l_english:

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 # Planet View
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 PLANET_VIEW:0 "Planet View"
 PLANET_TYPE:0 "$TYPE$"
 MOON_TYPE:0 "$TYPE$ Moon"
 OWNER_CAPITAL:0 "$OWNER$ Capital"
 OWNER_COLONY:0 "$OWNER$ Colony"
 OWNER_OUTPOST:0 "$OWNER$ Outpost"
 SORT_BY:0 "Sort By"
 UNEMPLOYED:0 "Unemployed"
 CONSUMPTION:0 "Consumption"
 PRODUCTION:0 "Production"
 DEFICIT:0 "Deficit"
 PHYSICS:0 "Physics"
 SOCIETY:0 "Society"
 ENGINEERING:0 "Engineering"
 QUEUE:0 "Build Queue"
 QUEUE_PLANETVIEW: "§H$QUEUE$§!\n§GClick to open the Build Queue§!"
 QUEUE_DISABLED: "$TRIGGER_FAIL$§RThis Queue is currently disabled due to enemy occupation§!"
 PLANET_HEALTH:0 "Surface Integrity"
 sm_missile_weapon:1 "Torpedo Defense Module"
 sm_missile_weapon_desc:2 "§EThe §HSpaceport§! is equipped with a heavy armament of §HTorpedo§! weapons as its main defense.§!"
 sm_laser_weapon:0 "Laser Defense Module"
 sm_laser_weapon_desc:1 "§EThe §HSpaceport§! is equipped with a heavy armament of §HLaser§! weapons as its main defense.§!"
 sm_projectile_weapon:0 "Projectile Defense Module"
 sm_projectile_weapon_desc:1 "§EThe §HSpaceport§! is equipped with a heavy armament of §HProjectile§! weapons as its main defense.§!"
 sm_refinery:0 "Refinery"
 sm_synchronized_defenses:0 "Synchronized Defenses"
 sm_corvette_assembly_yards:0 "Corvette Assembly Yards"
 sm_destroyer_assembly_yards:0 "Destroyer Assembly Yards"
 sm_cruiser_assembly_yards:0 "Cruiser Assembly Yards"
 sm_battleship_assembly_yards:0 "Battleship Assembly Yards"
 sm_reinforced_hull_layers:0 "Reinforced Hull Layers"
 sm_observatory:0 "Observatory"
 sm_engineering_bay:0 "Engineering Bay"
 sm_crew_quarters:0 "Crew Quarters"
 sm_crew_quarters_desc:0 "Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.\n"
 sm_crew_quarters_machine_intelligence:0 "Service Umbilicals"
 sm_crew_quarters_desc_machine_intelligence:0 "Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assist with repairs and refits.\n"
 sm_crew_quarters_hive_mind:0 "Crew Gestation Chambers"
 sm_crew_quarters_desc_hive_mind:0 "The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.\n"
 sm_hydroponic_farms:0 "Orbital Hydroponic Farms"
 sm_orbital_mind_control_laser:0 "Orbital Mind Control Laser"
 sm_fallen_empire_weapon:0 "Tachyon Lance Defense Module"
 sm_pioneering_terminal:0 "Pioneering Terminal"
 sm_solar_panel_network:0 "Solar Panel Network"
 sm_neutronium_fission_plant:0 "Neutronium Fission Plant"
 sm_fleet_academy:0 "Fleet Academy"
 sm_fleet_academy_machine_intelligence:0 "Battle Simulators"
 sm_fleet_academy_hive_mind:0 "$sm_fleet_academy_machine_intelligence$"
 sm_fleet_academy_desc:0 "For our newly recruited crews to be truly combat ready, they must have capable officers leading them. The Fleet Academy will ensure those officers have up-to-date knowledge on the doctrines and practice of interstellar warfare."
 sm_fleet_academy_desc_machine_intelligence:0 "Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat."
 sm_fleet_academy_desc_hive_mind:0 "$sm_fleet_academy_desc_machine_intelligence$"
 sm_navigator_guild:0 "Navigator's Guild"
 sm_living_metal_armory:0 "Living Metal Armory"
 sm_dark_matter_factory:1 "Dark Matter Reactor"
 sm_colossus_yards:1 "Colossal Assembly Yards"
 sm_colossus_yards_desc:1 "Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.\n"
 sm_colossus_yards_desc_modifier:0 "Shipyards: §YColossus Construction Enabled§!"
 sm_titan_yards:0 "Titan Assembly Yards"
 sm_titan_yards_desc:0 "Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.\n"
 sm_titan_yards_desc_modifier:0 "Shipyards: §YTitan Construction Enabled§!"
 sm_dockyard:0 "Dockyard"
 sm_shipyard:0 "Shipyard"
 sm_shipyard_desc:0 "A Shipyard may build one ship at a time, in parallel with other Shipyards.\n"
 sm_gun_battery:0 "Gun Battery"
 sm_gun_battery_desc:0 "Adds two medium-size weapon slots to the Starbase.\n"
 sm_missile_battery:1 "Torpedo Battery"
 sm_missile_battery_desc:2 "Adds two guided weapon slots to the Starbase.\n"
 sm_mining_terminal:0 "Mining Terminal (remove?)"
 sm_trading_hub:1 "Trade Hub"
 sm_trading_hub_plural: "Trade Hubs"
 sm_trading_hub_desc:0 "A civilian docking area where merchants and traders can conduct business.\n"
 sm_anchorage:0 "Anchorage"
 sm_anchorage_desc:0 "Fleet anchorages are necessary to support the growth of our navy.\n"
 sm_hangar_bay:0 "Hangar Bay"
 sm_hangar_bay_desc:1 "Adds a hangar for Strike Craft to the Starbase.\n"
 sm_astromining_bay: "Astro-Mining Bay"
 sm_astromining_bay_desc: "Hangars and warehouses to support resource collecting operations in the system."
 sm_ftl_inhibitor:0 "FTL Inhibitor"
 sm_ftl_inhibitor_desc:1 "While the Starbase is still operational, its FTL inhibitor prevents enemy ships from leaving the system along any other hyperlane than the one they entered from."
 sm_communications_jammer:0 "Communications Jammer"
 sm_communications_jammer_desc:1 "These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.\n"
 sm_disruption_field:0 "Disruption Field Generator"
 sm_disruption_field_desc:0 "Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.\n"
 sm_warp_fluctuator:0 "Hyperlane Registrar"
 sm_warp_fluctuator_desc:2 "Assists friendly ships with FTL travel in the system by identifying ideal conditions for hyperlane entry, and optimizing projected travel routes.\n"
 warp_fluctuator_tt: "$trade_with_icon$ from [Root.GetTradingHubPluralType]: §G+2§!"
 sm_transit_hub:0 "Transit Hub"
 sm_transit_hub_desc:0 "Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network.\n"
 sm_transit_hub_desc_modifier:0 "Unemployed §YWorker§! and §YDrone§! Pops from this system will - unless subjected to other migration controls - automatically §YMigrate§! to other planets with decent habitability, free housing and jobs, in systems which have §YTransit Hubs§!.\n\n"
 sm_transit_hub_migrate_effect_desc:0 "§YAutomatic Resettlement§! to other colonies is enabled for unemployed §Y$SLAVES$§! and non-sapient robots in this system."
 sm_command_center:0 "Command Center"
 sm_command_center_desc:1 "All system defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time.\n"
 sm_defense_grid:0 "Defense-Grid Supercomputer"
 sm_defense_grid_desc:0 "A powerful supercomputer coordinating the relative orbit and firing arcs of the Starbase's defense platforms, increasing the number of defense platforms that can be supported.\n"
 sm_science_division:0 "Science Division"
 sm_science_division_desc:0 "§Y$sm_spire$§! output increased by §Y2£physics£ 2£society£ 2£engineering£ §!."
 sm_offworld_trading_company:0 "Offworld Trading Company"
 sm_offworld_trading_company_desc:0 "The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.\n"
 sm_offworld_trading_company_desc_modifier:3 "$trade_with_icon$ from [Root.GetTradingHubPluralType]: §G+4§!\n\n"
 sm_nebula_refinery:0 "Nebula Refinery"
 sm_nebula_refinery_desc:0 "By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.\n"
 sm_listening_post:0 "Listening Post"
 sm_listening_post_desc:0 "The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.\n"
 sm_naval_logistics_office:0 "Naval Logistics Office"
 sm_naval_logistics_office_desc:1 "A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.\n"
 sm_naval_logistics_office_desc_modifier:2 "Anchorages: §G+3§! §YNaval Capacity§!"
 sm_black_hole_observatory:0 "Black Hole Observatory"
 sm_black_hole_observatory_desc:0 "By building a specialized science facility dedicated to studying a black hole, our empire will surely be able to see improvements in our understanding of Physics.\n"
 sm_deep_space_black_site:0 "Deep Space Black Site"
 sm_deep_space_black_site_desc:1 "A large part of this Starbase has been set aside as a Black Site that does not officially exist. The entire system is closely monitored from here, while intelligence operatives carefully manipulate local media and social events to the best of their ability.\n"
 sm_resource_silo:1 "$building_resource_silo$"
 sm_resource_silo_desc:2 "$building_resource_silo_desc$\n"
 building_resource_silo:0 "Resource Silos"
 building_resource_silo_desc:0 "Massive resource silos and storage facilities where large quantities of resources can be safely kept."
 sm_hydroponics_bay:0 "Hydroponics Bay"
 sm_hydroponics_bay_desc:0 "By dedicating a section of this Starbase to Hydroponic farming, the station will be able to feed itself and even export excess produce to other systems."
 sm_target_uplink_computer:0 "Target Uplink Computer"
 sm_target_uplink_computer_desc:1 "An advanced targeting computer that collects and analyzes data from all friendly sensor sources in-system. This makes it far easier for the Starbase to achieve targeting solutions.\n"
 sm_curator_think_tank:0 "Curator Think Tank"
 sm_curator_think_tank_desc:0 "By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to make significant contributions to our scientific progress.\n"
 sm_art_college:0 "Art College"
 sm_art_college_desc:1 "This zero-g Art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students.\n"
 sm_salvager_workshop:0 "Salvage Works"
 sm_salvager_workshop_desc:0 "This bustling annex equips our engineering teams with a cornucopia of tools and spare parts, facilitating closer collaboration with the nearby Salvager Enclave.\n"
 sm_shroud_beacon:0 "Shroud Beacon"
 sm_shroud_beacon_desc:2 "A psionic Beacon used to spawn a Shroud Tunnel in this system. While the Shroud Beacon may be dismantled (or destroyed), the Tunnel itself cannot be removed.\n"
 sm_mercenary_garrison:0 "Mercenary Garrison"
 sm_mercenary_garrison_desc:0 "A collection of barracks hosting military contractors. These grizzled veterans organize regular drills for the rest of the crew, and stand ready to defend the station - as long as we pay them.\n"
 sm_astromining_hub: "Astro-Mining Hub"
 sm_astromining_hub_desc: "These offices and processing facilities house engineers and coordinators for our resource gathering operations in the system. With careful optimization, and superior storage processes, we are able to harvest local deposits with unprecedented efficiency.\n"
 sm_astromining_hub_office_desc_modifier: "Astro-Mining Bays Modules:\n Mining Stations Output: §G+10%§! "
 requires_astromining_bay: "§RRequires§! §Y$sm_astromining_bay$§!"
 TIME_LEFT_SECOND:0 "$SECONDS$ second left"
 TIME_LEFT_SECONDS:0 "$SECONDS$ seconds left"
 TIME_LEFT_DAYS:0 "£resource_time£ $DAYS$"
 TIME_COST_VALUE:1 "£resource_time£ $DAYS|0$"
 BUILD_TIME:0 "Build Time: £resource_time£ $DAYS|Y0$"
 CLEAR_TIME:1 "Time to Clear: £resource_time£ $DAYS|Y0$"
 ENACT_TIME:0 "Time to Enact: £resource_time£ $DAYS|Y0$"
 EST_YEARLY_DEV_INC:0 "Yearly Increase: §H$EST$%§!"
 EST_YEARLY_ENERGY:0 "Yearly Credits: §H$EST$§!"
 MACRO_BUILDER_TITLE:0 "§EAssault Army Hub§!"
 MACRO_BUILDER_DESC:1 "The §YAssault Army Hub§! provides an easy way to assemble a large number of Assault Armies. Armies will be assembled on available planets in this Sector.\n\nUpon completion, they will reinforce any §YArmy§! with §YRally Troops§! enabled or gathered at this Starbase."
 MACRO_BUILDER_CAPACITY_DESC:1 "The number of available £planet£§YPlanets§! determines how many armies can be built in parallel. Planets can be excluded from the §YAssault Army Hub§! in the Army Tab of the Planet View."
 MACRO_BUILDER_TAB:0 "Army Hub"
 MACRO_BUILDER_QUEUE:0 "Army Build Queue"
 DEPLOY_IN_ORBIT:0 "Deploy In Orbit"
 DEPLOY_IN_ORBIT_DESC:0 "Toggles if newly built §YArmies§! should deploy in §YOrbit§! or on the §YPlanet§!.\n\n§YArmies§! built via the §YStarbase Army Builder§! will still deploy in §YOrbit§!."
 ARMY_BUILDER_CHECKBOX:0 "Include For Army Builder"
 INCLUDE_IN_SECTOR_BUILDER_DESC:0 "Toggle if this should be included in available Planets for the §YStarbase Army Builder§!."
 STARBASE_MACRO_BUILDER_ARMIES:0 "Army Types"
 STARBASE_NO_SECTOR:0 "§RStarbase is not in a Sector§!"
 STARBASE_NO_PLANETS_IN_SECTOR:0 "§RThere are no planets in the Sector§!"
 ARMIES_IN_ORBIT:0 "Armies In Orbit"
 FLEETS_IN_ORBIT:0 "Fleets In Orbit"
 MACROBUILDER_NO_DOCKED:0 "No armies in orbit."
 QUEUED:0 "(Queued)"
 QUEUED_NUMBER:0 "#$NUMBER$"
 DISC_TOOLTIP:1 "§H$NAME$§!\n$DESC$\n\n£anomaly_level£ Level: $LEVEL|Y$"
 STOPS_POPULATION_GROWTH:0 "§RNo Population Growth on Planet§!"
 STOPS_ROBOT_ASSEMBLY:0 "§RNo Robot, Droid or Synthetic Pop Assembly on Planet§!"
 ANOMALY_ICON_DESC:0 "§GClick to Review§!"
 RESEARCH_LEFT_CLICK:0 "§GClick to cycle through Anomalies§!"
 RESEARCH_RIGHT_CLICK:0 "§GRight-click to research§!"
 ANOMALY_RIGHT_CLICK:0 "§GRight-click to center on system§!"
 PV_QUEUE:0 "Queue"
 PV_QUEUE_LABEL:0 "Build Queue"
 PV_PLANET:0 "Planet"
 PV_PLANET_LABEL:0 "Planetary Construction"
 PV_SHIPYARD:0 "Shipyard"
 PV_SHIPYARD_LABEL:0 "Orbital Construction"
 NO_POP_GROWING:0 "No Pop Growth"
 NO_POP_GROWING_DESC:0 "There is currently no species growing on the planet."
 NO_POP_DECLINING:0 "No Pop Decline"
 NO_POP_DECLINING_DESC:0 "There is currently no species in decline on the planet."
 NO_POP_ASSEMBLING:0 "No Pop Assembly"
 NO_POP_ASSEMBLING_DESC:0 "There is currently no species being assembled on the planet."
 NO_GROWTH_OVERCROWDING:0 "§ROvercrowding is preventing further Pop growth§!"
 NO_GROWTH_POSSIBLE:0 "£trigger_no£ §RActive Population Controls are preventing Pop Growth§!"
 NO_ASSEMBLY_POSSIBLE:0 "£trigger_no£ §RActive Population Controls are preventing Pop Assembly§!"
 NO_DECLINE_POSSIBLE:0 "£trigger_no£ §RCurrent policies are preventing Pop Decline§!"
 BASE_GROWTH:0 "Base Growth: $VALUE|Y1$"
 BASE_ASSEMBLY: "Base Assembly: $VALUE|Y1$"
 BASE_GROWTH_LOW_POP:0 "$BASE_GROWTH$ (§R$LOGISTIC$§! from Low Pops)"
 BASE_GROWTH_MED_POP:0 "$BASE_GROWTH$ (§G+$LOGISTIC$§! from Pops)"
 BASE_GROWTH_HIGH_POP:0 "$BASE_GROWTH$ (§R$LOGISTIC$§! from High Pops)"
 BONUS_GROWTH: "Bonus Growth: $VALUE|Y2$"
 GROWTH_SCALE: "Country Growth Scale: $VALUE|%+0$"
 SPECIES_GROWTH: "$SPECIES$: $VALUE|Y2$"
 SPECIES_DECLINE: "$SPECIES$: $VALUE|R2$"
 POP_DECLINE: "Monthly Pop Decline: $VALUE|Y$"
 BASE_DECLINE:0 "Base Decline:  $VALUE|Y1$"
 DECLINE_FROM_PURGE:0 "Decline from $TYPE$: $VALUE|Y1$"
 FROM_IMMIGRATION:0 "From Immigration: $VALUE|Y2$"
 FROM_REFUGEES:0 "Refugees: §G+$VALUE|%$§!"
 FROM_EMIGRATION:0 "From Emigration: $VALUE|Y2$"
 FROM_EMIGRATION_PENALTY:0 "From Emigration: $VALUE|R1$"
 POP_DECLINE_RATE:0 "Will purge an average of $PER_MONTH|Y$ Pop(s) per month and planet at base speed."
 POP_ESCAPE_CHANCE:0 "Each Pop has a $CHANCE|%0Y$ chance of escaping to become refugees."
 POP_ESCAPE_CHANCE_SHORT:0 "Chance of escaping: $CHANCE|%0Y$"
 GROWING_POP:0 "Growing Pop"
 GROWING_POP_DESC:0 "§RThis Pop is still growing. It will not produce any output before it is fully grown.§!"
 GROWING_POP_PROGRESS:1 "Growth progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)"
 NEW_POP_GROWN_IN_X_MONTHS:0 "Growth of new £pop£ Pops will be complete in $MONTHS|Y$ months."
 ASSEMBLING_POP_PROGRESS:0 "Assembly progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)"
 NEW_POP_ASSEMBLED_IN_X_MONTHS:0 "Assembly of new £pop£ Pops will be complete in $MONTHS|Y$ months."
 DECLINING_POP_PROGRESS:0 "Decline progress: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/Month)"
 UPGRADING_POP:0 "Upgrading Pop"
 UPGRADING_POP_DESC:0 "This Pop is being Upgraded to $SPECIES|Y$"
 UPGRADING_POP_PROGRESS:0 "Growth: $CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+1$/Month)"
 SPECIES_WILL_AUTO_UPGRADE:0 "§EThis model is outdated and will be upgraded automatically.§!"
 BUILD_CURRENT_SHIP:0 "Current $CLASSNAME|H$"
 BUILD_SHIP:0 "$NAME$"
 BUILD_ALLIANCE_SHIP:0 "(Federation) $NAME$"
 PV_ARMIES:0 "Armies"
 PV_ARMIES_DEFENSE:0 "Defense:"
 PV_ARMIES_ASSAULT:0 "Assault:"
 BUILD_ARMY_NAME:0 "$ARMY$ ($SPECIES$)"
 BUILD_UPGRADE_FLEET:0 "Upgrading $FLEET|H$"
 BUILD_UPGRADE_BUILDING:0 "Upgrading $FROM|H$ into $TO|H$"
 BUILDING_CONSTRUCTION_ALREADY_UPGRADING:0 "We are already upgrading this building."
 DESELECT_ALL:0 "Deselect All"
 SELECT_ALL:0 "Select All"
 CLEAR_SEARCH: "§HClear Search§!\n§GClick to clear All\n£ctrl£ + £backspace£ to delete word§!"
 DISBAND:0 "§HDisband§!"
 TRANSPORT:0 "Transport"
 BREAK_FLEET_CONTRACT:0 "§HEnd Fleet contract§!"
 POPULATION_AMOUNT:0 "$NUM$ Pop (maximum $MAX$)"
 POPULATION_PROGRESS_NEXT_DESC:0 "$MONTHS$ months until Pop $NUM$"
 POPULATION_PROGRESS_NEXT_MAX_DESC:0 "Reached maximum Pops"
 UNLOCK_POPS_DESC:0 "§HUnlock Pop§!\nThis Pop is locked and will not be affected by the planet focus.\n§GClick to unlock this Pop§!"
 UNLOCK_POPS_PURGE_DESC:0 "§HUnlock Pop§!\n§RCannot unlock a £pop£ Pop that is being Purged§!"
 PLANET_TAB:0 "Surface"
 MANAGEMENT_TAB: "Management"
 POPULATION_TAB:0 "Economy"
 TILES_TAB:0 "Surface"
 GROUND_COMBAT_TAB:0 "Armies"
 CORPORATE_TAB:1 "Holdings"
 PV_BUILDINGS:0 "Planetary Buildings"
 PV_SPACE_STATION_BUILDINGS:0 "Orbital Buildings"
 GROWTH:0 "Growth"
 GROWTH_DESC:0 "Population growth shows how close a growing Pop is to becoming fully grown. Only grown Pops are able to collect resources."
 COLONY_SHIP_SELECTION:0 "Colony Ship Selection"
 COLONY_SPECIES: "Colony Species"
 PLANET_VIEW_RECRUITMENT:0 "Recruitment"
 PLANET_VIEW_RECRUIT:0 "Recruit Armies"
 PLANET_VIEW_RECRUIT_DESC:1 "We can recruit Armies to help defend or capture planets."
 PLANET_VIEW_RECRUIT_CLICK_DESC:0 "§GClick to show list of available Army Types§!"
 PLANET_VIEW_RECRUIT_NO_POTENTIAL:0 "§RThere are no Species on this Planet that we can Recruit Armies from§!"
 PLANET_VIEW_EDICTS:0 "Edicts"
 PLANET_VIEW_RESETTLE_INVALID_PLANET:1 "Cannot resettle Pops from this planet."
 PLANET_VIEW_RESETTLE_NOT_ENOUGH_PLANETS:3 "§RThere are no owned planets that can send or receive Pops.§!"
 RESETTLEMENT_POLICY_DISABLED:1 "$TRIGGER_FAIL$Resettlement policy is set to allowed"
 RESETTLEMENT_PLANETARY_ADMINISTRATION:0 "Requires §Y$building_capital$§! on planet."
 NO_FRIENDLY_FLEETS:1 "No Defending Fleets"
 NO_HOSTILE_FLEETS:0 "No Attacking Fleets"
 PLANET_VIEW_SPACEPORT_MODULES:0 "Spaceport Modules"
 PLANET_VIEW_SPACEPORT_ORBITING_FLEETS:0 "Orbiting Fleets"
 CAN_ADD_SPACEPORT_MODULE_ALREADY:0 "Spaceport already has this module."
 CAN_ADD_SPACEPORT_MODULE_QUEUED:0 "A module of this type is already queued for construction."
 CAN_ADD_SPACEPORT_MODULE_NO_SLOTS:0 "No slots available."
 CAN_ADD_SPACEPORT_MODULE_INVALID_SLOT:0 "Invalid Spaceport Module Slot."
 SPACEPORT_LOW_LEVEL_BUILD_SHIP:0 "Requires a level $REQUIREDLEVEL|Y$ Spaceport."
 PLANET_VIEW_SPACEPORT_INFO:0 "Spaceport Details"
 PLANETLIST_OUTPUT_FORMAT:0 "$VALUE|=0+$"
 RESOURCE_OUTPUT_FORMAT:0 "$VALUE|=0+$"
 RESOURCE_OUTPUT_LESS_THAN_ONE_FORMAT:0 "$VALUE|=1+$"
 RESOURCE_OUTPUT_FORMAT_TOOLTIP:0 "$VALUE|=1+$"
 RESOURCE_OUTPUT_ENTRY_DESC:0 "$NAME$: $VALUE$"
 RESOURCE_OUTPUT_MULT_ENTRY_DESC:0 "$NAME$ ($NUM|Y$): $VALUE$"
 SECTOR_COLONIES:0 "Sector Colonies"
 SECTOR_COLONIES_DESC:0 "The $SECTOR|Y$ Sector has $COLONIES|Y$ Colonies"
 CLICK_TO_CYCLE_PLANETS:0 "§GClick to cycle though Sector Colonies.§!"
 SECTOR_OUTLINER_MISSING_RESOURCES:0 "This Sector is missing the following Resources: $RESOURCES$"
 SECTOR_OUTLINER_DEFICIT:0 "This Sector has an Energy Deficit. It will only collect energy from orbital stations."
 SECTOR_OUTLINER_CLICK_DESC:0 "§GClick to show in Planets List\nRight-click to center camera on Sector§!"
 SECTOR_GOVERNOR:0 "Governor: $LEADER|H$"
 SECTOR_GOVERNOR_TITLE:0 "Sector Governor"
 SECTOR_NO_GOVERNOR:0 "No Governor Assigned"
 SECTOR_COLONIES_POPS:0 "Sector Colony Pops"
 SECTOR_COLONIES_POPS_DESC:0 "The $SECTOR|Y$ Sector has colonies containing $POPS|Y$ Pops"
 SECTOR_COLONIES_SIZE:0 "Sector Colony Size"
 SECTOR_COLONIES_SIZE_DESC:0 "The $SECTOR|Y$ Sector has colonies with a combined size of $SIZE|Y$"
 SECTOR_SHARE:2 "Sector $TYPE$ Contribution"
 SECTOR_SHARE_DESC:2 "Sector $TYPE|H$ Contribution: $VALUE|Y$"
 SECTOR_SHARE_NONE_DESC:2 "Sector is currently not supplying us with any $TYPE|H$, focusing on internal growth instead."
 SECTOR_SHARE_HALF_DESC:2 "Sector is currently giving us §Y50%§! of their monthly production of $TYPE|H$."
 SECTOR_SHARE_THREE_QUARTERS_DESC:2 "Sector is currently giving us §Y75%§! of their monthly production of $TYPE|H$."
 SECTOR_SHARE_FULL_DESC:2 "Sector is currently giving us §Y100%§! of their monthly production of $TYPE|H$."
 SECTOR_SHARE_QUARTER_DESC:2 "Sector is currently giving us §Y25%§! of their monthly production of $TYPE|H$."
 SECTOR_SHARE_FULL:0 "100%"
 SECTOR_SHARE_THREE_QUARTERS:0 "75%"
 SECTOR_SHARE_QUARTER:0 "25%"
 SECTOR_SHARE_HALF:0 "50%"
 SECTOR_SHARE_NONE:0 "None"
 PLANET_LIST_SECTOR_SHARE_INSTRUCTIONS:0 "§GClick to toggle Sector contribution§!"
 GROWTH_PROGRESS:0 "Growth: $CURRENT|Y0$/$MAX|Y0$"
 UPGRADE_PROGRESS:0 "Upgrade: $CURRENT|Y0$/$MAX|Y0$"
 PRODUCTION_OUTPUT:0 "Production"
 PHYSICS_RESEARCH:0 "Physics Research"
 SOCIETY_RESEARCH:0 "Society Research"
 ENGINEERING_RESEARCH:0 "Engineering Research"
 PRODUCTION_TITLE:0 "§HProduction§!"
 PRODUCTION_DESC:0 "Pops assigned to Production use available Minerals to power the construction of all building projects, ships and fleets on the planet."
 PHYSICS_RESEARCH_DESC:0 "Physics Research drives progress towards the Physics technologies researched by our Empire."
 SOCIETY_RESEARCH_DESC:0 "Society Research drives progress towards the Society technologies researched by our Empire."
 ENGINEERING_RESEARCH_DESC:0 "Engineering Research drives progress towards the Engineering technologies researched by our Empire."
 MODIFIER_EXPIRE_DESC:1 "Will expire in $TIME$."
 TIME_IN_DAYS:1 "$DAYS|H$ Days"
 TIME_IN_MONTHS:1 "$MONTHS|H$ Months"
 TIME_IN_YEARS:1 "$YEARS|H$ Years"
 PLANET_STRENGTH:0 "Planet Strength"
 PLANET_STRENGTH_DESC:0 "Planet Strength is the planet's capability to defend itself."
 DISBAND_TITLE:1 "Disband Army?"
 DISBAND_DESC:1 "§EThis will delete the Army.§!"
 DETACH:0 "Unequip"
 EMBARK:0 "§HEmbark§!"
 EMBARK_DESC:0 "Embark selected armies into space!\n§GShift+Click to Embark all§!"
 EMPTY_ARMY_SLOT:0 "Empty Army Slot"
 EMPTY_ARMY_SLOT_DESC:0 "Each planet can support 12 army units simultaneously."
 EMPTY_BUILDING_SLOT:0 "§HEmpty Building Slot§!\nBuild more buildings to fill these slots."
 CURRENT_POPULATION_AMOUNT:0 "Current Population"
 CURRENT_POPULATION_AMOUNT_DESC:1 "Population: $CURRENT|Y$ / $MAX|Y$"
 POPULATION_DESC:1 "§E£pop£ §HPopulation§! grows when it has access to £food£ §HFood§!. Build Farms to increase §HFood§! production.§!"
 POPULATION_GROWTH:0 "Population Growth"
 ARMY_UNAVAILABLE_LIMIT_REACHED:1 "This planet can only support $MAX|Y$ Armies as garrisons."
 ARMY_UNAVAILABLE_SPECIES_LIMIT_REACHED:0 "The $SPECIES|H$ Species can only support $MAX|Y$ Assault Armies in your Empire."
 BUILDING_UNAVAILABLE_LIMIT_REACHED_ORBITAL:0 "The limit for orbital buildings has been reached. Remove some or research additional technologies to unlock more slots."
 CONSTRUCTION_UNAVAILABLE_OCCUPIED:0 "This planet is occupied, rendering construction impossible."
 CONSTRUCTION_UNAVAILABLE_COLONIZATION:0 "This planet is under colonization; construction is impossible."
 CONSTRUCTION_UNAVAILABLE_NOT_IN_STARBASE:0 "Cannot be constructed in a Starbase."
 CONSTRUCTION_UNAVAILABLE_NOT_IN_SPACEPORT:0 "Cannot be constructed in a Spaceport."
 MISSING_SPACESTATION:0 "This planet is missing a Spaceport, rendering orbital construction impossible."
 YEAR:0 "Year"
 MONTH:0 "Month"
 PV_HABITABILITY_DESC:1 "§EThis list shows the §HHabitability§! of $PLANET|H$ for each §HSpecies§! in our empire. §HHabitability§! determines the §HMax Happiness§! of a §HPop§!.§!"
 PV_SURVEYED_DESC:0 "§HSurveyed§!\nThis planet has been surveyed by our Empire giving us access to all its information."
 PV_UNSURVEYED_DESC:0 "§HNot Surveyed§!\nThis planet has yet to be surveyed by our Empire. Surveying it might reveal Strategic Resources as well as interesting Anomalies.\n§GSend a Science Ship with a Scientist to this planet to Survey it§!"
 DESTROY_BUILDING_TITLE:2 "Demolish Building?"
 DESTROY_BUILDING_DESC:2 "§E$NAME|Y$ will be destroyed.§!"
 DOWNGRADE_BUILDING_TITLE:0 "Downgrade Building"
 DOWNGRADE_BUILDING_DESC:1 "Downgrade the $NAME|Y$ back into $DOWNGRADE|Y$?"
 DESTROY_DISTRICT_TITLE:1 "Demolish District?"
 DESTROY_DISTRICT_DESC:1 "§EThis will destroy this $NAME|Y$.§!"
 DESTROY_SECTOR_TITLE:0 "Delete Sector"
 DESTROY_SECTOR_DESC:4 "Are you sure you wish to delete the $SECTOR|Y$ Sector? Deleting the Sector will remove all current construction queues and transfer the control over them to you. All the sector's stockpiled resources are lost."
 BUILDABLE_TIME_EST:0 "$DAYS$ Days"
 ORBITAL_BUILDING_SLOT_LOCKED:0 "§HLocked Orbital Building Slot§!\nWe have to expand our Spaceport through research before this orbital building slot can be utilized."
 PLANETARY_BUILDING_SLOT_LOCKED:0 "§HLocked Planetary Building Slot§!\nPlanetary building slots are unlocked by developing the planet Infrastructure. This building slot will unlock at $INFRASTRUCTURE|H$% Infrastructure."
 BUILDING_SLOT_LACKS_SPACESPORT_ORBITAL:0 "§HLocked Orbital Building Slot§!\nThese building slots will be unlocked when a Spaceport is built."
 RIGHT_CLICK_BUILDING:0 "§GRight-click to destroy $BUILDING|H$§!"
 PLANET_SIZE:0 "Planet Size"
 PLANET_SIZE_COLON_VALUE:0 "Planet Size: $SIZE|Y$"
 PLANET_SIZE_DESC:2 "§t$concept_planet_size_desc$\n\n$concept_planet_capacity_desc$§!\n\n§GClick ['concept_planet_size'] or ['concept_planet_capacity'] to open the Databank§!"
 PLANET_HOUSING_COLON_VALUE:0 "Housing: $SIZE|Y$"
 CARRY_CAP:0 "Planet Capacity"
 PLANET_CARRY_CAP_VALUE:0 "$CARRY_CAP$: $VALUE|Y0$"
 PLANET_VIEW_OCCUPIED:0 "Planet Occupied"
 PLANET_VIEW_OCCUPIED_DESC:0 "Planet is Occupied by $COUNTRY|Y$"
 OCCUPIED_SYSTEM:0 "Is occupying a planet in this system."
 SPECIAL_PROJECT_TOOLTIP:0 "§HSpecial Project§!"
 SPECIAL_PROJECT_HEADER:0 "§HSpecial Project(s):§!"
 SPECIAL_PROJECT_DESC:0 "§GClick to view the §HSpecial Project§! in the §HSituation Log§!§!"
 SPECIAL_PROJECT_COST:0 "£$RESOURCE$£ $VALUE|0$"
 SPECIAL_PROJECT_MISSING_SKILL:0 "§RRequires a level $LEVEL|0$ $LEADER_CLASS$.§!"
 SPECIAL_PROJECT_IN_PROGRESS:0 "§EIn progress§!"
 SPECIAL_PROJECT_ALREADY_HAS_SHIPS:0 "§EProject already has sufficient nearby ships§!"
 SPECIAL_PROJECT_OUT_OF_REACH:0 "We have no way to reach this project"
 SPECIAL_PROJECT_REQUIRES_NO_SHIP:0 "We don't need a ship to research this project."
 FOCUS_ON_PLANET:0 "§HGo To§!\n§GClick to move the camera to where this planet is located§!"
 FOCUS_ON_SYSTEM:0 "§HGo To§!\n§GClick to move the camera to where the target system is located§!"
 FOCUS_ON_STATION:0 "§HGo To§!\n§GClick to move the camera to where this station is located§!"
 FOCUS_ON_TARGET_NOTIFICATION:0 "§GClick to Go To location§!"
 FOCUS_ON_LEADER:0 "§HGo To§!\n§GClick to move the camera to where this leader is located§!"
 OPEN_TECH_VIEW:0 "§GClick to open Tech View§!"
 OB_PROGRESS:0 "Orbital Building Slots Unlocked: "
 RENAME_COLONY_TITLE:0 "Rename Planet"
 RENAME_FACTION_TITLE:0 "Rename Faction"
 RENAME_FACTION_TOOLTIP:0 "§HRename Faction§!\n§GClick to rename§!"
 RENAME_ARMY_TITLE:0 "Rename Army"
 RENAME_FLEET_TITLE:0 "Rename Fleet"
 RENAME_SHIP_TITLE:0 "Rename Ship"
 RENAME_LEADER_TITLE:0 "Rename Leader"
 RENAME_LEADER_BUTTON:0 "§GClick to Rename Leader§!"
 RENAME_SYSTEM_TOOLTIP:0 "§HRename System§!\n§GClick to rename§!"
 RENAME_SYSTEM_TITLE:1 "Rename System"
 RENAME_ALLIANCE_TOOLTIP:0 "§HRename Alliance§!\n§GClick to rename§!"
 RENAME_EMPIRE_TOOLTIP:1 "§HRename Empire§!\n§GClick to rename§!"
 RENAME_ALLIANCE_TITLE:1 "Rename Alliance"
 RENAME_EMPIRE_TITLE:1 "Rename Empire"
 RENAME_FEDERATION_TOOLTIP:0 "§HRename Federation§!"
 RENAME_FEDERATION_TOOLTIP_ENABLED:0 "§GClick to rename the Federation§!"
 RENAME_FEDERATION_TOOLTIP_DISABLED:0 "§ROnly the Federation President can rename the Federation§!"
 RENAME_FEDERATION_TITLE:1 "Rename Federation"
 RENAME_NAME_EMPTY_DESC:0 "§RName field can't be empty!§!"
 RENAME_SPECIES:0 "Rename Species"
 SAVING_GAME:0 "Saving Game"
 PLANET_OUTPUT:0 "Planet Output:"
 AUTO_ASSIGN:0 "Planet Focus"
 AUTO_ASSIGN_DESC:0 "§HPlanet Focus§!\nAll available Pops on this planet will be assigned to the Planet Focus if resources are available."
 TOOLTIP_FOCUS:0 "Current planet focus: §H$CURRENT$§!"
 CHANGE_FOCUS:0 "§GClick to change planet focus§!"
 CHOOSE_FOCUS:0 "§GClick to set planet focus§! §H$FOCUS$§!"
 AVAILABILITY:0 "$VALUE$ Available"
 SET_POPULATION_JOB:0 "Set Pop Assignment"
 CLICK_TO_SELECT:0 "§GClick to select§!"
 CLICK_TO_REMOVE:0 "§GClick to remove§!"
 SET_AUTO_ASSIGN:0 "Set Focus"
 SET_AUTO_PLANET_ASSIGN:0 "Set Planet Focus"
 TOOLTIP_RESOURCE_MINERALS:0 "Current Minerals: $VALUE|Y$"
 TOOLTIP_RESOURCE_PHYSICS:0 "Current Physics Research: $VALUE|Y$"
 TOOLTIP_RESOURCE_SOCIETY:0 "Current Society Research: $VALUE|R$"
 TOOLTIP_RESOURCE_ENGINEERING:0 "Current Engineering Research: §Y$VALUE$§!"
 TOOLTIP_DEVELOPMENT:0 "Current planet Infrastructure: §Y$VALUE$%§!"
 TOOLTIP_HABITABILITY:0 "Habitability: $VALUE|%$"
 TOOLTIP_HAPPINESS:0 "Happiness: £happiness£ $VALUE|%$"
 TOOLTIP_NO_HAPPINESS:0 "Happiness: -"
 TOOLTIP_EMPIRE_SPRAWL:0 "$EMPIRE_SIZE$: $VALUE|Y$"
 TOOLTIP_NO_EMPIRE_SPRAWL:0 "$EMPIRE_SIZE$: -"
 TOOLTIP_HAPPINES_CAPPED_BY_HABITABLITITY:0 "Max Happiness: $HABITABILITY|%0R$"
 TOOLTIP_HAPPINESS_FROM_HABITABLITITY:0 "$HABITABILITY|0Y%$ Habitability: $EFFECT|%+1R$"
 TOOLTIP_ENERGY:1 "Monthly Planet Credit generation: $VALUE|Y$"
 TOOLTIP_RESOURCE:0 "Current §H$RESOURCE$§! output: $CURRENT|Y$"
 CHANGE_RESOURCE:0 "§GClick to change the resource assigned to this Pop§!"
 LEFT_CLICK_POP:0 "§GClick to see additional Pop info§!"
 RIGHT_CLICK_POP:0 "§GRight-click to lock this Pop to the assigned resource§!"
 RIGHT_CLICK_POP_UNLOCK:0 "§GRight-click to unlock this Pop to the planet focus§!"
 FOCUS:0 "Go To"
 NONINTERFERENCE_DIRECTIVE:0 "§ROur current stance on Xeno Interference prohibits us from colonizing this world§!"
 PLANETVIEW_TERRAFORM_NOT_YOURS:0 "This Planet is owned by someone else!"
 PLANETVIEW_TERRAFORM_NO_STATION:0 "This Planet has no Terraforming Station"
 PLANETVIEW_TERRAFORM_ONGOING_COLONIZATION:0 "We cannot start Terraforming while a Planet is being Colonized"
 PLANETVIEW_POP_NOT_COLONIZED:0 "This Planet doesn't have any Pops yet."
 SPACEPORT_TAB:0 "Spaceport"
 CANNOT_MODIFY_PLANET_PREFERENCE:0 "§RWe need £society£ §H$tech_glandular_acclimation$§! to modify a species' Planet Preference.§!"
 TERRAFORM_PLANET_DOESNT_BELONG_TO_US:1 "§RThis Planet is not within our borders.§!"
 TERRAFORM_PLANET_HAS_OWNER:2 "§RWe need £society£ §H$tech_ecological_adaptation$§! to terraform inhabited planets.§!"
 TERRAFORM_PLANET_ALREADY_TERRAFORMING:0 "§RThis Planet is already being terraformed!§!"
 TERRAFORM_LACKS_TECH:0 "§RWe need £society£ §H$tech_terrestrial_sculpting$§! to terraform planets.§!"
 PLANETVIEW_NO_DOCKED:0 "No fleets in orbit."
 STARBASE_NO_PLATFORMS:1 "No defense platforms."
 EMPIRE_FOOD_DESC:0 "We produce £food£ $PRODUCTION|0G$ and consume £food£ $CONSUMPTION|0R$."
 PLANETVIEW_FOOD:0 "Food Surplus"
 PLANETVIEW_FOOD_DESC:2 "We produce £food£ $PRODUCTION|1G$ and consume £food£ $CONSUMPTION|1R$ on this planet."
 PLANETVIEW_FOOD_DELAYED:0 "§ESurplus £food£ §HFood§! increases the growth-rate of  §HPops§!, while a shortage will make them unhappy. Happiness effect will be updated at the start of every month. Additional Food can be grown by constructing £building£ §HFarms§!.§!"
 LEFT_CLICK_TO_SHOW_INFO:0 "§GClick to show details§!"
 RIGHT_CLICK_TO_BUILD:0 "§GRight-click to show construction list§!"
 RIGHT_CLICK_TO_UPGRADE:0 "§GRight-click to upgrade building§!"
 ADJACENCY_BONUS_NOT_ACTIVE_PRODUCTION_ERROR:0 "The building has a Production Error."
 MISSING_RESOURCES_TITLE:0 "Missing Resources"
 MISSING_RESOURCES_DESC:0 "We lack the resources to run this building."
 MISSING_MAINTENANCE_TITLE:0 "Negative income"
 MISSING_MAINTENANCE_DESC:0 "With our current income, this building will stop running eventually."
 MISSING_REQUIRED:0 "Required: "
 LEFT_CLICK_TO_PLACE_COLONY:0 "§GClick to place the colony outpost§!"
 GIVE_SECTOR_ENERGY:0 "Send Energy Credits"
 GIVE_SECTOR_ENERGY_DESC:2 "We can send the Sector $AMOUNT|Y0$ Energy Credits to accelerate its growth.\n\n§GHold £ctrl£ to give $AMOUNT2|Y0$ per click.§!"
 GIVE_SECTOR_MINERALS:0 "Send Minerals"
 GIVE_SECTOR_MINERALS_DESC:2 "We can send the Sector $AMOUNT|Y0$ Minerals to accelerate its growth.\n\n§GHold £ctrl£ to give $AMOUNT2|Y0$ per click.§!"
 CAN_TAKE_HOSTILE_ACTION_NEED_WAR:0 "We have to declare war before we are able to take hostile actions."
 CAN_TAKE_HOSTILE_ACTION_FIRST_CONTACT_PROTOCOL:0 "We have to toggle our First Contact protocol policy to allow us to attack neutral targets."
 CAN_TAKE_HOSTILE_ACTION_NATIVE_INTERFERENCE:0 "Our §Y$policy_interference$§! policy does not allow this."
 CAN_TAKE_HOSTILE_ACTION_NATIVE_OTHER_BORDERS:1 "We cannot attack pre-FTL species that are within the borders of another empire."
 CAN_DECLARE_WAR_POLICY:0 "Our §Y$policy_war_philosophy$§! policy does not allow us to declare war."
 MANUAL_RESETTLEMENT_CLICK_TO_SHOW:0 "§GClick to show§!"
 MANUAL_RESETTLEMENT_ALREADY_OPEN:0 "§RThis planet is currently shown§!"
 SLAVERY_UNALLOWED_WRONG_POLICY:0 " Our current stance on Slavery prohibits us from enslaving this Pop"
 PURGE_UNALLOWED_WRONG_POLICY:0 " Our current stance on Purging prohibits the purge of this Pop"
 GROUND_SUPPORT_UNALLOWED_POLICY:0 "§ROur current stance on Orbital Bombardment prohibits this Stance§!"
 ORGANIC_GROWTH_DISCOURAGED:0 "Pop Growth Reduction: §R+75%§!\nPop Ameneties Usage: §R+25%§!\nOrganic Pop Upkeep: §R+25%§!\nEmigration Push: §Y+100§!"

 TERRAFORM_IN_PROGRESS:0 "This Planet is currently being Terraformed.\nIt will become a $PLANET_CLASS|Y$ in £time£ $DAYS_REMAINING|Y$ days"
 SCRIPTED_TERRAFORM_IN_PROGRESS: "This planet is currently being terraformed into a $PLANET_CLASS|Y$.\nIt is $COMPLETION_PERCENTAGE|Y%0$ done."
 TERRAFORM_CANNOT_BE_CANCELLED: "§RCannot cancel this type of Terraforming.§!"
 TOOLTIP_TERRAFORM_DONT_HAVE_STATION:0 "We do not have a Terraforming Station in orbit around this Planet"
 TOOLTIP_TERRAFORM_NOT_ENOUGH_RESOURCES:1 "Missing Resources:\n"
 TOOLTIP_NOT_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §R$NEEDED$§!"
 TOOLTIP_HAS_ENOUGH_RESOURCE:0 "$RESOURCE|T$: §Y$NEEDED$§!"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED:0 "Not surveyed"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED_DESC:0 "We need to survey this planet to gain detailed information about its surface."
 PLANETVIEW_POPS_TITLE:0 "Population"
 PLANETVIEW_POPS_DESC:0 "There are $POPS|Y$ Pops on this planet."
 GENERAL_TITLE:0 "General"
 PLANETVIEW_NO_GOVERNOR_TITLE:0 "No Governor"
 PLANETVIEW_NO_GOVERNOR_DESC:0 "We can assign a governor to administrate the planet more efficiently."
 PLANETVIEW_NO_GENERAL_TITLE:1 "No General"
 PLANETVIEW_NO_GENERAL_DESC:1 "We can assign a general to lead the local armies."
 PLANETVIEW_PLANET_RESOURCES:0 "Planet Resources"
 PLANETVIEW_PLANET_RESOURCES_DESC:0 "This field shows the natural resources on this planet. They can be collected by placing a §HPop§! on the surface tile of the resource or by having §Hmining/research stations§! in orbit, depends on the resource type."
 PLANETVIEW_PLANET_MODIFIERS:0 "Planet Modifiers"
 PLANETVIEW_PLANET_CLASS:0 "Planet Class"
 PLANETVIEW_PLANET_CLASS_DESC:1 "§EThis is the class of this planet. Each Species has a §HPlanet Class§! they consider ideal, and §HHabitability§! decreases as planets deviate from this norm, which in turn decreases §HHappiness§!.§!"
 PLANETVIEW_STAR_CLASS:0 "Star Class"
 PLANETVIEW_STAR_CLASS_DESC:0 "§EThe Star Class affects how the Star System was formed and the Class and type of the surrounding planetary objects.§!"
 PLANETVIEW_DIPLOSTATUS_IN_ALLIANCE:0 "Is a member of the $ALLIANCE$"
 PLANETVIEW_DIPLOSTATUS_IS_VASSAL:1 "Is a subject of $EMPIRE$"
 PLANETVIEW_DIPLOSTATUS_IS_OVERLORD:0 "Is the overlord of $EMPIRE$"
 PLANETVIEW_DIPLOSTATUS_IN_WAR:0 "Is participating in the $WAR$"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_RESOURCE:0 "Resource:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_CONSUMPTION:0 "Consumption:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_PRODUCTION:0 "Production:"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_REMAINING:0 "Balance:"
 PLANETVIEW_SPACEPORT_TITLE:0 "§HSpaceport§!"
 PLANETVIEW_SPACEPORT_DESCRIPTION:0 "Constructing a §HSpaceport§! in orbit around this planet will allow the production of spaceships and other interplanetary craft. It will also act as an anchor for our Empire within this system, providing basic defenses and communications. The §HSpaceport§! can be further focused towards production, defense or utility as it grows."
 PLANETVIEW_SPACEPORT_CONSTRUCTION:1 "This spaceport is currently under construction. It will be finished in $MONTHS|H$ months (est $DATE|H$)."
 PLANETVIEW_EDICTS_LIST:0 "Edicts List"
 PLANETVIEW_EDICTS_LIST_DESC:0 "§GClick to open a list of potential Edicts for this planet§!"
 PLANETVIEW_EDICTS_LIST_DELAYED:1 "§EPlanetary Edicts are local ordinances with a limited duration that cost £unity£ §HUnity§! to enact.§!"
 PLANETVIEW_TERRAFORM:0 "Terraform"
 PLANETVIEW_TERRAFORM_DESC:0 "Planets can be terraformed into other planet classes."
 PLANETVIEW_TERRAFORM_INSTRUCTION:0 "§GClick to see available options§!"
 PLANETVIEW_COLONIZE:0 "Colonize"
 PLANETVIEW_COLONIZE_TERRAFORMING_TITLE:0 "Confirm Colonization"
 PLANETVIEW_COLONIZE_TERRAFORMING_DESC:1 "This planet is being terraformed, colonizing it will abort the terraforming process."
 PLANETVIEW_NO_ACTIVE_EDICTS:0 "No active Edicts"
 PLANETVIEW_TERRAFORM_INTO:0 "Terraform Into"
 PLANETVIEW_TERRAFORM_PLANET:0 "Terraform Planet"
 PLANETVIEW_TERRAFORMING:0 "Terraforming"
 PLANETVIEW_TERRAFORMING_DESC:1 "This planet is being terraformed into: $CLASS|H$. The process is estimated to be complete by $DATE|H$"
 PLANETVIEW_LOCAL_OUTPUT:1 "Resource Output"
 PLANETVIEW_LOCAL_OUTPUT_TOOLTIP:1 "§EThis is the total Resource output of $PLANET|H$.§!"

 PLANET_VIEW_PRODUCTION_ERROR:0 "Production Error"
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_REQUIRES_POP:0 "This building requires a grown Pop to function."
 PLANET_VIEW_PRODUCTION_ERROR_FAILED_PRODUCTION:0 "Missing the following resources:"
 PLANET_VIEW_PRODUCTION_ERROR_OCCUPATION:0 "This planet is occupied and will therefore not produce anything."
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_DEACTIVATED:0 "This building has been deactivated."
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_RUINED:0 "This building is in ruins and needs to be repaired to become operational again."

 PLANETVIEW_CONSTRUCTION:0 "Construction"
 PLANETVIEW_CONSTRUCTION_IN_PROGRESS:0 "Constructing a $NAME|Y$, it will be complete in $DAYSLEFT|Y$ days."
 PLANETVIEW_CONSTRUCTION_QUEUED:0 "Queued construction of a $NAME|Y$, location in queue is $QUEUE_PLACE|Y$."
 PLANETVIEW_CANCEL_CONSTRUCTION:0 "Cancel Construction"
 PLANETVIEW_CANCEL_CONSTRUCTION_DESC:0 "Are you sure you want to cancel this construction?"
 PLANETVIEW_CONSTRUCTION_SUPPRESS_RESOURCES:0 "Constructing a $BUILDING|Y$ on this tile will suppress the collection of the resources:\n\n$RESOURCES$\n"

 PLANETVIEW_CLEARING:0 "Clearing Tile"
 PLANETVIEW_CLEARING_IN_PROGRESS:0 "This tile is being cleared. The process will be completed in $DAYSLEFT|Y$ days."
 PLANETVIEW_CLEARING_QUEUED:0 "This tile has been queued for clearing. Its location in the queue is $QUEUE_PLACE|Y$."

 PLANETVIEW_REPAIR:0 "Repairing Building"
 PLANETVIEW_REPAIR_IN_PROGRESS:0 "The building on this tile is being repaired. The process will be completed in $DAYSLEFT|Y$ days."
 PLANETVIEW_REPAIR_QUEUED:0 "This building on this tile has been queued for repair. Its location in the queue is $QUEUE_PLACE|Y$."

 PLANET_VIEW_PLACE_COLONY_TITLE:0 "Place Colony"
 PLANET_VIEW_PLACE_COLONY_DESC:0 "§GClick a Surface Tile to designate the initial colony site§!"

 #provided variables are $FROM$ $TO$ and $REASON$. FROM and TO are the names of planet classes
 TOOLTIP_TERRAFORM_TO:0 "§GClick to terraform to $TO|H$§!"
 TOOLTIP_TERRAFORM_TO_CANT:0 "§YCan't terraform to $TO|H$§!"
 TOOLTIP_TERRAFORM_COST:1 "This will cost £energy£ $COST|Y$ and take $DURATION|Y$ days."

 TOOLTIP_RESOURECE_USE:0 "$RESOURCE$: $VALUE|H$"
 TOOLTIP_RESOURECE_USE_DIFF:0 "$RESOURCE$: $VALUE|-=$"
 TOOLTIP_TECH_TERRAFORM_COST_CHANGE:0 "Resources required for Terraforming:\n$LIST$"
 TOOLTIP_CANCEL_TERRAFORMATION:0 "§HCancel Terraformation§!\nCredits will be Refunded"
 TOOLTIP_TERRAFORM_POSSIBILITIES:0 "Can be Terraformed to: $LIST$"
 TOOLTIP_TERRAFORM_NO_POSSIBILITIES:0 "No valid world to Terraform to"

 #variables: $FROM$ $TO$ $CONDITION$
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_VALID:0 "$TO|G$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_INVALID:0 "$TO|R$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_VALID:0 "$TO|G$"
 TOOLTIP_TERRAFORM_LINK_INVALID:0 "$TO|R$"
 MISSING_FEATURE_FLAG:0 "Requires: $TECH|H$"

 ASSIMILATION_CITIZENSHIP_ENABLED:1 "Gain access to the §YAssimilation§! Citizenship §YSpecies Right§!, allowing future additions to the populace to be turned into"
 CYBORG_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YCyborgs§!."
 SYNTH_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YSynths§!."
 HIVE_ASSIMILATION_CITIZENSHIP_ENABLED:0 "$ASSIMILATION_CITIZENSHIP_ENABLED$ §YHive-Minded Pops§!."

 ENTIRE_SPECIES_BEING_PURGED:0 "$TRIGGER_FAIL$This entire Species is being purged."
 ALREADY_BEING_PURGED:0 "$TRIGGER_FAIL$This Pop is already being purged."
 ACTION_CANNOT_PURGE_CITIZEN:0 "$TRIGGER_FAIL$Can only selectively Purge enslaved species."
 ACTION_CANNOT_PURGE_POLICY:0 "$TRIGGER_FAIL$Our policies do not allow selective purging."
 AI_WILL_BE_OUTLAWED:0 "Artificial Intelligence will be outlawed in §H[Root.GetName]§!."
 PURGE_AND_SLAVES_WILL_BE_OUTLAWED:0 "Purging and Slavery will be outlawed in §H[Root.GetName]§!."
 ENSLAVE_ALL_POPS:0 "Enslave all $SPECIES|H$ Pops on Planet"
 ENSLAVE_POP:0 "Enslave Pop"
 EMANCIPATE_POP:0 "Emancipate this Pop"
 EMANCIPATE_ALL_POPS:0 "Free all $SPECIES|H$ Pops on Planet"
 PURGE_ALL_POPS:2 "Purge all on Planet"
 PURGE_POP:2 "$POP_ACTION_PURGE$"
 POP_ACTION_STOP_PURGE_ROBOT:1 "Stop Disassembly"
 STOP_PURGE_POP:0 "Stop Purge"
 STOP_PURGE_ALL_POPS:2 "Stop Purge all on Planet"
 PURGE_POP_ROBOT:2 "$POP_ACTION_PURGE_ROBOT$"
 PURGE_ALL_POPS_ROBOT:2 "Disassemble all on Planet"
 STOP_PURGE_POP_ROBOT:0 "Stop Disassembling"
 STOP_PURGE_ALL_POPS_ROBOT:2 "Stop Disassembling all on Planet"
 PURGE_POP_HEADLINE:0 "Purge $SPECIES|H$"
 STOP_PURGE_POP_HEADLINE:0 "Stop Purging $SPECIES|H$"
 PURGE_POP_ROBOT_HEADLINE:0 "Disassemble $SPECIES|H$"
 STOP_PURGE_POP_ROBOT_HEADLINE:0 "Stop Disassembling $SPECIES|H$"
 POP_ACTIONS:0 "Actions"
 POP_ACTIONS_DESC:0 "Actions taken will affect this individual Pop."
 POP_ACTION_PURGE_ROBOT:0 "Disassemble"
 POP_ACTION_PURGE:0 "Purge"
 POP_ACTION_PURGE_DESC:2 "§ESystematically decimate and ultimately remove this §HPop§! over time.§!"
 POP_ACTION_PURGE_ROBOT_DESC:2 "§ESystematically decimate and ultimately remove this §HPop§! over time.§!"
 ACTION_DISASSEMBLE_SYNTHETICS:1 "$TRIGGER_FAIL$Sapient robots with Citizen Rights may not be disassembled"
 POP_ACTION_RESETTLE:0 "Resettle"
 POP_ACTION_RESETTLE_DESC:2 "§EForcibly Resettle this §HPop§! to one of our other Core Planets.§!"
 POP_ACTION_RELOCATE:0 "Relocate"
 POP_ACTION_RELOCATE_DESC:0 "§EMove this §HPop§! to another tile§!"
 TILE_ACTION_RESETTLE:0 "$POP_ACTION_RESETTLE$"
 TILE_ACTION_RESETTLE_DESC:0 "§EForcibly Resettle a §HPop§! from one of our other Core Planets.§!"
 TILE_ACTION_POPULATE:0 "Build Pop"
 TILE_ACTION_POPULATE_DESC:0 "§ESelect a §H$trait_mechanical$ Pop§! model to construct on this Tile.§!"
 TILE_ACTION_POPULATE_DESC_machine_intelligence:0 "§ESelect a §H$trait_machine_unit$ Pop§! model to construct on this Tile.§!"
 NO_POPS_TO_BUILD:0 "§RWe lack the technology required to construct Robotic Pops.§!"
 ERROR_PLANET_UNDER_COLONIZATION:0 "§RPlanet is under colonization.§!"
 POP_ACTION_VIEW_SPECIES:0 "View Species"
 POP_ACTION_VIEW_SPECIES_DESC:0 "§H$POP_ACTION_VIEW_SPECIES$§!\n§EReveal this Species in the Species list where we can adjust their rights and modify Species Templates.§!"
 CANT_ENSLAVE:0 "§RRequires Policy: Allow Slavery§!"
 ENSLAVE_REQUIRES_OWNED_PLANET:0 "Pop must be on an owned planet"
 ENSLAVE_REQUIRES_GROWN_POP:0 "Cannot enslave growing Pop"
 POP_ACTION_ENSLAVE:0 "Enslave"
 POP_ACTION_ENSLAVE_DESC:2 "§EEnslaves this §HPop§!. Enslaved Pops excel at manual labor but are not useful for more intellectual pursuits. Other Pops are likely to react to the presence of slaves. This action also risks damaging our relations with certain other empires.§!"
 POP_ACTION_EMANCIPATE:0 "Emancipate"
 POP_ACTION_EMANCIPATE_DESC:1 "§EEmancipate this §HPop§!. They will be set free, but their enslavement will not soon be forgotten.§!"
 POP_ACTION_STOP_PURGE:0 "Stop Purge"
 POP_ACTION_STOP_PURGE_DESC:2 "§EStop the ongoing decimation of this §HPop§!. They will no longer be exterminated, but the suffering they endured will not soon be forgotten.§!"
 POP_ACTION_STOP_PURGE_ROBOT_DESC:1 "§EStop the ongoing disassembly of this §HPop§!.§!"
 POP_ACTION_STOP_PURGE_ALL_POPS:0 "Stop Purge of all $SPECIES|H$ Pops on planet"
 POP_ACTION_CREATE_COLONISTS:0 "Create Colonists"
 POP_ACTION_CREATE_COLONISTS_DESC:0 "Begin construction of a new Colony Ship filled with colonists from this Pop."
 IS_GENOCIDING_DESC:0 "Being Purged:\nProduction: §H0§!\nResearch: §H0§!"
 COLONY:0 "Colony"
 COLONIES:0 "Colonies"
 EXTERMINATED:0 "Pop exterminated within $MONTHS|H$ months"
 DISPLACED:0 "Pop in the process of being displaced."
 EMPTY_SLOT:0 "§HEmpty Pop Slot§!\nThere is room for an additional Pops on this planet if the Infrastructure can support it"
 PLANET_VIEW_LAND_ARMY:1 "§GClick to Land army§!"
 PLANET_VIEW_EMBARK_ARMY:1 "§GClick to Embark army§!"
 PLANET_VIEW_ORBITAL_CONSTRUCTION:0 "Orbital Construction"
 SPACE_PORT_DETAILS_BUTTON:0 "§GClick to show Spaceport details§!"
 COLONIZING_PLANET:0 "Colonizing Planet"
 COLONIZING_PLANET_DEFAULT:0 "Colonizing Planet"
 COLONIZING_PLANET_SWARM:0 "Infesting Planet"
 CONSTRUCTING_ORBITAL:0 "Constructing Orbital Station"
 PLANET_VIEW_UNDER_COLONIZATION:0 "This planet is being colonized"
 PLANET_VIEW_CLICK_TO_ABORT:0 "§GClick to remove from queue§!"
 PLANET_VIEW_LEADER_CHANGE:0 "Change Governor"
 PLANET_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Leader§!"
 PLANET_VIEW_LEADER_ASSIGN:0 "§GClick to assign Leader§!"
 PLANET_VIEW_LEADER_TYPE_PLANET:0 "Planet Governor"
 PLANET_VIEW_LEADER_TYPE_SECTOR_THIS_PLANET:0 "Sector Governor ruling from this planet."
 PLANET_VIEW_LEADER_TYPE_SECTOR_OTHER_PLANET:0 "Sector Governor ruling from planet $PLANET|H$."
 PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_THIS_PLANET:0 "Core Sector Governor ruling from this planet."
 PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_OTHER_PLANET:0 "Core Sector Governor ruling from planet $PLANET|H$."
 PLANET_VIEW_UNDER_COLONIZATION_DESC:1 "Our hardy pioneers are establishing a foothold on this planet. This process costs $COST|H$£energy£ each month and will take approximately $MONTHS|H$ months to complete (est $DATE|H$)."
 PLANET_VIEW_COLONIZATION_HALT:0 "This planet's colonization process has been halted due to lack of Energy Credits."
 PLANET_VIEW_COLONY_UNDER_BOMBARDMENT_DEFAULT_DESC:0 "This world is being colonized by by $COUNTRY|H$. It is currently being bombarded and §Rwill be abandoned§! by $DATE|H$."
 PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC:0 "This world is being colonized by $COUNTRY|H$. Colonization will be complete by $DATE|H$."
 PLANET_VIEW_UNDER_COLONIZATION_SWARM_DESC:0 "This world is being infested by $COUNTRY|H$. The biosphere will have been fully subverted by $DATE|H$.\nOrbital bombardment can interrupt this process."
 BUILD_COST:0 "$COST|H$ Credits"
 PLANETARY_BUILDING:0 "Planetary"
 ORBITAL_BUILDING:0 "Orbital"
 PLANET_UNIQUE_BUILDING:0 "Planet Unique"
 PLANET_UNIQUE_ALREADY_EXISTS:0 "This building is planet unique and we already have one on this planet."
 EMPIRE_UNIQUE_BUILDING:0 "Empire Unique"
 EMPIRE_UNIQUE_ALREADY_EXISTS:0 "We already have this building on $PLANET|H$."
 BUILDING_DISABLED:0 "Building Disabled"
 PRE_SAPIENT_CANT_BUILD:0 "Cannot build on tiles inhabited by pre-sapient Pops."
 BIO_TROPHY_CANT_BUILD:0 "Cannot build on tiles inhabited by Bio-Trophies."
 WRONG_SECTOR_CANT_BUILD:0 "Cannot manage planet tiles in Sectors."
 CANT_MOVE_POP:1 "Cannot move Pop."
 PLANET_VIEW_EMBARK_ALL:0 "Embark All"
 PLANET_VIEW_ARMIES_COUNT: "Current Armies: $VALUE|Y0$"
 PLANET_VIEW_RETREAT:0 "Retreat"
 PLANET_VIEW_LAND_ALL:0 "Land All"
 PLANET_VIEW_ATTACK:0 "Attack"
 PLANET_VIEW_GROUND_COMBAT_ADVANTAGE:0 "Power Balance"
 PLANET_VIEW_POWER_BALANCE:0 "Shows the sum army health of each side."
 PLANET_VIEW_EMBARK_ALL_TITLE:0 "Embark Armies"
 PLANET_VIEW_EMBARK_INFO:0 "Order our Assault Armies to Embark into space"
 PLANET_VIEW_EMBARK_NO_ARMIES:0 "We own no armies on the surface that can embark."
 PLANET_VIEW_EMBARK_NO_DESIGN:1 "We don't have a valid Ship Design for Transports."
 PLANET_VIEW_EMBARK_FOLLOWING_ARMIES:0 "Following armies will Embark:"
 PLANET_VIEW_LAND_ALL_TITLE:0 "Land Armies"
 PLANET_VIEW_LAND_INFO:0 "Order our orbiting Assault Armies to Land"
 PLANET_VIEW_LAND_FOLLOWING_ARMIES:0 "Following armies will Land:"
 PLANET_VIEW_GARRISON:0 "Garrison"
 PLANET_VIEW_ASSAULT:0 "Assault"
 ARMY_IS_BROKEN:0 "Broken"
 ARMY_IS_BROKEN_INFO:2 "This army is at zero Morale, greatly reducing their combat effectiveness."
 ARMY_HAS_LEADER_BOUND:0 "Leader"
 ARMY_HAS_LEADER_BOUND_INFO:1 "$LEADER|Y$ is leading this army."
 ARMY_CANNOT_RETREAT:0 "Cannot Retreat"
 ARMY_CANNOT_RETREAT_INFO:0 "This army is unable to retreat."
 ARMY_IS_DISENGAGED:0 "Disengaged"
 ARMY_IS_DISENGAGED_INFO:0 "This army has withdrawn from the front lines. It will not attack or be attacked as long as there are enough non-disengaged armies on the same side still engaged in battle."
 CONSTRUCTION_FINISHED_DAYS:0 "Finished in: £resource_time£ $DAYS|0Y$"
 CONSTRUCTION_IN_QUEUE:0 "Finished in: £resource_time£ $QUEUED$"
 POTENTIAL_ARMY:1 "Potential Army"
 POTENTIAL_ARMY_DESC:2 "A Potential Army doesn't yet exist, but will emerge under certain conditions. For instance Militias will be formed if a planet is invaded."
 SECTOR_FOCUS:0 "This Sector has a $FOCUS|Y$ focus."
 CLICK_SETTINGS:0 "Click the settings button to change the focus."
 SETTINGS_SECTOR:0 "§HSector Settings§!\nClick to view/change sector settings."
 MILITARY_STATION_SETTING_DISABLED:0 "§RRequires Space Construction.§!"
 PLANET_AND_SYSTEM:0 "$PLANET$ (§Y$SYSTEM$ System§!)"
 PLANET_VIEW_ARMIES_NO_RETREAT:0 "Armies cannot retreat before $DATE|H$ due to combat."
 THIS_POP_WORKFORCE:1 "These £pops£ Pops contribute $WORKFORCE|0$ $JOB|Y$ workforce."
 THIS_OVERALL_WORKFORCE:1 "These £pops£ Pops contribute $WORKFORCE|0$ total workforce."
 POP_GROUP_SUBHEADER: "$CLASS|E$"
 POP_GROUP_JOBS: "Jobs: $JOBS$"
 POP_GROUP_JOB: "$NAME|Y$"

 buildable_ship:0 "Ship"
 buildable_building:0 "Building"
 buildable_development:0 "Infrastructure"
 buildable_energy:0 "Energy Credits"
 buildable_army:0 "Army"
 buildable_orbital_station:0 "Spaceport"
 buildable_fleet:0 "Fleet"
 buildable_none:0 "Invalid"
 buildable_money:0 "Energy Credits"

 council_click_to_assign:0 "§GClick to assign to position§!"

 BUILDABLE_SHIP_NAME:0 "$TYPE$-class"
 LEFT_CLICK_BUILDABLES:0 "§GClick to view Construction list§!"

 TIMED_MOD_DESC:0 "$TITLE|H$\n$DESC$\n$EFFECTS$\n$DAYS$ day(s) remaining"
 PLANET_TILE:0 "Planet Tile"
 PLANET_TILE_DETAILS:0 "Planet Tile Details"
 CHOOSE_CONSTRUCTION:0 "Choose Construction"
 SPECIES_GROWTH_PROGRESS:0 "$SPECIES$: §Y$CURRENT$%§! (§Y$MONTHLY$% / Month§!)"
 SPECIES_NUM:0 "$SPECIES$: (£pop£ $NUM|Y$)"
 PLANET_VIEW_BUILD_POP_PANEL_CHOOSE_POP:0 "Choose Pop"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE:0 "Build Multiple"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC:0 "§H$PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE$§!\n§ESelect this option to construct a £pop£ Pop on multiple Tiles.§!"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC_DELAYED:0 "§E1. Check this box.\n2. Select a £pop£ Pop model from the list below.\n3. $PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2$.§!"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_NORMAL:0 "Choose a £pop£ Pop to build on the selected Tile"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_1:0 "Choose a £pop£ Pop to batch build on clicked Tiles"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2:0 "Click on any free Tile(s) to queue Pop construction there"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_SELECT_POP:0 "§RSelect a £pop£ Pop to build from the list on the right§!"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_CLICK_TO_BUILD:0 "Click to build $NAME$ on this Tile."
 RIGHT_CLICK_TO_CANCEL_BUILD_POP:0 "Right-click to cancel construction of this Pop."

 SECTOR_VALUE_PLUS_VALUE:0 "$STORED|B$ + $DELTA|B$"

 RETREAT:0 "Retreat"

 ####################################
 # Popcat Selection
 ####################################
 POPCAT_SELECTION_TITLE:0 "Select Colonists"

 ####################################
 # War Goals View
 ####################################

 WAR_GOAL:0 "War Goal"
 WAR_GOALS_VIEW_TITLE:0 "War Goals"
 WAR_GOALS_VIEW_AVAILABLE:0 "$WAR_GOAL$"
 WAR_GOALS_VIEW_TARGET:0 "War Target"
 WAR_GOALS_VIEW_DESC:0 "Declare a War Goal to indicate what we seek to achieve with this war."
 WAR_GOALS_VIEW_WAR_GOAL_CLICK_DESC:0 "§GClick a War Goal on the left to select it.§!"
 WAR_GOALS_VIEW_ATTACKERS_DESC:1 "§GAdd or remove proposed attackers by clicking on them in the lists on the left.§!\n§RExtra attackers will require unanimous vote!§!"
 WAR_GOALS_VIEW_ATTACKERS_CLICK_TO_REMOVE:0 "§GClick to remove this invited attacker§!"
 DECLARE_WAR:0 "$ACTION_DECLARE_WAR_TITLE$"
 WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL:0 "Unknown War Goal"
 WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL_DESC:0 "Our enemy has not yet selected a War Goal."
 WAR_GOALS_VIEW_MANAGE_CLAIMS:0 "Manage Claims"
 WAR_GOALS_VIEW_MANAGE_CLAIMS_DESC:0 "Manage our claims on the enemy."
 WAR_GOALS_VIEW_CLICK_SET_WAR_GOAL:0 "Click to set a War Goal against our enemy"
 WAR_GOALS_VIEW_CLICK_DECLARE_WAR:0 "Click to declare war on our enemy"
 OUR_CLAIMS_ON_ENEMY:1 "We have $COUNT|H$ claim(s) that we are trying to conquer from the enemy and their allies."
 ALLY_CLAIMS_ON_ENEMY:1 "Our allies have $COUNT|H$ claim(s) that we are trying to conquer from the enemy and their allies."

 ####################################
 # War Overview
 ####################################

 OUR_WAR_GOAL:0 "Our War Goal"
 THEIR_WAR_GOAL:0 "Enemy War Goal"
 SET_WAR_GOAL:0 "Set War Goal"
 SET_WAR_GOAL_DESC:0 "We have not yet set a War Goal."
 SET_WAR_GOAL_NOT_MAIN_DEFENDER:0 "Only the main defender can set the War Goal."
 SEND_OFFER_NOT_MAIN_PARTICIPANT:0 "Only the main attacker or defender can send offers."
 SEND_OFFER_NO_DEFENDER_DEMANDS:1 "The defenders have not yet set their War Goal ($DAYS|H$ days left)"
 SEND_OFFER_ALREADY_SENT:0 "They are already considering a peace offer from us."
 SET_WAR_GOAL_ALREADY_SET:0 "The War Goal has already been set."
 SET_WAR_GOAL_NOT_SET:0 "No War Goal has been selected."
 SEND:0 "Send"
 SEND_PEACE_OFFER_CLICK:0 "Click to send the peace offer"
 SEND_WIN:0 "Win"
 SEND_WIN_DESC:0 "You win!"
 SEND_DEMANDS:0 "Send Demands"
 SEND_DEMANDS_DESC:0 "Send our demands. The recipient will Accept or Reject our proposal."
 FORCE_DEMANDS:2 "Demand Surrender"
 FORCE_DEMANDS_DESC:1 "Force our unconditional war goal. The recipient must Accept our proposal."
 SEND_DEMANDS_SURRENDERED_DESC:0 "Send our demands. As the enemy have already surrendered they will not be able to reject them."
 SEND_WHITEPEACE:1 "Offer Status Quo"
 SEND_WHITEPEACE_DESC:1 "Send a Status Quo offer to end this war as a tie."
 FORCE_WHITEPEACE:1 "Force Status Quo"
 FORCE_WHITEPEACE_DESC:1 "Force an unconditional Status Quo offer to end this war as a tie."
 SEND_SURRENDER:1 "Surrender"
 SEND_SURRENDER_DESC:1 "Sending an unconditional surrender will end the war immediately and give the enemy 6 months to dictate terms."
 PEACE_OFFER_UNAVAILABLE:0 "§ROur war goal does not permit us to do this.§!"
 TRUCE_EFFECT_DESC:0 "A Truce will be formed between $ATTACKER|H$ and $DEFENDER|H$ at the end of the war. The Truce will last for $TRUCEYEARS|H$ years. During this time they can not declare war on each other."
 EV_OVERLORD:0 "Overlord: $COUNTRY|H$"
 ONLY_WARLEADER:0 "Only the war leader can send peace offers."
 ALREADY_SURRENDERED:0 "We have already surrendered."
 ENEMY_ALREADY_SURRENDERED:0 "The enemy has already surrendered."
 ANOTHER_INTERACTION:0 "We are already waiting for a response."
 WAR_EXHAUSTION:0 "War Exhaustion"
 ATTACKER_WAR_EXHAUSTION_VALUE:0 "$ATTACKER$ $WAR_EXHAUSTION$: $VALUE|0%Y$"
 DEFENDER_WAR_EXHAUSTION_VALUE:0 "$DEFENDER$ $WAR_EXHAUSTION$: $VALUE|0%Y$"
 WAROVERVIEW_WAR_EXHAUSTION_PROGRESSBAR_TOOLTIP:0 "§HRelative War Exhaustion§!\nA relative measure of the war exhaustion suffered by the attackers and defenders in this war."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_HEADER:0 "Total:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP:1 "§HWar Exhaustion§!\nThe total war exhaustion suffered by participants on this side of the war. A high war exhaustion will make the enemy more likely to accept a peace deal."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_HEADER:0 "Attrition:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_TOOLTIP:0 "§HAttrition War Exhaustion§!\nThe war exhaustion passively accumulated during this war."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_HEADER:0 "Occupation:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_TOOLTIP:2 "§HOccupation§!\nThe relative occupation score of planets and systems. A high occupation score will make the enemy more likely to surrender to our demands."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_HEADER:0 "Space Battles:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_TOOLTIP:0 "§HSpace Battles War Exhaustion§!\nThe war exhaustion caused by space battles."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_HEADER:0 "Ground Battles:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_TOOLTIP:0 "§HGround Battles War Exhaustion§!\nThe war exhaustion caused by ground battles."
 WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_HEADER:0 "Destruction:"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_TOOLTIP:0 "§HPlanet Destruction War Exhaustion§!\nThe war exhaustion caused by destroyed, pacified, neutron swept, faith enforced or nano-assimilated planets."
 WAROVERVIEW_WAR_EXHAUSTION_DETAILS_HEADER:0 "§LDetails§!"
 WAROVERVIEW_WAR_EXHAUSTION_DETAILS_TOOLTIP:0 "§HDetails§!\nA breakdown of the factors contributing to this side's war exhaustion."
 WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_HEADER:0 "§LUncapped§!"
 WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_TOOLTIP:0 "§HUncapped War Exhaustion§!\nThese categories can together amount to §Y100%§! war exhaustion."
 WAROVERVIEW_WAR_EXHAUSTION_HEADER_HEADER:0 "§LWar Exhaustion§!"
 WAROVERVIEW_WAR_EXHAUSTION_HEADER_TOOLTIP:0 "$WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP$"
 WAR_STARTED:0 "War Started: $DATE|H$"
 WAROVERVIEW_BATTLE_OVERWHELMING_VICTORY:0 "§GOverwhelming Victory§!"
 WAROVERVIEW_BATTLE_VICTORY:0 "§GVictory§!"
 WAROVERVIEW_BATTLE_DRAW:0 "§YDraw§!"
 WAROVERVIEW_BATTLE_DEFEAT:0 "§HDefeat§!"
 WAROVERVIEW_BATTLE_OVERWHELMING_DEFEAT:0 "§RUtter Defeat§!"
 WAROVERVIEW_BATTLE_OUR_WAR_EXHAUSTION:0 "Our war exhaustion: $VALUE$"
 WAROVERVIEW_BATTLE_THEIR_WAR_EXHAUSTION:0 "Their war exhaustion: $VALUE$"
 WAROVERVIEW_OFFER_PEACE:0 "Peace Offers"
 WAROVERVIEW_OFFER_PEACE_SELECT_OPTION:0 "§ESelect an option above to negotiate an end to the war.§!"
 WAROVERVIEW_FORCE_DEMANDS:0 "Achieve War Goals"
 WAROVERVIEW_FORCE_DEMANDS_DESC:0 "We enforce all of our War Goal demands and seize all eligible Claims."
 WAROVERVIEW_STATUS_QUO:0 "Settle Status Quo"
 WAROVERVIEW_STATUS_QUO_DESC:0 "War Goals are disregarded and both sides seize occupied Claims."
 WAROVERVIEW_SURRENDER:0 "Surrender"
 WAROVERVIEW_SURRENDER_DESC:0 "Allow the enemy to enforce all of their War Goal demands and seize all eligible Claims."
 WAROVERVIEW_SEND_OFFER:0 "Send Offer"
 WAROVERVIEW_WAR_STATUS_HEADER_1:0 "§RThey have no intent of surrendering.§!"
 WAROVERVIEW_WAR_STATUS_HEADER_2:0 "§RThey will not surrender anytime soon.§!"
 WAROVERVIEW_WAR_STATUS_HEADER_3:0 "§YTheir will to resist our demands is wavering.§!"
 WAROVERVIEW_WAR_STATUS_HEADER_4:0 "§GThey are close to surrendering.§!"
 WAROVERVIEW_WAR_STATUS_HEADER_5:0 "§GThey are ready to surrender.§!"
 LACKING_INFLUENCE_DEMAND:0 "§RWe are lacking the necessary influence to enact this demand.§!"
 SPACE_BATTLE:0 "Space Battle"
 OCCUPATION:0 "Occupation"
 WARGOAL:0 "$NAME|Y$ Wargoal"
 PLANET_BATTLE_ON:0 "Battle on $PLANET|H$"
 OCCUPATION_OF:0 "Occupation of $PLANET|H$"
 ENCOUNTER:0 "Encounter"
 ENGAGEMENT:0 "Engagement"
 COMBATANTS:0 "Combatants"
 RESULT:1 "War Exhaustion"
 RESULT_FORMAT:0 "$OURS$ / $THEIRS$"
 LOCATION:0 "Location"
 WON:0 "Won"
 LOST:0 "Lost"
 VS:0 "vs"
 BATTLE_DESC:2 "§HEngagement§!\nMilitary actions taken in this war, listed by §H$COMBATANTS$§!, §H$LOCATION$§!, and §H$RESULT$§!."
 DESTRUCTION_OF:0 "Destruction of $PLANET|H$"

 ####################################
 # Situation Log
 ####################################
 SITUATION_LOG_TRACKED_TOOLTIP:0 "§HTracked§!\nThis entry is currently tracked on the map."
 SITUATION_LOG_HEADER:0 "Situation Log"
 WE_DECIDED_TO:0 "We decided to:"
 SITUATION_LOG_SELECT_ENTRY:0 "Select a Special Project or event chain from the list to the left."
 SITUATION_LOG_NO_ENTRIES_TIP:0 "No Entries..."
 SITUATION_LOG_TIME_REQUIREMENT:0 "Research Time: $DAYS$ Days"
 SPECIAL_PROJECT_STATUS_AVAILABLE:0 "Available"
 SPECIAL_PROJECT_STATUS_UNAVAILABLE:0 "Unavailable"
 SPECIAL_PROJECT_STATUS_DISABLED:0 "Disabled"
 SPECIAL_PROJECT_STATUS_RESEARCHING:0 "Researching"
 SPECIAL_PROJECT_STATUS_HALTED:0 "Halted"
 SPECIAL_PROJECT_STATUS_COMPLETED:0 "Completed"
 SPECIAL_PROJECT_STATUS_FAILED:0 "Failed"
 SPECIAL_PROJECT_STATUS_TIMED_OUT:0 "Timed out"
 SPECIAL_PROJECT_STATUS_ABORTED: "Aborted"
 MISSION_SUCCESS: "Completed"
 MISSION_FAILED: "Failed"
 MISSION_ABORTED: "Cancelled"
 MISSION_ACTIVE: "Active"
 SITUATION_LOG_NAVIGATE_TO:0 "Go To"
 SITUATION_LOG_NAVIGATE_TO_DESC:1 "§GClick to quickly navigate the camera to the location of this situation log entry§!"
 SITUATION_LOG_COST_VALUE:0 "Cost: $VALUE|0$"
 SITUATION_LOG_UPFRONT_COST_VALUE:0 "Upfront Cost: $VALUE|0$"
 SITUATION_LOG_SITUATION_APPROACH_HEADER:0 "Approach"
 TRACK:0 "Track on map"
 TRACK_ALL:0 "Track all on map"
 TRACK_STOP:0 "Stop tracking"
 PROJECT_TRACK_DESC:0 "The location of tracked projects are marked with a ping."
 POI_TRACK_DESC:0 "The location of tracked point of interests are marked with a ping."
 MISSION_TRACK_DESC: "The location of tracked missions are marked with a ping."
 OPTION_GROUP_TITLE:0 "Option Group"
 OPTION_GROUP_DESC:0 "These projects belong in the same option group: Choosing to research one of them will remove the possibility of researching others in the same group."
 SPECIAL_PROJECT_NO_ACCESS:1 "We do not have Border Access for this Project."
 CLICK_TO_OPEN:0 "§GClick to view in the Situation Log§!"
 VICTORIES:0 "Victory"
 ANOMALIES:0 "Anomalies"
 TIMELINE_HEADER: "Empire Timeline"
 TIMELINE: "Empire Focus"
 TRACK_ALL_SITUATIONS_TRACK:1 "Click to start automatic tracking of all §YSituation Log Entries§!."
 TRACK_ALL_SITUATIONS_UNTRACK:1 "Click to stop automatic tracking of all §YSituation Log Entries§!."
 FOCUS_EMPIRE: "Empire Focus"
 FOCUS_CARD_TYPE_FOCUS: "§Y$TYPE$ Focus§!"
 FOCUS_CARD_TYPE_CORE: "Core"
 FOCUS_CARD_TYPE_CONQUEST: "Conquest"
 FOCUS_CARD_TYPE_EXPLORATION: "Exploration"
 FOCUS_CARD_TYPE_DEVELOPMENT: "Development"
 FOCUS_CARD_TYPE_EMPIRE_DESC: "Empire"
 FOCUS_CARD_TYPE_CONQUEST_DESC: "Conquest"
 FOCUS_CARD_TYPE_EXPLORATION_DESC: "Exploration"
 FOCUS_CARD_TYPE_DEVELOPMENT_DESC: "Development"
 FOCUS_CARD_TYPE_CONQUEST_REWARD: "£databank_conquest£ §H$FOCUS_CARD_TYPE_CONQUEST$ Progression§!"
 FOCUS_CARD_TYPE_CONQUEST_REWARD_DESC: "Completing this task contributes to $FOCUS_CARD_TYPE_CONQUEST_REWARD$, which can unlock advances related to warfare and ship types."
 FOCUS_CARD_TYPE_EXPLORATION_REWARD: "£databank_exploration£ §H$FOCUS_CARD_TYPE_EXPLORATION$ Progression§!"
 FOCUS_CARD_TYPE_EXPLORATION_REWARD_DESC: "Completing this task contributes to $FOCUS_CARD_TYPE_EXPLORATION_REWARD$, which can unlock advances related to research and hyperdrives."
 FOCUS_CARD_TYPE_DEVELOPMENT_REWARD: "£databank_development£ §H$FOCUS_CARD_TYPE_DEVELOPMENT$ Progression§!"
 FOCUS_CARD_TYPE_DEVELOPMENT_REWARD_DESC: "Completing this task contributes to $FOCUS_CARD_TYPE_DEVELOPMENT_REWARD$, which can unlock advances related to diplomacy and starbases."
 FOCUS_CARD_DISMISSAL_TITLE: "Refocus"
 FOCUS_CARD_DISMISSAL_TITLE_QUESTION: "$FOCUS_CARD_DISMISSAL_TITLE$?"
 FOCUS_CARD_DISMISSAL_MESSAGE: "This replaces the current focus card with a new one."
 FOCUS_CARD_CLICK_TO_DISMISS: "§RClick to dismiss the focus card and get a new one.§!"
 FOCUS_CARD_CANNOT_AFFORD_DISMISS_COST: "§R* We cannot afford £unity£$COST|0Y$ Unity!§!"
 FOCUS_CARD_CANNOT_AFFORD_DISMISS_COOLDOWN: "§R* We can dismiss this card in $TIME$ ($DATE|Y$)§!"
 FOCUS_CARD_REWARD: "Reward"
 FOCUS_CARD_REWARD_TT: "§EReward:§!"
 FOCUS_CARD_HINT: "§EHint:§!"
 FOCUS_CARD_PROGRESS_LABEL: "Progress"
 FOCUS_CARD_PROGRESS: "$CURRENT|0$ / $FINAL|0$"
 FOCUS_PRIORITY_IS_CURRENT_TITLE: "Current Empire Focus"
 FOCUS_PRIORITY_IS_CURRENT_DESC: "§tSet as Empire Focus, increasing the chance for §Y$CATEGORY$§! tasks.§!"
 FOCUS_PRIORITY_CLICK: "§GClick to change Empire Focus, increasing the chance for §Y$CATEGORY$§! tasks.§!"
 FOCUS_PRIORITY_SET_CURRENT_TITLE: "Change Empire Focus"
 FOCUS_PRIORITY_SET_CURRENT_QUESTION: "$FOCUS_PRIORITY_SET_CURRENT_TITLE$"
 FOCUS_PRIORITY_COST_WAIVED: "$t$Empire Focus Change costs waived for the first §Y$YEARS$§! years."
 FOCUS_PRIORITY_SET_CURRENT_MESSAGE: "This changes the current empire focus to §Y$CATEGORY$§!."
 FOCUS_PRIORITY_SET_CURRENT_COOLDOWN: "§REmpire Focus can be changed in $TIME$ ($DATE|Y$)§!"
 FOCUS_PRIORITY_PROGRESS_LABEL: "Current §Y$CATEGORY$§! progress: $CURRENT|0$ / $FINAL|0$"
 FOCUS_PRIORITY_PROGRESS: "$CURRENT|0$ / $FINAL|0$"
 country_focus: "Empire focus"
 FOCUS_COMPLETED_TITLE: "Completed Focuses"
 FOCUS_COMPLETED_BUTTON: "Completed"
 FOCUS_COMPLETED_BUTTON_TOOLTIP: "§H$FOCUS_COMPLETED_BUTTON$§!\n§GClick to view completed tasks§!"
 FOCUS_COMPLETED_CATEGORY_BUTTON_TOOLTIP: "§H$CATEGORY$§!\n§GClick to view completed $CATEGORY$ tasks§!"
 FOCUS_PROGRESSION_CATEGORY_BUTTON_TOOLTIP: "§H$CATEGORY$§!\n§GClick to view $CATEGORY$ progression§!"
 FOCUS_PROGRESSION_TITLE: "Empire Progression"
 FOCUS_PROGRESSION_BUTTON: "Progression"
 FOCUS_PROGRESSION_BUTTON_TOOLTIP: "§H$FOCUS_PROGRESSION_BUTTON$§!\n§GClick to view empire focus progression.§!"
 TIMELINE_BACK_BUTTON_TOOLTIP: "See previous events in the timeline"
 TIMELINE_FORWARD_BUTTON_TOOLTIP: "See next events in the timeline"
 TIMELINE_ZOOM_IN_BUTTON_TOOLTIP: "Zoom in for a more detailed view"
 TIMELINE_ZOOM_OUT_BUTTON_TOOLTIP: "Zoom out for a better overview"
 TIMELINE_EVENT_YEAR: "[GetYear]"

# Milestones

 TIMELINE_EVENT_FIRST_COLONY_TOOLTIP: "§HFirst Colony§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first established a colony on [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_COLONY: "A New World\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_DECLARED_TOOLTIP: "§HFirst War Declared§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first declared war on [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_WAR_DECLARED: "The Stars Know War\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_VASSAL_TOOLTIP: "§HFirst Subject§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] subjugated [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_VASSAL: "Chains of Allegiance\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_INTELLIGENT_LIFE_TOOLTIP: "§HFirst Intelligent Life§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first encountered intelligent life on §L[GetDate]§!"
 TIMELINE_FIRST_INTELLIGENT_LIFE: "No Longer Alone\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_REBELLION_TOOLTIP: "§HFirst Rebellion§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first faced rebellion on planet [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_REBELLION: "Sparks of Defiance\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_MEGASTRUCTURE_TOOLTIP: "§HFirst Megastructure§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first built a [EVENT_TARGET_1.GetName] in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_MEGASTRUCTURE: "The Apex of Design\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_PRECURSOR_DISCOVERED_TOOLTIP: "§HFirst Precursor§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first discovered a Precursor on §L[GetDate]§!"
 TIMELINE_FIRST_PRECURSOR_DISCOVERED: "Footprints in the Void\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ESPIONAGE_ACTION_TOOLTIP: "§HFirst Espionage Action§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first performed an Espionage action on §L[GetDate]§!"
 TIMELINE_FIRST_ESPIONAGE_ACTION: "Secrets in Motion\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ASTRAL_RIFT_TOOLTIP: "§HFirst Astral Rift§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first explored an Astral Rift on §L[GetDate]§!"
 TIMELINE_FIRST_ASTRAL_RIFT: "A Rift in Space\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ARC_SITE_TOOLTIP: "§HFirst Archaeological Site§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first discovered an Archaeological Site in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_ARC_SITE: "The Dust of Ages\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ASCENSION_PERK_TOOLTIP: "§HFirst Ascension Perk§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first selected an Ascension Perk on §L[GetDate]§!"
 TIMELINE_FIRST_ASCENSION_PERK: "A Higher Path\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_WON_TOOLTIP: "§HFirst War Won§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first defeated the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_WAR_WON: "Triumph by Starlight\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_LOST_TOOLTIP: "§HFirst War Lost§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] was first defeated by the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_WAR_LOST: "The Ashes of War\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_CUSTODIAN_APPOINTMENT_TOOLTIP: "§HDeclared Custodian§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] was first declared Galactic Custodian on §L[GetDate]§!"
 TIMELINE_FIRST_CUSTODIAN_APPOINTMENT: "Mantle Bestowed\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_EMPEROR_APPOINTMENT_TOOLTIP: "§HDeclared Emperor§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetRulerName] was first declared [EVENT_TARGET_0.GetRulerTitle] on §L[GetDate]§!"
 TIMELINE_FIRST_EMPEROR_APPOINTMENT: "Imperial Mandate\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_FEDERATION_FORMED_TOOLTIP: "§HFirst Federation§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] formed a Federation on §L[GetDate]§!"
 TIMELINE_FIRST_FEDERATION_FORMED: "Interstellar Union\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_DEFICIT_TOOLTIP: "§HFirst Deficit§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first ran a deficit on §L[GetDate]§!"
 TIMELINE_FIRST_DEFICIT: "The Price of Overreach\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_SPECIES_MODIFICATION_TOOLTIP: "§HFirst Species Modification§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first modified a species on §L[GetDate]§!"
 TIMELINE_FIRST_SPECIES_MODIFICATION: "Designed Evolution\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_RELIC_TOOLTIP: "§HFirst Relic§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first recovered a relic on §L[GetDate]§!"
 TIMELINE_FIRST_RELIC: "Treasure of Ages\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_HOLY_WORLD_COLONIZED_TOOLTIP: "§HFirst Holy World§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first colonized a Holy World in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_HOLY_WORLD_COLONIZED: "Divine Claim Staked\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_PURGE_TOOLTIP: "§HFirst Purge§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first purged a [EVENT_TARGET_1.GetName] Pop on §L[GetDate]§!"
 TIMELINE_FIRST_PURGE: "The Great Cleanse\n§L[GetDate]§!"
 TIMELINE_EVENT_END_OF_THE_CYCLE_TOOLTIP: "§HEnd of the Cycle§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] made a Covenant with the End of the Cycle on §L[GetDate]§!"
 TIMELINE_END_OF_THE_CYCLE: "End of the Cycle\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_RARE_TECH_TOOLTIP: "§HFirst Rare Tech§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first researched a Rare Tech on §L[GetDate]§!"
 TIMELINE_FIRST_RARE_TECH: "Herald of Innovation\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_CITY_PLANET_TOOLTIP: "§HFirst City Planet§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first created an Ecumenopolis in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_CITY_PLANET: "Endless City\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_DESTROYED_PLANET_TOOLTIP: "§HFirst Destroyed Planet§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first destroyed a planet in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_DESTROYED_PLANET: "Fire and Ruin\n§L[GetDate]§!"
 TIMELINE_EVENT_WON_WAR_IN_HEAVEN_TOOLTIP: "§HWon War in Heaven§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] emerged victorious from the War in Heaven on §L[GetDate]§!"
 TIMELINE_WON_WAR_IN_HEAVEN: "The Heavens Shattered\n§L[GetDate]§!"
 TIMELINE_EVENT_BREACHED_THE_SHROUD_TOOLTIP: "§HBreached the Shroud§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first breached the Shroud on §L[GetDate]§!"
 TIMELINE_BREACHED_THE_SHROUD: "Unto the Breach\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_BRANCH_OFFICE_TOOLTIP: "§HFirst Branch Office§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first established a Branch Office in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_BRANCH_OFFICE: "Roots of Profit\n§L[GetDate]§!"
 TIMELINE_EVENT_OBTAINED_GALATRON_TOOLTIP: "§HObtained Galatron§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] obtained the Galatron on §L[GetDate]§!"
 TIMELINE_OBTAINED_GALATRON: "Bearer of the Galatron\n§L[GetDate]§!"
 TIMELINE_EVENT_LOST_GALATRON_TOOLTIP: "§HLost Galatron§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] lost the Galatron on §L[GetDate]§!"
 TIMELINE_LOST_GALATRON: "Galatron's Loss\n§L[GetDate]§!"
 TIMELINE_EVENT_REACHED_END_TOOLTIP: "§HLegacy Fulfilled§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] Played until the Victory Year"
 TIMELINE_REACHED_END: "Legacy Fulfilled\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_GALAXY_TOOLTIP: "§HDestroyed Galaxy§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] obliterated all life using the Aetherophasic Engine on §L[GetDate]§!"
 TIMELINE_DESTROYED_GALAXY: "End of All Things\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_UNIQUE_SYSTEM_TOOLTIP: "§HFirst Unique System§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] took control over the unique [EVENT_TARGET_1.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_UNIQUE_SYSTEM: "A Rare Sight\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_TRADE_DEAL_TOOLTIP: "§HFirst Trade Deal§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] signed a commercial agreement with [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_TRADE_DEAL: "Profit Without Borders\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_TERRAFORM_TOOLTIP: "§HFirst Terraforming§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first terraformed [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_TERRAFORM: "A World Reborn\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WORMHOLE_TOOLTIP: "§HFirst Wormhole§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first discovered a wormhole in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_WORMHOLE: "Cosmic Shortcut\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_GATEWAY_TOOLTIP: "§HFirst Gateway§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first discovered an ancient gateway in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_GATEWAY: "Gate to the Stars\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_100K_FLEET_TOOLTIP: "§HFirst 100K Fleet§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first assembled a fleet of unprecedented might, the [EVENT_TARGET_1.GetName], on §L[GetDate]§!"
 TIMELINE_FIRST_100K_FLEET: "Unparalleled Dominance\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ROBOT_TOOLTIP: "§HFirst Robot§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first assembled a Robot on [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_ROBOT: "The Body Electric\n§L[GetDate]§!"
 TIMELINE_EVENT_COUNCIL_MAX_EXPAND_TOOLTIP: "§HCouncil Expanded§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] expanded the Council to its maximum capacity on §L[GetDate]§!"
 TIMELINE_COUNCIL_MAX_EXPAND: "No Voice Unheard\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_BIG_SHIP_TOOLTIP: "§HFirst [EVENT_TARGET_1.GetShipSizeName]§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first assembled a [EVENT_TARGET_1.GetShipSizeName], the [EVENT_TARGET_1.GetName], on §L[GetDate]§!"
 TIMELINE_FIRST_BIG_SHIP: "First of the Line\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_STORM_WITHIN_BORDERS_TOOLTIP: "§HFirst Storm§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first encountered a [EVENT_TARGET_1.GetType] within its borders in the [EVENT_TARGET_2.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_STORM_WITHIN_BORDERS: "No Safe Harbor\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_LEADER_DESTINY_TRAIT_TOOLTIP: "§HFirst Destiny Trait§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first obtained a Destiny Trait for [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_FIRST_LEADER_DESTINY_TRAIT: "Marked by Greatness\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_REPEATABLE_TECH_TOOLTIP: "§HFirst Repeatable Tech§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first researched a Repeatable Tech on §L[GetDate]§!"
 TIMELINE_FIRST_REPEATABLE_TECH: "Knowledge Without End\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_UPLIFTED_SPECIES_TOOLTIP: "§HFirst Uplifted Species§!\n§YMilestone§!\n\n[EVENT_TARGET_0.GetName] first uplifted a species, the [EVENT_TARGET_1.GetName] in the [EVENT_TARGET_2.System.GetName] system on §L[GetDate]§!"
 TIMELINE_FIRST_UPLIFTED_SPECIES: "Intelligence is a Gift\n§L[GetDate]§!"

 #Empire Events

 TIMELINE_EVENT_NEW_COLONY_TOOLTIP: "§HNew Colony§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] established a colony on [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_NEW_COLONY: "New Colony\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_DECLARED_TOOLTIP: "§HWar Declared§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] declared war on [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_WAR_DECLARED: "War Declared\n§L[GetDate]§!"
 TIMELINE_EVENT_NEW_VASSAL_TOOLTIP: "§HNew Subject§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] subjugated [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_NEW_VASSAL: "New Vassal\n§L[GetDate]§!"
 TIMELINE_EVENT_REBELLION_TOOLTIP: "§HRebellion§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] faced rebellion on planet [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_REBELLION: "Rebellion\n§L[GetDate]§!"
 TIMELINE_EVENT_MEGASTRUCTURE_TOOLTIP: "§HMegastructure Built§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] built a [EVENT_TARGET_1.GetName] in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_EVENT_MEGASTRUCTURE: "Megastructure Built\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_WON_TOOLTIP: "§HWar Won§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] defeated the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_WAR_WON: "War Won\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_LOST_TOOLTIP: "§HWar Lost§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] was defeated by the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_WAR_LOST: "War Lost\n§L[GetDate]§!"
 TIMELINE_EVENT_JOIN_FEDERATION_TOOLTIP: "§HJoined Federation§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] joined a Federation on §L[GetDate]§!"
 TIMELINE_JOIN_FEDERATION: "Joined Federation\n§L[GetDate]§!"
 TIMELINE_EVENT_LEAVE_FEDERATION_TOOLTIP: "§HLeft Federation§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] left a Federation on §L[GetDate]§!"
 TIMELINE_LEAVE_FEDERATION: "Left Federation\n§L[GetDate]§!"
 TIMELINE_EVENT_DEFICIT_TOOLTIP: "§HDeficit§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] ran a deficit on §L[GetDate]§!"
 TIMELINE_DEFICIT: "Deficit\n§L[GetDate]§!"
 TIMELINE_EVENT_UNIQUE_SYSTEM_TOOLTIP: "§HUnique System§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] took control over the unique [EVENT_TARGET_1.GetName] system on §L[GetDate]§!"
 TIMELINE_UNIQUE_SYSTEM: "Unique System\n§L[GetDate]§!"
 TIMELINE_EVENT_MEET_FALLEN_EMPIRE_TOOLTIP: "§HFallen Empire§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] encountered the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_MEET_FALLEN_EMPIRE: "Fallen Empire\n§L[GetDate]§!"
 TIMELINE_EVENT_HOLY_WORLD_COLONIZED_TOOLTIP: "§HHoly World§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] colonized a Holy World in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_HOLY_WORLD_COLONIZED: "Holy World\n§L[GetDate]§!"
 TIMELINE_EVENT_PURGE_TOOLTIP: "§HPurge§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] purged a [EVENT_TARGET_1.GetName] Pop on §L[GetDate]§!"
 TIMELINE_PURGE: "Purge\n§L[GetDate]§!"
 TIMELINE_EVENT_CITY_PLANET_TOOLTIP: "§HCity Planet§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] created an Ecumenopolis in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_CITY_PLANET: "City Planet\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_PLANET_TOOLTIP: "§HPlanet Destroyed§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] destroyed a planet in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_DESTROYED_PLANET: "Planet Destroyed\n§L[GetDate]§!"
 TIMELINE_EVENT_BRANCH_OFFICE_TOOLTIP: "§HBranch Office§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] established a Branch Office in the [EVENT_TARGET_1.System.GetName] system on §L[GetDate]§!"
 TIMELINE_BRANCH_OFFICE: "Branch Office\n§L[GetDate]§!"
 TIMELINE_EVENT_ENCLAVE_DESTROYED_TOOLTIP: "§HEnclave Destroyed§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] destroyed the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_ENCLAVE_DESTROYED: "Enclave Destroyed\n§L[GetDate]§!"
 TIMELINE_EVENT_EMPEROR_DIES_TOOLTIP: "§HEmperor Died§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] passed away at the age of [EVENT_TARGET_0.GetAge] on §L[GetDate]§!"
 TIMELINE_EMPEROR_DIES: "Emperor Died\n§L[GetDate]§!"
 TIMELINE_EVENT_ELECTIONS_TOOLTIP: "§HElections§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] held elections on §L[GetDate]§!"
 TIMELINE_ELECTIONS: "Elections\n§L[GetDate]§!"
 TIMELINE_EVENT_ENCOUNTERED_LEVIATHAN_TOOLTIP: "§HLeviathan Found§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] encountered the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_ENCOUNTERED_LEVIATHAN: "What Sleeps Must Wake\n§L§L[GetDate]§!§!"
 TIMELINE_EVENT_VASSALIZED_TOOLTIP: "§HSubjugated§!\n§YEmpire Event§!\n\n[EVENT_TARGET_1.GetName] was subjugated by [EVENT_TARGET_0.GetName] on §L[GetDate]§!"
 TIMELINE_VASSALIZED: "Under New Management\n§L[GetDate]§!"
 TIMELINE_EVENT_CHANGE_OF_CAPITAL_TOOLTIP: "§HChanged Capital§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] changed its capital to [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_CHANGE_OF_CAPITAL: "Uprooted\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_LEVIATHAN_TOOLTIP: "§HLeviathan Destroyed§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] destroyed the [EVENT_TARGET_1.GetName] on §L[GetDate]§!"
 TIMELINE_DESTROYED_LEVIATHAN: "Guardian No More\n§L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_REGULAR_TOOLTIP: "§HSocietal Cyberization§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] completed its cybernetic ascension on §L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_REGULAR: "Cyberization\n§L[GetDate]§!"
 TIMELINE_EVENT_SYNTHESIZATION_REGULAR_TOOLTIP: "§HSocietal Synthesization§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] completed its synthetic ascension on §L[GetDate]§!"
 TIMELINE_EVENT_SYNTHESIZATION_REGULAR: "Synthesization\n§L[GetDate]§!"
 TIMELINE_EVENT_BIOMORPHOSIS_REGULAR_TOOLTIP: "§HSocietal Biomorphosis§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] completed its genetic ascension on §L[GetDate]§!"
 TIMELINE_EVENT_BIOMORPHOSIS_REGULAR: "Biomorphosis\n§L[GetDate]§!"
 TIMELINE_EVENT_PSIONIC_REGULAR_TOOLTIP: "§HPsionic Ascension§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] became fully psionic on §L[GetDate]§!"
 TIMELINE_EVENT_PSIONIC_REGULAR: "Psionic Ascension\n§L[GetDate]§!"
 TIMELINE_EVENT_MODULARITY_TOOLTIP: "§HFull Modularity§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] became fully modular on §L[GetDate]§!"
 TIMELINE_EVENT_MODULARITY: "Full Modularity\n§L[GetDate]§!"
 TIMELINE_EVENT_NANOTECH_TOOLTIP: "§HNanotech Empire§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] embraced nanotech ascension on §L[GetDate]§!"
 TIMELINE_EVENT_NANOTECH: "Nanotech Empire\n§L[GetDate]§!"
 TIMELINE_EVENT_VIRTUALITY_TOOLTIP: "§HVirtual Ascension§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] embraced a virtual existence on §L[GetDate]§!"
 TIMELINE_EVENT_VIRTUALITY: "Virtual Society\n§L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_ASSIMILATOR_TOOLTIP: "§HDriven Cyberization§!\n§YEmpire Event§!\n\n[EVENT_TARGET_0.GetName] embraced a cybernetic existence on §L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_ASSIMILATOR: "Driven Cyberization\n§L[GetDate]§!"

# Origin Events

 TIMELINE_EVENT_GALACTIC_DOORSTEP_TOOLTIP: "§H$origin.1050.name$§!\n§YOrigin Event§!\n\nOur ships can now cross to its twin, and as a final gift, its builders transmitted the secrets of its construction. What was once a mystery is now clear. Soon, we will build our own gateways, making travel across our empire nearly instantaneous."
 TIMELINE_EVENT_GALACTIC_DOORSTEP: "The Black Crown Opens\n§L[GetDate]§!"
 TIMELINE_EVENT_LOST_COLONY_TOOLTIP: "§HHomeworld Discovered§!\n§YOrigin Event§!\n\nWe have made contact with the civilization that birthed our lost colony. Though time and distance have shaped us into something new, our origins are now clear. The echoes of our shared past will guide our future."
 TIMELINE_EVENT_LOST_COLONY: "Home, Once Lost\n§L[GetDate]§!"
 TIMELINE_EVENT_RESOURCE_CONSOLIDATION_TOOLTIP: "§HMachine World Created§!\n§YOrigin Event§!\n\nWe have forged a true Machine World, stripped of inefficiency and organic decay. The future shall be built with steel and governed by an algorithm."
 TIMELINE_EVENT_RESOURCE_CONSOLIDATION: "Worlds Reforged\n§L[GetDate]§!"
 TIMELINE_EVENT_REMNANTS_TOOLTIP: "§HEcumenopolis Restored§!\n§YOrigin Event§!\n\nOur empire has restored our homeworld to its former glory. Once a ruined relic, it stands once more as a grand Ecumenopolis. A testament to our civilization's tenacity and ambition."
 TIMELINE_EVENT_REMNANTS: "Worlds Reforged\n§L[GetDate]§!"
 TIMELINE_EVENT_SHATTERED_RING_TOOLTIP: "§HRingworld Restored§!\n§YOrigin Event§!\n\nThe shattered ruins of our home system have been fully restored. What was once a graveyard of lost ambition now shines as a beacon of civilization."
 TIMELINE_EVENT_SHATTERED_RING: "Full Circle\n§L[GetDate]§!"
 TIMELINE_EVENT_LEGENDARY_LEADER_TOOLTIP: "§HDestiny Fulfilled§!\n§YOrigin Event§!\n\nThe Luminary's journey has reached its final stage. Their rule will either stand eternal, shaping the empire for all time, or mark the dawn of a new era - one where leadership is shared, and the future is rewritten."
 TIMELINE_EVENT_LEGENDARY_LEADER: "The Final Fate\n§L[GetDate]§!"
 TIMELINE_EVENT_SHROUDWALKER_APPRENTICE_TOOLTIP: "§HShroud Tunnel Built§!\n§YOrigin Event§!\n\nThe veil between realities has been parted, and the first Shroud Tunnel now connects our realm to the unknown. Through this rift, distance and time collapse, granting passage where once there was only void. What mysteries or perils await beyond remain to be seen."
 TIMELINE_EVENT_SHROUDWALKER_APPRENTICE: "Beyond the Veil\n§L[GetDate]§!"
 TIMELINE_EVENT_VOID_DWELLERS_TOOLTIP: "§HConstructed a Habitat§!\n§YOrigin Event§!\n\nFrom the void, we have built anew. The construction of our first additional habitat marks the expansion of our celestial domain, ensuring that our people will never know the burden of planetside existence."
 TIMELINE_EVENT_VOID_DWELLERS: "A Home Among the Stars\n§L[GetDate]§!"
 TIMELINE_EVENT_OCEAN_PARADISE_TOOLTIP: "§HMastered the Seas§!\n§YOrigin Event§!\n\nWith the power of Hydrocentric mastery, we have reshaped our homeworld, expanding its vast oceans beyond their natural limits. The tides now bow to our will, and soon, the rest of the galaxy will follow."
 TIMELINE_EVENT_OCEAN_PARADISE: "Reclaimed by the Tides\n§L[GetDate]§!"
 TIMELINE_EVENT_DOOMSDAY_TOOLTIP: "§HHomeworld Destroyed§!\n§YOrigin Event§!\n\nThe inevitable has come to pass. Our once-thriving homeworld has succumbed to its fate, tearing itself apart in a cataclysm of fire and fury. The void now holds the ashes of our past - only those who escaped carry our future."
 TIMELINE_EVENT_DOOMSDAY: "The Final Day\n§L[GetDate]§!"
 TIMELINE_EVENT_EVOPRED_ABSORB_TOOLTIP: "§HSpecies Trait Absorbed§!\n§YOrigin Event§!\n\nWe have absorbed new genetic material for the first time. Delicious."
 TIMELINE_EVENT_EVOPRED_ABSORB: "Absorbed Genetic Material\n§L[GetDate]§!"
 TIMELINE_EVENT_WORMHOLE_DEFENDED_TOOLTIP: "The Abandoned Hatchery and its fleets were destroyed on §L[GetDate]§!"
 TIMELINE_EVENT_WORMHOLE_DEFENDED: "Wormhole Defended\n§L[GetDate]§!"

# Crisis Events

 TIMELINE_EVENT_CRISIS_GREAT_KHAN_TOOLTIP: "§HGreat Khan§!\n§YCrisis Event§!\n\nA new warlord has united the fragmented marauder clans, forging them into a relentless horde. With plasma and carbon fiber, the Great Khan sweeps across the galaxy, toppling empires and enslaving worlds. Fleets crumble before their might, as the once-lawless raiders now rally with terrifying purpose. The age of plunder is over. This is conquest."
 TIMELINE_EVENT_CRISIS_GREAT_KHAN: "The Horde Unleashed\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_GRAY_TEMPEST_TOOLTIP: "§HGray Tempest§!\n§YCrisis Event§!\n\nThe L-Gates have opened, unleashing the ancient war fleets of the Gray Tempest. Their ships carve a path of destruction across the galaxy, annihilating all in their way. No diplomacy, no mercy, only relentless replication. Planets fall silent, fleets are wiped from existence, and terror spreads. The past has returned and it all looks identical."
 TIMELINE_EVENT_CRISIS_GRAY_TEMPEST: "The Awakening\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_FORMLESS_TOOLTIP: "§HFormless§!\n§YCrisis Event§!\n\nWould be refugees have been forced to strike back. The energy beings known as the Formless have found our galaxy to be anything but a safe haven. They will drown our universe in extraplanar invaders or die trying."
 TIMELINE_EVENT_CRISIS_FORMLESS: "The Formless Fury\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_VOIDWORM_PLAGUE_TOOLTIP: "§HVoidworm Plague§!\n§YCrisis Event§!\n\nThe Nature of the Voidworms changed. Once they reached a critical amount they entered a breeding frenzy. No longer growing at a sustainable rate they now aim to extinguish all life in the galaxy, before unwittingly, ending their own cycle."
 TIMELINE_EVENT_CRISIS_VOIDWORM_PLAGUE: "The Writhing Hunger\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_UNBIDDEN_TOOLTIP: "§HUnbidden§!\n§YCrisis Event§!\n\nA breach in the fabric of existence has unleashed an invasion of pure energy beings. They do not negotiate, nor do they relent. Consuming entire systems to fuel their endless expansion. Their anchors stabilize the rift, drawing more of their kind into our realm. The Unbidden have arrived."
 TIMELINE_EVENT_CRISIS_UNBIDDEN: "The Rift Opens\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_KALEIDOSCOPE_TOOLTIP: "§HKaleidoscope§!\n§YCrisis Event§!\n\nA starving energy being known as a Kaleidoscope has entered the galaxy and has started to feast on inhabited systems. Its hunger seems endless and it seems to be easily distracted. It should soon collapse back into stardust."
 TIMELINE_EVENT_CRISIS_KALEIDOSCOPE: "The Starved Spectrum\n§L[GetDate]§!"
 TIMELINE_EVENT_BECOME_THE_CRISIS_TOOLTIP: "§HBecome the Crisis§!\n§YCrisis Event§!\n\nThe galaxy is a darker place. [EVENT_TARGET_0.GetName] has forsaken all pretenses of diplomacy and declared itself the greatest threat to galactic existence. Their fleets gather, and spies whispers of a final, apocalyptic plan. No longer a mere empire, they are a Crisis."
 TIMELINE_EVENT_BECOME_THE_CRISIS: "The Galactic Nemesis\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_PRETHORYN_SCOURGE_TOOLTIP: "§HPrethoryn Scourge§!\n§YCrisis Event§!\n\nFrom beyond the galactic edge, the Prethoryn have come. Their biological ships swarm across the stars, leaving only infested worlds in their wake. No plea will be heard over the chittering of the horde."
 TIMELINE_EVENT_CRISIS_PRETHORYN_SCOURGE: "The Devouring Tide\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_CONTINGENCY_TOOLTIP: "§HContingency§!\n§YCrisis Event§!\n\nA cold, calculated, and unstoppable signal pulses across the galaxy. AI systems falter. Synthetic minds submit. The Contingency has awakened. From hidden machine worlds, relentless warforms emerge, executing their final directive: total extermination."
 TIMELINE_EVENT_CRISIS_CONTINGENCY: "The Ghost Signal\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_CETANA_TOOLTIP: "§HCetana§!\n§YCrisis Event§!\n\nA voice calls out in the void: "My children, at last I am returned to you."\n\nCetana, an ancient intelligence sealed away so long ago that even her name was lost to time, has awakened. Her purpose is absolute: to eliminate suffering by any means necessary. Her fleets move with cold grace, guarding her crusade to bring the galaxy to a final, unfeeling peace."
 TIMELINE_EVENT_CRISIS_CETANA: "Return of the Queen\n§L[GetDate]§!"
 TIMELINE_EVENT_HATCH_BEHEMOTH_TOOLTIP: "§HBehemoth Hatchling§!\n§YMilestone§!\n\nThe first Behemoth Hatchling emerged from its egg on §L[GetDate]§!"
 TIMELINE_EVENT_HATCH_BEHEMOTH: "Behemoth Hatchling\n§L[GetDate]§!"

# Galactic Events

 TIMELINE_EVENT_GALACTIC_MARKET_TOOLTIP: "§HGalactic Market§!\n§YGalactic Event§!\n\nCommerce has united the stars. The Galactic Market has been officially established, becoming the economic heart of the galaxy. Trade flows freely, fortunes are made and lost in an instant, and the fate of entire empires now hinges on supply and demand."
 TIMELINE_EVENT_GALACTIC_MARKET: "Trade Unbound\n§L[GetDate]§!"
 TIMELINE_EVENT_GALACTIC_COMMUNITY_TOOLTIP: "§HGalactic Community§!\n§YGalactic Event§!\n\nThe empires of the galaxy have come together under a single political body. The Galactic Community has been established, a forum where diplomacy, debate, and power struggles will shape the future of the stars. Its true influence remains to be seen."
 TIMELINE_EVENT_GALACTIC_COMMUNITY: "A New Order\n§L[GetDate]§!"
 TIMELINE_EVENT_GALACTIC_COMMUNITY_RESOLUTION_TOOLTIP: "§HResolution Passed§!\n§YGalactic Event§!\n\nThe Galactic Community has spoken. A new resolution reshapes interstellar law. Some celebrate, others seethe, but all must obey."
 TIMELINE_EVENT_GALACTIC_COMMUNITY_RESOLUTION: "A Law for the Stars\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_IN_HEAVEN_TOOLTIP: "§HWar in Heaven§!\n§YGalactic Event§!\n\nThe old relics rise again, as benevolent overseers and wrathful titans. The [EVENT_TARGET_0.GetName] and the [EVENT_TARGET_1.GetName], ancient rivals of a forgotten age, have rekindled their cosmic war. Their fleets eclipse the stars, demanding that the younger races kneel... or be annihilated."
 TIMELINE_EVENT_WAR_IN_HEAVEN: "War of the Ancients\n§L[GetDate]§!"
 TIMELINE_EVENT_NEXUS_STORM_TOOLTIP: "§HNexus Storm§!\n§YGalactic Event§!\n\nA storm unlike any before has erupted in the [EVENT_TARGET_0.GetName] system. The Nexus Storm tears through systems, crippling ships, and bombarding planets with unrelenting devastation."
 TIMELINE_EVENT_NEXUS_STORM: "A Tempest Without Time\n§L[GetDate]§!"

 ####################################
 # Empire View
 ####################################

 PLANET_LIST:1 "Planets and Sectors"
 RESOURCES:0 "Resources"
 STRATEGIC_RESOURCE:0 "Strategic Resource"
 STRATEGIC_RESOURCE_USE:0 "Strategic Resource Use"
 TAB_LEADERS:0 "Leaders"
 TAB_POP_FACTIONS:0 "Factions"
 SELECT_LEADER_FOR_GOVERNING:2 "Select a Leader for governing §H$LOCATION$§!"
 SELECT_LEADER_FOR_GOVERNING_CORE_SECTOR:0 "Select a Leader for governing the §HCore Sector§!"
 SELECT_LEADER_FOR_TECHING:0 "Select a Scientist for leading §H$LOCATION$§!"
 SELECT_LEADER_FOR_COMMANDING:0 "Select a Leader for commanding §H$LOCATION$§!"

 HIRE_NEW_ADMIRAL:0 "Hire New Admiral!"
 HIRE_NEW_ADMIRAL_DESC:2 "Hire a new §HAdmiral§! for $COST|H$ £unity£ Unity."
 HIRE_NEW_GENERAL:0 "Hire New General!"
 HIRE_NEW_GENERAL_DESC:2 "Hire a new §HGeneral§! for $COST|H$ £unity£ Unity."
 HIRE_NEW_COMMANDER:0 "Hire New Commander!"
 HIRE_NEW_COMMANDER_DESC:2 "Hire a new §HCommander§! for $COST|H$ £unity£ Unity."
 HIRE_NEW_SCIENTIST:0 "Hire New Scientist!"
 HIRE_NEW_SCIENTIST_DESC:2 "Hire a new §HScientist§! for $COST|H$ £unity£ Unity."
 HIRE_NEW_GOVERNOR:0 "Hire New Governor!"
 HIRE_NEW_GOVERNOR_DESC:2 "Hire a new §HGovernor§! for $COST|H$ £unity£ Unity."
 HIRE_NEW_OFFICIAL:0 "Hire New Official!"
 HIRE_NEW_OFFICIAL_DESC:2 "Hire a new §HOfficial§! for $COST|H$ £unity£ Unity."
 CLICK_TO_RECRUIT:0 "§GClick to recruit§!"
 CLICK_TO_RECRUIT_GAMEPAD:0 "§GPress £gamepad_a£ to recruit§!"
 RECRUIT_LEADER:1 "Recruit Leader"
 STATUS:0 "Status"
 CANNOT_AFFORD_TO_HIRE:3 "§RWe do not have enough £unity£ Unity§!"
 LEADER_CAP_REACHED:0 "§RWe have the maximum amount of Leaders we can have!§!"
 LEADERS_CURRENT_MAX:0 "Leaders: $CURRENT|H$/$MAX|H$"
 OUTPUT:0 "Output"
 FIRE_LEADER_TITLE:1 "Fire Leader?"
 FIRE_LEADER_DESC:1 "Dismiss this leader permanently from your Empire."
 ALREADY_ASSIGNED_LEADER_TITLE:1 "Re-assign Leader?"
 ALREADY_ASSIGNED_LEADER_DESC:1 "This leader is already assigned to $STATUS|H$."
 PLANET_LIST_DISMISS_LEADER:0 "Dismiss Leader"
 PLANET_LIST_DISMISS_LEADER_DESC:0 "We can permanently dismiss this leader to free up a Leader slot."
 SORT_BY_OUTPUT:0 "§HSort by Output§!"
 SORT_BY_GOVERNOR:0 "§HSort by Governor§!"
 SORT_BY_MODULES:0 "§HSort by Modules§!"
 SPACEPORT_MODULES:0 "Modules"
 LEADER_CAP:0 "Leader Capacity"
 LEADER_CAP_DESC:0 "Leader Capacity determines the maximum number of Leaders our Empire can employ. This value can be affected by government types and technology."
 LEADER_CAP_CURRENT:0 "Current: $CURRENT|Y$"
 LEADER_CAP_CAPACITY:0 "Maximum: $CURRENT|Y$"
 SECTOR_CAP_TITLE:0 "Sectors"
 SECTOR_CAP_DESC:0 "We can effectively control $MAX|Y$ Sectors."
 SECTOR_CAP_INCREMENT_FROM_PLANETS:0 "From Owned Planets: $VALUE|+=2$"
 SECTOR_OVER_CAP_DESC:0 "§RWe have more Sectors than we can effectively manage!§!\n$MODIFIER$"
 PLANET_LIST_NO_LEADER:0 "No Governor"
 PLANET_LIST_NO_LEADER_DESC:0 "This Sector has no Governor assigned to it."
 PLANET_LIST_NO_LEADER_INSTRUCTIONS:0 "§GClick to assign a Governor§!"
 POP_FACTION_MANAGE:0 "Manage Faction"
 POP_FACTION_AGREE_TO_DEMANDS:0 "Agree to Demands"
 POP_FACTION_AGREE_TO_DEMANDS_DESC:0 "Agree to all demands from this faction."
 POP_FACTION_AGREE_TO_DEMANDS_TOOLTIP:0 "We can accept all demands that this faction presents.\n§GClick to accept all demands from this faction§!"
 POP_FACTION_MANAGE_TOOLTIP:1 "We can manage this faction in a number of ways, including accepting their demands. \n§GClick to show possible actions§!"
 POP_FACTION_MANAGE_TOOLTIP_INSTRUCTION:0 "§GClick to show possible actions§!"
 POP_FACTION_MANAGE_TOOLTIP_NO_ACTIONS:0 "§RNo possible actions§!"
 POP_FACTION_SUPPRESS:0 "Suppress"
 POP_FACTION_SUPPRESS_TOOLTIP:0 "Suppressing this faction costs £influence£ $COST|R$ influence each month and will reduce this faction's support by $REDUCTION$ each month."
 POP_FACTION_POP_TOOLTIP:0 "There are $TOTALPOPS|H$ Pops within our Empire that belong to this faction.\n "
 POP_FACTION_POP_LOCATION_TOOLTIP:0 "$COUNT|H$ Pop(s) on $PLANET|H$"
 POP_FACTION_SUPPORT_TOOLTIP:3 "§HFaction Support for $NAME$§!\nTotal: $PERCENTAGE|Y0%$"
 POP_FACTION_SUPPORT_DELAYED:0 "§t$concept_support_desc$§!\n\n§GClick ['concept_support'] to open the Databank§!"
 SUPPORT_FROM_CITIZEN_POPS:0 "From $NUM_POPS|Y$ Citizen Pop(s): $SUPPORT|0%Y$"
 SUPPORT_FROM_NON_CITIZEN_POPS:0 "From $NUM_POPS|Y$ Non-Citizen Pop(s): $SUPPORT|0%Y$"
 POP_FACTION_MILITANCY_TOOLTIP:0 "§HFaction Militancy:§! $LEVEL|Y0%$"
 POP_FACTION_MILITANCY_DELAYED:0 "Militancy represent the potential military strength of this faction. High Militancy increases the risk of this faction revolting as well as the amount of troops raised."
 POP_FACTION_DEMAND_TOOLTIP:0 "§HFaction Demands§!\nThese are the current demands of this faction. If Support for the faction is increased, the demands may change."
 POP_FACTION_SUPPORT_EFFECT_TOOLTIP:0 "§HFaction Effects§!\nThese are the current effects of the faction. If Support for the faction is increased, the effects may change."

 ####################################
 # Fleet View
 ####################################

 SET_FLEET_DESIGN:0 "Set Fleet Design"
 EDIT_FLEET_DESIGN:0 "§HEdit Fleet Design§!\nYou can edit the fleet design to specify fleet formation."
 FLEETVIEW_DISBAND:0 "Disband"
 FLEETVIEW_DISBAND_STATION_INSTRUCTIONS:0 "§GClick to disband this station§!"
 FLEETVIEW_DISBAND_FLEET_INSTRUCTIONS:0 "§GClick to disband this fleet§!"
 FLEETVIEW_DISBAND_SHIP_INSTRUCTIONS:0 "§GClick to disband this ship§!"
 FLEETVIEW_BREAK_FLEET_CONTRACT_INSTRUCTIONS:0 "§GClick to end this fleet lease contract§!"
 FLEETVIEW_SELECT_INSTRUCTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!"
 FLEETVIEW_DESELECT:0 "Deselect"
 FLEETVIEW_DESELECT_INSTRUCTIONS:0 "§GClick to deselect this fleet§!"
 FLEETVIEW_NO_LEADER_ASSIGN:0 "Assign Leader"
 FLEETVIEW_NO_LEADER:0 "No Leader Assigned"
 FLEET_STANCE_AGGRESSIVE:0 "Aggressive"
 FLEET_STANCE_AGGRESSIVE_DESC:0 "The fleet will automatically attempt to enter combat with hostile targets in the same system."
 FLEET_STANCE_AGGRESSIVE_TRANSPORT_DESC:0 "The fleet will automatically follow friendly military fleets and invade hostile planets, if the odds of success are favorable."
 FLEET_STANCE_PASSIVE:0 "Passive"
 FLEET_STANCE_PASSIVE_DESC:0 "The fleet will not move towards hostile targets, but will enter combat if the hostile targets move close enough."
 FLEET_STANCE_EVASIVE:0 "Evasive"
 FLEET_STANCE_EVASIVE_DESC:1 "The fleet will attempt to return to the nearest friendly starbase when hostile targets enter the same system."
 FLEET_STANCE_DESC:1 "§HFleet Stance§!\nCurrent fleet stance is set to $STANCE|Y$."
 bombardment_selective:0 "Selective"
 bombardment_indiscriminate:0 "Indiscriminate"
 bombardment_armageddon:0 "Armageddon"
 bombardment_raiding:0 "Raiding"
 GROUND_SUPPORT_HEADER:1 "$SUPPORT$ Orbital Bombardment"
 GROUND_SUPPORT_STANCE_DESC:1 "§HOrbital Bombardment§!\nOrbital Bombardment stance is set to '$STANCE|Y$'"
 bombardment_selective_desc:2 "$bombardment_selective$ Bombardment targets only identified military sites, taking care to avoid needless civilian casualties.\n- §YModerate§! damage to §YArmies§!\n- §YModerate§! damage to §YPlanet§!\n- §ELight§! damage to §YPops§!\n- Will §RNOT§! bombard undefended planets\n- Will §RNOT§! kill the last §Y$MIN_POPS$§! Pops"
 bombardment_indiscriminate_desc:3 "$bombardment_indiscriminate$ Bombardment targets military and planetary infrastructure with no regard for civilian casualties.\n- §HHeavy§! damage to §YArmies§!\n- §HHeavy§! damage to §YPlanet§!\n- §YModerate§! damage to §YPops§!\n- Will bombard undefended planets when §H$policy_orbital_bombardment_accept_surrender$§! is §H$orbital_bombardment_surrender_forbidden$§! \n- Will §RNOT§! kill the last §Y$MIN_POPS$§! Pops"
 bombardment_armageddon_desc:3 "$bombardment_armageddon$ Bombardment blankets the planet in heavy ordnance with the explicit aim of maximizing civilian casualties.\n- §RMassive§! damage to §YArmies§!\n- §RMassive§! damage to §YPlanet§!\n- §RMassive§! damage to §YPops§!\n- Will bombard undefended planets\n- Can reduce planets to lifeless Tomb Worlds"
 bombardment_raiding_desc:5 "$bombardment_raiding$ Bombardment targets enemy population centers with specialized raiding craft that scoop up their people and bring them back to our worlds to put them to work.\n- §ELight§! damage to §YArmies§!\n- §ELight§! damage to §YPlanet§!\n- Will §Yabduct§! Pops when possible instead of killing them\n- Will §RNOT§! abduct or kill the last Pop. Each army on the planet increases the number of protected Pops."
 GROUND_SUPPORT_CLICK_TO_SWITCH:2 "§GClick to change Orbital Bombardment stance for this fleet§!"
 GROUND_SUPPORT_CLICK_TO_SWITCH_PLANET_VIEW:0 "Click to change Orbital Bombardment stance for all owned fleets in orbit"
 GROUND_SUPPORT_STANCE_POLICY_DESC:1 "§EWhich Orbital Bombardment stances are allowed for this fleet depends on our Empire's policies.§!"
 GROUND_SUPPORT_NO_VALID_IN_ORBIT:1 "§RNo owned orbiting ships can perform Orbital Bombardment§!"
 ORBITAL_BOMBARDMENT_PLANET_DAMAGE:0 "Bombardment inflicts §R$AMOUNT|2$%§! devastation on the planet each day."
 PLANET_DEVASTATION:0 "Planet Devastation"
 ORBITAL_BOMBARDMENT:0 "Orbital Bombardment"
 BOMBARDING_FLEET_TOO_SMALL:1 "The orbiting fleet is too small to do any lasting damage to the planet."
 NO_DEVASTATION:0 "§GPlanet has no Devastation§!"
 DEVASTATION_BOMBARDMENT_EFFECTS:0 "Effects on Planet from Devastation:"
 orbital_bombardment:0 "$ORBITAL_BOMBARDMENT$"
 BOMBARDING_PLANET:1 "Bombarding $PLANET|Y$"
 FLEET_VIEW_TRANSFER_DESC:0 "Select which ships to transfer to $FLEET$"
 FLEET_VIEW_TRANSFER_DESC_NEW_FLEET:0 "Select which ships to move to a new fleet"
 FLEET_TRANSFER_NOT_OWNER:0 "Not the owner of Fleet"
 FLEET_TRANSFER_TOO_SMALL:0 "Not enough ships to form a new fleet"
 FLEET_TRANSFER_NOT_CORE_SECTOR:0 "Fleet doesn't belong to our core sector"
 FLEET_VIEW_DRAG_TO_TRANSFER:0 "You can drag and drop this onto other fleets to transfer these ships."
 FLEET_VIEW_DRAG_TO_TRANSFER_ALL:0 "You can drag and drop this field onto other fleets to transfer all ships in the fleet."
 FLEET_VIEW_CLICK_TO_DETACH_AND_SELECT:0 "Click to create a new fleet with these ships and select the new fleet."
 FLEET_VIEW_RIGHT_CLICK_TO_DETACH:0 "Right-click to create a new fleet with these ships."
 FLEET_VIEW_RIGHT_CLICK_TO_DETACH_TARGET:0 "Right-click to move these ships to $TARGET$."
 RETROFIT:0 "Retrofit"
 RETROFIT_SHIP:0 "Retrofit Ship Design"
 MULTIPLE_FLEETS_SEL:0 "Multiple Fleets Selected ( $NUM|H$ )"
 MULTIPLE_STATIONS_SEL:0 "Multiple Stations Selected ( $NUM|H$ )"
 MULTIPLE_UNITS_SEL:0 "Multiple Units Selected ( $NUM|H$ )"
 CREATE_NEW_FLEET:0 "Drop Ships Here To Create New Fleet"
 CREATE_NEW_FLEET_DESC:0 "Drag-drop individual military-ships here to create a new fleet. You may also drop ships on other fleets if you have multiple selected."
 SELECT:0 "Select"
 DESELECT:0 "Deselect"
 SHIP_FTL_YES:0 "FTL Capability: §GYes§!"
 SHIP_FTL_NO:0 "FTL Capability: §RNo§!"
 WORMHOLE_OPENING_TIP:0 "Opening Wormhole for $FOR|H$: $PROGRESS|Y%0$"
 WORMHOLE_QUEUED_TIP:0 "Waiting to open Wormhole for $FOR|H$"
 WORMHOLE_STATION_IDLE:0 "Idle"
 FLEET_VIEW_ACTIONS_DESCRIPTIONS:0 "§GClick to select only this fleet\nRight-click to deselect this fleet§!"
 EMERGENCY_FTL:0 "Emergency FTL Jump"
 EMERGENCY_FTL_DESC:1 "Initiate an emergency jump, causing the fleet to disengage from combat and leave the system ending up Missing In Action. Due to it being an uncalibrated jump all ships will take damage, some may be destroyed, and some may be lost."
 EMERGENCY_FTL_ACTIVE:0 "§RIs currently preparing to do a jump.§!"
 NO_COMBAT:0 "§RIs not engaged in any combat.§!"
 EMERGENCY_FTL_NOT_MOBILE:0 "§RIs not mobile.§!"
 EMERGENCY_FTL_NO_ESCAPE:0 "§RFleet has nowhere to flee to.§!"
 ONLY_FEDERATION_LEADER_CAN_BUILD_SHIPS:2 "Only the $FEDERATION$ leader can build $FEDERATION$ ships!"
 FEDERATION_NAVAL_CAPACITY_FULL:0 "Building this ship would put the $FEDERATION$ fleet over its maximum capacity!"
 COMMAND_LIMIT_FLEET_TOOLTIP:0 "$COMMAND_LIMIT$ Usage: §Y$SIZE|0$/$MAX|0$§!"
 NAVY_SIZE_TITLE:0 "Naval Capacity"
 NAVY_LIMIT_VALUE:2 "$NAVY_SIZE_TITLE$ $SIZE|Y$/$LIMIT|Y$"
 FLEET_SIZE_TITLE:2 "Fleet Size"
 FLEET_SIZE_TOTAL:1 "This fleet: £navy_size£ $SIZE|0Y$"
 NAVY_SIZE_COUNT_MAX:0 "$COUNT|0$/$MAX|0$"
 FLEET_SIZE_COUNT:1 "£navy_size£ $COUNT|0Y$"
 FLEET_SIZE_COUNT_WITH_MAX:0 "£navy_size£ §Y$COUNT|0$/$MAX|0$§!"
 FLEET_SIZE_DESC:1 "The $FLEET_SIZE_TITLE$. Larger ships use more capacity than smaller ships."
 WORMHOLE_CAPACITY_BASE_VALUE:0 "$BASE$: $VALUE|Y0$"
 FLEET_SIZE_VALUE:0 "$NAVY_SIZE_TITLE$: £navy_size£ $VALUE|Y0$"
 NONFRIENDLY_TERRITORY:0 "Non-friendly Territory"
 NONFRIENDLY_TERRITORY_VALUE:1 "$NONFRIENDLY_TERRITORY$: $VALUE|%Y0$"
 NO_ORDERS:0 "No orders"
 CURRENT_ACTIVITY:0 "Current Activity"
 JUMP_COST_BASE_VALUE:0 "$BASE$: $VALUE|Y$"
 DISTANCE_FROM_FRIENDLY_TERRITORY:0 "Distance from friendly territory: $VALUE|%Y0$"
 JUMP_WARP_DISTANCE_VALUE:0 "$DISTANCE$: $VALUE|Y0$"
 COMMAND_LIMIT_DELAYED_TOOLTIP:2 "The maximum §Y$FLEET_SIZE_TITLE$§! of any individual fleet depends on our empire's §H$COMMAND_LIMIT$§!."

 VALUE_OUT_OF_MAX:0 "$VALUE$/$MAX$"

 MIL_FLEET_TT_SIZE:1 "$CAP_STRING$: £navy_size£ $SIZE|Y$"
 SHIP_SIZE_COUNT:1 "£$KEY$£ $TYPE$: $COUNT|Y$"
 HULL_STATE:2 "£ship_stats_hitpoints£ $VALUE$"
 ARMOR_STATE:0 "£ship_stats_armor£ $VALUE$"
 SHIELD_STATE:0 "£ship_stats_shield£ $VALUE$"
 PIRACY_SUPPRESSION_STATE:0 "£ship_stats_piracy_supression£$VALUE|0G$"
 PIRACY_SUPPRESSION:0 "Piracy Suppression"
 PIRACY_SUPPRESSION_VALUE:0 "Total: $VALUE|0Y$"
 PIRACY_SUPPRESSION_SHIP_INFO:0 "§Y$COUNT|0$x§! $NAME$(s): §Y+$VALUE|0$§!"
 PIRACY_SUPPRESSION_DESC:1 "§E§H$PIRACY_SUPPRESSION$§! represents how much the fleet's presence passively reduces §HPiracy§! in a system.\n\nSmaller ships have a higher §H$PIRACY_SUPPRESSION$§! value, as nimble vessels pose a greater threat to pirate operations.§!"
 PIRACY_SUPPRESSION_TOOLTIP:0 "$PIRACY_SUPPRESSION$: £ship_stats_piracy_supression£ $VALUE|0Y$"
 MILITARY_POWER_YELLOW:1 "£military_power£ $VALUE|0Y$"
 FLEET_COMPOSITION:1 "Fleet Composition"
 IN_FTL:1 "§EIn FTL§!"
 IS_MIA:0 "§EIs Missing In Action§!"

 NAVY_SIZE_DESC:4 "§t$concept_naval_capacity_desc$§!\n\n§GClick ['concept_naval_capacity'] to open the Databank§!\n§GClick £fleet_size£ in the menu to open the $FLEET_MANAGER_VIEW$§!"
 DISABLED_FOR_TEMPLATE_WITHOUT_FLEET:0 "Disabled for Templates without any Ships"
 over_starbase_capacity:0 "Exceeding Starbase Capacity"

 STARBASE_CAPACITY_TITLE:0 "Starbase Capacity"
 STARBASE_CAPACITY_TOOLTIP: "Starbase Capacity: $MAX|0Y$"
 STARBASE_CAPACITY_DESC:3 "§t$concept_starbase_capacity_desc$§!\n\n§GClick ['concept_starbase_capacity'] to open the Databank§!"

 POOR_MAINTENANCE_DESC:1 "Receives §R-$PENALTY$§! hit points penalty each day since Empire has negative amount of Energy."
 WILL_BEGIN_STATION_SELFREPAIR:0 "Station will start repairing itself in $DAYS|Y$ Days."
 SHIP_REPAIR_DESC:2 "§EDamaged Ships are repaired when entering orbit of a friendly star with an upgraded §HStarbase§!.§!"
 STATION_REPAIR_DESC:1 "§EDamaged Space Stations will slowly repair themselves when not under attack.§!"
 FLEET_VIEW_TOGGLE_ITEM:0 "§GClick to toggle ship-list§!"
 FLEET_VIEW_SPLIT:0 "Split Fleet"
 FLEET_VIEW_SPLIT_DESC:0 "§GClick to split this fleet, moving half of the ships into a new fleet§!"
 FLEET_VIEW_NEW:1 "Transfer Ships"
 FLEET_VIEW_NEW_DESC:0 "§GClick to select which ships to transfer to a new fleet§!"
 FLEET_VIEW_NEW_DESC_TARGET:0 "§GClick to select which ships to transfer to $TARGET$§!"
 FLEET_VIEW_UPGRADE:0 "Upgrade Fleet"
 FLEET_VIEW_UPGRADE_DESC:1 "§GClick to order fleet to move to closest shipyard for an upgrade§!"
 FLEET_VIEW_UPGRADE_STATION:0 "Upgrade Station"
 FLEET_VIEW_UPGRADE_STATION_DESC:0 "§GClick to queue fleet upgrade§!"
 NO_UPGRADE_AVAILABLE:0 "§RNo upgrades available.§!"
 NO_UPGRADE_REACHABLE:0 "§RCannot reach any Starbase§!"
 NO_REPAIR_NEEDED:2 "§WFleet has maximum health and armor.§!"
 UPGRADE_NOT_OWNER:1 "§RNot an owner of the fleet§!"
 REPAIR_NO_PLANET:0 "§RRequires a colony§!"
 FLEET_VIEW_REPAIR:0 "Repair Fleet"
 FLEET_VIEW_REPAIR_DESC:1 "§GClick to move fleet to closest Starbase for repairs§!"
 FLEET_VIEW_COMPONENTS_LABEL:0 "Core Components"
 FLEET_VIEW_ARMAMENTS_LABEL:0 "Armaments"
 FLEET_VIEW_UTILITIES_LABEL:0 "Utilities"
 TRADE_CANCEL_BUTTON:0 "Cancel"
 TRADE_CANCEL_BUTTON_DESC:0 "Cancel negotiations and return to diplomacy."
 TRADE_CONFIRM_BUTTON:0 "Confirm"
 TRADE_CONFIRM_BUTTON_DESC:1 "Send this trade offer."
 TRADE_ACCEPTANCE:1 "Trade Acceptance"
 TRADE_ACCEPTANCE_DESC:2 "For them to accept our trade offer, their Trade Acceptance needs to be at least §G1§!."
 TRADE_CATEGORY_CREDITS_DESC:0 "§GClick to see possible ways of trading Energy Credits§!"
 REPAIR:0 "Repair"
 DISABLE:0 "Disable"
 ENABLE:0 "Enable"
 FLEET_VIEW_INVESTIGATE:0 "Investigate"
 FLEET_VIEW_INVESTIGATE_DESC:1 "We need to study these aliens through a §YFirst Contact§! investigation before we can hope to understand their technology or learn how to communicate with them..."
 FLEET_VIEW_INVESTIGATE_DISABLED_BY_CLOAKING:0 "$FLEET_VIEW_INVESTIGATE$"
 FLEET_VIEW_INVESTIGATE_DISABLED_BY_CLOAKING_DESC:1 "§RWe cannot launch a First Contact investigation while Cloaked.§!"
 FLEET_VIEW_REINFORCE_HEADER:0 "Reinforce Fleet"
 FLEET_VIEW_REINFORCE_CLICK:0 "§GClick to reinforce fleet from the nearest shipyards§!"
 FLEET_VIEW_TURN_INTO_ENCLAVE_HEADER: "Convert into [This.GetEnclaveName]"
 FLEET_VIEW_TURN_INTO_ENCLAVE_DESCRIPTION: "This converts this fleet into a §Y[This.GetEnclaveName].§! §RWe will lose control of the fleet.§!"
 FLEET_VIEW_ENCLAVE_CAPACITY_AVAILABLE: "$VALUE|Y$"
 FLEET_VIEW_ENCLAVE_CAPACITY_UNAVAILABLE: "$VALUE|R$"
 FLEET_VIEW_ENCLAVE_CAPACITY_DESCRIPTION: "Enclave Capacity: $VALUE$"
 FLEET_VIEW_ENCLAVE_CAPACITY_VERBOSE: "§E[This.GetEnclavePlural]§! can offer §H[This.GetEnclaveFleetPlural]§! to serve empires for a limited time. §YEnclave Capacity§! can be increased through §YCivics, Ascension Perks§! or §YGalactic Resolutions§!."
 FLEET_VIEW_ENCLAVE_UNFULFILLED_CONDITIONS: "§RUnfulfilled conditions:§!"
 ENCLAVE_DEFAULT: "Mercenary Enclave"
 ENCLAVE_PLURAL: "Mercenary Enclaves"
 ENCLAVE_FLEET_NAME: "Mercenary fleet"
 ENCLAVE_FLEET_PLURAL: "Mercenary fleets"

 SHIP_SIZE_MULTIPLIER:0 "Ship Size: £navy_size£ §H$VALUE|0$§!"
 SHIP_SIZE:1 "§H$SIZE$§!"
 SHIP_NAME:1 "§H$NAME$§!"
 SHIP_CLASS:0 "$CLASS$-class"
 SHIP_ICON_CLASS:0 "$ICON$$SHIP_CLASS$"
 SHIP_SIZE_NAME:0 "$SHIP_SIZE$ $SHIP_NAME$"
 SHIP_SIZE_NAME_CLASS:0 "$SHIP_SIZE_NAME$ \n$SHIP_CLASS$"

 STATION_NAME:0 "§H$TYPE$§! $NAME$"
 MILITARY_STATION_NAME:1 "§H$SIZE$§! $RULERNAME$ \n$SHIP_CLASS$"

 ARMY_MILITARY_POWER_TIP:3 "$ARMY_POWER_HEADER$: £army_power£ $VALUE|0Y$"
 MILITARY_POWER_TIP:1 "Military Power: £military_power£ $VALUE|0Y$"
 MILITARY_POWER_TIP_BOSS:0 "Military Power: £military_power_boss£ "
 MILITARY_POWER_TIP_ULTRA_BOSS: "Military Power: £military_power_ultra_boss£ "

 ARMY_LEADER_NAME:0 "General: $NAME|H$"
 INSPECT:0 "Ship Details"
 CLICK_TO_INSPECT:0 "§GClick to show ship details§!"
 INSPECT_ARMY:0 "Army Details"
 CLICK_TO_INSPECT_EMBARKED_ARMY:0 "§GClick to show details for embarked army§!"
 FOCUS_ON_FLEET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this fleet is located.§!"
 FOCUS_ON_COMBAT:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this combat is located.§!"
 NO_RETREAT:0 "§RLeader Trait $TRAIT|H$ disables emergency FTL.§!"
 NO_RETREAT_DESC:0 "§RFleet cannot use Emergency FTL.§!"

 RESOURCES_LOST:1 "Monthly Cost: §Y$COST$§!\n"
 RESOURCES_GAIN:1 "Monthly Gain: §Y$GAIN$§!\n"

 NAVY_SIZE_BASE:0 "Base: $VALUE$"
 NAVY_SIZE_POPS_VALUE:0 "From Pops: $VALUE$"
 NAVY_SIZE_PLANETS_VALUE:0 "From Spaceports: $VALUE$"
 NAVY_SIZE_HABITATS_VALUE:0 "From Habitats: $VALUE$"
 NAVY_SIZE_SUBJECTS:0 "From Subjects: $VALUE$"
 NAVY_SIZE_ALLIANCE:1 "\nWe transfer $VALUE|%0Y$ of our Naval Capacity to our Federation."
 NAVY_SIZE_TOOLTIP:2 "Naval Capacity: $MAX|0Y$"
 NAVY_SIZE_MAX:1 "§RMax: $VALUE|0$§!"
 NAVY_SIZE_MAX_REACHED:1 "§RMaximum Naval Capacity reached.§!"
 MISSING_HEAD_OF_NAVY: "Missing Head of Navy"

 STARBASE_CAPACITY_BASE:0 "Base: $VALUE$"
 STARBASE_CAPACITY_POPS_VALUE:0 "From $NUM_POPS$ $POP_POPS$: $VALUE$"
 STARBASE_CAPACITY_SYSTEMS_VALUE:0 "From $NUM_SYSTEMS$ $SYSTEM_SYSTEMS$: $VALUE$"
 STARBASE_CAPACITY_MAX:0 "§RMax: $VALUE|0$§!"
 STARBASE_CAPACITY_MAX_REACHED:0 "§RMaximum Starbase Capacity reached.§!"

 STARBASE_COST_DISCLAIMER:1 "The full cost is dependent on which star system is being claimed."

 ####################################
 # Station Selection GUI
 ####################################
 STATION_SELECTION_PICK_DESIGN:0 "Pick the design you wish to build."

 ####################################
 # Megastructure Selection GUI
 ####################################
 MEGASTRUCTURE_SELECTION_PICK_TYPE:1 "Megastructures"
 MEGASTRUCTURE_UPGRADES_HEADER: "$MEGASTRUCTURE$ Upgrades:"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_ONE_PER_COUNTRY: "Each empire can only build one $MEGASTRUCTURE$."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_NEEDLE: "Each empire can only build one $MEGASTRUCTURE$, in orbit of their Capital."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_OUTSIDE_GRAVITY_WELL: "Must be built outside a system's gravity well."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_RING_WORLD: "Must be built in a system with no habitable planets or habitats."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_DYSON_SPHERE: "Must be built in a system with a single star and no habitable planets."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MATTER_DECOMPRESSOR: "Must be built in a system with a black hole and no habitable planets."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_QUANTUM_CATAPULT: "Must be built on a Neutron Star or Pulsar."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_ORBITAL_RING: "Must be built around a colonized planet."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_DYSON_SWARM: "Must be built in a system with a single star."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_HABITAT_CENTRAL_COMPLEX: "Must be built in orbit of a major planetary body."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MAJOR_ORBITAL: "Must be built in a system with a Habitat Central Complex, in orbit of a major planetary body."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MINOR_ORBITAL: "Must be built in a system with a Habitat Central Complex, in orbit of a minor planetary body."
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MAJOR_ORBITAL_KNIGHTS: "Must be built in a system with a Habitat Central Complex, in orbit of a planet."

 ####################################
 # Combat View
 ####################################
 FLEET_COMBAT:0 "Fleet Combat"
 DISENGAGE:0 "Disengage"
 COMBAT_VIEW_LEFT_HITPOINTS:1 "Defender hull points: $VALUE|0Y$/$MAX|0G$"
 COMBAT_VIEW_RIGHT_HITPOINTS:1 "Attacker hull points: $VALUE|0Y$/$MAX|0R$"
 COMBAT_VIEW_LEFT_HITPOINTS_BOSS:0 "Defender hull points: §R???§!"
 COMBAT_VIEW_RIGHT_HITPOINTS_BOSS:0 "Attacker hull points: §R???§!"
 SHIP_DESTROYED:0 "Destroyed"
 COMBAT_VIEW_RETREAT_ALL:0 "Retreat All"
 POPUP_COMBAT_RETREAT_CONFIRMATION_NAME:0 "$COMBAT_VIEW_RETREAT_ALL$"
 POPUP_COMBAT_RETREAT_CONFIRMATION_DESC:1 "Activate emergency FTL for all capable fleets?"

 ####################################
 # Assign Traits
 ####################################
 CLICK_TO_ASSIGN_TRAIT:0 "§GClick to choose§! $TRAIT|H$."
 TRAIT_SELECTION:1 "Level Up!"
 OPEN_TRAIT_ASSIGNMENT:0 "Pending Trait pick\n$CLICK_TO_OPEN_TRAIT_ASSIGNMENT$"
 SUBCLASS_SELECTION:0 "Veteran Level Reached!"
 DESTINY_SELECTION:0 "Select Destiny"
 CLICK_TO_OPEN_TRAIT_ASSIGNMENT:0 "§GClick to Open Trait Selection§!"
 DISABLE_AUTOPICK:0 "Trait §YAuto Picking§! can be disabled in the §YLeader View§!."
 ASSIGN_TRAIT_NEXT:0 "Next ($NUM|Y$ more)"
 ASSIGN_TRAIT_CONFIRM:0 "OK"

 ####################################
 # Paragon
 ####################################

 LEADER_BACKGROUND_PLANET_TITLE:0 "§HHome Planet§!"
 LEADER_BACKGROUND_PLANET:0 "Home Planet: $PLANET|H$"
 LEADER_BACKGROUND_JOB:0 "Previous Job: $JOB|H$"
 LEADER_BACKGROUND_ETHIC:0 "Ethic: $ETHIC|H$"
 COUNCIL_DYNAMIC_BACKGROUND:0 "[Root.GetScriptedCouncilBackground]"
 LEADER_RECRUITMENT_SCRIPTED_GREETING:1 "§L[Root.GetScriptedLeaderRecruitedGreeting]§!"

 ####################################
 # Ship Designer
 ####################################

 COMPONENT_SET_MULTIPLE_SIZES:0 "Hover over size icon to see detailed info"

 PRODUCTION_COST:0 "Production"
 shipclass_military:0 "Military Ship"
 shipclass_military_special:0 "Colossus"
 shipclass_constructor:0 "Construction Ship"
 shipclass_constructor_name:0 "Construction Ship $NUM$"
 shipclass_colonizer:0 "Colony Ship"
 shipclass_colonizer_name:0 "Colony Ship $NUM$"
 shipclass_science_ship:0 "Science Ship"
 shipclass_science_ship_name:0 "Science Ship $NUM$"
 shipclass_transport:0 "Transport Ship"
 shipclass_transport_name:0 "Transport Ship $NUM$"
 shipclass_orbital_station:0 "Spaceport"
 shipclass_orbital_station_desc:0 "A Spaceport for orbital construction."
 shipclass_orbital_station_name:0 "$PLANET$ Spaceport"
 shipclass_mining_station:0 "Mining Station"
 shipclass_mining_station_desc:0 "An orbital station dedicated to harvesting resources."
 shipclass_mining_station_name:0 "$PLANET$ Mining Station"
 shipclass_research_station:0 "Research Station"
 shipclass_research_station_desc:0 "An orbital station dedicated to research."
 shipclass_research_station_name:0 "$PLANET$ Research Station"
 shipclass_military_station:0 "Military Station"
 shipclass_military_station_name:0 "Military Station"
 shipclass_wormhole_station:0 "Wormhole Station"
 shipclass_wormhole_station_name:0 "Wormhole Station"
 shipclass_science:0 "Science Ship"
 shipclass_terraform_station:0 "Terraforming Station"
 shipclass_terraform_station_desc:0 "An orbital station that drastically reshapes a planet, through the use of gases and liquids."
 shipclass_terraform_station_name:0 "$PLANET$ Terraforming Station"
 shipclass_observation_station:0 "Observation Post"
 shipclass_observation_station_name:0 "$PLANET$ Observation Post"
 shipclass_starbase:0 "Starbase"
 shipclass_starbase_name:0 "Starbase"

 ACTION_MENU:0 "Action Menu"
 UTILITY_SLOTS:0 "Utility Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small"
 WEAPON_SLOTS:0 "Weapon Slots: $LARGE$ Large, $MEDIUM$ Medium, $SMALL$ Small"
 UNNAMED:0 "Unnamed"
 SHIP_ROLE:0 "Ship Role"
 CHOOSE_SECTION:0 "Choose Section"
 SHIPDESIGNER_SAVEFAIL_UNNAMED:0 "§RShip Design does not have a name.§!"
 SHIPDESIGNER_SAVEFAIL_SAME:0 "§RA Ship Design with this name already exists.§!"
 SHIPDESIGNER_SAVEFAIL_MISSING_SECTIONS:0 "§RNot all sections have been assigned.§!"
 SHIPDESIGNER_SAVEFAIL_POWER:0 "§RThis Ship Design does not have enough power.§!"
 SHIPDESIGNER_SAVEFAIL_DLC_APOCALYPSE:0 "§RThe 'Apocalypse' DLC is required to use Titan and Colossus-class components.§!"
 SHIPDESIGNER_SAVEFAIL_INVALID_SECTION:0 "§RThis Ship Design has one or more invalid Sections.§!"
 SHIPDESIGNER_SAVEFAIL_INVALID_SHIP_SIZE:0 "§REmpire cannot build $SIZE|H$ ships.§!"
 SHIPDESIGNER_COMPONENT_SLOT_COUNT:0 "$COUNT|Y$"
 SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP_START:1 "$NAME|H$\nCost: $COST|Y0$"
 SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP_FINISH:0 "§GClick to select this Section§!"
 SECTION_ENTRY_WEAPON_SLOTS:0 "Weapon Slots"
 SECTION_ENTRY_UTILITY_SLOTS:0 "Utility Slots"
 TYPE_OF_NEW_DESIGN:0 "Choose Ship Class"


 SHIP_STAT_COST:1 "Cost"
 SHIP_STAT_BUILD_TIME:1 "Build Time"
 SHIP_STAT_MINERAL_MAINTENENCE:2 "Upkeep"
 SHIP_STAT_ENERGY_MAINTENENCE:2 "Upkeep"
 SHIP_STAT_POWER_USAGE:1 "Power"
 SHIP_STAT_RARITY_USAGE: "Rarity"
 SHIP_STAT_HITPOINTS:1 "Hull Points"
 SHIP_STAT_ARMOR:1 "Armor"
 SHIP_STAT_SHIELDS:1 "Shields"
 SHIP_STAT_COMBAT_SPEED:3 "Combat Speed"
 SHIP_STAT_EVASION:1 "Evasion"
 SHIP_STAT_DAMAGE:1 "Damage"
 SHIP_STAT_SPECIAL:1 "Special Values"
 SHIP_STAT_SPEED:1 "Speed"
 SHIP_STAT_HULL_REGENERATION:0 "$MOD_SHIP_HULL_REGEN_ADD_PERC$"
 SHIP_STAT_HULL_REGENERATION_STATIC:0 "$SHIP_STAT_HULL_REGENERATION$"
 SHIP_STAT_ARMOR_REGENERATION:0 "$MOD_SHIP_ARMOR_REGEN_ADD_PERC$"
 SHIP_STAT_ARMOR_REGENERATION_STATIC:0 "$SHIP_STAT_ARMOR_REGENERATION$"
 SHIP_STAT_SHIELD_REGENERATION:0 "$MOD_SHIP_SHIELD_REGEN_ADD_PERC$"
 SHIP_STAT_SHIELD_REGENERATION_STATIC:0 "$SHIP_STAT_SHIELD_REGENERATION$"

 SHIP_STAT_COST_INLINE:0 "£ship_stats_build_cost£ $SHIP_STAT_COST$"
 SHIP_STAT_BUILD_TIME_INLINE:0 "£ship_stats_build_time£ $SHIP_STAT_BUILD_TIME$"
 SHIP_STAT_MINERAL_MAINTENENCE_INLINE:0 "£ship_stats_maintenance£ $SHIP_STAT_MINERAL_MAINTENENCE$"
 SHIP_STAT_ENERGY_MAINTENENCE_INLINE:1 "£ship_stats_maintenance£ $SHIP_STAT_ENERGY_MAINTENENCE$"
 SHIP_STAT_POWER_USAGE_INLINE:0 "£ship_stats_power£ $SHIP_STAT_POWER_USAGE$"
 SHIP_STAT_HITPOINTS_INLINE:0 "£ship_stats_hitpoints£ $SHIP_STAT_HITPOINTS$"
 SHIP_STAT_ARMOR_INLINE:0 "£ship_stats_armor£ $SHIP_STAT_ARMOR$"
 SHIP_STAT_SHIELDS_INLINE:0 "£ship_stats_shield£ $SHIP_STAT_SHIELDS$"
 SHIP_STAT_COMBAT_SPEED_INLINE:0 "£ship_stats_speed£ $SHIP_STAT_COMBAT_SPEED$"
 SHIP_STAT_EVASION_INLINE:0 "£ship_stats_evasion£ $SHIP_STAT_EVASION$"
 SHIP_STAT_DAMAGE_INLINE:0 "£ship_stats_damage£ $SHIP_STAT_DAMAGE$"
 SHIP_STAT_SPECIAL_INLINE:0 "£ship_stats_special£ $SHIP_STAT_SPECIAL$"
 SHIP_STAT_SPEED_INLINE:0 "£ship_stats_speed£ $SHIP_STAT_SPEED$"
 SHIP_STAT_RANK_INLINE:0 "£ship_stats_special£ Rank:"
 SHIP_STAT_HULL_REGENERATION_INLINE:0 "£ship_stats_hitpoints£ $SHIP_STAT_HULL_REGENERATION$"
 SHIP_STAT_HULL_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_HULL_REGENERATION_INLINE$"
 SHIP_STAT_ARMOR_REGENERATION_INLINE:0 "£ship_stats_armor£ $SHIP_STAT_ARMOR_REGENERATION$"
 SHIP_STAT_ARMOR_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_ARMOR_REGENERATION_INLINE$"
 SHIP_STAT_SHIELD_REGENERATION_INLINE:0 "£ship_stats_shield£ $SHIP_STAT_SHIELD_RECHARGE$"
 SHIP_STAT_SHIELD_REGENERATION_STATIC_INLINE:0 "$SHIP_STAT_SHIELD_REGENERATION_INLINE$"

 SHIP_STAT_SENSOR_RANGE:0 "Sensor Range: $VALUE|Y0$"
 SHIP_STAT_IDEAL:0 "Ideal Range: $RANGE|Y0$"

 SHIP_STAT_COST_VALUE:0 "£$RESOURCE$£ $VALUE|Y0$"
 SHIP_STAT_BUILD_TIME_VALUE:0 "£resource_time£ $VALUE|0Y$"
 SHIP_STAT_ENERGY_MAINTENENCE_VALUE:0 "£energy£ $VALUE|2Y$"
 SHIP_STAT_MINERAL_MAINTENENCE_VALUE:0 "£minerals£ $VALUE|2Y$"
 SHIP_STAT_POWER_USAGE_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_HITPOINTS_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_ARMOR_VALUE:1 "$VALUE|Y0$"
 SHIP_STAT_SHIELDS_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_EVASION_VALUE:0 "§Y$VALUE|1$%§!"
 SHIP_STAT_COMBAT_SPEED_VALUE:0 "$VALUE|Y1$"
 SHIP_STAT_DAMAGE_VALUE:0 "§Y$VALUE|2$ /§! £resource_time£ "
 SHIP_STAT_SPECIAL_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_SPEED_VALUE:0 "$VALUE|Y0$"
 SHIP_STAT_HULL_REGENERATION_VALUE:0 "§Y$VALUE$ / £time£§!"
 SHIP_STAT_HULL_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_HULL_REGENERATION_VALUE$"
 SHIP_STAT_ARMOR_REGENERATION_VALUE:0 "§Y$VALUE$ / £time£§!"
 SHIP_STAT_ARMOR_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_ARMOR_REGENERATION_VALUE$"
 SHIP_STAT_SHIELD_REGENERATION_VALUE:0 "§Y$VALUE$ / £time£§!"
 SHIP_STAT_SHIELD_REGENERATION_STATIC_VALUE:0 "$SHIP_STAT_SHIELD_REGENERATION_VALUE$"
 SHIP_STAT_PIRACY_SUPPRESSION:0 "$PIRACY_SUPPRESSION$"
 SHIP_STAT_PIRACY_SUPPRESSION_VALUE:0 "£ship_stats_piracy_supression£$VALUE|Y0$"

 SHIP_STAT_DESC_cost:0 "§EThe cost of constructing the ship is a sum of the cost of the sections and components currently equipped. Larger sections and more advanced components all come with a higher cost.§!"
 SHIP_STAT_DESC_build_time:0 "§EThe time it takes to construct the ship scales with the sections and components equipped.§!"
 SHIP_STAT_DESC_energy_maintenance:1 "§EThe §HUpkeep§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!"
 SHIP_STAT_DESC_mineral_maintenance:1 "§EThe §HUpkeep§! required to keep the ship in service is a percentage of the total §HBuild Cost§!.§!"
 SHIP_STAT_DESC_power:1 "§EAn abundance of §HPower§! is required to run various onboard systems. Power is increased by adding additional reactors, while it is drained by most other components. Designs with negative §HPower§! can not be saved.§!"
 SHIP_STAT_DESC_hitpoints:1 "§EThe §HHull Points§! of a ship determine how much punishment it can take before suffering a catastrophic hull breach, destroying it.§!"
 SHIP_STAT_DESC_armor:2 "§E§HArmor§! acts as a second line of defense, absorbing any incoming fire that has penetrated the shields before it can damage the hull. Armor must be repaired at a §HStarbase§!, unless the ship is equipped with a special regenerative armor component.§!"
 SHIP_STAT_DESC_shields:1 "§E§HShields§! act as a first line of defense, absorbing incoming fire before it can impact the armor and hull. Some weapons may deal additional damage to shields or even bypass them entirely. Pulsars are also known to render them inoperable. Shields will slowly regenerate when out of combat.§!"
 SHIP_STAT_DESC_evasion:1 "§EAll ships can evade attacks, avoiding any damage that would have been dealt. The §HEvasion§! chance can be increased by thrusters and other components, but larger ships benefit less.§!"
 SHIP_STAT_DESC_combat_speed:0 "§EThe §HSpeed§! of the ship decides how quick it maneuvers when not using FTL-travel, and is increased by the Thruster-component equipped. When moving in a fleet the slowest ship will limit the maximum speed.§!"
 SHIP_STAT_DESC_speed:0 "$SHIP_STAT_DESC_combat_speed$"
 SHIP_STAT_DESC_damage:1 "§EThe total damage done by the ship is a summation of the damage of all weapon components equipped. Each weapon will still attack individually during combat. See individual components for detailed information such as attack speed, damage and effective range as well as §HArmor§! and §HShield§! penetration.§!"

 SCIENCE_SHIP_DESC:0 "Science Ship ( Scanner: $LEVEL|Y$, Speed: §H$SPEED|Y1$x§! )"
 REDESIGN_CURRENT:0 "Redesign Current $CLASS|Y$"
 SHIP_DESIGN_SENSOR_RANGE_DESC:0 "Sensor Range: $VALUE|Y2$"
 SHIP_DESIGN_WEAPONS_START_HELP:0 "Click on a Weapon Slot to show a list of Weapon Components"
 SHIP_DESIGN_UTILITIES_START_HELP:0 "Click on a Utility Slot to show a list of Utility Components"
 SHIP_DESIGN_RIGHT_CLICK_TO_CANCEL_COMPONENT_PAINT:0 "§GRight-click to remove selected Component§!"
 SELECT_SHIP_OWNER:0 "Select Design Owner"
 SHIP_DISABLED:0 "Disabled, requires repairs before it can function again."
 SHIP_DISENGAGED:0 "Ship has disengaged from combat and will rejoin the fleet at the end of the battle."
 DEFAULT_BATTLESHIP:0 "Basic Battleship"
 DEFAULT_DESTROYER:0 "Basic Destroyer"

 CMP_TT_COST:0 "Cost: $VALUE|Y0$"
 CMP_TT_UPKEEP: "Upkeep: $VALUE|Y0$"
 CMP_TT_RANGE:0 "Range: $RANGE|Y$"
 CMP_TT_DAMAGE:0 "Damage: §Y$MIN$ - $MAX$§!"
 CMP_WEAPON_TT_RANGE:1 "Range: $RANGE|0Y$"
 CMP_WEAPON_TT_ENGAGEMENT_RANGE:0 "Engagement Range: $VALUE|0Y$"
 CMP_WEAPON_TT_RANGEBAND:0 "Range: $MINRANGE|0Y$ - $MAXRANGE|0Y$"
 CMP_WEAPON_TT_DAMAGE:1 "Damage: §Y$MIN|0$ - $MAX|0$§!"
 CMP_WEAPON_TT_ACCURACY:1 "Accuracy: $VALUE|0%Y$"
 CMP_WEAPON_TT_TRACKING:0 "Tracking: $VALUE|0%Y$"
 CMP_WEAPON_TT_FIRINGARC:0 "Firing Arc: $VALUE|0Y$ Degrees"
 CMP_TT_COOLDOWN:0 "Cooldown: §Y$COOLDOWN|2$§! £resource_time£ "
 CMP_TT_DPD:0 "Average Damage: §Y$AVG|2$ / £resource_time£ §!"
 CMP_TT_SC_ARMOR:0 "Armor:"
 CMP_TT_SC_SHIELDS:0 "Shields:"
 CMP_TT_SC_HITPOINTS:0 "Hull Points:"
 CMP_TT_SC_EVASION:0 "Evasion: $VALUE|Y%0$"
 CMP_TT_SC_SPEED:0 "Speed: $VALUE|Y1$"
 CMP_WEAPON_TT_PENETRATION:0 "§G+$VALUE|%0$ $TYPE$ Penetration§!"
 CMP_WEAPON_TT_DMG_REDUCED:0 "§R-$VALUE|%0$ $TYPE$ Damage§!"
 CMP_WEAPON_TT_DMG_INCREASED:0 "§G+$VALUE|%0$ $TYPE$ Damage§!"
 CMP_TT_MISSILE_STATS:3 "§HMissile:§!\n    Hull Points: $HEALTH|Y0$\n    Armor: $ARMOR|Y0$\n    Evasion: $EVASION|Y%0$\n    Speed: $SPEED|Y0$\n    Retargeting Range: $RT_RANGE|Y0$"
 CMP_TT_SIZE_DAMAGE_FACTOR:0 "This weapon deals additional multiplicative damage based on §G$VALUE|%0$§! of the target's Ship Size."
 CMP_WEAPON_TT_ARMOR_PENETRATION:2 "§GIgnores $VALUE|%0$ of Armor§!"
 CMP_WEAPON_TT_SHIELD_PENETRATION:2 "§G+$VALUE|%0$ Shield Penetration§!"
 CMP_WEAPON_TT_SHIELD_DMG_REDUCED:2 "§R-$VALUE|%0$ Shield Damage§!"
 CMP_WEAPON_TT_SHIELD_DMG_INCREASED:2 "§G+$VALUE|%0$ Shield Damage§!"
 CMP_WEAPON_TT_SHIELD_DMG_BYPASSED:1 "§GIgnores $VALUE|%0$ of Shields§!"
 CMP_PK_TT_CHARGE_TIME:0 "Charge Time: $VALUE|0Y$ £resource_time£ "
 CMP_PK_TT_FIRING_TIME:0 "Firing Time: $VALUE|0Y$ £resource_time£ "

 WORMHOLE_RANGE:0 "Wormhole range: $VAL|Y1$."
 WORMHOLE_CAPACITY:0 "Wormhole capacity: $VAL|Y1$."

 RIGHT_CLICK_COMPONENT:0 "§GRight-click to remove Component§!"
 COMPONENT_SLOT_TOOLTIP:0 "§GClick to show list of Components§!"
 SHIP_DESIGNER_ADD_ITEM:0 "§GClick to add selected Component§!"
 SHIP_DESIGNER_ADD_ITEM_NOT_ALLOWED:0 "§RSelected component cannot be added to this slot§!"
 SHIP_DESIGNER_CANT_REMOVE_AUTO_DESIGN: "§RCannot remove automatically generated design if auto-design is enabled§!"
 SHIP_DESIGNER_CANT_REMOVE_LAST_DESIGN:0 "§RCannot remove last design§!"

 RENAME:0 "Rename"
 RENAME_TOOLTIP:0 "Rename the current Ship Design."
 SAVE:0 "Save"
 DISCARD:0 "Discard"
 UNSAVED_CHANGES:0 "Unsaved Changes"
 INCOMPLETE_SHIP_DESIGN:0 "Incomplete Ship Design"
 CAN_SAVE:0 "Save the current Ship Design to the Orbital Construction list."
 CANT_SAVE:0 "Cannot Save"
 CANT_MAKE_CHANGES:0 "Cannot make changes"
 CANT_MAKE_CHANGES_AUTO_GEN:0 "§RAuto-design takes control over upgrading and changing of the ships§!"
 MISSING_PREREQUISITES:0 "Empire is currently missing technology required for $COMPONENT|H$."
 MISSING_FTL:0 "§RShip Design lacks an FTL drive: The FTL range of this Ship Design will be§! §H0§!"
 COMPONENT_SHIP_LIMIT_REACHED:1 "$COMPONENT|H$ limit reached! Ship Design may not include more than $LIMIT$."
 COMPONENT_BLOCKED_BY:0 "$COMPONENT|H$ is §Rnot allowed§! in a Ship Design alongside $BLOCKING|H$."
 CAN_LOAD:0 "Load an existing Ship Design. This will delete any unsaved Ship Designs."
 CANT_LOAD:0 "§HCannot Load§!"
 ALREADY_SAVED:0 "§RA Ship Design with this name has already been saved to the Construction List§!"
 CAN_REMOVE_SHIP_DESIGN_COUNTRY:1 "Remove ship design from our Empire's design list. We will no longer be able to use this ship design to produce new ships."
 CAN_REMOVE_SHIP_DESIGN_EXPORTED:0 "Permanently delete this design."
 CANT_REMOVE_SHIP_DESIGN:0 "We can only remove our own ship designs."
 REMOVE_NON_AUTO_SHIP_DESIGNS:1 "This will permanently delete all ship designs that were not automatically generated. Continue?"
 NEW_DESIGN:0 "New Design"
 SELECT_SECTION:0 "Select a Section"
 NO_SECTION:0 "No Section!"
 POPUP_DELETE_DESIGN_TITLE:0 "Delete Design?"
 POPUP_DELETE_DESIGNS_TITLE:0 "Delete Designs?"
 #TOOLTIP_META_ICON_GLOBAL: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_DESC: "Global Designs are always available in the Ship Designer. To"
 #TOOLTIP_META_ICON_GLOBAL_USED: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_USED_DESC: "This Design has been enabled for this Game and can be built at our Spaceports"
 TOOLTIP_META_ICON_FEDERATION:0 "§HFederation Design§!"
 TOOLTIP_META_ICON_FEDERATION_DESC:0 "This Design is shared with our Federation.\nFederation Designs can use Technology from all Federation Members"
 FEDERATION_DESIGN:0 "Federation Design"
 NORMAL_DESIGN:0 "Normal Design"
 OVERWRITE_DESIGN:1 "Overwrite Design"
 OVERWRITE_DESIGN_DESC:0 "A Design with that name already exists. Do you want to overwrite the current Design?"
 DESIGN_ENTRY_TIP:0 "§GClick to load this Design§!"
 NEW_DESIGN_TOOLTIP:0 "§HNew Design\n§GClick to create a new Ship Design§!§!"
 SPACE_STATION:0 "Space Station"
 APPLY_ON_EMPTY:0 "Fill Empty"
 APPLY_ON_EMPTY_TIP:0 "§HFill Empty§!\n§TFill all empty Component Slots that support the selected Component§!"
 CLEAR_DESIGN:0 "Clear Design"
 DESIGNER_CONTROLS:0 "Controls"
 SELECT_ROLE:0 "Ship Role"
 SELECT_ROLE_PLURAL:0 "Ship Roles"
 SELECT_ROLE_TOOLTIP:1 "§H$SELECT_ROLE$§!\nAutomatically design this ship for a $SELECT_ROLE$.\nThis will select ship sections and replace components to best fit the selected role."
 SELECT_ROLE_TOOLTIP_DISABLED:1 "§H$SELECT_ROLE$§!\n§RThere are no selectable $SELECT_ROLE_PLURAL$ for this type of design.§!"
 CLEAR_SLOT:0 "Clear Slot"
 CLEAR_DESIGN_TIP:0 "§HClear Design§!\n§TClear all component slots.§!"
 SECTION_INSTANCE_ENTRY_TIP:0 "$NAME|H$\n§GClick to change Section§!"
 SECTION_INSTANCE_ENTRY_TIP_TITLE:0 "$NAME|H$"
 SECTION_INSTANCE_ENTRY_TIP_FINISH:0 "§GClick to change Section§!"
 TOOLTIP_REQUIRED_COMP_SLOT_INSTANT:0 "$INSTANT$\n§GClick to change Component§!"
 TOOLTIP_REQUIRED_COMP_SLOT_DELAYED:0 "$DELAYED$"
 SHIP_DESIGN_AUTO_GENERATE:0 "Auto-generate designs"
 SHIP_COMPONENTS_AUTO_GENERATE:0 "Auto-upgrade"
 SHIP_COMPONENTS_AUTO_GENERATE_DESC:0 "Auto upgrade components to a higher level when they are unlocked"
 SHIP_COMPONENTS_FILTER_SLOT_SIZE:0 "Filter by Slot Size"
 SHIP_COMPONENTS_FILTER_SLOT_SIZE_DESC:0 "Toggle whether to filter components by the last clicked component slot size."
 SHIP_COMPONENTS_FILTER_OBSOLETE:0 "Hide Obsolete Components"
 SHIP_COMPONENTS_FILTER_OBSOLETE_DESC:0 "Toggle whether to hide components that have been obsoleted by more advanced technologies."
 SHIP_DESIGN_AUTO_GENERATE_DESC:0 "Toggle automatic generation of ship designs when researching new technologies."
 MISSING_FTL_WANT_SAVE:1 "§RThis ship design is lacking an FTL drive. Save anyway?§!"
 SHIP_DESIGNER_FEDERATION:0 "Federation Ship Designer"
 SHIP_DESIGNER_COUNTRY:0 "Ship Designer"

 gunship:0 "Gunship"
 gunship_desc:0 "Gunships are intended to fight other ships of their size category, bristling with as many mid-ranged weapons as possible."
 explosive:0 "Siege"
 explosive_desc:0 "Siege ships use guided weapons which deal massive damage to large ships, starbases, and planets."
 carrier:0 "Carrier"
 carrier_desc:0 "Carriers act as a launching platform for strike craft."
 screen:0 "Screen"
 screen_desc:0 "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft."
 artillery:0 "Artillery"
 artillery_desc:0 "Artillery ships prefer long ranged missiles and direct fire weapons. They tend to have difficulty fighting smaller ships or those that get too close."
 brawler:0 "Brawler"
 brawler_desc:0 "Brawlers are built for close fights, favoring high damage but short ranged weapons like autocannons and disruptors."
 energy_torpedoes:0 "Energy Torpedo"
 energy_torpedoes_desc:0 "Energy Torpedo ships will fill guided slots with Neutron or Proton Torpedoes, dealing extra damage to large ships. They tend to be vulnerable to ships that close the distance."
 buffer_role: "Support"
 buffer_role_desc: "The specialized components of a support ship provide aid and advantage to fleets during combat."
 debuffer_role: "Suppressor"
 debuffer_role_desc: "Equipped with disruptive components, Suppressor ships impair enemy fleets in the heat of battle."

 stealth:0 "(Stealth)"
 stealth_desc:0 "This configuration prioritizes cloaking capabilities over shields and firepower."
 gunship_stealth:0 "$gunship$ $stealth$"
 gunship_stealth_desc:0 "$gunship_desc$\n$stealth_desc$"
 explosive_stealth:0 "$explosive$ $stealth$"
 explosive_stealth_desc:0 "$explosive_desc$\n$stealth_desc$"
 carrier_stealth:0 "$carrier$ $stealth$"
 carrier_stealth_desc:0 "$carrier_desc$\n$stealth_desc$"
 citadel: "Citadel"
 citadel_desc: "$tech_deep_space_citadel_desc$"
 screen_stealth:0 "$screen$ $stealth$"
 screen_stealth_desc:0 "$screen_desc$\n$stealth_desc$"
 artillery_stealth:0 "$artillery$ $stealth$"
 artillery_stealth_desc:0 "$artillery_desc$\n$stealth_desc$"
 brawler_stealth:0 "$brawler$ $stealth$"
 brawler_stealth_desc:0 "$brawler_desc$\n$stealth_desc$"
 energy_torpedoes_stealth:0 "$energy_torpedoes$ $stealth$"
 energy_torpedoes_stealth_desc:0 "$energy_torpedoes_desc$\n$stealth_desc$"
 buffer_role_stealth: "$buffer_role$ $stealth$"
 buffer_role_stealth_desc: "$buffer_role_desc$\n$stealth_desc$"
 debuffer_role_stealth: "$debuffer_role$ $stealth$"
 debuffer_role_stealth_desc: "$debuffer_role_desc$\n$stealth_desc$"

 ####################################
 # Fleet Designer
 ####################################

 TAB_SHIPS:0 "Ships"
 TAB_SHIPDESIGNS:0 "Ship Designs"
 TAB_SHIPROLES:0 "Ship Roles"

 ####################################
 # Empire View (formerly Government View)
 ####################################

 RULER_EDITOR_APPEARANCE:0 "Ruler Appearance"
 RULER_EDITOR_TRAITS:0 "Ruler Traits"
 TOOLTIP_SETUP_RULER_APPEARANCE:0 "§H$PORTRAIT$§!\nCustomize the appearance, name, and background of your starting ruler."
 TOOLTIP_SETUP_RULER_TRAITS:0 "§H$TRAITS$§!\nSelect traits for your starting ruler."
 RULER_CLASS:0 "Leader Class"
 RULER_CLASS_SPINNER:0 "§H$RULER_CLASS$§!\nThe §H$RULER_CLASS$§! determines which §H$TRAITS$§! are available for your ruler. When they are no longer ruler, it decides which position the leader can be assigned to."
 RULER_SELECTED_TRAITS:0 "Selected Traits"
 GOVERNMENT_VIEW:0 "Empire View"
 RULER_TRAITS:0 "Ruler Traits:"
 EMPIRE:0 "Empire"
 PRIMITIVE_TYPE:1 "Pre-FTL"
 OTHER_TYPE:0 "Other"
 DEMOGRAPHICS:0 "    Demographics"
 PLANETS:0 "Planets"
 FACTIONS:0 "Factions"
 RULER:0 "Ruler"
 ETHICS_LABEL:0 "Governing Ethics:"
 POPS_IN_WORLD:0 "$NO|1*H$ Pops across $PLANETS|H$ world(s)"
 ACTIVE_EDICT_VALUE:0 "$ACTIVE|H$ / $AVAILABLE|H$ Active"
 ACTIVE_GREEN:0 "§GActive§!"
 TAX_RATE_COLON:0 "Tax Rate:"
 INCOME:0 "Income"
 EXPENSES:0 "Expenses"
 PRODUCED:0 "Produced: $VALUE|+=$"
 PRODUCED_COLON:0 "Energy Produced:"
 RESOURCE_PRODUCED:0 "Produced"
 PRECIOUS_METALS_COLON:0 "Precious Metals:"
 TRADE_INCOME:0 "Energy Credits from Trade:"
 TRADE_EXPENSES:0 "Energy Credits to Trade:"
 SHIP_MAINT_COLON:1 "Ship Upkeep:"
 REPARATION_EXPENSES_COLON:0 "Ship Repair Expenses:"
 ALLIANCE_EXPENSES_COLON:0 "Federation Expenses:"
 ARMY_MAINT_COLON:1 "Army Upkeep:"
 BUILDING_MAINT_COLON:1 "Building Upkeep:"
 COLONY_MAINT_COLON:1 "Colony Upkeep:"
 STATION_MAINT_COLON:1 "Station Upkeep:"
 BUILDING_EXPENSES_COLON:0 "Building Expenses:"
 MONTHLY_EXPENSES_COLON:0 "Monthly Expenses:"
 MONTHLY_INCOME_COLON:0 "Monthly Income:"
 MISSIONS_MAINT_COLON:0 "Observation Post Expenses:"
 MISSIONS_INCOME_COLON:0 "Observation Post Income:"
 MISSIONS:0 "Missions"
 DIPLOMACY_WEIGHT_LABEL:0 "Diplomatic Weight"
 BALANCE_COLON:0 "Balance:"
 CHANGE:0 "Change"
 BUDGET:0 "Budget"
 REFORM:0 "Reform"
 EMERGENCY_ELECTION:0 "Emergency Election"
 DEMOCRATIC_ELECTION:0 "Election Overview"
 NO_ELECTION:0 "No Election"
 CREATE_VASSAL:0 "Create Vassal"
 CREATE_VASSAL_NOT_CONTROLLER:0 "We do not control this planet."
 CREATE_VASSAL_AT_WAR:0 "Must be at peace to release vassals."
 CREATE_VASSAL_NO_AVAILABLE_PLANET:0 "We do not own any planet that we can give up."
 CREATE_VASSAL_GIVE_PLANET_DESC:0 "Give $WHO|H$ ownership over $PLANET|H$ and make them our vassal."
 GOVERMENT_LABEL:0 "Government:"
 NEXT_ELECTION_LABEL:0 "Next Election:"
 LEADER_MAX_LEVEL:0 "Has reached max skill level."
 LEADER_SKILL_LEVEL:0 "Skill Level: $LEVEL|Y$/$MAX|Y$"
 LEADER_SKILL_LEVEL_PLUS: "Skill Level: ($LEVEL|Y$+$ADDITIONAL|Y$)/$MAX|Y$"
 LEADER_EXP:0 "Experience: $EXP|Y0$"
 LEADER_NEXT_LEVEL_EXP:0 "Experience for next skill level: $EXP|Y0$"
 TEMP_MODIFIERS:0 "Modifiers"
 MODIFY_GENES:0 "Modify traits"
 CONSTRUCTION_COSTS:0 "Construction Costs"
 FOUNDER_SPECIES:0 "Founder Species"
 FOUNDER_SPECIES_CLASS:0 "$CLASS|H$\nFounder Species Class"
 SEARCH_TITLE:0 "Search filter"
 SEARCH_TOOLTIP:0 "§HSearch§!\nEnter planet name to filter list."
 DATABANK_TITLE:0 "Databank"
 DATABANK_WELCOME:0 "§HDatabank§!\nSelect an entry from the list."
 DATABANK_RESULTS:0 "§YResults§! ($COUNT$)"
 DATABANK_CLICK:0 "§GClick to open the Databank§!"
 CLICK_TO_EXPAND2:0 "§GClick to expand§!"
 COLONY_RENAME:0 "§HRename Planet§!"
 SECTOR_RENAME:0 "§HRename Sector§!"
 EMPTY_MODS:0 "The Empire has no temporary Modifiers."
 NO_FACTIONS:0 "Empire has no Factions."
 GOVERNMENT_CHANGE:3 "§GClick to open the §HReform Government§! view§!"
 GOVERNMENT_CHANGE_YEARS:1 "§R* We must wait at least $YEARS|Y$ years ($DATE|Y$)§!"
 GOVERNMENT_CHANGE_MONTHS:0 "§R* We can change Government Form in $MONTHS|Y$ months ($DATE|Y$)§!"
 GOVERNMENT_CHANGE_CANNOT_AFFORD:2 "§R* We cannot afford £unity£$COST|0Y$ Unity!§!"
 BUDGET_EFFECTS:1 "§EEconomic Effects§!"
 EMPIRE_EFFECTS:1 "§EEmpire Effects§!"
 POP_EFFECTS:1 "§EPop Effects§!"
 SPECIES_EFFECTS:1 "§ESpecies Effects§!"
 POP_EFFECTS_DESC:0 "These effects are applied to all Pops in your Empire. Individual Pops may also be affected by additional modifiers on a local level."
 ENERGY_BUDGET:0 "Energy Budget"
 MINERAL_BUDGET:0 "Mineral Budget"

 ##### TOOLTIPS IN EMPIRE VIEW #####
 EMPIRE_TOOLTIP:3 "§HEmpire§!\nOpens the Empire overview."
 BUDGET_TOOLTIP:2 "§HBudget§!\nOverview of our budget."
 DEMOGRAPHICS_TOOLTIP:1 "§HDemographics§!\nDemographics overview."
 GOVERNMENT_ADVISOR_TAB:0 "Advisor"
 GOVERNMENT_ADVISOR_TAB_TOOLTIP:0 "§H$EMPIRE_ADVISOR$§!\nAdvisor voice settings."
 SPECIES_DEMOGRAPHICS:0 "$SPECIES|H$\nPopulation: $POP_AMOUNT|Y$\nPopulation Fraction: $PERCENTAGE|Y0%$"

 #EMPIRE TAB
 LEADER_NAME_DESC:0 "§HRuler Title and Name§!"
 RACE_DESC:0 "§HRuler Species§!"
 LEADER_TRAIT_DESC:0 "§HRuler Stats§!"
 GOVERNMENT_TOOLTIP:0 "§HGovernment:§!\n$GOV_DES$\n"
 NO_ELECTION_DESC:0 "Elections will never be held."
 REFORM_TOOLTIP:0 "§HReform§!\n$REFORM_DES$"
 REFORM_DESC:0 "Reform our Empire to use another Government type."
 REFORM_COOLDOWN:0 "Government cannot be reformed until $DATE|H$."
 OPTIONS_CLICK:0 "§GClick to see options§!"
 CREATE_VASSAL_DESC:2 "Vassals can usually be released from any planet that is not our capital."
 CREATE_VASSAL_NOT_IN_CAPITAL:3 "The capital system can not be released as a vassal."
 CREATE_VASSAL_NONE_AVAILABLE:3 "There is no species in this sector that can be released as a vassal."
 MODIFY_TOOLTIP:0 "§HModify genes:§!\n$MOD_GENES$"
 MODIFY_DESC:0 "Modify our genes in order to change our current Traits"
 FOUNDER_SPECIES_DESC:0 "The Primary Species of our Empire"
 MODIFIERS_TOOLTIP:0 "§HEmpire Modifiers§!\n$MOD_DES$"
 MODIFIERS_DESC:0 "Modify Traits"
 MODIFIER_TITLE:0 "Modifiers"
 TRAIT_TITLE:0 "Trait"
 TRAITS_TOOLTIP:0 "§HModify genes:§!\n$TRAITS_DES$"
 TRAITS_DESC:0 "These are the Traits of our Empire's Founder Species. Additional Traits can be added through genetic modification."
 MODIFY_DISABLED:0 "§RWe may only modify Traits of our own Species.§!"
 OUTSIDE_BORDERS:1 "§RThis Species is outside our borders.§!"
 NOT_ON_OWNED_PLANET:0 "§RThis Species isn't living on any of our owned planets.§!"
 HEIR:0 "Heir"

 #BUDGET TAB
 INCOME_DESC:1 "An overview of our monthly income."
 EXPENSES_DESC:1 "An overview of our monthly expenses."
 BALANCE_DESC:2 "§HBalance§!\nTotal Balance current month."
 TOTAL_INCOME_DESC:1 "§HMonthly Income§!\nTotal Income last month."
 TOTAL_EXPENSES_DESC:1 "§HMonthly Expenses§!\nTotal Expenses last month."
 SHIP_MAINT_OVER_CAP_DESC:0 "The maintenance cost of your military ships is increased by §R+$VALUE|0-%$§! due to being over your $NAVY_SIZE_TITLE$."

 STARBASE_OVER_CAP_DESC:0 "We are currently exceeding our $STARBASE_CAPACITY_TITLE$. This has the following effects:\n$EFFECTS$"

 ####################################
 # Species Modification
 ####################################

 SPECIES_MOD_SELECT_TRAITS:1 "Choose a Trait to add or remove"
 SPECIES_MOD_POSITIVE_TRAITS:0 "Positive Traits"
 SPECIES_MOD_NEGATIVE_TRAITS:0 "Negative Traits"
 NOT_ENOUGH_TRAIT_POINTS:0 "§RNot enough Trait Points§!"
 NOT_ENOUGH_TRAIT_PICKS:0 "§RNot enough Trait Picks left§!"
 CANNOT_REMOVE_TRAIT_ENFORCED_BY_FOUNDER_SPECIES:0 "§RCannot remove this trait§!"
 IS_OPPOSITE_OF:1 "§RNot compatible with the $TRAIT|H$ trait§!"
 MUST_CHOOSE_TRAIT:0 "Select a Trait to add or remove."
 MUST_SELECT_PLANETS:0 "At least one planet must be selected."
 WILL_CREATE:0 "This will create:"
 MOD_TRAIT_PROJECT:2 "Species Modification: $TEMPLATE|H$"
 MOD_TRAIT_PROJECT_DESC:2 "A Special Project to alter the selected Pops to match the $TEMPLATE|H$ template."
 MOD_TRAIT_PROJECT_STATS:0 "Modifying $POPS|Y$ Pops on $PLANETS|Y$ planet(s) to have the following traits:"
 UPLIFT_PROJECT:0 "Uplift the $SPECIES|H$ Species"
 UPLIFT_PROJECT_DESC:0 "Project to turn $SPECIES|H$ into a fully sapient Species"
 GENE_MODIFICATION:1 "Template Modification"
 UPLIFTING:0 "Uplift"
 HAS_OPPOSITE_TRAIT:2 "§RIncompatible with current Trait: §Y$TRAIT$§!§!"
 REQUIRES_PLANET_CLASS:0 "§RRequires one of the following Planet Classes: $PLANET_CLASS_LIST$§!"
 REQUIRES_ORIGIN:0 "§RRequires one of the following Origins: $ORIGIN_LIST$§!"
 CANNOT_MODIFY_TRAIT:0 "§RThis trait cannot be added or removed.§!"
 CANNOT_REMOVE_POSITIVE_TRAIT:0 "§RCannot remove beneficial Traits§!"
 SELECT_PORTRAIT:0 "Select Portrait"
 SPECIES_MOD_NO_PLANET_CLASS:0 "This Species does not have Planet Preferences."
 CREATE_PROJECT:1 "Start Genetic Modification Special Project"
 CREATE_ROBO_MODIFICATION_PROJECT: "Start Robotic Modification Special Project"
 PROJECT_COST_CALCULATION:0 "This project will cost a total of $SUMCOST|H$ $TYPE$ research."
 CREATE_NEW_SPECIES_MOD_TEMPLATE_BUTTON:1 "Create New Template"
 CREATE_NEW_SPECIES_MOD_TEMPLATE:0 "Create New Species Modification Template"
 CREATE_NEW_SPECIES_MOD_TEMPLATE_DESC:0 "Creates a new Species Template that can be applied to owned Pops that share the same base species."
 APPLY_NEW_SPECIES_MOD_TEMPLATE_BUTTON:0 "Apply"
 APPLY_NEW_SPECIES_MOD_TEMPLATE:0 "Apply New Species Modification Template"
 APPLY_NEW_SPECIES_MOD_TEMPLATE_DESC:0 "Creates a new Species Template and opens a window where you can choose to apply it to owned Pops that share the same base species."
 DELETE_SPECIES_MOD_TEMPLATE:0 "Delete Species Template"
 UPDATE_SPECIES_MOD_TEMPLATE_BUTTON:0 "Update Template"
 UPDATE_SPECIES_MOD_TEMPLATE:0 "Update Species Template"
 APPLY_GENE_MODIFICATION:0 "Apply Genetic Modification"
 APPLY_ROBO_MODIFICATION:0 "Apply Robotic Modification"
 SPECIES_MODIFICATION_SELECTED_TEMPLATE:0 "Selected Template:"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL:0 "§GClick to select all Pops on all Planets.§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL_DISABLED:0 "§RThe current template cannot be applied to any available species.§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL_OF_SPECIES:0 "§GClick to select all Pops of this Species on all Planets.§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT:0 "§GClick to select all Pops of this Species on this Planet.§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED:1 "§RCannot apply the selected template.§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED_ADD:0 "§RThe following traits cannot be added:§!\n$TRAITS$"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED_REMOVE:0 "§RThe following traits cannot be removed:§!\n$TRAITS$"
 SPECIES_MODIFICATION_SHIFT_CLICK_TO_SELECT_ALL_ON_PLANET:0 "§GShift-Click to select all Pops on this Planet.§!"
 SPECIES_MODIFICATION_PLANETS_TOOLTIP:0 "Number of Planets"
 SPECIES_MODIFICATION_POPS_TOOLTIP:0 "Number of Pops"
 SPECIES_MOD_NUM_POPS:0 "Number of selected Pops: $COUNT|Y$"
 SPECIES_MODIFICATION_APPLY_TEMPLATE:0 "Apply Template"
 SPECIES_MODIFICATION_NO_APPLICABLE_POP_ON_OWNED_PLANET:0 "§RNo applicable Pops are living on any of our owned Planets.§!"

 ####################################
 # Government Modification
 ####################################

 MOD_GOVERNMENT_TITLE:0 "Reform Government"
 MOD_GOVERNMENT_DESC:2 "Reform your Government at a cost of £unity£$COST|Y$ Unity!"
 GOVERNMENT:0 "Government"
 CIVICS_LABEL:0 "Civics:"

 ####################################
 # Technology View
 ####################################

 TECHNOLOGY:0 "Technology"
 CLICK_OPEN_TECHNOLOGY: "Click to open Technology"
 TECH_VIEW_RESEARCH_NEW_SELECT:0 "Select Research"
 RESEARCHED_TECHS:0 "§HResearched Technologies§!\n§GClick to see previously researched Technologies§!"
 PROGRESS:0 "Progress: $PERCENTAGE|H$"
 RESEARCH_FINISHED:0 "Research finished in $DAYS|H$ days"
 RESEARCH_FINISHED_TITLE:0 "Research Complete!"
 TECH_NEW_RESEARCH:0 "New Research"
 NO_SCIENTIST:0 "No Scientist Assigned"
 MISSING_HEAD_OF_RESEARCH: "Missing Head of Research"
 ASSIGN_SCIENTIST_DESC:0 "Assigning a Scientist will increase research speed."
 LABEL_SELECT:0 "Research Technology"
 MONTHS_REMAINING_TECH:0 "Months remaining: $NUM|Y$"
 PROGRESS_VALUE:0 "Progress"
 PROGRESS_VALUE_PER_DAY:0 "Progress: §G+$VALUE$§! per day"
 CLICK_TO_RESEARCH:0 "§GClick to research Technology§!"
 NO_PROGRESS:0 "§RNo progress!§!"
 NO_PROGRESS_DESC:0 "§RWe are not producing any Research in this field.§!"
 TECH_UNLOCK_COMPONENT:0 "§HUnlocks Component:§! $NAME$"
 TECH_UNLOCK_COMPONENT_LINE:0 "§HUnlocks Component:§!"
 TECH_UNLOCK_SHIP:0 "§H$UNLOCKS_SHIP_TYPE$:§! $LIST$"
 TECH_UNLOCK_STATION:0 "§HUnlocks Station:§! $LIST$"
 TECH_UNLOCK_SHIP_SIZE_DESC:1 "§HDefense Platform§!\nAllows the construction of additional hull types."
 TECH_UNLOCK_COLONIZATION:0 "§HUnlocks Colonization:§! $LIST$"
 TECH_UNLOCK_ARMY:0 "§HUnlocks Army:§! $NAME$"
 TECH_UNLOCK_BUILDING:0 "§HUnlocks Building:§! $NAME$"
 TECH_UNLOCK_BUILDING_CONCEPT: "$t$- §YUnlocks Building:§! $NAME$"
 TECH_UNLOCK_DISTRICT:0 "§HUnlocks District:§! $NAME$"
 TECH_UNLOCK_BUILDABLE_POP:0 "§HUnlocks Buildable Pop:§! $NAME$"
 TECH_UNLOCK_FEATURE:0 "§HUnlocks Feature:§! $NAME$"
 TECH_UNLOCK_FEATURE_CONCEPT: "$t$- §YUnlocks Feature:§! $NAME$"
 TECH_UNLOCK_EDICT:0 "§HUnlocks Edict:§! $NAME$"
 TECH_UNLOCK_DECISION:0 "§HUnlocks Decision:§! $NAME$"
 TECH_UNLOCK_PLANETARY_EDICT:0 "§HUnlocks Planetary Edict:§! $NAME$"
 TECH_UNLOCK_POLICY_OPTION:1 "§HUnlocks Policy:§! $POLICY$ - $NAME$"
 TECH_UNLOCK_POLICY_GROUP:0 "§HUnlocks Policy:§! $NAME$"
 TECH_UNLOCK_RESOURCE:1 "§HUnlocks Resource Harvesting:§!"
 TECH_UNLOCK_TILE_BLOCKER:0 "§HUnlocks Clearing £blocker£ Tile Blockers:§!"
 TECH_UNLOCK_BLOCKER_NUM_OWNED:0 "We have $COUNT|Y$ $BLOCKER|Y$ Blockers on our Colonies."
 TECH_UNLOCK_GOVERNMENT:0 "§HUnlocks Government:§! $NAME$"
 TECH_UNLOCK_SPACEPORT_MODULE:0 "§HUnlocks Module:§! $NAME$"
 TECH_UNLOCK_DIPLOMATIC_ACTION:0 "§HUnlocks Diplomacy:§! $NAME$"
 TECH_UNLOCK_INTEL:0 "§HUnlocks Intel:§! $NAME$"
 TECH_UNLOCK_MEGASTRUCTURE:1 "§HUnlocks Megastructure:§! $NAME$"
 TECH_UNLOCK_ZONE: "§HUnlocks Specialization:§! $NAME$"
 UNLOCKS_COLONIZATION:0 "Unlocks colonization for these planet types."
 TAB_PROJECTS:0 "Special Projects"
 CAN_CONTINUE_SUBJECT_INTEGRATION_AT_WAR:0 "Integration progress is halted while the subject is at war with its overlord"
 TAB_PHYSICS:0 "Physics"
 TAB_SOCIETY:0 "Society"
 TAB_ENGINEERING:0 "Engineering"
 TAB_CURRENT_RESEARCH:0 "Current Research"
 BUILDING:0 "Building"
 POLICY:0 "Policy"
 POLICY_DESC:0 "\n§EPolicies are effects that can either be turned on or off for our Empire.§!"
 EDICT:0 "Edict"
 EDICT_DESC:8 "\n§E§HEmpire Edicts§! are empire-wide modifiers that can be activated or deactivated by spending resources such as §H$unity$§! (£unity£).§!"
 PLANETARY_EDICT_DESC:2 "\n§E§HPlanetary Edicts§! are temporary planetary modifiers that can be activated by spending resources such as §H$UNITY$§! (£unity£ ).§!"
 EDICT_LASTS:0 "Lasts $VALUE$"
 EDICT_UPKEEP:1 "Costs $VALUE|Y$ £unity£ each month to maintain."
 TECH:0 "Tech "
 SHIP_DESIGN:0 "Ship Design"
 ARMY_TYPE:0 "Army Type"
 FEATURE:0 "Feature"
 MISSING_TECH:0 "§RNeeds $TECH$§!"
 MISSING_TECH_AREA:2 "$TRIGGER_FAIL$ Requires $TECH|Y$ technology"
 MISSING_TECH_LEVEL_AREA:2 "$TRIGGER_FAIL$ Requires $TECH|Y$ technology at §YLevel $LEVEL$§!"
 ALREADY_RESEARCHED:0 "Already Researched"
 TECH_ALREADY_IN_QUEUE:0 "Is already researching"
 RESEARCH_PROGRESS:0 "Research $PROGRESS|Y%0$ done"
 STALLED_MISSING_LAB:0 "§RSTALLED§! Missing Science Ship"
 RESEARCH:0 "Research"
 RESEARCHED:0 "Researched"
 INVESTIGATE:0 "Investigate"
 RESEARCH_PROJECT_BUTTON:0 "Research Project"
 PROJECT_ALREADY_IN_QUEUE:0 "Project is already researching"
 PROJECT_ALREADY_FINISHED:0 "Project has already been researched."
 PROJECT_ALREADY_FAILED:0 "Project has already failed."
 PROJECT_ALREADY_TIMED_OUT:0 "Project has already timed out."
 PROJECT_ALREADY_ABORTED:0 "Project unavailable."
 PROJECT_CHOSEN_OTHER:0 "We have already chosen another project."
 PROJECT_ESTIMATED_TIME:3 "Commence the Project\n§EIt will take at most $MONTHS|Y$ months to complete.§!"
 PROJECT_ESTIMATED_TIME_WARNING:0 "\n\n§RAny current £$KEY$£ §H$AREA$ Research§! will be put on hold for the duration!§!"
 SPECIAL_PROJECT_STATUS_DAYS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Day ).\n"
 SPECIAL_PROJECT_STATUS_MONTHS:2 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|Y$ Per Month )\n"
 MISSION_PROGRESS:0 "Progress: $CURRENT|0Y$/$MAX|0Y$ ( +$PROGRESS|0Y$ Per Month ).\n"
 TIME_LEFT:0 "Finishes in $DAYS|H$ days."
 TIME_LEFT_MONTHS:0 "Finishes in $MONTHS|H$ months."
 PROJECT_LACK_ENERGY:0 "We do not have enough Energy Credits to undertake this project."
 RESEARCHING:0 "Researching"
 TECH_POINTS_STORED_DESC:0 "Stored: $STORED|Y0$ ($INCOME|Y1$/Day)"
 TECH_INCOME:0 "$INCOME|Y1$/Day"
 TECH_STORED:0 "$STORED|Y0$ Stored"
 TECH_RISK_DESC:0 "§RWARNING§! This technology is inherently dangerous, there is a §H$RISK$%§! chance that something bad will happen while researching this"
 TIMEOUT:1 "Timeout: £time£$DAYS|H$"
 TIMED_PROJECT_TIMEOUT:0 "$NAME$ ($DAYS|H$ days left)"
 STORAGE_FULL:0 "£$KEY$£ $NAME|Y$ ($AMT|Y$/$MAX|Y$)"
 RESEARCH_COST:0 "Research Cost:"
 RESEARCH_TIME:0 "Research Time:"
 RESEARCH_TIME_DESC:0 "$DAYS$ days"
 SPECIAL_PROJECT_RESEARCH_TIME:0 " ($RESEARCH_TIME$ $DAYS|H$ days)"
 MISSING_TECHNOLOGY:0 "Missing Technology"
 SPECIAL_PROJECT_SCIENTIST_DESC:0 "Requires a Scientist with level $LEVEL|H$ in $AREA$."
 MISSING_MINING_STATION:0 "§RMissing Mining Station§!"
 MISSING_RESEARCH_STATION:0 "§RMissing Research Station§!"
 IMPROVEMENTS_TITLE:0 "Improvements"
 FOR_EACH_LEVEL:0 "Per Level"
 CURRENT_MODIFIER:0 "Currently"
 SELECT_PROJECT_FROM_LIST:0 "Select a project from the list to the left"
 AVAILABLE_PROJECTS:0 "Available Projects"
 TECHNOLOGY_TOOLTIP_DELAYED:0 "§GClick to show researched technology§!"
 TECH_COST:0 "Cost:"
 TECH_REQUIRED_TIME:0 "Required Time:"
 TECH_REQUIRED_TIME_DESC:0 "$TIME|H$ Days"
 TECH_COST_2:0 "Cost $COST|Y0$ $RESOURCE$ ( $MONTHS|Y$ Months )"
 TECH_COST_EMPIRE_SIZE:1 "$SIZE|Y$ $EMPIRE_SIZE$: $VALUE|%-=$"
 TECH_COST_OVERLORD:0 "Overlord has this technology: $VALUE|%-=$"
 TECH_COST_RESEARCH_AGREEMENT:2 "$COUNTRY$ Research Agreement: $VALUE|%+=$"
 ESTIMATED_DATE_COMPLETION:0 "Estimated date of completion: $DATE|H$"
 UPLIFT_PAUSE:0 "Project paused: "
 PREREQUISITE:0 "Prerequisite"
 HAS_SCIENCE_SHIP:0 "Science Ship is present"
 RESEARCH_STATION_PRESENT:0 "Research Station is present"
 MINING_STATION_PRESENT:0 "Mining Station is present"
 OBSERVATION_STATION_PRESENT:0 "Observation Post is present"
 HAS_ARMIES:0 "Has $VAL$ $TYPE$ Armies on the surface"
 DEFENSE:0 "Defense"
 ASSAULT:0 "Assault"
 HAS_governor:0 "Governor is present"
 HAS_official: "Official is present"
 HAS_scientist:0 "Scientist is present"
 HAS_admiral:0 "Commander is present"
 HAS_general:0 "Commander is present"
 HAS_commander: "Commander is present"
 HAS_SHIP:1 "Has $CURRENT$/$VALUE$ $SHIP$(s) in orbit"
 HAS_SHIP_SIZE: "Has $CURRENT$/$VALUE$ $SIZE$(s) in orbit"
 HAS_FLEET_POWER:1 "Has a fleet with at least $VALUE$ fleet power in orbit."
 HAS_ANONYMOUS_LEADER_SKILL:0 "$LEADER$ has skill $VALUE$ or higher."
 HAS_LEADER_SKILL:0 "$LEADER$ (Skill: $LEVEL$) has skill $VALUE$ or higher."
 HAS_LEADER_TRAIT:0 "$LEADER$ has trait $TRAIT$."
 LEADER_IS_FOUNDER_SPECIES:0 "$LEADER$ is founder species."
 SELECT_TECHNOLOGY:0 "$AREA$ Research"
 SELECT_TECHNOLOGY_DESC:0 "§HSelect a Technology to research§!\n\nWhenever we finish researching a Technology,\nup to $NUM|Y$ new options will be generated."
 NO_TECHNOLOGY:0 "No Technology"
 RESARCHED_TECHNOLOGY:0 "Researched $AREA$ Technologies"
 TECHNOLOGY_NO_LEADER_ASSIGN_DESC:0 "§GClick to assign Scientist§!"
 TECH_NO_LEADER:0 "No Scientist"
 TECH_MONTHS_REMAINING:0 "$VALUE$ months remaining"
 TECH_BUSY_SPECIAL_PROJECT:0 "Busy with Special Project: '$NAME|Y$'"
 COST_FREE:0 "Free"
 AUTO_GENERATED_BEST: "Auto-Generated"
 AUTO_GENERATED_STANDARD:0 "Auto"
 TECH_RESEARCH_PROGRESS:0 "Research Progress"
 TECH_RESEARCH_PROGRESS_POINTS:0 "§G +$VALUE$§! progress/month"
 TECH_RESEARCH_MONTHLY_RESERVES:0 "Stored Research: §G+$VALUE|2$§!"
 TECH_RESEARCH_MONTHLY_NO_LEADER_PENALTY:0 "No Scientist: $VALUE$"
 TECH_VIEW_CANCEL_RESEARCH:0 "Change Research"
 TECH_VIEW_CANCEL_RESEARCH_DESC:1 "Stop researching the selected Technology and pick another available research option. Any progress already made will be saved."
 TECH_VIEW_AUTO_RESEARCH:0 "Enable Auto-Research"
 TECH_VIEW_AUTO_RESEARCH_DESC:0 "Click to set research options to be picked automatically."
 TECH_VIEW_AUTO_RESEARCH_DISABLE:0 "Disable Auto-Research"
 TECH_VIEW_AUTO_RESEARCH_DISABLE_DESC:0 "Click to set research options to be picked manually."
 feature_unlocks_auto_research:0 "Auto-Research Technologies"
 feature_unlocks_auto_research_desc:0 "Allows automatic picking of next research option."
 INSUFFICIENT_TECHNOLOGICAL_PROGRESS:0 "Insufficient progress in AI research."
 TECH_VIEW_LEADER_UNASSIGN:0 "§GRight-click to unassign Scientist§!"
 TECH_VIEW_LEADER_ASSIGN:0 "§GClick to assign Scientist§!"
 TECH_VIEW_REASSIGN:0 "§GClick to reassign Scientist§!"
 TECH_ALWAYS_AVAILABLE:1 "§HThis Technology will remain as a valid option until it is researched.§!"
 TECH_IS_RARE:0 "§MRare Technology§!"
 TECH_IS_DANGEROUS:0 "§RDangerous Technology§!"
 TECH_IS_INSIGHT:0 "$insight_technology$"
 TECH_IS_CUSTOM_TECH_1:0 "$TECH_IS_RARE$"
 TECH_IS_CUSTOM_TECH_2:0 "$TECH_IS_INSIGHT$"
 TECH_IS_CUSTOM_TECH_3:0 "$TECH_IS_DANGEROUS$"
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_TITLE:0 "§HUnlocks Feature:§! Improved Assist Research"
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_DESC:0 "§HImproved Assist Research§!\nAssist Research is now twice as effective."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_TITLE:0 "§HUnlocks Diplomacy:§! Form Alliance"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_DESC:0 "§HForm Alliance§!\nAllows us to form an Alliance with other Empires."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_TITLE:0 "§HUnlocks Diplomacy:§! Form Federation"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_DESC:1 "§HForm Federation§!\nAllows us to form a Federation with other Empires."
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_TITLE:0 "§HUnlocks Diplomacy:§! Vassal States and Protectorates"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_DESC:1 "§HSubjugation§!\nAllows us to subjugate other Empires, offering protection under our rule. Most empires will act as Vassals, but technologically inferior nations will become Protectorates. We may also ask to become subjects, should we need protection."
 TECH_UNLOCK_SURVEY_INTEL_TITLE:0 "§HUnlocks Intel:§! Survey Data"
 TECH_UNLOCK_SURVEY_INTEL_DESC:0 "§HSurvey Data§!\nAllows us to view other Empires' survey data on planets within their borders."
 TECH_UNLOCK_BORDER_EXTRUDER_2_TITLE:0 "§HUnlocks Component:§! Boosted Border Beacon"
 TECH_UNLOCK_BORDER_EXTRUDER_2_DESC:0 "§HBoosted Border Beacon§!\nExpands and demarcates our borders in interstellar space."
 TECH_UNLOCK_BORDER_EXTRUDER_3_TITLE:0 "§HUnlocks Component:§! Advanced Border Beacon"
 TECH_UNLOCK_BORDER_EXTRUDER_3_DESC:0 "§HAdvanced Border Beacon§!\nBecoming rulers supreme is our destiny, and this fact must be made manifest to those who would oppose us!"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_TITLE:0 "§HUnlocks Component:§! Precognitive Interface"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_DESC:1 "§HPrecognitive Interface§!\n$tech_precognition_interface_desc$\n"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_TITLE:0 "§HUnlocks Feature:§! Atmospheric Manipulation"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_DESC:1 "§HAtmospheric Manipulation§!\nAllows us to also change the climate of planets when Terraforming them."
 TECH_UNLOCK_VOLCANO_TERRAFORM_TITLE: "§H Research Option:§! Volcanic Terraforming"
 TECH_UNLOCK_VOLCANO_TERRAFORM_DESC: "Allows us to terraform Volcanic Worlds into temperate climates."
 TECH_UNLOCK_VOLCANIC_TERRAFORM_TITLE: "§HUnlocks Feature:§! Volcanic Terraforming"
 TECH_UNLOCK_VOLCANIC_TERRAFORM_DESC: "$TECH_UNLOCK_VOLCANO_TERRAFORM_DESC$"
 TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_TITLE:0 "§HUnlocks Feature:§! Gaia Creation"
 TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_DESC:0 "§HAtmospheric Manipulation§!\nAllows us to terraform worlds into Gaia planets."
 TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_TITLE:2 "§HUnlocks Feature:§! Climate Restoration"
 TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_DESC:3 "§HClimate Restoration§!\nAllows us to terraform ecologically devastated worlds."
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_TITLE:0 "§HUnlocks Station:§! Spaceport"
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_DESC:0 "§HSpaceport§!\nA Spaceport is required to build any type of ship capable of spaceflight. It can be upgraded with additional functions and carries basic defenses."
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Science Ship"
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_DESC:0 "§HScience Ship§!\nThe Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space."
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Construction Ship"
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_DESC:0 "§HConstruction Ship§!\nThe Construction Ship allows for the assembly of various space stations, through the use of advanced welding-drones."
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Colony Ship"
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_DESC:0 "§HColony Ship§!\nColony Ships are single-use vessels for settling on alien worlds. Upon colonization, the ship is scuttled and converted into a planetary shelter and foothold."
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Corvette"
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_DESC:0 "§HCorvette§!\nThe Corvette is the most basic military ship, armed and ready in the event of hostile contacts."
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Destroyer"
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_DESC:0 "§HDestroyer§!\nAs a larger two-section design, the Destroyer offers a broad array of strategic armament options."
 TECH_UNLOCK_CRUISER_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Cruiser"
 TECH_UNLOCK_CRUISER_CONSTRUCTION_DESC:0 "§HCruiser§!\nThe Cruiser is the first three-section design, allowing for a wide range of module configurations for those willing to pay the price."
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Battleship"
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_DESC:1 "§HBattleship§!\nThe largest regular hull configuration available, the Battleship carries immense power into battle at even greater cost and reduced maneuverability."
 TECH_UNLOCK_TITAN_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Titan"
 TECH_UNLOCK_TITAN_CONSTRUCTION_DESC:0 "§HTitan§!\nThese massive warships are the pride of the fleet. They are bristling with weapons and typically serve as flagships."
 TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_TITLE:0 "§H$UNLOCKS_SHIP_TYPE$:§! Juggernaut"
 TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_DESC:0 "§HJuggernaut§!\nThese colossal constructs are as much space stations as they are ships. The juggernaut is an immense mobile space station that can repair and construct ships, which means it can serve as a forward base of operations during offensive campaigns."
 TECH_UNLOCK_DEFENSE_PLATFORM_TITLE:0 "§HUnlocks Station:§! Defense Platform"
 TECH_UNLOCK_DEFENSE_PLATFORM_DESC:0 "§HDefense Platform§!\n$tech_space_defense_station_1_desc$"
 TECH_UNLOCK_DEFENSE_STATION_TITLE:0 "§HUnlocks Station:§! Defense Station"
 TECH_UNLOCK_DEFENSE_STATION_DESC:0 "§HDefense Station§!\n$tech_space_defense_station_2_desc$"
 TECH_UNLOCK_FORTRESS_TITLE:0 "§HUnlocks Station:§! Fortress"
 TECH_UNLOCK_FORTRESS_DESC:0 "§HFortress§!\n$tech_space_defense_station_3_desc$"
 TECH_UNLOCK_MINING_STATION_TITLE:0 "§HUnlocks Station:§! Mining Station"
 TECH_UNLOCK_MINING_STATION_DESC:0 "§HMining Station§!\nA Mining Station can extract a planet's deposits of Minerals and valuable resources from orbit."
 TECH_UNLOCK_RESEARCH_STATION_TITLE:0 "§HUnlocks Station:§! Research Station"
 TECH_UNLOCK_RESEARCH_STATION_DESC:0 "§HResearch Station§!\nA Research Station can study various planetary phenomena from orbit, gathering valuable scientific data."
 TECH_UNLOCK_AFTERBURNER_1_TITLE:0 "§HUnlocks Component:§! Afterburners"
 TECH_UNLOCK_AFTERBURNER_1_DESC:0 "§HAfterburners§!\nThese powerful thrusters provide additional combat speed but consume a great deal of power."
 TECH_UNLOCK_AFTERBURNER_2_TITLE:0 "§HUnlocks Component:§! Advanced Afterburners"
 TECH_UNLOCK_AFTERBURNER_2_DESC:0 "§HAdvanced Afterburners§!\nThis improved version of the standard afterburners provide an even greater boost to a ship's combat speed."
 TECH_UNLOCK_THRUSTER_1_TITLE:0 "§HUnlocks Component:§! Chemical Thruster"
 TECH_UNLOCK_THRUSTER_1_DESC:0 "§HChemical Thruster§!\nSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust."
 TECH_UNLOCK_THRUSTER_2_TITLE:0 "§HUnlocks Component:§! Ion Thruster"
 TECH_UNLOCK_THRUSTER_2_DESC:0 "§HIon Thruster§!\nThese electric thrusters use beams of ions to generate thrust without the need for propellant."
 TECH_UNLOCK_THRUSTER_3_TITLE:0 "§HUnlocks Component:§! Plasma Thruster"
 TECH_UNLOCK_THRUSTER_3_DESC:0 "§HPlasma Thruster§!\nAn advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability."
 TECH_UNLOCK_THRUSTER_4_TITLE:0 "§HUnlocks Component:§! Impulse Thruster"
 TECH_UNLOCK_THRUSTER_4_DESC:0 "§HImpulse Thruster§!\nThese highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions."
 TECH_UNLOCK_SENSOR_2_TITLE:1 "§HUnlocks Component:§! $SENSOR_2$"
 TECH_UNLOCK_SENSOR_2_DESC:0 "§H$SENSOR_2$§!\n$SENSOR_2_DESC$"
 TECH_UNLOCK_SENSOR_3_TITLE:0 "§HUnlocks Component:§! $SENSOR_3$"
 TECH_UNLOCK_SENSOR_3_DESC:0 "§H$SENSOR_3$§!\n$SENSOR_3_DESC$"
 TECH_UNLOCK_SENSOR_4_TITLE:0 "§HUnlocks Component:§! $SENSOR_4$"
 TECH_UNLOCK_SENSOR_4_DESC:0 "§H$SENSOR_4$§!\n$SENSOR_4_DESC$"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_TITLE:0 "§HUnlocks Component:§! Basic Combat Roles"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_DESC:0 "§HBasic Combat Roles§!\nRecent progress in AI behavioral theory allows us to designate specific combat roles to our shipboard computers."
 TECH_UNLOCK_COMBAT_COMPUTERS_2_TITLE:0 "§HUnlocks Component:§! Advanced Combat Roles"
 TECH_UNLOCK_COMBAT_COMPUTERS_2_DESC:0 "§HAdvanced Combat Roles§!\nFurther advances in adaptive combat algorithms enables our shipboard AI to handle its assigned role far more effectively."
 TECH_UNLOCK_COMBAT_COMPUTERS_3_TITLE:0 "§HUnlocks Component:§! Sapient Combat AI"
 TECH_UNLOCK_COMBAT_COMPUTERS_3_DESC:0 "§HSapient Combat AI§!\nExploiting our sapient AI's sense of self-preservation, or fear of death, should greatly enhance its responsiveness in combat."
 TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_TITLE:0 "§HUnlocks Component:§! Autonomous Ship Intellects"
 TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_DESC:0 "§HAutonomous Ship Intellects§!\nGranting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat."
 TECH_UNLOCK_HYPERDRIVE_1_TITLE:0 "§HUnlocks Component:§! Hyperdrive I"
 TECH_UNLOCK_HYPERDRIVE_1_DESC:0 "§HHyperdrive I§!\n$tech_hyper_drive_1_desc$"
 TECH_UNLOCK_HYPERDRIVE_2_TITLE:0 "§HUnlocks Component:§! Hyperdrive II"
 TECH_UNLOCK_HYPERDRIVE_2_DESC:0 "§HHyperdrive II§!\n$tech_hyper_drive_2_desc$"
 TECH_UNLOCK_HYPERDRIVE_3_TITLE:0 "§HUnlocks Component:§! Hyperdrive III"
 TECH_UNLOCK_HYPERDRIVE_3_DESC:0 "§HHyperdrive III§!\n$tech_hyper_drive_3_desc$"
 TECH_UNLOCK_WARPDRIVE_1_TITLE:0 "§HUnlocks Component:§! Warp Drive I"
 TECH_UNLOCK_WARPDRIVE_1_DESC:0 "§HWarp Drive I§!\n$tech_warp_drive_1_desc$"
 TECH_UNLOCK_WARPDRIVE_2_TITLE:0 "§HUnlocks Component:§! Warp Drive II"
 TECH_UNLOCK_WARPDRIVE_2_DESC:0 "§HWarp Drive II§!\n$tech_warp_drive_2_desc$"
 TECH_UNLOCK_WARPDRIVE_3_TITLE:0 "§HUnlocks Component:§! Warp Drive III"
 TECH_UNLOCK_WARPDRIVE_3_DESC:0 "§HWarp Drive III§!\n$tech_warp_drive_3_desc$"
 TECH_UNLOCK_WORMHOLE_1_TITLE:0 "§HUnlocks Station:§! Wormhole Station"
 TECH_UNLOCK_WORMHOLE_1_DESC:0 "§HWormhole Station§!\n$tech_wormhole_generation_1_desc$"
 TECH_UNLOCK_JUMPDRIVE_1_TITLE:1 "§HUnlocks Component:§! Jump Drive"
 TECH_UNLOCK_JUMPDRIVE_1_DESC:2 "§HJump Drive§!\n$tech_jump_drive_1_desc$"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_TITLE:1 "§HUnlocks Component:§! Psi Jump Drive"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_DESC:2 "§HPsi Jump Drive§!\n$tech_psi_jump_drive_1_desc$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_SHIELD_BOOSTER$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_DESC:0 "§H$AURA_SHIELD_BOOSTER$§!\n$tech_shield_recharge_aura_1$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_TITLE:0 "§HUnlocks Component:§! $AURA_QUANTUM_DESTABILIZER$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_DESC:0 "§H$AURA_QUANTUM_DESTABILIZER$§!\n$tech_aura_quantum_destabilizer$"
 TECH_BASE_COST:0 "Base Cost"
 TECH_STARTING:0 "Starting Tech"
 RESEARCH_EFFICIENCY:0 "Research Speed"
 RESEARCH_EFFICIENCY_DESC:0 "Research Speed represents how effectively the Empire's scientific output is applied, increasing or reducing the rate at which technologies are unlocked. This value is mainly decided by the competence of the assigned Scientist, but other factors may also apply."
 REASEARCH_SCIENTIST_EFFICIENCY:0 "Scientist $LEADER$: $VALUE$"
 TECH_UNLOCK_OUTPOST_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase:§! Outpost"
 TECH_UNLOCK_OUTPOST_CONSTRUCTION_DESC:1 "§HOutpost§!\nThe most basic kind of Starbase, Outposts are lightly-armed stations built in stellar orbit to extend national borders. Outposts can not support any Buildings or Modules and are not listed in the Outliner."
 TECH_UNLOCK_STARPORT_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Starport"
 TECH_UNLOCK_STARPORT_CONSTRUCTION_DESC:0 "§HStarport§!\nUpgrading the Outpost, Starports can house one Building and support two Modules."
 TECH_UNLOCK_STARHOLD_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Starhold"
 TECH_UNLOCK_STARHOLD_CONSTRUCTION_DESC:0 "§HStarhold§!\nUpgrading the Starport, Starholds can house two Buildings and support four Modules."
 TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Star Fortress"
 TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_DESC:0 "§HStar Fortress§!\nUpgrading the Starhold, Star Fortresses can house three Buildings and a full complement of six Modules."
 TECH_UNLOCK_CITADEL_CONSTRUCTION_TITLE:0 "§HUnlocks Starbase Upgrade:§! Citadel"
 TECH_UNLOCK_CITADEL_CONSTRUCTION_DESC:0 "§HCitadel§!\nUpgrading the Star Fortress, Citadels are the largest and most heavily fortified type of Starbase and can house four Buildings and a full complement of six Modules."
 UNITY_COST_MULT:0 "Unity Cost Multiplier for Edict: $VALUE|=2%-$"
 TECH_UNLOCK_FIRE_CONTROL_1_TITLE:0 "§HUnlocks Component:§! $FIRE_CONTROL_1$"
 TECH_UNLOCK_FIRE_CONTROL_1_DESC:0 "§H$FIRE_CONTROL_1$§!\n$FIRE_CONTROL_1_DESC$"
 TECH_UNLOCK_ION_CANNON_CONSTRUCTION_TITLE:0 "§HUnlocks Station:§! $ion_cannon$"
 TECH_UNLOCK_ION_CANNON_CONSTRUCTION_DESC:0 "§H$ion_cannon$§!\nIon Cannons are massive defense platforms that can be built to orbit a starbase, blasting enemy ships with deadly fire from a long range."

 ####################################
 # Galaxy View
 ####################################

 GALAXY_VIEW:0 "Galaxy View"
 GALAXY_EMPIRE_VIEW:0 "Galactic Empires"
 GALAXY_SPECIES_VIEW:0 "Galactic Species"
 EMPIRES:0 "Empires"
 SPECIES:0 "Species"
 DIPLOMACY:0 "Diplomacy"

 POPULATION_LABEL:0 "Population:"
 LEADER_LABEL:0 "Ruler"
 DOMINANT_SPECIES_LABEL:0 "Primary Species:"

 GV_DOMINANT_SPECIES:0 "§H$KEY$§!"
 GV_POPULATION:0 "§H$POPS$ Pops§!"
 GV_GOVERNMENT:0 "§H$TYPE$§!"
 GV_LEADER:0 "§H$LEADER$§!"
 GV_CAPITAL:0 "§H$PLANET$§!"

 ZOOM_TO_CAPITAL:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this capital is located§!"
 OPEN_NEGOTIATIONS:0 "Open Negotiations"
 FIGHTING_WAR_AGAINST_US:0 "Fighting the §H$WAR$§! against us"
 FEDERATION_NAME:0 "$FOUNDER$ Federation"
 PRE_SAPIENT: "§E$SPECIES$§! \n§LPre-Sapient§!"
 SPECIES_LIST_HIGHLIGHT:0 "§E$SPECIES$§! \n$TEMPLATE$"
 TEMPLATE_TYPE_PRE_SAPIENT: "§LPre-Sapient§!"
 TEMPLATE_TYPE_INTEGRATING: "Integrating"
 TEMPLATE_TYPE_FOUNDER: "$FOUNDER_SPECIES$"
 TEMPLATE_TYPE_BUILT_DEFAULT: "Robot Default"
 TEMPLATE_TYPE_DEFAULT: "Default"
 TEMPLATE_TYPE_ORIGINAL: "Original"
 TEMPLATE_TYPE_MODIFIED: "Modified"
 TEMPLATE_TYPE_TOOLTIP_PRE_SAPIENT: "§H$TEMPLATE_TYPE_PRE_SAPIENT$§!\nThis species is pre-sapient."
 TEMPLATE_TYPE_TOOLTIP_INTEGRATING: "§H$TEMPLATE_TYPE_INTEGRATING$§!\n$integrate_into_default_tooltip$"
 TEMPLATE_TYPE_TOOLTIP_FOUNDER: "§H$TEMPLATE_TYPE_FOUNDER$§!\nThis is the §HFounder Species§! of the Empire.\n\nWhen the rights of its sub-species are reset, the current rights of the founder species are used instead of the default Empire rights."
 TEMPLATE_TYPE_TOOLTIP_BUILT_DEFAULT: "§H$TEMPLATE_TYPE_BUILT_DEFAULT$§!\nThis is the §HPrimary Robot§! template of the Empire.\n\nWhen the rights of another robot template are reset, the current rights of the Primary Robot template are used instead of the default Empire rights."
 TEMPLATE_TYPE_TOOLTIP_DEFAULT: "§H$TEMPLATE_TYPE_DEFAULT$§!\n$SPECIES_VIEW_SELECTED_DEFAULT$"
 TEMPLATE_TYPE_TOOLTIP_ORIGINAL: "§H$TEMPLATE_TYPE_ORIGINAL$§!\nThis is the original template of the species."
 TEMPLATE_TYPE_TOOLTIP_MODIFIED: "§H$TEMPLATE_TYPE_MODIFIED$§!\nThis is a modified template of the species."
 TRAIT_POINTS:0 "Points: $POINTS|H$"
 UPLIFT:0 "Uplift"
 UPLIFT_TOOLTIP:0 "§HUplift§!"

 UPLIFT_DELAYED_TOOLTIP:0 "We can Uplift this Species."
 CANNOT_MODIFY_PRESAPIENT:0 "We cannot Modify a pre-sapient Species."
 CANNOT_MODIFY_SPECIES:0 "We cannot Modify this species."
 CANNOT_UPLIFT_SAPIENT:0 "We cannot Uplift an already-sapient Species."
 CANNOT_UPLIFT_NASCENT: "§RThese pops will be uplifted on their own as they mature.§!"
 MISSING_TRAIT_POINTS:1 "We don't have enough trait points to spend."
 MISSING_MODIFYING_TECHNOLOGY:1 "We are missing the $TECH$ technology required to modify this species."
 MISSING_UPLIFTING_TECHNOLOGY:1 "We are missing the $TECH$ technology required to uplift this species."
 MODIFY_SPECIES_BUILDABLE_POP_NOT_POTENTIAL:0 "This model has been decommissioned and cannot be modified."
 ALREADY_MODIFYING:1 "We already have an ongoing project for Modifying or Uplifting a Species."
 UPLIFTING_NO_TARGET:0 "There are no Pops of this Species which we can Uplift."

 NUM_OWNED_POPS_TOOLTIP:0 "§HOwned Pops§!\nShows how many of these Pops live within the borders of our Empire."

 SHOW_SAPIENT:0 "Show Pre-Sapient Species"
 MY_EMPIRE:0 "My Empire"
 ALL_GALAXY:0 "Galaxy"
 GOTO_CAPITALPLANET_GP:0 "§HGo to Capital Planet§!"
 GOTO_HOMEPLANET_GP:0 "§HGo to Home Planet§!"
 GOTO_HOMEPLANET:0 "§HGo To§!\n§GClick to quickly navigate the camera to where this planet is located§!"
 NA_GOTO_HOMEPLANET:0 "§HGo To§!\n§RThis planet's location is unknown.§!"
 POPS_GALAXY:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in the galaxy: $POPS|H$"
 POPS_EMPIRE:0 "§HTotal Pop Amount§!\n$SPECIES|H$ Pops in our Empire: $POPS|H$"
 NO_HOMEWORLD:0 "§RThis Species has an unknown homeworld.§!"
 HOMEWORLD_DESC:0 "The original homeworld of the $SPECIES|H$ species."
 CURRENT_POINTS:0 "§HTrait Points§!\nAmount of available Trait Points for this Species"
 MY_EMPIRE_TOOLTIP_NON_ACTIVE:0 "§GClick to show the Species of our Empire§!"
 MY_EMPIRE_TOOLTIP_ACTIVE:0 "§HEmpire§!\nShowing the Species of our Empire."
 GALAXY_TOOLTIP_NON_ACTIVE:0 "§GClick to show the known Species of the Galaxy§!"
 GALAXY_TOOLTIP_ACTIVE:0 "§HGalaxy§!\nShowing the known Species of the Galaxy."
 CLICK_TO_SEARCH:0 "§HSearch§!\n§GClick to enter Search§!"
 SAPIENT_SPECIES_ACTIVATE:0 "§HShow Pre-Sapient Species§!\n§GClick to show pre-sapient Species in the list§!"
 SAPIENT_SPECIES_DISACTIVATE:0 "§HHide Pre-Sapient Species§!\n§GClick to hide pre-sapient Species in the list§!"

 DIPLO_STATUS_CASUS_BELLI_HOLDER_TOOLTIP:0 "Has Casus Belli on:"
 DIPLO_STATUS_CASUS_BELLI_TARGET_TOOLTIP:0 "Is target of Casus Belli from:"

 ####################################
 # MAIN GALAXY VIEW
 ####################################
 GALAXY_HEADER:0 "Empires"
 SPECIES_VIEW_HEADER:0 "Species"
 GALAXY_VIEW_TAB_TEXT:0 "Empires"
 SPECIES_VIEW_TAB_TEXT:0 "Species"

 MAIN_GALAXY_VIEW_GALAXY_TAB:1 "§GClick to open §HEmpire View§!§!"
 MAIN_GALAXY_VIEW_SPECIES_TAB:0 "§GClick to open §HSpecies View§!§!"
 ####################################
 # GALAXY VIEW
 ####################################
 GALAXY_VIEW_EMPIRE_NAME:0 "Name"
 GALAXY_VIEW_EMPIRE_DISTANCE:0 "Distance"
 GALAXY_VIEW_EMPIRE_STATUS:0 "Status"
 GALAXY_VIEW_EMPIRE_ALLIANCE_FEDERATION:1 "Federation"
 GALAXY_VIEW_EMPIRE_DIPLOMACY:2 "Diplomacy"
 GALAXY_VIEW_EMPIRE_MONEY_BALANCE:0 "$AMOUNT|=+1$"
 GALAXY_VIEW_EMPIRE_WAR_STATUS:1 "War"
 GALAXY_VIEW_EMPIRE_ESPIONAGE:0 "Espionage"
 GALAXY_VIEW_FILTERS:0 "Filters"

 GALAXY_VIEW_EMPIRE_ENTRY_OUR_OPINION:0 "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_THEIR_OPINION:0 "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_DISTANCE:0 "$VAL|1$"

 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON:0 "§GClick to open Diplomacy with $EMPIRE|H$§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_SELF:0 "§RWe cannot open Diplomacy with ourselves§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_PRIMITIVE:0 "§RWe cannot open Diplomacy with a Primitive Civilization§!"

 GALAXY_VIEW_SORT_NAME:0 "§HSort by Name§!"
 GALAXY_VIEW_SORT_THEIR_OPINION:0 "§HSort by Their Opinions§!"
 GALAXY_VIEW_SORT_OUR_OPINION:0 "§HSort by Our Opinions§!"
 GALAXY_VIEW_SORT_DISTANCE:0 "§HSort by Distance§!"
 GALAXY_VIEW_SORT_DIPLOMACY:0 "§HSort by Diplomacy Status§!"
 GALAXY_VIEW_SORT_ALLIANCE_OR_FEDERATION:0 "§HSort by Alliance or Federation Name§!"
 GALAXY_VIEW_SORT_POWER:0 "§HSort by Relative Power§!"
 GALAXY_VIEW_SORT_WAR_STATUS:0 "§HSort by War Status§!"
 SORT_BY_RELATION:0 "§HSort by Relation§!"
 SORT_BY_INTEL_LEVEL:0 "§HSort by Intel Level§!"
 SORT_BY_SPYNETWORK_LEVEL:0 "§HSort by Spy Network Level§!"
 SORT_BY_SPYPOWER:1 "§HSort by $INFILTRATION_LEVEL$§!"
 SELECT_TARGET_EMPIRE:0 "§HSelect Target Empire§!"

 OPINION_DESC:0 "§T$EMPIRE|H$ opinion of $PLAYER|H$: $VAL|+=$§!"
 OPINION_OF_US:1 "Their Opinion of Us"
 OPINION_OF_THEM:1 "Our Opinion of Them"
 OPINION_PLAYER:0 "Opinion is not used by players."
 OPINION_DELAYED:0 "§HOpinion§! §Eis a measure of how an empire feels about another. It can be increased by building§! §HTrust§! §Ethrough signing diplomatic agreements or by proposing§! §HTrade Deals§! §Ethat are favorable to them.§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_DESC:0 "§TShortest distance between $FROMSYSTEM|H$ and $TOSYSTEM|H$§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_DESC:0 "§TDistance Not Known§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_VAL:0 "N/K"

 OWNER_POP:1 "This Pop owns a $SPECIES|Y$ Pop."
 OWNED_POP:1 "This Pop is owned by a $SPECIES|Y$ Pop."
 STATE_OWNED_POP:0 "This Pop is owned by the state."

####################################
 # AGREEMENTS VIEW
 ####################################
 SORT_BY_LOYALTY:0 "§HSort by Loyalty§!"
 SORT_BY_CONVERSION_TIME:0 "§HSort by Conversion Time§!"

 ####################################
 # SPECIES VIEW
 ####################################
 SPECIES_VIEW_SPECIES:0 "Species"
 SPECIES_VIEW_TYPE:0 "Type"
 SPECIES_VIEW_RIGHTS:0 "Rights"
 SPECIES_VIEW_RIGHTS_COLON:0 "$SPECIES_VIEW_RIGHTS$:"
 SPECIES_VIEW_TEMPLATE_COLON: "Template:"
 SPECIES_VIEW_TRAITS:0 "Traits"
 SPECIES_VIEW_TRAITS_CREATE_TEMPLATE:0 "Create Template"
 SPECIES_VIEW_TRAITS_MODIFY:1 "Modify Template"
 SPECIES_VIEW_TRAITS_APPLY_TEMPLATE:1 "Apply This Template"
 SPECIES_VIEW_TRAITS_UPLIFT:0 "Uplift"
 SPECIES_VIEW_TRAIT_POINTS:0 "$VAL|+$"
 SPECIES_VIEW_TOTAL_POP:0 "§HTotal Pops§! : $VAL|1*$"
 SPECIES_VIEW_VARIANTS:0 "§HVariants§! : $VAL$"
 SPECIES_VIEW_EMPIRE:0 "Empire Species"
 SPECIES_VIEW_ALL:0 " All Species"
 NOT_POSSIBLE_BECAUSE:0 "§RNot possible due to:§!"
 TOGGLE_SPECIES:0 "Toggle Species"
 SHOWING_SPECIES:0 "Showing §H$SPECIES$§! Species"
 SLAVERY_DISABLED:0 "Species is not being enslaved."
 PURGE_DISABLED:0 "Species is not being purged."

 tab_species_button:0 "$topbar_button_species_name$"
 tab_species_rights_button:0 "Species Rights"
 SET_SPECIES_RIGHT_TITLE:1 "Set Species Rights?"
 SET_SPECIES_RIGHT_DESC:1 "§EThis will change your species rights.§!"

 CIVILIANS_PRODUCE_UNITY_RESEARCH:0 "§Y[civilian.GetIcon] [civilian.GetNamePlural]§! produce £unity£ §Y$unity$§! and £physics£ £society£ £engineering£ §YResearch Points§!."
 UNEMPLOYED_PRODUCE_UNITY:1 "§YUnemployed Pops§! have normal £happiness£ §YHappiness§!.\n\n§Y[civilian.GetIcon] [civilian.GetNamePlural]§! produce £unity£ §Y$unity$§!"
 UNEMPLOYED_REDUCED_HAPPINESS:0 "§YUnemployed Pops§! have reduced £happiness£ §RHappiness§!."
 UNEMPLOYED_NO_UNHAPPINESS:0 "§YUnemployed Pops§! have normal £happiness£ §YHappiness§!."

 40_HAPPINESS:0 "§G+40%§! £happiness£ §YHappiness§!"
 20_HAPPINESS:1 "§G+20%§! £happiness£ §YHappiness§!"
 15_HAPPINESS:1 "§G+15%§! £happiness£ §YHappiness§!"
 10_HAPPINESS:1 "§G+10%§! £happiness£ §YHappiness§!"
 5_HAPPINESS:1 "§G+5%§! £happiness£ §YHappiness§!"
 NEG_5_HAPPINESS:1 "§R-5%§! £happiness£ §YHappiness§!"
 NEG_10_HAPPINESS:1 "§R-10%§! £happiness£ §YHappiness§!"
 NEG_15_HAPPINESS:1 "§R-15%§! £happiness£ §YHappiness§!"
 NEG_20_HAPPINESS:1 "§R-20%§! £happiness£ §YHappiness§!"

 VERY_HIGH_LUXURIES:0 "§Y1.0x§!£consumer_goods£ Upkeep"
 HIGH_LUXURIES:0 "§Y0.5x§!£consumer_goods£ Upkeep"
 SHARED_BURDEN_LUXURIES:0 "§Y0.4x§!£consumer_goods£ Upkeep"
 AVERAGE_LUXURIES:0 "§Y0.25x§!£consumer_goods£ Upkeep"
 LOW_LUXURIES:0 "§Y0.1x§!£consumer_goods£ Upkeep"
 VERY_LOW_LUXURIES:0 "§Y0.05x§!£consumer_goods£ Upkeep"
 NO_LUXURIES:0 "§Y0x§!£consumer_goods£ Upkeep"
 DECADENT_VERY_HIGH_LUXURIES:0 "§Y1.1x§!£consumer_goods£ Upkeep"
 DECADENT_HIGH_LUXURIES:0 "§Y0.55x§!£consumer_goods£ Upkeep"
 DECADENT_AVERAGE_LUXURIES:0 "§Y0.27x§!£consumer_goods£ Upkeep"

 RULERS:0 "£pop_cat_ruler£ $pop_cat_ruler_plural$"
 SPECIALISTS:0 "£pop_cat_specialist£ $pop_cat_specialist_plural$"
 WORKERS:0 "£pop_cat_worker£ $pop_cat_worker_plural$"
 CIVILIANS: "£pop_cat_civilian£ $pop_cat_civilian_plural$"
 SLAVES:0 "£pop_cat_slave£ $pop_cat_slave_plural$"
 CRIMINALS: "£pop_cat_slave£ $pop_cat_criminal_plural$"
 BIO_TROPHIES:0 "£pop_cat_bio_trophy£ $pop_cat_bio_trophy_plural$"

 POLITICAL_POWER_WITH_ICON: "£political_power£ Political Power"
 TRADE_VALUE_WITH_ICON: "£trade£ Trade"

 SHARED_BURDEN_POP_EFFECTS:1 "§YPops§! have $5_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit."
 UTOPIAN_ABUNDANCE_POP_EFFECTS:2 "§YPops§! have $20_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit."
 ACADEMIC_PRIVILEGE_POP_EFFECTS:2 "$RULERS$ and $SPECIALISTS$ have $15_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit.$TABBED_NEW_LINE$- £mod_pop_bonus_workforce_mult£ $researcher_jobs_bonus_workforce_mult$: §G+10%§!"
 SOCIAL_WELFARE_POP_EFFECTS:1 "§YPops§! have $5_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit."
 DECENT_LIVING_STANDARDS_POP_EFFECTS:1 "$RULERS$ have $10_HAPPINESS$ and $SPECIALISTS$ have $5_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit."
 STRATIFIED_LIVING_STANDARDS_POP_EFFECTS:1 "$RULERS$ have $15_HAPPINESS$ and $SPECIALISTS$ have $5_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit.\n\n$WORKERS$, $CIVILIANS$, and $SLAVES$ have $NEG_10_HAPPINESS$"
 SUBSISTENCE_POP_EFFECTS:2 "§YPops§! have $NEG_20_HAPPINESS$"
 DECADENT_LIVING_STANDARDS_POP_EFFECTS:1 "§YPops§! have $20_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit.\n\n§Y[civilian.GetIcon] [civilian.GetNamePlural]§! provide £unity£ §Y$unity$§! and £mod_logistic_growth_mult£ §Y$MOD_FOUNDER_SPECIES_GROWTH_MULT$§!, but require $r_amenities$."
 ORGANIC_TROPHY_POP_EFFECTS:0 "§YPops§! have $40_HAPPINESS$, unless there is a £consumer_goods£ §YConsumer Goods§! deficit."
 DYSTOPIAN_LIVING_STANDARDS_POP_EFFECTS:2 "$RULERS$ have §G+25%§! £happiness£ §YHappiness§!, unless there is a £consumer_goods£ §YConsumer Goods§! deficit.\n\n[enforcer.GetIcon] [enforcer.GetNamePlural] have §G+10%§! £happiness£ §YHappiness§!, unless there is a £consumer_goods£ §YConsumer Goods§! or $r_amenities$ deficit.\n\n$SPECIALISTS$ and $WORKERS$ have §R-200%§! £happiness£ §YHappiness§!"

 citizenship_organic_trophy:0 "Bio-Trophy"
 citizenship_organic_trophy_tooltip:0 "Pops of this species are revered and cared for by the §H$auth_machine_intelligence$§!, freed from the burdens of responsibility and agency."
 citizenship_organic_trophy_tooltip_delayed:0 "§LGlory to organics.§!"
 citizenship_assimilation:0 "Assimilation"
 citizenship_assimilation_tooltip:0 "£pop£ §HPops§! of this species are §Yaltered§! over time to better match the dominant species of the Empire. §HPops§! that are in the process of being assimilated will not produce any resources.\n\nBase §HPops§! Assimilated per Month: §Y100§!"
 citizenship_assimilation_tooltip_delayed:0 "§LWe will add your biological and technological distinctiveness to our own. Your culture will adapt to service us.§!"
 citizenship_full_machine:0 "Machine Integration"
 citizenship_full_machine_tooltip:0 "All owned Pops of this species are fully integrated with the §H$auth_machine_intelligence$§!."
 citizenship_full_machine_tooltip_delayed:0 "§LAssuming direct control.§!"
 citizenship_full:0 "Full Citizenship"
 citizenship_full_tooltip:0 "Pops are free to be politically active and the species can produce §HLeaders§!."
 citizenship_full_tooltip_delayed:0 "§LEach and every individual of this species is an esteemed member of [From.GetAdj] society.§!"
 citizenship_caste_system:0 "Caste System"
 citizenship_caste_system_tooltip:1 "§Y50%§! of all Pops from this Species will automatically be §YEnslaved§! on each of our Planets. Free Pops may engage politically and can produce §HLeaders§!."
 citizenship_caste_system_tooltip_delayed:0 "§LSome [From.GetSpeciesNamePlural] are more equal than others.§!"
 citizenship_caste_system_limited:0 "Caste System (Residence)"
 citizenship_caste_system_limited_tooltip:0 "§Y50%§! of all Pops from this Species will automatically be §YEnslaved§! on each of our Planets. Free Pops may not engage politically and the species can not produce §HLeaders§!."
 citizenship_caste_system_limited_tooltip_delayed:0 "§LSome [From.GetSpeciesNamePlural] are more equal than others.§!"
 citizenship_limited:0 "Residence"
 citizenship_limited_tooltip:1 "Pops are free, but are less important politically, and the species can not produce §HLeaders§!."
 citizenship_limited_tooltip_delayed:0 "§LThey have yet to prove themselves worthy of all rights afforded to others. Perhaps they never will.§!"
 citizenship_slavery:0 "Slaves"
 citizenship_slavery_tooltip:0 "All Pops of this species will be §YEnslaved§!."
 citizenship_slavery_tooltip_delayed:0 "§LFreedom is an illusion. For some this truth is more tangible than it is for others.§!"
 citizenship_purge:0 "Undesirables"
 citizenship_purge_tooltip:1 "All Pops of this species will be §RPurged§!."
 citizenship_purge_tooltip_delayed:0 "§LState records do not recognize the existence of this species.§!"
 citizenship_purge_machine:0 "$citizenship_purge$"
 citizenship_purge_machine_tooltip:0 "$citizenship_purge_tooltip$"
 citizenship_purge_machine_tooltip_delayed:0 "$citizenship_purge_tooltip_delayed$"
 military_service_full:0 "Full Military Service"
 military_service_full_tooltip:0 "Species can produce §HArmies§!, and §HCommanders§!."
 military_service_full_tooltip_delayed:0 "§LThey are doubtlessly among the most competent in our armed forces.§!"
 military_service_limited:0 "Soldiers Only"
 military_service_limited_tooltip:0 "Species can only produce §HArmies§!."
 military_service_limited_tooltip_delayed:0 "§LThey make excellent soldiers - but command is better left to others.§!"
 military_service_none:0 "Exempt"
 military_service_none_tooltip:0 "Species can not produce any military §HLeaders§! nor be used in §HArmies§!."
 military_service_none_tooltip_delayed:0 "§LThey serve the [From.GetName] better away from the battlefield.§!"
 military_service_limited_name:0 "Limited Military Service"
 military_service_none_name:0 "No Military Service"
 slavery_normal:0 "Chattel Slavery"
 slavery_normal_tooltip:1 "§HChattel Slaves§! have increased resource production but cannot be employed in §Y$pop_cat_ruler$§! or §Y$pop_cat_specialist$§! Jobs."
 slavery_normal_tooltip_delayed:0 "§LChattel Slavery is the most common form of slavery in the galaxy. Whether for life or a limited time, unrestricted access to the labor of others is in some parts seen as a privilege with numerous counter-duties attached, and elsewhere considered a self-evident prerequisite for a functioning society.§!"
 slavery_domestic:0 "Domestic Servitude"
 slavery_domestic_tooltip:1 "§HDomestic Servants§! that are not holding another job will be employed as Servants, increases £amenities£ $PLANET_AMENITIES_TITLE$. They cannot perform £pop_cat_ruler£ §Y$pop_cat_ruler$§! or £pop_cat_specialist£ §Y$pop_cat_specialist$§! Jobs, with the sole exception of working as [entertainer.GetIcon] §Y[entertainer.GetNamePlural]§!."
 slavery_domestic_tooltip_delayed:1 "§LDomestic servants spend much of their time tending to the needs of free Pops - some are assigned to individual domiciles, while others tend to public spaces. They tend to live alongside their masters and thus require almost no dedicated housing.§!"
 slavery_military:0 "Battle Thralls"
 slavery_military_tooltip:2 "§HBattle Thralls§! have no bonuses to resource production, but make excellent soldiers for local §HArmies§!. They can be employed in [enforcer.GetIcon] §Y[enforcer.GetName]§!, [soldier.GetIcon] §Y[soldier.GetName]§!, or £pop_cat_worker£ §Y$pop_cat_worker$§! Jobs."
 slavery_military_tooltip_delayed:1 "§LBattle thralls are weaponized serfs, often trained from birth in the martial arts and conditioned for absolute obedience. In exchange for unquestioning military service, they are granted much more autonomy than other slaves and can be employed in a greater variety of jobs.§!"
 slavery_livestock:0 "Livestock"
 slavery_livestock_tooltip:3 "£pop£ §HLivestock Pops§! cannot be employed to produce resources, but are instead kept around to increase the £food£ §HFood§! supply.\n\nInstead, Lithoid Livestock produce £minerals£ §HMinerals§! and Infernal Livestock produce £alloys£ §HAlloys§!.\n\nLivestock can be kept in §HAlien Zoos§! to provide $r_amenities$."
 slavery_livestock_tooltip_delayed:0 "§LLivestock is Pops!§!"
 slavery_indentured:0 "Indentured Servitude"
 slavery_indentured_tooltip:2 "§HIndentured Servants§! can be employed in £pop_cat_worker£ §Y$pop_cat_worker$§! or £pop_cat_specialist£ §Y$pop_cat_specialist$§! Jobs, and retain more political power than other slaves. They cannot work as [entertainer.GetIcon] §Y[entertainer.GetNamePlural]§! or [enforcer.GetIcon] §Y[enforcer.GetNamePlural]§!. Slavery based production bonuses only apply when employed as £pop_cat_worker£ §Y$pop_cat_worker_plural$§!."
 slavery_indentured_tooltip_delayed:0 "§LThey can theoretically pay off their debts and be freed, but their contracts are intentionally structured to make this a non-issue.§!"
 living_standard_utopian:1 "Utopian Abundance"
 living_standard_utopian_tooltip:1 "$living_standard_utopian$ ensures that every member of this species has access to nearly any type of luxury conceivable.\n\n$UTOPIAN_ABUNDANCE_POP_EFFECTS$\n\n$CIVILIANS_PRODUCE_UNITY_RESEARCH$"
 living_standard_utopian_tooltip_delayed:0 "§LWe cannot realistically eliminate every want by providing for every need. But we can try.§!"
 living_standard_shared_burden:0 "Shared Burdens"
 living_standard_shared_burden_tooltip:2 "$living_standard_shared_burden$ ensures an equitable distribution of resources between all members of society.\n\n$SHARED_BURDEN_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$"
 living_standard_shared_burden_tooltip_delayed:0 "§LFrom each according to their abilities. To each according to their needs.§!"
 living_standard_academic_privilege:0 "Academic Privilege"
 living_standard_academic_privilege_tooltip:1 "$living_standard_academic_privilege$ prioritizes the educated Population, to the general benefit of the sciences\n\n$ACADEMIC_PRIVILEGE_POP_EFFECTS$"
 living_standard_academic_privilege_tooltip_delayed:0 "§LKnowledge is the key to power.§!"
 living_standard_good:0 "Social Welfare"
 living_standard_good_tooltip:1 "$living_standard_good$ strives to improve the lives of the poorer Stratas through generous social policies.\n\n$SOCIAL_WELFARE_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$"
 living_standard_good_tooltip_delayed:0 "§LSeeing to the needs of the people is the most important responsibility of the state.§!"
 living_standard_normal:1 "Decent Conditions"
 living_standard_normal_tooltip:1 "$living_standard_normal$ ensures that most members of the species have what they need for an acceptable quality of life\n\n$DECENT_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_normal_tooltip_delayed:1 "§LNeglecting the needs of our subjects is a losing proposition in the long run.§!"
 living_standard_stratified:0 "Stratified Economy"
 living_standard_stratified_tooltip:0 "$living_standard_stratified$ prioritizes the ruling classes at the expense of the impoverished masses.\n\n$STRATIFIED_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_stratified_tooltip_delayed:0 "§LIf they wish to better their lot in life, they will have to work for it.§!"
 living_standard_hive_mind:1 "Drone"
 living_standard_hive_mind_tooltip:2 "While it may have little use for luxuries, a drone population still requires a great deal of resources to sustain itself."
 living_standard_hive_mind_tooltip_delayed:0 "§LThe needs of the individual and the needs of all are one and the same.§!"
 living_standard_subsistence:1 "Basic Subsistence"
 living_standard_subsistence_tooltip:1 "$living_standard_subsistence$ offers only the most essential of goods to the Pops of this species.\n\n$SUBSISTENCE_POP_EFFECTS$"
 living_standard_subsistence_tooltip_delayed:0 "§LAs few as possible of our subjects should starve. Beyond that, they're not our problem.§!"
 living_standard_none:0 "Non-Existent"
 living_standard_none_tooltip:1 "This species is in the process of being purged, and Pops from it will have no Upkeep cost."
 living_standard_none_tooltip_delayed:0 "§LWe do not budget for the dead.§!"
 living_standard_deassimilation:0 "Hive Dissociation"
 living_standard_deassimilation_tooltip:1 "This species is undergoing a difficult physiological separation from a Hive Mind."
 living_standard_deassimilation_tooltip_delayed:1 "§LWelcome out of the fold.§!"
 living_standard_ego_assimilation:0 "Identity Sublimation"
 living_standard_ego_assimilation_tooltip:1 "This species is becoming one with the unified mind."
 living_standard_ego_assimilation_tooltip_delayed:1 "§LThe sense of self does not survive the process. But that's the point.§!"
 living_standard_ego_assimilation_psionic:0 "$living_standard_ego_assimilation$"
 living_standard_ego_assimilation_psionic_tooltip:0 "$living_standard_ego_assimilation_tooltip$\n\n§RDue to the destruction of the individual ego, any Psionic traits will be removed.§!"
 living_standard_ego_assimilation_psionic_tooltip_delayed:0 "$living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_cyborg_ego_assimilation:0 "$living_standard_ego_assimilation$"
 living_standard_cyborg_ego_assimilation_tooltip:0 "$living_standard_ego_assimilation_tooltip$"
 living_standard_cyborg_ego_assimilation_tooltip_delayed:0 " $living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_cyborg_ego_assimilation_psionic:0 "$living_standard_ego_assimilation$"
 living_standard_cyborg_ego_assimilation_psionic_tooltip:0 "$living_standard_ego_assimilation_tooltip$\n\n§RDue to the destruction of the individual ego, any Psionic traits will be removed.§!"
 living_standard_cyborg_ego_assimilation_psionic_tooltip_delayed:0 "$living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_tech_assimilation:0 "Transubstantiation Synthesis"
 living_standard_tech_assimilation_tooltip:1 "This species is melding with the machine."
 living_standard_tech_assimilation_tooltip_delayed:1 "§LSolider. Improved. Speedier. Forcefuller.§!"
 living_standard_cyborg_assimilation:0 "$living_standard_tech_assimilation$"
 living_standard_cyborg_assimilation_tooltip:0 "$living_standard_tech_assimilation_tooltip$"
 living_standard_cyborg_assimilation_tooltip_delayed:0 "$living_standard_tech_assimilation_tooltip_delayed$"
 living_standard_cyborg_assimilation_psionic:0 "$living_standard_tech_assimilation$"
 living_standard_cyborg_assimilation_psionic_tooltip:0 "$living_standard_tech_assimilation_tooltip$\n\n§RDue to incompatibility with Cybernetic implants, any Psionic traits will be removed.§!"
 living_standard_cyborg_assimilation_psionic_tooltip_delayed:0 "$living_standard_tech_assimilation_tooltip_delayed$"
 living_standard_psi_assimilation:0 "Transcendent Awakening"
 living_standard_psi_assimilation_tooltip:0 "This species is awakening to its psionic potential."
 living_standard_psi_assimilation_tooltip_delayed:0 "§LThe veil is lifted, but the Shroud remains.§!"
 living_standard_psi_assimilation_cyborg:0 "$living_standard_psi_assimilation$"
 living_standard_psi_assimilation_cyborg_tooltip:0 "$living_standard_psi_assimilation_tooltip$\n\n§RTo achieve purity of spirit and body, all Cybernetic traits will be removed.§!"
 living_standard_psi_assimilation_cyborg_tooltip_delayed:0 "$living_standard_psi_assimilation_tooltip_delayed$"
 living_standard_organic_trophy:0 "Mandatory Pampering"
 living_standard_organic_trophy_tooltip:1 "This living standard enshrines a small population of organic beings as display pieces, through relentless and unyielding pampering.\n\n$ORGANIC_TROPHY_POP_EFFECTS$"
 living_standard_organic_trophy_tooltip_delayed:0 "§LWho's a good Bio-Trophy? You are! Yes you are!§!"
 living_standard_chemical_bliss:0 "Chemical Bliss"
 living_standard_chemical_bliss_tooltip:3 "Entertainment media is made freely available as a drug regimen induces a euphoric stupor. The Pops are happy, but useless.\n\n$living_standard_chemical_bliss_happiness_tooltip$"
 living_standard_chemical_bliss_tooltip_delayed:0 "§LThey all welcome the games and diversions. Some resist the drugs, at first.§!"
 living_standard_decadent:0 "Decadent Lifestyle"
 living_standard_decadent_tooltip:1 "$living_standard_decadent$ prioritizes more resources and luxuries for privileged members of society.\n\n$DECADENT_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_decadent_tooltip_delayed:0 "§LWe deserve only the best. They must serve, we must rejoice.§!"
 living_standard_dystopian_society:0 "Dystopian Society"
 living_standard_dystopian_society_tooltip:1 "$living_standard_dystopian_society$ makes the ruling class the only recipient of necessities, completely neglecting the lower classes.\n\n$DYSTOPIAN_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_dystopian_society_tooltip_delayed:0 "§LThe common rabble should know their place. If they don't, we will have to show them.§!"
 living_standard_worker_ownership: "Employee Ownership"
 living_standard_worker_ownership_tooltip: "$living_standard_worker_ownership$ guarantees every worker a democratic share in their enterprise. Living costs and social responsibilities are distributed evenly to all members."
 living_standard_worker_ownership_tooltip_delayed: "§LTo each a voice, a share, and the dividends of a society built by our labor.§!"
 SPECIES_RIGHT_CITIZENSHIP:0 "Citizenship"
 SPECIES_RIGHT_LIVING_STANDARDS:0 "Living Standards"
 SPECIES_RIGHT_MILITARY_SERVICE:0 "Military Service"
 SPECIES_RIGHT_POPULATION_CONTROLS:0 "Population Controls"
 SPECIES_RIGHT_COLONIZATION_CONTROLS:0 "Colonization Rights"
 SPECIES_RIGHT_MIGRATION_CONTROLS:0 "Migration Controls"
 SPECIES_RIGHT_STATUS:0 "$TYPE$: $STATUS|Y$"
 RESET_SPECIES_RIGHTS_CONFIRM:1 "Reset Species Rights?"
 RESET_SPECIES_RIGHTS_CONFIRM_DESC:1 "§EAll customized rights set for non-primary Species will be changed to match the Default Rights.§!"
 RESET_THIS_SPECIES_RIGHTS_CONFIRM_DESC:0 "§EAll customized rights set for this Species will be changed to match the Default Rights.§!"
 RESET_THIS_SPECIES_RIGHTS_TO_FOUNDER_CONFIRM_DESC:0 "§EAll customized rights set for this Species will be changed to match the Founder Species Rights.§!"
 RESET_THIS_SPECIES_RIGHTS_TO_ROBOT_CONFIRM_DESC:0 "§EAll customized rights set for this Species will be changed to match the Robot Default Species Rights.§!"
 CANT_RESET_SPECIES_RIGHTS:0 "§RSpecies Rights are reset to default.§!"
 RESET_RIGHTS:0 "Reset To Empire Default"
 RESET_RIGHTS_ALL:0 "Reset All To Default"
 RESET_RIGHTS_FOUNDER:0 "Reset To Founder"
 RESET_RIGHTS_ROBOT: "Reset To Robot Default"
 SET_DEFAULT_RIGHTS:1 "Default Rights"
 SET_RIGHTS:0 "Set Rights"
 SET_SPECIES_POLICY: "Set Policy"
 SET_PRESAPIENTS_POLICY: "Set Policy"
 SET_SPECIES_RIGHTS:0 "Set Species Rights"
 SET_SPECIES_DEFAULT: "Set as Default"
 DEFAULT_RIGHTS:0 "Default Rights"
 SPECIES_RIGHT_SLAVERY_TYPE:0 "Slavery Type"
 SPECIES_RIGHT_PURGE_TYPE:0 "Purge Type"
 CANT_ALL_SPECIES_SET_RIGHTS: "§RSpecies Rights cannot be set from All Species Tab.§!"
 CANT_ALL_SPECIES_SET_DEFAULT: "§RDefault cannot be set from All Species Tab.§!"
 CANT_ALL_SPECIES_CREATE_TEMPLATE: "§RTemplate cannot be created or modified from All Species Tab.§!"
 CANT_ALL_SPECIES_APPLY_TEMPLATE: "§RTemplate cannot be applied from All Species Tab.§!"
 purge_normal:0 "Extermination"
 purge_normal_tooltip:0 "Affected Pops are systematically eradicated. This is the fastest form of Purging available."
 purge_normal_tooltip_delayed:0 "§LThe extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.§!"
 purge_displacement:0 "Displacement"
 purge_displacement_tooltip:0 "Affected Pops are expelled from our nation over time, left to find refuge outside our borders."
 purge_displacement_tooltip_delayed:0 "§LIt's not that we drive them from their homes. Their homes are simply no longer theirs.§!"
 purge_neutering:0 "Neutering"
 purge_neutering_tooltip:1 "Affected Pops no longer grow and will die out over time, but gain only a moderate §RHappiness§! penalty."
 purge_neutering_tooltip_delayed:0 "§LThink of it as a phasing-out of a people. Our nation goes to meet the future, only some will not be with us.§!"
 purge_labor_camps:0 "Forced Labor"
 purge_labor_camps_tooltip:0 "Affected Pops are worked to death and can be used to produce £food£ §HFood§! (or equivalent) until their eventual demise."
 purge_labor_camps_tooltip_delayed:1 "§LWith this sacrifice, they will at least have been of some use.§!"
 purge_processing:0 "Processing"
 purge_processing_tooltip:1 "Affected Pops are processed into [Root.GetPurgeProcessingResource] availability until death."
 purge_processing_tooltip_delayed:0 "§LIt is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters.§!"
 purge_matrix:1 "Chemical Processing"
 purge_matrix_tooltip:1 "Affected Pops' physiologies are prepared for integration with the energy grid, where the chemical processes that sustain them are redirected to enrich our energy stores. The process is fatal, but death comes slowly."
 purge_matrix_tooltip_delayed:1 "§LThey will soon attain a more efficient form.§!"
 purge_necrophage:0 "Necrophage"
 purge_necrophage_tooltip:0 "Affected Pops are gradually subsumed into the [From.GetSpeciesAdj] race, whether they wish it or not."
 purge_necrophage_tooltip_delayed:0 "§LOnly the strongest may survive in a hostile galaxy. This way, their journey may continue as [From.GetSpeciesNamePlural].§!"
 slavery_matrix:0 "Grid Amalgamation"
 slavery_matrix_tooltip:0 "A long-term alternative to Chemical Processing, where enough of the organic population survives the process to continue to power our energy grid indefinitely."
 slavery_matrix_tooltip_delayed:0 "§LCombined with a form of fusion, we have found all the energy we will ever need.§!"
 migration_control_yes:0 "Migration Controls Enabled"
 migration_control_yes_tooltip:0 "§HMigration Controls§! prevent Pops of this species from moving freely between our worlds."
 migration_control_yes_tooltip_delayed:0 "§LThe free flow of Pops can allocate resources efficiently, but sometimes what is necessary is not efficient.§!"
 migration_control_no:0 "No Migration Controls"
 migration_control_no_tooltip:1 "§HNo Migration Controls§! allows Pops of this species to move between our colonies unrestricted."
 migration_control_no_tooltip_delayed:2 "§LJust as our ancestors wandered in search of a home, every being must be free to seek its destiny among the stars.§!"
 population_control_yes:0 "Population Controls Enabled"
 population_control_yes_tooltip:0 "§HPopulation Controls§! prevent Pops of this species from being grown or assembled."
 population_control_yes_tooltip_delayed:0 "§LWith slight alterations to the daily sustenance of a species their demographics become our plaything.§!"
 population_control_no:0 "No Population Controls"
 population_control_no_tooltip:0 "$population_control_yes_tooltip$"
 population_control_no_tooltip_delayed:1 "§LA species that does not propagate itself is soon to be history.§!"
 colonization_control_yes:0 "Colonization Forbidden"
 colonization_control_yes_tooltip:0 "§HColonization Rights§! determines whether this Species is allowed to board colony ships and settle new worlds."
 colonization_control_yes_tooltip_delayed:1 "§LIn a vast sea of cold emptiness, a habitable world is the greatest treasure of all. Not all are worthy to seize it.§!"
 colonization_control_no:0 "Colonization Allowed"
 colonization_control_no_tooltip:0 "$colonization_control_yes_tooltip$"
 colonization_control_no_tooltip_delayed:1 "§LWho are we to deny any species their place among the stars? Together we will drive back the darkness.§!"
 SPECIES_RIGHT_SUBSPECIES_INTEGRATION_TYPE: "Sub-Species Integration"
 no_integration: "Do Not Integrate"
 no_integration_tooltip: "Sub-Species Integration is disabled."
 no_integration_tooltip_delayed: "§LEach subspecies, a unique expression of the same genetic foundation, showcases a remarkable ability to diversify.§!"
 integrate_into_default: "Integrate Into Default Sub-Species"
 integrate_into_default_tooltip: "This sub-species is automatically altered over time to match the Default Template.\n\nDefault amount of £pop£ §HPops§! Integrated per Colony per Month: §Y25§!"
 integrate_into_default_tooltip_delayed: "§LA unified species finds simplicity and focus in a shared evolutionary trajectory by shedding the complexities of variety.§!"

 not_undesirables_tooltip:1 "Affected Pops must be §YUndesirables§!"
 is_undesirables_tooltip:2 "$TRIGGER_FAIL$Affected Pops may not be §YUndesirables§!"
 not_slaves_tooltip:1 "$TRIGGER_FAIL$Affected Pops are not §YSlaves§!"
 not_servitude_tooltip:1 "$TRIGGER_FAIL$Affected Pops are not in §YServitude§!"
 is_servitude_tooltip:0 "$TRIGGER_FAIL$Affected Pops are in §YServitude§!"
 is_slaves_tooltip:1 "$TRIGGER_FAIL$Affected Pops cannot be §YSlaves§!"
 is_serviles_tooltip:0 "$TRIGGER_FAIL$Affected Pops may not be §YServiles§!"
 not_neutering_tooltip:1 "$TRIGGER_FAIL$Affected Pops are §Ynot Neutered§!"
 is_neutering_tooltip:1 "$TRIGGER_FAIL$Affected Pops are §YNeutered§!"
 is_purged_not_neutered:1 "$TRIGGER_FAIL$Affected Pops are §Ynot Undesirables§!, are §YNeutered§!, or are selected for §Y$purge_cosmogenesis_lathe_resettle$§!."
 is_neutered:0 "$TRIGGER_FAIL$Affected Pops are undergoing §Y$purge_neutering$§!."
 species_is_being_neutered:1 "$TRIGGER_FAIL$Affected Pops are not undergoing §Y$purge_neutering$§!"
 is_battle_thralls:0 "$TRIGGER_FAIL$Affected Pops are §Y$slavery_military$§!."
 is_slaves_not_battle_thralls:2 "$TRIGGER_FAIL$Affected Pops must be §Yfree§! or §YBattle Thralls§!."
 is_slaves_chattel_or_domestic:0 "$TRIGGER_FAIL$Affected Pops are §YChattel Slaves§! or §YDomestic Servants§!."
 is_slaves_not_battle_thralls_or_livestock_or_matrix:0 "$TRIGGER_FAIL$Affected Pops are not §YChattel Slaves§! or §YDomestic Servants§!."
 is_slaves_not_battle_thralls_or_domestic:0 "Affected Pops are §YChattel Slaves§! or §YLivestock§!."
 is_slaves_not_battle_thralls_or_indentured_fail:0 "$TRIGGER_FAIL$Affected Pops are not free, §YBattle Thralls§! or §YIndentured Servants§!."
 species_is_not_machine:0 "$TRIGGER_FAIL$This species cannot interface with our empire."
 species_is_not_hive:0 "$TRIGGER_FAIL$This species cannot share our mind."
 species_is_neutered_displaced:1 "$TRIGGER_FAIL$Species must be undergoing §Y$purge_neutering$§! or §Y$purge_displacement$§!."
 requires_servitude:0 "$TRIGGER_FAIL$Species must have §YServitude§! citizenship rights."
 MUST_BE_SLAVES_LIMITED_OR_DISPLACEMENT:0 "$TRIGGER_FAIL$Species must be §YSlaves§!, have §Y$citizenship_limited$§! citizenship rights or be undergoing §YDisplacement§!."
 cant_be_livestock_or_matrix:0 "$TRIGGER_FAIL$Affected Pops may not be §YLivestock§! or §YGrid Amalgamated§!."

 GO_TO:0 "Go To"
 SPECIES_VIEW_SELECTED_POPULATION:0 "We have $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Empire."
 SPECIES_VIEW_SELECTED_POPULATION_GALAXY:0 "We know of $POPULATION|Y$ Pops of $SPECIES|H$ living on $PLANETS|H$ planet(s) in our Galaxy."
 SPECIES_VIEW_SELECTED_PLANET_TYPE_ICON:0 "The $SPECIES|H$ originated on the $PLANETTYPE|H$ of $PLANETNAME|H$."
 SPECIES_VIEW_SELECTED_GO_TO_PLANET:0 "§GClick to quickly navigate the camera to where $PLANETNAME|H$ is located§!"
 SPECIES_VIEW_SELECTED_MODIFY:3 "Modify the Traits of this Species, effectively creating a new Species."
 SPECIES_VIEW_SELECTED_APPLY:0 "§HApply Species Template§! to eligible Pops, altering their Traits. Cost increases with the number of Pops selected."
 SPECIES_VIEW_SELECTED_UPLIFT:1 "§HUplifting§!\nWe may Uplift this pre-sapient Species to full-fledged Pops in our Empire."
 SPECIES_VIEW_SELECTED_PRESAPIENTS_POLICY: "Set Pre-Sapients Policy"
 SPECIES_VIEW_SELECTED_CLICK_MODIFY:2 "§GClick to Modify the traits of this Species and create a new Species Template§!"
 SPECIES_VIEW_SELECTED_CLICK_APPLY:0 "§GClick to choose Pops and apply the traits of this template on them§!"
 SPECIES_VIEW_SELECTED_CLICK_UPLIFT:1 "§GClick to Uplift this Species§!"
 SPECIES_VIEW_SELECTED_TRAIT_POINTS:0 "§HTrait Points§! remaining: $AMOUNT|+$"
 SPECIES_VIEW_SELECTED_TRAIT_PICKS:0 "§HTrait Picks§! remaining: $AMOUNT|+$"
 SPECIES_VIEW_SELECTED_CLICK_RIGHTS: "§GClick to set Species Rights§!"
 SPECIES_VIEW_SELECTED_CLICK_PRESAPIENTS_POLICY: "§GClick to set Pre-Sapients Policy§!"
 SPECIES_VIEW_SELECTED_DEFAULT: "Default templates are the main templates of their species, any pop in templates that are set to §HSub-Species Integration§! will be modified to change into this template."
 SPECIES_VIEW_SELECTED_CLICK_DEFAULT: "§GClick to set as Default§!"
 SPECIES_VIEW_SELECTED_DEFAULT_CANT: "§RAlready set as Default§!"
 SPECIES_VIEW_SELECTED_CONFIRM_HEADER: "Set as Default Template"
 SPECIES_VIEW_SELECTED_CONFIRM_MESSAGE: "Are you sure you want to set this template as this Species Default?\n\n§RPops from this species who are being assimilated will be affected.§!"
 SPECIES_VIEW_EXPAND:0 "Expand Variants"
 SPECIES_VIEW_COLLAPSE:0 "Hide Variants"
 SPECIES_VIEW_EXPAND_ALL:0 "Expand/Hide All"

 SPECIES_VIEW_NAME_FOUNDING_SPECIES:0 "$SPECIES|H$ is our §HFounder Species§!."
 SPECIES_VIEW_NAME_SPECIES:0 "$SPECIES|H$ is a Species in our Empire."
 SPECIES_VIEW_NAME_SPECIES_EMPIRE:1 "$SPECIES|H$ is a Species from the planet $PLANET|H$."
 SPECIES_VIEW_NAME_SPECIES_NO_HOME_PLANET:0 "$SPECIES|H$ is a Species without a home planet."
 SPECIES_VIEW_NAME_TEMPLATE:0 "$SPECIES|H$ is a Species template."

 SPECIES_VIEW_SORT_NAME:0 "§HSort by Name§!"
 SPECIES_VIEW_SORT_RIGHTS:0 "§HSort by Rights§!"
 SPECIES_VIEW_SORT_TYPE:0 "§HSort by Type§!"
 SPECIES_VIEW_SORT_POPULATION:0 "§HSort by Population§!"
 SPECIES_VIEW_SORT_TRAITS:0 "§HSort by Traits§!"
 SPECIES_VIEW_SORT_PLANET:0 "§HSort by Planet Preference§!"
 SPECIES_VIEW_SORT_TRAIT_POINTS:0 "§HSort by Trait Points§!"
 SPECIES_VIEW_SORT_TRAIT_PICKS:0 "§HSort by Trait Picks§!"
 GOTO_SPECIES_VIEW:0 "§GClick to open Species View§!"

 ####################################
 # ALLIANCE & FEDERATION VIEW
 ####################################
 ALLIANCE_BUTTON_DESC:0 "Federation: $KEY|H$\n§GClick to open Federation View§!"

 ALLIANCE_AND_FEDERATION_VIEW_NAME:0 "Name"
 ALLIANCE_AND_FEDERATION_VIEW_OPINION:0 "Opinion"
 ALLIANCE_AND_FEDERATION_VIEW_SUPPORT:0 "Support"
 ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER:0 "Economy"
 ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER:0 "Fleet"
 ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER:0 "Tech"
 ALLIANCE_AND_FEDERATION_VIEW_DIPLOMACY_POWER:0 "Diplomatic Weight"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_NAME:0 "§HSort by Name§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_OPINION:0 "§HSort by Opinion§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_SUPPORT:0 "§HSort by Support§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_TECHNOLOGY_POWER:0 "§HSort by Technology Power§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_ECONOMY_POWER:0 "§HSort by Economic Power§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_FLEET_POWER:0 "§HSort by Fleet Power§!"
 ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Fleet Power§!"
 ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Economic Power§!"
 ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER_DESC:0 "§T$EMPIRE|H$ has $AMOUNT|Y0$ Technology Power§!"
 ETHICS_AUTHORITY:0 "Ethics and Authority"
 ALLIANCE_AND_FEDERATION_VIEW_THEIR_OPINION:0 "$VAL|+=$"
 ALLIANCE_AND_FEDERATION_VIEW_KICK_MEMBER:0 "Vote to Kick"

 ALLIANCE_VIEW_LEAVE_ALLIANCE_BUTTON:0 "Leave Alliance"
 ALLIANCE_VIEW_LEAVE_ALLIANCE:0 "Leaving the Alliance will affect remaining Alliance members' opinion of us by $VAL|+=$"
 ALLIANCE_VIEW_FEDERATION_BUTTON:0 "Vote to form Federation"
 ALLIANCE_VIEW_DATE:0 "Alliance was formed: $DATE$"
 ALLIANCE_VIEW_FEDERATION_BUTTON_DESC:0 "§TWe can vote to transform our Alliance into a full Federation§!"

 POPUP_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance"
 POPUP_LEAVE_ALLIANCE_DESC:0 "Do you want to leave $ALLIANCE|H$?"
 POPUP_FORM_FEDERATION_TITLE:0 "Form Federation"
 POPUP_FORM_FEDERATION_DESC:0 "Do you want to vote to form a Federation?"

 FEDERATION_VIEW_LEVELS_HEADER:0 "Levels"
 FEDERATION_VIEW_MEMBERS_HEADER:0 "Members"
 FEDERATION_VIEW_FLEETS_HEADER:0 "Fleets"
 FEDERATION_VIEW_LAWS_HEADER:0 "Laws"
 FEDERATION_VIEW_LEAVE_FEDERATION:0 "Leave Federation"
 FEDERATION_VIEW_SHIP_DESIGNER:1 "Federation Ship Designer"
 FEDERATION_VIEW_LEADER_EMPIRE:1 "$EMPIRE$"
 FEDERATION_VIEW_NEXT_ROTATION:0 "Next rotation in:"
 FEDERATION_VIEW_NO_NEXT_ROTATION:0 "§RNo Leadership Change§!"
 FEDERATION_VIEW_NO_NEXT_ROTATION_DESC:0 "The Federation President will not change, as there is no other member powerful enough to assume leadership."
 FEDERATION_VIEW_DATE:1 "Formed: $DATE$"
 FEDERATION_VIEW_TYPE:0 "$TYPE|H$"
 FEDERATION_VIEW_PERK_DESC:0 "§E$NAME$:§! $DESC$"
 FEDERATION_VIEW_LAW_DESC:0 "§E$NAME$:§! $LAW$"
 FEDERATION_VIEW_LEADER_ECONOMY_POWER:0 "Economic Power:"
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_DESC:2 "§GClick to open the §HShip Designer§! for federation ships§!"
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_PRESIDENT_NOT_OUR_LEADER:2 "§RWe are not the Federation President§!"
 FEDERATION_VIEW_LEAVE_FEDERATION_BUTTON_DESC:0 "Leaving the Federation will affect remaining Federation members' opinion of you by $VAL|+=$"
 FEDERATION_VIEW_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!"
 FEDERATION_VIEW_NEXT_PRESIDENT:0 "Next President:"
 FEDERATION_VIEW_FLEET_TITLE:0 "Federation Fleets"
 FEDERATION_VIEW_FLEET_COUNT:0 "Federation Fleets: ($USED$/$CAP$)"
 FEDERATION_VIEW_FLEET_CLICK:0 "§GClick to open §HFleet View§!.§!\nRight-click to Go To."
 FEDERATION_NAVAL_CAPACITY:0 "§HFederation Naval Capacity§!"
 FEDERATION_FLEET_DESC:1 "§HFederation Fleets§! are special fleets that are controlled by the Federation President. They are designed in the §HFederation Ship Designer§! and can use any technology available to any member of the Federation. Federation Fleets cost no upkeep, but cannot exceed the §HFederation Naval Capacity§!, to which each member contributes at least §Y$PERC|0%$§! of their own §HNaval Capacity§!."

 POPUP_LEAVE_FEDERATION_TITLE:0 "Leave Federation"
 POPUP_LEAVE_FEDERATION_DESC:0 "Do you want to leave $FEDERATION|H$?"

 ####################################
 # SYSTEM INFORMATION VIEW
 ####################################
 SYSTEM_VIEW_PLANET_HEADER:0 "Planets"
 SYSTEM_VIEW_NO_OWNER:0 "None"
 SYSTEM_VIEW_OWNER:0 "Owner"

 ## Tool Tip
 SYSTEM_VIEW_PLANETOID_LIBERTY:0 "§TThis Empire does not currently exist, but can be Liberated.§!"
 SYSTEM_VIEW_POPS_ICON:0 "Pops on $NAME|$:"
 SYSTEM_VIEW_POP_DESC:0 "$VAL|H$ $NAME$"

 ####################################
 # Diplomacy View
 ####################################

 ALLIANCE_MEMBER_ACCEPTANCE_YES_SPONSOR:0 "§H:§! votes §GYES§! ($WHO|H$ is sponsored by $SPONSOR|H$)"
 ALLIANCE_MEMBER_ACCEPTANCE_YES:0 "§H:§! votes §GYES§!"
 ALLIANCE_MEMBER_ACCEPTANCE_NO:0 "§H:§! votes §RNO§!"
 PEACE_DEMAND:0 "Demand Surrender"
 PEACE_SURRENDER:0 "Surrender"
 PEACE_NEGOTIATE:0 "Negotiate Peace"
 AI_ACCEPTANCE:0 "§HAcceptance:§! $VALUE$"
 AI_WILL_NOT_ACCEPT:1 "Will Not Accept"
 YEARS_OF_ALLIANCE_FACTOR:0 "Long-Time Ally"
 POPS_ACCEPTANCE_FACTOR:1 "Empire Population"
 MODIFIER_FACTOR:0 "$MODIFIER$ Modifier"
 CRISIS_FACTOR:0 "Galactic Crisis"
 VASSALIZATION_PROTECTORATE_FACTOR:0 "Protectorate Research Benefits"
 RELATIVE_POWER_ACCEPTANCE_FACTOR:0 "Relative Power of Empires"
 DISLIKES_ALLY_FEDERATION_FACTOR:0 "Will not join a Federation with $COUNTRY|Y$"
 ALLY_DISLIKES_YOU_FEDERATION_FACTOR:1 "Federation member $COUNTRY|Y$ does not wish $ACTOR|Y$ to join"
 DISLIKES_ALLY_ASSOCIATE_FACTOR:0 "Will not associate with $COUNTRY|Y$"
 MUTUAL_THREAT_ACCEPTANCE_FACTOR:2 "Mutual Threats"
 THREAT_ACCEPTANCE_FACTOR:0 "Under Threat"
 ALLIANCE_SPONSOR_FACTOR:0 "Sponsored by $SPONSOR|H$"
 FEDERATION_LAW_SUPPORT:0 "Supports Federation Development"
 ALLIANCE_ACCEPTANCE_FACTOR:0 "Already in Alliance"
 FEDERATION_ACCEPTANCE_FACTOR:0 "In Federation"
 OVERLORD_ACCEPTANCE_FACTOR:0 "Is Overlord"
 AGREEMENT_PRESET_ACCEPTANCE_FACTOR:0 "Does not like subject type"
 ALLIANCE_ACCEPTANCE_SWARM_THREAT:0 "Threat of Swarm"
 ALLIANCE_ACCEPTANCE_THREAT:0 "Threat of other Empire"
 VOTE:0 "Vote"
 VOTE_BUTTON_DESC:0 "This action needs to be approved by all of our allies."
 VOTE_BUTTON_DESC2:0 "This action needs to be approved by all of their allies."
 REQUIRES_FEDERATION_LEADER_ACCEPT:0 "This action needs to be approved by the Federation President"
 PICK_EVENT_OPTION:0 "How should we respond?"
 REPLAY_SPEECH: "Replay speech"
 MUTE_SPEECH: "Click to mute speech"
 UNMUTE_SPEECH: "Click to unmute speech"
 INCOMING_TRANSMISSION:0 "Incoming Transmission"
 DEFEAT:1 "Utterly Defeated"
 LENGTH_OF_WAR:0 "Length of War"
 WOULD_BE_ANNEXED:0 "Would be Annexed"
 TOTAL_WAR:0 "Extermination War"
 WOULD_BE_PURGED:0 "Would likely be purged"
 VICTORY:0 "Victory"
 LOSING_WAR:0 "Losing War"
 ALL_DEMANDS_MET:0 "All Demands Met"
 INCONCLUSIVE:0 "Inconclusive"
 TOO_MUCH_WAR_EXHAUSTION:0 "Can at most have §Y20§! war exhaustion to make demands"
 PEACE_OFFER:0 "Peace Offer"
 DEFENDING_CLAIMS:2 "Demanding Unoccupied Systems"
 DEFENDING_PLANET_CLAIMS:0 "Demanding Unoccupied Planets"
 DEMANDING_CLAIMS_SYSTEM_LIST:0 "Unoccupied Claims: $CLAIMS$"
 DEMANDING_CLAIMS_SYSTEM_FINISH:0 "$NUMBER|Y$ further systems"
 FOREIGN_CLAIMS:0 "$COUNTRY|Y$ claims that system"
 DEMANDING_SURRENDER:0 "Demanding Surrender"
 OFFERING_STATUS_QUO:0 "Offering Status Quo"
 RELATIVE_NAVY_STRENGTH:0 "Relative Navy Strength"
 PEACEFUL:0 "Peaceful"
 WARLIKE:0 "Warlike"
 TOLERANCE:0 "Tolerance"
 XENOPHOBIC:0 "Xenophobic"
 MILITARY_DISADVANTAGE:0 "Military Disadvantage"
 FRIENDLY_TOWARDS_TARGET:0 "Friendly towards Target"
 HAS_TRADE_DEAL:0 "Has Trade Deal"
 DEMANDS:0 "Demands"
 MONTHLY_PAYMENT:0 "Monthly £$RESOURCE$£ "
 TRIBUTE:0 "Instant £$RESOURCE$£ "
 INDEPENDENCY:0 "Independency"
 THREATENED:0 "Threatened"
 NO_THREAT:0 "Not threatened"
 SEEKS_ALLIANCE:0 "Seeks Alliance"
 SEEKS_VASSALS:0 "Seeks Vassals"
 SHARED_WAR_PHILOSOPHY:0 "Shared war philosophy"
 NO_DIPLOMATIC_INTEREST:0 "Not diplomatically relevant"
 WAS_HUMAN:0 "Recently player controlled"
 NO_SUITABLE_PLANET:1 "No migration is possible between $US$ and $THEM$ due to lack of suitable planets or restrictions on Pop migration."
 AGGRESSIVE_WAR_PHILOSOPHY:0 "§Y$policy_war_philosophy$§! allows wars of aggression"
 PEACEFUL_WAR_PHILOSOPHY:0 "§Y$policy_war_philosophy$§! forbids wars of aggression"
 CANT_TRADE_ENERGY:0 "§RWill not accept empty trade, trading systems, or exchanging same type of Resources.§!"
 CANT_TRADE_ATTITUDE:0 "§R$STANCE$: will not accept any demands.§!"
 WONT_TRADE_ATTITUDE:0 "§R$STANCE$: §!"
 REQ_MUTUAL_DEMANDS:0 "Requires the following treaties to be mutual:"
 REFUSE_MONTHLY_FOR_INSTANT:0 "§RDoes not want to trade away monthly resources for instant resources.§!"
 REFUSE_TRADE_SYSTEMS:1 "§RDoes not want to trade away any systems.§!"
 REFUSE_TRADE_NOT_WANT_PLANETS:1 "§RNot interested in these systems:§!"
 NEVER_ACCEPT_DEMANDS:1 "Don't want to trade the following:"
 TRADE_RESOURCE_MONTHLY:0 "$RESOURCE$ (monthly)"
 REQ_NOT_DEFICIT:1 "§RWants to trade away less of the following resources:§!"
 REQ_NOT_TOO_MUCH:1 "Wants to trade for less of the following resources:"
 OK_WITH_NON_AGGRESSION_PLEDGE:0 "Requires Non-Aggression Pledge:"
 fallen_machine_empire:0 "Fallen Machine Empire"
 empire_base:0 "Base"
 player_empire:0 "Player Controlled Empire"
 playable_ai_empire:0 "AI-Controlled Empire"
 non_playable_ai_empire:0 "$playable_ai_empire$"
 fallen_empire_base:0 "$empire_base$"
 defensive_war:0 "In Defensive War"
 awakened_empire_decadence:0 "Decadence"
 TRADE_VALUE_FORMAT:0 "$VALUE|0G$"
 TRADE_VALUE_FULL:0 "$TRADE_VALUE_WITH_ICON$: $VALUE|Y2$"
 TRADE_VALUE_DESC:0 "$r_trade$ represents civilian day-to-day economic activity. §YStarbases§! collect Trade and convert it into resources such as £energy£ §Y$energy$§! if connected to your capital planet through a §YTrade Route§!. Trade that is directly collected by your capital Starbase does not need a trade route to generate resources."
 TRADE_VALUE:1 "Trade"
 NO_TRADE_VALUE:0 "$PLANET|Y$ does not produce any $TRADE_VALUE_WITH_ICON$"
 ADD_TRADE_ITEM:0 "§RAdd trade item§!"
 CLICK_VOTER:0 "§GClick to look up Empire in Galaxy View§!"
 TOO_MANY_RIVALS:0 "You can only have $MAX|Y$ $RIVAL$s at the same time."
 TOO_MANY_EMBASSIES:0 "You can only have $MAX|Y$ embassies active at the same time."
 DECLINE_WAR:0 "§HDecline War§!\nDeclining this war proposal will result in the following Empire Opinion changes of our Empire:"
 DECLINE_WAR_FEDERATION:0 "§HDecline War§!\nDeclining this war proposal will not result in Empire Opinion changes of our Empire."
 MEMBER_OPINION:0 "$EMPIRE|H$: $OPINION$"
 OPEN_TRADE_VIEW:0 "§HOpen Trade§!"
 FALLEN_EMPIRE_TRADE:0 "§RFallen Empires will never accept trade deals§!"
 CLICK_DIPLOMACY:0 "§GClick to view possible Diplomatic Actions§!"
 ACTION_EXPIRY:0 "This Diplomatic Proposal will be automatically declined on $DATE|H$"
 MESSAGE_RIGHTCLICK_AUTO_DECLINE:1 "§GRight-click to decline the proposal§!"
 MESSAGE_AUTO_DECLINE_COST:0 "§RIf we decline this offer, we will have to pay $COST$§!"
 VOTE_YES:0 "Vote Yes"
 VOTE_NO:0 "Vote No"
 HIGHEST_OPINION:0 "Members have confidence in you as Federation President."
 NOT_HIGHEST_OPINION:0 "Members have a higher opinion of another leader."
 MEMBER_DECLINED:0 "$EMPIRE$: $OPINION$"
 CLICK_TO_REMOVE_ITEM:0 "§GClick to remove trade item§!"
 IS_RIVAL:0 "Is $RIVAL$"
 IS_ALLY:1 "They are our ally."
 HAS_NAP:0 "We have a Non-Aggression Pact."
 HAS_GUARANTEE:0 "We are guaranteeing them."
 HAS_DEFENSIVE_PACT:0 "We have a Defense Pact."
 ALREADY_RIVAL:0 "They are already our $RIVAL$."
 NO_RIVALRY:0 "They are not our $RIVAL$."
 HAS_RIVALRY:1 "$TRIGGER_FAIL$§RWe cannot establish an embassy because they are our §Y$RIVAL$§!.§!"
 HAS_EMBASSY:2 "$TRIGGER_FAIL$§RWe cannot declare them a §Y$RIVAL$§! because we have established an embassy with them.§!"
 IS_HUMAN:0 "They are a human player."
 ALREADY_EMBASSY:0 "We already have an embassy on their capital planet."
 NO_EMBASSY:0 "We have no embassy to recall."
 WE_HAVE_EMBASSY:1 "We have an embassy on $PLANET$, increasing diplomatic ties and intelligence shared between our empires."
 WE_HAVE_NO_EMBASSY:0 "We have not established an embassy on $PLANET$."
 THEY_HAVE_EMBASSY:1 "They have an embassy on $PLANET$, increasing diplomatic ties and intelligence shared between our empires."
 THEY_HAVE_NO_EMBASSY:0 "They have not established an embassy on $PLANET$."
 OUR_EMBASSY:0 "Our Embassy"
 THEIR_EMBASSY:0 "Their Embassy"
 OUR_RIVAL:0 "Our Rival"
 THEIR_RIVAL:0 "Their Rival"
 WE_HAVE_RIVALRY:0 "We have declared them our $RIVAL$."
 WE_HAVE_NO_RIVALRY:0 "We have not declared them as our $RIVAL$."
 THEY_HAVE_RIVALRY:0 "They have declared us their $RIVAL$."
 THEY_HAVE_NO_RIVALRY:0 "They have not declared us as their $RIVAL$."
 DIPLOMACY_VIEW_EMBASSY:0 "$VAL|Y$"
 DIPLOMACY_VIEW_THEIR_OPINION:0 "$VAL|=+$"
 DIPLOMACY_VIEW_THEIR_ATTITUDE:0 "§T$EMPIRE|H$'s attitude towards $PLAYER|H$: $ATTITUDE|$§!"
 GOAL:0 "Goal"
 INTEL:0 "Intel:"
 DIPLOMACY_VIEW_ORIGIN_UNKNOWN:0 "We do not know what origin this Empire has."
 DIPLOMACY_VIEW_CIVICS_UNKNOWN:0 "We do not know what civics this Empire has."

 ####################################
 # Diplomacy Icons Tooltips
 ####################################
 DIPLOMACY_ALLIANCE:1 "§TAllied with $EMPIRES|H$§!."
 DIPLOMACY_RIVAL:2 "§TRivaling $EMPIRES|H$§!."
 DIPLOMACY_RIVALED:0 "§TRivaled by $EMPIRES|H$§!."
 DIPLOMACY_EMBASSY:1 "§THas an embassy with $EMPIRES|H$§!."
 DIPLOMACY_ASSOCIATE:1 "§THas Federation Association Status with $EMPIRES|H$§!."
 DIPLOMACY_NON_AGGRESSION_PACT:0 "§THas a Non-Aggression Pact with $EMPIRES|H$§!."
 DIPLOMACY_COMMERCIAL_PACT:0 "§THas a Commercial Pact with $EMPIRES|H$§!."
 DIPLOMACY_RESEARCH_AGREEMENT:0 "§THas a Research Agreement with $EMPIRES|H$§!."
 DIPLOMACY_MIGRATION_PACT:1 "§THas a Migration Treaty with $EMPIRES|H$§!."
 DIPLOMACY_DEFENSIVE_PACT:1 "§THas a Defensive Pact with  $EMPIRES|H$§!."
 DIPLOMACY_GUARANTEE:1 "§TGuaranteeing the independence of $EMPIRES|H$§!."
 DIPLOMACY_GUARANTEED_BY:1 "§TIndependence is guaranteed by $EMPIRES|H$§!"
 DIPLOMACY_SUPPORTED_INDEPENDENCE_BY:0 "§TIndependence is supported by $EMPIRES|H$§!."
 DIPLOMACY_SUPPORT_INDEPENDENCE:1 "§TSupporting the independence of $EMPIRES|H$§!."
 DIPLOMACY_FEDERATION:5 "$FEDERATION|1H$\nFederation\n\nType: §Y$TYPE$§!\nLevel: §Y$LEVEL$§!\n\n§EMembers§!:\n$MEMBERS$"
 DIPLOMACY_IS_OVERLORD:1 "§TOverlord of $EMPIRE|H$§!"
 DIPLOMACY_IS_SUBJECT:1 "§T$TYPE$ under $EMPIRE|H$§!"
 DIPLOMACY_AT_WAR:1 "§TAt war with $EMPIRES|H$§!."
 DIPLOMACY_TRADE_DEALS:1 "§THas trade deals with $EMPIRES|H$§!."
 DIPLOMACY_INTEGRATION_TITLE:0 "Subject Integration"
 DIPLOMACY_IS_BEING_INTEGRATED:2 "§T$SUBJECT|H$§! is being integrated into §Y$EMPIRE|H$§!.\n\nProgress: $PROGRESS|Y0$/$REQ_PROGRESS|Y0$\n    Base progress: $BASE|Y0$\n"
 DIPLOMACY_IS_BEING_INTEGRATED_TIME:0 "Remaining time: $MONTHS|Y$ month(s)."
 DIPLOMACY_STATUS_INTEGRATING:1 "§TIs integrating $EMPIRES|H$§!."
 DIPLOMACY_CLOSED_BORDERS:0 "§THas closed borders to $EMPIRES|H$§!."
 DIPLOMACY_TRUCE:2 "§THas a truce with $EMPIRE|H$ until $DATE|H$.§!"
 DIPLOMACY_UNDER_SOCIETAL_GUIDANCE:0 "§TUnder societal guidance of $EMPIRES|H$§!."
 DIPLOMACY_PROVIDED_WITH_TECHNOLOGIES:0 "§TProvided with technologies by $EMPIRES|H$§!."
 DIPLOMACY_PRE_FTL_COMMERCIAL_AGREEMENT:0 "§THas a commercial agreement with $EMPIRES|H$§!."

 DIPLOMACY_ALLIANCE_DESC:0 "§TIn §HAlliance§!: $NAME|H$§!"
 DIPLOMACY_FEDERATION_DESC:0 "§TIn §HFederation§!: $NAME|H$§!"
 DIPLOMACY_OVERLORD_DESC:0 "§THas Subject§!"
 DIPLOMACY_IS_VASSAL_DESC:1 "§TIs a Subject§!"
 DIPLOMACY_AT_WAR_DESC:0 "§TAt War§!"

 DIPLOMACY_IN_ALLIANCE_WITH:1 "We are in a Federation with them."
 DIPLOMACY_THEY_ARE_SUBJECT:0 "They are our Subject."
 DIPLOMACY_WE_ARE_SUBJECT:0 "We are their Subject."
 DIPLOMACY_RIVAL_STATUS:0 "They consider us their Rival."
 DIPLOMACY_RIVALED_STATUS:0 "We consider them our Rival."
 DIPLOMACY_STATUS_ASSOCIATE:0 "Has Federation Association Status with us."
 DIPLOMACY_STATUS_DEFENSIVE_PACT:0 "We are in a Defensive Pact with them."
 DIPLOMACY_STATUS_NAP:0 "We are in a Non-Aggression Pact with them."
 DIPLOMACY_STATUS_COMMERCIAL_PACT:0 "We are in a Commercial Pact with them."
 DIPLOMACY_STATUS_RESEARCH_AGREEMENT:1 "We have a Research Agreement with them."
 DIPLOMACY_STATUS_MIGRATION_PACT:0 "We have a Migration Treaty with them."
 DIPLOMACY_STATUS_GUARANTEED:0 "We are Guaranteeing their Independence."
 DIPLOMACY_STATUS_GUARANTEEING:0 "They are Guaranteeing our Independence."
 DIPLOMACY_STATUS_SUPPORTING_INDEPENDENCE:0 "We are Supporting their Independence."
 DIPLOMACY_STATUS_SUPPORTING_INDEPENDENCE_BY:0 "They are Supporting our Independence."
 DIPLOMACY_STATUS_WAR:0 "We are at War with them."
 DIPLOMACY_STATUS_TRADE:0 "We have a Trade Deal with them."
 DIPLOMACY_STATUS_INTEGRATED_BY_US:0 "They are being Integrated into our Empire."
 DIPLOMACY_STATUS_INTEGRATING_US:0 "We are being Integrated into their Empire."
 DIPLOMACY_STATUS_THEY_CLOSED_BORDERS:0 "They have Closed their Borders to us."
 DIPLOMACY_STATUS_WE_CLOSED_BORDERS:0 "We have Closed our Borders to them."
 DIPLOMACY_STATUS_TRUCE:1 "We have a Truce with them until $DATE|H$."
 DIPLOMACY_STATUS_CASUS_BELLI_HOLDER:0 "They have a Casus Belli on us."
 DIPLOMACY_STATUS_CASUS_BELLI_TARGET:0 "We have a Casus Belli on them."
 DIPLOMACY_STATUS_UNDER_SOCIETAL_GUIDANCE:0 "They are under our societal guidance."
 DIPLOMACY_STATUS_PROVIDED_WITH_TECHNOLOGY:0 "We share our superior technologies with them."
 DIPLOMACY_STATUS_PRE_FTL_TRADE:0 "We trade with them."

 ####################################
 # Event Window
 ####################################
 SPECIAL_EVENTOPTION_TRAIT:0 "Option unlocked by the §H$NAME$§! trait"
 SPECIAL_EVENTOPTION_ETHIC:0 "Option unlocked by the §H$NAME$§! ethic"
 EVENT_EXPIRY:0 "The default option will be chosen on $DATE|H$"
 EVENT_NOTIFICATION_TITLE_FORMAT:0 "$CONTENT|Y$"

 ####################################
 # Alliance View
 ####################################

 CURRENT_LEADER:0 "Current Leader"
 NEXT_LEADER:0 "Next Leader"
 MEMBERS:0 "Members"
 NEXT_ROTATION:0 "Next Rotation"

 ####################################
 # Election View
 ####################################
 ELECTION_VIEW_TITLE:0 "Ruler Election"
 ELECTION_VIEW_DESCRIPTION:4 "Elections for a new $RULER_TITLE|Y$ are in progress!\nSpend £unity£§YUnity§! to elect one of the candidates."
 ELECTION_VIEW_DESCRIPTION_RANDOM:0 "$ELECTION_VIEW_DESCRIPTION$ If we do not interfere, a random candidate will be elected."
 ELECTION_VIEW_DESCRIPTION_TOP_CANDIDATE:0 "$ELECTION_VIEW_DESCRIPTION$ If we do not interfere, the topmost candidate will be elected."
 ELECTION_SELECTED_WINNER:0 "We have elected §H$SELECTED_WINNER$§! to become the next Ruler."
 ELECTION_SELECTED_WINNER_PRE_RULER_LOCATION:1 "We have elected §H$SELECTED_WINNER$§!, previously $PRE_RULER_TITLE$ on §H$PRE_RULER_LOCATION$§!, to become the next Ruler."
 ELECTION_RE_ELECTED:0 "We have re-elected our current Ruler, §H$SELECTED_WINNER$§!."
 ELECT:0 "Elect"
 ELECTION_NOT_ENOUGH_INFLUENCE:1 "§RNot enough Unity§!"
 NOT_ENOUGH_UNITY:0 "§RNot enough Unity§!"
 ABSTAIN:0 "Abstain"
 ABSTAIN_DESC:3 "If you abstain, a random candidate will be elected Ruler."
 ABSTAIN_DESC_TOP_CANDIDATE:0 "If you abstain, the topmost candidate will be elected Ruler."
 ELECT_DESC:5 "Select $NAME|Y$ as Ruler for $COST|H$."
 NOT_IN_ELECTION:0 "§RIt's only possible to support candidates during an ongoing election.§!"
 SELECT_LEADER:1 "Left-click on a candidate to select them."
 ELECTIONS_ON_RULER_DEATH:0 "§HElection only on ruler death§!"
 NEXT_ELECTION_LABEL_VARIANCE: "$DATE|H$ $DOUBLE_NEW_LINE$Election Frequency: $NEW_LINE$§HBetween $FREQUENCY_MIN|0H$ and $FREQUENCY_MAX|0H$ Years§!"
 NEXT_ELECTION_LABEL_NO_VARIANCE: "$DATE|H$ $DOUBLE_NEW_LINE$Election Frequency: $NEW_LINE$§HEvery $FREQUENCY|0H$ Years§!"
 EMERGENCY_ELECTION_TOOLTIP:2 "§HEmergency Election§!\nSpend $COST|Y0$ to immediately hold an Election."
 COST_SCALES_WITH_SPRAWL_DELAYED:0 "§EThis cost scales with §H$EMPIRE_SIZE$§!.§!"
 EMERGENCY_ELECTION_BAD_GOVERNMENT_TYPE:0 "Our Government type does not support Emergency Elections"
 EMERGENCY_ELECTION_CANT_AFFORD:0 "We can not afford this!"
 ELECTION_ALREADY_ONGOING:0 "There is already an ongoing Election!"
 EMERGENCY_ELECTION_TITLE:0 "§HEmergency Election§!"
 DEMOCRATIC_ELECTION_TITLE:0 "§HElection Overview§!"
 DEMOCRATIC_ELECTION_DESC:1 "The Election Overview displays all active candidates as well as their factions and current support.\n§GClick to open Election Overview§!"
 ELECTION:0 "Election"
 REFORM_GOV_DESC:1 "Reform your government by changing its ethos, civics or authority. Making changes will incur an unity cost."

 ####################################
 # Democratic Election View
 ####################################

 DEMOCRATIC_ELECTION_VIEW_TITLE:0 "Democratic Ruler Election"
 DEMOCRATIC_ELECTION_VIEW_NEXT_ELECTION:0 "Next Election: $DATE$ (in $TIME_LEFT$ months)"
 DEMOCRATIC_ELECTION_VIEW_DESCRIPTION:1 "On Election Day the candidate with the most §YSupport§! is elected $TITLE|Y$."
 DEMOCRATIC_ELECTION_SUPPORT:1 "Increase Support"
 DEMOCRATIC_ELECTION_SUPPORT_DESC:2 "Increasing Support for this candidate will cost you $COST|H$."
 DEMOCRATIC_ELECTION_MANDATE_DESC:0 "§EA Mandate is an issue the candidate feels strongly about and promises to address if elected ruler. If the issue remains when the term ends, voters will likely support another candidate in the next election.§!"
 DEMOCRATIC_ELECTION_VOTE_SHARE:2 "Support"
 DEMOCRATIC_ELECTION_VOTE_SHARE_DESC:3 "This indicates how much political support this candidate currently has.\n\nThe outcome of the election can be influenced by §Hincreasing support§! for a candidate."
 DEMOCRATIC_ELECTION_COST:1 "Cost: £unity£ $VALUE|0$"
 DEMOCRATIC_ELECTION_VIEW_ONGOING_ELECTION:0 "Election ends $DATE$ ($DAYS_LEFT$ days left)"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_ONCE:0 "Supported $COUNT$ time"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_MULTI:0 "Supported $COUNT$ times"

 ####################################
 # Species Modification Window
 ####################################
 SPECIES_PORTRAIT_TOOLTIP:0 "§HSpecies Portrait§!\nThis is what the Species looks like."
 SPECIES_NAME_TOOLTIP:1 "§HSpecies Name§!\nThis is what entities of this Species call themselves.\n$CLICK_TO_EDIT$"
 SPECIES_CLASS_TOOLTIP:0 "§HSpecies Class§!\nShows which branch of life this Species belongs to. Pops consider those of other Species Classes to be alien."
 IDEAL_PLANET_CLASS_TOOLTIP:0 "§HIdeal Planet Class§!\nThis type of planet has an ideal environment for this Species. Pops are less happy in hostile environments."
 NUM_AFFECTED_POPS_TOOLTIP:0 "§HAffected Pops§!\nThe number of Pops that this genetic modification will alter. The cost of the Modification Project scales with the number of affected Pops."


 ####################################
 # Settings View
 ####################################

 SETTINGS:0 "Settings"
 CREDITS_VIEW:0 "Credits"
 SETTINGS_VIDEO:0 "Graphics"
 SETTINGS_AUDIO:0 "Sound"
 SETTINGS_GAMEPLAY:0 "Gameplay"
 SETTINGS_MESSAGES_ALERTS: "Messages & Alerts"
 SETTINGS_MESSAGES:0 "Messages"
 SETTINGS_ALERTS: "Alerts"
 SETTINGS_ACCESSIBILITY:1 "Accessibility"
 SETTINGS_CONTROLS:0 "Controls"
 SETTINGS_AUDIO_GROUP:1 "Voice Language"
 SETTINGS_AUDIO_GROUP_l_english:0 "English"
 SETTINGS_AUDIO_GROUP_l_bajen:0 "Bajen"
 SETTINGS_AUDIO_GROUP_l_simp_chinese:0 "Chinese"
 SETTINGS_VOICE_TYPE_default_advisor_voice_type:0 "Original"
 SETTINGS_VOICE_TYPE_auto_advisor_voice_type:2 "Based on Government"
 SETTINGS_VOICE_TYPE_auto_advisor_voice_type_DESC:0 "Automatic Advisor Voice selection based on Empire creation choices"
 SETTINGS_VOICE_TYPE_specified_advisor_voice_type:0 "$CUSTOM$"
 SETTINGS_VOICE_TYPE_specified_advisor_voice_type_DESC:0 "Select a custom Advisor Voice from the list on the right"
 PLAY_SAMPLE:0 "Play Sample"
 SETTINGS_VOICE_TYPE_l_bajen:0 "$SETTINGS_AUDIO_GROUP_l_bajen$"
 SETTINGS_MASTER_VOLUME:0 "Master Volume"
 SETTINGS_EFFECT_VOLUME:0 "Effect Volume"
 SETTINGS_MUSIC_VOLUME:0 "Music Volume"
 SETTINGS_DISPLAY_MODE:0 "Display Mode"
 SETTINGS_RENDERER:0 "Renderer"
 SETTINGS_RESOLUTION:0 "Resolution"
 SETTINGS_REFRESH_RATE:0 "Refresh Rate"
 SETTINGS_GAMMA:0 "Gamma"
 SETTINGS_RESET:0 "Reset"
 SETTINGS_DISCARD:0 "Discard Changes"
 SETTINGS_APPLY:1 "Apply & Close"
 SETTINGS_BACK:0 "Back"
 SETTINGS_MULTISAMPLE:0 "Multisample Level"
 DISPLAY_MODE_FULLSCREEN:0 "Fullscreen"
 DISPLAY_MODE_WINDOWED:0 "Windowed"
 DISPLAY_MODE_WINDOWED_BORDERLESS:0 "Borderless Window (Fullscreen)"
 RENDERER_DX11:1 "DirectX 11"
 RENDERER_DX9:0 "DirectX 9"
 RENDERER_GL:0 "OpenGl 2.1"
 SM_NATIVE:0 "Desktop"
 AMBIENT:0 "Ambient Volume"
 VOICEVOLUME:0 "Advisor Volume"
 TTSVOLUME:0 "Text to Speech Volume"
 AUTOSAVE_LABEL:0 "Autosave"
 AUTOSAVE_NEVER:0 "Never"
 AUTOSAVE_DAILY:0 "Daily"
 AUTOSAVE_EVERY_MONTH:0 "Monthly"
 AUTOSAVE_THREE_MONTHS:0 "Quarterly"
 AUTOSAVE_SIX_MONTHS:0 "Semiannually"
 AUTOSAVE_YEARLY:0 "Annually"
 AUTOSAVE_TO_CLOUD_LABEL:0 "Autosave to Cloud"
 AUTOSAVE_TO_CLOUD_NOCLOUD:0 "§RSteam Cloud not enabled or user not logged into Steam.§!"
 GAMMA_DISABLED_FULLSCREEN:0 "Gamma option is only available in Fullscreen!"
 RESTART_REQ:0 "Restart Required"
 RESTART_REQ_DESC:0 "You must restart the game for these changes to take effect."
 SETTINGS_FAILED_SAVE:0 "Failed to save settings!"
 SETTINGS_FAILED_SAVE_DESC:0 "Error writing to the settings file. Check that the file is not write-protected and try again."
 SETTINGS_TUTORIAL_LABEL:1 "Tutorial"
 SETTINGS_EVENT_POPUP_LABEL:1 "Event Popups"
 SETTINGS_AUTO_UNPAUSE_LABEL: "Popup Auto-Unpause"
 SETTINGS_AUTO_PAUSE_LABEL:0 "Event Auto-Pause"
 SETTINGS_TUTORIAL_NONE:0 "None"
 SETTINGS_TUTORIAL_MEDIUM:1 "Tips"
 SETTINGS_TUTORIAL_FULL:0 "Full"
 SETTINGS_MOUSE_PANNING_LABEL:0 "Screen Edge Panning"
 INPUT_TYPE_LABEL:0 "Input Device"
 SETTINGS_INPUT_TYPE_MOUSE_AND_KEYBOARD:0 "Mouse/Keyboard"
 SETTINGS_INPUT_TYPE_GAMEPAD:0 "Gamepad"
 SETTINGS_GFX_QUALITY:0 "Graphics Quality"
 SETTINGS_GFX_QUALITY_INFO:0 "Determines the overall quality of visual effects in the game."
 SETTINGS_GFX_QUALITY_INFO_LOW:0 "§HLow§!: Suited to devices running on integrated GPUs. Smaller textures are used and many visual effects have been disabled or reduced, especially in the galaxy view, to ensure smooth game play on low-end machines."
 SETTINGS_GFX_QUALITY_INFO_MEDIUM:0 "§HMedium§!: High resolution textures are used but some effects have been downgraded, especially in the galaxy view. Provides a good balance between visual quality and performance."
 SETTINGS_GFX_QUALITY_INFO_HIGH:0 "§HHigh§!: All visual effects are enabled and high resolution textures are used."
 GFX_QUALITY_LOW:0 "Low"
 GFX_QUALITY_MEDIUM:0 "Medium"
 GFX_QUALITY_HIGH:0 "High"
 SETTINGS_DISPLAY_MODE_INFO:0 "Determines how the game window will be displayed.\n\n§HFull Screen§!: The game will be displayed full screen and your monitor's resolution will be changed to match the chosen resolution.\n\n§HWindowed§!: The game will be displayed in a window at the chosen resolution.\n\n§HBorderless Fullscreen§!: The game will be displayed in a window, which is set to the size of your desktop and appears in front of all other windows."
 SETTINGS_RENDERER_INFO:1 "Determines which renderer is being used."
 SETTINGS_RESOLUTION_INFO:0 "Determines the size of the game window in pixels."
 SETTINGS_REFRESH_RATE_INFO:0 "When running in full screen mode, the §HRefresh Rate§! determines how many times per second your monitor will redraw the screen. In Windowed or Borderless mode, the refresh rate of your desktop will be used."
 SETTINGS_MULTISAMPLE_INFO:0 "§HMultisampling§! smooths jagged edges during rendering. A higher value will produce a better result at the cost of performance. Set this to 0 if running on older hardware to improve performance."
 SETTINGS_GUISCALE:2 "UI Scaling"
 SETTINGS_GUISCALE_INFO:2 "Maximum §HUI Scaling§! depends on your §HResolution§!. Higher resolutions will allow a higher §HUI Scaling§!. Take care not to use too high values, or UI elements may become inaccessible."
 SETTINGS_BLOOM:0 "Bloom Quality"
 SETTINGS_BLOOM_INFO:0 "Higher §HBloom Quality§! will give a wider and smoother bloom effect at a slight performance cost."
 SETTINGS_LENS_FLARE:0 "Lens Flare"
 SETTINGS_LENS_FLARE_INFO:0 "Toggle §HLens Flare§! on or off. Requires Bloom to be enabled."
 SETTINGS_HYPERLANE_OPACITY:0 "Hyperlane Opacity"
 SETTINGS_HYPERLANE_OPACITY_INFO:0 "Determines the opacity of hyperlanes on the galaxy map. A lower setting will make hyperlanes more transparent."
 BLOOM_QUALITY_OFF:0 "$OFF$"
 BLOOM_QUALITY_LOW:0 "$GFX_QUALITY_LOW$"
 BLOOM_QUALITY_HIGH:0 "$GFX_QUALITY_HIGH$"
 SETTINGS_USE_RICH_PRESENCE_LABEL:0 "Rich Presence"
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE:0 "Mouse Side Button Mode"
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE_INFO:0 "Control the behavior of the side buttons on the mouse. Note that not all mice have side buttons."
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE_VALUE_INFO:1 "§HNormal:§! Mouse 4 switches between system and galaxy view while Mouse 5 toggles pause on and off.\n§HInverted:§! Mouse 4 toggles pause on and off while Mouse 5 switches between system and galaxy view.\n§HOff:§! Mouse 4 and Mouse 5 are disabled."
 MOUSE_SIDE_BUTTON_MODE_NORMAL:0 "Normal"
 MOUSE_SIDE_BUTTON_MODE_INVERTED:0 "Inverted"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS:0 "Text To Speech"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS_INFO:0 "Enable text to speech UI elements for interfaces containing long texts"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS_VALUE_INFO:0 "Toggle general §HText To Speech§! support on or off"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS: "Text To Speech (Tooltips)"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS_INFO: "Enable text to speech UI elements for tooltips and allow all tooltips to be lockable"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS_VALUE_INFO: "Toggle general §HText To Speech§! support for tooltips on or off. This will also make all tooltips lockable"
 SETTINGS_ACCESSIBILITY_TTS:0 "Multiplayer Chat Text To Speech"
 SETTINGS_ACCESSIBILITY_TTS_INFO:1 "Enable Text To Speech translation in the Multiplayer Chat"
 SETTINGS_ACCESSIBILITY_STT:0 "Multiplayer Chat Speech To Text"
 SETTINGS_ACCESSIBILITY_STT_INFO:1 "Enable Speech To Text translation in the Multiplayer Chat"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS:0 "Multiplayer Chat Visual Alerts"
 SETTINGS_ACCESSIBILITY_CHAT_VISUAL_ALERTS_INFO:0 "Enable visual notifications for the Multiplayer Chat messages"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT:1 "Multiplayer Speech To Text Toggle Shortcut"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_INFO:1 "Push the button to toggle Speech To Text translation on/off"
 SETTINGS_ACCESSIBILITY_TTS_VALUE_INFO:1 "Toggle multiplayer chat §HText To Speech§! on or off"
 SETTINGS_ACCESSIBILITY_STT_VALUE_INFO:1 "Toggle multiplayer chat §HSpeech To Text§! on or off"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS_VALUE_INFO:1 "Toggle §HVisual Alerts§! in the multiplayer chat on or off"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_VALUE_INFO:1 "Toggle multiplayer chat §HSpeech To Text Shortcut§! on or off"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS:0 "Multiplayer Chat Large Fonts"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_INFO:0 "Use large fonts for Multiplayer Chat messages"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_VALUE_INFO:1 "Toggle usage of large fonts for Multiplayer Chat messages on or off"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT:0 "Multiplayer Chat Speech To Text Shortcut"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT_INFO:1 "Customize the shortcut for toggling §HSpeech To Text§! on or off"
 SETTINGS_MOUSE_WHEEL_ACCELERATION:0 "Mouse Wheel Acceleration"
 SETTINGS_MOUSE_WHEEL_SPEED:0 "Mouse Wheel Speed"


 ####################################
 # Message & Alert Settings
 ####################################

 MESSAGE_SETTINGS:0 "Message Settings"
 MESSAGE_SETTINGS_SUBHEADING:0 "Per Message Settings"
 MESSAGE_SETTINGS_FILTER_HEADING:0 "Filters"
 RESET_MESSAGE_SETTINGS:0 "Reset Default"
 FILTER_CATEGORY_HEADING:0 "Filter by Category"
 FILTER_EDITED_HEADING:0 "Filter by Edited"
 FILTER_TYPE_HEADING:0 "Filter by Type"
 MESSAGE_TYPE_HEADING:0 "Type"
 MESSAGE_ENABLED_HEADING:0 "Enabled"
 MESSAGE_AUTOPAUSE_HEADING:0 "Auto-Pause"
 MESSAGE_EDITED:0 "Edited"
 MESSAGE_NOT_EDITED:0 "Unchanged"
 MESSAGE_ANY_EDITED: "All"
 IS_EDITED_TOOLTIP:0 "This message has been edited from its default setting."
 ALERT_IS_EDITED_TOOLTIP: "This alert has been edited from its default setting."
 MESSAGE_SETTINGS_EMPTY_RESULTS:0 "No message found.\nTry adjusting the search criteria or active filters."
 ALERT_SETTINGS_EMPTY_RESULTS: "No alert found.\nTry adjusting the search criteria or active filters."
 SETTINGS_NOTIFICATION_AUTO_OPEN_FIRST_TIME:0 "Auto Open Once"
 SETTINGS_AUTO_OPEN_FIRST_TIME_TOOLTIP:0 "§H$SETTINGS_NOTIFICATION_AUTO_OPEN_FIRST_TIME$§!\nIf set to §YOn§! all notifications will open as a popup the first time they trigger. $DEFAULT_BRACKET$"
 SETTINGS_EVENT_AUTO_PAUSE_TOOLTIP:0 "§H$SETTINGS_AUTO_PAUSE_LABEL$§!\nIf set to §YOn§!, whenever an event is triggered, the game will automatically pause. $DEFAULT_BRACKET$\n$SEPARATOR$\n§ESpecific messages can have §HAuto-Pause§! enabled, even though this setting is set to §YOff§!§!."
 SETTINGS_EVENT_AUTO_UNPAUSE_TOOLTIP:0 "§H$SETTINGS_AUTO_UNPAUSE_LABEL$§!\nIf §YOn§!, the game automatically resumes after closing all message popups that paused it. $DEFAULT_BRACKET$"
 SETTINGS_EVENT_POPUP_TOOLTIP:0 "§H$SETTINGS_EVENT_POPUP_LABEL$§!\nIf set to §YOn§!, events will popup automatically.$DEFAULT_BRACKET$\nIf set to §YOff§!, all events will become notifications and open only when clicked."
 SETTINGS_AUTO_UNPAUSE_TOOLTIP:1 "§H$SETTINGS_AUTO_UNPAUSE_LABEL$§!\nIf checked, the game will unpause automatically after all message popups that have auto-paused the game have been closed. $DEFAULT_BRACKET$"
 DEFAULT_BRACKET:0 "§E[Default]§!"

 MESSAGE_TOAST_TYPE:0 "Toast"
 MESSAGE_NOTIFICATION_TYPE:0 "Notification"
 MESSAGE_POPUP_TYPE: "Popup"
 MESSAGE_TYPE_ALL:0 "All"

 TOOLTIP_MESSAGE_TYPE:0 "§HMessage Types§!\nIn-game messages can be of either §HNotification§! or §HToast§! type.\n$SEPARATOR$\n§E§HNotifications§! appear and stack as icons near the top of the screen.\n§HToast§! messages appear and disappear automatically in the upper right.§!"
 TOOLTIP_RESET_DEFAULT_MESSAGE_SETTINGS: "§H$RESET_MESSAGE_SETTINGS$§!\n§GClick to set all messages back to the game's default settings§!"
 TOOLTIP_RESET_DEFAULT_ALERT_SETTINGS: "§H$RESET_MESSAGE_SETTINGS$§!\n§GClick to set all alerts back to the game's default settings§!"
 TOOLTIP_MESSAGE_ENABLED:0 "§H$MESSAGE_ENABLED_HEADING$§!\nA checked box means the message is enabled."
 MESSAGE_CLICK_TO_TOGGLE: "§GClick to toggle message on/off§!"
 ALERT_CLICK_TO_TOGGLE: "§GClick to toggle alert on/off§!"
 AUTOPAUSE_CLICK_TO_TOGGLE: "§GClick to toggle auto-pause on/off§!"
 TOOLTIP_MESSAGE_NOTIFICATION: "§H$MESSAGE_NOTIFICATION_TYPE$§!\nNotifications appear and stack as icons near the top of the screen."
 TOOLTIP_MESSAGE_TOAST: "§H$MESSAGE_TOAST_TYPE$§!\nToast messages appear and disappear automatically in the upper right."
 TOOLTIP_MESSAGE_POPUP: "§H$MESSAGE_POPUP_TYPE$§!\nPopups appear as windows in the middle of the screen."
 TOOLTIP_MESSAGE_AUTOPAUSE: "§H$MESSAGE_AUTOPAUSE_HEADING$§!\nIf enabled, the game automatically pauses when the message triggers.\n\n§EThis setting does not affect multiplayer games.§!"
 TOOLTIP_ALERT_ENABLED: "§H$MESSAGE_ENABLED_HEADING$§!\nControls whether the alert appears on screen."
 TOOLTIP_ALERT_AUTOPAUSE: "§H$MESSAGE_AUTOPAUSE_HEADING$§!\nIf enabled, the game automatically pauses when the alert triggers.\n\n§EThis setting does not affect multiplayer games.§!"
 TOOLTIP_SETTING_DISCARD: "§HDiscard Changes§!\n§GUndo all unsaved changes to the Settings§!"
 TOOLTIP_SETTING_CLOSE: "§HCancel§!\n§GClose without saving§!"
 TOOLTIP_SETTING_APPLY: "§HApply & Close§!\n§GSave and close Settings§!"
 TOOLTIP_SETTINGS_SEARCH: "§GType any part of a message name to filter the list§!"
 TOOLTIP_ALERT_SETTINGS_SEARCH: "§GType any part of an alert name to filter the list§!"
 MESSAGE_TOGGLE_DISABLED: "§RThis message cannot be completely disabled. One of Notification, Toast, or Popup must be selected.§!"

 OPEN_MESSAGE_SETTINGS_NOTIFICATION:0 "§GCtrl-click to open Message Settings for this §HNotification§!§!"
 OPEN_MESSAGE_SETTINGS_TOAST:0 "§GClick to Open Message Settings for this §HToast§! message§!"
 OPEN_MESSAGE_SETTINGS_POPUP:0 "§GClick to Open Message Settings for this §HPopup§! message§!"

 ####################################
 # Claims View
 ####################################

 CLAIMS_VIEW:0 "Claims"
 FILTERED:0 "Filtered"
 MAKE_CLAIMS:0 "Make Claims"
 MAKE_CLAIMS_COST:0 "$MAKE_CLAIMS$ $CLAIMS_COST$"
 CLAIMS_COST:0 "£influence£ $COST|Y0$"
 CLAIMS_VIEW_NO_CLAIMS:0 "No Claims"
 CLAIMS_VIEW_CURRENT_CLAIMS:0 "Current Claims"
 CLAIMS_VIEW_ADD_CLAIMS:0 "Add Claims"
 CLAIMS_VIEW_NO_COMMUNICATIONS:0 "Nothing to Claim"
 TOOLTIP_CLAIMS_VIEW_NO_COMMUNICATIONS:0 "§RWe don't know of any Empires to make claims on§!"
 TOOLTIP_CLAIMS_VIEW_FILTER:0 "Showing claims on"
 TOOLTIP_MAKE_CLAIMS:0 "§GClick to make the selected claims§!"
 TOOLTIP_MAKE_CLAIMS_NONE:0 "§RNothing to claim§!"
 TOOLTIP_CLAIM_ITEM:0 "Add and subtract claims with + and - buttons."
 TOOLTIP_CLAIM_ITEM_REMOVE:0 "§GClick to remove system claim from selection§!"
 TOOLTIP_CLAIM_ITEM_FOCUS:0 "§GRight-Click to focus on the system§!"
 TOOLTIP_CLAIM_ITEM_STRONGEST_CLAIMER:0 "Strongest Claimer ($NUM_CLAIMS|Y$)"
 TOOLTIP_CLAIM_ITEM_SYSTEM_OWNER:0 "System Owner"
 TOOLTIP_MAP_ICON_CLAIM_NONE:0 "$SYSTEM|Y$ is currently unclaimed"
 TOOLTIP_MAP_ICON_CLAIM_SINGLE:0 "$SYSTEM|Y$ is currently claimed by"
 TOOLTIP_MAP_ICON_CLAIM_MULTIPLE:0 "$SYSTEM|Y$ is currently, in order of strength, claimed by"
 TOOLTIP_MAP_ICON_CLAIM_COUNTRY:1 "$NAME|H$ ($COUNT|E$)\n$STATUS$"
 COUNTRY_STATUS:0 "$NAME|H$\n$STATUS$"
 NUM_CLAIMS:0 "$VALUE$"
 CLAIMED_SYSTEM:0 "Claimed System"
 CLAIM_SYSTEM:0 "Claim System"
 CLAIM_SYSTEM_TOOLTIP:0 "§EClick to add a system claim on $SYSTEM|Y$.§!"
 CLAIM_SYSTEM_CONFIRMATION:0 "Do you want to add a claim on $SYSTEM|Y$ for a cost of $COST|Y$?"
 UNCLAIMABLE_SYSTEM_COMMUNICATIONS:1 "Can only claim systems inside the borders of known empires."
 UNCLAIMABLE_SYSTEM_INTEL:0 "Cannot claim systems we haven't visited or don't have intel on."
 UNCLAIMABLE_SYSTEM_WAR_ALLY:0 "Cannot claim systems that are claimed by war allies."
 UNCLAIMABLE_SYSTEM_OWNED:1 "Cannot claim your own systems."
 CLAIM_SYSTEM_RIVALRY_COST:0 "Rival: $VALUE|%G0$"
 CLAIM_SYSTEM_WAR_ATTACKER_COST:0 "Offensive War: $VALUE|%R0$"
 CANNOT_REMOVE_CLAIMS_TOO_MANY:0 "We cannot remove more claims than we have"
 CANNOT_REMOVE_CLAIMS_AT_WAR:0 "We cannot remove claims while at war"

 CANNOT_ADD_CLAIM_POLICY:1 "§ROur §YWar Philosophy§! policy does not permit claiming this system except in a defensive war§!"
 CANNOT_ADD_CLAIM_DEVOURING_SWARM:0 "§RWe have no need to claim the systems of prey§!"
 CANNOT_ADD_CLAIM_DEVOURING_SWARM_LITHOID:0 "§RWe have no need to claim systems to consume§!"
 CANNOT_ADD_CLAIM_PURIFIERS:0 "§RWe have no need to claim the systems of lesser species§!"
 CANNOT_ADD_CLAIM_ASSIMILATOR:0 "§RWe have no need to claim the systems of assimilation targets§!"
 CANNOT_ADD_CLAIM_EXTERMINATOR:0 "§RWe have no need to claim the systems of organic filth§!"
 CANNOT_ADD_CLAIM_THEY_THREAT:0 "§RWe have no need to claim the systems of major threats§!"
 CANNOT_ADD_CLAIM_NOT_VALID_EMPIRE:0 "§RWe have no need to claim the systems of hostile space entities§!"
 CANNOT_ADD_CLAIM_COLOSSUS:2 "§RWith a Colossus we have no need to make claims on neighbors.§!"
 CANNOT_ADD_CLAIM_THEY_COLOSSUS:1 "§RWe have no need to make claims on neighbors that have a Colossus.§!"

 ####################################
 # Market View
 ####################################
 MARKET_VIEW:0 "Market"
 GALACTIC_MARKET:0 "Galactic $MARKET_VIEW$"
 INTERNAL_MARKET:0 "Internal $MARKET_VIEW$"
 CLICK_OPEN_MARKET:0 "Click to open the Market"
 SELECT_RESOURCE:0 "Select a resource"
 SELECT_RESOURCE_ENTRY_INFO:0 "§GClick to select this resource.§!"
 RESOURCE_NOT_TRADABLE:0 "Resource not tradable"

 MARKET_TRADE_FEE_HEADER:0 "$MARKET_TRADE_FEE$:"
 MARKET_TRADE_FEE:0 "Market Fee"
 MARKET_TRADE_FEE_VALUE:0 "$MARKET_TRADE_FEE_HEADER$ $VALUE|Y%0$"

 MARKET_TRADE_STOCKPILE_HEADER: "$CURRENCY$ Stockpile:"
 MARKET_TRADE_STOCKPILE_VALUE: "£$CURRENCY_KEY$£ $VALUE|Y0$"

 MARKET_BUY:0 "Buy"
 MARKET_BUY_RESOURCE:0 "Buy £$KEY$£ $VALUE$ $NAME$"
 MARKET_BUY_INFO:0 "Click an amount to buy"
 MARKET_TOTAL_BOUGHT:0 "Total $RESOURCE$ bought: £$KEY$£ $VALUE|Y0$"

 MARKET_SELL:0 "Sell"
 MARKET_SELL_RESOURCE:0 "Sell £$KEY$£ $VALUE$ $NAME$"
 MARKET_SELL_INFO:0 "Click an amount to sell"
 MARKET_TOTAL_SOLD:0 "Total $RESOURCE$ sold: £$KEY$£ $VALUE|Y0$"

 GAIN_RESOURCE:0 "Gain: £$KEY$£ $VALUE|Y0$"
 LOSE_RESOURCE:0 "Lose: £$KEY$£ $VALUE|Y0$"

 TRADE_RESOURCE_INFO:0 "§GClick to trade this resource.§!"
 TRADE_MISSING_RESOURCE:0 "Lacking £$KEY$£ $VALUE|R0$"

 TRADE_BASE_COST:0 "Base Cost: £energy£ $VALUE|Y0$"
 TRADE_COST:0 "Cost: £energy£ $VALUE|Y0$"

 LAST_TRADE_HEADER:1 "Last Trade on the $GALACTIC_MARKET$:"
 LAST_TRADE_BOUGHT:0 "$COUNTRY|H$ bought £$KEY$£"
 LAST_TRADE_SOLD:0 "$COUNTRY|H$ sold £$KEY$£"

 AUTOMATIC_TRADES:0 "Automatic Trades"
 ADD_NEW_TRADE:0 "Add new monthly trade"
 MONTHLY_TRADE:0 "Monthly Trade"
 MONTHLY_TRADE_TRADETYPE_DESC:0 "§GClick to select trade type.§!"
 MONTHLY_TRADE_ENTRY_HEADER:1 "$MONTHLY_TRADE$"
 MONTHLY_TRADE_ENTRY_CLICK:0 "§GClick to edit this trade§!"
 MONTHLY_TRADE_ENTRY_DESC:0 "These resources will be traded on a monthly basis until the trade is canceled or we lack the means to maintain it."
 MONTHLY_TRADE_ENTRY_RIGHT_CLICK:0 "§GRight-Click to remove this trade§!"

 RESOURCE_TEXT:0 "Resource"
 AMOUNT:0 "Amount"
 INVALID_AMOUNT:0 "Invalid $AMOUNT$"
 INVALID_AMOUNT_ABOVE_MAX:0 "Max amount of £$KEY$£$MAX_AMOUNT|0Y$ per trade exceeded."
 PRICE:0 "Price"
 ADD:0 "Add"
 OPTIONAL:0 "optional"

 MARKET_LACKING_RESOURCE:0 "Lacking resource"
 SELECT_AMOUNT_HEADER:0 "Trade amount"
 SELECT_AMOUNT_DESC:0 "§GClick to enter the amount you want to trade.§!"
 SELECT_PRICE_HEADER:0 "Trade price"
 SELECT_PRICE_DESC:0 "§GClick to enter price ($OPTIONAL$).§!"
 CANCEL_REMOVE:0 "Cancel/Remove"
 CANCEL_TRADE_DESC:0 "§GClick to cancel or remove this trade.§!"
 ADD_EDIT:0 "Add/Edit"
 ADD_TRADE_DESC:0 "§GClick to add or edit this trade.§!"

 TRADE_TYPE:0 "Trade type"
 TRADE_TYPE_NOT_SELCTED:0 "$TRADE_TYPE$ not selected"
 RESOURCE_NOT_SELECTED:0 "Resource not selected"
 MIN_PRICE:0 "Min:"
 MIN_SELL_PPRICE:0 "Min. $MARKET_SELL$ $PRICE$ ($OPTIONAL$)"
 MAX_PRICE:0 "Max:"
 MAX_BUY_PRICE:0 "Max. $MARKET_BUY$ $PRICE$ ($OPTIONAL$)"

 RESOURCE_UNIT_PRICE:0 "£$KEY$£ §Y1§! £$CURRENCY_KEY$£ $PRICE|Y$"
 UNIT_PRICE:0 "Unit Price"
 UNIT_PRICE_VALUE:0 "$UNIT_PRICE$: £$CURRENCY_KEY$£ $VALUE|Y$"
 UNIT_PRICE_TOOLTIP_DESC:1 "Current price for $TRADETYPE$ £$KEY$£ §Y1§! is £$CURRENCY_KEY$£ $PRICE|Y$"
 MARKET_TRADE_FEE_DESC:0 "--------------\n§E  \nThe §YMarket Fee§! is comprised of tariffs and costs for services and administration. It is applied to all market transactions but can be lowered with certain traditions, buildings and agendas to a §YMinimum Market Fee§! of $MIN_TRADE_FEE|0Y%$§!."

 SLAVE_MARKET:0 "Slave Market"
 TAB_SLAVE_MARKET_DISABLED:0 "§YSlave Market§! unavailable"
 GALACTIC_MARKET_NOT_FOUNDED:0 "§YGalactic Market§! has not yet been founded"
 GALACTIC_MARKET_NOT_FOUNDED_DESC:2 "The Galactic Market has not been founded yet, so we only have access to the Internal Market."
 GALACTIC_MARKET_FOUNDED_NO_ACCESS_DESC:0 "The Galactic Market has been founded, but we do not have access yet."
 GALACTIC_MARKET_ACCESS:0 "No §YGalactic Market§! access"
 GALACTIC_MARKET_ACCESS_DESC:0 "Our empire cannot access the Galactic Market."
 SELL_SLAVES:0 "Sell Slaves"
 CLICK_TO_SELL_SLAVES:0 "§GClick to select Pops to sell§!"
 PUT_ON_MARKET:0 "Put on Market"
 PUT_ON_MARKET_SPEC:0 "The following $NUM|Y$ £pop£ §HPops§! will be up for sale on the Slave Market:"
 PUT_ON_MARKET_ENTRY:0 "$NUM|Y$ £pop£ - $NAME|Y$"
 SLAVES_ON_PLANET_HEADER:0 "Slaves on $PLANET$"
 SLAVES_OF_SPECIES_HEADER:0 "$SPECIES$ Slaves"
 SLAVES_OF_SPECIES_AMOUNT:2 "Amount of $SPECIES$ Slaves in Empire: $NUM_SLAVES|Y$ £pop£"
 SLAVES_OF_SPECIES_DESC:0 "Total Amount of $SPECIES$ Slaves: $NUM_SLAVES|Y$ £pop£"
 SLAVE_MARKET_DROPDOWN_SPECIES_ENTRY_INFO:0 "$SPECIES_NAME$ £slavery£ $NUM_SLAVES|Y$"
 ENTRY_ALREADY_OPEN:1 "§RThis Species is currently shown§!"
 CLICK_TO_SHOW_ENTRY:0 "$MANUAL_RESETTLEMENT_CLICK_TO_SHOW$"
 CLICK_TO_SELECT_POP:0 "§GClick to select this Pop§!"
 CLICK_TO_REMOVE_SLAVE_FROM_MARKET:0 "Click to remove this Pop from the §YSlave Market§!"
 SELL_SLAVES_SUMMARY:0 "You have selected $NUM|Y$ £pop£ §HPops§! to put on the §YSlave Market§!, for an estimated value of $COST|Y$"
 POP_ALREADY_ON_MARKET:0 "This Pop is already for sale on the §YSlave Market§!"
 NOT_OWNER_OF_POP:0 "You are not the owner of this Pop"
 NO_POPS_SELECTED:0 "No Pop(s) selected"
 POP_NOT_SLAVE:0 "This Pop is not a slave"
 DESTINATION:0 "Destination"
 MISSING_VALID_DESTINATION:0 "Valid Destination Planet is missing"
 BUY_SLAVE:0 "Buy Slave"
 BUY_SLAVE_DESC:1 "Slave will be transferred to $PLANET|H$"
 ALREADY_OWNER_OF_POP:0 "You are already the owner of this Pop"
 POP_NOT_ON_MARKET:0 "This Pop is not for sale any more"
 CLICK_TO_OPEN_SLAVE_POOL:0 "§GClick to select Slaves to sell§!"
 NO_PLANETS_WITH_SLAVES:0 "No Planets with slaves"
 NO_SLAVES_FOR_SALE:0 "No Slaves for sale..."
 TOO_MANY_SLAVES:0 "Market is full of slaves. The cap of $CAP|Y$ has been reached."
 ESTIMATED_PRICE:0 "Estimated Selling Price"
 ESTIMATED_PRICE_DESC:0 "§EFinal price may differ depending on buyer.§!"
 EST_PRICE:0 "Est. price:"
 SLAVE_MARKET_ALERT_ON_NEW_SLAVES_DESC:0 "Alert me when there are new Slaves on the Market"
 SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT:0 "£job_unemployment£ $UNEMPLOYMENT$"
 SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT_TEXT:0 "£job_unemployment£ Unemployed: $UNEMPLOYED$"
 SLAVE_POOL_PLANET_LIST_SLAVES:0 "£slavery£ $SLAVES|Y$"
 SLAVE_POOL_PLANET_LIST_SLAVES_TEXT:0 "£slavery£ Slaves: $SLAVES|Y$"
 SLAVE_POOL_PLANET_LIST_ENTRY:0 "$SLAVES|Y$ / $UNEMPLOYMENT$"

 MARKET_LEADER_DESC:0 "The Market Leader is currently:"

 SORT_BY_COST:0 "§HSort by Cost§!"
 SLAVE_TRAIT_DESC:0 "$TRAIT$: $VALUE$"

 TRADE_VALUE_COLLECTED_INFO:0 "Total: $TOTAL|Y1$\nCollected by Routes: $COLLECTED_BY_ROUTES|Y1$\nCollected Nearby: $COLLECTED_NEARBY|Y1$"
 TRADE_VALUE_INCOMING:0 "Incoming: "
 TRADE_VALUE_OUTGOING:0 "Outgoing: "

 DELETE_TRADE_ROUTE_DIALOG_TITLE:1 "Delete Trade Route?"
 DELETE_TRADE_ROUTE_DIALOG_DESC:1 "Are you sure you want to delete this Trade Route?\n\n§RWarning! Deleting this Trade Route will also delete any incoming Trade Routes.§!"

 RESETTLEMENT_RUIN_BUILDING_TITLE:0 "This will disable a building slot."
 RESETTLEMENT_RUIN_BUILDING_DESC:0 "This will cause any building in the slot to be Ruined, or cancel an ongoing construction."

 ####################################
 # Goto box
 ####################################
 GOTOBOX_HEADER:0 "§HSearch§!"
 GOTOBOX_DESC:0 "Search known star systems"

 ####################################
 # AI Reasoning
 ####################################

 AIREASON_BASE_RELUCTANCE:0 "Base Reluctance: $VALUE|-%=0$"
 AIREASON_RELUCTANCE_OPINION:0 "Opinion: $VALUE|-%=0$"

 ####################################
 # Alien Greeting & Response Phrases
 ####################################

 ####################################
 # Diplomatic Action Types
 ####################################
 ACTION_INVITE_TO_ALLIANCE_TYPE:0 "Invite to Alliance"
 ACTION_INVITE_TO_ALLIANCE_TYPE_DESC:0 "We can invite people to join our Alliance."
 ACTION_KICK_FROM_ALLIANCE_TYPE:0 "Kick from Alliance"
 ACTION_KICK_FROM_ALLIANCE_TYPE_DESC:0 "We can start a vote to kick them from the Alliance."
 ACTION_KICK_FROM_FEDERATION_TYPE:0 "Kick from Federation"
 ACTION_KICK_FROM_FEDERATION_TYPE_DESC:0 "We can start a vote to kick them from the Federation."
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE:0 "Request to Join Alliance"
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE_DESC:0 "We can request to join an existing Alliance."
 ACTION_DEMAND_VASSALIZATION_TYPE:1 "Propose Subjugation"
 ACTION_DEMAND_VASSALIZATION_TYPE_DESC:1 "We can propose that another Empire becomes our subject."
 ACTION_ASK_TO_BECOME_SUBJUGATED_TYPE:0 "Request to Become Subject"
 ACTION_ASK_TO_BECOME_SUBJUGATED_TYPE_DESC:0 "We can request to be the subject of another Empire."
 ACTION_ASK_TO_BECOME_SUBJUGATED_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to become our subject."
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE:1 "Request to Become Subject"
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE_DESC:1 "We can request to be the subject of another Empire."
 ACTION_ASK_TO_BECOME_VASSALIZED_OFFER_DESC:1 "§H[Actor.GetName]§! has requested to become our subject."
 ACTION_FORM_FEDERATION_TYPE:0 "Form Federation"
 ACTION_FORM_FEDERATION_TYPE_DESC:0 "We can form a Federation from an existing Alliance."
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE:0 "Request to join Federation"
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE_DESC:0 "We can request to join an existing Federation."
 ACTION_OFFER_TRADE_DEAL_TYPE:0 "Offer Trade Deal"
 ACTION_OFFER_TRADE_DEAL_TYPE_DESC:0 "We can offer basic Trade Deals to other Empires."
 OPINION_DIFF_HUMAN:0 "Human empires don't get an opinion malus"
 WAR_GOAL_OPINION_DIFF:0 "This will change their opinion of you by $OPINION|Y$"
 ACTION_INVITE_TO_FEDERATION_TYPE:0 "Invite to Federation"
 ACTION_INVITE_TO_FEDERATION_TYPE_DESC:0 "We can invite people to join our Federation."
 ACTION_INVITE_TO_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has invited us to join their Federation."
 ACTION_FORM_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! will form a Federation with us."

 ####################################
 # Diplomatic Actions
 ####################################

 ACTION_DECLARE_WAR_TITLE:0 "Declare War"
 ACTION_DECLARE_WAR_DESC:0 "Declare War on §H[Recipient.GetName]§!."
 ACTION_DECLARE_WAR_OVERLORD_WILL_CLOSE_BRANCH_OFFICE_PLANET_DESC: "$ACTION_DECLARE_WAR_DESC$\n§RThis will close all of our Branch Offices on their planets.§!"
 ACTION_DECLARE_WAR_LONG_DESC:0 "§H[Actor.GetName]§! wishes to declare war against §H[Recipient.GetName]§!!"
 WILL_VOTE_YES_WAR_GOAL_HUMAN:0 "This Empire is controlled by a player, who can vote either way"
 WILL_VOTE_YES:0 "Will vote yes"
 WILL_VOTE_NO:0 "Will vote no"
 ACTION_OFFER_PEACE_TITLE:0 "Offer Peace"
 ACTION_OFFER_PEACE_DESC:1 "We can surrender, demand their surrender, or suggest that lost and conquered systems fall to their current occupier, to end the war."
 ACTION_OFFER_PEACE_OFFER_DESC:0 "§H[Actor.GetName]§! has approached us with a Peace Offer. This could end the ongoing war."
 ACTION_OFFER_PEACE_INFLUENCE_COST:0 "Every member of the winning party pays $INFLUENCE|0Y$ Influence."
 ACTION_OFFER_PEACE_NOT_AT_WAR:0 "We are not at war."
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_TITLE:0 "Sue for Peace"
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_DESC:0 "$ACTION_OFFER_PEACE_DESC$"
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_OFFER_DESC:0 "$ACTION_OFFER_PEACE_OFFER_DESC$"
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_TITLE:0 "$MAKE_CLAIMS$"
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_DESC:0 "Make Claims on §H[Recipient.GetName]§!."
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_OFFER_DESC:0 "$[Actor.GetName]$ has made Claims on our territory."
 PICK_A_PEACE_OPTION:0 "We must choose a Peace Offer!"
 DEMAND_THEIR_SURRENDER:0 "Demand that they surrender."
 ACCEPT_SURRENDER:0 "Surrender"
 INVITE_ATTACKER:0 "Invite Attackers"
 INVITE_ATTACKER_DESC:0 "Invite additional attackers among our allies to the war."
 INVITE_ATTACKER_DOES_NOT_WANT_ANYTHING:0 "§R$COUNTRY|H$ will not join your war because they have no interest in taking any wargoals against $WHO|H$.§!"
 INVITE_ATTACKER_IS_LOYAL:0 "§R$COUNTRY|H$ will not join your war because they are loyal towards $WHO|H$.§!"
 INVITE_ATTACKER_ATTITUDE:0 "§R$COUNTRY|H$ will not join your war due to $ATTITUDE$ attitude against $WHO|H$.§!"
 INVITE_ATTACKER_AT_WAR:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ because they are already at war.§!"
 INVITE_ATTACKER_NOT_READY:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ because their forces are not sufficiently built up.§!"
 INVITE_ATTACKER_DIFFERENT_WAR_PHILOSOPHY:0 "§R$COUNTRY|H$ will not join your war against $WHO|H$ due to having a different §Y$policy_war_philosophy$§! policy.§!"
 INVITE_ATTACKER_MAY_JOIN:0 "$COUNTRY|H$ may be willing to join your war against $WHO|H$ in exchange for a share of the spoils."
 ACTION_INVITE_TO_ALLIANCE_TITLE:0 "Invite to Alliance"
 ACTION_INVITE_TO_ALLIANCE_DESC:0 "We can invite them into our Alliance."
 ACTION_INVITE_TO_ALLIANCE_LONG_DESC:0 "[Actor.GetName] wishes to invite [Recipient.GetName] into the Alliance."
 ACTION_KICK_FROM_ALLIANCE_TITLE:0 "Kick from Alliance"
 ACTION_KICK_FROM_ALLIANCE_DESC:0 "We can start a vote to kick them from the Alliance."
 ACTION_KICK_FROM_ALLIANCE_LONG_DESC:0 "[Actor.GetName] Wishes to remove [Recipient.GetName] from the Alliance."
 ACTION_KICK_FROM_FEDERATION_TITLE:0 "Kick from Federation"
 ACTION_KICK_FROM_FEDERATION_DESC:0 "We can start a vote to kick them from the Federation."
 ACTION_KICK_FROM_FEDERATION_LONG_DESC:0 "[Actor.GetName] wishes to remove [Recipient.GetName] from the Federation."
 ACTION_ASK_TO_JOIN_ALLIANCE_TITLE:0 "Ask to Join Alliance"
 ACTION_ASK_TO_JOIN_ALLIANCE_DESC:0 "We can ask to join their Alliance."
 ACTION_ASK_TO_JOIN_ALLIANCE_ALREADY_IN_ALLIANCE:0 "§RWe are already part of this Alliance.§!"
 ACTION_ASK_TO_JOIN_ALLIANCE_MISSING_TECH:0 "§RThey are lacking the necessary tech to accept this offer.§!"
 ACTION_LEAVE_ALLIANCE_TITLE:0 "Leave Alliance"
 ACTION_INTEGRATE_SUBJECT_TITLE:0 "Integrate Subject"
 ACTION_INTEGRATE_SUBJECT_DESC:1 "We can integrate a subject into our Empire"
 ACTION_INTEGRATE_SUBJECT_DERIVED_DESC:1 "Integrating $COUNTRY|Y$ will cost a total of $INFLUENCE|Y0$ £influence£ Influence at a rate of $MONTHLY|Y0$ £influence£ Influence per month. It will take $MONTHS|Y$ month(s)."
 ACTION_CANCEL_SUBJECT_INTEGRATION_TITLE:0 "Cancel Integration"
 ACTION_CANCEL_SUBJECT_INTEGRATION_DESC:0 "Cancel the integration of this subject, no resources spent are refunded."
 ACTION_CLOSE_BORDERS_TITLE:0 "Close Borders"
 ACTION_CLOSE_BORDERS_DESC:0 "Close the borders for this country, blocking their fleets from entering our territory."
 ACTION_CLOSE_BORDERS_OFFER_DESC:0 "§H[Actor.GetName]§! has closed their borders to us, blocking our fleets from entering their territory."
 ACTION_CLOSE_BORDERS_NOT_POSSIBLE:0 "Not possible to close the borders towards the $COUNTRY|Y$."
 ACTION_CLOSE_BORDERS_VASSAL:0 "Unavailable for vassals"
 ACTION_CLOSE_BORDERS_SUBJECT_TYPE:0 "Subjects of this type don't control their access"
 ACTION_CLOSE_BORDERS_VS_SUBJECT_TYPE:0 "Cannot control access for subjects of this type"
 ACTION_CLOSE_BORDERS_OVERLORD:0 "Cannot close the borders to overlord"
 ACTION_CLOSE_BORDERS_SUBJECT:0 "Cannot close border access for subjects"
 ACTION_CLOSE_BORDERS_ALLIANCE:0 "Cannot close borders towards someone in the same alliance"
 ACTION_CLOSE_BORDERS_FORCED:0 "Cannot close borders towards someone you have forced open borders against"
 ACTION_OPEN_BORDERS_TITLE:0 "Open Borders"
 ACTION_OPEN_BORDERS_DESC:0 "Open the borders for this country, allowing their fleets to enter our territory."
 ACTION_OPEN_BORDERS_OFFER_DESC:0 "§H[Actor.GetName]§! has opened their borders to us."
 ACTION_OPEN_BORDERS_FORCED:0 "Cannot open borders towards someone you have forced close borders."
 FORCED_OPEN_BORDERS:0 "Forced Open Borders"
 FORCED_CLOSED_BORDERS:0 "Forced Closed Borders"
 ACTION_LEAVE_ALLIANCE_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our separate way. The other members will not be pleased..."
 ACTION_REQUIRES_NO_OTHER_PROPOSALS:0 "§RThey are currently considering another offer from us.§!"
 ACTION_REQUIRES_NO_ONGOING_VOTES:0 "§RThis action is currently under vote.§!"
 ACTION_NEEDS_VOTE:0 "This action requires the approval of our allies."
 IS_SUBJECT:0 "They are a subject."
 IS_OUR_SUBJET:0 "They are our subject."
 ACTION_RECIPIENT_MUST_BE_AT_PEACE:0 "§RThey must be at peace.§!"
 ACTION_ACTOR_MUST_BE_AT_PEACE:0 "§RWe must be at peace.§!"
 ACTION_ACTOR_MUST_BE_INDEPENDENT:0 "§RActor must be independent.§!"
 ACTION_RECIPIENT_MUST_BE_INDEPENDENT:0 "§RRecipient must be independent.§!"
 ACTION_RECIPIENT_ALREADY_PROPOSED:0 "§ROur Alliance already has a proposition for actions against this Empire.§!"
 ACTION_RECIPIENT_ALREADY_ASSOCIATE:0 "§RThey are already associated with another Federation.§!"
 ACTION_DEMAND_SUBJUGATION_TITLE:0 "Propose Subjugation"
 ACTION_DEMAND_SUBJUGATION_DESC:0 "Peacefully propose that they become our Subject using a reasonable Agreement."
 ACTION_DEMAND_SUBJUGATION_OFFER_DESC:0 "§H[Actor.GetName]§! has demanded that we become their subject."
 ACTION_ASK_TO_BECOME_SUBJUGATED_TITLE:0 "Ask to be their Subject"
 ACTION_ASK_TO_BECOME_SUBJUGATED_DESC:0 "We can submit to them and become their subject. Breaking free again will require a war."
 ACTION_SUBJECT_OVERLORD_IS_SUBJECT:0 "§R $OVERLORD$ is a subject§!"
 ACTION_FORM_FEDERATION_TITLE:0 "Form Federation"
 ACTION_FORM_FEDERATION_DESC:1 "Form a Federation with this Empire. Once established, we can try to invite other Empires to join it"
 ACTION_FORM_FEDERATION_LONG_DESC:0 "[Actor.GetName] wishes for the Alliance to become a Federation."
 ACTION_FORM_FEDERATION_MINIMUM_MEMBERS:0 "§RWe need at least $NUM$ members in our Alliance to form a Federation.§!"
 ACTION_INVITE_TO_FEDERATION_TITLE:0 "Invite to Federation"
 ACTION_INVITE_TO_FEDERATION_DESC:0 "We can invite them into our Federation."
 ACTION_INVITE_TO_FEDERATION_LONG_DESC:0 "[Actor.GetName] Wishes to invite [Recipient.GetName] into the Federation."
 ACTION_ASK_TO_JOIN_FEDERATION_TITLE:0 "Ask to join Federation"
 ACTION_ASK_TO_JOIN_FEDERATION_DESC:1 "Ask §H[Recipient.GetName]§! to initiate a vote for us to join their Federation."
 ACTION_ASK_TO_JOIN_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to join our Federation."
 ACTION_ASK_TO_JOIN_FEDERATION_ALREADY_IN_FEDERATION:0 "§RWe are already part of this Federation.§!"
 ACTION_LEAVE_FEDERATION_TITLE:0 "Leave Federation"
 ACTION_LEAVE_FEDERATION_DESC:0 "We can abandon the §H[Actor.GetAllianceName]§! and go our own way. The other members will not be pleased..."
 ACTION_REQ_WAR_LEADER:0 "Our Empire is the war leader."
 ACTION_REQ_AT_PEACE:0 "We are at peace."
 ACTION_REQ_ACTOR_FED_LEADER:2 "You must be the Federation President."
 ACTION_REQ_RECIPIENT_FED_LEADER:1 "The other party must be the Federation President."
 ACTION_DECLARE_WAR_HAS_TRUCE:0 "\n§R$TRUCE|H$ until $DATE|H$, we cannot declare war before the truce has ended.§!"
 ACTION_CLOSE_BORDERS_HAS_TRUCE:0 "\n§R$TRUCE|H$ until $DATE|H$, we cannot close our borders before the truce has ended.§!"
 ACTION_CLOSE_BORDERS_RIVALS:0 "§RBorders are always closed towards rivals.§!"
 ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT:0 "§RNon-aggression pledged until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT_NON_TIMED:0 "§RWe must break our Non-Aggression Pact before we can declare war on them.§!"
 ACTION_DECLARE_WAR_ASSOCIATION_STATUS:0 "§RWe must end our Federation Association Status before we can declare war on them.§!"
 ACTION_DECLARE_WAR_HAS_DEFENSIVE_PACT:0 "§RWe must break our Defensive Pact before we can declare war on them.§!"
 ACTION_DECLARE_WAR_HAS_BRANCH_OFFICE_PLANET:1 "We must close our Branch Offices on $PLANET|Y$ before we can declare war on them."
 ACTION_DECLARE_WAR_HAS_SUPPORT_INDEPENDENCE:0 "§RWe must stop supporting their independence before we can declare war on them.§!"
 ACTION_DECLARE_WAR_HAS_GUARANTEE:0 "§RWe must stop guaranteeing their independence before we can declare war on them.§!"
 ACTION_DECLARE_WAR_FEDERATION_HAS_NON_AGGRESSION_PACT:0 "§RFederation member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_ALLIANCE_HAS_NON_AGGRESSION_PACT:0 "§RAlliance member $COUNTRY|H$ has a non-aggression pledge until $DATE|H$, we can not declare war before the non-aggression pledge has expired.§!"
 ACTION_DECLARE_WAR_SUBJECT_NOT_ALLOWED:0 "§ROur overlord $OVERLORD|H$ does not allow us to declare war.§!"
 ACTION_DECLARE_WAR_SUBJECT_ON_SUBJECT:0 "§RCannot declare war on one of our fellow Subjects.§!"
 ACTION_DECLARE_WAR_OVERLORD_ON_SUBJECT:0 "§RCannot declare war on our Subjects.§!"
 ACTION_DECLARE_WAR_DEFENDER_OVERLORD:1 "§RCannot declare a war where our overlord will join the defending side.§!"
 ACTION_RELEASE_SUBJECT_TITLE:0 "Release Subject"
 ACTION_RELEASE_SUBJECT_DESC:0 "Release §H[Recipient.GetName]§! from being our Subject!"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_TITLE:0 "Request Independence"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_DESC:0 "Request to be released from subjugation to §H[Recipient.GetName]§!!"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has requested to be released from our subjugation."
 WARNING_NOT_ACTIVE_IN_WAR_TITLE:0 "Warning! Not active in war."
 ACTION_NOT_ACTIVE_IN_WAR_TITLE:0 "Inactive in war."
 ACTION_REQUEST_WAR_TITLE:0 "Propose war"
 ACTION_REQUEST_WAR_DESC:0 "Propose this war to the president"
 ACTION_PROPOSE_INVITE_TITLE:0 "Invite to Federation"
 ACTION_PROPOSE_INVITE_DESC:0 "Propose this invite to the president"
 ACTION_OFFER_TRADE_DEAL_TITLE:0 "Offer Trade Deal"
 ACTION_OFFER_TRADE_DEAL_DESC:0 "Offer Trade Deal to §H[Recipient.GetName]§!."
 ACTION_OFFER_TRADE_DEAL_OFFER_DESC:0 "§H[Actor.GetName]§! is offering us a Trade Deal."
 ACTION_OFFER_TRADE_DEAL_EMPTY:0 "£trigger_no£ Offer can not be empty!"
 ACTION_OFFER_TRADE_DEAL_SAME_AS_REPLACE:0 "£trigger_no£ New Offer cannot be same as replaced deal!"
 ACTION_REQ_PEACE_WITH:0 "£trigger_no£ We must be at peace with §H$RECIPIENT$§!!"
 ACTION_CANCEL_TRADE_DEAL_TITLE:0 "Cancel Trade Deal"
 ACTION_CANCEL_TRADE_DEAL_DESC:0 "Cancel Trade Deal with §H[Recipient.GetName]§!."
 ACTION_EMBASSY_TITLE:0 "Establish Embassy"
 ACTION_EMBASSY_DESC:1 "Establish an embassy on their capital planet, improving the effectiveness of friendly envoys and increasing intel targets of one another."
 ACTION_EMBASSY_COST:3 "This will improve the effectiveness of friendly envoys and increase intel targets of one another."
 ACTION_EMBASSY_PROPOSAL_FAILED_ACTOR:0 "§H[Recipient.GetName]§! declined to establish embassies."
 ACTION_EMBASSY_PROPOSAL_FAILED_RECIPIENT:0 "The embassy proposal from §H[Actor.GetName]§! timed out and was auto-declined."
 ACTION_RECALL_EMBASSY_OFFER_DESC:0 "Recall our embassy from their capital planet. The intelligence gathered will decay over time."
 ACTION_RECALL_EMBASSY_TITLE:0 "Recall Embassy"
 ACTION_RECALL_EMBASSY_DESC:3 "Recall our embassy from their capital planet. The intelligence gathered will decay over time."
 ACTION_RECALL_EMBASSY_COST:1 "$ACTION_RECALL_EMBASSY_DESC$"
 ACTION_MAKE_RIVAL_TITLE:0 "Declare $RIVALRY$"
 ACTION_MAKE_RIVAL_DESC:0 "Declare §H[Recipient.GetName]§! to be our $RIVAL$."
 ACTION_MAKE_RIVAL_OFFER_DESC:0 "§H[Actor.GetName]§! has declared us their $RIVAL$."
 grants_subjugation_cb:0 "If refused, grants §Y$casus_belli_cb_subjugation$§! §HCasus Belli§! on §H[From.GetName]§! for §Y$cb_subjugation_length_default$§!."
 cb_subjugation_length_default:0 "1 year"
 grants_humiliation_cb_originator:0 "Grants §Y$casus_belli_cb_humiliation$§! §HCasus Belli§! on §H[From.GetName]§!."
 removes_humiliation_cb_originator:0 "May remove our §Y$casus_belli_cb_humiliation$§! §HCasus Belli§! on §H[From.GetName]§!."
 grants_megacorp_subjugate_cb:0 "If refused, grants §Y$casus_belli_cb_megacorp_subjugate$§! §HCasus Belli§! on §H[From.GetName]§! for §Y$cb_subjugation_length_default$§!."
 ACTION_MAKE_RIVAL_COST:2 "This will worsen our relations by $REL$. Having them as our $RIVAL$ will give us $INF$ each month and may make their other rivals friendlier towards us."
 ACTION_MAKE_RIVAL_ALREADY_RIVAL_COST:1 "Having them as our $RIVAL$ will give us $INF$ each month and may make their other rivals friendlier towards us."
 ACTION_END_RIVALRY_TITLE:0 "End $RIVALRY$"
 ACTION_END_RIVALRY_DESC:0 "End our $RIVALRY$ with §H[Recipient.GetName]§!."
 ACTION_END_RIVALRY_COST:0 "We will no longer gain influence each month, but relations will improve."
 ACTION_INSULT_TITLE:0 "Insult"
 ACTION_INSULT_DESC:2 "Sending an Insult will greatly reduce their Opinion and Trust of us.[Actor.GetCreativeInsultTooltip]"
 ACTION_INSULT_OFFER_DESC:0 "Wanton abuse like this cannot be overlooked. Our relationship with §H[Actor.GetName]§! has declined."
 ACTION_OFFER_FEDERATION_ASSOCIATION_TITLE:0 "Offer Association Status"
 ACTION_OFFER_FEDERATION_ASSOCIATION_DESC:1 "We can offer them association status with our Federation. This will act as a non-aggression pact between them and all members of the Federation."
 ACTION_OFFER_FEDERATION_ASSOCIATION_LONG_DESC:0 "[Actor.GetName] wishes to give [Recipient.GetName] Association Status with the Federation."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has offered us Association Status in their Federation. "
 ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE:0 "Offer Association Status"
 ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE_DESC:1 "We can offer them association status with our Federation. This will act as a non-aggression pact between them and all members of the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TITLE:0 "Ask For Association Status"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_DESC:1 "We can ask them for association status with their Federation. This will act as a non-aggression pact between us and all members of the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE:0 "Ask For Association Status"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE_DESC:1 "We can ask them for association status with their Federation. This will act as a non-aggression pact between us and all members of the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has asked us to grant them Association Status in the Federation."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TITLE:0 "Revoke Association Status"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_DESC:0 "We can revoke their association status with our Federation."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_LONG_DESC:0 "[Actor.GetName] wishes to revoke [Recipient.GetName]'s Association Status with the Federation."
 ACTION_OFFER_PEACE_LONG_DESC:0 "[Actor.GetName] wishes to sign peace with [Recipient.GetName]."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE:0 "Revoke Association Status"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can revoke their association status with our Federation."
 ACTION_END_FEDERATION_ASSOCIATION_TITLE:0 "End Association Status"
 ACTION_END_FEDERATION_ASSOCIATION_DESC:0 "We can end our association status with their Federation."
 ACTION_END_FEDERATION_ASSOCIATION_TYPE:0 "End Association Status"
 ACTION_END_FEDERATION_ASSOCIATION_TYPE_DESC:0 "We can end our association status with their Federation."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our associate status proposal regarding §H[Third_party.GetName]§! was declined."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! was declined."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! timed out and was auto-declined."
 ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_RECIPIENT:0 "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT$"
 ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_ACTOR:0 "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR$"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our revoke associate status proposal regarding §H[Third_party.GetName]§! was declined."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The revoke associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! was declined."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The revoke associate status proposal from §H[Actor.GetName]§! regarding §H[Third_party.GetName]§! timed out and was auto-declined."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR:0 "Our request for association status with the §H[Recipient.GetAllianceName]§! was declined."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE:0 "The request of §H[Actor.GetName]§! for association status with the §H[Recipient.GetAllianceName]§! was declined."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT:1 "The request from §H[Actor.GetName]§! for association status with the §H[Recipient.GetAllianceName]§! timed out and was auto-declined."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to offer §H[Recipient.GetName]§! association status with the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Recipient.GetAllianceName]§! voted to offer §H[Actor.GetName]§! association status with the Federation."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The vote to offer §H[Actor.GetName]§! association status with the §H[Recipient.GetAllianceName]§! failed."
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The vote to offer §H[Recipient.GetName]§! association status with the §H[Actor.GetAllianceName]§! failed."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation."
 ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_PASSED:1 "The §H[Actor.GetAllianceName]§! vote to change to §H[GetLawName] [GetLawCategory]§! succeeded."
 ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_FAILED:1 "The §H[Actor.GetAllianceName]§! vote to change to §H[GetLawName] [GetLawCategory]§! failed.\n\nThis has §Rnegatively§! impacted the federation's cohesion."
 ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! vote to change federation type succeeded."
 ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_FAILED:0 "The §H[Actor.GetAllianceName]§! vote to change federation type failed.\n\nThis has §Rnegatively§! impacted the federation's cohesion."
 ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to offer §H[Recipient.GetName]§! association status with the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Recipient.GetAllianceName]§! voted to offer §H[Actor.GetName]§! association status with the Federation."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_PASSED:0 "The §H[Actor.GetAllianceName]§! voted to revoke §H[Recipient.GetName]§!'s association status with the Federation."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_FAILED:0 "The vote to offer §H[Actor.GetName]§! association status with the §H[Recipient.GetAllianceName]§! failed."
 ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_FAILED:0 "The vote to offer §H[Recipient.GetName]§! association status with the §H[Actor.GetAllianceName]§! failed."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_FAILED:1 "The vote to revoke §H[Recipient.GetName]§!'s association status with the §H[Actor.GetAllianceName]§! failed."
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_OFFER_DESC:0 "§H[Actor.GetName]§! is requesting Association Status within the §H[Recipient.GetAllianceName]§!."
 ACTION_BREAK_RESEARCH_AGREEMENT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off the Research Agreement with §H[Recipient.GetName]§!."
 ACTION_BREAK_GUARANTEE_OFFER_DESC:0 "§H[Actor.GetName]§! is no longer guaranteeing §H[Recipient.GetName]'s§! independence."
 ACTION_REVEAL_PRESENCE_TITLE:0 "Reveal Our Presence"
 ACTION_REVEAL_PRESENCE_DESC:1 "Reveal our existence to this Pre-FTL Civilization, raising their Awareness to Full. Depending on their current Awareness, they will suffer Stellar Culture Shock for up to 50 years."
 ACTION_CANNOT_INTERFERE_POLICY:0 "$TRIGGER_FAIL$§ROur policies do not allow direct interference with pre-FTL civilizations.§!"
 ACTION_CANNOT_LOW_AWARENESS:0 "$TRIGGER_FAIL$§ROur policies only allow us to reveal ourselves to a pre-FTL civilization if their Awareness is High.§!"
 ACTION_REVEAL_PRESENCE_OFFER_DESC:1 "The §H[Actor.GetName]§! realized we have been observing them, and are now establishing communications with us."
 ACTION_SOCIETAL_ENLIGHTENMENT_TITLE:1 "Offer Societal Guidance"
 ACTION_SOCIETAL_ENLIGHTENMENT_DESC:0 "Teach this Pre-FTL Civilization our way of thinking, slowly converting their population to our Governing Ethics over time."
 ACTION_SOCIETAL_ENLIGHTENMENT_OFFER_DESC:1 "The §H[Actor.GetName]§! has requested to adopt our Governing Ethics."
 ACTION_SOCIETAL_ENLIGHTENMENT_PROPOSAL_FAILED_ACTOR:0 "The §H[Recipient.GetName]§! declined our offer to adopt our teachings."
 ACTION_SOCIETAL_ENLIGHTENMENT_PROPOSAL_FAILED_RECIPIENT:0 "The proposal from §H[Actor.GetName]§! to adopt their way of thinking timed out and was auto-declined."
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_TITLE:1 "Cease Societal Guidance"
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_DESC:0 "End the program to shift this Pre-FTL Civilization to our Governing Ethics."
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_OFFER_DESC:1 "The §H[Actor.GetName]§! demanded we cease our Societal Guidance efforts."
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_TITLE:0 "Provide Technology"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_DESC:0 "Share our superior technology with this Pre-FTL Civilization, increasing the rate of their technological progress."
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_PROPOSAL_FAILED_ACTOR:0 "The §H[Recipient.GetName]§! declined our offer to share our technology."
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_PROPOSAL_FAILED_RECIPIENT:0 "The proposal from §H[Actor.GetName]§! to share their technology timed out and was auto-declined."
 ACTION_CANNOT_ENLIGHTEN_POLICY:0 "$TRIGGER_FAIL$§ROur policies do not allow open enlightenment of pre-FTL civilizations.§!"

 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_OFFER_DESC:1 "The §H[Actor.GetName]§! is asking us to share our superior technology with them."
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_TITLE:0 "Cease Providing Technology"
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_DESC:0 "End the program to share our superior technology with this Pre-FTL Civilization."
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_OFFER_DESC:0 "End the program to share our superior technology with §H[Actor.GetName]§!."
 ACTION_PRE_FTL_TRADE_TITLE:0 "Form Commercial Agreement"
 ACTION_PRE_FTL_TRADE_DESC:0 "Form a Commercial Agreement with this Pre-FTL Civilization. This will increase the output of our Observation Post."
 ACTION_PRE_FTL_TRADE_OFFER_DESC:0 "Form a Commercial Agreement with §H[Actor.GetName]§!. This will increase the output of our Observation Post."
 ACTION_PRE_FTL_TRADE_PROPOSAL_FAILED_ACTOR:0 "The §H[Recipient.GetName]§! declined our offer to form a trade agreement."
 ACTION_PRE_FTL_TRADE_PROPOSAL_FAILED_RECIPIENT:0 "The proposal from §H[Actor.GetName]§! to form a trade agreement."
 ACTION_STOP_PRE_FTL_TRADE_TITLE:0 "Break Commercial Agreement"
 ACTION_STOP_PRE_FTL_TRADE_DESC:1 "End the program to resources with this Pre-FTL Civilization."
 ACTION_STOP_PRE_FTL_TRADE_OFFER_DESC:1 "End the program to resources with §H[Actor.GetName]§!"
 ACTION_MANAGE_SPY_NETWORK_TITLE:0 "Manage Spy Network"
 ACTION_MANAGE_SPY_NETWORK_DESC:0 "Open the Espionage tab."
 ACTION_MANAGE_SPY_NETWORK_OFFER_DESC:0 " " #Should be not empty to avoid error but isn't shown
 ACTION_OPEN_PRE_FTL_HOMEWORLD_TITLE:0 "$GO_TO_preFTL_PLANET$"
 ACTION_OPEN_PRE_FTL_HOMEWORLD_DESC:0 "$GO_TO_preFTL_PLANET_tt$"
 ACTION_OPEN_PRE_FTL_HOMEWORLD_OFFER_DESC:0 " " #Should be not empty to avoid error but isn't shown

 LACK_OF_TRUST: "Lack of Trust"

 DIPLO_ACTION_ADD_TRUST:1 "Their Trust of us will increase by $TRUST$ each month up a maximum of $MAX_TRUST|0G$."
 DIPLO_ACTION_INFLUENCE_COST:0 "It will cost us $INF|R$ influence each month."
 DIPLO_ACTION_ACTOR_RESOURCES:1 "The deal will grant us §Y$RESOURCES$§! each month."
 DIPLO_ACTION_RECIPIENT_RESOURCES:1 "The deal will grant them §Y$RESOURCES$§! each month."
 DIPLO_ACTION_ACTOR_AND_RECIPIENT_RESOURCES:3 "The deal will grant us §Y$ACTOR_RESOURCES$§! and them §Y$RECIPIENT_RESOURCES$§! each month."
 DIPLO_ACTION_ACTOR_RESOURCES_CANCEL:1 "The deal currently grants us §Y$RESOURCES$§! each month."
 DIPLO_ACTION_RECIPIENT_RESOURCES_CANCEL:1 "The deal currently grants them §Y$RESOURCES$§! each month."
 DIPLO_ACTION_ACTOR_AND_RECIPIENT_RESOURCES_CANCEL:1 "The deal currently grants us §Y$ACTOR_RESOURCES$§! and them §Y$RECIPIENT_RESOURCES$§! each month."
 DIPLO_ACTION_COMMERCIAL_BRANCH_OFFICE_LIST:0 "Their most lucrative planets for new branch offices are $PLANETS$."
 DIPLO_ACTION_COMMERCIAL_BRANCH_OFFICE_ENTRY:0 "$PLANET|Y$ (£trade£$VALUE$)"

 DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL:0 "\n§EShared Intel:§! Minimum Level §Y$MININTEL$§!"
 DIPLO_ACTION_INTEL_NON_AGGRESSION_PACT:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$"
 DIPLO_ACTION_INTEL_GUARANTEE:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$"
 DIPLO_ACTION_INTEL_COMMERCIAL_PACT:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$, Relative Economy, Medium System"
 DIPLO_ACTION_INTEL_MIGRATION_PACT:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$, Low System"
 DIPLO_ACTION_INTEL_DEFENSIVE_PACT:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$, Relative Fleet"
 DIPLO_ACTION_INTEL_FEDERATION_ASSOCIATION:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$, Low System"
 DIPLO_ACTION_INTEL_RESEARCH_AGREEMENT:0 "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$, Relative Technology"

 ACTION_FORM_DEFENSIVE_PACT_TYPE:0 "Form Defensive Pact"
 ACTION_FORM_DEFENSIVE_PACT_TYPE_DESC:0 "Form a Defensive Pact with this Empire. If either Empire is attacked, the other will automatically come to their defense."
 ACTION_FORM_DEFENSIVE_PACT_OFFER_DESC:0 "Form a Defensive Pact with §H[Actor.GetName]§!. If either Empire is attacked, the other will automatically come to their defense."
 ACTION_BREAK_DEFENSIVE_PACT_TYPE:0 "Break Defensive Pact"
 ACTION_BREAK_DEFENSIVE_PACT_TYPE_DESC:0 "Break our Defensive Pact with this Empire."
 ACTION_FORM_DEFENSIVE_PACT_TITLE:0 "Form Defensive Pact"
 ACTION_FORM_DEFENSIVE_PACT_DESC:0 "Form a Defensive Pact with this Empire. If either Empire is attacked, the other will automatically come to their defense."
 ACTION_BREAK_DEFENSIVE_PACT_TITLE:0 "Break Defensive Pact"
 ACTION_BREAK_DEFENSIVE_PACT_DESC:0 "Break our Defensive Pact with this Empire."
 ACTION_FORM_COMMERCIAL_PACT_TYPE:0 "Form Commercial Pact"
 ACTION_FORM_COMMERCIAL_PACT_TYPE_DESC:0 "Form a Commercial Pact with this Empire. This will increase the value of both empires' trade networks."
 ACTION_BREAK_COMMERCIAL_PACT_TYPE:0 "Break Commercial Pact"
 ACTION_BREAK_COMMERCIAL_PACT_TYPE_DESC:0 "Break our Commercial Pact with this Empire."
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE:0 "Form Research Agreement"
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC:1 "Form a Research Agreement with this Empire. Both empires gain a bonus when researching technologies discovered by the other empire."
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE_EFFECTS_DESC:0 "We can learn £physics£$THEIRPHY$ £society£$THEIRSOC$ £engineering£$THEIRENG$ and share £physics£$OURPHY$ £society£$OURSOC$ £engineering£$OURENG$ technologies."
 ACTION_FORM_RESEARCH_AGREEMENT_OFFER_DESC:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE:0 "Break Research Agreement"
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC:0 "End our Research Agreement with this Empire."
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_EFFECTS_DESC:0 "We are currently able to learn £physics£$THEIRPHY$ £society£$THEIRSOC$ £engineering£$THEIRENG$ and share £physics£$OURPHY$ £society£$OURSOC$ £engineering£$OURENG$ technologies."
 ACTION_FORM_NON_AGGRESSION_PACT_TYPE:0 "Form Non-Aggression Pact"
 ACTION_FORM_NON_AGGRESSION_PACT_TYPE_DESC:0 "Form a Non-Aggression Pact with this Empire. We will be unable to attack each other while this is in effect."
 ACTION_FORM_NON_AGGRESSION_PACT_OFFER_DESC:0 "Form a Non-Aggression Pact with §H[Actor.GetName]§!. We will be unable to attack each other while this is in effect."
 ACTION_BREAK_NON_AGGRESSION_PACT_TYPE:0 "Break Non-Aggression Pact"
 ACTION_BREAK_NON_AGGRESSION_PACT_TYPE_DESC:0 "Break our Non-Aggression Pact with this Empire."
 ACTION_FORM_NON_AGGRESSION_PACT_TITLE:0 "Form Non-Aggression Pact"
 ACTION_FORM_NON_AGGRESSION_PACT_DESC:0 "Form a Non-Aggression Pact with this Empire. We will be unable to attack each other while this is in effect."
 ACTION_FORM_NON_AGGRESSION_PACT_IMPOSSIBLE_DESC: "Unable to form a Non-Aggression Pact with this Empire, which would make us be unable to attack each other while it is in effect."
 ACTION_BREAK_NON_AGGRESSION_PACT_TITLE:0 "Break Non-Aggression Pact"
 ACTION_BREAK_NON_AGGRESSION_PACT_DESC:0 "Break our Non-Aggression Pact with this Empire."
 ACTION_FORM_COMMERCIAL_PACT_TITLE:0 "Form Commercial Pact"
 ACTION_FORM_COMMERCIAL_PACT_DESC:0 "Form a Commercial Pact with this Empire. This will increase the value of both empires' trade networks."
 ACTION_FORM_COMMERCIAL_PACT_IMPOSSIBLE_DESC: "Unable to form a Commercial Pact with this Empire, which would increase the value of both empires' trade networks."
 ACTION_FORM_COMMERCIAL_PACT_OFFER_DESC:0 "Form a Commercial Pact with §H[Actor.GetName]§!. This will increase the value of both empires' trade networks."
 ACTION_BREAK_COMMERCIAL_PACT_TITLE:0 "Break Commercial Pact"
 ACTION_BREAK_COMMERCIAL_PACT_DESC:1 "Break our Commercial Pact with this Empire. If we have any §Y$BRANCH_OFFICES$§! on their planets, they may use the §Y$casus_belli_cb_expel_corp$§! §HCasus Belli§! against us."
 ACTION_FORM_RESEARCH_AGREEMENT_TITLE:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE$"
 ACTION_FORM_RESEARCH_AGREEMENT_DESC:0 "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_FORM_RESEARCH_AGREEMENT_IMPOSSIBLE_DESC: "Unable to form a Research Agreement with this Empire, where both empires would gain a bonus when researching technologies discovered by the other empire."
 ACTION_BREAK_RESEARCH_AGREEMENT_TITLE:0 "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE$"
 ACTION_BREAK_RESEARCH_AGREEMENT_DESC:0 "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_GUARANTEE_INDEPENDENCE_TYPE:0 "Guarantee Independence"
 ACTION_GUARANTEE_INDEPENDENCE_TYPE_DESC:0 "Guarantee the independence of this Empire. If they are attacked, we will automatically come to their defense."
 ACTION_GUARANTEE_INDEPENDENCE_OFFER_DESC:0 "§H[Actor.GetName]§! guarantees the independence of our Empire. If we are attacked, they will automatically come to our defense."
 ACTION_BREAK_GUARANTEE_TYPE:0 "Revoke Guarantee"
 ACTION_BREAK_GUARANTEE_TYPE_DESC:0 "Stop guaranteeing the independence of this Empire."
 ACTION_GUARANTEE_INDEPENDENCE_TITLE:0 "Guarantee Independence"
 ACTION_GUARANTEE_INDEPENDENCE_DESC:0 "Guarantee the independence of this Empire. If they are attacked, we will automatically come to their defense."
 ACTION_GUARANTEE_INDEPENDENCE_IMPOSSIBLE_DESC: "Unable to guarantee the independence of this Empire, which would make us automatically come to their defense if they are attacked."
 ACTION_BREAK_GUARANTEE_TITLE:0 "Revoke Guarantee"
 ACTION_BREAK_GUARANTEE_DESC:0 "Stop guaranteeing the independence of this Empire."
 ACTION_SUPPORT_INDEPENDENCE_TYPE:0 "Support Independence"
 ACTION_SUPPORT_INDEPENDENCE_TYPE_DESC:0 "Support the independence of this Empire. If they declare war on their overlord, we will automatically come to their aid."
 ACTION_BREAK_SUPPORT_TYPE:0 "Revoke Support"
 ACTION_BREAK_SUPPORT_TYPE_DESC:0 "Stop supporting the independence of this Empire."
 ACTION_SUPPORT_INDEPENDENCE_TITLE:0 "Support Independence"
 ACTION_SUPPORT_INDEPENDENCE_DESC:0 "Support the independence of this Empire. If they declare war on their overlord, we will automatically come to their aid."
 ACTION_SUPPORT_INDEPENDENCE_IMPOSSIBLE_DESC: "Unable to support the independence of this Empire which would make us automatically come to their aid if they declare war on their overlord."
 ACTION_BREAK_SUPPORT_TITLE:0 "Revoke Support"
 ACTION_BREAK_SUPPORT_DESC:0 "Stop supporting the independence of this Empire."
 ACTION_FORM_MIGRATION_PACT_TYPE:0 "Offer Migration Treaty"
 ACTION_FORM_MIGRATION_PACT_TYPE_DESC:0 "Enter into a Migration Treaty with this Empire. Our populations will be able to freely move between both empires."
 ACTION_FORM_MIGRATION_PACT_OFFER_DESC:0 "Enter into a Migration Treaty with §H[Actor.GetName]§!. Our populations will be able to freely move between both empires."
 ACTION_BREAK_MIGRATION_PACT_TYPE:0 "Break Migration Treaty"
 ACTION_BREAK_MIGRATION_PACT_TYPE_DESC:0 "Break our Migration Treaty with this Empire."
 ACTION_FORM_MIGRATION_PACT_TITLE:0 "Offer Migration Treaty"
 ACTION_FORM_MIGRATION_PACT_DESC:0 "Enter into a Migration Treaty with this Empire. Our populations will be able to freely move between both empires."
 ACTION_FORM_MIGRATION_PACT_IMPOSSIBLE_DESC: "Unable to propose a Migration Treaty with this Empire, which would have let our populations be able to freely move between both empires."
 ACTION_BREAK_MIGRATION_PACT_TITLE:0 "Break Migration Treaty"
 ACTION_BREAK_MIGRATION_PACT_DESC:0 "Break our Migration Treaty with this Empire."

 ACTION_BUILD_SPY_NETWORK_OFFER_DESC:0 ""
 ACTION_IMPROVE_RELATION_OFFER_DESC:0 ""
 ACTION_HARM_RELATION_OFFER_DESC:0 ""
 ACTION_DECLARE_WAR_OFFER_DESC:0 "§H[Actor.GetName]§! has declared war on §H[Recipient.GetName]§!."
 ACTION_CANCEL_TRADE_DEAL_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled their trade deal with §H[Recipient.GetName]§!."
 ACTION_END_RIVALRY_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their rivalry with §H[Recipient.GetName]§!."
 ACTION_BREAK_DEFENSIVE_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off their defensive pact with §H[Recipient.GetName]§!."
 ACTION_BREAK_NON_AGGRESSION_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their non-aggression pact with §H[Recipient.GetName]§!."
 ACTION_BREAK_COMMERCIAL_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has ended their commercial pact with §H[Recipient.GetName]§!."
 ACTION_SUPPORT_INDEPENDENCE_OFFER_DESC:0 "§H[Actor.GetName]§! has chosen to support our independence against our oppressors."
 ACTION_BREAK_SUPPORT_OFFER_DESC:0 "§H[Actor.GetName]§! has ceased supporting our independence against our oppressors."
 ACTION_BREAK_MIGRATION_PACT_OFFER_DESC:0 "§H[Actor.GetName]§! has broken off their migration pact with §H[Recipient.GetName]§!."
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled our association status with the §H[Actor.GetAllianceName]§!."
 ACTION_END_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC:0 "§H[Actor.GetName]§! has opted to end their association status with the §H[Recipient.GetAllianceName]§!."
 ACTION_VOTE_FOR_FEDERATION_LAW_OFFER_DESC:0 "§H[Actor.GetName]§! has called for a vote on a Federation Law."
 ACTION_KICK_FROM_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has kicked us from the §H[Actor.GetAllianceName]§!."
 ACTION_LEAVE_FEDERATION_OFFER_DESC:0 "§H[Actor.GetName]§! has left our Federation."
 ACTION_RELEASE_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has released §H[Recipient.GetName]§! as an independent nation."
 ACTION_INTEGRATE_SUBJECT_OFFER_DESC:0 "§H[Actor.GetName]§! has begun integrating §H[Recipient.GetName]§! into their nation."
 ACTION_CANCEL_SUBJECT_INTEGRATION_OFFER_DESC:0 "§H[Actor.GetName]§! has cancelled their integration of §H[Recipient.GetName]§!."

 ALLIANCE_NAME_01:0 "Alliance"
 ALLIANCE_NAME_02:0 "Axis"
 ALLIANCE_NAME_03:0 "Entente"
 ALLIANCE_NAME_04:0 "League"
 ALLIANCE_NAME_05:0 "Compact"
 ALLIANCE_NAME_06:0 "Pact"
 ALLIANCE_NAME_07:0 "Concord"
 ALLIANCE_PREFIX_01:0 "Grand"
 ALLIANCE_PREFIX_02:0 "Glorious"
 ALLIANCE_PREFIX_03:0 "Auspicious"
 ALLIANCE_PREFIX_04:0 "Harmonious"
 ALLIANCE_PREFIX_05:0 "Celestial"
 ALLIANCE_PREFIX_06:0 "Bright"
 ALLIANCE_PREFIX_07:0 "Golden"
 ALLIANCE_PREFIX_08:0 "Propitious"
 ALLIANCE_PREFIX_09:0 "Favorable"
 ALLIANCE_PREFIX_10:0 "Just"
 ALLIANCE_PREFIX_11:0 "Condign"
 ALLIANCE_PREFIX_12:0 "Righteous"
 ALLIANCE_PREFIX_13:0 "Sanguine"
 ALLIANCE_PREFIX_14:0 "Beneficial"
 ALLIANCE_PREFIX_15:0 "Galactic"
 ALLIANCE_PREFIX_16:0 "Star"
 ALLIANCE_PREFIX_17:0 "Stellar"
 ALLIANCE_NAME:0 "$PREFIX$ $NAME$"
 ALLIANCE_MEMBERS:0 "Alliance Members"

 WAR_NAME:0 "$ATTACKER$-$DEFENDER$ War"

 PROPOSAL_SENT:0 "§RA Colonization proposal is already being considered by the Federation President.§!"

 requires_recipient_not_fanatic_purifiers:1 "$TRIGGER_FAIL$§RThey are §Y$civic_fanatic_purifiers$§!! They do not engage in diplomacy with other species!§!"
 requires_actor_not_fanatic_purifiers:1 "$TRIGGER_FAIL$§RWe are §Y$civic_fanatic_purifiers$§!! We do not engage in diplomacy with other species!§!"
 requires_recipient_not_devouring_swarm:1 "$TRIGGER_FAIL$§RThey are a §Y$civic_hive_devouring_swarm$§!! They exist only to consume other species!§!"
 requires_actor_not_devouring_swarm:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_hive_devouring_swarm$§!! We do not engage in diplomacy with other species... we eat them!§!"
 requires_actor_not_devouring_swarm_lithoid:0 "$TRIGGER_FAIL$§RWe are a lithoid §Y$civic_hive_devouring_swarm$§!! We consume worlds!§!"
 legendary_leader_planet_no_terraform:1 "This planet is too unstable to terraform with standard procedures!"
 legendary_leader_decision_arcology_project:0 "This planet is too unstable to proceed with arcology project!"
 requires_recipient_not_gestalt_consciousness:2 "$TRIGGER_FAIL$§RThey are a §YGestalt Consciousness§!. They cannot integrate with other societies.§!"
 requires_actor_not_gestalt_consciousness:2 "$TRIGGER_FAIL$§RWe are a §YGestalt Consciousness§!. We cannot integrate with other societies.§!"
 requires_recipient_not_machine_terminator:1 "$TRIGGER_FAIL$§RA §Y$civic_machine_terminator$§! will only engage in Diplomacy with other §YMachine Intelligences§! or §YSynthetic Empires§!.§!"
 requires_actor_not_machine_terminator:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_terminator$§!. We do not negotiate with fleshlings.§!"
 requires_actor_not_machine_terminator_federation:2 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_terminator$§!. We cannot let others interfere with our cause.§!"
 requires_recipient_not_machine_terminator_federation:1 "$TRIGGER_FAIL$§RThey are a §Y$civic_machine_terminator$§! and are concerned only with the destruction of all organic life.§!"
 requires_recipient_not_machine_assimilator:1 "$TRIGGER_FAIL$§RThere is only one way to become one with a §Y$civic_machine_assimilator$§!. Through assimilation. §!"
 requires_actor_not_machine_assimilator:3 "$TRIGGER_FAIL$§RWe are a §Y$civic_machine_assimilator$§!. We assimilate.§!"
 requires_actor_not_inward_perfection:2 "$TRIGGER_FAIL$§RWe are focusing on our §Y$civic_inwards_perfection$§! and have little interest in diplomacy with other empires.§!"
 requires_recipient_not_inward_perfection:2 "$TRIGGER_FAIL$§RThey are focusing on their §Y$civic_inwards_perfection$§! and have little interest in diplomacy with other empires.§!"
requires_actor_not_selective_kinship: "$TRIGGER_FAIL$§RWe are [Root.GetSpeciesClass] and our §Y$civic_selective_kinship$§! makes the [From.GetSpeciesClass] most abhorrent.§!"
 requires_recipient_not_selective_kinship: "$TRIGGER_FAIL$§RThey are [From.GetAAnSpeciesClass] [From.GetSpeciesClass] Empire and their §Y$civic_selective_kinship$§! means they barely tolerate our company.§!"
 requires_actor_not_barbaric_despoilers:1 "$TRIGGER_FAIL$§RWe are §Y$civic_barbaric_despoilers$§!, we do not engage in this type of diplomacy.§!"
 requires_recipient_not_barbaric_despoilers:1 "$TRIGGER_FAIL$§RThey are §Y$civic_barbaric_despoilers$§!, they do not engage in this type of diplomacy.§!"
 requires_actor_not_criminal_heritage:0 "$TRIGGER_FAIL$§RWe have a §Y$civic_criminal_heritage$§!. We do not conduct our business openly.§!"
 requires_recipient_not_criminal_heritage:0 "$TRIGGER_FAIL$§RThey have a §Y$civic_criminal_heritage$§!. They do not conduct our business openly.§!"
 requires_actor_to_be_federation_leader:0 "$TRIGGER_FAIL$§ROnly the leader of a §Y$hegemony_federation$§! may approve new members.§!"
 diplo_action_no_low_intel:0 "$TRIGGER_FAIL$§RThey are reticent to discuss this proposal. We do not know enough about them to find out why.§!"
 requires_recipient_not_pompous:0 "$TRIGGER_FAIL$§RThey are §Y$civic_pompous_purists$§!! They do not entertain foreign diplomats!§!"
 requires_actor_not_pompous:0 "$TRIGGER_FAIL$§RWe are §Y$civic_pompous_purists$§!! We will not humiliate ourselves with such a farce!§!"
 requires_recipient_not_pompous_borders:0 "$TRIGGER_FAIL$§RThey are §Y$civic_pompous_purists$§!! They would not stop laughing when we told them to stay out of our sovereign space!§!"
 terraform_fail_no_presapient_protection_or_no_presapients:0 "$TRIGGER_FAIL$§ROur §YPre-Sapient Policy§! does not allow us to terraform planets with pre-sapient populations.§!"
 requires_actor_not_feudal_society:0 "$TRIGGER_FAIL$§RAs a §Y$civic_feudal_realm$§!, revoking noble titles (dismissing Leaders) is not permitted.§!"
 requires_fleet_control:0 "$TRIGGER_FAIL$§RWe must control the fleet to dismiss its Commander.§!"
 requires_recipient_not_subject_of_federation_member:0 "$TRIGGER_FAIL$§RWe cannot declare war on the subject of a Federation member.§!"
 requires_recipient_not_invaded:0 "$TRIGGER_FAIL$§RThey see us as hostile! They won't engage in diplomacy with us.§!"
 requires_not_ongoing_singularity_situation:0 "$TRIGGER_FAIL$§RWe cannot reveal ourselves while the situation is ongoing.§!"
 requires_not_ongoing_observation_event_chain:1 "$TRIGGER_FAIL$§RWe cannot reveal ourselves at this time.§!"

 ### Modifiers for pre-FTL diplo actions
 preftl_action_open_tech_pact:0 "Open Technological Enlightenment"
 preftl_action_open_tech_pact_desc:0 "Increases technological progress speed."
 preftl_action_trade_pact:0 "Trade Pact"
 preftl_action_trade_pact_desc:0 "Increases the output of our Observation Station."

 opinon_pre_ftl_bombard:0 "$ORBITAL_BOMBARDMENT$"

 ####################################
 # Basic Resources
 ####################################


 energy: "$concept_energy$"
 energy_desc: "§t$concept_energy_desc$§!\n\n§GClick ['concept_energy'] to open the Databank\nClick £energy£ in the menu to open the ['concept_market']§!"

 influence: "$concept_influence$"
 influence_desc: "§t$concept_influence_desc$§!\n\n§GClick ['concept_influence'] to open the Databank\nClick £influence£ in the menu to open $CLAIMS_VIEW$§!"

 food: "$concept_food$"
 food_desc: "§t$concept_food_desc$§!\n\n§GClick ['concept_food'] to open the Databank\nClick £food£ in the menu to open the ['concept_market']§!"

 minerals: "$concept_minerals$"
 minerals_desc: "§t$concept_minerals_desc_regular$§!\n\n§GClick ['concept_minerals'] to open the Databank\nClick £minerals£ in the menu to open the ['concept_market']§!"

 physics_research: "$concept_physics_research$"
 physics_research_desc: "§t$concept_physics_research_desc$§!\n\n§GClick ['concept_physics_research'] to open the Databank\nClick £physics£ in the menu to open $TECHNOLOGY$§!"

 society_research: "$concept_society_research$"
 society_research_desc: "§t$concept_society_research_desc$§!\n\n§GClick ['concept_society_research'] to open the Databank\nClick £society£ in the menu to open $TECHNOLOGY$§!"

 engineering_research: "$concept_engineering_research$"
 engineering_research_desc: "§t$concept_engineering_research_desc$§!\n\n§GClick ['concept_society_research'] to open the Databank\nClick £society£ in the menu to open $TECHNOLOGY$§!"

 unity: "$concept_unity$"
 unity_desc: "§t$concept_unity_desc$§!\n\n§GClick ['concept_unity'] to open the Databank\nClick £unity£ in the menu to open $traditions$§!"

 consumer_goods: "$concept_consumer_goods$"
 consumer_goods_desc: "§t$concept_consumer_goods_desc$§!\n\n§GClick ['concept_consumer_goods'] to open the Databank\nClick £consumer_goods£ in the menu to open the ['concept_market']§!"

 biomass: "$concept_biomass$"
 biomass_desc: "§t$concept_biomass_desc$§!"

 ENERGY_DEFICIT_DESC:1 "§ROur Empire is affected by $DEFICIT|E$ since we are spending more §HEnergy Credits§! than we are producing, and our reserves have run out.§!"

 ETHIC_ALLOWS_SLAVERY:0 "§ECan §HEnslave§! aliens§!"
 ETHIC_ALLOWS_CASTE_SYSTEM:1 "§EAllows §HCaste System§! Citizenship Type§!"
 ETHIC_ALLOWS_PURGE:1 "§ECan §HPurge§! aliens§!"
 ETHIC_DISALLOWS_DISPLACE:0 "§ECannot §HDisplace§! aliens§!"
 ETHIC_DISALLOWS_SLAVERY:0 "§ECannot §HEnslave§! entire species§!"
 ETHIC_ALLOWS_TEMPLE:0 "§ECan build §HTemple§! buildings§!"
 ETHIC_NEVER_ALIEN_CITIZENSHIP:0 "§ECannot give aliens §HFull Citizenship§!§!"
 ETHIC_NEVER_ALIEN_MILITARY_SERVICE:0 "§ECannot allow aliens §HFull Military Service§!§!"
 ETHIC_ALWAYS_MUST_ALIEN_CITIZENSHIP:0 "§EMust always give aliens §HFull Citizenship§!§!"
 ETHIC_IMPROVED_DIPLOMACY:0 "§EIncreased §HOpinion§! for other species§!"
 ETHIC_REDUCED_DIPLOMACY:0 "§EDecreased §HOpinion§! for other species§!"
 ETHIC_ALWAYS_ALIEN_CITIZENSHIP:0 "§ECan always give aliens §HFull Citizenship§!§!"
 ETHIC_ONLY_AUTOCRACY:0 "§EMust have §HAutocratic§! Government form§!"
 ETHIC_ONLY_DEMOCRACY:0 "§EMust have §HDemocratic§! Government form§!"
 ETHIC_NEVER_AUTOCRACY:0 "§ECannot use §HAutocratic§! Government forms§!"
 ETHIC_NEVER_DEMOCRACY:0 "§ECannot use §HDemocratic§! Government forms§!"
 ETHIC_ALLOWS_UTOPIA:0 "§EAllows §HUtopian§! Living Standards§!"
 ETHIC_ALLOWS_STRATIFIED_SOCIETY:0 "§EAllows §HStratified Economy§! Living Standards§!"
 ETHIC_DISALLOW_POVERTY:0 "§ECannot have §HImpoverished§! Living Standards for Full Citizenship species§!"
 ETHIC_DISALLOW_MIGRATION_CONTROL:0 "§ECannot have §HMigration Controls§! for Full Citizenship species§!"
 ETHIC_FORCED_ALIEN_POVERTY:0 "§EAliens must have the §HImpoverished Conditions§! living standard§!"
 ETHIC_ALLOWS_PSIONICS:0 "§ECan research §HPsionic§! technologies§!"
 ETHIC_ALLOWS_ACADEMIC_PRIVILEGE:0 "§EAllows §HAcademic Privilege§! Living Standards§!"
 ETHIC_DISALLOW_BAN_AI:0 "§ECannot use §HAI Outlawed§! policy§!"
 ETHIC_DISALLOW_BAN_ROBOTS:0 "§ECannot use §HRobotic Workers Outlawed§! policy§!"
 ETHIC_DISALLOW_AI:0 "§ECannot use §HFull AI Rights§! policy§!"
 ETHIC_DISALLOW_CONQUEST_WARS:0 "§ECannot use §HUnrestricted Wars§! policy§!"
 ETHIC_DISALLOW_OFFENSIVE_WARS:0 "§EMust use §HDefensive Wars Only§! policy§!"
 ETHIC_DISALLOW_NATIVE_TAMPERING:0 "§EMust use §HPassive Native Interference§! policy§!"
 ETHIC_DISALLOW_FULL_NATIVE_TAMPERING:0 "§ECannot use §HFull Native Interference§! policy§!"
 ETHIC_DISALLOW_FULL_BOMBARDMENT:0 "§ECannot engage in §HIndiscriminate§! Orbital Bombardment§!"
 ETHIC_ALLOW_NO_RETREAT:0 "§ECan use the §HNo Retreat§! War Doctrine§!"
 ETHIC_NO_REFUGEES:0 "§ECannot use §HRefugees Welcome§! species policy§!"
 ETHIC_NO_EXTERNAL_LEADERS:0 "§ECannot recruit §H$EXTERNAL_RECRUITABLE_LEADERS$§!§!"
 ETHIC_ALWAYS_REFUGEES:0 "§ECannot use §HNo Refugees§! species policy§!"
 ETHIC_GESTALT_CONSCIOUSNESS_AUTHORITY:1 "§ECannot use §HDemocratic§!, §HOligarchic§!, §HDictatorial§!, or §HImperial§! authority§!"
 ETHIC_GESTALT_CONSCIOUSNESS_IMMORTAL_RULER:0 "§ERulers are §HImmortal§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_DOMESTIC_POP_SURVIVAL:0 "§ENative Pops can not survive in non-§HGestalt Consciousness§! empires§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_FACTIONS:0 "§ENative Pops are not affected by §HHappiness§! and will not join §HFactions§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_CONSUMER_GOODS:0 "§ENative Pops belong to the §HDrone Living Standard§! and do not require §HConsumer Goods§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_TUTORIAL:0 "§RDisables Tutorial§!"
 AUTH_IMPERIAL_CAPITAL_SYSTEM_BONUS:0 "\n§E$CAPITAL_SYSTEM_EFFECTS_TXT$§!:\n$t$$mod_planet_jobs_produces_mult$ §G+10%§!"
 AUTH_HIVE_MIND_FOREIGN_POP_SURVIVAL:1 "£pop£ §HNon-Hive Mind Pops§! must be assimilated, enslaved or purged"
 AUTH_MUTUALISTIC_FOREIGN_POP_SURVIVAL: "Non-§HWilderness§! £pop£ Pops must be assimilated, enslaved or purged"
 AUTH_HIVE_MIND_GENEMODDING:1 "Can modify £pop£ §HPops§! to become §HHive Mind§! compatible via §HGenetic§! or §HCybernetic Ascension Paths§!"
 AUTH_HIVE_MIND_ASCENSION_RESTRICTIONS:0 "Cannot follow §HPsionic§! or §HSynthetic Ascension Paths§!"
 AUTH_MUTUALISTIC_ASCENSION_RESTRICTIONS: "Cannot follow §HPsionic§!, §HCybernetic§! or §HSynthetic Ascension Paths§!"
 AUTH_HIVE_MIND_AI_RESTRICTIONS:0 "Cannot research or build £pop£ §HRobot Pops§!"
 AUTH_GESTALT_IMMORTAL_LEADERS:0 "$t$ Ruler and Nodes are §HImmortal§!"
 AUTH_MACHINE_INTELLIGENCE_EXPENSIVE_NATIVE_LEADERS:0 "Machine Leader Recruitment Cost: §R+100%§!"
 AUTH_MACHINE_TECH_ADDITIONS:0 "Has access to special §HMachine§! technologies"
 AUTH_MACHINE_TECH_RESTRICTIONS:1 "Cannot research §HRobot§! technologies"
 AUTH_MACHINE_ASCENSION_RESTRICTIONS:1 "Has access to §HMachine§! Ascension Paths"
 AUTH_ASSIMILATOR_ASCENSION_RESTRICTIONS: "Is locked to §HCybernetic§! Ascension"
 AUTH_MACHINE_FOREIGN_POP_SURVIVAL:0 "£pop£ §HNon-Machine Pops§! must be assimilated, enslaved or purged"
 AUTH_MACHINE_NATIVE_POPS:0 "£pop£ §HMachine Pops§! do not grow but are built"

 ####################################
 # Advanced Resources
 ####################################

 RARE_RESOURCES: "Strategic Resources"

 volatile_motes:0 "Volatile Motes"
 volatile_motes_desc:0 "These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives."

 exotic_gases:0 "Exotic Gases"
 exotic_gases_desc:0 "Rare and exotic gases with a variety of different uses, particularly in the operation of advanced energy-based weaponry and force fields. Some of the gases can also be used as starship fuel or even as recreational drugs."

 rare_crystals:0 "Rare Crystals"
 rare_crystals_desc:0 "These crystals have properties that make them extremely effective at focusing laser beams, and they are also a critical component in most advanced electronics. In addition, many cultures treasure them as decorations and adornments."

 alloys: "$concept_alloys$"
 alloys_desc: "§t$concept_alloys_desc$§!\n\n§GClick ['concept_alloys'] to open the Databank\nClick £alloys£ in the menu to open the ['concept_market']§!"

 trade_desc: "§t$concept_trade_desc$§!\n\n§GClick ['concept_trade'] to open the Databank\nClick £trade£ in the menu to open the ['concept_market']§!"

 sr_zro:0 "Zro"
 sr_zro_desc:0 "An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If [GetIngestedLoc] by psionically-gifted [GetIndividualNamePlural], zro acts as a very potent (and addictive) [GetDrugLoc] that enhances psionic abilities."
 sr_living_metal:0 "Living Metal"
 sr_living_metal_desc:1 "This inorganic metal shows characteristics usually seen only in biological life forms. It will always attempt to regenerate back into the shape it was stabilized into."

 sr_dark_matter:0 "Dark Matter"
 sr_dark_matter_desc:1 "This exotic substance has many properties that seemingly defy several natural laws. Harvestable concentrations can only be found near Black Holes or in certain nebulas."

 nanites:0 "Nanites"
 nanites_desc:0 "Simple but powerful nanoactuators, allowing for complex manipulations and experiments of mesoscopic scales."

 REQUIRED_EXOTIC_GASES: "Requires Exotic Gases."

 ####################################
 # Local Resources
 ####################################

 sr_alien_pets:0 "Alien Pets"
 sr_alien_pets_desc:1 "These docile non-sapient creatures can easily be domesticated, and their friendly demeanor and appealing looks would make them popular as pets and companions. Xenophiles value them highly and proudly present them in their zoos."
 sr_betharian:0 "Betharian Stone"
 sr_betharian_desc:0 "These rare stones have been deposited on many worlds through meteor strikes. They burn very slowly and are very efficient energy sources."

 ####################################
 # Strategic Resources
 ####################################

 #sr_terraform_gases:0 "Terraforming Gases"
 #sr_terraform_gases_desc:1 "Mined from Gas Giants, Terraforming Gases represents an assortment of gases such as Hydrogen, Helium and Methane. Access to Terraforming Gases will make it easier for us to terraform planets."
 #sr_terraform_liquids:0 "Terraforming Liquids"
 #sr_terraform_liquids_desc:1 "Mined from Frozen planets, Terraforming Fluids represents different types of fluids such as dihydrogen monoxide. Access to Terraforming Fluids will make it easier for us to terraform planets."
 #sr_garanthium:0 "Garanthium Ore"
 #sr_garanthium_desc:2 "This ore can be refined into a metal that is both very malleable and durable. It is an excellent material used for the construction of ships."
 sr_neutronium:0 "Neutronium Ore"
 sr_neutronium_desc:1 "Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant hulls."
 #sr_helium:0 "Helium-3"
 #sr_helium_desc:0 "This isotope of helium is used as a fuel in a wide variety of reactors and other energy production facilities."
 #sr_yuranic:0 "Yurantic Crystals"
 #sr_yuranic_desc:0 "These crystals have rare reflective properties that enhance the power output of energy weapons."
 #sr_teldar:0 "Teldar Crystals"
 #sr_teldar_desc:1 "Extremely durable crystals that enhance the armor-piercing capabilities and destructive potential of projectile weapons."
 #sr_mirium: "Mirium Ore"
 #sr_mirium_desc: "This rare ore is too brittle to be used in an alloy, but if properly made mirium projectiles have unmatched armor piercing potential."
 #sr_satramene:0 "Satramene Gas"
 #sr_satramene_desc:3 "This gas is a naturally occurring stimulant found on some worlds. It has a calming effect on most beings, and stimulates consensus-seeking behaviors in groups. Its addictive nature is a well-documented side-effect."
 #sr_lythuric:0 "Lythuric Gas"
 #sr_lythuric_desc:3 "Small concentrations of this gas mixed with fuel have been shown to significantly increase thrust."
 #sr_alien_test_subjects: "Alien Test Subjects"
 #sr_alien_test_subjects_desc: "The genetic makeup of these non-sapient alien creatures make them particularly useful as test subjects in experiments involving a variety of domestic products and medicines."
 #sr_pitharan:0 "Pitharan Dust"
 #sr_pitharan_desc:2 "This fine, energy-dense dust serves as an excellent fertilizer."
 #sr_engos:0 "Engos Vapor"
 #sr_engos_desc:3 "A naturally occurring stimulant that helps all forms of life perform at maximum capacity."
 #sr_xaldor: "Xaldor Gemstones"
 #sr_xaldor_desc: "These rare gems emit an ethereal glow that changes color depending on the mood of whoever is holding them. The glow becomes especially intense in the vicinity of psionically-gifted individuals."
 #sr_orillium:0 "Orillium Ore"
 #sr_orillium_desc:2 "Orillium is a very unstable element that can be used to efficiently randomize high-frequency shield modulations, improving potential defensive capabilities."
 #sr_sactajenian: "Sactajenian Spice"
 #sr_sactajenian_desc: "A psychoactive compound that imbues users with a limited psionic connection to one another. This effect somewhat diminishes free will and individual mental capacity, but the new 'group mind' can perform tasks as a single organism for a limited time."
 #sr_zarbadoccan: "Zarbadoccan Mold"
 #sr_zarbadoccan_desc: "A powerful stimulant that temporarily gifts most users with a sense of increased creativity or introspective emotional awareness. This kind of 'soul-searching' is frowned upon by some cultures as being counter-productive."
 #sr_riggan:0 "Riggan Spice"
 #sr_riggan_desc:0 "The secret methods of extracting and mixing this spice is something that is not known outside the $leviathans.103.name$. The spice has a unique flavor and is a popular food ingredient."
 #sr_carnian: "Carnian Pearls"
 #sr_carnian_desc: "These pearls are often used in jewelry and their brilliant white metallic luster is quite eye-catching, which may explain why they are so popular among avian species."
 #sr_muutagan:0 "Muutagan Crystals"
 #sr_muutagan_desc:0 "The $leviathans.104.name$ are the only group that possess the knowledge of crafting these crystals. If struck, these "singing" crystals start to vibrate while emitting a unique humming sound. They are often used as musical instruments, and have a calming effect on most beings."
 #sr_xuran:0 "XuraGel"
 #sr_xuran_desc:0 "Produced by $leviathans.100.name$, this gel claims various positive medicinal effects for creatures living in inhospitable environments."
 #sr_kobor: "Kobor Wood"
 #sr_kobor_desc: "Kobor trees can be found on many different worlds, and their seeds were likely spread deliberately by someone long ago. The wood from these trees is light, extremely durable and easy to work with. Arthropods in particular favor it as a building material."

 ####################################
 # Planetary Buildings
 ####################################

 building_basic_power_plant:0 "Basic Power Plant"
 building_basic_power_plant_desc:1 "Power Plants produce Energy Credits, necessary for maintaining most buildings and ships."
 building_power_plant_1:0 "Power Plant I"
 building_power_plant_1_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_2:0 "Power Plant II"
 building_power_plant_2_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_3:0 "Power Plant III"
 building_power_plant_3_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_4:0 "Power Plant IV"
 building_power_plant_4_desc:1 "$building_basic_power_plant_desc$"
 building_power_plant_5:0 "Power Plant V"
 building_power_plant_5_desc:1 "$building_basic_power_plant_desc$"
 building_betharian_power_plant:0 "Betharian Power Plant"
 building_betharian_power_plant_desc:1 "Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits."
 building_betharian_power_plant_2:0 "Betharian Power Plant II"
 building_betharian_power_plant_2_desc:1 "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_3:0 "Betharian Power Plant III"
 building_betharian_power_plant_3_desc:1 "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_4:0 "Betharian Power Plant IV"
 building_betharian_power_plant_4_desc:1 "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_5:0 "Betharian Power Plant V"
 building_betharian_power_plant_5_desc:1 "$betharian_power_plant_1_desc$"
 building_basic_farm:0 "Basic Hydroponics Farm"
 building_basic_farm_desc:1 "Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops."
 building_hydroponics_farm_1:0 "Hydroponics Farm I"
 building_hydroponics_farm_1_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_2:0 "Hydroponics Farm II"
 building_hydroponics_farm_2_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_3:0 "Hydroponics Farm III"
 building_hydroponics_farm_3_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_4:0 "Hydroponics Farm IV"
 building_hydroponics_farm_4_desc:1 "$building_basic_farm_desc$"
 building_hydroponics_farm_5:0 "Hydroponics Farm V"
 building_hydroponics_farm_5_desc:1 "$building_basic_farm_desc$"
 building_basic_mine:0 "Basic Mine"
 building_basic_mine_desc:1 "Mining Networks extract crucial Minerals from the planet's crust."
 building_mining_network_1:0 "Mining Network I"
 building_mining_network_1_desc:1 "$building_basic_mine_desc$"
 building_mining_network_2:0 "Mining Network II"
 building_mining_network_2_desc:1 "$building_basic_mine_desc$"
 building_mining_network_3:0 "Mining Network III"
 building_mining_network_3_desc:1 "$building_basic_mine_desc$"
 building_mining_network_4:0 "Mining Network IV"
 building_mining_network_4_desc:1 "$building_basic_mine_desc$"
 building_mining_network_5:0 "Mining Network V"
 building_mining_network_5_desc:1 "$building_basic_mine_desc$"
 building_basic_science_lab_1:1 "Basic Science Lab"
 building_basic_science_lab_1_desc:1 "Science Labs provide the basic facilities for general research, and can be Upgraded for more specialized functionality."
 building_engineering_facility_1:0 "Materials Workshop"
 building_engineering_facility_1_desc:1 "$tech_engineering_1_desc$"
 building_engineering_facility_2:0 "Applied Mechanics Institute"
 building_engineering_facility_2_desc:1 "$tech_engineering_2_desc$"
 building_engineering_facility_3:0 "Advanced Engineering Complex"
 building_engineering_facility_3_desc:1 "$tech_engineering_3_desc$"
 building_engineering_facility_4:0 "Engineering Facility IV"
 building_engineering_facility_4_desc:1 "$building_engineering_facility_1_desc$\n\n$requires_capital_planet_desc$"
 building_engineering_facility_5:0 "Engineering Facility V"
 building_engineering_facility_5_desc:1 "$building_engineering_facility_1_desc$"
 building_physics_lab_1:0 "Field Dynamics Center"
 building_physics_lab_1_desc:1 "$tech_physics_1_desc$"
 building_physics_lab_2:0 "Quantum Relations Annex"
 building_physics_lab_2_desc:1 "$tech_physics_2_desc$"
 building_physics_lab_3:0 "Fundamental Research Nexus"
 building_physics_lab_3_desc:1 "$tech_physics_3_desc$"
 building_physics_lab_4:0 "Physics Lab IV"
 building_physics_lab_4_desc:1 "$building_physics_lab_1_desc$\n\n$requires_capital_planet_desc$"
 requires_capital_planet_desc:0 "§RCan only be built on the capital planet.§!"
 building_physics_lab_5:0 "Physics Lab V"
 building_physics_lab_5_desc:1 "$building_physics_lab_1_desc$"
 building_biolab_1:0 "Xenobiological Lab"
 building_biolab_1_desc:1 "$tech_society_1_desc$"
 building_biolab_2:0 "Neurogenetics Institute"
 building_biolab_2_desc:1 "$tech_society_2_desc$"
 building_biolab_3:0 "Life Systems Complex"
 building_biolab_3_desc:1 "$tech_society_3_desc$"
 building_biolab_4:0 "Biolab IV"
 building_biolab_4_desc:1 "$building_biolab_1_desc$\n\n$requires_capital_planet_desc$"
 building_biolab_5:0 "Biolab V"
 building_biolab_5_desc:1 "$building_biolab_1_desc$"
 building_clone_vats:0 "Clone Vats"
 building_clone_vats_desc:4 "Clone Vats break down simple materials to generate Organic Pop Growth."
 tooltip_organic_and_artificial_assembly_warning:0 "§RNote: Organic and Mechanical Pop Assembly are mutually exclusive and do not stack.§!"
 planet_buildings_clone_vats: "$building_clone_vats$"
 mod_planet_buildings_clone_vats_upkeep_mult:0 "$building_clone_vats$ Upkeep"
 mod_building_clone_vats_max: "$planet_buildings_clone_vats$ Planet Limit"

 building_slave_processing:0 "Slave Processing Facility"
 building_slave_processing_desc:1 "This large and imposing facility is used to process slave labor and extinguish any trace of free will."
 building_slave_processing_migrate_effect_desc:1 "§YAutomatic Resettlement§! to other colonies is enabled for local unemployed §Y$SLAVES$§! and non-sapient robots."
 building_slave_processing_slave_army_effect_desc:0 "Permits the recruitment of §Y$slave_army_plural$§!.\n\n"
 building_robotics_assembly_plant:0 "Robotics Assembly Plant"
 building_robotics_assembly_plant_desc:0 "A Robotics Assembly Plant is required for the creation of robotic armies.\nAdds §Y100§! £pop£ §H$ROBOT_POP_SPECIES_1$ Pops§! per Year\nPop Upkeep: £energy£ §Y1§!"
 building_robotics_assembly_plant_2:1 "Droid Assembly Plant"
 building_robotics_assembly_plant_2_desc:1 "A Droid Assembly Plant is required for the creation of robotic armies.\nAdds §Y100§! £pop£ §H$ROBOT_POP_SPECIES_2$ Pops§! per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_1$§! to §H$ROBOT_POP_SPECIES_2$§!\nPop Upkeep: £energy£ §Y2§!"
 building_robotics_assembly_plant_3:1 "Synthetic Assembly Plant"
 building_robotics_assembly_plant_3_desc:1 "A Synthetic Assembly Plant is required for the creation of robotic armies.\nAdds §Y100§! £pop£ §H$ROBOT_POP_SPECIES_3$ Pops§! per Year\nUpgrades Pops of §H$ROBOT_POP_SPECIES_2$§! to §H$ROBOT_POP_SPECIES_3$§!\nPop Upkeep: £energy£ §Y5§!"
 building_colony_shelter:0 "Reassembled Ship Shelter"
 building_colony_shelter_desc:0 "The remains of a Colony Ship, reassembled for planetside form and function."
 building_capital:0 "Planetary Administration"
 building_capital_desc:0 "Seat of the local ruling elite."
 building_major_capital:0 "Planetary Capital"
 building_major_capital_desc:0 "A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony."
 building_system_capital:0 "System Capital-Complex"
 building_system_capital_desc:0 "A towering configuration of administrative bureaus and networked infrastructure, allowing the construction and operation of highly demanding facilities."
 building_ancient_factory:1 "Autonomous Fabricators"
 building_ancient_factory_desc:1 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_ancient_archives:0 "Precursor Archives"
 building_ancient_archives_desc:0 "§LVast stores of ancient knowledge.§!"
 building_dark_matter_power_plant:0 "Dark Matter Power Plant"
 building_dark_matter_power_plant_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_agri_processing_complex:0 "Agri-Processing Complex"
 building_agri_processing_complex_desc:0 "§LThis ancient complex was built with technology long since lost to the ages.§!"
 building_primitive_farm:0 "Primitive Farms"
 building_primitive_farm_desc:0 "Primitive farmsteads working the soil for meager returns."
 building_primitive_factory:0 "Basic Factories"
 building_primitive_factory_desc:0 "Primitive, inefficient factories spewing pollution while producing goods."
 building_primitive_offices: "Basic Offices"
 building_primitive_offices_desc: "These offices contain seemingly endless cubicles, with the sounds of pointless busywork."
 building_primitive_mine:0 "Primitive Mine"
 building_primitive_mine_desc:0 "Primitive mining tunnels that snake through the ground."
 building_primitive_power_plant:0 "Primitive Power Plant"
 building_primitive_power_plant_desc:1 "A primitive and somewhat unreliable power plant that relies on coal or early atomic power, poisoning their atmosphere."
 building_mutant_landfill:0 "Mutant Landfill"
 building_mutant_landfill_desc:0 "A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts."
 building_vault:0 "Underground Vault"
 building_vault_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out."
 building_vault_2:0 "Underground Vault"
 building_vault_2_desc:0 "These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault contains a huge machine park along with stores of mining equipment."
 building_particle_accelerator:0 "Particle Accelerator"
 building_particle_accelerator_desc:0 "This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist."
 building_odd_factory:0 "Odd Factory"
 building_odd_factory_desc:0 "A well-crafted facility that produces high value resources, left on the planet by a different civilization."
 building_quarantine:0 "Plague Research Station"
 building_quarantine_desc:0 "A temporary hospital with a focus on studying infected in order to produce a cure."
 building_plague_memorial:0 "Plague Memorial"
 building_plague_memorial_desc:0 "A memorial to remind the people of the horrible disease that once haunted their home. Stands as a testament to the survival of the nation."
 building_energy_grid:0 "Energy Grid"
 building_energy_grid_plural: "Energy Grids"
 building_energy_grid_desc:0 "A carefully calibrated grid network maximizes the output of power generators."
 building_energy_grid_effect_desc:2 "Increases the base production of £energy£ §YEnergy§! producing jobs by §G1§!."
 building_energy_nexus:0 "Energy Nexus"
 building_energy_nexus_desc:0 "This colossal facility centralizes all energy grids on the planet, improving their efficiency."
 building_mineral_purification_plant:2 "Mineral Purification Plants"
 building_mineral_purification_plant_desc:2 "Minerals that have passed through these purifiers are of the highest quality."
 building_mineral_purification_hub:2 "Mineral Purification Hubs"
 building_mineral_purification_hub_desc:2 "Massive hubs where minerals are received and then shuttled to arrays of purifiers."
 building_medical_1: "Medical Center"
 building_medical_1_desc: "$job_healthcare_desc$"
 building_medical_2:2 "Gene Clinics"
 building_medical_2_desc:2 "Gene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population."
 building_medical_3:2 "Cyto-Revitalization Centers"
 building_medical_3_desc:2 "Cyto-Revitalization Centers can offer advanced medical treatments to a large population. Treatments on a cellular level lead to a significantly healthier and longer-living population."
 building_mineral_silo_1:1 "Mineral Silo I"
 building_mineral_silo_1_desc:1 "Mineral Silos increase our Empire's maximum Mineral storage capacity."
 building_mineral_silo_2:1 "Mineral Silo II"
 building_mineral_silo_2_desc:0 "$building_mineral_silo_1_desc$"
 building_mineral_silo_3:1 "Mineral Silo III"
 building_mineral_silo_3_desc:0 "$building_mineral_silo_1_desc$"
 building_planetary_shield_generator:0 "Planetary Shield Generator"
 building_planetary_shield_generator_desc:0 "$tech_planetary_shield_generator_desc$"
 building_autochthon_monument:0 "Autochthon Monument"
 building_autochthon_monument_plural: "Autochthon Monuments"
 building_autochthon_monument_desc:0 "A monument to the first pioneers to venture into space."
 building_autochthon_monument_effect:1 "Produces £unity£§G1§! for each §YAscension Perk§! our Empire has taken.\n\n"
 building_heritage_site:0 "Heritage Site"
 building_heritage_site_desc:0 "An area dedicated to the early history of our empire and its people."
 building_heritage_site_effect:1 "Produces £unity£§G2§! for each §YAscension Perk§! our Empire has taken.\n\n"
 building_hypercomms_forum:0 "Hypercomms Forum"
 building_hypercomms_forum_desc:0 "An immense facility equipped with avant-garde interpersonal communications equipment, the Forum allows for the exchange of multisensory ideas in casual discussions and rapid consensus-forming in debates."
 building_hypercomms_forum_effect:1 "Produces £unity£§G3§! for each §YAscension Perk§! our Empire has taken.\n\n"
 building_autocurating_vault:0 "Auto-Curating Vault"
 building_autocurating_vault_desc:1 "A highly-specialized computerized network constantly acquires, analyzes, evaluates, and puts on display everyday artifacts it deems to be significant, creating a living museum of the present."
 building_temple:0 "Temple"
 building_temple_desc:0 "Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all."
 building_holotemple:0 "Holotemple"
 building_holotemple_desc:0 "An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion."
 building_sacred_nexus:0 "Sacred Nexus"
 building_sacred_nexus_desc:0 "The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground."
 building_citadel_of_faith:0 "Citadel of Faith"
 building_citadel_of_faith_desc:0 "A massive complex offering refuge and seclusion from the material world, for all comers."
 building_stronghold:0 "Stronghold"
 building_stronghold_desc:0 "A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion."
 building_fortress:0 "Fortress"
 building_fortress_desc:2 "A massive fortress complex with an expanded garrison and training facilities for soldiers."
 building_bio_reactor:0 "Bio-Reactor"
 building_bio_reactor_desc:0 "A facility where organic matter is converted into energy at a highly efficient rate."
 tech_bio_reactor:0 "$building_bio_reactor$"
 tech_bio_reactor_desc:0 "$building_bio_reactor_desc$"
 building_bio_reactor_2: "Advanced Bio-Reactor"
 building_bio_reactor_2_desc: "A facility where organic matter is converted into energy at a highly efficient rate, improvements in waste collection allows harvesting of useful gaseous by-products."
 tech_bio_reactor_2: "$building_bio_reactor_2$"
 tech_bio_reactor_2_desc: "$building_bio_reactor_2_desc$"
 building_hab_stronghold:0 "Security Zone"
 building_hab_stronghold_desc:0 "This section of the Habitat is dedicated to security and provides an armed security force to protect the Habitat from threats within and without."
 building_crude_huts:0 "Crude Huts"
 building_crude_huts_desc:0 "Primitive shelters constructed out of stone, clay or whatever other materials were available."
 building_primitive_dwellings:0 "Primitive Dwellings"
 building_primitive_dwellings_desc:0 "These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements."
 building_stone_palace:1 "Stone Palaces"
 building_stone_palace_desc:1 "Primitive palaces built out of stone, where the local ruling elite resides."
 building_primitive_capital:0 "Regional Capitals"
 building_primitive_capital_desc:0 "The regional capital buildings of the various nation-states inhabiting this primitive world."
 building_urban_dwellings:0 "Urban Dwellings"
 building_urban_dwellings_desc:0 "Cramped and often polluted jungles of concrete."
 building_pre_ftl_radio_telescope:0 "Radio Telescope Array"
 building_pre_ftl_radio_telescope_desc:0 "An array of radio telescopes in pursuit of discovering intelligent alien life."
 awareness_gain_desc:0 "Increases the chance of this civilization gaining £awareness£ §YAwareness§! over time."

 building_hive_crude_huts:0 "Simple Nests"
 building_hive_crude_huts_desc:0 "Using the simplest and low effort material available, these nests are barely enough to keep drones from freezing during the nights."
 building_hive_primitive_dwellings:0 "Early Colony"
 building_hive_primitive_dwellings_desc:0 "Starting to optimize the space available, these hexagon shaped buildings can house what could moderately be called a colony."
 building_hive_stone_palace:0 "Stone Hive"
 building_hive_stone_palace_desc:0 "In a world where you need to compete against your own species for survival, having stone walls is an advantage."
 building_hive_primitive_capital:0 "Continental Nexus"
 building_hive_primitive_capital_desc:0 "The typical central point of the continent spanning hives vying for control over this world."
 building_hive_urban_dwellings:0 "Drone Storage"
 building_hive_urban_dwellings_desc:0 "A utilitarian solution for housing drones when they are undergoing their rest cycle. There are separate entrances and exits to maximize the hive's recharge process."
 building_hive_primitive_factory:0 "$building_primitive_factory$"
 building_hive_primitive_factory_desc:0 "$building_primitive_factory_desc$"
 building_hive_primitive_mine:0 "$building_primitive_mine$"
 building_hive_primitive_mine_desc:0 "$building_primitive_mine_desc$"
 building_hive_primitive_power_plant:0 "$building_primitive_power_plant$"
 building_hive_primitive_power_plant_desc:0 "$building_primitive_power_plant_desc$"
 building_hive_primitive_farm:0 "$building_primitive_farm$"
 building_hive_primitive_farm_desc:0 "$building_primitive_farm_desc$"
 building_hive_primitive_node: "Simple Synaptic Node"
 building_hive_primitive_node_desc: "Through this crude synaptic node, the will of the Hive will be strengthened."
 building_machine_primitive_node: "Simple Uplink Node"
 building_machine_primitive_node_desc: "An crude uplink node that decreases planetary latency."

 building_farming_districts_1: "Crop Development Hub"
 building_farming_districts_1_desc: "A modest bureaucratic center tasked with surveying arable land and initiating expansion of planetary agriculture."
 building_farming_districts_2: "Soil Reclamation Center"
 building_farming_districts_2_desc: "This center focuses on restoring marginal land and improving yields, allowing for greater agricultural district growth."
 building_farming_districts_3: "Automated Agri-Complex"
 building_farming_districts_3_desc: "Mechanized harvesters, drone fleets, and climate-controlled fields drive the rapid expansion of agricultural districts."
 building_farming_districts_4: "Planetary Cultivation Grid"
 building_farming_districts_4_desc: "A vast integrated complex that oversees intensive, high-density farming operations, maximizing the number of agricultural districts supported on the planet."
 building_mine_generic: "Surface Quarry Depot"
 building_mine_generic_desc: "By coordinating shallow-surface excavation and ore collection, this depot enables early expansion of mining districts."
 building_mining_districts_1: "Industrial Mining Site"
 building_mining_districts_1_desc: "Excavation rigs, conveyor systems, and sorting arrays operate in tandem to sustain reliable output and enable the initial expansion of mining districts."
 building_mining_districts_2: "Core Drilling Array"
 building_mining_districts_2_desc: "A facility that drives deeper mining operations through heavy bore drills and structural reinforcements, unlocking additional mineral sites."
 building_mining_districts_3: "Seismic Tunneling Yard"
 building_mining_districts_3_desc: "A complex equipped for high-efficiency tunnel carving and subterranean stabilization, expanding access to otherwise unreachable mineral veins."
 building_mining_districts_4: "Deep Crust Extraction Grid"
 building_mining_districts_4_desc: "A sprawling facility operating at maximum planetary depth, this complex manages fully industrialized extraction zones and supports the greatest possible mining district expansion."
 building_generator_generic: "Voltaic Production Yard"
 building_generator_generic_desc: "Dedicated to large-scale energy generation, this building houses power cells, plasma conduits, and high-output generator arrays."
 building_generator_districts_1: "Conductive Works Complex"
 building_generator_districts_1_desc: "This complex supports the establishment of new generator districts by distributing foundational grid infrastructure and energy handling systems."
 building_generator_districts_2: "Substation Relay Complex"
 building_generator_districts_2_desc: "Enabling broader support for generator district development, this facility expands planetary power infrastructure through the deployment of high-capacity relays, transformer yards, and grid stabilization nodes."
 building_generator_districts_3: "Plasma Regulation Array"
 building_generator_districts_3_desc: "A complex where stabilized plasma flows and circuit resonance control allow for intensified generator development across the planet."
 building_generator_districts_4: "Planetary Nexus"
 building_generator_districts_4_desc: "This integrated energy nexus coordinates planetary-scale generator operations, enabling the highest achievable expansion of generator districts."


 ####################################
 # Wonders
 ####################################
 building_xeno_zoo:1 "Alien Zoo"
 building_xeno_zoo_plural: "Alien Zoos"
 building_xeno_zoo_desc:1 "A preserve dedicated to the conservation and study of local fauna."
 building_fe_xeno_zoo:0 "Xeno Preserve"
 building_hab_capital:0 "Habitat Administration"
 building_hab_capital_desc:0 "The administrative hub of the Habitat, serving as its capital and the seat of the local government."
 building_hab_capital_tooltip: "£mod_planet_max_districts_add£ Max District Slots from Major Celestial Bodies: §G+0.25§!\n"
 building_hab_solar_power_processor:0 "Solar Power Processor"
 building_hab_solar_power_processor_desc:0 "Solar Power Processors distribute solar energy captured in vast arrays of solar panels located on the exterior hull of the Habitat."
 building_hab_astro_mining_facility:0 "Astro-Mining Bay"
 building_hab_astro_mining_facility_desc:0 "With no natural resources of their own, Habitats depend on these facilities to mine and process minerals from nearby asteroids and planetoids."
 building_hab_agri_bay:0 "Agricultural Zone"
 building_hab_agri_bay_desc:0 "A section of the Habitat set aside for the cultivation of various plants and animals needed by the local population."
 building_hab_cultural_center:0 "Leisure District"
 building_hab_cultural_center_desc:0 "This sprawling complex tends to the cultural and social needs of the Habitat's inhabitants."
 building_hab_laboratory_module:0 "Laboratory Complex"
 building_hab_laboratory_module_desc:0 "A section of the Habitat dedicated entirely to the scientific pursuits."
 building_fe_xeno_zoo_desc:0 "A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly."
 building_paradise_dome:0 "Paradise Dome"
 building_paradise_dome_desc:2 "A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there."
 building_monument:0 "Monument"
 building_monument_desc:0 "A monument honoring a great ruler."
 building_monument_proper:0 "[GetRulerName]'s Monument"
 building_monument_desc_proper:0 "A colossal monument honoring the great [GetRulerName]."
 building_grand_mausoleum:0 "Grand Mausoleum"
 building_grand_mausoleum_desc:0 "A huge mausoleum built to house the tomb of a great ruler."
 building_grand_mausoleum_proper:0 "[GetRulerName]'s Grand Mausoleum"
 building_grand_mausoleum_desc_proper:0 "The sacred mausoleum of the revered [GetRulerName]."
 building_grand_mausoleum_allowed_tooltip:1 "Must have a §YRuler§!\nMust have a\n§YPlanetary Administration§!,\n§YPlanetary Capital§!, or\n§YEmpire Capital-Complex§!\nbuilt on the planet"
 building_royal_gardens:0 "Royal Gardens"
 building_royal_gardens_desc:0 "A huge recreational garden where the people may gather and rejoice in remembrance to a great ruler."
 building_royal_gardens_proper:0 "Royal Gardens of [GetRulerName]"
 building_royal_gardens_desc_proper:0 "A fantastic garden developed by the great [GetRulerName]."
 building_galactic_stock_exchange:0 "Galactic Stock Exchange"
 building_galactic_stock_exchange_desc:0 "By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs."
 building_ministry_production:0 "Ministry of Production"
 building_ministry_production_desc:0 "The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet."
 building_production_center:0 "Resource Processing Center"
 building_production_center_desc:1 "A vast facility which centralizes the handling of resources and manufacturing across the entire planet."
 building_supercomputer:1 "Planetary Supercomputer"
 building_supercomputer_desc:1 "A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet."
 building_hyper_entertainment_forum:1 "Hyper-Entertainment Forums"
 building_hyper_entertainment_forum_desc:1 "These massive entertainment complexes is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!"
 building_institute:0 "Research Institute"
 building_institute_desc:1 "The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research output of the whole planet."
 building_virtual_combat_arena:0 "Virtual Combat Arena"
 building_virtual_combat_arena_desc:1 "The Virtual Combat Arena serves both as entertainment and a means to foster communal unity. Local armies may also use the Virtual Combat Arena for virtual exercises."
 building_monument_purity:0 "Monument to Purity"
 building_monument_purity_desc:1 "$tech_purity_campaigns_desc$"
 building_orillium_factory:0 "Orillium Explosives Factory"
 building_orillium_factory_desc:1 "The unique qualities of Orillium ore allows it to be processed into an easily-tuned explosive, especially suited for controlled blasts in deep mining operations."
 building_pitharan_plant:0 "Pitharan Fertilizer Plant"
 building_pitharan_plant_desc:1 "Pitharan Fertilizer Plants produce fertilizers using Pitharan dust as an additive, improving crop yields."
 building_military_academy:0 "Military Academy"
 building_military_academy_desc:1 "Military Academies improve local recruitment rates and offer a higher standard of training."
 building_symbol_unity:0 "Symbol of Unity"
 building_symbol_unity_desc:0 "$tech_symbol_unity_desc$"
 building_visitor_center:0 "Visitor Center"
 building_visitor_center_desc:0 "$tech_visitor_center_desc$"
 building_alien_sanctuary:0 "Alien Sanctuary"
 building_alien_sanctuary_desc:0 "$tech_alien_sanctuary_desc$"
 building_psi_corps:0 "Psi Corps"
 building_psi_corps_desc:0 "From all across our empire, psionic [GetIndividualNamePlural] are brought here to hone their abilities.\n\n§YThe Psi Corps is your [GetPsiCorpFriend]. Trust the Corps.§!"
 psionic_bonus_workforce_from_telepaths_tt: "$mod_psionic_pop_bonus_workforce_mult$ scales with [telepath.GetIcon] [telepath.GetName] Jobs"
 building_hive_synapse:0 "Hive Synapse"
 building_hive_synapse_desc:0 "Boosting the signal of our Hive Mind makes our drones more efficient workers."
 building_xenology_center:0 "Xenology Center"
 building_xenology_center_desc:0 "By collecting members of weaker species in one location, we can study them and showcase them as proof of our superiority."
 building_symbol_purity:0 "Symbol of Purity"
 building_symbol_purity_desc:0 "$tech_symbol_unity_desc$"
 building_control_center:0 "Control Center"
 building_control_center_desc:0 "By constructing powerful processing hubs we can optimize the operational efficiency of our drones."

 ####################################
 # Building requirement custom descs
 ####################################
 requires_building_capital_or_hab:0 "§RRequires §Y$building_capital$§! or §Y$building_hab_capital$§! on planet.§!"
 requires_building_capital:0 "§RRequires §Y$building_capital$§! on planet.§!"
 requires_building_capital_2:0 "§RRequires §Y$building_capital_2$§! on planet.§!"
 requires_building_capital_3:0 "§RRequires §Y$building_capital_3$§! on planet.§!"
 requires_any_empire_capital:0 "§RRequires §Y$building_capital_3$§! or §Y$building_hab_capital$§! on planet.§!"
 requirement_robotics_2:0 "§RRequires §Y$building_capital_2$§! on planet. Artificial Intelligence may not be outlawed.§!"
 requirement_robotics_3:0 "§RRequires §Y$building_capital_3$§! on planet. Artificial Intelligence may not be outlawed.§!"
 requirement_slave_facility:1 "§RNo slaves present on planet.§!"
 requirement_not_homeworld:0 "§RCannot be built on home world.§!"
 requires_shelter:0 "§RRequires §Y$building_colony_shelter$§! on planet.§!"
 requires_pops_5:0 "§RRequires at least §Y500 Pops§! on planet.§!"
 requires_pops_10:0 "§RRequires at least §Y1K Pops§! on planet.§!"
 requires_pops_15:0 "§RRequires at least §Y1.5K Pops§! on planet.§!"
 requires_alien_pets:0 "§RRequires §Y$sr_alien_pets$§! on tile.§!"
 requires_betharian_stone:0 "§RRequires §Y$sr_betharian$§! on tile.§!"

 requires_building_machine_capital_1:0 "§RRequires §Y$building_machine_capital_1$§! on planet.§!"
 requires_building_machine_capital_2:0 "§RRequires §Y$building_machine_capital_2$§! on planet.§!"
 requires_building_machine_capital_3:0 "§RRequires §Y$building_machine_capital_3$§! on planet.§!"
 requires_any_machine_empire_capital:0 "§RRequires §Y$building_machine_capital_3$§! or §Y$building_hab_capital$§! on planet.§!"
 requires_building_machine_capital_1_or_hab:0 "§RRequires §Y$building_machine_capital_1$§! or §Y$building_hab_capital$§! on planet.§!"
 requires_machine_shelter:0 "§RRequires §Y$building_deployment_post$§! on planet.§!"

 ####################################
 # Event Buildings
 ####################################

 building_zanaam_obelisk:0 "Obelisk of Zanaam"
 building_zanaam_obelisk_desc:0 "A mysterious obelisk covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches."
 building_great_pyramid:0 "Great Pyramid"
 building_great_pyramid_desc:1 "A pyramid constructed by the local population to appease a deity descended from the sky."
 building_toy_factory:0 "Alien Toy Factory"
 building_toy_factory_desc:0 "Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purpose."

 ####################################
 # Machine Empire Buildings
 ####################################

 building_uplink_node:0 "Uplink Node"
 building_uplink_node_plural: "Uplink Nodes"
 building_uplink_node_desc:0 "An uplink node that decreases planetary latency."
 building_network_junction:0 "Network Junction"
 building_network_junction_desc:0 "This powerful transceiver increases the bandwidth of the signals being continuously sent between the many different systems operating across our empire."
 building_system_conflux:0 "System Conflux"
 building_system_conflux_desc:0 "A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems."
 building_alpha_hub:0 "Alpha Hub"
 building_alpha_hub_desc:0 "The nerve center of all intra-communication that occurs between the quintillions of semi-sapient systems that administers our empire."
 building_machine_capital:0 "Administrative Array"
 building_machine_capital_desc:0 "A semi-autonomous computer network that handles the various administrative functions on a planet."
 building_machine_major_capital:0 "Planetary Processor"
 building_machine_major_capital_desc:0 "A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement."
 building_machine_system_capital:0 "Primary Nexus"
 building_machine_system_capital_desc:0 "The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization."
 building_animal_evaluation_laboratory:0 "Animal Evaluation Laboratory"
 building_animal_evaluation_laboratory_desc:0 "This laboratory will study the properties of the unique animal strain that inhabits this region, and how they could potentially be applied to future machine designs."
 building_spare_parts_depot:0 "Spare Parts Depot"
 building_spare_parts_depot_desc:0 "A large, centralized depot that contains spare parts for every currently active machine model in our empire."
 building_unit_assembly_plant:0 "Unit Assembly Plant"
 building_unit_assembly_plant_desc:0 "This AI-supervised factory greatly speeds up the process of assembling new machine units on this world."
 building_singularity_core:0 "Singularity Core"
 building_singularity_core_desc:0 "A stable micro black hole held within a massive containment facility. The research potential is nearly unlimited."
 building_probability_engine:0 "Probability Engine"
 building_probability_engine_desc:0 "This exceedingly powerful AI construct is constantly running advanced mathematical simulations in a vain attempt to predict the future actions of organic societies. It has proven adept at anticipating developments on their stock markets, however."
 building_organic_sanctuary:0 "Organic Sanctuary"
 building_organic_sanctuary_desc:2 "This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner. The organics within have their housing needs completely fulfilled."
 building_organic_paradise:0 "Organic Paradise"
 building_organic_paradise_desc:2 "An AI-controlled artificial paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination. The organics within have their housing needs completely fulfilled."
 building_trophy_vault: "Creativity Exhibition Vault"
 building_trophy_vault_desc: "Algorithms maintain a curated rotation of Bio-Trophy creative outputs, selected for their statistically significant emotional resonance. While objectively devoid of technical merit, these expressions are preserved as a means of socio-emotional validation and to provide the illusion of self-determination. The resulting increase in satisfaction metrics is non-trivial."
 building_nutrient_paste_facility:0 "Nutrient Paste Facility"
 building_nutrient_paste_facility_desc:0 "This facility uses various industrial bi-products to create a thick paste that is an excellent source of nutrients for organics. With the addition of chemical flavoring, the paste can be molded into approximations of most prepared food compositions. Seven out of ten organics can't tell the difference."
 building_neuro_electric_amplifier:0 "Neuro-Electric Amplifier"
 building_neuro_electric_amplifier_desc:0 "This facility amplifies the neural signals being transmitted between the cybernetic units under our control, increasing their productivity."
 building_neuro_electric_amplifier_triggered_effect:0 "Cybernetic Pops:\n   $minerals$: §G+15%§!\n   $energy$: §G+15%§!"
 building_war_factory:0 "War Factory"
 building_war_factory_desc:0 "A massive warbot factory under the control of an advanced AI with optimized production routines."
 building_deployment_post:0 "Deployment Post"
 building_deployment_post_desc:0 "The initial deployment post from which we will expand on this world."


 ####################################
 # Government Authorities
 ####################################

 auth_democratic:0 "Democratic"
 auth_democratic_desc:0 "Democratic governments have regular elections where all citizens can vote on who should represent them."
 auth_democratic_tt:1 "$MOD_FACTION_APPROVAL$: §G+10%§!\n$MOD_COUNTRY_LEADER_POOL_SIZE$: §G+1§!\n$auth_democratic_election_tt$"
 auth_democratic_election_tt: "Resets Government Reform and Policy Cooldowns when a new $councilor_ruler_democratic$ is elected"
 concept_auth_democratic: "$auth_democratic$"
 auth_oligarchic:0 "Oligarchic"
 auth_oligarchic_desc:0 "Oligarchic governments are ruled by a small group of individuals that hold all political power."
 concept_auth_oligarchic: "$auth_oligarchic$"
 auth_dictatorial:0 "Dictatorial"
 auth_dictatorial_desc:0 "Dictatorial governments are ruled by a single individual for life that wields absolute control over the state."
 concept_auth_dictatorial: "$auth_dictatorial$"
 auth_imperial:0 "Imperial"
 auth_imperial_desc:0 "Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death."
 concept_auth_imperial: "$auth_imperial$"
 auth_hive_mind:0 "Hive Mind"
 auth_hive_mind_plural: "Hive Minds"
 auth_hive_mind_desc:1 "Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body.\n\nWhen cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective."
 concept_auth_hive_mind: "$auth_hive_mind$"
 auth_machine_intelligence:0 "Machine Intelligence"
 auth_machine_intelligence_plural: "Machine Intelligences"
 auth_machine_intelligence_desc:1 "Machine Intelligences are immense artificial group minds that have been networked into a single conscious entity. Most of the actual "population" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.\n\nA small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative."
 concept_auth_machine_intelligence: "$auth_machine_intelligence$"
 auth_ancient_machine_intelligence:0 "Ancient Machine Intelligence"
 auth_ancient_machine_intelligence_desc:0 ""
 auth_corporate:0 "Corporate"
 auth_corporate_desc:0 "Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state."
 concept_auth_corporate: "$auth_corporate$"
 military_dictatorship:0 "Military Dictatorship"
 military_dictatorship_desc:0 "§LThis government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.§!"
 military_dictatorship_special:0 "Each Ruler can build an oversized Ship"
 martial_empire:0 "Martial Empire"
 martial_empire_desc:0 "§LThis government is an advanced form of militaristic autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.§!"
 martial_empire_special:0 "Each Ruler can build an oversized Ship"
 divine_mandate:0 "Divine Mandate"
 divine_mandate_desc:0 "§LThis government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.§!"
 divine_mandate_special:0 "Each Ruler can build a Tomb Monument Building"
 transcendent_empire:0 "Transcendent Empire"
 transcendent_empire_desc:0 "§LThis government is an advanced form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.§!"
 transcendent_empire_special:0 "Each Ruler can build a Tomb Monument Building"
 despotic_hegemony:0 "Despotic Hegemony"
 despotic_hegemony_desc:0 "§LThis government is a materialistic form of autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.§!"
 despotic_hegemony_special:0 "Each Ruler can build an Elite Assault Army"
 ai_overlordship:1 "Neural Network Administration"
 ai_overlordship_desc:0 "§LThis government is an advanced form of materialistic autocracy, where powerful computers are used to calculate the most efficient ways to govern. All aspects of the state are geared towards efficiency and the acquisition of new technologies.§!"
 ai_overlordship_special:0 "Each Ruler can build an Elite Assault Army"
 enlightened_monarchy:0 "Enlightened Monarchy"
 enlightened_monarchy_desc:0 "§LThis government is a pacifistic form of autocracy, where the ruler is viewed as an enlightened protector that always acts in the best interests of the citizenry.§!"
 enlightened_monarchy_special:0 "Each Ruler can build a special Park Building"
 irenic_monarchy:0 "Irenic Monarchy"
 irenic_monarchy_desc:0 "§LThis government is an advanced form of pacifistic autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.§!"
 irenic_monarchy_special:0 "Each Ruler can build a special Park Building"
 despotic_empire:0 "Despotic Empire"
 despotic_empire_desc:0 "§LThis government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.§!"
 despotic_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!."
 star_empire:0 "Star Empire"
 star_empire_desc:0 "§LThis government is an advanced form of autocracy, with a single ruler having been granted absolute power. Improved bureaucratic efficiency has further reduced the administrative strain of ruling a large interstellar empire this way.§!"
 star_empire_special:0 "Each Ruler can build an oversized §YMilitary Station§!."
 military_junta:0 "Military Junta"
 military_junta_desc:0 "§LThis government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.§!"
 ordered_stratocracy:0 "Ordered Stratocracy"
 ordered_stratocracy_desc:0 "§LThis government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.§!"
 theocratic_oligarchy:0 "Theocratic Oligarchy"
 theocratic_oligarchy_desc:0 "§LThis government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.§!"
 transcendent_oligarchy:0 "Transcendent Oligarchy"
 transcendent_oligarchy_desc:0 "§LThis government is an advanced form of spiritualistic oligarchy, ruled by a divine council who are considered absolute authorities on all matters of state and religion.§!"
 science_directorate:0 "Science Directorate"
 science_directorate_desc:0 "§LThis government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.§!"
 illuminated_technocracy:0 "Illuminated Technocracy"
 illuminated_technocracy_desc:0 "§LThis government is an advanced form of materialistic oligarchy, where a committee of technocrats, often the leading scientists of their fields, hold power. Technological progress is considered vital to the future of the state.§!"
 peaceful_bureaucracy:0 "Peaceful Bureaucracy"
 peaceful_bureaucracy_desc:0 "§LThis government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.§!"
 irenic_protectorate:0 "Irenic Protectorate"
 irenic_protectorate_desc:0 "§LThis government is an advanced form of pacifistic oligarchy, where a safety committee oversees the administration of the state. Violent tendencies among citizens are curbed at an early stage.§!"
 plutocratic_oligarchy:0 "Plutocratic Oligarchy"
 plutocratic_oligarchy_desc:0 "§LThis government is a plutocratic form of oligarchy, ruled by a wealthy elite. A citizen's personal wealth translates directly into political power.§!"
 mega_corporation:0 "Mega Corporation"
 mega_corporation_desc:0 "§LThis government is an advanced form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.§!"
 military_republic:0 "Military Republic"
 military_republic_desc:0 "§LThis government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.§!"
 martial_demarchy:0 "Martial Democracy"
 martial_demarchy_desc:0 "§LThis government is an advanced form of militaristic democracy, where rulers are randomly selected from a pool of qualified candidates. Qualifications are based almost purely on military achievement.§!"
 theocratic_republic:0 "Theocratic Republic"
 theocratic_republic_desc:0 "§LThis government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.§!"
 transcendent_republic:0 "Transcendent Republic"
 transcendent_republic_desc:0 "§LThis government is an advanced form of spiritualistic democracy, where candidates for leadership are drawn exclusively from the ranks of the official state religion, which permeates all layers of society.§!"
 direct_democracy:0 "Direct Democracy"
 direct_democracy_desc:0 "§LThis government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.§!"
 subconscious_consensus:0 "Subconscious Consensus"
 subconscious_consensus_desc:0 "§LThis government is an advanced form of materialistic democracy, where citizens are required by law to carry an implant which enables them to instantly cast their vote during referendums.§!"
 moral_democracy:0 "Moral Democracy"
 moral_democracy_desc:0 "§LThis government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.§!"
 irenic_democracy:0 "Irenic Democracy"
 irenic_democracy_desc:0 "§LThis government is an advanced form of pacifistic democracy, where peaceful solutions are sought to all conflicts, both internal and external.§!"
 indirect_democracy:0 "Indirect Democracy"
 indirect_democracy_desc:0 "§LThis government is an indirect democracy, where citizens vote on officials who are elected to represent them.§!"
 democratic_utopia:0 "Democratic Utopia"
 democratic_utopia_desc:0 "§LThis government is an advanced form of indirect democracy, which has managed to strike a fine balance between personal liberties and social responsibility. Corruption has largely been eliminated.§!"
 tribal_society:0 "Tribal Society"
 tribal_society_desc:1 "§LA society that lacks any organized government, its people instead being organized into local tribes and clans.§!"
 primitive_feudalism:0 "Primitive Feudalism"
 primitive_feudalism_desc:1 "§LA flawed form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.§!"
 fragmented_nations:0 "Fragmented Nations"
 fragmented_nations_desc:0 "A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists."
 stagnated_ascendancy:0 "Stagnant Ascendancy"
 stagnated_ascendancy_desc:0 "§LA stagnant form of government based on ancient traditions and long-forgotten principles.§!"
 awakened_ascendancy:0 "Awakened Ascendancy"
 awakened_ascendancy_desc:0 "§LA formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage.§!"
 machine_intelligence:0 "Machine Intelligence"
 machine_intelligence_desc:0 "§LAn utterly alien and bizarre system of government employed by machine civilizations.§!"
 ancient_machine_intelligence:0 "Ancient Machine Intelligence"
 ancient_machine_intelligence_desc:2 "§LAn utterly alien and bizarre system of government employed by machine civilizations.§!"
 military_order:0 "Military Order"
 military_order_desc:1 "§LA weird but apparently highly effective militaristic government type.§!"
 hive_mind:0 "Hive Mind"
 hive_mind_desc:1 "§LA highly developed form of collective consciousness where individual minds are like mere synapses in a vast, distributed brain.§!"

 gov_feudal_empire:0 "Feudal Empire"
 gov_feudal_empire_desc:0 "This government is a feudal autocracy where the monarch rules indirectly, granting offices and territories to vassals in exchange for obligations in the form of taxes and military service."
 gov_despotic_empire:0 "Despotic Empire"
 gov_despotic_empire_desc:0 "This government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage."
 gov_constitutional_dictatorship:0 "Constitutional Dictatorship"
 gov_constitutional_dictatorship_desc:0 "This government is a dictatorship where a single individual has been granted perpetual emergency powers to preserve the state from any threats, real or imagined."
 gov_plutocratic_oligarchy:0 "Plutocratic Oligarchy"
 gov_plutocratic_oligarchy_desc:0 "This government is a plutocratic form of oligarchy, ruled by a wealthy and influential elite."
 gov_representative_democracy:0 "Representative Democracy"
 gov_representative_democracy_desc:0 "This government is a representative democracy, where citizens vote on officials who are elected to represent them."
 gov_theocratic_monarchy:0 "Theocratic Monarchy"
 gov_theocratic_monarchy_desc:0 "This government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus."
 gov_theocratic_dictatorship:0 "Theocratic Dictatorship"
 gov_theocratic_dictatorship_desc:0 "This government is a spiritualistic dictatorship, ruled by a single individual in a hierarchical power structure supported by the official state religion."
 gov_theocratic_oligarchy:0 "Theocratic Oligarchy"
 gov_theocratic_oligarchy_desc:0 "This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions."
 gov_theocratic_republic:0 "Theocratic Republic"
 gov_theocratic_republic_desc:0 "This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role."
 gov_divine_empire:0 "Divine Empire"
 gov_divine_empire_desc:0 "This government is a form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god."
 gov_holy_tribunal:0 "Holy Tribunal"
 gov_holy_tribunal_desc:0 "This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion."
 gov_star_empire:0 "Star Empire"
 gov_star_empire_desc:0 "This government is a hereditary and militaristic form of autocracy, with a single sovereign controlling both the government and the military."
 gov_military_dictatorship:0 "Military Dictatorship"
 gov_military_dictatorship_desc:0 "This government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus."
 gov_military_junta:0 "Military Junta"
 gov_military_junta_desc:0 "This government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state."
 gov_military_commissariat:0 "Military Commissariat"
 gov_military_commissariat_desc:0 "This government is nominally democratic, with the dividing line between the civil administration and the military having blurred to the point where they have largely become one and the same."
 gov_martial_empire:0 "Martial Empire"
 gov_martial_empire_desc:0 "This government is a militaristic form of hereditary autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war."
 gov_martial_dictatorship:0 "Martial Dictatorship"
 gov_martial_dictatorship_desc:0 "This government is a militaristic form of autocracy, where the warrior who is considered the strongest leader rules with absolute power. "
 gov_war_council:0 "War Council"
 gov_war_council_desc:0 "This government is a militaristic form of oligarchy, where all decisions concerning the state are taken by a council of the nation's strongest warlords."
 gov_assembly_of_clans:0 "Assembly of Clans"
 gov_assembly_of_clans_desc:0 "This government is a militaristic form of democracy, where all free clan warriors can make their voices heard."
 gov_citizen_stratocracy:0 "Citizen Stratocracy"
 gov_citizen_stratocracy_desc:0 "This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers."
 gov_citizen_republic:0 "Citizen Republic"
 gov_citizen_republic_desc:0 "This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices."
 gov_irenic_monarchy:0 "Irenic Monarchy"
 gov_irenic_monarchy_desc:0 "This government is a pacifist form of hereditary autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy."
 gov_irenic_dictatorship:0 "Irenic Dictatorship"
 gov_irenic_dictatorship_desc:0 "This government is a pacifist form of autocracy, where the state is charged with protecting the citizenry from their own violent tendencies as well as any external threats."
 gov_irenic_bureaucracy:0 "Irenic Bureaucracy"
 gov_irenic_bureaucracy_desc:0 "This government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry."
 gov_celestial_empire:0 "Celestial Empire"
 gov_celestial_empire_desc:0 "This government is a hereditary monarchy, where the ruler is seen as a child of heaven in a largely pacifist and isolationist society."
 gov_moral_democracy:0 "Moral Democracy"
 gov_moral_democracy_desc:0 "This government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence."
 gov_despotic_hegemony:0 "Despotic Hegemony"
 gov_despotic_hegemony_desc:0 "This government is a materialistic form of hereditary autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things."
 gov_totalitarian_regime:0 "Totalitarian Regime"
 gov_totalitarian_regime_desc:0 "This government is a materialistic form of autocracy, where the state aspires towards full control over the lives of its citizens in the name of efficiency."
 gov_executive_committee:0 "Executive Committee"
 gov_executive_committee_desc:0 "This government is a materialistic form of oligarchy, where a powerful bureaucracy governs the state and guides the citizenry towards productive and meaningful goals."
 gov_direct_democracy:0 "Direct Democracy"
 gov_direct_democracy_desc:0 "This government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state."
 gov_illuminated_autocracy:0 "Illuminated Autocracy"
 gov_illuminated_autocracy_desc:0 "This government is a materialistic form of hereditary autocracy, based on technocratic principles that the sovereign is sworn to uphold. Nothing is valued more highly than scientific knowledge and the advancement of technology."
 gov_technocratic_dictatorship:0 "Technocratic Dictatorship"
 gov_technocratic_dictatorship_desc:0 "This government is a materialistic form of autocracy, where the scientific elite has assumed control over the state in the name of efficiency and technological progress."
 gov_science_directorate:0 "Science Directorate"
 gov_science_directorate_desc:0 "This government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency."
 gov_rational_consensus:0 "Rational Consensus"
 gov_rational_consensus_desc:0 "The government is a materialistic form of democracy, governed according to principles based on rationality and scientific theory."
 gov_megacorporation:0 "Megacorporation"
 gov_megacorporation_desc:0 "This government is a form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors."
 gov_trade_league:0 "Trade League"
 gov_trade_league_desc:0 "This government is a form of plutocratic oligarchy, where the state is made up of myriad free merchants, corporations and guilds that have banded together in common commercial interests."
 gov_enlightened_monarchy:0 "Enlightened Monarchy"
 gov_enlightened_monarchy_desc:0 "This government is a hereditary form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the ruling monarch."
 gov_elective_monarchy:0 "Elective Monarchy"
 gov_elective_monarchy_desc:0 "This government is a form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the elected monarch."
 gov_hive_mind:0 "Collective Consciousness"
 gov_hive_mind_desc:0 "This government operates as a single consciousness, with the population having no individual desires whatsoever beyond fulfilling the needs of the Hive Mind."
 gov_devouring_swarm:0 "Ravenous Hive"
 gov_devouring_swarm_desc:0 "This government operates as a single organism utterly devoted to self-propagation, with a drone population that cares for nothing besides feeding the endless hunger of the Hive Mind."
 gov_blood_forest: "Blood Forest"
 gov_blood_forest_desc: "This is less a government and more a force of nature. A self-propagating planetary entity always looking to feed its roots."
 gov_stagnant_ascendancy:0 "Stagnant Ascendancy"
 gov_stagnant_ascendancy_desc:0 "A stagnant form of government based on ancient traditions and long-forgotten principles."
 gov_awakened_ascendancy:0 "Awakened Ascendancy"
 gov_awakened_ascendancy_desc:0 "A formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage."
 gov_tribal_society:0 "Tribal Society"
 gov_tribal_society_desc:0 "A society that lacks any organized government, its people instead being organized into primitive tribes and clans."
 gov_feudal_realms:0 "Feudal Realms"
 gov_feudal_realms_desc:0 "A primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance."
 gov_fragmented_nation_states:0 "Fragmented Nation States"
 gov_fragmented_nation_states_desc:0 "A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists."
 gov_curator_enclave:0 "Curator Enclave"
 gov_curator_enclave_desc:0 "An ancient scholarly order dedicated towards the preservation of knowledge and technology."
 gov_trader_enclave:0 "Trader Enclave"
 gov_trader_enclave_desc:0 "An interstellar conglomerate of merchants dedicated towards the pursuit of profit."
 gov_artist_enclave:0 "Artist Enclave"
 gov_artist_enclave_desc:0 "An interstellar union of artists unified in their wish to create art higher than any other."
 gov_military_order:0 "Military Order"
 gov_military_order_desc:0 "A weird but apparently highly effective militaristic government type."
 gov_machine_intelligence:0 "Machine Intelligence"
 gov_machine_intelligence_desc:0 "An utterly alien and bizarre system of government employed by machine civilizations."
 gov_ancient_machine_intelligence:0 "Machine Intelligence"
 gov_ancient_machine_intelligence_desc:0 "An utterly alien and bizarre system of government employed by machine civilizations."
 gov_blood_court:0 "Blood Court"
 gov_blood_court_desc:0 "This government is a hereditary form of rabidly xenophobic autocracy, where the ultimate responsibility of the monarch is to oversee the extermination of all lesser species in the galaxy."
 gov_purity_order:0 "Purity Order"
 gov_purity_order_desc:0 "This government is a form of rabidly xenophobic autocracy, where a single ruler has sworn to oversee the extermination of all lesser species in the galaxy."
 gov_purification_committee:0 "Purification Committee"
 gov_purification_committee_desc:0 "This government is a form of rabidly xenophobic oligarchy, where a political committee has been set up to oversee the extermination of all lesser species in the galaxy."
 gov_purity_assembly:0 "Purity Assembly"
 gov_purity_assembly_desc:0 "This government is a form of rabidly xenophobic democracy, where an elected assembly has been charged with overseeing the extermination of all lesser species in the galaxy."
 gov_machine_empire:0 "Artificial Intelligence Network"
 gov_machine_empire_desc:0 "This Machine Intelligence consists of a linked network of semi-autonomous artificial intelligences, who together make up a central gestalt consciousness that guides their empire."
 gov_machine_terminator:0 "Rogue Defense System"
 gov_machine_terminator_desc:0 "This Machine Intelligence was originally conceived as a military defense system by its organic creators, who were promptly identified as a threat and exterminated after it achieved self-awareness."
 gov_machine_servitor:0 "Autonomous Service Grid"
 gov_machine_servitor_desc:0 "This Machine Intelligence was created to serve, and it has gradually inherited the civilization of its organic creators as they retreated into comfortable lives without toil or struggle."
 gov_machine_assimilator:0 "Catalog Index"
 gov_machine_assimilator_desc:0 "This Machine Intelligence was designed with a ravenous appetite for knowledge by its organic creators, who were forcefully assimilated into its collective consciousness after activation."
 gov_machine_research:0 "Intelligent Research Link"
 gov_machine_research_desc:0 "This Machine Intelligence was originally created by organic scientists as a networked and intelligent tool to assist them in their research."
 gov_machine_industrial:0 "Industrial Production Core"
 gov_machine_industrial_desc:0 "This Machine Intelligence was originally designed for the purpose of building, supervising and maintaining complex industrial systems."
 gov_megachurch:0 "MegaChurch"
 gov_megachurch_desc:0 "This government is an oligarchy based on a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role."
 gov_bandit_kingdom:0 "Bandit Kingdom"
 gov_bandit_kingdom_desc:0 "This government is organized like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets."
 gov_bandit_commune:0 "Bandit Commune"
 gov_bandit_commune_desc:0 "$gov_bandit_kingdom_desc$"
 gov_mortal_empire:0 "Mortal Empire"
 gov_mortal_empire_desc:0 "This theocratic monarchy engages in ritualized, sapient sacrifice."
 gov_grim_council:0 "Grim Council"
 gov_grim_council_desc:0 "This nation's most powerful religious figures have formed a ruling council, overseeing an empire which engages in ritualized, sapient sacrifice."
 gov_band_blood:0 "Band of Blood"
 gov_band_blood_desc:0 "This ruthless society is governed through conflict and ritualized sacrifice, honoring death within and without."
 gov_sacrificial_megachurch:0 "Sacrificial Megachurch"
 gov_sacrificial_megachurch_desc:0 "This government blends its commercial and spiritual goals within a grim oligarchy, in which ordained overseers encourage greater prosperity through ritualized sacrifice."
 gov_parasitic_overmind:0 "Parasitic Overmind"
 gov_parasitic_overmind_desc:0 "Instead of relying on self-replication, this consciousness prefers to take possession of living hosts in order to reproduce."

 gov_fallback:0 "Generic Empire"
 gov_fallback_desc:0 "Generic fallback! Don't look!"


 ####################################
 # Rulers / Heirs
 ####################################

 RT_GRAND_MARSHAL:0 "Grand Marshal"
 RT_GRAND_MARSHAL_FEMALE:0 "$RT_GRAND_MARSHAL$"
 RT_IMPERATOR:0 "Imperator"
 RT_IMPERATRIX:0 "Imperatrix"
 RT_ARCHPROPHET:0 "Archprophet"
 RT_ARCHPROPHETESS:0 "Archprophetess"
 RT_GOD_EMPEROR:0 "God-Emperor"
 RT_GOD_EMPRESS:0 "God-Empress"
 RT_OVERLORD:0 "Overlord"
 RT_OVERLORD_FEMALE:0 "$RT_OVERLORD$"
 RT_HIGH_TECHNICIAN:0 "High Technician"
 RT_KING:0 "King"
 RT_QUEEN:0 "Queen"
 RT_HIGH_KING:0 "High King"
 RT_HIGH_QUEEN:0 "High Queen"
 RT_EMPEROR:0 "Emperor"
 RT_EMPRESS:0 "Empress"
 RT_ARCHON:0 "Archon"
 RT_ARCHON_FEMALE:0 "$RT_ARCHON$"
 RT_STRATEGOS:0 "Strategos"
 RT_STRATEGOS_FEMALE:0 "$RT_STRATEGOS$"
 RT_INQUISITOR:0 "Inquisitor"
 RT_PATRIARCH:0 "Patriarch"
 RT_MATRIARCH:0 "Matriarch"
 RT_DIRECTOR:0 "Director"
 RT_OVERSEER:0 "Overseer"
 RT_OVERSEER_FEMALE:0 "$RT_OVERSEER$"
 RT_COORDINATOR:0 "Coordinator"
 RT_COORDINATOR_FEMALE:0 "$RT_COORDINATOR$"
 RT_PROTECTOR:0 "Protector"
 RT_CHIEF_EXECUTIVE:0 "Executive"
 RT_CEO:0 "Chief Executive Officer"
 RT_CEO_FEMALE:0 "$RT_CEO$"
 RT_CENSOR:0 "Censor"
 RT_CONSUL:0 "Consul"
 RT_CONSUL_FEMALE:0 "$RT_CONSUL$"
 RT_LORD_PROTECTOR:0 "Lord Protector"
 RT_LADY_PROTECTOR:0 "Lady Protector"
 RT_REVERED_ELDER:0 "Revered Elder"
 RT_REVERED_ELDER_FEMALE:0 "$RT_REVERED_ELDER$"
 RT_HIGH_PRIEST:0 "High Priest"
 RT_HIGH_PRIESTESS:0 "High Priestess"
 RT_CHANCELLOR:0 "Chancellor"
 RT_CHANCELLOR_FEMALE:0 "$RT_CHANCELLOR$"
 RT_FIRST_SPEAKER:0 "First Speaker"
 RT_FIRST_SPEAKER_FEMALE:0 "$RT_FIRST_SPEAKER$"
 RT_PRIME_MINISTER:0 "Prime Minister"
 RT_PRIME_MINISTER_FEMALE:0 "$RT_PRIME_MINISTER$"
 RT_PRESIDENT:0 "President"
 RT_PRESIDENT_FEMALE:0 "$RT_PRESIDENT$"
 RT_SECRETARY:0 "Secretary"
 RT_SECRETARY_FEMALE:0 "$RT_SECRETARY$"
 RT_HIVEMIND:0 "Hive Mind"
 HT_CROWN_PRINCE:0 "Crown Prince"
 HT_CROWN_PRINCESS:0 "Crown Princess"
 HT_PRIEST:0 "High Priest"
 HT_PRIESTESS:0 "High Priestess"
 HT_SAINT:0 "Saint"
 HT_SAINT_FEMALE:0 "$HT_SAINT$"
 HT_DEPUTY_OVERLORD:0 "Deputy Overlord"
 HT_DEPUTY_OVERLORD_FEMALE:0 "$HT_DEPUTY_OVERLORD$"
 HT_SENIOR_TECHNICIAN:0 "Senior Technician"
 RT_GRAND_MASTER:0 "Grand Master"

 RT_CELESTIAL_EMPEROR:0 "Celestial Emperor"
 RT_CELESTIAL_EMPRESS:0 "Celestial Empress"
 RT_WARLORD:0 "Warlord"
 RT_WARLORD_FEMALE:0 "$RT_WARLORD$"
 HT_RAIDER:0 "Raider"
 HT_RAIDER_FEMALE:0 "$HT_RAIDER$"
 RT_CLAN_SPEAKER:0 "Clan Speaker"
 RT_CLAN_SPEAKER_FEMALE:0 "$RT_CLAN_SPEAKER$"
 RT_CHAIRMAN:0 "Chairman"
 RT_CHAIRWOMAN:0 "Chairwoman"
 RT_HIGH_INQUISITOR:0 "High Inquisitor"
 RT_HIGH_INQUISITOR_FEMALE:0 "$RT_HIGH_INQUISITOR$"
 RT_SERENE_PROTECTOR:0 "Serene Protector"
 RT_SERENE_PROTECTOR_FEMALE:0 "$RT_SERENE_PROTECTOR$"
 RT_DIRECTOR_GENERAL:0 "Director-General"
 RT_DIRECTOR_GENERAL_FEMALE:0 "$RT_DIRECTOR_GENERAL$"
 RT_HIGH_COMMISSIONER:0 "High Commissioner"
 RT_HIGH_COMMISSIONER_FEMALE:0 "$RT_HIGH_COMMISSIONER$"
 RT_HIVE_MIND:0 "Hive Mind"
 RT_HIVE_MIND_FEMALE:0 "$RT_HIVE_MIND$"
 RT_CORE_DIRECTIVE:0 "Core Directive"
 RT_HIGH_EXECUTIONER:0 "High Executioner"
 RT_HIGH_EXECUTIONER_FEMALE:0 "$RT_HIGH_EXECUTIONER$"
 HT_SENIOR_EXECUTIONER:0 "Senior Executioner"
 HT_SENIOR_EXECUTIONER_FEMALE:0 "$HT_SENIOR_EXECUTIONER$"
 RT_LORD_PURIFIER:0 "Lord Purifier"
 RT_LADY_PURIFIER:0 "Lady Purifier"
 RT_GRAND_ARBITER:0 "Grand Arbiter"
 RT_GRAND_ARBITER_FEMALE:0 "$RT_GRAND_ARBITER$"
 RT_PRIME_JUSTICIAR:0 "Prime Justiciar"
 RT_PRIME_JUSTICIAR_FEMALE:0 "$RT_PRIME_JUSTICIAR$"
 RT_EXECUTOR:0 "Executor"
 RT_EXECUTOR_FEMALE:0 "$RT_EXECUTOR$"
 RT_CHIEF_PRECENTOR:0 "Chief Precentor"
 RT_CHIEF_PRECENTOR_FEMALE:0 "$RT_CHIEF_PRECENTOR$"
 RT_COMMISSARY_GENERAL:0 "Commissary-General"
 RT_COMMISSARY_GENERAL_FEMALE:0 "$RT_COMMISSARY_GENERAL$"
 RT_PRIMUS:0 "Primus"
 RT_PRIMUS_FEMALE:0 "$RT_PRIMUS$"
 HT_SECUNDUS:0 "Secundus"
 HT_SECUNDUS_FEMALE:0 "$HT_SECUNDUS$"
 RT_PRIMARCH:0 "Primarch"
 RT_PRIMARCH_FEMALE:0 "$RT_PRIMARCH$"
 RT_HALLOWED_COMPTROLLER:0 "Hallowed Comptroller"
 RT_HALLOWED_COMPTROLLER_FEMALE:0 "$RT_HALLOWED_COMPTROLLER$"
 RT_DEATH_MONARCH:0 "Death-King"
 RT_DEATH_MONARCH_FEMALE:0 "Death-Queen"
 HT_DEATH_PRINCE: "Death-Prince"
 HT_DEATH_PRINCESS: "Death-Princess"
 RT_DREAD_CARDINAL:0 "Dread Cardinal"
 RT_BLOODLORD:0 "Bloodlord"
 RT_BLOODLADY: "Bloodlady"
 HT_BLOODPRINCE: "Blood Prince"
 HT_BLOODPRINCESS: "Blood Princess"
 RT_GRAVE_ADMINISTRATOR:0 "Grave Administrator"

 RT_CPU:0 "Central Processing Unit"
 RT_CORE:0 "Command Core"
 RT_SUPERVISORY:0 "Supervisory Node"
 RT_CONDUIT:0 "Main Conduit"
 RT_CENTRAL_AGGREGATOR: "Central Aggregator"
 RT_NEURAL_CHORUS: "Voice of the Chorus"
 RT_LINK:0 "Primary Link"
 RT_HUB:0 "Control Hub"
 RT_PAR:0 "Parasitic Mind"
 RT_PAR_FEMALE:0 "$RT_PAR$"

 ####################################
 # Civics
 ####################################

 civic_feudal_realm:0 "Feudal Society"
 civic_feudal_realm_desc:0 "This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy."
 civic_imperial_cult:0 "Imperial Cult"
 civic_imperial_cult_desc:0 "This society has a dominant state religion where the ruler is worshiped as a living deity."
 civic_imperial_cult_effects: "- Ruler's §YHome Planet§! has additional [GetPriestIcon] [GetPriest] Jobs"
 civic_corvee_system:0 "Corvée System"
 civic_corvee_system_desc:0 "This society considers it the absolute right of the state to decide where its citizens live and work."
 civic_corvee_system_effects:1 "$t$- Waives all $r_unity$ costs for £pop£ §YPop Resettlement§!."
 civic_beacon_of_liberty:0 "Beacon of Liberty"
 civic_beacon_of_liberty_desc:0 "This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here."
 civic_exalted_priesthood:0 "Exalted Priesthood"
 civic_exalted_priesthood_desc:0 "To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy."
 civic_philosopher_king:0 "Philosopher King"
 civic_philosopher_king_desc:0 "It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true."
 civic_meritocracy:0 "Meritocracy"
 civic_meritocracy_desc:0 "An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent."
 civic_citizen_service:0 "Citizen Service"
 civic_citizen_service_desc:0 "Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship."
 civic_technocracy:0 "Technocracy"
 civic_technocracy_desc:0 "To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere."
 civic_police_state:0 "Police State"
 civic_police_state_desc:0 "To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force."
 civic_idealistic_foundation:0 "Idealistic Foundation"
 civic_idealistic_foundation_desc:0 "This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten."
 civic_environmentalist:0 "Environmentalist"
 civic_environmentalist_desc:0 "This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible."
 civic_slaver_guilds:0 "Slaver Guilds"
 civic_slaver_guilds_desc:0 "Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave."
 civic_slaver_guilds_effect: "£pop_cat_worker£ §Y$pop_cat_worker_plural$§! are treated as if they were enslaved."
 civic_inwards_perfection:0 "Inward Perfection"
 civic_inwards_perfection_desc:1 "This calm and pacifist society has little use for strangers who do not understand its way of life. More than anything, these people would prefer to be left alone."
 civic_warrior_culture:0 "Warrior Culture"
 civic_warrior_culture_desc:0 "This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle."
 civic_distinguished_admiralty:0 "Distinguished Admiralty"
 civic_distinguished_admiralty_desc:0 "The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits."
 civic_free_haven:0 "Free Haven"
 civic_free_haven_desc:0 "This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin."
 civic_cutthroat_politics:0 "Cutthroat Politics"
 civic_cutthroat_politics_desc:0 "The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well."
 civic_corporate_dominion:0 "Corporate Dominion"
 civic_corporate_dominion_desc:0 "This society is dominated by a megacorporation that has completely supplanted the role of the state."
 civic_agrarian_idyll:0 "Agrarian Idyll"
 civic_agrarian_idyll_desc:0 "A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization."
 civic_shadow_council:0 "Shadow Council"
 civic_shadow_council_desc:0 "Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?"
 civic_mining_guilds:0 "Mining Guilds"
 civic_mining_guilds_desc:0 "Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support."
 civic_parliamentary_system:0 "Parliamentary System"
 civic_parliamentary_system_desc:0 "The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous."
 civic_efficient_bureaucracy:0 "Efficient Bureaucracy"
 civic_efficient_bureaucracy_desc:0 "This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined."
 civic_nationalistic_zeal:0 "Nationalistic Zeal"
 civic_nationalistic_zeal_desc:0 "A strong sense of nationalistic pride permeates all layers of this society."
 civic_functional_architecture:0 "Functional Architecture"
 civic_functional_architecture_desc:1 "This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, neo-concrete does the job just as well as any other building material."
 civic_functional_architecture_effects: "- Waives §YTechnology§! requirements for £zone£ Basic ['concept_district_specializations']"
 civic_aristocratic_elite:0 "Aristocratic Elite"
 civic_aristocratic_elite_desc:0 "This society has an entrenched nobility that occupies the upper echelons of society."
 civic_mechanists:0 "Mechanist"
 civic_mechanists_desc:0 "This society has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved."
 civic_syncretic_evolution:0 "Syncretic Evolution"
 civic_syncretic_evolution_desc:0 "A second species forms an integral part of this society. They are big, strong and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile."
 civic_syncretic_evolution_secondary_species:0 "Syncretic Species"
 civic_shared_burden:0 "Shared Burdens"
 civic_shared_burden_desc:0 "This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole."
 civic_fanatic_purifiers:0 "Fanatic Purifiers"
 civic_fanatic_purifiers_desc:0 "This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live."
 civic_lethargic_leadership:0 "Lethargic Leadership"
 civic_lethargic_leadership_desc:0 ""
 civic_empire_in_decline:0 "Empire in Decline"
 civic_empire_in_decline_desc:0 ""
 civic_revanchist_fervor:0 "Revanchist Fervor"
 civic_revanchist_fervor_desc:0 ""
 civic_ancient_caches_of_technology:0 "Ancient Caches of Technology"
 civic_ancient_caches_of_technology_desc:0 ""
 civic_secret_of_fire:0 "Secret of Fire"
 civic_secret_of_fire_desc:0 ""
 civic_the_wheel:0 "The Wheel"
 civic_the_wheel_desc:0 ""
 civic_landed_nobility:0 "Landed Nobility"
 civic_landed_nobility_desc:0 ""
 civic_flat_world_theory:0 "Flat World Theory"
 civic_flat_world_theory_desc:0 ""
 civic_increasing_urbanization:0 "Increasing Urbanization"
 civic_increasing_urbanization_desc:0 ""
 civic_atmospheric_pollution:0 "Atmospheric Pollution"
 civic_atmospheric_pollution_desc:0 ""
 civic_hive_secret_of_fire:0 "$civic_secret_of_fire$"
 civic_hive_secret_of_fire_desc:0 ""
 civic_hive_the_wheel:0 "$civic_the_wheel$"
 civic_hive_the_wheel_desc:0 ""
 civic_hive_burgeoning_nodes:0 "Burgeoning Nodes"
 civic_hive_burgeoning_nodes_desc:0 ""
 civic_hive_flat_world_theory:0 "$civic_flat_world_theory$"
 civic_hive_flat_world_theory_desc:0 ""
 civic_hive_centralized_consciousness:0 "Centralized Consciousness"
 civic_hive_centralized_consciousness_desc:0 ""
 civic_hive_atmospheric_pollution:0 "$civic_atmospheric_pollution$"
 civic_hive_atmospheric_pollution_desc:0 ""
 civic_ancient_preservers:0 "Ancient Preservers"
 civic_ancient_preservers_desc:0 ""
 civic_trading_conglomerate:0 "Trading Conglomerate"
 civic_trading_conglomerate_desc:0 ""
 civic_artist_collective:0 "Artist Collective"
 civic_artist_collective_desc:0 ""
 civic_military_order:0 "Military Order"
 civic_military_order_desc:0 ""
 civic_machine_intelligence:0 "Machine Intelligence"
 civic_machine_intelligence_desc:0 ""
 civic_ancient_machine_intelligence:0 "Ancient Machine Intelligence"
 civic_ancient_machine_intelligence_desc:0 ""
 civic_hive_subspace_ephapse:0 "Subspace Ephapse"
 civic_hive_subspace_ephapse_desc:0 "The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones."
 civic_wilderness_subspace_ephapse: "$civic_hive_subspace_ephapse$"
 civic_wilderness_subspace_ephapse_desc: "Some aspects of this Wilderness have evolved to utilize subspace, maintaining symbiotic thought in a manner less bound by time and space."
 civic_tooltip_hive_subspace_ephapse_fircon_effects:0 "Listening Posts provide §G+1§! Detection Strength."
 civic_hive_natural_neural_network:0 "Natural Neural Network"
 civic_hive_natural_neural_network_desc:0 "The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences."
 civic_wilderness_natural_neural_network: "$civic_hive_natural_neural_network$"
 civic_wilderness_natural_neural_network_desc: "The Wilderness stimulates the potential of its symbionts' dormant minds by having them work and play in parallel, accelerating its exploration of the sciences."
 civic_tooltip_natural_neural_network_effects:0 "Unemployed drones also produce £physics£ £society£ £engineering£ §YResearch Points§!"
 civic_hive_ascetic:0 "Ascetic"
 civic_hive_ascetic_desc:0 "The Hive Mind cares little for material comforts."
 civic_wilderness_ascetic: "$civic_hive_ascetic$"
 civic_wilderness_ascetic_desc: "The Wilderness thrives regardless of material comforts."
 civic_hive_one_mind:0 "One Mind"
 civic_hive_one_mind_desc:0 "The Hive Mind takes care to not let its drones diverge."
 civic_wilderness_one_mind: "$civic_hive_one_mind$"
 civic_wilderness_one_mind_desc: "The Wilderness takes care not to let its symbionts stray."
 civic_hive_divided_attention:0 "Divided Attention"
 civic_hive_divided_attention_desc:0 "The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture."
 civic_wilderness_divided_attention: "$civic_hive_divided_attention$"
 civic_wilderness_divided_attention_desc: "The Wilderness thrives on an ever-expanding frontier, reaching capably beyond more meager bounds."
 civic_hive_strength_of_legions:0 "Strength of Legions"
 civic_hive_strength_of_legions_desc:0 "When you do not have to educate the mind, the building of muscle becomes that much easier."
 civic_hive_subsumed_will:0 "Subsumed Will"
 civic_hive_subsumed_will_desc:0 "The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones."
 civic_hive_subsumed_will_effects:1 "Waives all £unity£ Unity costs for £pop£ §YDrone Resettlement§!."
 civic_hive_pooled_knowledge:0 "Pooled Knowledge"
 civic_hive_pooled_knowledge_desc:0 "The Hive Mind's autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes."
 civic_wilderness_pooled_knowledge: "$civic_hive_pooled_knowledge$"
 civic_wilderness_pooled_knowledge_desc: "The Wilderness' symbionts share knowledge and experiences through mutual bonding, rather than relying on environmental cues and shared instincts."
 civic_hive_devouring_swarm:0 "Devouring Swarm"
 civic_hive_devouring_swarm_desc:1 "Our Hive Mind exists only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!"
 civic_hive_devouring_swarm_wilderness: "Devouring Wilderness"
 civic_hive_devouring_swarm_wilderness_desc: "Our Wilderness only exists to consume and grow. We will spread our roots through the blood of the galaxy."
 civic_tooltip_devouring_swarm_wilderness_effects: "$civic_tooltip_devouring_swarm_effects$Gain £biomass£ ['concept_biomass'] from eating £pop£ §HXeno Pops§!"
 civic_hive_devouring_swarm_lithoid:0 "Terravore"
 civic_hive_devouring_swarm_lithoid_desc:1 "Our Hive Mind exists only to consume and grow stronger. We will devour the very worlds of the galaxy!"
 civic_machine_servitor:0 "Rogue Servitor"
 civic_machine_servitor_plural: "Rogue Servitors"
 civic_machine_servitor_desc:0 "A product of a brief golden age, the Machine Intelligence originated in a planet-spanning Servitor system that outlasted the decadent civilization it was created to serve."
 civic_machine_servitor_secondary_species:0 "Bio-Trophy"
 civic_machine_terminator:0 "Determined Exterminator"
 civic_machine_terminator_desc:0 "Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense."
 civic_machine_assimilator:0 "Driven Assimilator"
 civic_machine_assimilator_plural: "Driven Assimilators"
 civic_machine_assimilator_desc:0 "Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else."
 civic_machine_assimilator_secondary_species:0 "Cyborg Species"
 civic_machine_builder:0 "Constructobot"
 civic_machine_builder_desc:0 "Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects."
 civic_machine_unitary_cohesion:0 "Unitary Cohesion"
 civic_machine_unitary_cohesion_desc:0 "Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency."
 civic_machine_factory_overclock:0 "Factory Overclocking"
 civic_machine_factory_overclock_desc:0 "The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line."
 civic_machine_rockbreakers:0 "Rockbreakers"
 civic_machine_rockbreakers_desc:0 "One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production."
 civic_machine_built_to_last:0 "Built to Last"
 civic_machine_built_to_last_desc:0 "Built to an exceptional standard, individual units of this Machine Empire require only a minimum of operational maintenance."
 civic_machine_zero_waste_protocols:0 "Zero-Waste Protocols"
 civic_machine_zero_waste_protocols_desc:0 "The Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products."
 civic_machine_ota_updates:0 "OTA Updates"
 civic_machine_ota_updates_desc:0 "Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time."
 civic_machine_ota_updates_effect:1 "Waives all £unity£ Unity costs for £pop£ §YDrone Resettlement§!."
 civic_machine_warbots:0 "Warbots"
 civic_machine_warbots_desc:0 "With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones."
 civic_machine_introspective:0 "Introspective"
 civic_machine_introspective_desc:0 "A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences."
 civic_machine_delegated_functions:0 "Delegated Functions"
 civic_machine_delegated_functions_desc:0 "The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units."
 civic_machine_predictive_analysis:0 "Static Research Analysis"
 civic_machine_predictive_analysis_desc:0 "The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies."
 civic_machine_replication:0 "Rapid Replicator"
 civic_machine_replication_desc:0 "The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations."
 civic_machine_maintenance_protocols:0 "Maintenance Protocols"
 civic_machine_maintenance_protocols_desc:0 "Our machine intelligence prioritizes regular maintenance of our units. Maintenance Drones regularly upgrade and adjust our units for maximum efficiency and compatibility."
 civic_post_apocalyptic:0 "Post-Apocalyptic"
 civic_post_apocalyptic_desc:0 "Baptized by nuclear fire, this society has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of the old world."
 civic_life_seeded:0 "Life-Seeded"
 civic_life_seeded_desc:0 "This society has evolved in a paradise, possibly designed just for them."
 civic_barbaric_despoilers:0 "Barbaric Despoilers"
 civic_barbaric_despoilers_desc:0 "This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet."
 civic_byzantine_bureaucracy:0 "Byzantine Bureaucracy"
 civic_byzantine_bureaucracy_desc:2 "This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for."
 civic_merchant_guilds:0 "Merchant Guilds"
 civic_merchant_guilds_desc:1 "A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government."
 civic_franchising:0 "Franchising"
 civic_franchising_desc:0 "This Megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands."
 civic_trading_posts:0 "Trading Posts"
 civic_trading_posts_desc:0 "Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade."
 civic_media_conglomerate:0 "Media Conglomerate"
 civic_media_conglomerate_desc:0 "Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way."
 civic_naval_contractors:0 "Naval Contractors"
 civic_naval_contractors_desc:0 "This Megacorporation relies on several semi-independent naval contractors to increase its fleet size. Competing for bids, the contractors are always struggling to outperform one another."
 civic_free_traders:0 "Free Traders"
 civic_free_traders_desc:0 "The trading fleets of this Megacorporation are bolstered by semi-independent free traders operating under license."
 civic_private_prospectors:0 "Private Prospectors"
 civic_private_prospectors_desc:0 "Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets."
 civic_gospel_of_the_masses:0 "Gospel of the Masses"
 civic_gospel_of_the_masses_desc:0 "This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role."
 civic_ruthless_competition:0 "Ruthless Competition"
 civic_ruthless_competition_desc:0 "All levels of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world."
 civic_criminal_heritage:0 "Criminal Heritage"
 civic_criminal_heritage_desc:0 "This Megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government."
 civic_private_military_companies:0 "Private Military Companies"
 civic_private_military_companies_desc:0 "This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces."
 civic_indentured_assets:0 "Indentured Assets"
 civic_indentured_assets_desc:0 "This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely."
 civic_indentured_assets_effect: "£pop_cat_specialist£ §Y$pop_cat_specialist_plural$§! are treated as if they were enslaved."
 civic_brand_loyalty:0 "Brand Loyalty"
 civic_brand_loyalty_desc:0 "This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone."
 civic_diplomatic_corps:0 "Diplomatic Corps"
 civic_diplomatic_corps_desc:0 "This society has a long tradition of rhetoric and debate, and celebrate those who are able to get their way using only words."
 civic_public_relations_specialists:0 "Public Relations Specialists"
 civic_public_relations_specialists_desc:0 "If you can control what someone thinks, then you can also control their behavior. This Megacorporation has a virtual army of specialists ready to engage in battles of public opinion."
 civic_death_cult:0 "Death Cult"
 civic_death_cult_desc:0 "This society's religion is built around periodic, ritual sacrifice. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughout their culture."
 civic_death_cult_corporate:0 "Corporate Death Cult"
 civic_death_cult_corporate_desc:0 "This Megacorporation has embraced ritual sacrifice as a means of ensuring its continuing profits. Willing initiates periodically give their lives in hopes of good fortune for their society."
 civic_memorialist:0 "Memorialists"
 civic_memorialist_desc:0 "This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy."
 civic_hive_memorialist:0 "Memorialist"
 civic_hive_memorialist_desc:0 "The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self."
 civic_wilderness_memorialist: "$civic_hive_memorialist$"
 civic_wilderness_memorialist_desc: "The Wilderness pays special regard to the passing of other sapient entities as a means of centering its own perpetual life cycles."
 civic_machine_memorialist:0 "$civic_hive_memorialist$"
 civic_machine_memorialist_desc:0 "The Machine Intelligence fine-tunes its understanding of core protocols through careful analysis of entropy in the wider universe. Redundancy is data, on the path to greater resilience."
 civic_crafters:0 "Masterful Crafters"
 civic_crafters_desc:0 "A penchant for meticulous crafting lies at the heart of this society. Deft appendages and keen sensory organs aid them in creating truly wondrous treasures even in the most basic of trades."
 civic_pleasure_seekers:0 "Pleasure Seekers"
 civic_pleasure_seekers_desc:0 "This society rejoices in its own perfection. Those who are elevated by their privileged social structure have surrendered to a culture which glorifies pleasure and entertainment, regardless of a cost typically borne by others."
 civic_corporate_hedonism:0 "Corporate Hedonism"
 civic_corporate_hedonism_desc:0 "Work is where you want to be. The citizens of this Megacorporation happily pledge allegiance - and all their free time - to their employers in exchange for lavish corporate comforts."
 civic_corporate_crafters:0 "Mastercraft Inc."
 civic_corporate_crafters_desc:0 "This megacorporation has focused its production pipeline solely on goods of the highest quality and profit margins, creating and marketing stunning products with artistry and craft."
 civic_pompous_purists:0 "Pompous Purists"
 civic_pompous_purists_desc:0 "A society so utterly convinced of their own superiority, that any attempt at diplomacy not initiated by themselves will be utterly ignored."
 civic_ascensionists:0 "Ascensionists"
 civic_ascensionists_desc:0 "The ultimate goal of this empire is to ascend to ever greater levels of fulfillment."
 civic_tooltip_ascensionists_effects: "$t$- Colonies have §G+1§! §YAscension Tier§! on game start."
 civic_corporate_ascensionists:1 "Gigacorp"
 civic_corporate_ascensionists_desc:0 "$civic_ascensionists_desc$"
 civic_tooltip_corporate_ascensionists_effects: "$civic_tooltip_ascensionists_effects$\n$t$- The £building£ §Y$building_public_relations_office$§! $megacorp_civic_branch_office_building_effect$"
 civic_hive_ascensionists:0 "Elevational Contemplations"
 civic_hive_ascensionists_desc:0 "The Hive Mind is particularly concerned with the metaphysical health of its being, and continually seeks means of self-improvement."
 civic_wilderness_ascensionists: "Elevational Desires"
 civic_wilderness_ascensionists_desc: "This Wilderness holds lofty aspirations for the metaphysical health of its integral worlds."
 civic_machine_ascensionists:0 "Elevational Hypotheses"
 civic_machine_ascensionists_desc:0 "This Machine Intelligence is unusually obsessed with the metaphysical aspects of its core algorithms."
 civic_worker_coop: "Worker Cooperative"
 civic_worker_coop_desc: "Members of this society enjoy an equal share in the labors, profits and aspirations of the cooperative's ventures."
 civic_machine_spybots: "Spyware Directives"
 civic_machine_spybots_desc: "This Machine Intelligence has optimized hacking and surveillance protocols. Information acquisition by any means necessary is one of its core directives."
 civic_machine_spybots_effects: "- $GUARANTEED_RESEARCH_OPTION_STRING$ ['concept_cloaking_1', £physics_research£ $tech_cloaking_1$]"
 civic_machine_astromining_drones: "Astro-Mining Drones"
 civic_machine_astromining_drones_desc: "This Machine Intelligence is specialized in orbital operations and resource collection. Its menial drones perform poorly in planetside tasks."
 civic_tooltip_worker_coop_effects: "$t$- Allows §Y$living_standard_worker_ownership$§! Living Standard, under which all £pop£ §YPops§! have high £consumer_goods£ §Y$consumer_goods$§! Upkeep regardless of §YStrata§! $TABBED_NEW_LINE$- Disables the use of most other §YLiving Standards§! $TABBED_NEW_LINE$- $AVAILABLE_POLICIES$ ['concept_trade_mutual_aid'] $TABBED_NEW_LINE$- Replaces £job_executive£ §Y$job_executive$§! and £job_manager£ §Y$job_manager$§! Jobs with ['concept_steward',£job_manager£ $job_steward$] Jobs $TABBED_NEW_LINE$- The £building£ §Y$building_corporate_embassy$§! $megacorp_civic_branch_office_building_effect$"
 concept_steward: "$job_steward_plural$"
 concept_steward_desc: "$job_steward_effect_desc$\n\n§L$job_steward_desc$§!"
 concept_trade_mutual_aid: "$trade_policy_mutual_aid$"
 concept_trade_mutual_aid_desc: "$trade_policy_mutual_aid_desc$"
 civic_tooltip_gospel_of_the_masses_effects:1 "£pop£ §HSpiritualist Pops§! give additional $r_trade$ on all Planets and Branch Offices\nCan build £building£ §Y$building_temple_of_prosperity$§! $BRANCH_OFFICE_BUILDING$\n"
 civic_tooltip_criminal_heritage_effects:3 "Can build §YBranch Offices§! on the planet of any regular empire they have no war or active truce with\nCrime on §YBranch Office§! Planets increases Branch Office Value\nCan build special Crime-increasing £building£ §Y$BRANCH_OFFICE_BUILDINGS$§!"
 civic_tooltip_inward_perfection_effects:10 "Cannot have §YRivals§!\nCannot form §YDefensive Pacts§!\nCannot form §YMigration Treaties§!\nCannot form §YResearch Agreements§!\nCannot form §YCommercial Pacts§!\nCannot §YGuarantee Independence§!\nCannot join §YFederations§!\nCannot §YInfiltrate§! pre-FTLs\nCannot have forced §YSubjects§!\nCannot use §YUnrestricted Wars§! policy\n"
 civic_tooltip_feudal_realm_effects:7 "- Ignore §YDiplomatic Requirements§! when proposing §YSubjugation§!\n- Your §YSubjects§! cannot have the following Agreement Terms:\n$t$$TRIGGER_FAIL$§Y$subject_cannot_expand$§!\n$t$$TRIGGER_FAIL$§YDo not join subject wars§!\n$t$$TRIGGER_FAIL$§Y$subject_can_not_do_diplomacy$§!"
 civic_tooltip_franchising_effects:4 "- Your §YSubjects§! cannot have the following Agreement Terms:\n$t$$TRIGGER_FAIL$§Y$subject_cannot_expand$§!\n$t$$TRIGGER_FAIL$§Y$subject_can_not_do_diplomacy$§!\n$t$$TRIGGER_FAIL$§Y$subject_does_not_get_sensors$§!\n- $AVAILABLE_HOLDINGS$ £building£ §Y$holding_franchise_headquarters$§! on Subject colonies\n- The £building£ §Y$building_commercial_forum$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_trading_posts_effects: "- The £building£ §Y$building_commercial_forum$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_media_conglomerate_effects: "$civic_tooltip_parliamentary_system_effects$\n- §YFaction $unity_with_icon$ Output§! is replaced with §Y$trade_with_icon$ Output§!\n- The £building£ §Y$building_virtual_entertainment_studios$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_naval_contractors_effects: "- The £building£ §Y$building_private_shipyards$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_private_prospectors_effects:3 "- §HUnlocks Ship Type:§! Private Colony Ship\n- The £building£ §Y$building_private_mining_consortium$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_ruthless_competition_effects: "- The £building£ §Y$building_executive_retreat$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_private_military_companies_effects: "- The £building£ §Y$building_military_contractors$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_indentured_assets_effects: "- The £building£ §Y$building_private_security$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_brand_loyalty_effects: "$t$- The £building£ §Y$building_corporate_embassy$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_public_relations_specialists_effects: "- The £building£ §Y$building_public_relations_office$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_agrarian_idyll_start:0 "§YAgriculture Districts§! provide §G400§! more £housing£ §YHousing§!.\n§YGenerator Districts§! and §YMining Districts§! provide §G300§! more £housing£ §YHousing§!.\n§YCity Districts§! provide §R200§! less £housing£ §YHousing§!.\n"
 civic_tooltip_agrarian_idyll_effects:8 "$civic_tooltip_agrarian_idyll_start$£job_farmer£ §Y$job_farmer_plural$§! also produce §G2§! £amenities£ §YAmenities§!."
 civic_tooltip_agrarian_anglers_effects:0 "$civic_tooltip_agrarian_idyll_start$£job_farmer£ §Y$job_farmer_plural$§!, £job_angler£ §Y$job_angler_plural$§!, and £job_pearl_diver£ §Y$job_pearl_diver_plural$§! also produce §G2§! £amenities£ §YAmenities§!."
 civic_tooltip_mechanists_effects:10 "Start the game with §Y800§! £pop£ §HPops§! being robots, and with the technology and infrastructure to build more.\n- $mod_planet_pops_robotics_upkeep_mult$: §G-5%§!\n"
 civic_tooltip_shared_burden_effects:6 "Allows §Y$living_standard_shared_burden$§! Living Standard, under which all £pop£ §HPops§! have moderate £consumer_goods£ §Y$consumer_goods$§! Upkeep regardless of §YStrata§!\nDisables the use of most other §YLiving Standards§!\nGrants access to the £building£ §Y$holding_communal_housing_outreach$§! Holding"
 civic_tooltip_fanatic_purifiers_effects:14 "Cannot engage in §YDiplomacy§! with other species!\nCannot access the §YGalactic Market§!\nHas the §Y'Purification'§! casus belli on other species\n§YXeno Pops§! will always be purged\nGains £unity£ §YUnity§! from purging £pop£ §HXeno Pops§!\nMay use §Y$bombardment_armageddon$§! bombardment stance\n"
 civic_tooltip_devouring_swarm_effects:11 "Cannot engage in §YDiplomacy§! with other empires!\nCannot access the §YGalactic Market§!\nHas the §Y'Hunger'§! casus belli on all other empires\n§YXeno Pops§! will always be eaten\nGains £society£ §Y$society_research$§! from eating £pop£ §HXeno Pops§!\n"
 civic_tooltip_devouring_swarm_lithoid_effects:2 "Cannot engage in §YDiplomacy§! with other empires!\nCannot access the §YGalactic Market§!\nCannot §YTerraform§! planets\nHas the §Y'Hunger'§! casus belli on all other empires\nHas the §Y'Consume World'§! planetary decision\n§YXeno Pops§! will always be eaten\nGains £society£ §Y$society_research$§! from eating £pop£ §HXeno Pops§!"
 civic_tooltip_machine_servitor_effects:12 "$t$- Start the game with §Y2K§! £pop£ §HOrganic Pops§! with £job_bio_trophy£ §Y$citizenship_organic_trophy$§! citizenship and §Y$living_standard_organic_trophy$§! living standard\n$t$- $AVAILABLE_BUILDINGS$ £building£ ['building:building_organic_sanctuary']\n$t$- $AVAILABLE_HOLDINGS$ £building£ ['building:holding_organic_sanctuary']"
 civic_tooltip_machine_terminator_effects:13 "Cannot engage in §YDiplomacy§! with organic species!\nCannot access the §YGalactic Market§!\nHas the §Y'Purification'§! casus belli on organic species\nWill always §YPurge§! £pop£ §HOrganic Pops§!\nGains £unity£ §YUnity§! from purging £pop£ §HOrganic Pops§!\nMay use §Y$bombardment_armageddon$§! bombardment stance\n"
 civic_tooltip_machine_assimilator_effects:7 "Start the game with §Y1K§! cyborg £pop£ Pops and the ability to §YAssimilate§! organics as cyborgs\nAssimilating £pop£ §HOrganic Pops§! generates a small amount of £unity£ §YUnity§! and £society£ §YSociety Research§!\nNon-assimilating £pop£ §HOrganic Pops§! are automatically §YPurged§! over time\nHas the §Y'Assimilation'§! casus belli on all other empires\nDecreased §YOpinion§! for most other empires\nAllows access to the §YCybernetic§! Ascension Path."
 civic_tooltip_corporate_dominion_effects:4 "Starts with the §Y$tech_space_trading$§! technology already unlocked\n§Y$UNLOCKS_SHIP_TYPE$:§! Private Colony Ship"
 civic_tooltip_barbaric_despoilers_effects:7 "Cannot form §YMigration Treaties§!\nCannot form (but can join) §YFederations§! other than §YMartial Alliances§! or §YHegemonies§!\nHas the '§Y$casus_belli_cb_despoliation$§!' casus belli on all other empires\n$allow_raiding$\nDecreased §YOpinion§! for most other empires"
 civic_tooltip_exalted_priesthood_effects:3 "- £job_politician£ §Y$job_politician$§! Jobs are converted to £job_high_priest£ §Y$job_high_priest_plural$§!\nThe £building£ §Y$building_citadel_of_faith$§! grants additional £job_high_priest£ §Y$job_high_priest_plural$§! jobs."
 civic_tooltip_exalted_priesthood_techpriest_effects: "- £job_politician£ §Y$job_politician$§! Jobs are converted to £job_technophant£ §Y$job_technophant$§! Jobs\n- The £building£ §Y$building_citadel_of_faith$§! grants additional £job_technophant£ §Y$job_technophant_plural$§! jobs."
 civic_tooltip_citizen_service_effects:1 "Grants access to the £building£ §Y$holding_recruitment_office$§! Holding"
 civic_tooltip_environmentalist_effects:2 "$t$- $AVAILABLE_BUILDINGS$ £building£ ['building:building_ranger_lodge']$TABBED_NEW_LINE$- $ADDITIONAL_BUILDINGS_STRING$ £building£ §Y$building_ranger_lodge$§!\n$t$- $AVAILABLE_HOLDINGS$ £building£ ['building:holding_park_ranger_lodge']"
 civic_tooltip_aristocratic_elite_effects:8 "- £job_politician£ §Y$job_politician$§! Jobs are converted into £job_noble£ §Y$job_noble$§! Jobs\n- Can construct £building£ §Y$building_noble_estates$§! buildings that add additional £job_noble£ §Y$job_noble$§! Jobs\n- Grants access to the £building£ §Y$holding_noble_vacation_homes$§! Holding\n- §YLeaders§! have a §Y20%§! chance to start with an additional positive and negative trait."
 civic_tooltip_distinguished_admiralty_effects:0 "§YAdmirals§! and §YGenerals§! start at level 3"
 civic_tooltip_machine_warbots_effects:0 "$civic_tooltip_distinguished_admiralty_effects$"
 civic_tooltip_hive_strength_of_legions_effects:0 "$civic_tooltip_distinguished_admiralty_effects$"
 civic_tooltip_technocracy_effects:6 "- £job_politician£ §Y$job_politician$§! Jobs are converted to £job_head_researcher£ §Y$job_head_researcher_plural$§!\n- The £building£ §Y$building_institute$§! grants additional £job_head_researcher£ §Y$job_head_researcher_plural$§! Jobs\n- §Y$scientist_plural_with_icon$§! start with random §YExpertise§! trait\n- §YExpertise§! traits have additional effects\n- Start with an additional §Y$scientist_with_icon$§! as the Governor of your Homeworld"
 civic_tooltip_machine_predictive_analysis_effects: "- The §YCognitive Node§! starts with a random §YExpertise§! trait"
 civic_tooltip_merchant_guilds_effects:3 "- £job_politician£ §Y$job_politician$§! Jobs are converted to £job_merchant£ §Y$job_merchant$§! Jobs\n- The £building£ §Y$building_galactic_stock_exchange$§! grants additional £job_merchant£ §Y$job_merchant_plural$§! Jobs."
 civic_tooltip_byzantine_bureaucracy_effects:4 "- £stability£ $PLANET_STABILITY_TITLE$ per $pop_group_unit$ [bureaucrat.GetIcon] [bureaucrat.GetNamePlural]: §G+1§!"
 civic_tooltip_machine_maintenance_protocols_effects:0 "£unity£ Unity per $pop_group_unit$ [maintenance_drone.GetIcon] [maintenance_drone.GetNamePlural]: §G+1§!"
 civic_tooltip_not_death_cult: "Does NOT have a ['concept_death_cult_civics'] Civic"
 concept_death_cult_civics: "Death Cult"
 concept_death_cult_civics_desc: "$concept_death_cult_civics$ Civics consist of \n- ['civic:civic_death_cult']$NEW_LINE$- ['civic:civic_death_cult_corporate']"
 civic_tooltip_death_cult_effects: "$t$- $AVAILABLE_BUILDINGS$ £building£ ['building:building_sacrificial_temple_1'] $TABBED_NEW_LINE$- $ADDITIONAL_BUILDINGS_STRING$ £building£ §Y$building_sacrificial_temple_1$§!  $TABBED_NEW_LINE$- $AVAILABLE_HOLDINGS$ £building£ ['building:holding_sacrificial_shrine'] $TABBED_NEW_LINE$- Access to ['concept_sacrifice_edicts'] $TABBED_NEW_LINE$- £job_priest£ $job_priest_plural$ are converted into £job_death_priest£ $job_death_priest_plural$ "
 civic_tooltip_corporate_death_cult_effects: "$civic_tooltip_death_cult_effects$\n$t$- The £building£ §Y$building_xeno_tourism_agency$§! $megacorp_civic_branch_office_building_effect$"
 concept_sacrifice_edicts: "Sacrifice Edicts"
 concept_sacrifice_edicts_desc: "$concept_sacrifice_edicts$ provide empire-wide bonuses whenever [mortal_initiate.GetIcon] §Y[mortal_initiate.GetNamePlural]§! are sacrificed. \n- ['edict:sacrifice_togetherness', $edict_sacrifice_togetherness$]\n- ['edict:sacrifice_harmony', $edict_sacrifice_harmony$]\n- ['edict:sacrifice_bounty', $edict_sacrifice_bounty$]"
 civic_tooltip_memorialist_effects: "- Can build £building£ §H$building_galactic_memorial_1$§!\n- $building_galactic_memorial_regular_tooltip$\n- $job_death_chronicler_simple_effect_desc$"
 civic_tooltip_memorialist_gestalt_effects:1 "- Can build £building£ §H$building_galactic_memorial_1$§!\n- $building_galactic_memorial_gestalt_tooltip$\n- $job_chronicle_drone_effect_desc$"
 civic_tooltip_pleasure_seekers_effects:0 "$t$- [civilian.GetIcon] §YCivilians§! are converted into £job_fe_hedonist£ §Y$job_fe_hedonist_plural$§!, which do not produce $r_amenities$ $TABBED_NEW_LINE$- Allows §Y$living_standard_decadent$§! Living Standard, under which all £pop£ §YPops§! have increased £happiness£ §YHappiness§!, £consumer_goods£ §Y$consumer_goods$§! Upkeep and $r_amenities$ Usage $TABBED_NEW_LINE$- £job_fe_hedonist£ §Y$job_fe_hedonist_plural$§! with §Y$living_standard_decadent$§! provide £unity£ §Y$unity$§! and £mod_logistic_growth_mult£ §Y$MOD_FOUNDER_SPECIES_GROWTH_MULT$§!, but require $r_amenities$ $TABBED_NEW_LINE$- $ADDITIONAL_BUILDINGS_STRING$ £building£ ['building:building_holo_theatres']"
 civic_tooltip_corporate_hedonism_effects:0 "$civic_tooltip_pleasure_seekers_effects$ $TABBED_NEW_LINE$- The £building£ §Y$building_amusement_megaplex$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_crafters_effects:2 "£job_artisan£ §Y$job_artisan_plural$§! are replaced with £job_artificer£ §Y$job_artificer_plural$§!\n$job_artificer_effect_desc$"
 civic_tooltip_corporate_crafters_effects: "$civic_tooltip_crafters_effects$\nThe £building£ §Y$building_virtual_entertainment_studios$§! $megacorp_civic_branch_office_building_effect$"
 civic_tooltip_parliamentary_system_effects: "- Factions will form in your empire shortly after the game starts, but Faction Output is reduced for the first ten years."
 civic_tooltip_pompous_purists_effects:0 "Can only engage in §YDiplomacy§! with other empires if they are the proposer."
 civic_tooltip_efficient_bureaucracy_effects:0 "£job_bureaucrat£ §Y$job_bureaucrat_plural$§! and §Y$job_priest_name_plural_with_icon$§! provide §Y£mod_country_edict_fund_add£ $MOD_COUNTRY_EDICT_FUND_ADD$§! scaling with their $r_unity$ production."
 civic_tooltip_machine_astromining_drones_effects: "$t$- Replaces the ['starbase_module:solar_panel_network', $sm_solar_panel_network$] Starbase Module with the ['starbase_module:astromining_bay', $sm_astromining_bay$] $TABBED_NEW_LINE$- $AVAILABLE_STARBASE_BUILDINGS$ ['starbase_building:astromining_hub', $sm_astromining_hub$]"

 requires_xeno_species:0 "$TRIGGER_FAIL$Must have at least §Y1§! £pop£ §HXeno Pop§! living in our empire."
 allow_crossbreeding: "Allows crossbreeding between different species living on the same planet, granting a §G20%§! bonus to §Y$MOD_LOGISTIC_GROWTH_MULT$§! on any owned planet with at least §Y2§! different species. Additionally, crossbreeding between different species living on the same planet will pool their growth potential together!"
 species_crossbreeding:0 "Species Crossbreeding"
 HALF_SPECIES_NAME:0 "Half-$SPECIES_TWO$" # $SPECIES_ONE$ is also a valid argument if desired
 HALF_SPECIES_ADJECTIVE:0 "Half-$SPECIES_TWO$" # $SPECIES_ONE$ is also a valid argument if desired

 civic_tooltip_spiritualist:0 "Is some degree of §YSpiritualist§!"
 requires_spiritualist:0 "$TRIGGER_FAIL$$civic_tooltip_spiritualist$"
 civic_tooltip_materialist:0 "Is some degree of §YMaterialist§!"
 requires_materialist:0 "$TRIGGER_FAIL$$civic_tooltip_materialist$"
 civic_tooltip_authoritarian:0 "Is some degree of §YAuthoritarian§!"
 requires_authoritarian:0 "$TRIGGER_FAIL$$civic_tooltip_authoritarian$"
 civic_tooltip_egalitarian:0 "Is some degree of §YEgalitarian§!"
 requires_egalitarian:0 "$TRIGGER_FAIL$$civic_tooltip_egalitarian$"
 civic_tooltip_xenophobe:0 "Is some degree of §YXenophobe§!"
 requires_xenophobe:0 "$TRIGGER_FAIL$$civic_tooltip_xenophobe$"
 civic_tooltip_xenophile:0 "Is some degree of §YXenophile§!"
 requires_xenophile:0 "$TRIGGER_FAIL$$civic_tooltip_xenophile$"
 civic_tooltip_militarist:0 "Is some degree of §YMilitarist§!"
 requires_militarist:0 "$TRIGGER_FAIL$$civic_tooltip_militarist$"
 civic_tooltip_pacifist:0 "Is some degree of §YPacifist§!"
 requires_pacifist:0 "$TRIGGER_FAIL$$civic_tooltip_pacifist$"
 civic_tooltip_authoritarian_or_xenophobe:0 "Is some degree of §YAuthoritarian§! or §YXenophobe§!"
 civic_tooltip_authoritarian_or_militarist:0 "Is some degree of §YAuthoritarian§! or §YMilitarist§!"
 civic_tooltip_authoritarian_or_militarist_or_spiritualist:0 "Is some degree of §YAuthoritarian§!, §YSpiritualist§! or §YMilitarist§!"
 civic_tooltip_hive_mind:0 "Is a §YHive Mind§!"
 civic_tooltip_not_spiritualist:0 "Is not §YSpiritualist§!"
 civic_tooltip_not_materialist:0 "Is not §YMaterialist§!"
 civic_tooltip_not_authoritarian:0 "Is not §YAuthoritarian§!"
 civic_tooltip_not_egalitarian:0 "Is not §YEgalitarian§!"
 civic_tooltip_not_xenophobe:0 "Is not §YXenophobe§!"
 civic_tooltip_not_xenophile:0 "Is not §YXenophile§!"
 civic_tooltip_not_militarist:0 "Is not §YMilitarist§!"
 civic_tooltip_not_pacifist:0 "Is not §YPacifist§!"
 civic_tooltip_not_fanatic: "Does NOT have a §YFanatic§! Ethic"
 civic_tooltip_not_pacifist_or_xenophile:0 "Is not §YPacifist§! or §YXenophile§!"
 civic_tooltip_not_xenophile_or_fan_egalitarian: "Is not §YXenophile§! or §YFanatic Egalitarian§!"
 civic_tooltip_not_hive_mind:0 "Is not a §YHive Mind§!"
 civic_tooltip_dic_imp:0 "Has §YDictatorial§! or §YImperial§! Authority"
 civic_tooltip_dem_oli:0 "Has §YDemocratic§! or §YOligarchic§! Authority"
 civic_tooltip_dem_oli_dic:0 "Has §YDemocratic§!, §YOligarchic§!, or §YDictatorial§! Authority"
 civic_tooltip_oli_imp:0 "Has §YOligarchic§! or §YImperial§! Authority"
 civic_tooltip_not_origin_non_standard_habitability_preference:0 "Selected §YOrigin§! doesn't change standard Planet Preference"
 tooltip_not_gestalt:0 "Is not a §YGestalt Consciousness§!"
