l_spanish: ### 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£ §IPuntos de investigación§!" i_physics: "£physics£ §I$physics_research$§!" i_society: "£society£ §I$society_research$§!" i_engineering: "£engineering£ §I$engineering_research$§!" i_amenities: "£amenities£ §IServicios§!" i_trade_value: "$r_trade$" i_loyalty: "£loyalty£ §ILealtad mensual§!" 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£ §IArtefactos menores§!" i_strategic: "£rare_crystals£ £exotic_gases£ £volatile_motes£ §IRecurso estratégico§!" i_strategic_plural: "£rare_crystals£ £exotic_gases£ £volatile_motes£ §IRecursos estratégicos§!" 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£ §ICapacidad naval§!" i_defense_armies: "£defense_army£ §IEjércitos de defensa§!" i_unlocks_building: "§IDesbloquea el edificio:§!" i_unlocks_feature: "§IDesbloquea la función:§!" i_unlocks_orbital: "§IDesbloquea el 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: "- Una vez finalizada la investigación: concede 12 meses de producción de ['concept_unity', £unity£ unidad]\n- Unidad mensual: §G+5%§!.\n- $i_unlocks_feature$ ['concept_edicts'] (campañas) adicionales.\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- Expirará en §I20§! años.\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: "- Trabajos de [roboticist.GetIcon] ['concept_roboticist', roboticist.GetName]: §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- Eficacia laboral de obreros: §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- No puede generar §Ylíderes§!\nNo puede emplearse en trabajos de §Y$pop_cat_ruler$§! ni de §Y$pop_cat_specialist$§!.\n\n§L$trait_syncretic_proles_desc$§!" #Life-Seeded concept_pc_gaia: "$pc_gaia$" concept_pc_gaia_desc: "- Habitabilidad base: §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: "- Habitabilidad de mundo Gaia: §G+100%§!\n\n§L$trait_pc_gaia_preference_desc$§!" #Post-Apocalyptic concept_pc_nuked: "$pc_nuked$" concept_pc_nuked_desc: "- Habitabilidad base: §Y0%§!\n\n§L$pc_nuked_desc$§!" concept_survivor: "$trait_survivor$" concept_survivor_desc: "- Habitabilidad de mundo tumba: §G+70%§!\n- Esperanza de vida de líder: §G+10§! años\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: "- Habitabilidad de mundo tumba: §G+70%§!\n- Esperanza de vida de líder: §G+10§! años\n\n§L$trait_robot_survivor_desc$§!" #Remnants concept_pc_relic: "$pc_relic$" concept_pc_relic_desc: "- Habitabilidad base: §Y80%§!\n- Puede restaurarse mediante una §Idecisión planetaria§!, desbloqueando £district£ §Idistritos de arcología§! especiales\n\n§L$pc_relic_desc$§!" concept_ruined_arcology: "$d_ruined_arcology$" concept_ruined_arcology_desc: "- Tiempo para eliminar:\n$tt$- £time£ 360 §Idías§!\n- Coste de eliminar:\n$tt$- 750 $i_energy$\n$tt$- 250 $i_minerals$\n- $MOD_PLANET_MAX_DISTRICTS_ADD$: §R-1§!\n- Al eliminar:\n$tt$- 33% de probabilidad de 10 $i_minor_artifacts$\n$tt$- 33% de probabilidad de 30 $i_minor_artifacts$\n$tt$- 33% de probabilidad de 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- Trabajos de £job_archaeoengineers£ ['concept_archaeoengineers', $job_archaeoengineers$]: §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: "- Habitabilidad base: §Y100%§!\n- Puede restaurarse mediante una §Idecisión planetaria§!, desbloqueando £district£ §Idistritos segmentados§! especiales\n\n§L$pc_shattered_ring_habitable_desc$§!" concept_ring_preference: "$trait_pc_ringworld_habitable_preference$" concept_ring_preference_desc: "- Habitabilidad de mundo anillo: §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- Habitabilidad base: §Y40%§!\n\n§L$pc_habitat_desc$§!" concept_void_dweller: "$trait_void_dweller_1$" concept_void_dweller_desc: "- Felicidad de la población en mundos no artificiales: §R-30%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ en hábitats: §G+15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ en mundos no artificiales: §R-15%§!\n\n§L$trait_void_dweller_1_desc$§!" concept_void_dweller_2: "$trait_void_dweller_2$" concept_void_dweller_2_desc: "Mantenimiento de robots en mundos no artificiales: §R15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ en hábitats: §G+15%§!\n- $MOD_POP_BONUS_WORKFORCE_MULT$ en mundos no artificiales: §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: "§IDesbloquea la megaestructura:§! $habitat_central_complex$\n\n§L$tech_habitat_1_desc$§!" concept_habitat_2: "$tech_habitat_2$" concept_habitat_2_desc: "§IDesbloquea el edificio§!: $building_hab_major_capital$\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- Mantenimiento: 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- Mantenimiento: 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£ Comida por [farmer.GetIcon] ['concept_farmer']: §G+1§!\n- Trabajos de £mod_job_ranger_add£ ['concept_overlord_arborist', $job_overlord_arborist$]: §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: "- Añade una §I$d_tree_of_life_colony$§! característica planetaria a esta colonia.\n\n§L$decision_transplant_tree_desc$§!" concept_no_lifetree: "$no_lifetree$" concept_no_lifetree_desc: "$NEW_LINE$- Vel. const. infraestructuras planetarias: §R-50%§!$NEW_LINE$- Recursos de trabajos: §R-25%§!$NEW_LINE$- Mantenimiento de trabajos: §R+10%§!$NEW_LINE$- Estabilidad: §R-5%§!\n\n§L$no_lifetree_desc$§!" #On the Shoulders of Giants concept_ex_gravitas: "$site_ex_gravitas$" concept_ex_gravitas_desc: "§LSe han detectado una serie de lecturas anómalas en nuestro sistema natal. Tenemos que enviar una expedición a la superficie para saber más.§!" #Calamitous Birth concept_lithoid_traits: "Rasgos litoideos" concept_lithoid_traits_desc: "Los rasgos litoideos incluyen §I$trait_lithoid_gaseous_byproducts$§!, §I$trait_lithoid_scintillating$§!, §I$trait_lithoid_volatile_excretions$§!, y §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: "- Efectos de ['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: "- Tiempo para eliminar: £time£ 360 §Idías§!\n- Coste de eliminar: 1000 $i_minerals$\n- Al eliminar: §G+100§! £pop£ §Ipoblación litoidea§!\n\n§L$d_buried_lithoids_desc$§!" concept_lithoid_crater: "$lithoid_crater$" concept_lithoid_crater_desc: "- Habitabilidad para poblaciones no litoideas: §R-50%§!\n\n§L$lithoid_crater_desc$§!" concept_experimental_crater: "$holding_experimental_crater$" concept_experimental_crater_desc: "- Produce: £physics£ 4 £engineering£ 8 \n- $MOD_MONTHLY_LOYALTY_GAIN$: §R-1§!\n- Trabajos de £mod_job_miner_add£ ['concept_miner', miner.GetName]: §G+300§!\n- §YPrecaución:§! Las \"naves\" colonia que se aproximan pueden §Rexplotar§!\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: "- Habitabilidad base: §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: "Prototipo de $concept_pc_machine$" concept_prototype_pc_machine_desc: "$pc_machine_effects$ $NEW_LINE$- Las £blocker£ barreras iniciales reducen los trabajos, el alojamiento y la capacidad de los distritos.\n\n§L$pc_machine_desc$§!" concept_malfunctioning_replicator_bay: "$d_resource_consolidation_1$" concept_malfunctioning_replicator_bay_desc: "- Tiempo para eliminar:\n$tt$- £time£ 360 §Idías§!\n- Coste de eliminar:\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: "- Produce: 25 $i_minerals$\n\n§L$d_resource_consolidation_1_desc$§!" concept_organic_slurry: "$d_organic_slurry$" concept_organic_slurry_desc: "- Produce: 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: "- §RNo habitable§!\n\n§L$pc_barren_desc$§!" concept_pc_molten: "$pc_molten$" concept_pc_molten_desc: "- §RNo habitable§!\n\n§L$pc_molten_desc$§!" #Progenitor Hive concept_spawning_pools: "$building_spawning_pool$" concept_spawning_pools_desc: "- Trabajos de £mod_job_spawning_drone_add£ ['concept_spawning_drone', spawning_drone.GetName]: §G+100§!\n\n§L$building_spawning_pool_desc$§!" concept_offspring_nests: "$building_offspring_nest$" concept_offspring_nests_desc: "- Trabajos de £mod_job_spawning_drone_add£ ['concept_offspring_drone', $job_offspring_drone$]: §G+100§!\n\n§L$building_offspring_nest_desc$§!" concept_offspring_holding: "$holding_offspring_nest$" concept_offspring_holding_desc: "- Trabajos de £mod_job_spawning_drone_add£ ['concept_offspring_feeder',$job_overlord_offspring_drone_feeder$]: §G+100§!\n\n§L$holding_offspring_nest_desc$§!" concept_insufficient_offspring_oversight: "Supervisión de retoños insuficiente" 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§LSin un retoño al frente de la flota, nuestras fuerzas están desorganizadas y carecen de eficacia.§!" concept_devouring_swarm: "$civic_hive_devouring_swarm$" concept_devouring_swarm_desc: "§EEfectos:§!\n$civic_tooltip_devouring_swarm_effects$\n§EModificadores:§!\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: "$MOD_PLANET_HOUSING_ADD$ de distritos mineros" #Teachers of the Shroud concept_latent_psionic: "$trait_latent_psionic$" concept_latent_psionic_desc: "Eficacia laboral de ['concept_intelligent']: §G+10%§!\n- $mod_pop_bureaucrat_bonus_workforce_mult$: §G+5%§!\n\n§L$trait_latent_psionic_desc$§!" concept_psionic_ascension: "Ascensión psiónica" concept_psionic_ascension_desc: "Al desbloquear las capacidades psiónicas latentes de la mente, es posible aprovechar y extraer un inmenso poder del Velo." concept_attunement: "Sintonía" 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: "Ascensión cibernética" concept_cybernetic_ascension_desc: "Los límites impuestos por nuestros débiles cuerpos orgánicos son simplemente inaceptables. Con implantes cibernéticos alcanzaremos todo nuestro potencial." 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: "- Alcance: §Y450§!\n- Dispersión: §R35§!\n- $MOD_FLEET_MIA_TIME_MULT$: §G-20%§!\n- Velocidad de conclusión: §G-30%§!\n- Se puede mejorar a una ['concept_quantum_catapult_improved_slingshot']\n\n§L$tech_quantum_catapult_desc$§!" concept_quantum_catapult_improved_slingshot: "$quantum_catapult_improved_slingshot$" concept_quantum_catapult_improved_slingshot_desc: "- Alcance: §Y750§!\n- Dispersión: §R25§!\n- $MOD_FLEET_MIA_TIME_MULT$: §G-30%§!\n- Velocidad de conclusión: §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%§! durante 120 días\n\n§LLa naturaleza instantánea e impredecible de los viajes con catapulta cuántica nos permite sorprender a los enemigos cuando menos se lo esperan.§!" #Imperial Fiefdom concept_specialist_subject: "Súbditos especialistas" concept_specialist_subject_desc: "Los súbditos especialistas tienen ventajas únicas, que se desbloquean a medida que ganan §IPE de súbdito§!. \n\n- $specialist_bulwark_summary$\n- $specialist_scholarium_summary$\n- $specialist_prospectorium_summary$" #Overtuned concept_overtuned_traits: "Rasgos $origin_overtuned$" concept_overtuned_traits_desc: "Los rasgos perfeccionados proporcionan mayores beneficios en comparación con los rasgos habituales de las especies, a costa de reducir la esperanza de vida del líder." 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: "- Efectos positivos de rasgos §Iperfeccionados§!: §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: "§R¡No se puede eliminar ni desactivar este edificio!§!\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- Trabajos de £mod_job_knight_add£ ['concept_knight', knight.GetName]: §G+200§!\n- Trabajos de £mod_job_squire_add£ ['concept_squire', squire.GetName]: §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- Trabajos de £mod_job_squire_add£ ['concept_squire', squire.GetName]: §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§!\nTrabajos de £mod_job_knight_add£ ['concept_overlord_knight', $job_overlord_knight$]: §G+100§!\n\n§L$holding_knight_commandery_desc$§!" concept_knights_quest: "$situation_toxic_knights$" concept_knights_quest_desc: "Desbloquea poderosos modificadores para trabajos de [knight.GetIcon] §I[knight.GetName]§! y §I$concept_toxic_features$§!.\n\n§L$situation_toxic_knights_desc$§!" concept_order_jobs: "Trabajos de la Orden" 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: "Características planetarias tóxicas" 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: "$NEW_LINE$- Al completar §Ymisiones caballerescas§!: Bonificaciones en esta característica planetaria" concept_pools_most_venemous: "£blocker£ $d_toxic_god_pools_most_venemous$" concept_pools_most_venemous_desc: "- Máx. de distritos: §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: "- Máx. de distritos: §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: "- Máx. de distritos: §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: "- Máx. de distritos: §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: "- Máx. de distritos: §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: "- Habitabilidad base: §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: "Mundo helado" concept_pc_frozen_desc: "- §RNo habitable§!\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: "Trabajos de £mod_job_healthcare_add£ ['concept_healthcare', healthcare.GetName]: §G+200§!\n\n§L$building_medical_2_desc$§!" concept_mineral_purification_plant: "$building_mineral_purification_plant$" concept_mineral_purification_plant_desc: "- Recursos producidos por £job_miner£ mineros: §G+20%§!\n\n§L$building_mineral_purification_plant_desc$§!" concept_energy_grid: "$building_energy_grid$" concept_energy_grid_desc: "- Recursos producidos por £job_technician£ técnicos: §G+20%§!\n\n§L$building_energy_grid_desc$§!" concept_bureaucratic_1: "$building_bureaucratic_1$" concept_bureaucratic_1_desc: "- Trabajos de £mod_job_bureaucrat_add£ ['concept_bureaucrat', [bureaucrat.GetName]]: §G+200§!\n\n§L$building_bureaucratic_1_desc$§!" concept_commercial_zone: "$building_commercial_zone$" concept_commercial_zone_desc: "- Trabajos de [trader.GetIcon] ['concept_trader', [trader.GetName]]: §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- Trabajos de ['concept_unifier', $job_unifier$]: §G+200§!\n- Expirará en §I20§! años\n\n§L$payback_unified_purpose_desc$§!" concept_advanced_infrastructure: "Infraestructura avanzada" concept_advanced_infrastructure_desc: "$NEW_LINE$- ['concept_bureaucratic_1', £building£ $building_bureaucratic_1$] y ['concept_commercial_zone', £building£ $building_commercial_zone$] se sustituyen por:$TABBED_NEW_LINE$- ['concept_clinic', £building£ $building_medical_2$]$TABBED_NEW_LINE$- ['concept_mineral_purification_plant', £building£ $building_mineral_purification_plant$]$TABBED_NEW_LINE$- ['concept_energy_grid', £building£ $building_energy_grid$]" 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- Inicio de devastación: §R33%§!\n\n§L$payback_debris_field_desc$§!" concept_payback_ship_debris: "£blocker£ $d_ship_debris_payback_blocker$" concept_payback_ship_debris_desc: "- Tiempo para eliminar: £time£ 360 §Idías§!\n- Coste de eliminar:- 300 $i_energy$\n- Máx. de distritos: §R-1§!\n- Al eliminar: $ship_debris_payback_blocker_tt$\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§!$TABBED_NEW_LINE$- Nivel inicial de líder: §G+3§!$TABBED_NEW_LINE$- Permite la selección de §Irasgos iniciales únicos de la Luminaria§!\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§GEl poder de la Luminaria crece con el tiempo.§!\n\n§LLas Guerras de la Unificación fueron brutales. Al final, la Luminaria nos trajo la paz y nos dotó de un propósito. La Luminaria es la prueba viviente de lo que nuestra especie puede lograr y una inspiración para todos.§!" 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: "Los $job_angler_plural$ son trabajos de §Igranjero§! que producen $i_food$ y $r_trade$.\n\n§L$job_angler_desc$§!" concept_pearl_diver: "$job_pearl_diver_plural$" concept_pearl_diver_desc: "Los $job_pearl_diver_plural$ son trabajos de §Iartesano§! que convierten $i_food$ y $i_minerals$ en $i_consumer_goods$ y $r_trade$.\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- Trabajos de £job_politician£ $job_politician$: §G+100§!\n\n§L$building_hab_capital_desc$§!" concept_hydroponics_farm: "$building_hydroponics_farm$" concept_hydroponics_farm_desc: "- Trabajos de £mod_job_farmer_add£ [farmer.GetName]: §G+200§!\n\n§L$building_hydroponics_farm_desc$§!" concept_noble: "$job_noble_plural$" concept_noble_desc: "El/los £job_noble£ $job_noble_plural$ convierten $i_consumer_goods$ en ['concept_unity', £unity£ $concept_unity$], $i_amenities$ y $i_stability$.\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: "Los $job_death_priest_plural$ son trabajadores §Iburócratas§! que convierten $i_consumer_goods$ en ['concept_unity', £unity£ $concept_unity$], ['concept_society_research', £society£ $concept_society_research$], y $i_amenities$\n\n§L$job_death_priest_desc$§!" concept_mortal_initiate: "[mortal_initiate.GetNamePlural]" concept_mortal_initiate_desc: "Los [mortal_initiate.GetNamePlural] son trabajadores de §Iadministración§! que producen ['concept_unity', £unity£ $concept_unity$], ['concept_society_research', £society£ $concept_society_research$], y $i_amenities$\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: "Los $job_head_researcher_plural$ son trabajos de §Iinvestigador§! que convierten $i_consumer_goods$ en ['concept_unity', £unity£ $concept_unity$], £mod_planet_amenities_add£ §H$PLANET_AMENITIES_TITLE$§! y ['concept_technologies', £physics£ £engineering£ puntos de investigación]." #Common Ground/Hegemony #Singular: ['concept_federation'] or §H$concept_federation$§! #Plural: - concept_federation: "Federación" concept_federation_desc: "Una §H$concept_federation$§! es una alianza supranacional de civilizaciones espaciales.\n\nAl asignar a un £official£ ['concept_official'] para coordinar los asuntos diplomáticos, la estabilidad y la §Hcohesión§! de la §H$concept_federation$§! aumentará, lo que puede desbloquear §Hventajas de la federación§!." concept_common_ground_federation: "$concept_federation$" concept_common_ground_federation_desc: "$concept_federation_desc$\n\n Existen distintos tipos de federaciones:\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§ERequisitos:§!\nUno de los siguientes:\n- Tiene una autoridad §I$auth_corporate$§!\n- Tiene un principio §I$civic_merchant_guilds$§!\n- Tiene un principio §I$civic_corporate_dominion$§!" concept_research_federation: "$research_federation$" concept_research_federation_desc: "$research_federation_desc$\n\n§ERequisitos:§!\nUno de los siguientes:\n- Tiene una autoridad §I$auth_machine_intelligence$§!\n- $civic_tooltip_materialist$\n- Tiene un principio §I$civic_hive_natural_neural_network$§!" concept_military_federation: "$military_federation$" concept_military_federation_desc: "$military_federation_desc$\n\n§ERequisitos:§!\nUno de los siguientes:\n- $civic_tooltip_militarist$\n- Tiene un principio §I$civic_hive_strength_of_legions$§!\n- Tiene un principio §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§ERequisitos:§!\n- $civic_tooltip_spiritualist$" concept_diplomacy_traditions: "$tr_diplomacy_adopt$" concept_diplomacy_traditions_desc: "- §IDesbloquea el edicto:§! $edict_diplomatic_grants$\n- §I$MOD_COUNTRY_DIPLOMACY_INFLUENCE_COST$§! se reduce en un §G50%§!.\n\n§L$tradition_diplomacy_desc$§!" concept_tr_diplomacy_the_federation: "$tr_diplomacy_the_federation$" concept_tr_diplomacy_the_federation_desc: "- §IDesbloquea la diplomacia:§! formar federación\n- §I$MOD_COUNTRY_ENVOYS_ADD$§! aumenta en §G1§!.\n\n§L$tr_diplomacy_the_federation_delayed$§!" #Doomsday concept_doomsday_modifier: "$doomsday_1$" concept_doomsday_modifier_desc: "- Este planeta §Rexplotará§! en §I35 o 45 años§!\n\nLos modificadores aumentarán con el tiempo hasta un máximo de:\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: "- Trabajos de £mod_job_necro_apprentice_add£ ['concept_necro_apprentice', necro_apprentice.GetName]: §G+100-300§!$DOUBLE_NEW_LINE$§LAquellos que aguardan la transformación practican los rituales desde la comodidad de la Cámara de elevación.§!" concept_necro_apprentice: "[necro_apprentice.GetName]" concept_necro_apprentice_desc: "- Los [necro_apprentice.GetNamePlural] convierten £consumer_goods£ §I$consumer_goods$§! y £food£ §I$food$§! en £unity£ §I$unity$§! y £mod_planet_amenities_add£ §I$PLANET_AMENITIES_TITLE$§! $NEW_LINE$- Una vez cada §I10§! años, los [necro_apprentice.GetNamePlural] se transforman en un §Iritual de elevación§!.$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$- Eficacia laboral de élites: §G+5%§! $NEW_LINE$- Eficacia laboral de especialistas: §G+5%§! $NEW_LINE$- Eficacia laboral de obreros: §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: "- §IDesbloquea el ejército:§! ejército clon$DOUBLE_NEW_LINE$§L$tech_gene_banks_desc$§!" concept_clone_army_clone_vat: "$building_clone_army_clone_vat$" concept_clone_army_clone_vat_desc: "- Límite de imperio: §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- Expirará en §I10§! años\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- Expirará en §I20§! años\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: "- ['concept_district_crashed_slaver_ship', $district_crashed_slaver_ship_plural$] máximos: §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- Trabajos de£mod_job_broken_shackles_scavenger_add£ ['concept_broken_shackles_scavenger', $job_broken_shackles_scavenger$]: §G+100§!\n\n§L$district_crashed_slaver_ship_desc$§!" concept_broken_shackles_buildings: "Restos de nave espacial" concept_broken_shackles_buildings_desc: "$NEW_LINE$- Edificios iniciales reemplazados por:$TABBED_NEW_LINE$- ['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- Esta barrera solo se puede eliminar investigando la §Y$broken_shackles_digsite$§!.\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: "- Trabajos de £mod_job_miner_add£ ['concept_low_tech_miner', $job_low_tech_miner$]: §G+200§!\n- Trabajos de £mod_job_low_tech_laborer_add£ ['concept_low_tech_laborer', $job_low_tech_laborer$]: §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: "- Trabajos de £mod_job_low_tech_bureaucrat_add£ ['concept_low_tech_bureaucrat', $job_low_tech_bureaucrat$]: §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: "- Trabajos de £mod_job_technician_add£ ['concept_low_tech_technician', $job_low_tech_technician$]: §G+200§!\n\n§L$building_low_tech_power_plant_desc$§!" concept_low_tech_farm: "$building_low_tech_farm$" concept_low_tech_farm_desc: "- Trabajos de £mod_job_low_tech_farmer_add£ ['concept_low_tech_farmer', $job_low_tech_farmer$]: §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§! $NEW_LINE$- Trabajos de £mod_job_colonist_add£ ['concept_colonist', colonist.GetName]: §G+200§! $NEW_LINE$- Trabajos de £mod_job_low_tech_warrior_add£ ['concept_low_tech_warrior', $job_low_tech_warrior$]: §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: "- Trabajos de £mod_job_low_tech_researcher_add£ ['concept_low_tech_researcher', $job_low_tech_researcher$]: §G+200§!\n\n§L$building_low_tech_research_lab_desc$§!" #Fruitful Partnership concept_sm_feeder: "$sm_feeder$" concept_sm_feeder_desc: "- Produce: £food£ 5 $NEW_LINE$- Atrae a la fauna espacial para que paste en la base estelar, y así conseguir §Ivainas de semillas§! para su dispersión\n\n§L$sm_feeder_desc$§!" concept_seed_bombing: "$bombardment_seed_bombing$" concept_seed_bombing_desc: "\n- Los §Iejércitos§! no sufren daño\n- Los §Iplanetas§! sufren un gran daño\n- La §Ipoblación§! no sufre daño\n- Los planetas indefensos serán bombardeados\n- Genera barreras en el planeta\n\n§L$bombardment_seed_bombing$ cubre el planeta con vainas de semillas hiperfertilizadas de crecimiento explosivo.§!" concept_tiyanki: "Tiyanki" concept_tiyanki_desc: "§LLos tiyanki son una fauna espacial pacífica, capaz de viajar a lo largo de hipervías para encontrar gigantes gaseosos en los que pastar.§!" concept_seed_pod: "Vaina de semillas" concept_seed_pod_desc: "- La fauna espacial que pasta en los huertos estelares dispersan estas vainas por los planetas colonizables \n- En los planetas deshabitados: ['concept_seeded_planet_0_modifier'] \n- En los planetas habitados: ['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: "Grieta astral" concept_astral_rifts: "Grietas astrales" concept_astral_rift_desc: "Una §H$concept_astral_rifts$§! es un desgarro extraordinario en el tiempo y el espacio que filtra material entre dimensiones. Pueden explorarse con £science_ship£ ['concept_science_ships'] tripuladas tras investigar la tecnología £physics£ §H$tech_rift_sphere$§!." concept_riftworld_digsite: "$riftworld_digsite$" concept_riftworld_digsite_desc: "Se ha detectado actividad sísmica anómala en lo profundo de un antiguo cráter de nuestro mundo natal. Un sónar subterráneo ha revelado una cavidad previamente desconocida que invita a explorarla." #Spyware Directives concept_cloaking_1: "$tech_cloaking_1$" concept_cloaking_1_desc: "- §I$UNLOCKS_FEATURE$§! Reconocimiento activo $NEW_LINE$- §I$UNLOCKS_COMPONENT$§! $CLOAKING_1$\n\n§L$tech_cloaking_1_desc$§!" #Cosmic Storms concept_storm_rider: "Jinete de tormentas" concept_storm_rider_desc: "¡Estos osados líderes viven una tormenta cósmica tras otra! Su audacia los lleva a vivir menos, y son menos efectivos si se les asigna posiciones en el Consejo." #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: "Trabajos de vaquero" concept_ethic_based_jobs_desc: "Estos trabajos se asignan en función de la postura del imperio con respecto a la fauna espacial.$TABBED_NEW_LINE$- ['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: "Señuelo del vacío" concept_voidlure_desc: "$sm_voidlure_desc$" concept_primal_calling_stance: "Postura:" concept_primal_calling_stance_desc: "En función de la ética, elige entre ['concept_wrangler_stance'], ['concept_rancher_stance'], ['concept_animal_handler_stance'], ['concept_trophy_hunter_stance'], o las posturas gestalt equivalentes ['concept_wild_consciousness_stance'], ['concept_symbiotic_partnership_stance'] o ['concept_hunter_killers_stance']." concept_wrangler_stance: "Vaquero" concept_wrangler_stance_desc: "- Los ['concept_wrangler',$job_wrangler_plural_with_icon$] permanecen igual\n- $GET_UNIQUE_EDICT$, ['edict:space_fauna_exhibition']\n - Recibe el modificador ['modifier:primal_calling_exhibit_modifier']" concept_rancher_stance: "Ranchero" concept_rancher_stance_desc: "- Los ['concept_wrangler',$job_wrangler_plural_with_icon$] se convierten en ['concept_rancher',$job_rancher_plural_with_icon$]\n- $GET_UNIQUE_EDICT$, ['edict:beasts_burden']\n - Recibe el modificador ['modifier:primal_calling_exploit_modifier']" concept_animal_handler_stance: "Cuidador de animales" concept_animal_handler_stance_desc: "- Los ['concept_wrangler',$job_wrangler_plural_with_icon$] se convierten en ['concept_animal_handler',$job_animal_handler_plural_with_icon$]\n- ['concept_wildlife_ranch'] se convierte en ['concept_wildlife_sanctuary']\n- $GET_UNIQUE_EDICT$, ['edict:creature_welfare']\n - Recibe el modificador ['modifier:primal_calling_shelter_modifier']" concept_trophy_hunter_stance: "Cazador de trofeos" concept_trophy_hunter_stance_desc: "- Los ['concept_wrangler',$job_wrangler_plural_with_icon$] se convierten en ['concept_trophy_hunter',$job_trophy_hunter_plural_with_icon$]\n- ['concept_wildlife_ranch'] se convierte en ['concept_hunting_grounds']\n- $GET_UNIQUE_EDICT$, ['edict:crack_the_whip']\n - Recibe el modificador ['modifier:primal_calling_hunt_modifier']" concept_wild_consciousness_stance: "Consciencia salvaje" concept_wild_consciousness_stance_desc: "- Los ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] permanecen igual\n- $GET_UNIQUE_EDICT$, ['edict:exotic_network']\n - Recibe el modificador ['modifier:primal_calling_assimilate_modifier']" concept_symbiotic_partnership_stance: "Asociación simbiótica" concept_symbiotic_partnership_stance_desc: "- Los ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] se convierten en ['concept_symbiosis_integrator',$job_symbiosis_integrator_plural_with_icon$]\n- ['concept_wildlife_ranch'] se convierte en ['concept_symbiosis_nexus']\n- $GET_UNIQUE_EDICT$, ['edict:defensive_instincts']\n - Recibe el modificador ['modifier:primal_calling_symbiosis_modifier']" concept_hunter_killers_stance: "Cazadores asesinos" concept_hunter_killers_stance_desc: "- Los ['concept_drone_wrangler',$job_drone_wrangler_plural_with_icon$] se convierten en ['concept_hunter_drone',$job_hunter_drone_plural_with_icon$]\n- ['concept_wildlife_ranch'] se convierte en ['concept_hunting_grounds']\n- $GET_UNIQUE_EDICT$, ['edict:biological_overdrive']\n - Recibe el modificador ['modifier:primal_calling_feed_modifier']" concept_wildlife_ranch: "$wildlife_ranch$" concept_wildlife_ranch_desc: "Trabajos de ['concept_wrangler',$job_wrangler_plural_with_icon$]: §G+200§!\n\nSe puede mejorar.\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\nSe puede mejorar." concept_wildlife_sanctuary: "$wildlife_sanctuary$" concept_wildlife_sanctuary_desc: "['concept_animal_handler',$job_animal_handler_plural_with_icon$]: §G+200§!\n\nSe puede mejorar." concept_symbiosis_nexus: "$symbiosis_nexus$" concept_symbiosis_nexus_desc: "['concept_symbiosis_integrator',$job_symbiosis_integrator_plural_with_icon$]: §G+200§!\n\nSe puede mejorar." #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: "- Permite mostrar los [“concept_specimen”,especímenes] conseguidos.\n- Capacidad del vivero: §G+$@grand_archive_vivarium_capacity$§!\n\n§LEl Gran Archivo preserva y exhibe los artefactos más valiosos que hemos recogido por la galaxia. En su interior se encuentra un vivero consagrado a la contención y observación de la fauna espacial viva.§!" #Beastmasters #Singular: ['concept_beastport'] or §H$concept_beastport$§! #Plural: - concept_beastport: "$sm_beastport$" concept_beastport_desc: "- Sustituye el edificio de la base estelar ['concept_hatchery']\n- Permite construir naves civiles y clonar fauna espacial con £genetic_material£ ['concept_dna']." 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: "Ascensión genética" concept_genetic_ascension_desc: "Los defectos de la evolución nos llevan atormentando desde hace mucho. Tenemos que remodelarnos y liberar todo nuestro potencial genético." concept_mutation_ascension: "Ascensión de mutación" concept_mutation_ascension_desc: "Los defectos de la evolución nos llevan atormentando desde hace mucho. Tenemos que remodelarnos y liberar todo nuestro potencial genético." #Wilderness (overlapping with Environmentalist) concept_natural_blocker: "Barrera natural" concept_natural_blocker_desc: "Las £blocker£ ['concept_blockers'] son un tipo de característica planetaria, y pueden ser de varios tipos:\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: "Barreras naturales" concept_natural_blockers_desc: "$concept_natural_blocker_desc$" concept_purity_ascension: "Ascensión de pureza" concept_purity_ascension_desc: "$bio.20.a$" #Unplugged concept_cybernetic_traits: "Cibernético" concept_cybernetic_traits_desc: "Los rasgos cibernéticos proporcionan beneficios especiales que se pueden combinar con rasgos orgánicos." #Shroud-Forged concept_shroud_rift_deposit: "$d_shroud_rift_deposit$" concept_shroud_rift_deposit_desc: "$MOD_PLANET_CRIME_NO_HAPPINESS_MULT$: §R+5%§!\n- Produce: 1 $i_zro$\n\n§L$d_shroud_rift_deposit_desc$§!" #Experimental Testing concept_experimental_testing: "$situation_experimental_testing$" concept_experimental_testing_desc: "Al completarse, adquieres avances de tecnología de £physics£ £society£ £engineering£ al azar.\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: "$concept_experimental_testing_desc$"