l_german:
 ### CONCEPTS
 #Above each concept definition are instructions on usage, including an icon where one exists.
 #Note that between the icon and the term there's a non-breaking space. When you copy the usage example, it will keep the non-breaking space.
 #This is important to not get a line break between the icon and the concept.
 #Use a concept link with icon the first time a new concept is mentioned, then use §H without an icon for repeated uses.
 #Use §H with an icon the first time a concept is used withing its own description.
 #Use §H without an icon if the concept is used more than once.
 #Shorthand with §I highlighting
 i_energy: "£energy£ §I$energy$§!"
 i_minerals: "£minerals£ §I$minerals$§!"
 i_food: "£food£ §I$food$§!"
 i_alloys: "£alloys£ §I$alloys$§!"
 i_consumer_goods: "£consumer_goods£ §I$consumer_goods$§!"
 i_unity: "£unity£ §I$unity$§!"
 i_influence: "£influence£ §I$influence$§!"
 i_research: "£physics£ £society£ £engineering£ §IForschungspunkte§!"
 i_physics: "£physics£ §I$physics_research$§!"
 i_society: "£society£ §I$society_research$§!"
 i_engineering: "£engineering£ §I$engineering_research$§!"
 i_amenities: "£amenities£ §IDienstleistungen§!"
 i_trade_value: "$r_trade$"
 i_loyalty: "£loyalty£ §ILoyalität (Monatlich)§!"
 i_rare_crystals: "£rare_crystals£ §I$rare_crystals$§!"
 i_volatile_motes: "£volatile_motes£ §I$volatile_motes$§!"
 i_exotic_gases: "£exotic_gases£ §I$exotic_gases$§!"
 i_living_metal: "£sr_living_metal£ §I$sr_living_metal$§!"
 i_dark_matter: "£sr_dark_matter£ §I$sr_dark_matter$§!"
 i_zro: "£sr_zro£ §I$sr_zro$§!"
 i_nanites: "£nanites£ §I$nanites$§!"
 i_minor_artifacts: "£minor_artifacts£ §IKleinere Artefakte§!"
 i_strategic: "£rare_crystals£ £exotic_gases£ £volatile_motes£ §IStrategische Ressourcen§!"
 i_strategic_plural: "£rare_crystals£ £exotic_gases£ £volatile_motes£ §IStrategische Ressourcen§!"
 i_stability: "£mod_planet_stability_add£ §I$PLANET_STABILITY_TITLE$§!"
 i_crime: "£crime£ §I$PLANET_CRIME_TITLE$§!"
 i_naval_capacity: "£mod_country_naval_cap_add£ §IFlottenkapazität§!"
 i_defense_armies: "£defense_army£ §IVerteidigungsarmeen§!"
 i_unlocks_building: "§INeues Gebäude:§!"
 i_unlocks_feature: "§INeue Mechanik:§!"
 i_unlocks_orbital: "§INeues Orbital:§!"
 i_leader_exp_gain: "£mod_leader_species_exp_gain£ §I$MOD_LEADER_SPECIES_EXP_GAIN$§!"
 ### Civic and Origin Concepts
 #Prosperous Unification
 concept_planetary_unification: "$tech_planetary_unification$"
 concept_planetary_unification_desc: "- Bei Forschungsabschluss: Gewährt ['concept_unity', £unity£ Einigkeit] in Höhe von 12 Monaten\n- Einigkeit (Monatlich): §G+5%§!.\n- $i_unlocks_feature$ Zusätzliche ['concept_edicts'] (Kampagnen).\n\n§L$tech_planetary_unification_desc$§!"
 concept_prosp_uni: "$prosp_uni_mod$"
 concept_prosp_uni_desc: "- $MOD_POP_HAPPINESS$: §G+15%§!\n- $MOD_PLANET_AMENITIES_MULT$: §G+25%§!\n- $mod_planet_jobs_produces_mult$: §G+10%§!\n- Läuft in §I20§! Jahren ab.\n\n§L$prosp_uni_mod_desc$§!"
 #Mechanist
 concept_robots: "$feature_robots$"
 concept_robots_desc: "$feature_robots_desc$"
 concept_robot_assembly_plant: "$building_robot_assembly_plant$"
 concept_robot_assembly_plant_desc: "- [roboticist.GetIcon] ['concept_roboticist', roboticist.GetNamePlural]-Jobs: §G+100§!\n\n§L$building_robot_assembly_plant_desc$§!"
 concept_powered_exoskeletons: "$tech_powered_exoskeletons$"
 concept_powered_exoskeletons_desc: "- $MOD_ARMY_DAMAGE_MULT$: §G+5%§!\n- Job-Effizienz (Arbeiter): §G+5%§!\n\n§L$tech_powered_exoskeletons_desc$§!"
 concept_robotic_workers: "$tech_robotic_workers$"
 concept_robotic_workers_desc: "- $i_unlocks_building$ $building_robot_assembly_plant$\n- $i_unlocks_feature$ $feature_robots$\n\n§L$tech_robotic_workers_desc$§!"
 concept_robomodding: "$tech_robomodding$"
 concept_robomodding_desc: "- $MOD_POP_ENVIRONMENT_TOLERANCE$: §G+5%§!\n- $i_unlocks_feature$ $feature_modify_robots$\n\n§L$tech_robomodding_desc$§!"
 concept_adaptive_frames: "$trait_auto_mod_robotic$"
 #Syncretic Evolution
 concept_syncretic_proles: "$trait_syncretic_proles$"
 concept_syncretic_proles_desc: "- $MOD_POP_HAPPINESS$: §G+10%§!\n- $worker_and_simple_drone_cat_bonus_workforce_mult$: §G+10%§!\n- Kann keine §YAnführer§!\n generieren- Kann nicht als §Y$pop_cat_ruler$§! oder §Y$pop_cat_specialist$§! beschäftigt werden\n\n§L$trait_syncretic_proles_desc$§!"
 #Life-Seeded
 concept_pc_gaia: "$pc_gaia$"
 concept_pc_gaia_desc: "- Grundbewohnbarkeit: §Y100%§!\n- $mod_planet_jobs_produces_mult$: §G+10%§!\n- $MOD_BIOLOGICAL_POP_HAPPINESS$: §G+10%§!\n- $MOD_LITHOID_POP_HAPPINESS$: §G+10%§!\n- $MOD_PLANET_RESETTLEMENT_UNEMPLOYED_DESTINATION_MULT$: §G+50%§!\n\n§L$pc_gaia_desc$§!"
 concept_gaia_preference: "$trait_pc_gaia_preference$"
 concept_gaia_preference_desc: "- Bewohnbarkeit (Gaia): §G+100%§!\n\n§L$trait_pc_gaia_preference_desc$§!"
 #Post-Apocalyptic
 concept_pc_nuked: "$pc_nuked$"
 concept_pc_nuked_desc: "- Grundbewohnbarkeit: §Y0%§!\n\n§L$pc_nuked_desc$§!"
 concept_survivor: "$trait_survivor$"
 concept_survivor_desc: "- Bewohnbarkeit (Tote Welt): §G+70%§!\n- Lebensdauer (Anführer): §G+10§! Jahre\n- $MOD_POP_HOUSING_USAGE_MULT$: §G-10%§!\n$MOD_POP_AMENITIES_USAGE_MULT$: §G-15%§!\n\n§L$trait_survivor_desc$§!"
 concept_robot_survivor: "$trait_robot_survivor$"
 concept_robot_survivor_desc: "- Bewohnbarkeit (Tote Welt): §G+70%§!\n- Lebensdauer (Anführer): §G+10§! Jahre\n\n§L$trait_robot_survivor_desc$§!"
 #Remnants
 concept_pc_relic: "$pc_relic$"
 concept_pc_relic_desc: "- Grundbewohnbarkeit: §Y80%§!\n- Kann durch eine §IPlanetare Entscheidung§! wiederhergestellt werden. Diese schaltet spezielle £district£ §IArkologie-Distrikte§! frei\n\n§L$pc_relic_desc$§!"
 concept_ruined_arcology: "$d_ruined_arcology$"
 concept_ruined_arcology_desc: "- Zeit zum Entfernen:\n$tt$- £time£ 360 §ITage§!\n- Kosten zum Entfernen:\n$tt$- 750 $i_energy$\n$tt$- 250 $i_minerals$\n- $MOD_PLANET_MAX_DISTRICTS_ADD$: §R-1§!\n- Nach dem Entfernen:\n$tt$- 33%-Chance auf 10 $i_minor_artifacts$\n$tt$- 33%-Chance auf 30 $i_minor_artifacts$\n$tt$- 33%-Chance auf 50 $i_minor_artifacts$\n\n§L$d_ruined_arcology_desc$§!"
 concept_archaeostudies: "$tech_archaeostudies$"
 concept_archaeostudies_desc: "- $i_unlocks_building$ $building_archaeostudies_faculty$\n\n§L$tech_archaeostudies_desc$§!"
 concept_archaeostudies_faculty: "$building_archaeostudies_faculty$"
 concept_archaeostudies_faculty_desc: "- $mod_category_archaeostudies_research_speed_mult$: §G+100%§!\n- $mod_country_resource_max_minor_artifacts_add$: §G+1000§!\n- £job_archaeoengineers£ ['concept_archaeoengineers', $job_archaeoengineers$]-Jobs: §G+300§!\n\n$building_archaeostudies_faculty_relic_effect$\n\n§L$building_archaeostudies_faculty_desc$§!"
 #Shattered Ring
 concept_pc_shattered_ring: "$pc_shattered_ring_habitable$"
 concept_pc_shattered_ring_desc: "- Grundbewohnbarkeit: §Y100%§!\n- Kann durch eine §IPlanetare Entscheidung§! wiederhergestellt werden. Diese schaltet spezielle £district£ §ISegment-Distrikte§! frei\n\n§L$pc_shattered_ring_habitable_desc$§!"
 concept_ring_preference: "$trait_pc_ringworld_habitable_preference$"
 concept_ring_preference_desc: "- Bewohnbarkeit (Ringwelt): §G+100%§!\n\n§L$trait_pc_ringworld_habitable_preference_desc$§!"
 #Void Dwellers
 concept_pc_habitat: "$pc_habitat$"
 concept_pc_habitat_desc: "- $MOD_PLANET_COLONY_DEVELOPMENT_SPEED_MULT$: §G+200%§!\n- Grundbewohnbarkeit: §Y40%§!\n\n§L$pc_habitat_desc$§!"
 concept_void_dweller: "$trait_void_dweller_1$"
 concept_void_dweller_desc: "- Bewohnerzufriedenheit auf nicht-künstlichen Welten: §R-30%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ auf Habitaten: §G+15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ auf nicht-künstlichen Welten: §R-15%§!\n\n§L$trait_void_dweller_1_desc$§!"
 concept_void_dweller_2: "$trait_void_dweller_2$"
 concept_void_dweller_2_desc: "Unterhalt (Roboter) auf nicht-künstlichen Welten: §R+15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ auf Habitaten: §G+15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ auf nicht-künstlichen Welten: §R-15%§!\n\n§L$trait_void_dweller_2_desc$§!"
 concept_habitat_preference: "$trait_pc_habitat_preference$"
 concept_habitat_preference_desc: "- $mod_pc_habitat_habitability$: §G+80%§!\n\n$trait_pc_habitat_preference_desc$"
 concept_habitat_1: "$tech_habitat_1$"
 concept_habitat_1_desc: "- §INeue Megastruktur:§! $habitat_central_complex$\n\n§L$tech_habitat_1_desc$§!"
 concept_habitat_2: "$tech_habitat_2$"
 concept_habitat_2_desc: "§INeues Gebäude:§! $building_hab_major_capital$\n\n§L$tech_habitat_2_desc$§!"
 #Scion
 concept_scion: "$preset_scion$"
 concept_scion_desc: "$preset_scion_desc$"
 #Tree of Life
 concept_tree_of_life: "$d_tree_of_life_home$"
 concept_tree_of_life_desc: "- $MOD_LOGISTIC_GROWTH_MULT$: §G+15%§!\n- $mod_planet_jobs_society_research_produces_mult$: §G+10%§!\n- $MOD_PLANET_HOUSING_ADD$: §G+1000§!\n- $mod_district_farming_max_add$: §G+4§!\n- Unterhalt: 4 $i_food$\n\n§L$d_tree_of_life_home_desc$§!"
 concept_tree_of_life_sapling: "$d_tree_of_life_colony$"
 concept_tree_of_life_sapling_desc: "- $MOD_LOGISTIC_GROWTH_MULT$: §G+10%§!\n- $mod_planet_jobs_society_research_produces_mult$: §G+10%§!\n- $MOD_PLANET_HOUSING_ADD$: §G+500§!\n- $mod_district_farming_max_add$: §G+2§!\n- Unterhalt: 2 $i_food$\n\n§L$d_tree_of_life_colony_desc$§!"
 concept_tree_of_life_holding: "$holding_tree_of_life_sapling$"
 concept_tree_of_life_holding_desc: "- $MOD_MONTHLY_LOYALTY_GAIN$: §G+1§!\n- $MOD_POP_ENVIRONMENT_TOLERANCE$: §G+10%§!\n- £food£ Nahrung durch [farmer.GetIcon] ['concept_farmers']: §G+1§!\n- £mod_job_ranger_add£ ['concept_overlord_arborist', $job_overlord_arborist_plural$]-Jobs: §G+1§!\n\n§L$holding_tree_of_life_sapling_desc$§!"
 concept_transplant_tree_of_life: "$decision_transplant_tree$"
 concept_transplant_tree_of_life_desc: "- Fügt dieser Kolonie das Planetare Merkmal \"§I$d_tree_of_life_colony$§!\" hinzu.\n\n§L$decision_transplant_tree_desc$§!"
 concept_no_lifetree: "$no_lifetree$"
 concept_no_lifetree_desc: "$NEW_LINE$- Baugeschwindigkeit (Planetare Infrastruktur): §R-50%§!$NEW_LINE$- Ressourcen von Jobs: §R-25%§!$NEW_LINE$- Unterhalt von Jobs: §R+10%§!$NEW_LINE$- Stabilität: §R-5%§!\n\n§L$no_lifetree_desc$§!"
 #On the Shoulders of Giants
 concept_ex_gravitas: "$site_ex_gravitas$"
 concept_ex_gravitas_desc: "§LIn unserem Heimatsystem wurde eine Reihe anomaler Messwerte entdeckt. Wir müssen eine archäologische Ausgrabung durchführen, um mehr zu erfahren.§!"
 #Calamitous Birth
 concept_lithoid_traits: "Lithoiden-Eigenschaften"
 concept_lithoid_traits_desc: "Lithoiden-Eigenschaften sind unter anderem §I$trait_lithoid_gaseous_byproducts$§!, §I$trait_lithoid_scintillating$§!, §I$trait_lithoid_volatile_excretions$§! und §I$trait_lithoid_budding$§!."
 concept_lithoid_origin: "$origin_lithoid$"
 concept_lithoid_origin_desc: "§L$origin_lithoid_desc$§!"
 concept_terravore: "$civic_hive_devouring_swarm_lithoid$"
 concept_terravore_desc: "§L$civic_hive_devouring_swarm_lithoid_desc$§!"
 concept_consume_world: "$decision_lithoid_swarm_consume_world$"
 concept_consume_world_desc: "§L$decision_lithoid_swarm_consume_world_desc$§!"
 concept_massive_crater: "$d_lithoid_crater$"
 concept_massive_crater_desc: "- Auswirkungen von ['concept_lithoid_traits']: §G+50%§!\n- $MOD_PLANET_MAX_DISTRICTS_ADD$: §G+6§!\n- $mod_district_mining_max_add$: §G+6§!\n- $mod_district_farming_max_add$: §R-6§!\n- $MOD_LOGISTIC_GROWTH_MULT$: §G+25%§!\n\n§L$d_lithoid_crater_desc$§!"
 concept_buried_lithoids: "$d_buried_lithoids$"
 concept_buried_lithoids_desc: "- Zeit zum Entfernen: £time£ 360 §ITage§!\n- Kosten zum Entfernen: 1000 $i_minerals$\n- Nach dem Entfernen: §G+100§! £pop£ §ILithoiden-Bewohner§!\n\n§L$d_buried_lithoids_desc$§!"
 concept_lithoid_crater: "$lithoid_crater$"
 concept_lithoid_crater_desc: "Bewohnbarkeit für nicht-lithoide Bewohner: §R-50%§!\n\n§L$lithoid_crater_desc$§!"
 concept_experimental_crater: "$holding_experimental_crater$"
 concept_experimental_crater_desc: "- Produziert: £physics£ 4, £engineering£ 8\n- $MOD_MONTHLY_LOYALTY_GAIN$: §R-1§!\n- £mod_job_miner_add£ ['concept_miner', miner.GetNamePlural]-Jobs: §G+300§!\n- §YVorsicht:§! Ankommende Kolonie-\"Schiffe\" könnten §Rexplodieren§!\n\n§L$holding_experimental_crater_desc$§!"
 #Resource Consolidation
 concept_pc_machine: "$pc_machine$"
 concept_pc_machine_desc: "$pc_machine_effects$\n\n§L$pc_machine_desc$§!"
 pc_machine_effects: "- Grundbewohnbarkeit: §Y0%§!\n- $mod_planet_jobs_produces_mult$: §G+10%§!\n- $MOD_POP_HOUSING_USAGE_MULT$: §G-10%§!\n- $MOD_PLANET_RESETTLEMENT_UNEMPLOYED_DESTINATION_MULT$: §G+50%§!"
 concept_prototype_pc_machine: "$concept_pc_machine$-Prototyp"
 concept_prototype_pc_machine_desc: "$pc_machine_effects$ $NEW_LINE$-Anfängliche £blocker£ Blocker reduzieren die Jobs durch Distrikte, die Anzahl an Wohnungen und die Distriktkapazität.\n\n§L$pc_machine_desc$§!"
 concept_malfunctioning_replicator_bay: "$d_resource_consolidation_1$"
 concept_malfunctioning_replicator_bay_desc: "- Entfernungszeit:\n$tt$- £time£ 360 §ITage§!\n- Entfernungskosten:\n$tt$- 600 $i_minerals$\n- $MOD_PLANET_MAX_DISTRICTS_ADD$: §R-1§!\n\n§L$d_resource_consolidation_1_desc$§!"
 concept_consolidated_resources: "$d_machine_minerals$"
 concept_consolidated_resources_desc: "- Produziert: 25 $i_minerals$\n\n§L$d_resource_consolidation_1_desc$§!"
 concept_organic_slurry: "$d_organic_slurry$"
 concept_organic_slurry_desc: "- Produziert: 15 $i_food$\n\n§L$d_organic_slurry_desc$§!"
 concept_machine_assimilator: "$civic_machine_assimilator$"
 concept_machine_assimilator_desc: "$civic_tooltip_machine_assimilator_effects$\n\n§L$civic_machine_assimilator_desc$§!"
 concept_pc_barren: "$pc_barren$"
 concept_pc_barren_desc: "- §RUnbewohnbar§!\n\n§L$pc_barren_desc$§!"
 concept_pc_molten: "$pc_molten$"
 concept_pc_molten_desc: "- §RUnbewohnbar§!\n\n§L$pc_molten_desc$§!"
 #Progenitor Hive
 concept_spawning_pools: "$building_spawning_pool$"
 concept_spawning_pools_desc: "- £mod_job_spawning_drone_add£ ['concept_spawning_drone', spawning_drone.GetNamePlural]-Jobs: §G+100§!\n\n§L$building_spawning_pool_desc$§!"
 concept_offspring_nests: "$building_offspring_nest$"
 concept_offspring_nests_desc: "- £mod_job_spawning_drone_add£ ['concept_offspring_drone']-Jobs: §G+100§!\n\n§L$building_offspring_nest_desc$§!"
 concept_offspring_holding: "$holding_offspring_nest$"
 concept_offspring_holding_desc: "- £mod_job_spawning_drone_add£ ['concept_offspring_feeder']-Jobs: §G+100§!\n\n§L$holding_offspring_nest_desc$§!"
 concept_insufficient_offspring_oversight: "Unzureichende Nachkommenbeaufsichtigung"
 concept_insufficient_offspring_oversight_desc: "- $MOD_SHIP_MILITARY_SPEED_MULT$: §R-50%§!\n- $MOD_OWNED_SHIP_EVASION_MULT$: §R-50%§!\n- $MOD_OWNED_SHIP_FIRE_RATE_MULT$: §R-50%§!\n- $MOD_OWNED_SHIP_ACCURACY_MULT$: §R-50%§!\n\n§LOhne Nachkommen, der die Flotte anführt, sind unsere Truppen unorganisiert und ineffizient.§!"
 concept_devouring_swarm: "$civic_hive_devouring_swarm$"
 concept_devouring_swarm_desc: "§EAuswirkungen:§!\n$civic_tooltip_devouring_swarm_effects$\n§EModifikatoren:§!\n$devouring_swarm_modifiers$\n\n§L$civic_hive_devouring_swarm_desc$§!"
 devouring_swarm_modifiers: "- $MOD_COUNTRY_STARBASE_INFLUENCE_COST_MULT$: §G-50%§!\n- $MOD_SHIP_HULL_MULT$: §G+25%§!\n- $MOD_SHIP_HULL_REGEN_ADD_PERC$: §G+5%§!\n- $MOD_SHIP_ARMOR_REGEN_ADD_PERC$: §G+5%§!\n- $MOD_ARMY_DAMAGE_MULT$: §G+40%§!\n- $mod_category_biology_research_speed_mult$: §G+20%§!\n- $MOD_STARBASE_SHIPYARD_BUILD_COST_MULT$: §G-25%§!\n- $MOD_COUNTRY_NAVAL_CAP_MULT$: §G+33%§!"
 #Subterranean
 concept_cave_dweller: "$trait_cave_dweller$"
 concept_robot_cave_dweller: "$trait_robot_cave_dweller$"
 concept_cave_dweller_desc: "- $MOD_HABITABILITY_FLOOR_ADD$: §G50%§!\n- $mod_pop_miner_bonus_workforce_mult$: §G+15%§!\n- $MOD_SPECIES_EMPIRE_SIZE_MULT$: §R+10%§!\n- $MOD_BIO_LOGISTIC_GROWTH_MULT$: §R-10%§!\n\n§L$trait_cave_dweller_desc$§!"
 concept_robot_cave_dweller_desc: "- $MOD_HABITABILITY_FLOOR_ADD$: §G50%§!\n- $mod_pop_miner_bonus_workforce_mult$: §G+15%§!\n- $MOD_SPECIES_EMPIRE_SIZE_MULT$: §R+10%§!\n- $MOD_POP_ASSEMBLY_SPEED$: §R-10%§!\n\n§L$trait_robot_cave_dweller_desc$§!"
 mod_mining_district_housing_add: "$MOD_PLANET_HOUSING_ADD$ aus Bergbau-Distrikten"
 #Teachers of the Shroud
 concept_latent_psionic: "$trait_latent_psionic$"
 concept_latent_psionic_desc: "Job-Effizienz (['concept_intelligent']): §G+10%§!\n- $mod_pop_bureaucrat_bonus_workforce_mult$: §G+5%§!\n\n§L$trait_latent_psionic_desc$§!"
 concept_psionic_ascension: "Psionischer Aufstieg"
 concept_psionic_ascension_desc: "Indem wir die latenten psionischen Fähigkeiten des Geistes freisetzen, ist es möglich, den Schleier zu durchbrechen und ihm immense Kräfte zu entlocken."
 concept_attunement: "Einstimmung"
 concept_attunement_desc: "$ATTUNEMENT_TT$"
 concept_shroud_beacon: "$sm_shroud_beacon$"
 concept_shroud_beacon_desc: "$sm_shroud_beacon_desc$"
 concept_shroudwalker_enclave: "$gov_shroudwalker_enclave$"
 concept_shroudwalker_enclave_desc: "$gov_shroudwalker_enclave_desc$"
 concept_psionic_theory: "$tech_psionic_theory$"
 concept_psionic_theory_desc: "- £mod_empire_size_pops_mult£ $MOD_EMPIRE_SIZE_POPS_MULT$: §G-10%§!\n\n§L$tech_psionic_theory_desc$§!"
 #Cybernetic Creed
 concept_cybernetic_ascension: "Kybernetischer Aufstieg"
 concept_cybernetic_ascension_desc: "Die Grenzen und Beschränkungen, die uns unsere schwächlichen organischen Körper auferlegen, sind schlicht und ergreifend inakzeptabel. Um unser volles Potenzial auszuschöpfen, müssen wir auf kybernetische Implantate zurückgreifen."
 concept_integrated_cybernetics: "$tech_integrated_cybernetics$"
 concept_integrated_cybernetics_desc: "- £mod_pop_environment_tolerance£ $MOD_POP_ENVIRONMENT_TOLERANCE$: §G+5%§!\n\n§L$tech_integrated_cybernetics_desc$§!"
 #Slingshot to the Stars
 concept_slingshot_digsite: "$slingshot_digsite$"
 concept_slingshot_digsite_desc: "§L$slingshot_digsite_desc$§!"
 concept_quantum_catapult_restored_slingshot: "$quantum_catapult_restored_slingshot$"
 concept_quantum_catapult_restored_slingshot_desc: "- Reichweite: §Y450§!\n- Streuung: §R35§!\n- $MOD_FLEET_MIA_TIME_MULT$: §G-20%§!\n- Aufziehgeschwindigkeit: §G-30%§!\n- Kann zu einem ['concept_quantum_catapult_improved_slingshot', Verbesserten Quantenkatapult] aufgewertet werden\n\n§L$tech_quantum_catapult_desc$§!"
 concept_quantum_catapult_improved_slingshot: "$quantum_catapult_improved_slingshot$"
 concept_quantum_catapult_improved_slingshot_desc: "- Reichweite: §Y750§!\n- Streuung: §R25§!\n- $MOD_FLEET_MIA_TIME_MULT$: §G-30%§!\n- Aufziehgeschwindigkeit: §G-60%§!\n\n§L$tech_quantum_catapult_desc$§!"
 concept_quantic_ambush: "$quantic_ambush$"
 concept_quantic_ambush_desc: "- $MOD_SHIP_FIRE_RATE_MULT$: §G+33%§! für 120 Tage\n\n§LDie fast augenblickliche und unvorhersehbare Natur der Quantenkatapult-Reise erlaubt es uns, Feinde dort zu treffen, wo und wann sie es am wenigsten erwarten.§!"
 #Imperial Fiefdom
 concept_specialist_subject: "Spezialisierte Untertanen"
 concept_specialist_subject_desc: "Spezialisierte Untertanen sind Untertanen, die einzigartige Eigenschaften haben. Diese werden freigeschaltet, wenn der Untertan §IUntertanen-Erfahrungspunkte§! erhält.\n\n- $specialist_bulwark_summary$\n- $specialist_scholarium_summary$\n- $specialist_prospectorium_summary$"
 #Overtuned
 concept_overtuned_traits: "$origin_overtuned$e Eigenschaften"
 concept_overtuned_traits_desc: "Übermodifizierte Eigenschaften bieten im Vergleich zu normalen Spezieseigenschaften größere Vorteile, allerdings auf Kosten einer kürzeren Lebensdauer des Anführers."
 concept_gene_tailoring: "$tech_gene_tailoring$"
 concept_gene_tailoring_desc: "- $i_unlocks_feature$ $feature_modify_traits$ \n- $i_unlocks_feature$ $feature_pop_self_modification$\n\n§L$tech_gene_tailoring_desc$§!"
 concept_damn_the_consequences: "$edict_damn_the_consequences$"
 concept_damn_the_consequences_desc: "- Positive Auswirkungen von §IÜbermodifizierten§! Eigenschaften: §G+100%§!\n- $mod_planet_pops_organics_upkeep_mult$: §R+100%§!\n\n§L$edict_damn_the_consequences_desc$§!"
 #Knights of the Toxic God
 concept_order_keep: "$building_order_keep$"
 concept_order_keep_desc: "§RDieses Gebäude kann nicht abgerissen oder stillgelegt werden!§!\n- £mod_planet_immigration_pull_add£ $MOD_PLANET_IMMIGRATION_PULL_ADD$: §G+5§!\n- £mod_planet_resettlement_unemployed_destination_mult£ $MOD_PLANET_RESETTLEMENT_UNEMPLOYED_DESTINATION_MULT$: §G+100%§!\n- £mod_job_knight_add£ ['concept_knight', knight.GetNamePlural]-Jobs: §G+200§!\n- £mod_job_squire_add£ ['concept_squire', squire.GetNamePlural]-Jobs: §G+100§!\n\n§L$building_order_keep_desc$§!"
 concept_orders_demesne: "$district_orders_demesne$"
 concept_orders_demesne_desc: "- £mod_planet_housing_add£ $MOD_PLANET_HOUSING_ADD$: §G+400§!\n- £mod_pop_environment_tolerance£ $MOD_POP_ENVIRONMENT_TOLERANCE$: §G+2.5%§!\n- £mod_job_squire_add£ ['concept_squire', squire.GetNamePlural]-Jobs: §G+300§!\n\n§L$district_orders_demesne_desc$§!"
 concept_knight_commandery: "$holding_knight_commandery$"
 concept_knight_commandery_desc: "£mod_country_naval_cap_add£ $MOD_COUNTRY_NAVAL_CAP_ADD$: §G+4§!\n£mod_job_knight_add£ ['concept_overlord_knight']-Jobs: §G+100§!\n\n§L$holding_knight_commandery_desc$§!"
 concept_knights_quest: "$situation_toxic_knights$"
 concept_knights_quest_desc: "Schaltet mächtige Modifikatoren für [knight.GetIcon] §I[knight.GetNamePlural]§!-Jobs frei sowie §I$concept_toxic_features$§!.\n\n§L$situation_toxic_knights_desc$§!"
 concept_order_jobs: "Ritterorden-Jobs"
 concept_order_jobs_desc: "$NEW_LINE$- ['concept_knight_commander', £job_knight_commander£ $job_knight_commander$] $NEW_LINE$- ['concept_knight', knight.GetIcon knight.GetName]"
 concept_toxic_features: "Giftige Planetare Merkmale"
 concept_toxic_features_desc: "$NEW_LINE$- ['concept_pools_most_venemous']$NEW_LINE$- ['concept_pestilential_wasteland']$NEW_LINE$- ['concept_deitys_swarms']$NEW_LINE$- ['concept_blight_upon_the_land']$NEW_LINE$- ['concept_envenomed_seas']"
 toxic_feature_improvement: "$NEW_LINE$- Nach dem Abschluss von §YRittermissionen§!: Boni für dieses Planetare Merkmal"
 concept_pools_most_venemous: "£blocker£ $d_toxic_god_pools_most_venemous$"
 concept_pools_most_venemous_desc: "- Max. Distrikte: §R-1§!\n\n§L$d_toxic_god_pools_most_venemous_desc$§!"
 concept_pestilential_wasteland: "£blocker£ $d_toxic_god_pestilential_wasteland$"
 concept_pestilential_wasteland_desc: "- Max. Distrikte: §R-1§!$toxic_feature_improvement$\n\n§L$d_toxic_god_pestilential_wasteland_desc$§!"
 concept_deitys_swarms: "£blocker£ $d_toxic_god_deitys_swarms$"
 concept_deitys_swarms_desc: "- Max. Distrikte: §R-1§!$toxic_feature_improvement$\n\n§L$d_toxic_god_deitys_swarms_desc$§!"
 concept_blight_upon_the_land: "£blocker£ $d_toxic_god_blight_upon_the_land$"
 concept_blight_upon_the_land_desc: "- Max. Distrikte: §R-1§!$toxic_feature_improvement$\n\n§L$d_toxic_god_blight_upon_the_land_desc$§!"
 concept_envenomed_seas: "£blocker£ $d_toxic_god_envenomed_seas$"
 concept_envenomed_seas_desc: "- Max. Distrikte: §R-1§!$toxic_feature_improvement$\n\n§L$d_toxic_god_envenomed_seas_desc$§!"
 #Ocean Paradise
 concept_pc_ocean: "$pc_ocean$"
 concept_pc_ocean_desc: "- Grundbewohnbarkeit: §Y0%§!\n\n§L$pc_ocean_desc$§!"
 concept_ocean_paradise_mod: "$ocean_paradise$"
 concept_ocean_paradise_mod_desc: "- $MOD_POP_HAPPINESS$: §G+15%§!\n- $MOD_LOGISTIC_GROWTH_MULT$: §G+10%§!\n- $mod_planet_jobs_produces_mult$: §G+5%§!\n\n§L$ocean_paradise_desc$§!"
 concept_crystal_reef: "$d_crystal_reef$"
 concept_crystal_reef_desc: "- $mod_building_crystal_mines_max$: §G+2§!\n\n§L$d_crystal_reef_desc$§!"
 concept_pc_frozen: "Gefrorene Welt"
 concept_pc_frozen_desc: "- §RUnbewohnbar§!\n\n§L$pc_frozen_desc$§!"
 #Payback
 concept_payback_digsite: "$payback_digsite$"
 concept_payback_digsite_desc: "§L$payback_digsite_desc$§!"
 concept_basic_science_lab_1: "$tech_basic_science_lab_1$"
 concept_basic_science_lab_1_desc: "- $i_unlocks_building$ $building_research_lab_1$\n\n§L$tech_basic_science_lab_1_desc$§!"
 concept_planetary_government: "$tech_planetary_government$"
 concept_planetary_government_desc: "- $i_unlocks_building$ $building_capital$\n- $i_unlocks_building$ $building_precinct_house$\n- $i_unlocks_building$ $building_bureaucratic_1$\n\n§L$tech_planetary_government_desc$§!"
 concept_corvettes: "$tech_corvettes$"
 concept_corvettes_desc: "- §I$UNLOCKS_SHIP_TYPE$§!: $corvette$\n\n§L$tech_corvettes_desc$§!"
 concept_clinic: "$building_medical_2$"
 concept_clinic_desc: "- £mod_job_healthcare_add£ ['concept_healthcare', healthcare.GetNamePlural]-Jobs: §G+200§!\n\n§L$building_medical_2_desc$§!"
 concept_mineral_purification_plant: "$building_mineral_purification_plant$"
 concept_mineral_purification_plant_desc: "- Durch £job_miner£ Bergarbeiter produzierte Ressourcen: §G+20%§!\n\n§L$building_mineral_purification_plant_desc$§!"
 concept_energy_grid: "$building_energy_grid$"
 concept_energy_grid_desc: "- Durch £job_technician£ Techniker produzierte Ressourcen: §G+20%§!\n\n§L$building_energy_grid_desc$§!"
 concept_bureaucratic_1: "$building_bureaucratic_1$"
 concept_bureaucratic_1_desc: "- £mod_job_bureaucrat_add£ ['concept_bureaucrat', [bureaucrat.GetNamePlural]]-Jobs: §G+200§!\n\n§L$building_bureaucratic_1_desc$§!"
 concept_commercial_zone: "$building_commercial_zone$"
 concept_commercial_zone_desc: "- [trader.GetIcon] ['concept_trader', [trader.GetNamePlural]]-Jobs: §G+200§!\n\n§L$building_commercial_zone_desc$§!"
 concept_payback_unified_purpose: "$payback_unified_purpose$"
 concept_payback_unified_purpose_desc: "- $MOD_POP_HAPPINESS$: §G+15%§!\n- $MOD_PLANET_AMENITIES_MULT$: §G+25%§!\n- $mod_planet_jobs_produces_mult$: §G+10%§!\n- Jobs für ['concept_unifier', $job_unifier$]: §G+200§!\n- Läuft in §I20§! Jahren ab\n\n§L$payback_unified_purpose_desc$§!"
 concept_advanced_infrastructure: "Fortschrittliche Infrastruktur"
 concept_advanced_infrastructure_desc: "$NEW_LINE$- ['concept_bureaucratic_1', £building£ $building_bureaucratic_1$] und ['concept_commercial_zone', £building£ $building_commercial_zone$] werden ersetzt durch:$TABBED_NEW_LINE$- ['concept_clinic', £building£ $building_medical_2$]$TABBED_NEW_LINE$- ['concept_mineral_purification_plant', £building£ Mineral-Verarbeitungsanlagen]$TABBED_NEW_LINE$- ['concept_energy_grid', £building£ Energienetze]"
 concept_payback_debris_field: "$payback_debris_field$"
 concept_payback_debris_field_desc: "- $MOD_POP_ENVIRONMENT_TOLERANCE$: §R-30%§!\n- $mod_planet_structures_cost_mult$: §R+15%§!\n- $mod_planet_structures_upkeep_mult$: §R+50%§!\n- Anfängliche Verwüstung: §R33%§!\n\n§L$payback_debris_field_desc$§!"
 concept_payback_ship_debris: "£blocker£ $d_ship_debris_payback_blocker$"
 concept_payback_ship_debris_desc: "- Zeit zum Entfernen: £time£ 360 §ITage§!\n- Kosten zum Entfernen: 300 $i_energy$\n- Max. Distrikte: §R-1§!\n- Nach dem Entfernen: $ship_debris_payback_blocker_tt$\n\n§L$d_ship_debris_payback_blocker_desc$§!"
 #Under One Rule
 concept_leader_trait_legendary_leader: "$leader_trait_legendary_leader$"
 concept_leader_trait_legendary_leader_desc: "$THIS_LEADER_TXT$:$TABBED_NEW_LINE$- $MOD_LEADER_LIFESPAN_ADD$: §G+40§!$TABBED_NEW_LINE$- Anfängliche Anführerstufe: §G+3§!$TABBED_NEW_LINE$- Erlaubt die Auswahl einzigartiger §ILeitstern-Eigenschaften§!\n\n$EMPIRE_EFFECTS_TXT$$TABBED_NEW_LINE$- $MOD_PLANET_STABILITY_ADD$: §G+1.5§!$TABBED_NEW_LINE$- $mod_planet_jobs_unity_produces_mult$: §G+3%§!\n\n§GDer Leitstern gewinnt mit der Zeit immer mehr an Macht.§!\n\n§LDie Vereinigungskriege waren äußerst brutal, doch am Ende brachte uns der Leitstern Frieden und ein gemeinsames Ziel. Der Leitstern ist das lebende Symbol dessen, was unsere Spezies erreichen kann, und er ist für uns alle eine Inspiration.§!"
 concept_perfected_genes: "$trait_perfected_genes$"
 concept_perfected_genes_desc: "- $MOD_LEADER_LIFESPAN_ADD$: §G+25§!\n- $MOD_LEADER_SPECIES_EXP_GAIN$: §R-20%§!\n\n§L$trait_perfected_genes_desc$§!"
 ##
 concept_angler: "$job_angler_plural$"
 concept_angler_desc: "$job_angler_plural$ sind §ILandwirte§!, die $i_food$ und $r_trade$ produzieren.\n\n§L$job_angler_desc$§!"
 concept_pearl_diver: "$job_pearl_diver_plural$"
 concept_pearl_diver_desc: "$job_pearl_diver_plural$ sind §IHandwerker§!, die $i_food$ und $i_minerals$ in $i_consumer_goods$ und $r_trade$ umwandeln.\n\n§L$job_pearl_diver_desc$§!"
 concept_hab_capital: "$building_hab_capital$"
 concept_hab_capital_desc: "- £mod_planet_housing_add£ $MOD_PLANET_HOUSING_ADD$: §G+300§!\n- £amenities£ $PLANET_AMENITIES_TITLE$: §G+300§!\n- £job_politician£ $job_politician$-Jobs: §G+100§!\n\n§L$building_hab_capital_desc$§!"
 concept_hydroponics_farm: "$building_hydroponics_farm$"
 concept_hydroponics_farm_desc: "- £mod_job_farmer_add£ [farmer.GetNamePlural]-Jobs: §G+200§!\n\n§L$building_hydroponics_farm_desc$§!"
 concept_noble: "$job_noble_plural$"
 concept_noble_desc: "£job_noble£ $job_noble_plural$ wandeln $i_consumer_goods$ in ['concept_unity', £unity£ $concept_unity$], $i_amenities$ und $i_stability$ um.\n\n§L$job_noble_desc$§!"
 concept_noble_estates: "$building_noble_estates$"
 concept_noble_estates_desc: "£mod_planet_housing_add£ $MOD_PLANET_HOUSING_ADD$: §G+100§!\n£mod_job_noble_add£ $mod_job_noble_add$: §G+1§!\n\n§L$building_noble_estates_desc$§!"
 concept_noble_vacation_homes: "$holding_noble_vacation_homes$"
 concept_noble_vacation_homes_desc: "$holding_noble_vacation_homes_effect$\n\n§L$holding_noble_vacation_homes_desc$§!"
 concept_death_priest: "$job_death_priest$"
 concept_death_priest_desc: "$job_death_priest_plural$ sind §IBürokraten§!, die $i_consumer_goods$ in ['concept_unity', £unity£ $concept_unity$], ['concept_society_research', £society£ $concept_society_research$] und $i_amenities$ umwandeln\n\n§L$job_death_priest_desc$§!"
 concept_mortal_initiate: "[mortal_initiate.GetNamePlural]"
 concept_mortal_initiate_desc: "[mortal_initiate.GetNamePlural] sind §IVerwalter§!, die ['concept_unity', £unity£ $concept_unity$], ['concept_society_research', £society£ $concept_society_research$] und $i_amenities$ produzieren\n\n§L$job_mortal_initiate_desc$§!"
 concept_sacrificial_temple: "$building_sacrificial_temple_1$"
 concept_sacrificial_temple_desc: "£mod_job_death_priest_add£ $mod_job_death_priest_add$: §G+1§!\n£mod_job_mortal_initiate_add£ $mod_job_mortal_initiate_add$: §G+1§!\n£mod_ethic_attraction_mult£ $mod_pop_ethic_spiritualist_attraction_mult$: §G+5%§!\n\n§L$building_sacrificial_temple_1_desc$§!"
 concept_sacrificial_shrine: "$holding_sacrificial_shrine$"
 concept_sacrificial_shrine_desc: "£mod_job_mortal_initiate_add£ $mod_job_overlord_mortal_initiate_add$: §G+2§!\n\n§L$holding_sacrificial_shrine_desc$§!"
 concept_head_researcher: "$job_head_researcher_plural$"
 concept_head_researcher_desc: "$job_head_researcher_plural$ sind §IWissenschaftler§!, die $i_consumer_goods$ in ['concept_unity', £unity£ $concept_unity$], £mod_planet_amenities_add£ §H$PLANET_AMENITIES_TITLE$§! und ['concept_technologies', £physics£ £engineering£ Forschungspunkte] umwandeln."
 #Common Ground/Hegemony
 #Singular: ['concept_federation'] or §H$concept_federation$§!
 #Plural: -
 concept_federation: "Föderation"
 concept_federation_desc: "Eine §H$concept_federation$§! ist ein reichsübergreifendes Bündnis raumfahrender Zivilisationen.\n\nDurch das Zuweisen von £official£ ['concept_officials', Beamten], die sich um die diplomatischen Angelegenheiten der §H$concept_federation$§! kümmern, lassen sich die Stabilität und der §HZusammenhalt§! erhöhen, was wiederum besondere §HFöderationseigenschaften§! freischaltet."
 concept_common_ground_federation: "$concept_federation$"
 concept_common_ground_federation_desc: "$concept_federation_desc$\n\nEs gibt verschiedene Arten von Föderationen:\n- ['concept_default_federation']\n- ['concept_military_federation']\n- ['concept_research_federation']\n- ['concept_spiritualist_federation']\n- ['concept_trade_federation']"
 concept_default_federation: "$default_federation$"
 concept_default_federation_desc: "$default_federation_desc$"
 concept_trade_federation: "$trade_federation$"
 concept_trade_federation_desc: "$trade_federation_desc$\n\n§EAnforderungen:§!\nEiner der folgenden Punkte muss zutreffen:\n- Hat die Autorität §I$auth_corporate$§!\n- Hat das Staatselement §I$civic_merchant_guilds$§!\n- Hat das Staatselement §I$civic_corporate_dominion$§!"
 concept_research_federation: "$research_federation$"
 concept_research_federation_desc: "$research_federation_desc$\n\n§EAnforderungen:§!\nEiner der folgenden Punkte muss zutreffen:\n- Hat die Autorität §I$auth_machine_intelligence$§!\n- $civic_tooltip_materialist$\n- Hat das Staatselement §I$civic_hive_natural_neural_network$§!"
 concept_military_federation: "$military_federation$"
 concept_military_federation_desc: "$military_federation_desc$\n\n§EAnforderungen:§!\nEiner der folgenden Punkte muss zutreffen:\n- $civic_tooltip_militarist$\n- Hat das Staatselement §I$civic_hive_strength_of_legions$§!\n- Hat das Staatselement §I$civic_machine_warbots$§!"
 concept_hegemony_federation: "$hegemony_federation$"
 concept_hegemony_federation_desc: "$hegemony_federation_desc$"
 concept_spiritualist_federation: "$spiritualist_federation$"
 concept_spiritualist_federation_desc: "$spiritualist_federation_desc$\n\n§EAnforderungen:§!\n- $civic_tooltip_spiritualist$"
 concept_diplomacy_traditions: "$tr_diplomacy_adopt$"
 concept_diplomacy_traditions_desc: "- §INeuer Erlass:§! $edict_diplomatic_grants$\n- Reduziert die §I$MOD_COUNTRY_DIPLOMACY_INFLUENCE_COST$§! um §G50%§!.\n\n§L$tradition_diplomacy_desc$§!"
 concept_tr_diplomacy_the_federation: "$tr_diplomacy_the_federation$"
 concept_tr_diplomacy_the_federation_desc: "- §INeue Diplomatieaktion:§! Föderation gründen\n- §I$MOD_COUNTRY_ENVOYS_ADD$§! §G+1§!.\n\n§L$tr_diplomacy_the_federation_delayed$§!"
 #Doomsday
 concept_doomsday_modifier: "$doomsday_1$"
 concept_doomsday_modifier_desc: "- Dieser Planet wird innerhalb von §I35 bis 45 Jahren§! §REXPLODIEREN§!\n\nDie Modifikatoren erhöhen sich im Lauf der Zeit bis zu einem Maximum von:\n- $mod_planet_jobs_alloys_produces_mult$: §G+120%§!\n- $mod_planet_jobs_minerals_produces_mult$: §G+120%§!\n- $mod_planet_jobs_energy_produces_mult$: §G+120%§!\n- $MOD_PLANET_EMIGRATION_PUSH_ADD$: §G100%§!\n- $MOD_PLANET_STABILITY_ADD$: §R-30§!\n- $MOD_PLANET_IMMIGRATION_PULL_MULT$: §R-50%§!\n- $MOD_POP_ENVIRONMENT_TOLERANCE$: §R-90%§!\n\n§L$doomsday_1_desc$§!"
 #Lost Colony
 concept_colonial_spirit: "$colonial_spirit_mod$"
 concept_colonial_spirit_desc: "- $MOD_POP_HAPPINESS$: §G+10%§!\n- $MOD_FOUNDER_SPECIES_GROWTH_MULT$: §G+10%§!\n- $MOD_PLANET_AMENITIES_MULT$: §G+15%§!\n- $mod_planet_jobs_produces_mult$: §G+15%§!\n- $MOD_POP_ENVIRONMENT_TOLERANCE$: §G+10%§!\n\n§L$colonial_spirit_mod_desc$§!"
 #Necrophage
 concept_necrophage_elevation_chamber: "$building_necrophage_elevation_chamber$"
 concept_necrophage_elevation_chamber_desc: "- £mod_job_necro_apprentice_add£ ['concept_necro_apprentice', necro_apprentice.GetNamePlural]-Jobs: §G+100-300§!$DOUBLE_NEW_LINE$§LDiejenigen, die auf die Transformation warten, üben sich in den Ritualen in der Behaglichkeit der Aufstiegskammer.§!"
 concept_necro_apprentice: "[necro_apprentice.GetName]"
 concept_necro_apprentice_desc: "- [necro_apprentice.GetNamePlural] wandeln £consumer_goods£ §I$consumer_goods$§! und £food£ §I$food$§! in £unity£ §I$unity$§! und £mod_planet_amenities_add£ §I$PLANET_AMENITIES_TITLE$§! um$NEW_LINE$- Einmal alle §I10§! Jahre werden [necro_apprentice.GetNamePlural] in einem §IAufstiegsritual§! transformiert.$DOUBLE_NEW_LINE$§L$job_necro_apprentice_desc$§!"
 concept_necrophage_trait: "$trait_necrophage$"
 concept_necrophage_trait_desc: "- $MOD_LEADER_LIFESPAN_ADD$: §G+80§! $NEW_LINE$- $MOD_LOGISTIC_GROWTH_MULT$: §R-75%§! $NEW_LINE$- $MOD_BONUS_POP_GROWTH_MULT$: §R-50%§! $NEW_LINE$- $mod_planet_pops_organics_food_upkeep_mult$: §G-50%§! $NEW_LINE$- $mod_planet_pops_organics_minerals_upkeep_mult$: §G-50%§! $NEW_LINE$- $mod_planet_pops_organics_energy_upkeep_mult$: §G-50%§! $NEW_LINE$- Job-Effizienz (Elite): §G+5%§! $NEW_LINE$- Job-Effizienz (Spezialisten): §G+5%§! $NEW_LINE$- Job-Effizienz (Arbeiter): §R-10%§!$NEW_LINE$- $trait_necrophage_gestalt_tooltip$ $DOUBLE_NEW_LINE$§L$trait_necrophage_desc$§!"
 #Clone Army
 concept_clone_soldier_infertile: "$trait_clone_soldier_infertile$"
 concept_clone_soldier_infertile_desc: "- $MOD_POP_GOVERNMENT_ETHIC_ATTRACTION$: §G+50%§! $NEW_LINE$- $MOD_LEADER_LIFESPAN_ADD$: §R-40§! $NEW_LINE$- $MOD_ARMY_DAMAGE_MULT$: §G+50%§!$NEW_LINE$- $genelock_trait_tooltip$ $NEW_LINE$- $TRAIT_INFERTILE$ $NEW_LINE$- $TRAIT_IMPROVES_LEADERS$$DOUBLE_NEW_LINE$§L$trait_clone_soldier_infertile_desc$§!"
 concept_cloning: "$tech_cloning$"
 concept_cloning_desc: "- $MOD_LOGISTIC_GROWTH_MULT$ §G+10%§!$DOUBLE_NEW_LINE$§L$tech_cloning_desc$§!"
 concept_gene_banks: "$tech_gene_banks$"
 concept_gene_banks_desc: "- §INeue Armee:§! Klonarmee$DOUBLE_NEW_LINE$§L$tech_gene_banks_desc$§!"
 concept_clone_army_clone_vat: "$building_clone_army_clone_vat$"
 concept_clone_army_clone_vat_desc: "- Reichslimit: §I5§! $NEW_LINE$- $MOD_BONUS_POP_GROWTH$: §G+0-25§! $NEW_LINE$- $building_clone_army_clone_vat_effect_desc$ $DOUBLE_NEW_LINE$§L$building_clone_army_clone_vat_desc$§!"
 #Broken Shackles
 concept_culture_shock_broken_shackles: "$culture_shock_broken_shackles$"
 concept_culture_shock_broken_shackles_desc: "- $mod_planet_jobs_minerals_produces_mult$: §R-10%§!\n- $mod_planet_jobs_energy_produces_mult$: §R-10%§!\n- $mod_planet_jobs_engineering_research_produces_mult$: §R-20%§!\n- $mod_planet_jobs_physics_research_produces_mult$: §R-20%§!\n- $mod_planet_jobs_society_research_produces_mult$: §R-20%§!\n- Läuft in §I10§! Jahren ab\n\n§L$culture_shock_broken_shackles_desc$§!"
 concept_free_at_last_broken_shackles: "$free_at_last_broken_shackles$"
 concept_free_at_last_broken_shackles_desc: "- $MOD_POP_CITIZEN_HAPPINESS$: §G+20%§!\n- $MOD_POP_HOUSING_USAGE_MULT$: §G-25%§!\n- $MOD_POP_AMENITIES_USAGE_MULT$: §G-50%§!\n- $mod_planet_jobs_unity_produces_mult$: §G+100%§!\n- $mod_planet_pops_consumer_goods_upkeep_mult$: §G-50%§!\n- $mod_pop_ethic_egalitarian_attraction_mult$: §G+50%§!\n- Läuft in §I20§! Jahren ab\n\n§L$free_at_last_broken_shackles_desc$§!"
 concept_crashed_slaver_ship_broken_shackles: "$d_crashed_slaver_ship$"
 concept_crashed_slaver_ship_broken_shackles_desc: "- Max. ['concept_district_crashed_slaver_ship', $district_crashed_slaver_ship_plural$]: §G+6§!\n\n§L$d_crashed_slaver_ship_desc$§!"
 concept_district_crashed_slaver_ship: "$district_crashed_slaver_ship$"
 concept_district_crashed_slaver_ship_desc: "- £housing£ $MOD_PLANET_HOUSING_ADD$: §G+400§!\n- £building£ $MOD_PLANET_MAX_BUILDINGS_ADD$: §G+0.75§!\n- £mod_job_broken_shackles_scavenger_add£ ['concept_broken_shackles_scavenger', $job_broken_shackles_scavenger$]-Jobs: §G+100§!\n\n§L$district_crashed_slaver_ship_desc$§!"
 concept_broken_shackles_buildings: "Raumschiff-Wrackteile"
 concept_broken_shackles_buildings_desc: "$NEW_LINE$- Die anfänglichen Gebäude werden durch Folgende ersetzt:$TABBED_NEW_LINE$- ['concept_low_tech_capital', £building£ $concept_low_tech_capital$]$TABBED_NEW_LINE$- ['concept_low_tech_admin_hub', £building£ $concept_low_tech_admin_hub$]$TABBED_NEW_LINE$- ['concept_low_tech_research_lab', £building£ $concept_low_tech_research_lab$]$TABBED_NEW_LINE$- ['concept_low_tech_scrap_refinery', £building£ $concept_low_tech_scrap_refinery$]$TABBED_NEW_LINE$- ['concept_low_tech_power_plant', £building£ $concept_low_tech_power_plant$]$TABBED_NEW_LINE$- ['concept_low_tech_farm', £building£ $concept_low_tech_farm$]"
 concept_ship_debris_broken_shackles: "$d_ship_debris_broken_shackles_blocker$"
 concept_ship_debris_broken_shackles_desc: "- $MOD_PLANET_MAX_DISTRICTS_ADD$: §R-1§!\n- Dieser Blocker kann nur durch die Untersuchung des §Yabgestürzten Sklavenschiffs§! entfernt werden.\n\n§L$d_ship_debris_broken_shackles_blocker_desc$§!"
 concept_broken_shackles_digsite: "$broken_shackles_digsite$"
 concept_broken_shackles_digsite_desc: "§L$broken_shackles_desc$§!"
 concept_low_tech_scrap_refinery: "$building_low_tech_scrap_refinery$"
 concept_low_tech_scrap_refinery_desc: "- £mod_job_miner_add£ ['concept_low_tech_miner', $job_low_tech_miner$]-Jobs: §G+200§!\n- £mod_job_low_tech_laborer_add£ ['concept_low_tech_laborer', $job_low_tech_laborer$]-Jobs: §G+200§!\n\n§L$building_low_tech_scrap_refinery_desc$§!"
 concept_low_tech_admin_hub: "$building_low_tech_admin_hub$"
 concept_low_tech_admin_hub_desc: "- £mod_job_low_tech_bureaucrat_add£ ['concept_low_tech_bureaucrat', $job_low_tech_bureaucrat$]-Jobs: §G+200§!\n\n§L$building_low_tech_admin_hub_desc$§!"
 concept_low_tech_power_plant: "$building_low_tech_power_plant$"
 concept_low_tech_power_plant_desc: "- £mod_job_technician_add£ ['concept_low_tech_technician', $job_low_tech_technician$]-Jobs: §G+200§!\n\n§L$building_low_tech_power_plant_desc$§!"
 concept_low_tech_farm: "$building_low_tech_farm$"
 concept_low_tech_farm_desc: "- £mod_job_low_tech_farmer_add£ ['concept_low_tech_farmer', $job_low_tech_farmer$]-Jobs: §G+200§!\n\n§L$building_low_tech_farm_desc$§!"
 concept_low_tech_capital: "$building_low_tech_capital$"
 concept_low_tech_capital_desc: "- £housing£ $MOD_PLANET_HOUSING_ADD$: §G+4§!$NEW_LINE$- £amenities£ $PLANET_AMENITIES_TITLE$: §G+7§!$NEW_LINE$- £building£ $MOD_PLANET_MAX_BUILDINGS_ADD$: §G+1§!$NEW_LINE$- £mod_job_colonist_add£ ['concept_colonist', colonist.GetNamePlural]-Jobs: §G+200§!$NEW_LINE$- £mod_job_low_tech_warrior_add£ ['concept_low_tech_warrior', $job_low_tech_warrior$]-Jobs: §G+100§!\n\n§L$building_low_tech_capital_desc$§!"
 concept_low_tech_research_lab: "$building_low_tech_research_lab$"
 concept_low_tech_research_lab_desc: "- £mod_job_low_tech_researcher_add£ ['concept_low_tech_researcher', $job_low_tech_researcher$]-Jobs: §G+200§!\n\n§L$building_low_tech_research_lab_desc$§!"
 #Fruitful Partnership
 concept_sm_feeder: "$sm_feeder$"
 concept_sm_feeder_desc: "- Produziert £food£ 5 $NEW_LINE$- Zieht Weltraumfauna an, die an Sternenbasen grast und §ISamenkapseln§! aufnimmt, die sie in der Galaxie verteilt\n\n§L$sm_feeder_desc$§!"
 concept_seed_bombing: "$bombardment_seed_bombing$"
 concept_seed_bombing_desc: "\n- Kein Schaden an §IArmeen§!\n- Schwerer Schaden am §IPlaneten§!\n- Kein Schaden an §IBewohnern§!\n- Bombardiert unverteidigte Planeten\n- Erzeugt Blocker auf dem Planeten\n\n§LDie Bombardierungshaltung \"$bombardment_seed_bombing$\" überzieht den Planeten mit hyperbefruchteten Samenkapseln, die explosionsartig heranwachsen.§!"
 concept_tiyanki: "Tiyanki"
 concept_tiyanki_desc: "§LDie Tiyanki sind eine friedliche Weltraumfauna. Sie nutzen Hyperraumrouten, um Gasriesen zu finden, auf denen sie grasen können.§!"
 concept_seed_pod: "Samenkapsel"
 concept_seed_pod_desc: "- Wird von Weltraumfauna, die in Sternensamengarten weidet, in der Galaxie verbreitet\n- Auf unbewohnten Planeten: ['concept_seeded_planet_0_modifier']\n- Auf bewohnten Planeten: ['concept_seeded_planet_1_modifier']"
 concept_seeded_planet_0_modifier: "$seeded_planet_0_modifier$"
 concept_seeded_planet_0_modifier_desc: "- $seeded_planet_0_modifier_tooltip$\n\n§L$seeded_planet_0_modifier_desc$§!"
 concept_seeded_planet_1_modifier: "$seeded_planet_1_modifier$"
 concept_seeded_planet_1_modifier_desc: "- $mod_planet_jobs_society_research_produces_mult$: §G+5%§!$NEW_LINE$- $mod_planet_jobs_food_produces_mult$: §G+5%§!$NEW_LINE$- $MOD_PLANET_IMMIGRATION_PULL_MULT$: §G+5%§!$NEW_LINE$- $seeded_planet_1_modifier_tooltip$\n\n§L$seeded_planet_1_modifier_desc$§!"
 #Riftworld
 #Singular: ['concept_astral_rift'] or §H$concept_astral_rift$§!
 #Plural: ['concept_astral_rifts'] or §H$concept_astral_rifts$§!
 concept_astral_rift: "Astralriss"
 concept_astral_rifts: "Astralrisse"
 concept_astral_rift_desc: "§H$concept_astral_rifts$§! sind anormale Risse in der Raumzeit, aus denen Material aus anderen Dimensionen strömt. Sie können von bemannten £science_ship£ ['concept_science_ships', Forschungsschiffen] erkundet werden, sobald die Technologie der £physics£ §H$tech_rift_sphere$§! erforscht wurde."
 concept_riftworld_digsite: "$riftworld_digsite$"
 concept_riftworld_digsite_desc: "Wir haben eine anormale seismische Aktivität tief im Inneren eines alten Kraters auf der Oberfläche unserer Heimatwelt gemessen. Unser Bodensonar hat einen bisher unbekannten Hohlraum entdeckt, den wir erkunden sollten."
 #Spyware Directives
 concept_cloaking_1: "$tech_cloaking_1$"
 concept_cloaking_1_desc: "- §I$UNLOCKS_FEATURE$§! Aktive Aufklärung $NEW_LINE$- §I$UNLOCKS_COMPONENT$§! $CLOAKING_1$\n\n§L$tech_cloaking_1_desc$§!"
 #Cosmic Storms
 concept_storm_rider: "Sturmreiter"
 concept_storm_rider_desc: "Diese waghalsigen Anführer werden von den kosmischen Stürmen geleitet! Sie sind kühn und mutig, haben eine kürzere Lebensdauer und sind als Ratsmitglied weniger effektiv."
 #Primal Calling
 concept_untamed_wilds_mod: "$untamed_wilds$"
 concept_untamed_wilds_mod_desc: "- $MOD_PLANET_MAX_DISTRICTS_ADD$: §R$@untamed_wilds_districts|0$§!\n- $mod_planet_jobs_unity_produces_mult$: §G+15%§!\n§L$untamed_wilds_desc$§!"
 concept_ethic_based_jobs: "Viehhirten-Jobs"
 concept_ethic_based_jobs_desc: "Viehhirten-Jobs sind je nach Haltung des Reiches bezüglich Weltraumfauna verfügbar.$TABBED_NEW_LINE$- ['concept_wrangler', £job_wrangler£ $job_wrangler$]$TABBED_NEW_LINE$- ['concept_rancher', £job_rancher£ $job_rancher$]$TABBED_NEW_LINE$- ['concept_trophy_hunter', £job_trophy_hunter£ $job_trophy_hunter$]$TABBED_NEW_LINE$- ['concept_animal_handler', £job_animal_handler£ $job_animal_handler$]$TABBED_NEW_LINE$- ['concept_beastfighter', £job_beastfighter£ $job_beastfighter$]"
 concept_voidlure: "Leerenköder"
 concept_voidlure_desc: "$sm_voidlure_desc$"
 concept_primal_calling_stance: "Haltung"
 concept_primal_calling_stance_desc: "Abhängig von der Ethik können die Haltungen ['concept_wrangler_stance'], ['concept_rancher_stance'], ['concept_animal_handler_stance'] oder ['concept_trophy_hunter_stance'] respektive ihr Äquivalent bei Gestaltbewusstseinen ['concept_wild_consciousness_stance'], ['concept_symbiotic_partnership_stance'] oder ['concept_hunter_killers_stance'] ausgewählt werden."
 concept_wrangler_stance: "Viehhirte"
 concept_wrangler_stance_desc: "- ['concept_wrangler',$job_wrangler_plural_with_icon$] bleiben gleich\n- $GET_UNIQUE_EDICT$: ['edict:space_fauna_exhibition']\n - Erhält den Modifikator \"['modifier:primal_calling_exhibit_modifier']\""
 concept_rancher_stance: "Viehzüchter"
 concept_rancher_stance_desc: "- ['concept_wrangler',$job_wrangler_plural_with_icon$] werden zu ['concept_rancher',$job_rancher_plural_with_icon$n]\n- $GET_UNIQUE_EDICT$: ['edict:beasts_burden']\n - Erhält den Modifikator \"['modifier:primal_calling_exploit_modifier']\""
 concept_animal_handler_stance: "Tierhüter"
 concept_animal_handler_stance_desc: "- ['concept_wrangler',$job_wrangler_plural_with_icon$] werden zu ['concept_animal_handler',$job_animal_handler_plural_with_icon$n]\n- ['concept_wildlife_ranch'] wird zu ['concept_wildlife_sanctuary']\n- $GET_UNIQUE_EDICT$: ['edict:creature_welfare']\n - Erhält den Modifikator \"['modifier:primal_calling_shelter_modifier']\""
 concept_trophy_hunter_stance: "Trophäenjäger"
 concept_trophy_hunter_stance_desc: "- ['concept_wrangler',$job_wrangler_plural_with_icon$] werden zu ['concept_trophy_hunter',$job_trophy_hunter_plural_with_icon$n]\n- ['concept_wildlife_ranch'] wird zu ['concept_hunting_grounds']\n- $GET_UNIQUE_EDICT$: ['edict:crack_the_whip']\n - Erhält den Modifikator \"['modifier:primal_calling_hunt_modifier']\""
 concept_wild_consciousness_stance: "Wildes Bewusstsein"
 concept_wild_consciousness_stance_desc: "- ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] bleibt gleich\n- $GET_UNIQUE_EDICT$: ['edict:exotic_network']\n - Erhält den Modifikator \"['modifier:primal_calling_assimilate_modifier']\""
 concept_symbiotic_partnership_stance: "Symbiotische Partnerschaft"
 concept_symbiotic_partnership_stance_desc: "- ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] werden zu ['concept_symbiosis_integrator',$job_symbiosis_integrator_plural_with_icon$]\n- ['concept_wildlife_ranch'] wird zu ['concept_symbiosis_nexus']\n- $GET_UNIQUE_EDICT$: ['edict:defensive_instincts']\n - Erhält den Modifikator \"['modifier:primal_calling_symbiosis_modifier']\""
 concept_hunter_killers_stance: "Jäger-Killer"
 concept_hunter_killers_stance_desc: "- ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] werden zu ['concept_hunter_drone',$job_hunter_drone_plural_with_icon$]\n- ['concept_wildlife_ranch'] wird zu ['concept_hunting_grounds']\n- $GET_UNIQUE_EDICT$: ['edict:biological_overdrive']\n - Erhält den Modifikator \"['modifier:primal_calling_feed_modifier']\""
 concept_wildlife_ranch: "$wildlife_ranch$"
 concept_wildlife_ranch_desc: "['concept_wrangler',$job_wrangler_plural_with_icon$-Jobs]: §G+200§!\n\nKann verbessert werden.\n\n§L$wildlife_ranch_desc$§!"
 concept_hunting_grounds: "$hunting_grounds$"
 concept_hunting_grounds_desc: "['concept_trophy_hunter',$job_trophy_hunter_plural_with_icon$]: §G+200§!\n\nKann verbessert werden."
 concept_wildlife_sanctuary: "$wildlife_sanctuary$"
 concept_wildlife_sanctuary_desc: "['concept_animal_handler',$job_animal_handler_plural_with_icon$]: §G+200§!\n\nKann verbessert werden."
 concept_symbiosis_nexus: "$symbiosis_nexus$"
 concept_symbiosis_nexus_desc: "['concept_symbiosis_integrator',$job_symbiosis_integrator_plural_with_icon$]: §G+200§!\n\nKann verbessert werden."
 #Treasure Hunters
 concept_adventurous_spirit_trait: "$leader_trait_adventurous_spirit$"
 concept_adventurous_spirit_trait_desc: "$leader_trait_adventurous_spirit_3_tt$\n\n§L$leader_trait_adventurous_spirit_desc$§!"
 #Galactic Curators
 concept_megastructure_grand_archive: "$grand_archive$"
 concept_megastructure_grand_archive_desc: "- Erlaubt die Ausstellung erhaltener ['concept_specimen',Exemplare].\n- Vivariumkapazität: §G+$@grand_archive_vivarium_capacity$§!\n\n§LDas Großarchiv bewahrt die wertvollsten Artefakte auf, die wir aus der gesamten Galaxie zusammengetragen haben, und stellt diese aus. Es enthält auch ein eigenes Vivarium, um lebendige Weltraumfauna unterzubringen und zu beobachten.§!"
 #Beastmasters
 #Singular: ['concept_beastport'] or §H$concept_beastport$§!
 #Plural: -
 concept_beastport: "$sm_beastport$"
 concept_beastport_desc: "- Ersetzt das Sternenbasen-Gebäude ['concept_hatchery']\n- Kann Zivilschiffe bauen und Weltraumfauna mit £genetic_material£ ['concept_dna'] klonen."
 concept_xeno_geology_holomuseum: "$xeno_geology_holomuseum$"
 concept_xeno_geology_holomuseum_desc: "$xeno_geology_holomuseum_desc$"
 concept_aesthetic_wonders_holomuseum: "$aesthetic_wonders_holomuseum$"
 concept_aesthetic_wonders_holomuseum_desc: "$aesthetic_wonders_holomuseum_desc$"
 concept_galactic_history_holomuseum: "$galactic_history_holomuseum$"
 concept_galactic_history_holomuseum_desc: "$galactic_history_holomuseum_desc$"
 #Evolutionary Predators
 concept_genetic_ascension: "Genetikaufstieg"
 concept_genetic_ascension_desc: "Die Unzulänglichkeiten der Evolution plagen uns schon viel zu lange. Wir müssen unser volles genetisches Potenzial ausschöpfen."
 concept_mutation_ascension: "Mutationsaufstieg"
 concept_mutation_ascension_desc: "Die Unzulänglichkeiten der Evolution plagen uns schon viel zu lange. Wir müssen unser volles genetisches Potenzial ausschöpfen."
 #Wilderness (overlapping with Environmentalist)
 concept_natural_blocker: "Natürlicher Blocker"
 concept_natural_blocker_desc: "£blocker£ ['concept_blockers', Natürliche Blocker] sind planetare Merkmale. Zu diesen gehören:\n- $d_deep_sinkhole$\n- $d_quicksand_basin$\n- $d_active_volcano$\n- $d_mountain_range$\n- $d_dangerous_wildlife_blocker$\n- $d_dense_jungle$\n- $d_toxic_kelp$\n- $d_noxious_swamp$\n- $d_massive_glacier$"
 concept_natural_blockers: "Natürliche Blocker"
 concept_natural_blockers_desc: "$concept_natural_blocker_desc$"
 concept_purity_ascension: "Reinheitsaufstieg"
 concept_purity_ascension_desc: "$bio.20.a$"
 #Unplugged
 concept_cybernetic_traits: "Kybernetik"
 concept_cybernetic_traits_desc: "Kybernetische Eigenschaften bieten spezielle Vorteile, die mit organischen Eigenschaften kombiniert werden können."
 #Shroud-Forged
 concept_shroud_rift_deposit: "$d_shroud_rift_deposit$"
 concept_shroud_rift_deposit_desc: "$MOD_PLANET_CRIME_NO_HAPPINESS_MULT$: §R+5%§!\n- Produziert: 1 $i_zro$\n\n§L$d_shroud_rift_deposit_desc$§!"
 #Experimental Testing
 concept_experimental_testing: "$situation_experimental_testing$"
 concept_experimental_testing_desc: "Gewährt bei Abschluss Einblicke in eine zufällige £physics£ £society£ £engineering£ Technologie.\n\n§L$situation_experimental_testing_desc_lore$§!"
 concept_experimental_testing_hive_mind: "$concept_experimental_testing$"
 concept_experimental_testing_hive_mind_desc: "$concept_experimental_testing_desc$"
 concept_experimental_testing_corporate: "$concept_experimental_testing$"
 concept_experimental_testing_corporate_desc: "$concept_experimental_testing_desc$"
