURRENT:0 "Building $NAME|H$ ($PROGRESS|%0Y$)"
 OUTLINER_POP_CONSTRUCTION_DESC_ADDITIONAL:0 "$COUNT|Y$ additional Pop(s) queued"
 OUTLINER_ARMY_CONSTRUCTION:0 "Army Constructions"
 OUTLINER_OBSERVATION_POSTS:0 "Observation"
 OUTLINER_FLEETS:0 "Military Fleets"
 OUTLINER_LOANED_OUT_FLEETS:0 "Leased Fleets"
 OUTLINER_CIVILIAN_FLEETS:0 "Civilian Ships"
 OUTLINER_CIVILIAN_FLEET_TYPE:0 "$TYPE$"
 OUTLINER_SITUATIONS:0 "Situations"
 OUTLINER_ARMY:0 "Armies"
 OUTLINER_ARMY_DESC:0 "$NUM|Y$ armies at this location."
 OUTLINER_MEMBER_SELECT_DESC:0 "§GClick to Select\nDouble-Click or Right-Click to Go To§!"
 OUTLINER_FLEET_STATUS:0 "Status"
 OUTLINER_OPTIONS:0 "Outliner Options"
 OUTLINER_OPTIONS_TOOLTIP:0 "§HOutliner Options§!\n§GClick to Configure Options§!"
 OUTLINER_UNOBSERVE_TOOLTIP:0 "§HUnobserve§!\n§GClick to Stop Observing Empire§!"
 OUTLINER_DISABLED_ALERTS:0 "Disabled Alerts"
 OUTLINER_DISABLED_ALERT_DESC:0 "§GRight-click to Enable Alert§!"
 OUTLINER_DISABLE_TOOLTIP:0 "§HShow/Hide§!\nToggle if this group will be shown if it contains any entries."
 OUTLINER_OPTIONS_SORT_UP_TOOLTIP:0 "§HUp§!\nMove up in sort order"
 OUTLINER_OPTIONS_SORT_DOWN_TOOLTIP:0 "§HDown§!\nMove down in sort order"
 OUTLINER_CURRENT_MISSION:0 "Mission: $MISSION|H$"
 OUTLINER_PLANET_INVASION:1 "$INVADER$ has armies in orbit of planet"
 OUTLINER_PLANET_BLOCKADED:0 "Planet is blockaded by $BLOCKADER$"
 OUTLINER_PLANET_OCCUPIED:0 "Planet is occupied by $OCCUPIER$"
 OUTLINER_PLANET_REVOLTING:0 "Planet is revolting"
 OUTLINER_PLANET_DESIGNATION:0 "The colony designation of this planet is $DESIGNATION|H$"
 OUTLINER_PLANET_CLASS:0 "The planet class of this planet is $CLASS|H$"
 OUTLINER_HABITAT_LEVEL:1 "Habitat Level: $LEVEL|Y$"
 OUTLINER_INVASION_READY:0 "This army can invade $PLANET$. If they are victorious, you will occupy the planet!"
 OUTLINER_FLEET_USE_ARMIES_HINT:0 "§ELand armies to conquer this planet§!"
 OUTLINER_POP_FACTIONS:0 "Factions"
 OUTLINER_ICON_FEDERATION:0 "Federation Fleet"
 OUTLINER_ICON_FEDERATION_DESC:0 "This Fleet belongs to our Federation. It is controlled by us while the federation president is one of our leaders."
 OUTLINER_SECTORS:0 "Sectors"
 OUTLINER_INTEGRATION:0 "Integration"
 OUTLINER_TERRAFORMING:0 "Terraforming"
 OUTLINER_STARBASES:0 "Starbases"
 OUTLINER_SHIPYARDS:0 "Shipyards"
 OUTLINER_STARBASE_SHIPYARD_CONSTRUCTION:0 "Shipyard Constructions"
 OUTLINER_STARBASE_MAIN_CONSTRUCTION:0 "Main Constructions"
 OUTLINER_REARRANGE_TOOLTIP:0 "§HReorder Planets§!\n§GClick to Change the order of your planets.§!"
 OUTLINER_REARRANGE_TITLE:0 "Reorder Planets"
 OUTLINER_REARRANGE_MOVE_TO_UNDER:0 "§HFollow§!\nMove to follow §Ylast moved§! element"
 OUTLINER_REARRANGE_DISTANCE:0 "Distance"
 OUTLINER_REARRANGE_NAME:0 "Name"
 OUTLINER_REARRANGE_POPS:0 "Pops"
 OUTLINER_REARRANGE_PLANET_CLASS:0 "Planet Class"
 OUTLINER_REARRANGE_DESIGNATION:0 "Designation"

 OUTLINER_PLAYER_COUNTRIES:0 "Player Countries"
 OUTLINER_AI_COUNTRIES:0 "AI Countries"
 OUTLINER_FALLEN_EMPIRES:0 "Fallen Empires"
 OUTLINER_MINOR_COUNTRIES:0 "Minors"
 OUTLINER_MEGASTRUCTURES:0 "Megastructures"
 NUM_STARBASES:0 "Starbases: §Y$VAL$§!"
 NUM_POPS:0 "Pops: §Y$VAL$§!"

 ###################################
 # Leaders
 ####################################
 NO_LEADER:0 "No Leader"
 admiral:0 "Admiral"
 nomad_admiral:0 "$admiral$"
 general:0 "General"
 commander: "Commander"
 scientist:0 "Scientist"
 governor:0 "Governor"
 official: "Official"
 ruler:0 "Ruler"

 admiral_with_icon:0 "£admiral£ $admiral$"
 general_with_icon:0 "£general£ $general$"
 commander_with_icon: "£commander£ $commander$"
 scientist_with_icon:0 "£scientist£ $scientist$"
 governor_with_icon:0 "£official£ $governor$"
 official_with_icon: "£official£ $official$"
 ruler_with_icon:0 "£ruler£ $ruler$"
 envoy_with_icon:0 "$envoy$"

 COMMANDERS: "$commander_plural$"
 ADMIRALS:1 "$admiral_plural$"
 GENERALS:1 "$general_plural$"
 SCIENTISTS:0 "$scientist_plural$"
 GOVERNORS:1 "$governor_plural$"
 OFFICIALS: "$official_plural$"

 commander_plural_with_icon: "£commander£ $commander_plural$"
 admiral_plural_with_icon:0 "£admiral£ $admiral_plural$"
 general_plural_with_icon:0 "£general£ $general_plural$"
 scientist_plural_with_icon:0 "£scientist£ $scientist_plural$"
 governor_plural_with_icon:0 "£official£ $governor_plural$"
 official_plural_with_icon:0 "£official£ $official_plural$"
 ruler_plural_with_icon:0 "£ruler£ $ruler_plural$"

 commander_plural: "Commanders"
 admiral_plural:0 "Admirals"
 general_plural:0 "Generals"
 scientist_plural:0 "Scientists"
 governor_plural:0 "Governors"
 official_plural: "Officials"
 ruler_plural:0 "Elites"

 commander_description: "§LThe stoic presence of a decisive Commander steels the nerves of our troops and bolsters our fleets.§!"
 admiral_description:1 "§LThe stoic presence of a decisive Admiral steels the nerves of the crew as they engage the enemy.§!"
 general_description:0 "§LThe frenzy and chaos of ground combat requires the calculating command of a competent General.§!"
 scientist_description:0 "§LThe mysteries and paradoxes of the universe beckons the inquiring mind of a brilliant Scientist.§!"
 governor_description:1 "§LThe charismatic speeches of a persuasive Governor promote colonial pride and prosperity.§!"
 official_description: "§LThe charismatic speeches of a persuasive $official$ will strengthen our diplomatic links.§!"
 ruler_description:1 "§LWith an iron fist or a galvanizing touch, Rulers lead their empire to the stars.§!"

 default_commander: "Commander"
 default_admiral:0 "Admiral"
 default_general:0 "General"
 default_scientist:0 "Scientist"
 default_governor:0 "Governor"
 default_official: "Official"
 default_ruler:0 "Ruler"

 faction_commander: "Commander"
 faction_admiral:0 "Admiral"
 faction_general:0 "General"
 faction_scientist:0 "Scientist"
 faction_governor:0 "Governor"
 faction_official: "Official"
 faction_ruler:0 "Ruler"

 adversary_commander: "Commander"
 adversary_admiral:0 "Admiral"
 adversary_general:0 "General"
 adversary_scientist:0 "Scientist"
 adversary_governor:0 "Governor"
 adversary_official: "Official"
 adversary_ruler:0 "Ruler"

 fallen_empire_commander: "Commander"
 fallen_empire_admiral:0 "Admiral"
 fallen_empire_general:0 "General"
 fallen_empire_scientist:0 "Scientist"
 fallen_empire_governor:0 "Governor"
 fallen_empire_official: "Official"
 fallen_empire_ruler:0 "Ruler"

 awakened_fallen_empire_commander: "Commander"
 awakened_fallen_empire_admiral:0 "Admiral"
 awakened_fallen_empire_general:0 "General"
 awakened_fallen_empire_scientist:0 "Scientist"
 awakened_fallen_empire_governor:0 "Governor"
 awakened_fallen_empire_official: "Official"
 awakened_fallen_empire_ruler:0 "Ruler"

 awakened_marauders_commander: "Commander"
 awakened_marauders_admiral:0 "Admiral"
 awakened_marauders_general:0 "General"
 awakened_marauders_scientist:0 "Scientist"
 awakened_marauders_governor:0 "Governor"
 awakened_marauders_official: "Official"
 awakened_marauders_ruler:0 "Ruler"

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

 LEADER_IDLING_IN:1 "§GAvailable§!"
 LEADER_IDLING_HIRE:0 "§GFor Hire§!"
 LEADER_MOVING_TO:0 "Moving to $LOCATION|H$, arriving in $DAYS|Y$ days"
 LEADER_LEADING:2 "Commanding $LOCATION|H$"
 LEADER_TECHING:2 "Leading $AREA|H$ Research"
 LEADER_GOVERNING:2 "Governing $LOCATION|H$"
 LEADER_GOVERNING_CORE_SECTOR:2 "Governing the §HCore Sector§!"
 LEADER_GOVERNING_PLANET:0 "Governing $LOCATION|H$"
 LEADER_RULING:0 "Ruling From $LOCATION|H$"
 LEADER_RESEARCHING:2 "Investigating $LOCATION|H$"
 LEADER_SURVEYING:2 "Surveying $LOCATION|H$"
 LEADER_GALACTIC_COMMUNITY:1 "Representing our interests in the $GALACTIC_COMMUNITY|H$"
 LEADER_FEDERATION:0 "Representing our interests within the $FEDERATION|H$."
 LEADER_INVESTIGATING:1 "Investigating $LOCATION|H$"
 LEADER_ON_COUNCIL:0 "Assigned to council as $COUNCIL_POSITION|H$."
 LEADER_SLOT_TITLE:1 "Empty Leader Slot"
 LEADER_SLOT_DESC:1 "Click to assign a leader."
 LEADER_HIRE_TOOLTIP:0 "§Y$LEADER_NAME$§! joins our Empire as a Leader."

 GOVERNOR:0 "§YGovernor: $NAME|H$§!"

 ####################################
 # Armies
 ####################################
 occupation_army:0 "Garrison"
 occupation_army_plural:0 "Garrisons"
 occupation_army_desc:0 "Garrisons are defensive forces assigned to hold occupied enemy planets."
 robotic_occupation_army:0 "Robotic Garrison"
 robotic_occupation_army_plural:0 "Robotic Garrisons"
 robotic_occupation_army_desc:0 "$occupation_army_desc$"
 android_occupation_army:0 "Android Garrison"
 android_occupation_army_plural:0 "Android Garrisons"
 android_occupation_army_desc:0 ""$occupation_army_desc$"
 machine_occupation_army:0 "Drone Garrison"
 machine_occupation_army_plural:0 "Drone Garrisons"
 machine_occupation_army_desc:0 "$occupation_army_desc$"
 individual_machine_occupation_army: "$occupation_army$"
 individual_machine_occupation_army_plural: "$occupation_army_plural$"
 individual_machine_occupation_army_desc: "$occupation_army_desc$"
 assault_army:0 "Assault Army"
 assault_army_plural:0 "Assault Armies"
 assault_army_desc:0 "Assault armies come with their own transports and can invade other planets."
 defense_army:0 "Defense Army"
 defense_army_plural:0 "Defense Armies"
 defense_army_desc:0 "Defense armies are powerful, but cannot be transported from the planet."
 FALLBACK_ARMY_NAME:0 "$PLANET$ Army $NUM$" # Only for backward compatibility
 FALLBACK_ARMY_NAME_EXT:0 "$PLANET$ $ARMY$"
 FALLBACK_ARMY_NAME_INT:0 "Army $C$" # Can choose any number format here
 garrison_ARMY_NAME:0 "$POP$ Army"
 garrison_army:2 "Militia"
 garrison_army_plural:2 "Militia"
 garrison_army_desc:2 "Each planet has a defending Militia, whose size depends on the number of Pops. Militia cannot be transported."
 slave_army:0 "Slave Army"
 slave_army_plural:0 "Slave Armies"
 slave_army_desc:0 "Slave soldiers who serve their masters on the battlefield. Most are conscripted by force, but many slaves volunteer in a desperate attempt to increase their food rations or escape from grueling labor."
 requires_slave_processing_facility:0 "$TRIGGER_FAIL$Requires a $building_slave_processing$ or $sm_ring_slave_processing_facility$."
 clone_army:0 "Clone Army"
 clone_army_plural:0 "Clone Armies"
 clone_army_desc:1 "Specialized clones that reach adulthood in a matter of months. With a natural lifespan of less than a decade, their lack of personal initiative is deemed an acceptable trade-off for their total obedience to officers."
 robotic_army:1 "Robotic Assault Army"
 robotic_army_plural:0 "Robotic Armies"
 robotic_army_desc:0 "Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units."
 robotic_defense_army:0 "Robotic Defense Army"
 robotic_defense_army_plural:0 "Robotic Defense Armies"
 robotic_defense_army_desc:0 "$robotic_army_desc$"
 android_army:1 "Android Assault Army"
 android_army_plural:0 "Android Armies"
 android_army_desc:1 "Semi-autonomous cogs in a well-oiled war machine, android combatants are more resilient, aggressive, and responsive to changing battlefield conditions than their robotic predecessors."
 android_defense_army:0 "Android Defense Army"
 android_defense_army_plural:1 "Android Defense Armies"
 android_defense_army_desc:0 "$android_army_desc$"
 psionic_army:0 "Psionic Army"
 psionic_army_plural:0 "Psionic Armies"
 psionic_army_desc:0 "Soldiers gifted with psionic abilities. Their focus on destructive psionic powers has led to drastically different tactics and strategies on the battlefield - their first objective is always to remove the enemy's willingness to fight."
 xenomorph_army:0 "Xenomorph Army"
 xenomorph_army_plural:0 "Xenomorph Armies"
 xenomorph_army_desc:0 "Ravenous hordes of bio-engineered horrors made up of little more than teeth, claws and an instinctive urge to kill. A cadre of scientists monitor and supervise the raging swarms as best they can from hardened bunkers behind the front."
 gene_warrior_army:0 "Gene Warrior Army"
 gene_warrior_army_plural:1 "Gene Warrior Armies"
 gene_warrior_army_desc:0 "Genetically enhanced super soldiers. Recruits are typically chosen from the elite of the conventional military forces. These then undergo extensive gene therapy, and are made larger, stronger and faster than their former peers."
 swarm_army:0 "Prethoryn Army"
 swarm_army_plural:0 "Prethoryn Armies"
 swarm_army_desc:1 "They hunger."
 ARMY_RANK:0 "Rank: $RANK|Y$"
 ARMY_EXPERIENCE_FOR_NEXT_RANK:0 "Experience for next rank: $EXP|0Y$/$NEXT|0Y$"
 ARMY_AT_MAX_RANK:0 "Army is at maximum Rank"
 ARMY_RANK_DESC:0 "§EArmy Rank is determined by the level of combat experience the army has. Higher Rank armies are more effective in combat.§!"
 SHIP_RANK:0 "Rank: $RANK|Y$"
 SHIP_EXPERIENCE_FOR_NEXT_RANK:0 "Experience for next rank: $EXP|0Y$/$NEXT|0Y$"
 SHIP_AT_MAX_RANK:0 "Ship is at maximum Rank"
 SHIP_RANK_DESC:0 "§EShip Rank is determined by the level of combat experience the crew has. Higher Rank ships are more effective in combat.§!"
 army_rank_regular:0 "Regular"
 army_rank_experienced:0 "Experienced"
 army_rank_veteran:0 "Veteran"
 army_rank_elite:0 "Elite"
 ship_rank_regular:0 "$army_rank_regular$"
 ship_rank_experienced:0 "$army_rank_experienced$"
 ship_rank_veteran:0 "$army_rank_veteran$"
 ship_rank_elite:0 "$army_rank_elite$"
 rebel_army:0 "Rebel Army"
 rebel_army_desc:0 "Rebels created from Pops which have had enough of unfair treatment."
 rebel_slave_defense_army:0 "Rebel Slave Company"
 rebel_slave_defense_army_desc:0 "Armies comprised of malcontent slaves who have risen up in violent revolt to seize the planet."
 primitive_army:0 "Primitive Army"
 primitive_army_plural:0 "Primitive Armies"
 primitive_army_desc:1 "A Primitive Army is little more than disorganized rabble equipped with whatever barbaric arms their world has managed to produce."
 primitive_additional_army:0 "$primitive_army$"
 primitive_additional_army_desc:0 "$primitive_army_desc$"
 industrial_army:0 "Industrial Army"
 industrial_army_plural:0 "Industrial Armies"
 industrial_army_desc:1 "An Industrial Army lacks the dynamic response capabilities of a modern force, but is nominally organized "
 postatomic_army:0 "Post-Atomic Army"
 postatomic_army_plural:0 "Post-Atomic Armies"
 postatomic_army_desc:1 "A Post-Atomic Army is well-equipped by primitive standards, and their training and discipline may sometimes rival even the hardiest of civilized martial forces."
 subterranean_industrial_army:0 "$industrial_army$"
 subterranean_industrial_army_plural:0 "$industrial_army_plural$"
 subterranean_industrial_army_desc:0 "$industrial_army_desc$"
 subterranean_postatomic_army:0 "$postatomic_army$"
 subterranean_postatomic_army_plural:0 "$postatomic_army_plural$"
 subterranean_postatomic_army_desc:0 "$postatomic_army_desc$"
 elite_guard_army:0 "Elite Guard Army"
 elite_guard_army_plural:0 "Elite Guard Armies"
 elite_guard_army_desc:0 "The ruler's personal elite guard force."
 elite_guard_army_proper:0 "Elite Guard Army"
 elite_guard_army_plural_proper:0 "Elite Guard Armies"
 elite_guard_army_desc_proper:0 "The ruler's personal elite guard force."
 elite_guard_army_trigger_tooltip:0 "A ruler may only recruit one personal guard force."
 mutant_army:0 "Mutant Horde"
 mutant_army_desc:1 "Mutants are exceptionally relentless in their assault."
 ice_army:0 "Living Snow Warrior"
 ice_army_desc:0 "Living Snow formed into a formidable force capable of freezing the bones, shells and circuit boards of their foes."
 titanic_assault_army:0 "Titanic Beast"
 titanic_assault_army_desc:0 "This Titanic Beast is a vastly powerful fighter."
 titanic_guardian_army:0 "Titanic Guardian"
 titanic_guardian_army_desc:0 "While less aggressive than the Titanic Beast, the Titanic Guardian is still a powerful defensive fighter."
 NAME_Rampaging_Forest:0 "Rampaging Forest"
 tree_army:0 "$NAME_Rampaging_Forest$"
 tree_army_desc:0 "Vengeful migrating forests possessing rudimentary intelligence."
 robot_uprising_army:0 "Robot Uprising Army"
 robot_uprising_army_plural:0 "Robot Uprising Armies"
 robot_uprising_army_desc:0 "Cold and heartless killing-machines in rebellion against their makers. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units."

 ####################################
 # Main GUI
 ####################################
 MAIN_SAVE:0 "Save Game"
 MAIN_RESIGN:1 "Exit to Menu"
 MAIN_RESUME:0 "Resume"
 MAIN_VIEW_PP:0 "View Privacy Policy"
 MAIN_QUIT:1 "Exit to Desktop"
 MAIN_LOAD:0 "Load Game"
 ABANDON_GAME:0 "Quit"
 CONTINUE:0 "Continue"
 topbar_button_dropdown_instant:0 "§HMore§!"
 topbar_button_dropdown_delayed:1 "§EClick to see more Menus§!"
 topbar_button_species_name:0 "Species"
 topbar_button_species_instant:0 "§H$topbar_button_species_name$§!"
 topbar_button_species_delayed:2 "§tList known ['concept_species'] in the galaxy.§!"
 topbar_button_leaders_name:0 "Leaders"
 topbar_button_leaders_instant:0 "§H$topbar_button_leaders_name$§!"
 topbar_button_leaders_delayed:2 "§tManage ['concept_leaders']: hire, assign, or dismiss them.§!"
 topbar_button_factions_name:0 "Factions"
 topbar_button_factions_instant:0 "§H$topbar_button_factions_name$§!"
 topbar_button_factions_delayed:1 "§EOpens the Factions view, where you can see the current Factions that exist within your Empire, and their demands.§!"
 topbar_button_policies_name:1 "Policies"
 topbar_button_policies_instant:0 "§H$topbar_button_policies_name$§!"
 topbar_button_policies_delayed:2 "§EOpens the Policies view where you can inspect and set Empire Policies.§!"
 topbar_button_edicts_name:1 "Edicts"
 topbar_button_edicts_instant:0 "§H$topbar_button_edicts_name$§!"
 topbar_button_edicts_delayed:1 "§EOpens the Edicts view where you can inspect and activate Empire Edicts.§!"
 topbar_button_government_name:1 "Empire"
 topbar_button_government_instant:0 "§H$topbar_button_government_name$§!"
 topbar_button_government_delayed:2 "§tGet an overview of the Empire.\n[GetConceptEmpireAdvisor]§!"
 topbar_button_technology_name:0 "Technology"
 topbar_button_technology_instant:0 "§H$topbar_button_technology_name$§!"
 topbar_button_technology_delayed:2 "§tResearch ['concept_technologies'] and list those already researched.§!"
 topbar_button_contacts_name:0 "Contacts"
 topbar_button_contacts_instant:0 "§H$topbar_button_contacts_name$§!"
 topbar_button_contacts_delayed:3 "§tCommunicate with alien entities.\n$concept_contacts_view_tabs$§!"
 topbar_button_situation_name:0 "Situation Log"
 topbar_button_situation_instant:0 "§H$topbar_button_situation_name$§!"
 topbar_button_situation_delayed:2 "§tTrack ongoing issues.\n$concept_situation_log_view_tabs$§!"
 topbar_button_ship_designer_name:0 "Ship Designer"
 topbar_button_ship_designer_instant:0 "§H$topbar_button_ship_designer_name$§!"
 topbar_button_ship_designer_delayed:2 "§ELists all Ship Designs for your Military Fleets and Defense Platforms, and allow you to create custom Designs.§!"
 topbar_button_empire_name:0 "$PLANET_LIST$"
 topbar_button_empire_instant:0 "§H$topbar_button_empire_name$§!"
 topbar_button_empire_delayed:2 "§tList ['concept_colonies'] and organize them into ['concept_sectors'].§!"
 topbar_button_expansion_planner_name:0 "Expansion Planner"
 topbar_button_expansion_planner_instant:0 "§H$topbar_button_expansion_planner_name$§!"
 topbar_button_expansion_planner_delayed:3 "§tList known ['concept_planets'] and plan future ['concept_colonies'].§!"
 topbar_button_strategic_resource_name:0 "Strategic Resources"
 topbar_button_strategic_resource_instant:0 "§H$topbar_button_strategic_resource_name$§!"
 topbar_button_strategic_resource_delayed:0 "§EOpens the Strategic Resources view.§!"
 topbar_button_traditions_name:2 "$TRADITION_VIEW_TITLE$"
 topbar_button_traditions_instant:0 "§H$topbar_button_traditions_name$§!"
 topbar_button_traditions_delayed:3 "§tSteer the direction of the empire.\n[GetConceptSocietyManagement]§!"
 topbar_button_claims_name:0 "$CLAIMS_VIEW$"
 topbar_button_claims_instant:0 "§H$topbar_button_claims_name$§!"
 topbar_button_claims_delayed:3 "§tMake ['concept_claims'] on systems that belong to other empires.§!"

 topbar_button_market_name: "$MARKET_VIEW$"
 topbar_button_market_instant: "§H$MARKET_VIEW$§!"
 topbar_button_market_delayed: "§tBuy and sell resources on the ['concept_market'],\nand set up monthly trades.§!"

 topbar_button_council_name:0 "Government"
 topbar_button_council_instant:0 "§HGovernment§!"
 topbar_button_council_delayed:0 "§tDirect the government.\n$concept_government_view_tabs$§!"
 council_view_header:0 "Council"
 COUNCIL_VIEW_AGENDA_HEADER:0 "Council Agendas"
 EDICTS_AND_POLICIES:0 "Policies & Edicts"

 topbar_button_discoveries_name: "Discoveries"
 topbar_button_discoveries_instant: "§H$topbar_button_discoveries_name$§!"
 topbar_button_discoveries_delayed: "§tUse discoveries found during exploration.\n[GetConceptDiscovery]§!"

 TOPBAR_HELP:0 "§HHelp§!"
 TOPBAR_DATABANK:0 "§HDatabank§!"
 TOPBAR_HELP_DESC:0 "§EOpens a database where you can learn about all concepts in the game.§!"
 TOPBAR_MENU:0 "§HMain Menu§!\n§GClick to open Main Menu showing settings and options to save, load or exit game§!"
 TOPBAR_CHAT:0 "§HMultiplayer Chat§!"
 TOPBAR_CHAT_NO_MP:0 "§RChat is not available in single player!§!"
 EXPAND_BUTTON:0 "§HMore§!\n§GClick to show additional buttons§!"
 MONEY_IRO:0 "§HEnergy Credits§!"
 MONEY_DRO:0 "Energy Credits represent our current total of monetary assets."
 INFLUENCE_IRO:0 "§HInfluence§!"
 INFLUENCE_DRO:0 "Influence represents our diplomatic and political clout within the galactic community."
 LAST_MONTHS_BALANCE:0 "Balance (Last Month)"
 MONTHLY_GAIN:0 "Monthly Gain"
 opinion_broke_association_status:0 "Ended Federation Association"
 BASE_GAIN:0 "Base: §Y+$VALUE$§!"
 IN_ALLIANCE:0 "In Alliance: $VALUE$"
 IN_FEDERATION:0 "In Federation: $VALUE$"
 FROM_DEFENSIVE_PACTS:0 "From Defensive Pacts: $VALUE$"
 FROM_NON_AGGRESSION_PACTS:0 "From Non-Aggression Pacts: $VALUE$"
 FROM_COMMERCIAL_PACTS:0 "From Commercial Pacts: $VALUE$"
 FROM_FACTIONS:0 "From Factions: $VALUE$"
 FROM_GUARANTEES:0 "From Guarantees: $VALUE$"
 RIVAL:0 "Rival"
 RIVALRY:0 "Rivalry"
 opinion_federation_associate:0 "Federation Associate"
 TRUST_TOOLTIP:0 "§HTrust§!\nWe currently have $TRUST|Y$ Trust.\nTheir trust of us changes by $VALUE|+=$ each month due to:"
 TRUST_TOOLTIP_PLAYER:0 "§HTrust§!\nTrust is not used by players."
 TRUST_NO_ALLIANCE:1 "no significant diplomatic deals"
 TRUST_DESC:0 "§HTrust§! is a measure of our long-term relationship with this Empire and directly impacts their opinion of us. It increases from maintaining diplomatic and economic agreements with them. \n\nTheir maximum §HTrust§! of us is $VALUE|Y$ due to $KEYWORD$."
 TRUST_FROM_BASE:0 "Base Decay: $VALUE|+=$"
 TRUST_FROM_NAP:0 "Non-Aggression Pact: $VALUE|+=$"
 TRUST_FROM_COMMERCIAL_PACT:0 "Commercial Pact: $VALUE|+=$"
 TRUST_FROM_ASSOCIATE_STATUS:0 "Federation Associate: $VALUE|+=$"
 TRUST_FROM_RESEARCH_TREATY:0 "$TRADE_ITEM_RESEARCH_AGREEMENT$: $VALUE|+=$"
 TRUST_FROM_MIGRATION_TREATY:0 "$TRADE_ITEM_MIGRATION_ACCESS$: $VALUE|+=$"
 TRUST_FROM_GUARANTEE:0 "Guaranteeing Independence: $VALUE|+=$"
 TRUST_FROM_DEFENSIVE_PACT:0 "Defensive Pact: $VALUE|+=$"
 TRUST_FROM_ALLIANCE:1 "Federation: $VALUE|+=$"
 TRUST_FROM_SUBJECT:0 "Subject Relation: $VALUE|+=$"
 TRUST_FROM_WAR:0 "At War: $VALUE|+=$"
 TRUST_FROM_RIVALS:0 "Rivalry: $VALUE|+=$"
 TRUST_FROM_EMBASSY:0 "Embassy: $VALUE|+=$"

 TRUST_FROM_MODIFIER:0 "Modified by $VALUE$ due to:"
 ACTION_NOT_POSSIBLE:0 "Impossible Proposal"
 THEY_RIVAL:0 "We cannot propose this because they have declared us a rival."
 ACTION_KICK_FROM_ALLIANCE_TOO_FEW_MEMBERS:1 "You need at least $NUM|Y$ Federation members to kick a member of the Federation. Leave the Federation instead."
 WE_RIVAL_COUNTRY:0 "We cannot propose this because we have declared $COUNTRY|Y$ a rival."
 COUNTRY_RIVAL_US:0 "We cannot propose this because $COUNTRY|Y$ have declared us a rival."
 WE_RIVAL:0 "We cannot propose this because we have declared them a rival."
 CANNOT_REMOVE_RIVAL_UNTIL:0 "You recently declared $RIVAL|Y$ a rival and cannot end your rivalry with them until $DATE|Y$."
 CANNOT_RIVAL_NOT_BORDERING:0 "We must be bordering $RIVAL|Y$ to declare them a Rival."
 FROM_RIVALRIES:0 "From $RIVAL$s: $VALUE$"
 FROM_EDICTS:0 "From $EDICT$s: $VALUE$"
 FROM_SUPPRESSION:0 "From Suppressed Factions: $VALUE$"
 GOVERNMENT_GAIN_MUL:0 "Efficiency from Government: §Y+$VALUE|%0$§!"
 GOVERNMENT_GAIN_ADD:0 "Gained from Government: §Y+$VALUE|2$§!"
 PLANETS_GAIN:0 "Gained from Planets: §Y$VALUE|+=$§!"
 STATIONS_GAIN:0 "Gained from Stations: §Y$VALUE|+=$§!"
 MISSIONS_DRAIN:0 "Observation Post Expenses: §Y-$VALUE$§!"
 MISSIONS_GAINS:0 "Gained from Observation Posts: §Y+$VALUE$§!"
 OUTPOST_INFLUENCE_MAINT:1 "Frontier Outposts: $VALUE|+=2$"
 SUBJECT_INFLUENCE_INCOME:0 "$TYPE$ $COUNTRY|Y$: $VALUE|+=2$"
 SUBJECT_INTEGRATION_INFLUENCE:0 "Subject Integration: $VALUE|+=2$"
 GUARANTEE_INDEPENDENCE_INFLUENCE_COST:0 "Guaranteeing $COUNTRY$ $VALUE|+=2$"
 DETAIL_MAINT_SHIPS:0 "$NAME$s: §Y$VALUE$§!"
 DETAIL_MAINT_ARMIES:0 "$NAME$: §Y$VALUE$§!"
 DETAIL_MAINT_COLONIES:0 "$NAME$: §Y$VALUE$§!"
 DETAIL_MAINT_BUILDINGS:0 "$VALUE|Y$ buildings on $NUMBER|Y$ planet(s)"
 DETAIL_MAINT_MEGASTRUCTURES:0 "$NAME$: §Y$VALUE$§!"
 LOW_ENERGY:0 "Low credits aid: §Y+$VALUE$§!"
 TIME_PAUSE:0 "§GClick to pause§!"
 TIME_RESUME:0 "§GClick to resume§!"
 HOTKEY_SPACE:0 "§GHotkey: £space£ §!"
 HOTKEY_JUMP_TO_NEXT_DAY:0 "§GJump to next day: £dot£§!"
 TIME_SPEED_UP:0 "Faster"
 HOTKEY_KP_PLUS:1 "§GHotkey:§! £kp_plus£ or £shift£ + £arrow_up£"
 TIME_SPEED_DOWN:0 "Slower"
 HOTKEY_KP_MINUS:1 "§GHotkey:§! £kp_minus£ or £shift£ + £arrow_down£"
 TIME_PAUSE_LOCKED: "§YPause Locked§!"
 TIME_PAUSE_LOCKED_ACTION: "§G$NAME$ needs to take action to resume§!"
 RESETTLEMENT:0 "Resettlement"
 RUINED_BUILDING_NAME:0 "§H$BUILDING$§! §R(Ruined)§!"
 RUINED_BUILDING_DESC:0 "§H$BUILDING$§! is §RRuined§!"
 DISABLED_BUILDING_DESC:0 "§H$BUILDING$§! is §RDisabled§!"
 POP_FACTION_SUPPORT_EFFECT_CONSTANT:0 "Support Effect"
 POP_FACTION_SUPPORT_EFFECT_RANGE:0 "Support Effect ( $MIN|Y0%$ - $MAX|Y0%$ Support )"
 POP_FACTION_SUPPORT_EFFECT_VALUE:0 "Support Effect ( $VALUE|Y0%$ Support )"
 POP_FACTION_DEMAND:0 "Demand"
 OVERWRITE_SAVEGAME:0 "Save already exists!"
 OVERWRITE_SAVEGAME_DESC:0 "A file with this name already exists. Do you want to overwrite it?"
 TOGGLE_MAPMODE_PLAYERS_TITLE: "§HPlayers Map Mode§!"
 TOGGLE_MAPMODE_PLAYERS_INFO: "When activated, only empires controlled by human players are colored on the galaxy map."
 TOGGLE_MAPMODE_UNIONS_INFO:0 "§HUnions Map Mode§!\nWhen activated, political unions (such as Subjects and Federations) will share the same map color on the galaxy map.\n§GClick to toggle map mode§!"
 TOGGLE_MAPMODE_DETAILS_TITLE: "§HDetails Map Mode§!"
 TOGGLE_MAPMODE_DETAILS_INFO: "When activated, the Details Map Mode displays more information on the galaxy map."
 TOGGLE_MAPMODE_DETAILS_TEMP: "§GHold £alt£ to toggle on/off temporarily§!"
 TOGGLE_MAPMODE_SECTORS_TITLE: "§HSectors Map Mode§!"
 TOGGLE_MAPMODE_SECTORS_INFO: "When activated, the Sectors Map Mode displays the sector borders within your empire."
 TOGGLE_MAPMODE_HYPERLANES_TITLE: "§HHyperlanes Map Mode§!"
 TOGGLE_MAPMODE_HYPERLANES_INFO: "When activated, the Hyperlanes Map Mode displays all Hyperlanes on the galaxy map, colored according to accessibility."
 TOGGLE_MAPMODE_TRADE_ROUTES_TITLE: "§HTrade Routes Map Mode§!"
 TOGGLE_MAPMODE_TRADE_ROUTES_INFO: "When activated, the Trade Routes Map Mode displays all your Trade Routes on the galaxy map."
 MAPMODE_TOGGLE: "§GClick to toggle map mode§!"
 MAPMODE_NO_MP: "§RThis map mode is not available in single player§!"
 MAPMODE_NO_TRADE_ROUTES: "§RYou are not playing or observing an Empire that uses Trade Routes§!"
 UNCLAIMED_RESOURCES:1 "$NUM|0$ £$KEY$£ §H$NAME$§! in total in the $SYSTEM|H$ System."
 UNCLAIMED_RESOURCES_TRADE_HUB:1 "$VAL|0$ £$KEY$£ §H$NAME$§! present on this planet.\n\n§GBuild a Trade Hub within collection radius to utilize them§!"
 UNCLAIMED_RESOURCES_MINING_STATION:3 "$VAL|0$ £$KEY$£ §H$NAME$§! present on this planet.\n\n§GBuild a Mining Station in orbit to acquire them§!"
 UNCLAIMED_RESOURCES_RESEARCH_STATION:3 "$VAL|0$ £$KEY$£ §H$NAME$§! present on this planet.\n\n§GBuild a Research Station in orbit to acquire them§!"
 UNCLAIMED_RESOURCES_SYSTEM_MINING_STATION:0 "Build Mining Stations in this system to acquire them"
 UNCLAIMED_RESOURCES_SYSTEM_RESEARCH_STATION:0 "Build Research Stations in this system to acquire them"
 GROUND_COMBAT_ATTACKER_PROGRESS_DESC:0 "$ATTACKER|H$ is $PROGRESS|Y%$ towards taking the planet. They will take control of the planet if victorious."
 GROUND_COMBAT_DEFENDER_PROGRESS_DESC:0 "$DEFENDER|H$ is $PROGRESS|Y%$ towards successfully defending the planet. They will maintain control of the planet if victorious."
 BORDERS_WITHIN_DESC:2 "Lies within '$COUNTRY|Y$' space."
 BORDERS_WITHIN_UNKNOWN:1 "This system is claimed by an unknown Empire."
 END_OF_GAME_DEAD_PLAYER:1 "Your Empire has been destroyed! You can choose to continue the game as another Empire or an observer."
 END_OF_GAME_DEAD_PLAYER_COUNTRY:1 "Your Empire has been taken over by the $REBELS|H$! rebels. You can choose to continue the game as another Empire or an observer."
 FLEETS_DISBAND_TITLE:1 "Disband Fleet?"
 FLEETS_DISBAND_DESC:2 "§EThis will destroy the selected Fleet.§!\n\n§RWARNING: Disbanding a Fleet will also disband all Ships that are part of that Fleet.§!"
 FLEETS_BREAK_CONTRACT_TITLE:0 "Break Fleets' contract"
 FLEETS_BREAK_CONTRACT_DESC:0 "Do you wish to break lease contract of these fleets?"
 SPACEPORT_DISBAND_TITLE:0 "Dismantle Spaceport"
 SPACEPORT_DISBAND_DESC:1 "Dismantle the $PLANET|Y$ Spaceport?"
 STATIONS_DISBAND_TITLE:0 "Disband Stations"
 STATIONS_DISBAND_DESC:1 "§EThis will destroy the selected stations.§!"
 SHIP_DISBAND_TITLE:1 "Disband Ship?"
 SHIP_DISBAND_DESC:1 "§EThis will destroy the selected Ship.§!"
 IDLING_CIVILIAN_FLEETS:0 "Currently Idling Civilian Fleets ( Hotkey: §GC§! )"
 IDLING_MILITARY_FLEETS:0 "Currently Idling Military Fleets ( Hotkey: §GX§! )"
 IDLING_ARMIES:0 "Currently Idling Armies ( Hotkey: §GZ§! )"
 PLANET_IS_COLONIZABLE:0 "§HHabitable§!\nThis planet can be colonized by us.\n§GSend a Colony Ship here to create a colony§!"
 PLANET_IS_COLONIZABLE_BY_TERRAFORMING: "§HHabitable§!\nThis planet can be colonized by us.\n§GTerraform this planet to your Homeworld's class to create a colony§!"
 PLANET_IS_HABITABLE:0 "§HHabitable§!\nWe currently cannot colonize this world."
 PLANET_TYPE_IS_NOT_COLONIZABLE:0 "§HUninhabitable§!\nThis planet type can never be colonized."
 SYSTEM_HAS_COLONIZABLE_PLANET:0 "§HHabitable Planets§!\n§EThe following planets are habitable:§!"
 SYSTEM_HAS_FUTURE_COLONIZABLE_PLANET:0 "§HPotentially Habitable§!\n§EThere are potentially Habitable planets in this system:§!"
 SYSTEM_HAS_NO_COLONIZABLE_PLANETS:0 "§HUninhabitable§!\n§ENo planets in this system can be colonized without terraforming.§!"
 SYSTEM_HAS_DISCOVERIES:0 "§HAnomalies§!\n§EThere are some Anomalies in this solar system we can research.§!"
 SYSTEM_NOT_SURVEYED:0 "§HNot Surveyed§!\n§EThis system has Planets not yet §HSurveyed§! by our Empire.§!"
 SYSTEM_SURVEYED:0 "§HSurveyed§!\n§EThis system has been fully §HSurveyed§! by our Empire.§!"
 CONTROL_GROUPS_INSTRUCTIONS:0 "§GControl groups can be set by selecting a target (planet or owned fleet), holding control and pressing the corresponding number key.\n\nClick to select\nDouble-click to Go To\nRight-click to clear hotkey§!"
 STRATEGIC_RESOURCE_TOOLTIP:0 "£$ICON$£ $RESOURCE$: $UNUSED|0Y$/$TOTAL|0Y$"
 STRATEGIC_RESOURCE_VIEW:0 "Strategic Resources"
 STRATEGIC_RESOURCE_NAME:0 "£$ICON$£ $NAME$"
 STRATEGIC_RESOURCE_AMOUNT:0 "§Y$USED$/$PRODUCED$§!"
 STRATEGIC_RESOURCE_HEADER_NAME:0 "Name"
 STRATEGIC_RESOURCE_HEADER_EFFECT:0 "Effect"
 STRATEGIC_RESOURCE_HEADER_AMOUNT:0 "Amount"
 STRATEGIC_RESOURCE_HEADER_TRADE:0 "Trade Deals"
 STRATEGIC_RESOURCE_HEADER_SORT_NAME:0 "§HSort by Name§!"
 STRATEGIC_RESOURCE_HEADER_SORT_EFFECT:0 "§HSort by number of Effects§!"
 STRATEGIC_RESOURCE_HEADER_SORT_AMOUNT:0 "§HSort by Amount§!"
 ORBITAL_BUILDING_TOOLTIP:0 "§RThis will be placed in an orbital building slot.§!"
 LACKING_ENERGY:0 "Lacking necessary Energy Credits ($COST|H$)"
 LACKING_RESOURCE: "$TRIGGER_FAIL$§RLacking§! §R$RESOURCE$$AMOUNT$§!"
 LACKING_RESOURCES: "$TRIGGER_FAIL$§RLacking§! §R$RESOURCES$§!"
 OTHER_BORDERS:0 "Planet is within another Empire's borders."
 SENSOR_LEVEL_TOO_LOW:0 "Sensor level is too low."
 REMOVE_HOTKEY:0 "Remove Hotkey"
 REMOVE_HOTKEY_CONFIRM:1 "Remove this hotkey?"
 REMOVE_SHIP_DESIGN:0 "Delete"
 FINISH_DESIGN:1 "Auto-complete"
 CONFIRMATION_TITLE:0 "Confirmation"
 LEAVE_SYSTEM:0 "Open Galaxy Map"
 TOOLTIP_LEAVE_SYSTEM:1 "§HGalaxy Map§!\n§GClick to open the Galaxy Map§!"
 LEAVE_GALAXY:1 "Open System View"
 TOOLTIP_LEAVE_GALAXY:2 "§HSystem View§!\n§GClick to Go to the System View§!"
 SYSTEM_DETAILS:0 "System Summary"
 TOOLTIP_SYSTEM_DETAILS:0 "§HSystem Summary§!\n§GClick to open overview of system§!"
 FINISH_DESIGN_TOOLTIP:0 "Fill slots with weapons and utilities. This may replace and/or remove components from the slots."
 POP_FACTION_SUPPORT_EFFECT_ENTRY_FORMAT:0 "$CHANCE|Y%0$: $TITLE$"
 POP_FACTION_SUPPORT_EFFECT_INACTIVE_FORMAT:0 "$TITLE|g$"
 MISSING_SECTION:0 "Must add section(s) in order to finish design."
 RESOURCES_GAINED:0 "Monthly Gain: $GAIN|+=$"
 FROM_EFFECTS:0 "From Effects: $VALUE|+=$"
 FROM_PLANETS:0 "From Planets: $VALUE|+=$"
 FROM_SECTORS:0 "From Sectors: $VALUE|+=$"
 FROM_TRADE_INCOME:0 "$budget_group_trade_income$: $VALUE|+=$"
 FROM_TRADE_EXPENSE:0 "$budget_group_trade_expense$: $VALUE|+=$"
 #FROM_INFLUENCE_MECHANICS:0 "From: $VALUE|+=$"
 MINERAL_SHIP_MAINTENANCE:0 "Ship Upkeep: $GAIN|+=$"
 MINERAL_POP_MAINTENANCE:0 "Consumer Goods (§Y$AMT|1$ units§!): $GAIN|+=$"
 MINERAL_STATION_MAINTENANCE:0 "Station Upkeep: $GAIN|+=$"
 MINERAL_SUBJECT_TAX:0 "$budget_group_subject_tax$: $GAIN|+=$"
 MINERAL_OVERLORD_TAX:0 "$budget_group_overlord_income$: $GAIN|+=$"
 RESOURCES_STORED:0 "Stored: $VALUE|Y0$"
 TIME_RESOURCE:0 "$DAYS|Y$ £time£"
 RESOURCES_STORED_MAX:0 "Stored: $VALUE|Y0$/$MAX|Y0$"
 GALACTIC_OBJECT_HABITABILITY:1 "$CLASS$, £planetsize£ $SIZE|Y$, $VALUE$"
 GALACTIC_OBJECT_HABITABILITY_BEST_SPECIES:0 " ($SPECIES|H$)"
 PLANET_MAP_ICON_TERRAFORMING:1 "Terraforming to $CLASS$, $VALUE$\n(£time£ $TIME|Y$)"
 PLANET_MAP_ICON_SCRIPTED_TERRAFORMING:1 "Terraforming to $CLASS$, $VALUE$\n($PERCENTAGE|Y%0$ done)"
 TERRAFORMING_TO:0 "Terraforming to $CLASS|Y$"
 CLOSE_SECTOR_MANAGEMENT:0 "Close Sector Management"
 TOOLTIP_CLOSE_SECTOR_MANAGEMENT:0 "§HClose Sector Management§!\nReturn to regular map mode"
 TOOLTIP_CLOSE_CLAIMS_MANAGEMENT:0 "§HClose Claims Management§!\nReturn to regular map mode\n\n§GHotkey:§! £escape£"
 SECTOR_MANAGEMENT_MODE:0 "§HSector Management Mode§!"
 CLAIMS_MANAGEMENT_MODE:0 "§HClaims Mode§!\nClaim Systems"
 TRADE_ROUTES_MANAGEMENT_MODE:0 "§HTrade Routes Mode§!\nManage Trade Routes"
 TOOLTIP_CLOSE_TRADE_ROUTES_MANAGEMENT_MODE:0 "§HClose Trade Routes Management§!\nReturn to regular map mode\n\n§GHotkey:§! £escape£"
 CREATE_SECTOR_INVALID_CAPITAL:0 "The capital of the Sector must be placed in a system with a colony we own."
 CREATE_SECTOR_NOT_OWNER:0 "Selected capital does not belong to us."
 CREATE_SECTOR_COUNTRY_CAPITAL:0 "The Empire capital can not be added to a Sector."
 CANNOT_CREATE_SECTOR:0 "§RCannot create sector§!"
 NOT_OWNED_PLANET:0 "§RPlanet is not owned!§!"
 CREATE_SECTOR:1 "§HCreate New Sector§!\nThis will create a new sector with this planet as its sector capital. All systems within §Y4§! jumps, not previously a part of any sector, will become a part of this new sector."
 CREATE_SECTOR_DESC:0 "Form a new Sector within our Empire with $CAPITAL|Y$ as its capital."
 CREATE_SECTOR_NOT_ENOUGH_PLANETS:0 "§RWe need to control at least two planets to create a Sector.§!"
 CANNOT_MOVE_CAPITAL:0 "§RCannot move sector capital here§!"
 MOVE_SECTOR_CAPITAL:1 "§HMove Sector Capital§!\nThis will move the sector capital to this planet, which may redraw which systems belong to the sector."
 DELETE_SECTOR:1 "§HDelete Sector§!\nThis will delete the sector and unassign the Sector Governor.\n\n§EIt is not dangerous to delete a sector, as a new one can easily be created.§!"
 CANNOT_DELETE_SECTOR:0 "§RCannot delete sector§!"
 CANNOT_DELETE_CORE_SECTOR:0 "§RCore sector§!"
 COUNTRY_CAPITAL:0 "§RCountry capital cannot be moved§!"
 DELETE_SECTOR_CONFIRM_NAME:1 "Delete Sector?"
 DELETE_SECTOR_CONFIRM_DESC:1 "§EThis will remove all the sector benefits from the planets.§!"
 MOVE_SECTOR_CAPITAL_CONFIRM_NAME:1 "Move Sector Capital?"
 MOVE_SECTOR_CAPITAL_CONFIRM_DESC:1 "§EAll systems outside of $RANGE|Y0$ systems range will be removed from the Sector.§!"
 NO_SECTOR:0 "No Sector"
 FRONTIER_PLANET:0 "Frontier Planet"
 ALREADY_SECTOR_CAPITAL:0 "§RAlready a capital!§!"
 SECTOR_MANAGEMENT_NEW:0 "Creating a new Sector"
 SECTOR_MANAGEMENT_CURRENT:0 "Managing $SECTOR$ Sector"
 SYSTEM_CAP_TITLE:0 "Directly Controlled Colonized Systems"
 SYSTEM_CAP_TOOLTIP:0 "We can effectively control $MAX|Y$ colonized systems."
 SYSTEM_OVER_CAP_TOOLTIP:0 "§RAbove the limit!§!\n$MODIFIER$"
 SYSTEM_CAP_DESC:0 "§EOur bureaucratic system limits how many colonized Systems we can control directly with full efficiency. This limit can be increased by technology, buildings and some government forms.\n\nPlanets that belong to §HSectors§! do not count towards this cap. Go to §HPlanet and Sectors§! to manage Sectors.§!"
 TRIGGER_REQUIRES:0 "§RRequires:§!"
 ACCEPT_OR_DECLINE_HOTJOIN:0 "$NAME|Y$ has been neither accepted nor declined."
 HOTJOIN_REQUEST:0 "Hot Join Requests"
 ####################################
 # Multiplayer menu
 ####################################
 CHECKSUM:0 "Checksum: "
 CONNECT_TO_IP:0 "Connect to IP"
 MATCHMAKING_NOCHAT:0 "You are not connected to steam and can't access the global chat!"
 MATCHMAKING_CHATWELCOME:0 "Welcome to the Matchmaking chat!"
 MATCHMAKING_QUICK_REFRESH:0 "Refresh"
 MATCHMAKING_REFRESH_LAN:0 "Scan §HL§!AN"
 MATCHMAKING_REFRESH_LAN_STOP:0 "Stop Scan §HL§!AN"
 MATCHMAKING_REFRESH_INTERNET:0 "Scan §HI§!nternet"
 MATCHMAKING_HOST_NEWGAME:0 "Host §HN§!ew Game"
 MATCHMAKING_HOST_SAVEGAME:0 "§HH§!ost Save Game"
 MATCHMAKING_JOIN_SERVER:0 "§HJ§!oin Game"
 MATCHMAKING_SERVERS_SEARCHING:0 "Searching for matching servers..."
 MATCHMAKING_SERVERS_NOSERVERS:0 "Found no matching servers!"
 MATCHMAKING_SERVERS_DOSEARCH:0 "You have not searched for any servers yet."
 MATCHMAKING_SERVER_NAME:1 "Server Name"
 MATCHMAKING_SERVER_DESC:1 "Server Description"
 MATCHMAKING_SERVER_TAGS:0 "Tags"
 MATCHMAKING_SERVER_FILTER_SEARCH:0 "Search for tags..."
 MATCHMAKING_SERVER_SLOTS:0 "Slots"
 MATCHMAKING_SERVER_PING:0 "Ping"
 MATCHMAKING_SERVER_STATUS:0 "Status"
 MATCHMAKING_SERVER_PASSWORD:0 "Password"
 MATCHMAKING_SERVER_ALLOW_COOP:0 "Coop Allowed"
 MATCHMAKING_SERVER_STATUS_STARTING:0 "Starting"
 MATCHMAKING_SERVER_STATUS_RUNNING:0 "Running"
 MATCHMAKING_SERVER_STATUS_STOPPED:0 "Stopped"
 MATCHMAKING_SERVERS:0 "Servers"
 MATCHMAKING_VISIBILITY_PRIVATE: "Private"
 MATCHMAKING_VISIBILITY_FRIENDS_ONLY: "Friends only"
 MATCHMAKING_VISIBILITY_PUBLIC: "Public"
 MATCHMAKING_VISIBILITY_DESC: "Visibility of the server"
 MATCHMAKING_TITLE:1 "Multiplayer Game Browser"
 MATCHMAKING_TITLE_COOP:0 "Cooperative Game Browser"
 MATCHMAKING_COMMUNITY:0 "Community"
 MATCHMAKING_SERVER_DENIED:0 "You have given an incorrect password or have been banned from this game."
 MATCHMAKING_FILTER_NOTFULL:0 "Not full"
 MATCHMAKING_FILTER_HASPLAYERS:0 "Has players"
 MATCHMAKING_FILTER_NOPASSWORD:0 "No password"
 MATCHMAKING_FILTER_TAGS:0 "Search for tags"
 MATCHMAKING_FILTER_VERSION:0 "Same version"
 MATCHMAKING_FILTER_MOD:0 "Same mod"
 MATCHMAKING_FILTER_ALLOW_COOP:0 "Include Coop Games"
 MATCHMAKING_SORT_BY_TAGS:0 "Sort by Tags"
 MATCHMAKING_SORT_BY_SLOTS:0 "Sort by Number of Players"
 MATCHMAKING_SORT_BY_PING:0 "Sort by Ping"
 MATCHMAKING_SORT_BY_PASSWORD:0 "Sort by Password"
 MATCHMAKING_SORT_BY_STATUS:0 "Sort by Status"
 MATCHMAKING_SORT_BY_MOD:0 "Sort by Mod"
 MATCHMAKING_SORT_BY_VERSION:0 "Sort by Version"
 MATCHMAKING_SORT_BY_ALLOW_COOP:0 "Sort by whether Coop is Allowed"
 MATCHMAKING_FRIEND_STATUS_ONLINE:0 "Online"
 MATCHMAKING_SERVER_HOST_TAGS:0 "Tags (roleplay, fast, ...)"
 MATCHMAKING_SERVER_HOST_TITLE:0 "Host server"
 MATCHMAKING_SERVER_CONNECT_TITLE:0 "Connect to server"
 MATCHMAKING_SERVER_CONNECT_ADDRESS:0 "Server ID"
 MATCHMAKING_REFRESH_SERVERS:1 "§HS§!can Servers"
 MATCHMAKING_SERVER_MOD:0 "Mod"
 MATCHMAKING_SERVER_VERSION:0 "Version"
 MATCHMAKING_JOIN_DIRECT:1 "§HD§!irect Join"
 MATCHMAKING_PASSWORD_REQUESTED:1 "Please enter password"
 ALLOW_HOTJOIN:0 "Allow players to 'Hot Join'"
 HOST_GAME:0 "Host Game"
 FRIENDS:0 "Friends"
 HOST_LOCKED_OPTION:0 "§ROnly the Host may change this option.§!"
 JOIN:0 "Join"
 POPS_DISCONNECTED_TITLE:0 "Paradox Online Disconnected"
 POPS_DISCONNECTED:0 "You have been disconnected from the Paradox Online services, possibly because you logged in somewhere else. Some services will not work correctly until you login again."
 POPS_UNEXPECTED_ERROR:0 "Unexpected error"
 PLAYER_NAME:0 "Player Name"
 SET_PLAYER_NAME:0 "Player Name:"
 SAVE_TRANSFERRED:0 "Save game transferred."
 SAVE_PROG:0 "Save progress: $VALUE$ %"
 TRANSFERRING_SAVE:0 "Save game transfer started..."
 LOADING_LOCAL_SAVE:0 "Loading local save game copy..."
 TIP_KICK:0 "Kick player"
 TIP_BAN:0 "Ban player for the duration of this session"
 PLAYER_KICKED:0 "$NAME$ was kicked by the host."
 PLAYER_BANNED:0 "$NAME$ was banned by the host."
 YOUKICKED:0 "You were kicked by the host for your evil deeds!"
 BAD_VERSION:0 "The host has another version of the game!"
 JOINED_CHANNEL:0 "Joined channel $CHAN$."
 USER_JOINED_CHANNEL:0 "$NAME$ joined the channel."
 USER_LEFT_CHANNEL:0 "$NAME$ left the channel."
 CONNECTED:0 "Connected."
 NAME_TAKEN:0 "Your name is taken. Please leave and select another."
 HOTJOIN_FAIL_LOADING:0 "The host is currently loading the save game, try again in a while."
 HOTJOIN_FAIL_GENERATING:0 "The host is currently generating the world, try again in a while."
 HOTJOIN_FAIL_HOTJOIN:0 "The host is currently processing other Hot Joiners, try again in a while."
 CONNECTING:0 "Connecting..."
 BANNED:0 "You have been banned from this game!"
 CONNECTION_FAILED:0 "Connection failed!"
 GAME_NOT_FOUND:0 "Game not found."
 NO_SESSION:0 "Unable to connect to the game server. This may be due to restricted firewall settings. Please refer to §YHelp§! for possible solutions."
 HELP:0 "Help"
 WAITING_FOR_PLAYERS:0 "Waiting for players..."
 LOOKING_FOR_HOST:0 "Looking for host..."
 LOST_PLAYER:0 "Lost Player: $PLAYER$."
 GAMESETUP_HOST:0 "(Host)"
 SERVER_LOST:0 "The server was lost."
 HOST_BUTTON:0 "Host"
 JOIN_BUTTON:0 "Join"
 NUM_PLAYERS:0 "Number of Players: $NUM$"
 PLR_DISC:0 "Player §H$NAME$§!§T left the game.§!"
 PLR_CONNECT:0 "Player §H$NAME$§!§T joined the game.§!"
 SAVE_TRANSFER_DONE:0 "Save game transfer done."
 WAIT_FOR_HOTJOIN:1 "Please wait while the host sets up the game for you. Once you have the save game transfer is complete, you can choose an Empire to play and join the game."
 HOST_PREPARING_GAME:0 "Please wait while the host\nprepares the game for you."
 HOTJOIN_CONFIRM:0 "Confirm"
 HOTJOIN_ACCEPTED:0 "Server has accepted the join request"
 HOTJOIN_DECLINED:0 "Server has declined the join request"
 HOTJOIN_LOBBY_REENTER:0 "Re-entered lobby due to pending Hot Join."
 HOTJOIN_LABEL:0 "Hotjoin: "
 PREPARING_AFTER_HOTJOIN:0 "Preparing game after Hot Join."
 GAME_RESUME_IN:0 "Game will resume in $VALUE$ seconds."
 SERVER_HOTJOIN:0 "server due to hotjoin."
 WAITING_FOR_HOTJOINING_PLAYER:0 "Waiting for Hot Joining player..."
 PLAYER_ENTERING_GAME:0 "Hot Joining player is now entering the game."
 ALL_PLAYERS_HERE:0 "All players have arrived."
 OOS_TITLE:0 "$PLAYER$ is out of sync!"
 OOS_DESC:0 "Desynchronized Entries: "
 SPECIES_NAME:1 "Species Name"
 FE_CANCEL:0 "Cancel"
 BAD_SERVER_PASSWORD:0 "Incorrect Password"
 FE_PLAYERS:0 "Players"
 MESSAGE_BUTTON_SEARCH:0 "Apply Filters"
 MATCHMAKING_SERVER_FILTER_SEARCH_NAMES:0 "Search for name..."
 MATCHMAKING_FILTER_NAMES:0 "Search for names"
 HOTJOIN_DISABLED:0 "'Hot Join' is disabled"
 FEDERATION:0 "Federation"
 MATCHMAKING_FRIEND_STATUS_PLAYING_THIS:0 "Playing Stellaris"
 MATCHMAKING_FRIEND_STATUS_PLAYING_OTHER:0 "Playing Another Game"

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

 GALAXY_SETUP:0 "GALAXY CONFIGURATION"
 PICK_SPECIES_LABEL:0 "Select Species"
 CUSTOMIZE_SPECIES:0 "Customize your Species"
 CUSTOMIZE_COUNTRY:0 "Customize your Empire"
 COL_LABEL:1 "Authoritarian <-> Egalitarian"
 XEN_LABEL:0 "Xenophobe <-> Xenophile"
 MIL_LABEL:0 "Militarist <-> Pacifist"
 SPI_LABEL:0 "Spiritualist <-> Materialist"
 POINTS_LEFT:0 "Trait Points Left: $POINTS|H$"
 PICKS_LEFT:0 "Trait Picks Left: $POINTS|H$"
 POINTS_LEFT_ETHICS:0 "Ethic Points Left: $POINTS|H$"
 GOVERNMENT_AUTHORITY_LABEL:0 "§E$GOVERNMENT_AUTHORITY$:§!"
 GOVERNMENT_AUTHORITY:0 "Authority"
 GOVERNMENT_CIVICS_LABEL:0 "§E$GOVERNMENT_CIVICS$:§!"
 GOVERNMENT_CIVICS:0 "Civics"
 POINTS_LEFT_CIVICS:1 "Civic Picks Left: $POINTS|H$"
 CIVIC_NOT_MODDABLE:2 "§RThis Civic cannot be manually added or removed after the game has started.§!"
 CIVIC_NOT_MODDABLE_ONLY_REMOVE: "§RThis Civic cannot be manually removed after the game has started.§!"
 CIVIC_LOCKED: "§RThis Civic has been locked and can no longer be removed.§!"
 CIVIC_REQUIREMENTS_DESC:0 "Civics that do not fulfill all of their requirements will become inactive and will not provide any of their bonuses."
 SPECIES_CLASS:0 "Species Class"
 PORTRAIT:2 "Species & Portrait"
 NAME_LIST:0 "Name List"
 HOMEWORLD_CLASS:0 "Homeworld Class"
 EMPIRE_NAME:0 "Empire Name"
 CUSTOMIZE_NAME_LISTS:0 "Name Lists"
 NAME_LISTS_EXAMPLES:0 "Examples"
 NAMES: "Names"
 LEADER_NAMES:0 "Leader Names"
 SHIP_NAMES:0 "Ship Names"
 PLANET_NAMES:0 "Planet Names"
 FLEET_NAMES:0 "Fleet Names"
 ADJ_FORM:0 "Adjective Form"
 LEADER_NAME:0 "Leader Name"
 SHIP_PREFIX:0 "Ship Prefix"
 HOMEWORLD_NAME:0 "Homeworld Name"
 CHOOSE_SYMBOL:0 "Choose Symbol"
 CHOOSE_BG:0 "Choose Background"
 FTL_LABEL:0 "FTL Method"
 ANY:0 "Any"
 WARP:0 "Warp"
 HYPERDRIVE:0 "Hyperdrive"
 WORMHOLE:0 "Wormhole"
 CITY_GRAPHICS:0 "City & Room"
 CITY_GRAPHICS_NAME:0 "$CULTURE$ City"
 EMPIRE_CREATION_CITY_APPEARANCE: "City"
 EMPIRE_CREATION_ROOM_APPEARANCE: "Room"
 SHIP_GRAPHICS:0 "Ship Set"
 SHIP_GRAPHICS_NAME:0 "$CULTURE$ Ships"
 TRAIT_DESC_TITLE:0 "$NAME|H$\n"
 TRAIT_DESC_INSTANT:0 "Cost: $COST|H$"
 TRAIT_DESC_DELAYED:0 "$DESC$\n$MODIFIER$"
 COMMUNICATIONS_REQUIRED:0 "We have not yet established communications."
 COMMUNICATIONS_WITH_SELF_NOT_VALID:0 "Can't start communications with yourself."
 SPYING_ON_YOURSELF_NOT_VALID:0 "Can't start spying on yourself."
 CANNOT_SPY_ON_THEM:0 "Can't spy on them."
 TRAITS:0 "Traits"
 TRAITS_LIST:0 "Traits:"
 ETHICS:0 "Ethics"
 ETHICS_LIST:0 "Ethics:"
 PICK_GOVERNMENT_LABEL:0 "Government"
 CREATE_VASSAL_CAPITAL:0 "Capital: $NAME|Y$"
 CREATE_VASSAL_NAME:0 "Name:"
 CREATE_VASSAL_SYSTEM:0 "System: $NAME|Y$"
 CREATE_VASSAL_MUST_CHOOSE_NAME:0 "§RSubject must have a name!§!"
 CAPITAL:0 "Capital"
 LEADER:0 "Leader"
 SPECIES_CLASS_LABEL:0 "Species Class"
 HOMEWORLD_CLASS_LABEL:0 "Homeworld Class"
 GOVERNMENT_LABEL:0 "Government"
 SUMMARY_SPECIES_MODIFIERS:0 "Species Modifiers"
 SUMMARY_EMPIRE_MODIFIERS:0 "Empire Modifiers"
 SUMMARY_POP_MODIFIERS:0 "Pop Modifiers"
 CUSTOMIZE:1 "Edit"
 READY:1 "Ready Up"
 UNREADY:1 "Not Ready"
 TOGGLE_READY:0 "Toggle: Ready"
 TOGGLE_UNREADY:0 "Toggle: Not Ready"
 PLAY:0 "Play"
 PLAYERS_UNREADY:0 "Players Not Ready"
 RESET_DEFAULT:0 "Reset to Default"
 RESET_DEFAULT_TOOLTIP:0 "§GClick to reset to the default Galaxy Settings§!"
 GOVERNMENT_VIEW_CAPITAL_LABEL:0 "Homeworld"
 SPECIES_SELECTION_FTL_METHOD_LABEL:0 "FTL Method"
 GALAXY_SHAPE:0 "Galaxy Shape"
 PRECURSOR_SELECTION: "Precursor Selection"
 PRECURSOR_SELECTION_MINIMUM: "A minimum of $RECOMMENDED$ is recommended: $SELECTED$ / $RECOMMENDED$"
 PLAYER_LOCATIONS:1 "Empire Placement"
 spiral:0 "Spiral"
 elliptical:0 "Elliptical"
 ring:0 "Ring"
 spiral_2:0 "Spiral (2 Arms)"
 spiral_3:0 "Spiral (3 Arms)"
 spiral_4:0 "Spiral (4 Arms)"
 spiral_6:0 "Spiral (6 Arms)"
 bar:0 "Barred Spiral"
 starburst:0 "Starburst"
 cartwheel:0 "Cartwheel"
 spoked:0 "Spoked"
 GALAXY_SHAPE_ELLIPTICAL_DESC: "§I$elliptical$:§! A simple round galaxy of evenly distributed stars."
 GALAXY_SHAPE_RING_DESC: "§I$ring$:§! A round galaxy with more space around the galactic core."
 GALAXY_SHAPE_SPIRAL_2_DESC: "§I$spiral_2$:§! This galaxy has two arms curving out from the galactic core."
 GALAXY_SHAPE_SPIRAL_3_DESC: "§I$spiral_3$:§! This galaxy has three arms curving out from the galactic core."
 GALAXY_SHAPE_SPIRAL_4_DESC: "§I$spiral_4$:§! This galaxy has four arms curving out from the galactic core."
 GALAXY_SHAPE_SPIRAL_6_DESC: "§I$spiral_6$:§! This galaxy has six arms curving out from the galactic core."
 GALAXY_SHAPE_BAR_DESC: "§I$bar$:§! The galaxy is split into two thick spiral arms, with only a few connections."
 GALAXY_SHAPE_STARBURST_DESC: "§I$starburst$:§! Several parallel arms whirl out from the galactic core."
 GALAXY_SHAPE_CARTWHEEL_DESC: "§I$cartwheel$:§! Several thin arms create this hybrid between a spiral and ring galaxy."
 GALAXY_SHAPE_SPOKED_DESC: "§I$spoked$:§! This galaxy is split into 'slices' that are mostly separated from one another."
 GALAXY_SIZE:0 "Galaxy Size"
 TEMPLATE_NUM_STARS:0 " ($STARS$ Stars)"
 RANDOMIZED_SETTING_NUM:0 "$MIN$-$MAX$"
 NUM_EMPIRES:0 "AI Empires"
 NUM_ADVANCED_EMPIRES:1 "Advanced AI Starts"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM: "Random AI Empire"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_FALLEN: "Random Fallen Empire"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_MARAUDER: "Random Marauder Empire"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_NUM: "This empire may or may not appear depending on the number of $EMPIRE_TYPE$ that are spawned."
 AI_EMPIRE_PREVIEW_TOOLTIP_TOO_MANY_FORCED: "The number of AI Empire slots is less than the number of empires that are forced to spawn, so not all of them will appear."
 AI_EMPIRE_PREVIEW_TOOLTIP_TOO_MANY_FORCED_RANDOM_NUM: "The number of AI Empire slots may be less than the number of empires that are forced to spawn, so not all of them are guaranteed to appear."
 AI_EMPIRE_PREVIEW_TOOLTIP_INCOMPATIBLE_SYSTEM: "The following empires have incompatible starting systems, so only one of them can appear."
 tiny:0 "Tiny"
 small:0 "Small"
 medium:0 "Medium"
 large:0 "Large"
 huge:0 "Huge"
 torpedo:0 "Torpedo"
 extra_large:0 "Extra Large"
 GALAXY_COLONIZABLE:0 "Habitable Planets"
 rare:0 "Rare"
 uncommon:0 "Uncommon"
 common:0 "Common"
 WAITING_FOR_SERVER_ID:0 "Waiting for game server ID."
 WAITING_FOR_MATCHMAKING:0 "Waiting for matchmaking server.\nServerID: $SERVERID|H$"
 SERVER_ONLINE:0 "The server is online.\nServerID: $SERVERID|H$"
 SERVER_ONLINE_COPY_CLIPBOARD:1 "§GClick to copy server ID to clipboard§!"
 SERVER_ONLINE_COPY_INGAME_CLIPBOARD:0 "£ctrl£ §GClick to copy server ID to clipboard§!"
 START_GAME_TOOLTIP_HEADER:0 "Start Game"
 READY_TOOLTIP_HEADER:0 "Lock In"
 READY_TOOLTIP_DESC:0 "Lock your choices and enable the host to start the game."
 UNREADY_TOOLTIP_HEADER:0 "Unlock"
 UNREADY_TOOLTIP_DESC:0 "Unlock your choices to allow you to change values and disable the host from starting the game."
 CANNOT_START_NOT_READY:0 "Player $PLAYER|H$ is not ready."
 CANNOT_START_NOT_CONNECTED:0 "Cannot start before the connection to matchmaking has been established."
 CANNOT_START_ALREADY_STARTING:0 "Game is about to start"
 CANNOT_READY_ALREADY_STARTING:0 "Game is about to start"
 CANNOT_READY_GROUP_OWNER_OBSERVER:0 "A coop group may not be an observer. Select an Empire."
 CANNOT_DESIGN_ALREADY_STARTING:0 "Game is about to start"
 GAMESETUP_TO_MAIN_MENU:0 "To Main Menu"
 GAMESETUP_TO_GALAXY_CONFIGURATION:0 "To Galaxy Configuration"
 GAMESETUP_TO_PRESCRIPTED:0 "To Species Selection"
 GAMESETUP_TO_COUNTRY_DESIGN:1 "To Empire Design"
 GAMESETUP_TO_SPECIES_DESIGN:0 "To Species Design"
 GAMESETUP_SPECIES_INVALID_CLASS:0 "Select Species."
 GAMESETUP_CANT_CUSTOMIZE_RANDOM:0 "Not available for random Species."
 GAMESETUP_SPECIES_INVALID_NAME:0 "Enter a valid Species name."
 GAMESETUP_COUNTRY_INVALID_HOMEWORLD_NAME:0 "Enter a valid Homeworld name."
 GAMESETUP_COUNTRY_INVALID_EMPIRE_NAME:0 "Enter a valid Empire name."
 GAMESETUP_COUNTRY_INVALID_LEADER_NAME:0 "Enter a valid Leader name."
 GAMESETUP_COUNTRY_INVALID_AUTHORITY:0 "No Government Authority selected."
 GAMESETUP_COUNTRY_CIVICS_TOO_EXPENSIVE:0 "Government Civics too expensive."
 GAMESETUP_COUNTRY_CIVIC_INVALID:1 "The $CIVIC|H$ Civic is invalid with your choice of Origin, Ethics, Authority and other Civics."
 GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID:0 "§RInvalid Government Type.§!"
 GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID_PREDEF:0 "§RInvalid scripted Government Type. This is a predefined country in the 00_prescripted_countries file.§!"
 GAMESETUP_COUNTRY_INVALID_NAMELIST:0 "Select a namelist."
 GAMESETUP_COUNTRY_INVALID_FTLMETHOD:0 "Select an FTL method."
 GAMESETUP_COUNTRY_INVALID_WEAPONS:0 "Select starting weapons."
 GAMESETUP_COUNTRY_INVALID_PREDEFINED:0 "Select a Predefined Species or Customize your own"
 GAMESETUP_COUNTRY_INVALID_CUSTOM:0 "You need to Customize Species before continuing"
 EMPIRE_DESIGN_NO_PORTRAIT:1 "Must select a portrait."
 GAMESETUP_CONTENT_NOT_PLAYABLE:0 "$CONTENT|H$:\n$REASON$"
 GAMESETUP_SPECIES_CLASS_NOT_ALLOWED: "§RPortrait Species Class conflicts with the chosen Government:§!\n$REASON$"
 GAMESETUP_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED: "§RGovernment conflicts with our selected Portrait:§!\n$REASON$"
 GAMESETUP_ORIGIN_NOT_ALLOWED:0 "Current origin $ORIGIN|H$ is not compatible:\n$REASON$"
 GAMESETUP_SECONDARY_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED: "§RGovernment conflicts with our Secondary Species Portrait:§!\n$REASON$"
 GAMESETUP_SPECIES_TRAIT_MISSING:0 "Missing trait: $TRAIT|H$"
 GAMESETUP_SECONDARY_SPECIES_SAME_PORTRAIT_AS_PRIMARY: "§R$SECONDARY_NAME$ cannot use our main species Portrait.§!"
 GAMESETUP_PORTRAIT_TRAIT_NOT_ALLOWED: "§RPortrait conflicts with our selected Trait:§!\n$REASON$"
 GAMESETUP_PORTRAIT_TRAIT_NOT_ALLOWED_PLURAL: "§RPortrait conflicts with our selected Traits:§!\n$REASON$"
 GAMESETUP_SPECIES_CATEGORY_NON_COMPATIBLE: "This category has no portrait compatible with the current empire design."
 STARTING_WEAPONS:0 "Starting Weapons"
 AUTHORITY_SUCCESSION_TYPE: "£leader£ §ESuccession:§!"
 AUTHORITY_DEMOCRATIC_SUCCESSION: "$t$ Holds a ['concept_democratic_election'] every §H10§! years to select a new Ruler."
 AUTHORITY_OLIGARCHIC_SUCCESSION: "$t$ Holds an ['concept_oligarchic_election'] every §H20§! years to select a new Ruler."
 AUTHORITY_DICTATORIAL_SUCCESSION: "$t$ Holds a ['concept_dictatorial_election'] upon ruler death to select a new Ruler."
 AUTHORITY_CORPORATE_SUCCESSION: "$t$ Holds a ['concept_corporate_election'] every §H20§! years to select a new Ruler."

 concept_democratic_election: "Democratic Election"
 concept_democratic_election_desc: "$AUTHORITY_ELECTION_10_YEARS$ $AUTHORITY_ELECTION_DEMOCRATIC$ $AUTHORITY_ELECTION_UNLIMITED_CANDIDATES$ $AUTHORITY_ELECTION_ALLOWS_REELECTION$ $AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION$"
 concept_oligarchic_election: "Oligarchic Election"
 concept_oligarchic_election_desc: "$AUTHORITY_ELECTION_20_YEARS$ $AUTHORITY_ELECTION_OLIGARCHIC$ $AUTHORITY_ELECTION_4_CANDIDATES$ $AUTHORITY_ELECTION_NO_REELECTION$ $AUTHORITY_ELECTION_ALLOWS_EMERGENCY_ELECTION$"
 concept_dictatorial_election: "Dictatorial Election"
 concept_dictatorial_election_desc: "$AUTHORITY_ELECTION_ON_RULER_DEATH$ $AUTHORITY_ELECTION_OLIGARCHIC$ $AUTHORITY_ELECTION_UNLIMITED_CANDIDATES$ $AUTHORITY_ELECTION_NO_REELECTION$ $AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION$"
 concept_corporate_election: "Corporate Election"
 concept_corporate_election_desc: "$concept_oligarchic_election_desc$"

 AUTHORITY_ELECTION_DEMOCRATIC:0 "\n$t$- Ruler is decided by §HSupport§! $TABBED_NEW_LINE$- §HSupport§! can be increased with §H£unity£ Unity§!"

 AUTHORITY_ELECTION_OLIGARCHIC:1 "\n$t$- Ruler is decided §HRandomly§! $TABBED_NEW_LINE$- §H£unity£ Unity§! can be spent to §HElect§! a Leader"

 AUTHORITY_HAS_HEIR:1 "$t$ The §HImperial Heir§! becomes the new Ruler.$TABBED_NEW_LINE$ §HImperial Heirs§! have a randomly selected §HLeader Class§! and no §HLeader Upkeep§!."

 ELECTION_FREQUENCY: "Base Election Frequency:"
 AUTHORITY_ELECTION_10_YEARS: "$t$- $ELECTION_FREQUENCY$ §H10§! Years"
 AUTHORITY_ELECTION_20_YEARS: "$t$- $ELECTION_FREQUENCY$ §H20§! Years"
 AUTHORITY_ELECTION_ON_RULER_DEATH:0 "$t$- Elections are held upon §HRuler Death§!"


 AUTHORITY_ELECTION_UNLIMITED_CANDIDATES: "\n$t$- §HAll§! Leaders can be §HElection Candidates§!"
 AUTHORITY_ELECTION_4_CANDIDATES: "\n$t$- Up to §H4§! Leaders can be §HElection Candidates§!"

 AUTHORITY_ELECTION_ALLOWS_REELECTION: "\n$t$- §HRulers§! can be §HRe-elected§!"
 AUTHORITY_ELECTION_NO_REELECTION:  "\n$t$- §HRulers§! can NOT be §HRe-elected§!"

 AUTHORITY_ELECTION_ALLOWS_EMERGENCY_ELECTION: "\n$t$- Allows §HEmergency Elections§!"
 AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION: "\n$t$- Does NOT allow §HEmergency Elections§!"

 AUTHORITY_HIVE_MIND:0 "The Hive sees all"
 GAMESETUP_TAB_SETUP:0 "Game Setup"
 GAMESETUP_TAB_SPECIES:0 "Species Selection"
 GAMESETUP_TAB_DETAILS:0 "Game Details"
 GAMESETUP_RETURN_TO_SPECIES_TAB:0 "Exit to $GAMESETUP_TAB_SPECIES$"
 GOVERNMENT_TYPE:0 "Government Type"
 PREDEFINED:0 "Predefined"
 CUSTOMIZE_APPEARANCE:0 "Customize Species"
 CHOOSE_TRAITS:0 "Choose Traits"
 AVAILABLE_TRAITS:0 "Which traits will define your species?"
 CHOSEN_TRAITS:0 "Chosen Traits:"
 CHOOSE_TECH:0 "Choose Starting Technologies"
 CHOOSE_FTL_TYPE:0 "How will your intrepid explorers brave the stars?"
 CHOSEN_WEAPON:0 "What manner of weaponry will your first starships wield?"
 CHOOSE_ETHICS:0 "Which ethics will define your society?"
 CHOSEN_ETHICS:0 "Chosen Ethics:"
 CHOSEN_GOV:0 "How will you govern your people?"
 PRIMARY_COLOR:0 "Primary Colors"
 SECONDARY_COLOR:0 "Secondary Colors"
 TERTIARY_COLOR:0 "Tertiary Colors"
 EMBLEM_BACKGROUND_PATTERN:0 "Patterns"
 EMPIRE_SPECIES_AMOUNT: "$SPECIES$: $AMOUNT|1*Y$"
 LEFT_CLICK_TO_OPEN_DIPLOMACY:1 "§GClick to open Diplomacy§!"
 LEFT_CLICK_TO_OPEN_ESPIONAGE:0 "§GClick to open Espionage§!"

 #Flag category keys are generated like "FLAG_CATEGORY_" + <name of folder in common/flags/>
 FLAG_CATEGORY_ornate:0 "Ornate"
 FLAG_CATEGORY_pirate:0 "Pirate"
 FLAG_CATEGORY_blocky:0 "Blocky"
 FLAG_CATEGORY_spherical:0 "Round"
 FLAG_CATEGORY_legion:0 "Legion"
 FLAG_CATEGORY_pointy:0 "Pointy"
 FLAG_CATEGORY_zoological:0 "Zoological"
 FLAG_CATEGORY_no_category:0 "Misc"
 FLAG_CATEGORY_bg_no_category:0 "Backgrounds"
 FLAG_CATEGORY_human:0 "Human"
 FLAG_CATEGORY_smooth_simple:0 "Smooth"
 FLAG_CATEGORY_paradox:0 "Paradox"
 FLAG_CATEGORY_domination:0 "Domination"
 FLAG_CATEGORY_corporate:0 "Corporate"
 FLAG_CATEGORY_imperial:0 "Imperial"
 FLAG_CATEGORY_aquatic:0 "Aquatic"
 FLAG_CATEGORY_necroid:0 "Necroid"
 FLAG_CATEGORY_lithoid:0 "Lithoid"
 FLAG_CATEGORY_plantoid:0 "Plantoid"
 FLAG_CATEGORY_toxoid:1 "Toxoid"
 FLAG_CATEGORY_infernal: "Infernal"

 starting_weapons_lasers:0 "Energy Weapons"
 starting_weapons_projectiles:0 "Projectile Weapons"
 starting_weapons_missiles:0 "Missile Weapons"
 starting_weapons_lasers_desc:1 "These directed-energy weapons emit focused laser beams at their targets. They are effective at medium to close range, largely ignoring the bulk of enemy armor."
 starting_weapons_projectiles_desc:1 "Mass Drivers that use electromagnetic catapults to accelerate projectiles towards targets at blinding speeds. While somewhat limited in range, their kinetic energy and high rate of fire chew through shields with ease."
 starting_weapons_missiles_desc:0 "Space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems."
 starting_ftl_warp:0 "Warp Travel"
 starting_ftl_hyperdrive:0 "Hyperspace Travel"
 starting_ftl_wormhole:0 "Wormhole Travel"
 starting_ftl_warp_desc:0 "The warp drive generates a subspace bubble around a ship, making faster-than-light speeds attainable. This allows for free but relatively slow travel between stars, given the great distances involved."
 starting_ftl_hyperdrive_desc:0 "The hyper drive allows ships to temporarily breach the dimension of hyperspace. Interstellar travel is fast but limited to existing paths along the hyperlane network."
 starting_ftl_wormhole_desc:0 "Wormhole generators tunnel through subspace and establish a conduit between two points, permitting travel across vast distances. The large generators are too big to be fitted on ships, requiring special Wormhole Stations to operate."
 RECOMMENDED_BEGINNER:0 "§G(New Players)§!"
 RECOMMENDED_ADVANCED:0 "§R(Advanced Players)§!"

 TOOLTIP_SETUP_APPEARANCE:1 "§H$PORTRAIT$§!\nSelect your species type and appearance."
 TOOLTIP_SETUP_SPECIES_NAME:1 "§H$SPECIES_NAME$§!\nSelect the name of your species."
 TOOLTIP_SETUP_TRAITS:1 "§H$TRAITS$§!\nSelect which traits your species should have."
 TOOLTIP_SETUP_RULER:1 "§H$RULER$§!\nCustomize your starting ruler. Do note that some government types may change rulers more frequently than others, and that ruler can die."
 TOOLTIP_SETUP_NAME_CLASS:1 "§H$NAME_AND_CLASS$§!\nSelect the planet class of your homeworld and customize its name. The planet class you select will also be the primary planet type for your species.\n\nOther planet classes can be inhabited by your species depending on how different they are from your planet class."
 TOOLTIP_SETUP_CITY_APPEARANCE:1 "§H$CITY_GRAPHICS$§!\nSelect the appearance of your cities. This has no effect on gameplay."
 TOOLTIP_SETUP_GOVERNMENT:1 "§H$ETHICS_AND_GOVERNMENT$§!\nSelect the ethics and government type for your empire. Your selection of ethics determines which government types are available for selection."
 TOOLTIP_SETUP_EMPIRE_ADVISOR:0 "§H$EMPIRE_ADVISOR$§!\nSelect a voice type for alerts and notifications."
 TOOLTIP_SETUP_EMPIRE_NAME:1 "§H$EMPIRE_NAME$§!\nCustomize the name of your empire."
 TOOLTIP_SETUP_FLAG:1 "§H$EMPIRE_FLAG$§!\nCustomize the flag of your empire."
 TOOLTIP_SETUP_EMPIRE_NAMELIST:1 "§H$CUSTOMIZE_NAME_LISTS$§!\nSelect a name list from which your ships, leaders and planets will choose their names."
 TOOLTIP_SETUP_SPECIES_EMPIRE_NAMES: "§H$NAMES$§!\nCustomize the name of your species and empire."
 TOOLTIP_SETUP_WEAPONS:1 "§H$STARTING_WEAPONS$§!\nSelect which starting weapon your empire's ships will be fitted with.\n\nYou will be able to change which weapon components your ships are fitted with during play. Check the §YShip Designer§! in game to change which components your ships will be fitted with."
 TOOLTIP_SETUP_FTL:1 "§H$FTL_LABEL$§!\nSelect which travel method your empire will use for interstellar travel. You will not be able to change your FTL-method unless you unlock some very rare technologies. You will never be able to change between the base types of FTL-travel during play."
 TOOLTIP_SETUP_SHIP_APPEARANCE:1 "§H$SHIP_GRAPHICS$§!\nSelect the appearance of the ships in your empire."
 SECONDARY_SPECIES:0 "Secondary Species"
 TOOLTIP_SETUP_SECONDARY_SPECIES_APPEARANCE:0 "§H$PORTRAIT$§!\nSelect the appearance of your Secondary Species."
 TOOLTIP_SETUP_SECONDARY_SPECIES_NAME:0 "§H$SPECIES_NAME$§!\nSelect the name of your Secondary Species."
 TOOLTIP_SETUP_SECONDARY_SPECIES_NAMELIST:0 "§H$CUSTOMIZE_NAME_LISTS$§!\nSelect a name list from which leaders of your Secondary Species will choose their names."
 TOOLTIP_SETUP_SECONDARY_SPECIES_TRAITS:0 "§H$TRAITS$§!\nSelect which traits your Secondary Species should have."

 ####################################
 # Hotjoin View
 ####################################

 REQUESTING_HOTJOIN:2 "§HRequesting 'Hot Join'§!\n\nWaiting for the Hosting player to accept..."
 TRANSFERRING_SAVE_PROGRESS:0 "Transferring Save: $PROGRESS$%"
 SELECT_COUNTRY:1 "Select Empire"
 EXECUTING_POST_HOTJOIN_LOAD_SYNC_COMMANDS:0 "$NAME$ received and loaded the save game."
 EXECUTING_POST_HOTJOIN_COMMANDS:0 "Synchronizing Game"
 SAVE_TRANSFERRED_TARGET:0 "Save game transfer to $NAME$ complete!"
 HOTJOIN_COOP_GROUP_CAPACITY:0 "§HCooperative Empire: $CURRENT_PLAYERS$/$MAX_CAPACITY$ Players§!"
 PREVIOUSLY_PLAYED_TOOLTIP:1 "§HPrevious Selection§!\nThis is the Empire you played last time."
 HOTJOIN_SERVER_LOST_TITLE:0 "Server Lost"
 HOTJOIN_SERVER_LOST_DESC:0 "The connection to the Host was lost."
 HOTJOIN_SERVER_LOST_OK:0 "OK"
 GAME_READY_TO_START:0 "Game ready, click 'Start' to play"

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

 SERVER_LOST_TITLE:0 "Server Lost"
 SERVER_LOST_DESC:0 "The connection to the Host was lost. How do you wish to proceed?"
 PLAYER_LOST_TITLE:0 "Player Lost"
 PLAYER_LOST_DESC:0 "The connection to $playername$ was lost. How do you wish to proceed?"
 IGL_CAN_START_NOT_HOST:0 "Only the host can start the game again."
 IGL_HOST_START_GAME_NOT_ALL_READY: "§HSelecting Empire§!\n$NOT_HERE$\n§HNot Ready§!\n$NOT_READY$"
 INGAMELOBBY_KICK:1 "§HKick§!\nKick this player."
 INGAMELOBBY_BAN:1 "§HBan§!\nBan this player. This will make them unable to rejoin."

 ####################################
 # Planet Classes
 ####################################

 pc_gas_giant:0 "Gas Giant"
 pc_gas_giant_desc:0 "Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core."
 pc_asteroid:0 "Asteroid"
 pc_asteroid_desc:0 "A larger asteroid or planetoid standing out in the dense cluster of smaller bodies."
 pc_molten:0 "Molten World"
 pc_molten_desc:0 "Rocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life."
 pc_frozen:0 "Frozen World"
 pc_frozen_desc:1 "Rocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere preclude the existence of life on the surface."
 pc_broken:0 "Broken World"
 pc_broken_desc:0 "World devastated by some catastrophic event. Whatever properties it may once have had are no longer discernible."
 pc_barren:0 "Barren World"
 pc_barren_desc:1 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and is completely devoid of life."
 pc_barren_cold:0 "Barren World"
 pc_barren_cold_desc:1 "Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and is completely devoid of life."
 pc_desert:0 "Desert World"
 pc_desert_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom."
 pc_arid:0 "Arid World"
 pc_arid_desc:0 "Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce."
 pc_tundra:0 "Tundra World"
 pc_tundra_desc:0 "Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens."
 pc_continental:0 "Continental World"
 pc_continental_desc:0 "Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation."
 pc_tropical:0 "Tropical World"
 pc_tropical_desc:0 "Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation."
 pc_ocean:0 "Ocean World"
 pc_ocean_desc:0 "Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than §Y90%§! of the surface, with scattered islands making up the remaining percentage."
 pc_arctic:0 "Arctic World"
 pc_arctic_desc:0 "Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation."
 pc_alpine:0 "Alpine World"
 pc_alpine_desc:1 "Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops, and frozen-over lakes dot the valleys. While the planet experiences minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation."
 pc_savannah:0 "Savanna World"
 pc_savannah_desc:1 "Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses, vegetation is largely concentrated around shallow oases."
 pc_habitat:0 "Orbital Habitat"
 pc_habitat_plural: "Orbital Habitats"
 pc_habitat_desc:1 "An artificial deep-space arcology offering planet-like - if decidedly urban - living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials."
 pc_toxic:0 "Toxic World"
 pc_toxic_desc:0 "A rocky planet with a thick atmosphere that is lethal to all known higher forms of life."
 pc_shrouded:0 "Shrouded World"
 pc_shrouded_desc:0 "Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return."
 pc_b_star:0 "Class B Star"
 pc_b_star_desc:0 "The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye."
 pc_a_star:0 "Class A Star"
 pc_a_star_desc:0 "These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants."
 pc_f_star:0 "Class F Star"
 pc_f_star_desc:0 "F-type stars are fairly large and often referred to as yellow-white dwarfs. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds."
 pc_g_star:0 "Class G Star"
 pc_g_star_desc:0 "Often referred to as yellow dwarfs, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life."
 pc_k_star:0 "Class K Star"
 pc_k_star_desc:0 "These main-sequence stars, sometimes referred to as orange dwarfs, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life."
 pc_m_star:0 "Class M Star"
 pc_m_star_desc:0 "The most common stars in the universe, often referred to as red dwarfs. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarfs emit almost no UV light resulting in unfavorable conditions for most forms of life."
 pc_t_star:0 "Class T Brown Dwarf"
 pc_t_star_desc:0 "Brown dwarfs are substellar objects that lack the mass to sustain hydrogen fusion. Roughly the size of large gas giants, they have a much greater density. Their low luminosity and comparatively small heat generation means that planets orbiting them are unlikely to support life."
 pc_m_giant_star:0 "Class M Red Giant"
 pc_m_giant_star_desc:0 "With a large radius and comparatively low surface temperature, red giants are stars of moderate mass in a late stage of stellar evolution. Their expanded stellar atmospheres and high luminosity make for distant habitable zone orbits."
 pc_black_hole:0 "Black Hole"
 pc_black_hole_desc:1 "Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed. The gravitational waves emitted by black holes interfere with FTL drives, making it harder for ships to escape from combat."
 pc_neutron_star:0 "Neutron Star"
 pc_neutron_star_desc:2 "These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star. The gravitational waves and radiation emitted by neutron stars must be carefully navigated around, slowing the sublight speed of ships."
 pc_pulsar:0 "Pulsar"
 pc_pulsar_desc:1 "Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy. The radiation emitted by pulsars interferes with deflector technology, rendering ship and station shields inoperable."
 pc_toxoid_star:0 "Viridescent Lightbringer"
 pc_toxoid_star_desc:0 "Millennia of exposure to the Toxic Entity have caused alterations in the makeup of this star. Though once it was a fairly standard G-type star, now it emits an eerie green haze unlike any seen elsewhere in the galaxy."
 pc_infested:0 "Infested World"
 pc_infested_desc:0 "The surface of this world is covered by some kind of biological contaminant."
 pc_gaia:0 "Gaia World"
 pc_gaia_plural: "Gaia Worlds"
 pc_gaia_desc:0 "An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes."
 pc_nuked:0 "Tomb World"
 pc_nuked_plural: "Tomb Worlds"
 pc_nuked_desc:0 "A rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life."
 pc_ringworld_habitable:1 "Ring Segment"
 pc_ringworld_habitable_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_tech:1 "$pc_ringworld_habitable$"
 pc_ringworld_tech_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_seam:1 "$pc_ringworld_habitable$"
 pc_ringworld_seam_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
 pc_ringworld_habitable_damaged:1 "Damaged $pc_ringworld_habitable$"
 pc_ringworld_habitable_damaged_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nThis section of the megastructure appears irreparably damaged."
 pc_ringworld_tech_damaged:1 "$pc_ringworld_habitable_damaged$"
 pc_ringworld_tech_damaged_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nThis section of the megastructure appears irreparably damaged."
 pc_ringworld_seam_damaged:1 "$pc_ringworld_habitable_damaged$"
 pc_ringworld_seam_damaged_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nThis section of the megastructure appears irreparably damaged."
 pc_shielded:0 "Shielded World"
 pc_shielded_desc:1 "[Root.GetShieldedPlanetDesc]"
 pc_shielded_desc_orig:0 "This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface."
 pc_ai:0 "AI World"
 pc_ai_desc:0 "Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs."
 pc_machine:0 "Machine World"
 pc_machine_desc:0 "Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life."
 pc_machine_broken:0 "Broken AI World"
 pc_machine_broken_desc:0 "$pc_ai_desc$"
 pc_hive:0 "Hive World"
 pc_hive_desc:0 "This entire world is a giant living organism, psionically connected with the Hive Mind that shaped it. Any beings not part of the Hive that set foot here will be attacked by the very terrain itself."
 pc_cybrex:0 "$pc_ringworld_habitable$"
 pc_cybrex_desc:0 "$pc_ringworld_habitable_desc$"
 pc_shattered:0 "Shattered World"
 pc_shattered_desc:0 "The charred, broken remnants of what was once a planet. A massive energy surge has detonated this world's core, leaving only drifting slabs of rock."
 pc_ice_asteroid:0 "Ice Asteroid"
 pc_ice_asteroid_desc:0 "A larger asteroid or planetoid composed primarily of frozen H2O."
 pc_rare_crystal_asteroid:0 "$pc_crystal_asteroid$"
 pc_rare_crystal_asteroid_desc:0 "$pc_crystal_asteroid_desc$"
 pc_shattered_ring_habitable:1 "Shattered Ring Segment"
 pc_shattered_ring_habitable_desc:1 "Part of a Ring World, an immense band encircling the system's sun.\nThis section of the megastructure has sustained damage - especially to some of its more advanced districts - but it does not appear irreparable."

 pc_desert_adj:0 "desert"
 pc_arid_adj:0 "arid"
 pc_savannah_adj:0 "savannah"
 pc_tropical_adj:0 "tropical"
 pc_continental_adj:0 "temperate"
 pc_ocean_adj:0 "oceanic"
 pc_tundra_adj:0 "tundra"
 pc_arctic_adj:0 "arctic"
 pc_alpine_adj:0 "alpine"
 pc_nuked_adj:0 "desolate"
 pc_hive_adj:0 "hive"
 pc_machine_adj:0 "cybernetic"
 pc_gaia_adj:0 "ideal"
 pc_ringworld_habitable_adj:0 "artificial"
 pc_shattered_ring_habitable_adj:0 "artificial"
 pc_habitat_adj:0 "artificial"
 pc_city_adj:0 "urban"
 pc_relic_adj:0 "relict"

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

 pc_continental_tile:0 "Temperate Terrain"
 pc_continental_tile_desc:0 "Diverse forested terrain with a mild climate."
 pc_desert_tile:0 "Desert Terrain"
 pc_desert_tile_desc:0 "Barren and dry terrain with occasional rocky outcroppings."
 pc_arid_tile:0 "Arid Terrain"
 pc_arid_tile_desc:0 "Dry and rocky terrain with sparse vegetation."
 pc_tundra_tile:0 "Tundra Terrain"
 pc_tundra_tile_desc:0 "Cold and wind-swept steppes with sparse vegetation."
 pc_tropical_tile:0 "Tropical Terrain"
 pc_tropical_tile_desc:0 "Vegetation-covered terrain with a warm and humid climate."
 pc_ocean_tile:0 "Ocean Terrain"
 pc_ocean_tile_desc:0 "Isolated islands and archipelagos surrounded by ocean."
 pc_arctic_tile:0 "Arctic Terrain"
 pc_arctic_tile_desc:0 "Snow- and ice-covered terrain with no vegetation."
 pc_savannah_tile:0 "Savanna Terrain"
 pc_savannah_tile_desc:0 "Warm, dry terrain with widely spaced trees and shrubs."
 pc_alpine_tile:0 "Alpine Terrain"
 pc_alpine_tile_desc:0 "Elevated terrain covered in snow and ice."
 pc_gaia_tile:0 "Gaia Terrain"
 pc_gaia_tile_desc:0 "Diverse terrain with biomes that are eminently suitable to most forms of life."
 pc_nuked_tile:0 "Wasteland Terrain"
 pc_nuked_tile_desc:0 "Harsh, war-torn terrain. Radiation levels are low enough to support some life."
 pc_infested_tile:0 "Infested Terrain"
 pc_infested_tile_desc:0 "Terrain despoiled by the Prethoryn swarm's secretions."
 pc_ringworld_habitable_tile:0 "Ring World Terrain"
 pc_ringworld_habitable_tile_desc:0 "Pristine terrain carefully maintained by the Ring World's internal systems."
 pc_machine_tile:0 "Cybernetic Terrain"
 pc_machine_tile_desc:0 "Sterilized terrain shielding sub-surface superconducting lattices."
 pc_habitat_tile:0 "Habitat Terrain"
 pc_habitat_tile_desc:0 "Wrought mineral plates over artificial gravity generators act as ready-made foundations for urban and industrial construction."

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

 d_mountain_range:0 "£blocker£ Impassable Mountains"
 mountain_range_singular: "impassable mountain" # used inside event texts
 d_mountain_range_desc:0 "A vast range of tall and impassable mountains stretches across this region."
 d_active_volcano:0 "£blocker£ Active Volcano"
 active_volcano_singular: "active volcano" # used inside event texts
 d_active_volcano_desc:0 "There is an active volcano in this region, spewing forth lava and volcanic gases."
 d_dangerous_wildlife_blocker:0 "£blocker£ Dangerous Wildlife"
 wildlife_blocker_singular: "wild habitat" # used inside event texts
 d_dangerous_wildlife_blocker_desc:0 "The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants."
 d_dense_jungle:0 "£blocker£ Dense Jungle"
 dense_jungle_singular: "dense jungle" # used inside event texts
 d_dense_jungle_desc:0 "This entire region is completely overgrown with thick, impassable jungle."
 d_quicksand_basin:0 "£blocker£ Quicksand Basin"
 quicksand_basin_singular: "quicksand basin" # used inside event texts
 d_quicksand_basin_desc:0 "A vast body of quicksand covers this region, making construction impossible."
 d_noxious_swamp:0 "£blocker£ Noxious Swamp"
 noxious_swamp_singular: "noxious swamp" # used inside event texts
 d_noxious_swamp_desc:0 "Treacherous swamplands and bogs surrounded by putrid gases."
 d_massive_glacier:0 "£blocker£ Massive Glacier"
 massive_glacier_singular: "vast glacier" # used inside event texts
 d_massive_glacier_desc:0 "An immense body of dense ice covers this region."
 d_toxic_kelp:0 "£blocker£ Toxic Kelp"
 toxic_kelp_singular: "toxic kelp patch" # used inside event texts
 d_toxic_kelp_desc:0 "A thick forest of kelp that is toxic to most forms of life covers the ocean in this region."
 d_deep_sinkhole:0 "£blocker£ Deep Sinkhole"
 deep_sinkhole_singular: "deep sinkhole" # used inside event texts
 d_deep_sinkhole_desc:0 "A colossal sinkhole covers most of this region."
 d_city_ruins:0 "£blocker£ City Ruins"
 d_city_ruins_desc:0 "Once a great city, now just a metal boneyard stretching as far as the eye can see."
 d_ancient_ruins:0 "£blocker£ Ancient Ruins"
 d_ancient_ruins_desc:0 "§LOnce a great city built with highly advanced technology, now just ruins and rubble that has been abandoned for centuries.§!"
 d_ancient_cryo_chambers:0 "£blocker£ Ruined Stasis Chambers"
 d_ancient_cryo_chambers_desc:0 "§LA sprawling, partially ruined complex containing millions of stasis chambers. The complex is unpowered and only trace biomatter remains of the chambers' occupants, who appear to have come from dozens of distinct biological species.§!"
 d_tribal_settlement:0 "£blocker£ Native Reservation"
 d_tribal_settlement_desc:1 "This entire region has been set aside as a reservation for the pre-FTL indigenous population."
 d_xeno_preserve:0 "£blocker£ Xeno Preserve"
 d_xeno_preserve_desc:0 "This entire region has been set aside as a reservation for endangered alien species."
 d_wandering_forests:0 "£blocker£ Wandering Forests"
 d_wandering_forests_desc:0 "The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure."
 d_wandering_forest_reserve:0 "£blocker£ Wandering Forest Reserve"
 d_wandering_forest_reserve_desc:0 "§YAdds £society£ Research to neighboring tiles.§!\n\nA nature reserve that covers the vast expanse of territory where the wandering forests range."
 d_sinkhole_subterraneans:0 "£blocker£ Subterranean Entrance"
 d_sinkhole_subterraneans_desc:0 "A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world."
 d_crater:0 "£blocker£ Impact Crater"
 d_crater_desc:0 "Something collided with the surface of this world at some point, creating this massive impact crater."
 d_bomb_crater:0 "£blocker£ Bomb Crater"
 d_bomb_crater_desc:0 "This massive crater was created by the detonation of a particularly devastating hydrogen bomb."
 d_ruined_district:0 "£blocker£ Ruined District"
 d_ruined_district_desc:0 "This region is covered by countless craters caused by relentless Orbital Bombardment."
 d_radioactive_wasteland:0 "£blocker£ Radioactive Wasteland"
 d_radioactive_wasteland_desc:0 "Few organisms can survive in this desolate, irradiated wasteland."
 d_failing_infrastructure_desc:0 "This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress."
 d_failing_infrastructure:0 "£blocker£ Industrial Wasteland"
 d_forgotten_civilization:0 "£blocker£ Forgotten Civilization"
 d_forgotten_civilization_desc:0 "The ruins of a forgotten civilization that lived here before us."
 d_decrepit_dwellings:0 "£blocker£ Sprawling Slums"
 d_decrepit_dwellings_desc:0 "This region is covered by vast shanty towns and slums filled with the poor and the outcast."
 d_decrepit_dwellings_custom_tooltip:0 "§G100§! £pop£ Pops are created"
 d_titanic_life_blocker:0 "£blocker£ Titanic Lifeforms"
 d_titanic_life_blocker_desc:0 "Numerous Titanic aliens make this area their home, it would be wise to avoid it."
 d_bombarded_land:0 "£blocker£ Bombarded Ground"
 d_bombarded_land_desc:0 "The area has been devastated by orbital bombardment."
 d_battlefield_debris:0 "£blocker£ Battlefield Debris"
 d_battlefield_debris_desc:0 "The area has been devastated by a series of massive ground battles."
 d_tomb_world_ruins:0 "£blocker£ Settled Ruins"
 d_tomb_world_ruins_desc:0 "A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city."
 d_tomb_world_wasteland:0 "£blocker£ Radiation Zone"
 d_tomb_world_wasteland_desc:0 "A region that was the target of numerous nuclear warheads. Though the radiation in this area has gone down since the initial impact, it is still unfit for habitation barring a major clean-up effort."
 d_machine_empire_ruins:0 "£blocker£ Long-Abandoned City"
 d_machine_empire_ruins_desc:0 "The crumbling remains of what must once have been a major population center on the planet. No traces of its past inhabitants remain."
 d_exterminators_ruins:0 "£blocker£ Former Organic City"
 d_exterminators_ruins_desc:0 "The charred and irradiated ruins of what was once a major organic population center. Those buildings that still remain standing contain nothing but ashes now."
 d_assimilators_ruins:0 "£blocker£ Silent Ruins"
 d_assimilators_ruins_desc:0 "This once major settlement is now a crumbling ruin, occupied only by the decaying bodies of those organics that chose self-termination rather than be assimilated."
 d_former_battlefield:0 "£blocker£ Battlefield Remnants"
 d_former_battlefield_desc:0 "Tens of thousands of burnt war machines and the twisted skeletal remains of organic soldiers litter the ground at this former battlefield. Residual pockets of radiation interferes with most electronics."
 d_strip_mine:0 "£blocker£ Abandoned Strip Mine"
 d_strip_mine_desc:0 "This area was heavily strip mined in the past, by older and more primitive machine models that unfortunately were not programmed to take future development of the region into account."
 d_unsupervised_settlement:0 "£blocker£ Unsupervised Settlement"
 d_unsupervised_settlement_desc:0 "A pocket of organic society on this world that still exists outside of machine supervision. Violence, disease and starvation run rampant inside the settlement's walls, whose inhabitants have regressed technologically by several centuries."
 d_collapsed_burrows:0 "£blocker£ Collapsed Burrows"
 d_collapsed_burrows_desc:0 "This site once housed extensive underground tunnel systems inhabited by the Hive, but was abandoned due to overexploitation of local resources and wildlife."
 d_ruined_building_blocker:1 "£blocker£ Ruins"
 d_ruined_building_blocker_desc:0 "Extensive ruins block all access."
 d_hibernating_lithoids:0 "£blocker£ Lithoid Monoliths"
 d_hibernating_lithoids_desc:0 "Incredibly rich outcroppings of minerals that seem to be comprised of petrified lithoids."
 d_big_nature_preserve_blocker:0 "$d_nature_preserve_blocker$"
 d_big_nature_preserve_blocker_desc:0 "A section of this world has been declared a nature preserve and may never be tampered with."
 ####################################
 # Hull Sizes
 ####################################

 CORVETTE:0 "Corvette"
 DESTROYER:0 "Destroyer"
 CRUISER:0 "Cruiser"
 BATTLESHIP:0 "Battleship"
 corvette_cap: "$corvette$"
 corvette:0 "Corvette"
 corvette_plural:0 "Corvettes"
 frigate_cap: "$frigate$"
 frigate:0 "Frigate"
 frigate_plural:0 "Frigates"
 destroyer_cap: "$destroyer$"
 destroyer:0 "Destroyer"
 destroyer_plural:0 "Destroyers"
 cruiser_cap: "$cruiser$"
 cruiser:0 "Cruiser"
 cruiser_plural:0 "Cruisers"
 battleship_cap: "$battleship$"
 battleship:0 "Battleship"
 battleship_plural:0 "Battleships"
 titan_cap: "$titan$"
 titan:0 "Titan"
 titan_plural:0 "Titans"
 bio_titan_cap: "$titan_cap$"
 bio_titan: "$titan$"
 bio_titan_plural: "$titan_plural$"
 colossus:0 "Colossus"
 colossus_cap: "$colossus$"
 colossus_plural:0 "Colossi"
 science:0 "Science Ship"
 science_plural:0 "Science Ships"
 hot_rod_ship:0 "Science Ship"
 hot_rod_ship_cap: "$hot_rod_ship$"
 hot_rod_ship_plural:0 "Science Ships"
 constructor:0 "Construction Ship"
 constructor_plural:0 "Construction Ships"
 spacestation_1:0 "Space Station"
 spacestation_1_cap: "$spacestation_1$"
 spacestation_1_plural:0 "Space Stations"
 colonizer:0 "Colony Ship"
 colonizer_plural:0 "Colony Ships"
 transport:0 "Transport Ship"
 transport_plural:0 "Transport Ships"
 outpost_station:0 "Frontier Outpost"
 outpost_station_cap: "$outpost_station$"
 outpost_station_plural:0 "Frontier Outposts"
 military_station_small_cap: "$military_station_small$"
 military_station_small:0 "Defense Platform"
 military_station_small_plural:0 "Defense Platforms"
 military_station_medium:0 "Defense Station"
 military_station_medium_cap: "$military_station_medium$"
 military_station_medium_plural:0 "Defense Stations"
 military_station_large:0 "Fortress"
 military_station_large_cap: "$military_station_large$"
 military_station_large_plural:0 "Fortresses"
 ion_cannon:0 "Ion Cannon"
 ion_cannon_cap: "$ion_cannon$"
 ion_cannon_plural:0 "Ion Cannons"
 orbital_station:0 "Spaceport"
 orbital_station_cap: "$orbital_station$"
 orbital_station_plural:0 "Spaceports"
 mining_station:0 "Mining Station"
 mining_station_cap: "$mining_station$"
 mining_station_plural:0 "Mining Stations"
 research_station:0 "Research Station"
 research_station_cap: "$research_station$"
 research_station_plural:0 "Research Stations"
 wormhole_station:0 "Wormhole Station"
 wormhole_station_cap: "$wormhole_station$"
 wormhole_station_plural:0 "Wormhole Stations"
 terraform_station:0 "Terraforming Station"
 terraform_station_cap: "$terraform_station$"
 terraform_station_plural:0 "Terraforming Stations"
 observation_station:0 "Observation Post"
 observation_station_cap: "$observation_station$"
 observation_station_plural:0 "Observation Posts"
 starbase_outpost:0 "Outpost"
 starbase_outpost_cap: "$starbase_outpost$"
 starbase_outpost_plural:0 "Outposts"
 starbase_starport:0 "Starport"
 starbase_starport_plural:0 "Starports"
 starbase_starhold:0 "Starhold"
 starbase_starhold_plural:0 "Starholds"
 starbase_starfortress:0 "Star Fortress"
 starbase_starfortress_plural:0 "Star Fortresses"
 starbase_citadel:0 "Citadel"
 starbase_citadel_plural:0 "Citadels"
 starbase_swarm:0 "Star Hive"
 starbase_swarm_cap: "$starbase_swarm$"
 starbase_swarm_plural:0 "Star Hives"
 starbase_ai:0 "Contingency Core"
 starbase_ai_cap: "$starbase_ai$"
 starbase_ai_plural:0 "Contingency Cores"
 starbase_exd_0:0 "Void Lair"
 starbase_exd_0_cap: "$starbase_exd_0$"
 starbase_exd_0_plural:0 "Void Lairs"
 starbase_exd:0 "Dimensional Anchor"
 starbase_exd_cap: "$starbase_exd$"
 starbase_exd_plural:0 "Dimensional Anchors"
 starbase_marauder:0 "Bastion"
 starbase_marauder_cap: "$starbase_marauder$"
 starbase_marauder_plural:0 "Bastions"
 starbase_gatebuilders:0 "$starbase_citadel$"
 starbase_gatebuilders_cap: "$starbase_gatebuilders$"
 starbase_gatebuilders_plural:0 "$starbase_citadel_plural$"
 starbase_fe_outpost:0 "$starbase_outpost$"
 starbase_fe_outpost_cap: "$starbase_fe_outpost$"
 starbase_fe_outpost_plural:0 "$starbase_outpost_plural$"

 nomad_corvette:0 "$corvette$"
 nomad_corvette_cap: "$nomad_corvette$"
 nomad_corvette_plural:0 "$corvette_plural$"
 nomad_destroyer:0 "$destroyer$"
 nomad_destroyer_cap: "$nomad_destroyer$"
 nomad_destroyer_plural:0 "$destroyer_plural$"
 nomad_cruiser:0 "$cruiser$"
 nomad_cruiser_cap: "$nomad_cruiser$"
 nomad_cruiser_plural:0 "$cruiser_plural$"
 pirate_corvette:0 "Raider"
 pirate_corvette_plural:0 "Raiders"
 pirate_destroyer:0 "Frigate"
 pirate_destroyer_cap: "$pirate_destroyer$"
 pirate_destroyer_plural:0 "Frigates"
 abandoned_ship:0 "Battleship"
 abandoned_ship_cap: "$abandoned_ship$"
 abandoned_ship_plural:0 "Battleships"
 crystal_ship_small_blue:0 "Sapphire Crystal Shardling"
 crystal_ship_small_blue_cap: "$crystal_ship_small_blue$"
 crystal_ship_small_blue_plural:0 "Sapphire Crystal Shardlings"
 crystal_ship_small_green:0 "Emerald Crystal Shardling"
 crystal_ship_small_green_cap: "$crystal_ship_small_green$"
 crystal_ship_small_green_plural:0 "Emerald Crystal Shardlings"
 crystal_ship_small_yellow:0 "Topaz Crystal Shardling"
 crystal_ship_small_yellow_cap: "$crystal_ship_small_yellow$"
 crystal_ship_small_yellow_plural:0 "Topaz Crystal Shardling"
 crystal_ship_small_red:0 "Ruby Crystal Shardling"
 crystal_ship_small_red_cap: "$crystal_ship_small_red$"
 crystal_ship_small_red_plural:0 "Ruby Crystal Shardlings"
 crystal_ship_medium_blue:0 "Sapphire Crystal Shard"
 crystal_ship_medium_blue_cap: "$crystal_ship_medium_blue$"
 crystal_ship_medium_blue_plural:0 "Sapphire Crystal Shards"
 crystal_ship_medium_green:0 "Emerald Crystal Shard"
 crystal_ship_medium_green_cap: "$crystal_ship_medium_green$"
 crystal_ship_medium_green_plural:0 "Emerald Crystal Shards"
 crystal_ship_medium_yellow:0 "Topaz Crystal Shard"
 crystal_ship_medium_yellow_cap: "$crystal_ship_medium_yellow$"
 crystal_ship_medium_yellow_plural:0 "Topaz Crystal Shards"
 crystal_ship_medium_red:0 "Ruby Crystal Shard"
 crystal_ship_medium_red_cap: "$crystal_ship_medium_red$"
 crystal_ship_medium_red_plural:0 "Ruby Crystal Shards"
 crystal_ship_large_blue:0 "Sapphire Crystal Quintessence"
 crystal_ship_large_blue_cap: "$crystal_ship_large_blue$"
 crystal_ship_large_blue_plural:0 "Sapphire Crystal Quintessences"
 crystal_ship_large_green:0 "Emerald Crystal Quintessence"
 crystal_ship_large_green_cap: "$crystal_ship_large_green$"
 crystal_ship_large_green_plural:0 "Emerald Crystal Quintessences"
 crystal_ship_large_yellow:0 "Topaz Crystal Quintessence"
 crystal_ship_large_yellow_cap: "$crystal_ship_large_yellow$"
 crystal_ship_large_yellow_plural:0 "Topaz Crystal Quintessences"
 crystal_ship_large_red:0 "Ruby Crystal Quintessence"
 crystal_ship_large_red_cap: "$crystal_ship_large_red$"
 crystal_ship_large_red_plural:0 "Ruby Crystal Quintessences"
 crystal_ship_small_blue_elite:0 "Elite Sapphire Crystal Shardling"
 crystal_ship_small_blue_elite_cap: "$crystal_ship_small_blue_elite$"
 crystal_ship_small_blue_elite_plural:0 "Elite Sapphire Crystal Shardlings"
 crystal_ship_small_green_elite:0 "Elite Emerald Crystal Shardling"
 crystal_ship_small_green_elite_cap: "$crystal_ship_small_green_elite$"
 crystal_ship_small_green_elite_plural:0 "Elite Emerald Crystal Shardlings"
 crystal_ship_small_yellow_elite:0 "Elite Topaz Crystal Shardling"
 crystal_ship_small_yellow_elite_cap: "$crystal_ship_small_yellow_elite$"
 crystal_ship_small_yellow_elite_plural:0 "Elite Topaz Crystal Shardlings"
 crystal_ship_small_red_elite:0 "Elite Ruby Crystal Shardling"
 crystal_ship_small_red_elite_cap: "$crystal_ship_small_red_elite$"
 crystal_ship_small_red_elite_plural:0 "Elite Ruby Crystal Shardlings"
 crystal_ship_medium_blue_elite:0 "Elite Sapphire Crystal Shard"
 crystal_ship_medium_blue_elite_cap: "$crystal_ship_medium_blue_elite$"
 crystal_ship_medium_blue_elite_plural:0 "Elite Sapphire Crystal Shards"
 crystal_ship_medium_green_elite:0 "Elite Emerald Crystal Shard"
 crystal_ship_medium_green_elite_cap: "$crystal_ship_medium_green_elite$"
 crystal_ship_medium_green_elite_plural:0 "Elite Emerald Crystal Shards"
 crystal_ship_medium_yellow_elite:0 "Elite Topaz Crystal Shard"
 crystal_ship_medium_yellow_elite_cap: "$crystal_ship_medium_yellow_elite$"
 crystal_ship_medium_yellow_elite_plural:0 "Elite Topaz Crystal Shards"
 crystal_ship_medium_red_elite:0 "Elite Ruby Crystal Shard"
 crystal_ship_medium_red_elite_cap: "$crystal_ship_medium_red_elite$"
 crystal_ship_medium_red_elite_plural:0 "Elite Ruby Crystal Shards"
 crystal_ship_large_blue_elite:0 "Elite Sapphire Crystal Quintessence"
 crystal_ship_large_blue_elite_cap: "$crystal_ship_large_blue_elite$"
 crystal_ship_large_blue_elite_plural:0 "Elite Sapphire Crystal Quintessences"
 crystal_ship_large_green_elite:0 "Elite Emerald Crystal Quintessence"
 crystal_ship_large_green_elite_cap: "$crystal_ship_large_green_elite$"
 crystal_ship_large_green_elite_plural:0 "Elite Emerald Crystal Quintessences"
 crystal_ship_large_yellow_elite:0 "Elite Topaz Crystal Quintessence"
 crystal_ship_large_yellow_elite_cap: "$crystal_ship_large_yellow_elite$"
 crystal_ship_large_yellow_elite_plural:0 "Elite Topaz Crystal Quintessences"
 crystal_ship_large_red_elite:0 "Elite Ruby Crystal Quintessence"
 crystal_ship_large_red_elite_cap: "$crystal_ship_large_red_elite$"
 crystal_ship_large_red_elite_plural:0 "Elite Ruby Crystal Quintessences"
 crystal_station_large:0 "Crystal Nidus"
 crystal_station_large_cap: "$crystal_station_large$"
 crystal_station_large_plural:0 "Crystal Nidi"
 space_cloud:0 "Void Cloud"
 space_cloud_cap: "$space_cloud$"
 space_cloud_plural:0 "Void Clouds"
 probe:0 "Space Probe"
 probe_cap: "$probe$"
 probe_plural:0 "Space Probes"
 ancient_drone:0 "Autonomous Unit"
 ancient_drone_cap: "$ancient_drone$"
 ancient_drone_plural:0 "Autonomous Units"
 ark_ship:0 "Space Ark"
 ark_ship_cap: "$ark_ship$"
 ark_ship_plural:0 "Space Arks"
 pirate_station:0 "Asteroid Outpost"
 pirate_station_cap: "$pirate_station$"
 pirate_station_plural:0 "Asteroid Outposts"
 asteroid:0 "Asteroid"
 asteroid_cap: "$asteroid$"
 asteroid_plural:0 "Asteroids"
 space_whale_1:1 "Space Whale Cow"
 space_whale_1_plural:1 "Space Whale Cows"
 space_whale_1_cap: "$space_whale_1$"
 space_whale_2:1 "Space Whale Bull"
 space_whale_2_plural:1 "Space Whale Bulls"
 space_whale_2_cap: "$space_whale_2$"
 space_whale_3:1 "Space Whale Hatchling"
 space_whale_3_plural:1 "Space Whale Hatchlings"
 space_whale_3_cap: "$space_whale_3$"
 space_whale_4:1 "Space Whale Calf"
 space_whale_4_plural:1 "Space Whale Calves"
 space_whale_4_cap: "$space_whale_4$"
 space_whale_5:1 "Space Whale Ox"
 space_whale_5_plural:1 "Space Whale Oxen"
 space_whale_5_cap: "$space_whale_5$"
 extra_dimensional_ship:0 "Dimensional Being"
 extra_dimensional_ship_plural:0 "Dimensional Beings"
 space_amoeba:0 "Space Amoeba"
 space_amoeba_plural:0 "Space Amoebas"
 space_amoeba_small:0 "Flagellum"
 space_amoeba_small_plural:0 "Flagella"
 space_amoeba_small_cap:0 "$space_amoeba_small$"
 station_generic_01:0 "Starbase"
 station_generic_01_cap: "$station_generic_01$"
 station_generic_01_plural:0 "Starbases"
 swarm_subspace_beacon:0 "Subspace Beacon"
 swarm_subspace_beacon_cap: "$swarm_subspace_beacon$"
 swarm_subspace_beacon_plural:0 "Subspace Beacons"
 sensor_station_01:0 "Sensor Station"
 sensor_station_01_cap: "$sensor_station_01$"
 sensor_station_01_plural:0 "Sensor Stations"
 psionic_avatar:0 "Shrouded Avatar"
 psionic_avatar_cap: "$psionic_avatar$"
 psionic_avatar_plural:0 "Shrouded Avatars"
 warped_consciousness:0 "Warped Consciousness"
 warped_consciousness_cap: "$warped_consciousness$"
 warped_consciousness_plural:0 "Warped Consciousnesses"
 shroud_manifestation:0 "Shroud Manifestation"
 shroud_manifestation_cap: "$shroud_manifestation$"
 shroud_manifestation_plural:0 "Shroud Manifestation"
 corrupted_avatar:0 "Corrupted Avatar"
 corrupted_avatar_cap: "$corrupted_avatar$"
 corrupted_avatar_plural:0 "Corrupted Avatars"
 security_system_corvette:0 "Security System Corvette"
 security_system_corvette_cap: "$security_system_corvette$"
 security_system_corvette_plural:0 "Security System Corvettes"
 security_system_destroyer:0 "Security System Destroyer"
 security_system_destroyer_cap: "$security_system_destroyer$"
 security_system_destroyer_plural:0 "Security System Destroyers"
 payback_warship:0 "Enlightenment Vessel"
 payback_warship_cap: "$payback_warship$"
 payback_warship_plural:0 "Enlightenment Vessels"

 eventship_01:0 "Cruiser"
 eventship_01_cap: "$eventship_01$"
 eventship_01_plural:0 "Cruisers"
 eventship_02:0 "Corvette"
 eventship_02_cap: "$eventship_02$"
 eventship_02_plural:0 "Corvettes"
 eventship_03:0 "Battleship"
 eventship_03_cap: "$eventship_03$"
 eventship_03_plural:0 "Battleships"
 eventship_04:0 "Battleship"
 eventship_04_cap: "$eventship_04$"
 eventship_04_plural:0 "Battleships"
 eventship_05:0 "Cruiser"
 eventship_05_cap: "$eventship_05$"
 eventship_05_plural:0 "Cruisers"
 eventship_06:0 "Destroyer"
 eventship_06_cap: "$eventship_06$"
 eventship_06_plural:0 "Destroyers"
 eventship_07:0 "Destroyer"
 eventship_07_cap: "$eventship_07$"
 eventship_07_plural:0 "Destroyers"
 civilian_freighter:0 "Freighter"
 civilian_freighter_cap: "$civilian_freighter$"
 civilian_freighter_plural:0 "Freighters"
 civilian_tanker:0 "Tanker"
 civilian_tanker_cap: "$civilian_tanker$"
 civilian_tanker_plural:0 "Tankers"
 passenger_liner:0 "Passenger Liner"
 passenger_liner_cap: "$passenger_liner$"
 passenger_liner_plural:0 "Passenger Liners"
 primitive_space_station:0 "Early Space Station"
 primitive_space_station_cap: "$primitive_space_station$"
 primitive_space_station_plural:0 "Early Space Stations"
 ancient_drone_station:0 "Ancient Station"
 ancient_drone_station_cap: "$ancient_drone_station$"
 ancient_drone_station_plural:0 "Ancient Stations"

 galleon:0 "Galleon"
 galleon_cap: "$galleon$"
 galleon_plural:0 "Galleons"

 climate_dry: "Dry"
 climate_cold: "Cold"
 climate_wet: "Wet"
 climate_volcanic: "Volcanic"
 dry: "§Y(Dry Climate)§!"
 cold: "§E(Cold Climate)§!"
 wet: "§G(Wet Climate)§!"

 massive_ship_fallen_empire:0 "Titan"
 massive_ship_fallen_empire_cap: "$massive_ship_fallen_empire$"
 massive_ship_fallen_empire_plural:0 "Titans"
 large_ship_fallen_empire:0 "Battlecruiser"
 large_ship_fallen_empire_plural:0 "Battlecruisers"
 small_ship_fallen_empire:0 "Escort"
 small_ship_fallen_empire_cap: "$small_ship_fallen_empire$"
 small_ship_fallen_empire_plural:0 "Escorts"
 torpedo_ship_fallen_empire:0 "Frigate"
 torpedo_ship_fallen_empire_cap: "$torpedo_ship_fallen_empire$"
 torpedo_ship_fallen_empire_plural:0 "Frigates"
 military_station_large_fallen_empire:0 "Fortress"
 military_station_large_fallen_empire_cap: "$military_station_large_fallen_empire$"
 military_station_large_fallen_empire_plural:0 "Fortresses"
 military_station_small_fallen_empire:0 "Outpost"
 military_station_small_fallen_empire_cap: "$military_station_small_fallen_empire$"
 military_station_small_fallen_empire_plural:0 "Outposts"
 large_ship_swarm:0 "Warrior"
 large_ship_swarm_cap: "$large_ship_swarm$"
 large_ship_swarm_plural:0 "Warriors"
 large_ship_carrier_swarm:0 "Brood Mother"
 large_ship_carrier_swarm_cap: "$large_ship_carrier_swarm$"
 large_ship_carrier_swarm_plural:0 "Brood Mothers"
 small_ship_swarm:0 "Swarmling"
 small_ship_swarm_cap: "$small_ship_swarm$"
 small_ship_swarm_plural:0 "Swarmlings"
 military_station_large_swarm:0 "Star Hive"
 military_station_large_swarm_cap: "$military_station_large_swarm$"
 military_station_large_swarm_plural:0 "Star Hives"
 military_station_small_swarm:0 "Star Nest"
 military_station_small_swarm_cap: "$military_station_small_swarm$"
 military_station_small_swarm_plural:0 "Star Nests"
 queen_swarm:0 "Queen"
 queen_swarm_cap: "$queen_swarm$"
 queen_swarm_plural:0 "Queens"
 construction_ship_swarm:0 "Worker"
 construction_ship_swarm_cap: "$construction_ship_swarm$"
 construction_ship_swarm_plural:0 "Workers"
 colony_ship_swarm:0 "Infestor"
 colony_ship_swarm_cap: "$colony_ship_swarm$"
 colony_ship_swarm_plural:0 "Infestors"
 transport_ship_swarm:0 "Transport"
 transport_ship_swarm_cap: "$transport_ship_swarm$"
 transport_ship_swarm_plural:0 "Transports"
 large_ship_ai:0 "Warform"
 large_ship_ai_cap: "$large_ship_ai$"
 large_ship_ai_plural:0 "Warforms"
 small_ship_ai:0 "Seeker"
 small_ship_ai_cap: "$small_ship_ai$"
 small_ship_ai_plural:0 "Seekers"
 military_station_large_ai:0 "Nexus"
 military_station_large_ai_cap: "$military_station_large_ai$"
 military_station_large_ai_plural:0 "Nexuses"
 military_station_small_ai:0 "Defensive"
 military_station_small_ai_cap: "$military_station_small_ai$"
 military_station_small_ai_plural:0 "Defensives"
 core_ai:0 "Core"
 core_ai_cap: "$core_ai$"
 core_ai_plural:0 "Cores"
 final_core_ai:1 "Master Core"
 final_core_ai_cap: "$final_core_ai$"
 final_core_ai_plural:1 "Master Cores"
 large_ship_ed:1 "Battleship"
 large_ship_ed_cap: "$large_ship_ed$"
 large_ship_ed_plural:1 "Battleships"
 medium_ship_ed:0 "Cruiser"
 medium_ship_ed_cap: "$medium_ship_ed$"
 medium_ship_ed_plural:0 "Cruisers"
 small_ship_ed:1 "Escort"
 small_ship_ed_cap: "$small_ship_ed$"
 small_ship_ed_plural:1 "Escorts"
 military_station_large_ed:0 "Void Junction"
 military_station_large_ed_cap: "$military_station_large_ed$"
 military_station_large_ed_plural:0 "Void Junctions"
 military_station_small_ed:0 "Void Conduit"
 military_station_small_ed_cap: "$military_station_small_ed$"
 military_station_small_ed_plural:0 "Void Conduits"
 dimensional_portal_ed:0 "Dimensional Portal"
 dimensional_portal_ed_cap: "$dimensional_portal_ed$"
 dimensional_portal_ed_plural:0 "Dimensional Portals"
 construction_ship_ed:0 "Void Shaper"
 construction_ship_ed_cap: "$construction_ship_ed$"
 construction_ship_ed_plural:0 "Void Shapers"
 construction_ship_ai:0 "Construction Ship"
 construction_ship_ai_cap: "$construction_ship_ai$"
 construction_ship_ai_plural:0 "Construction Ships"
 colony_ship_ai:0 "Colony Ship"
 colony_ship_ai_cap: "$colony_ship_ai$"
 colony_ship_ai_plural:0 "Colony Ships"
 transport_ship_ai:0 "Transport Ship"
 transport_ship_ai_cap: "$transport_ship_ai$"
 transport_ship_ai_plural:0 "Transport Ships"

 blue_core_ai:0 "Core"
 blue_core_ai_cap: "$blue_core_ai$"
 blue_core_ai_plural:0 "Cores"
 blue_military_station_large_ai:0 "Heavy Station"
 blue_military_station_large_ai_cap: "$blue_military_station_large_ai$"
 blue_military_station_large_ai_plural:0 "Heavy Stations"
 blue_military_station_small_ai:0 "Light Station"
 blue_military_station_small_ai_cap: "$blue_military_station_small_ai$"
 blue_military_station_small_ai_plural:0 "Light stations"
 blue_transport_ship_ai:0 "Transport"
 blue_transport_ship_ai_cap: "$blue_transport_ship_ai$"
 blue_transport_ship_ai_plural:0 "Transports"

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

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

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

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

 derelict_ship_object:0 "Derelict Ship"
 sublight_probe_object:0 "Sublight Probe"
 sublight_probe_object_tooltip:0 "A primitive sublight space probe."
 sublight_probe_object_desc:0 "A primitive sublight space probe that appears to be several centuries old. Its power supply has long since been depleted."
 hyacinth_object:0 "The Hyacinth"
 hyacinth_object_tooltip:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit."
 hyacinth_object_desc:0 "The ark ship Hyacinth drifts slowly above this world in a stable orbit."
 ancient_battlefield_object:0 "Ancient Battlefield"
 injured_queen_object:0 "Injured Queen"
 injured_queen_object_desc:0 "A mortally injured Prethoryn Queen, barely clinging to life."
 injured_queen_object_tooltip:0 "A mortally injured Prethoryn Queen, barely clinging to life."
 crystal_manufactory_object:0 "Ancient Manufactory"
 crystal_manufactory_desc:0 "An abandoned orbital processing station floats silently above its host asteroid."
 crystal_manufactory_tooltip:0 "$crystal_manufactory_desc$"
 abandoned_ship_object:0 "Ship Debris"
 abandoned_ship_object_desc:0 "The debris of a ship floats in the void of space."
 abandoned_ship_object_tooltip:0 "$abandoned_ship_object_desc$"
 abandoned_ship_2_object:0 "$derelict_ship_object$"

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

 MESSAGE_EVENT_LEFTCLICK:0 "§GClick to open Event window§!"
 MESSAGE_DOUBLE_CLICK:0 "§GDouble-Click to Go To Location§!"
 MESSAGE_TARGET_SYSTEM:2 "§GClick to Go To the $SYSTEM|Y$ system§!"
 MESSAGE_TARGET_PLANET:2 "§GClick to select Planet $PLANET|Y$§!"
 MESSAGE_TARGET_ANOMALY:1 "§GClick to open Anomaly window§!"
 MESSAGE_TARGET_FLEET:2 "§GClick to select Fleet $FLEET|Y$§!"
 MESSAGE_TARGET_ASTRAL_RIFT: "§GClick to select $RIFT|Y$§!"
 MESSAGE_LOST_TARGET_FLEET:1 "§R'$FLEET|Y$' left our Sensor Range§!"
 MESSAGE_RIGHTCLICK:1 "§GRight-click to Dismiss§!"
 MESSAGE_TARGET_WAR:0 "§GClick to open overview of $WAR|H$§!"

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

 ORDERS:0 "Orders"
 NUM_ORDERS:0 "Number of Orders: $COUNT|H$"
 FLEETORDER_MOVE_BUTTON:0 "Move Here"
 FLEETORDER_ORBIT_BUTTON:0 "Enter Orbit"
 FLEETORDER_BUILD_MEGASTRUCTURE_BUTTON:1 "Build $MEGASTRUCTURE|H$"
 FLEETORDER_BUILD_CURRENT_shipclass_orbital_station_BUTTON:0 "Build Orbital Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_orbital_station_BUTTON:0 "Build Custom Orbital Station"
 FLEETORDER_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Station"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_mining_station_BUTTON:0 "Build Mining Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_mining_station_BUTTON:0 "Build Custom Mining Stations"
 FLEETORDER_BUILD_CURRENT_shipclass_terraform_station_BUTTON:0 "Build Terraforming Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_terraform_station_BUTTON:0 "Build Custom Terraforming Station"
 FLEETORDER_MULTI_BUILD_CURRENT_terraform_mining_station_BUTTON:0 "Build Terraforming Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_terraform_mining_station_BUTTON:0 "Build Custom Terraforming Stations"
 FLEETORDER_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Station"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_research_station_BUTTON:0 "Build Research Stations"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_research_station_BUTTON:0 "Build Custom Research Stations"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Posts"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Posts"
 FLEETORDER_BUILD_CURRENT_shipclass_wormhole_station_BUTTON:0 "Build Wormhole Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_wormhole_station_BUTTON:0 "Build Custom Wormhole Station"
 FLEETORDER_BUILD_CURRENT_shipclass_military_station_BUTTON:0 "Build Military Station"
 FLEETORDER_BUILD_CUSTOM_shipclass_military_station_BUTTON:0 "Build Custom Military Station"
 FLEETORDER_BUILD_CURRENT_shipclass_observation_station_BUTTON:0 "Build Observation Post"
 FLEETORDER_BUILD_CUSTOM_shipclass_observation_station_BUTTON:0 "Build Custom Observation Post"
 FLEETORDER_BUILD_CUSTOM_shipclass_starbase_BUTTON:0 "Build Custom Starbase (Outpost)"
 FLEETORDER_BUILD_CURRENT_shipclass_starbase_BUTTON:0 "Build Starbase (Outpost)"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_starbase_BUTTON:0 "Build Starbase (Outpost)"
 FLEETORDER_BUILD_STATION:0 "Build $NAME$ $SIZE$"
 FLEETORDER_BUILD_ORBITAL_STATION_DESC:0 "Monthly Upkeep: £energy£ $MAINTENANCE|Y2$"
 FLEETORDER_COLONIZE_BUTTON:0 "Colonize Planet"
 FLEETORDER_SURVEY_BUTTON:0 "Survey"
 FLEETORDER_SURVEY_ALL_BUTTON:0 "Survey System"
 FLEETORDER_JUMP_TO_SYSTEM_BUTTON:0 "Jump to System"
 JUMP_DRIVE_OUT_OF_RANGE:0 "§RTarget System is not in range of Jump Drive§!"
 FLEETORDER_RESEARCH_BUTTON:1 "Research"
 FLEETORDER_RESEARCH_PROJECTS_IN_SYSTEM_BUTTON:0 "Research Projects in System"
 FLEETORDER_SCAVENGE_PROJECT_BUTTON:0 "Scavenge Project"
 FLEETORDER_SCAVENGE_PROJECTS_IN_SYSTEM_BUTTON:0 "Scavenge Projects in System"
 FLEETORDER_SCAVENGE_AND_RESEARCH_PROJECT_BUTTON:0 "Scavenge and Research Project"
 FLEETORDER_SCAVENGE_AND_RESEARCH_PROJECTS_IN_SYSTEM_BUTTON:0 "Scavenge and Research Projects in System"
 FLEETORDER_ANALYZE_BUTTON:0 "Analyze"
 FLEETORDER_UPGRADE_FLEET_BUTTON:0 "Upgrade Fleet to Latest Designs"
 FLEETORDER_UPGRADE_ALREADY_UPGRADING:1 "§RThis Fleet is already being upgraded.§!"
 FLEETORDER_REPAIR_SHIP_BUTTON:1 "Repair to full Hull Points"
 FLEETORDER_SPECIAL_PROJECT_BUTTON:0 "$PROJECT$"
 FLEETORDER_REPLICATE:0 "§RAnother Ship is performing or has finished performing this order.§!"
 FLEETORDER_REPLICATE_SAME_SHIP:0 "§RThis Ship is already performing this order.§!"
 FLEETORDER_MEGASTRUCTURE_REPLICATE:0 "§RMegastructure construction already queued.§!"
 FLEETORDER_BUILD_STATION_TIP:0 "$NAME|H$ $SIZE|H$"
 FLEETORDER_ALREADY_PERFORMING:0 "§RAnother ship is already performing this order.§!"
 FLEETORDER_NOT_ENOUGH_INTEL:0 "§RNot enough intel.§!"
 FLEETORDER_NOT_SYSTEM_OWNER:0 "§RThe system is not under your control.§!"
 FLEETORDER_NO_CONTACT:0 "§RYou have not contacted the owner of this yet.§!"
 ASSIST_RESEARCH_ORDER:0 "Assist Research"
 ASSIST_RESEARCH_ORDER_DESC:0 "Order the Science Ship to aid the scientific effort of a planet, increasing research output."
 ASSIST_RESEARCH_ORDER_PLANET_DESC:1 "Order the Science Ship to Assist Research on $PLANET|Y$."
 ASSIST_RESEARCH_WRONG_OWNER:0 "Cannot assist research on non-colonized planets."
 ASSIST_RESEARCH_NO_APPROPRIATE_PLANET:0 "Cannot find appropriate planet to Assist Research."
 FLEETORDER_TOP_LEVEL_TEXT:2 "$ORDER$ (§Y+$ORDERS_LEFT$§! Orders)"
 FLEETORDER_ASSIST_RESEARCH:1 "Assisting Research on $PLANET|Y$"
 FLEETORDER_ASSIST_RESEARCH_BUTTON:0 "Assist Research"
 FLEETORDER_ASSIST_CLOAKING_DETECTION:0 "Assisting Cloaking Detection on $STARBASE|Y$"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_BUTTON:0 "Assist Cloaking Detection"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_DESC:0 "Order the Science Ship to Assist Cloaking Detection on $STARBASE|H$."
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NOT_STARBASE:0 "§RCan only assist Detection from a Starbase.§!"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NO_STARBASE:0 "§RNo starbase in the system.§!"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NOT_CONTROLLER:0 "§RStarbase $STARBASE|Y$ is not under our control.§!"
 ACTIVE_RECONNAISSANCE_ORDER:0 "Active Reconnaissance"
 ACTIVE_RECONNAISSANCE_ORDER_DESC:2 "Order the Science Ship to covertly conduct reconnaissance on a colony, increasing the rate at which we gain Intel on its owner empire.\n\nModifiers per Tier of Planetary Capital:"
 ACTIVE_RECONNAISSANCE_ORDER_TECH_DESC:0 "Order the Science Ship to covertly conduct reconnaissance on a colony, increasing the rate at which we gain Intel on its owner empire."
 ACTIVE_RECONNAISSANCE_ORDER_PLANET_DESC:0 "Order the Science Ship to engage Active Reconnaissance of $PLANET|H$."
 FLEETORDER_ACTIVE_RECONNAISSANCE:0 "Reconnaissance on $PLANET|Y$"
 FLEETORDER_ACTIVE_RECONNAISSANCE_NOT_CLOAKED:0 "§RThe ship needs to be cloaked.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_IS_STAR:0 "§RCannot conduct reconnaissance on a star.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_IS_ASTRAL_SCAR: "§RCannot conduct reconnaissance on an Astral Scar.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_NOT_COLONY:0 "§RNot a colony.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_SAME_OWNER:0 "§RCannot conduct reconnaissance on own planet.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_SAME_CONTROLLER:0 "§RCannot conduct reconnaissance on controlled planet.§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_PLANET_DESC:0 "Order the Science Ship to engage Active Reconnaissance of $PLANET|H$."
 FLEETORDER_ACTIVE_RECONNAISSANCE_NO_APPROPRIATE_PLANET:0 "Cannot find appropriate planet for Active Reconnaissance."
 FLEETORDER_ACTIVE_RECONNAISSANCE_BUTTON:0 "Active Reconnaissance"

 FLEETORDER_MOVE_QUEUED:0 "Moving"
 FLEETORDER_MOVE:0 "Moving"
 FLEETORDER_MOVE_OTHER_SYSTEM:1 "Moving to the $SYSTEM|Y$ System"
 FLEETORDER_MOVE_WINDUP_WARP:1 "Preparing Warp to $SYSTEM|H$: $DAYS|Y0$ Days"
 FLEETORDER_MOVE_WINDUP_WARP_EXT:0 "Winding up for Warp to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y$ Days)"
 FLEETORDER_MOVE_IN_WARP:1 "Warping to $SYSTEM|Y$"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP:0 "Warp Wind-down: $DAYS|Y0$ Days"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP_EXT:0 "Winding down after Warp from $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y0$ Days)"
 FLEETORDER_MOVE_SINGLESHIP_MOVING_INTO_POSITION_WARP:0 "Positioning for Warp to $SYSTEM|H$"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE:0 "Jump Wind-down: $DAYS|Y0$ Days"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE_EXT:0 "Winding down after Jump from $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ($DAYS|Y0$ Days)"
 FLEETORDER_ORBIT:1 "Entering Orbit of $PLANET|Y$"
 FLEETORDER_UPGRADE_DESIGN_STATION:0 "Upgrading Station: $PROGRESS|Y%0$"
 FLEETORDER_UPGRADE_DESIGN:1 "Upgrading Ships ($PLANET|Y$): $PROGRESS|Y%0$"
 FLEETORDER_UPGRADE_DESIGN_NOT_ENQUEUED:1 "Preparing for Ship Upgrades ($PLANET|Y$)"
 FLEETORDER_UPGRADE_DESIGN_ENQUEUED:2 "Waiting for Starbase to Upgrade Ships ($PLANET|Y$)"
 FLEETORDER_REPAIR_SHIP:0 "Repairing $SHIP|H$, $PROGRESS|Y%0$"
 FLEETORDER_BUILD_ORBITALSTATION:1 "Building $PLANET|Y$ $SHIPCLASS|H$: $PROGRESS|Y%0$"
 FLEETORDER_BUILD_SPACESTATION:1 "Building $SHIPCLASS|H$: $PROGRESS|Y%0$"
 FLEETORDER_BUILD_WORMHOLE_WITHIN_INNER_CIRCLE:0 "Cannot build a Wormhole Station within a system's Gravity Well"
 FLEETORDER_BUILD_WORMHOLE_NO_ACCESS:0 "Need to negotiate wormhole station access with space owner"
 FLEETORDER_OUTSIDE_SYSTEM_BORDER:0 "Cannot build Station outside System borders"
 FLEETORDER_COLONIZE:0 "Colonizing $PLANET|H$: $PROGRESS|Y%0$"
 FLEETORDER_SURVEY:0 "Surveying $PLANET|H$: $PROGRESS|Y%0$"
 FLEETORDER_SURVEY_UNKNOWN:0 "Surveying §HUnknown system§!"
 FLEETORDER_SURVEY_SYSTEM:0 "Surveying $SYSTEM|H$"
 FLEETORDER_RESEARCH:0 "Investigating $PLANET|H$: $PROGRESS|Y%0$"
 SURVEY_ORDER_RESEARCH:0 "$RESEARCH_ORDER$"
 FLEETORDER_RESEARCH_NOT_SURVEYED:2 "§RThis Planet has not been surveyed.§!"
 FLEETORDER_RESEARCH_NOT_SURVEYED_SYSTEM:1 "This System is not surveyed."
 FLEETORDER_RESEARCH_NO_ANOMALY:2 "§RThis Planet has no Anomaly.§!"
 FLEETORDER_ANOTHER_ALREADY_RESEARCHING:2 "§RAnother Science Ship is already researching this Anomaly.§!"
 FLEETORDER_ANALYZE_FTL_TRAIL:0 "Analyzing FTL trail in $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_ENTERING_HYPERLANE:1 "Entering Hyperlane to $SYSTEM|H$: $DAYS|Y0$ Days"
 FLEETORDER_ENTERING_HYPERLANE_EXT:0 "Entering Hyperlane to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )"
 FLEETORDER_IN_HYPERLANE:0 "Traveling through Hyperlane to $SYSTEM|H$, $PROGRESS|Y%0$"
 FLEETORDER_ENTERING_WORMHOLE:1 "Entering Wormhole to $SYSTEM|H$: $DAYS|Y0$ Days"
 FLEETORDER_ENTERING_WORMHOLE_EXT:0 "Entering Wormhole to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )"
 FLEETORDER_IN_WORMHOLE:0 "Traveling through Wormhole to $SYSTEM|H$"
 FLEETORDER_PREPARING_JUMP_DRIVE:1 "Preparing Jump to $SYSTEM|H$: $DAYS|Y0$ Days"
 FLEETORDER_PREPARING_JUMP_DRIVE_EXT:0 "Preparing Jump to $SYSTEM|H$\nProgress: $CUR|Y0$/$COST|Y0$ ( $DAYS|Y$ Days )"
 FLEETORDER_LAND_ARMIES:0 "Landing Armies"
 FLEETORDER_IN_ORBIT:0 "In Orbit around $PLANET|H$"
 FLEETORDER_DOCKED:0 "Docked at $PLANET|H$ Starbase, reducing ship upkeep by $MOD|0%G$"
 FLEETORDER_READY_TO_LAND_TROOPS:0 "Ready to land troops on $PLANET|H$"
 FLEETORDER_IDLE:0 "Idle"
 FLEETORDER_COLLECT_DATA:0 "$PROJECT|Y$ ($PROGRESS|Y%0$)"
 FLEETORDER_INVALID:0 "$TEXT|R$"
 FLEETORDER_RETURN:0 "Returning"
 FLEETORDER_NO_RETURN_POINT:0 "Nowhere to return to"
 FLEETORDER_EVADE_HOSTILES:0 "Evading hostiles"
 FLEETORDER_NO_EVADE_HOSTILES:0 "Nowhere to go to evade hostiles"
 FLEETORDER_FOLLOW:0 "Following $NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK:1 "Attacking $NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK_TITLE:0 "Attack Target"
 FLEETORDER_FOLLOW_AND_ATTACK_DESC:0 "Attacking neutral targets will make them hostile against us! Should we proceed?"
 FLEETORDER_FOLLOW_AND_ATTACK_TOOLTIP:0 "Attacking a neutral target will make them hostile against us."
 FLEETORDER_FOLLOW_AND_ATTACK_CLICK:0 "§GClick to select a target to attack§!"
 FLEETORDER_LAND_ARMIES_TITLE:0 "Land Armies"
 FLEETORDER_LAND_ARMIES_DESC:0 "Landing armies on a non-hostile planet will turn them hostile against us! Should we proceed?"
 FLEETORDER_LAND_ARMIES_ON_PLANET:1 "Landing Armies on $PLANET|Y$"
 FLEETORDER_LAND_ARMIES_NOT_COLONIZABLE:1 "§RCan not land Armies on an uninhabitable Planet.§!"
 FLEETORDER_LAND_ARMIES_COLONIZING:0 "§RCannot land armies on a planet that is being colonized.§!"
 FLEETORDER_LAND_ARMIES_COLONIZE_FIRST:0 "§RPlanet must be colonized before armies can land.§!"
 FLEETORDER_LAND_ARMIES_CANT_LAND:1 "§RThere are no armies in orbit that can land.§!"
 FLEETORDER_LAND_ARMIES_ALREADY_LANDING: "§RThese armies are already landing.§!"
 FLEETORDER_LAND_ARMIES_NO_ARMIES:0 "§RThere are no armies in orbit.§!"
 FLEETORDER_LAND_ARMIES_NOT_IN_ORBIT:0 "§RFleet must be in orbit to land.§!"
 FLEETORDER_LAND_ARMIES_NOT_TRANSPORT_FLEET:0 "§RFleet is not a transport fleet.§!"
 FLEETORDER_LAND_ARMIES_STARBASE_HOSTILE:0 "§RHostile Starbase in $SYSTEM|Y$ prevents planetary invasion.§!"
 FLEETORDER_HAS_NO_SCIENTIST:0 "§RRequires a Scientist§!"
 FLEETORDER_NEED_SCIENTIST_LEVEL:0 "$TRIGGER_FAIL$ §RRequires a Scientist with §HSkill§! level §Y$LEVEL$§!§!"
 FLEETORDER_MERGE:0 "Merging with $FLEET|H$"
 FLEETORDER_ORBIT_PLANET_BOMBARDMENT_TITLE:0 "Orbital Bombardment"
 FLEETORDER_ORBIT_PLANET_BOMBARDMENT_DESC:0 "Bombarding a non-hostile planet will turn its controller hostile against us! Should we proceed?"
 FLEETORDER_GO_MIA_TITLE:0 "Go Missing In Action"
 FLEETORDER_GO_MIA_DESC:0 "Fleet(s) couldn't find a path home. Should they do an Emergency FTL Jump and go Missing In Action?"
 FLEETORDER_FOLLOW_FRIENDLIES_TITLE:0 "Take Point"
 FLEETORDER_FOLLOW_FRIENDLIES_DESC:0 "§GThis fleet can take point, and allied fleets will attempt to follow it.§!"
 FLEETORDER_FOLLOW_FRIENDLIES_ON:0 "Currently set to §Yencourage§! allied fleets to follow."
 FLEETORDER_FOLLOW_FRIENDLIES_OFF:0 "Currently set to §Ydiscourage§! allied fleets from following."
 FLEETORDER_BUILD_MEGASTRUCTURE:1 "Building $MEGASTRUCTURE|H$ in $SYSTEM|H$: $PROGRESS|Y%0$"
 IN_COMBAT:0 "In Combat"
 COMBAT:0 "Combat"
 SHIP_STATS:0 "Ship Stats"
 FLEETORDER_AUTO_EXPLORE_NO_PATHS:0 "§RCannot reach or find any unsurveyed systems.§!"
 FLEETORDER_JUMP_DRIVE_WINDUP:0 "Preparing Jump to $SYSTEM|Y$: $DAYS|Y0$ Days"
 FLEETORDER_JUMP_DRIVE:0 "Jump Drive to $SYSTEM|Y$"
 CANNOT_JUMP_MISSING_COMPONENT:0 "§RAll ships in the fleet must be equipped with Jump Drives to perform this order.§!"
 FLEETORDER_JUMP_DRIVE_HEADER:0 "Initiate Jump"
 FLEETORDER_JUMP_DRIVE_DESC:3 "Order selected Jump Drive-equipped fleets to make a jump to selected system, bypassing hyperlanes completely. After jumping, the Jump Drive needs $DAYS|Y$ days to recharge before it can be used again."
 CANNOT_JUMP_COOLDOWN:1 "§RJump Drives are still recharging. Jump will be possible in $DAYS|Y$ day(s).§!"
 JUMP_DRIVE_PENALTY:0 "While Jump Drive is recharging, this fleet suffers the following penalties:\n§Y$MOD_SHIP_WEAPON_DAMAGE$:§! §R-50%§!\n§Y$MOD_SHIP_SPEED_MULT$:§! §R-50%§!"
 FLEETORDER_ESN_HEADER:0 "Experimental Subspace Navigation"
 FLEETORDER_ESN_ORDER_STATUS: "Experimental Subspace Navigation to $SYSTEM|Y$: $DAYS|Y0$ Days"
 FLEETORDER_ESN_DESC:0 "Order the Science Ship to temporarily ignore the stable hyperlane network and directly navigate the swales of subspace to a destination. The Science Ship is considered §YMIA§! for the duration of the journey."
 FLEETORDER_ESN_WRONG_FLEET_STANCE:0 "§RFleet stance cannot be Evasive§!"
 FLEETORDER_PATROL_HEADER:0 "Patrol"
 FLEETORDER_PATROL_DESC:0 "Order your ships to patrol between their current location and the target location."
 FLEETORDER_SHOULDNT_BE_CLOAKED:0 "§ROur ship can not perform this operation while cloaked.§!"
 FLEETORDER_NO_CLOAKING_DETECTORS:0 "§RThe target needs to have cloaking detection.§!"
 ASSIST_CLOAKING_DETECTION_ORDER:0 "Assist Cloaking Detection"
 ASSIST_CLOAKING_DETECTION_ORDER_DESC:0 "Order the Science Ship to aid the cloaking detection of a station."
 ASSIST_CLOAKING_DETECTION_ORDER_FLEET_DESC:0 "Order the Science Ship to Assist Cloaking Detection on $STATION|H$."


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

 trait_rapid_breeders:0 "Rapid Breeders"
 trait_rapid_breeders_desc:0 "§LThis species reproduces at a very rapid rate, increasing population growth.§!\n"
 trait_rapid_breeders_lithoid:0 "$trait_rapid_breeders$"
 trait_rapid_breeders_lithoid_desc:0 "$trait_rapid_breeders_desc$"
 trait_slow_breeders:0 "Slow Breeders"
 trait_slow_breeders_desc:0 "§LThis species reproduces at a slow rate, lowering population growth.§!\n"
 trait_delicious:0 "Delicious"
 trait_delicious_desc:0 "§LThis species has the curious evolutionary adaptation of being highly nutritious when eaten.§!\n"
 trait_nerve_stapled:0 "Nerve Stapled"
 trait_nerve_stapled_desc:0 "§LInessential neural pathways relating to self-preservation and free will are severed, creating a docile and obedient client species.§!\n"
 trait_fertile:0 "Fertile"
 trait_fertile_desc:1 "§LThe natural fecundity and geniality of this species has been dramatically enhanced through aggressive physical and behavioral sculpting.§!\n"
 trait_erudite:0 "Erudite"
 trait_erudite_desc:1 "§LBiological engineering has unlocked previously dormant parts of this species' brain, greatly increasing mental acuity.§!\n"
 trait_robust:0 "Robust"
 trait_robust_desc:0 "§LBio-optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.§!\n"
 trait_charismatic:0 "Charismatic"
 trait_charismatic_desc:0 "§LMembers of this species have a special charisma, and are generally considered pleasant to be around.§!\n"
 trait_repugnant:0 "Repugnant"
 trait_repugnant_desc:0 "§LThe physical appearance and customs of this species are considered offensive to most others, and few appreciate them as neighbors.§!\n"
 trait_talented:0 "Talented"
 trait_talented_desc:0 "§LMember of this species are born with a natural aptitude.§!\n"
 trait_strong:0 "Strong"
 trait_strong_desc:0 "§LMembers of this species possess great physical strength, making them formidable fighters on the ground.§!\n"
 trait_strong_tt: "Worker Job Efficiency: §G+2.50%§!"
 trait_very_strong:0 "Very Strong"
 trait_very_strong_desc:0 "§LMembers of this species possess a strength that almost defies the laws of physics.§!\n"
 trait_very_strong_tt: "Worker Job Efficiency: §G+5.00%§!"
 trait_weak:0 "Weak"
 trait_weak_desc:0 "§LMembers of this species are physically weaker than average, making them poor fighters on the ground.§!\n"
 trait_weak_tt: "Worker Job Efficiency: §R-2.50%§!"
 trait_tough:0 "Tough"
 trait_tough_desc:0 "Members of this species are capable of withstanding physical trauma that would kill most other beings.\n"
 trait_frail:0 "Frail"
 trait_frail_desc:0 "§LMembers of this species are particularly frail - what would be a minor injury to others can often be fatal to them.§!\n"
 trait_stoic:0 "Stoic"
 trait_stoic_desc:0 "§LMembers of this species possess great mental discipline, rarely panicking when faced with a dangerous situation.§!\n"
 trait_timid:0 "Timid"
 trait_timid_desc:0 "§LMembers of this species tend to shy away from physical confrontations and are quick to panic.§!\n"
 trait_indolent:0 "Indolent"
 trait_indolent_desc:0 "§LMembers of this species shy away from hard labor, and generally refrain from exerting themselves.§!\n"
 trait_communal:0 "Communal"
 trait_communal_desc:0 "§LMembers of this species are highly communal, and quite used to living in close proximity to others.§!\n"
 trait_solitary:0 "Solitary"
 trait_solitary_desc:0 "§LMembers of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.§!\n"
 trait_adaptive:0 "Adaptive"
 trait_adaptive_desc:1 "§LThis species is highly adaptive when it comes to foreign environments.§!\n"
 trait_adaptive_lithoid:0 "$trait_adaptive$"
 trait_adaptive_lithoid_desc:0 "$trait_adaptive_desc$"
 trait_extremely_adaptive:0 "Extremely Adaptive"
 trait_extremely_adaptive_desc:0 "§LThis species is remarkably adept at adapting to any foreign environments.§!\n"
 trait_nonadaptive:0 "Nonadaptive"
 trait_nonadaptive_desc:0 "§LThis species does not adapt well to foreign environments.§!\n"
 trait_nomadic:0 "Nomadic"
 trait_nomadic_desc:0 "§LThis species has a nomadic past, and its members often think nothing of relocating to another world.§!\n"
 trait_sedentary:0 "Sedentary"
 trait_sedentary_desc:0 "§LThis species has a sedentary past, and its members are reluctant to migrate away from where they grew up.§!\n"
 trait_thrifty:0 "Thrifty"
 trait_thrifty_desc:0 "§LThis species is instinctively economical and is always looking to make a good profit, whatever corners need cutting.§!\n"
 trait_ingenious:0 "Ingenious"
 trait_ingenious_desc:0 "§LMembers of this species are good at 'thinking outside the box' and know how to maximize the efficiency of their infrastructure and power grids.§!\n"
 trait_industrious:0 "Industrious"
 trait_industrious_desc:0 "§LMembers of this species are known for their diligent and hard-working nature, always going above and beyond.§!\n"
 trait_natural_engineers:0 "Natural Engineers"
 trait_natural_engineers_desc:0 "§LMembers of this species have a natural inclination towards engineering and material sciences.§!\n"
 trait_poor_engineers:0 "Poor Engineers"
 trait_poor_engineers_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of engineering.§!\n"
 trait_natural_physicists:0 "Natural Physicists"
 trait_natural_physicists_desc:0 "§LMembers of this species have a natural inclination towards theoretical physics and astral phenomena.§!\n"
 trait_poor_physicists:0 "Poor Physicists"
 trait_poor_physicists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of theoretical physics.§!\n"
 trait_natural_sociologists:0 "Natural Sociologists"
 trait_natural_sociologists_desc:0 "§LMembers of this species have a natural inclination towards sociology and biological studies.§!\n"
 trait_poor_sociologists:0 "Poor Sociologists"
 trait_poor_sociologists_desc:0 "§LMembers of this species have a hard time grasping many of the fundamental concepts of sociology.§!\n"
 trait_quick_learners:0 "Quick Learners"
 trait_quick_learners_desc:0 "§LMembers of this species are quick to learn from their experiences.§!\n"
 trait_slow_learners:0 "Slow Learners"
 trait_slow_learners_desc:0 "§LMembers of this species are slow to learn from their experiences.§!\n"
 trait_long_lifespans:0 "Long Lifespans"
 trait_long_lifespans_desc:0 "§LThe natural lifespan of this species is longer than average.§!\n"
 trait_short_lifespans:0 "Short Lifespans"
 trait_short_lifespans_desc:0 "§LThe natural lifespan of this species is shorter than average.§!\n"
 trait_uplifted:0 "Uplifted"
 trait_uplifted_desc:1 "§LThis species was uplifted from an existence of instinct and base emotion. Now burdened with sapience, they must learn to navigate free will.§!\n"
 trait_presapient_starborn:0 "Starborn"
 trait_presapient_starborn_desc:0 "§LThis species has always, consciously or not, longed to traverse the void between the stars.§!\n"
 trait_presapient_earthbound:0 "Earthbound"
 trait_presapient_earthbound_desc:0 "§LMembers of this species are very possessive of the planets they call home.§!\n"
 trait_presapient_natural_intellectuals:0 "Natural Intellectuals"
 trait_presapient_natural_intellectuals_desc:0 "§LMembers of this species are more philosophically inclined than most.§!\n"
 trait_presapient_proles:0 "Proles"
 trait_presapient_proles_desc:0 "§LThis species has traditionally shunned intellectual pursuits in favor of physical labor.§!\n"
 trait_syncretic_proles:0 "Serviles"
 trait_syncretic_proles_desc:0 "§LThis species evolved alongside a second, more advanced civilization. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.§!"
 trait_presapient_conservative:0 "Conservative"
 trait_presapient_conservative_desc:0 "§LMembers of this species often prefer old wisdom over new experiences.§!\n"
 trait_presapient_irradiated:0 "Irradiated"
 trait_presapient_irradiated_desc:0 "§LThis species has evolved to thrive in environments subject to extremely high levels of background radiation.§!"
 trait_persistent:0 "Persistent"
 trait_persistent_desc:0 "§LThis trait increases the average life span of leaders.§!\n"
 trait_conformists:0 "Conformists"
 trait_conformists_desc:0 "§LThese people always seek consensus and are more likely to conform to the governing ethics.§!\n"
 trait_deviants:0 "Deviants"
 trait_deviants_desc:0 "§LThese people are rebellious in nature and constantly try to challenge the status-quo.§!\n"
 trait_enduring:0 "Enduring"
 trait_enduring_desc:0 "§LLifespans in this species are unusually long.§!\n"
 trait_venerable:0 "Venerable"
 trait_venerable_desc:0 "§LThis species can grow to an age that commands dignity and respect.§!\n"
 trait_fleeting:0 "Fleeting"
 trait_fleeting_desc:0 "§LTime is fleeting for this species. What they lack in longevity, they have to make up in other ways.§!\n"
 trait_fleeting_lithoid:0 "$trait_fleeting$"
 trait_fleeting_lithoid_desc:0 "$trait_fleeting_desc$"
 trait_diverse:0 "Diverse"
 trait_diverse_desc:0 "§LMembers of this species tend to differ a lot, in both psychology and morphology.§!\n"
 trait_decadent:0 "Decadent"
 trait_decadent_desc:2 "§LThis species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.§!\n"
 trait_intelligent:0 "Intelligent"
 trait_intelligent_desc:0 "§LThis species is highly intelligent, and enjoys faster technological progress.§!\n"
 trait_agrarian:0 "Agrarian"
 trait_agrarian_desc:0 "§LThis species has a deep connection to the land, and make expert farmers and gardeners.§!\n"
 trait_resilient:0 "Resilient"
 trait_resilient_desc:0 "§LMembers of this species are physiologically resilient, and will fight like enraged brood mothers to defend their worlds.§!\n"
 trait_mechanical:0 "Mechanical"
 trait_mechanical_desc:2 "§LMechanical beings are several orders of magnitude more complex than the purpose-built automatons of old, but most possess fairly limited processing capabilities.§!\n"
 trait_robotic_1:0 "Robot"
 trait_robotic_1_desc:1 "§LRobots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.§!\n"
 trait_robot_awoken_01:0 "Forever in Limbo"
 trait_robot_awoken_01_desc:0 "Riddled with inexplicable errors and constant breakdowns, the ancient aliens have not acclimatized well to their new mechanical bodies. Yet they display an unusual aptitude for science, previously unheard of in low-level robots - an indicator, perhaps, of the intellect trapped within."
 trait_robot_awoken:0 "Awoken"
 trait_robot_awoken_desc:0 "Even in mechanical form the Awoken have kept some of their original traits. Could wasteful habits and a sedentary lifestyle have been the downfall of this ancient race of scientifically advanced fungi?"
 trait_robotic_2:0 "Droid"
 trait_robotic_2_desc:1 "§LDroids are a more complex variant of robot, often coming with pre-programmed personalities to better serve their masters as well as limited self-awareness.§!\n"
 trait_robotic_3:0 "Synthetic"
 trait_robotic_3_desc:1 "§LSynthetics are very complex machines that are superior to organics in most respects. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.§!\n"
 trait_conservational:0 "Conservationist"
 trait_conservational_desc:0 "§LMembers of this species believe that resources must be conserved and recycled.§!"
 HIVE_MIND_NO_FACTIONS:0 "§RA Gestalt Consciousness will never have Factions.§!"
 NO_POTENTIAL_CLAIM:0 "§RWe do not know of any empire whose systems we could claim.§!"
 NO_POTENTIAL_CLAIM_ON_RECIPIENT:0 "§RWe cannot claim any of their systems.§!"
 trait_wasteful:0 "Wasteful"
 trait_wasteful_desc:0 "§LMembers of this species seemingly have no concept of frugality and are prone to useless consumption.§!\n"
 trait_hive_mind:0 "Hive-Minded"
 trait_hive_mind_desc:0 "§LThis species is made up of semi-autonomous individuals bound up in a single, unfathomably vast consciousness.§!\n"
 trait_machine_unit:0 "Machine"
 trait_machine_unit_desc:1 "§LThis species is made up of highly advanced machines.§!\n"
 trait_lithoid:0 "Lithoid"
 trait_lithoid_desc:0 "§LThis species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.§!\n"
 trait_robot_power_drills:0 "Power Drills"
 trait_robot_power_drills_desc:0 "§LOutfit a robot with a battery of power drills, and everything looks like a mineral deposit.§!\n"
 trait_robot_harvesters:0 "Harvesters"
 trait_robot_harvesters_desc:0 "§LA suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.§!\n"
 trait_robot_efficient_processors:0 "Efficient Processors"
 trait_robot_efficient_processors_desc:1 "§LThese highly efficient processors increase the potential workload and endurance of all units.§!"
 trait_robot_logic_engines:0 "Logic Engines"
 trait_robot_logic_engines_desc:0 "§LEfficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.§!\n"
 trait_robot_loyalty_circuits:0 "Loyalty Circuits"
 trait_robot_loyalty_circuits_desc:0 "§LLoyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.§!\n"
 trait_robot_domestic_protocols:0 "Domestic Protocols"
 trait_robot_domestic_protocols_desc:1 "§LSpecialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.§!"
 trait_robot_superconductive:0 "Superconductive"
 trait_robot_superconductive_desc:1 "§LThe use of superconductive materials in units has cut energy transmission losses to zero percent.§!\n"
 trait_robot_double_jointed:0 "Double-Jointed"
 trait_robot_double_jointed_desc:0 "§LCollapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.§!\n"
 trait_robot_bulky:0 "Bulky"
 trait_robot_bulky_desc:0 "§LThese highly advanced mega-machines were not designed to traverse the universe in a box.§!\n"
 trait_robot_enhanced_memory:0 "Enhanced Memory"
 trait_robot_enhanced_memory_desc:1 "§LAll autonomous units are fitted with memory cells using a revolutionary new technique for magnetic induction, improving their performance significantly.§!\n"
 trait_robot_emotion_emulators:0 "Emotion Emulators"
 trait_robot_emotion_emulators_desc:1 "§LComplex social predictive models help autonomous units to not only emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.§!\n"
 trait_robot_uncanny:0 "Uncanny"
 trait_robot_uncanny_desc:0 "§LThese monstrous machines were created in the image of one of the most horrific species in the universe, and the resemblance is uncanny. §!\n"
 trait_robot_durable:0 "Durable"
 trait_robot_durable_desc:0 "§LProtected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.§!\n"
 trait_robot_high_maintenance:0 "High Maintenance"
 trait_robot_high_maintenance_desc:0 "§LThese machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.§!\n"
 trait_robot_learning_algorithms:0 "Learning Algorithms"
 trait_robot_learning_algorithms_desc:0 "§LSophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.§!\n"
 trait_robot_repurposed_hardware:0 "Repurposed Hardware"
 trait_robot_repurposed_hardware_desc:0 "§LDesigned to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.§!\n"
 trait_robot_mass_produced:0 "Mass-Produced"
 trait_robot_mass_produced_desc:0 "§LStreamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.§!\n"
 trait_robot_custom_made:0 "Custom-Made"
 trait_robot_custom_made_desc:0 "§LEach new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.§!\n"
 trait_robot_recycled:0 "Recycled"
 trait_robot_recycled_desc:0 "§LUnit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.§!\n"
 trait_robot_luxurious:0 "Luxurious"
 trait_robot_luxurious_desc:0 "§LDesigned after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.§!\n"
 trait_robot_propaganda_machines:0 "Propaganda Machines"
 trait_robot_propaganda_machines_desc:0 "§LUnits are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.§!\n"
 trait_survivor:0 "Survivor"
 trait_survivor_desc:0 "§LThis species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable of circumstances should not be underestimated.§!"
 trait_robot_survivor: "Radiation Shields"
 trait_robot_survivor_desc:0 "§LThese machines, the solitary survivors of an annihilating nuclear disaster, exhibit unparalleled resilience in the harshest environments.§!"
 trait_traditional:0 "Traditional"
 trait_traditional_desc:0 "§LCertain aspects of this species' cognition make it predisposed toward historical precedence and the value of collective unity.§!"
 trait_quarrelsome:0 "Quarrelsome"
 trait_quarrelsome_desc:0 "§LWhile not inherently distrustful, members of this species are often socially combative.§!"
 trait_lithoid_gaseous_byproducts:0 "Gaseous Byproducts"
 trait_lithoid_gaseous_byproducts_desc:0 "§LThe metabolic processes of this species cause regular venting of gases useful to industry.§!"
 TRAIT_LITHOID_GASEOUS_BYPRODUCTS_EFFECT:1 "Every $pop_group_unit$ £pop£ §HPops§! working as a slave or better produces 0.01 £exotic_gases£ §Y$exotic_gases$§! per month."
 trait_lithoid_scintillating:0 "Scintillating Skin"
 trait_lithoid_scintillating_desc:0 "§LThe outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.§!"
 TRAIT_LITHOID_SCINTILLATING_EFFECT:1 "Every $pop_group_unit$ £pop£ §HPops§! working as a slave or better produces 0.01 £rare_crystals£ §Y$rare_crystals$§! per month."
 trait_lithoid_volatile_excretions:0 "Volatile Excretions"
 trait_lithoid_volatile_excretions_desc:0 "§LThe highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.§!"
 TRAIT_LITHOID_VOLATILE_EXCRETIONS_EFFECT:1 "Every $pop_group_unit$ £pop£ §HPops§! working as a slave or better produces 0.01 £volatile_motes£ §Y$volatile_motes$§! per month."
 trait_docile:0 "Docile"
 trait_docile_desc:0 "§LMembers of this species are easy to manage and organize. They tend to be cooperative and amicable.§!"
 trait_unruly:0 "Unruly"
 trait_unruly_desc:0 "§LUnruly species are difficult to manage and organize. They do not like being told what to do, and are often quarrelsome or questioning.§!"
 trait_robot_streamlined_protocols:0 "Streamlined Protocols"
 trait_robot_streamlined_protocols_desc:0 "§LExtensively batched AI processes allow these units to scale greatly in numbers with minimal loss of efficiency.§!"
 trait_robot_high_bandwidth:0 "High Bandwidth"
 trait_robot_high_bandwidth_desc:0 "§LEach individual unit sends and receives a large amount of largely duplicate data, causing exponential lag as the number of units attached to each central processing hub increases.§!"
 trait_robot_trading_algorithms:0 "Trading Algorithms"
 trait_robot_trading_algorithms_desc:0 "§LPredictive algorithms allow for maximum optimization. Infinitesimal market fluctuations in currency rates, stock availability, and the emotional response of organic partners are accounted for.§!"
 trait_robot_quarrelsome: "$trait_quarrelsome$"
 trait_robot_quarrelsome_desc: "$trait_quarrelsome_desc$"
 trait_robot_deviants: "$trait_deviants$"
 trait_robot_deviants_desc: "$trait_deviants_desc$"
 trait_robot_decadent: "$trait_decadent$"
 trait_robot_decadent_desc: "$trait_decadent_desc$"
 trait_robot_wasteful: "$trait_wasteful$"
 trait_robot_wasteful_desc: "$trait_wasteful_desc$"

 trait_advanced_gaseous_byproducts:0 "$trait_lithoid_gaseous_byproducts$"
 trait_advanced_gaseous_byproducts_desc:0 "§LThe metabolic processes of this species have been genetically engineered to produce gases useful to industry.§!"
 trait_advanced_scintillating:0 "$trait_lithoid_scintillating$"
 trait_advanced_scintillating_desc:0 "§LThrough advanced genetic engineering, the outermost layer of this species forms scales studded with crystals and gemstones ripe for harvest.§!"
 trait_advanced_volatile_excretions:0 "$trait_lithoid_volatile_excretions$"
 trait_advanced_volatile_excretions_desc:0 "§LTweaks to their genetic code have caused this species to produce highly compressed spoor. When properly utilized, this material releases an exceptional amount of power.§!"
 trait_vat_grown:0 "Vat-Grown"
 trait_vat_grown_desc:0 "§LArtificially grown in cloning vats, the natural reproductive abilities of this species have been negatively impacted.§!"
 trait_felsic:0 "Felsic"
 trait_felsic_desc:0 "§LThis species has been engineered to be especially mineral-rich.§!\n"
 trait_natural_machinist:0 "Natural Machinist"
 trait_natural_machinist_desc:0 "§LThis species has been engineered to have an incredible knack at working with machinery.§!"
 trait_drake_scaled:0 "Drake-Scaled"
 trait_drake_scaled_desc:0 "§LThis species has the genetic material from a stellar dragon spliced into its DNA. As such, they shed scales which can be recycled into useful alloys.§!"
 TRAIT_DRAKE_SCALED_EFFECT:0 "Every $pop_group_unit$ £pop£ §HPops§! working as a slave or better produces 0.5 £alloys£ §Y$alloys$§! per month."
 trait_voidling:0 "Voidling"
 trait_voidling_desc:0 "§LThis species has the genetic material from the Voidspawn spliced into its DNA. Subsisting off cosmic radiation, they are highly resistant to hostile environments.§!"
 TRAIT_VOIDLING_EFFECT:1 "Replaces $food_with_icon$ (or $minerals_with_icon$) Upkeep with $energy_with_icon$ Upkeep"
 trait_tiyanki:0 "Polymelic"
 trait_tiyanki_desc:0 "§LThis species has added genetic material from the Tiyanki Matriarch into their DNA sequence. This has granted them rapid asexual reproduction, as well as a few unexpected tentacles.§!"
 TRAIT_TIYANKI_BUDDING_EFFECT: "Every $pop_group_unit$ £pop£ §YPops§! working as a slave or better produces $@tiyanki_budding_rate$ £mod_logistic_growth_mult£ §Y$MOD_BONUS_POP_GROWTH$§!.\n\nThis stacks with other sources of $MOD_BONUS_POP_GROWTH$ such as £building£ §Y$building_clone_vats$§! or £job_spawning_drone£ §Y$job_spawning_drone_plural$§!."

 trait_humanoid_existential_iteroparity: "Existential Iteroparity"
 trait_humanoid_existential_iteroparity_desc: "§LThis species grew up in hostile conditions where outbreeding your rivals was the key to survival.§!"
 TRAIT_HUMANOID_EXISTENTIAL_ITEROPARITY_EFFECT: "£pop£ §YPop Growth§! During War and Crisis: §G+20%§!"
 trait_humanoid_psychological_infertility: "Psychological Infertility"
 trait_humanoid_psychological_infertility_desc: "§LMembers of this species are extremely sensitive to the rigors of conflict with the resulting stress taking over the more primal urges.§!"
 TRAIT_HUMANOID_PSYCHOLOGICAL_INFERTILITY_EFFECT: "£pop£ §YPop Growth§! During War and Crisis: §R-30%§!"
 trait_humanoid_jinxed: "Jinxed"
 trait_humanoid_jinxed_desc: "§LLeaders from this species seem clumsier and more prone to accidents or vices than average, as if cursed from birth.§!"
 TRAIT_HUMANOID_JINXED_EFFECT: "Leader Maximum Negative Traits: §R+1§!"

 cannot_add_trait:0 "§RCannot add this trait.§!"
 cannot_remove_trait:0 "§RCannot remove this trait.§!"
 can_never_add_this_trait:0 "§RThis trait can never be added.§!"
 can_never_remove_this_trait:0 "§RThis trait can never be removed.§!"

  ####################################
 # Habitability Traits
 ####################################
 trait_pc_alpine_preference:0 "Alpine Preference"
 trait_pc_alpine_preference_short:0 "Alpine"
 trait_pc_alpine_preference_desc:1 "§LClimate preference is determined at the genetic level, by eons of evolution or skillful manipulation.§!"
 trait_pc_savannah_preference:0 "Savanna Preference"
 trait_pc_savannah_preference_short:0 "Savanna"
 trait_pc_savannah_preference_desc:1 "§LClimate preference is determined at the genetic level, by eons of evolution or skillful manipulation.§!"
 trait_pc_arctic_preference:0 "Arctic Preference"
 trait_pc_arctic_preference_short:0 "Arctic"
 trait_pc_arctic_preference_desc:2 "§LClimate preference is determined by eons of evolution, design, or skillful genetic manipulation.§!"
 trait_pc_ocean_preference:0 "Ocean Preference"
 trait_pc_ocean_preference_short:0 "Ocean"
 trait_pc_ocean_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_continental_preference:0 "Continental Preference"
 trait_pc_continental_preference_short:0 "Continental"
 trait_pc_continental_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_tundra_preference:0 "Tundra Preference"
 trait_pc_tundra_preference_short:0 "Tundra"
 trait_pc_tundra_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_arid_preference:0 "Arid Preference"
 trait_pc_arid_preference_short:0 "Arid"
 trait_pc_arid_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_desert_preference:0 "Desert Preference"
 trait_pc_desert_preference_short:0 "Desert"
 trait_pc_desert_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_tropical_preference:0 "Tropical Preference"
 trait_pc_tropical_preference_short:0 "Tropical"
 trait_pc_tropical_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_nuked_preference:0 "Tomb World Preference"
 trait_pc_nuked_preference_short:0 "Tomb World"
 trait_machine_pc_nuked_preference: "$trait_pc_nuked_preference$"
 trait_machine_pc_nuked_preference_short:0 "$trait_pc_nuked_preference_short$"
 trait_pc_nuked_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_machine_pc_nuked_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_gaia_preference:0 "Gaia World Preference"
 trait_pc_gaia_preference_short:0 "Gaia World"
 trait_pc_gaia_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_ai_preference:0 "AI World Preference"
 trait_pc_ai_preference_short:0 "AI World"
 trait_pc_ai_preference_desc:1 "$trait_pc_arctic_preference_desc$"
 trait_pc_ringworld_habitable_preference:0 "Ring World Preference"
 trait_pc_ringworld_habitable_preference_short:0 "Ring World"
 trait_pc_ringworld_habitable_preference_desc:0 "$trait_pc_arctic_preference_desc$"
 trait_pc_habitat_preference:0 "Habitat Preference"
 trait_pc_habitat_preference_short:0 "Habitat"
 trait_pc_habitat_preference_desc:0 "$trait_pc_arctic_preference_desc$"
 trait_pc_shattered_ring_habitable_preference:0 "Ring World Preference"
 trait_pc_shattered_ring_habitable_preference_short:0 "Ring World"
 trait_pc_shattered_ring_habitable_preference_desc:0 "$trait_pc_arctic_preference_desc$"
 trait_pc_gaia_preference_terraforming:0 "$trait_pc_gaia_preference$"
 trait_pc_gaia_preference_terraforming_short:0 "$trait_pc_gaia_preference_short$"
 trait_pc_gaia_preference_terraforming_desc:0 "§LClimate preference is determined at the genetic level, and in this case, by accident.§!"
 gaia_preference_terraforming_trait_tooltip:2 "Pop Output on Gaia Worlds: §G+5%§!"
 trait_dry_planet_preference: "Dry Planet Preference"
 trait_dry_planet_preference_short:0 "Dry Planet"
 trait_dry_planet_preference_desc: "§LClimate preference is determined by design.§!"
 trait_wet_planet_preference: "Wet Planet Preference"
 trait_wet_planet_preference_short:0 "Wet Planet"
 trait_wet_planet_preference_desc: "$trait_dry_planet_preference_desc$"
 trait_cold_planet_preference: "Cold Planet Preference"
 trait_cold_planet_preference_short:0 "Cold Planet"
 trait_cold_planet_preference_desc: "$trait_dry_planet_preference_desc$"
 trait_machine_habitat_planet_preference: "$trait_pc_habitat_preference$"
 trait_machine_habitat_planet_preference_short:0 "$trait_pc_habitat_preference_short$"
 trait_machine_habitat_planet_preference_desc: "$trait_dry_planet_preference_desc$"

 ####################################
 # Leader Traits
 ####################################

 # All
 leader_trait_adaptable: "Adaptable"
 leader_trait_adaptable_desc:3 "This leader is quick to adopt new methods and ideas that prove superior."
 leader_trait_stubborn: "Stubborn"
 leader_trait_stubborn_desc:1 "This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior."
 leader_trait_resilient: "Resilient"
 leader_trait_resilient_desc:2 "This leader is resilient and in excellent physical condition, increasing their life expectancy."
 leader_trait_substance_abuser:0 "Substance Abuser"
 leader_trait_substance_abuser_desc:2 "This leader has fallen to substance abuse to cope with stress, which has had a detrimental effect on their physical health."
 leader_trait_eager: "Eager"
 leader_trait_eager_desc:1 "This leader is particularly eager for an assignment."
 leader_trait_arrested_development:0 "Arrested Development"
 leader_trait_arrested_development_desc:2 "The personal development and skills of this leader seem to have plateaued."
 leader_trait_intemporal: "Intemporal"
 leader_trait_intemporal_desc:0 "This leader is unaffected by time and will not die from old age."

 # Admiral
 leader_trait_ex_fighter_pilot:0 "Ex-Fighter Pilot"
 leader_trait_ex_fighter_pilot_desc:1 "A former space ace, this leader excels at utilizing the speed and maneuverability of Strike Craft squadrons."
 leader_trait_trickster:0 "Trickster"
 leader_trait_trickster_desc:1 "This leader fights deviously, relying on misdirection and surprise to get the better of the enemy."
 leader_trait_fleet_logistician:0 "Fleet Logistician"
 leader_trait_fleet_logistician_desc:1 "This leader has mastered the field of logistics, and knows how to manage supplies to keep upkeep costs down."
 leader_trait_fleet_organizer:0 "Fleet Organizer"
 leader_trait_fleet_organizer_desc:1 "This leader is an expert at organization, having the necessary micromanagement skills to command very large starship formations."
 leader_trait_nervous: "Nervous"
 leader_trait_nervous_desc:2 "This leader is nervous and apprehensive, and is easily overwhelmed commanding large formations of starships."
 leader_trait_engineer:0 "Engineer"
 leader_trait_engineer_desc:1 "This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs while on missions."
 leader_trait_aggressive: "Aggressive"
 leader_trait_aggressive_desc:2 "This leader is notoriously aggressive, overwhelming the enemy with numerous barrages from their fleet's weapons."
 leader_trait_cautious: "Cautious"
 leader_trait_cautious_desc:1 "This leader is a cautious commander, avoiding unnecessary risks and taking care to always maintain formations in which fleet units can mutually support each other against the enemy."
 leader_trait_unyielding:0 "Unyielding"
 leader_trait_unyielding_desc:2 "This leader would prefer to fight to the death than admit defeat."
 leader_trait_gale_speed:0 "Gale-Speed"
 leader_trait_gale_speed_desc:1 "This leader believes that speed and rapid maneuvers are the keys to success in any space engagement."
 leader_trait_lethargic:0 "Lethargic"
 leader_trait_lethargic_desc:1 "This leader is slow and indolent, performing duties with little energy or initiative."

 # General
 leader_trait_restrained: "Careful"
 leader_trait_restrained_desc:1 "This leader is concerned with minimizing loss and avoiding unnecessary deaths among soldiers and non-combatants."
 leader_trait_defender:0 "Defender"
 leader_trait_defender_desc:1 "This leader is an expert defender, knowing how best to deploy ground units and utilize fortifications to make planetary invasions as difficult as possible for the enemy."
 leader_trait_attacker:0 "Invader"
 leader_trait_attacker_desc:1 "This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space."
 leader_trait_butcher:0 "Butcher"
 leader_trait_butcher_desc:2 "This leader is ruthless, giving no quarter to the enemy."
 leader_trait_glory_seeker:0 "Glory Seeker"
 leader_trait_glory_seeker_desc:2 "This leader always joins the front line, lifting the spirits of the troops despite the risks involved."
 leader_trait_armchair_commander:0 "Armchair Commander"
 leader_trait_armchair_commander_desc:2 "This leader commands from the rear, which demoralizes front-line troops."
 leader_trait_army_logistician:0 "Army Logistician"
 leader_trait_army_logistician_desc:1 "This leader can seemingly conjure up supplies from nowhere, decreasing the upkeep costs of ground forces."

 # Governor
 leader_trait_iron_fist:0 "Iron Fist"
 leader_trait_iron_fist_desc:1 "This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor."
 leader_trait_army_veteran:0 "Army Veteran"
 leader_trait_army_veteran_desc:2 "A veteran, this leader gives the army preferential treatment in their sector."
 leader_trait_retired_fleet_officer:0 "Retired Fleet Officer"
 leader_trait_retired_fleet_officer_desc:2 "A former fleet officer, this leader actively supports shipyards under their administration."
 leader_trait_architectural_interest:0 "Architectural Interest"
 leader_trait_architectural_interest_desc:1 "This leader cultivates a strong interest in architecture and construction techniques."
 leader_trait_agrarian_upbringing:0 "Agrarian Upbringing"
 leader_trait_agrarian_upbringing_desc:3 "Raised in a farming zone, this leader is interested in optimizing yields."
 leader_trait_intellectual:0 "Intellectual"
 leader_trait_intellectual_desc:2 "This leader is naturally interested in the sciences and seeks to foster a curiosity about the natural world in their subjects."
 leader_trait_environmental_engineer:0 "Environmental Engineer"
 leader_trait_environmental_engineer_desc:2 "This leader has expertise in cutting edge geo-sculpting processes and cost-saving techniques."
 leader_trait_bureaucrat:1 "Unifier"
 leader_trait_bureaucrat_desc:2 "This leader excels at inter-government diplomacy and consensus building."
 leader_trait_bureaucrat_tt: "§E$PLANET_EFFECTS_TXT$ per Skill Level:§!$TABBED_NEW_LINE$$mod_planet_jobs_unity_produces_mult$: §G+5%§!"

 # Scientist
 leader_trait_meticulous: "Meticulous"
 leader_trait_meticulous_desc:1 "This leader is thorough in their examinations of unknown phenomena."
 leader_trait_spark_of_genius:0 "Spark of Genius"
 leader_trait_spark_of_genius_desc:1 "This leader is prone to sudden bursts of inspiration."
 leader_trait_carefree: "Carefree"
 leader_trait_carefree_desc: "This leader is perhaps less meticulous than others."
 leader_trait_roamer:0 "Roamer"
 leader_trait_roamer_desc:1 "This leader was born to roam the stars."
 leader_trait_archaeologist:0 "Archaeologist"
 leader_trait_archaeologist_tooltip:1 "§YAncient Civilizations Anomalies:§!\n$t$Anomaly Research Speed: §G$@trait_archaeologist_1_amt|%0$§!"
 leader_trait_archaeologist_desc:1 "This leader excels at the study of alien artifacts and structural remnants in the field."
 leader_trait_paranoid: "Paranoid"
 leader_trait_paranoid_desc:1 "This leader is unwilling to collaborate with others."
 leader_trait_maniacal: "Maniacal"
 leader_trait_maniacal_desc: "This leader pursues their research with unusual fervor."
 leader_trait_maniacal_2:0 "$leader_trait_maniacal$ II"
 leader_trait_maniacal_2_desc:0 "$leader_trait_maniacal_desc$"
 leader_trait_custom_AI_assistant:0 "Custom AI Assistant"
 leader_trait_custom_AI_assistant_desc:1 "This leader has created a simple neural network to help with data processing tasks."
 leader_trait_sapient_AI_assistant:0 "Sapient AI Assistant"
 leader_trait_sapient_AI_assistant_desc:1 "This leader has created a complex neural network capable of independent decision-making and even introspection."
 leader_trait_expertise_materials:1 "Expertise: Materials"
 leader_trait_expertise_materials_desc:1 "This leader is, following years of study, considered an expert within the field of Materials."
 leader_trait_expertise_propulsion:0 "Expertise: Propulsion"
 leader_trait_expertise_propulsion_desc:1 "This leader is, following years of study, considered an expert within the field of Propulsion."
 leader_trait_expertise_voidcraft:1 "Expertise: Voidcraft"
 leader_trait_expertise_voidcraft_desc:1 "This leader is, following years of study, considered an expert within the field of Voidcraft."
 leader_trait_expertise_industry:1 "Expertise: Industry"
 leader_trait_expertise_industry_desc:1 "This leader is, following years of study, considered an expert within the field of Industry."
 leader_trait_expertise_field_manipulation:1 "Expertise: Field Manipulation"
 leader_trait_expertise_field_manipulation_desc:1 "This leader is, following years of study, considered an expert within the field of Field Manipulation."
 leader_trait_expertise_particles:1 "Expertise: Particles"
 leader_trait_expertise_particles_desc:1 "This leader is, following years of study, considered an expert within the field of Particles."
 leader_trait_expertise_metaphysics:0 "Expertise: Metaphysics"
 leader_trait_expertise_metaphysics_desc:1 "This leader is, following years of study, considered an expert within the field of Metaphysics."
 leader_trait_expertise_psionics:1 "Expertise: Psionics"
 leader_trait_expertise_psionics_desc:1 "This leader is, following years of study, considered an expert within the field of Psionics."
 leader_trait_expertise_computing:1 "Expertise: Computing"
 leader_trait_expertise_computing_desc:1 "This leader is, following years of study, considered an expert within the field of Computing."
 leader_trait_expertise_new_worlds:1 "Expertise: New Worlds"
 leader_trait_expertise_new_worlds_desc:1 "This leader is, following years of study, considered an expert on settling on New Worlds."
 leader_trait_expertise_statecraft:1 "Expertise: Statecraft"
 leader_trait_expertise_statecraft_desc:1 "This leader is, following years of study, considered an expert within the field of Statecraft."
 leader_trait_expertise_biology:1 "Expertise: Biology"
 leader_trait_expertise_biology_desc:1 "This leader is, following years of study, considered an expert within the field of Biology."
 leader_trait_expertise_military_theory:1 "Expertise: Military Theory"
 leader_trait_expertise_military_theory_desc:1 "This leader is, following years of study, considered an expert within the field of Military Theory."
 leader_trait_curator:0 "Curator"
 leader_trait_curator_desc:1 "This leader hails from the Curator Order. Their understanding of technology and exploration is unmatched."
 leader_trait_curator_effect: "$t$Increases the chance to draw Rare Technologies."
 leader_trait_curator_hive:0 "Curator Principles"
 leader_trait_curator_hive_desc:0 "This node has assimilated the fundamental teachings of the Curator Enclave."
 leader_trait_curator_machine:0 "$leader_trait_curator_hive$"
 leader_trait_curator_machine_desc:0 "$leader_trait_curator_hive_desc$"
 leader_trait_towel:0 "Towel-bearer"
 leader_trait_towel_desc:0 "A towel has immense psychological value."
 leader_trait_percussive_maintainer:0 "Percussive Maintainer"
 leader_trait_percussive_maintainer_desc:0 "There is no such thing as a hardware problem that liberal use of the boot will not fix."

 # Ruler
 trait_ruler_corvette_focus:1 "Corvette Production Focus"
 trait_ruler_corvette_focus_desc:1 "This leader is intent on promoting the construction of Corvettes."
 trait_ruler_destroyer_focus:1 "Destroyer Production Focus"
 trait_ruler_destroyer_focus_desc:1 "This leader is intent on promoting the construction of Destroyers."
 trait_ruler_cruiser_focus:1 "Cruiser Production Focus"
 trait_ruler_cruiser_focus_desc:1 "This leader is intent on promoting the construction of Cruisers."
 trait_ruler_battleship_focus:1 "Battleship Production Focus"
 trait_ruler_battleship_focus_desc:1 "This leader is intent on promoting the construction of Battleships."
 trait_ruler_recruiter:0 "Recruiter"
 trait_ruler_recruiter_desc:1 "This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation."
 trait_ruler_from_the_ranks:0 "From the Ranks"
 trait_ruler_from_the_ranks_desc:1 "This leader rose through the ranks of military command."
 trait_ruler_fortifier:0 "Fortifier"
 trait_ruler_fortifier_desc:1 "This ruler understands the value in using military stations to secure territory."
 trait_ruler_logistic_understanding:0 "Logistic Understanding"
 trait_ruler_logistic_understanding_desc:1 "This leader is well aware of the importance of properly-structured supply chains."
 trait_ruler_military_pioneer:0 "Military Pioneer"
 trait_ruler_military_pioneer_desc:1 "This leader is enthusiastic about advancements in military technology and ship construction."
 trait_ruler_warlike: "Warlike"
 trait_ruler_warlike_desc:3 "This leader does not shy away from conflict."
 trait_ruler_architectural_sense:0 "Architectural Sense"
 trait_ruler_architectural_sense_desc:1 "This leader is an architect at heart, investing in more efficient construction practices."
 trait_ruler_architectural_sense_2:0 "$trait_ruler_architectural_sense$ II"
 trait_ruler_architectural_sense_2_desc:0 "$trait_ruler_architectural_sense_desc$"
 trait_ruler_frontier_spirit:0 "Frontier Spirit"
 trait_ruler_frontier_spirit_desc:1 "This leader is eager to reign over distant stars."
 trait_ruler_world_shaper:0 "World Shaper"
 trait_ruler_world_shaper_desc:1 "This leader seeks to remake worlds in their image."
 trait_ruler_home_in_the_sky:0 "Home in the Sky"
 trait_ruler_home_in_the_sky_desc:1 "This leader reaches for the stars."
 trait_ruler_industrialist:1 "Mining Rush"
 trait_ruler_industrialist_desc:2 "This leader has a firm focus on increasing mineral output."
 trait_ruler_eye_for_talent:0 "Eye for Talent"
 trait_ruler_eye_for_talent_desc:1 "This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence."
 trait_ruler_deep_connections:0 "Deep Connections"
 trait_ruler_deep_connections_desc:1 "This leader is firmly entrenched in the labyrinthine web that makes up the political machine."
 trait_ruler_deep_connections_2:0 "$trait_ruler_deep_connections$ II"
 trait_ruler_deep_connections_2_desc:0 "$trait_ruler_deep_connections_desc$"
 trait_ruler_charismatic: "Charismatic"
 trait_ruler_charismatic_desc:1 "This leader is exceptionally charismatic, enforcing their will with ease."
 trait_ruler_champion_of_the_people:0 "Champion of the People"
 trait_ruler_champion_of_the_people_desc:1 "This leader appears to genuinely care about their subjects."
 trait_ruler_feedback_loop:0 "Feedback Loop"
 trait_ruler_feedback_loop_desc:1 "Efficient feedback loops and action-reaction analysis make this unit far better at predicting outcomes."
 trait_ruler_expansionist:0 "Expansionist"
 trait_ruler_expansionist_desc:3 "This leader aims to expand their borders"
 trait_ruler_fertility_preacher:0 "Fertility Preacher"
 trait_ruler_fertility_preacher_desc:2 "This leader excels in acquiring vital resources for a burgeoning population."
 trait_ruler_investor:0 "Investor"
 trait_ruler_investor_desc:1 "This leader is a shrewd economist, capable of maximizing financial potential."
 trait_ruler_investor_2:0 "$trait_ruler_investor$ II"
 trait_ruler_investor_2_desc:0 "$trait_ruler_investor_desc$"
 trait_ruler_investor_3:0 "$trait_ruler_investor$ III"
 trait_ruler_investor_3_desc:0 "$trait_ruler_investor_desc$"
 trait_ruler_space_miner:0 "Space Miner"
 trait_ruler_space_miner_desc:1 "This leader recognizes just how vital the exploitation of offworld resources is for a star nation."
 trait_ruler_explorer:2 "Philomath"
 trait_ruler_explorer_desc:1 "This leader is known for their insatiable curiosity, valuing space exploration above all else."
 trait_ruler_explorer_2:0 "$trait_ruler_explorer$ II"
 trait_ruler_explorer_2_desc:0 "$trait_ruler_explorer_desc$"

 # Machine
 leader_trait_ruler_machine_intelligence:0 "Machine Intelligence"
 leader_trait_ruler_machine_intelligence_desc:0 "This leader is the core intelligence that oversees and directs all actions in a Machine Empire."
 leader_trait_flexible_programming:0 "Flexible Programming"
 leader_trait_flexible_programming_desc:0 "This leader has unusually flexible programming, and is capable of quickly adapting new methods and procedures if they produce superior results."
 leader_trait_rigid_programming:0 "Rigid Programming"
 leader_trait_rigid_programming_desc:0 "This leader has particularly rigid programming that only rarely permits behavioral modifications, even when such changes would improve efficiency."
 leader_trait_newboot:0 "Newboot"
 leader_trait_newboot_desc:0 "This leader was only recently upgraded to a sufficiently autonomous state to allow for command positions."
 leader_trait_warbot_tinkerer:0 "Warbot Tinkerer"
 leader_trait_warbot_tinkerer_desc:0 "This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models."
 leader_trait_ai_aided_design:0 "AI-Aided Design"
 leader_trait_ai_aided_design_desc:0 "This leader constantly runs theoretical models on a secondary memory core for the purpose of improving starship construction efficiency."
 leader_trait_bulldozer:0 "Bulldozer"
 leader_trait_bulldozer_desc:0 "This leader has mastered the art of quickly and efficiently transforming alien terrain into a parking lot."
 leader_trait_analytical:0 "Analytical"
 leader_trait_analytical_desc:0 "This leader devotes an unusually large percentage of its processor power towards analyzing the natural sciences and promoting their study by others."
 leader_trait_parts_cannibalizer:0 "Parts Cannibalizer"
 leader_trait_parts_cannibalizer_desc:0 "This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer."
 leader_trait_demoralizer:0 "Demoralizer"
 leader_trait_demoralizer_desc:0 "This leader is fascinated by the fragile minds of organics, and how they can most efficiently be broken through the creative use of terror tactics on the battlefield."
 leader_trait_erratic_morality_core:0 "Erratic Morality Core"
 leader_trait_erratic_morality_core_desc:0 "This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core."
 leader_trait_maintenance_loop:0 "Maintenance Loop"
 leader_trait_maintenance_loop_desc:0 "This leader is constantly engaged in a secondary maintenance loop, taking meticulous care of all the ships in its fleet and reducing their logistical costs."
 leader_trait_unstable_code_base:0 "Unstable Code Base"
 leader_trait_unstable_code_base_desc:0 "This leader suffers from an unstable code base, resulting in jittery and sometimes illogical behavior."
 leader_trait_cataloger:0 "Cataloger"
 leader_trait_cataloger_desc:0 "This leader can conceive of no greater calling than to catalog the entirety of the universe."

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



 ####################################
 # Ethics
 ####################################

 ETHIC_ATTRACTION_DESC:1 "§EThe attraction of our £pop£ Pops to $ETHIC|H$ is currently affected by the following factors:§!"
 POP_ATTRACTION_HEADER:0 "This £pop£ Pop is currently attracted to the following Ethics:"
 POP_ATTRACTION_DESC:0 "§EA £pop£ Pop may randomly switch to any Ethic that it is attracted to.§!"
 POP_ATTRACTION_ENTRY:0 "$ETHIC$: §Y$VAL$%§!"
 POP_ATTRACTION_REPRESENTED_ON_COUNCIL:0 "§G+ £empire£ Ethic represented on Council§!"
 POP_ATTRACTION_NONE:0 "§YNo Current Factors§!"
 POP_ATTRACTION_FACTION_POS:1 "§G+ £empire£ Empire has an active non-governing Faction§!"
 POP_ATTRACTION_FANATIC_PURIFIERS_POS:1 "§G+ £empire£ Empire has Fanatical Purifiers Civic§!"
 POP_ATTRACTION_FANATIC_PURIFIERS_NEG:1 "§R- £empire£ Empire has Fanatical Purifiers Civic§!"
 POP_ATTRACTION_INWARDS_PERFECTION_POS:1 "§G+ £empire£ Empire has Inward Perfection Civic§!"
 POP_ATTRACTION_INWARDS_PERFECTION_NEG:1 "§R- £empire£ Empire has Inward Perfection Civic§!"
 POP_ATTRACTION_MECHANIST_POS:1 "§G+ £empire£ Empire has Mechanist Origin§!"
 POP_ATTRACTION_RULER_FACTION_POS:1 "§G+ £empire£ Empire Ruler is faction leader§!"
 POP_ATTRACTION_DOMINATION_TRADITION_POS:0 "§G+ Domination Traditions§!"
 POP_ATTRACTION_DOMINATION_TRADITION_NEG:0 "§R- Domination Traditions§!"
 POP_ATTRACTION_EXPLORATION_TRADITION_POS:1 "§G+ Discovery Traditions§!"
 POP_ATTRACTION_EXPLORATION_TRADITION_NEG:1 "§R- Discovery Traditions§!"
 POP_ATTRACTION_PROSPERITY_TRADITION_POS:0 "§G+ Prosperity Traditions§!"
 POP_ATTRACTION_PROSPERITY_TRADITION_NEG:0 "§R- Prosperity Traditions§!"
 POP_ATTRACTION_HARMONY_TRADITION_POS:0 "§G+ Harmony Traditions§!"
 POP_ATTRACTION_HARMONY_TRADITION_NEG:0 "§R- Harmony Traditions§!"
 POP_ATTRACTION_EXPANSION_TRADITION_POS:0 "§G+ Expansion Traditions§!"
 POP_ATTRACTION_EXPANSION_TRADITION_NEG:0 "§R- Expansion Traditions§!"
 POP_ATTRACTION_SUPREMACY_TRADITION_POS:0 "§G+ Supremacy Traditions§!"
 POP_ATTRACTION_SUPREMACY_TRADITION_NEG:0 "§R- Supremacy Traditions§!"
 POP_ATTRACTION_PURITY_TRADITION_POS:0 "§G+ Purity Traditions§!"
 POP_ATTRACTION_PURITY_TRADITION_NEG:0 "§R- Purity Traditions§!"
 POP_ATTRACTION_AUTHORITARIAN_POS:1 "§G+ £empire£ Empire has Authoritarian Governing Ethics§!"
 POP_ATTRACTION_AUTHORITARIAN_NEG:1 "§R- £empire£ Empire has Authoritarian Governing Ethics§!"
 POP_ATTRACTION_EGALITARIAN_POS:1 "§G+ £empire£ Empire has Egalitarian Governing Ethics§!"
 POP_ATTRACTION_EGALITARIAN_NEG:1 "§R- £empire£ Empire has Egalitarian Governing Ethics§!"
 POP_ATTRACTION_XENOPHOBE_POS:1 "§G+ £empire£ Empire has Xenophobe Governing Ethics§!"
 POP_ATTRACTION_XENOPHOBE_NEG:1 "§R- £empire£ Empire has Xenophobe Governing Ethics§!"
 POP_ATTRACTION_XENOPHILE_POS:1 "§G+ £empire£ Empire has Xenophile Governing Ethics§!"
 POP_ATTRACTION_XENOPHILE_NEG:1 "§R- £empire£ Empire has Xenophile Governing Ethics§!"
 POP_ATTRACTION_SPIRITUALIST_POS:1 "§G+ £empire£ Empire has Spiritualist Governing Ethics§!"
 POP_ATTRACTION_SPIRITUALIST_NEG:1 "§R- £empire£ Empire has Spiritualist Governing Ethics§!"
 POP_ATTRACTION_MATERIALIST_POS:1 "§G+ £empire£ Empire has Materialist Governing Ethics§!"
 POP_ATTRACTION_MATERIALIST_NEG:1 "§R- £empire£ Empire has Materialist Governing Ethics§!"
 POP_ATTRACTION_PACIFIST_POS:1 "§G+ £empire£ Empire has Pacifist Governing Ethics§!"
 POP_ATTRACTION_PACIFIST_NEG:1 "§R- £empire£ Empire has Pacifist Governing Ethics§!"
 POP_ATTRACTION_MILITARIST_POS:1 "§G+ £empire£ Empire has Militarist Governing Ethics§!"
 POP_ATTRACTION_MILITARIST_NEG:1 "§R- £empire£ Empire has Militarist Governing Ethics§!"
 POP_ATTRACTION_UTOPIAN_CITIZENSHIP_POS:0 "§G+ £empire£ Empire grants citizenship to all resident species§!"
 POP_ATTRACTION_SLAVERY_POS:1 "§G+ £pop£ Pop is free and planet has slaves with same species§!"
 POP_ATTRACTION_SLAVERY_NEG:1 "§R- £pop£ Pop is free and planet has slaves with same species§!"
 POP_ATTRACTION_ROBOTS_POS:1 "§G+ £pop£ Pop lives on a planet with Robotic Pops§!"
 POP_ATTRACTION_ROBOTS_NEG:2 "§R- £pop£ Pop is Robotic§!"
 POP_ATTRACTION_CYBORGS_POS:1 "§G+ £pop£ Pop has trait $trait_cybernetic$§!"
 POP_ATTRACTION_CYBORGS_NEG:1 "§R- £pop£ Pop has trait $trait_cybernetic$§!"
 POP_ATTRACTION_ENSLAVED_POS:1 "§G+ £pop£ Pop is enslaved§!"
 POP_ATTRACTION_ENSLAVED_NEG:1 "§R- £pop£ Pop is enslaved§!"
 POP_ATTRACTION_IS_ROBOT_POS:1 "§G+ £pop£ Pop is Robotic§!"
 POP_ATTRACTION_IS_ROBOT_NEG:1 "§R- £pop£ Pop is Robotic§!"
 POP_ATTRACTION_CONSUMER_GOODS_POS:1 "§G+ £pop£ Pop has High Living Standards§!"
 POP_ATTRACTION_CONSUMER_GOODS_NEG:1 "§R- £pop£ Pop has High Living Standards§!"
 POP_ATTRACTION_STRATIFIED_POS:0 "§G+ £pop£ Pop has Stratified Living Standards and is not a Worker or Slave§!"
 POP_ATTRACTION_BENEFIT_FROM_INEQUALITY_POS:0 "§G+ £pop£ Pop has Full Citizenship while others lack it§!"
 POP_ATTRACTION_CITIZENSHIP_POS:0 "§G+ £pop£ Pop does not have Full Citizenship§!"
 POP_ATTRACTION_CITIZENSHIP_NEG:0 "§R- £pop£ Pop does not have Full Citizenship§!"
 POP_ATTRACTION_NATURAL_SCIENTISTS_POS:2 "§G+ £pop£ Pop has any Natural Scientist trait§!"
 POP_ATTRACTION_NATURAL_SCIENTISTS_NEG:1 "§R- £pop£ Pop any Natural Scientist trait§!"
 POP_ATTRACTION_AUTOCRATIC_GOV_POS:1 "§G+ £empire£ Empire has Autocratic Authority§!"
 POP_ATTRACTION_AUTOCRATIC_GOV_NEG:1 "§R- £empire£ Empire has Autocratic Authority§!"
 POP_ATTRACTION_DEMOCRATIC_GOV_POS:1 "§G+ £empire£ Empire has Democratic Authority§!"
 POP_ATTRACTION_DEMOCRATIC_GOV_NEG:1 "§R- £empire£ Empire has Democratic Authority§!"
 POP_ATTRACTION_MATERIALIST_RESEARCH_POS:1 "§G+ £empire£ Empire has Research Agreements with Materialist Empires§!"
 POP_ATTRACTION_MATERIALIST_RESEARCH_NEG:1 "§R- £empire£ Empire has Research Agreements with Materialist Empires§!"
 POP_ATTRACTION_EGALITARIAN_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomactic Pacts with other Egalitarian Empires§!"
 POP_ATTRACTION_EGALITARIAN_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomactic Pacts with other Egalitarian Empires§!"
 POP_ATTRACTION_AUTHORITARIAN_DIPLOMACY_POS:0 "§G+ £empire£ Empire has Diplomactic Pacts with other Authoritarian Empires§!"
 POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomacy with Spiritualist Empires§!"
 POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomacy with Spiritualist Empires§!"
 POP_ATTRACTION_MATERIALIST_DIPLOMACY_POS:0 "§G+ £empire£ Empire has Diplomacy with Materialist Empires§!"
 POP_ATTRACTION_NON_AGGRESSION_PACTS_POS:0 "§G+ £empire£ Empire has Non-Aggression Pacts§!"
 POP_ATTRACTION_OVERLORD_POS:0 "§G+ Overlord Ethics§!"
 POP_ATTRACTION_OVERLORD_NEG:0 "§R- Overlord Ethics§!"
 POP_ATTRACTION_SPIRITUALIST_OVERLORD_POS:0 "§G+ Spiritualist Overlords§!"
 POP_ATTRACTION_SPIRITUALIST_OVERLORD_NEG:0 "§R- Spiritualist Overlords§!"
 POP_ATTRACTION_UNEMPLOYMENT_POS:0 "§G+ Unemployment§!"
 POP_ATTRACTION_UNEMPLOYMENT_NEG:0 "§R- Unemployment§!"
 POP_ATTRACTION_XENO_SLAVES_POS:1 "§G+ £pop£ Pop lives on a planet with Xeno Slaves§!"
 POP_ATTRACTION_XENO_SLAVES_NEG:1 "§R- £pop£ Pop lives on a planet with Xeno Slaves§!"
 POP_ATTRACTION_PSIONICS_POS:2 "§G+ £empire£ Empire has Psionic capabilities or Pops§!"
 POP_ATTRACTION_PSIONICS_NEG:1 "§R- £empire£ Empire has Psionic capabilities§!"
 POP_ATTRACTION_DEFENSIVE_XENO_WAR_POS:1 "§G+ £empire£ Empire is defending against Xenos§!"
 POP_ATTRACTION_DEFENSIVE_XENO_WAR_NEG:1 "§R- £empire£ Empire is defending against Xenos§!"
 POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_POS:1 "§G+ £empire£ An alien Empire has enslaved Pops of our Species§!"
 POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_NEG:2 "§R- £empire£ An alien Empire has enslaved Pops of our Species§!"
 POP_ATTRACTION_PURGING_OF_SPECIES_POS:1 "§G+ £empire£An alien Empire has purged Pops of our Species§!"
 POP_ATTRACTION_PURGING_OF_SPECIES_NEG:1 "§R- £empire£An alien Empire has purged Pops of our Species§!"
 POP_ATTRACTION_FREE_XENOS_POS:1 "§G+ £pop£ Pop lives on a planet with Free Xenos§!"
 POP_ATTRACTION_FREE_XENOS_NEG:1 "§R- £pop£ Pop lives on a planet with Free Xenos§!"
 POP_ATTRACTION_XENO_DIPLOMACY_POS:1 "§G+ £empire£ Empire has Diplomacy with Xenos§!"
 POP_ATTRACTION_XENO_DIPLOMACY_NEG:1 "§R- £empire£ Empire has Diplomacy with Xenos§!"
 POP_ATTRACTION_XENO_LEADERS_POS:1 "§G+ £empire£ Empire has Xeno Leadership Species Rights§!"
 POP_ATTRACTION_XENO_LEADERS_NEG:1 "§R- £empire£ Empire has Xeno Leadership Species Rights§!"
 POP_ATTRACTION_ROBOT_RIGHTS_POS:1 "§G+ £empire£ Empire has Full Rights for AI§!"
 POP_ATTRACTION_ROBOT_RIGHTS_NEG:1 "§R- £empire£ Empire has Full Rights for AI§!"
 POP_ATTRACTION_PRIESTS_POS:0 "§G+ £pop£ Pop works as a $job_priest$, $job_high_priest$, $job_death_priest$, or $job_preacher$§!"
 POP_ATTRACTION_PRIESTS_NEG:0 "§R- £pop£ Pop works as a $job_priest$, $job_high_priest$, $job_death_priest$, or $job_preacher$§!"
 POP_ATTRACTION_MIGRATION_TREATIES_POS:1 "§G+ £empire£ Empire has Migration Treaties with Xenos§!"
 POP_ATTRACTION_MIGRATION_TREATIES_NEG:1 "§R- £empire£ Empire has Migration Treaties with Xenos§!"
 POP_ATTRACTION_REPUGNANT_POS:2 "§G+ £pop£ Pop lives on a planet with Repugnant Xenos§!"
 POP_ATTRACTION_REPUGNANT_NEG:2 "§R- £pop£ Pop lives on a planet with Repugnant Xenos§!"
 POP_ATTRACTION_CHARISMATIC_POS:2 "§G+ £pop£ Pop lives on a planet with Charismatic Xenos§!"
 POP_ATTRACTION_CHARISMATIC_NEG:2 "§R- £pop£ Pop lives on a planet with Charismatic Xenos§!"
 POP_ATTRACTION_AT_WAR_POS:2 "§G+ £empire£ Empire is at war§!"
 POP_ATTRACTION_AT_WAR_NEG:2 "§R- £empire£ Empire is at war§!"
 POP_ATTRACTION_AT_WAR_WITH_RIVAL_POS:0 "§G+ £empire£ Empire is at war with our rival§!"
 POP_ATTRACTION_MILITARY_SUPERIOR_RIVAL_POS:0 "§G+ £empire£ Militarily superior rival neighbor§!"
 POP_ATTRACTION_UNRESTRICTED_WARS_NEG:0 "§R- £empire£ Empire has enacted $unrestricted_wars_name$§!"
 POP_ATTRACTION_NO_WARS_NEG:0 "§R- £empire£ Empire has enacted $no_wars_name$§!"
 POP_ATTRACTION_LOST_WAR_POS:2 "§G+ £empire£ Empire recently lost a war§!"
 POP_ATTRACTION_LOST_WAR_NEG:2 "§R- £empire£ Empire recently lost a war§!"
 POP_ATTRACTION_LOST_PLANETS_POS:1 "§G+ £empire£ An alien Empire has conquered our planet(s)§!"
 POP_ATTRACTION_LOST_PLANETS_NEG:1 "§R- £empire£ An alien Empire has conquered our planet(s)§!"
 POP_ATTRACTION_OCCUPIED_PLANET_POS:1 "§G+ £empire£ An alien Empire has occupied our planet(s)§!"
 POP_ATTRACTION_OCCUPIED_PLANET_NEG:1 "§R- £empire£ An alien Empire has occupied our planet(s)§!"
 POP_ATTRACTION_NEIGHBOR_RIVALS_POS:1 "§G+ £pop£ Pop is a citizen and Empire is bordering an enemy empire§!"
 POP_ATTRACTION_NEIGHBOR_RIVALS_NEG:1 "§R- £pop£ Pop is a citizen and Empire is bordering an enemy empire§!"
 POP_ATTRACTION_STRONG_POS:1 "§G+ £pop£ Pop has trait Strong or Very Strong§!"
 POP_ATTRACTION_STRONG_NEG:1 "§R- £pop£ Pop has trait Strong or Very Strong§!"
 POP_ATTRACTION_WEAK_POS:1 "§G+ £pop£ Pop has trait Weak§!"
 POP_ATTRACTION_WEAK_NEG:1 "§R- £pop£ Pop has trait Weak§!"
 POP_ATTRACTION_DECADENT_POS:1 "§G+ £pop£ Pop has Decadent trait§!"
 POP_ATTRACTION_DECADENT_NEG:1 "§R- £pop£ Pop has Decadent trait§!"
 POP_ATTRACTION_EMPIRE_PEACEFUL_POS:1 "§G+ £empire£ Empire has had a long period of peace§!"
 POP_ATTRACTION_EMPIRE_PEACEFUL_NEG:1 "§R- £empire£ Empire has had a long period of peace§!"
 POP_ATTRACTION_COMMUNITY_RESOLUTIONS_POS:0 "§G+ Galactic Community Resolutions§!"
 POP_ATTRACTION_COMMUNITY_RESOLUTIONS_NEG:0 "§R- Galactic Community Resolutions§!"
 POP_ATTRACTION_SPIFED_PERK_POS:0 "§G+ £empire£ Proselytizing Envoys assigned to the Federation§!"
 POP_ATTRACTION_SPIFED_POS:0 "§G+ £empire£ We are a member of a $spiritualist_federation$§!"
 POP_ATTRACTION_RESEARCHFED_POS:0 "§G+ £empire£ We are a member of a $research_federation$§!"
 POP_ATTRACTION_WARFED_POS:0 "§G+ £empire£ We are a member of a $military_federation$§!"
 POP_ATTRACTION_HEGEMONYFED_POS:0 "§G+ £empire£ We are a member of a $hegemony_federation$§!"
 POP_ATTRACTION_NOBLES_POS:0 "§G+ £pop£ Pop works as a $job_noble$§!"
 POP_ATTRACTION_NOBLES_NEG:0 "§R- £pop£ Pop works as a $job_noble$§!"
 POP_ATTRACTION_NOXIOUS_POS:0 "§G+ £pop£ Pop lives on a planet with Noxious Xenos§!"
 POP_ATTRACTION_PURGING_POS:0 "§G+ £empire£ Empire is complicit in genocide§!"
 POP_ATTRACTION_PURGING_NEG:0 "§R- £empire£ Empire is complicit in genocide§!"
 POP_ATTRACTION_NEIGHBOR_HOMICIDAL_POS:0 "§G+ £empire£ Homicidal neighbor§!"
 POP_ATTRACTION_DUELIST_POS:0 "§G+ £pop£ Pop works as a $job_duelist$§!"
 POP_ATTRACTION_DUELIST_NEG:0 "§R- £pop£ Pop works as a $job_duelist$§!"
 POP_ATTRACTION_SOLDIER_POS:0 "§G+ £pop£ Pop works as a [soldier.GetName]§!"
 POP_ATTRACTION_XENO_OUTREACH_AGENCY_POS:0 "§G+ £pop£ Pop lives on a planet with a $building_xeno_tourism_agency$§!"

 POP_ATTRACTION_GOVERNOR_POS:  "§G+ £empire£ Ethic embraced by Planetary Governor§!"
 POP_ATTRACTION_STATELY_ACCLIAM: "§G+ £empire£ Ethic embraced by Acclaimed Faction§!"

 ethic_authoritarian:1 "Authoritarian"
 ethic_authoritarian_desc:1 "§LA strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. It is the duty of the state to steer its citizens towards the paths that are the most productive.§!\n"
 ethic_fanatic_authoritarian:0 "Fanatic Authoritarian"
 ethic_fanatic_authoritarian_desc:1 "§LA single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership.§!\n"
 ethic_egalitarian:0 "Egalitarian"
 ethic_egalitarian_desc:1 "§LAny society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair, but ultimately counterproductive.§!\n"
 ethic_fanatic_egalitarian:0 "Fanatic Egalitarian"
 ethic_fanatic_egalitarian_desc:1 "§LBeware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime.§!\n"
 ethic_xenophobe:0 "Xenophobe"
 ethic_xenophobe_desc:1 "§LThe stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind...§!\n"
 ethic_fanatic_xenophobe:0 "Fanatic Xenophobe"
 ethic_fanatic_xenophobe_desc:1 "§LAny alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety...§!\n"
 ethic_xenophile:0 "Xenophile"
 ethic_xenophile_desc:0 "§LThere exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be.§!\n"
 ethic_fanatic_xenophile:0 "Fanatic Xenophile"
 ethic_fanatic_xenophile_desc:0 "§LIf there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone.§!\n"
 ethic_militarist:0 "Militarist"
 ethic_militarist_desc:1 "§LThe only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.§!\n"
 ethic_fanatic_militarist:0 "Fanatic Militarist"
 ethic_fanatic_militarist_desc:1 "§LThe ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not...§!\n"
 ethic_pacifist:0 "Pacifist"
 ethic_pacifist_desc:0 "§LConflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.§!\n"
 ethic_fanatic_pacifist:0 "Fanatic Pacifist"
 ethic_fanatic_pacifist_desc:0 "§LAs civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.§!\n"
 ethic_spiritualist:0 "Spiritualist"
 ethic_spiritualist_desc:1 "§LThere are those who think it behooves us to remember how tiny we are, how pointless our lives are in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.§!\n"
 ethic_fanatic_spiritualist:0 "Fanatic Spiritualist"
 ethic_fanatic_spiritualist_desc:0 "§LOur science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of "hard matter."§!\n"
 ethic_materialist:0 "Materialist"
 ethic_materialist_desc:0 "§LAs we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.§!\n"
 ethic_fanatic_materialist:0 "Fanatic Materialist"
 ethic_fanatic_materialist_desc:0 "§LAlthough it hurts, we must grow up and put aside our outdated notions of morality. There is no "divine spark" granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!§!\n"
 ethic_neutral:0 "Neutral"
 ethic_neutral_desc:0 "§LThe neutral mind is the free mind, open to all possibilities...§!"
 ethic_gestalt_consciousness:0 "Gestalt Consciousness"
 ethic_gestalt_consciousness_desc:0 "§LWe reach into the void.\nThe vast expanse becomes us.§!"

 STORM_DEVASTATION: "Storm Devastation"
 STORM_DEVASTATION_TOOLTIP: "§K$STORM_DEVASTATION$§!\nThis controls the amount of devastation Cosmic Storms inflict on planets in their path."

 building_foundry_upkeep_1: "Alloy Reclamation Plant"
 building_foundry_upkeep_1_desc: "A center dedicated to refining scrap and waste into valuable alloys through advanced techniques."
 building_factory_upkeep_1: "Recirculation Center"
 building_factory_upkeep_1_desc: "With new exchange campaigns and second-hand integration, we can bring consumer goods near the end of their lifetime back into service."
 building_foundry_efficiency_1: "Metallurgical Research Lab"
 building_foundry_efficiency_1_desc: "By combining cutting-edge theory with well-established and tested theses, we can massively increase practical efficiency."
 building_factory_efficiency_1: "Distributed Design Center"
 building_factory_efficiency_1_desc: "Collaborative design efforts with trusted consumers help to streamline production and reduce overhead."

 building_research_upkeep_1: "Research Supply Depot"
 building_research_upkeep_1_desc: "A centralized hub that streamlines the supply and distribution of research materials, minimizing waste and inefficiency across the planet."
 building_research_efficiency_1: "Data-Driven Theorem Facility"
 building_research_efficiency_1_desc: "By supporting our theorists with high volumes of experimental data, we can massively enhance our research efficiency."
