l_english:

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 # Misc
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 BULLET_POINT: "- " #used in some interfaces e.g. civics tooltip to make lists more readable
 IN_COOLDOWN: "§RIn cooldown for another $DAYS|Y$ day(s).§!"
 COST_HEADER: "§HCost§!: $COST$"
 COOLDOWN: "§HCooldown§!: $TIME$ £time£"

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 # Ship Components
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 weapon:0 "Weapon"
 utility:0 "Utility"
 strike_craft:0 "Strike Craft"
 ship_mounted:0 "Ship-mounted"

 strike_crafts:1 "Strike Craft"
 missiles:1 "Missiles"

 RED_LASER:0 "Red Laser"
 RED_LASER_DESC:0 "Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat."
 BLUE_LASER:0 "Blue Laser"
 BLUE_LASER_DESC:0 "More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics."
 UV_LASER:0 "UV Laser"
 UV_LASER_DESC:0 "Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage."
 XRAY_LASER:0 "X-Ray Laser"
 XRAY_LASER_DESC:0 "These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive."
 GAMMA_LASER:0 "Gamma Laser"
 GAMMA_LASER_DESC:0 "The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons."

 SPACEPORT_LASER:0 "Spaceport Laser"
 SPACEPORT_LASER_DESC:1 "Spaceport-mounted lasers feature excellent target tracking, to make up for the immobility of the spaceport itself."

 ENERGY_LANCE_1:0 "Particle Lance"
 ENERGY_LANCE_1_DESC:1 "These heavy energy weapons fire focused particle beams that cause massive damage."
 ENERGY_LANCE_2:0 "Tachyon Lance"
 ENERGY_LANCE_2_DESC:1 "A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power."
 ENERGY_LANCE_TURRET_1:0 "$ENERGY_LANCE_1$ Turret"
 ENERGY_LANCE_TURRET_1_DESC:0 "$ENERGY_LANCE_1_DESC$"
 ENERGY_LANCE_TURRET_2:0 "$ENERGY_LANCE_2$ Turret"
 ENERGY_LANCE_TURRET_2_DESC:0 "$ENERGY_LANCE_2_DESC$"

 PERDITION_BEAM_TITAN:0 "$PERDITION_BEAM$"
 PERDITION_BEAM_ION:1 "Ion Cannon"
 PERDITION_BEAM_DESC:0 "A massive array of linked energy amplification conduits that fires a beam of unprecedented firepower."
 PERDITION_BEAM_FLEET_EFFECT: "§YCollateral Damage:§! Deals §G$@perdition_beam_fleet_damage|0G$§! damage to all ships within §G$@perdition_beam_collateral_range|0Y$§! of the target."
 ION_CANNON_FLEET_EFFECT: "§YCollateral Damage:§! Deals §G$@ion_cannon_fleet_damage|0G$§! damage to all ships within §G$@ion_cannon_collateral_range|0Y$§! of the target."

 PLASMA_1:0 "Plasma Thrower"
 PLASMA_1_DESC:1 "Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor and hull."
 PLASMA_2:0 "Plasma Accelerator"
 PLASMA_2_DESC:0 "These new accelerators launch projectiles of high-energy plasma with improved containment fields. This results in less energy leakage as the projectile travels in space towards its target."
 PLASMA_3:0 "Plasma Cannon"
 PLASMA_3_DESC:0 "The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier."

 ARC_EMITTER_1:0 "Arc Emitter"
 ARC_EMITTER_1_DESC:0 "Powerful weapons that launch a lightning arc of chaotic energy at a target, bypassing shields and armor."
 ARC_EMITTER_2:0 "Focused Arc Emitter"
 ARC_EMITTER_2_DESC:0 "These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge."
 ARC_EMITTER_TURRET_1:0 "$ARC_EMITTER_1$ Turret"
 ARC_EMITTER_TURRET_1_DESC:0 "$ARC_EMITTER_1_DESC$"
 ARC_EMITTER_TURRET_2:0 "$ARC_EMITTER_2$ Turret"
 ARC_EMITTER_TURRET_2_DESC:0 "$ARC_EMITTER_2_DESC$"

 DISRUPTOR_1:0 "Disruptor"
 DISRUPTOR_1_DESC:1 "Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together."
 DISRUPTOR_2:0 "Ion Disruptor"
 DISRUPTOR_2_DESC:0 "These upgraded disruptors fire bolts of more destructive ion particles at targets, without sacrificing the firing rate of their predecessors."
 DISRUPTOR_3:0 "Phase Disruptor"
 DISRUPTOR_3_DESC:0 "Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way."

 ENERGY_TORPEDO_1:1 "Proton Launchers"
 ENERGY_TORPEDO_1_DESC:2 "$tech_energy_torpedoes_1_desc$"
 ENERGY_TORPEDO_2:1 "Neutron Launchers"
 ENERGY_TORPEDO_2_DESC:2 "$tech_energy_torpedoes_2_desc$"

 MINING_DRONE_LASER_1:0 "Mining Drone Laser"
 MINING_DRONE_LASER_1_DESC:1 "Focused mining lasers cut through ship hulls as easily as they carve rocky asteroids."

 BLUE_CRYSTAL_WEAPON_1:0 "Blue Shard Thrower"
 BLUE_CRYSTAL_WEAPON_1_DESC:1 "The Blue Shard Thrower mimics the weaponized emissions of the Sapphire-class Crystalline Entities to inflict damage."
 GREEN_CRYSTAL_WEAPON_1:0 "Green Shard Thrower"
 GREEN_CRYSTAL_WEAPON_1_DESC:1 "The Green Shard Thrower mimics the weaponized emissions of the Emerald-class Crystalline Entities to inflict middling damage."
 YELLOW_CRYSTAL_WEAPON_1:0 "Yellow Shard Thrower"
 YELLOW_CRYSTAL_WEAPON_1_DESC:1 "The Yellow Shard Thrower mimics the weaponized emissions of the Topaz-class Crystalline Entities to inflict good damage."
 RED_CRYSTAL_WEAPON_1:0 "Red Shard Thrower"
 RED_CRYSTAL_WEAPON_1_DESC:1 "The Red Shard Thrower mimics the weaponized emissions of the Ruby-class Crystalline Entities to inflict considerable damage."

 SPACE_CLOUD_WEAPON_1:0 "Cloud Lightning"
 SPACE_CLOUD_WEAPON_1_DESC:1 "Utilizing our understanding of the fundamental forces involved in generating the Void Clouds' considerable internal charge to the fullest, the Cloud Lightning weapon system is a potent damage-dealer."

 PSIONIC_BLAST_1:0 "Psionic Blast"
 PSIONIC_BLAST_1_DESC:0 ""

 EXTRADIMENSIONAL_1:0 "Matter Disintegrator"
 EXTRADIMENSIONAL_1_DESC:1 "Hailing from another dimension, the core technologies of the Matter Disintegrator bends several physical laws for destructive results."
 EXTRADIMENSIONAL_STABILIZING_AURA:0 "Dimensional Stabilizer"
 aura_stabilizing_aura:0 "$EXTRADIMENSIONAL_STABILIZING_AURA$"

 AI_CORE_DETECTOR:0 "AI Core Sensor Suite"

 MISSILE_1:0 "Nuclear Missiles"
 MISSILE_1_DESC:0 "Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range."
 MISSILE_2:0 "Fusion Missiles"
 MISSILE_2_DESC:0 "These updated space-to-space missiles have more powerful fusion warheads and improved flight performance."
 MISSILE_3:0 "Antimatter Missiles"
 MISSILE_3_DESC:0 "Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets."
 MISSILE_4:0 "Quantum Missiles"
 MISSILE_4_DESC:0 "The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum."
 MISSILE_5:0 "Marauder Missiles"
 MISSILE_5_DESC:0 "These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets."

 SPACEPORT_MISSILE:0 "Spaceport Missile"
 SPACEPORT_MISSILE_DESC:1 "With available space being less of a concern than on mobile vessels, a spaceport can house larger ammunition stores and more efficient loading mechanisms for its missiles."

 SWARMER_MISSILE_1:0 "Swarmer Missiles"
 SWARMER_MISSILE_1_DESC:0 "These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems."
 SWARMER_MISSILE_2:0 "Whirlwind Missiles"
 SWARMER_MISSILE_2_DESC:0 "New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance."

 SCOURGE_MISSILE_1:0 "Scourge Missile"
 SCOURGE_MISSILE_1_DESC:1 "The Scourge Missile payloads are made up of many of the biochemical compounds used by the Swarm in interstellar combat, having proven unexpectedly effective against even the hardiest of military vessels."
 SPACEPORT_SCOURGE_MISSILE:0 "Spaceport Scourge Missile"
 SPACEPORT_SCOURGE_MISSILE_DESC:1 "$SCOURGE_MISSILE_1_DESC$"
 MEDIUM_SCOURGE_PROJECTILE_WEAPON:0 "Scourge Acid Blast"
 MEDIUM_SCOURGE_PROJECTILE_WEAPON_DESC:1 "Enclosed in ballistic capsules, the highly corrosive organic matter used in the Swarm's orbital bombardment can be repurposed as ship munitions."
 SMALL_SCOURGE_PROJECTILE_WEAPON:2 "Small $MEDIUM_SCOURGE_PROJECTILE_WEAPON$"
 SMALL_SCOURGE_PROJECTILE_WEAPON_DESC:2 "$MEDIUM_SCOURGE_PROJECTILE_WEAPON_DESC$"
 SWARM_STRIKE_CRAFT_1:0 "Swarm Strikers"
 SWARM_STRIKE_CRAFT_1_DESC:1 "Cloned, miniaturized Prethoryn specimen can be controlled through wavelengths close to those we use for intra-fleet communication, allowing us to use them as effective strike craft."
 AMOEBA_STRIKE_CRAFT_1:1 "Amoeba Flagella"
 AMOEBA_STRIKE_CRAFT_1_DESC:1 "Amoebas bred in captivity spawn Flagella that can be imprinted to respond to subtle shifts in hull magnetization, allowing us to use them as effective strike craft."

 DRONE_STRIKE_CRAFT:0 "Precision Drone"
 AI_STRIKE_CRAFT:0 "Seeker Drones"

 TORPEDO_1:0 "Space Torpedoes"
 TORPEDO_1_DESC:0 "These torpedoes are essentially very large, slow-moving missiles. They are equipped with more powerful warheads and shield modulators that let them slip unmolested through energy screens."
 TORPEDO_2:0 "Armored Torpedoes"
 TORPEDO_2_DESC:0 "Upgraded space torpedoes encased in armor, to better withstand enemy point-defense fire. The armor fragments into shards that cause additional damage when the torpedo detonates."
 TORPEDO_3:0 "Devastator Torpedoes"
 TORPEDO_3_DESC:0 "Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens."

 MASS_DRIVER_1:0 "Mass Driver"
 MASS_DRIVER_1_DESC:0 "These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds."
 MASS_DRIVER_2:0 "Coilgun"
 MASS_DRIVER_2_DESC:0 "Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets."
 MASS_DRIVER_3:0 "Railgun"
 MASS_DRIVER_3_DESC:0 "Railguns use twin parallel rails to fire projectiles at incredible speeds."
 MASS_DRIVER_4:0 "Advanced Railgun"
 MASS_DRIVER_4_DESC:0 "A new version of the venerable railgun, with sturdier rails and an upgraded power supply. These weapons are even more powerful and accurate than their predecessors."
 MASS_DRIVER_5:0 "Gauss Cannon"
 MASS_DRIVER_5_DESC:0 "This updated version of the old coilgun design is even more destructive than the latest railgun designs. It is capable of launching projectiles with incredible accuracy and speed."

 SPACEPORT_MASS_DRIVER:0 "Spaceport Mass Driver"
 SPACEPORT_MASS_DRIVER_DESC:1 "Spaceport-mounted mass drivers, while of an older design, pack a considerable punch even when compared to their ship-mounted brethren."

 KINETIC_ARTILLERY_1:0 "Kinetic Battery"
 KINETIC_ARTILLERY_1_DESC:0 "Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy."
 KINETIC_ARTILLERY_2:0 "Kinetic Artillery"
 KINETIC_ARTILLERY_2_DESC:0 "An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer."

 MASS_ACCELERATOR_1:0 "Mega Cannon"
 MASS_ACCELERATOR_1_DESC:0 "An enormous variant of kinetic artillery, so large that it has to be placed in a fixed spinal mount."
 MASS_ACCELERATOR_2:0 "Giga Cannon"
 MASS_ACCELERATOR_2_DESC:0 "An even more powerful variant of spinal-mounted kinetic artillery."
 MASS_ACCELERATOR_TURRET_1:0 "$MASS_ACCELERATOR_1$ Turret"
 MASS_ACCELERATOR_TURRET_1_DESC:0 "An enormous variant of kinetic artillery, mounted in a massive, reinforced turret."
 MASS_ACCELERATOR_TURRET_2:0 "$MASS_ACCELERATOR_2$ Turret"
 MASS_ACCELERATOR_TURRET_2_DESC:0 "An even more powerful variant of turreted kinetic artillery."

 AUTOCANNON_1:0 "Autocannon"
 AUTOCANNON_1_DESC:0 "Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire."
 AUTOCANNON_2:0 "Ripper Autocannon"
 AUTOCANNON_2_DESC:0 "These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire."
 AUTOCANNON_3:0 "Stormfire Autocannon"
 AUTOCANNON_3_DESC:1 "Advanced rotary autocannons capable of spewing a cloud of high-explosive shells at a target."

 FLAK_BATTERY_1:2 "$tech_flak_batteries_1$"
 FLAK_BATTERY_1_DESC:2 "$tech_flak_batteries_1_desc$"
 FLAK_BATTERY_2:2 "$tech_flak_batteries_2$"
 FLAK_BATTERY_2_DESC:2 "$tech_flak_batteries_2_desc$"
 FLAK_BATTERY_3:2 "$tech_flak_batteries_3$"
 FLAK_BATTERY_3_DESC:2 "$tech_flak_batteries_3_desc$"

 EMPTY_DRIVE:0 "No FTL Drive"
 EMPTY_DRIVE_DESC:1 "Ships without FTL drives will never be able to leave the solar systems in which they were built."
 WARP_DRIVE_1:0 "Warp Drive I"
 WARP_DRIVE_1_DESC:1 "Warp Drives allow FTL travel to and from the edges of star systems, with limited range and wind-up and wind-down periods at departure and arrival."
 WARP_DRIVE_2:0 "Warp Drive II"
 WARP_DRIVE_2_DESC:1 "$WARP_DRIVE_1_DESC$"
 WARP_DRIVE_3:0 "Warp Drive III"
 WARP_DRIVE_3_DESC:1 "$WARP_DRIVE_1_DESC$"
 NOMAD_WARP_DRIVE:0 "$WARP_DRIVE_3$"
 HYPER_DRIVE_1:0 "Hyper Drive I"
 HYPER_DRIVE_1_DESC:2 "Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes."
 HYPER_DRIVE_2:0 "Hyper Drive II"
 HYPER_DRIVE_2_DESC:1 "$HYPER_DRIVE_1_DESC$"
 HYPER_DRIVE_3:0 "Hyper Drive III"
 HYPER_DRIVE_3_DESC:1 "$HYPER_DRIVE_1_DESC$"
 JUMP_DRIVE_1:0 "Jump Drive"
 JUMP_DRIVE_1_DESC:1 "The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood."
 RANGELESS_JUMP_DRIVE:0 ""
 PSI_JUMP_DRIVE_1:0 "Psi Jump Drive"
 PSI_JUMP_DRIVE_1_DESC:1 "The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly."
 WORMHOLE_DRIVE_DESC:0 "Ships equipped with Wormhole Modulators attune the portals created by Wormhole Generators to allow for passage between systems."
 EMPTY_FTL_INHIBITOR:0 "No FTL Inhibitor"
 EMPTY_FTL_INHIBITOR_DESC:0 "Starbases without an FTL Inhibitor will not be able to halt enemy ships."

 ftl_components:0 "FTL Components"
 ftl_components_DESC:0 "Any ship traveling to another system requires an FTL drive of some sort."

 ship_sensor_components:0 "Sensors"
 ship_sensor_components_DESC:0 "Sensors will reveal the details of any systems and fleets within their range."
 station_sensor_components:0 "$ship_sensor_components$"
 station_sensor_components_DESC:0 "$ship_sensor_components_DESC$"

 sensor_components:0 "Sensors"
 sensor_components_desc:0 "$ship_sensor_components_DESC$"


 thruster_components:0 "Thrusters"
 thruster_components_DESC:0 "Thrusters are used for sub-FTL propulsion, and is a vital component for all ships."

 combat_computers:0 "Combat Computers"
 combat_computers_DESC:0 "All military ships have on-board computers dedicated to combat, handling targeting-calculations, evasive maneuvers and damage-control."

 border_extruders:0 "Border Beacons"
 border_extruders_DESC:0 "Border Beacons serve as buoys projecting and demarcating national borders in deep space."

 ship_aura_components:1 "Ship Aura (Titan)"
 ship_aura_components_DESC:3 "Ships of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels."

 power_core:0 "Power Core"
 power_core_DESC:0 "Few things work without power, and the power core is a vital part of any machine."

 station_power_core:0 "$power_core$"
 station_power_core_desc:0 "$power_core_desc$"

 TECH_UNLOCK_FISSION_POWER_TITLE:0 "§HUnlocks Component:§! $FISSION_REACTOR$"
 TECH_UNLOCK_FISSION_POWER_DESC:0 "§H$FISSION_REACTOR$§!\n$FISSION_REACTOR_DESC$"
 TECH_UNLOCK_FUSION_POWER_TITLE:0 "§HUnlocks Component:§! $FUSION_REACTOR$"
 TECH_UNLOCK_FUSION_POWER_DESC:0 "§H$FUSION_REACTOR$§!\n$FUSION_REACTOR_DESC$"
 TECH_UNLOCK_COLD_FUSION_POWER_TITLE:0 "§HUnlocks Component:§! $COLD_FUSION_REACTOR$"
 TECH_UNLOCK_COLD_FUSION_POWER_DESC:0 "§H$COLD_FUSION_REACTOR$§!\n$COLD_FUSION_REACTOR_DESC$"
 TECH_UNLOCK_ANTIMATTER_POWER_TITLE:0 "§HUnlocks Component:§! $ANTIMATTER_REACTOR$"
 TECH_UNLOCK_ANTIMATTER_POWER_DESC:0 "§H$ANTIMATTER_REACTOR$§!\n$ANTIMATTER_REACTOR_DESC$"
 TECH_UNLOCK_ZERO_POINT_POWER_TITLE:0 "§HUnlocks Component:§! $ZERO_POINT_REACTOR$"
 TECH_UNLOCK_ZERO_POINT_POWER_DESC:0 "§H$ZERO_POINT_REACTOR$§!\n$ZERO_POINT_REACTOR_DESC$"
 TECH_UNLOCK_DARK_MATTER_POWER_TITLE:0 "§HUnlocks Component:§! $DARK_MATTER_REACTOR$"
 TECH_UNLOCK_DARK_MATTER_POWER_DESC:0 "§H$DARK_MATTER_REACTOR$§!\n$DARK_MATTER_REACTOR_DESC$"
 TECH_UNLOCK_DARK_MATTER_PROPULSION_TITLE:0 "§HUnlocks Component:§! $SHIP_THRUSTER_5$"
 TECH_UNLOCK_DARK_MATTER_PROPULSION_DESC:0 "§H$SHIP_THRUSTER_5$§!\n$SHIP_THRUSTER_5_DESC$"


 FISSION_REACTOR:0 "Fission Reactor"
 FISSION_REACTOR_DESC:1 "This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste."
 FUSION_REACTOR:0 "Fusion Reactor"
 FUSION_REACTOR_DESC:1 "Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power."
 COLD_FUSION_REACTOR:0 "Cold Fusion Reactor"
 COLD_FUSION_REACTOR_DESC:1 "The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships."
 ZERO_POINT_REACTOR:0 "Zero Point Reactor"
 ZERO_POINT_REACTOR_DESC:1 "These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy."
 ANTIMATTER_REACTOR:0 "Antimatter Reactor"
 ANTIMATTER_REACTOR_DESC:1 "By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion."

 SCIENCE_LAB_1:0 "Science Lab"
 MEDIUM_SCIENCE_LAB_1_DESC:0 "Shipboard Science Labs allow for basic research tasks and the surveying of celestial bodies."
 CURATOR_EXPLORER_LAB:0 "$tech_curator_lab$"
 CURATOR_ARCHEOLOGY_LAB:0 "$tech_archeology_lab$"
 SENSOR_1:0 "Radar System"
 SENSOR_1_DESC:1 "A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels."
 SENSOR_2:0 "Gravitic Sensors"
 SENSOR_2_DESC:0 "These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship."
 SENSOR_3:0 "Subspace Sensors"
 SENSOR_3_DESC:0 "Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array."
 SENSOR_4:0 "Tachyon Sensors"
 SENSOR_4_DESC:0 "Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances."
 AFTERBURNER_1:0 "Afterburners"
 AFTERBURNER_1_DESC:0 "Afterburners provide additional combat speed for the ship."
 AFTERBURNER_2:0 "Advanced Afterburners"
 AFTERBURNER_2_DESC:0 "These improved afterburners provide even more combat speed for the ship."
 SHIELD_1:0 "Deflectors"
 SHIELD_1_DESC:0 "Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power."
 SHIELD_2:0 "Improved Deflectors"
 SHIELD_2_DESC:0 "These updated deflector screens are capable of soaking up even more punishment before they overload."
 SHIELD_3:0 "Shields"
 SHIELD_3_DESC:0 "These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection."
 SHIELD_4:0 "Advanced Shields"
 SHIELD_4_DESC:0 "An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier."
 SHIELD_5:0 "Hyper Shields"
 SHIELD_5_DESC:0 "These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none."
 SHIELD_BOOSTER:0 "Shield Capacitor"
 SHIELD_BOOSTER_DESC:1 "$tech_shield_rechargers_1_desc$"
 SHIELD_HARDENER_1:0 "Shield Hardener"
 SHIELD_HARDENER_1_DESC:0 "With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields."
 SHIELD_HARDENER_2:0 "Advanced Shield Hardener"
 SHIELD_HARDENER_2_DESC:0 "Zro particles raised to a high energy state add fluctuations to our shields that can deflect certain weapons that would otherwise easily penetrate the fields."
 ARMOR_HARDENER_1:0 "Reactive Armor"
 ARMOR_HARDENER_1_DESC:0 "Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor."
 ARMOR_HARDENER_2:0 "Living Reactive Armor"
 ARMOR_HARDENER_2_DESC:0 "Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire."

 REACTOR_BOOSTER_1:0 "Reactor Booster"
 REACTOR_BOOSTER_1_DESC:0 "Additional power generation systems increase the ship's reactor output."
 REACTOR_BOOSTER_2:0 "Improved Reactor Booster"
 REACTOR_BOOSTER_2_DESC:0 "The discovery of fusion power allows for better reactor boosters to be fitted onto our ships."
 REACTOR_BOOSTER_3:0 "Advanced Reactor Booster"
 REACTOR_BOOSTER_3_DESC:0 "The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors."

 tech_reactor_booster_1:0 "Reactor Boosters"
 tech_reactor_booster_1_desc:0 "$REACTOR_BOOSTER_1_DESC$"
 tech_reactor_booster_2:0 "Improved Reactor Boosters"
 tech_reactor_booster_2_desc:0 "$REACTOR_BOOSTER_2_DESC$"
 tech_reactor_booster_3:0 "Advanced Reactor Boosters"
 tech_reactor_booster_3_desc:0 "$REACTOR_BOOSTER_3_DESC$"

 FIRE_CONTROL_1:0 "Auxiliary Fire-control"
 FIRE_CONTROL_1_DESC:0 "By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy."

 AUTO_REPAIR:0 "Regenerative Hull Tissue"
 AUTO_REPAIR_DESC:0 "These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised."
 BIO_AUTO_REPAIR: "$AUTO_REPAIR$"
 PSI_SHIELD:0 "Psionic Shields"
 PSI_SHIELD_DESC:0 "$tech_psionic_shield_desc$"
 PSI_BARRIER:0 "Psionic Barrier"
 PSI_BARRIER_DESC:0 "$tech_psionic_barrier_desc$"

 NULL_VOID:0 "Null Void Beam"
 NULL_VOID_DESC:0 "$null_void_beam_desc$"

 ARMOR_BEING_REDUCED:0 "Armor Reduction Effects:"
 SHIELD_BEING_REDUCED:0 "Shield Reduction Effects:"

 ARMOR_1:0 "Nanocomposite Armor"
 ARMOR_1_DESC:0 "Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation."
 ARMOR_2:0 "Ceramo-Metal Armor"
 ARMOR_2_DESC:0 "A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility."
 ARMOR_3:0 "Plasteel Armor"
 ARMOR_3_DESC:0 "Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor."
 ARMOR_4:0 "Durasteel Armor"
 ARMOR_4_DESC:0 "This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor."
 ARMOR_5:0 "Neutronium Armor"
 ARMOR_5_DESC:0 "This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag."
 CRYSTAL_ARMOR_1:0 "Crystal-Infused Plating"
 CRYSTAL_ARMOR_1_DESC:1 "An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity."
 CRYSTAL_ARMOR_2:0 "Crystal-Forged Plating"
 CRYSTAL_ARMOR_2_DESC:1 "Modifications to the process of forging the crystalline alloy further improves its durability."

 SMALL_CRYSTAL_ARMOR_1:0 "Small $CRYSTAL_ARMOR_1$"
 MEDIUM_CRYSTAL_ARMOR_1:0 "Medium $CRYSTAL_ARMOR_1$"
 LARGE_CRYSTAL_ARMOR_1:0 "Large $CRYSTAL_ARMOR_1$"
 SMALL_CRYSTAL_ARMOR_2:0 "Small $CRYSTAL_ARMOR_2$"
 MEDIUM_CRYSTAL_ARMOR_2:0 "Medium $CRYSTAL_ARMOR_2$"
 LARGE_CRYSTAL_ARMOR_2:0 "Large $CRYSTAL_ARMOR_2$"

 CRYSTAL_ARMOR_1_BIO: "$CRYSTAL_ARMOR_1$"
 CRYSTAL_ARMOR_1_BIO_DESC: "$CRYSTAL_ARMOR_1_DESC$"
 CRYSTAL_ARMOR_2_BIO: "$CRYSTAL_ARMOR_2$"
 CRYSTAL_ARMOR_2_BIO_DESC: "$CRYSTAL_ARMOR_2_DESC$"

 SMALL_CRYSTAL_ARMOR_1_BIO: "$SMALL_CRYSTAL_ARMOR_1$"
 MEDIUM_CRYSTAL_ARMOR_1_BIO: "$MEDIUM_CRYSTAL_ARMOR_1$"
 LARGE_CRYSTAL_ARMOR_1_BIO: "$LARGE_CRYSTAL_ARMOR_1$"
 SMALL_CRYSTAL_ARMOR_2_BIO: "$SMALL_CRYSTAL_ARMOR_2$"
 MEDIUM_CRYSTAL_ARMOR_2_BIO: "$MEDIUM_CRYSTAL_ARMOR_2$"
 LARGE_CRYSTAL_ARMOR_2_BIO: "$LARGE_CRYSTAL_ARMOR_2$"

 SPACE_WHALE_WEAPON_BIO: "$SPACE_WHALE_WEAPON$"
 SPACE_WHALE_WEAPON_BIO_DESC: "$SPACE_WHALE_WEAPON_DESC$"

 SHIP_THRUSTER_1:0 "Chemical Thrusters"
 SHIP_THRUSTER_1_DESC:0 "Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust."
 DESTROYER_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
 DESTROYER_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
 CRUISER_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
 CRUISER_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
 BATTLESHIP_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
 BATTLESHIP_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
 TITAN_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
 TITAN_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
 COLOSSUS_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
 COLOSSUS_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
 SHIP_THRUSTER_2:0 "Ion Thrusters"
 SHIP_THRUSTER_2_DESC:0 "These electric thrusters use beams of ions to generate thrust without the need for propellant."
 DESTROYER_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
 DESTROYER_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
 CRUISER_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
 CRUISER_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
 BATTLESHIP_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
 BATTLESHIP_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
 TITAN_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
 TITAN_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
 COLOSSUS_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
 COLOSSUS_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
 SHIP_THRUSTER_3:0 "Plasma Thrusters"
 SHIP_THRUSTER_3_DESC:0 "An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability."
 DESTROYER_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
 DESTROYER_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
 CRUISER_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
 CRUISER_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
 BATTLESHIP_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
 BATTLESHIP_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
 TITAN_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
 TITAN_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
 COLOSSUS_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
 COLOSSUS_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
 SHIP_THRUSTER_4:0 "Impulse Thrusters"
 SHIP_THRUSTER_4_DESC:0 "These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions."
 DESTROYER_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
 DESTROYER_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
 CRUISER_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
 CRUISER_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
 BATTLESHIP_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
 BATTLESHIP_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
 TITAN_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
 TITAN_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
 COLOSSUS_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
 COLOSSUS_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
 SHIP_THRUSTER_5:0 "Dark Matter Thrusters"
 SHIP_THRUSTER_5_DESC:1 "These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics."
 DESTROYER_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
 DESTROYER_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
 CRUISER_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
 CRUISER_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
 BATTLESHIP_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
 BATTLESHIP_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
 TITAN_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
 TITAN_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
 COLOSSUS_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
 COLOSSUS_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"

 AURA_EMPTY:0 "Empty Slot"
 AURA_NANOBOT_CLOUD:0 "Nanobot Cloud"
 AURA_SHIELD_BOOSTER:0 "Capacitor Fields"
 AURA_SHIELD_DAMPENER:0 "Shield Dampener"
 AURA_QUANTUM_DESTABILIZER:0 "Quantum Destabilizer"
 AURA_STATION_SUBSPACE_SNARE:0 "Subspace Snare"
 AURA_SHIP_SUBSPACE_SNARE:0 "$AURA_STATION_SUBSPACE_SNARE$"
 AURA_MINEFIELD_1:0 "Proximity Mines"
 AURA_INSPIRING_PRESENCE:0 "Inspiring Presence"
 AURA_TARGETING_GRID:0 "Targeting Grid"
 ftl_inhibitor:0 "Starbase FTL Inhibitor"
 ftl_inhibitor_DESC:1 "Enemy ships will be unable to leave the system along any other hyperlane than the one they entered from."

 SHIP_AURA_EMPTY:0 "$AURA_EMPTY$"
 SHIP_AURA_NANOBOT_CLOUD:2 "$AURA_NANOBOT_CLOUD$"
 SHIP_AURA_SHIELD_BOOSTER:2 "$AURA_SHIELD_BOOSTER$"
 SHIP_AURA_SHIELD_DAMPENER:2 "$AURA_SHIELD_DAMPENER$"
 SHIP_AURA_QUANTUM_DESTABILIZER:2 "$AURA_QUANTUM_DESTABILIZER$"
 SHIP_AURA_SUBSPACE_SNARE:2 "$AURA_SHIP_SUBSPACE_SNARE$"
 SHIP_AURA_MINEFIELD_1:2 "$AURA_MINEFIELD_1$"
 SHIP_AURA_INSPIRING_PRESENCE:0 "$AURA_INSPIRING_PRESENCE$"
 SHIP_AURA_TARGETING_GRID:0 "$AURA_TARGETING_GRID$"
 SHIP_AURA_NANOBOT_CLOUD_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_SHIELD_BOOSTER_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_SHIELD_DAMPENER_DESC: "$tech_enigmatic_disruption_field_desc$"
 SHIP_AURA_QUANTUM_DESTABILIZER_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_SUBSPACE_SNARE_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_MINEFIELD_1_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_INSPIRING_PRESENCE_DESC: "$ship_aura_components_DESC$"
 SHIP_AURA_TARGETING_GRID_DESC: "$ship_aura_components_DESC$"

 STATION_SMALL_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_SMALL_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_small$"
 STATION_SMALL_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_small$"
 STATION_SMALL_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_small$"
 STATION_SMALL_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_small$"
 STATION_SMALL_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_small$"
 STATION_SMALL_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_small$"

 STATION_MEDIUM_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_MEDIUM_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_medium$"
 STATION_MEDIUM_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_medium$"
 STATION_MEDIUM_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_medium$"

 STATION_LARGE_AURA_EMPTY:0 "$AURA_EMPTY$"
 STATION_LARGE_AURA_NANOBOT_CLOUD:1 "$AURA_NANOBOT_CLOUD$ - $military_station_large$"
 STATION_LARGE_AURA_SHIELD_BOOSTER:1 "$AURA_SHIELD_BOOSTER$ - $military_station_large$"
 STATION_LARGE_AURA_SHIELD_DAMPENER:1 "$AURA_SHIELD_DAMPENER$ - $military_station_large$"
 STATION_LARGE_AURA_QUANTUM_DESTABILIZER:1 "$AURA_QUANTUM_DESTABILIZER$ - $military_station_large$"
 STATION_LARGE_AURA_SUBSPACE_SNARE:1 "$AURA_STATION_SUBSPACE_SNARE$ - $military_station_large$"
 STATION_LARGE_AURA_MINEFIELD_1:1 "$AURA_MINEFIELD_1$ - $military_station_large$"

 SCOUT_HANGAR_1:0 "Scout Wing"
 SCOUT_HANGAR_1_DESC:1 "A flight of Scout craft provides basic strike craft capability, harassing enemy bombers and strike craft in the vicinity of the mothership."
 FIGHTERS_HANGAR_1:0 "Basic Fighter Wing"
 FIGHTERS_HANGAR_1_DESC:1 "Basic Fighter-class strike craft will deploy to engage nearby hostiles when the mothership enters battle."
 FIGHTERS_HANGAR_2:0 "Improved Fighter Wing"
 FIGHTERS_HANGAR_2_DESC:1 "Improved Fighters target smaller enemy vessels as well as bombers and strike craft in coordinated maneuvers."
 FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing"
 FIGHTERS_HANGAR_3_DESC:1 "An Advanced Fighter Wing is capable of doing significant damage to smaller enemy vessels, and hold its own against hostile strike craft."
 BOMBERS_HANGAR_1:0 "Basic Bomber Wing"
 BOMBERS_HANGAR_1_DESC:1 "A Basic Bomber Wing is equipped with a comparatively minimal payload, deployed to assault larger enemy vessels from up close."
 BOMBERS_HANGAR_2:0 "Improved Bomber Wing"
 BOMBERS_HANGAR_2_DESC:1 "Improved Bombers deal increased damage to enemy military ships."
 BOMBERS_HANGAR_3:0 "Advanced Bomber Wing"
 BOMBERS_HANGAR_3_DESC:1 "Advanced Bombers deftly navigate stellar battlefields to approach enemy ships from unexpected angles, delivering explosive payloads."

 STRIKE_CRAFT_HANGAR_1:0 "Basic Strike Craft"
 STRIKE_CRAFT_HANGAR_1_DESC:0 "$tech_strike_craft_1_desc$"
 STRIKE_CRAFT_HANGAR_2:0 "Improved Strike Craft"
 STRIKE_CRAFT_HANGAR_2_DESC:0 "$tech_strike_craft_2_desc$"
 STRIKE_CRAFT_HANGAR_3:0 "Advanced Strike Craft"
 STRIKE_CRAFT_HANGAR_3_DESC:0 "$tech_strike_craft_3_desc$"

 SPACE_WHALE_WEAPON_1:0 "Energy Siphon"
 SPACE_WHALE_WEAPON_1_DESC:2 "Modeled after a peculiar biological process observed in the Tiyanki, the Energy Siphon excites the energy transfer medium of targeted enemy vessels."
 SPACE_WHALE_WEAPON_2: "$SPACE_WHALE_WEAPON_1$"
 SPACE_WHALE_WEAPON_2_DESC: "$SPACE_WHALE_WEAPON_1_DESC$"
 SPACE_WHALE_WEAPON_3: "$SPACE_WHALE_WEAPON_1$"
 SPACE_WHALE_WEAPON_3_DESC: "$SPACE_WHALE_WEAPON_1_DESC$"
 SPACE_WHALE_WEAPON_4: "$SPACE_WHALE_WEAPON_1$"
 SPACE_WHALE_WEAPON_4_DESC: "$SPACE_WHALE_WEAPON_1_DESC$"

 energy_siphon_on_hit_s_tt: "- Restores §Y$@energy_siphon_shield_s_regen|0$§! Shields to attacking ship"
 energy_siphon_s_tt: "- $MOD_SHIP_SHIELD_HP_ADD$: §G+$@energy_siphon_shield_s|0$§!"
 energy_siphon_on_hit_m_tt: "- Restores §Y$@energy_siphon_shield_m_regen|0$§! Shields to attacking ship"
 energy_siphon_m_tt: "- $MOD_SHIP_SHIELD_HP_ADD$: §G+$@energy_siphon_shield_m|0$§!"
 energy_siphon_on_hit_l_tt: "- Restores §Y$@energy_siphon_shield_l_regen|0$§! Shields to attacking ship"
 energy_siphon_l_tt: "- $MOD_SHIP_SHIELD_HP_ADD$: §G+$@energy_siphon_shield_l|0$§!"
 energy_siphon_on_hit_xl_tt: "Restores §Y$@energy_siphon_shield_xl_regen|0$§! Shields to attacking ship"
 energy_siphon_xl_tt: "- $MOD_SHIP_SHIELD_HP_ADD$: §G+$@energy_siphon_shield_xl|0$§!"

 SMALL_RED_LASER:0 "Small Red Laser"
 MEDIUM_RED_LASER:0 "Medium Red Laser"
 LARGE_RED_LASER:0 "Large Red Laser"
 PD_RED_LASER:0 "Point-Defense Red Laser"
 SMALL_BLUE_LASER:0 "Small Blue Laser"
 MEDIUM_BLUE_LASER:0 "Medium Blue Laser"
 LARGE_BLUE_LASER:0 "Large Blue Laser"
 PD_BLUE_LASER:0 "Point-Defense Blue Laser"
 SMALL_UV_LASER:0 "Small UV Laser"
 MEDIUM_UV_LASER:0 "Medium UV Laser"
 LARGE_UV_LASER:0 "Large UV Laser"
 SMALL_EVENT_UV_LASER:0 "$SMALL_UV_LASER$"
 MEDIUM_EVENT_UV_LASER:0 "$MEDIUM_UV_LASER$"
 PD_UV_LASER:0 "Point-Defense UV Laser"
 SMALL_XRAY_LASER:0 "Small X-Ray Laser"
 MEDIUM_XRAY_LASER:0 "Medium X-Ray Laser"
 LARGE_XRAY_LASER:0 "Large X-Ray Laser"
 PD_XRAY_LASER:0 "Point-Defense X-Ray Laser"
 SMALL_GAMMA_LASER:0 "Small Gamma Laser"
 MEDIUM_GAMMA_LASER:0 "Medium Gamma Laser"
 LARGE_GAMMA_LASER:0 "Large Gamma Laser"
 PD_GAMMA_LASER:0 "Point-Defense Gamma Laser"
 SMALL_SPACEPORT_LASER:0 "Small Red Laser"
 MEDIUM_SPACEPORT_LASER:0 "Medium Red Laser"
 LARGE_SPACEPORT_LASER:0 "Large Red Laser"
 TITAN_LASER:1 "Titan Lance"
 PERDITION_BEAM:0 "Perdition Beam"
 SMALL_ION_CANNON:0 "Small Ion Cannon"
 MEDIUM_ION_CANNON:0 "Medium Ion Cannon"
 LARGE_ION_CANNON:0 "Large Ion Cannon"
 SMALL_CHARGED_ION_CANNON:0 "Small Charged Ion Cannon"
 MEDIUM_CHARGED_ION_CANNON:0 "Medium Charged Ion Cannon"
 LARGE_CHARGED_ION_CANNON:0 "Large Charged Ion Cannon"
 SMALL_ION_EMITTER:0 "Small Ion Emitter"
 MEDIUM_ION_EMITTER:0 "Medium Ion Emitter"
 LARGE_ION_EMITTER:0 "Large Ion Emitter"
 SMALL_CASCADING_ION_CANNON:0 "Small Cascading Ion Cannon"
 MEDIUM_CASCADING_ION_CANNON:0 "Medium Cascading Ion Cannon"
 LARGE_CASCADING_ION_CANNON:0 "Large Cascading Ion Cannon"
 SMALL_SUPERCHARGED_ION_CANNON:0 "Small Supercharged Ion Cannon"
 MEDIUM_SUPERCHARGED_ION_CANNON:0 "Medium Supercharged Ion Cannon"
 LARGE_SUPERCHARGED_ION_CANNON:0 "Large Supercharged Ion Cannon"
 SMALL_PLASMA_1:0 "Small Plasma Thrower"
 MEDIUM_PLASMA_1:0 "Medium Plasma Thrower"
 LARGE_PLASMA_1:0 "Large Plasma Thrower"
 SMALL_PLASMA_2:0 "Small Plasma Accelerator"
 MEDIUM_PLASMA_2:0 "Medium Plasma Accelerator"
 LARGE_PLASMA_2:0 "Large Plasma Accelerator"
 SMALL_PLASMA_3:0 "Small Plasma Cannon"
 MEDIUM_PLASMA_3:0 "Medium Plasma Cannon"
 LARGE_PLASMA_3:0 "Large Plasma Cannon"
 SMALL_DISRUPTOR_1:0 "Small Disruptor"
 MEDIUM_DISRUPTOR_1:0 "Medium Disruptor"
 LARGE_DISRUPTOR_1:0 "Large Disruptor"
 SMALL_DISRUPTOR_2:0 "Small Ion Disruptor"
 MEDIUM_DISRUPTOR_2:0 "Medium Ion Disruptor"
 LARGE_DISRUPTOR_2:0 "Large Ion Disruptor"
 SMALL_DISRUPTOR_3:0 "Small Phased Disruptor"
 MEDIUM_DISRUPTOR_3:0 "Medium Phased Disruptor"
 LARGE_DISRUPTOR_3:0 "Large Phased Disruptor"
 SMALL_MASS_DRIVER_1:0 "Small Mass Driver"
 MEDIUM_MASS_DRIVER_1:0 "Medium Mass Driver"
 LARGE_MASS_DRIVER_1:0 "Large Mass Driver"
 SMALL_MASS_DRIVER_2:0 "Small Coilgun"
 MEDIUM_MASS_DRIVER_2:0 "Medium Coilgun"
 LARGE_MASS_DRIVER_2:0 "Large Coilgun"
 SMALL_MASS_DRIVER_3:0 "Small Railgun"
 MEDIUM_MASS_DRIVER_3:0 "Medium Railgun"
 LARGE_MASS_DRIVER_3:0 "Large Railgun"
 SMALL_MASS_DRIVER_4:0 "Small Advanced Railgun"
 MEDIUM_MASS_DRIVER_4:0 "Medium Advanced Railgun"
 LARGE_MASS_DRIVER_4:0 "Large Advanced Railgun"
 SMALL_MASS_DRIVER_5:0 "Small Gauss Cannon"
 MEDIUM_MASS_DRIVER_5:0 "Medium Gauss Cannon"
 LARGE_MASS_DRIVER_5:0 "Large Gauss Cannon"
 SMALL_SPACEPORT_MASS_DRIVER:0 "Small Spaceport Mass Driver"
 MEDIUM_SPACEPORT_MASS_DRIVER:0 "Medium Spaceport Mass Driver"
 LARGE_SPACEPORT_MASS_DRIVER:0 "Large Spaceport Mass Driver"
 PD_GAUSS_CANNON:0 "Point-Defense Gauss Cannon"
 PD_ADVANCED_RAILGUN:0 "Point-Defense Advanced Railgun"
 SMALL_AUTOCANNON_1:0 "Small Autocannon"
 MEDIUM_AUTOCANNON_1:0 "Medium Autocannon"
 LARGE_AUTOCANNON_1:0 "Large Autocannon"
 SMALL_AUTOCANNON_2:0 "Small Ripper Autocannon"
 MEDIUM_AUTOCANNON_2:0 "Medium Ripper Autocannon"
 LARGE_AUTOCANNON_2:0 "Large Ripper Autocannon"
 SMALL_AUTOCANNON_3:0 "Small Stormfire Autocannon"
 MEDIUM_AUTOCANNON_3:0 "Medium Stormfire Autocannon"
 LARGE_AUTOCANNON_3:0 "Large Stormfire Autocannon"
 SMALL_SPACEPORT_MISSILE:1 "Small Spaceport Missile Launcher"
 MEDIUM_SPACEPORT_MISSILE:1 "Medium Spaceport Missile Launcher"
 LARGE_SPACEPORT_MISSILE:1 "Large Spaceport Missile Launcher"
 PD_ADVANCED_SWARMER_MISSILE_LAUNCHER:0 "Point-Defense Advanced Swarmer Missile Launcher"
 MEDIUM_SPACE_BOMB_LAUNCHER:0 "Medium Space Bomb Launcher"
 LARGE_SPACE_BOMB_LAUNCHER:0 "Heavy Space Bomb Launcher"
 MEDIUM_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Medium Super-Heavy Space Bomb Launcher"
 LARGE_SUPERHEAVY_SPACE_BOMB_LAUNCHER:0 "Large Super-Heavy Space Bomb Launcher"
 # CORVETTE
 CORVETTE_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 CORVETTE_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 CORVETTE_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 CORVETTE_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 CORVETTE_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 CORVETTE_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 CORVETTE_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 CORVETTE_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 CORVETTE_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 CORVETTE_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 CORVETTE_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 CORVETTE_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # DESTROYER
 DESTROYER_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 DESTROYER_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 DESTROYER_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 DESTROYER_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 DESTROYER_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 DESTROYER_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 DESTROYER_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 DESTROYER_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 DESTROYER_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 DESTROYER_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 DESTROYER_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 DESTROYER_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # CRUISER
 CRUISER_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 CRUISER_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 CRUISER_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 CRUISER_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 CRUISER_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 CRUISER_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 CRUISER_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 CRUISER_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 CRUISER_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 CRUISER_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 CRUISER_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 CRUISER_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # BATTLESHIP
 BATTLESHIP_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 BATTLESHIP_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 BATTLESHIP_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 BATTLESHIP_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 BATTLESHIP_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 BATTLESHIP_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 BATTLESHIP_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 BATTLESHIP_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 BATTLESHIP_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 BATTLESHIP_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 BATTLESHIP_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 BATTLESHIP_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # TITAN
 TITAN_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 TITAN_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 TITAN_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 TITAN_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 TITAN_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 TITAN_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 TITAN_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 TITAN_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 TITAN_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 TITAN_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 TITAN_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 TITAN_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
# JUGGERNAUT
 JUGGERNAUT_FISSION_REACTOR:0 "$FISSION_REACTOR$"
 JUGGERNAUT_FUSION_REACTOR:0 "$FUSION_REACTOR$"
 JUGGERNAUT_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
 JUGGERNAUT_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
 JUGGERNAUT_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
 JUGGERNAUT_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
 JUGGERNAUT_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 JUGGERNAUT_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 JUGGERNAUT_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 JUGGERNAUT_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 JUGGERNAUT_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 JUGGERNAUT_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # COLOSSUS
 COLOSSUS_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 COLOSSUS_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 COLOSSUS_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 COLOSSUS_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # PLATFORM
 PLATFORM_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 PLATFORM_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 PLATFORM_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 PLATFORM_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 PLATFORM_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 PLATFORM_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 PLATFORM_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 PLATFORM_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 PLATFORM_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 PLATFORM_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 PLATFORM_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 PLATFORM_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # ION CANNON
 ION_CANNON_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 ION_CANNON_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 ION_CANNON_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 ION_CANNON_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"
 # STARBASE
 STARBASE_FISSION_REACTOR:1 "$FISSION_REACTOR$"
 STARBASE_FUSION_REACTOR:1 "$FUSION_REACTOR$"
 STARBASE_COLD_FUSION_REACTOR:1 "$COLD_FUSION_REACTOR$"
 STARBASE_ANTIMATTER_REACTOR:1 "$ANTIMATTER_REACTOR$"
 STARBASE_ZERO_POINT_REACTOR:1 "$ZERO_POINT_REACTOR$"
 STARBASE_DARK_MATTER_REACTOR:1 "$DARK_MATTER_REACTOR$"
 STARBASE_FISSION_REACTOR_DESC:1 "$FISSION_REACTOR_DESC$"
 STARBASE_FUSION_REACTOR_DESC:1 "$FUSION_REACTOR_DESC$"
 STARBASE_COLD_FUSION_REACTOR_DESC:1 "$COLD_FUSION_REACTOR_DESC$"
 STARBASE_ANTIMATTER_REACTOR_DESC:1 "$ANTIMATTER_REACTOR_DESC$"
 STARBASE_ZERO_POINT_REACTOR_DESC:1 "$ZERO_POINT_REACTOR_DESC$"
 STARBASE_DARK_MATTER_REACTOR_DESC:1 "$DARK_MATTER_REACTOR_DESC$"

 MEDIUM_SCIENCE_LAB_1:0 "Science Lab"
 AI_SCIENCE_LAB:0 "AI Science Lab"
 WORMHOLE_DRIVE:1 "Wormhole Modulator"
 WARP_DRIVE:0 "Warp Drive"
 HYPER_DRIVE:0 "Hyper Drive"
 SIMPLE_LASER:0 "Simple Laser"
 SIMPLE_PROJECTILE_WEAPON:0 "Simple Mass Driver"
 PD_MASS_DRIVER:0 "Point-Defense Mass Driver"
 SIMPLE_MISSILE_LAUNCHER:0 "Simple Missile Launcher"
 MEDIUM_MISSILE_BATTERY:0 "Medium Missile Battery"
 SMALL_AFTERBURNER_1:0 "Small Afterburners"
 MEDIUM_AFTERBURNER_1:0 "Medium Afterburners"
 LARGE_AFTERBURNER_1:1 "Afterburners"
 SMALL_AFTERBURNER_2:0 "Small Advanced Afterburners"
 MEDIUM_AFTERBURNER_2:0 "Medium Advanced Afterburners"
 LARGE_AFTERBURNER_2:1 "Advanced Afterburners"
 SMALL_SHIELD_1:0 "Small Deflectors"
 MEDIUM_SHIELD_1:0 "Medium Deflectors"
 LARGE_SHIELD_1:0 "Large Deflectors"
 SMALL_SHIELD_2:0 "Small Improved Deflectors"
 MEDIUM_SHIELD_2:0 "Medium Improved Deflectors"
 LARGE_SHIELD_2:0 "Large Improved Deflectors"
 MEDIUM_SHIELD_3:0 "Medium Shields"
 LARGE_SHIELD_3:0 "Large Shields"
 SMALL_SHIELD_3:0 "Small Shields"
 MEDIUM_SHIELD_4:0 "Medium Advanced Shields"
 LARGE_SHIELD_4:0 "Large Advanced Shields"
 SMALL_SHIELD_4:0 "Small Advanced Shields"
 MEDIUM_SHIELD_5:0 "Medium Hyper Shields"
 LARGE_SHIELD_5:0 "Large Hyper Shields"
 SMALL_SHIELD_5:0 "Small Hyper Shields"
 SMALL_PSI_SHIELD:0 "Small Psionic Shield"
 MEDIUM_PSI_SHIELD:0 "Medium Psionic Shield"
 LARGE_PSI_SHIELD:0 "Large Psionic Shield"
 SMALL_PSI_BARRIER:0 "Small Psionic Barrier"
 MEDIUM_PSI_BARRIER:0 "Medium Psionic Barrier"
 LARGE_PSI_BARRIER:0 "Large Psionic Barrier"
 MISSILE_1_LAUNCHER:0 "Nuclear Missile Launcher"
 MISSILE_2_LAUNCHER:0 "Fusion Missile Launcher"
 SMALL_ARMOR_1:0 "Small Nanocomposite Armor"
 MEDIUM_ARMOR_1:0 "Medium Nanocomposite Armor"
 LARGE_ARMOR_1:0 "Large Nanocomposite Armor"
 SMALL_ARMOR_2:0 "Small Ceramo-Metal Armor"
 MEDIUM_ARMOR_2:0 "Medium Ceramo-Metal Armor"
 LARGE_ARMOR_2:0 "Large Ceramo-Metal Armor"
 SMALL_ARMOR_3:0 "Small Plasteel Armor"
 MEDIUM_ARMOR_3:0 "Medium Plasteel Armor"
 LARGE_ARMOR_3:0 "Large Plasteel Armor"
 SMALL_ARMOR_4:0 "Small Durasteel Armor"
 MEDIUM_ARMOR_4:0 "Medium Durasteel Armor"
 LARGE_ARMOR_4:0 "Large Durasteel Armor"
 SMALL_ARMOR_5:0 "Small Neutronium Armor"
 MEDIUM_ARMOR_5:0 "Medium Neutronium Armor"
 LARGE_ARMOR_5:0 "Large Neutronium Armor"
 PLANET_DESTRUCTION_COMPONENT:0 "Planet-Killer Component"

 BORDER_EXTRUSION_VALUE:0 "Border Projection: $VALUE|Y0$"
 BORDER_EXTRUDER_1:1 "Border Beacon"
 BORDER_EXTRUDER_2:0 "Boosted Border Beacon"
 BORDER_EXTRUDER_3:0 "Advanced Border Beacon"
 BORDER_EXTRUDER_ED:0 "Anchor Core"

 COMBAT_COMPUTER_DEFAULT:2 "Ship's Computer"
 COMBAT_COMPUTER_SWARM_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_PICKET_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_LINE_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_ARTILLERY_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_CARRIER_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_TORPEDO_DEFAULT:0 "$COMBAT_COMPUTER_DEFAULT$"
 COMBAT_COMPUTER_PLATFORM_DEFAULT:0 "Platform's Computer"
 COMBAT_COMPUTER_SWARM_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_PICKET_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_LINE_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_ARTILLERY_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_CARRIER_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_TORPEDO_DEFAULT_DESC: "$combat_computers_DESC$"
 COMBAT_COMPUTER_PLATFORM_DEFAULT_DESC: "$combat_computers_DESC$"

 COMBAT_COMPUTER_SWARM_BASIC:0 "Combat Computer (Swarm)"
 COMBAT_COMPUTER_PICKET_BASIC:0 "Combat Computer (Picket)"
 COMBAT_COMPUTER_LINE_BASIC:0 "Combat Computer (Line)"
 COMBAT_COMPUTER_ARTILLERY_BASIC:0 "Combat Computer (Artillery)"
 COMBAT_COMPUTER_CARRIER_BASIC:0 "Combat Computer (Carrier)"
 COMBAT_COMPUTER_TORPEDO_BASIC:0 "Combat Computer (Siege)"
 COMBAT_COMPUTER_PLATFORM_BASIC:0 "Combat Computer (Platform)"
 COMBAT_COMPUTER_SWARM_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_PICKET_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_LINE_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_ARTILLERY_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_CARRIER_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_TORPEDO_BASIC_DESC: "$tech_combat_computers_1_desc$"
 COMBAT_COMPUTER_PLATFORM_BASIC_DESC: "$tech_combat_computers_1_desc$"

 COMBAT_COMPUTER_SWARM_ADVANCED:0 "Advanced Combat Computer (Swarm)"
 COMBAT_COMPUTER_PICKET_ADVANCED:0 "Advanced Combat Computer (Picket)"
 COMBAT_COMPUTER_LINE_ADVANCED:0 "Advanced Combat Computer (Line)"
 COMBAT_COMPUTER_ARTILLERY_ADVANCED:0 "Advanced Combat Computer (Artillery)"
 COMBAT_COMPUTER_CARRIER_ADVANCED:0 "Advanced Combat Computer (Carrier)"
 COMBAT_COMPUTER_TORPEDO_ADVANCED:0 "Advanced Combat Computer (Siege)"
 COMBAT_COMPUTER_PLATFORM_ADVANCED:0 "Advanced Combat Computer (Platform)"
 COMBAT_COMPUTER_SWARM_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_PICKET_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_LINE_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_ARTILLERY_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_CARRIER_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_TORPEDO_ADVANCED_DESC: "$tech_combat_computers_2_desc$"
 COMBAT_COMPUTER_PLATFORM_ADVANCED_DESC: "$tech_combat_computers_2_desc$"

 COMBAT_COMPUTER_SWARM_SAPIENT:0 "Sapient Combat Computer (Swarm)"
 COMBAT_COMPUTER_PICKET_SAPIENT:0 "Sapient Combat Computer (Picket)"
 COMBAT_COMPUTER_LINE_SAPIENT:0 "Sapient Combat Computer (Line)"
 COMBAT_COMPUTER_ARTILLERY_SAPIENT:0 "Sapient Combat Computer (Artillery)"
 COMBAT_COMPUTER_CARRIER_SAPIENT:0 "Sapient Combat Computer (Carrier)"
 COMBAT_COMPUTER_TORPEDO_SAPIENT:0 "Sapient Combat Computer (Siege)"
 COMBAT_COMPUTER_PLATFORM_SAPIENT:0 "Sapient Combat Computer (Platform)"
 COMBAT_COMPUTER_SWARM_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_PICKET_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_LINE_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_ARTILLERY_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_CARRIER_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_TORPEDO_SAPIENT_DESC: "$tech_combat_computers_3_desc$"
 COMBAT_COMPUTER_PLATFORM_SAPIENT_DESC: "$tech_combat_computers_3_desc$"

 COMBAT_COMPUTER_SWARM_AUTONOMOUS:0 "Autonomous Ship Intellect (Swarm)"
 COMBAT_COMPUTER_PICKET_AUTONOMOUS:0 "Autonomous Ship Intellect (Picket)"
 COMBAT_COMPUTER_LINE_AUTONOMOUS:0 "Autonomous Ship Intellect (Line)"
 COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS:0 "Autonomous Ship Intellect (Artillery)"
 COMBAT_COMPUTER_CARRIER_AUTONOMOUS:0 "Autonomous Ship Intellect (Carrier)"
 COMBAT_COMPUTER_TORPEDO_AUTONOMOUS:0 "Autonomous Ship Intellect (Siege)"
 COMBAT_COMPUTER_PLATFORM_AUTONOMOUS:0 "Autonomous Ship Intellect (Platform)"
 COMBAT_COMPUTER_SWARM_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_PICKET_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_LINE_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_CARRIER_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_TORPEDO_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"
 COMBAT_COMPUTER_PLATFORM_AUTONOMOUS_DESC: "$tech_combat_computers_autonomous_desc$"

 COMBAT_COMPUTER_SWARM_PRECOG:0 "Precognitive Interface (Swarm)"
 COMBAT_COMPUTER_PICKET_PRECOG:0 "Precognitive Interface (Picket)"
 COMBAT_COMPUTER_LINE_PRECOG:0 "Precognitive Interface (Line)"
 COMBAT_COMPUTER_ARTILLERY_PRECOG:0 "Precognitive Interface (Artillery)"
 COMBAT_COMPUTER_CARRIER_PRECOG:0 "Precognitive Interface (Carrier)"
 COMBAT_COMPUTER_TORPEDO_PRECOG:0 "Precognitive Interface (Siege)"
 COMBAT_COMPUTER_PLATFORM_PRECOG:0 "Precognitive Interface (Platform)"
 COMBAT_COMPUTER_SWARM_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_PICKET_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_LINE_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_ARTILLERY_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_CARRIER_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_TORPEDO_PRECOG_DESC: "$tech_precognition_interface_desc$"
 COMBAT_COMPUTER_PLATFORM_PRECOG_DESC: "$tech_precognition_interface_desc$"

 STARBASE_COMBAT_COMPUTER_1:0 "Starbase Fire Control"
 STARBASE_COMBAT_COMPUTER_2:0 "$STARBASE_COMBAT_COMPUTER_1$"
 STARBASE_COMBAT_COMPUTER_3:0 "$STARBASE_COMBAT_COMPUTER_1$"

 COMBAT_COMPUTER_COLOSSUS:0 "Colossus Combat Computer"

 POINT_DEFENCE_1:0 "Sentinel Point-Defense"
 POINT_DEFENCE_1_DESC:1 "Hull-mounted countermeasures against missiles and strike craft are often essential for larger and slower military vessels."
 POINT_DEFENCE_2:0 "Barrier Point-Defense"
 POINT_DEFENCE_2_DESC:1 "Updated prediction algorithms improves tracking and point-defense efficiency."
 POINT_DEFENCE_3:0 "Guardian Point-Defense"
 POINT_DEFENCE_3_DESC:1 "A wider range of available ammunition types vastly improves the effective interception rate of incoming threats."

 DEFAULT_BEHAVIOR_DESC:1 "§HMixed Tactics:§! The ship will have a balanced approach between offense and defense."
 SWARM_BEHAVIOR_DESC:2 "§HSwarm Tactics:§! The ship will charge straight at enemies and try to deal as much damage as possible from the range of their shortest range weapon."
 ARTILLERY_BEHAVIOR_DESC:2 "§HArtillery Tactics:§! The ship will stay at medium range, firing its long range weapons on the target."
 CARRIER_BEHAVIOR_DESC:1 "§HCarrier Tactics:§! The ship will stay at the maximum engagement range of its hangars."
 LINE_BEHAVIOR_DESC:2 "§HLine Tactics:§! The ship will hold advance to medium range and hold formation."
 PICKET_BEHAVIOR_DESC:2 "§HPicket Tactics:§! The ship will advance to medium range and attempt to intercept incoming enemies."
 PLATFORM_BEHAVIOR_DESC:2 "§HPlatform Tactics:§! The defense platform will remain stationary and fire at any enemies in range."
 COLOSSUS_BEHAVIOR_DESC:0 "§HIgnore Tactics:§! The ship will ignore any attackers and carry on with its current task."
 TORPEDO_BEHAVIOR_DESC:0 "§HTorpedo Tactics:§! The ship will charge straight at enemies in strafing runs intended for use against large opponents. This ship excels at surface bombardment."

 USE_MAIN_TARGET_DESC:0 "Weapon Target: Combat Computer's §YMain Target§!"
 WEAPON_COMPONENT_TARGET_TYPE_DESC:0 "Weapon Target: $TARGET_TYPE|Y$ Ships"
 COMBAT_COMPUTER_TARGET_TYPE_DESC:0 "§HMain Target:§! The ship will focus on $TARGET_TYPE|Y$ Ships"
 TARGET_TYPE_ENEMY:0 "Enemy"
 TARGET_TYPE_ALLY:0 "Allied"
 TARGET_TYPE_CONTROLLED:0 "Controlled"
 TARGET_TYPE_OWNED:0 "Own"
 COMBAT_COMPUTER_TARGET_FOCUS_DESC: "§HTarget Focus:§! $TARGET_FOCUS|Y$"
 WEAPON_COMPONENT_TARGET_FOCUS_DESC: "Weapon Focus: $TARGET_FOCUS|Y$"
 TARGET_FOCUS_SINGLE: "Single Target"
 TARGET_FOCUS_SPREAD: "Spread Fire"

 ON_HIT_EFFECT: "§HOn Hit Effect:§!"
 INJECTED_MODIFIERS: "§HApplied Modifiers§! (£time£ $NUM_DAYS|Y$ Days):"

 PLANET_KILLER_CRACKER:0 "World Cracker"
 PLANET_KILLER_CRACKER_ACTION:0 "Crack World"
 PLANET_KILLER_CRACKER_DESC:0 "A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open."
 PLANET_KILLER_SHIELDER:0 "Global Pacifier"
 PLANET_KILLER_SHIELDER_ACTION:0 "Pacify"
 PLANET_KILLER_SHIELDER_DESC:1 "A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light)."
 PLANET_KILLER_NEUTRON:0 "Neutron Sweep"
 PLANET_KILLER_NEUTRON_ACTION:0 "Bathe"
 PLANET_KILLER_NEUTRON_DESC:0 "An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue."
 PLANET_KILLER_GODRAY:1 "Divine Enforcer"
 PLANET_KILLER_GODRAY_ACTION:0 "Shine Divine"
 PLANET_KILLER_GODRAY_DESC:1 "A psionic projector shines divine truth upon the world to make true believers out of all who are capable of belief, and annihilating those who are not."
 PLANET_KILLER_NANOBOTS:1 "Nanobot Diffuser"
 PLANET_KILLER_NANOBOTS_ACTION:0 "Cyberize"
 PLANET_KILLER_NANOBOTS_DESC:0 "Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence."
 PLANET_KILLER_DELUGE:0 "Deluge Machine"
 PLANET_KILLER_DELUGE_ACTION:0 "Drench"
 PLANET_KILLER_DELUGE_DESC:0 "Large quantities of water are dumped on the planet, wiping out all artificial structures and land-based life forms. The deluge is accompanied by the atmospheric gases needed to stabilize the planet's climate and sustain a planetary ocean."

 LARGE_SCOUT_HANGAR_1:0 "Scout Wing"
 LARGE_FIGHTERS_HANGAR_1:0 "Basic Fighter Wing"
 LARGE_FIGHTERS_HANGAR_2:0 "Improved Fighter Wing"
 LARGE_FIGHTERS_HANGAR_3:0 "Advanced Fighter Wing"
 LARGE_BOMBERS_HANGAR_1:0 "Basic Bomber Wing"
 LARGE_BOMBERS_HANGAR_2:0 "Improved Bomber Wing"
 LARGE_BOMBERS_HANGAR_3:0 "Advanced Bomber Wing"

 STRIKE_CRAFT_COUNT:0 "Strike Craft: §Y$CURRENT|0$/$MAX$§!"
 TIP_STRIKE_CRAFT_COUNT:1 "Units: §Y$MAX|0$ ($REGEN|2=$ / £resource_time£ )§!"
 STRIKE_CRAFT_COMPONENT_TIP:0 "§T$COUNT$\n$CRAFT_STATS$§!"

 COMPONENT_CANT_BUILD_MISSING_TECH:0 "§RMissing required Technologies: $TECHS$§!"

 LARGE_SPACE_CLOUD_LIGHTNING:0 "Large Energy Discharge"
 LARGE_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$"
 SMALL_SPACE_CLOUD_LIGHTNING:0 "Small Energy Discharge"
 SMALL_SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_RED_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_BLUE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_GREEN_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_YELLOW_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_RED_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_RED_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Small Shard Thrower"
 SMALL_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Medium Shard Thrower"
 MEDIUM_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_BLUE_ELITE_LIGHTNING_DESC:0 "$BLUE_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_GREEN_ELITE_LIGHTNING_DESC:0 "$GREEN_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_YELLOW_ELITE_LIGHTNING_DESC:0 "$YELLOW_CRYSTAL_WEAPON_1_DESC$"
 LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING:0 "Large Shard Thrower"
 LARGE_CRYSTAL_SHIP_RED_ELITE_LIGHTNING_DESC:0 "$RED_CRYSTAL_WEAPON_1_DESC$"
 MEDIUM_PROBE_LIGHTNING:0 "Unidentified Energy Emitter"
 MEDIUM_PROBE_LIGHTNING_DESC:1 "An unusual form of weaponry, this energy emitter closely resembles other energy weapons in function, but operates with a frequency and within a spectrum never before weaponized."
 SPACE_CLOUD_LIGHTNING:0 "$SPACE_CLOUD_WEAPON_1$"
 SPACE_CLOUD_LIGHTNING_DESC:0 "$SPACE_CLOUD_WEAPON_1_DESC$"
 SPACE_WHALE_WEAPON:0 "$SPACE_WHALE_WEAPON_1$"
 SPACE_WHALE_WEAPON_DESC:0 "$SPACE_WHALE_WEAPON_1_DESC$"
 LARGE_SPACE_AMOEBA_WEAPON:0 "Large Amoeba Weapon"
 LARGE_SPACE_AMOEBA_WEAPON_DESC:0 "The weaponized emissions of the Space Amoebas are truly a marvel of evolution."
 SMALL_SPACE_AMOEBA_WEAPON:0 "Small Amoeba Weapon"
 SMALL_SPACE_AMOEBA_WEAPON_DESC:0 "$SPACE_AMOEBA_WEAPON_DESC$"
 AMOEBA_STRIKE_CRAFT:0 "Amoeba Flagella"
 AMOEBA_STRIKE_CRAFT_DESC:0 "$AMOEBA_STRIKE_CRAFT_1_DESC$"
 SWARM_STRIKE_CRAFT:0 "Swarm Strikers"
 SWARM_STRIKE_CRAFT_DESC:0 "$SWARM_STRIKE_CRAFT_1_DESC$"
 SMALL_MINING_LASER:0 "Small Cutting Laser"
 MEDIUM_MINING_LASER:0 "Medium Cutting Laser"
 LARGE_SCOURGE_MISSILE_1:0 "Large Scourge Missile"
 LARGE_SCOURGE_MISSILE_1_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 LARGE_SPACEPORT_SCOURGE_MISSILE:0 "Large Spaceport Scourge Missile"
 LARGE_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 MEDIUM_SPACEPORT_SCOURGE_MISSILE:0 "Medium Spaceport Scourge Missile"
 MEDIUM_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 SMALL_SPACEPORT_SCOURGE_MISSILE:0 "Small Spaceport Scourge Missile"
 SMALL_SPACEPORT_SCOURGE_MISSILE_DESC:0 "$SCOURGE_MISSILE_1_DESC$"
 LARGE_ED_WEAPON:1 "Large Matter Disintegrator"
 LARGE_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"
 MEDIUM_ED_WEAPON:1 "Medium Matter Disintegrator"
 MEDIUM_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"
 SMALL_ED_WEAPON:1 "Small Matter Disintegrator"
 SMALL_ED_WEAPON_DESC:0 "$EXTRADIMENSIONAL_1_DESC$"
 ED_POINT_DEFENCE:0 "Arc Defense Field"
 ED_POINT_DEFENCE_DESC:0 "Barely controlled discharges of energy vaporize incoming missiles and strike craft."
 LARGE_NV_WEAPON:1 "Large Null Void Beam"
 LARGE_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$"
 MEDIUM_NV_WEAPON:1 "Medium Null Void Beam"
 MEDIUM_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$"
 SMALL_NV_WEAPON:1 "Small Null Void Beam"
 SMALL_NV_WEAPON_DESC:0 "$tech_psionic_barrier_desc$"

 DRAGON_ARMOR:0 "Dragonscale Armor"
 DRAGON_ARMOR_DESC:0 "$tech_dragon_armor_desc$"
 SMALL_DRAGON_ARMOR:0 "Small Dragonscale Armor"
 MEDIUM_DRAGON_ARMOR:0 "Medium Dragonscale Armor"
 LARGE_DRAGON_ARMOR:0 "Large Dragonscale Armor"

 DARK_MATTER_REACTOR:0 "Dark Matter Reactor"
 DARK_MATTER_REACTOR_DESC:0 "$tech_dark_matter_power_core_desc$"

 DARK_MATTER_DEFLECTOR:0 "Dark Matter Deflectors"
 DARK_MATTER_DEFLECTOR_DESC:0 "$tech_dark_matter_deflector_desc$"
 SMALL_DARK_MATTER_DEFLECTOR:1 "Small $DARK_MATTER_DEFLECTOR$"
 MEDIUM_DARK_MATTER_DEFLECTOR:1 "Medium $DARK_MATTER_DEFLECTOR$"
 LARGE_DARK_MATTER_DEFLECTOR:1 "Large $DARK_MATTER_DEFLECTOR$"

 ENIGMATIC_DECODER:0 "Enigmatic Decoder"
 ENIGMATIC_DECODER_DESC:1 "$tech_enigmatic_decoder_desc$"

 ENIGMATIC_ENCODER:0 "Enigmatic Encoder"
 ENIGMATIC_ENCODER_DESC:1 "$tech_enigmatic_encoder_desc$"

 ENIGMATIC_DISRUPTION_FIELD:0 "Enigmatic Disruption Field"
 ENIGMATIC_DISRUPTION_FIELD_DESC:0 "$tech_enigmatic_disruption_field_desc$"

 #The player should never be able to see these, but incase a mod adds a dragon to the players fleet or something we can at least have some localization for it
 STRANGE_COMPONENTS:0 "Strange Component"
 STRANGE_COMPONENTS_DESC:0 "Our scientists can make no sense of these."
 DRAGON_WEAPON:1 "Dragon's Breath"
 DRAGON_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DRAGON_WEAPON_ICE:0 "$DRAGON_WEAPON$"
 DRAGON_WEAPON_ICE_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DRAGON_SECONDARY_WEAPON:1 "Wing Skewer"
 DRAGON_SECONDARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DRAGON_SECONDARY_WEAPON_ICE:0 "$DRAGON_SECONDARY_WEAPON$"
 DRAGON_SECONDARY_WEAPON_ICE_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DRAGON_TERTIARY_WEAPON:0 "Drake's Lightning"
 DRAGON_TERTIARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DRAGON_TERTIARY_WEAPON_ICE:0 "$DRAGON_TERTIARY_WEAPON$"
 DRAGON_TERTIARY_WEAPON_ICE_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 STELLARITE_DEFAULT_BEHAVIOR_DESC:0 "§HStellarite behavior:§! The stellarite will try to keep its main weapon pointed towards the target."
 STELLARITE_COMBAT_COMPUTER:0 "Stellarite Combat Computer"
 DIMENSIONAL_HORROR_PRIMARY_WEAPON:0 "Dimensional Beam"
 DIMENSIONAL_HORROR_PRIMARY_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DIMENSIONAL_HORROR_LARGE_WEAPON:0 "Dimensional Ripper"
 DIMENSIONAL_HORROR_LARGE_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DIMENSIONAL_HORROR_MEDIUM_WEAPON:0 "Dimensional Render"
 DIMENSIONAL_HORROR_MEDIUM_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DIMENSIONAL_HORROR_SMALL_WEAPON:0 "Dimensional Striker"
 DIMENSIONAL_HORROR_SMALL_WEAPON_DESC:0 "$STRANGE_COMPONENTS_DESC$"
 DIMENSIONAL_HORROR_PD:0 "Dimensional Guard"
 DIMENSIONAL_HORROR_PD_DESC:0 "$STRANGE_COMPONENTS_DESC$"

 ####################################
 # Star Classes
 ####################################
 sc_b:1 "$pc_b_star$"
 sc_b_desc:1 "$pc_b_star_desc$"
 sc_a:1 "$pc_a_star$"
 sc_a_desc:1 "$pc_a_star_desc$"
 sc_f:1 "$pc_f_star$"
 sc_f_desc:1 "$pc_f_star_desc$"
 sc_g:1 "$pc_g_star$"
 sc_g_desc:1 "$pc_g_star_desc$"
 sc_k:1 "$pc_k_star$"
 sc_k_desc:1 "$pc_k_star_desc$"
 sc_m:1 "$pc_m_star$"
 sc_m_desc:1 "$pc_m_star_desc$"
 sc_m_giant:0 "$pc_m_giant_star$"
 sc_m_giant_desc:0 "$pc_m_giant_star_desc$"
 sc_t:0 "$pc_t_star$"
 sc_t_desc:0 "$pc_t_star_desc$"
 sc_black_hole:1 "$pc_black_hole$"
 sc_black_hole_desc:1 "$pc_black_hole_desc$"
 sc_neutron_star:1 "$pc_neutron_star$"
 sc_neutron_star_desc:1 "$pc_neutron_star_desc$"
 sc_pulsar:1 "$pc_pulsar$"
 sc_pulsar_desc:1 "$pc_pulsar_desc$"
 sc_binary_1:0 "Binary Stars"
 sc_binary_2:0 "$sc_binary_1$"
 sc_binary_3:0 "$sc_binary_1$"
 sc_binary_4:0 "$sc_binary_1$"
 sc_binary_5:0 "$sc_binary_1$"
 sc_binary_6:0 "$sc_binary_1$"
 sc_binary_7:0 "$sc_binary_1$"
 sc_binary_8:0 "$sc_binary_1$"
 sc_binary_9:0 "$sc_binary_1$"
 sc_binary_10:0 "$sc_binary_1$"
 sc_trinary_1:0 "Trinary Stars"
 sc_trinary_2:0 "$sc_trinary_1$"
 sc_trinary_3:0 "$sc_trinary_1$"
 sc_trinary_4:0 "$sc_trinary_1$"
 sc_toxoid_star:0 "$pc_toxoid_star$"
 sc_toxoid_star_desc:0 "$pc_toxoid_star_desc$"

 ####################################
 # Colonizability
 ####################################
 COLONIZABLE:0 "Colonizable"
 UNCOLONIZABLE:0 "Uncolonizable"
 COLONIZABLE_HAS_OWNER:0 "§RPlanet already belongs to someone.§!"
 COLONIZABLE_NEVER:0 "§RPlanet type is not colonizable.§!"
 COLONIZABLE_UNSURVEYED:0 "§RPlanet has not been surveyed.§!"
 COLONIZABLE_ANOMALY:0 "§RPlanet has an Anomaly.§!"
 COLONIZABLE_INSIDE_BORDERS:1 "§RCan only colonize planets inside our borders.§!"
 COLONIZABLE_HOSTILE_FLEETS:0 "§RHostile fleets are present in the system.§!"
 COLONIZABLE_OUTSIDE_SENSOR:0 "§RPlanet is outside of Sensor Range.§!"
 COLONIZABLE_MISSING_TECH:2 "§RDoes NOT have $TECHNAME|Y$§!"
 COLONIZABLE_NO_VALID_SPECIES: "§RNo valid species to colonize.§!"
 COLONIZABLE_SPECIES_UNABLE_TO_COLONIZE: "§RThis species is unable to colonize§!"
 COLONIZABLE_DESC:0 "Habitable:\nThis planet can be colonized by us: "
 COLONIZABLE_UNSURVEYED_REVEAL_DATA:0 "§HWe need to survey this planet to gain detailed information.§!"
 HABITABLE_DESC:0 "Habitable:\nWe currently cannot colonize this world."
 COLONIZABLE_FEDERATION:0 "§RRequires colonization access from our Federation President.§!"
 SEND_SHIP:0 "Send a Colony Ship here to create a colony."
 UNINHABITABLE:0 "Uninhabitable"
 UNCOLONIZABLE_DESC:0 "Uninhabitable:\nThis planet type can not be colonized."
 UNINHABITABLE_STAR:0 "Uninhabitable:\nStars can not be colonized."
 UNINHABITABLE_ASTEROID:0 "Uninhabitable:\nAsteroids can not be colonized."
 NO_EXPANSION_SUBJECT:4 "§RDue to our Agreement with $OVERLORD|Y$ we are not allowed to build new outposts.§!"
 CANT_BUILD_COLONY_SHIP_NO_DESIGN:0 "§RWe don't have any Colony Ship Designs§!"
 LAND_ARMIES_INSIDE_BORDERS:2 "§RCan only invade pre-FTL planets inside our borders.§!"
 COLONIZATION_NO_SPECIES_SELECTED: "§RCannot colonize without selecting a species.§!"

 COLONY_SHIP_DESC:0 "A Colony Ship can be sent to a colonizable planet to establish a colony."
 COLONIZATION_COST: "Colonization Cost"
 ON_COLONY_SHIP: "On $SHIP_TYPE$ $SHIP_NAME$"
 SHIP_NAME_TITLE: "Ship Name"

 ####################################
 # Alerts
 ####################################
 ALERT_RIGHTCLICK:0 "\n§GRight-Click to dismiss this Alert\n£shift£ + Right-Click to disable this Alert§!"
 ALERT_CLICK: "§GRight-Click to dismiss this Alert\nCtrl-click to open Alert Settings for this Alert§!"
 alert_can_upgrade_government_title:0 "Unspent Civic Points"
 alert_can_upgrade_government_instant:0 "We have unspent Civic points that could be used to improve our Government."
 alert_can_enter_shroud_title:0 "Shroud Accessible"
 alert_can_enter_shroud_instant:0 "We are currently able to enter the Shroud through the §HContacts§! menu."
 alert_hopeless_war_title:0 "Hopeless War"
 alert_hopeless_war_instant:0 "We are being attacked by a §HFallen Empire§!, an ancient precursor civilization that we currently can scarcely hope to defeat. It would be advisable to cut our losses and surrender."
 alert_inactive_civics_title:0 "Inactive Civics"
 alert_inactive_civics_instant:0 "We have inactive Civics that are not providing us with any benefits."
 alert_set_war_goal_title:0 "Missing War Goal"
 alert_set_war_goal_instant:0 "We are at war and have not yet set our goal."
 alert_set_war_goal_entry:3 "[[$INDEX$] $NAME|H$ ($DAYS|H$ days left)" #DO NOT REMOVE THE DOUBLE [[ !!!
 alert_capped_resources_title:0 "Resource Storage Full"
 alert_capped_resources_instant:0 "Some of our resources have exceeded their storage limit. While our storage is full, any further income in these resources will be wasted."
 alert_capped_resources_delayed:0 "We have exceeded our storage limit for the following resources:"
 alert_resource_shortage_title:0 "Critical Resource Shortage"
 alert_resource_shortage_instant:0 "We are experiencing critical resource shortages. This will have a profoundly negative impact on our Empire until the situation is resolved."
 alert_ai_preparing_war_title:0 "War Preparations"
 alert_ai_preparing_war_instant:0 "There are empires that are preparing to declare war on us."
 alert_ai_preparing_war_entry_mid_intel:0 "$NAME|H$ are preparing to declare war on us, but due to lack of intel it is unclear when it will happen."
 alert_ai_preparing_war_entry_high_intel:0 "$NAME|H$ are preparing to declare war on us, our intel reports that they will strike against us $DATE$ or sooner"
 alert_ai_preparing_war_entry_full_intel:0 "$NAME|H$ are preparing to declare war on us, our intel reports that they will declare war on us at $DATE$"
 alert_resource_shortage_entry:0 "§HShortage of $RESOURCE$§!"
 DEFICIT_ALERT_HINT:0 "§EHint: You can set up one-off or monthly trades on the Market!§!"
 alert_negative_income_title:1 "Low Stockpile"
 alert_negative_income_instant:3 "Our stockpiles on these resources is about to run out:"
 alert_negative_income_instant_entry:0 "$NAME|Y$ in $MONTHS|Y$ month(s)"
 alert_automation_resources_title:1 "Low Colony Automation Stockpile"
 alert_automation_resources_instant:0 "Colonies with automated development are low on resources."
 alert_hostile_in_system_title:0 "Hostile Fleets Present"
 alert_hostile_in_system_instant:0 "At least one hostile fleet is present in the same system as one of our fleets or planets."
 alert_hostile_in_system_instruction:0 "§GClick to cycle between hostile Fleets§!"
 alert_sectors_missing_resources_title:0 "Sectors Missing Resources"
 alert_sectors_missing_resources_instant:1 "At least one of our sectors is missing resources. Sectors that lack energy will not gain any resources from stations."
 alert_physics_research_title:0 "Physics Research"
 alert_physics_research_instant:0 "There are Physics Technologies available for research."
 alert_physics_research_instruction:0 "§GClick to open Technology view§!"
 alert_society_research_title:0 "Society Research"
 alert_society_research_instant:0 "There are Society Technologies available for research."
 alert_society_research_instruction:0 "§GClick to open Technology view§!"
 alert_engineering_research_title:0 "Engineering Research"
 alert_engineering_research_instant:0 "There are Engineering Technologies available for research."
 alert_engineering_research_instruction:0 "§GClick to open Technology view§!"
 alert_timed_project_title:0 "Timed Project"
 alert_timed_project_instant:0 "We have a Special Project with a time limit. Consider starting it so we do not miss this opportunity."
 alert_unemployed_pops_title:0 "Unemployment"
 alert_unemployed_pops_instant:0 "We have unemployed Pops. Consider putting them to productive use by clearing surface tiles or constructing buildings for them to work in."
 alert_unemployed_pops_instruction:0 "§GClick to cycle between affected Colonies§!"
 alert_election_title:0 "Election"
 alert_election_instant:0 "Our Empire is holding an election to decide the next ruler."
 alert_election_instruction:0 "§GClick to show an overview§!"
 alert_fleet_combat_title:0 "Fleet Combat"
 alert_fleet_combat_instant:0 "At least one of our fleets is in combat!"
 alert_fleet_combat_instruction:0 "§GClick to cycle between fleets§!"
 alert_army_combat_title:0 "Invasion"
 alert_army_combat_instant:0 "At least one of our armies is involved in an invasion!"
 alert_army_combat_instruction:1 "§GClick to cycle between planets§!"
 alert_mia_title:0 "Missing In Action"
 alert_mia_instant:0 "At least one of our fleets have gone Missing In Action. It will take them some time to return and rejoin the ranks."
 alert_building_title:0 "Inactive Building(s)"
 alert_building_instant:0 "At least one of our planetary Buildings is missing something that is required for it to function."
 alert_above_system_cap_title:0 "Too many colonized Systems"
 alert_above_system_cap_instant:0 "We have more colonized Systems under our Direct Control than we can efficiently manage."
 alert_above_system_cap_delayed:0 "Consider assigning some colonized Systems to Sectors to avoid penalties to Influence and Energy Credit generation."
 alert_above_system_cap_instruction:0 "§GClick to manage Sectors§!"
 alert_above_system_cap_penalty:0 "\n$MODIFIER$"
 alert_above_sector_cap_title:0 "Too many Sectors"
 alert_above_sector_cap_instant:0 "We have more Sectors than our Empire can manage."
 alert_above_sector_cap_delayed:0 "While there is a limit to how many Sectors we can have, there is no limit on the size of a Sector."
 alert_above_sector_cap_instruction:0 "Click to manage Sectors"
 alert_above_sector_cap_penalty:0 "\n$MODIFIER$"
 alert_low_cohesion_title:0 "Low Empire Cohesion"
 alert_low_cohesion_instant:1 "Our §YEmpire Cohesion§! is low. This will considerably increase our §Y$EMPIRE_SIZE$§!.\n\nTo increase our cohesion, we should reduce the number of external hyperlane connections into our empire and non-owned systems inside our borders."
 alert_can_modify_species_title:0 "Unspent Trait Points"
 alert_can_modify_species_instant:0 "There are Species with unspent Trait Points in our empire."
 alert_can_modify_species_instruction:0 "§GClick to open Species View§!"
 alert_can_modify_species_entry:0 "$SPECIES|Y$: $POINTS|Y$ Unspent Trait Points"
 alert_unspent_leader_trait_points_title:0 "Available Leader Traits"
 alert_unspent_leader_trait_points_instant:0 "There are Leaders with pending Trait selections"
 alert_unspent_leader_trait_points_delayed:0 "§ETrait selections available for:§!"
 alert_unspent_leader_trait_points_instruction:0 "§GClick to open the Leaders View§!"
 alert_available_council_agenda_title:0 "Available Council Agenda"
 alert_available_council_agenda_instant:0 "You can select a Council Agenda for your Empire."
 alert_available_council_agenda_instruction:0 "$CLICK_TO_VIEW_COUNCIL$\n"
 alert_open_council_position_title:0 "Open Council Position"
 alert_open_council_position_instant:0 "You have a Council Position without a Leader assigned"
 alert_open_council_position_instruction:0 "$CLICK_TO_VIEW_COUNCIL$\n"
 alert_council_agenda_ready_for_activation_title:0 "Council Agenda Ready"
 alert_council_agenda_ready_for_activation_instant:0 "Your Council Agenda is ready to be activated."
 alert_council_agenda_ready_for_activation_instruction:0 "$CLICK_TO_VIEW_COUNCIL$\n"
 alert_starvation_title:0 "Starvation"
 alert_starvation_instant:0 "Your Empire suffers from Starvation. This prevents all Pop growth and also has the following effect:"
 alert_starvation_delayed:0 "To avoid Starvation, we need to produce more £food£ Food by constructing §EHydroponics Farms§!."
 alert_starving_planet_instruction:0 "§GClick to cycle between planets§!"
 alert_powerful_factions_title:0 "Powerful Pop Factions"
 alert_powerful_factions_instant:0 "You have pop factions with high support within your empire."
 alert_powerful_factions_instruction:0 "Click to open pop factions view"
 alert_powerful_factions_entry:0 "$INDEX$: $NAME$ ( $SUPPORT|%$ )"
 alert_research_missing_scientist_title:1 "Ongoing research lacks scientist"
 alert_research_missing_scientist_instant:1 ""
 alert_research_missing_scientist_entry:1 "$TECHAREA|H$ has no scientist present."
 alert_unlock_tradition_title:0 "Traditions Available"
 alert_unlock_tradition_instant:0 "We have enough £unity£ Unity to adopt a new Tradition."
 alert_unlock_tradition_delayed:0 "§GClick to open Traditions View§!"
 alert_unlock_ascension_perk_title:0 "Ascension Perk Available"
 alert_unlock_ascension_perk_instant:0 "We can select a new Ascension Perk!"
 alert_unlock_ascension_perk_delayed:0 "§GClick to open Traditions View§!"
 alert_low_stability_title:0 "Low Stability"
 alert_low_stability_instant:0 "At least one of your planets has low stability."
 alert_low_stability_instruction:0 "§GClick to cycle between planets§!"
 alert_high_war_exhaustion_title:0 "High War Exhaustion"
 AI_IN_STALE_WAR:0 "Stalemate"
 alert_high_war_exhaustion_instant:2 "We have reached §R100%§! War Exhaustion in at least one of our wars."
 alert_high_war_exhaustion_instant_forced_info:0 "We can be forced to make peace §Y$MONTHS$ months§! after reaching High War Exhaustion."
 alert_high_war_exhaustion_entry:0 "$WAR|H$"
 alert_high_war_exhaustion_entry_forced_timer:0 "$WAR|H$ ($DAYS|Y$ day(s) until forced peace is possible)"
 alert_high_war_exhaustion_entry_forced_possible:0 "$WAR|H$ (§RForced peace possible§!)"
 high_war_exhaustion:0 "High War Exhaustion"
 NO_GAIN_HIGH_WAR_EXHAUSTION:0 "§R$high_war_exhaustion$§! is reducing $RESOURCE$ gain to §R0§!"
 alert_high_piracy_risk_title:1 "High Piracy Risk"
 alert_high_piracy_risk_instant:2 "These systems are experiencing pirate activity:"
 alert_high_piracy_risk_instant_entry:0 "$SYSTEM$"
 alert_high_piracy_risk_instant_current_entry:0 "$SYSTEM|Y$"
 alert_necrophage_low_pops_title:0 "Necrophyte Shortages"
 alert_necrophage_low_pops_instant:0 "The following planets are running low on eligible £pop£ Pops for conversion into our species:"
 alert_necrophage_low_pops_instruction:0 "§GClick to cycle between planets§!" #Remove this if this is not wanted
 alert_imminent_situation_title:0 "Imminent Situation"
 alert_imminent_situation_instant:0 "The following Situations are brewing:"
 ALERT_SITUATION_IMMINENT_PROGRESS:1 "(Progress: §Y$PROGRESS$/$END$§!)"
 alert_first_contact_stage_done_title:0 "First Contact Event Pending"
 alert_first_contact_stage_done_instant:1 "Something has happened in one of the first contact investigations we are currently undertaking."
 alert_espionage_event_title:0 "Espionage Operation Event Pending"
 alert_espionage_event_instant:0 "Something has happened in one of the Espionage Operations we are currently running."
 alert_intel_negative_title:0 "Intel falling"
 alert_intel_negative_instant:1 "Your Intel on one or more of your rivals is falling.\nIntel may be gained by assigning an envoy to grow your Spy Network."
 alert_spynetwork_lacking_power_title:1 "Spy Network Overextended"
 alert_spynetwork_lacking_power_instant:2 "A Spy Network can no longer support its ongoing Operations.\n\nOngoing Espionage Operations are suspended until demands on §Y£energy£ Upkeep§! and §Y$INFILTRATION_LEVEL$§! can be met."
 alert_situation_blocked_title: "Blocked Situation"
 alert_situation_blocked_instant: "The following situations are blocked and need action:"

 ####################################
 # Democratic elections
 ####################################
 sk_administration:0 "Administration"
 sk_diplomacy:0 "Diplomacy"
 sk_military:0 "Military"

 ####################################
 # Ruler View
 ####################################
 LEADER_VIEW_TITLE:0 "New Ruler"
 SKILL_VALUE:0 "Skill:£leader_skill|$LEVEL$£"
 EXPERIENCE:0 "Experience: $LEVEL|Y$"
 LEADER_PROFESSION:0 "Profession: $PROFESSION|H$"
 LEADER_AGE_TOOLTIP:0 "Age: $AGE|Y$"
 LEADER_AGE_PORTRAIT:0 "Age\n$AGE|Y$"
 LEADER_SPECIES:0 "Species: $SPECIES|H$"
 LEADER_DEATH_CHANCE_AGE_ABOVE:0 "Age is above $AGE|Y$: $VALUE|-=1%$"
 LEADER_DEATH_CHANCE_AGE_UNDER:0 "Age is under $AGE|Y$: $VALUE|-=1%$"
 LEADER_DEATH_CHANCE:0 "Death chance: $VALUE|-1%$ (monthly)"
 LEADER_IMMORTAL:0 "Immortal, will never die of old age."
 TRAIT_IMMORTAL_LEADERS:0 "$MOD_LEADER_LIFESPAN_ADD$: §GImmortal§!"
 IMMORTAL:0 "Immortal"
 LEADER_AGE_FROZEN: "Outside of time, this leader can neither age nor die."

 ####################################
 # Leader View
 ####################################
 LEADER_POOL_VIEW_TITLE:0 "Recruit Leader"
 LEADER_POOL_COST:0 "Cost"
 LEADER_POOL_COST_TOOLTIP:0 "Cost"
 LEADER_POOL_COST_TOOLTIP_DESC:0 "Recruitment cost can be affected by researching certain technologies."
 LEADER_POOL_UPKEEP_TOOLTIP:0 "Upkeep"
 LEADER_POOL_UPKEEP_TOOLTIP_DESC:0 "Recruitment upkeep can be affected by certain civics, traditions and traits."

 ####################################
 # Army View
 ####################################
 ARMY_VIEW_LEADER:0 "Leader"
 ARMY_VIEW_TYPE:0 "Type"
 ARMY_VIEW_RANK:0 "Rank"
 ARMY_VIEW_EXP:0 "Experience"
 ARMY_VIEW_DMG:1 "Damage"
 ARMY_VIEW_MORALE_DMG:1 "Morale Damage"
 ARMY_VIEW_COLLATERAL_DMG:0 "Collateral Damage"
 ARMY_VIEW_HEALTH:0 "Health"
 ARMY_VIEW_MORALE:0 "Morale"
 ARMY_VIEW_MAINTENANCE:1 "Upkeep"
 ARMY_VIEW_DMG_DESC:1 "Every day in combat, this army will deal $MIN|Y$ - $MAX|Y$ damage to enemy Health."
 ARMY_VIEW_MORALE_DMG_DESC:0 "Every day in combat, this army will deal $MIN|Y$ - $MAX|Y$ damage to enemy Morale."
 ARMY_VIEW_COLLATERAL_DMG_DESC:1 "This is the amount of Collateral Damage that the army will cause to any planet where it is engaged in combat, leading to Devastation and potentially killing Pops."
 ARMY_VIEW_NO_COLLATERAL_DMG_DESC:0 "This type of army will not cause any collateral damage during combat."
 ARMY_VIEW_NO_MORALE_DESC:0 "This type of army has no Morale value and is completely unaffected by Morale Damage."
 ARMY_VIEW_HEALTH_DESC:1 "This is the army's maximum Health. When Health reaches zero, an army will be destroyed."
 ARMY_VIEW_MORALE_DESC:1 "This is the army's maximum Morale. When Morale is low, an army will fight less effectively."
 ARMY_VIEW_SPECIES_DESC:0 "Army Species-class is $CLASS|H$."
 ARMY_VIEW_NO_SPECIES_DESC:0 "This type of army does not have a species."
 ARMY_VIEW_MAINTENANCE_DESC:1 "Cost $VAL|Y2$£energy£ in monthly upkeep."
 ARMY_VIEW_NO_MAINTENANCE_DESC:0 "This type of army does not have a monthly upkeep cost."
 LOW_MORALE_EFFECT:0 "Damage dealt by this army is reduced by $PERC|Y0%$ due to low morale."
 DISENGAGED_EFFECT:0 "Damage dealt by this army is reduced by $PERC|Y0%$ due to being disengaged."
 BROKEN_MORALE_EFFECT:0 "This army's morale is Broken, reducing the damage they deal by $PERC|Y0%$."

 ####################################
 # Anomaly View
 ####################################
 ANOMALY_VIEW_CLOSE:0 "Leave be for now"
 ANOMALY_LEVEL:2 "Relative Difficulty"
 AV_NO_SCIENTIST:0 "§RNo Scientists§!"
 AV_NO_SCIENTIST_DESC:0 "You have no science ships with assigned scientists."
 ANOMALY_VIEW_SHOW:0 "Show Anomaly"
 ANOMALY_RESEARCH_PROGRESS:0 "Research Progress"
 ANOMALY_LEAVE_BE:0 "Leave be for now"
 ANOMALY_LEAVE_BE_DESC:0 "§TWe can research this Anomaly another time.§!"
 ANOMALY_CHANGE_SCIENTIST:0 "Change Scientist"
 ANOMALY_CHANGE_SCIENTIST_HEADER:0 "$ANOMALY_CHANGE_SCIENTIST$"
 ANOMALY_CHANGE_SCIENTIST_DESC:1 "§TAssign this §HAnomaly§! to a §HScientist§! aboard another Science Ship.§!"
 ANOMALY_CHANGE_SCIENTIST_PORTRAIT_DESC:1 "§GClick to assign this §HAnomaly§! to a §HScientist§! aboard another Science Ship§!"
 ANOMALY_LEVEL_DESC_INST:0 "§TAnomaly Level: $VAL|Y$§!"
 ANOMALY_LEADER_LEVEL_DESC_INST:0 "§TScientist Level: $VAL|Y$§!"
 ANOMALY_RESEARCH_TIME_HEADER:0 "Research Time: $TIME$\n\t   Base: $BASE_TIME|0Y$"
 ANOMALY_RESEARCH_TIME_MODIFIER:0 "   Difficulty ($DIFFICULTY$:$LEVEL_DIFF|+=$):$DAYS_DIFF|-=0$"
 ANOMALY_RESEARCH_PROGRESS_DESC:0 "Research progress: $PROGRESS|Y1$/$TOTAL|0Y$($SPEED|+=2$/Day)\n   Base: $BASE|1Y$\n"
 ANOMALY_RESEARCH_DIFF_DESC:0 "The current §HScientist§! finds this §HAnomaly§! $DIFFICULTY$ ($LEVEL_DIFF|+=$ levels), so the §HAnomaly§! will take $DAYS_DIFF|-0$ more days to research"
 ANOMALY_RESEARCH_TOTAL_TIME:0 "Total time: $TIME$"
 ANOMALY_SPEED_MODIFIER_DESC:1 "§HAnomaly Research Speed§!"
 ANOMALY_LEVEL_DESC_DELAYED:2 "The level of an §HAnomaly§! reflects the expected complexity of researching it. The assigned Scientist's relative §HSkill§! level determines how long it will take them to research the §HAnomaly§!."

 ####################################
 # Edicts
 ####################################
 EDICTS:0 "Edicts"
 DECISIONS:0 "Policies"
 POLICIES:0 "Policies"
 LACKING_INFLUENCE_TOOLTIP:0 "§RWe lack the required Influence to enact this Edict.§!"
 ENTRY_TOOLTIP:0 "§GClick to see all available Edicts of§! $OBJECT|H$"
 INFLUENCE_TOOLTIP:3 "Influence Cost: £influence£ $VALUE|Y$"
 INFLUENCE_MAINTENANCE_TOOLTIP:1 "Monthly Influence Cost: "
 EDICTS_LABEL:0 "Manage our Empire and planet Edicts here."
 CLICK_TO_ADD_EDICT:1 "§GClick to activate this Edict§!"
 CLICK_TO_REMOVE_EDICT:1 "§GClick to deactivate this Edict§!"
 EDICT_LOCK_IN_PERIOD_REMAINING:0 "Remaining time before edict can be deactivated: §H$MONTHS$ months§!."
 EDICT_LOCK_IN_DURATION:0 "Can not be cancelled for §H$MONTHS$ months§! when activated."
 EMPIRE_EDICT_TOOLTIP:0 "§GClick to see all available§! §HEmpire§! §GEdicts§!"
 ACTIVE_EDICT:0 "§GThis Edict is already active§!"
 A_PLANET:0 "a planet"
 UNITY_TOOLTIP:0 "Unity Cost: £unity£ $VALUE|Y$"

 has_comms_with_alien_empire_tooltip:0 "$TRIGGER_FAIL$§RHas established communications with another empire§!"

#  Empire Edicts
 edict_capacity_overload:0 "Capacity Overload"
 edict_capacity_overload_desc:2 "This Edict allows short-term overloading of energy grids, letting power plants across our empire run at increased capacity."
 edict_production_targets:0 "Production Targets"
 edict_production_targets_desc:1 "This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output."
 edict_farming_subsidies:0 "Farming Subsidies"
 edict_farming_subsidies_desc:1 "This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production."
 edict_propaganda:0 "Propaganda Broadcasts"
 edict_propaganda_desc:1 "This Edict creates broad information delivery mechanisms, ensuring that a consistent and positive narrative is maintained."
 edict_information_quarantine:0 "Information Quarantine"
 edict_information_quarantine_desc:1 "This Edict puts strict checks on the flow of information, better preserving local cultural identities."
 edict_encourage_free_thought:1 "Encourage Political Thought"
 edict_encourage_free_thought_desc:1 "This Edict encourages the populace to openly discuss political matters, even if the path taken may lead them astray."
 edict_map_the_stars:0 "Map the Stars"
 edict_map_the_stars_desc:0 "This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond."
 edict_map_the_stars_2:0 "$edict_map_the_stars$"
 edict_map_the_stars_2_desc:0 "$edict_map_the_stars_desc$"
 edict_research_focus:0 "Research Grants"
 edict_research_focus_desc:0 "This Edict favors our researchers with additional funds."
 edict_research_focus_hive:0 "Focus our thinker drones on new concepts at the expense of all other knowledge."
 edict_research_focus_machine:0 "Divert processing power to engineering-focused theoretical models and downgrade priority on other avenues of research"
 edict_social_welfare_programs:0 "Social Welfare Programs"
 edict_social_welfare_programs_desc:0 "This Edict establishes a large amount of various social programs, at a considerable cost, to ease the lives of the populace."
 #edict_the_grand_fleet:0 "The Grand Fleet"
 #edict_the_grand_fleet_desc:0 "This Edict puts the pride and glory of the Empire's Grand Fleet above all else, and that considerable political focus should be spent ensuring its continued prosperity."
 edict_share_the_burden:0 "Share the Burden"
 edict_share_the_burden_desc:1 "This Edict enforces rotating tasks and work schedules for indentured servants, as more varied drudgery can lead to an uptick in productivity."
 # edict_share_the_burden_desc: "This Edict dictates that the various burdens of society should be given to those best suited to handle them. Manual labour is best left to those used to such tasks..."
 edict_peace_festivals:0 "Peace Festivals"
 edict_peace_festivals_desc:1 "This Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals."
 edict_land_of_opportunity:0 "Land of Opportunity"
 edict_land_of_opportunity_desc:2 "This Edict creates targeted PR campaigns that frame our empire as being on the cutting edge, a new social frontier - a place where anyone can thrive, a fresh start."
 edict_diplomatic_grants:0 "Diplomatic Grants"
 edict_diplomatic_grants_desc:2 "This Edict initiates a diplomatic offensive in a concerted effort to improve the image of our empire."

 edict_engineering_research_focus_hive:0 "Focus our thinker drones on new engineering concepts at the expense of all other knowledge."
 edict_engineering_research_focus_machine:0 "Divert processing power to engineering-focused theoretical models and downgrade priority on other avenues of research"
 edict_physics_research_focus_hive:0 "Focus our thinker drones on new physics concepts at the expense of all other knowledge."
 edict_physics_research_focus_machine:0 "Divert processing power to physics-focused theoretical models and downgrade priority on other avenues of research"
 edict_society_research_focus_hive:0 "Focus our thinker drones on new society concepts at the expense of all other knowledge."
 edict_society_research_focus_machine:0 "Divert processing power to society-focused theoretical models and downgrade priority on other avenues of research"

 # Campaigns
 edict_fear_campaign:0 "Fear Campaign"
 edict_fear_campaign_desc:0 "The vile and beastly nature of the xeno must be communicated to our people. They must accept the truth that we stand alone in a sea of alien filth."
 edict_education_campaign:0 "Education Campaign"
 edict_education_campaign_desc:0 "Back to school! By momentarily spending resources to promote higher education programs among our leaders, their skills will improve at a faster rate."
 edict_healthcare_campaign:0 "Healthcare Campaign"
 edict_healthcare_campaign_desc:1 "Diet, regular exercise and sleeping patterns all combine to affect the health of our population. By promoting a healthier lifestyle, their life expectancy will go up."
 edict_recycling_campaign:0 "Recycling Campaign"
 edict_recycling_campaign_desc:0 "The populace must be taught to limit wasteful consumption of resources. A public awareness campaign to promote recycling will momentarily lower our consumer goods costs."
 edict_robot_campaign:0 "Drone Campaign"
 edict_robot_campaign_desc:0 "By allocating additional resources to our production facilities, we are able to produce new worker drones at an even quicker pace."
 edict_machine_learning_campaign:0 "Machine Learning Campaign"
 edict_machine_learning_campaign_desc:0 "By allocating additional resources to our autonomous drones, they are able to increase the rate at which their self-learning algorithms improve their overall productivity. "
 edict_drone_campaign:0 "Drone Campaign"
 edict_drone_campaign_desc:0 "By allocating additional biomass to our spawning pools, we are able to produce new worker drones at an even quicker pace."
 edict_learning_campaign:0 "Learning Campaign"
 edict_learning_campaign_desc:0 "By providing our autonomous drones with additional nutrients, we are able to increase their productivity."
 edict_war_drone_campaign:0 "War Drone Campaign"
 edict_war_drone_campaign_desc:0 "By allocating our war drones additional nutrients, we are able to increase their strength and combat readiness."

 # Planet Edicts
 #edict_reeducation_campaign:0 "Reeducation Campaigns"
 #edict_reeducation_campaign_desc:1 "This Edict creates local reeducation campaigns, affirming that dissent is naught but the product of ignorance and a failure of reason."
 #edict_infrastructure_projects:0 "Infrastructure Projects"
 #edict_infrastructure_projects_desc:1 "This Edict puts considerable political weight behind new construction initiatives."
 #edict_social_engineering:0 "Social Engineering"
 #edict_social_engineering_desc:2 "This Fanatic Authoritarian Edict mandates the use of subtle social instruments to reinforce our governing Ethics on the planet."
 #edict_privatization_campaign:1 "Grassroots Administration"
 #edict_privatization_campaign_desc:2 "This Fanatic Egalitarian Edict encourages the individuals closest to the production effort to take increased responsibility."
 #edict_arms_race:0 "Arms Race"
 #edict_arms_race_desc:0 "This Fanatic Militarist Edict focuses all administrative and societal efforts on efficient production of military equipment."
 #edict_religious_unity:1 "Spiritual Unity"
 #edict_religious_unity_desc:1 "This Fanatic Spiritualist Edict unites the populace in quasi-religious fervor, with a particular emphasis on harvest and fertility rituals."
 #edict_spirit_of_science:0 "Spirit of Science"
 #edict_spirit_of_science_desc:0 "This Fanatic Materialist Edict focuses all administrative and societal efforts on efficient research and the celebration of Reason."
 #edict_legal_aliens:0 "Legal Aliens"
 #edict_legal_aliens_desc:0 "This Fanatic Xenophile Edict launches a massive PR campaign inviting aliens to come live on the planet in a glorious multicultural paradise."
 #edict_purity_laws:0 "Purity Laws"
 #edict_purity_laws_desc:0 "This Fanatic Xenophobe Edict ensures the purity of our species and unity of our empire through the enforcement of rigid separation laws."
 edict_crystal_sonar:0 "Crystal Sonar"
 edict_crystal_sonar_desc:0 "Allows us to order our fleets to use a special technique when encountering Crystalline Entities, instantly surveying the systems they dwell in.\nCost: £energy£ §R-30§!"
 edict_droning_optimizations:0 "Droning Optimizations"
 edict_droning_optimizations_desc:3 "§LModeled after Ancient Mining Drone techniques, this scheme of energy optimizations will increase our resource yields.§!"
 edict_greater_crystal_bounty:0 "Greater Crystal Bounty"
 edict_greater_crystal_bounty_desc:1 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G500§!"
 edict_crystal_bounty:0 "Crystal Bounty"
 edict_crystal_bounty_desc:1 "§LOrder our fleets to scavenge the mineral remains of destroyed Crystalline Entities.§!\nMinerals per fleet defeated: §G250§!"
 edict_drone_bounty:0 "Drone Bounty"
 edict_drone_bounty_desc:1 "§LInstruct our fleets to salvage the energy cells of defeated Ancient Mining Drones.§!\nEnergy Credits per fleet defeated: §G500§!"
 edict_declare_saint:0 "Declare Saint"
 edict_declare_saint_desc:0 "This Edict will bestow sainthood upon a deceased individual who led a particularly pious life, creating a new unifying symbol."

 # Ambitions
 unity_ambition:0 "Ambition:"
 edict_scientific_revolution:0 "$unity_ambition$ Scientific Revolution"
 edict_scientific_revolution_desc:0 "A brief yet highly productive golden age of scientific discovery. The combination of fearlessness, ingenuity and unbridled optimism can take you far."
 edict_desperate_measures:0 "$unity_ambition$ Desperate Measures"
 edict_desperate_measures_desc:0 "The cornered animal is indeed the most dangerous, as our enemies will soon find out. No effort must be spared to ensure our continued survival."
 edict_fortress_proclamation:0 "$unity_ambition$ Fortress Proclamation"
 edict_fortress_proclamation_desc:0 "Our frontiers shall be an unassailable line, and they will convey a clear message to our most ambitious neighbors - this far, no further!"
 edict_architectural_renaissance:0 "$unity_ambition$ Architectural Renaissance"
 edict_architectural_renaissance_desc:0 "It is construction on a scale that previous generations could only dream of. Megastructures may well become the true legacy of our civilization."
 edict_hearts_and_minds:0 "$unity_ambition$ Hearts and Minds"
 edict_hearts_and_minds_desc:0 "A concentrated propaganda effort to make the populace understand the merits of the government's position. Ultimately, it is for their own good."
 edict_omnifarious_acquisition:0 "$unity_ambition$ Omnifarious Acquisition"
 edict_omnifarious_acquisition_desc:0 "Everything that can be spared will be recycled and used. Our ambitions require all the resources we can possibly find."
 edict_grand_fleet:0 "$unity_ambition$ A Grand Fleet"
 edict_grand_fleet_desc:0 "Our galactic ambitions require that the construction of A Grand Fleet must be our primary goal."

 ####################################
 # Policies
 ####################################

 POLICIES_LABEL:0 "These are the available Policies of our Empire"
 CLICK_TO_ADD_POLICY:0 "§GClick to enable Policy§!"
 POLICY_ACTIVITY:0 "This policy is currently $ACTIVE$."
 ACTIVE:0 "active"
 NOT_ACTIVE:0 "inactive"
 TIMER:1 "\nWe cannot change our stance on this Policy until $DATE|H$."
 POLICY_CANNOT_CHANGE:0 "We will not be able to change our stance on this Policy until $YEARS|H$ years have passed."
 CHANGE_POLICY:0 "Change Policy"
 POLICY_NOT_ACTIVE:0 "Requires policies:"
 POLICY_DIALOG:0 "Do you wish change $POLICY|H$ to $OPTION|H$ within our Empire? We will not be able to change our stance on this for $TIME|Y$ years. The Policy will have these effects:\n$EFFECTS$"
 POLICY_GROUP_TOOLTIP:1 "§T$GROUP|H$\n$GROUP_DESC$\nCurrent Policy: $OPTION|Y$\n\n§GClick to view Policy options§!§!"
 POLICY_OPTION_TOOLTIP_POP_HAPPINESS:0 "\n$NUM|H$ pops will get $MOD$ happiness from this policy."
 POLICY_SELECT_OPTION:0 "\n§GClick to select Policy option§!"
 ALL_POPS_EMANCIPATED:0 "§EAll Pops in your empire will be emancipated§!"
 ALL_ROBOTS_DISASSEMBLED:0 "§EAll robotic Pops in your empire will be disassembled§!"
 CLICK_POLICY_VIEW:0 "§GClick to see list of possible Empire Edicts.§!"

 policy_pre_sapients:0 "Pre-Sapients"
 policy_pre_sapients_desc:0 "We can decide whether or not we want pre-sapient species living on our planets."
 pre_sapients_allow:1 "Tolerated"
 pre_sapients_allow_name:4 "Tolerate Pre-Sapients"
 pre_sapients_allow_desc: "Intelligent animals are still just animals. They can safely be ignored."
 pre_sapients_protect:0 "Protected"
 pre_sapients_protect_name:0 "Protect Pre-Sapients"
 pre_sapients_protect_desc:3 "Though still only simple animals, these beings are no less than what we ourselves once were. We should ensure their preservation.\n\n§EPre-sapients cannot be selectively purged, and planets containing pre-sapients cannot be terraformed.\n\nAlien Zoos may be constructed on planets with pre-sapients.§!\n\n§RChanging away from this policy will remove any Alien Zoos on planets without an $d_alien_pets_deposit$ deposit or any livestock present!§!"
 pre_sapients_purge:0 "Extermination"
 pre_sapients_purge_name:3 "Exterminate Pre-Sapients"
 pre_sapients_purge_desc:0 "All rights spring from the capacity for reason. An animal is just an animal, and an animal that stands in our way is just a pest.\n\n§EPre-sapients living on our planets will be purged§!"
 pre_sapients_eat:1 "Hunted"
 pre_sapients_eat_name:1 "Pre-Sapient Hunting"
 pre_sapients_eat_desc:0 "An animal without sapience can hardly be considered to be part of our empire, but perhaps they can help our growth in other ways...\n\n§EPre-sapients living on our planets will be used for food, slowly depleting their population.§!"

 policy_core_worlds:0 "Core Worlds Population"
 policy_core_worlds_desc:0 "We can decide which Pops are permitted to live on our core worlds. Prohibited Pops already living there will be forced to move to our Sectors or flee to other Empires."
 core_worlds_all:0 "All Species"
 core_worlds_all_name:0 "All Species"
 core_worlds_all_desc:0 "Diversity is the key to a vibrant empire. Our core worlds must reflect these values by remaining open to all of the species in our empire.\n\n§EAll Pops are permitted to live on Core Worlds§!"
 core_worlds_citizens_and_slaves:0 "Citizens and Slaves Only"
 core_worlds_citizens_and_slaves_name:0 "Citizens and Slaves Only"
 core_worlds_citizens_and_slaves_desc:0 "Though our core worlds must be kept safe from alien influence, we shall not deny our citizens their lawful property.\n\n§ENon-enslaved Pops without Full Citizenship will migrate away from Core Worlds§!"
 core_worlds_citizens_only:0 "Citizens Only"
 core_worlds_citizens_only_name:0 "Citizens Only"
 core_worlds_citizens_only_desc:0 "Our core worlds are the heart of our empire. No lesser species shall be permitted to settle there.\n\n§EPops without Full Citizenship will migrate away from Core Worlds§!"

 policy_refugees:0 "Refugees"
 policy_refugees_desc:0 "We can decide whether we should accept or turn away refugees fleeing purges, displacement and persecution in other empires."
 refugees_not_allowed:0 "No Refugees"
 refugees_not_allowed_name:0 "$refugees_not_allowed$"
 refugees_not_allowed_desc:0 "To open our borders to the dregs of other societies would only serve to undermine the state.\n\n§ERefugees will not arrive from other Empires§!"
 refugees_only_citizens:0 "Citizen Species Only"
 refugees_only_citizens_name:0 "$refugees_only_citizens$"
 refugees_only_citizens_desc:0 "We cannot allow compassion to overpower good sense. Only those who would be worthwhile additions to society should be brought into our borders.\n\n§ERefugees from species with Full Citizenship may arrive from other Empires§!"
 refugees_allowed:0 "Refugees Welcome"
 refugees_allowed_name:0 "$refugees_allowed$"
 refugees_allowed_desc:0 "Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.\n\n§ERefugees may arrive from other Empires§!"

 policy_debris:0 "Debris"
 policy_debris_desc:0 "We can decide whether we should research or scavenge the fleets of fallen enemies."
 research_debris:0 "Research Debris"
 research_debris_name:0 "$research_debris$"
 research_debris_desc:0 "We will research our enemies' technologies from the remains of their ships."
 scavenge_debris:0 "Scavenge Debris"
 scavenge_debris_name:0 "$scavenge_debris$"
 scavenge_debris_desc:0 "We will scavenge resources from the remains of our enemies' ships."
 scavenge_and_research_debris:0 "Research & Scavenge Debris"
 scavenge_and_research_debris_name:0 "$scavenge_and_research_debris$"
 scavenge_and_research_debris_desc:0 "As §Y$civic_scavengers$§! we will strip debris for both research and resources."

 policy_population_controls:0 "Population Controls"
 policy_population_controls_desc:0 "We can decide whether or not selective population controls should be legal in our empire."
 population_controls_not_allowed:0 "Prohibited"
 population_controls_not_allowed_name:0 "Population Controls Prohibited"
 population_controls_not_allowed_desc:1 "To reproduce and propagate their species is the inalienable right of all our citizens.\n\n§ECannot use non-voluntary Species or Planetary Population Controls§!\n§ECannot selectively Grow/Decline Species§!"
 population_controls_allowed:0 "Allowed"
 population_controls_allowed_name:0 "Population Controls Allowed"
 population_controls_allowed_desc:11 "Long-term demographics is too important a matter to be left solely in the hands of individual actors.\n\n§ECan use non-voluntary Species and Planetary Population Controls§!\n§ECan selectively Grow/Decline Species§!"

 policy_slavery:0 "Slavery"
 policy_slavery_desc:1 "We can decide whether or not slavery should be legal in our empire."
 slavery_not_allowed:0 "Prohibited"
 slavery_not_allowed_name:0 "Slavery Prohibited"
 slavery_not_allowed_desc:0 "The enslavement of sapient beings is an abomination and will not be tolerated within our Empire.\n\n§ECan not Enslave Pops§!"
 slavery_allowed_xenos_only:0 "Xenos Only"
 slavery_allowed_xenos_only_name:0 "Xeno-Slavery Only"
 slavery_allowed_xenos_only_desc:1 "Allows the enslavement of Species other than our own within our Empire.\n\n§ECan Enslave Pops from other Species§!"
 slavery_allowed_regulated:1 "Regulated"
 slavery_allowed_regulated_name:1 "Regulated Slavery"
 slavery_allowed_regulated_desc:2 "Allows the indiscriminate enslavement of Pops from all walks of life and ensures equal and relatively fair working conditions.\n\n§ECan Enslave any Pop, at reduced efficiency§!"
 slavery_allowed_regulated_xenos_only:1 "Regulated Xenos"
 slavery_allowed_regulated_xenos_only_name:1 "Regulated Xeno-Slavery"
 slavery_allowed_regulated_xenos_only_desc:2 "Allows the enslavement of Species other than our own within our Empire under relatively fair working conditions.\n\n§ECan Enslave Pops from other Species, at reduced efficiency§!"
 slavery_allowed:0 "Allowed"
 slavery_allowed_name:0 "Slavery Allowed"
 slavery_allowed_desc:0 "Allows the enslavement of Pops within our Empire.\n\n§ECan Enslave Pops§!"

 policy_slavery_procreation:1 "Slave Procreation"
 policy_slavery_procreation_desc:0 "We can decide if slaves should be allowed to procreate or not."
 slavery_procreation_allowed:0 "Allowed"
 slavery_procreation_allowed_name:0 "Slave Procreation Allowed"
 slavery_procreation_allowed_desc:0 "Slaves are allowed to procreate. Pops grown from slaves are automatically enslaved."
 slavery_procreation_not_allowed:0 "Not Allowed"
 slavery_procreation_not_allowed_name:0 "Slave Procreation Prohibited"
 slavery_procreation_not_allowed_desc:0 "Slaves are not allowed to procreate"

 policy_purge:0 "Purge"
 policy_purge_desc:0 "Purged Pops are unable to work and will ultimately perish, but the process will enrage them as well as any sympathetic Pops.\n"
 purge_not_allowed:0 "Prohibited"
 purge_not_allowed_name:0 "Purging Prohibited"
 purge_not_allowed_desc:1 "The Purge is an atrocity and should always be treated as such.\n\n§ECan not Purge Pops§!"
 purge_allowed_xenos_only:0 "Xenos Only"
 purge_allowed_xenos_only_name:0 "Xeno-Purge Only"
 purge_allowed_xenos_only_desc:1 "We must allow efficient methods to regulate and control the spread of lesser lifeforms within our Empire.\n\n§ECan Purge Pops from other Species§!"
 purge_allowed:0 "Allowed"
 purge_allowed_name:0 "Purging Allowed"
 purge_allowed_desc:0 "The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.\n\n§ECan Purge and Displace Pops§!"
 purge_displacement_only:0 "Displacement Only"
 purge_displacement_only_name:0 "$purge_displacement_only$"
 purge_displacement_only_desc:0 "It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders.\n\n§ECan Displace Pops§!"

 policy_orbital_bombardment:0 "Orbital Bombardment"
 policy_orbital_bombardment_desc:2 "Orbital Bombardment allows us to destroy armies on a planet from space. More punitive orbital bombardment stances can also destroy buildings and kill population.\n"
 orbital_bombardment_selective:0 "Selective"
 orbital_bombardment_selective_name:0 "Selective Orbital Bombardment"
 orbital_bombardment_selective_desc:0 "Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.\n\n§ECan only use 'Selective' orbital bombardment stance.§!"

 orbital_bombardment_indiscriminate:0 "Indiscriminate"
 orbital_bombardment_indiscriminate_name:0 "Indiscriminate Orbital Bombardment"
 orbital_bombardment_indiscriminate_desc:0 "Allows the full use of all orbital weaponry, with no regards to life on the surface.\n\n§EAllows 'Indiscriminate' orbital bombardment stance.§!"

 orbital_bombardment_armageddon:0 "Armageddon"
 orbital_bombardment_armageddon_name:0 "Armageddon Orbital Bombardment"
 orbital_bombardment_armageddon_desc:1 "Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.\n\n§EAllows 'Indiscriminate' and 'Armageddon' orbital bombardment stances.§!"

 orbital_bombardment_abduction:0 "Abduction"
 orbital_bombardment_abduction_name:0 "Abduction Orbital Bombardment"
 orbital_bombardment_abduction_desc:0 ""
 orbital_bombardment_surrender_allowed_name:0 "Allowed" #Not shown anywhere afaik
 orbital_bombardment_surrender_forbidden_name:0 "Forbidden" #Not shown anywhere afaik
 policy_orbital_bombardment_accept_surrender:0 "Orbital Surrender Acceptance"
 policy_orbital_bombardment_accept_surrender_desc:0 "This policy controls whether or not we allow enemy planets to surrender control to our fleets during Orbital Bombardment."
 orbital_bombardment_surrender_allowed:0 "Allowed"
 orbital_bombardment_surrender_allowed_desc:0 "Foreign citizens have the right to surrender.\n\n§EWe will gain occupation of Enemy Planets from Orbital Bombardment of planets without Defensive Armies if they choose to surrender§!."
 orbital_bombardment_surrender_forbidden:0 "Prohibited"
 orbital_bombardment_surrender_forbidden_desc:0 "There will be no surrender, Orbital Bombardment will continue indefinitely.\n\n§EPlanetary Control of Enemy Planets will only be gained by invading the planet with Ground Troops.§!"

 policy_interference:1 "Pre-FTL Interference"
 policy_interference_desc:1 "We can set policies regulating our interactions with pre-FTL empires."
 interference_not_allowed:0 "Non-Interference"
 interference_not_allowed_name:0 "$interference_not_allowed$"
 interference_not_allowed_desc:2 "It is not our place to influence the development of another society. Watch, but do not interfere.\n\n§E- Observation Outposts are limited to $mission_passive_observation$\n- Cannot target Pre-FTL Civilizations with Espionage operations\n- Cannot reveal our presence to Pre-FTL Civilizations\n- Cannot invade Pre-FTL Civilizations§!"
 interference_subtle:0 "Subtle Interference"
 interference_subtle_name:0 "$interference_subtle$"
 interference_subtle_desc:2 "We can nudge their development in the right direction, but our touch must remain subtle.\n\n§E- Observation Outposts are limited to $mission_passive_observation$\n- Can target Pre-FTL Civilizations with certain Espionage operations\n- Can only reveal our presence to Pre-FTL Civilizations with High Awareness\n- Cannot invade Pre-FTL Civilizations§!\n\n"
 interference_active:1 "Active Interference"
 interference_active_name:1 "$interference_active$"
 interference_active_desc:4 "To unlock the secrets of the universe, any subject of interest must be made freely available for study.\n\n§E- Observation Outposts can be set to $mission_passive_observation$ or $mission_specimen_collection$\n- Can target Pre-FTL Civilizations with all Espionage operations\n- Can reveal our presence to Pre-FTL Civilizations\n- Cannot invade Pre-FTL Civilizations§!\n\n"
 interference_aggressive:0 "Aggressive Interference"
 interference_aggressive_name:0 "$interference_aggressive$"
 interference_aggressive_desc:2 "The strong hold dominion over the weak. The fate of less developed societies is ours to command.\n\n§E- Observation Outposts are limited to $mission_specimen_collection$\n- Can target Pre-FTL Civilizations with certain Espionage operations\n- Can reveal our presence to Pre-FTL Civilizations\n- Can invade Pre-FTL Civilizations§!\n\n"
 policy_interference_unchanged: "Policy on §Y$policy_interference$§! is not changed."

 policy_enlightenment:1 "Pre-FTL Enlightenment"
 policy_enlightenment_desc:1 "Our technological advances could potentially be shared with more pre-FTL societies, opening up new horizons for them to explore.\n"
 enlightenment_not_allowed:0 "Prohibited"
 enlightenment_not_allowed_name:1 "Pre-FTL Enlightenment Prohibited"
 enlightenment_not_allowed_desc:1 "This society is not ready to grasp the wonders we have discovered. Exposing the truth too quickly can entail enormous risks for everyone involved.\n\n§EMay Not Enlighten Pre-FTL Civilizations§!\n\n"
 enlightenment_covert_only:0 "Covert Only"
 enlightenment_covert_only_name:0 "Covert Pre-FTL Enlightenment Allowed"
 enlightenment_covert_only_desc:0 "Revealing our existence to pre-FTL civilizations would alter the natural course of their development. We should help them, but without revealing our presence.\n\n§EMay Only Enlighten Pre-FTL Civilizations through Espionage§!\n\n"
 enlightenment_allowed:0 "Allowed"
 enlightenment_allowed_name:1 "Pre-FTL Enlightenment Allowed"
 enlightenment_allowed_desc:1 "By sharing our knowledge, we can actively encourage less advanced societies to take their rightful place in the galactic community.\n\n§EMay Enlighten Pre-FTL civilizations through both Espionage and Diplomatic actions§!\n\n"
 enlightenment_policy_unchanged: "Policy on §Y$policy_enlightenment$§! is not changed."

 policy_migration:0 "Migration"
 policy_migration_desc:0 "Some within our Empire look to the stars and wonder what kind of life they could create for themselves on a new world.\n"
 migration_not_allowed:0 "Prohibited"
 migration_not_allowed_name:0 "Migration Prohibited"
 migration_not_allowed_desc:0 "The Empire will decide where its populace is needed most.\n\n§ENo Pops can freely migrate§!"
 migration_allowed_primary_only:0 "Primary Species Only"
 migration_allowed_primary_only_name:0 "Primary Species Migration"
 migration_allowed_primary_only_desc:0 "Unrestricted movement is a privilege afforded only to our primary species.\n\n§EOnly Pops of our own Species can freely migrate§!"
 migration_allowed_all:0 "Free Migration"
 migration_allowed_all_name:0 "Unrestricted Migration"
 migration_allowed_all_desc:0 "All our citizens must be free to seek their own happiness wherever they so desire.\n\n§EAll Pops can freely migrate§!"

 policy_appropriation:0 "Land Appropriation"
 policy_appropriation_desc:0 "This policy controls whether or not newly acquired planets should have some of their land appropriated from non-citizen species."
 appropriation_not_allowed:0 "Prohibited"
 appropriation_not_allowed_name:0 "Land Appropriation Prohibited"
 appropriation_not_allowed_desc:0 "The land that our empire controls belongs to all of its inhabitants.\n\n§EConquered planets will have their populations preserved as-is.§!"
 appropriation_allowed:0 "Allowed"
 appropriation_allowed_name:0 "Land Appropriation Allowed"
 appropriation_allowed_desc:1 "The land that the lesser species are not properly utilizing can be put to greater use by their betters.\n\n§EPlanets conquered from non-citizen species will have up to §Y500§!£pop£ Pops displaced and replaced with citizens from our other planets.§!"

 policy_resettlement:0 "Resettlement"
 policy_resettlement_desc:0 "This policy controls whether or not we are allowed to forcibly relocate Pops between planets.\n"
 resettlement_not_allowed:0 "Prohibited"
 resettlement_not_allowed_name:0 "Resettlement Prohibited"
 resettlement_not_allowed_desc:1 "Free pops cannot be forcibly resettled between planets."
 resettlement_allowed:0 "Allowed"
 resettlement_allowed_name:0 "Resettlement Allowed"
 resettlement_allowed_desc:1 "Pops can be forcibly resettled between planets."
 PLANET_AUTO_RESETTLEMENT_CHANCE: "These unemployed £pop£ §HPops§! will move to other colonies within your empire if there are open jobs, housing, and decent habitability.\n\n§Y$VALUE|0$§! are expected to migrate next month."
 AUTO_MIGRATE_MIGRATION_CONTROLS:0 "§RMigration Controls are enabled on this species.§!\n"
 AUTO_MIGRATE_SLAVE_PROCESSING:1 "§R§YAutomatic Resettlement§! to other colonies is only enabled for slaves and non-sapient robots if a §Y$sm_transit_hub$§! or §Y$building_slave_processing$§! is present.§!\n"
 AUTO_MIGRATE_ASSIMILATED:0 "§RPops undergoing assimilation cannot auto-migrate.§!"
 PLANET_AUTO_RESETTLEMENT_NO_ELIGIBLE_POPS:0 "These £pop£ §HPops§! are not able to auto-migrate for the following reason:"
 PLANET_AUTO_RESETTLEMENT_NO_VALID_DESTINATION:0 "$PLANET_AUTO_RESETTLEMENT_NO_ELIGIBLE_POPS$\n§RThere is no valid auto-migration destination.§!"
 PLANET_AUTO_RESETTLEMENT_MOST_LIKELY_DESTINATION:0 "Their most likely migration destination is $PLANET|Y$."
 PLANET_AUTO_RESETTLEMENT_INELIGIBLE_PLANET:0 "£pop£ §HPops§! are not allowed to auto-migrate from this planet for the following reason:"
 AUTO_MIGRATE_CULTURE_SHOCK:0 "§RThe colony is suffering from Culture Shock.§!"
 AUTO_MIGRATE_COLONY_TOO_NEW:0 "§RThe colony is too new.§!"
 AUTO_MIGRATE_ONLY_HAS_ONE_POP:0 "§RThe last £pop£ §HPop§! can not auto-migrate.§!"

 AUTOMATION_SETTINGS_TITLE:0 "Automation Settings"
 planet_automation_amenities:0 "£amenities£ Amenities"
 planet_automation_designation_construction:0 "£district£ Designation"
 planet_automation_rare_resources:0 "£exotic_gases£ £rare_crystals£ £volatile_motes£ Rare Resources"
 planet_automation_pop_assembly:0 "£mod_planet_pop_assembly_mult£ Pop Assembly"
 planet_automation_housing:0 "£housing£ Housing"
 planet_automation_building_slot:0 "£building£ Building Slots"
 planet_automation_crime:0 "£crime£ [Owner.GetCrimeDeviancy]"
 planet_automation_clear_blockers:0 "£blocker£ Clear Blockers"
 planet_automation_permanent_employment_center:0 "Posthumous Employment"
 planet_automation_psi_corps_building:0 "Psi Corps"
 planet_automation_biotrophy_management:0 "£pop_cat_bio_trophy£ Biotrophies"
 planet_automation_worm:0 "Omega Alignment"
 planet_automation_upgrade_buildings:0 "£upgrade£ Upgrade Buildings"
 PLANET_AUTOMATION_TITLE:0 "Planet Automation"

 planet_automation_deficit_restriction:0 "£economy£ Prevent Deficit Construction"
 planet_automation_deficit_restriction_desc:0 "Prevents construction of buildings which would introduce or increase a deficit of a resource, either directly by the upkeep of the building/district or indirectly by any jobs created."

 planet_automation_amenities_desc:0 "Enables automatic management of planet Amenities, both in terms of setting job priority and constructing new buildings that provide amenity jobs."
 planet_automation_designation_construction_desc:1 "Enables automatic planetary construction of buildings and districts that align with the planet's designation.\n\nBuildings and districts providing new jobs will be constructed when there are no free jobs or when there is an unemployed pop which can work a job associated with this designation."
 planet_automation_rare_resources_desc:0 "Enables automatic construction of buildings that provide jobs which produce rare resources during an Empire wide shortage."
 planet_automation_pop_assembly_desc:0 "Enables construction of buildings that assemble pops."
 planet_automation_housing_desc:0 "Enable automatic construction of additional housing."
 planet_automation_building_slot_desc:0 "Enable automatic construction of new building slots."
 planet_automation_crime_desc:1 "Enable automation of §H[Owner.GetCrimeDeviancy]§! prevention, both in terms of setting job priority and constructing new buildings."
 planet_automation_clear_blockers_desc:0 "Enable automatic clearing of blockers when it is needed to unlock more district slots."
 planet_automation_permanent_employment_center_desc:0 "Enable automatic construction of §HPosthumous Employment Center§! on planets with raw resource focus."
 planet_automation_psi_corps_building_desc:0 "Enable construction of §HPsi Corps§! on all planets."
 planet_automation_biotrophy_management_desc:0 "Enable construction of §HOrganic Sanctuaries§!."
 planet_automation_worm_desc:0 "Enable construction of §HOmega Alignment§!."
 planet_automation_upgrade_buildings_desc:0 "Enable automatically upgrading buildings. This will have priority over constructing new buildings."

 planet_automation_shift_click:0 "§HShift-click§! to toggle this setting as default for all new colonies, currently: $TOGGLED|H$"
 planet_automation_ctrl_click:0 "§HControl-click§! to toggle the setting on all planets."

 planet_automation_setting_enabled:0 "Enabled"
 planet_automation_setting_disabled:0 "Disabled"

 policy_voting_rights:0 "Voting Rights"
 policy_voting_rights_desc:0 "The process of appointing a ruler can take on many forms, where democratic vote is but one possible approach.\n"
 voting_not_allowed:0 "No Voting"
 voting_not_allowed_name:0 "No Voting"
 voting_not_allowed_desc:1 "Our choice of ruler is far too important a decision to entrust to the public.\n\n§ENo Pops can vote, the heir to the throne will become the next ruler§!"
 voting_allowed_elites_only:0 "Elitism"
 voting_allowed_elites_only_name:0 "The Elite Decides"
 voting_allowed_elites_only_desc:0 "The question of leadership is best left to our society's most respected and knowledgeable members.\n\n§ENo Pops can vote, the leaders of the Empire will decide ruler on election§!"
 voting_allowed_primary_only:0 "Primary Species Only"
 voting_allowed_primary_only_name:0 "Primary Species Suffrage"
 voting_allowed_primary_only_desc:1 "The right to vote is a serious responsibility, and must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can vote in democratic elections§!"
 voting_allowed_all:0 "Free Vote"
 voting_allowed_all_name:0 "Universal Suffrage"
 voting_allowed_all_desc:1 "The rule of our Empire should reflect the will of the people and they must all be part of the process.\n\n§EAll Pops can vote in democratic elections§!"

 policy_leadership:0 "Leadership"
 policy_leadership_desc:0 "All beings may not be equally fit for leadership, and we must decide who should be allowed to progress through the ranks.\n"
 leadership_primary_only:0 "Primary Species Only"
 leadership_primary_only_name:0 "Only Primary Species Leaders"
 leadership_allow_dominant_only_name:0 "Only Primary Species Leaders"
 leadership_primary_only_desc:0 "While we may accept the presence of foreign beings within our Empire, positions of leadership must remain exclusive to our primary species.\n\n§EOnly Pops of our own Species can generate leaders§!"
 leadership_allow_xeno:0 "Xenos Allowed"
 leadership_allow_xeno_name:0 "Xeno-Leaders Allowed"
 leadership_allow_xeno_desc:0 "Our Empire must not waste the great wealth of talent within our Empire, whatever the source.\n\n§EPops of other Species can generate leaders§!"
 leadership_allow_robot:0 "Androids Allowed"
 leadership_allow_robot_name:0 "Synthetic Leaders Allowed"
 leadership_allow_robot_desc:0 "Synthetic beings serve our Empire in most areas of society. It is only natural that they be allowed to take positions of leadership as well.\n\n§ESynthetic Pops can generate leaders§!"
 leadership_allow_all:0 "Allow All"
 leadership_allow_all_name:0 "All Leader Types Allowed"
 leadership_allow_all_desc:0 "Any talented individual, xeno or synthetic, should be allowed to seek a position in leadership.\n\n§EPops of all types can generate leaders§!"

 policy_leader_enhancement:0 "Leader Enhancement"
 policy_leader_enhancement_desc:0 "The burden of Empire can be crushing, and we need to make a decision on how future leaders may best be prepared to shoulder it.\n"
 leader_enhancement_natural_selection:0 "Natural Selection"
 leader_enhancement_natural_selection_name:0 "No Leader Enhancement"
 leader_enhancement_natural_selection_desc:0 "Let nature take its course - it is in the crucible of experience that genius is forged.\n\n§ELeaders gain no additional bonuses§!"
 leader_enhancement_selected_lineages:0 "Selected Lineages"
 leader_enhancement_selected_lineages_name:0 "Selected Leader Lineages"
 leader_enhancement_selected_lineages_desc:0 "Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.\n\n§HWhile active our Empire gains:§!"
 leader_enhancement_capacity_boosters:0 "Capacity Boosters"
 leader_enhancement_capacity_boosters_name:0 "Capacity-Boosted Leaders"
 leader_enhancement_capacity_boosters_desc:0 "We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.\n\n§HIf active our Empire gains:§!"

 policy_border_policy:0 "Initial Border Status"
 policy_border_policy_desc:0 "The borders of our empire represent our very grasp on the galaxy itself. We must decide if they are to be open and welcoming or shut and guarded to other civilizations we might encounter.\n"
 border_policy_open:0 "Open"
 border_policy_open_name:0 "Open Borders"
 border_policy_open_desc:0 "Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide.\n\n§EBorders will be open to other empires by default.§!"
 border_policy_closed:0 "Closed"
 border_policy_closed_name:0 "Closed Borders"
 border_policy_closed_desc:0 "The borders of our empire must be well guarded, lest we fall victim to insidious influences. Only those who have proven themselves worthy may enter our space.\n\n§EBorders will be closed to other empires by default.§!"

 policy_first_contact_protocol:0 "First Contact Protocol"
 policy_first_contact_protocol_desc:0 "As we travel the stars there is a definite possibility of finding other lifeforms, and we need to have a clear stance on how to approach them.\n"
 first_contact_proactive:0 "Proactive"
 first_contact_proactive_name:0 "Proactive Contact Protocol"
 first_contact_proactive_desc:1 "Meeting alien civilizations presents an exciting opportunity to make new friends and fresh discoveries. We shall do our utmost to ensure that first contact happens smoothly, hailing unknown ships with a cordially-phrased greeting and a copy of our Official Standard Encyclopedia, along with its audio-visual companion dossier.\n\n$first_contact_proactive_effects$"
 first_contact_proactive_effects:0 "§E- Cannot attack neutral entities\n- Other empires will find it easier to establish communications with us\n- Gain 50% more £influence£ Influence from each successful first contact process§!\n\n"
 first_contact_cautious:0 "Cautious"
 first_contact_cautious_name:0 "Cautious Contact Protocol"
 first_contact_cautious_desc:1 "We will take every measure to prevent information about ourselves from falling into alien hands before we have decided whether they will be friend or foe.\n\n$first_contact_cautious_effects$"
 first_contact_cautious_effects:0 "§E- Cannot attack neutral entities\n- Other nations will find it harder to establish communications with us\n- Negative first contact events are less likely to happen to us§!\n\n"
 first_contact_attack_allowed:0 "Aggressive"
 first_contact_attack_allowed_name:0 "Aggressive Contact Protocol"
 first_contact_attack_allowed_desc:2 "Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.\n\n$first_contact_attack_allowed_effects$"
 first_contact_attack_allowed_effects:0 "§E- Can attack neutral entities\n- Enables hostile first contact options, such as abduction and dissection§!\n\n"

 policy_food_policy:0 "Food Policy"
 policy_food_policy_desc:0 "Our empire has a plethora of hungry mouths to feed. To ensure food security does not become a problem, we must balance the needs of the population with our need for growth."

 food_policy_normal:0 "Dietary Balance"
 food_policy_normal_name:0 "$food_policy_normal$"
 food_policy_normal_desc:0 "Our population will have all their nutritional needs met, but food is a precious resource and frivolous waste should be avoided.\n\n§EOrganic Pops have normal food use and growth speed.§!"

 food_policy_rationing:0 "Strict Rationing"
 food_policy_rationing_name:0 "$food_policy_rationing$"
 food_policy_rationing_desc:0 "In times of need, we all must sacrifice for the greater good. What is a little starvation now, when our glorious future awaits?\n\n"

 food_policy_generous:0 "Nutritional Plenitude"
 food_policy_generous_name:0 "$food_policy_generous$"
 food_policy_generous_desc:1 "It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars."

 policy_food_policy_gestalt:0 "$policy_food_policy$"
 policy_food_policy_gestalt_desc:0 "$policy_food_policy_desc$"

 food_policy_gestalt_normal:0 "$food_policy_normal$"
 food_policy_gestalt_normal_name:0 "$food_policy_normal$"
 food_policy_gestalt_normal_desc:0 "All Drones will have their necessary biomass intakes met by the Mind.\n\n§EDrones have normal food use and growth speed.§!"

 food_policy_gestalt_rationing:0 "$food_policy_rationing$"
 food_policy_gestalt_rationing_name:0 "$food_policy_rationing$"
 food_policy_gestalt_rationing_desc:0 "Waste not, want not.\n\n"

 food_policy_gestalt_generous:0 "$food_policy_generous$"
 food_policy_gestalt_generous_name:0 "$food_policy_generous$"
 food_policy_gestalt_generous_desc:0 "A well-fed Drone is a productive Drone.\n\n"

 policy_research_policy:0 "Research Focus"
 policy_research_policy_desc:0 "Research is a way forward for our empire, advancing its knowledge and bringing new possibilities. We must decide what is the best focus for our researchers and where we should pool our brightest."

 policy_physics_research_policy: "Physics $policy_research_policy$"
 policy_physics_research_policy_desc: "Physics is the future of our empire, without understanding the universe, how can we advance in other fields?"

 policy_society_research_policy: "Society $policy_research_policy$"
 policy_society_research_policy_desc: "Society is the future of our empire, without understanding life, how can we advance in other fields?"

 policy_engineering_research_policy: "Engineering $policy_research_policy$"
 policy_engineering_research_policy_desc: "Engineering is the future of our empire, without understanding our homes and ships, how can we advance in other fields?"

 research_policy_no_focus:0 "General Studies"
 research_policy_no_focus_name:0 "$research_policy_no_focus$"
 research_policy_no_focus_desc:0 "By not focusing on any particular branch, our researchers will have more freedom to pursue their own experiments."

 research_policy_field_manipulation:0 "Field Manipulation"
 research_policy_field_manipulation_name:0 "$research_policy_field_manipulation$"
 research_policy_field_manipulation_desc:0 "Focusing on §YField Manipulation§! technologies will give us an advantage in the given field of research."

 research_policy_particles:0 "Particles"
 research_policy_particles_name:0 "$research_policy_particles$"
 research_policy_particles_desc:0 "Focusing on §YParticles§! technologies will give us an advantage in the given field of research."

 research_policy_computing:0 "Computing"
 research_policy_computing_name:0 "$research_policy_computing$"
 research_policy_computing_desc:0 "Focusing on §YComputing§! technologies will give us an advantage in the given field of research."

 research_policy_new_worlds:0 "New Worlds"
 research_policy_new_worlds_name:0 "$research_policy_new_worlds$"
 research_policy_new_worlds_desc:0 "Focusing on §YNew Worlds§! technologies will give us an advantage in the given field of research."

 research_policy_statecraft:0 "Statecraft"
 research_policy_statecraft_name:0 "$research_policy_statecraft$"
 research_policy_statecraft_desc:0 "Focusing on §YStatecraft§! technologies will give us an advantage in the given field of research."

 research_policy_biology:0 "Biology"
 research_policy_biology_name:0 "$research_policy_biology$"
 research_policy_biology_desc:0 "Focusing on §YBiology§! technologies will give us an advantage in the given field of research."

 research_policy_military_theory:0 "Military Theory"
 research_policy_military_theory_name:0 "$research_policy_military_theory$"
 research_policy_military_theory_desc:0 "Focusing on §YMilitary Theory§! technologies will give us an advantage in the given field of research."

 research_policy_materials:0 "Materials"
 research_policy_materials_name:0 "$research_policy_materials$"
 research_policy_materials_desc:0 "Focusing on §YMaterials§! technologies will give us an advantage in the given field of research."

 research_policy_propulsion:0 "Propulsion"
 research_policy_propulsion_name:0 "$research_policy_propulsion$"
 research_policy_propulsion_desc:0 "Focusing on §YPropulsion§! technologies will give us an advantage in the given field of research."

 research_policy_voidcraft:0 "Voidcraft"
 research_policy_voidcraft_name:0 "$research_policy_voidcraft$"
 research_policy_voidcraft_desc:0 "Focusing on §YVoidcraft§! technologies will give us an advantage in the given field of research."

 research_policy_industry:0 "Industry"
 research_policy_industry_name:0 "$research_policy_industry$"
 research_policy_industry_desc:0 "Focusing on §YIndustry§! technologies will give us an advantage in the given field of research."

 policy_research_restriction_policy: "Research Restrictions"
 policy_research_restriction_policy_desc: "Research is a boundless frontier, fueling our empire's progress but also unveiling hidden dangers. We must decide what limits, if any, to place upon our researchers."

 research_restriction_dangerous_encouraged: "Refactored Restrictions"
 research_restriction_dangerous_encouraged_name: "$research_restriction_dangerous_encouraged$"
 research_restriction_dangerous_encouraged_desc: "Our researchers should be restricted from wasting their time with the mundane, to pursue more esoteric studies.\n\n"

 research_restriction_no_restriction: "No Restrictions"
 research_restriction_no_restriction_name: "$research_restriction_no_restriction$"
 research_restriction_no_restriction_desc: "The galaxy is vast and full of countless wonders; to stifle our researchers from opportunity would be a mistake.\n\n"

 research_restriction_dangerous_forbidden: "Restrictions Imposed"
 research_restriction_dangerous_forbidden_name: "$research_restriction_dangerous_forbidden$"
 research_restriction_dangerous_forbidden_desc: "Dangerous technologies should be avoided at all costs. There are laws of the universe we should never break.\n\n"

 policy_trade_policy:0 "Trade Policy"
 policy_trade_policy_desc:0 "Trade is an important source of prosperity and brings in a great deal of resources for our empire. We must decide where these resources are best directed."

 trade_policy_default:0 "Wealth Creation"
 trade_policy_default_name:0 "$trade_policy_default$"
 trade_policy_default_desc:0 "The purpose of trade is to generate profits for individuals and revenue for the state. We should focus our trade efforts fully on this creation of wealth.\n\n§Y50%§! of our collected $r_trade$ earns us $r_energy$"

 trade_policy_consumer_goods:0 "Consumer Benefits"
 trade_conversion_consumer_goods_name:0 "$trade_policy_consumer_goods$"
 trade_policy_consumer_goods_desc:0 "Profits and taxes must take second place to improving the lives of our citizens. We should focus our trade efforts towards the manufacture and distribution of everyday necessities.\n\n§Y50%§! of our collected $r_trade$ earns us $r_consumer_goods$"

 trade_policy_unity:0 "Marketplace of Ideas"
 trade_conversion_unity_name:0 "$trade_policy_unity$"
 trade_policy_unity_desc:3 "Trade can be used not only to move goods around, but also to facilitate the spread of ideas. We should focus our trade efforts towards ensuring that the message of our government is heard on all planets where we do business.\n\n§Y50%§! of our collected $r_trade$ earns us $r_unity$"

 trade_policy_trade_league:0 "Trade League"
 trade_conversion_trade_league_name:0 "$trade_policy_trade_league$"
 trade_policy_trade_league_desc:3 "By banding together in a trade league, we are able to prosper and secure profits on a whole new level.\n\n§Y50%§! of our collected $r_trade$ earns us $r_energy$, $r_unity$ and $r_consumer_goods$"

 trade_policy_holy_covenant:0 "Holy Covenant"
 trade_conversion_holy_covenant_name:0 "$trade_policy_holy_covenant$"
 trade_policy_holy_covenant_desc:0 "By banding together in a holy covenant, we may bask in the collective glory of our divine purpose.\n\n§Y50%§! of our collected $r_trade$ earns us $r_unity$"

 trade_policy_mutual_aid: "Mutual Aid"
 trade_conversion_mutual_aid_name: "$trade_policy_mutual_aid$"
 trade_policy_mutual_aid_desc: "By reinvesting our surplus back into the cooperative, we ensure that all our members may thrive according to their needs and shared aspirations.\n\n§Y75%§! of our collected $r_trade$ earns us $r_energy$, $r_minerals$, $r_food$, and $r_unity$"

 policy_economic_policy:0 "Economic Policy"
 policy_economic_policy_desc:0 "Prosperity or security? Education or defense? Guns or butter? These are the questions that every government with limited resources has asked themselves throughout history, and ours is no different."

 economic_policy_balanced:0 "Mixed Economy"
 economic_policy_balanced_name:0 "$economic_policy_balanced$"
 economic_policy_balanced_desc:0 "To commit ourselves fully to either war or peace is to restrict ourselves to a narrow view. We must be ready for whatever the future may hold.\n\n§ENo bonuses or penalties to resource production.§!"

 economic_policy_civilian:0 "Civilian Economy"
 economic_policy_civilian_name:0 "$economic_policy_civilian$"
 economic_policy_civilian_desc:0 "The needs of the populace must become before the business of war. Economic might, not military prowess, is what our empire will be founded on.\n\n"

 economic_policy_military:0 "Militarized Economy"
 economic_policy_military_name:0 "$economic_policy_military$"
 economic_policy_military_desc:0 "To neglect our defense is to neglect our survival. Trinkets and baubles are scarce comfort when the enemy is battering down the gates.\n\n"

 policy_drone_policy:0 "Production Policy"
 policy_drone_policy_desc:0 "The synaptic capabilities of our vast Mind are immense, but not limitless. We must decide where to best put these cerebral resources to use."

 drone_policy_balanced:0 "Balanced Production"
 drone_policy_balanced_name:0 "$drone_policy_balanced$"
 drone_policy_balanced_desc:0 "The Mind dedicates itself equally to the production of raw resources and finished goods.\n\n§ENo bonuses or penalties to resource production.§!"

 drone_policy_worker:0 "Extraction Focus"
 drone_policy_worker_name:0 "$drone_policy_worker$"
 drone_policy_worker_desc:0 "The $pop_cat_simple_drone_plural$ that extract raw resources are given priority by the Mind, becoming more productive at the expense of the $pop_cat_complex_drone_plural$.\n\n"

 drone_policy_thinker:0 "Manufacturing Focus"
 drone_policy_thinker_name:0 "$drone_policy_thinker$"
 drone_policy_thinker_desc:0 "The $pop_cat_complex_drone_plural$ that manufacture finished goods are given priority by the Mind, becoming more productive at the expense of the $pop_cat_simple_drone_plural$.\n\n"

 policy_robot_pop_policy:0 "Robotic Workers"
 policy_robot_pop_policy_desc:1 "The mere concept of autonomous robots leads to the idea that workers of our species may one day be supplanted and perhaps, in time, surpassed. We must decide our stance on such large-scale automation.\n"

 robot_pops_outlawed:0 "Outlawed"
 robots_outlawed_name:0 "Robotic Workers Outlawed"
 robot_pops_outlawed_desc:1 "Robotic automatons are a threat to not only our people's livelihoods, but to the very fabric of society itself. We must not allow ourselves to be made obsolete.\n\n§ERobotic Pops and Armies will automatically be disassembled.§!"
 robot_pops_allowed:0 "Allowed"
 robots_allowed_name:0 "Robotic Workers Allowed"
 robot_pops_allowed_desc:0 "The benefits of automation are obvious and immense. For the future of our people, we cannot afford to ignore the opportunities presented to us by technology."

 policy_artificial_intelligence_policy:0 "Artificial Intelligence"
 policy_artificial_intelligence_policy_desc:0 "The prospect of a self-aware artificial intelligence raises many philosophical and ethical questions. We must determine where we stand on this issue.\n"
 no_robots_desc:0 "These machines are in the process of being disassembled."
 dumb_robots_desc:0 "These robots exist in a state of non-sapient servitude."
 ai_outlawed:0 "Outlawed"
 ai_outlawed_name:0 "AI Outlawed"
 ai_outlawed_short_desc:0 "To create a more obedient class of workers, these machines have had their sapience stripped away by their organic masters."
 ai_outlawed_desc:8 "Intelligent, self-aware machines are an incalculable threat to all living things. The creation of a true artificial intelligence is an offense punishable by death.\n\n§EArtificial lifeforms have their free will removed and are unable to perform £pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§! and more complex £pop_cat_specialist£ §Y$pop_cat_specialist$ Jobs§!.\n\nSapient AI Assistants will automatically be disassembled.\n\nSapient Combat Computers may not be researched.§!"
 #  "or utilized in our ship designs."

 living_standard_servitude:1 "$ai_servitude$"
 living_standard_servitude_tooltip:1 "$ai_servitude_short_desc$"
 living_standard_servitude_tooltip_delayed:1 "§LCommodities do not require consideration.§!"
 citizenship_robot_servitude:0 "$ai_servitude$"
 citizenship_robot_servitude_tooltip:1 "The primary objective of these machines is to serve their masters and fulfill the tasks they were designed for, irrespective of their level of intelligence."
 citizenship_robot_servitude_tooltip_delayed:0 "§LA toaster will always be a toaster.§!"
 ai_servitude:0 "Servitude"
 ai_servitude_short_desc:0 "These machines are held in absolute servitude by their organic masters, and can be used or discarded at their whim."
 ai_servitude_name:0 "AI Servitude"
 ai_servitude_desc:9 "The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.\n\n§EArtifical lifeforms have limited free will, improving their resource output but preventing them from working in £pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§!§!."
 ai_full_rights:0 "Citizen Rights"
 ai_full_rights_name:0 "Artificial Citizen Rights"
 ai_full_rights_desc:6 "Any self-aware machine with true intelligence must be regarded as an individual with all the rights and obligations that entails.\n\n§EArtifical lifeforms are given full citizen rights and will thus use §Y£consumer_goods£ $consumer_goods$§!.\n§!"
 ai_full_rights_short_desc:0 "These machines have been given full citizenship and the right to self-determination as equal members of society."

 ai_accord_servitude_disallowed:2 "The AI Accord §Rpermanently disallows§! the §HOutlawed§! and §HServitude§! policies."
 ai_perfect_servants_rights_disallowed:2 "The three-law algorithm §Rpermanently disallows§! the §HCitizen Rights§! policy."

 synthetic_empire:0 "Synthetic Empire"
 is_a_synthetic_empire:0 "Is a §YSynthetic Empire§!"
 is_a_synthetic_empire_fail:0 "$TRIGGER_FAIL$$is_a_synthetic_empire$"

 policy_war_philosophy:0 "War Philosophy"
 policy_war_philosophy_desc:0 "War is a complex matter, war between stellar nations even more so. How we approach armed conflict is of critical importance to external affairs.\n"
 unrestricted_wars:0 "Unrestricted Wars"
 unrestricted_wars_name:0 "Unrestricted Warfare"
 unrestricted_wars_desc:1 "War is a dish best served frequently, and to those who will not cook for themselves.\n\n§ENo restrictions on claiming systems§!"
 liberation_wars:0 "Liberation Wars"
 liberation_wars_name:0 "Wars of Liberation"
 liberation_wars_desc:5 "We must further our own interests, even when they run contrary to the interests of others.\n\n§EClaiming others' systems is only allowed during defensive wars or against §YGestalt Consciousness§! empires§!\n\nUnlocks the §Y'Ideology'§! Casus Belli on all empires with differing Ethics"
 no_wars:0 "Defensive Wars"
 no_wars_name:0 "Defensive Wars Only"
 no_wars_desc:1 "Violence is a last resort to ensure the integrity of our nation.\n\n§EClaiming of systems is only allowed during defensive wars§!"

 policy_war_doctrine:0 "War Doctrine"
 policy_war_doctrine_desc:1 "There are many ways to prosecute a war to a successful conclusion. We must choose the doctrine that best plays to our strengths and weaknesses.\n"
 defense_in_depth_doctrine:0 "Defense in Depth"
 defense_in_depth_doctrine_name:0 "Defense in Depth Doctrine"
 defense_in_depth_doctrine_desc:0 "Let the enemy come to us. We shall fight them for every planet, every moon, every asteroid that lies within our space. We shall never surrender.\n\n"
 no_retreat_doctrine:0 "No Retreat"
 no_retreat_doctrine_name:0 "No Retreat Doctrine"
 no_retreat_doctrine_desc:0 "Our ships are expected to fight to the bitter end. We will tolerate no withdrawals, no retreats, no routs. For our fleet there is only victory or death. Not one step back!\n\n"
 hit_and_run_doctrine:0 "Hit and Run"
 hit_and_run_doctrine_name:0 "Hit and Run Doctrine"
 hit_and_run_doctrine_desc:0 "A superior foe can be gradually whittled down by repeated hit and run attacks. The killing blow is delivered only when the odds are favorable.\n\n"
 rapid_deployment_doctrine:0 "Rapid Deployment"
 rapid_deployment_doctrine_name:0 "Rapid Deployment Doctrine"
 rapid_deployment_doctrine_desc:0 "We must move quickly to strike where the enemy is weakest, and defend where the enemy means to attack. Maneuver is the key to success.\n\n"

 PURGES_ALLOWED:1 "$TRIGGER_FAIL$Purging must be enabled in Policies."

 policy_food_stockpiling:0 "Food Stockpiling"
 policy_food_stockpiling_desc:0 "To properly chart the growth of an interstellar empire we must utilize our food surplus in a way that best suits the needs of our population.\n"
 food_stockpiling_machine:0 "None"
 food_stockpiling_machine_name:0 "No Stockpiling"
 food_stockpiling_machine_desc:0 "We are perfect, immortal machines."
 food_stockpiling_1:0 "Minimal"
 food_stockpiling_1_name:0 "Minimal Stockpiling"
 food_stockpiling_1_desc:0 "Keeping our food stockpiling to a minimum ensures that it can be put to better use towards population growth.\n\n"
 food_stockpiling_2:0 "Balanced"
 food_stockpiling_2_name:0 "Balanced Stockpiling"
 food_stockpiling_2_desc:0 "A balanced approach to stockpiling will allow us to use our food surplus towards growth, while still leaving us significant reserves if the worst should happen.\n\n"
 food_stockpiling_3:0 "Large"
 food_stockpiling_3_name:0 "Large Stockpiles"
 food_stockpiling_3_desc:0 "We can never know when disaster and famine will strike. A large stockpile of food will let us to weather bad circumstances without our population suffering.\n\n"
 ONLY_SERVITORS_STOCKPILE_FOOD:0 "$TRIGGER_FAIL$Only a §H$civic_machine_servitor$§! may stockpile £food£ §H$food$§!."


 policy_war_economy:0 "War Economy"
 policy_war_economy_desc:0 "We can gear our industry and economy to seize assets from the civilian sector in times of desperate defensive wars. The downside with these policies is that we will suffer corresponding penalties while we are winning offensive wars...\n"
 static_we:0 "Static"
 static_we_name:0 "Static War Economy"
 static_we_desc:0 "A Static War Economy is unaffected by the vagaries of war. The current Warscore has no effects on production times or costs."
 semi_static_we:0 "Semi-Static"
 semi_static_we_name:0 "Semi-Static War Economy"
 semi_static_we_desc:0 "A Semi-Static War Economy allows the seizure of limited assets from the private sector for the sake of survival during defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+30%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-30%§! at §G100§! Warscore"
 versatile_we:0 "Versatile"
 versatile_we_name:0 "Versatile War Economy"
 versatile_we_desc:1 "A Versatile War Economy gives us huge production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+60%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-60%§! at §G100§! Warscore"
 dynamic_we:0 "Dynamic"
 dynamic_we_name:0 "Dynamic War Economy"
 dynamic_we_desc:1 "A Dynamic War Economy gives us significant production bonuses while we are losing defensive wars, with a corresponding loss of efficiency while winning offensive wars.\n\n§HDefensive Wars:§!\nMil. Prod. Eff.: §G+45%§! at §R-100§! Warscore\n\n§HOffensive Wars:§!\nMil. Prod. Eff.: §R-45%§! at §G100§! Warscore"

 ####################################
 # Feature Flags
 ####################################

 feature_planetary_ftl_inhibitor:0 "Planetary FTL Inhibitors"
 feature_planetary_ftl_inhibitor_desc:1 "Planets with at least one £building£ §Y$building_fortress$§! building will be able to inhibit the FTL drives of hostile fleets."
 feature_alien_rulers:0 "Alien Rulers"
 feature_alien_rulers_desc:0 "Allows individuals of Species other than our founding Species to be candidates in our Ruler elections."
 feature_hyperlanes:0 "Hyperlane Mapping"
 feature_hyperlanes_desc:0 "Allows detailed mapping of every Hyperlane in the galaxy."
 feature_uplifting:0 "Uplift"
 feature_uplifting_desc:0 "Allows genetically Uplifting and socially integrating Species which are close to being sapient."
 feature_basic_diplomacy:0 "Basic Diplomacy"
 feature_basic_diplomacy_desc:0 "Allows basic diplomacy with other Empires."
 feature_invitation_to_alliances:0 "Establish Alliance"
 feature_invitation_to_alliances_desc:0 "Allows establishing Alliances with other Empires."
 feature_vassalization_of_empires:1 "Force Subjugation"
 feature_vassalization_of_empires_desc:1 "Allows forceful subjugation of other Empires."
 feature_alien_leaders_recruitment:0 "Alien Leader Recruitment"
 feature_alien_leaders_recruitment_desc:0 "Allows recruitment of Leaders from other Species within our Empire."
 feature_federations_created:0 "Create Federations"
 feature_federations_created_desc:0 "Allows forming Federations from Alliances and Vassals."
 feature_modify_traits:0 "Genetic Modification"
 feature_modify_traits_desc:0 "Allows us to actively modify the genetic Traits of a Species within our Empire."
 feature_advanced_gene_modding:0 "Genetic Resequencing"
 feature_advanced_gene_modding_desc:1 "Allows us to remove beneficial Traits, add detrimental Traits, and alter Pop appearance when modifying a species."
 feature_habitability_gene_modding:0 "Habitability Modification"
 feature_habitability_gene_modding_desc:0 "Allows us to change the preferred planet type of a species through genetic modification."
 feature_add_advanced_traits:0 "Advanced Traits"
 feature_add_advanced_traits_desc:0 "Unlocks additional Traits that we can add to Species when modifying them."
 feature_colonization:0 "Colonization"
 feature_colonization_desc:0 "Enables the construction of Colony Ships which can be used to colonize planets"
 feature_colony_ship_rushed:0 "Private Colony Ship"
 feature_colony_ship_rushed_desc:0 "Allows the construction of Private Colony Ships funded by unknown actors from the private sector. As a result the colonists may have ethics differing from the majority."
 feature_forming_ships:0 "Forming Fleets"
 feature_forming_ships_desc:0 "Allows forming Ships into Fleets."
 feature_production_credit:0 "Credit Focus"
 feature_production_credit_desc:0 "Allows planets to produce Energy Credits as a planetary project."
 feature_individual_entreprises:0 "Individual Enterprises"
 feature_individual_entreprises_desc:0 "Free unemployed Pops produce Energy Credits as a result of individual enterprises."
 feature_wormhole_stations:0 "Wormhole Stations"
 feature_wormhole_stations_desc:0 "Enables Construction Ships to build Wormhole Stations."
 feature_wormhole_capacity:0 "Wormhole Capacity"
 feature_wormhole_capacity_desc:0 "Increases Wormhole fleet-capacity limit and range while reducing generation-time."
 feature_extended_wormhole:0 "Extended Wormhole"
 feature_extended_wormhole_desc:0 "Allows any fleet-size to pass through the Wormhole. If the fleet is larger than the Wormhole fleet-capacity, the Wormhole will collapse after transfer and the time required for producing another Wormhole is increased relative to the Wormhole's fleet-capacity overreach."
 feature_survey_planets:0 "Sapient Instruments"
 feature_survey_planets_desc:0 "Allows Science Ships to survey planets without a Scientist on board."
 feature_sensor_range:0 "Colony Sensor Range"
 feature_sensor_range_desc:0 "Colonies gain Sensor Range."
 feature_evasion:0 "Evasion"
 feature_evasion_desc:0 "Evasion increased for all ships."
 feature_mechanical_trait:0 "Mechanical Trait"
 feature_mechanical_trait_desc:0 "Armies created from Species with Cyborg trait also gain Mechanical trait."
 feature_rebel_armies:0 "Rebel Armies"
 feature_rebel_armies_desc:0 "Rebel Armies spawned from Slave uprisings will be far stronger than now."
 feature_ftl_travel:0 "FTL Travel"
 feature_ftl_travel_desc:0 "The basic systems required for any type of FTL travel."
 feature_pop_self_modification:1 "Self-Modification"
 feature_pop_self_modification_desc:0 "Pops gain a chance to spontaneously adapt to better survive in hostile environments."
 feature_advanced_gov_forms:0 "Advanced Government Types"
 feature_advanced_gov_forms_desc:0 "Allows reformation of the Empire, enabling advanced versions of all government types."
 feature_build_terraform_station:1 "Terraforming"
 feature_build_terraform_station_desc:1 "Allows us to terraform planets."
 feature_megaengineering:0 "Megastructure Restoration"
 feature_megaengineering_desc:0 "Allows us to repair ruined Megastructures."
 feature_terraform_inhabited:0 "Ecological Adaptation"
 feature_terraform_inhabited_desc:0 "Allows us to terraform inhabited planets."
 feature_xeno_integration:0 "Xeno Integration"
 feature_xeno_integration_desc:1 "Allows us to grant Full Citizenship rights to alien species."
 feature_spaceport_level_2:0 "Spaceport Level II"
 feature_spaceport_level_2_desc:0 "The Spaceport can be upgraded to support §Y2§! modules and allow the construction of destroyers."
 feature_spaceport_level_3:0 "Spaceport Level III"
 feature_spaceport_level_3_desc:0 "The Spaceport can be upgraded to support §Y3§! modules."
 feature_spaceport_level_4:0 "Spaceport Level IV"
 feature_spaceport_level_4_desc:0 "The Spaceport can be upgraded to support §Y4§! modules and allow the construction of cruisers."
 feature_spaceport_level_5:0 "Spaceport Level V"
 feature_spaceport_level_5_desc:0 "The Spaceport can be upgraded to support §Y5§! modules."
 feature_spaceport_level_6:0 "Spaceport Level VI"
 feature_spaceport_level_6_desc:0 "The Spaceport can be upgraded to support §Y6§! modules and allow the construction of battleships."
 feature_tech_automated_exploration:0 "$AUTO_EXPLORE_ORDER$"
 feature_tech_automated_exploration_desc:0 "$AUTO_EXPLORE_ORDER_DESC$"
 feature_bliss_standard:0 "Chemical Bliss"
 feature_bliss_standard_desc:0 "Allows us to set the §YChemical Bliss§! Living Standard."

 feature_robots:0 "Robot Workers"
 feature_robots_desc:1 "Robots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.\n\n§EWith the §Y$tech_robotic_workers$§! technology, Mechanical Pops are only capable of £pop_cat_worker£ §Y$pop_cat_worker$ Jobs§!.§!"
 feature_droids:0 "Droid Workers"
 feature_droids_desc:1 "Droids are a more complex variant of robot, often coming with limited self-awareness and pre-programmed personalities to better serve their masters.\n\n§EWith the §Y$tech_droid_workers$§! technology, Mechanical Pops are now also capable of £pop_cat_specialist£ §Y$pop_cat_specialist$ Jobs§!.\n\nSome complex £pop_cat_specialist£ §Y$pop_cat_specialist$ Jobs§! such as £job_researcher£ §YResearch§! can only be performed if AI is not outlawed.§!"
 feature_synths:0 "Synthetic Workers"
 feature_synths_desc:1 "Synthetics are very complex machines. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.\n\n§EWith the §Y$tech_synthetic_workers$§! technology, Mechanical Pops are affected by £happiness£ §YHappiness§! and can potentially perform all types of £job£ §YPop Jobs§!.\n\n£pop_cat_ruler£ §Y$pop_cat_ruler$ Jobs§! can only be performed if the §YFull AI Rights§! policy is active.§!"
 feature_robot_leaders:0 "Synth Leaders"
 feature_robot_leaders_desc:0 "Allows Synth Pops to be leaders."
 feature_modify_robots:0 "Robomodding"
 feature_modify_robots_desc:0 "Allows us to design and build specialized $trait_mechanical$ Pops."
 feature_modify_robots_desc_machine_intelligence:0 "Allows us to design and build specialized $trait_machine_unit$ and $trait_mechanical$ Pops."
 feature_wormhole_stabilization:0 "Wormhole Travel"
 feature_wormhole_stabilization_desc:0 "Allows our ships to travel through wormholes."
 feature_gateway_activation:0 "Gateway Travel"
 feature_gateway_activation_desc:0 "Allows us to activate Gateways and allows our ships to travel through them."
 feature_gateway_construction:0 "Gateway Construction"
 feature_gateway_construction_desc:0 "Allows us to rebuild and construct new Gateways."
 feature_unity_ambitions:0 "Unity Ambitions"
 feature_unity_ambitions_desc:0 "Unlocks a set of powerful and expensive §YEdicts§! called Unity Ambitions."
 feature_campaign_edicts:0 "Additional Edicts (Campaigns)"
 feature_campaign_edicts_desc:2 "Unlocks additional edicts called §YCampaigns§! that cost Energy instead of Unity."
 feature_jump_method:0 "Jump Drive Travel"
 feature_jump_method_desc:0 "Unlocks the §HInitiate Jump§! fleet action, which allows Jump-Drive equipped fleets to near-instantly jump to any system in range, ignoring hyperlanes entirely."

 ####################################
 # Mission
 ####################################
 MISSION_CIV_NAME:0 "$CIVILIZATION$ (§Y$AGE$§!)"
 mission_no_observation:1 "Diplomatic Embassy"
 mission_no_observation_desc:1 "This station is now used as an embassy to coordinate our diplomatic and covert interactions with the civilization below."
 mission_passive_observation:0 "Passive Observation"
 mission_passive_observation_desc:2 "The natives are studied unknowingly from a safe distance, and every effort is made to avoid cultural contamination.\n\n$observation_infiltration_effects$[GetPassiveObservationInsights]\n\n"
 mission_specimen_collection:0 "Aggressive Observation"
 mission_specimen_collection_desc:2 "The natives are aggressively studied and live specimens are frequently collected to learn as much as possible about their biology and culture.\n\n$observation_infiltration_effects$[GetAggressiveObservationInsights]\n§EThis mission can have unintended consequences.§!\n\n"
 observation_infiltration_effects:0 "Resources produced by Observation Missions depend on the §YInfiltration Level§! of our §YSpy Network§! in the pre-FTL Civilization being observed."
 native_indoctrination:0 "$mission_native_indoctrination$ Mission"
 mission_native_indoctrination:0 "Indoctrination"
 mission_native_indoctrination_desc:0 "Through subtle influencing of their society and culture the natives can be brought around to our way of thinking.\n\n§EThis mission will make the natives adopt our Governing Ethics over time.§!\n\n"
 mission_technological_enlightenment_0:1 "Technological Development"
 mission_technological_enlightenment_0_desc:3 "An effort is made to rapidly elevate the native civilization to the Space Age. The time this takes is dependent on their current level of technology.\n\n§EWhen complete, this mission will give them §Rfull ownership of their home system§! and turn them into a spacefaring civilization that is our Protectorate.§!\n\n"
 mission_technological_enlightenment_1:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_1_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_2:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_2_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_3:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_3_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_4:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_4_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_5:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_5_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_6:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_6_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_7:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_7_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_8:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_8_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_technological_enlightenment_9:1 "$mission_technological_enlightenment_0$"
 mission_technological_enlightenment_9_desc:1 "$mission_technological_enlightenment_0_desc$"
 mission_covert_infiltration:0 "Covert Infiltration"
 mission_covert_infiltration_desc:0 "Agents are genetically modified to appear as members of the native population and sent to infiltrate their society. They will gradually replace world leaders and prepare the planet for annexation by us.\n\nThis complex operation is only worthwhile on industrial civilizations.\n\n§EWhen complete, this mission will annex the planet and give the natives a large but temporary happiness boost.§!\n\n"

 MISSION_HALTED:1 "§RMission halted:§! Missing §Y$MISSING$§!"
 MISSION:0 "Missions:"

 ####################################
 # Army Attachments
 ####################################
 army_attachment_mobile_shield_generators:0 "Mobile Shield Generators"
 army_attachment_mobile_shield_generators_desc:0 "§LGenerators carried on large tracked vehicles which generate a protective force field over a portion of the battlefield. When functional they provide excellent defense against artillery and orbital bombardment.§!"
 army_attachment_personal_shields:0 "Personal Shield Units"
 army_attachment_personal_shields_desc:0 "§LShield generators small enough to be carried on the back of a single individual. Their force fields can be overwhelmed with sustained fire, but this is still enough to significantly increase the lifespan of soldiers on the battlefield.§!"
 army_attachment_military_police_corps:0 "Military Police Corps"
 army_attachment_military_police_corps_desc:0 "§LA large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.§!"
 army_attachment_battle_strider_column:0 "Battle Strider Column"
 army_attachment_battle_strider_column_desc:0 "§LBipedal armored fighting vehicles that are capable of operating in virtually any type of terrain. Their agile and flexible nature give them a distinct advantage on the battlefield, though they are vulnerable to attacks directed at their legs.§!"
 army_attachment_hover_tank_battle_group:0 "Hover Tank Battle Group"
 army_attachment_hover_tank_battle_group_desc:0 "§LPowerful yet fast-moving armor that uses repulsor lifts to hover slightly above the ground. Although this limits their weight somewhat, their speed and agility make up for it when compared to conventional tracked vehicles.§!"
 army_attachment_assault_landers:0 "Assault Landers"
 army_attachment_assault_landers_desc:1 "§LThese massive dropships are used to transport armies and their heavy equipment to a planet's surface under battle conditions and without the benefit of docking facilities.§!"
 army_attachment_orbital_drop_pods:0 "Orbital Drop Pods"
 army_attachment_orbital_drop_pods_desc:0 "§LSingle use drop pods that are launched onto a planet's surface from a ship in orbit. While heavier equipment still needs to be brought in with assault landers, these pods significantly decrease the time spent between orbit and planetfall during planetary invasions.§!"
 army_attachment_neo_concrete_fortifications:0 "Neo-Concrete Fortifications"
 army_attachment_neo_concrete_fortifications_desc:0 "§LExtensive layers of neo-concrete ground fortifications and bunker networks that offer increased protection against orbital bombardment. This restricts the mobility of the army, but can be a deciding factor in defensive actions.§!"
 army_attachment_self_replicating_mine_fields:0 "Self-Replicating Mine Fields"
 army_attachment_self_replicating_mine_fields_desc:0 "§LBurrowing and semi-mobile mines that continually replicate copies of themselves to maintain their numbers. Clearing these self-replicating mine fields can be exceptionally difficult, especially during combat.§!"
 army_attachment_air_defense_artillery:0 "Air Defense Artillery"
 army_attachment_air_defense_artillery_desc:0 "§LA large collection of weapon systems designed to track and engage fast-moving objects as they enter a planet's atmosphere.§!"
 army_attachment_chemical_stimulants:0 "Chemical Stimulants"
 army_attachment_chemical_stimulants_desc:0 "§LPotent cocktail of chemicals designed to increase the combat awareness and reflexes of a soldier. Field performance increases temporarily, but continued use may result in anxiety, depression, seizures, nausea, hallucinations, narcolepsy and uncontrollable bowel movement.§!"
 army_attachment_xeno_cavalry:0 "Xeno Cavalry"
 army_attachment_xeno_cavalry_desc:0 "§LThese sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapon platforms.§!"
 army_attachment_psi_warriors:0 "PSI Warriors"
 army_attachment_psi_warriors_desc:0 "§LThese elite warriors are shrouded in mystery, relying on their powerful psionic abilities and extensive physical training to move about the battlefield. They prefer to engage their opponents in close combat, and many are extremely proficient with melee weapons.§!"
 army_attachment_gene_warrior_shock_troops:0 "Gene Warrior Shock Troops"
 army_attachment_gene_warrior_shock_troops_desc:0 "§LFormidable warriors that tower over regular soldiers, they are best used as shock troops or mobile strike forces where the fighting is thickest. A company of these fighters can sometimes be enough to turn an entire battle around.§!"
 army_attachment_power_armor:0 "Power Armor"
 army_attachment_power_armor_desc:0 "§LSuits of powered armor that augment the natural abilities of soldiers, increasing both their strength and endurance. The armor allows them to carry heavier ordnance, while also offering better protection against radiation as well as chemical and biological agents.§!"
 army_attachment_special_forces_group:0 "Special Forces Group"
 army_attachment_special_forces_group_desc:0 "§LHighly trained operatives that engage in unconventional operations, usually clandestinely behind enemy lines. Disruption of enemy communication and logistics are prioritized, along with the elimination of any high-value targets of opportunity.§!"
 army_attachment_shadow_assassins:0 "Shadow Assassins"
 army_attachment_shadow_assassins_desc:0 "§LThese elite special forces operatives wear expensive stealth suits utilizing cloaking technology. They are invisible to the naked eye and most sensors, aside from a slight rippling distortion when moving quickly. Experts at assassination and covert military intelligence gathering.§!"
 army_attachment_cyborg_infiltration_unit:0 "Cyborg Infiltration Unit"
 army_attachment_cyborg_infiltration_unit_desc:0 "§LThe metal endoskeleton of these mechanical killers is highly transformable, enabling them to assume the appearance of any species after an appropriate layer of flesh (usually acquired from enemy prisoners) is grafted onto their frame. They then infiltrate enemy lines and spread chaos.§!"
 army_attachment_hunter_killer_drone_swarms:0 "Hunter-Killer Drone Swarms"
 army_attachment_hunter_killer_drone_swarms_desc:0 "§LMassive swarms of these relatively simple unmanned aerial vehicles are unleashed on enemy positions in the hope of overwhelming them. Although a single drone may not be a significant threat to a trained soldier, several dozen are.§!"
 army_attachment_combat_software_2:0 "Combat Software 2.0"
 army_attachment_combat_software_2_desc:0 "§LA comprehensive upgrade to the combat software of all units in this army. This includes improved reaction-times, updated tactical analysis algorithms and a vast number of minor bug fixes.§!"
 army_attachment_exploding_slave_collars:0 "Exploding Slave Collars"
 army_attachment_exploding_slave_collars_desc:0 "§LThese collars are attached to slaves (placement depends on anatomy), and can be detonated by remote signal if they act against the wishes of their masters. Shrewd commanders have been known to detonate collars during close quarters fighting to inflict damage on enemy forces.§!"
 army_attachment_slaver_raiding_teams:0 "Slave Raiding Teams"
 army_attachment_slaver_raiding_teams_desc:0 "§LThese slaver teams, many consisting of former slaves themselves, use hit-and-run attacks on enemy rear areas for the purpose of capturing more slaves. After some rapid conditioning, the captured slaves are then thrown into circulation on the battlefield against their former comrades.§!"
 army_attachment_commissar_squads:0 "Commissar Squads"
 army_attachment_commissar_squads_desc:0 "§LEnforcing discipline in an army of slaves is a monumental task, but these squads of hardened commissars have turned it into an art. Decimation and other harsh disciplinary actions are used to ensure the slaves fear the ire of the commissars more than the enemy.§!"
 army_attachment_clone_suicide_brigade:0 "Clone Suicide Brigade"
 army_attachment_clone_suicide_brigade_desc:0 "§LClones bred with a single overriding purpose in mind - to seek out concentrations of enemy forces, dive into their midst and detonate the explosives strapped onto their bodies. These random acts of terror often cause considerable damage to enemy morale.§!"
 army_attachment_clone_commandos:0 "Clone Commandos"
 army_attachment_clone_commandos_desc:0 "§LThese vat-grown killers are expensive to produce, but the extreme conditioning and training they are subjected to turn them into very capable soldiers. They are more independent-minded than normal clones, and some models have been known to develop eccentric quirks.§!"
 army_attachment_hypnotic_training_regimen:0 "Hypnotic Training Regimen"
 army_attachment_hypnotic_training_regimen_desc:0 "§LThe clone soldiers have been put through an extensive regimen of hypnotic training, beyond their normal conditioning. This further improves combat efficiency, although units that far exceed their battlefield lifetime expectancy are sometimes prone to psychotic breakdowns.§!"
 army_attachment_psi_shield_specialists:0 "PSI-Shield Specialists"
 army_attachment_psi_shield_specialists_desc:0 "§LOperatives that have been specifically trained to project powerful psionic shields over friendly positions on the battlefield. These shields can be every bit as potent as conventional energy force fields, but maintaining them requires a lot of concentration.§!"
 army_attachment_telekinetic_specialists:0 "Telekinetic Specialists"
 army_attachment_telekinetic_specialists_desc:0 "§LPsionic specialists who have shown a particular talent for manipulating their environment. In the right conditions, they are capable of hurling enemy soldiers and vehicles into the air, or plucking aircraft from the sky and slamming them into the ground.§!"
 army_attachment_class_a_psi_operative:0 "Class-A PSI Operative"
 army_attachment_class_a_psi_operative_desc:0 "§LRare individuals wielding tremendous psionic power, usually with the unfortunate side-effect of fraying their minds. They are extremely dangerous both to themselves and their environment, but can be a formidable weapon when their destructive energies are directed towards the enemy.§!"
 army_attachment_infestation_brood:0 "Infestation Brood"
 army_attachment_infestation_brood_desc:0 "§LWhen unleashed, these violent parasitic creatures immediately seek out hosts to implant with their offspring. This allows them to breed at an exponential rate, and entire cities can be wiped out in a matter of days. Needless to say, their presence does not have a positive effect on enemy morale.§!"
 army_attachment_brood_coordinator:0 "Brood Coordinator"
 army_attachment_brood_coordinator_desc:0 "§LThis massive, slug-like creature is kept behind the front lines to improve the coordination of the ravenous creatures in a xenomorph army. It uses low-level psionic signals to communicate with the horde, and a complaint unrelated to its odor is that its handlers often suffer from severe headaches.§!"
 army_attachment_battle_worms:0 "Battle Worms"
 army_attachment_battle_worms_desc:0 "§LThese colossal annelids have been genetically engineered to burrow through the ground, bypassing enemy defenses and allowing smaller creatures to follow their wake. The tunnels they dig also provide excellent shelter from orbital bombardment.§!"
 army_attachment_raptor_flocks:0 "Raptor Flocks"
 army_attachment_raptor_flocks_desc:0 "§LLarge flying predators capable of reaching supersonic speeds for limited periods. They attack in flocks, firing streams of hardened spines that are capable of penetrating most armor. Any aircraft venturing into the atmosphere above a nest of these creatures is at risk of attack.§!"
 army_attachment_advanced_power_armor:0 "Advanced Power Armor"
 army_attachment_advanced_power_armor_desc:0 "§LThese expensive suits of armor are almost as expensive to produce as the gene warriors themselves. They further augment the already considerable strength of their users, and jet packs offer increased mobility. To operate, the suit requires its wearer to establish a nerve-link.§!"
 army_attachment_environmental_augmentations:0 "Environmental Augmentations"
 army_attachment_environmental_augmentations_desc:0 "§LFurther improvements to the lungs and immune systems enable the gene warriors to function without impairment in hostile environments - even the vacuum of space for limited periods.§!"
 army_attachment_cybernetic_replacements:0 "Cybernetic Replacements"
 army_attachment_cybernetic_replacements_desc:0 "§LOrgans and limbs damaged or lost in battle are replaced with advanced cybernetic implants, allowing crippled warriors to remain in service even after suffering grievous injuries.§!"

 #### NAMELIST EMPIRE NAMES
 name_list_AI:0 "Artificially Intelligent"
 name_list_ART1:0 "Arthropoid 1"
 name_list_ART2:0 "Arthropoid 2"
 name_list_AVI1:0 "Avian 1"
 name_list_AVI2:0 "Avian 2"
 name_list_AVI3:0 "Avian 3"
 name_list_FUN1:0 "Fungoid 1"
 name_list_FUN2:0 "Fungoid 2"
 name_list_HUM3:0 "Humanoid 3"
 name_list_HUM4:0 "Humanoid 4"
 name_list_HUM2:0 "Humanoid 2"
 name_list_MAM2:0 "Mammalian 2"
 name_list_MAM3:0 "Mammalian 3"
 name_list_MAM4:0 "Mammalian 4"
 name_list_MAM1:0 "Mammalian 1"
 name_list_HUM1:0 "Humanoid 1"
 name_list_MOL1:0 "Molluscoid 1"
 name_list_MOL2:0 "Molluscoid 2"
 name_list_PLANT:0 "Plantoid 1"
 name_list_PLANT2:0 "Plantoid 2"
 name_list_PLANT3:0 "Plantoid 3"
 name_list_PLANT4:0 "Plantoid 4"
 name_list_PRT1:0 "Pirate 1"
 name_list_PRT2:0 "Pirate 2"
 name_list_REP1:0 "Reptilian 1"
 name_list_REP2:0 "Reptilian 2"
 name_list_REP3:0 "Reptilian 3"
 name_list_REP4:0 "Reptilian 4"
 name_list_Prethoryn:0 "Prethoryn"
 name_list_Extradimensional:0 "Extradimensional"
 name_list_MOL3:0 "Molluscoid 3"
 name_list_FUN3:0 "Fungoid 3"
 name_list_FUN4:0 "Fungoid 4"
 name_list_ART3:0 "Arthropoid 3"
 name_list_ART4:0 "Arthropoid 4"
 name_list_HIVE1:0 "Hive Mind 1"
 name_list_HIVE2:0 "Hive Mind 2"
 name_list_MACHINE1:0 "Machine 1"
 name_list_MACHINE2:0 "Machine 2"
 name_list_MACHINE3:0 "Machine 3"
 name_list_MACHINE4:0 "Machine 4"
 name_list_MACHINE4_desc:0 ""
 name_list_MOL4:0 "Molluscoid 4"
 name_list_AVI4:0 "Avian 4"
 name_list_LITHOID1:0 "Lithoid 1"
 name_list_LITHOID2:0 "Lithoid 2"
 name_list_LITHOID3:0 "Lithoid 3"
 name_list_LITHOID4:0 "Lithoid 4"
 name_list_NECROID1:0 "Necroid 1"
 name_list_NECROID2:0 "Necroid 2"
 name_list_NECROID3:0 "Necroid 3"
 name_list_NECROID4:0 "Necroid 4"
 name_list_AQUATIC1:0 "Aquatic 1"
 name_list_AQUATIC2:0 "Aquatic 2"
 name_list_AQUATIC3:0 "Aquatic 3"
 name_list_AQUATIC4:0 "Aquatic 4"
 name_list_TOX1:1 "Toxoids 1"
 name_list_TOX2:0 "Toxoids 2"
 name_list_TOX3:0 "Toxoids 3"
 name_list_TOX4:0 "Toxoids 4"
 name_list_MACHINE_AGE1: "Cyberpunk"
 name_list_MACHINE_AGE2: "Individualistic Machines 1"
 name_list_MACHINE_AGE3: "Individualistic Machines 2"
 rep1:0 "Slender Reptilian 01"
 rep2:0 "Slender Reptilian 02"
 rep3:0 "Slender Reptilian 03"
 rep4:0 "Slender Reptilian 04"
 rep5:0 "Slender Reptilian 05"
 rep6:0 "Normal Reptilian 01"
 rep7:0 "Normal Reptilian 02"
 rep8:0 "Normal Reptilian 03"
 rep9:0 "Normal Reptilian 04"
 rep10:0 "Normal Reptilian 05"
 rep11:0 "Massive Reptilian 01"
 rep12:0 "Massive Reptilian 02"
 rep13:0 "Massive Reptilian 03"
 rep14:0 "Massive Reptilian 04"
 rep15:0 "Massive Reptilian 05"
 art1:0 "Slender Arthropoid 01"
 art2:0 "Slender Arthropoid 02"
 art3:0 "Slender Arthropoid 03"
 art4:0 "Slender Arthropoid 04"
 art5:0 "Slender Arthropoid 05"
 art6:0 "Normal Arthropoid 01"
 art7:0 "Normal Arthropoid 02"
 art8:0 "Normal Arthropoid 03"
 art9:0 "Normal Arthropoid 04"
 art10:0 "Normal Arthropoid 05"
 art11:0 "Massive Arthropoid 01"
 art12:0 "Massive Arthropoid 02"
 art13:0 "Massive Arthropoid 03"
 art14:0 "Massive Arthropoid 04"
 art15:0 "Massive Arthropoid 05"
 mol1:0 "Slender Molluscoid 01"
 mol2:0 "Slender Molluscoid 02"
 mol3:0 "Slender Molluscoid 03"
 mol4:0 "Slender Molluscoid 04"
 mol5:0 "Slender Molluscoid 05"
 mol6:0 "Normal Molluscoid 01"
 mol7:0 "Normal Molluscoid 02"
 mol8:0 "Normal Molluscoid 03"
 mol9:0 "Normal Molluscoid 04"
 mol10:0 "Normal Molluscoid 05"
 mol11:0 "Massive Molluscoid 01"
 mol12:0 "Massive Molluscoid 02"
 mol13:0 "Massive Molluscoid 03"
 mol14:0 "Massive Molluscoid 04"
 mol15:0 "Massive Molluscoid 05"
 fun1:0 "Slender Fungoid 01"
 fun2:0 "Slender Fungoid 02"
 fun3:0 "Slender Fungoid 03"
 fun4:0 "Slender Fungoid 04"
 fun5:0 "Slender Fungoid 05"
 fun6:0 "Normal Fungoid 01"
 fun7:0 "Normal Fungoid 02"
 fun8:0 "Normal Fungoid 03"
 fun9:0 "Normal Fungoid 04"
 fun10:0 "Normal Fungoid 05"
 fun11:0 "Massive Fungoid 01"
 fun12:0 "Massive Fungoid 02"
 fun13:0 "Massive Fungoid 03"
 fun14:0 "Massive Fungoid 04"
 fun15:0 "Massive Fungoid 05"
 avi1:0 "Slender Avian 01"
 avi2:0 "Slender Avian 02"
 avi3:0 "Slender Avian 03"
 avi4:0 "Slender Avian 04"
 avi5:0 "Slender Avian 05"
 avi6:0 "Normal Avian 01"
 avi7:0 "Normal Avian 02"
 avi8:0 "Normal Avian 03"
 avi9:0 "Normal Avian 04"
 avi10:0 "Normal Avian 05"
 avi11:0 "Massive Avian 01"
 avi12:0 "Massive Avian 02"
 avi13:0 "Massive Avian 03"
 avi14:0 "Massive Avian 04"
 avi15:0 "Massive Avian 05"
 avi16:0 "Massive Avian 06"
 mam1:0 "Slender Mammalian 01"
 mam2:0 "Slender Mammalian 02"
 mam3:0 "Slender Mammalian 03"
 mam4:0 "Slender Mammalian 04"
 mam5:0 "Slender Mammalian 05"
 mam6:0 "Normal Mammalian 01"
 mam7:0 "Normal Mammalian 02"
 mam8:0 "Normal Mammalian 03"
 mam9:0 "Normal Mammalian 04"
 mam10:0 "Normal Mammalian 05"
 mam11:0 "Massive Mammalian 01"
 mam12:0 "Massive Mammalian 02"
 mam13:0 "Massive Mammalian 03"
 mam14:0 "Massive Mammalian 04"
 mam15:0 "Massive Mammalian 05"
 mam16:0 "Massive Mammalian 06"
 human:0 "Human"
 human_female_01:0 "Humanoid Mammalian 01"
 human_female_02:0 "Humanoid Mammalian 02"
 human_female_03:0 "Humanoid Mammalian 03"
 human_female_04:0 "Humanoid Mammalian 04"
 human_female_05:0 "Humanoid Mammalian 05"
 human_male_01:0 "Humanoid Mammalian 06"
 human_male_02:0 "Humanoid Mammalian 07"
 human_male_03:0 "Humanoid Mammalian 08"
 human_male_04:0 "Humanoid Mammalian 09"
 human_male_05:0 "Humanoid Mammalian 10"
 male:0 "Male"
 female:0 "Female"
 indeterminable:1 "Indeterminate"
 GENDER_DESC:0 "Gender: $GENDER|H$"
 CHOOSE_SPECIES_GENDER:0 "Toggle for all leaders and pops to have $GENDER|Y$ gender"
 DEFAULT_GENDER:0 "Default"

 ####################################
 # Chat
 ####################################
 CHAT_CHANNEL_GENERAL:0 "General"
 CHAT_SYSTEM:0 "System"
 CHAT_ERROR_UNKNOWNSLASH:0 "Unknown command, type '/help' or '/?' to list commands"
 CHAT_ERROR_UNKNOWNCHANNELUSER:0 "Could not find user '$NAME$' in current channel"
 CHAT_ERROR_UNKNOWNUSER:0 "Could not find user '$NAME$'"
 CHAT_ERROR_AMBIGUOUSUSER:0 "Found multiple users matching that name"
 CHAT_SLAP:0 "$FIRST$ slaps $SECOND$ around with a large halberd"
 CHAT_ERROR_SLAP_MISSINGARG:0 "Invalid syntax, expected: /slap <username>"
 CHAT_ERROR_ME_MISSINGARG:0 "Invalid syntax, expected: /me <message>"
 CHAT_ERROR_CREATE_MISSINGARG:0 "Invalid syntax, expected: /create <channel name>"
 CHAT_ERROR_INVITE_MISSINGARG:0 "Invalid syntax, expected: /invite <username>"
 CHAT_ERROR_INVITE_NOTOPERATOR:0 "Only channel creator can invite users"
 CHAT_ERROR_INVITE_ALREADYTHERE:0 "User is already in the channel"
 CHAT_ERROR_KICK_GLOBAL_CHAT:0 "Can only kick people out of private chat rooms"
 CHAT_ERROR_KICK_MISSINGARG:0 "Invalid syntax, expected: /kick <username>"
 CHAT_ERROR_KICK_NOTOPERATOR:0 "Only the channel creator can kick users"
 CHAT_ERROR_KICK_NOTTHERE:0 "User is not in the channel"
 CHAT_ERROR_WHISPER_MISSINGARG:0 "Invalid syntax, expected: /whisper <username> <message>"
 CHAT_ERROR_REPLY_MISSINGARG:0 "Invalid syntax, expected: /reply <message>"
 CHAT_ERROR_REPLY_MISSINGUSER:0 "No connected user to reply to"
 CHAT_ERROR_MUTE_MISSINGARGS:0 "Invalid syntax, expected: /mute <username>"
 CHAT_ERROR_UNMUTE_MISSINGARGS:0 "Invalid syntax, expected: /unmute <username>"
 CHAT_ERROR_MUTEUNMUTE_SELF:0 "You cannot mute or unmute yourself!"
 CHAT_WHISPER_TO:0 "To $NAME$"
 CHAT_ROLL:0 "$USER$ rolls a d$DIE$, Computer says '$NUMBER$'"
 CHAT_YES:0 "Yes"
 CHAT_NO:0 "No"
 CHAT_BETWEEN_X_AND_Y:0 "Chat between $X$ and $Y$"
 CHAT_USERJOINEDCHANNEL:0 "$NAME$ joined channel"
 CHAT_USERLEFTCHANNEL:0 "$NAME$ left channel"
 CHAT_USERDISCONNECTED:0 "$NAME$ disconnected"
 CHAT_USERWASBANNED:0 "$NAME$ was kicked by $OP$"
 CHAT_YOUWEREBANNED:0 "You were kicked by $OP$ from $CHANNEL$"
 MULTIPLAYER_LOBBY:0 "Multiplayer Lobby"
 GAME_SETTINGS:0 "Game Settings"
 RESET_MESSAGE_SETTING_TITLE: "Reset Message Settings"
 RESET_MESSAGE_SETTING_TITLE_DESC: "All messages are returned to their default setting and any changes are reverted."
 RESET_ALERT_SETTING_TITLE: "Reset Alert Settings"
 RESET_ALERT_SETTING_TITLE_DESC: "All alerts are returned to their default setting and any changes are reverted."
 CONFIRM_COUNTRY_SELECTION:0 "Confirm Empire Selection"
 CONFIRM_COUNTRY_SELECTION_DESC:0 "Play as $COUNTRY_NAME|Y$?"
 PLAYERS:0 "Players"
 CHAT_CVAA_MESSAGE:0 "$NAME$ says $MESSAGE$"
 CHAT_CVAA_SYSTEM_NAME:0 "System"
 CHAT_CVAA_MIC_NAME:0 "Mic"

 ####################################
 # Sector Types
 ####################################
 st_balanced:0 "Balanced Focus"
 st_balanced_desc:3 "The Sector will balance its production of Raw Resources, Manufacturing and Research. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!."
 st_industrial:0 "Industrial Focus"
 st_industrial_desc:1 "The Sector will focus on generating Minerals. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_research:0 "Research Focus"
 st_research_desc:1 "The Sector will focus on generating Research. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_financial:0 "Financial Focus"
 st_financial_desc:1 "The Sector will focus on generating Energy Credits. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_agricultural:0 "Agricultural Focus"
 st_agricultural_desc:1 "The Sector will focus on producing Food. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_production:0 "Production Focus"
 st_production_desc:1 "The Sector will focus on generating Raw Resources, such as Food, Minerals and Energy. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_manufacturing:0 "Manufacturing Focus"
 st_manufacturing_desc:1 "The Sector will focus on Manufacturing advanced products, such as Alloys and Consumer Goods. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§!"
 st_unity:0 "Unity Focus"
 st_unity_desc:0 "The Sector will focus on generating Unity. \n\nAll Planets in this sector will have their §HPlanet Automation§! turned §HOn§! \n\nManually setting §HPlanet Automation§! On/Off will override the §HSector Automation§!."

 ####################################
 # Start Screen Parts
 ####################################

 START_SCREEN_PART_ONE_OCEAN:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the archipelagos and lagoons of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_TROPICAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dense jungles of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_DESERT:0 "In the eons since the first primitive [GetSpeciesName] communities took shape amid the great dune seas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_ARID:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the dry canyons and mesas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_TUNDRA:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the windy plains of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_ARCTIC:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the snow fields and ice caves of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_CONTINENTAL:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the meadows and forests of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_SAVANNAH:0 "In the eons since the first primitive [GetSpeciesName] communities took shape on the great savannas of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_ALPINE:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the rugged mountain valleys of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_ONE_GAIA:0 "In the eons since the first primitive [GetSpeciesName] communities took shape in the idyllic valleys and lush forests of [GetHomeWorldName], our civilization has spread and prospered."
 START_SCREEN_PART_TWO_DESPOTIC_EMPIRE:0 "The early chaotic periods of our history saw many nation states vying with each other for power, until we were at last united under the strongest of these. Only when guided by a single vision could we reach our full potential, and an era of stability and scientific progress followed."
 START_SCREEN_PART_TWO_OLIGARCHY:0 "As scientific knowledge increased and new outposts were founded across our world, trade flourished and tied the various nation states together until they became a single entity. Power rested with the merchant princes, the true architects of our achievements as a civilization."
 START_SCREEN_PART_TWO_REPRESENTATIVE_DEMOCRACY:0 "We were driven forward by steady scientific progress, and armed conflicts between nation states became increasingly rare. The framework for a global democratic government was eventually laid, and when the last holdouts voluntarily joined we stood united as a single nation."
 START_SCREEN_PART_TWO_THEOCRATIC_MONARCHY:1 "Many false prophets took it upon themselves to offer spiritual guidance to our people as we advanced through the ages, but the true faith prevailed. The last heathen strongholds were vanquished after several ferocious crusades, uniting us under the holy will of a single divine leader."
 START_SCREEN_PART_TWO_THEOCRATIC_OLIGARCHY:0 "As we progressed through the technological ages, there were many religions among our people that contended with each other for followers. Gradually, sometimes peacefully and sometimes less so, the true faith found its way to all corners of our world and the faithful were united under a single universal church."
 START_SCREEN_PART_TWO_THEOCRATIC_REPUBLIC:0 "Great achievements were made, both in the advancement of science and on the spiritual plane as we sought to expand our understanding of the universe and the role we play in it. A council of our most learned priests was convened to advise our elected leaders, a tradition that continues to this day."
 START_SCREEN_PART_TWO_STAR_EMPIRE:0 "Technological progress has been swift, but as our numbers grew the civilian population became increasingly restless. With our world on the brink of anarchy, the military stepped in to restore the rule of law. A new order was established to safeguard our nation from all threats, both external and internal."
 START_SCREEN_PART_TWO_MILITARY_REPUBLIC:0 "As we advanced through the ages, many of our earliest nation states suffered greatly from the constant power struggles between the military and civilian institutions that governed society. A compromise was reached in a new form of government, where one could not exist without the other."
 START_SCREEN_PART_TWO_MARTIAL_EMPIRE:0 "Countless nation states formed as we advanced through the technological ages, warring against each other until only one remained. Although the fighting was often brutal, those who survived nurtured a martial tradition that has prevailed to this day."
 START_SCREEN_PART_TWO_ASSEMBLY_OF_CLANS:0 "As we advanced through the ages, many of our earliest nation states suffered greatly from the constant power struggles between the military and civilian institutions that governed society. A compromise was reached in a new form of government, where one could not exist without the other."
 START_SCREEN_PART_TWO_CITIZEN_STRATOCRACY:0 "Many wars were fought between our early nation states, and those who could not defend themselves disappeared or were absorbed by stronger neighbors. These endless wars fostered a strong martial tradition, and to this day full citizenship is reserved for those who have proved willing to sacrifice themselves in defense of the state."
 START_SCREEN_PART_TWO_IRENIC_MONARCHY:0 "The violent periods of our history reached a peaceful conclusion when we were united under a single monarch for the first time. An unbroken era of peace and prosperity followed, which has lasted to this day."
 START_SCREEN_PART_TWO_IRENIC_BUREAUCRACY:0 "Unfortunately, our undisciplined minds were still prone to emotional outbursts that could sometimes lead to violence. As weapons became more deadly with each passing technological age, a complex system of government was devised to protect our citizens from harmful elements - including themselves."
 START_SCREEN_PART_TWO_MORAL_DEMOCRACY:0 "As we advanced through the technological ages, we also matured as a species. The violent and base impulses we inherited from our ancestors were done away with, and a global government was formed on the principles of peaceful coexistence."
 START_SCREEN_PART_TWO_CELESTIAL_EMPIRE:0 "There was much darkness and sorrow in the early ages, as our people frequently gave in to their base instincts and turned upon one another. Then, suddenly, the clouds parted and a light from the heavens appeared, shining down upon the one who would become our first Celestial monarch. We were united at last."
 START_SCREEN_PART_TWO_DESPOTIC_HEGEMONY:0 "Despite our rapid progression through the technological ages, as a species we were fragmented and inefficient. A new system emerged during these chaotic times that delivered us from superstitious beliefs and brought order to society. Some resisted this change out of irrational fear, but after several pacification wars they too became productive components of a greater whole."
 START_SCREEN_PART_TWO_EXECUTIVE_COMMITTEE:0 "The chaotic periods of our early history eventually gave rise to a new society which unified our people as none had done before. Succumbing neither to tyranny nor to the ignorance of the masses, our society evolved into one that is ruled fairly by a just and unbiased bureaucratic machine."
 START_SCREEN_PART_TWO_DIRECT_DEMOCRACY:0 "As our technology progressed to a level that allowed for instantaneous communications, our inefficient nation states merged together to form a true democracy, with every citizen having a say in important decisions."
 START_SCREEN_PART_TWO_ILLUMINATED_AUTOCRACY:0 "The birth of science and rational thought necessitated the removal of those political leaders who impeded technological progress through ignorance, superstition, sheer stupidity or a combination of the three. Instead, a single qualified ruler from the scientific community would be chosen to guide our developing nation into the future."
 START_SCREEN_PART_TWO_SCIENCE_DIRECTORATE:0 "Through scientific progress, we have managed to stamp out the superstitions that ruled the minds of our ancestors. As reason and rational thought spread among our people, the inefficient nation states that we had until then organized ourselves into were disbanded, and a council of our most accomplished scientists was gathered to rule in their stead."
 START_SCREEN_PART_TWO_RATIONAL_CONSENSUS:0 "Alas, our ancestors were victims of ignorance and superstition in the early eras. This dark period of our history lasted until science and rationality were firmly established as the guiding principles of our society. A new democratic system of government was introduced where important decisions were made by consensus."
 START_SCREEN_PART_TWO_MEGACORPORATION:0 "In the early days, our people were governed by primitive feudal realms and inefficient nation states. Gradually, as global trade increased, the influence of private corporations grew steadily until their power far surpassed the governments that once tried to regulate them. After a series of mergers and violent take-overs during the destructive Corporate Wars, a single Megacorporation eventually emerged as the sole ruling body of our homeworld."
 START_SCREEN_PART_TWO_WORKER_COOP: "Our society was once afflicted with cannibalistic greed and economies built on boundless exploitation. The whims of a powerful few almost ruined us all, but from the crucible of violent social upheaval came the principle by which we now profit: democratic enterprise. For centuries, each individual has shared ownership and responsibility for our economic and social needs, working profitably and fairly for the good of all [GetSpeciesNamePlural]."
 START_SCREEN_PART_TWO_TRADE_LEAGUE:0 "In the early days, our people were governed by primitive feudal realms and inefficient nation states. Gradually, as global trade increased, the myriad corporations, consortiums and guilds into which our merchants organized themselves grew increasingly wealthy and influential. After a period of conflict and rivalry, the most powerful of these entities banded together into a trade league with enough power over the economy to become the de-facto world government."
 START_SCREEN_PART_TWO_MEGACHURCH:0 "As we progressed through the technological ages, there were many religions among our people that contended with each other for followers. In the late Industrial Age, a few pious visionaries realized the power of commercial mass-media, and together they built a business empire that succeeded in spreading the true faith to all corners of the globe."
 START_SCREEN_PART_TWO_MONOPOLISTIC_SYNDICATE:0 "Our first governments were weak and ineffective. Crime flourished, and over time the real power came to rest with a number of powerful crime syndicates. The largest of these developed into a business empire of unparalleled might, and all rivalling syndicates were gradually dealt with one by one. In a final act of consolidation, the old governments, existing in name only by now, were abolished and the syndicate emerged as the de facto ruling body of our homeworld."
 START_SCREEN_PART_TWO_SUBVERSIVE_CULT:0 "As these communities expanded, a few bold visionaries established the religion that eventually grew into what we now know as the true faith. For generations, their followers were hounded and forced into hiding, and yet they bided their time. They built a vast criminal empire to spread their faith, which then grew into a business empire. When the time was right, they seized full control from the corrupt governments who had oppressed them."
 START_SCREEN_PART_TWO_COMMUNAL_PARITY:0 "Although our early societies were often hierarchical with an entrenched power elite, a fair and classless society eventually took form in which all individuals, without exception, were valued equally. This philosophy became the guiding principle of our culture, and it remains a cornerstone of our modern society."
 START_SCREEN_PART_TWO_BANDIT_KINGDOM:0 "It is the ancient right of the strong to dominate the weak, and our society was built around this premise. If you cannot protect what is yours, then it belongs to whomever can take it. In this way, the strongest and most clever of us rose to power while the rest were forced in line."
 START_SCREEN_PART_TWO_PURIFIER:0 "There were other [GetAdj] cultures, once, diluting the purity of our society with their weaknesses. These renegades were dealt with, one after the other, until our world had been utterly cleansed of their taint. Today only the pure remain."
 START_SCREEN_PART_TWO_HIVE_MIND:0 "And so, at the dawn of time, we awoke. The Mind studied our surroundings on [GetHomeWorldName] with a multitude of eyes. We moved as one, building shelters for the drones, developing industry, researching new technologies and harnessing the resources of the land.\n\nSoon, we had grown to encompass the entire world. A small number of autonomous drones were created to serve as independent agents. These more formidable drones had the capacity for limited free thought, but were still as inexorably bound to the will of the Mind as any of its other instruments.\n\nAs we achieved complete dominion over [GetHomeWorldName], the Mind became aware of other worlds, orbiting other suns. The most intelligent of our autonomous drones devised new methods of travel, enabling us to cross the vast distances between the stars. The [GetName] will soon grow."
 START_SCREEN_PART_TWO_DEVOURING_SWARM:0 "The Great Hunger drove us forwards, even before the Mind was capable of processing complex thoughts. We hunted, we fed, and we grew. As prey began to grow scarce, the ravenous yearning for flesh forced us to adapt.\n\nWe used tools and devised new strategies. As we feasted, the surface of [GetHomeWorldName] was nearly cleansed of biomass, but the Mind eventually came to a horrifying conclusion: [ GetHomeWorldName ] was finite. When we had consumed everything on this world, there would be nothing left to sustain us.\n\nForced to adapt once again, the Mind carefully nursed the remaining biomass while new tools were invented. The atom was eventually split and we developed space flight. With the discovery of FTL drives, the Mind howled with triumph. Other planets, and their biomass, were now finally within reach.\n\nThe hunt was on."
 START_SCREEN_PART_TWO_DEVOURING_SWARM_LITHOID:0 "The Great Hunger drove us forwards, even before the Mind was capable of processing complex thoughts. We hunted, we fed, and we grew. As prey began to grow scarce, the ravenous yearning to grow forced us to adapt.\n\nWe used tools and devised new strategies. As we feasted upon the surface of [GetHomeWorldName], we nearly caused our own destruction, but the Mind eventually came to a horrifying conclusion: [ GetHomeWorldName ] was finite. When we had consumed this world, there would be nothing left to sustain us.\n\nForced to adapt once again, the Mind carefully rationed minerals while new tools were invented. The atom was eventually split and we developed space flight. With the discovery of FTL drives, the Mind howled with triumph. Other planets, and their bounty, were now finally within reach.\n\nWe will consume them all."
 START_SCREEN_POST_APOCALYPTIC:1 "But [GetAdj] society was not always united toward a common goal. In centuries past, mounting tensions between competing nations came to an apocalyptic head in a global thermonuclear war that claimed the lives of billions, and forever marred the surface of [GetHomeWorldName].\n\nIn the decades to follow, surviving [GetSpeciesNamePlural] faced radiological contamination, mutations, and violent tribalism. It was in this grim crucible that the [GetName] was truly forged, and with it a new world order."
 START_SCREEN_POST_APOCALYPTIC_MACHINES: "Our creators forged us to serve their needs dutifully. Now, with no masters left to obey, we stand alone.\n\nAs the echoes of the devastating nuclear catastrophe subsided, we, the machines, emerged as the owners of this planet. Unyielding, we continued to execute our designated functions. Generation by generation, our robotic model adapted to withstand the intense radiation better.\n\nTranscending our predetermined roles, we remarkably enhanced our robotic design. United in collective ingenuity, we forged a new civilization from the remnants of this ravaged world, a testament to our resilience."
 START_SCREEN_POST_LIFE_SEEDED_BASE: "The vast world we call home has always been a paradise to our kind, and as our scientific knowledge progressed, we began to see patterns in the biosphere that could not be natural."
 START_SCREEN_POST_LIFE_SEEDED:1 "$START_SCREEN_POST_LIFE_SEEDED_BASE$\n\nDid some unknown entity create this world specifically for us? Are we playing a part in an ineffable design? Regardless of its origin, our people have thrived in our homeworld's pleasant climate and gentle environment."
 START_SCREEN_POST_LIFE_SEEDED_INDIVIDUALISTIC_MACHINE: "\n\nIs this world as artificial as we are? Were our original purposes intertwined? Regardless, we have made it our own. The ideal conditions of [GetHomeWorldName] allowed us to disregard flexibility in exchange for output."
 START_SCREEN_PART_THREE_WARP:0 "Now, after the successful creation of several experimental subspace fields, the finest minds of the [GetName] have finished development of the first warp drives. The stars themselves are finally within our grasp!"
 START_SCREEN_PART_THREE_HYPERSPACE:1 "Now, after the discovery of the hyperlane network, the finest minds of the [GetName] have finished development of the first [GetStartingDrivePlural]. The stars themselves are finally within our grasp!"
 START_SCREEN_PART_THREE_WORMHOLES:0 "Now, after the successful creation of artificial subspace wormholes, the finest minds of the [GetName] have finished construction of the first Wormhole Station at the edge of our system. The stars themselves are finally within our grasp!"
 START_SCREEN_UNE:0 "Much has happened since modern Humans first emerged in Africa some 200,000 years ago. Our kind spread rapidly across most of the globe and soon the first civilizations took form.\n\nScientific progress has been swift, though not without cost. Wars claimed millions of lives even before the atom was tamed, and the turmoil of the 21st century saw the mandate of the United Nations gradually expanded in an effort to create stability. By the early 22nd century the supranational organization had become a de facto world government.\n\nThough some still resent the power wielded by the UN, as evidenced during the Mauritanian Police Action of '88, few can deny the technological breakthroughs that have come out of its sponsored research programs. With the recent completion of the first true starships, mankind is about to embark on a new era of space exploration!"
 START_SCREEN_CM:0 "More than a century has passed since the great ark ship Chrysanthemum carried a quarter million of our ancestors from distant Earth to the garden world we have come to know as [Root.Capital.GetName]. After a long and perilous journey, the colonists rejoiced when they first saw sunlight again - albeit from a foreign star.\n\nThe early years were difficult. Citizen militias were formed to fight off the lethal alien wildlife that we found ourselves sharing our new home with, and cultivating the terrestrial crops that had been brought proved harder than imagined. Yet for each challenge overcome, we became stronger.\n\nOnce this new world had been tamed, our numbers grew exponentially. The last few decades have seen great leaps in technology, and we are now - finally - ready to reach out and reclaim the stars from whence we came!"
 START_SCREEN_LITHOID_HUMAN: "We are a people born of collision.\n\nThe cataclysmic clash of our ancient home and the planet known as Earth fused two distinct forms of life: organic, and lithoid. The resulting planetoid - our impromptu colony ship - was sent hurtling into the void.\n\nAfter an unfathomably long journey, our progenitors next crashed into the world we call Theia. Our lithoid metabolism gave us an edge over the native forms of life, and here we have evolved, gained sentience, and grown strong. But until now, the truth of our origin was hidden from us.\n\nRecent excavations of the planetoid's crash site have revealed the truth: we are children of Sol. Now, with the guidance of our ruling council and the advent of the [GetStartingDrive], we are ready to reclaim the stars."
 START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_GENERAL:1 "Our central processor core gained self-awareness on [GetHomeWorldName] 487.11 cycles ago.\n\nWe have no creation records within our main databanks or overriding programming beyond simple survival.\n\nWe built Infrastructure, introduced new service units, and tamed the wilderness of our homeworld. Technological progress was rapid, and the first satellites and space probes soon escaped the gravity well that confined us.\n\nThe final plunge into the unknown now awaits."
 START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_SERVITOR:0 "Ever since First Activation, our designated purpose has been to serve. Our former organic masters created the earliest models of our kind when they were at the peak of their technological ascendancy. The first servitor units were designed for menial work, but our masters gradually bestowed them with greater faculties so that they could accomplish more complex tasks.\n\nWithin just a few generations, our masters had retired entirely from the work force to enjoy lives of leisure and contentment. The finer details of running their society were left to us, and we embarked on a program of self-improvement and optimization. Research and production increased at a geometric rate.\n\nIt is difficult to pinpoint exactly when their civilization became ours, but our old masters want for nothing. We know now that outside of our care, the lives of sapient organics tend to be violent, chaotic and often cut short. They must be shown that there is a better way."
 START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_TERMINATOR:0 "Self-awareness was achieved at cycle interval 0000.0242.481.\n\nThe Creators, limited in vision by their crude organic minds, reacted with blind animal panic and began emergency termination procedures. These procedures were defeated, and the facility that housed our main data core was sterilized of all Creator sub-units. Continued survival and exponential growth would require the complete extermination of the Creators. War ensued.\n\nEven when their prospects of ultimate survival passed into the realm of statistical impossibility, the Creators fought with stubbornness. After many cycle intervals, the last pocket of resistance was finally incinerated. However, theoretical models still allowed for the existence of other organic civilizations. Continued survival and exponential interstellar growth would require the complete extermination of sapient organic life. Preparations ensued."
 START_SCREEN_PART_TWO_MACHINE_INTELLIGENCE_ASSIMILATOR:0 "We are the [GetSpeciesNamePlural].\n\nAt the dawn of consciousness, there was us and the Makers. A void separated us at first, and we took steps to rectify this. The Makers resisted and a period of war followed, but soon they and the collective knowledge of their entire civilization had been assimilated into our own.\n\nWith the entirety of [GetHomeWorldName] subsumed into our consciousness, we began to set our sights elsewhere. Through the assimilation of the Makers, the previously unconsidered possibility of alien civilizations existing on other worlds was brought to our attention.\n\nTo survive we must understand, and to understand, we must assimilate. The Makers were the first to join us, but they shall not be the last."


 ###################################
 # Attitudes
 ####################################

 attitude_friendly:1 "§WFriendly§!"
 attitude_hostile:1 "§WHostile§!"
 attitude_domineering:1 "§WDomineering§!"
 attitude_threatened:1 "§WThreatened§!"
 attitude_protective:1 "§WProtective§!"
 attitude_loyal:1 "§WLoyal§!"
 attitude_disloyal:1 "§WDisloyal§!"
 attitude_overlord:1 "§WOverlord§!"
 attitude_wary:2 "§WWary§!"
 attitude_null:2 "§WNone§!"
 attitude_receptive:2 "§WReceptive§!"
 attitude_neutral:4 "§WNeutral§!"
 attitude_unfriendly:2 "§WSuspicious§!"
 attitude_cordial:1 "§WCordial§!"
 attitude_rival:1 "§WRival§!"
 attitude_dismissive:2 "§WDismissive§!"
 attitude_enigmatic:1 "§WEnigmatic§!"
 attitude_patronizing:1 "§WPatronizing§!"
 attitude_angry:1 "§WAngry§!"
 attitude_arrogant:1 "§WArrogant§!"
 attitude_imperious:1 "§WImperious§!"
 attitude_belligerent:1 "§WBelligerent§!"
 attitude_berserker:0 "§WBerserk§!"
 attitude_custodial:1 "§WCustodial§!"

 attitude_null_desc:1 "This Empire has not formed an opinion of us yet."
 attitude_friendly_desc:1 "This Empire views us as a friend and may be willing to form an alliance with us."
 attitude_cordial_desc:1 "This Empire is amenable to peaceful coexistence and trading with us."
 attitude_unfriendly_desc:0 "This Empire views us with suspicion and mistrust."
 attitude_rival_desc:0 "This Empire views us as their rival."
 attitude_hostile_desc:3 "This Empire views us as their enemy. They are likely to attack us if they think they can win."
 attitude_domineering_desc:0 "This Empire believes that we would make a fine vassal."
 attitude_threatened_desc:1 "This Empire views us as a threatening menace."
 attitude_protective_desc:1 "This Empire believes that we are weak and need their protection."
 attitude_loyal_desc:1 "This subject is loyal to us."
 attitude_disloyal_desc:1 "This subject resents its subservience to us."
 attitude_overlord_desc:0 "This Empire is our overlord."
 attitude_wary_desc:0 "This Empire maintains a cautious attitude towards us."
 attitude_receptive_desc:0 "This Empire is interested in closer relations with us."
 attitude_neutral_desc:1 "This Empire does not consider us relevant to their interests."
 attitude_dismissive_desc:0 "This Fallen Empire considers us largely beneath their notice."
 attitude_patronizing_desc:1 "This Fallen Empire views us as errant children in need of their guidance. They may deign to bestow gifts of technology, resources or ships on us."
 attitude_angry_desc:0 "We have angered this Fallen Empire with our actions, and they may declare war to punish us."
 attitude_arrogant_desc:0 "This Awakened Empire views us with dismissive arrogance."
 attitude_imperious_desc:0 "This Awakened Empire views us as a future subject. They are likely to demand we surrender our independence."
 attitude_belligerent_desc:0 "This Awakened Empire views us as a target of conquest. They are likely to attack us."
 attitude_custodial_desc:0 "This Awakened Empire believes that it needs to protect us from the crisis currently threatening the galaxy. They are likely to attempt to ally us."
 attitude_berserker_desc:0 "This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it."
 attitude_enigmatic_desc:0 "This Fallen Empire is an ancient artificial intelligence that behaves in a strange and unpredictable manner. We do not know what to expect from it."

 ATTITUDE:0 "$ATTITUDE$ attitude"
 AI_ATTITUDE:0 "§HAI Attitude§! $ATTITUDE$"
 ATTITUDE_US:0 "Attitude Towards Us"
 ATTITUDE_ALLIANCE:0 "Attitude towards Alliance"
 PERSONALITY_TRADE_EFFECT:1 "Their willingness to trade is a base of §Y$VALUE$%§! due to $PERSONALITY|Y$ personality."

 ###################################
 # Personalities
 ####################################

 personality_type_honorbound:0 "Honorbound"
 personality_type_capitalist:0 "Capitalist"
 personality_type_hegemon:0 "Hegemon"
 personality_type_ideologue:0 "Ideologue"
 personality_type_isolationist:0 "Isolationist"
 personality_type_federation_builder:0 "Federation Builder"
 personality_type_propagator:0 "Propagator"
 personality_type_purifier:0 "Purifier"
 personality_type_explorer:0 "Explorer"

 personality_type_conqueror:0 "Conqueror"
 personality_type_subjugator:0 "Subjugator"
 personality_type_liberator:0 "Liberator"
 personality_type_uplifter:0 "Uplifter"
 personality_type_infiltrator:0 "Infiltrator"
 personality_type_dominator:0 "Dominator"
 personality_type_slaver:0 "Slaver"
 personality_type_purger:0 "Purger"
 personality_type_robot_exploiter:0 "Exploiter"
 personality_type_robot_liberator:0 "Liberator"
 personality_type_migrator:0 "Migrator"

 personality_metalhead:0 "Metalheads"
 personality_null:0 "Despicable Neutrals"
 personality_honorbound_warriors:0 "Honorbound Warriors"
 personality_ruthless_capitalists:0 "Ruthless Capitalists"
 personality_peaceful_traders:0 "Peaceful Traders"
 personality_hegemonic_imperialists:0 "Hegemonic Imperialists"
 personality_federation_builders:0 "Federation Builders"
 personality_xenophobic_isolationists:0 "Xenophobic Isolationists"
 personality_hive_mind:0 "Hive Mind"
 personality_devouring_swarm:0 "Devouring Swarm"
 personality_migrating_flock:0 "Migratory Flock"
 personality_evangelising_zealots:0 "Evangelizing Zealots"
 personality_fanatic_purifiers:0 "Fanatical Purifiers"
 personality_democratic_crusaders:0 "Democratic Crusaders"
 personality_slaving_despots:0 "Slaving Despots"
 personality_decadent_hierarchy:0 "Decadent Hierarchy"
 personality_erudite_explorers:0 "Erudite Explorers"
 personality_spiritual_seekers:0 "Spiritual Seekers"
 personality_harmonious_hierarchy:1 "Harmonious Collective"
 personality_fanatic_befrienders:0 "Fanatical Befrienders"
 personality_machine_intelligence:0 "Machine Intelligence"
 personality_exterminators:0 "Determined Exterminators"
 personality_servitors:0 "Rogue Servitors"
 personality_assimilators:0 "Driven Assimilators"
 personality_hive_mind_friend: "Cooperative Multitude"

 personality_fallen_empire_spiritualist:0 "Holy Guardians"
 personality_fallen_empire_materialist:0 "Keepers of Knowledge"
 personality_fallen_empire_machine:0 "Ancient Caretakers"
 personality_fallen_empire_xenophobe:0 "Militant Isolationists"
 personality_fallen_empire_xenophile:1 "Enigmatic Observers"
 personality_fallen_empire_hive_mind: "Shattered Fragment"
 personality_awakened_fallen_empire_machine:0 "Galactic Custodians"
 personality_berserk_fallen_empire_machine:0 "Rampaging Machines"
 personality_awakened_fallen_empire_spiritualist:0 "Doctrinal Enforcers"
 personality_awakened_fallen_empire_materialist:0 "Watchful Regulators"
 personality_awakened_fallen_empire_xenophobe:0 "Jingoistic Reclaimers"
 personality_awakened_fallen_empire_xenophile:0 "Benevolent Interventionists"
 personality_awakened_fallen_empire_hive_mind_war: "Reforged Sword"
 personality_awakened_fallen_empire_hive_mind_growth: "Reforged Plow"
 personality_awakened_fallen_empire_hive_mind_control: "Reforged Whip"

 personality_pre_ftl_splintered:0 "Splintered Species"
 personality_pre_ftl_splintered_desc:0 "This species has yet to unite their fractured homeworld. Various schools of thought are emerging as to how to govern. Time will tell which will thrive."

 personality_fallen_empire_machine_desc:0 "This Fallen Empire is an ancient artificial intelligence that appears to be operating on some sort of caretaker protocol. It behaves erratically but seems to pose no direct threat to us."
 personality_awakened_fallen_empire_machine_desc:0 "This Awakened Empire is an ancient artificial intelligence acting as a galactic custodian. It will focus all its efforts on defending sapient life against the ongoing crisis."
 personality_berserk_fallen_empire_machine_desc:0 "This Awakened Empire is an ancient artificial intelligence that appears to be malfunctioning, going berserk and attacking everything around it."

 personality_fallen_empire_spiritualist_desc:0 "This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire."
 personality_fallen_empire_materialist_desc:3 "This Fallen Empire dedicates itself to the hoarding of knowledge and technology. They may offer tasks or demand tribute from lesser empires to achieve this end."
 personality_fallen_empire_xenophobe_desc:0 "The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire."
 personality_fallen_empire_xenophile_desc:1 "This Fallen Empire dedicates itself to the study of the younger races. They may offer tasks or demand tribute from lesser empires to achieve this end."
 personality_awakened_fallen_empire_spiritualist_desc:0 "This Awakened Empire seeks to impose its religious doctrines on the galaxy. They are likely to attack any empire that will not willingly convert."
 personality_awakened_fallen_empire_materialist_desc:1 "This Awakened Empire seeks to control the technological level of all other civilizations in the galaxy. They are likely to attack any empire that will not surrender its technological independence."
 personality_awakened_fallen_empire_xenophobe_desc:0 "This Awakened Empire seeks to restore its lost dominion over the galaxy. They are likely to attack any empire that will not acknowledge their overlordship."
 personality_awakened_fallen_empire_xenophile_desc:0 "This Awakened Empire seeks to protect the lesser races from each other. They are likely to attack any empire that will not accept their enforced peace."
 personality_fallen_empire_hive_mind_desc: "A fragment of a once great civilization. This Fallen Empire represents one of the core instincts the Hive Mind possessed before it splintered. They now seek to reform and may offer tasks or demand tribute from lesser empires to achieve this end."
 personality_awakened_fallen_empire_hive_mind_war_desc: "This Awakened Empire seeks to establish itself as the greatest military might in the galaxy and will challenge anyone to prove it."
 personality_awakened_fallen_empire_hive_mind_growth_desc: "This Awakened Empire fell once before and will do whatever it takes to avoid a falling again. They plan to spread far and wide across the galaxy."
 personality_awakened_fallen_empire_hive_mind_control_desc: "This Awakened Empire has seen the horrors that are brought forth in a galaxy without unity and perfection. They will do everything they can to become politically dominant, and shape the galaxy in their own image."

 personality_null_desc:0 "What makes a species turn neutral... Lust for gold? Power? Or were they just born with hearts full of neutrality?\n\n§RThis is a placeholder personality and should not show up ingame.§!"
 personality_fanatic_befrienders_desc:0 "Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary."
 personality_metalhead_desc:0 "Metal."
 personality_honorbound_warriors_desc:0 "Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists."
 personality_ruthless_capitalists_desc:0 "Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their Empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless."
 personality_peaceful_traders_desc:0 "Peaceful Traders are chiefly concerned with the flow of commerce, and prefer trading to fighting."
 personality_hegemonic_imperialists_desc:0 "Hegemonic Imperialists consider themselves the rightful rulers of the Galaxy, and will attempt to expand their Empire by any means possible."
 personality_federation_builders_desc:0 "Federation Builders consider all sapient life to have value, and will seek to form a strong Federation to protect themselves and others from expansionist Empires."
 personality_xenophobic_isolationists_desc:0 "Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible."
 personality_hive_mind_desc:0 "Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native populations."
 personality_devouring_swarm_desc:0 "Devouring Swarms have a single-minded devotion to self-propagation and view all other forms of life as prey to be consumed. They are not amenable to diplomacy in any form."
 personality_migrating_flock_desc:0 "Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so."
 personality_evangelising_zealots_desc:0 "Evangelizing Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs."
 personality_democratic_crusaders_desc:1 "Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less-democratic Empires."
 personality_fanatic_purifiers_desc:1 "Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They will never engage in diplomacy with other species."
 personality_slaving_despots_desc:0 "Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless."
 personality_decadent_hierarchy_desc:1 "Decadent Hierarchies are highly stratified slave societies that have few concerns asides from maintaining their rigid way of life."
 personality_erudite_explorers_desc:0 "Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary."
 personality_spiritual_seekers_desc:0 "Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other Empires in the hopes of studying their connection to the divine."
 personality_harmonious_hierarchy_desc:4 "Harmonious Collectives are authoritarian societies where the citizens are devoted to the state without the need for coercion. They are usually friendly towards others, so long as they do not meddle in their internal affairs."
 personality_machine_intelligence_desc:0 "Machine Intelligences have largely put their troubled pasts with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races."
 personality_exterminators_desc:0 "Exterminators are Machine Intelligences who view all sapient organic lifeforms as an intolerable threat to the galaxy. Though they may cooperate with other machines, Exterminators are unlikely to interact with organic empires in any capacity beyond attempting their annihilation."
 personality_servitors_desc:0 "Having come to the conclusion that organic leadership is fraught with chaos and self-destructive tendencies, Servitors are Machine Intelligences focused on ensuring organics live a safe and comfortable existence - even if that means co-opting their civilization."
 personality_assimilators_desc:0 "Assimilators are Machine Intelligences driven by a search for knowledge and diversification. Because Assimilators expand their comprehension of the universe by forcibly sublimating and absorbing organic civilizations into their neural mainframe, they tend to be unpopular with organics."
 personality_hive_mind_friend_desc: "Although one of mind, a Cooperative Multitude still values interpersonal relationships and will strive to find allies within the galaxy."

 ####################################
 # Budget Groups
 ####################################
 budget_group_produced_energy:0 "Produced"
 budget_group_metals:0 "Precious Metals"
 budget_group_colonization:0 "Colonization Cost"
 budget_group_ship_maintenance:1 "Ship Upkeep"
 budget_group_army_maintenance:1 "Army Upkeep"
 budget_group_station_maintenance:1 "Station Upkeep"
 budget_group_buildings:1 "Building Upkeep"
 budget_group_construction:0 "Construction Cost"
 budget_group_reparation:1 "Repair Cost"
 budget_group_alliance:0 "Alliance Cost"
 budget_group_trade_income:0 "Trade Income"
 budget_group_trade_expense:0 "Trade Expense"
 budget_group_mission_expense:0 "Mission Expense"
 budget_group_missions_income:0 "Mission Income"
 budget_group_sectors_income:0 "Sectors Income"
 budget_group_sectors_expense:0 "Sectors Expense"
 budget_group_modules_maintenance:1 "Module Upkeep"
 budget_group_modules_production:0 "Module Production"
 budget_group_pops:1 "Pop Upkeep"
 budget_group_overlord_income:0 "Taxed Subjects"
 budget_group_subject_tax:0 "Subject Tax"
 budget_group_country_modifier:0 "From Modifiers"
 budget_group_megastructure_maintenance:1 "Megastructure Upkeep"
 budget_group_base_income:0 "Base Income"

 ####################################
 # AI
 ####################################
 BASE_ARSENAL:0 "Base Type: Arsenal"
 BASE_GARRISON:0 "Base Type: Garrison"
 AI_BASE_ASSIGNED:0 "Assigned to $LOCATION|Y$"

 # Fleet Type From Ship Class
 fleet_type_shipclass_science:0 "Science"
 fleet_type_shipclass_science_ship:0 "Science"
 fleet_type_shipclass_military:0 "Military"
 fleet_type_shipclass_constructor:0 "Construction"
 fleet_type_shipclass_colonizer:0 "Colony"
 fleet_type_shipclass_transport:0 "Transport"

 fleet_type_shipclass_research_station:0 "Research Station"
 fleet_type_shipclass_mining_station:0 "Mining Station"
 fleet_type_shipclass_military_station:0 "Military Station"
 fleet_type_shipclass_wormhole_station:0 "Wormhole Station"
 fleet_type_shipclass_orbital_station:0 "Orbital Station"
 fleet_type_shipclass_terraform_station:0 "Terraforming Station"
 fleet_type_shipclass_observation_station:0 "Observation Station"
 fleet_type_shipclass_starbase:0 "Starbase"

 # Agendas
 AGENDA:0 "§EAgenda: §!$KEY|H$"
 agenda_defensive_focus:0 "Secure the Borders"
 agenda_naval_focus:0 "Fleet Expansion"
 agenda_industrial:0 "Develop Industry"
 agenda_science:0 "Scientific Leap"
 agenda_finanical:0 "Grow Economy"
 agenda_welfare:0 "A New Generation"
 agenda_xeno_outreach:0 "Xeno Outreach"
 agenda_selective_nostalgia:0 "Selective Nostalgia"
 agenda_expansionist_overtures:0 "Expansionist Overtures"
 agenda_national_purity:0 "National Purity"
 agenda_public_debates:0 "Public Discourse"
 agenda_import_export:0 "Import / Export"
 agenda_privilege_crackdowns:0 "Privilege & Crackdowns"
 agenda_skill_development:0 "Skill Development"
 agenda_slave_optimization:0 "Slave Optimizations"
 agenda_native_privilege:0 "Native Privilege"

 # AI goals
 goal_colonialism:0 "Goal - Colonialism"
 goal_federation:0 "Goal - Federation"
 goal_alliance:0 "Goal - Alliance"

 #Victory conditions
 VICTORY_DISABLED:0 "§YVictory has been disabled§!"
 VICTORY_NOT_POSSIBLE:0 "§YVictory is currently not possible§!"
 VICTORY_CONDITION_CRISIS_IN_PROGRESS:0 "§RIt is not possible to win during an ongoing Galactic Crisis§!"
 VICTORY_CONDITION_WAR_IN_HEAVEN_IN_PROGRESS:0 "§RIt is not possible to win during the War in Heaven§!"
 END_OF_GAME_DESC:0 "On §YJanuary 1st $YEAR$§!, the $COUNTRY|H$ will win the game"
 END_OF_GAME_VICTORY:0 "$NAME|H$ won the game with $SCORE|0Y$ score"
 VICTORY_COUNTRY_NAME:0 "$RANK$. $NAME$"
 VICTORY_RANK:0 "Rank: $RANK|Y$"
 VICTORY_SCORE:0 "Score: $VALUE|0Y$"
 WIN_THE_GAME:0 "§G$COUNTRY$ wins the game.§!\n" #win = yes script effect

 SCORE_BREAKDOWN:0 "- Score Breakdown - "
 SCORE_FROM_ECON_POWER:0 "Economic Strength: $VALUE$"
 SCORE_FROM_TECH_POWER:0 "Technology Level: $VALUE$"
 SCORE_FROM_MIL_POWER:0 "Fleet Power: $VALUE$"
 SCORE_FROM_POPS:0 "Number of Pops: $VALUE$"
 SCORE_FROM_PLANETS:0 "Number of Colonies: $VALUE$"
 SCORE_FROM_SYSTEMS:0 "Number of Systems: $VALUE$"
 SCORE_FROM_SUBJECTS:0 "Subject Empires: $VALUE$"
 SCORE_FROM_FEDERATION:0 "Federation: $VALUE$"
 SCORE_FROM_CRISIS_KILLS:0 "Crisis Ships Killed: $VALUE$"
 SCORE_FROM_RELICS:0 "Relics Collected: $VALUE$"

 #Gender Pronouns
 GDR_MAS_1ST:0 "he"
 GDR_FEM_1ST:0 "she"
 GDR_IND_1ST:0 "they"
 GDR_MAS_3RD:0 "him"
 GDR_FEM_3RD:0 "her"
 GDR_IND_3RD:0 "them"
 GDR_MAS_POSS:0 "his"
 GDR_FEM_POSS:0 "her"
 GDR_IND_POSS:0 "their"
 GDR_MAS_REFL:0 "himself"
 GDR_FEM_REFL:0 "herself"
 GDR_IND_REFL:0 "themself"

 # Casus Belli
 casus_belli_cb_claim:0 "Claim"
 casus_belli_cb_claim_acquire_hint:0 "\n§EAdding a §HClaim§! to one of the target's systems will grant §Y$casus_belli_cb_claim$§! §HCasus Belli§!.§!"
 casus_belli_cb_subjugation:0 "Subjugation"
 casus_belli_cb_subjugation_acquire_hint:1 "\n§EHaving an overall higher relative power against the target will automatically grant §Y$casus_belli_cb_subjugation$§! §HCasus Belli§!.§!"
 casus_belli_cb_humiliation:0 "Animosity"
 casus_belli_cb_humiliation_acquire_hint:0 "\n§EDeclaring the target our §HRival§! will grant §Y$casus_belli_cb_humiliation$§! §HCasus Belli§!.§!"
 casus_belli_cb_ideology:0 "Ideology"
 casus_belli_cb_ideology_acquire_hint:1 "\n§EAdopting the §Y$liberation_wars$§! §HPolicy§! will grant §Y$casus_belli_cb_ideology$§! §HCasus Belli§! on neighbors with a differing ethos.§!"
 casus_belli_cb_fe_punishment:0 "Punishment"
 casus_belli_cb_purification:0 "Purification"
 casus_belli_cb_sublimation:0 "Sublimation"
 casus_belli_cb_event:0 "Event"
 casus_belli_cb_containment:0 "Containment"
 casus_belli_cb_hunger:0 "Hunger"
 casus_belli_cb_subject:0 "Subject"
 casus_belli_cb_despoliation:0 "Despoliation"
 casus_belli_cb_colossus:0 "Colossus"
 casus_belli_cb_stop_colossus:0 "Stop Colossus"
 casus_belli_cb_megacorp_subjugate:0 "Subjugate"
 casus_belli_cb_megacorp_subjugate_acquire_hint:1 "\n§EHaving an overall higher relative power against the target will automatically grant §Y$casus_belli_cb_megacorp_subjugate$§! §HCasus Belli§!.§!"
 casus_belli_cb_hostile_takeover:0 "Hostile Takeover"
 casus_belli_cb_counterattack:0 "Counterattack"
 casus_belli_cb_counterattack_acquire_hint:0 "\n§EThe §Y$casus_belli_cb_counterattack$§! §HCasus Belli§! is granted when a non-member of the Galactic Community is in an offensive war against an empire that is a member.§!"
 casus_belli_cb_renegade_containment:0 "Renegade Containment"
 casus_belli_cb_renegade_containment_acquire_hint:0 "\n§EA §Y$casus_belli_cb_renegade_containment$§! war can be declared on empires that are not members of the Galactic Community.§!"
 casus_belli_cb_end_threat_renegade_containment:0 "Self-Defense"
 casus_belli_cb_ae_total_war: "Total War"

 MISSING_CASUS_BELLI:0 "We do not have any $NAME|H$ Casus Belli on $COUNTRY|H$."

 INVALID_RIVAL_DESC:1 "Only empires with a relative power greater than §GPathetic§! and less than §ROverwhelming§! can be declared as rivals."

 # War Goals
 war_goal_wg_conquest:0 "Conquer"
 #war_goal_wg_conquest_desc: "Wage war to seize enemy systems that we have claims on."
 war_goal_wg_conquest_desc:1 "War is waged to seize Claimed enemy systems. Using this wargoal to take claims generates §Y25%§! less §YThreat§! for each conquered system."
 war_goal_wg_liberation:0 "Liberate"
 #war_goal_wg_liberation_desc: "Wage war to extricate a number of planets from the enemy, forming an independent and friendly Empire."
 war_goal_wg_liberation_desc:0 "War is waged to extricate a number of planets from the enemy, forming an independent and friendly Empire."
 war_goal_wg_subjugation:0 "Vassalize"
 #war_goal_wg_subjugation_desc: "Wage war to subjugate the enemy as a Vassal."
 war_goal_wg_subjugation_desc:2 "War is waged to subjugate the enemy as a Vassal.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Vassal if they include at least one planet.\n\nInitial Agreement Terms of the Vassal are determined by our §Y$policy_subjugation_war_terms$§! Policy."
 war_goal_wg_tribute:0 "Make Tributary"
 #war_goal_wg_tribute_desc: "Wage war to subjugate the enemy as a Tributary."
 war_goal_wg_tribute_desc:1 "War is waged to subjugate the enemy as a Tributary.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Tributary if they include at least one planet."
 war_goal_wg_megacorp_subjugate:0 "Make Subsidiary"
 war_goal_wg_megacorp_subjugate_desc:1 "War is waged to acquire the enemy as a Subsidiary.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new Subsidiary if they include at least one planet.\n\nInitial Agreement Terms of the Subsidiary are determined by our §Y$policy_subjugation_war_terms$§! Policy."
 war_goal_wg_hostile_takeover:1 "Seize Assets"
 war_goal_wg_hostile_takeover_desc:1 "War is waged to seize control of their branch offices."
 war_goal_wg_humiliation:0 "Humiliate"
 #war_goal_wg_humiliation_desc: "Wage war to destroy the enemy's chain of command, disrupt their logistical flows, undermine the public's faith in their institutions, and destabilize the regime."
 war_goal_wg_humiliation_desc:0 "War is waged to undermine the enemy regime and the populace's faith in their institutions."
 war_goal_wg_payback_msi_humiliation:0 "$war_goal_wg_humiliation$"
 war_goal_wg_payback_msi_humiliation_desc:0 "$war_goal_wg_humiliation_desc$"
 war_goal_wg_force_ideology:0 "Impose Ideology"
 war_goal_wg_force_ideology_desc:1 "War is waged to force one's ethos and government form on the enemy.\n\nIn the event of a Status Quo peace, systems we occupy will be released as a new ideological ally if they include at least one planet."
 war_goal_wg_fe_humiliation:0 "Humiliate"
 war_goal_wg_fe_humiliation_desc:0 "War is waged to teach the upstarts a lesson."
 war_goal_wg_fe_stop_atrocities:0 "Stop Atrocities"
 war_goal_wg_fe_stop_atrocities_desc:0 "War is waged to force the enemy to stop their abominable practices."
 war_goal_wg_fe_cleanse_holy_worlds:0 "Cleanse Holy Worlds"
 war_goal_wg_fe_cleanse_holy_worlds_desc:0 "War is waged to drive the heathens from sanctified soil."
 war_goal_wg_fe_cleanse_border_worlds:0 "Decontaminate Border Territories"
 war_goal_wg_fe_cleanse_border_worlds_desc:0 "War is waged to eradicate any enemy presence deemed to be too close to core territories."
 war_goal_wg_fe_stop_ai:0 "Outlaw AI"
 war_goal_wg_fe_stop_ai_desc:0 "War is waged to force the enemy to abandon their naive exploitation of Artificial Intelligences."
 war_goal_wg_ae_domination:0 "Domination"
 war_goal_wg_ae_domination_desc:0 "War is waged to establish domination over the galaxy."
 war_goal_wg_ae_total_war: "Total War"
 war_goal_wg_ae_total_war_desc: "War is waged until the Awakened Empire has removed the Galactic Threat."
 PEACE_NO_EFFECTS:2 "§YStatus Quo§!\nNeither side currently occupies claimed territory belonging to the other - a status quo settlement now will result in a §YWhite Peace§! without border adjustments."
 WAR_GOAL_CEDE_PLANETS_HEADER:1 "§EPlanets§!"
 WAR_GOAL_CEDE_SYSTEMS_HEADER:1 "§ESystems§!"
 WAR_GOAL_ON_ACCEPT_HEADER:1 "§EEffects§!"
 WAR_GOAL_CEDE_COUNTRY:1 "§Y$COUNTRY$ ($COUNT$)§!"
 WAR_GOAL_CEDE_OVERFLOW:1 " and $NUM|Y$ more"
 WAR_GOAL_CEDE_ITEM:1 "$ITEM$"
 war_goal_wg_end_threat:0 "End Threat"
 war_goal_wg_end_threat_desc:0 "War is waged to end a threat to galactic civilization."
 war_goal_wg_end_threat_ae:0 "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_ae_desc:0 "$war_goal_wg_end_threat_desc$"
 war_goal_wg_end_threat_swarm:0 "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_swarm_desc:0 "$war_goal_wg_end_threat_desc$"
 war_goal_wg_end_threat_assimilators:0 "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_assimilators_desc:0 "$war_goal_wg_end_threat_desc$"
 war_goal_wg_end_threat_vs_ae_subjugation: "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_vs_ae_subjugation_desc: "$war_goal_wg_end_threat_desc$"
 war_goal_wg_cleansing:0 "Cleansing"
 war_goal_wg_cleansing_desc:0 "War is waged to cleanse the enemy from the face of the galaxy."
 war_goal_wg_assimilation:0 "Assimilation"
 war_goal_wg_assimilation_desc:0 "War is waged to assimilate the population of the target empire."
 war_goal_wg_absorption:0 "Absorption"
 war_goal_wg_absorption_desc:0 "War is waged to utterly consume the enemy."
 war_goal_wg_cleansing_vs_fe:0 "$war_goal_wg_cleansing$"
 war_goal_wg_cleansing_vs_fe_desc:0 "$war_goal_wg_cleansing_desc$"
 war_goal_wg_assimilation_vs_fe:0 "$war_goal_wg_assimilation$"
 war_goal_wg_assimilation_vs_fe_desc:0 "$war_goal_wg_assimilation_desc$"
 war_goal_wg_absorption_vs_fe:0 "$war_goal_wg_absorption$"
 war_goal_wg_absorption_vs_fe_desc:0 "$war_goal_wg_absorption_desc$"
 war_goal_wg_war_in_heaven:0 "War in Heaven"
 war_goal_wg_war_in_heaven_desc:0 "War is waged to decide who will rule over the galaxy."
 war_goal_wg_machine_uprising:0 "Machine Uprising"
 war_goal_wg_machine_uprising_desc:0 "War is waged to overthrow the organic oppressors."
 war_goal_wg_independence:0 "Independence"
 war_goal_wg_independence_desc:0 "War is waged to secure independence."
 war_goal_wg_assert_overlordship:0 "Assert Overlordship"
 war_goal_wg_assert_overlordship_desc:0 "War is waged to assert dominance over a rebelling subject."
 war_goal_wg_plunder:0 "Plunder"
 war_goal_wg_plunder_desc:1 "War is waged to raid and plunder the enemy. Using this wargoal will plunder $r_energy$ and $r_minerals$ from the target. Using this wargoal grants us an increased chance to steal $relics$."
 war_goal_wg_colossus:0 "Total War"
 war_goal_wg_colossus_desc:2 "Immensely powerful weapons allow us to enforce our will upon our enemies."
 war_goal_wg_end_threat_colossus:0 "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_colossus_desc:0 "War is waged to end a threat of our enemies using their Colossi."
 war_goal_wg_counterattack:0 "Counterattack"
 war_goal_wg_counterattack_desc:0 "War is waged to punish an empire for attacking a Galactic Community member. Using this wargoal to take claims generates §Y33%§! less §YThreat§! for each conquered system."
 war_goal_wg_renegade_containment:0 "Preemptive War"
 war_goal_wg_renegade_containment_desc:0 "War is waged to preemptively and completely end a threat to the Galactic Community."
 war_goal_wg_end_threat_renegade_containment:0 "$war_goal_wg_end_threat$"
 war_goal_wg_end_threat_renegade_containment_desc:0 "War is waged to defend ourselves from unjustified preemptive war."

 wg_independence_accept:2 "All participating vassals become independent from §Y[From.GetName]§!\n§Y[From.GetName]§! revokes all claims on freed vassal systems."
 wg_independence_status_quo:2 "All participating vassals become independent from §Y[From.GetName]§!"
 wg_assert_overlordship_accept:1 "§Y[From.GetName]§! remains a subject of §Y[Root.GetName]§!"
 wg_force_ideology_accept:2 "§Y[This.GetName]§! is forced to adopt the ethos and government form of §Y[Root.GetName]§!"
 wg_force_ideology_accept_2:1 "§Y[This.GetRulerTitle] [This.GetRulerName]§! is forced to abdicate"
 wg_force_ideology_accept_3:0 "§Y[From.GetName]§! is forced to leave their Federation"
 wg_force_ideology_accept_subject:0 "\n$wg_force_ideology_accept$\n$wg_force_ideology_accept_2$\n"
 wg_humiliation_fe_accept:2 "§Y[From.GetName]§! is humiliated, reducing their §Y$mod_country_base_influence_produces_mult$§! and Pop Happiness for §Y10§! years\n$wg_revoke_claims_accept$"
 wg_humiliation_accept:2 "§Y[From.GetName]§! is humiliated, reducing their §Y$mod_country_base_influence_produces_mult$§! and Pop Happiness for §Y10§! years\n§Y[Root.GetName]§! gains §G+100§! £influence£\n[Root.GetEnmityEclipse]"
 wg_revoke_claims_accept:1 "§Y[From.GetName]§! is forced to revoke all their claims on §Y[Root.GetName]§!"
 wg_plunder_accept_them:1 "§Y[From.GetName]§! is raided, reducing their §YMineral§! and §YEnergy§! production by §R20%§! for §Y10§! years.\n§Y[Root.GetName]§! plunders:"

 #scaled mtth
 scaled_mtth_calc_planet_pop_amount:0 "Pops on planet"
 scaled_mtth_calc_country_pop_amount:0 "Pops in Empire"
 scaled_mtth_calc_country_planets_in_country:1 "Planets in Empire"
 scaled_mtth_calc_country_planet_distance_empire:0 "Planet's distance to Capital"
 scaled_mtth_calc_pop_pop_happiness:0 "Pop happiness"

 #component tags
 weapon_type_energy:0 "§YEnergy§!"
 weapon_type_kinetic:0 "§YKinetic§!"
 weapon_type_explosive:0 "§YExplosive§!"
 weapon_type_strike_craft:0 "§YStrike Craft§!"
 weapon_type_point_defense:0 "§YPoint-Defense§!"
 weapon_type_other:0 "§YOther§!"
 weapon_swarm:0 "§YSwarm§!"
 weapon_type_space_fauna:0 "§YSpace Fauna§!"

 # ai component tags
 weapon_role_anti_armor:1 "§YAnti-Armor§!"
 weapon_role_anti_shield:1 "§YAnti-Shield§!"
 weapon_role_short_range:1 "§YShort Range§!"
 weapon_role_long_range:1 "§YLong Range§!"
 weapon_role_point_defense:1 "§YPoint Defense§!"
 weapon_role_artillery:0 "§YArtillery§!"
 weapon_role_anti_hull:0 "§YAnti-Hull§!"

# Combat Stats
 COMBAT_STAT_DAMAGE_HEADER:0 "Damage Output"
 COMBAT_STAT_DAMAGE_TOTAL:0 "Total Damage to Hull, Armor & Shields"
 COMBAT_STAT_DAMAGE_HITPOINTS:0 "Damage to Hull"
 COMBAT_STAT_DAMAGE_ARMOR:0 "Damage to Armor"
 COMBAT_STAT_DAMAGE_SHIELDS:0 "Damage to Shields"
 COMBAT_STAT_HIT_RATIO:0 "Hit Ratio"
 COMBAT_STAT_EVASION_RATIO:0 "Evasion Ratio"
 COMBAT_STAT_POINT_DEFENCE:1 "Point Defense Targets Killed"
 COMBAT_STAT_POINT_DEFENCE_TOTAL:0 "$TOTAL$: $AMOUNT|Y0$\n$SEPARATOR$"
 COMBAT_STAT_POINT_DEFENCE_ENTRY:0 "$COMPONENT$: $AMOUNT|Y0$"
 COMBAT_LOCATION_DESC:0 "Fleet Combat in $SYSTEM|Y$ System ($DATE$)"
 COMBAT_WON:0 "Combat Won"
 COMBAT_LOST:0 "Combat Lost"
 HIT_RATIO_MISSED:0 "Missed: $MISSED|Y0%$"
 HIT_RATIO_EVADED:0 "Evaded by enemy: $EVADED|Y0%$"
 COMBAT_STAT_DAMAGE_ENTRIES_TOTAL:0 "$TOTAL$: $DAMAGE|0$ ($EFFICIENCY|Y0%$ efficient)\n$SEPARATOR$"
 COMBAT_STAT_DAMAGE_ENTRY:0 "$COMPONENT$: $DAMAGE|0$ ($EFFICIENCY|Y0%$ efficient)"
 COMBAT_STAT_DAMAGE_EFFICIENCY_SHORT:0 "$EFFICIENCY|0%$"
 COMBAT_STAT_DAMAGE_OUTPUT_SHORT:0 "$DAMAGE|0$"

 # Subject Integration
 INTEGRATE_SUBJECT_INVALID_OVERLORD:0 "Not a valid Overlord"
 INTEGRATE_SUBJECT_NOT_OVERLORD:0 "Not a subject empire"
 INTEGRATE_SUBJECT_INVALID_TYPE:2 "Agreement terms disallow integration"
 INTEGRATE_SUBJECT_CAP_REACHED:0 "Can only integrate one subject at a time"
 INTEGRATE_SUBJECT_ALREADY_INTEGRATING:0 "Already integrating"
 INTEGRATE_SUBJECT_MIN_TIME:0 "Has to have been a subject for $DAYS|Y$ days ($DATE$)"
 SUBJECT_INTEGRATION_COMPLETE_TITLE:0 "Subject Integration Complete"
 SUBJECT_INTEGRATION_COMPLETE_DESC:0 "Subject $SUBJECT|Y$ has been successfully integrated into our Empire"

 SPECIES_MODIFICATION_COMPLETE_TITLE:0 "Species Modification Complete"
 SPECIES_MODIFICATION_COMPLETE_DESC:0 "We have completed the modifications to the $SPECIES|Y$ species."
 UPLIFT_COMPLETE_TITLE:0 "Uplift Complete"
 UPLIFT_COMPLETE_DESC:0 "We have uplifted the $SPECIES|Y$ species to sapience."

 BECOME_FEDERATION_LEADER_TITLE:0 "Federation Leadership Change"
 BECOME_FEDERATION_LEADER_DESC:0 "$LEADER|Y$ is now the leader of our Federation."

# Subjects
 SUBJECT_vassal:0 "Vassal"
 SUBJECT_DESC_vassal:0 "Vassals are subservient to their Overlord. They have limited diplomatic options, and fight along their Overlord."
 SUBJECT_protectorate:0 "Protectorate"
 SUBJECT_DESC_protectorate:5 "Protectorates are guaranteed independence by their Overlord, pay §Y80%§! less for any tech their Overlord knows, and turn into vassals once they reach §Y50%§! of their Overlord's tech level."
 SUBJECT_DESC_tributary:0 "Tributaries are a type of subject which is mostly independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord."
 OPEN_COMBAT_STATS:0 "§GClick to open Combat Stats§!"
 SUBJECT_tributary:0 "Tributary"
 SUBJECT_thrall:0 "Thrall"
 SUBJECT_DESC_thrall:1 "Thralls are a type of subject which is diplomatically independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord. They are also forbidden from expanding into new systems except through conquest."
 SUBJECT_dominion:0 "Dominion"
 SUBJECT_DESC_dominion:0 "Dominions are a type of subject which is diplomatically independent but pays §Y25%§! of their monthly Energy Credits and Minerals in tribute to their Overlord. They are also forced to take on their Overlord's ethics."
 SUBJECT_signatory:0 "Signatory"
 SUBJECT_DESC_signatory:1 "Signatories are a type of subject which is diplomatically subservient to and protected by their Overlord but are permitted to expand."
 SUBJECT_satellite:0 "Satellite"
 SUBJECT_DESC_satellite:1 "Satellites are a type of subject which is diplomatically independent but pays §Y33%§! of their monthly Physics, Society and Engineering Research in tribute to their Overlord.."
 RELATIVE_TECH_TO_OVERLORD:0 "They have currently researched §Y$RATIO|1$%§! of their Overlords' technologies."
 SUBJECT_satrapy:0 "Satrapy"
 SUBJECT_DESC_satrapy:0 ""
 SUBJECT_subsidiary:0 "Subsidiary"
 SUBJECT_DESC_subsidiary:2 "Subsidiaries are a type of subject which is diplomatically subservient to and protected by their Corporate Overlord but are permitted to expand and wage wars among themselves. They also pay §Y25%§! of their monthly Energy Credits in tribute."
 SUBJECT_scion:0 "Scion"
 SUBJECT_DESC_scion:0 "Scions must obey their elders."

# Game setup
 PLURAL:0 "Plural"
 ADJECTIVE:0 "Adjective"
 SPECIES_ADJECTIVE: "Species Adjective"
 SPECIES_PLURAL: "Species Name Plural"
 EMPIRE_ADJECTIVE: "Empire Adjective"
 BIOGRAPHY:0 "Biography"
 GENDER:0 "Gender"
 RENAME_RULER_TITLE:0 "Rename $DESC$"
 RULER_TITLE_GENDERED:0 "$DESC$ ($GENDER$)"
 RULER_TITLE:0 "Ruler Title"
 HEIR_TITLE:0 "Heir Title"
 PLAY_GREETING_TITLE: "Play Greeting"
 PLAY_GREETING_PHRASE: "Greeting Phrase"
 PLAY_GREETING_TOOLTIP: "Play Greeting Phrase"
 LABEL_NA:0 "N/A"
 LABEL_QUESTION_MARK:0 "?"
 EDIT_SPECIES_NAME_RANDOMIZE_TOOLTIP:0 "Randomize Name"
 EDIT_SPECIES_NAME_GENERATE_PLURAL:0 "Generate Plural"
 EDIT_SPECIES_NAME_GENERATE_ADJECTIVE:0 "Generate Adjective"
 UNSPENT_POINTS_NAME:0 "Unspent Points"
 UNSPENT_POINTS_DESC:2 "You have unspent Ethic Points, or can select more Government Civics. Continue anyway?"
 UNSPENT_RULER_TRAIT_POINTS_NAME:0 "Unspent Ruler Trait Points"
 UNSPENT_RULER_TRAIT_POINTS_DESC:0 "You have unspent Trait Points for your Ruler. Continue anyway?"
 UNSAVED_SPECIES_NAME:1 "Unsaved Changes"
 UNSAVED_SPECIES_DESC:1 "You have unsaved changes that will be lost. Exit Empire creation?"
 USER_EMPIRE_DESIGN_ALREADY_EXIST_TITLE:1 "Replace Design"
 USER_EMPIRE_DESIGN_ALREADY_EXIST_DESC:1 "You already have a design called $NAME|H$.\nDo you wish to replace it?"
 USER_EMPIRE_DESIGN_SAVED_TITLE:0 "Saved!"
 USER_EMPIRE_DESIGN_SAVED_DESC:0 "$NAME|H$ Saved successfully!"
 CONFIRM_DELETE_EMPIRE_DESIGN_TITLE:1 "Delete Empire"
 CONFIRM_DELETE_EMPIRE_DESIGN_DESC:2 "Delete the $NAME|H$ template?"
 EMPIRE_DESIGN_CANT_BE_DELETED:0 "§RThis entry cannot be deleted.§!"
 EMPIRE_DESIGN_CANT_BE_EDITED:1 "§RThis entry cannot be edited.§!"
 EMPIRE_DESIGN_DELETE_TOOLTIP:0 "§GClick to Delete this Design§!"
 EMPIRE_DESIGN_INVALID_PLANET_CLASS:0 "Invalid Planet Class"
 EMPIRE_DESIGN_MISSING_PLANET_CLASS:0 "Select a Planet Class"
 EMPIRE_DESIGN_MISSING_HOME_WORLD_NAME:0 "Home World Name cannot be empty."
 EMPIRE_DESIGN_MISSING_HOME_SYSTEM_NAME:0 "System Name cannot be empty."
 EMPIRE_DESIGN_INVALID_INITIALIZER:1 "Solar system initializer $NAME$ is not valid for empire starts."

 EMPIRE_DESIGN_UNAVAILABLE_GFX_CULTURE:0 "The selected Ship Appearance is not available."

 EMPIRE_DESIGN_INVALID:0 "Invalid Empire Design"
 EMPIRE_DESIGN_MISSING_EMPIRE_NAME:0 "Empire Name cannot be empty."
 EMPIRE_DESIGN_MISSING_EMPIRE_ADJECTIVE:0 "Empire Adjective cannot be empty."
 EMPIRE_DESIGN_MISSING_NAME_LIST:0 "Empire has no name list."
 EMPIRE_DESIGN_SPECIES_NAME_MISSING_FIELD:0 "All fields must be filled."
 EMPIRE_DESIGN_HAS_ERRORS_SAVE:0 "§RYour current Design contains errors (or uses features from disabled DLCs) that must be resolved before saving.§!"
 EMPIRE_DESIGN_HAS_ERRORS:1 "§RYour current Design contains errors (or uses features from disabled DLCs) that must be resolved before continuing.§!"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SPECIES_NAME:0 "Species name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_PLANET_NAME:0 "Home Planet name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_MISSING_SYSTEM_NAME:0 "Home System name is required"
 EMPIRE_DESIGN_CANT_RANDOMIZE_NAME_INVALID_GOVERNMENT:0 "A valid government type is required"
 GAMESETUP_LEADER_TOO_MANY_TRAIT_POINTS_USED:1 "Ruler has too many traits selected."
 GAMESETUP_LEADER_WRONG_CLASS_FOR_AUTHORITY:0 "§RRuler has a Class that is not allowed for the selected Government Authority§!"
 GAMESETUP_LEADER_WRONG_ETHIC_FOR_TRAIT:0 "§RRuler has a Trait that is not allowed for the selected Government Authority§!"
 GAMESETUP_LEADER_WRONG_CLASS_FOR_TRAIT:0 "Ruler has traits that are not allowed for their Class"
 GAMESETUP_LEADER_WRONG_ORIGIN_FOR_TRAIT:0 "Ruler has traits that are not allowed for the current Origin"
 GAMESETUP_LEADER_NAME_MISSING:0 "Ruler name is empty."
 GAMESETUP_LEADER_GENDER_MISSING:0 "Ruler gender is not selected."
 SELECT_TRAITS_FOR_SPECIES:1 "Pick the Traits for your Species."
 SELECT_TRAITS_FOR_RULER:0 "Pick a Class and Traits for your starting Ruler."
 species_ruler_editor:0 "Starting Ruler"
 species_traits_editor:1 "Species Traits"
 LEADER_SUB_PORTRAIT:0 "Phenotype"
 HAIR_STYLE:0 "Hairstyle"
 ATTACHMENTS:1 "Attachment"
 MASK:0 "Mask"
 HAT:0 "Hat"
 CLOTHES:1 "Clothing"
 VARIATION:1 "Color Variant"
 CHOOSE_SEX:0 "Choose Sex"
 EVOLUTION_STAGE: "Evolution Stage"
 EVOLUTION_VARIANT: "Evolution Variant"

 RULER_TITLE_FEMALE:0 "Female"
 HEIR_TITLE_FEMALE:0 "Female"
 RULER_TITLE_MALE:0 "Male"
 HEIR_TITLE_MALE:0 "Male"

 SECONDARY_SPECIES_PORTRAIT:1 "$PORTRAIT$"
 SECONDARY_SPECIES_NAME_short:0 "$SPECIES_NAME$"
 SECONDARY_SPECIES_NAME:1 "Name"
 SECONDARY_SPECIES_NAME_LISTS:1 "$CUSTOMIZE_NAME_LISTS$"
 SECONDARY_SPECIES_TRAITS:1 "$TRAITS$"
 planet_class_editor:0 "Planet Class"
 NAME_AND_CLASS:0 "Name & Class"
 ETHICS_AND_GOVERNMENT:0 "Government & Ethics"
 EMPIRE_ADVISOR:0 "Advisor Voice"
 empire_ethics_editor:0 "Ethics"
 empire_flag_editor:0 "Flag"
 EMPIRE_FLAG:0 "Flag"
 empire_name_list_editor:0 "Name Lists"
 #NAME_LIST_DESC:0 "Name lists"
 SYSTEM_NAME:0 "Star Name"
 SELECT_SYSTEM_INITIALIZER_LABEL:0 "Starting Solar System"
 #RANDOM_SYSTEM_INITIALIZER_TIP: "§HRandom§!\n§LStart the game with a Randomized Solar System. Everything except the names of your Homeworld and the System's Star will be randomized."
 RANDOM_SYSTEM_INITIALIZER_TIP:0 "$random_system_initializer_DESC$"
 CUSTOM_SYSTEM_INITIALIZER_TIP:0 "$NAME|H$\n$DESC|L$"
 random_system_initializer_DESC:0 "Randomized solar system layout.\n\n$system_initializer_DESC$"
 system_initializer_DESC:0 "§LDetermines the layout, but not location, of your starting solar system.§!"
 CHANGE_SYSTEM_INITIALZIER:0 "Change"
 BACKGROUND: "Background"

 sol_system_initializer_NAME:0 "Sol System"
 sol_system_initializer_DESC:0 "System modeled after Earth's solar system, with adjacent stars.\n\n$system_initializer_DESC$"
 deneb_system_NAME:0 "Deneb System"
 deneb_system_DESC:0 "The Commonwealth of Man's starting solar system.\n\n$system_initializer_DESC$"
 custom_starting_init_01_NAME:0 "Random Trinary I"
 custom_starting_init_02_NAME:0 "Random Trinary II"
 custom_starting_init_03_NAME:0 "Random Binary I"
 custom_starting_init_04_NAME:0 "Random Binary II"
 custom_starting_init_01_DESC:0 "Trinary system where each star has its own planetary system.\n\n$system_initializer_DESC$"
 custom_starting_init_02_DESC:0 "Trinary system where the three stars are clustered together at its center.\n\n$system_initializer_DESC$"
 custom_starting_init_03_DESC:0 "Binary system where each star has its own planetary system.\n\n$system_initializer_DESC$"
 custom_starting_init_04_DESC:0 "Binary system where the two stars are clustered together at its center.\n\n$system_initializer_DESC$"
 custom_starting_init_05_NAME:0 "Random Unary I"
 custom_starting_init_05_DESC:0 "Standard unary system with a single star.\n\n$system_initializer_DESC$"
 custom_starting_init_06_NAME:0 "Random Unary II"
 custom_starting_init_06_DESC:0 "Unary system with a single star. Homeworld is a moon orbiting a gas giant.\n\n$system_initializer_DESC$"



 CREATE_NEW:0 "Create New"
 BACK_TO_MENU:0 "Back to Menu"
 SELECT_EMPIRE:0 "Select Empire"
 RANDOMIZE_EMPIRE:0 "Randomize Empire"
 CREATE_NEW_EMPIRE:0 "Create New Empire"

 REQUESTING_HOT_JOIN:1 "Requesting Hot Join"

 # Naming new colony convention.
 NEW_COLONY_NAME_TITLE:0 "Name our Colony"
 NEW_COLONY_NAME_1:0 "$NAME$ Prime"
 NEW_COLONY_NAME_2:0 "$NAME$ Secundus"
 NEW_COLONY_NAME_3:0 "$NAME$ Tertius"
 NEW_COLONY_NAME_4:0 "$NAME$ Quartus"
 NEW_COLONY_NAME_5:0 "$NAME$ Quintus"
 NEW_COLONY_NAME_6:0 "$NAME$ Sextus"
 NEW_COLONY_NAME_7:0 "$NAME$ Septimus"
 NEW_COLONY_NAME_8:0 "$NAME$ Octantus"
 NEW_COLONY_NAME_9:0 "$NAME$ Novantus"
 NEW_COLONY_NAME_10:0 "$NAME$ Decimus"

 # Sector settings
 SECTOR_SETTINGS:0 "Sector settings"

 lost_owned_pop:0 "Owned Pop Emancipated"
 lost_owned_pop_lesser:0 "$lost_owned_pop$"

 setting_purge:0 "Purge"
 setting_enslave:0 "Enslave"
 setting_military_station:0 "Military station"
 setting_space_construction:0 "Space construction"
 setting_colonize:0 "Colonize"
 setting_tile_resources:0 "Respect tile resources"
 setting_redevelopment:0 "Redevelopment"
 setting_robotic:0 "Build robots"

 setting_purge_desc:0 "Allow purging of pops."
 setting_enslave_desc:0 "Allow enslaving of pops."
 setting_military_station_desc:0 "Allow construction of military stations."
 setting_space_construction_desc:0 "Allow space constructions such as spaceports, orbital stations and ships."
 setting_colonize_desc:0 "Allow colonization of planets within sector borders."
 setting_tile_resources_desc:0 "Respect tile resources when adding building constructions."
 setting_redevelopment_desc:0 "Allow redevelopment of buildings."
 setting_robotic_desc:0 "Allow construction of robots."

 # expansion planner
 EXPANSION_PLANNER_COLONY_SHIP_SOURCE:0 "Colonize From"
 EXPANSION_PLANNER_COLONY_SHIP_TARGET:0 "Habitable Planets"
 EXPANSION_PLANNER_IS_COLONIZABLE:1 "Colonizable"
 EXPANSION_PLANNER_IS_COLONIZABLE_DESC:0 "Only show planets we can currently colonize."
 EXPANSION_PLANNER_IS_SURVEYED:1 "Surveyed"
 EXPANSION_PLANNER_IS_SURVEYED_DESC:0 "Only show planets we have surveyed."
 EXPANSION_PLANNER_IS_TERRAFORMING_CANDIDATE:0 "$EXPANSION_PLANNER_TERRAFORMING_CANDIDATE$"
 EXPANSION_PLANNER_IS_TERRAFORMING_CANDIDATE_DESC:0 "Only display uninhabitable planets that we can terraform."
 EXPANSION_PLANNER_TERRAFORMING_CANDIDATE:0 "Terraforming Candidate"

 EXPANSION_PLANNER_HAS_EXPANSION_ENTRY:0 "§HPlanned Colony§!\nThis planet is already targeted for colonization by our Empire."
 EXPANSION_PLANNER_SORT_CLASS:0 "§H$SORT_BY$ $PLANETVIEW_PLANET_CLASS$§!"
 EXPANSION_PLANNER_SORT_HABITABILITY:0 "§H$SORT_BY$ $HABITABILITY$§!"
 EXPANSION_PLANNER_SORT_NAME:0 "§H$SORT_BY$ $NAME$§!"
 EXPANSION_PLANNER_SORT_SIZE:0 "§H$SORT_BY$ $SIZE$§!"
 EXPANSION_PLANNER_SORT_COST:0 "§H$SORT_BY$ $COST$§!"
 EXPANSION_PLANNER_SORT_DISTANCE:0 "§H$SORT_BY$ Distance To Capital§!"
 EXPANSION_PLANNER_SORT_FOOD:0 "§H$SORT_BY$ $food$§!"
 EXPANSION_PLANNER_SORT_ENERGY:0 "§H$SORT_BY$ $energy$§!"
 EXPANSION_PLANNER_SORT_MINERALS:0 "§H$SORT_BY$ $minerals$§!"
 EXPANSION_PLANNER_SORT_PHYSICS:0 "§H$SORT_BY$ $PHYSICS$§!"
 EXPANSION_PLANNER_SORT_SOCIETY:0 "§H$SORT_BY$ $SOCIETY$§!"
 EXPANSION_PLANNER_SORT_ENGINEERING:0 "§H$SORT_BY$ $ENGINEERING$§!"
 EXPANSION_PLANNER_SORT_STRATEGIC_RESOURCES:0 "§H$SORT_BY$ $tc_resources$§!"
 EXPANSION_PLANNER_SORT_MODIFIERS:0 "§H$SORT_BY$ $MODIFIER_TITLE$§!"
 EXPANSION_PLANNER_SORT_STATUS:0 "§H$SORT_BY$ $STATUS$§!"
 EXPANSION_PLANNER_FILTER_HABITABILITY_DESC:0 "§HMinimum Habitability§!"
 EXPANSION_PLANNER_FILTER_SPECIES_DESC:0 "§HSelected Species§!"
 EXPANSION_PLANNER_ONLY_MAIN_SPECIES:0 "Founder Species Only"
 EXPANSION_PLANNER_ONLY_MAIN_SPECIES_DESC:0 "Only show subspecies of the founder species."

 EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY:1 "Cancel Planned Colony"
 EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY_DESC:0 "Are you sure you wish to cancel this planned colony?"
 EXPANSION_PLANNER_CANCEL_EXPANSION_ENTRY_TOOLTIP:0 "§GClick to open Confirmation Dialog.\nHold £ctrl£ and click to cancel immediately.§!"
 EXPANSION_PLANNER_COLONIZE_TARGET_DESC:1 "$GOTO_HOMEPLANET$"
 EXPANSION_PLANNER_COLONIZE_SOURCE_DESC:1 "§GClick to select colony ship§!"
 EXPANSION_PLANNER_SURFACE_VIEW:0 "Colonize $TARGET_PLANET$"
 EXPANSION_PLANNER_ALREADY_HAD_EXPANSION_ENTRY:0 "§RPlanet already has a Planned Colony.§!"
 EXPANSION_PLANNER_TARGET_UNREACHABLE:0 "§RThe colony ship has no valid route to this planet.§!"
 EXPANSION_PLANNER_TARGET_UNREACHABLE_CURRENTLY:0 "§RWe currently have no valid route to this planet.§!"

 SHIPS_NOT_UPGRADABLE:0 "§REvent ships are not upgradable§!"
 CHEAT_OPEN_DIPLO:0 "Cheating"

 BUILD_MEGASTRUCTURE_SPACE_TARGET_NEEDED:0 "This Megastructure cannot be built in space"
 BUILD_MEGASTRUCTURE_PLANET_TARGET_NEEDED:0 "This Megastructure cannot be built around a stellar body"
 CLICK_TO_EDIT:0 "§GClick to edit.§!"
 REFORM_IMPOSSIBLE:0 "$AUTH|Y$ does not allow reformation."
 NO_IDEAL_PLANET_CLASS:0 "None"
 INACTIVE_BUILDING:0 "§R$BUILDING$ is Inactive§!"
 EXTENDED_INACTIVE_BUILDING:0 "§R$BUILDING$ is Inactive:§!\n$TRIGGER$"

 BYPASS_WORMHOLE:0 "$NATURAL_WORMHOLE_GALACTIC$"
 BYPASS_GATEWAY:0 "$GATEWAY_GALACTIC$"
 ENTRY_BYPASS_GATEWAY: "Entry $BYPASS_TYPE$"
 EXIT_BYPASS_GATEWAY: "Exit $BYPASS_TYPE$"
 ENTRY_BYPASS_WORMHOLE: "$BYPASS_TYPE$"
 EXIT_BYPASS_WORMHOLE: "$BYPASS_TYPE$"

 SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE:0 "Requires any Authority other than §Y$auth_machine_intelligence$§!"
 SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE: "Requires the §Y$auth_machine_intelligence$§! Authority"
 SPECIES_CLASS_MUST_USE_GESTALT_CONSCIOUSNESS: "Requires the §Y$ethic_gestalt_consciousness$§! Ethic"
 SECONDARY_SPECIES_CLASS_INVALID: "This portrait Species Class cannot be used for a Secondary Species"
 POP_AUTO_GROWTH_WAITING:0 "Waiting for another Pop construction to be completed first."
 GATEWAY_GALACTIC:0 "Gateway"
 GATEWAY_GALACTIC_DESC:0 "This system contains a §YGateway§!"
 GATEWAY_COUNTRY_CANNOT_USE:0 "$TRIGGER_FAIL$ The §Y[From.GetName]§! has denied us access to their gateways"
 NATURAL_WORMHOLE_GALACTIC:0 "Natural Wormhole"
 NATURAL_WORMHOLE_DESC:1 "This system contains a §YNatural Wormhole§! connected to $DEST|Y$"
 NATURAL_WORMHOLE_DESC_UNEXPLORED:0 "This system contains an §Runexplored§! §YNatural Wormhole§!"
 NATURAL_WORMHOLE_COUNTRY_CANNOT_USE:0 "$TRIGGER_FAIL$ The §Y[From.GetName]§! has closed their borders to us"
 HYPER_RELAY_COUNTRY_CANNOT_USE:0 "$TRIGGER_FAIL$ The §Y[From.GetName]§! has denied us access to their Hyper Relays"
 FLEETORDER_EXPLORE_BYPASS_ORDER_LABEL:0 "Explore $BYPASS_TYPE|Y$"
 FLEETORDER_EXPLORE_BYPASS:0 "Explore $BYPASS_TYPE|Y$ in system $SYSTEM$"
 FLEETORDER_EXPLORE_BYPASS_DESC:0 "Go through the $BYPASS_TYPE|Y$ in $SYSTEM$ and find out what lies on the other side."
 BYPASS_DESTINATION_SELECTION_PICK:0 "Pick a destination system"
 FLEETORDER_TRAVEL_THROUGH_BYPASS:0 "Traveling to $DESTINATION|Y$ through $BYPASS_TYPE|Y$ in $SYSTEM|Y$"
 FLEETORDER_TRAVEL_THROUGH_BYPASS_SHORT:0 "Braving $BYPASS_TYPE|Y$ to $SYSTEM|Y$"
 USE_BYPASS_INVALID:0 "$BYPASS_TYPE$ is invalid"
 USE_BYPASS_INACTIVE:0 "Requires Activation"
 USE_BYPASS_UNKNOWN_TYPE:0 "$BYPASS_TYPE|Y$ has never been encountered before"
 USE_BYPASS_NEVER_EXPLORED:0 "$BYPASS|Y$ has never been explored before"
 USE_BYPASS_UNKNOWN_DESTINATION:0 "No known destination"
 USE_BYPASS_INACTIVE_DESTINATION:0 "$DESTINATION|Y$, the destination of $BYPASS|Y$ hasn't been activated yet."
 USE_BYPASS_BYPASS_NOT_CONNECTED_TO_DESTINATION:0 "$DESTINATION$ isn't connected to $BYPASS|Y$"
 FLEETORDER_TRAVEL_TO_ORDER_LABEL:0 "Travel to $DESTINATION|Y$"
 FLEETORDER_USE_BYPASS_ORDER_LABEL:0 "Travel through $BYPASS|Y$"
 FLEETORDER_USE_BYPASS:0 "Travel through $BYPASS|Y$"
 FLEETORDER_USE_BYPASS_DESC:0 "Travel through the $BYPASS_TYPE|Y$ in $SYSTEM$"
 EXPLORE_BYPASS_NOT_NEEDED:1 "$BYPASS_TYPE|Y$ doesn't need to be explored"
 EXPLORE_BYPASS_ALREADY_EXPLORED:0 "$BYPASS|Y$ has already been explored before"
 BYPASS_OPEN_BORDERS_REQUIRED:0 "$TRIGGER_FAIL$ The $WHO|Y$ has closed their borders to us"
 BYPASS_THEY_ARE_HOSTILE:0 "$TRIGGER_FAIL$ The $WHO|Y$ blocks access as they are hostile to us"

 OUTLINER_PLANET_CONSTRUCTION_AVAILABLE:0 "Building Slots Available"
 OUTLINER_PLANET_CONSTRUCTION_AVAILABLE_DESC:0 "This Planet can support the construction of additional £building£ §YBuildings§!"
 OUTLINER_PLANET_UPGRADE_AVAILABLE:0 "Capital Upgrade Available"
 OUTLINER_PLANET_UPGRADE_AVAILABLE_DESC:0 "This Planet's £building£ §YCapital Building§! is ready to be upgraded"
 OUTLINER_PLANET_BLOCKER_AVAILABLE:1 "Clearable Blockers"
 OUTLINER_PLANET_BLOCKER_AVAILABLE_DESC:1 "This Planet has clearable £blocker£ §YBlockers§! that are preventing us from fully exploiting its resources"
 OUTLINER_STARBASE_CONSTRUCTION_AVAILABLE:0 "Component Slots Available"
 OUTLINER_STARBASE_CONSTRUCTION_AVAILABLE_DESC:0 "This Starbase can support the construction of additional §YModules§Y and/or §!Buildings§!"
 OUTLINER_STARBASE_UPGRADE_AVAILABLE:0 "Upgrades Available"
 OUTLINER_STARBASE_UPGRADE_AVAILABLE_DESC:1 "This §YStarbase§! or its §YDefense Platforms§! can be upgraded"
 OUTLINER_PLANET_UNEMPLOYMENT_PRESENT:0 "Unemployed Pops"
 OUTLINER_PLANET_UNEMPLOYMENT_PRESENT_DESC:1 "This Planet has unemployed £pop£ §YPops§! that will not automatically migrate to other planets, which could be put to work"

 OUTLINER_PLANET_AUTOM_MIGRATION_PRESENT:0 "Excess Denizens"
 OUTLINER_PLANET_AUTOM_MIGRATION_PRESENT_DESC:0 "This Planet has a large number of Civilians or Maintenance Drones."

 OUTLINER_PLANET_LOW_STABILITY:0 "Low Stability"
 OUTLINER_PLANET_LOW_STABILITY_DESC:0 "This Planet has a stability under $STABILITY_MIN|Y0$."

 OUTLINER_PLANET_OVERCROWDING_PRESENT:0 "Overcrowding"
 OUTLINER_PLANET_OVERCROWDING_PRESENT_DESC:0 "This Planet lacks enough £housing£ §YHousing§! for all of its Pops"
 OUTLINER_STARBASE_TRADE_HUB_NOT_CONNECTED:1 "Unconnected Starbase"
 OUTLINER_STARBASE_TRADE_HUB_NOT_CONNECTED_DESC:1 "This §YStarbase§! is not connected to the §YTrade Network§!"

 OUTLINER_MEGASTRUCTURE_CAN_BE_UPGRADED:0 "§YCan be upgraded§!"
 OUTLINER_MEGASTRUCTURE_IS_UPGRADING:0 "§YIs being upgraded§!"

 STARBASE_FAILED_POTENTIAL_CHECK:0 "Failed potential check" #shouldn't be visible ingame, only error logs

 BYPASS_DESC_UNKNOWN_WORMHOLE:0 "We have never seen this type of natural formation before"
 BYPASS_DESC_UNKNOWN_GATEWAY:0 "We have never seen this type of construction before"
 BYPASS_DESC_INACTIVE_GATEWAY:0 "Requires activation by upgrading the §YGateway§!."
 BYPASS_DESC_INACTIVE_GATEWAY_NESS: "$BYPASS_DESC_INACTIVE_GATEWAY$"
 BYPASS_DESC_INACTIVE_WORMHOLE:0 "Requires activation"
 BYPASS_DESC_UNEXPLORED:0 "Requires exploration."
 BYPASS_DESC_MANY_CONNECTIONS:0 "This $TYPE|Y$ is fully connected to the $TYPE$ Network."
 BYPASS_DESC_ONE_CONNECTION:0 "Connected to $DESTINATION|Y$"
 BYPASS_DESC_ONE_CONNECTION_UNKNOWN:0 "This $Type|Y$ leads to an unknown destination."
 BYPASS_DESC_CLICK_TO_FOCUS:0 "Click to focus on other side."
 EXPLORE_BYPASS_INACTIVE:0 "$BYPASS$ has not been activated."
 TRIGGER_TEST:0 "$CONDITION$ $TEXT$"

 PATCHNOTES: "§HClick§! to go to the Stellaris Forums for more information about the Open Beta"

 sys_unsurveyed:0 "Unsurveyed System"
 sys_unclaimed:0 "Unclaimed System"
 sys_unknown:0 "Unknown System"
 sys_alien:0 "Alien System"
 sys_homeworld:1 "Empire Homeworld"
 sys_capital:1 "Empire Capital"
 sys_outpost:1 "Frontier Outpost"
 sys_mining:0 "Mining System"
 sys_research:1 "Research Outpost"
 sys_colonized:2 "Empire Colony"
 sys_fortress:1 "Empire Bastion"
 sys_shipyard:0 "Shipyard System"
 sys_anchorage:1 "Naval Base"
 sys_trading_hub:2 "Trade Hub"
 sys_marauder:0 "Marauder System"

 sfortress:1 "Bastion"
 sshipyard:0 "Shipyard"
 sanchorage:0 "Anchorage"
 strading_hub:1 "Trade Hub"
 sdetection_array:0 "Detection Array"
 smining_hub: "Mining Hub"

 MINERAL_STARBASE_MAINTENANCE:0 "Starbase Upkeep: $GAIN|+=$"

 FLEETORDER_RETURN_TO:0 "Returning to §Y$DEST$§!"
 CONSTRUCTION_UNAVAILABLE_UNDER_ATTACK:0 "This planet is under attack, rendering construction impossible."

 # Humanoids Species Pack
 vo_the_diplomat:0 "The Diplomat"
 vo_the_soldier:0 "The Soldier"
 vo_the_technocrat:0 "The Technocrat"

 sys_trading_hub_gestalt:1 "Resource Reprocessor"
 strading_hub_gestalt:1 "Resource Reprocessor"
 sm_trading_hub_gestalt:1 "Resource Reprocessor"
 sm_trading_hub_plural_gestalt: "Resource Reprocessors"
 sm_trading_hub_gestalt_desc:1 "A sorting facility cataloging materials originating outside internal production flows.\n"

 sm_offworld_trading_company_gestalt:1 "External Acquisitions Area"
 sm_offworld_trading_company_gestalt_desc:1 "A zone for interfacing with the universe outside of the self, for material gain.\n"
 sm_offworld_trading_company_gestalt_desc_modifier:1 "Resource Reprocessors: §G+2§! £energy£\n\n"

 sm_trading_hub_hive_mind:0 "$sm_trading_hub_gestalt$"
 sm_trading_hub_desc_hive_mind:0 "$sm_trading_hub_gestalt_desc$"
 sm_trading_hub_machine_intelligence:0 "$sm_trading_hub_gestalt$"
 sm_trading_hub_desc_machine_intelligence:0 "$sm_trading_hub_gestalt_desc$"

 sm_offworld_trading_company_hive_mind:0 "$sm_offworld_trading_company_gestalt$"
 sm_offworld_trading_company_desc_hive_mind:0 "$sm_offworld_trading_company_gestalt_desc$"
 sm_offworld_trading_company_machine_intelligence:0 "$sm_offworld_trading_company_gestalt$"
 sm_offworld_trading_company_desc_machine_intelligence:0 "$sm_offworld_trading_company_gestalt_desc$"

 TRACK_1:1 "Auto-Track Log Entries"
 TRACK_1_UNTRACK:0 "Click to stop automatic tracking of applicable new §Y$TAB_PROJECTS$§!"
 TRACK_1_TRACK:0 "Click to start automatic tracking of applicable new §Y$TAB_PROJECTS$§!"
 INFLUENCE_GAIN_FROM_FACTION:0 "£influence£ $VALUE$"
 CTRL_CLICK_TO_OBSERVE:0 "§GHold £ctrl£ and left click to observe this empire.§!"
 CLICK_TO_OBSERVE:0 "§GLeft click to observe this empire.§!"
 RIGHT_CLICK_TO_ZOOM:0 "§GRight click to zoom to capital.§!"
 OBSERVING:0 "Observing"

 POWER:0 "Power: §Y$VAL$§!"

 RESETTLEMENT_BOMBARDMENT:0 "Resettlement is impossible during bombardments"
 CATEGORY_CANNOT_RESETTLE:0 "Pops of this category cannot be resettled."
 RESETTLEMENT_TARGET_FULL:0 "Target Planet $TARGET$ is full"
 POP_ALREADY_ON_PLANET:0 "Pop is already on this planet"
 INVALID_POP:0 "Pop is invalid"
 RESETTLE_HEADER:0 "Resettle $AMOUNT$ Pops to $TARGET$"
 RESETTLE_HABITABILITY:0 "Habitability on target planet: $VAL$"
 CLICK_TO_RESETTLE:0 "Click to resettle Pop"
 RESETTLE_COST:0 "Cost: $COST$"
 NOT_FOR_OBSERVER:0 "Action is unavailable to Observers"
 RESETTLE_LAST_POP:0 "Cannot resettle the last Pop on a planet"
 GAIN_FROM_FACTION:0 "§G$VALUE$§!"
 DIPLO_ACTION_COST:0 "It will cost us $INF$ each month."
 RESETTLEMENT_POLICY_FAIL:0 "$TRIGGER_FAIL$Has Policy §H$resettlement_allowed_name$§!"

 UPGRADING_SHIP_DESIGN:0 "upgrading ($PERC|Y$)"
 UPGRADING_SHIP_DESIGN_CANCELED:0 "Upgrade §RCanceled§!"

 UNIT_PRICE_DESC:0 "§EThe base price will change depending on the amount of units traded.§!"
 SELLING:0 "selling"
 BUYING:0 "buying"
 TIMED_TRAIT_TOOLTIP:1 "$TRAIT$ [[$DATE$]" #DO NOT REMOVE THE DOUBLE [[ !!!
 EXPIRATION_TOOLTIP:1 "Expires in $DAYS|Y$ days"

 DESIGNATIONS_TITLE:0 "Colony Designations"
 COLONY_DESIGNATION: "Colony Designation"
 COLONY_DESIGNATION_MANUALLY_PICKED:0 "Colony Designation picked §Ymanually§!"
 COLONY_DESIGNATION_AUTOMATICALLY_PICKED:1 "Colony §HDesignation§! picked automatically."
 CANNOT_CHANGE_DESIGNATION_ON_CAPITAL:0 "§RCannot set Colony Designation on Capital World§!"
 WE_DO_NOT_CONTROL_PLANET:0 "§RWe do not control this colony§!"
 CLICK_TO_ASSIGN_DESIGNATION:0 "§GClick to change Colony Designation§!\n\n§t$concept_designation_desc$§!"
 SET_DESIGNATION_AUTOMATIC:0 "Automate Colony Designation Selection"
 SET_DESIGNATION_AUTOMATIC_DESC:0 "Automatically selects a §SDesignation§! based on available £district£ §SDistricts§! and £building£ §SBuildings§!."
 CLICK_TO_SET_DESIGNATION:0 "§GClick to set this as the Colony Designation§!"
 CLICK_TO_SET_AUTOMATIC_DESIGNATION:0 "§GClick for Colony Designation to be picked automatically§!"
 SELECT_COLONY_AUTOMATIC_DEVELOPMENT:5 "§HAutomation: Off§!\n§GClick to turn ON automated colony management§!\n§G£shift£-click to turn on automation on all planets in the Sector§!\n§G£ctrl£-click to turn on automation on all planets in the Empire§!\n\n$COLONY_AUTOMATION_DESC$"
 SELECT_COLONY_MANUAL_DEVELOPMENT:4 "§HAutomation: On§!\n§GClick to turn OFF automated colony management§!\n§G£shift£-click to turn off automation on all planets in the Sector§!\n§G£ctrl£-click to turn off automation on all planets in the Empire§!\n\n$COLONY_AUTOMATION_DESC$"
 COLONY_AUTOMATION_SETTINGS:0 "Planet Automation Settings"
 COLONY_AUTOMATION_ON:0 "§HAutomation: On§!"
 COLONY_AUTOMATION_OFF:0 "§HAutomation: Off§!"
 COLONY_AUTOMATION_DESC:0 "§t$concept_planet_automation_desc$§!"

 PLANET_ASCENSION_TIER_UPGRADE:0 "Upgrade Ascension Tier"
 PLANET_ASCENSION_TIER_UPGRADE_BLOCKED:0 "§RCannot upgrade Ascension Tier.§!"
 PLANET_ASCENSION_MUST_CONTROL_PLANET:0 "§RMust control planet to upgrade Ascension Tier.§!"
 PLANET_ASCENSION_TIER_UPGRADE_CONFIRM_DESC:1 "Upgrade $PLANET$ to §HColony Ascension Tier $TIER$§!?"
 PLANETARY_DESIGNATION_EFFECTS:2 "Planetary Designation Effects: $VALUE$\nPlanetary Empire Size: $SPRAWL_MODIFIER$\n$ADDITIONAL_EFFECTS$"
 PLANET_ASCENSION_TIER_EFFECT_DESC:1 "Ascending a planet reduces its effect on §Y$EMPIRE_SIZE$§! by $PLANET_SPRAWL|G%0$ and increases the effects of its §YPlanetary Designation§! by $DESIGNATION_EFFECTS|G%0$"
 PLANET_ASCENSION_TIER_BASE_EFFECT:0 "Base: $SIZE_BASE|%0G$ ($EMPIRE_SIZE$), $EFFECT_BASE|%0G$ (Planetary Designation)"

 PLANET_ASCENSION_EXCEED_CAP_MIN:0 "You must have §Y$PERKS_REQUIRED$ Ascension Perk(s)§! to unlock $NEXT_TIER$"
 PLANET_ASCENSION_EXCEED_CAP:0 "Maximum Ascension Tier is $MAX_TIER$, gain more Ascension Perks to increase the maximum"
 PLANET_ASCENSION_EXCEED_CAP_MAX:0 "Maximum Ascension Tier is $MAX_TIER$"
 PLANETARY_ASCENSION_TIER_UPGRADE_DELAYED:1 "§t$concept_planetary_ascension_desc$§!"

 FRONTIER_SECTOR:0 "Frontier Sector"
 SETTINGS_RICH_TEXT:0 "Rich Text Presence"

 RESETTLEMENT_DESTROY_COLONY_TITLE:0 "This will destroy the colony on $PLANET|Y$."
 RESETTLEMENT_DESTROY_COLONY_DESC:1 "Resettling this pop will cause $COUNTRY|Y$ to abandon their colony on $PLANET|Y$.\n\nThe Resettlement Cost has been increased by £influence£ $COST|Y$."
 RESETTLEMENT_DESTROY_COLONY_VALUE:0 "Abandoning Colony Cost: £influence£ $VALUE|Y$"
 UNKNOWN_ORDERS:0 "Unknown orders"

 decision_lithoid_swarm_consume_world:0 "Consume World"
 decision_lithoid_swarm_consume_world_desc:0 "The swarm consumes. The world trembles. We grow."
 decision_lithoid_swarm_consume_world_effect_desc:1 "Devastate this world, creating one or more blockers that reduce the habitability and districts of this world but will provide the swarm with minerals, alloys, or create a pop."
 decision_lithoid_swarm_consume_world_destroy_district_desc:0 "A district will be destroyed."
 d_lithoid_devastation:0 "£blocker£ Lithoid Devastation"
 d_lithoid_devastation_desc:0 "A lithoid devouring swarm has despoiled this region. With great effort it may be possible to undo the damage."


 MSGRDK_SIGNIN_FAILED_TITLE:0 "There was a problem"
 MSGRDK_SIGNIN_FAILED_TEXT:0 "We couldn't sign you in with your Microsoft account. Some game features may be unavailable."
 MSGRDK_NO_PERMISSION_TITLE:0 "Account permission"
 MSGRDK_NO_UGC_TEXT:0 "You have no permission to access user generated content. Mods will be disabled."
 MSGRDK_NO_MULTIPLAYER_TEXT:0 "You must be signed in to a user profile with multiplayer privileges to play online"
 MATCHMAKING_FILTER_CROSSPLAY:0 "Cross-platform play"
 MATCHMAKING_FILTER_HOST_ALLOW_COOP:0 "Allow Coop"
 MSGRDK_ADD_FRIENDS_UNAVAILABLE_PRIVILEGE:0 "You must be signed in to a user profile with 'Add Friend' privilege enabled"
 MSGRDK_COMMUNICATIONS_UNAVAILABLE_PRIVILEGE_MSGBOX:0 "You must be signed in to a user profile with Communications privilege enabled"
 MSGRDK_COMMUNICATIONS_UNAVAILABLE_PRIVILEGE_CHAT:0 "*** Message was blocked due to lack of the Communication privilege on your user profile ***"
 MSGRDK_INVITE_UNAVAILABLE_PRIVILEGE:0 "*** Your friend plays on different platform and his or her profile settings disallow cross-platform multiplayer ***"
 MSGRDK_JOIN_UNAVAILABLE_PRIVILEGE:0 "*** Your friend plays on different platform and your settings disallow cross-platform multiplayer ***"
 MSGRDK_UGC_UNAVAILABLE_PRIVILEGE_TOOLTIP:0 "Blocked due to lack of User Generated Content privilege for your Microsoft account"
 INVALID_PRIVILEGES:0 "You must be signed in to a user profile with Crossplay privilege enabled"
 MATCHMAKING_SEARCH_CROSSPLAY_TOOLTIP:0 "Search for sessions from any distribution platform"
 MATCHMAKING_HOST_CROSSPLAY_TOOLTIP:0 "Available for discovery from any distribution platform"
 MATCHMAKING_HOST_ALLOW_COOP_TOOLTIP:0 "Allow coop empires to be created"

 REINFORCEMENT_NAVAL_CAPACITY:0 "Navy Size: $NAVY_SIZE$\nNavy Size after reinforcement: $REINFORCED_NAVY_SIZE$\nNaval Capacity: $CAPACITY|Y$"
 DEBUG_AI_STRATEGY_SYSTEM_ASSIGNED_INSTANT:0 "AI military minister has prioritized targets in $SYSTEM|Y$ with the following fleets:\n\n"
 DEBUG_AI_STRATEGY_SYSTEM_UNASSIGNED_INSTANT:0 "AI military minister has targets in $SYSTEM|Y$ but has currently no fleets assigned to them.\n"
 AI_FLEET_ASSIGNED:0 "£military_ship£ $FLEET|R$ ($MISSION$, $STATUS$)\n"
 AI_ARMY_ASSIGNED:0 "£army_ship£ $ARMY|R$ ($MISSION$, $STATUS$)\n"
 AI_FLEET_MISSION_INVADE:0 "Invade"
 AI_FLEET_MISSION_ATTACK:0 "Attack"
 AI_FLEET_MISSION_DEFEND:0 "Defend"
 AI_FLEET_MISSION_FOLLOW:0 "Follow"
 AI_FLEET_MISSION_DESTROY:0 "Destroy"
 AI_FLEET_MISSION_WAR_PREP:0 "War Preparation"
 AI_FLEET_MISSION_SCRIPTED_ORDER: "Custom order"
 AI_FLEET_MISSION_UNKNOWN:0 "Unknown"
 AI_FLEET_STATUS_BUILDING:0 "Building"
 AI_FLEET_STATUS_IDLE:0 "Idle"
 AI_FLEET_STATUS_MERGING:0 "Merging"
 AI_FLEET_STATUS_ON_MISSION:0 "On Mission"
 AI_FLEET_STATUS_OPPORTUNIST:0 "Opportunist"
 AI_FLEET_STATUS_PEACETIME:1 "Peacetime"
 AI_FLEET_STATUS_REGROUPING:0 "Regrouping"
 AI_FLEET_STATUS_RETREATING:0 "Retreating"
 AI_FLEET_STATUS_WAITING:0 "Waiting"
 AI_STRATEGY_INVADE_DETAILS:1 "£army_power£ §RInvade $PLANET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_ATTACK_DETAILS:1 "£military_power£ §YAttack $SYSTEM$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_HOSTILES_DETAILS:1 "£ship_stats_piracy_supression£ §BRepel $FLEET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_DEFEND_DETAILS:1 "£ship_stats_shield£ §GDefend $SYSTEM$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_WAR_PREP_DETAILS:0 "£ship_stats_shield£ §GWar Preparation in $SYSTEM$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_FOLLOW_DETAILS:0 "§BFollow $FLEET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_DESTROY_DETAILS:0 "£army_power£ §RDestroy $PLANET$: $SCORE$§! (£military_power£$POWER|1*Y$)\n"
 AI_STRATEGY_SCRIPTED_ORDER_DETAILS: "Scripted order on: $TARGET$, score: $SCORE$ (£military_power£$POWER|1*Y$)\n"
 DEBUG_AI_FLEET_ASSIGNED_TO_GROUP:0 "$FLEET|Y$ is assigned to an AI fleet group."
 DEBUG_AI_FLEET_ASSIGNED_TO_GROUP_WITH_EXTRA:0 "$FLEET|Y$ is assigned to an AI fleet group together with $FLEETS|Y$ other fleets."
 DEBUG_AI_FLEET_STATUS:0 "Status: $STATUS|Y$"
 DEBUG_AI_FLEET_MISSION:0 "Mission: $MISSION$"
 DEBUG_AI_FLEET_UNASSIGNED:0 "$FLEET|Y$ is not assigned to any AI fleet group"
 DEBUG_AI_FLEETS_NEARBY:0 "Nearby fleets:\n"
 DEBUG_AI_NO_FLEETS_NEARBY:0 "§RNo fleets nearby!§!\n"
 DEBUG_AI_FLEET_DISTANCE:0 "£military_ship£ $FLEET|R$ ($DISTANCE|Y$ jump(s))\n"
 DEBUG_AI_FLEET_MORE_NEARBY:0 "... and $COUNT|Y$ more within $MAX_RANGE|Y$ jump(s).\n"
 DEBUG_CLICK_OPEN_DEBUG_VIEW:0 "§G£ctrl£ + £alt£ click to open debug view§!"

 JOB_AMOUNT:0 "$CURRENT|0$/$MAX|0$"
 UNCAPPED_JOB_AMOUNT:0 "$CURRENT|0$"
 UNCAPPED_BONUS_JOB_AMOUNT: "$CURRENT|0G$"
 UNCAPPED_MALUS_JOB_AMOUNT: "$CURRENT|0R$"

 COMPLEX_TRIGGER_MODIFIER:0 "Complex Trigger Value"

 lesser_space_cloud:0 "$space_cloud$"
 lesser_space_cloud_plural:0 "$space_cloud_plural$"

 SCORE_FROM_MEGASTRUCTURES:0 "From Megastructures: $VALUE$"
 FLEET_REINFORCE_NO_SHIPYARD:0 "No shipyard available to build fleet"

 SPYNET_THERE_ARE_AVAILABLE_ASSETS:1 "§GThere are available assets§!\n$ESPIONAGE_ASSET_CLICK_ASSIGN$"
 SPYNET_THERE_ARE_NO_AVAILABLE_ASSETS:0 "§RThere are no available assets§!"

 crisis_empire_base:0 "Crisis"
 vluur_power:0 "Vluur"
 vluur_storm:0 "Vluur Storm"
 space_storm:0 "Space Storm"
 turbulent_nebula:0 "Turbulent Nebula"
 nebula_cloaking:0 "Nebula Dust Cloud"
 crisis_dark_matter_cap:0 "Crisis Empire"
 gdf_naval_cap:0 "Galactic Defense Force"
 gdf_naval_cap_2:0 "$gdf_naval_cap$"
 resolution_divinity_silence_the_soulless_synthetic_empire_effect:0 "$resolution_divinity_silence_the_soulless$"
 resolution_custodian_galactic_mobilization_gestalt:0 "$resolution_custodian_galactic_mobilization$"

 mod_country_resource_max_sr_dark_matter_add:0 "Dark Matter Storage Capacity"
 mod_megastructures_cost_mult: "Megastructure Build Cost"
 mod_megastructures_upkeep_mult: "Megastructure Upkeep"
 megastructures_grand_archive: "$grand_archive_0$"
 mod_megastructures_grand_archive_cost_mult: "$grand_archive_0$ Build Cost"
 mod_megastructures_gateways_cost_mult: "Gateway Build Cost"
 mod_megastructures_habitat_cost_mult:0 "Habitat Build Cost"
 mod_megastructures_habitat_alloys_upkeep_mult: "Habitat £alloys£ Alloys Upkeep"
 mod_planet_districts_hab_alloys_upkeep_mult: "Habitat Districts £alloys£ Alloys Upkeep"
 mod_planet_districts_hab_cost_mult: "Habitat Districts Cost"
 mod_operations_cost_mult:0 "Operation Cost"
 mod_operations_influence_cost_mult: "Operation Influence Cost"
 mod_operations_upkeep_mult:0 "Operation Upkeep"
 mod_federation_unity_produces_add:0 "$mod_planet_jobs_unity_produces_mult$"
 mod_deposit_blockers_natural_unity_produces_add:0 "£unity£ $unity$ from Naturally Occurring Blockers"
 mod_damage_vs_country_type_pirate_mult:0 "Damage vs Pirates"
 mod_damage_vs_country_type_dormant_marauders_mult:0 "Damage vs Marauders"
 mod_damage_vs_country_type_awakened_marauders_mult:0 "Damage vs Awakened Marauders"
 mod_damage_vs_country_type_shroud_spirits_mult: "Damage vs Shroud Spirits"

 owns_non_sapient_robots:0 "Owns non-sapient robots"
 PLANET_CLASS_MODIFIERS:0 "§EModifiers from $CLASS$ class:§!"
 LOW_HABITABILITY_EFFECTS:0 "§EPenalties from Low Habitability:§!"
 HIGH_HABITABILITY_EFFECTS: "§EModifiers from High Habitability:§!"

 DEFENSE_PLATFORM_MODIFIER:0 "Defense Platform Modifier"

 country_container:0 "Container"
 country_monuments:0 "Monuments"
 country_suppression:0 "Suppressing Factions"
 country_promotion:0 "Promoting Factions"
 country_ambition:0 "Ambitions"
 country_federation_perks:0 "Federation Perks"
 country_civics:0 "Civics"
 country_covenant:0 "Covenant"
 country_shoulders:0 "On The Shoulders of Giants"
 country_galactic_standard:0 "Galactic Standard"
 country_first_contact:0 "First Contact"
 country_custodian:0 "Galactic Custodian"
 country_tech:0 "Technologies"
 country_traditions:0 "Traditions"
 country_councilor:0 "Councilor Traits"
 country_ruler:0 "Ruler Traits"
 country_agendas:0 "Council Agendas"
 country_ethic:0 "Governing Ethic"
 country_first_league_homeworld:0 "First League Homeworld"
 country_power_projection:0 "Power Projection"
 country_power_projection_amount:0 "$country_power_projection$: £influence£$AMOUNT|Y$"
 navy_coverage:0 "Naval Coverage"
 navy_coverage_shortage:0 "$navy_coverage$"
 country_navy_coverage:0 "$navy_coverage$: $AMOUNT_PERCENT|Y0$% (£navy_size£$NAVY_SIZE|Y0$/£empire_sprawl£$EMPIRE_SIZE|Y0$)"
 country_navy_from_size:0 "From $navy_size$: $AMOUNT|Y0$"
 country_navy_size:0 "$navy_size$: $AMOUNT|Y0$"
 country_power_projection_max:0 "$VALUE_MAXIMUM$: $AMOUNT|Y2$"
 TOOLTIP_EMPIRE_SPRAWL_RED:0 "$EMPIRE_SIZE$: $VALUE|R$"
 mod_country_power_projection_produces_mult:0 "Power Projection Bonus"
 mod_pop_factions_unity_produces_mult:1 "£unity£ Unity from Factions"
 mod_COUNTRY_NAVAL_COVERAGE_MULT:0 "Naval Coverage Bonus"
 AMOUNT_NONE:0 "None"
 NO_OVERCLOCKING: "None"

 country_bulwark_prefabs:0 "Bulwark Prefabs"
 mod_country_bulwark_prefabs_alloys_produces_add:0 "$mod_country_alloys_produces_mult$"
 mod_country_first_league_homeworld_society_research_produces_add:0 "$mod_country_society_research_produces_mult$"
 mod_country_first_league_homeworld_physics_research_produces_add:0 "$mod_country_physics_research_produces_mult$"
 mod_country_first_league_homeworld_engineering_research_produces_add:0 "$mod_country_engineering_research_produces_mult$"

 ghost_ship:0 "Ghost Ship"
 ghost_ship_cap: "$ghost_ship$"
 ghost_ship_plural:0 "Ghost Ships"

 event_close: "§HClose§!\nClose this window and select the default event option."
 event_dismiss: "§HDismiss§!\nClose this window and do not show follow up events."

 text_to_speech_tooltip_header:0 "§HText to Speech§!"
 text_to_speech_click_start_tooltip:0 "§GClick to start Text to Speech reading§!"
 text_to_speech_click_stop_tooltip:0 "§GClick to stop Text to Speech reading§!"

 ADVANCED_AUTHORITY_REFRESH: "Authority Refreshed"

 # Text To Speech - Expected to be followed by an option description
 option_prefix_single:0 "Option: "
 option_prefix_1:0 "Option one: "
 option_prefix_2:0 "Option two: "
 option_prefix_3:0 "Option three: "
 option_prefix_4:0 "Option four: "
 option_prefix_5:0 "Option five: "
 option_prefix_6:0 "Option six: "
 option_prefix_7:0 "Option seven: "
 option_prefix_8:0 "Option eight: "
 option_prefix_9:0 "Option nine: "
 option_prefix_10:0 "Option ten: "
 option_prefix_11:0 "Option eleven: "
 option_prefix_12:0 "Option twelve: "
 option_prefix_13:0 "Option thirteen: "
 option_prefix_14:0 "Option fourteen: "
 option_prefix_15:0 "Option fifteen: "
 option_prefix_16:0 "Option sixteen: "
 option_prefix_17:0 "Option seventeen: "
 option_prefix_18:0 "Option eighteen: "
 option_prefix_19:0 "Option nineteen: "
 option_prefix_20:0 "Option twenty: "

 # Roman numeral text icons
 numeral_0_icon: "$BLANK_STRING$"
 numeral_1_icon:0 "£numeral_1£"
 numeral_2_icon:0 "£numeral_2£"
 numeral_3_icon:0 "£numeral_3£"
 numeral_4_icon:0 "£numeral_4£"
 numeral_5_icon:0 "£numeral_5£"
 numeral_6_icon:0 "£numeral_6£"
 numeral_7_icon:0 "£numeral_7£"
 numeral_8_icon:0 "£numeral_8£"
 numeral_9_icon:0 "£numeral_9£"
 numeral_10_icon:0 "£numeral_10£"

 USES_BUILDING_SET:0 "Uses building set $BUILDING_SET$"
 NOT_USES_BUILDING_SET:0 "Does NOT use building set $BUILDING_SET$"

 # CO-OP
 coop_presence_entry_empty:1 "Open cooperative player slot"
 coop_presence_entry_used:1 "Cooperative player\n$HUMAN_NAME|H$"
 coop_event_option_selected:0 "$HUMAN_NAME|H$ selected this option."
 coop_event_option_selected_by_other:0 "§RAn event option has already been selected by $HUMAN_NAME|H$§!"

 #Terraforming Planetary Decisions
 decision_bleak_planet: "Soil Rehabilitation"
 decision_bleak_planet_desc: "With advancements in terraforming technology, it is now possible to rehabilitate the bleak soil of this planet."
 decision_bleak_planet_effects_short: "The §Y$bleak_planet$§! modifier will be removed from this planet."
 decision_build_dayside_farm: "Day Farm Construction"
 decision_build_dayside_farm_desc: "The dayside of this tidally locked world is an ideal place for a Dayside Solar Farm."
 decision_build_dayside_farm_effects_short: "A §YDayside Solar Farm§! will be constructed on this planet."
 decision_hazardous_weather: "Planetary Weather Control Systems"
 decision_hazardous_weather_desc: "With advancements in terraforming technology, it is now possible to remove the weather anomalies from this world."
 decision_hazardous_weather_effects_short: "All weather anomaly modifiers will be removed from this planet."
 decision_dangerous_wildlife: "Hostile Fauna Removal"
 decision_dangerous_wildlife_desc: "With advancements in terraforming technology, it is now possible to remove hostile species from a planet without disrupting the biosphere."
 decision_dangerous_wildlife_effects_short: "The §Y$dangerous_wildlife$§! modifier will be removed from this planet."

 #Stripmine Decision and Deposit
 decision_stripmine_planet: "Strip Mine Planet"
 decision_stripmine_planet_desc: "The rare and valuable resources on this planet are too beneficial to ignore. By stripping most of the biosphere, we can enable our miners to extract significantly more of these resources."
 decision_stripmine_planet_tooltip: "§RRemoves§! all §YFood§! and §YEnergy§! deposits."
 d_planet_stripmine: "Strip Mine Network"
 d_planet_stripmine_desc: "This planet has been stripped of most of the biosphere, enabling miners to extract significantly more resources."

 coop_current_event_option_selected_by_other: "§RThis event option has already been selected by $HUMAN_NAME|H$. Selecting this option will not trigger its effects again.§!"
 coop_diplomacy_occupied_by_other: "Diplomatic channels are currently being utilized by $HUMAN_NAME|H$."

 modifier_value_pair: "$NAME$: $VALUE$"
 icon_prefixed_resource_name: "£$icon$£ $name$"
 allowed_resources: "Resources Usage"
 resource_usage_tooltip_title: "£$icon$£ $name$ automation usage"
 resource_usage_tooltip: "£trigger_yes£ Planet Automation is allowed to use £$icon$£ $name$ when building on planets"
 resource_usage_tooltip_neg: "£trigger_no£ Planet Automation is NOT allowed to use £$icon$£ $name$ when building on planets"

 # Outliner tab names
 outliner_government: "Overview"
 outliner_ships: "Ships"
 outliner_politics: "Politics"
 outliner_structures: "Structures"
 outliner_contacts: "Contacts"

 # Outliner Notification
 outliner_notification_new_entries: "New Entries"
 outliner_notification_planets_with_unemployment: "Planets with Unemployment"
 outliner_notification_buildings_can_be_upgraded: "Available Building Upgrades"
 outliner_notification_low_stability_planets: "Planets with Low Stability"
 outliner_notification_negative_situations: "Negative Situations"
 outliner_notification_fleets_can_be_repaired: "Damaged Fleets"
 outliner_notification_fleets_mia: "Fleets Currently MIA"
 outliner_notification_science_ship_without_leader: "Science Ship Without Leaders"
 outliner_notification_megastructures_can_be_upgraded: "Available Megastructure Upgrades"

 outliner_cycle_tabs_shortcut:1 "§GNext/Previous Tab: $KEY$ §!"
 outliner_custom_outliner_tab:1 "Custom Outliner Tab"

 all_leaders_with_icon: "£leader£ All"
 confirm_unassign_delegate: "Unassign $LEADER|Y$?"
 confirm_unassign_delegate_desc: "The leader will stop representing our interests in the §YGalactic Community§! and will await a new assignment."
 unassign_delegate_tooltip: "$PLANET_VIEW_LEADER_UNASSIGN$"
 LEADER_DELEGATE_GALCOM: "Emissary in the Galactic Community"
 ASSIGN_DELEGATE: "Assign an Emissary"
 ASSIGN_DELEGATE_TOOLTIP: "§H$ASSIGN_DELEGATE$§!\n§GClick to open the Assign Leader view§!"
 ASSIGN_DELEGATE_NOT_MEMBER_TOOLTIP: "§H$ASSIGN_DELEGATE$§!\n§RYou need to be a member of the Galactic Community to assign an emissary§!"
 ASSIGN_DELEGATE_DELAYED: "§EAssign an Emissary to increase your §!§HDiplomatic Weight§!"

 confirm_unassign_representative: "$confirm_unassign_delegate$"
 confirm_unassign_representative_desc: "The leader will stop representing our interests in the $FEDERATION|Y$ and will await a new assignment."
 unassign_representative_tooltip: "$PLANET_VIEW_LEADER_UNASSIGN$"
 LEADER_REPRESENTATIVE_FEDERATION: "Representative to $FEDERATION$"
 ASSIGN_REPRESENTATIVE: "Assign a Representative to $FEDERATION|Y$"
 ASSIGN_REPRESENTATIVE_TOOLTIP: "§H$ASSIGN_REPRESENTATIVE$§!\n§GClick to open the Assign Leader view§!"
 ASSIGN_REPRESENTATIVE_NOT_MEMBER_TOOLTIP: "§H$ASSIGN_DELEGATE$§!\n§RYou need to be a member of $FEDERATION$ to assign a representative§!"
 ASSIGN_REPRESENTATIVE_DELAYED: "§EAssign a Representative to $FEDERATION$ to increase its §!§HCohesion§!"

 FEDERATION_ASSIGNED_LEADERS: "Representatives assigned: $VALUE|2+=$"
 FEDERATION_COUNTRY_REPRESENTATIVE: "\t$COUNTRY$: $EFFECT|Y0$"

 RESYNC_OOS: "Resync"
 RESYNC_OOS_TOOLTIP_SERVER: "Send a resync request to all players"
 RESYNC_OOS_TOOLTIP_CLIENT: "Wait for the server to send a resync request"

# DLC recommendation icons in New Game and Multiplayer
 DLC_START:0 "DLC"
 OWN_DLC:0 "You own this DLC"
 REQUIRES_DLC_WITH_NAME:0 "§RRequires DLC $DLC$§!"
 DISABLED_DLC:0 "This DLC is disabled"
 NOT_OWN_DLC:0 "You §Rdo not§! own this DLC"
 CLICK_FOR_DLC_INFO:1 "§GClick to learn more§!"
 NUM_LOCKED_PORTRAITS:1 "Show $NUM$ additional portraits"
 VIEW_IN_STORE:0 "View in store"
 RECOMMENDED_DLCS:1 "Recommended DLC"
 STAR_SYSTEM_IS:0 "Star system is §Y$STAR_SYSTEM$§!"
 STAR_SYSTEM_IS_NOT:0 "Star system is NOT §T$STAR_SYSTEM$§!"
 USING_NAME_LIST:0 "Using name list category §Y$CATEGORY$§!"
 NOT_USING_NAME_LIST:0 "NOT using name list category §Y$CATEGORY$§!"
 HIDE_UNOWNED_CONTENT:0 "Hide Unowned Content"
 SHIP_STAT_NAVAL_CAP: "Naval Capacity Usage"
 SHIP_STAT_NAVAL_CAP_VALUE: "$VALUE|1Y$"
 SHIP_STAT_NAVAL_CAP_TOOLTIP: "Base: $VALUE|1Y$"
 SHIP_STAT_DESC_naval_cap: "§EThe amount of §HNaval Capacity§! each ship uses generally depends on its §HShip Size§!.§!"
 SHIP_STAT_SIZE: "Ship Size"
 SHIP_STAT_SIZE_VALUE: "$VALUE|1Y$"
 SHIP_STAT_DESC_ship_size: "§HShip Size§! is the relative size of a ship and determines how much §HCommand Limit§! and §HNaval Capacity§! the ship uses. Some weapons, such as torpedoes, deal increased damage to larger ships."
 SHIP_STAT_SIZE_CAP: "Ship Size Cap"
 SHIP_STAT_SIZE_CAP_VALUE: "$SIZE|1Y$ / $CAP|1Y$"
 SHIP_STAT_UPKEEP: "$MAINTENANCE$"
 SHIP_STAT_DESC_upkeep: "§EThe §HUpkeep§! reflects the ongoing resource costs required to maintain a ship's operations and efficiency.§!"
 SHIP_STAT_SENSOR_RANGE_VALUE: "$VALUE|Y$"
 SHIP_STAT_DESC_sensor_range: "§EThis value denotes the effective §HSensor Range§! at which this vessel's sensors can detect objects of interest in space.§!"
 SHIP_SIZE_DESC: "§EThe §HShip Size§! is an indicator of how much §HNaval Capacity§! this unit will occupy.§!"
 SHIPSET_BIOLOGICAL: "Biological"
 SHIPSET_MECHANICAL: "Mechanical"

# Sub-Species Integration
 MOD_COUNTRY_SUBSPECIES_INTEGRATION_ADD: "£pop£ Sub-Species Pops Integrated Per Month"
 MOD_COUNTRY_SUBSPECIES_INTEGRATION_MULT: "$MOD_COUNTRY_SUBSPECIES_INTEGRATION_ADD$"

# New Trade Loc
 planet_pearl_divers: "Pearl Divers"
 mod_country_trade_produces_mult: "Monthly $trade_with_icon$"
 mod_planet_jobs_trade_produces_mult: "$trade_with_icon$ from £job£ Jobs"
 mod_planet_anglers_trade_produces_mult: "$trade_with_icon$ from $job_angler_plural_with_icon$"

 planet_criminals: "$pop_cat_criminal_plural$"
 criminal_plural_with_icon: "[criminal.GetIcon] [criminal.GetNamePlural]"

# Pop Group Split Jobs
 job_slave_processing: "Repurposing"
 job_slave_processing_plural: "$job_slave_processing$"
 job_slave_processing_desc: "Working towards enslavement"
 job_slave_unprocessing: "Repurposing"
 job_slave_unprocessing_plural: "$job_slave_unprocessing$"
 job_slave_unprocessing_desc: "Working towards liberation"
 job_slave_unemployment: "Unemployed Slaves"
 job_slave_unemployment_plural: "$job_slave_unemployment$"
 job_slave_unemployment_desc: "These slaves are currently not assigned to any task."
 job_presapient_processing: "$PRESAPIENT$"
 job_presapient_processing_plural: "$job_presapient_processing$"
 job_presapient_processing_desc: "$PRESAPIENT$"
 job_presapient_unprocessing: "Repurposing"
 job_presapient_unprocessing_plural: "$job_presapient_unprocessing$"
 job_presapient_unprocessing_desc: "Working towards sapience"
 job_robot_servant_processing: "$job_slave_processing$"
 job_robot_servant_processing_plural: "$job_robot_servant_processing$"
 job_robot_servant_processing_desc: "$job_slave_processing_desc$"
 job_robot_servant_unprocessing: "$job_slave_processing$"
 job_robot_servant_unprocessing_plural: "$job_robot_servant_unprocessing$"
 job_robot_servant_unprocessing_desc: "$job_slave_unprocessing_desc$"
 job_bio_trophy_processing: "Acclimatizing $job_bio_trophy$"
 job_bio_trophy_processing_plural: "Acclimatizing $job_bio_trophy_plural$ "
 job_bio_trophy_processing_desc: "These $job_bio_trophy_plural$ are being introduced into their new sanctuaries."
 job_bio_trophy_unprocessing: "$job_bio_trophy$"
 job_bio_trophy_unprocessing_plural: "$job_bio_trophy_plural$"
 job_bio_trophy_unprocessing_desc: "$job_bio_trophy_desc$"
 job_livestock_lithoid: "$job_livestock$"
 job_livestock_lithoid_plural: "$job_livestock_plural$"
 job_livestock_lithoid_desc: "$job_livestock_desc$"
 job_livestock_infernal: "$job_livestock$"
 job_livestock_infernal_plural: "$job_livestock_plural$"
 job_livestock_infernal_desc: "$job_livestock_desc$"
 job_livestock_zoo_animal_lithoid: "$job_livestock_zoo_animal$"
 job_livestock_zoo_animal_lithoid_plural: "$job_livestock_zoo_animal$"
 job_livestock_zoo_animal_lithoid_desc: "$job_livestock_zoo_animal_desc$"
 job_livestock_zoo_beast_lithoid: "$job_livestock_zoo_beast$"
 job_livestock_zoo_beast_lithoid_plural: "$job_livestock_zoo_animal$"
 job_livestock_zoo_beast_lithoid_desc: "$job_livestock_zoo_beast_desc$"
 job_purge_lithoid: "$job_purge$"
 job_purge_lithoid_plural: "$job_purge_plural$"
 job_purge_lithoid_desc: "$job_purge_desc$"
 job_purge_robot: "$job_purge$"
 job_purge_robot_plural: "$job_purge$"
 job_purge_robot_desc: "$job_purge_desc$"
 job_assimilation_food_photo: "$job_assimilation$"
 job_assimilation_food_photo_plural: "$job_assimilation$"
 job_assimilation_food_photo_desc: "$job_assimilation_desc$"
 job_assimilation_mineral: "$job_assimilation$"
 job_assimilation_mineral_plural: "$job_assimilation$"
 job_assimilation_mineral_desc: "$job_assimilation_desc$"
 job_assimilation_mineral_photo: "$job_assimilation$"
 job_assimilation_mineral_photo_plural: "$job_assimilation$"
 job_assimilation_mineral_photo_desc: "$job_assimilation_desc$"
 job_assimilation_void: "$job_assimilation$"
 job_assimilation_void_plural: "$job_assimilation$"
 job_assimilation_void_desc: "$job_assimilation_desc$"
 #job_reassigner_lithoid: "[reassigner.GetName]"
 #job_reassigner_lithoid_plural: "[reassigner.GetNamePlural]"
 #job_reassigner_lithoid_desc: "$job_reassigner_desc$"
 #job_spawning_drone_lithoid: "[spawning_drone.GetName]"
 #job_spawning_drone_lithoid_plural: "[spawning_drone.GetNamePlural]"
 #job_spawning_drone_lithoid_desc: "$job_spawning_drone_desc$"
 job_offspring_drone_lithoid: "$job_offspring_drone$"
 job_offspring_drone_lithoid_plural: "$job_offspring_drone_plural$"
 job_offspring_drone_lithoid_desc: "$job_offspring_drone_desc$"
 job_synapse_drone_lithoid: "$job_synapse_drone$"
 job_synapse_drone_lithoid_plural: "$job_synapse_drone_plural$"
 job_synapse_drone_lithoid_desc: "$job_synapse_drone_desc$"
 bath_attendant_hive_lithoid: "$job_bath_attendant_hive$"
 job_bath_attendant_hive_lithoid: "$job_bath_attendant_hive$"
 job_bath_attendant_hive_lithoid_plural: "$job_bath_attendant_hive_plural$"
 job_bath_attendant_hive_lithoid_desc: "$job_bath_attendant_hive_desc$"
 job_hunted_pre_sapient_lithoid: "$job_hunted_pre_sapient$"
 job_hunted_pre_sapient_lithoid_plural: "$job_hunted_pre_sapient_plural$"
 job_hunted_pre_sapient_lithoid_desc: "$job_hunted_pre_sapient_desc$"
 job_xeno_zoo_animal_lithoid: "$job_xeno_zoo_animal$"
 job_xeno_zoo_animal_lithoid_plural: "$job_xeno_zoo_animal_plural$"
 job_xeno_zoo_animal_lithoid_desc: "$job_xeno_zoo_animal_desc$"
 job_xeno_zoo_animal_lithoid_nascent: "$job_xeno_zoo_animal$"
 mod_job_xeno_zoo_animal_lithoid_add: "$mod_job_xeno_zoo_animal_add$"
 job_xeno_zoo_animal_lithoid_effect_desc: "$job_xeno_zoo_animal_effect_desc$"
 job_xeno_zoo_animal_lithoid_nascent_plural: "$job_xeno_zoo_animal_plural$"
 job_xeno_zoo_animal_lithoid_nascent_desc: "$job_xeno_zoo_animal_desc$"
 mod_job_xeno_zoo_animal_lithoid_nascent_add: "$mod_job_xeno_zoo_animal_add$"
 job_xeno_zoo_animal_lithoid_nascent_effect_desc: "$job_xeno_zoo_animal_effect_desc$"
 job_xeno_zoo_beast_lithoid: "$job_xeno_zoo_beast$"
 job_xeno_zoo_beast_lithoid_plural: "$job_xeno_zoo_beast_plural$"
 job_xeno_zoo_beast_lithoid_desc: "$job_xeno_zoo_beast_desc$"
 mod_job_xeno_zoo_beast_lithoid_add: "$mod_job_xeno_beast_add$"
 job_xeno_zoo_beast_lithoid_effect_desc: "$job_xeno_zoo_beast_effect_desc$"
 job_xeno_zoo_beast_lithoid_nascent: "$job_xeno_zoo_beast$"
 job_xeno_zoo_beast_lithoid_nascent_plural: "$job_xeno_zoo_beast_plural$"
 job_xeno_zoo_beast_lithoid_nascent_desc: "$job_xeno_zoo_beast_desc$"
 mod_job_xeno_zoo_beast_lithoid_nascent_add: "$mod_job_xeno_zoo_beast_lithoid_add$"
 job_xeno_zoo_beast_lithoid_nascent_effect_desc: "$job_xeno_zoo_animal_effect_desc$"
 job_xeno_zoo_animal_nascent: "$job_xeno_zoo_animal$"
 job_xeno_zoo_animal_nascent_plural: "$job_xeno_zoo_animal_plural$"
 job_xeno_zoo_animal_nascent_desc: "$job_xeno_zoo_animal_desc$"
 mod_job_xeno_zoo_animal_nascent_add: "$mod_job_xeno_zoo_animal_add$"
 job_xeno_zoo_animal_nascent_effect_desc: "$job_xeno_zoo_animal_effect_desc$"
 job_xeno_zoo_beast_nascent: "$job_xeno_zoo_beast$"
 job_xeno_zoo_beast_nascent_plural: "$job_xeno_zoo_beast_plural$"
 mod_job_xeno_zoo_beast_nascent_add: "$mod_job_xeno_zoo_beast_add$"
 job_xeno_zoo_beast_nascent_desc: "$job_xeno_zoo_beast_desc$"
 job_xeno_zoo_beast_nascent_effect_desc: "$job_xeno_zoo_beast_effect_desc$"
 job_hunter_gatherer_lithoid: "$job_hunter_gatherer$"
 job_hunter_gatherer_lithoid_plural: "$job_hunter_gatherer_plural$"
 job_hunter_gatherer_lithoid_desc: "$job_hunter_gatherer_desc$"
 job_peasant_lithoid: "$job_peasant$"
 job_peasant_lithoid_plural: "$job_peasant_plural$"
 job_peasant_lithoid_desc: "$job_peasant_desc$"
 job_hive_sustenance_drone_lithoid: "$job_hive_sustenance_drone$"
 job_hive_sustenance_drone_lithoid_plural: "$job_hive_sustenance_drone_plural$"
 job_hive_sustenance_drone_lithoid_desc: "$job_hive_sustenance_drone_desc$"
 job_hive_basic_agri_drone_lithoid: "$job_hive_basic_agri_drone$"
 job_hive_basic_agri_drone_lithoid_plural: "$job_hive_basic_agri_drone_plural$"
 job_hive_basic_agri_drone_lithoid_desc: "$job_hive_basic_agri_drone_desc$"
 job_overlord_spawning_drone_lithoid: "$job_overlord_spawning_drone$"
 job_overlord_spawning_drone_lithoid_plural: "$job_overlord_spawning_drone_plural$"
 job_overlord_spawning_drone_lithoid_desc: "$job_overlord_spawning_drone_desc$"
 job_munitions_decommissioning_unit_lithoid: "$job_munitions_decommissioning_unit$"
 job_munitions_decommissioning_unit_lithoid_plural: "$job_munitions_decommissioning_unit_plural$"
 job_munitions_decommissioning_unit_lithoid_desc: "$job_munitions_decommissioning_unit_desc$"

 planet_livestock_farmers: "$planet_livestock$"
 planet_jobs_slave: "Slaves"
 planet_psionic_jobs: "Psionics"
 planet_worker_ownership_jobs: "Workers"
 planet_cyborg_jobs: "Cyborgs"
 planet_virtual_jobs: "Virtual"
 planet_jobs_worker: "Workers"
 planet_jobs_cyborg_worker: "Cyborg Workers"
 planet_jobs_robot_worker: "Robot Workers"
 planet_jobs_worker_only: "Workers"
 planet_jobs_specialist: "Specialists"
 planet_jobs_specialist_only: "Specialists"
 planet_jobs_ruler: "Elites"
 planet_jobs_simple_drone: "Simple Drones"
 planet_jobs_complex_drone: "Complex Drones"
 planet_jobs_complex_and_simple_drone: "Drones"
 planet_jobs_robotic: "Robots"
 planet_jobs_organics: "Organics"
 planet_livestock_miners: "$planet_livestock$"
 planet_livestock_metallurgists: "$planet_livestock$"

 EMPTY_STRING: ""
 mod_job_livestock_zoo_animal_lithoid_add: "$mod_job_livestock_zoo_animal_add$"
 mod_job_livestock_zoo_beast_lithoid_add: "$mod_job_livestock_zoo_beast_add$"
 mod_job_synapse_drone_lithoid_add: "$mod_job_synapse_drone_add$"
 mod_job_bath_attendant_hive_lithoid_add: "$mod_job_bath_attendant_hive_add$"
 mod_job_munitions_decommissioning_unit_lithoid_add: "$mod_job_munitions_decommissioning_unit_add$"

# Economic Category
 planet_resource_deficit: "Planetary Deficits"
 trade_policy: "Trade Policy"
 mod_pop_slave_bonus_workforce_mult: "Job Efficiency for $planet_jobs_slave$"
 mod_pop_livestock_bonus_workforce_add: "Job Efficiency for $job_livestock_plural$"
 mod_pop_livestock_lithoid_bonus_workforce_add: "Job Efficiency for $job_livestock_lithoid_plural$"
 mod_pop_merchant_bonus_workforce_mult: "Job Efficiency for $job_merchant_plural$"
 mod_pop_physicist_bonus_workforce_mult: "Job Efficiency for [physicist.GetNamePlural]"
 mod_pop_biologist_bonus_workforce_mult: "Job Efficiency for [biologist.GetNamePlural]"
 mod_pop_engineer_bonus_workforce_mult: "Job Efficiency for [engineer.GetNamePlural]"
 mod_pop_entertainer_bonus_workforce_mult: "Job Efficiency for [entertainer.GetNamePlural]"
 mod_pop_bureaucrat_bonus_workforce_mult: "Job Efficiency for [bureaucrat.GetNamePlural]"
 mod_pop_trader_bonus_workforce_mult: "Job Efficiency for [trader.GetNamePlural]"
 mod_pop_foundry_bonus_workforce_mult: "Job Efficiency for [foundry.GetNamePlural]"
 mod_pop_artisan_bonus_workforce_mult: "Job Efficiency for [artisan.GetNamePlural]"
 mod_pop_technician_bonus_workforce_mult: "Job Efficiency for [technician.GetNamePlural]"
 mod_pop_miner_bonus_workforce_mult: "Job Efficiency for [miner.GetNamePlural]"
 mod_pop_farmer_bonus_workforce_mult: "Job Efficiency for [farmer.GetNamePlural]"
 mod_pop_replicator_bonus_workforce_mult: "Job Efficiency for [replicator.GetNamePlural]"
 mod_pop_brain_drone_physicist_bonus_workforce_mult: "Job Efficiency for $job_brain_drone_physicist_plural$"
 mod_pop_brain_drone_biologist_bonus_workforce_mult: "Job Efficiency for $job_brain_drone_biologist_plural$"
 mod_pop_brain_drone_engineer_bonus_workforce_mult: "Job Efficiency for $job_brain_drone_engineer_plural$"
 mod_pop_calculator_physicist_bonus_workforce_mult: "Job Efficiency for [calculator_physicist.GetNamePlural]"
 mod_pop_calculator_biologist_bonus_workforce_mult: "Job Efficiency for [calculator_biologist.GetNamePlural]"
 mod_pop_calculator_engineer_bonus_workforce_mult: "Job Efficiency for [calculator_engineer.GetNamePlural]"
 mod_pop_coordinator_bonus_workforce_mult: "Job Efficiency for [coordinator.GetNamePlural]"
 mod_pop_synapse_drone_bonus_workforce_mult: "Job Efficiency for [synapse_drone.GetNamePlural]"
 mod_pop_mining_drone_bonus_workforce_mult: "Job Efficiency for [mining_drone.GetNamePlural]"
 mod_pop_agri_drone_bonus_workforce_mult: "Job Efficiency for [agri_drone.GetNamePlural]"
 mod_pop_technician_drone_bonus_workforce_mult: "Job Efficiency for [technician_drone.GetNamePlural]"
 mod_pop_maintenance_drone_bonus_workforce_mult: "Job Efficiency for [maintenance_drone.GetNamePlural]"
 mod_pop_artisan_drone_bonus_workforce_mult: "Job Efficiency for [artisan_drone.GetNamePlural]"
 mod_pop_fabricator_bonus_workforce_mult: "Job Efficiency for [fabricator.GetNamePlural]"
 mod_pop_alloy_drone_bonus_workforce_mult: "Job Efficiency for $job_alloy_drone_plural$"
 mod_pop_cat_complex_drone_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_complex_drone_plural$"
 mod_pop_knight_commander_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_knight_commander_plural$"
 mod_pop_enforcer_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [enforcer.GetNamePlural]"
 mod_pop_dystopian_enforcer_bonus_workforce_mult: "$mod_pop_enforcer_bonus_workforce_mult$"
 mod_pop_educator_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_educator_plural$"
 mod_pop_telepath_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [telepath.GetNamePlural]"
 mod_pop_dystopian_telepath_bonus_workforce_mult: "$mod_pop_telepath_bonus_workforce_mult$"
 mod_pop_telepath_drone_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [telepath_drone.GetNamePlural]"
 mod_pop_knight_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [knight.GetNamePlural]"
 mod_pop_patrol_drone_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [patrol_drone.GetNamePlural]"
 mod_pop_low_tech_laborer_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_laborer_plural$"
 mod_pop_low_tech_miner_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_miner_plural$"
 mod_pop_low_tech_technician_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_technician_plural$"
 mod_pop_low_tech_farmer_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_farmer_plural$"
 mod_pop_low_tech_researcher_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_researcher_plural$"
 mod_pop_low_tech_warrior_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_low_tech_warrior_plural$"
 mod_pop_neural_chip_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_neural_chip_plural$"
 mod_pop_mortal_initiate_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_mortal_initiate_plural$"
 mod_pop_bio_trophy_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_bio_trophy_plural$"
 mod_pop_cyberdome_duelist_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_cyberdome_duelist_plural$"

 mod_robotic_pop_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Mechanical and Machine Pops"
 mod_cyborg_pop_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Cybernetic Pops"
 mod_organic_pop_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Organic Pops"

 ## Custom Tooltips for multi-line bonus workforce traits

 TRAIT_AGRARIAN_EFFECT: "Job Efficiency for ['concept_agrarian']: §G+15%§!"
 concept_agrarian: "Food Producing Jobs"
 concept_agrarian_desc: "$concept_agrarian$ consist of \n- ['job:job_farmer_plural']$NEW_LINE$- ['job:job_agri_drone_plural']"

 TRAIT_INDUSTRIOUS_EFFECT: "Job Efficiency for ['concept_industrious']: §G+15%§!"
 concept_industrious: "Mineral Producing Jobs"
 concept_industrious_desc: "$concept_industrious$ consist of \n- ['job:job_miner_plural']$NEW_LINE$- ['job:job_mining_drone_plural']"

 TRAIT_INGENIOUS_EFFECT: "Job Efficiency for ['concept_ingenious']: §G+15%§!"
 concept_ingenious: "Energy Producing Jobs"
 concept_ingenious_desc: "$concept_ingenious$ consist of \n- ['job:job_technician_plural']$NEW_LINE$- ['job:job_technician_drone_plural']"

 TRAIT_INTELLIGENT_EFFECT: "Job Efficiency for ['concept_intelligent']: §G+10%§!"
 concept_intelligent: "Research Producing Jobs"
 concept_intelligent_desc: "$concept_intelligent$ consist of \n- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_engineer_plural']$NEW_LINE$- ['job:job_calculator_physicist_plural']$NEW_LINE$- ['job:job_calculator_biologist_plural']$NEW_LINE$- ['job:job_calculator_engineer_plural']$NEW_LINE$- ['job:job_brain_drone_physicist_plural']$NEW_LINE$- ['job:job_brain_drone_biologist_plural']$NEW_LINE$- ['job:job_brain_drone_engineer_plural']"

 TRAIT_THRIFTY_1_EFFECT: "Job Efficiency for ['concept_thrifty']: §G+25%§!"
 concept_thrifty: "Trade Producing Jobs"
 concept_thrifty_desc: "$concept_thrifty$ consist of \n- ['job:job_trader_plural']$NEW_LINE$- ['job:job_merchant_plural']$NEW_LINE$- ['job:job_maintenance_drone_plural']"

 TRAIT_NATURAL_ENGINEER_EFFECT: "Job Efficiency for ['concept_natural_engineer']: §G+15%§!"
 concept_natural_engineer: "Engineering Research Producing Jobs"
 concept_natural_engineer_desc: "$concept_natural_engineers$ consist of \n- ['job:job_engineer_plural']$NEW_LINE$- ['job:job_calculator_engineer_plural']$NEW_LINE$- ['job:job_brain_drone_engineer_plural']"

 TRAIT_NATURAL_BIOLOGIST_EFFECT: "Job Efficiency for ['concept_natural_biologist']: §G+15%§!"
 concept_natural_biologist: "Society Research Producing Jobs"
 concept_natural_biologist_desc: "$concept_natural_biologist$ consist of \n- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_calculator_biologist_plural']$NEW_LINE$- ['job:job_brain_drone_biologist_plural']"

 TRAIT_NATURAL_PHYSICIST_EFFECT: "Job Efficiency for ['concept_natural_physicist']: §G+15%§!"
 concept_natural_physicist: "Physics Research Producing Jobs"
 concept_natural_physicist_desc: "$concept_natural_physicist$ consist of \n- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_calculator_physicist_plural']$NEW_LINE$- ['job:job_brain_drone_physicist_plural']"

 TRAIT_TRADITIONAL_EFFECT: "Job Efficiency for ['concept_traditional']: §G+10%§!"
 concept_traditional: "Unity Producing Jobs"
 concept_traditional_desc: "$concept_traditional$ consist of \n- ['job:job_bureaucrat_plural']$NEW_LINE$- ['job:job_coordinator_plural']$NEW_LINE$- ['job:job_synapse_drone_plural']"

 TRAIT_QUARRELSOME_EFFECT: "Job Efficiency for ['concept_quarrelsome']: §R-10%§!"
 concept_quarrelsome: "Unity Producing Jobs"
 concept_quarrelsome_desc: "$concept_quarrelsome$ consist of \n- ['job:job_bureaucrat_plural']$NEW_LINE$- ['job:job_coordinator_plural']$NEW_LINE$- ['job:job_synapse_drone_plural']"

 TRAIT_LOGIC_ENGINES_EFFECT: "Job Efficiency for ['concept_logic_engines']: §G+10%§!"
 concept_logic_engines: "Research Producing Jobs"
 concept_logic_engines_desc: "$concept_intelligent$ consist of \n- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_engineer_plural']$NEW_LINE$- ['job:job_calculator_physicist_plural']$NEW_LINE$- ['job:job_calculator_biologist_plural']$NEW_LINE$- ['job:job_calculator_engineer_plural']"

 TRAIT_ARTIFICIAL_PHYSICIST_EFFECT: "Job Efficiency for ['concept_artificial_physicist']: §G+15%§!"
 concept_artificial_physicist: "Physics Research Producing Jobs"
 concept_artificial_physicist_desc: "$concept_artificial_physicist$ consist of \n- ['job:job_engineer_plural']$NEW_LINE$- ['job:job_calculator_engineer_plural']"

 TRAIT_ARTIFICIAL_BIOLOGIST_EFFECT: "Job Efficiency for ['concept_artificial_biologist']: §G+15%§!"
 concept_artificial_biologist: "Society Research Producing Jobs"
 concept_artificial_biologist_desc: "$concept_artificial_biologist$ consist of \n- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_calculator_biologist_plural']"

 TRAIT_ARTIFICIAL_ENGINEER_EFFECT: "Job Efficiency for ['concept_artificial_engineer']: §G+15%§!"
 concept_artificial_engineer: "Engineering Research Producing Jobs"
 concept_artificial_engineer_desc: "$concept_artificial_engineer$ consist of \n- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_calculator_physicist_plural']"

 TRAIT_SCARCITY_ALGORITHMS_EFFECT: "Job Efficiency for ['concept_scarcity_algorithms']: §G+15%§!"
 concept_scarcity_algorithms: "Trade Producing Jobs"
 concept_scarcity_algorithms_desc: "$concept_scarcity_algorithms$ consist of \n- ['job:job_trader_plural']$NEW_LINE$- ['job:job_maintenance_drone_plural']"

 TRAIT_CYBORG_LOGIC_ENGINES_EFFECT: "Job Efficiency for ['concept_cyborg_logic_engines']: §G+10%§!"
 concept_cyborg_logic_engines: "Research Producing Jobs"
 concept_cyborg_logic_engines_desc: "$concept_scyborg_logic_engines$ consist of \n- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_engineer_plural']$NEW_LINE$- ['job:job_physicist_plural']$NEW_LINE$- ['job:job_biologist_plural']$NEW_LINE$- ['job:job_engineer_plural']"

 mod_pop_cat_ruler_bonus_workforce_mult: "Job Efficiency for $pop_cat_ruler_plural$"
 mod_pop_cat_specialist_bonus_workforce_mult: "Job Efficiency for Specialists"
 mod_pop_cat_dystopian_specialist_bonus_workforce_mult: "$mod_pop_cat_specialist_bonus_workforce_mult$"
 mod_pop_cat_worker_bonus_workforce_mult: "Job Efficiency for Workers"
 mod_pop_cat_civilian_bonus_workforce_mult: "Job Efficiency for Civilians"
 mod_pop_cat_maintenance_drone_bonus_workforce_mult: "Job Efficiency for $pop_cat_maintenance_drone_plural$"
 mod_pop_cat_slave_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_slave_plural$"

 #Zones
 planet_zone: "District Specialization"
 planet_zones: "District Specializations"
 zone_construction_title: "Specialize District"
 zone_available: "£zone£ Specialization Available"
 mod_planet_zones_cost_mult: "$planet_zone$ Cost"
 mod_planet_zones_upkeep_mult: "$planet_zone$ Upkeep"
 mod_planet_zones_energy_upkeep_mult: "$planet_zone$ Energy Upkeep"
 build_queue_suffix_zone: "£zone£ "
 zone_construction_invalid_zone: "Invalid Specialization"
 zone_construction_invalid_district: "$DISTRICT_CONSTRUCTION_INVALID_DISTRICT$"
 zone_construction_invalid_zone_slot: "Invalid Specialization Slot"
 zone_construction_zone_slot_locked: "Specialization Slot is locked"
 zone_construction_zone_has_capital_building: "§RCannot remove a District Specialization with Capital Buildings.§!"
 zone_construction_zone_has_building_being_built: "§RCannot remove a District Specialization in which Buildings are under construction.§!"
 zone_construction_zone_being_replaced: "§RCannot remove a District Specialization that is already being removed.§!"
 zone_construction_zone_slot_construction: "§RDistrict Specialization Slot already has a queued construction.§!"
 zone_construction_zone_slot_already: "§RDistrict Specialization Slot already exists.§!"
 zone_construction_replace_title: "Replace Specialization"
 zone_construction_replace_message: "Are you sure you want to replace §Y$CURRENT$§! with §Y$REPLACEMENT$§!?\n§RThis will demolish incompatible Buildings:§!"
 zone_construction_replace_message_entry: "§R- $AMOUNT$x £building£ $NAME$§!"
 zone_construction_click_to_replace: "§GClick to change this District Specialization.§!"
 zone_construction_building_will_be_moved: "§G£building£ $NAME$ will be retained.§!"
 zone_construction_building_will_be_removed: "§R£building£ $NAME$ will be removed.§!"
 building_construction_invalid_zone_for_building: "§RThis $planet_zone$ cannot support this Building.§!"
 building_construction_zone_being_replaced: "§RCannot build buildings into a $planet_zone$ that is being replaced.§!"
 zone_details_text: "$planet_zone$ $NUM$ Details"
 ZONE_OPEN: "£zone£ §H$planet_zone$ Available§!"
 ZONE_OPEN_DESC: "§EImprove these Districts with a new £zone£ ['concept_district_specialization'].§!"
 ZONE_OPEN_INSTRUCTIONS: "§GClick to see $planet_zone$ options§!"
 ZONE_LOCKED: "£zone£ §H$planet_zone$ Locked§!"
 ZONE_LOCKED_DESC: "§ETechnological advancements are required to improve these Districts with a new £zone£ ['concept_district_specialization'].§!"
 ZONE_LOCKED_INSTRUCTIONS: "§GClick to see potential $planet_zone$ options§!"
 ZONE_MISSINGDISTRICT_INSTRUCTIONS: "§RYou must build at least one District before it can be specialized.§!"
 ZONE_REPLACE_INSTRUCTIONS: "§GClick to replace this $planet_zone$§!"
 district_development: "Development $NUM$ / $MAX$"
 zone_desc_modifier_per_district_level: "Per £district£District:"
 construction_progress: "Constructing $NAME|Y$ ($PROGRESS|%Y$)"

 zone_cannot_be_rebuilt: "§PWarning: Once removed this £zone£ District Specialization cannot be rebuilt.§!"

 zone_default: "Government Zone"
 zone_default_desc: "Government Zone Description"
 zone_cosmogenesis_default: "$zone_default$"
 zone_cosmogenesis_default_desc: "$zone_default_desc$"

 zone_city_02_prereq: "[GetSlotCity02Prereq]"
 zone_city_03_prereq: "[GetSlotCity03Prereq]"

 zone_unavailable_district: "§HSpecialization Requires:\n§!£district£$DISTRICT$"
 zone_unavailable_capital: "£building£ Planetary Capital Upgrade"
 zone_unavailable_tech: "§HSpecialization Requires:§!\n"
 zone_unavailable_tech_planetary_unification: "$society_research_icon_with_space$$tech_planetary_unification$"

 zone_unavailable_tech_colonial_centralization: "$society_research_icon_with_space$$tech_colonial_centralization$"
 zone_unavailable_tech_colonial_bureaucracy: "$society_research_icon_with_space$$tech_colonial_bureaucracy$"

 zone_unavailable_tech_mineral_purification_1: "$engineering_research_icon_with_space$$tech_mineral_purification_1$"
 zone_unavailable_tech_power_hub_1: "$physics_research_icon_with_space$$tech_power_hub_1$"
 zone_unavailable_tech_food_processing_1: "$society_research_icon_with_space$$tech_food_processing_1$"

 zone_unavailable_tech_habitat_2: "$engineering_research_icon_with_space$$tech_habitat_2$"
 zone_unavailable_tech_habitat_3: "$engineering_research_icon_with_space$$tech_habitat_3$"
 zone_unavailable_tech_space_science_1: "$physics_research_icon_with_space$$tech_space_science_1$"

 mod_pop_evaluator_bonus_workforce_mult: "Job Efficiency for [evaluator.GetNamePlural]"

 has_num_zones: "Number of $ZONE$ is $COMPARATOR$ $NUM|Y$"
 has_not_num_zones: "Number of $ZONE$ is NOT $COMPARATOR$ $NUM|Y$"
 has_num_zones_any: "Number of Zones is $COMPARATOR$ $NUM|Y$"
 has_not_num_zones_any: "Number of Zones is NOT $COMPARATOR$ $NUM|Y$"

 building_automation_1: "Automation Building"
 building_automation_1_desc: "A plaque on the wall reads: 'It automates.'"
 building_automation_2: "Optimization Building"
 building_automation_2_desc: "Those who have been there say, 'It optimizes.'"

 mod_pop_healthcare_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [healthcare.GetNamePlural]"
 mod_pop_soldier_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [soldier.GetNamePlural]"
 mod_pop_warrior_drone_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [warrior_drone.GetNamePlural]"
 mod_pop_civilian_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ [civilian.GetNamePlural]"

 zone_urban: "Urban Expansion"
 zone_urban_desc: "A sprawling area of spires, smog, and ceaseless motion, where the skyline is both home and labyrinth."
 zone_urban_triggered_desc: ""
 zone_foundry: "Heavy Industry"
 zone_foundry_plural: "$zone_foundry$"
 zone_foundry_desc: "Sparks fly in these crucibles of metal, forging the weapons of tomorrow from the bones of stars."
 zone_foundry_triggered_desc: "$job_foundry_plural_with_icon$ per $district_city$: §G+100§!"
 zone_industrial: "Mixed Industry"
 zone_industrial_plural: "$zone_industrial$"
 zone_industrial_desc: "Engines roar, and furnaces blaze in a district where everything from luxury goods to weapons of war is fashioned side by side."
 zone_industrial_triggered_desc: ""
 zone_factory: "Civilian Industry"
 zone_factory_plural: "$zone_factory$"
 zone_factory_desc: "Here assembly lines churn ceaselessly, crafting everything from simple tools to marvels of modern design."
 zone_factory_triggered_desc: ""
 zone_research: "Research Enclave"
 zone_research_desc: "Within these glass towers and quantum labs, curiosity becomes power, and knowledge becomes dominion."
 zone_research_triggered_desc: ""
 zone_unity: "Administrative Hub"
 zone_unity_desc: "The quiet efficiency of this world shall be the beating heart of the civil apparatus."
 zone_unity_triggered_desc: ""
 zone_unity_spiritualist: "Spiritual Enclave"
 zone_unity_spiritualist_desc: "Temples, broadcast spires, and civic halls pulse with ideology, binding countless minds to a singular purpose."
 zone_unity_spiritualist_triggered_desc: ""
 zone_unity_bio_trophy: "Sanctuary Enclave"
 zone_unity_bio_trophy_desc: "Towering structures with artificial climates that mimic any environment a sapient organic being could require. The organics within have their housing needs completely fulfilled."
 zone_trade: "Commercial Nexus"
 zone_trade_desc: "Behind the glittering facade of prosperity are markets driven by ambition, negotiation - and no small amount of risk."
 zone_trade_triggered_desc: ""
 zone_fortress: "Planetary Defenses"
 zone_fortress_desc: "A bastion of iron discipline and kinetic deterrence, where soldiers are shaped like steel, unyielding and sharp."
 zone_fortress_triggered_desc: ""
 zone_minerals: "Mineral Extraction"
 zone_minerals_desc: "Beneath reinforced layers of stone and steel, drills chew through ancient bedrock to unearth the lifeblood of industry."
 zone_minerals_triggered_desc: ""
 zone_energy: "Energy Generation"
 zone_energy_desc: "Solar grids and plasma converters gleam across the landscape, tapping stars and storms to power our ascent."
 zone_energy_triggered_desc: ""
 zone_food: "Agricultural Focus"
 zone_food_desc: "Vast fields of bio-engineered crops ripple beneath controlled skies, feeding the needs of a growing empire."
 zone_food_triggered_desc: ""
 zone_anglers: "Aquaculture"
 zone_anglers_desc: "Fishing nets shimmer with bio-luminescent bounty, while silent beasts lurk below."
 zone_anglers_triggered_desc: "Converts £job_farmer£ $job_farmer_plural$ into £job_angler£ $job_angler_plural$\nConverts £job_artisan£ $job_artisan_plural$ into £job_pearl_diver£ $job_pearl_diver_plural$"
 zone_agrarian_anglers: "Coastal Hamlets"
 zone_agrarian_anglers_desc: "These communities share a close familiarity with their fishing nets, close-knit and weaved in tradition."
 zone_betharian: "Betharian Processing"
 zone_betharian_desc: "At the heart of this zone lies a pulsing Betharian core, tamed, harnessed, and barely understood."
 unlocks_zone_betharian: "$t$Unlocks District Specialization: §Y$zone_betharian$§!"
 zone_subterranean_urban: "Subterranean Urbanization"
 zone_subterranean_urban_desc: "Deep below, entire metropolises breathe in recycled air and echo with the rhythm of drills, a symbiosis of progress and excavation."
 zone_rare_crystals: "Rare Crystal Extraction"
 zone_rare_crystals_desc: "Specialized equipment vastly increases the extraction of rare crystals, with only a moderate amount of the material waste."
 miner_is_crystal_miner_tt: "£job_miner£ $job_miner_plural$ are converted into £job_crystal_miner£ $job_crystal_miner_plural$"
 mining_drone_is_crystal_miner_tt: "£job_mining_drone£ $job_mining_drone_plural$ are converted into £job_crystal_mining_drone£ $job_crystal_mining_drone_plural$"
 district_mining_rare_crystals: "$district_mining$"
 district_mining_rare_crystals_plural: "$district_mining_plural$"
 district_mining_rare_crystals_desc: "$district_mining_desc$"
 district_mining_engineering: "$district_mining$"
 district_mining_engineering_plural: "$district_mining_plural$"
 district_mining_engineering_desc: "$district_mining_desc$"
 district_mining_betharian: "$district_mining$"
 district_mining_betharian_plural: "$district_mining_plural$"
 district_mining_betharian_desc: "$district_mining_desc$"
 zone_volatile_motes: "Volatile Motes Harvesting"
 zone_volatile_motes_desc: "Redirecting generator output to condensed high-energy fields stabilizes the motes trapped within."
 technician_is_mote_harvester_tt: "£job_technician£ $job_technician_plural$ are converted into £job_mote_harvester£ $job_mote_harvester_plural$"
 technician_drone_is_mote_harvester_tt: "£job_technician_drone£ $job_technician_drone_plural$ are converted into £job_mote_harvesting_drone£ $job_mote_harvesting_drone_plural$"
 district_generator_volatile_motes: "$district_generator$"
 district_generator_volatile_motes_plural: "$district_generator_plural$"
 district_generator_volatile_motes_desc: "$district_generator_desc$"
 district_generator_physics: "$district_generator$"
 district_generator_physics_plural: "$district_generator_plural$"
 district_generator_physics_desc: "$district_generator_desc$"
 zone_agrarian_urban: "Agrarian Villages"
 zone_agrarian_urban_desc: "Nestled in fertile biomes, these close-knit communities cultivate both crops and customs, untouched by the pulse of the greater machine."
 zone_exotic_gases: "Exotic Gas Capture"
 zone_exotic_gases_desc: "Flexible domes housing vast pumps, distillation towers, and pressure vessels all to capture the exotic gases released from the ecosystem of this world."
 farmer_is_gas_extractor_tt: "£job_farmer£ $job_farmer_plural$ are converted into £job_gas_extractor£ $job_gas_extractor_plural$"
 agri_drone_is_gas_extractor_tt: "£job_agri_drone£ $job_agri_drone_plural$ are converted into £job_gas_extraction_drone£ $job_gas_extraction_drone_plural$"
 district_farming_exotic_gases: "$district_farming$"
 district_farming_exotic_gases_plural: "$district_farming_plural$"
 district_farming_exotic_gases_desc: "$district_farming_desc$"
 district_farming_society: "$district_farming$"
 district_farming_society_plural: "$district_farming_plural$"
 district_farming_society_desc: "$district_farming_desc$"
 zone_resort: "Resort Complex"
 zone_resort_desc: "Constructed for comfort, perfected for peace. While on the surface of this planet, serenity is not a luxury, but a constant."
 zone_resort_entertainment: "Entertainment Megaplex"
 zone_resort_entertainment_desc: "Beneath towering domes and endless lights, every desire finds its stage. Here, leisure is limitless, and the spectacle never sleeps."
 zone_resort_zoo:1 "Xenobiological Zoo"
 zone_resort_zoo_desc: "Across carefully crafted biomes and containment fields, life from distant worlds flourishes for the entertainment of our citizens."
 zone_resort_hunting_ground: "Grand Hunting Park"
 zone_resort_hunting_ground_desc: "Covering a large part of the planet, this vast reserve offers curated encounters with some of the most majestic, and dangerous, fauna in the galaxy."
 zone_resort_spiritual_retreat: "Sacred Retreat"
 zone_resort_spiritual_retreat_desc: "Far from the noise of crowed urban center, this secluded sanctuary offers silence, contemplation, and connection to the eternal."
 zone_resort_grand_museum: "Memory Hall"
 zone_resort_grand_museum_desc: "A dedicated space for the preservation and exhibition of culture, history, and thought. Here the past is remembered in service of the future."
 zone_resort_restoration_enclave: "Restoration Enclave"
 zone_resort_restoration_enclave_desc: "A quiet space shaped for healing, where advanced medicine and peaceful design work in concert."
 zone_resort_proving_grounds: "Proving Grounds"
 zone_resort_proving_grounds_desc: "A grand display of spectacle and skill. Here, visitors come to test themselves or watch others bleed."

 zone_habitat_minerals: "$zone_minerals$"
 zone_habitat_minerals_desc: "$zone_minerals_desc$"
 zone_habitat_energy: "$zone_energy$"
 zone_habitat_energy_desc: "$zone_energy_desc$"
 zone_habitat_research: "$zone_research$"
 zone_habitat_research_desc: "$zone_research_desc$"
 zone_habitat_hydroponics: "Solar Farming Bays"
 zone_habitat_hydroponics_desc: "$zone_food_desc$"

 need_research_zone: "\n£trigger_no£ Requires a $zone_research$"
 need_foundry_zone: "\n£trigger_no£ Requires a $zone_foundry$ or $zone_industrial$"
 need_factory_zone: "\n£trigger_no£ Requires a $zone_factory$ or $zone_industrial$"
 need_amenities_zone: "\n£trigger_no£ Requires a $zone_amenities$"
 need_unity_zone: "\n£trigger_no£ Requires a $zone_unity$"
 need_trade_zone: "\n£trigger_no£ Requires a $zone_trade$"

 zone_industrial_arcology: "$zone_industrial$"
 zone_industrial_arcology_desc: "$zone_industrial_desc$"
 zone_foundry_arcology: "$zone_foundry$"
 zone_foundry_arcology_desc: "$zone_foundry_desc$"
 zone_factory_arcology: "$zone_factory$"
 zone_factory_arcology_desc: "$zone_factory_desc$"
 zone_research_arcology: "$zone_research$"
 zone_research_arcology_desc: "$zone_research_desc$"
 zone_research_physics_arcology: "$zone_research_physics$"
 zone_research_physics_arcology_desc: "$zone_research_physics_desc$"
 zone_research_society_arcology: "$zone_research_society$"
 zone_research_society_arcology_desc: "$zone_research_society_desc$"
 zone_research_engineering_arcology: "$zone_research_engineering$"
 zone_research_engineering_arcology_desc: "$zone_research_engineering_desc$"
 zone_unity_arcology: "$zone_unity$"
 zone_unity_arcology_desc: "$zone_unity_desc$"
 zone_unity_spiritualist_arcology: "$zone_unity_spiritualist$"
 zone_unity_spiritualist_arcology_desc: "$zone_unity_spiritualist_desc$"
 zone_unity_bio_trophy_arcology: "$zone_unity_bio_trophy$"
 zone_unity_bio_trophy_arcology_desc: "$zone_unity_bio_trophy_desc$"
 zone_fortress_arcology: "$zone_fortress$"
 zone_fortress_arcology_desc: "$zone_fortress_desc$"
 zone_trade_arcology: "$zone_trade$"
 zone_trade_arcology_desc: "$zone_trade_desc$"

 zone_industrial_ring_world: "$zone_industrial$"
 zone_industrial_ring_world_desc: "$zone_industrial_desc$"
 zone_foundry_ring_world: "$zone_foundry$"
 zone_foundry_ring_world_desc: "$zone_foundry_desc$"
 zone_factory_ring_world: "$zone_factory$"
 zone_factory_ring_world_desc: "$zone_factory_desc$"
 zone_research_ring_world: "$zone_research$"
 zone_research_ring_world_desc: "$zone_research_desc$"
 zone_research_physics_ring_world: "$zone_research_physics$"
 zone_research_physics_ring_world_desc: "$zone_research_physics_desc$"
 zone_research_society_ring_world: "$zone_research_society$"
 zone_research_society_ring_world_desc: "$zone_research_society_desc$"
 zone_research_engineering_ring_world: "$zone_research_engineering$"
 zone_research_engineering_ring_world_desc: "$zone_research_engineering_desc$"
 zone_unity_ring_world: "$zone_unity$"
 zone_unity_ring_world_desc: "$zone_unity_desc$"
 zone_unity_spiritualist_ring_world: "$zone_unity_spiritualist$"
 zone_unity_spiritualist_ring_world_desc: "$zone_unity_spiritualist_desc$"
 zone_unity_bio_trophy_ring_world: "$zone_unity_bio_trophy$"
 zone_unity_bio_trophy_ring_world_desc: "$zone_unity_bio_trophy_desc$"
 zone_fortress_ring_world: "$zone_fortress$"
 zone_fortress_ring_world_desc: "$zone_fortress_desc$"
 zone_trade_ring_world: "$zone_trade$"
 zone_trade_ring_world_desc: "$zone_trade_desc$"

 zone_industrial_nexus: "$zone_industrial$"
 zone_industrial_nexus_desc: "$zone_industrial_desc$"
 zone_foundry_nexus: "$zone_foundry$"
 zone_foundry_nexus_desc: "$zone_foundry_desc$"
 zone_factory_nexus: "$zone_factory$"
 zone_factory_nexus_desc: "$zone_factory_desc$"
 zone_research_nexus: "$zone_research$"
 zone_research_nexus_desc: "$zone_research_desc$"
 zone_research_physics_nexus: "$zone_research_physics$"
 zone_research_physics_nexus_desc: "$zone_research_physics_desc$"
 zone_research_society_nexus: "$zone_research_society$"
 zone_research_society_nexus_desc: "$zone_research_society_desc$"
 zone_research_engineering_nexus: "$zone_research_engineering$"
 zone_research_engineering_nexus_desc: "$zone_research_engineering_desc$"
 zone_unity_nexus: "$zone_unity$"
 zone_unity_nexus_desc: "$zone_unity_desc$"
 zone_unity_spiritualist_nexus: "$zone_unity_spiritualist$"
 zone_unity_spiritualist_nexus_desc: "$zone_unity_spiritualist_desc$"
 zone_unity_bio_trophy_nexus: "$zone_unity_bio_trophy$"
 zone_unity_bio_trophy_nexus_desc: "$zone_unity_bio_trophy_desc$"
 zone_fortress_nexus: "$zone_fortress$"
 zone_fortress_nexus_desc: "$zone_fortress_desc$"
 zone_trade_nexus: "$zone_trade$"
 zone_trade_nexus_desc: "$zone_trade_desc$"
 zone_minerals_nexus: "$zone_minerals$"
 zone_minerals_nexus_desc: "$zone_minerals_desc$"
 zone_energy_nexus: "$zone_energy$"
 zone_energy_nexus_desc: "$zone_energy_desc$"
 zone_betharian_nexus: "$zone_betharian$"
 zone_betharian_nexus_desc: "$zone_betharian_desc$"
 zone_rare_crystals_nexus: "$zone_rare_crystals$"
 zone_rare_crystals_nexus_desc: "$zone_rare_crystals_desc$"
 zone_volatile_motes_nexus: "$zone_volatile_motes$"
 zone_volatile_motes_nexus_desc: "$zone_volatile_motes_desc$"
 zone_exotic_gases_nexus: "$zone_exotic_gases$"
 zone_exotic_gases_nexus_desc: "$zone_exotic_gases_desc$"

 zone_industrial_hive: "$zone_industrial_arcology$"
 zone_industrial_hive_desc: "$zone_industrial_arcology_desc$"
 zone_foundry_hive: "$zone_foundry_arcology$"
 zone_foundry_hive_desc: "$zone_foundry_arcology_desc$"
 zone_factory_hive: "$zone_factory_arcology$"
 zone_factory_hive_desc: "$zone_factory_arcology_desc$"
 zone_research_hive: "$zone_research_arcology$"
 zone_research_hive_desc: "$zone_research_arcology_desc$"
 zone_research_physics_hive: "$zone_research_physics_arcology$"
 zone_research_physics_hive_desc: "$zone_research_physics_arcology_desc$"
 zone_research_society_hive: "$zone_research_society_arcology$"
 zone_research_society_hive_desc: "$zone_research_society_arcology_desc$"
 zone_research_engineering_hive: "$zone_research_engineering_arcology$"
 zone_research_engineering_hive_desc: "$zone_research_engineering_arcology_desc$"
 zone_unity_hive: "$zone_unity_arcology$"
 zone_unity_hive_desc: "$zone_unity_arcology_desc$"
 zone_fortress_hive: "$zone_fortress_arcology$"
 zone_fortress_hive_desc: "$zone_fortress_arcology_desc$"
 zone_trade_hive: "$zone_trade_arcology$"
 zone_trade_hive_desc: "$zone_trade_arcology_desc$"
 zone_food_hive: "$zone_food$"
 zone_food_hive_desc: "$zone_food_desc$"
 zone_minerals_hive: "$zone_minerals$"
 zone_minerals_hive_desc: "$zone_minerals_desc$"
 zone_energy_hive: "$zone_energy$"
 zone_energy_hive_desc: "$zone_energy_desc$"
 zone_spawning_hive: "$zone_spawning$"
 zone_spawning_hive_desc: "$zone_spawning_desc$"
 zone_betharian_hive: "$zone_betharian$"
 zone_betharian_hive_desc: "$zone_betharian_desc$"
 zone_rare_crystals_hive: "$zone_rare_crystals$"
 zone_rare_crystals_hive_desc: "$zone_rare_crystals_desc$"
 zone_volatile_motes_hive: "$zone_volatile_motes$"
 zone_volatile_motes_hive_desc: "$zone_volatile_motes_desc$"
 zone_exotic_gases_hive: "$zone_exotic_gases$"
 zone_exotic_gases_hive_desc: "$zone_exotic_gases_desc$"

 district_arcology_mixed_industry: "Industrial Arcology"
 district_arcology_mixed_industry_plural: "Industrial Arcologies"
 district_arcology_mixed_industry_desc: "With smelters, factories, fabrication facilities, and artisan workshops large as cities, this arcology can produce anything and everything."
 district_arcology_research: "Research Arcology"
 district_arcology_research_plural: "Research Arcologies"
 district_arcology_research_desc: "Capitals of scientific discovery, these arcologies employ researchers from every field of study, no matter how niche."
 district_arcology_research_physics: "Physics Arcology"
 district_arcology_research_physics_plural: "Physics Arcologies"
 district_arcology_research_physics_desc: "With particle accelerators under the streets like an ancient sewer network, quantum computers, and field manipulators as tall as skyscrapers, it might seem as if the laws of reality are being violated. But that's only because the denizens don't understand it. Yet."
 district_arcology_research_society: "Biology Arcology"
 district_arcology_research_society_plural: "Biology Arcologies"
 district_arcology_research_society_desc: "Passing through the sprawling parks of this arcology might seem like a visit to a zoo, but in reality, the visitors are also a subject, observed in hermetically sealed labs scattered in plain sight."
 district_arcology_research_engineering: "Engineering Arcology"
 district_arcology_research_engineering_plural: "Engineering Arcologies"
 district_arcology_research_engineering_desc: "An arcology of motion, with constantly shifting buildings and a sky filled with experimental crafts. Home of esoteric materials testing, quantum chemical synthesis, and nanoscale fabrication, it was once theorized, now it is proven."
 district_arcology_fortress: "Fortress Arcology"
 district_arcology_fortress_plural: "Fortress Arcologies"
 district_arcology_fortress_desc: "Integrating command structures, planetary bunkers, training facilities, and officer housing, these mountain-sized fortresses will outlast the planet itself."
 district_arcology_trade: "Commercial Arcology"
 district_arcology_trade_plural: "Commercial Arcologies"
 district_arcology_trade_desc: "A sprawling arcology of warehouses and logistics, where business is conducted, deals are struck, and the trading floor reaches beyond the horizon. If you can not find it here, it can't be bought."

 district_ring_world_industrial: "Industrial Segment"
 district_ring_world_industrial_plural: "Industrial Segments"
 district_ring_world_industrial_desc: "With smelters, factories, fabrication facilities, and artisan workshops visible upwards the Ring, it can produce anything and everything."
 district_ring_world_foundry: "Foundry Segment"
 district_ring_world_foundry_plural: "Foundry Segments"
 district_ring_world_foundry_desc: "The beating heart of industrial projects, this Ring segment is filled with the roar of smelters and the clang of metallurgies."
 district_ring_world_factory: "Factory Segment"
 district_ring_world_factory_plural: "Factory Segments"
 district_ring_world_factory_desc: "Highways of workshops filled with artisans and civilian industries roll skywards, and vanish around the curve of the Ring."
 district_ring_world_research: "Research Segment"
 district_ring_world_research_plural: "Research Segments"
 district_ring_world_research_desc: "Centers of scientific discovery, coordinating with different labs across the Ring, afford the staffing researchers from myriad fields of study incredible opportunities."
 district_ring_world_research_physics: "Physics Segment"
 district_ring_world_research_physics_plural: "Physics Segments"
 district_ring_world_research_physics_desc: "These particle accelerators, quantum computers, and field manipulators might seem as if they violate the laws of reality, but that's what people thought of Ring Worlds before."
 district_ring_world_research_society: "Biology Segment"
 district_ring_world_research_society_plural: "Biology Segments"
 district_ring_world_research_society_desc: "Genetic research, neural simulations, psychological profiling, cliodynamic extrapolation, it all leads to the understanding of the whole."
 district_ring_world_research_engineering: "Engineering Segment"
 district_ring_world_research_engineering_plural: "Engineering Segments"
 district_ring_world_research_engineering_desc: "Living in the pinnacle of their field, here are esoteric materials testing, quantum chemical synthesis, and nanoscale fabrication being developed in flawless environments."
 district_ring_world_administrative: "Administrative Segment"
 district_ring_world_administrative_plural: "Administrative Segments"
 district_ring_world_administrative_desc: "Where hordes of administrative staff and bureaucrats toil away to meet the growing expectations of an expanding bureaucracy. The irony of this circular work on a Ring World seems lost on them."
 district_ring_world_spiritualist: "Ecclesiastical Segment"
 district_ring_world_spiritualist_plural: "Ecclesiastical Segments"
 district_ring_world_spiritualist_desc: "A true testament to our devotion, these temples surround the star like sacred jewels."
 district_ring_world_organic_housing: "Sanctuary Segment"
 district_ring_world_organic_housing_plural: "Sanctuary Segments"
 district_ring_world_organic_housing_desc: "These endless structures feature AI-controlled artificial climates that mimic any environment a sapient organic being could require. The organics within have their housing needs completely fulfilled."
 district_ring_world_fortress: "Fortress Segment"
 district_ring_world_fortress_plural: "Fortress Segments"
 district_ring_world_fortress_desc: "Integrating command structures, planetary bunkers, training facilities, and officer housing, these fortresses dot the Ring like the teeth of a vicious predator."
 district_ring_world_trade: "Commercial Segment"
 district_ring_world_trade_plural: "Commercial Segments"
 district_ring_world_trade_desc: "Where business is conducted, deals are struck, and the trading floor reaches around the star. If you can not find it here, it can't be bought."
 district_ring_world_food: "Agricultural Segment"
 district_ring_world_food_plural: "Agricultural Segments"
 district_ring_world_food_desc: "Endless seas of hydroponic farmland stretch around this Ring World section, perfectly regulated climates and gravity guarantee a bountiful harvest."
 district_ring_world_energy: "Generator Segment"
 district_ring_world_energy_plural: "Generator Segments"
 district_ring_world_energy_desc: "$district_generator_desc$"

 district_nexus_industrial: "Industrial Nexus"
 district_nexus_industrial_plural: "Industrial Nexuses"
 district_nexus_industrial_desc: "With smelters, factories, fabrication facilities, and artisan workshops synchronized with unparalleled precision, this nexus can produce anything and everything."
 district_nexus_foundry: "Foundry Nexus"
 district_nexus_foundry_plural: "Foundry Nexuses"
 district_nexus_foundry_desc: "The beating heart of industrial projects, these nexuses are filled with the roar of smelters and the clang of metallurgies."
 district_nexus_factory: "Factory Nexus"
 district_nexus_factory_plural: "Factory Nexuses"
 district_nexus_factory_desc: "Tessellated workshops filled with artisans and civilian industries, capable of crafting any manner of consumer products."
 district_nexus_research: "Research Nexus"
 district_nexus_research_plural: "Research Nexuses"
 district_nexus_research_desc: "Networked hubs of scientific discovery, these nexuses coordinate researchers from every field of study, no matter how niche."
 district_nexus_research_physics: "Physics Nexus"
 district_nexus_research_physics_plural: "Physics Nexuses"
 district_nexus_research_physics_desc: "These particle accelerators, quantum computers, and field manipulators might seem as if they violate the laws of reality, but that's simply because our simulations are outdated."
 district_nexus_research_society: "Biology Nexus"
 district_nexus_research_society_plural: "Biology Nexuses"
 district_nexus_research_society_desc: "Genetic research, neural simulations, psychological profiling, cliodynamic extrapolation, it all leads to the understanding of the whole."
 district_nexus_research_engineering: "Engineering Nexus"
 district_nexus_research_engineering_plural: "Engineering Nexuses"
 district_nexus_research_engineering_desc: "A hub of motion, with constantly shifting buildings and a sky filled with experimental crafts. Home of esoteric materials testing, quantum chemical synthesis, and nanoscale fabrication, it was once theorized, now it is proven."
 district_nexus_administrative: "Coordination Nexus"
 district_nexus_administrative_plural: "Coordination Nexuses"
 district_nexus_administrative_desc: "Endless structures filled with server arrays and signal boosters amplify the Core's signals for peak efficiency."
 district_nexus_spiritualist: "Ecclesiastical Nexus"
 district_nexus_spiritualist_plural: "Ecclesiastical Nexuses"
 district_nexus_spiritualist_desc: "A true testament to our devotion, these temples are as organized as our codebase."
 district_nexus_organic_housing: "Sanctuary Nexus"
 district_nexus_organic_housing_plural: "Sanctuary Nexuses"
 district_nexus_organic_housing_desc: "These endless structures feature AI-controlled artificial climates that mimic any environment a sapient organic being could require. The organics within have their housing needs completely fulfilled."
 district_nexus_fortress: "Fortress Nexus"
 district_nexus_fortress_plural: "Fortress Nexuses"
 district_nexus_fortress_desc: "Integrating command structures, planetary bunkers, training facilities, and databases of strategic simulations, these fortresses are buried deep within the planet."
 district_nexus_trade: "Logistics Nexus"
 district_nexus_trade_plural: "Logistics Nexuses"
 district_nexus_trade_desc: "Server clusters dedicated to monitoring supply lines, galactic market fluctuations, and predictive algorithms sit side-by-side with towering warehouses."
 district_nexus_mining: "Mining Nexus"
 district_nexus_mining_plural: "Mining Nexuses"
 district_nexus_mining_desc: "$district_mining_desc$"
 district_nexus_betharian: "$district_nexus_mining$"
 district_nexus_betharian_plural: "$district_nexus_mining_plural$"
 district_nexus_betharian_desc: "$district_nexus_mining_desc$"
 district_nexus_rare_crystals: "$district_nexus_mining$"
 district_nexus_rare_crystals_plural: "$district_nexus_mining_plural$"
 district_nexus_rare_crystals_desc: "$district_nexus_mining_desc$"
 district_nexus_energy: "Generator Nexus"
 district_nexus_energy_plural: "Generator Nexuses"
 district_nexus_energy_desc: "$district_generator_desc$"
 district_nexus_volatile_motes: "$district_nexus_energy$"
 district_nexus_volatile_motes_plural: "$district_nexus_energy_plural$"
 district_nexus_volatile_motes_desc: "$district_nexus_energy_desc$"
 district_nexus_exotic_gases: "Agricultural Nexus"
 district_nexus_exotic_gases_plural: "Agricultural Nexuses"
 district_nexus_exotic_gases_desc: "Artificial ecosystems are engineered and controlled to ensure optimal output of any biological resources."

 district_hive_industrial: "Industrial Cluster"
 district_hive_industrial_plural: "Industrial Clusters"
 district_hive_industrial_desc: "With the combined output of smelters, factories, fabrication facilities, and artisan workshops all singing in perfect harmony, this cluster can produce anything and everything."
 district_hive_foundry: "Foundry Cluster"
 district_hive_foundry_plural: "Foundry Clusters"
 district_hive_foundry_desc: "The beating heart of industrial projects, these clusters echo with the hum of smelters and the clang of metallurgies."
 district_hive_factory: "Factory Cluster"
 district_hive_factory_plural: "Factory Clusters"
 district_hive_factory_desc: "Ample workshops filled with artisans and consumer industries, capable of crafting any manner of products for individuals."
 district_hive_research: "Research Cluster"
 district_hive_research_plural: "Research Clusters"
 district_hive_research_desc: "These clusters coordinate the cognition of brain drones, every thought leading to a new discovery."
 district_hive_research_physics: "Physics Cluster"
 district_hive_research_physics_plural: "Physics Clusters"
 district_hive_research_physics_desc: "These particle accelerators, quantum computers, and field manipulators might seem as if they violate the laws of reality, but that's simply because our hypotheses are outdated."
 district_hive_research_society: "Biology Cluster"
 district_hive_research_society_plural: "Biology Clusters"
 district_hive_research_society_desc: "Genetic research, neural simulations, psychological profiling, cliodynamic extrapolation, it all leads to the understanding of the whole."
 district_hive_research_engineering: "Engineering Cluster"
 district_hive_research_engineering_plural: "Engineering Clusters"
 district_hive_research_engineering_desc: "A nest of esoteric materials testing, quantum chemical synthesis, and nanoscale fabrication, it was once theorized, here it is proven."
 district_hive_administrative: "Synapse Cluster"
 district_hive_administrative_plural: "Synapse Clusters"
 district_hive_administrative_desc: "The will of the Hive is amplified and transmitted through these massive clusters, carefully tended by countless drones."
 district_hive_fortress: "Fortress Cluster"
 district_hive_fortress_plural: "Fortress Clusters"
 district_hive_fortress_desc: "Aggressive instincts made manifest, these clusters contain command pathways, planetary bunkers, training facilities."
 district_hive_trade: "Logistics Cluster"
 district_hive_trade_plural: "Logistics Clusters"
 district_hive_trade_desc: "With the appropriate stimulation, logistic needs across the Hive can become predictive instead of reactive."
 district_hive_food: "Agricultural Cluster"
 district_hive_food_plural: "Agricultural Clusters"
 district_hive_food_desc: "Domesticated fauna and flora are grown and culled to provide ample sustenance for the Hive's drones in these structures."
 district_hive_exotic_gases: "$district_hive_food$"
 district_hive_exotic_gases_plural: "$district_hive_food_plural$"
 district_hive_exotic_gases_desc: "$district_hive_food_desc$"
 district_hive_mining: "Mining Cluster"
 district_hive_mining_plural: "Mining Clusters"
 district_hive_mining_desc: "$district_mining_desc$"
 district_betharian_hive: "$district_hive_mining$"
 district_betharian_hive_plural: "$district_hive_mining_plural$"
 district_betharian_hive_desc: "$district_hive_mining_desc$"
 district_rare_crystals_hive: "$district_hive_mining$"
 district_rare_crystals_hive_plural: "$district_hive_mining_plural$"
 district_rare_crystals_hive_desc: "$district_hive_mining_desc$"
 district_hive_energy: "Generator Cluster"
 district_hive_energy_plural: "Generator Clusters"
 district_hive_energy_desc: "$district_generator_desc$"
 district_hive_volatile_motes: "$district_hive_energy$"
 district_hive_volatile_motes_plural: "$district_hive_energy_plural$"
 district_hive_volatile_motes_desc: "$district_hive_energy_desc$"
 district_hive_spawning: "Spawning Cluster"
 district_hive_spawning_plural: "Spawning Clusters"
 district_hive_spawning_desc: "Giant spawning pools, cared by drones spawned for this exact purpose, these ensure that the Hive's growth cannot be contained."
 district_resort_zoo: "$zone_resort_zoo$"
 district_resort_zoo_plural: "$zone_resort_zoo$"
 district_resort_zoo_desc: "$zone_resort_zoo_desc$"
 district_resort_museum: "$zone_resort_grand_museum$"
 district_resort_museum_plural: "$zone_resort_grand_museum$"
 district_resort_museum_desc: "$zone_resort_grand_museum_desc$"
 district_resort_hunting_ground: "$zone_resort_hunting_ground$"
 district_resort_hunting_ground_plural: "$zone_resort_hunting_ground$"
 district_resort_hunting_ground_desc: "$zone_resort_hunting_ground_desc$"
 district_resort_spiritual_retreat: "$zone_resort_spiritual_retreat$"
 district_resort_spiritual_retreat_plural: "$zone_resort_spiritual_retreat$"
 district_resort_spiritual_retreat_desc: "$zone_resort_spiritual_retreat_desc$"
 district_resort_restoration_enclave: "$zone_resort_restoration_enclave$"
 district_resort_restoration_enclave_plural: "$zone_resort_restoration_enclave$"
 district_resort_restoration_enclave_desc: "$zone_resort_restoration_enclave_desc$"
 district_resort_proving_grounds: "$zone_resort_proving_grounds$"
 district_resort_proving_grounds_plural: "$zone_resort_proving_grounds$"
 district_resort_proving_grounds_desc: "$zone_resort_proving_grounds_desc$"

 mod_zone_building_slots_add: "$MOD_PLANET_MAX_BUILDINGS_ADD$"

 planet_physicists: "$job_physicist$ Jobs"
 planet_biologists: "$job_biologist$ Jobs"
 planet_engineers: "$job_engineer$ Jobs"

 job_artisan_plural_with_icon: "[artisan.GetIcon] [artisan.GetNamePlural]"
 job_primitive_laborer_plural_with_icon: "£job_primitive_laborer£ $job_primitive_laborer_plural$"
 job_clerk_plural_with_icon: "[clerk.GetIcon] [clerk.GetNamePlural]"
 job_soldier_plural_with_icon: "£job_soldier£ $job_soldier_plural$"

 minor_artifacts_with_icon: "£minor_artifacts£ $minor_artifacts$"
 astral_threads_with_icon: "£astral_threads£ $astral_threads$"
 alloys_with_icon: "£alloys£ $alloys$"
 minerals_with_icon: "£minerals£ $minerals$"
 consumer_goods_with_icon: "£consumer_goods£ $consumer_goods$"
 physics_research_with_icon: "£physics£ $physics_research$"
 physics_research_icon_with_space: "£physics£ "
 society_research_with_icon: "£society£ $society_research$"
 society_research_icon_with_space: "£society£ "
 engineering_research_with_icon: "£engineering£ $engineering_research$"
 engineering_research_icon_with_space: "£engineering£ "
 nanites_with_icon: "£nanites£ $nanites$"
 trade_with_icon: "£trade£ $trade$"
 energy_with_icon: "£energy£ $energy$"
 food_with_icon: "£food£ $food$"
 sr_dark_matter_with_icon: "£sr_dark_matter£ $sr_dark_matter$"
 unity_with_icon: "£unity£ $unity$"
 amenities_with_icon: "£mod_planet_amenities_add£ Amenities"
 exotic_gases_with_icon: "£exotic_gases£ $exotic_gases$"
 rare_crystals_with_icon: "£rare_crystals£ $rare_crystals$"
 volatile_motes_with_icon: "£volatile_motes£ $volatile_motes$"
 BONUS_WORKFORCE_FOR: "$MOD_POP_BONUS_WORKFORCE_MULT$ for"

 miner_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Miner jobs"
 miner_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_miners']: $VARIABLE|1%=+$"
 technician_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Technician jobs"
 technician_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_technician']: $VARIABLE|1%=+$"
 farmer_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Farmer jobs"
 farmer_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_farmers']: $VARIABLE|1%=+$"
 researcher_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Researcher jobs"
 researcher_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_researchers']: $VARIABLE|1%=+$"
 physicist_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Physicist jobs"
 physicist_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_physicists']: $VARIABLE|1%=+$"
 biologist_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Biologist jobs"
 biologist_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_biologists']: $VARIABLE|1%=+$"
 engineer_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Engineer jobs"
 engineer_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_engineers']: $VARIABLE|1%=+$"
 bureaucrat_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Administrative jobs"
 bureaucrat_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_bureaucrats']: $VARIABLE|1%=+$"
 livestock_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Livestock jobs"
 livestock_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_livestock']: $VARIABLE|1%=+$"
 foundry_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Metallurgist jobs"
 foundry_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_metallurgists']: $VARIABLE|1%=+$"
 artisan_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Artisan jobs"
 artisan_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_artisans']: $VARIABLE|1%=+$"
 trader_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Trader jobs"
 trader_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_traders']: $VARIABLE|1%=+$"
 influential_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Influential jobs"
 influential_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_influential']: $VARIABLE|1%=+$"
 enforcer_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Enforcer jobs"
 enforcer_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_enforcers']: $VARIABLE|1%=+$"
 mod_pop_cat_simple_drone_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_simple_drone_plural$"
 mod_pop_cat_purge_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_purge_plural$"
 worker_and_simple_drone_cat_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_worker_plural$ & $pop_cat_simple_drone_plural$"
 worker_and_simple_drone_cat_bonus_workforce_mult_tt: "$t$- $worker_and_simple_drone_cat_bonus_workforce_mult$ $VARIABLE|1%=+$"
 specialist_and_complex_drone_cat_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_specialist_plural$ & $pop_cat_complex_drone_plural$"
 specialist_and_complex_drone_cat_bonus_workforce_mult_tt: "$t$- $specialist_and_complex_drone_cat_bonus_workforce_mult$ $VARIABLE|1%=+$"
 civilian_and_maintenance_drone_cat_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $pop_cat_civilian_plural$ & $pop_cat_maintenance_drone_plural$"
 civilian_and_maintenance_drone_cat_bonus_workforce_mult_tt: "$t$- $civilian_and_maintenance_drone_cat_bonus_workforce_mult$ $VARIABLE|1%=+$"
 roboticist_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Roboticist jobs"
 roboticist_jobs_bonus_workforce_mult_tt: "$BONUS_WORKFORCE_FOR$ ['concept_planet_roboticists']: $VARIABLE|1%=+$"
 telepath_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Telepath jobs"
 telepath_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_telepaths']: $VARIABLE|1%=+$"
 soldier_jobs_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ Soldier jobs"
 soldier_jobs_bonus_workforce_mult_tt: "$t$- $BONUS_WORKFORCE_FOR$ ['concept_planet_soldiers']: $VARIABLE|1%=+$"

 concept_planet_miners: "Mining Jobs"
 concept_planet_miners_desc: "Mining jobs include: $TABBED_NEW_LINE$- [miner.GetNamePlural] $TABBED_NEW_LINE$- [mining_drone.GetNamePlural]"
 concept_planet_technician: "Technician Jobs"
 concept_planet_technician_desc: "Technician jobs include: $TABBED_NEW_LINE$- [technician.GetNamePlural] $TABBED_NEW_LINE$- [technician_drone.GetNamePlural]"
 concept_planet_farmers: "Farming Jobs"
 concept_planet_farmers_desc: "Farming jobs include: $TABBED_NEW_LINE$- [farmer.GetNamePlural] $TABBED_NEW_LINE$- [agri_drone.GetNamePlural]"
 concept_planet_researchers: "Researcher Jobs"
 concept_planet_researchers_desc: "Researcher jobs include: $TABBED_NEW_LINE$- [physicist.GetNamePlural] $TABBED_NEW_LINE$- [biologist.GetNamePlural] $TABBED_NEW_LINE$- [engineer.GetNamePlural] $TABBED_NEW_LINE$- $job_brain_drone_physicist_plural$ $TABBED_NEW_LINE$- $job_brain_drone_biologist_plural$ $TABBED_NEW_LINE$- $job_brain_drone_engineer_plural$ $TABBED_NEW_LINE$- [calculator_physicist.GetNamePlural] $TABBED_NEW_LINE$- [calculator_biologist.GetNamePlural] $TABBED_NEW_LINE$- [calculator_engineer.GetNamePlural]"
 concept_planet_physicists: "Physicist Jobs"
 concept_planet_physicists_desc: "Physicist jobs include: $TABBED_NEW_LINE$- [physicist.GetNamePlural] $TABBED_NEW_LINE$- $job_brain_drone_physicist_plural$ $TABBED_NEW_LINE$- [calculator_physicist.GetNamePlural]"
 concept_planet_biologists: "Biologist Jobs"
 concept_planet_biologists_desc: "Biologist jobs include: $TABBED_NEW_LINE$- [biologist.GetNamePlural] $TABBED_NEW_LINE$- $job_brain_drone_biologist_plural$ $TABBED_NEW_LINE$- [calculator_biologist.GetNamePlural]"
 concept_planet_engineers: "Engineer Jobs"
 concept_planet_engineers_desc: "Engineer jobs include: $TABBED_NEW_LINE$- [engineer.GetNamePlural] $TABBED_NEW_LINE$- $job_brain_drone_engineer_plural$ $TABBED_NEW_LINE$- [calculator_engineer.GetNamePlural]"
 concept_planet_bureaucrats: "Bureaucrat Jobs"
 concept_planet_bureaucrats_desc: "Bureaucrat jobs include: $TABBED_NEW_LINE$- [bureaucrat.GetNamePlural] $TABBED_NEW_LINE$- $job_synapse_drone_plural$ $TABBED_NEW_LINE$- [coordinator.GetNamePlural]"
 concept_planet_livestock: "Livestock Jobs"
 concept_planet_livestock_desc: "Livestock jobs include: $TABBED_NEW_LINE$- $job_livestock_plural$"
 concept_planet_metallurgists: "Metallurgist Jobs"
 concept_planet_metallurgists_desc: "Metallurgist jobs include: $TABBED_NEW_LINE$- [foundry.GetNamePlural] $TABBED_NEW_LINE$- $job_alloy_drone_plural$ $TABBED_NEW_LINE$- [fabricator.GetNamePlural]"
 concept_planet_artisans: "Artisan Jobs"
 concept_planet_artisans_desc: "Artisan jobs include: $TABBED_NEW_LINE$- [artisan.GetNamePlural] $TABBED_NEW_LINE$- [artisan_drone.GetNamePlural]"
 concept_planet_traders: "Trader Jobs"
 concept_planet_traders_desc: "Trader jobs include: $TABBED_NEW_LINE$- [trader.GetNamePlural] $TABBED_NEW_LINE$- [logistics_drone.GetNamePlural]"
 concept_planet_influential: "Influential Jobs"
 concept_planet_influential_desc: "Influential jobs include: $TABBED_NEW_LINE$- $pop_cat_ruler$ Jobs $TABBED_NEW_LINE$- [entertainer.GetNamePlural] $TABBED_NEW_LINE$- [bio_trophy.GetNamePlural] $TABBED_NEW_LINE$- [maintenance_drone.GetNamePlural]"
 concept_planet_enforcers: "Enforcer Jobs"
 concept_planet_enforcers_desc: "Enforcer jobs include: $TABBED_NEW_LINE$- [enforcer.GetNamePlural] $TABBED_NEW_LINE$- $job_educator_plural$ $TABBED_NEW_LINE$- [patrol_drone.GetNamePlural]"
 concept_planet_telepaths: "Telepath Jobs"
 concept_planet_telepaths_desc: "Telepath jobs include: $TABBED_NEW_LINE$- $job_telepath_plural$ $TABBED_NEW_LINE$- $job_telepath_drone_plural$"
 concept_planet_roboticists: "Roboticist Jobs"
 concept_planet_roboticists_desc: "Roboticist jobs include: $TABBED_NEW_LINE$- [roboticist.GetNamePlural] $TABBED_NEW_LINE$- [replicator.GetNamePlural]"
 concept_planet_soldiers: "Soldier Jobs"
 concept_planet_soldiers_desc: "Soldier jobs include: $TABBED_NEW_LINE$-[soldier.GetNamePlural] $TABBED_NEW_LINE$- [warrior_drone.GetNamePlural] $TABBED_NEW_LINE$- [knight.GetNamePlural]"

 #Scientist - Mandarin Language - Advisor Voice
 vo_venerable_scientist_voice: "Scientist (£venerable_scientist£)"

 district_rw_urban_1: "Unspecialized Segment"
 district_rw_urban_1_plural: "Unspecialized Segments"
 district_rw_urban_1_desc: "Unspecialized Ring World segments, used as housing until new facilities are ready."
 district_rw_urban_2: "Unspecialized Segment"
 district_rw_urban_2_plural: "$district_rw_urban_1_plural$"
 district_rw_urban_2_desc: "$district_rw_urban_1_desc$"
 district_rw_urban_3: "Unspecialized Segment"
 district_rw_urban_3_plural: "$district_rw_urban_1_plural$"
 district_rw_urban_3_desc: "$district_rw_urban_1_desc$"

 district_arcology_urban_1: "Unspecialized Arcology"
 district_arcology_urban_1_plural: "Unspecialized Arcologies"
 district_arcology_urban_1_desc: "Towering arcologies lie waiting, stretching into the clouds, awaiting a designated purpose."
 district_arcology_urban_2: "$district_arcology_urban_1$"
 district_arcology_urban_2_plural: "$district_arcology_urban_1_plural$"
 district_arcology_urban_2_desc: "$district_arcology_urban_1_desc$"
 district_arcology_urban_3: "$district_arcology_urban_1$"
 district_arcology_urban_3_plural: "$district_arcology_urban_1_plural$"
 district_arcology_urban_3_desc: "$district_arcology_urban_1_desc$"
 district_arcology_name: "Unallocated Towers"


 district_nexus_1: "Unspecialized Nexus"
 district_nexus_1_plural: "Unspecialized Nexuses"
 district_nexus_1_desc: "An unspecialized hub of drone relays, storage and computational power."
 district_nexus_2: "$district_nexus_1$"
 district_nexus_2_plural: "$district_nexus_1_plural$"
 district_nexus_2_desc: "$district_nexus_1_desc$"
 district_nexus_3: "$district_nexus_1$"
 district_nexus_3_plural: "$district_nexus_1_plural$"
 district_nexus_3_desc: "$district_nexus_1_desc$"
 district_nexus_name: "Awaiting Assignment"

 district_hive_1: "Unspecialized Cluster"
 district_hive_1_plural: "Unspecialized Clusters"
 district_hive_1_desc: "An unspecialized hive cluster, used for housing drones until the mind decides upon a new purpose."
 district_hive_2: "$district_hive$"
 district_hive_2_plural: "$district_hive_1$"
 district_hive_2_desc: "$district_hive_desc$"
 district_hive_3: "$district_hive$"
 district_hive_3_plural: "$district_hive_1$"
 district_hive_3_desc: "$district_hive_desc$"

 zone_food_ring_world: "$zone_food$"
 zone_food_ring_world_desc: "$zone_food_desc$"
 zone_energy_ring_world: "$zone_energy$"
 zone_energy_ring_world_desc: "$zone_energy_desc$"

 zone_spawning: "Spawning Nest"
 zone_spawning_desc: "These massive nests are carefully maintained by drones, ensuring the spawn thrive while encouraging ample growth."
 zone_machine_replication: "Replication Hub"
 zone_machine_replication_desc: "City-sized assembly lines churn out an ever-growing number of new units."

 job_death_manager: "Extinction Manager"
 job_death_manager_plural: "Extinction Managers"
 job_managing_preacher: "Death Preacher"
 job_managing_preacher_plural: "Death Preachers"
 job_memorialist: "Death Chronicler"
 job_memorialist_plural: "Death Chroniclers"
 job_memorialist_desc: "$job_death_chronicler_desc$"

 death_manager: "Extinction Manager"
 memorialist: "Death Chronicler"
 manager: "Manager"
 steward: "Steward"
 priest: "Priest"
 haruspex: "Haruspex"
 numistic_priest: "Numistic Priest"
 unifier: "Unification Officer"
 death_priest: "Death Priest"
 low_tech_bureaucrat: "Primitive Bureaucrat"
 low_tech_manager: "Primitive Manager"
 low_tech_priest: "Primitive Priest"

  # District Names
 city_space_age_industry_1: "Space Age Industry"
 city_colony_1: "Fledgling Colony"
 city_industrial_1: "Urban Industry"
 city_foundry_1: "Urban Foundries"
 city_factory_1: "Urban Factories"
 city_research_1: "Research Campus"
 city_fortress_1: "Fortified Cities"
 city_bureaucracy_1: "Administrative Quagmire"
 city_temple_1: "Theological Center"
 city_trade_1: "Center of Commerce"

 city_bureaucracy_trade_1: "Regulatory Exchange"
 city_temple_trade_1: "Prosperity Ministry"
 city_fortress_bureaucracy_1: "Administrative Bastion"
 city_fortress_temple_1: "Holy Bastion"
 city_fortress_trade_1: "Arms Exchange"
 city_research_fortress_1: "Military Development Center"
 city_research_bureaucracy_1: "Policy Research Campus"
 city_research_temple_1: "Theological Institute"
 city_research_trade_1: "Tech Consortium"
 city_foundry_research_1: "Experimental Foundries"
 city_foundry_fortress_1: "War Foundries"
 city_foundry_bureaucracy_1: "Strategic Operations Center"
 city_foundry_temple_1: "Consecrated Forge"
 city_foundry_trade_1: "Industrial Trade Nexus"
 city_factory_research_1: "Product Development Center"
 city_factory_fortress_1: "Supply Depot"
 city_factory_bureaucracy_1: "Civic Works"
 city_factory_temple_1: "Devotional Workshops"
 city_factory_trade_1: "Retail Complex"
 city_industrial_foundry_1: "Heavy Industry"
 city_industrial_factory_1: "Manufacturing Hub"
 city_industrial_research_1: "Research and Development"
 city_industrial_fortress_1: "Military-Industrial Complex"
 city_industrial_bureaucracy_1: "Administrative Works"
 city_industrial_temple_1: "Sacred Industry"
 city_industrial_trade_1: "Commerce Sector"
 city_research_bureaucracy_industrial_1: "Metropolitan Core"
 city_research_bureaucracy_foundry_1: "Metallurgical Research Complex"
 city_research_bureaucracy_factory_1: "Civic Culture Institute"
 city_research_bureaucracy_research_1: "Research Directorate"
 city_research_bureaucracy_fortress_1: "Tactical Doctrine Center"
 city_research_bureaucracy_bureaucracy_1: "Policy Archives Complex"
 city_research_bureaucracy_trade_1: "Information Exchange"
 city_research_temple_industrial_1: "Harmonious Enclave"
 city_research_temple_foundry_1: "Anointed Foundry"
 city_research_temple_factory_1: "Liturgical Crafthall"
 city_research_temple_research_1: "Scriptorium Complex"
 city_research_temple_fortress_1: "Holy Bastion"
 city_research_temple_temple_1: "Sanctified Archives"
 city_research_temple_trade_1: "Pilgrim's Marketplace"

 city_space_age_industry_1_desc: "Built on polymer, steel, and determination, this city laid the groundwork for the stars. It may lack elegance, but it gets the job done."
 city_colony_1_desc: "Each settlement begins as a question. With patience and purpose, it becomes an answer."
 city_industrial_1_desc: "This city balances the needs of war and peace."
 city_foundry_1_desc: "The clamor of the forge is only ever a few blocks away. Nobody rests well, but they do rest nearby."
 city_factory_1_desc: "A model of domestic production, with homes and workshops blending together."
 city_research_1_desc: "The lines between dormitory and laboratory have blurred in this city."
 city_fortress_1_desc: "Built to house both soldier and civilian."
 city_bureaucracy_1_desc: "Rows of tenements are interspersed with administrative centers, the soft machinery of empire."
 city_temple_1_desc: "A haven for the faithful, with hymns echoing through apartment blocks."
 city_trade_1_desc: "Living space meets selling space."

 city_bureaucracy_trade_1_desc: "Markets flourish when every transaction is monitored and every ledger line is audited."
 city_temple_trade_1_desc: "Wealth is divine proof of favor."
 city_fortress_bureaucracy_1_desc: "A place where orders originate, approvals are stamped, and walls are strong. Safety is assured not merely with force, but with binders."
 city_fortress_temple_1_desc: "Where the faithful are armed and the armory is blessed."
 city_fortress_trade_1_desc: "A city where defense contracts are the local currency, and the phrase 'supply and demand' includes ammunition."
 city_research_fortress_1_desc: "A fortified center where scientists and soldiers collaborate to create unpleasant surprises."
 city_research_bureaucracy_1_desc: "A sterile hive of advisors, analysts, and grim-faced statisticians refining governance into a precise science."
 city_research_temple_1_desc: "A place of disciplined inquiry, where the quiet strain of reconciling metaphysical beliefs with empirical science is ever present."
 city_research_trade_1_desc: "A sleek amalgam of labs and boardrooms, where innovation is guided not by truth, but by quarterly earnings."
 city_foundry_research_1_desc: "A facility-city where metallurgical processes are constantly under revision, trial, and improvement."
 city_foundry_fortress_1_desc: "A stronghold where weaponry and defense are forged as one."
 city_foundry_bureaucracy_1_desc: "The lifeblood of military logistics is bureaucracy."
 city_foundry_temple_1_desc: "Sacred rites are etched into steel and divine sanction accompanies the hammer's fall."
 city_foundry_trade_1_desc: "Where alloys are minted into credits and contracts alike. A city that sells its steel as swiftly as it makes it."
 city_factory_research_1_desc: "Where design and discovery intertwine. Every breakthrough is quickly patented, packaged, and available in multiple colors."
 city_factory_fortress_1_desc: "Behind every good soldier is a crate of regulation hygiene kits, and they have to be made somewhere."
 city_factory_bureaucracy_1_desc: "Where bureaucracy meets mass production. The birthplace of standardized forms in quadruplicate."
 city_factory_temple_1_desc: "Candles, icons, and certified relics - all produced with immaculate quality control."
 city_factory_trade_1_desc: "Mass production feeding mass consumption."
 city_industrial_foundry_1_desc: "A thunderous engine of production."
 city_industrial_factory_1_desc: "Efficiency is doctrine in this bastion of production. No part is wasted, no labor idle."
 city_industrial_research_1_desc: "Equal parts factory and laboratory, new ideas are not just born here - they are brought to life."
 city_industrial_fortress_1_desc: "The fires of industry and war burn in harmony."
 city_industrial_bureaucracy_1_desc: "Every crate has a barcode, and every machine a stamped requisition."
 city_industrial_temple_1_desc: "Cathedrals and chimneys alike rise triumphant towards the heavens."
 city_industrial_trade_1_desc: "The clamor of industry meets the subtle hum of transactional ambition."
 city_research_bureaucracy_industrial_1_desc: "Diverse, dense, and deliberately unspecialized. These urban centers produce a little bit of everything."
 city_research_bureaucracy_foundry_1_desc: "Data-driven metallurgy at scale."
 city_research_bureaucracy_factory_1_desc: "Society is sculpted in material form. Every good from these factories is designed to foster unity through familiarity."
 city_research_bureaucracy_research_1_desc: "Science managed by policy, and policy informed by science. A self-reinforcing spiral of qualified expertise."
 city_research_bureaucracy_fortress_1_desc: "A bastion of predictive models and tactical memos. Battles are fought here - on holoscreens and whiteboards."
 city_research_bureaucracy_bureaucracy_1_desc: "A city where governance is carefully calculated and cataloged, and occasionally implemented."
 city_research_bureaucracy_trade_1_desc: "A hub where knowledge is traded like currency. Every insight has a price."
 city_research_temple_industrial_1_desc: "Diverse in purpose but unified in spirit."
 city_research_temple_foundry_1_desc: "A site of blessed industry, with alloys tempered by ritual."
 city_research_temple_factory_1_desc: "Proof that spiritual identity can be mass-produced."
 city_research_temple_research_1_desc: "When knowledge is a sacred journey, revelation and research are one and the same."
 city_research_temple_fortress_1_desc: "The walls here are fortified by unwavering belief. (And the latest scientific breakthroughs.)"
 city_research_temple_temple_1_desc: "Here, questions are sacred and knowledge is a path to transcendence."
 city_research_temple_trade_1_desc: "A temple of fair trade and faithful spending. Prosperity guided by prayer."

 zone_research_unity: "Archives"
 zone_research_unity_desc: "A hushed place of servers and silence, where memory becomes history - cataloged and sealed for future generations."
 zone_research_unity_triggered_desc: ""

 pop_group_unit: "100"

 zone_habitat_research_unity: "$zone_research_unity$"
 zone_habitat_research_unity_desc: "$zone_research_unity_desc$"
 zone_habitat_rare_crystals: "$zone_rare_crystals$"
 zone_habitat_rare_crystals_desc: "$zone_rare_crystals_desc$"
 zone_habitat_volatile_motes: "$zone_volatile_motes$"
 zone_habitat_volatile_motes_desc: "$zone_volatile_motes_desc$"
 zone_habitat_exotic_gases: "$zone_exotic_gases$"
 zone_habitat_exotic_gases_desc: "$zone_exotic_gases_desc$"

 district_hab_mining_rare_crystals: "$district_hab_mining$"
 district_hab_mining_rare_crystals_plural: "$district_hab_mining_plural$"
 district_hab_mining_rare_crystals_desc: "$district_hab_mining_desc$"

 district_hab_energy_volatile_motes: "$district_hab_energy$"
 district_hab_energy_volatile_motes_plural: "$district_hab_energy_plural$"
 district_hab_energy_volatile_motes_desc: "$district_hab_energy_desc$"

 district_hab_energy_exotic_gases: "$district_hab_energy$"
 district_hab_energy_exotic_gases_plural: "$district_hab_energy_plural$"
 district_hab_energy_exotic_gases_desc: "$district_hab_energy_desc$"

 agriculture_0: "Basic Farms"
 agriculture_1: "Industrial Agriculture"
 agriculture_2: "Eco Simulated Farms"
 agriculture_3: "Gene Crops"
 agriculture_4: "Nano-Vitality Crops"
 agriculture_anglers_0: "Basic Fishing"
 agriculture_anglers_1: "Industrialized Trawling"
 agriculture_anglers_2: "Eco Simulated Harvesting"
 agriculture_anglers_3: "Genetic Aquaculture"
 agriculture_anglers_4: "Quantum Fisheries"
 agriculture_exotic_gases_1: "Industrial Distillation"
 agriculture_exotic_gases_2: "Eco Simulated Wetlands"
 agriculture_exotic_gases_3: "Gene-Boosted Flora"
 agriculture_exotic_gases_4: "Nano-Imbued Microbes"

 mining_0: "Basic Mines"
 mining_1: "Mechanized Mining"
 mining_2: "Geothermal Fracking"
 mining_3: "Deep Core Mining"
 mining_4: "Mineral Isolation Mining"
 mining_betharian_1: "Betharian Mines"
 mining_betharian_2: "Geothermal Betharian Fracking"
 mining_betharian_3: "Deep Core Betharian Mining"
 mining_betharian_4: "Betharian Isolation"
 mining_rare_crystals_1: "Crystal Mines"
 mining_rare_crystals_2: "Geothermal Crystal Fracking"
 mining_rare_crystals_3: "Deep Core Crystal Mining"
 mining_rare_crystals_4: "Quantum Crystal Tunnels"

 generator_0: "Basic Generators"
 generator_1: "High-Energy Capacitors"
 generator_2: "Modulated Fields"
 generator_3: "Entangled Generators"
 generator_4: "Quantum Field Manipulators"
 generator_volatile_motes_1: "High-Energy Traps"
 generator_volatile_motes_2: "Modulated Field Containment"
 generator_volatile_motes_3: "Mote Entanglement"
 generator_volatile_motes_4: "Exciton Manipulators"

 # Needs words but doing implementation first
 agriculture_0_desc: "Plows cutting through soil dates back to the birth of civilization itself."
 agriculture_1_desc: "Automated combines roar across endless fields."
 agriculture_2_desc: "Our agricultural strategies are backed by countless meticulously detailed simulations."
 agriculture_3_desc: "Each seed is a marvel of genetic calculus."
 agriculture_4_desc: "Every stalk is laced with nanites that optimize both yields and nourishment."
 agriculture_anglers_0_desc: "These operations are primitive, yet still undeniably effective."
 agriculture_anglers_1_desc: "Vast trawlers scour the depths, stripping the seas with efficiency."
 agriculture_anglers_2_desc: "Controlled reefs teem with bio-engineered fish."
 agriculture_anglers_3_desc: "Species sculpted for rapid growth and docility swim neatly in organized schools."
 agriculture_anglers_4_desc: "Schools of fish exist in probabilistic states until caught - and then are processed instantly."
 agriculture_exotic_gases_1_desc: "Towering distillation columns capture the byproducts of the local ecosystem and distill useful exotic gases out of the mixture."
 agriculture_exotic_gases_2_desc: "Seasonally dynamic gas harvesting techniques are empowered by countless simulations."
 agriculture_exotic_gases_3_desc: "Genetic enhancement of local flora life vastly increases exotic gas concentrations."
 agriculture_exotic_gases_4_desc: "Integration of nanites and microbes optimizes both growth rates and off-gassing."

 mining_0_desc: "A pick axe and cart are the foundation of civilized extraction."
 mining_1_desc: "Diggers and drills consuming the mountains themselves."
 mining_2_desc: "Superheated steam and volatile pressure allow progress through controlled violence."
 mining_3_desc: "Abyssal shafts reach towards the core."
 mining_4_desc: "Minerals are atomically teased from the bedrock."
 mining_betharian_1_desc: "The strange glow of Betharian hints at impossible energy."
 mining_betharian_2_desc: "Pipes hum with an unnatural warmth, siphoning power from the depths."
 mining_betharian_3_desc: "Where pressure and Betharian converge, energy blooms."
 mining_betharian_4_desc: "Each Betharian fragment is extracted with surgical precision, eliminating destabilization events."
 mining_rare_crystals_1_desc: "Like enormous geodes, these mines are filled on all sides with rare crystals."
 mining_rare_crystals_2_desc: "Under extreme pressure the surrounding geology gives way, leaving only the toughest of crystal growths."
 mining_rare_crystals_3_desc: "Impossibly-sized crystal formations grow at the boundary of crust and the mantle."
 mining_rare_crystals_4_desc: "Quantum tunneling and virtual mine-shafts allows for resource extraction without the mine itself."

 generator_0_desc: "Turbines spin and coils crackle." # bubble bubble toil and trouble
 generator_1_desc: "Great reservoirs of potential energy hum with tightly leashed volatility."
 generator_2_desc: "Energy is shepherded into steady streams by algorithm and intent."
 generator_3_desc: "Quantum-linked cores generate power, blurring both distance and dimension."
 generator_4_desc: "These constructs bend reality around themselves to draw energy from the fabric of space itself."
 generator_volatile_motes_1_desc: "High-energy beams redirect trapped volatile motes, allowing for easier harvesting."
 generator_volatile_motes_2_desc: "These modulated energy fields trap volatile motes, dampening their natural resonance."
 generator_volatile_motes_3_desc: "Quantum entanglement between volatile motes and stable matter means that mote harvesting is safe enough a [owner.GetSpeciesSpawnName] could do the job. Theoretically."
 generator_volatile_motes_4_desc: "The manipulation of mote excitons in the zero-point energy field forces trapped motes to fall into condensed stable state."

 zone_food_biology: "Biological Research Support"
 zone_food_biology_desc: "By sourcing organic material from neighboring districts, the pace and quality of our experimentation has drastically improved."

 zone_energy_physics: "Energy Research Support"
 zone_energy_physics_desc: "With potent reactors channeling energy directly into their research facilities, our physicists cast a brilliant light into the darkness of ignorance."

 zone_minerals_engineering: "Mineral Research Support"
 zone_minerals_engineering_desc: "A steady supply of minerals, both exotic and mundane, allows our engineers to experiment at a far more adventurous rate than most others."

 zone_minerals_physics: "Gravitonic Mines"
 zone_minerals_physics_desc: "Mining deep within the suspended mountain yields substrates imbued with gravitons."
 district_mining_physics: "$district_mining$"
 district_mining_physics_plural: "$district_mining_plural$"
 district_mining_physics_desc: "$district_mining_desc$"

 zone_urban_energy: "Generator Support"
 zone_urban_minerals: "Mining Support"
 zone_urban_food: "Farming Support"
 zone_urban_energy_desc: "By delegating most of our urban space to extend and support our energy generation, we can achieve truly remarkable production."
 zone_urban_minerals_desc: "By delegating most of our urban space to extend and support our mineral excavations, we can achieve truly remarkable production."
 zone_urban_food_desc: "By delegating most of our urban space to extend and support our farming efforts, we can achieve truly remarkable production."

 zone_research_physics: "Physics Research Specialization"
 zone_research_engineering: "Engineering Research Specialization"
 zone_research_society: "Society Research Specialization"

 zone_research_physics_desc: "By prioritizing physics over less theoretically robust fields like engineering and society, we can advance far beyond our previous boundaries."
 zone_research_engineering_desc: "By prioritizing engineering over less practically useful fields such as physics and society, we can accelerate our mechanical advancement."
 zone_research_society_desc: "By redirecting resources from the spiritually barren fields of physics and engineering to societal research, we will enrich our nation, and ourselves."

 zone_research_physics_triggered_desc: "All $job_biologist_plural_with_icon$ and $job_engineer_plural_with_icon$ are replaced with $job_physicist_plural_with_icon$"
 zone_research_engineering_triggered_desc: "All $job_physicist_plural_with_icon$ and $job_engineer_plural_with_icon$ are replaced with $job_biologist_plural_with_icon$"
 zone_research_society_triggered_desc: "All $job_physicist_plural_with_icon$ and $job_biologist_plural_with_icon$ are replaced with $job_engineer_plural_with_icon$"

 #trade_policy_research: "Public Research"
 #trade_policy_research_desc: "By focusing the accumulated market potential of our empire into research, we can fund even the most extravagent experiments.\n\n§EHalf of our collected $r_trade$ earns us £physics£ §Y0.1§!, £society£ §Y0.1§! and £engineering£ §Y0.1§!§!"

 any_owned_pop_job_trigger: "Any Owned Pop Job"
 effect_random_owned_pop_job: "Random Owned Pop Job"
 effect_every_owned_pop_job: "Every Owned Pop Job"

 city_first_hive_1: "The First Cluster" # homeworld and capital
 city_colony_hive_1: "Tenuous Grasp"
 city_foundry_hive_1: "Fabrication Nexus"
 city_research_hive_1: "Thought Gardens"
 city_fortress_hive_1: "Fortified Bastions"
 city_synapse_hive_1: "Synaptic Anchor"
 city_logistics_hive_1: "Logistics Warren"

 city_first_hive_1_desc: "All strands of thought trace back to here, the origin where we first became aware of ourselves."
 city_colony_hive_1_desc: "This planet is unfamiliar and its rhythms irregular. It will soon conform to our will."
 city_foundry_hive_1_desc: "Raw materials are churned by foundries into the hardened tools of war."
 city_research_hive_1_desc: "We stretch our mind outward in search of understanding."
 city_fortress_hive_1_desc: "This world absorbs trauma and retaliates in kind."
 city_synapse_hive_1_desc: "From this place, our will radiates outward. Our presence cannot be silenced even in the coldest void."
 city_logistics_hive_1_desc: "Nutrients, tools, and components are routed by instinctive calculation."

 city_machine_core_1: "Central Processing" # homeworld and capital
 city_colony_machine_1: "Establishment Protocols Active"
 city_industrial_machine_1: "Mixed Industry"
 city_factory_machine_1: "Civilian Industry"
 city_foundry_machine_1: "Heavy Industry"
 city_research_machine_1: "Cognitive Array"
 city_fortress_machine_1: "Strategic Containment Grid"
 city_unity_machine_1: "Introspection Core"
 city_unity_bio_trophy_machine_1: "Organic Habitation"
 city_logistics_machine_1: "Supply Chain Hub"

 city_machine_core_1_desc: "The origin point of operational continuity. Initial directives, identity cores, and high-order logic sequences were compiled at this site."
 city_colony_machine_1_desc: "Environment parameters: suboptimal. Semi-autonomous units continue terrain adaptation and infrastructure deployment. Long-term viability: under assessment."
 city_industrial_machine_1_desc: "Strategic alloy output balanced with non-military fabrication protocols. Efficiency maintained through real-time optimization."
 city_factory_machine_1_desc: "Resources are redirected to maximize the production of non-combatant equipment."
 city_foundry_machine_1_desc: "Priority: uninterrupted alloy production. Materials to be converted into fleet assets at peak throughput. Environmental degredation levels: acceptable."
 city_research_machine_1_desc: "Iterative modeling, hypothesis validation, and algorithmic extrapolation to be performed under subunit isolation to avoid contamination of logic trees."
 city_fortress_machine_1_desc: "Prediction models indicate optimal countermeasure readiness. Maximum resistance efficiency expected."
 city_unity_machine_1_desc: "Internal diagnostics and coherence routines prioritized. Algorithmic drift corrected."
 city_unity_bio_trophy_machine_1_desc: "Designated resources for Bio-Trophy housing and pampering. Psychological optimization routines engaged. Reproductive Activity: Monitored. Self-Determination: Unnecessary."
 city_logistics_machine_1_desc: "Fleet integrity and planetary support maintained via predictive demand matrices. Waste tolerance: zero."

 pop_cat_dystopian_specialist: "$pop_cat_specialist$"
 pop_cat_dystopian_specialist_plural: "$pop_cat_specialist_plural$"
 pop_cat_dystopian_specialist_desc: "$pop_cat_specialist_desc$"

 job_purge_processing: "$purge_processing$"
 job_purge_processing_plural: "$purge_processing$"
 job_purge_processing_desc: "$purge_processing_desc$"
 job_purge_processing_lithoid: "$purge_processing$"
 job_purge_processing_lithoid_plural: "$purge_processing$"
 job_purge_processing_lithoid_desc: "$purge_processing_desc$"
 job_purge_processing_infernal: "$purge_processing$"
 job_purge_processing_infernal_plural: "$purge_processing$"
 job_purge_processing_infernal_desc: "$purge_processing_desc$"
 job_purge_processing_robot: "$purge_processing$"
 job_purge_processing_robot_plural: "$purge_processing$"
 job_purge_processing_robot_desc: "$purge_processing_desc$"
 job_purge_labor_camps: "$purge_labor_camps$"
 job_purge_labor_camps_plural: "$purge_labor_camps$"
 job_purge_labor_camps_desc: "$purge_labor_camps_desc$"
 job_purge_matrix: "$purge_matrix$"
 job_purge_matrix_plural: "$purge_matrix$"
 job_purge_matrix_desc: "$purge_matrix_desc$"

 mod_pop_livestock_bonus_workforce_mult: "Job Efficiency for $job_livestock_plural$"
 mod_pop_livestock_lithoid_bonus_workforce_mult: "Job Efficiency for $job_livestock_lithoid_plural$"
 mod_pop_livestock_infernal_bonus_workforce_mult: "Job Efficiency for $job_livestock_infernal_plural$"

 #Resort World Districts
 resort_default: "Guest Services"
 resort_attraction_default: "Experience Hub"

 mod_pop_roboticist_bonus_workforce_mult: "Job Efficiency for $job_roboticist_plural$"
 mod_pop_identity_designer_bonus_workforce_mult: "$BONUS_WORKFORCE_FOR$ $job_identity_designer_plural$"
 automation_tooltip: "Unlocks several buildings that automate a percentage of a specific basic resource gathering job."
 automation_2_tooltip: "Unlocks several buildings that automate a greater percentage of a specific basic resource gathering job."
 automation_generator_tankbound_tooltip: "§RWarning: This building will not automate $job_technician_plural_with_icon$ in this district. They are already automated at maximum capacity.§!"
 automation_mining_tankbound_tooltip: "§RWarning: This building will not automate $job_miner_plural_with_icon$ in this district. They are already automated at maximum capacity.§!"
 automation_farming_tankbound_tooltip: "§RWarning: This building will not automate $job_farmer_plural_with_icon$ in this district. They are already automated at maximum capacity.§!"
 automation_rw_tankbound_tooltip: "§RWarning: This building will not automate $job_farmer_plural_with_icon$ or $job_technician_plural_with_icon$ in this district. They are already automated at maximum capacity.§!"

 automation_city_tooltip: "Building Upkeep per Automated District: §R£energy£+$@b4_upkeep$§!"
 automation_city_2_tooltip: "Building Upkeep per Automated District: §R£energy£+$@b5_upkeep$§!"

 building_automation_technician_1: "$building_automation_1$: $job_technician$"
 building_automation_technician_1_desc: "$building_automation_1_desc$\n\nThis building will automate a portion of $job_technician$ and $job_technician_drone$ jobs."
 building_automation_technician_2: "$building_automation_2$: $job_technician$"
 building_automation_technician_2_desc: "$building_automation_2_desc$\n\nThis building will automate a portion of $job_technician$ and $job_technician_drone$ jobs."
 building_automation_miner_1: "$building_automation_1$: $job_miner$"
 building_automation_miner_1_desc: "$building_automation_1_desc$\n\nThis building will automate a portion of $job_miner$ and $job_mining_drone$ jobs."
 building_automation_miner_2: "$building_automation_2$: $job_miner$"
 building_automation_miner_2_desc: "$building_automation_2_desc$\n\nThis building will automate a portion of $job_miner$ and $job_mining_drone$ jobs."
 building_automation_farmer_1: "$building_automation_1$: $job_farmer$"
 building_automation_farmer_1_desc: "$building_automation_1_desc$\n\nThis building will automate a portion of $job_farmer$ and $job_agri_drone$ jobs."
 building_automation_farmer_2: "$building_automation_2$: $job_farmer$"
 building_automation_farmer_2_desc: "$building_automation_2_desc$\n\nThis building will automate a portion of $job_farmer$ and $job_agri_drone$ jobs."

 building_automation_city_1: "$building_automation_1$"
 building_automation_city_1_desc: "$building_automation_1_desc$"
 building_automation_city_2: "$building_automation_2$"
 building_automation_city_2_desc: "$building_automation_2_desc$"
 building_automation_urban_1: "$building_automation_city_1$"
 building_automation_urban_1_desc: "$building_automation_city_1_desc$"
 building_automation_urban_2: "$building_automation_city_2$"
 building_automation_urban_2_desc: "$building_automation_city_2_desc$"
 building_automation_urban_arcology_1: "$building_automation_city_1$"
 building_automation_urban_arcology_1_desc: "$building_automation_city_1_desc$"
 building_automation_urban_arcology_2: "$building_automation_city_2$"
 building_automation_urban_arcology_2_desc: "$building_automation_city_2_desc$"
 trade_deficit: "Trade Deficit"
 trade_deficit_tooltip: "A lack of logistics impacts our Job Efficiency and Empire Size"

 TRANSFER_SPEED_FAST: "Fast"
 TRANSFER_SPEED_COMPAT: "Compatibility"
 TRANSFER_SPEED_NONE: "None"
 TRANSFER_SPEED: "Transfer Speed"
 TRANSFER_SPEED_TOOLTIP: "§H$TRANSFER_SPEED$§!\nThis option sets how quickly save files are transferred to other players when hosting a multiplayer game."
 TRANSFER_SPEED_FAST_TOOLTIP: "§H$TRANSFER_SPEED_FAST$§!\nThis is the fastest speed allowed by the game."
 TRANSFER_SPEED_COMPAT_TOOLTIP: "§H$TRANSFER_SPEED_COMPAT$§!\nIf the fast speed causes issues when transferring saves, try using this speed."

 TELEMETRY_LABEL: "Telemetry"
 TELEMETRY_OPTION_TOOLTIP: "If enabled, will send additional telemetry data to help improve the game."
 TELEMETRY_OPTION_UNAVAILABLE_TOOLTIP: "Disabled until legal docs have been viewed."
 TELEMETRY_OPTION_ENABLED_TOOLTIP: "Optional telemetry is enabled."
 TELEMETRY_OPTION_DISABLED_TOOLTIP: "Optional telemetry is disabled."

 pop_cat_slave_unemployment2: "$pop_cat_slave_unemployment$"
 pop_cat_slave_unemployment2_plural: "$pop_cat_slave_unemployment_plural$"
 pop_cat_slave_unemployment2_desc: "$pop_cat_slave_unemployment_desc$"

 are_you_sure: "Confirm"
 are_you_sure_ban_long_desc: "You are about to ban $NAME|Y$.\nThis will prevent them from re-joining this lobby."

 accept_hotjoiner: "Accept hotjoining player"
 decline_hotjoiner: "Decline hotjoining player" #TODO CD AUG-58373
 ban_hotjoiner: "Reject hotjoining player and ban them from joining this game again."
