global
{
	# languageFilename should be in lower-case and in English
	languageFilename = english;

	# languageName is the actual language, should be translated (ie, "Svenska" for Swedish)
	languageName = English;

	# the language tag is used to identify ingame sprites (such as the main menu console),
	# should be a two-letter, lower-case country code
	languageTag = en;
}
license
{
	thankYou = Thank You!;
	enterLicense = Thank you for buying our game! We greatly appreciate your help and hope you will enjoy every minute playing! We are sorry for the inconvenience to enter your serial key, but you only have to do it once.\n\nEnter your serial key here:;
	ok = OK;
	closeGame = Cancel;
	invalid = Oops, that doesn't look like a valid license key. Please try again!;
}
profile
{
	editProfileTitle = Edit Profile;
	newProfileTitle = Create New Profile;
	newProfileFirstTitle = Welcome, tell us who you are!;
	enterName = Name:;
	enterGroup = High-score Group (optional):;
	groupInfoTitle = High-score Groups;
	groupInfoText = High-score groups allow you to compete in teams vs other groups and friends you know. The group name can be a gaming clan, a company you work for or the school you study at.\n\nHigh-score groups can be changed later by editing your profile.;
	create = Ok;
	cancel = Cancel;
	save = Save;
	invalidNameTitle = Invalid Name;
	invalidNameText = The name must be at least 3 characters long.;
	nameTakenTitle = Name Taken;
	nameTakenText = A profile with the selected name already exists, would you like to overwrite?;
	deleteFailedTitle = Unable to Delete;
	deleteFailedText = There must always be at least one profile.;
	confirmDeleteTitle = Delete Profile?;
	confirmDeleteText = Are you sure you wish to delete the profile?;
	selectProfile = Select Profile:;
	profileTitle = User Profiles;
	createProfile = Create New;
	editProfile = Edit;
	deleteProfile = Delete;
	back = Done;
}
menu
{
	newGame = Restart Game;
	load = Load Game;
	save = Save Game;
	exit = Exit;
	continue = Continue;
	back = Back;
	settings = Settings;
	awards = Awards;

	abandonGame = Are you sure you wish to abandon your current game?;

	gameModeNotAvailableDemo = Demo version!\n\nOnly the Normal and Wave game modes on the Hephaestus planet are available in the demo! Make sure you buy the full version and get access to all the modes and planets!;
	demoInfo = Demo version!\n\nHave you considered buying the REAL game? It will allow you access to ALL game modes on ALL of the planets! Also, it would make us very happy, and you'd support us to make more games!\n\nYour current game has been auto-saved, so you will be able to continue as soon as the full version is installed.\n;
	demoBuy = Buy Now!;
	demoLater = Later...;

	delete = Delete Game;
	deleteQuestion = Are you sure you want to delete "%s"?;
	overwriteQuestion = Are you sure you want to overwrite "%s"?;
	newSlot = New Game Slot;
	saveDescription = Please enter a save game description:;

	# the following aren't seen in the game, but used by Oxeye to translate the main menu console:
	mainProfile = Profile;
	mainSettings = Settings;
	mainHighscores = Highscores;
	mainNewGame = New Game;
	mainLoadGame = Load Game;
	mainAwards = Awards;
	mainExit = Exit;
}
menupopups
{
	newGame = Starts a new game;
	load = Loads a previously saved gamestate;
	save = Saves the current gamestate;
	exit = Exits to desktop;
	continue = Returns to the current game;
	settings = Change settings;
	awards = View my awards;
}
game
{
	priosBtn = BtnPriorities;
	menuBtn = BtnMenu;
}
gamemode
{
	normal = Normal Mode;
	wave = Wave Mode;
	insane = Insane Mode;
	rush = Rush Mode;
	creative = Creative Mode;
}
gamemodedescription
{
	normal = Establish a stable base while being constantly threatened by an ever-growing army of aliens.\n\nMode Objectives:\n- Beat your best threat level record\n- Earn as many credits as possible;
	wave = Prepare your defenses throughly before you activate the inevitable alien waves. You may choose when and which wave that should attack, but each wave will grow stronger than the one before.\n\nMode Objectives:\n- Defeat the 10 waves as quickly as possible;
	insane = Build a base in the deepest corner of hostile territory. You start with more resources, but the aliens are more determined than ever!\n\nMode Objectives:\n- Beat your best threat level record\n- Earn as many credits as possible;
	rush = Enter a location rich of resources, but at the brink of of total war. Your only hope is to deal a forceful blow on your enemies!\n\nMode Objectives:\n- Deal 50,000 points of damage as quickly as possible\n- Defend your base;
	creative = Construct a settlement in the charted regions of the planet. You are in full control, no aliens will appear unless you ask them to.\n\nMode Objectives:\n- Your choice;
}
gamepopups
{
	prios = Change Priorities for Defenses;

	pause = Pause;
	slow = Slow-motion;
	normal = Normal Game Speed;
	double = Double Game Speed;
	four = 4 x Game Speed;

	credits = Amount of Colonial Credits;
	harvesters = Number of Active Harvesters;
	threat = Current Threat Level;
	recycle = Recycle mode: Sell buildings for half the construction cost;
	alienCount = Number of Aliens;

	deselect = Deselect Building (%s);
	unlink = Unlink Building;

	deathstar = Link all towers within range to this tower\n\nShortcut: %s;
	unlinkDeathstar = Remove all links linking to this tower\n\nShortcut: %s;
	makeEndLaser = Re-link towers to this tower\n\nShortcut: %s;
	speedBuild = Link all energy links to this construction site\n\nShortcut: %s;
	unlinkSpeedBuild = Unlink all energy links from this construction site\n\nShortcut: %s;
	sellHarvesters = Sell all depleted Harvesters\n\nShortcut: %s;
}
gamespeed
{
	pause = The game is now paused;
	half = The game is now running in slow-motion;
	threequarter = The game is now running at three-quarter speed;
	normal = The game is now running at normal speed;
	threehalfs = The game speed is now a bit faster;
	double = The game is now running at double speed;
	quadruple = The game is now running at quadruple speed;
}
modestat
{
	strategy = Strategy:;
	tactics = Tactics:;
	pressure = Pressure:;
	design = Design:;
}
planetdescription
{
	hephaestus = - Atmospheric Pressure: 140.1 kPa\n- Gravitation: 11.2 m/s²\n- Average Temperature: 278.6 °K\n- Environmental Rating: Mild;
	poseidon = - Atmospheric Pressure: 137.2 kPa\n- Gravitation: 10.7 m/s²\n- Average Temperature: 167.8 °K\n- Environmental Rating: Harsh;
	ares = - Atmospheric Pressure: 85.7 kPa\n- Gravitation: 8.3 m/s²\n- Average Temperature: 341.0 °K\n- Environmental Rating: Harsh;
	experienced = For Experienced Players;
}
prio
{
	prioFor = Attack priorities for %s;
	targetClosest = Toggle to either attack closest or attack random.;
	confirm = Confirm;
	cancel = Cancel;

	defense = Defense Towers;
	defenseLinked = Linked Defense Towers;
	missile = Missile Turrets;
	eagle = Eagle Cruiser Turrets;
	tempest = Tempest Turrets;
}

build
{
	construction = Construction Site;
	solar = Solar Plant;
	energy = Energy Link;
	harvester = Harvester;
	defense = Defense Tower;
	missileTurret = Missile Turret;
	eagle = Eagle Cruiser Turret;
	tempest = Tempest Turret;
	bombBuilding = Overcharge!;
	minerals = Minerals;
	replaceProducer = Replace Solar Plant;
}
buildpopups
{
	solar = The Solar Plant produces Energy\n\nShortcut: %s;
	energy = Transports and redirects Energy to other buildings. Can also be set in overcharge mode\n\nShortcut: %s;
	harvester = Extracts minerals from rocks, which are automatically sold for Colonial Credits\n\nShortcut: %s;
	defense = Burns enemies with a laser beam, can be linked together for greater range and damage\n\nShortcut: %s;
	missileTurret = Fires an inaccurate blast missile, can be upgraded to launch Eagle or Tempest missiles\n\nShortcut: %s;
	eagle =	Upgrades the Missile Turret to fire long-distance, powerful anti-alien missiles\n\nShortcut: %s;			
	tempest = Upgrades the Missile Turret to fire multiple Tempest Storm missiles\n\nShortcut: %s;
	bombBuilding = Sets your Energy Link to overcharge and explode\n\nShortcut: %s;
	replaceProducer = Replace the expired Solar Plant with a new one.\n\nShortcut: %s;
}
info
{
	quickSave = Game saved;
	gamespeed = Game speed is now; 
}
error
{
	quickLoad = Read error! Unable to load savegame!;
	quickSave = Write error! Unable to save game!;
}
entity
{
	construction = Construction of %s (%d%%);

	solarFullPower = Full Power Output;
	solarDecreased = Running at Decreased Efficiency;
	solarExpired = Lifetime expired;
	solarLifetime = Lifetime: %d%%;

	harvesterAreaCleared = Area Cleared - Harvest Completed;
	harvesterHarvesting = Harvesting Resources;
	harvesterWaiting = Awaiting Energy;
	harvesterActive = Harvester Active;
	harvesterMiniStat = %d CC earned;

	defenseOutOfEnergy = Out of Energy;
	defenseRangeAndDamage = %d%% Range - %d%% / %d%% Damage;
	
	turretEnergy = %d%% Energy;
	turretLaunching = Launching Attack;
	turretReloading = Reloading (%d%%);
	turretScanning = Scanning for Aliens;

	alienKill = %d kill;
	alienKills = %d kills;

	energyForwarding = Forwarding Energy;
	energyCharging = Charging (%d%%);
	energyHeatLevel = Heat level: %d%%;

	mineralsRemaining = %d Minerals Remaining;
}
aliennames
{
	default = D-70 Armored Hovercraft;
	shielder = Zoom Armadillo Tank;
	tiny = Gehenna Shuttle;
	summoner = 'Black Dragon' Teleporter Craft;
	looker = 'Steel Monocle' Tactical Vehicle;
	miner = 'Death Mite' Military Miner;
	stealer = Star-5 Energy Sapper;
	magneto = A-13 Tactical Intelligence Vehicle;
	mega = 'Thunder Flea' Mobile Command;
}
alienchants
{
	chant0 = Forward!;
	chant1 = For our ancestors!;
	chant2 = To battle!;
	chant3 = Time to win our planet back!;
	chant4 = Make them pay!;
	chant5 = This world is ours!;
	chant6 = We must stop them!;
	chant7 = For glory!;
	chant8 = I foresee victory!;
	chant9 = They will leave the planet or die!;
}
characters
{
	info = Lieutenant Commander Fairwood;
	syndicate = Medusa Corporation Spokesperson;
	pilot = Lieutenant Goodfellow;
	training = Training Officer;
}
ingame
{
	welcomeNoScores = Good luck!;
	welcomeLevelScores = You have previously reached threat level %d and earned %d Colonial Credits. Try to top that! Good luck!;
	welcomeTimeScores = Your current best time is %s. Try to beat that! Good luck!;
	welcomeCreative = There are no scores to beat here! Have fun!;
	victoryTitle = Victory!;
	victory = Congratulations, you have achieved your objectives!;
	victoryNewRecord = Congratulations, you have beaten your best time! The new record is %s!;
	recordTitle = A New Record!;
	newLevelRecord = Congratulations, you have beaten your best level for this location! The new record is %d!;
	newMineralsRecord = Congratulations, you have gathered more resources than ever for this location! The new record is %d Colonial Credits!;

	insaneRewardTitle = Bonus Colonial Credits!;
	insaneRewardMessage = We are rewarding you for managing this hostile location for so long! %d additional Colonial Credits have been made available for your disposal!;
	waveRewardTitle = Wave Cleared!;
	waveRewardMessage = The wave has been defeated. You have been rewared with %d extra Colonial Credits!;
	waveWarningTitle = Wave Approaching;
	waveWarningMessage = Warning! A wave is approaching! Prepare your defenses!;
	bossWarningTitle = Enemy Leader Approaching;
	bossWarningMessage = Warning! An enemy leader and its gang are approaching!;

	waveNameLevel = Wave %d - Level %d;
	drawAlien = Place %s;

	gameoverSplash = Game Over;
	victorySplash = Victory!;
	pausedSplash = Paused;
}
introduction
{
	syndicateWelcome = Welcome Colonist, congratulations on choosing a brighter path. We, the Medusa Corporation, embrace you in a world of possibilities. Consider yourself no longer an individual, but part of a greater good!;
	infoWelcome = We have assigned you to sector Harvest 14, located in Andromeda X. Before you begin, you may visit our training facility and learn how to run a successful Medusa franchise, the dropship is already prepared. What do you say?;
	welcomeQuestion = Would you like to play the introduction?;
	welcomeYes = Yes;
	welcomeNo = Skip;

	syndicateSuccess = Congratulations, Colonist! You have proven yourself, and will help us, help you, build our mutual future.;
	infoSuccess = You may now select a destination on any of the planets in our sector. We recommend you visit Hephaestus first, but the choice is yours.;
	startGame = Press the "Start Game" button to continue!;
	startGameBtn = Start Game;

}
scenario
{
	objective1 = Earn 200 Colonial Credits;
	objective2 = Defend the Base;

	pilot1 = Well happy evenin' colonist, welcome onboard my Dolly! Well, technically, she belongs to the syndicate, but we've been together back when heck was a pup, so I consider it just fine to call her my own! Hell, she's more family to me than any wife I've had! *Laughs*;
	pilot2 = Anyway, my name's Buster, pleased to meet ya. The training site is just around the rock, I'll ask Dolly to take us down gently.;
	officer1 = *Radio Transmission* Come in Medu... --- HELP! We are under attack! Requesting immediate assistance!;
	pilot3 = Crazy chimps! Hostiles in the safe zone? Keep your shirt on, Dolly and me can't drop you off with those worms all over! Engaging!;

	pilotDone1 = That's the last one of them! Dolly's coming in to land!;
	officerDone1 = *Radio Transmission* Thank you for the help, we were caught completely off guard. The radar looks clear now.;
	pilotDone2 = I didn't quite catch that. Repeat, pal!;
	officerDone2 = The area is clear! Thank you! Can you hear me?;
	pilotDone3 = Ah, shut it! We're coming there!;

	pilotLanded1 = Yehaa, nice and smooth as always! Now where's your pal at?;
	officerLanded1 = Hey there, yeah, thanks for the help. Timely transport of the new recruit, I must say. If only the last one hadn't been such a lemon and poured coffee all over the communication station, I might have had the chance to warn you a bit earlier.;
	pilotLanded2 = Hah, just doin' my job. I'd love to stay, but orbit calls my name. You can take over from here!;
	officerLanded2 = Godspeed partner, have a safe ride. Now let me explain a few things around here...;

	officerTraining1 = First and foremost, no drinks of any kind. Secondly, these are the Solar Plants. They PRODUCE energy.;
	officerTraining2 = These are the Energy Links. They TRANSPORT energy. Everything needs energy!;
	officerTraining3 = Harvesters use the energy to collect resources from rocks and stuff, which earns us cash! Cash is used to buy more buildings.;
	officerTraining4 = Your job here is to earn us 200 creds! Shouldn't be too hard, simply build more Harvesters!;

	officerTraining5 = Like I said, your job is to earn us cash. Build Energy Links and some Harvesters, that'll do the job!;

	officerHalf = Well done, only 100 credits remaining.;
	officerAliens = Aaargh! More aliens are approaching from the east! Make sure they don't destroy our base!;
	infoCompleted = Great work, you have completed your training. Return to base!;
}
achievements
{
	flawlessEstablishment = Flawless Establishment;
	skilledColonisation = Skilled Colonisation;
	masterfulColonisation = Masterful Colonisation;
	supremeColonisation = Supreme Colonisation;
	ironWill = Iron Will;
	firmDefense = Firm Defense;
	strategicPlanning = Strategic Planning;
	efficientStrategy = Efficient Strategy;
	superHumanTactics = Super-Human Tactics;
	insaneTactics = Insane Tactics;
	dogfight = Dogfight;
	bombLaunch = Bomb Launch;
	masterIndustry = Master Industry;
	pureBlood = Pure Blood;
	hero = Hero;
	exploration = Exploration;
	excursion = Excursion;
	timeIsMoney = Time Is Money;
	goldenWeb = Golden Web;
	massiveEncounter = Massive Encounter;
	masterBlaster = Master Blaster;
	humoungusLaserBeam = Humoungus Laser Beam;
	phoenix = Phoenix Rising;
	perfectWave = Perfect Wave;
	wickedAwesome = Wicked Awesome;

	firstHarvest = Harvest;
	firstKill = Defense;
	firstExploration = Expansion;
	firstSpark = Energy;
	firstBomb = Blast;
	firstLevels = Establishment;
	firstWave = Survival;
	firstDamage = Engagement;
}
achievementDescs
{
	flawlessEstablishment = Established a base on Hephaestus and reached level 15 without losing any buildings. (Normal game mode);
	skilledColonisation = Reached level 50 on any planet. (Normal game mode);
	masterfulColonisation = Reached level 100 on any planet. (Normal game mode);
	supremeColonisation = Reached level 100 on all planets. (Normal game mode);
	ironWill = Successfully completed the Rush game mode on any planet.;
	firmDefense = Successfully completed the Rush game mode on all planets.;
	strategicPlanning = Successfully completed the Wave game mode on any planet.;
	efficientStrategy = Successfully completed the Wave game mode on any planet in less than one hour.;
	superHumanTactics = Reached level 50 in the Insane game mode on all planets.;
	insaneTactics = Reached level 50 in the Insane game mode on any planet.;
	dogfight = Killed an alien in mid-air.;
	bombLaunch = Launched an Overcharged Energy Link and killed at least 5 aliens.;
	masterIndustry = Had at least 50 active harvesters at the same time. (Normal game mode);
	pureBlood = Beat Rush game mode on any planet without losing a single building.;
	hero = Accumulated 1000 or more kills with a single Defense Tower.;
	exploration = Expanded the map considerably, on any planet. (Normal game mode);
	excursion = Expanded the map considerably, on all planets. (Normal game mode);
	timeIsMoney = Had 20 or more active harvesters before level 11. (Normal game mode);
	goldenWeb = Had 50 or more over-heated Energy Links at the same time. (Normal game mode);
	massiveEncounter = Launched all 10 waves at the same time and survived.;
	masterBlaster = Killed 20 or more aliens with a single overcharged Energy Link.;
	humoungusLaserBeam = Has linked 100 or more Defense Towers.;
	phoenix = Defeated a wave before 15 minutes have passed.;
	perfectWave = Defeated a wave without losing a single building.;
	wickedAwesome = Has been awarded all other achievement awards!;

	firstHarvest = Gathered at least one resource in Normal game mode.;
	firstKill = Defeated at least one alien in Normal game mode.;
	firstExploration = Expanded the map in Normal game mode.;
	firstSpark = Built a Solar Plant in Normal game mode.;
	firstBomb = Overcharged an Energy Link.;
	firstLevels = Reached level 11 on Normal game mode.;
	firstWave = Defeated a wave.;
	firstDamage = Dealt damage in Rush game mode.;
}
achievementMedusa
{
	file = Medusa Coorporation Database Entry No. %d;
	close = Close;

	flawlessEstablishment = Minmeister Technologies has always prioritized useability in their products, and the Me91X High Energy Valuable Stuff Extractor is no exception. In addition it is capable of extracting 238 milliminerals, which is above average. In business terms, each one of these will earn you a Colonial Credit every 4.2 seconds.;
	skilledColonisation = In-depth analysis has shown that a Defense Tower is able to destroy a D-70 in 9.09 seconds.;
	masterfulColonisation = The solar system "Harvest 14" appears to include four colonisable planets. The system was found in 6191 AX, just one year after three other in the same sector cluster.;
	supremeColonisation = During the history of colonisation, Hareman Inc. has tried to develop the ultimate missile for destroying the evil aliens. Though successful in most cases, they have still not been able to figure out a cost-effective way of penetrating the armor of the 'Black Dragon' Teleporter Craft. They don't seem sturdier than the D-70 but, to the engineers' dismay, still survive more than two Eagle Cruiser Missiles.;
	ironWill = The Medusa Corporation is mainly run as any other interstellar company, with a board and a chief executive officer. However, while these mainly handle the business and economics, the Medusa spokesperson is the one with the real power, as it's a role of politics, military and religion.;
	firmDefense = According to the latest report, a Defense Tower of the Textech Base Defense X2 model requires 3.3058 energy sparks to defeat a D-70 Armored Vehicle.;
	strategicPlanning = The missiles of the Hareman Evangelist Double-R Missile Turret have a top damage rating of 120 units. Given that the enemies like to huddle together, its theoretical performance rating is as low as 0.2 energy sparks per destroyed D-70! Incredible!;
	efficientStrategy = The Energy Links have been registered to transmit energy sparks at a speed of 100 units per second. However, each transmission produces heat, which causes the link to lose energy if more than 30 needs to be sent in a single second.;
	superHumanTactics = The Hareman Inc. Tempest Upgrade has proven to be very useful. The testlab has reported that, at its highest capacity, the G-1 Thor Electron Storm Hammer launcher is able to defeat D-70 Armored Hovercrafts at a energy cost of 2.78 per vehicle.;
	insaneTactics = On average, 1839 new recruits volunteer to Medusa Corporation each day. Also, roughly 1320 are reported missing in action.;
	dogfight = The Me91X High Energy Valuable Stuff Extractor has, according to its data sheets, an effective range of 100 units, which is shorter than the standarized range of energy spark transmittors.;
	bombLaunch = Hareman Inc. developed the X-11 Eagle Lockat Nest Energy Egg Hatcher specifically to improve the range of its missile defenses. The project is deemed a success, considering that the Eagle Cruiser has a scanner range of 1500 units, and fuel for 30 seconds of flight.;
	masterIndustry = The general morale among the pilots of the Medusa Pseudo-Galactical Air Force has been low lately. The union complains that all their members get to do is taxi errands. The Medusa board have announced that the issue will be discussed at the next assembly.;
	pureBlood = Thanks to the recent upgrade by Hareman Inc., the X-11 Eagle Cruiser now has a 100%% accuracy rating. Two of these missiles will always destroy a D-70 Armored Hovercraft.;
	hero = The standard meal for colonists is Sheerp's Nutrition Extra Strong mixed with water. The mixture can also be used to bake bread.;
	exploration = The Level 5 Photon Concentrator with Turbo Conductor of the Defense Towers has an effective reach of 200 units, and can be synnergized for even greater reach. Each conductor will add 5 to 20 extra units.;
	excursion = Destroying a 'Thunder Flea' Mobile Command with a Defense Tower will cost 5.1240 energy sparks, which is approximately 55%% more than a D-70 would require.;
	timeIsMoney = According to the data sheets, Astrun's energy producer, the "Power King" was able to produce 670 millisparks per second. This is equivalent to 1 maintainable energy spark every 1500 ms, an out-standing performance which led to that Medusa Coorporation chose the Power King over other options.;
	goldenWeb = During tests, the X-11 Eagle Cruiser Missile has shown that 6 missiles can destroy three D-70 Armored Hovercrafts. This is equivalent to 10.0 energy sparks per vehicle.;
	massiveEncounter = Maintenance has reported their task list for the previous month, consisting of 1823 Anti-grav Rapid Share elevator fixes, 7820 Ultra-compressor Toilet repairs and several hundreds of heat element replacements. According to the report, the Medusa 'Overseer' mothership needs to refill the stock of spare parts within the next three months.;
	masterBlaster = The range of the Tempest Missile Turret's scanner is 500 units, but the G-1 Thor Electron Storm Hammer has been witnessed to send missiles farther than that.;
	humoungusLaserBeam = When overcharging Astrum Energy Links, the Multi-mode Controlled Energy Mass Redirector will overload, causing a devastating explosion. This explosion has been measured to 130 damage units at its core.;
	phoenix = Veteran colonisers have reported that the 'Death Mite' Military Miner is vulnerable to fragmentation damage.;
	perfectWave = The standard range of Hareman Evangelist Double-R Missile Turret is 500 units. Not great, but clearly better than the Textech Defense Towers.;

	wickedAwesome1 = Congratulations... spokesperson. Your out-standing career has impressed us all, and it's time for me to stand down and embrace a new era of prosperity. The Medusa Corporation will now follow your lead, and I foresee a bright future.;
	wickedAwesome2 = Harvest: Massive Encounter was designed and developed by Oxeye Game Studio during a year of craziness and coffee. Chipping in with sweat and despair was, in alphabetical order: #3Alexander Persson#o (programmer), #3Daniel Brynolf#o (artist and website design), #3Jens Bergensten#o (lead programmer), #3Jonas Johnsson#o (programmer), #3Pontus Hammarberg#o (artist) and #3Steve Olofsson#o (music).;
	wickedAwesome3 = Voice actors in order of appearance:\n- #3Larry Jones#o as Medusa Spokesperson\n- #3Dina Monaco-Boland#o as Lt. Cmd. Melizza Fairwood\n- #3Rick Scaffe#o as Lt. Buster Goodfellow\n- #3Robert Pike Daniel#o as Officer Michael Dvorak;
	wickedAwesome4 = Thank you for playing!;

	firstHarvest1 = One common mistake among new colonists is not to route energy properly. Routing energy over energy links creatly improves the base's overall performance.\n\nUser Guide: Redirect energy over Energy Links by clicking on a link and then drag to another link nearby. To unlink, double-click on the first Energy Link again.;
	firstHarvest2 = Routing and encapsulating energy in a closed space has proven to be very volatile and must be handled with care.\n\nUser Guide:You can set Energy Links in overcharge mode to blast your enemies.;
	firstHarvest3 = User Guide: You can link Defense Towers to each other for increased damage and range, but at a higher energy cost. To link towers, click and drag from tower to tower.;
	firstKill1 = Speed is crucial to build good defenses. If speed can't be achieved, time must be altered.\n\nUser Guide: You can change the game speed with the number keys. It's possible to place buildings while the game is paused.;
	firstKill2 = User Guide: Missile Turrets cost lots of energy and are quite inaccurate. They perform best at higher threat levels.;
	firstKill3 = User Guide: The civilian buildings in Creative mode are just there for fun. You can download more buildings from the Internet.;
	firstExploration1 = User Guide: In Wave mode you send in enemies by selecting them in the wave list. All ten waves must be defeated, but you can choose the order yourself.;
	firstExploration2 = User Guide: You need at least 3 people in a high-score group to compete in the group list.;
	firstExploration3 = User Guide: The wind always blows from the east on Poseidon.;
	firstSpark1 = User Guide: You don't need many Defense Towers in the early levels. Save your energy, and place towers only when you see a threat appearing.;
	firstSpark2 = User Guide: You can sell buildings by using the Recycle button. You can also sell buildings by selecting them and using the backspace key.;
	firstSpark3 = User Guide: If two Energy Links are overcharged close to each other, the first one to explode will push the other one away.;
	firstBomb1 = User Guide: In all modes except Rush, the map expands if you build close to the edges.;
	firstBomb2 = A good colonist will tell her crew to aim for the most dangerous enemies first.\n\nUser Guide: You can select which enemies that are most important by using the Attack Priorities menu.;
	firstBomb3 = User Guide: Missile Turrets can be upgraded to either Tempest Missile Turrets or Eagle Cruiser Turrets.;
	firstLevels1 = Colonist work environment and ergonomics are cared for by the Medusa Coorporation's sister company, Minmeister Technologies.\n\nUser Guide: All actions have keyboard shortcuts.;
	firstLevels2 = User Guide: To quickly sell depleted Harvesters, select a Harvester and click on the "Sell All" button.;
	firstLevels3 = User Guide: When you select a building, all the buildings of the same kind will be highlighted in the minimap.;
	firstWave1 = User Guide: In the Normal game mode, the threat level increases by one every 60 seconds. The Insane game mode works in a similar way, but increases levels four times faster.;
	firstWave2 = User Guide: It's possible to see the range of all buildings at once. Just hold the "show ranges" button, default is the G key.;
	firstWave3 = Harvest 14's fourth planet, Atrum, was not colonized due to infavorable risk vs gain analysis.;
	firstDamage1 = User Guide: You can scroll the view with the cursor keys, by holding space and moving the mouse and by holding the third mouse button (if you have one) and moving the mouse.;
	firstDamage2 = User Guide: If you hear sparks poofing in your energy grid, but can't locate exactly where, hold the "show spark deaths" button. Default key is H.;
	firstDamage3 = This file has been closed due to inconsistences with Medusa policies regarding fairness, ethics and code of conduct.;
}
achievementInfo
{
	awarded = You have been awarded the %s Award! Your rating is now %s!;
	awardedNoChange = You have been awarded the %s Award! Your rating is still %s.;
	awardedTitle = Achievement Award;
}
achievementRating
{
	schoolGraduate = School Graduate;
	intern = Intern;
	distinguishedIntern = Distinguished Intern;
	aspiringColonist = Aspiring Colonist;
	colonist = Colonist;
	promisingColonist = Promising Colonist;
	chiefColonist = Chief Colonist;
	brilliantChiefColonist = Brilliant Chief Colonist;
	sectionTrustee = Section Trustee;
	directorOfSection = Director of Section;
	globalManager = Global Manager;
	executivePlanetaryBoss = Executive Planetary Boss;
	sectorSupervisor = Sector Supervisor;
	trusteeOfInterstellarOperations = Trustee of Interstellar Operations;
	ceo = Medusa Chief Executive Officer;
	chairmanOfTheBoard = Chairman of the Board;
	medusaSpokesperson = Medusa Spokesperson;
}
highscores
{
	players = Players;
	peers = Peers;
	groups = Groups;
	table = Rankings;

	loading = Loading...;
	apply = Apply;
	cancel = Cancel;

	jumpToRank = Jump To Rank;
	filterName = Filter by Name;
	filterGroup = Filter by Group;
	exactMatch = Use Exact Matching;
	selectPlanet = Planet Selection;
	selectMode = Game Mode Selection;

	planets0 = Hephaestus;
	planets1 = Poseidon;
	planets2 = Ares;
	planets3 = Any Planet;
	planets4 = All Planets Combined;

	sort0 = best score;
	sort1 = worst score;
	sort2 = most earned credits;
	sort3 = least earned credits;
	sort4 = most recent update;
	sort5 = oldest update;


	secondsAgo = %d seconds ago;
	lastMinute = Last minute;
	minutesAgo = %d minutes ago;
	lastHour = Last hour;
	hoursAgo = %d hours ago;
	yesterday = Yesterday;
	daysAgo = %d days ago;
	weeksAgo = %d weeks ago;
	lastYear = Last year;
	yearsAgo = %d years ago;

	infoNormal = Showing %s for %s sorted by %s.;
	infoNameFilter = Showing %s for %s sorted by %s, filtered by '%s' player names.;
	infoGroupFilter = Showing %s for %s sorted by %s, filtered by '%s' group names.;
	infoBothFilter = Showing %s for %s sorted by %s, filtered by '%s' player and '%s' group names.;
}
statistics
{
	highscoreTitle = New Highscore;
	highscoreQuestion = Do you want to upload your game to the high-score server?;
	highscoreSuccess = Your high-score was uploaded successfully!;
	highscoreVersion = The server can't accept high-scores from this game version.;
	highscoreFailure = An error occurred while uploading your high-score...;	

	localBest = Your Record;
	
	statTotalCredits = Amount of Colonial Credits in Stash;
	statNumBuildings = Number of Buildings;
	statEarnedCredits = Amount of Colonial Credits Collected;
	statKilledAliens = Number of Defeated Aliens;
	statTowerDamage = Defense Tower Damage;
	statMissileDamage = Missile Turret Damage;
	statBombDamage = Overcharged Bomb Damage;
	overallStatistics = Statistics Summary;

	gameTime = Game time: %s;
	statTotalCreditsGraph = %.0f colonial credits;
	statNumBuildingsGraph = %.0f buildings;
	statEarnedCreditsGraph = %.0f colonial credits;
	statKilledAliensGraph = %.0f aliens;
	statTowerDamageGraph = %.2f points of damage;
	statMissileDamageGraph = %.2f points of damage;
	statBombDamageGraph = %.2f points of damage;

	levelReached = Obsolete text string;
	totalMinerals = Total amount of earned colonial credits: %d;
	totalKills = Total number of defeated aliens: %d;
	totalBuildings = Total number of constructed buildings: %d;
	totalTowerDamage = Total amount of Defense Tower damage: %d;
	totalTurretDamage = Total amount of Missile Turret damage: %d;
	totalBombDamage = Total amount of Overcharged Bomb damage: %d;

	logAward = %s - You were awarded the %s Award!;
	logWave = %s - You cleared a wave and gained %d Colonial Credits!;
}
commandString
{
	increaseSpeed = Increase Game Speed;
	decreaseSpeed = Decrease Game Speed;
	speedPaused = Paused Game Speed;
	speedSlower = Slow Game Speed;
	speedNormal = Normal Game Speed;
	speedFaster = Faster Game Speed;
	speedFastest = Fastest Game Speed;
	speedPauseToggle = Pause Game;
	buildProducer = Solar Plant;
	buildMover = Energy Link;
	buildMiner = Harvester;
	buildTower = Defense Tower;
	buildLauncher = Missile Turret;
	actionSpecial = First Building Action;
	actionSomething = Second Building Action;
	actionEagle = Upgrade to Eagle Turret;
	actionTempest = Upgrade to Tempest Turret;
	actionSell = Sell Building;
	gameSettings = Open Settings Menu;
	gamePriorities = Open Priorities Menu;
	gameRanges = Show Building Ranges;
	gameOverheats = Highlight Energy Overheats;
}
settings
{
	general = Settings;
	audio = Audio;
	soundVolume = SFX Volume;
	musicVolume = Music Volume;
	video = Video;
	resolution = Resolution;
	particles = Particles;
	scrollSpeed = Scroll Speed;
	keys = Key Configuration;
	pressKey = Press new shortcut key!;
	resetKeys = Reset;
}
