//Sub Systems
#SS_LIGHTHULL_NAME: Light Hull
#SS_LIGHTHULL_DESC: With advancements in hull design and basic ship systems, engineers were able to integrate common aspects of those systems into the hull, reducing bulk, and yielding the Light Hull. These hulls are much weaker, but being lighter, allow for faster movement.\n#c:green##tab:8#+ Cheaper, Lighter\n#tab:8#+ 1 space available for Sub Systems\n#c:d00##tab:8#- Weaker, Sub Systems receive damage more quickly

#SS_MEDHULL_NAME: Standard Hull
#SS_MEDHULL_DESC: Standard hulls provide the necessary support structure to equip components, and some moderate damage resistance. They provide a middle ground between strength and speed.

#SS_HVYHULL_NAME: Heavy Hull
#SS_HVYHULL_DESC: Advancements in armoring and hull design allowed engineers to drastically increase the overall strength of the hull, without giving up much in the way of maneuverability.\n#c:green##tab:8#+ Stronger\n#tab:8#+ Sub Systems take damage later\n#c:d00##tab:8#- Heavier, Expensive\n#tab:8#- 1 space for Sub Systems

#SS_FIGHTERHULL_NAME: Fighter Hull
#SS_FIGHTERHULL_DESC: This hull has been optimized for use on small vessels - scale 1 and smaller. It is light and maneaverable, but lacks major damage resistance.\n#c:green##tab:8#+ Can dodge hits at high speeds.\n#tab:8#+ Very light\n#c:d00##tab:8#- Does not protect Sub Systems.\n#tab:8#- Very low health.\n#c:ee0##tab:8#Note: Fighter Hulls can only be used on small ships.

#SS_STATIONHULL_NAME: Station Hull
#SS_STATIONHULL_DESC: A Heavy Hull optimized for sheer capacity and strength, it cannot withstand the forces necessary to move in space.\n#c:green##tab:8#+ Strong\n#tab:8#+ Cost effective for large designs#c#\n#c:d00##tab:8#- Cannot equip engines or jump drives

#SS_STEALHHULL_NAME: Stealth Hull
#SS_STEALHHULL_DESC: Stealth hulls are a specialty hull, providing emission absorption, making the hull more difficult to detect. However, they are one of the weakest hulls for their mass.\n#c:green##tab:8#+ Harder to be hit\n#c:d00##tab:8#- Expensive, Weak

#SS_STEALTHFIELD_NAME: Stealth Field
#SS_STEALTHFIELD_DESC: This sub system applies a distortion field over the ship, causing a percentage of all attacks against it to miss.\n#c:green##tab:8#+Harder to be hit

#SS_THRUSTER_NAME: Thruster
#SS_THRUSTER_DESC: A conventional thruster system, which ejects ignited fuel in the opposite direction as the intended heading.\n#c:green##tab:8#+High Acceleration\n#c:d00##tab:8#- Fuel inefficient

#SS_IONTHRUSTER_NAME: Ion Thruster
#SS_IONTHRUSTER_DESC: Ion drives make better use of fuel compared to conventional thrusters by firing fewer particles at much greater velocities. The drawback is they require a large amount of power.\n#c:green##tab:8#+ Less fuel usage\n#c:d00##tab:8#- Uses power

#SS_PLATEARMOR_NAME: Plate Armor
#SS_PLATEARMOR_DESC: Constructed out of layers of metals, all this armor is capable of is taking lots of damage. One advantage plate armor has is its bulk's capacity to absorb a small portion of every hit's damage, negating it.\n#c:green##tab:8#+High Durability

#SS_SOAKARMOR_NAME: Ablative Armor
#SS_SOAKARMOR_DESC: Ablative armor is designed to rapidly break down when damaged, and in doing so, reduce the impact a weapon has on the ship overall. Although weaker than standard armors, its resillience proves highly effective against smaller weapons.\n#c:green##tab:8#+Effective against beams and small weapons\n#c:d00##tab:8#- Ineffective against large weapons, explosives

#SS_REACTARMOR_NAME: Reactive Armor
#SS_REACTARMOR_DESC: Reactive armor consists of a grid of explosive panels. When struck, the panels explode, ruining or deflecting the means of attack.\nReduces damage over the impact level by 80%\n#c:green##tab:8#+Effective against large weapons, explosives\n#c:d00##tab:8#- Ineffective against beams and small weapons

#SS_POWERARMOR_NAME: Powered Armor
#SS_POWERARMOR_DESC: Powered Armor uses active sensors and a directed energy grid to momentarily harden the materials, and deflect attacks, dramatically minimizing damage.\n#c:green##tab:8#+Very Effective against beams and small weapons\n#c:d00##tab:8#- Ineffective against large weapons, explosives\n#tab:8#- Consumes large amounts of power

#SS_NANOARMOR_NAME: Nano-Armor
#SS_NANOARMOR_DESC: Nano-Armor is a light armored plate equipped with nanites - microscopic machines that repair the armor as they are able.\n#c:green##tab:8#+ Heals itself at all times.\n#c:d00##tab:8#- Uses Power\n#c:d00##tab:8#- Low damage absorption

#SS_SHIELDGEN_NAME: Shield Generator
#SS_SHIELDGEN_DESC: Shield Generators produce a physical barrier sustained by a constant flow of energy. As the shield sustains damage, however, the barrier goes into flux, allowing progressively more damage through.

#SS_SHIELDCHARGE_NAME: Shield Charger
#SS_SHIELDCHARGE_DESC: Shield Chargers are sub systems dedicated to charging a pre-established shield.\n#c:green##tab:8#+Charges faster than a generator\n#c:d00##tab:8#- Cannot sustain their own field

#SS_POWERGEN_NAME: Power Generator
#SS_POWERGEN_DESC: Power Generators produce power from fuel. Although the idle power costs for ships is generally low, being unable to meet peak demands may leave a ship disabled in a time of crisis.

#SS_FUSIONGEN_NAME: Fusion Generator
#SS_FUSIONGEN_DESC: Fusion Generators rely on compressing matter to a breaking point, when stronger forces take over, releasing a great deal of energy.\n#c:green##tab:8#+ More Output\n#tab:8#+ Less Fuel Use\n#c:d00##tab:8#- Explodes when destroyed\n#tab:8#- Weaker\n#tab:8#- More expensive

#SS_AMGEN_NAME: Anti-Matter Generator
#SS_AMGEN_DESC: Anti-Matter Generators require a miniscule amount of fuel to generate immense amounts of power. However, if the ship ever loses power, the generator will instantly explode.\n#c:green##tab:8#+ Vastly more Output\n#tab:8#+ Nearly no Fuel Use\n#c:d00##tab:8#- Explodes when destroyed, or runs out of power\n#tab:8#- Very expensive

#SS_SOLARPANELS_NAME: Solar Panel
#SS_SOLARPANELS_DESC: Solar Panels produce power from starlight without need of fuel.

#SS_CAPACITOR_NAME: Capacitor
#SS_CAPACITOR_DESC: Capacitors store energy created by power generators, and at a greater density than generators.

#SS_RAMSCOOP_NAME: Bussard Ram Scoop
#SS_RAMSCOOP_DESC: A large scoop that collects particulate matter floating in space as a means of gathering fuel.

#SS_RAMJET_NAME: Bussard Ramjet
#SS_RAMJET_DESC: Similar to the scoop, this device instead makes direct use of the matter it collects as a means of propulsion. While this lacks a requirement for fuel, it also has a very low thrust output.

#SS_FUELCELL_NAME: Fuel Cell
#SS_FUELCELL_DESC: Fuel cells store the resource that most power systems, and many engines, require to function.

#SS_AMMOCACHE_NAME: Ammo Cache
#SS_AMMOCACHE_DESC: Ammo Caches store the various forms of ordance used by most types of launchers. Caches store less per volume than most types of storages, but are also significantly stronger.

#SS_CARGOBAY_NAME: Cargo Bay
#SS_CARGOBAY_DESC: A cargo bay is an all-purpose storage system. Although less space efficient than specialty storage, cargo bays are cheaper and capable of storing anything.\n#c:ee0##tab:8#Note: Resources in cargo increase a ship's mass, slowing it down.

#SS_REFINERY_NAME: Metal Refinery
#SS_REFINERY_DESC: A large automated system that processes raw ore into useable metals.

#SS_ELECTSFAB_NAME: Electronics Fabricator
#SS_ELECTSFAB_DESC: A set of mechanized systems that produces usable electronics out of crude metals. In order to produce electronics at a minimum cost of manpower and space, fine-tuned computers are used for the more precise operations.

#SS_ADVFAB_NAME: Advanced Parts Assembler
#SS_ADVFAB_DESC: An ample amount of pre-programmed nanites are used to fashion advanced components out of the electronics and metals on board.

#SS_EXPORTER_NAME: Export Dock
#SS_EXPORTER_DESC: Facilities for merchant ships to dock and take produced resources with them to the empire bank. Can export Metals, Electronics and Advanced Parts, but not Ore.

#SS_SHIPBAY_NAME: Ship Bay
#SS_SHIPBAY_DESC: A ship bay is a large empty space equipped with various docking clamps. Its sole purpose is to provide the enormous areas required for ships to dock.\n#c:d00##tab:8#- Extremely fragile.\n#c:ee0##tab:8#Note: A stored ship takes up as much space as its scale.

#SS_BUILDBAY_NAME: Construction Bay
#SS_BUILDBAY_DESC: A large bay with all the key components necessary to construct ships and stations.\n#c:ee0##tab:8#Note: Must be loaded with resources to function.

#SS_LIFESUPPORT_NAME: Life Support
#SS_LIFESUPPORT_DESC: Life Support systems provide an environment for the crew of the ship to survive in.\n#c:ee0##tab:8#Note: Stores 10 seconds worth of reserve air.

#SS_CREWQUARTERS_NAME: Crew Quarters
#SS_CREWQUARTERS_DESC: Crew Quarters provide living space for crew members, as well as limited repair facilities to help stabilize a ship after combat.

#SS_BRIDGE_NAME: Bridge
#SS_BRIDGE_DESC: Provides the means for crew members to control a vessel.\n#c:green##tab:8#+ Crews perform repairs, Uses little power\n#c:d00##tab:8#- Takes more space, Requires Crew

#SS_COMPUTER_NAME: Computer Core
#SS_COMPUTER_DESC: Advanced computer core, capable of handling all systems operations on ships. Compared to a crewed ship, computer cores are space efficient, but consume more power, and therefore more fuel.\n#c:green##tab:8#+ Lots of control for less space\n#c:d00##tab:8#- Consumes power, Expensive

#SS_QUANTUMCOMP_NAME: Quantum Computer Core
#SS_QUANTUMCOMP_DESC: Quantum computers are highly complex computer systems, capable of performing specific, complex tasks very easily.\n#c:green##tab:8#+ Significantly reduce control requirement of linked system

#SS_REPAIRBAY_NAME: Repair Bay
#SS_REPAIRBAY_DESC: A repair bay allows a ship to fix damage that may occur during combat, or normal ship operation.

#SS_EMSENS_NAME: Electromagnetic Sensors
#SS_EMSENS_DESC: A series of sensor systems capable of tracking nearby objects in greater detail than most long-range sensor systems. Detects emissions in the EM Band.

#SS_SENSDECIPH_NAME: Sensor-data Decipherer
#SS_SENSDECIPH_DESC: By linking one of these units with various sensor systems, the sensor's sensitivity and resolution will be significantly improved, at the cost of additional control and power requirements.

#SS_EMSCAN_NAME: Electromagnetic Scanner
#SS_EMSCAN_DESC: Electromagnetic scanners continuously scan the surrounding area with pulses of EM radiation. This increases the effectiveness of onboard sensors, but also makes it easier to spot the scanning vessel.

#SS_GMSENS_NAME: Gravitometric Sensors
#SS_GMSENS_DESC: A specialized system capable of sensing perturbations in the local gravitational field. Ineffective at detecting smaller targets.

#SS_COLONIZER_NAME: Colonizer
#SS_COLONIZER_DESC: A colonizing unit is a series of self-assembling structures designed to establish a basic infrastructure on a planet to allow for habitation and further growth.\n#c:ee0#Note:#tab:24#After successfully using a colonizer, the ship will be used up.

#SS_FLEETSENS_NAME: Fleet Communications Array
#SS_FLEETSENS_DESC: The Fleet Communication Array provides a means to securely transmit sensor data amongst members of the fleet, thus boosting every ship's effective sensor strength.

#SS_FLEETDAMAGE_NAME: Fleet Weapons Coordinator
#SS_FLEETDAMAGE_DESC: The Fleet Weapons Coordinator grants all ships in the fleet a way of easily coordinating their attacks, which has the effect of increasing damage done by all weapons.

#SS_FLEETSHIELDS_NAME: Fleet Shield Stabilizer
#SS_FLEETSHIELDS_DESC: The Fleet Shield Stabilizer is capable of conducting power to other ships, stabilizing their shields, thus reducing the amount of damage that leaks through.

#SS_TIMEMOD_NAME: Temporal Manipulation Field
#SS_TIMEMOD_DESC: The Temporal Manipulation Field is arguably the most impressive construct of any civilization that percieves the ebbs and flow of time. It increases the rate at which the ship performs all functions. This may not be entirely beneficial.

#SS_REPAIRTOOL_NAME: Repair Tool
#SS_REPAIRTOOL_DESC: This beam uses focused magnetics to direct a glob consisting of a mixture of metals and a non-newtonian fluid. By altering the pattern of the beam, the metal is made to seal up cracks and holes in the target's armor, effectively repairing it.\n#c:green##tab:8#+ Remotely repairs ships\n#c:d00##tab:8#- Cannot repair itself

#SS_SALVAGER_NAME: Salvager
#SS_SALVAGER_DESC: Similar to the repair tool in its design, this beam directs a strong magnetic field to slowly rip apart a target ship, to recollect the metals used in its construction.

#SS_ANALYZER_NAME: Analyzer
#SS_ANALYZER_DESC: The Analyzer performs thorough scans of a disabled ship to attempt to acquire its design. If it succeeds, you will be able to construct that design at your planets.\n#c:ee0#Note:#tab:24#Without Sensor technology, Analyzers are very ineffective.

#SS_SCILAB_NAME: Scientific Laboratories
#SS_SCILAB_DESC: A large, modern group of facilities to house the experiments and scientists studying everything and anything.

#SS_RECYCLER_NAME: Metal Reclamation Facility
#SS_RECYCLER_DESC: This facility takes waste materials from the population on the planet, and recovers as much metal as possible.

#SS_METALMINE_NAME: Metal Mining Complex
#SS_METALMINE_DESC: This large complex takes resources from the planet, smelting and refining them into usable alloys.

#SS_ELECTFACT_NAME: Electronics Factory
#SS_ELECTFACT_DESC: This factory constructs electronics from the metal alloys produced elsewhere.

#SS_ADVFACT_NAME: Advanced Component Factory
#SS_ADVFACT_DESC: This factory is among the most complex of all factories, possesing numerous modular manufacturing lines that construct small, complex units to be used in further construction.

#SS_CITY_NAME: City
#SS_CITY_DESC: Provides homes for people, and provides reasonable population growth.\n#c:ee0##tab:8#Note: Population produces labor, and consumes food. Larger cities can support more labor.

#SS_CAPITAL_NAME: Planet Capitol
#SS_CAPITAL_DESC: The capitol of a planet provides a small amount of food, structure repair, and space trade to the planet.

#SS_GLXCAPITAL_NAME: Galactic Capitol
#SS_GLXCAPITAL_DESC: A vast metropolis, the shining beacon of a Civilization. This capitol does everything a Planet Capitol does, but it does it more effectively.\n#c:ee0##tab:8#Note: Capitols provide a constant supply of resources, including food.

#SS_REMNCAPITAL_NAME: Remnant Capitol
#SS_REMNCAPITAL_DESC: The ancient city of the remnants, spanning across vast distances of ground and sky, now populated by your own people.

#SS_FARM_NAME: Farm
#SS_FARM_DESC: Provides food for people.

#SS_PLANETCANNON_NAME: Planetary Cannon
#SS_PLANETCANNON_DESC: A massive cannon that fires massive, specially-designed shells that easily pierce any atmosphere at enormous speeds toward distant targets. Although it fires slowly, its hits are devastating.

#SS_PLANETLASER_NAME: Planetary Laser
#SS_PLANETLASER_DESC: A massive laser installation that fires a continuous beam against a target for several seconds.

#SS_BUNKER_NAME: Bunker
#SS_BUNKER_DESC: Bunkers are heavily armored structures, typically buried underground, designed to protect against attacks.

#SS_PLANETSHIELDS_NAME: Planetary Shield Generator
#SS_PLANETSHIELDS_DESC: A massive, planet-wide shield generation network. It makes use of highly advanced load-balancing systems to dynamically empower shields where necessary.

#SS_SPACEPORT_NAME: Space Port
#SS_SPACEPORT_DESC: Space ports are large trade hubs on a planet with systems specifically designed to aid in moving goods to and from space. They allow a planet to access empire-wide resources.

#SS_FUELDEPOT_NAME: Fuel Depot
#SS_FUELDEPOT_DESC: This depot converts organics - typically substandard food - into fuel for use by vessels.

#SS_AMMODEPOT_NAME: Ammo Depot
#SS_AMMODEPOT_DESC: This depot constructs large quantities of ammunition out of metals.

#SS_CARGOBLOCK_NAME: Cargo Storage
#SS_CARGOBLOCK_DESC: A large quantity of buildings modularly designed to store anything and everything.

#SS_COOLANT_NAME: Coolant System
#SS_COOLANT_DESC: Coolant systems increase the rate at which weapons fire, but also dramatically increases the cost of running a weapon. Incompatible with Missile-based weapons.

#SS_AIMBOT_NAME: Targeting Sensors
#SS_AIMBOT_DESC: When linked to a projectile or beam weapon, increases the range of those weapons by a significant factor.\n#c:green##tab:8#+ Increases range of linked weapons\n#c:d00##tab:8#- Requires power and control\n#c:ee0##tab:8#More effective when larger than the linked weapon.

#SS_MISSILERACK_NAME: Missile Rack
#SS_MISSILERACK_DESC: A long-lived technology, whose implementation differs only slightly in a space context - the Missile Rack. Fires self-guided missiles at a target.

#SS_TORPEDOBAY_NAME: Torpedo Bay
#SS_TORPEDOBAY_DESC: The torpedo bay is a launcher for long-range, self-guided torpedoes. Torpedoes have high yield, but are bulkier than most missiles, and take longer to load.

#SS_FLAKTURRET_NAME: Flak Turret
#SS_FLAKTURRET_DESC: Flak turrets do small amounts of damage, often, in a small area. They are highly effective against small, weakly armored targets.

#SS_RAILGUN_NAME: Rail Gun
#SS_RAILGUN_DESC: Projectile weapons are a staple of combat in nearly all species' histories. From the realm of conventional projectile weapons, only railguns prove worthwhile in the distances involved with space combat.

#SS_PARTICLECANNON_NAME: Muon Cannon
#SS_PARTICLECANNON_DESC: A charged particle cannon consists of a circular particle accelerator to empart huge amounts of energy into a small group of muons, and a linear accelerator to direct the muons toward their target. The particles often pass directly through armor\n#c:green##tab:8#+ Ignores half of armor\n#tab:8#+ Uses very little ammo\n#c:d00#- Lowered damage output

#SS_ARTILLERY_NAME: Artillery
#SS_ARTILLERY_DESC: Artillery consists of a large, explosive shell fired over vast distances. Due to the preparation and precision required, this weapon must be mounted on a station.\n#c:green##tab:8#+ Massive range and damage\n#c##c:d00##tab:8#- Slow firing\n#tab:8#- May only be used on stations\n#tab:8#- Cannot attack very close targets#c#

#SS_PLASMAGUN_NAME: Plasma Thrower
#SS_PLASMAGUN_DESC: Plasma Throwers are projectile weapons that fire magnetically contained clouds of plasma. Upon impact, the plasma expands rapidly, burning the target over a short period of time.\n#c:green##tab:8#+ Higher damage than a railgun\n#c:green##tab:8#+ Does not require ammo\n#c:d00##tab:8#- Slower than a railgun\n#c:d00##tab:8#- Consumes large bursts of power

#SS_LASER_NAME: Laser
#SS_LASER_DESC: The laser is the earliest practical beam weapon. Beam weapons consume a considerable amount of power for their damage output, but are instant-hit, and don't require ammunition.

#SS_SHORTLASER_NAME: Focused Laser
#SS_SHORTLASER_DESC: A highly focused laser, designed to concentrate all the energy of the beam onto a single, nearby point.\n#tab:8##c:green#+80% Damage\n#tab:8##c:d00#- Half Range

#SS_OVERLASER_NAME: Overcharged Laser
#SS_OVERLASER_DESC: This laser varient combines huge amounts of energy very rapidly, overcoming many failings of a typical laser. However, this comes at the cost of vastly increased power requirement.\n#tab:8##c:green#+5x Damage Output\n#tab:8##c:d00#- 5x Longer Cooldown\n#tab:8##c:d00#- High power requirements

#SS_PHASEDLASER_NAME: Phased Energy Beam
#SS_PHASEDLASER_DESC: A dense beam of energy, temporarily entered into Sub-Space, that is able to pass through even very dense matter a small distance, allowing the penetration of armor.\n#tab:8##c:green#+Passes through armor\n#tab:8##c:d00#- Low Damage\n#tab:8##c:d00#- High Cost and Power Requirements

#SS_PLASMABEAM_NAME: Plasma Beam
#SS_PLASMABEAM_DESC: A burst of plasma, directed by a focused magnetic beam, which disperses on contact with the target. Deals a lot of its damage immediately, but the dispersing plasma continues to deal damage for a time.\n#c:green##tab:8#+High Alpha

#SS_SPATIALMANIP_NAME: Directed Spatial Manipulator
#SS_SPATIALMANIP_DESC: This extremely specialized field emitter slowly collects a large region of space, collapsing it into a near-singularity. Upon hitting critical mass, this weapon may tear the fabric of space and time to shreds around a target.\n#tab:16##c:green#+Devastating Damage Potential#c#\n#tab:16##c:d00#- Requires an enormous charge before firing

#SS_MININGLASER_NAME: Mining Laser
#SS_MININGLASER_DESC: A mining laser consists of two beams, firing in separate phases in rapid succession. The first superheats rocks to free them to be collected, the second is a focused beam of magnetism that attracts the freed ore. Note: These lasers are very power-intensive. Each laser typically requires its own generator.

#SS_RESOURCEDRAIN_NAME: Materials Containment Beam
#SS_RESOURCEDRAIN_DESC: Running on similar principles as the Mining Laser and Repair Tool, this weapon extends high-energy magnetic fields in a contained area toward a planet, collecting a variety of useful economic resources from its surface.

#SS_REPULSOR_NAME: Repulsor
#SS_REPULSOR_DESC: A directed anti-graviton emitter used to impart velocities on enemy ships, repulsing them.

#SS_ATTRACTOR_NAME: Attractor
#SS_ATTRACTOR_DESC: A directed graviton emitter used to impart velocities on enemy ships, attracting them.

#SS_INTERDICTOR_NAME: Interdictor
#SS_INTERDICTOR_DESC: Controlled bursts of gravitons and anti-gravitons keep the target at matching velocity.

#SS_BOARDING_NAME: Boarding Party
#SS_BOARDING_DESC: A troop of skilled marines will board disabled or enemy vessels, rapidly working to conquer and repair a ship, bringing it back to working status in short order.

#SS_BOARDINGDEFENSE_NAME: Internal Defenses
#SS_BOARDINGDEFENSE_DESC: Automated turrets placed strategically along corridors throughout the ship. The turrets serve as a first defense against intruders attempting to board the ship.

#SS_ZPM_NAME: Quantum Battery
#SS_ZPM_DESC: Vast amounts of power are stored as zero-point energy in a single module, allowing ships to be powered for longer durations without the need for an on-board generator.

#SS_MATTERGEN_NAME: Matter Generator
#SS_MATTERGEN_DESC: Converts substantial quantities of power into fuel and ammo for later use by the ship. Will attempt to keep fuel and ammo stores fully occupied.

#SS_BULKHEAD_NAME: Bulkhead
#SS_BULKHEAD_DESC: Bulkheads are localized protection for a specific SubSystem. While nearly useless on their own, they increase the health of the equipped SubSystem up to 100%.\n#c:green##tab:8#+ More health than Standard Armor for its size#c#\n#c:d00##tab:8#- Heavy, Takes up space#c#

#SS_SHIELDHARD_NAME: Shield Hardener
#SS_SHIELDHARD_DESC: Shield hardeners reduce the amount of damage that leaks through the shields as they fluctuate due to damage.\n#c:green##tab:8#+ Less damage leaked through at low shield health.\n#c:d00##tab:8#- Uses plenty of power\n#c:ee0##tab:8#Note: Only works with Shield Generators\n#tab:16#Tip: Use a small Shield Hardener with large Shield Generators

#SS_BACKUPPOWER_NAME: Emergency Power
#SS_BACKUPPOWER_DESC: Provides a constant power supply to the linked SubSystem, independent from the ship's main power supply.\n#c:green##tab:8#+ Uninterruptable power supply.\n#c:d00##tab:8#- Less power for the space and cost than generators.

#SS_POWERVAMP_NAME: Reverse Inductor
#SS_POWERVAMP_DESC: A reverse inductor charges an electro-magnet using a targeted vessels power systems.\n#c:green##tab:8#+ Absorbs power from enemy vessels.

#SS_MINDSAP_NAME: Mind Sapper
#SS_MINDSAP_DESC: This device causes uncontrollable spasms in the crew of the ship, detracting from the overall response time of the ship and potentially disabling it entirely.

#SS_SPACESAVER_NAME: Quantum Compressor
#SS_SPACESAVER_DESC: Creates a region of compressed space which, despite appearing to be the same volume, is able to hold a greatly increased amount of material.\n#c:green##tab:8#+ Allows far greater stores of cargo.\n#c:d00##tab:8#- Consumes a lot of power to function.

#SS_JUMPDRIVE_NAME: Jump Drive
#SS_JUMPDRIVE_DESC: Instantly teleports the ship to its destination, after a short charging period.\n#c:d00##tab:8#- Small ships have a much greater charge time\n#c:ee0##tab:8#Note: Must target star in order to function.

#SS_REMNGATE_NAME: Remnant Gate Array
#SS_REMNGATE_DESC: Warps any object and its surrounding space and objects into the system the gate is located in.

#SS_SHIELDBOMB_NAME: Shield Bomb
#SS_SHIELDBOMB_DESC: This device rapidly expands the ship's shields into a large bomb.\n#c:green##tab:8#+ Won't miss\n#c:d00##tab:8#- Damages detonater's shields\n#c:d00##tab:8#- Very short Range

#SS_SHIPYARD_NAME: Ship Yard
#SS_SHIPYARD_DESC: A land-based ship construction facility, capable of producing vastly larger vessels than an unequipped population. Also aids in fabrication of structures.

#SS_GOODSFACT_NAME: General Goods Factory
#SS_GOODSFACT_DESC: Produces goods necessary to maintain a happy population.\n#c:ee0##tab:8#Note: Goods and Luxuries are sent to, and used from, the Galactic Bank.

#SS_LUXSFACT_NAME: Luxuries Factory
#SS_LUXSFACT_DESC: Produces luxuries which significantly improve population happiness.\n#c:ee0##tab:8#Note: Goods and Luxuries are sent to, and used from, the Galactic Bank.

#SS_MULTIRACK_NAME: Rack Mount
#SS_MULTIRACK_DESC: Converts the attached weapon system to a multi-turreted mount with increased damage dealt every second, in smaller bursts.

#SS_EXTERNALMOUNT_NAME: External Mount
#SS_EXTERNALMOUNT_DESC: The attached subsystem is mounted externally on the hull, taking up minimal internal space but leaving it vulnerable to attack.\n#c:green##tab:8#+ Subsystem and mount only take up 1 hull space.\n#c:d00##tab:8#- Subsystem takes damage before armor.

#SS_CHEMICALBOMB_NAME: Chemical Bomb
#SS_CHEMICALBOMB_DESC: Bombs used to release specifically tuned toxic compounds into the air around enemy cities, killing population but leaving structures intact.\n#c:green##tab:8#+Very good at killing population.\n#c:0d00##tab:8#- Can only attack planetary population.

#SS_RINGWORLD_NAME: Ringworld Generator
#SS_RINGWORLD_DESC: Constructs a Mega-Structure, the Ringworlds. Ringworlds are huge circular structures in space, with the capacity of many planets.\n#c:ee0##tab:8#Note: Create a design consisting only of this special hull; Scale doesn't matter. Upon being built, a ringworld will be generated in the system.

#SS_PLANETTHRUSTER_NAME: Planetary Thruster
#SS_PLANETTHRUSTER_DESC: An enormous complex of particle accelerators is set up to fire concentrated mass at incredible velocities, allowing entire planets to move through space.

//Racial traits
#RTC_BIOLOGY_NAME: Biology
#RTC_BIOLOGY_DESC: Traits describing biological makeup and functioning of the race.

#RTC_SOCIETY_NAME: Society
#RTC_SOCIETY_DESC: Traits describing various societal structures employed by the worlds of your race.

#RTC_BACKGROUND_NAME: Background
#RTC_BACKGROUND_DESC: Traits describing your race's history and background up until and during your rise to power.

#RTC_MENTALITY_NAME: Mentality
#RTC_MENTALITY_DESC: Traits describing general mental characteristics and behavioral tendencies of your race.

#RTC_TECHNOLOGY_NAME: Technology
#RTC_TECHNOLOGY_DESC: Traits describing various areas in which your race has advanced their technology.

#RT_METALBOLISM_NAME: Ferrovore
#RT_METALBOLISM_FLAVOR: Having evolved on a planet lacking any flora, your race instead consumes the rocks themselves.
#RT_METALBOLISM_DESC: Population consumes metals instead of food.

#RT_TERRAFORM_NAME: Natural Terraformers
#RT_TERRAFORM_FLAVOR: Your race is naturally talented at terraforming and requires no special technology to remove unpleasant threats to their livelihood.
#RT_TERRAFORM_DESC: When colonizing a planet, all planetary conditions are removed.

#RT_HIGHMETABOLISM_NAME: Fast Metabolism
#RT_HIGHMETABOLISM_FLAVOR: A faster metabolic rate increases the speed at which populations grow, but also increases the food consumption per capita.
#RT_HIGHMETABOLISM_DESC: Food consumed doubled. Population growth doubled.

#RT_DEXTROUS_NAME: Dextrous
#RT_DEXTROUS_FLAVOR: Gifted with increased fine motor control, your race excels at repairing damages and restoring functionality to ship systems.
#RT_DEXTROUS_DESC: Increases all repair rates by 33%.

#RT_EUPHORIC_NAME: Naturally Euphoric
#RT_EUPHORIC_FLAVOR: A positive outlook on existence and the ability to find joy in everyday activities decrease your race's need for luxury goods.
#RT_EUPHORIC_DESC: Halves the amount of luxuries consumed by populations.

#RT_DEPRESSED_NAME: Naturally Depressed
#RT_DEPRESSED_FLAVOR: The prevalence of pessimism and cynicism among the populace puts your race in a rather bleak mood. To compensate, your citizens consume more luxury goods.
#RT_DEPRESSED_DESC: Doubles the amount of luxuries consumed by populations.

#RT_CAPITALISM_NAME: Capitalism
#RT_CAPITALISM_FLAVOR: Privately-owned mining corporations make for a faster exploitation of resources, but only a limited amount of them can be collected through taxes.
#RT_CAPITALISM_DESC: Mining rate increased to 150%, Ore consumption increased to 250%.

#RT_NOBANK_NAME: Currency-Free Economy
#RT_NOBANK_FLAVOR: The abundance of resources throughout your empire has eliminated the need for currency. Because of this, however, large scale imperial logistics are problematic.
#RT_NOBANK_DESC: Galactic bank cannot be used for anything but goods and luxuries.

#RT_SLAVERY_NAME: Slave Labor
#RT_SLAVERY_FLAVOR: The employment of slaves in routine construction projects significantly reduces their overall build time.
#RT_SLAVERY_DESC: Doubles all labor generation.

#RT_EUSOCIAL_NAME: Eusocial Society
#RT_EUSOCIAL_FLAVOR: The lack of individuality in your society eliminates any concerns for population mood and lets your economy focus on refining resources rather than producing goods.
#RT_EUSOCIAL_DESC: Population happiness is always at exactly 0.00.

#RT_RIGID_NAME: Rigid
#RT_RIGID_FLAVOR: A rigid mentality among the general populace prevents rapid changes in policy.
#RT_RIGID_DESC: Civil acts cannot be used.

#RT_EFFICIENT_NAME: Efficient
#RT_EFFICIENT_FLAVOR: Natural optimizations in both engineering and containment make transport easier.
#RT_EFFICIENT_DESC: Triples all cargo space.

#RT_SCORCHEDEARTH_NAME: Scorched Earth
#RT_SCORCHEDEARTH_FLAVOR: Your citizens will stop at nothing to deny enemies of the empire valuable resources, going as far as to prefer destruction over occupation.
#RT_SCORCHEDEARTH_DESC: Whenever a planet is lost, all structures are instantly destroyed.

#RT_BADLOGISTICS_NAME: Logistically Inept
#RT_BADLOGISTICS_FLAVOR: Lack of regard for proper resource management protocol causes increased usage of materials in construction.
#RT_BADLOGISTICS_DESC: Increases all build costs by 10%.

#RT_AIPARANOID_NAME: AI Paranoia
#RT_AIPARANOID_FLAVOR: Past unpleasant experiences with rogue artificial intelligences have left your population with an intense aversion to their use.
#RT_AIPARANOID_DESC: Cannot use Computers or Quantum Computers.

#RT_BADCONTRACTORS_NAME: Lowest-Bidder Contracting
#RT_BADCONTRACTORS_FLAVOR: The continuous search for the cheapest contractors to create your ships saves money on build costs but also decreases the amount of viable space that can be used
#RT_BADCONTRACTORS_DESC: All hulls are cheaper and have 1 less internal space.

#RT_INDEBTED_NAME: Indebted
#RT_INDEBTED_FLAVOR: The great effort of expanding outwards into space has left your empire in debt with a number of private corporations.
#RT_INDEBTED_DESC: For the first 20 minutes, lose half of all resources exported to the galactic bank.

#RT_FLEDGLING_NAME: Fledgling Empire
#RT_FLEDGLING_FLAVOR: Having just started to mature as a species, your empire's homeworld is vast and underdeveloped.
#RT_FLEDGLING_DESC: Homeworld starts out with only the Galactic Capitol.

#RT_DEVELOPED_NAME: Developed Empire
#RT_DEVELOPED_FLAVOR: In the many years preceding the discovery of rapid space flight, your empire has managed basic colonization efforts.
#RT_DEVELOPED_DESC: Start with two colonized planets in your home system.

#RT_BUSTLING_NAME: Bustling Homeworld
#RT_BUSTLING_FLAVOR: Explosive growth on the empire's homeworld has prompted the hollowing out of most of the planet's crust for use as building space.
#RT_BUSTLING_DESC: Homeworld has 10 extra slots on it, but half as much ore.

#RT_STRIPMINED_NAME: Strip Mined
#RT_STRIPMINED_FLAVOR: Extensive strip mining on your homeworld has left it barren and lacking natural resources.
#RT_STRIPMINED_DESC: Homeworld starts without ore, but 5% of it is left in metals in the galactic bank.

#RT_RANDTECH_NAME: Ancient Ruins
#RT_RANDTECH_FLAVOR: Ruins of a long-gone race were discovered on your homeworld, unlocking technological secrets years ahead of your empire's current state.
#RT_RANDTECH_DESC: A random normally locked technology is immediately unlocked and increased to level 3.

#RT_SHIELDTECH_NAME: Crystalline Deposits
#RT_SHIELDTECH_FLAVOR: A rare kind of crystal found on your empire's homeworld gives way to more advanced shield modulation techniques.
#RT_SHIELDTECH_DESC: Start with shield tech level 1, shields have a 15% higher absorption factor.

#RT_ENGINETECH_NAME: Engine Catalysts
#RT_ENGINETECH_FLAVOR: Natural propulsion catalysts found in the homeworld's soil are used to increase the reaction speed on thrusters.
#RT_ENGINETECH_DESC: Engine thrust increased to 150%, engine fuel consumption increased to 200%.

#RT_GOODBIOLOGY_NAME: Natural Green Thumb
#RT_GOODBIOLOGY_FLAVOR: Efficient agricultural practices dating back to the dawn of your civilization are still prevalent among the general populace.
#RT_GOODBIOLOGY_DESC: Biology tech and Farms start at level 2.

#RT_JUMPDRIVE_NAME: Remnant Wreckage
#RT_JUMPDRIVE_FLAVOR: A recently crashed remnant ship on your homeworld lets you use basic jump drive technology by copying the electronic makeup.
#RT_JUMPDRIVE_DESC: Start the game with level 3 jumpdrives.

//Research System Names and Descriptions
#RS_ARMOR_NAME: Armor
#RS_ARMOR_DESC: The study and application of materials which are resistant to various forms of weapons.

#RS_BEAMWEAPONS_NAME: Beam Weapons
#RS_BEAMWEAPONS_DESC: The focused application of energy science to create weapons-grade beams.

#RS_BIOLOGY_NAME: Biology
#RS_BIOLOGY_DESC: The study of living organisms and their environments.

#RS_CARGO_NAME: Cargo Storage
#RS_CARGO_DESC: A specialized field of applied math and science whose focus is in the creation and modification of transportable containers.

#RS_CHEMISTRY_NAME: Chemistry
#RS_CHEMISTRY_DESC: The study of chemicals and their interactions.

#RS_COMPUTERS_NAME: Computers
#RS_COMPUTERS_DESC: A large branch of studies which generally work together to improve the speed, efficiency, logic, and size of computer technology.

#RS_ECONOMICS_NAME: Economics
#RS_ECONOMICS_DESC: The study of the trends and inter-relational systems inherent in the distribution of resources over both large and small scales.

#RS_ENERGYPHYSICS_NAME: Energy Sciences
#RS_ENERGYPHYSICS_DESC: The study of the decay, creation, and storage of energy through both conventional and theoretical forms.

#RS_MATERIALS_NAME: Material Sciences
#RS_MATERIALS_DESC: The study and development of new types of materials to fulfill various purposes in cheaper, more effective ways.\nIncreases the health of most sub systems.

#RS_ENGINES_NAME: Propulsion
#RS_ENGINES_DESC: A set of scientific fields which work to improve the efficiency and economics of propulsion while branching out into new technologies.

#RS_GRAVITICS_NAME: Gravitics
#RS_GRAVITICS_DESC: The study of the effects (and eventual creation, modification, and destruction) of gravitational fields.

#RS_METALLURGY_NAME: Metallurgy
#RS_METALLURGY_DESC: The study of the behaviour, structure, and modification of metallic alloys.

#RS_MISSILES_NAME: Missile Weapons
#RS_MISSILES_DESC: The focused study of explosive, self-guiding and self-propelling, rockets, combining knowledge from the fields of engine technology, computers, energy and particle physics, and the effects of gravity to deliver an agile and intelligent weapon.

#RS_NANOTECH_NAME: Nanotechnology
#RS_NANOTECH_DESC: Consists of developing and constructing sub-microscopic machines to perform highly precise tasks.

#RS_PARTICLEPHYSICS_NAME: Particle Physics
#RS_PARTICLEPHYSICS_DESC: The broad study of the interactions of particles on both small and large scales, in numerous environments and conditions.

#RS_PROJECTILEWEAPONS_NAME: Projectile Weapons
#RS_PROJECTILEWEAPONS_DESC: The focused study of the creation, propulsion, and impact of unguided, fast-moving, masses for the purpose of creating weapons platforms.

#RS_SCIENCE_NAME: General Sciences
#RS_SCIENCE_DESC: The study of both philosophical and applied techniques as well as the equipment used in the generation of the basic theories, principles, logic, and laws which guide the study of all forms of science.

#RS_SENSORS_NAME: Sensors
#RS_SENSORS_DESC: The application of the knowledge of particle and energy physics, sensors are able to determine the likely cause of any emissions.

#RS_SHIELDS_NAME: Shields
#RS_SHIELDS_DESC: The focused application of energy physics, armor, and stealth sciences into various forms of barriers which culminate in a form of 'projected armor' which is typically classified as 'shielding' or 'shields'.

#RS_SHIPCONSTRUCTION_NAME: Ship Construction
#RS_SHIPCONSTRUCTION_DESC: The focused application of varied forms of architectural, maths, and materials sciences to create safer, cheaper, and more spacious hulls for space-faring craft.

#RS_MEGACONSTRUCTION_NAME: Mega Construction
#RS_MEGACONSTRUCTION_DESC: The design and development of massive structures. Improving this technology reduces the cost of large ship hulls.

#RS_SHIPSYSTEMS_NAME: Engineering
#RS_SHIPSYSTEMS_DESC: The study of improving the design and efficiency of ship-borne systems.

#RS_SOCIOLOGY_NAME: Sociology
#RS_SOCIOLOGY_DESC: The study of the creation of efficient and space-saving living quarters.

#RS_STEALTH_NAME: Stealth
#RS_STEALTH_DESC: The utilization of known energy principles combined with the latest in armor technology to provide a scientific basis for the creation of a suite of 'stealth systems'.

#RS_WARPPHYSICS_NAME: Spatial Dynamics
#RS_WARPPHYSICS_DESC: The study of space-time physics, and the development of ways to manipulate it. Leads to a variety of highly advanced technologies.


//color becomes color:link
//Stellar Pedia
#SP_Requires: Requires
#SP_Title: Stellar-pedia

#SP_Cat_Home: Home
#SP_Home_Intro: #font:goodtimes_14##c:0d0##align:center#Welcome to the Stellar-pedia!#c##font#\n#img:sp_homepage#\n#c:0d0##hline##c##align:center##font:frank_12#A Quick Reference Guide to Star Ruler#font#\n#c:0d0##hline##c##align#\n\n#c:0f0##font:frank_12i#Getting Started#c##font#\n#font:frank_12#On the left there is a list of links.  These links go to articles that may interest you.  To view any article in the list, click on its entry.  While reading, you may also notice #c:link#links#c# in the text.  These links will bring you directly to an article when clicked on.\n\n#c:f00#Important!#c#\nIf you haven't gone through the Tutorial on the Main Menu, we highly recommend it.

#doc cam title: Camera Control
#doc cam text: The camera is fully freeform and can be controlled in all three dimensions.
#doc cam note0 title: Rotation and Orbit
#doc cam note0 text: The camera can be rotated by #c:0f0#holding the right mouse button and dragging#c# across the screen.\n\nRather than rotating around a specific plane, doing this orbits your camera around the currently focused object.
#doc cam note1 title: Zoom
#doc cam note1 text: Zooming the camera can be done with the #c:0f0#mouse wheel#c#.\n\nYou can also hold the left and right mouse buttons at the same time and move the cursor up and down to zoom.
#doc cam note2 title: Pan
#doc cam note2 text: To pan the camera, move your mouse to the #c:0f0#edge of the screen#c#.\n\nYou can also middle click and drag anywhere on the screen to pan.
#doc cam note3 title: Roll
#doc cam note3 text: Rolling the camera along its axis can be done by #c:0f0#holding alt#c# and #c:0f0#dragging the right mouse button#c#.\n\nYou can also move your mouse to the edge of the screen and drag the right mouse button to roll.
#doc cam note4 title: Focus
#doc cam note4 text: To focus the camera on an object, #c:0f0#middle click#c# on it.
#doc cam note5 title: Non-Freeform Camera
#doc cam note5 text: If you would prefer to disable the camera roll altogether, you can go into the #c:0fa#"Camera"#c# tab of the #c:09f#options menu#c# and uncheck #c:0fa#"Freeform Camera"#c#.\n\nDoing this will turn your camera rotation into a more traditional RTS-style system.
#doc cam note6 title: Modifiers
#doc cam note6 text: To pan or zoom in finer increments, #c:0f0#hold alt#c# while doing so.\n\nTo pan or zoom in broader sweeps, #c:0f0#hold shift#c# while doing so.
#doc sel title: Selection Control
#doc sel text: When giving orders, only objects that are currently selected will be affected.
#doc sel note0 title: Selecting Objects
#doc sel note0 text: To select a single object, #c:0f0#left click#c# on it.
#doc sel note1 title: Bandbox / Drag Select
#doc sel note1 text: To select a group of objects in the same area, #c:0f0#left click and drag#c# to create a bandbox selection. All objects within the box will be selected.
#doc sel note2 title: Paint Select
#doc sel note2 text: In a paint select, all objects that the mouse cursor moves over are selected. To paint select, #c:0f0#hold alt#c#, then #c:0f0#hold the left mouse button#c# and move over the objects you want to select.
#doc sel note3 title: Toggle Selection
#doc sel note3 text: To toggle whether an object is selected, #c:0f0#hold control#c# and #c:0f0#left click#c# on it.
#doc sel note4 title: Sub-Selection
#doc sel note4 text: While giving orders usually affects all the selected objects, only one can be displayed in the various information panels.\n\nTo cycle which of the selected objects is the active sub-selection, press the #c:0f0#'Tab'#c# key on the keyboard.
#doc sel note5 title: Zoom to an Object
#doc sel note5 text: To zoom to an object, select it and press the #c:0f0#'Z'#c# key.\n\nYou can also zoom to an object by #c:0f0#double-clicking#c# it, provided there are no #c:f90#context-specific actions#c# for this object.
#doc sel note6 title: Context-Specific Actions
#doc sel note6 text: When you #c:0f0#double-click#c# an object, a context-specific window will open for that object when appropriate. If no windows are appropriate, the camera is #c:f90#zoomed to the object#c#.\n\nWhen #c:0f0#double-clicking#c#:\n  On planets:\n    Open the #c:09f#Planet Window#c#.\n  On Systems and Stars:\n    Open the #c:09f#System Window#c#.\n  On dry docks:\n    Open the #c:09f#Build Queue Window#c#.
#doc sel note7 title: Right Click / Context Menu
#doc sel note7 text: To open the #c:09f#context menu#c#, #c:0f0#right click#c# on an object.\n\nThe context menu is used for #c:f90#giving orders#c# to selected objects such as #c:f90#attacking#c# or #c:f90#docking inside#c# the targeted object.
#doc res title: Resources
#doc res text: There are many types of resources in the game. The main economic ones are:
#doc res note0 title: Ore
#doc res note0 text: #c:09f#Ore#c# represents the raw natural resources available for further refinery. Ore is present at game start in large quantities on planets, where it is mined into #c:09f#metals#c# by #c:0fa#metal mining complexes#c#.\n\nLater in the game, ore can also be #c:f90#mined from asteroids#c# by equipping ships with the #c:0fa#mining beam#c#.
#doc res note1 title: Metals
#doc res note1 text: #c:09f#Metals#c# are the refined alloys used to build hulls and constructions. They are the easiest resource to produce and are required in large quantities for ship construction.\n\nMetals are refined from #c:09f#ore#c# by #c:0fa#metal mining complexes#c# on planets and by ships equipped with the #c:0fa#metal refinery#c# sub system.
#doc res note2 title: Electronics
#doc res note2 text: #c:09f#Electronics#c# are more sophisticated forms of equipment. They represent the wiring and general systems required for advanced technology to function.\n\nElectronics are produced from #c:09f#metals#c#. Each unit of electronics requires #c:f90#two units of metals#c# to produce.\n\nElectronics are created by #c:0fa#electronics factories#c# on planets and by ships equipped with the #c:0fa#electronics fabricator#c# sub system.
#doc res note3 title: Advanced Parts
#doc res note3 text: #c:09f#Advanced Parts#c# are the components needed for complex technological systems to function.\n\nAdvanced Parts are produced from #c:09f#metals#c# and #c:09f#electronics#c#. Each unit of advanced parts requires #c:f90#one unit of metals#c# and #c:f90#one unit of electronics#c#.\n\n\Advanced Parts are created by #c:0fa#advanced parts factories#c# on planets and by ships equipped with the #c:0fa#advanced parts assembler#c# sub system.
#doc res note4 title: Food
#doc res note4 text: In order for your population to #c:f90#survive or even grow#c#, your people require #c:09f#food#c#.\n\nFood is produced by #c:0fa#farms#c# on planets, their effectiveness determined by your #c:0fa#Biology#c# technology level.\n\nIf you run out of food, your people may die and you will start losing planets to famine.
#doc res note5 title: General Goods
#doc res note5 text: #c:09f#Goods#c# are the basic items required for your population to have a satisfying lifestyle.\n\nLacking goods will greatly reduce the #c:09f#mood#c# of the population on your planets, which has disastrous effects on your economy as a whole.\n\nGoods are produced by #c:0fa#general goods factories#c# on planets.
#doc res note6 title: Luxuries
#doc res note6 text: #c:09f#Luxuries#c# are any non-essential goods your population consumes in the pursuit of their happiness.\n\nHaving sufficient luxuries will greatly increase the #c:09f#mood#c# of the population on your planets, which has beneficial effects on your economy as a whole.\n\nLuxuries are produced by #c:0fa#luxuries factories#c# on planets.
#doc res note7 title: Labor
#doc res note7 text: Each of your planets produces a certain amount of #c:09f#labor#c#. Labor is used to put resources together and create the final product that is being constructed.\n\nLabor is generated by #c:f90#population#c# and by #c:0fa#shipyards#c# on a planet.\n\nLabor can only be used on the planet it is generated on.
#doc pri title: Economic Principles
#doc pri text: The basic principles involved in the workings of the economy:
#doc pri note0 title: Stored Resources
#doc pri note0 text: Each planet has its own #c:f90#individual stored resources#c#. Only the resources stored on a planet may be used to construct #c:09f#ships#c# and #c:09f#structures#c#.\n\nWhile a planet is selected, the amount of resources present can be seen in the right section of the #c:09f#object information panel#c# at the bottom of the screen.
#doc pri note1 title: Galactic Bank
#doc pri note1 text: The #c:09f#galactic bank#c# is your empire's global resource pool. #c:0fa#Space ports#c# constructed on planets can import and export stored resources to and from the galactic bank at a certain rate, and are an important part of moving resources through your empire.\n\nThe current stored amounts in the galactic bank can be seen in the top left panel.
#doc pri note2 title: Bank Resources
#doc pri note2 text: The galactic bank can store #c:09f#Advanced Parts#c#, #c:09f#Electronics#c#, #c:09f#Metals#c#, #c:09f#Food#c#, #c:09f#Goods#c# and #c:09f#Luxuries#c#.\n\nGoods and Luxuries are not transported to and from the bank by #c:0fa#space ports#c#, but are instead produced into and consumed directly from the galactic bank.
#doc pri note3 title: Bank Rates
#doc pri note3 text: To the right of the galactic bank display in the top left are two buttons.\n\nThe top button toggles the bank display between #c:f90#currently stored resources#c# and #c:f90#average income rate per second#c#.\n\nThe lower button opens the #c:09f#economy report window#c#, displaying income and expense rates in more detail.
#doc pri note4 title: Blockades
#doc pri note4 text: Systems with an overwhelming amount of enemies are considered #c:09f#blockaded#c#. Resources cannot be ferried to and from space ports due to enemy interference and as such, any access to the galactic bank within the solar system is disabled.\n\nTo lift the blockade, bring in combat ships of your own to prevent the enemy from blockading.
#doc pri note5 title: Economy Report
#doc pri note5 text: The economy report window displays statistics for each resource.\n\n#c:0fa#Net#c# indicates the net change in your stores per second.\n#c:0fa#Income#c# is how much your economy produces per second.\n#c:0fa#Expenses#c# are your economy's actual consumptions per second.\n#c:0fa#Demand#c# is how many extra resources are needed per second to satisfy your empire's requirements.
#doc pri note6 title: Civil Acts
#doc pri note6 text: #c:09f#Civil Acts#c# are various decrees that you can issue to affect your empire's economy.\n\nCivil acts can be controlled from the #c:09f#civil acts window#c#, which can be accessed by pressing the #c:0f0#civil acts button#c# in the #c:09f#empire window#c#.
#doc pl before: Before you lies your #c:0fa#home planet#c#, the first of many planets that your empire will encompass.\n\n#c:09f#Planets#c# are a vital part of your economy, producing resources and constructing ships.\n\nIn this section of the docorial the various aspects of controlling your planets will be explained.
#doc pl title: Planets
#doc pl text: Forming the core of your economy, planets are vital to your success.
#doc pl note0 title: Colonization
#doc pl note0 text: The main aspect of empire expansion is #c:f90#colonization#c#. You will be building #c:0fa#colony ships#c# to settle on planets both in your home system and in others.\n\nA colony ship can only be used to colonize a single planet, and is used up in the process.
#doc pl note1 title: Structures and Slots
#doc pl note1 text: In order to make planets useful, you must build #c:09f#structures#c#.\n\nEach planet has a set amount of #c:09f#structure slots#c#, indicating the amount of structures that can be built on it.\n\nThe benefits provided by structures range from #c:f90#producing resources#c# to #c:f90#generating research points#c# and #c:f90#housing population#c#.
#doc pl note2 title: Governors
#doc pl note2 text: As emperor, you will not be commanding each individual structure to be built. Instead, you can assign #c:0fa#governor types#c# to each planet.\n\nThe planetary governor, when turned on, will #c:f90#automatically build appropriate structures#c#.
#doc pl note3 title: Population
#doc pl note3 text: Each planet has the capacity to house an amount of #c:f90#population#c#, depending on the amount of #c:0fa#cities#c# constructed on the planet and your #c:0fa#Sociology#c# technology level.\n\nPopulation is required to run other structures, and having more of it will increase your #c:f90#population work rate#c#, in turn increasing the amount of resources produced on your planet as a whole.
#doc pl note4 title: Mood
#doc pl note4 text: The population on a planet has a level of satisfaction with their living conditions, or #c:09f#mood#c#.\n\nMood is indicated by a number between -1.00 and +1.00. Lower numbers will #c:f90#impede resource and labor production#c#, while better moods will #c:f90#speed it up#c#.\n\nMood is dictated by your supplies of #c:0fa#food#c#, #c:0fa#general goods#c# and #c:0fa#luxury goods#c#, and can be affected when the planet is under attack.
#doc pl note5 title: Construction and Labor
#doc pl note5 text: Building #c:f90#ships#c# and #c:f90#structures#c# does not inherently take time to do. Instead, once all the #c:0fa#resources#c# required for the construction have been collected, and the #c:09f#labor#c# requirements are fulfilled, the project is completed.\n\nThe percentage complete indication on a construction project tells you how many of the resources have been collected for the construction so far.
#doc pl note6 title: Planetary Conditions
#doc pl note6 text: Every planet other than your homeworld has one or two #c:f90#planetary conditions#c# affecting its various statistics.\n\nPlanetary conditions can alter the effectiveness of your factories, the amount of damage your structures can take before succumbing to bombardment, and more.\n\nFor a detailed list of all the possible planetary conditions, please refer to the #c:09f#stellar-pedia#c#.
#doc pl note7 title: Population Work Rate
#doc pl note7 text: The more population is present on a planet, the higher the #c:09f#population work rate#c#. The work rate is a straight multiplier to your base resource incomes, so having more population will increase your resource production by a great deal.\n\nThe population capacity of cities can be improved by leveling up #c:0fa#Sociology#c#, but make sure to have enough food or #c:0fa#Biology#c# tech before doing so, or your people will starve.
#doc pl note8 title: Mood Impact Factor
#doc pl note8 text: As the mood of your population goes up or down, so does the #c:09f#mood impact factor#c#. The impact factor displays how much your factories are producing compared to their base rate due to mood effects.\n\nA happier populace is a more productive populace.
#doc pl note9 title: Worker Efficiency
#doc pl note9 text: If you do not have sufficient population to staff all your structures, some structures will be taken offline, but your factories will operate at a reduced efficiency. If your population is lacking, the #c:09f#worker efficiency#c# indicates at what capacity your production structures are operating.\n\nIf this number goes below 100%, it may be a wise idea to build more cities or investigate your food stores.
#doc pl note10 title: Trade Capacity
#doc pl note10 text: Because your #c:0fa#space ports#c# have a limited trade rate per second, only so many resources can be imported or exported from the bank at a time.\n\nThe #c:09f#trade capacity#c# numbers indicate how much of the total trade rate you are using.\n\nIf you are frequently at the limit of your trade capacity, building more space ports can be advantageous.
#doc sys title: Solar Systems
#doc sys text: Systems are gravity wells formed around large stars or other objects. They contain planets, asteroids and various other stellar phenomena.
#doc sys note0 title: Stars
#doc sys note0 text: Most solar systems are based around singular or binary stars.\n\nAt sufficiently high technology levels, stars can be attacked and detonated, dealing devastating amounts of damage to all objects unfortunate enough to be in the system at the time.
#doc sys note1 title: Planets
#doc sys note1 text: Most systems contain a handful of planets that can colonized for resource production and ship construction.\n\nWhen attacking an enemy planet, dealing damage will cause #c:09f#population#c# and #c:09f#structures#c# to be killed or destroyed first. A planet with 0 population or 0 structures reverts to being uninhabited and can be re-colonized.\n\nWhen a planet runs out of its own #c:09f#HP#c#, it explodes.
#doc sys note2 title: Asteroids
#doc sys note2 text: A good amount of systems will contain one or several asteroid belts. There are even systems in the form of entire asteroid fields.\n\nAsteroids can be mined for ore by ships equipped with the #c:0fa#mining laser#c# sub system.\n\nWhen an asteroid runs out of ore, it is destroyed.
#doc sys note3 title: System Plane
#doc sys note3 text: Each system has a grid indicating its xz-plane. The plane is helpful to indicate the height of ships in the system, and can serve as a target to create move orders on.\n\nThe thickest lines on the plane form a 1AU by 1AU grid to aid you in determining distances.
#doc sys note4 title: Strength Indicators
#doc sys note4 text: Around the system plane are bars indicating the strength of that empire in the system they encircle.\n\nThe more military you have in a system, the more pips will be displayed in your color.
#doc bp title: Blueprints
#doc bp text: Decides capabilities and behavior of ships.
#doc bp note0 title: Ship Scale
#doc bp note0 text: Every blueprint in the game has an assigned #c:f90#scale#c#.\n\nShip scale is a number ranging from the minimum scale to infinity, with larger numbers making for larger ships once the blueprint has been constructed.\n\nBigger ships will have much higher stats and fare better at many tasks, but will also be disproportionally more expensive to build until you level up the #c:0fa#mega construction#c# technology.
#doc bp note1 title: Hulls
#doc bp note1 text: Each blueprint must have exactly one #c:f90#hull#c# added as a sub system to the layout.\n\nThe hull takes an amount of all incoming damage and decides how much #c:09f#sub system space#c# you have to place sub systems in.\n\nFor example, the #c:0fa#light hull#c# has fewer hitpoints and lets through more damage, but provides an extra space slot to add a sub system in.
#doc bp note2 title: Sub System Size
#doc bp note2 text: Like ships, when you place a sub system on a blueprint you can give it a particular #c:f90#size#c#, ranging from #c:0fa#0.25 to 4.0#c#.\n\nThe size of a sub system is how much #c:09f#sub system space#c# it takes up on the hull.\n\nFor overall effectiveness, sub system size is #c:f90#relative to hull scale#c#: a size 0.25 weapon on a scale 40 ship will be as effective as a size 1.0 weapon on a scale 10 ship.
#doc bp note3 title: Armor
#doc bp note3 text: Many ships will also be equipped with layers of #c:f90#armor#c#.\n\nArmor is mounted on the outside of the ship, and does not take up any space on the hull.\n\nIt is possible to add as much armor as you like to any ship. Be warned however, as armor weighs and costs a lot, and will slow down your ship's movement and construction considerably.
#doc bp note4 title: Sub System Modifiers
#doc bp note4 text: Certain sub systems belong to a category called #c:f90#modifiers#c#. These sub systems do very little on their own, but can be #c:0fa#'linked'#c# to particular types of other sub systems to provide a boost to it.\n\nLinking sub systems is done automatically when placing a link on the blueprint to #c:f90#overlap#c# with another sub system.
#doc bp note5 title: Engines and Acceleration
#doc bp note5 text: In order to move, ships require #c:09f#engines#c#. An engine provides a particular amount of #c:0fa#thrust#c#, which is divided by the combined #c:0fa#mass#c# of all the sub systems on the ship to determine the ship's #c:09f#acceleration#c#.\n\nShips with a higher acceleration will get to their destinations faster and will be more maneuverable in combat.
#doc bp note6 title: Control
#doc bp note6 text: In order for ship sub systems to function, #c:09f#control#c# is required. Control represents the intelligent input provided by humans on a #c:0fa#bridge#c# or control conduits leading from a #c:0fa#computer core#c#.\n\nWithout control, sub systems that need it will go offline one by one. When control runs out entirely, the ship becomes #c:f90#inactive#c# and spend the rest of its time drifting meaninglessly through space until it decays.
#doc bp note7 title: Taking Damage
#doc bp note7 text: When a ship takes damage from enemy weapons fire, the following procedure is follows:\n\n- First, #c:f90#shields#c# and then #c:f90#armor#c# attempt to absorb the damage.\n- If it pierces those, the #c:f90#hull absorbs#c# a percentage of the damage and applies it to itself.\n - Any damage left over after this is #c:f90#applied to the sub systems#c# positioned closest to the direction the ship was hit from.
#doc tech title: Research
#doc tech text: Improve and unlock sub systems and structures.
#doc tech note0 title: Technologies
#doc tech note0 text: The types of fields you can study are represented by a number of #c:09f#technologies#c#, all positioned relatively to each other in the #c:09f#technology web#c#. Related technologies are close to each other in the web.\n\nEvery technology has a current level, and spending time researching a particular technology will eventually cause it to #c:f90#level up#c#, benefiting all related sub systems.
#doc tech note1 title: Research Points
#doc tech note1 text: Leveling up a technology requires a certain amount of #c:09f#research points#c# to be put into it.\n\nAs an empire you have a #c:09f#research rate#c#, being the amount of research points generated and put into the active technology by your empire every second.\n\nTo increase your research rate, build #c:0fa#science lab#c# structures on planets.
#doc tech note2 title: Hunches and Guesses
#doc tech note2 text: Each technology has a set of #c:09f#links#c# leading from it to other technologies. These links take the form of #c:0fa#hunches and guesses#c# associated with the field.\n\nHunches and guesses, like technologies, require #c:09f#research points#c#. Unlike technologies, however, they do not level up.\n\nWhen you've researched a link to a currently unknown technology, it #c:f90#becomes available for research#c#.
#doc tech note3 title: Unlocking Sub Systems
#doc tech note3 text: To #c:09f#unlock#c# a sub system, you need to have the #c:f90#required tech level#c# in all the technologies it needs. When the requirements are met, the sub system automatically becomes available for use.\n\nSome sub systems require a single technology to be leveled up to unlock, whereas other may require #c:0fa#multiple technologies#c# to be at specific levels or higher.
#doc tech note4 title: Technology Scaling
#doc tech note4 text: As you level up your technologies, the effectiveness of you sub systems and structures becomes #c:0fa#exponentially#c# better. That is to say, for every tech level you gain in a technology, the related sub systems can become #c:f90#40% more effective#c#. As a result, it is important not to lag behind in advancement.\n\nEach further level of technology takes twice as long to research, so #c:f90#leveling up becomes progressively harder#c#.

#SP_Cat_CivilActs: "  Civil Acts"
#SP_CivilActs_Intro: #c:0d0##font:goodtimes_14#Civil Acts\n#hline##c##font#\nCivil acts are empire-wide dictates you pick and choose from. They affect many aspects of planetary life, from #link:h:sp:population##c:mood#mood#c##link# to #link:h:sp:economy##c:metal#metal production#c##link#.

#SP_Cat_PlanetGovernors: "  Planet Governors"
#SP_PlanetGovernors:#c:0d0##font:goodtimes_14#Planetary Governors\n\
#hline##font##c#\n\
Planetary governors are automated building lists distributed to planets.  The default governor that is used for new planets that you have freshly colonized is set in the Empire window located on the top-bar.  Note that this governor must be set in advance at this time for the new planet to receive your colonization instructions when the colony is founded.  You may change the governor attached to that planet, and any other planet, after the colony has been established.\n\
\n\
#c:0d0#How the lists work:#c#  The numbered list for every governor describes the priority of each line.  Each line is checked to make sure it has been executed; if it has, then it proceeds to the next priority in sequence from lowest number to highest.  It continues checking against those priorities forever (or until you turn off the governor).\n\
\n\
#img:sparks# What's "Weight"? #font# Weight is the likelihood that something will be picked to be built.  The higher the number, the more likely that structure will be picked.\n\
\n\
#font:frank_10i#Types of Planetary Governor\n\
#hline#\n\
\n\
#c:0f0##font:frank_12i#General Purpose Worlds#font##c#\n\
General Purpose Worlds are meant to be used on a galactic scale and shouldn't throw your economy into disarray if chosen as a default governor.  They are not incredibly effective due to their general nature but allow for your interstellar empire to have a stable backbone upon which you can then specialize.\n\
\n\
Governors included:  Balanced, Economic\n\
\n\
#tab##c:f80#Balanced World#c#\n\
1: Build a Planet Capitol\n\
2: Build a Space Port\n\
3: If Food is less than 40%, build a Farm.\n\
4: If available Workers is less than 810k, build a City.\n\
5: For every 7 structures, build a Space Port.\n\
6: For every 9 structures, build a Planetary Cannon.\n\
7: Pick a random structure from this list and build it:\n\
#tab#Metal Mining Facilitiy (15 Weight)\n\
#tab#Electronics Factory (10 Weight)\n\
#tab#Advanced Parts Factory (8 Weight)\n\
#tab#Scientific Laboratory (4 Weight)\n\
#tab#Goods Factory (2 Weight)\n\
#tab#Luxuries Factory (1 Weight)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Economic World#c#\n\
1: Build a Planet Capitol\n\
2: If Food is less than 40%, build a Farm\n\
3: If available Workers is less than 810k, build a City.\n\
4: Pick a random structure from this list and build it:\n\
#tab#Metal Mining Facility (1 Weight)\n\
#tab#Electronics Factory (1 Weight)\n\
#tab#Advanced Parts Factory (1 Weight)\n\
#tab#Space Port (1 Weight)\n\
5: Remove structures that don't fit your profile (Scientific Laboratories, Shipyards, Goods Factories, Luxuries Factories, Farm)\n\
6: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
\n\
#c:0f0##font:frank_12i#Specialized Worlds#font##c#\n\
Specialized Worlds are focused on providing a specific resource or are meant to be directed toward a particular goal or set of goals.  These Worlds are not built to be general purpose and rely on a stable backbone economy to work efficiently.\n\
\n\
Governors included:  Militarized, Shipyard\n\
\n\
#tab##c:f80#Militarized World#c#\n\
1: Build a Planet Capitol\n\
2: Build 3 Space Ports\n\
3: For every 4 structures, build a City\n\
4: If Food is under 40%, build a Farm\n\
5: If available Workers is under 12.1M, build a City\n\
6: Pick a random structure from this list:\n\
#tab#Planetary Cannon (Weight 3)\n\
#tab#Space Port (Weight 1)\n\
7: Remove structures that don't fit your profile (Metal Mining Facility, Electronics Factory, Advanced Parts Factory, Scientific Laboratories, Goods Factories, Luxuries Factories)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Shipyard World#c#\n\
1: Build a Planet Capitol\n\
2: Build a Space Port\n\
3: If available Workers is under 12.1M, build a City.\n\
4: For every 8 structures, build a Shipyard\n\
5: Pick a random structure from this list:\n\
#tab#Space Port (Weight 2)\n\
#tab#Shipyard (Weight 3)\n\
6: Remove structures that don't fit your profile (Metal Mines, Electronics Factories, Adv. Parts Factories, Scientific Laboratories, Goods Factories, Luxuries Factories, and Farms)\n\
7: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Construction World#c#\n\
1: Build a Planet Capitol\n\
2: Build a Space Port\n\
3: For every 4 structures, build a City\n\
4: If Food is under 40%, build a Farm\n\
5: If available Workers is under 12.1M, build a City.\n\
6: Pick a random structure from this list:\n\
#tab#Metal Mining Facility (Weight 1)\n\
#tab#Electronics Factory (Weight 1)\n\
#tab#Advanced Parts Factory (Weight 1)\n\
#tab#Shipyard (Weight 3)\n\
7: Remove structures that don't fit your profile (Scientific Laboratories, Goods Factories, Luxuries Factories)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#c:0f0##font:frank_12i#Resource Worlds#font##c#\n\
Resource Worlds are effective at producing their given resource but are extremely inefficient at accomplishing other goals without extensive retrofitting or lots of system-wide Hauling support, if that is a workable solution at all.\n\
\n\
Governors included: Advanced Parts World, Electronics World, Metals World, Farm World, Luxuries and Goods World, Research World\n\
\n\
#tab##c:f80#Metal World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: If Food is under 40%, build a Farm\n\
4: If available Workers is under 810k, build a City\n\
5: For every 3 structures, build a Space Port\n\
6: Build a Metal Mining Facility\n\
7: Remove structures that don't fit your profile (Electronics Factories, Advanced Parts Factories, Scientific Laboratories, Ship yards, Goods Factories, Luxuries Factories)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Electronics World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: If Food is under 40%, build a Farm\n\
4: If available Workers is under 610k, build a City.\n\
5: For every 3 structures, build a Space Port\n\
6: Build an Electronics Factory\n\
7: Remove structures that don't fit your profile (Metal Mining Facilties, Advanced Parts Factories, Scientific Laboratories, Ship yards, Goods Factories, Luxuries Factories)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Advanced Parts World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: If Food is under 40%, build a Farm\n\
4: If available Workers is under 410k, build a City.\n\
5: For every 3 structures, build a Space Port\n\
6: Build an Advanced Parts Factory\n\
7: Remove structures that don't fit your profile (Metal Mining Facilties, Electronics Factories, Scientific Laboratories, Ship yards, Goods Factories, Luxuries Factories)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Farm World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: Pick a random structure from this list:\n\
#tab# Space Port (Weight 3)\n\
#tab# Farm (Weight 3)\n\
4: Remove structures that don't fit your profile (Metal Mining Facilties, Electronics Factories, Advanced Parts Factories, Scientific Laboratories, Ship yards, Goods Factories, Luxuries Factories)\n\
5: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Goods & Luxuries World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: If Food is under 40%, build a Farm\n\
4: If available Workers is under 810k, build a City\n\
5: For every 8 structures, build a Space Port\n\
6: Build either a Goods Factory or a Luxuries Factory\n\
7: Remove structures that don't fit your profile (Metal Mining Facility, Electronics Factories, Advanced Parts Factories, Scientific Laboratories, Ship yards)\n\
8: If not building anything, rennovate structures if they're 1 level out of date.\n\
\n\
#tab##c:f80#Research World#c#\n\
1: Build a Planet Capitol.\n\
2: Build 1 Space Port.\n\
3: If Food is under 40%, build a Farm\n\
4: If available Workers is under 6.1M, build a City\n\
5: Build a Scientific Laboratory\n\
6: Remove structures that don't fit your profile (Metal Mining Facility, Electronics Factories, Advanced Parts Factories, Ship yards, Goods Factory, Luxuries Factory)\n\
7: If not building anything, rennovate structures if they're 2 levels out of date.\n\
\n\
#c:0f0##font:frank_12i#Special Worlds#font##c#\n\
Special worlds do not follow the rules of most governors and so are listed seperately here to denote their special status.\n\
\n\
Governors included: Renovate Only\n\
#tab##c:f80#Renovate Only#c#\n\
This governor will only rennovate structures on the planet.  It greatly prefers structures that are more out of date than others.\n\
#c:fd0#Caution: Will not replace any structures lost due to planetary warfare.#c#

#SP_Cat_PlanetConditions: "  Planet Conditions"
#SP_PlanetConditions_Intro: #c:0d0##font:goodtimes_14#Planet Conditions\n#hline##font##c#\n\
Planets are highly diverse in their environments and their levels of hostility to inhabitants. \
Sometimes rewarding your brave settlers with vast riches, at other times making construction \
difficult due to harsh circumstances. Sometimes even both. \n\n\
Because of this, different planet conditions will frequently be encountered while expanding \
your empire. Their names and descriptions are displayed here.

#SP_Cat_Structures: "  Structures"
#SP_Structures_Intro: #c:0d0##font:goodtimes_14#Structures\n#hline##font:frank_11##c#

#SP_Cat_SubSystems: Sub Systems
#SP_SubSystems_Intro: #c:0d0##font:goodtimes_14#Sub Systems\n#hline##c##font:frank_11#\nSub Systems are the key components of a ship.\nFor more information about specific sub systems click on a category:\n\n#c:link##tab:110##link:h:sp:ss_hulls#Hulls#link##tab:310##link:h:sp:ss_support#Support Systems#link#\n#tab:110##link:h:sp:ss_weapons#Weapons#link##tab:310##link:h:sp:ss_defense#Defensive Systems#link#\n#tab:110##link:h:sp:ss_engines#Engines#link##tab:310##link:h:sp:ss_modifiers#System Modifiers#link#\n#tab:110##link:h:sp:ss_other#Miscellaneous#link#

#SP_Cat_SS_Hulls: "  Hulls"
#SP_SS_Hulls_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Hulls\n#hline##font:frank_11##c#\nEvery ship design needs exactly one hull, and the choice of hull will have a significant impact on how a ship can perform. Whenever a hit pierces any armor or shields, the hull takes a percent of the damage, protecting important Sub Systems. When a hull loses all of its health, the ship will explode.\n

#SP_Cat_SS_Engines: "  Engines"
#SP_SS_Engines_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Engines\n#hline##font:frank_11##c#\nEngines provide some amount of thrust that allows a vessel to move. More massive ships will accelerate more slowly. Ships without engines are considered Stations, and cannot move.\n

#SP_Cat_SS_Support: "  Support"
#SP_SS_Support_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Support\n#hline##font:frank_11##c#

#SP_Cat_SS_Weapons: "  Weapons"
#SP_SS_Weapons_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Weapons\n#hline##font:frank_11##c#

#SP_Cat_SS_Defense: "  Defense"
#SP_SS_Defense_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Defense\n#hline##font:frank_11##c#\nDefensive Sub Systems consist of Armor, Shields, and other similarly protective systems.\n\n\
#font:frank_10b#Armor:#font# Armor is a protective shell that takes damage from all sides. Armor also reduces the damage of a given hit by some amount (but no lower than 20% of the original damage). Each plate must be destroyed before the next is hit.\n\n\
#font:frank_10b#Shields:#font# Shields are an energy-based protective shell that takes damage from all sides. As shields take damage, more and more will pass through the shields and hit the armor/hull. Shields have a natural regeneration rate. Shield Hardeners can be used to reduce how much damage leaks through a given layer of shielding.\n\n\
#font:frank_10b#Stealth:#font# Stealth generators have a chance to avoid all damage from a given hit. Note that stealth fields don't work well with shields.\n

#SP_Cat_SS_Modifiers: "  Modifiers"
#SP_SS_Modifiers_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Modifiers\n#hline##font:frank_11##c#\nSub System Modifiers connect to other Sub Systems to alter their effectiveness. To use, place a single modifier over a another system. When position correctly, they will both light up.\nNote that only one modifier may be equipped to a single Sub System.\n

#SP_Cat_SS_Other: "  Other"
#SP_SS_Other_Intro: #c:0d0##font:goodtimes_14#Sub Systems - Other\n#hline##font:frank_11##c#

#SP_Cat_Research: "  Technologies"
#SP_Cat_Research_Intro: #c:0d0##font:goodtimes_14#Research\n#hline##c##font#\nBelow is a list of all available fields of technology, click one of their names to see more about the things it improves and unlocks.
#SP_Research_Improves: Improves
#SP_Research_Unlocks: Unlocks
#SP_Research_LinksTo: Links To

//#SP_Template: Template Page
//#SP_Template_Page: #font:goodtimes_14##c:0d0#Superheader Template#font#\n#hline##c#\n\nAvailable Fonts\n#font:frank_10#Frank_10\n#tab##font:frank_10b#Frank_10b\n#tab##font:frank_10i#Frank_10i\n#tab##font:frank_10bi#Frank_10bi\n#font:frank_11#Frank 11(b/i/bi)\n#font:frank_12#Frank 12(b/i/bi)\n#font:goodtimes_11#goodtimes_11#font#\n#font:goodtimes_12#goodtimes_12#font#\n#font:goodtimes_14#goodtimes_14#font#\n#font:goodtimes_16#goodtimes_16#font#\n

//Object Count Display
#OCD_Ships: "Units: "

//Planet conditions
#PC_unstable: #c:fbb#Unstable land#c#
#PC_ore_rich: #c:bfb#Rich Ore Deposits#c#
#PC_ore_poor: #c:fbb#Scattered Ore Deposits#c#
#PC_dense_flora: #c:bfb#Dense Flora#c#
#PC_cavernous: #c:bfb#Cavernous#c#
#PC_noxious: #c:fbb#Noxious Atmosphere#c#
#PC_high_winds: #c:fbb#High Winds#c#
#PC_plains: #c:bfb#Vast Plains#c#
#PC_ringworld_special: #c:bfb#Ringworld Bonus#c#
#PC_frigid: #c:fbb#Frozen Tundra#c#
#PC_volcanic: #c:fbb#Volcanic#c#
#PC_geotherm: #c:bfb#Geothermal Vents#c#
#PC_microcline: #c:bbf#Microcline Deposits#c#

#PCD_unstable: Unstable land increases structure build costs by 50%.
#PCD_ore_rich: The planet possesses rich deposits of ore, increasing mining rate by 50%.
#PCD_ore_poor: The planet's ore is difficult to mine, cutting the mining rate by half.
#PCD_dense_flora: The planet is covered in dense flora.\nFarming rate is increased by 50%, but structure build costs are increased by 20%.
#PCD_cavernous: Naturally strong ground coupled with an extensive cave system increases housing capacity and building strength by 25%.
#PCD_noxious: Naturally occuring noxious gasses make life harsh, reducing population capacity by 20%.
#PCD_plains: Vast, open plains simplify construction, saving 10% of build costs.
#PCD_high_winds: Powerful winds necessitate specially designed buildings.\nStructure health reduced by 25%, and structure build costs increased by 10%.
#PCD_frigid: Frigid temperatures make habitation difficult, and materials brittle.\nHousing capacity and structure strength is reduced by 25%.
#PCD_volcanic: Giant volcanoes dot the landscape, spewing out magma.\nStructure health reduced by 33%
#PCD_ringworld: Structures built on ringworlds are truly vast, each being 10 times larger than a standard structure.
#PCD_geotherm: Readily accessible geothermal vents make production easier.\n25% Increase to electronics and advanced parts production.
#PCD_microcline: Not this again...


//Planet governors
#PG_default: Balanced World
#PG_metalworld: Metal Mining World
#PG_elecworld: Electronics World
#PG_advpartworld: Adv. Parts World
#PG_resworld: Research World
#PG_luxworld: Luxuries & Goods World
#PG_shipworld: Shipyard World
#PG_agrarian: Farm World
#PG_forge: Construction World
#PG_economic: Economic World
#PG_outpost: Militarized World
#PG_rebuilder: Renovate Only
#PG_NoGov: No Governor
#PG_AutoChoose: Automatic

//Galactic Bank Resource names
#GBR_advparts: Advanced Parts
#GBR_electronics: Electronics
#GBR_metals: Metals
#GBR_luxuries: Luxuries
#GBR_goods: Goods
#GBR_food: Food

//Layout Editor button text
#LB_BPList: Blueprints List
#LB_Layout: Layout View
#LB_AISettings: AI Settings
#LB_Stats: Detailed Statistics

// Layout Editor Detailed Stats
#LD_FireTime: Continuous Firing Time:
#LD_CumDPS: Ammo Lifetime Damage:
#LD_ChargeTime: Charge Lifetime:
#LD_ArmorHP: Armor Hitpoints:
#LD_SubsHP: Sub System Hitpoints:
#LD_ShieldHP: Shield Hitpoints:
#LD_HullHP: Hull Hitpoints:
#LD_TotalHP: Total Hitpoints:
#LD_Avail: "Available: "
#LD_ChargeAvail: "Available Charge: "
#LD_FuelAvail: "Available Fuel: "
#LD_AmmoAvail: "Available Ammo: "

#LD_Overview: Overview
#LD_Weapons: Weapons

#LD_Name: Name
#LD_Level: Level
#LD_Scale: Scale
#LD_DPShot: Damage / Shot
#LD_Delay: Delay / Shot
#LD_DPS: DPS
#LD_Range: Range

#LD_AmmoUsePage: Ammo Usage
#LD_PowerPage: Power Usage
#LD_FuelUsePage: Fuel Usage
#LD_ControlPage: Control Distribution
#LD_PowerUse: Power / Sec
#LD_FuelUseUse: Fuel / Sec
#LD_AmmoUseUse: Ammo / Sec
#LD_ControlUse: Control

//Layout Editor Cost names (including coloration)

#LC_AdvParts: #c:red#Adv. Parts#c#
#LC_Electronics: #c:cyan#Electronics#c#
#LC_Metals: #c:ccc#Metals#c#
#LC_Labr: Labor

//Layout Editor Hint names
#LH_Accel: Acceleration
#LH_Air: Life Support (Extra)
#LH_Ammo: Ammo Storage
#LH_AmmoUse: Ammo Peak Usage/sec
#LH_Armor: Armor Hitpoints
#LH_Cargo: Cargo
#LH_Control: Control (Extra)
#LH_Crew: Crew (Extra)
#LH_DPS: Damage/second
#LH_PopDPS: Population Damage/sec
#LH_Fuel: Fuel Storage
#LH_FuelUse: Fuel Peak Usage/sec
#LH_HP: Hitpoints
#LH_Power: Power Output (Net)
#LH_BoardingDefense: Boarding Defense
#LH_Regen: HP Regeneration/sec
#LH_RepOther: Ranged Repair/sec
#LH_Local/Range: Range
#LH_Local/MinRange: Minimum Range
#LH_ArmorRegen: Armor HP Gain/sec
#LH_Shields: Shield Hitpoints
#LH_ShieldReg: Shield Regen/sec
#LH_AoEDmg: Area Damage/sec
#LH_ShieldBurst: Shield Burst Cost
#LH_DrainRate: Resource Drain/sec
#LH_Thrust: Thrust
#LH_Mass: Mass
#LH_Charge: Charge
//Local hint names
#LH_Local/AddStructs: Structures
#LH_Local/DamageReduction: Damage Reduction
#LH_Local/FireSpeedUp: Fire Rate Multiplier
#LH_Local/CostPenalty: Running Cost Multiplier
#LH_Local/RangeUp: Range Multiplier
#LH_Local/BonusHP: Bonus Hitpoints
#LH_Local/NovaRange: Explosion Radius
#LH_Local/SelfDestruct: Explosion Damage
#LH_Local/HullSoak: Hull Damage Absorption %
#LH_Local/MissChance: Miss Chance %
#LH_Local/DodgeChance: Dodge Base Chance %
#LH_Local/ShieldHarden: Shield Absorption Increase
#LH_Local/BackupPower: Backup Power
#LH_Local/ReduceControl: Reduce Control
#LH_Local/IncreaseSpace: Increase Space
#LH_Local/AnalysisRate: Analysis Rate
#LH_Local/AnalysisFactor: Analysis Factor
#LH_Local/AnalysisChance: Analysis Chance %
#LH_Local/MiningRate: Mining Rate
#LH_Local/RefineRate: Refine Rate
#LH_Local/ElectsFabRate: Electronics Fabrication Rate
#LH_Local/AdvFabRate: Advanced Parts Fabrication Rate
#LH_Local/ChargeTime: Time to Jump
#LH_Local/JumpMinDist: Minimum Jump Distance (AU)
#LH_Local/JumpMaxDist: Maximum Jump Distance (AU)
#LH_Local/DMGperShot: Damage per Shot
#LH_Local/DMGburn: Damage over Time
#LH_Local/Duration: Firing Duration
#LH_Local/Delay: Delay between Shots
#LH_Local/HitsperShot: Hits per Shot
#LH_Local/ProjSpeed: Projectile Speed
#LH_Local/AmmoperShot: Ammo per Shot
#LH_Local/Clip: Shots per Volley
#LH_Local/ClipDelay: Reloading Time
#LH_Local/ImpactLevel: Impact Level
#LH_Local/AbsorbPct: Absorption Factor
#LH_Local/BankExport: Bank Export Rate
#LH_Local/MatterGen: Matter Generation Rate
#LH_Local/Repulsion: Repulsion Force
#LH_Local/Attraction: Attraction Force
#LH_Local/Interdiction: Interdiction Force
#LH_Local/HullHP: Hull Hitpoints
#LH_Local/MaxScale: Maximum Scale
#LH_Local/RequiredCharge: Required Charge
#LH_Local/ShieldAbsorption: Shield Absorption

//Layout Editor Tooltips
#LET_Expand: Increase SubSystem scale by double
#LET_Shrink: Decrease SubSystem scale by half
#LET_Remove: Remove SubSystem from layout
#LET_Make_Obs: Mark Obsolete
#LET_Unmake_Obs: Mark Active
#LET_ShowObsolete: Show Obsolete
#LET_UpdateAll: Update All
#LET_ObsoleteAll: Obsolete All
#LET_UpdateHull: Update Hull
#LET_AutoUp: Auto-update every
#LET_TechLevels: tech levels
#LET_SortName: Sort by Name
#LET_SortScale: Sort by Scale

#LET_Save: Saves the layout to the empire's list, allowing you to start building it.
#LET_Clear: Erases all SubSystems in the layout.
#LET_Export: Saves the layout for use in other games.
#LET_Import: Loads the saved layout from a previous game.

#LETT_Save: Save the current blueprint, allowing \nyou to start using it.\nShift: Continue editing blueprint.
#LETT_Clear: Clear the blueprint and start from a blank one.
#LETT_Export: Export this blueprint into your user profile for use in other games.
#LETT_Import: Import blueprints from your user profile.\nShift: Import all blueprints.\nShift+Control: Import all blueprints, overwrite existing.
#LETT_ImportNow: Import selected blueprints.\nShift: Don't overwrite existing blueprints.

#LEI_IMPORT_BLUEPRINT: Import Blueprint
#LEI_BLUEPRINT: Blueprint
#LEI_ADD: Add
#LEI_IMPORT: Import
#LEI_CLEAR: Clear

#LE_Save: Save
#LE_Clear: Clear
#LE_Export: Export
#LE_Import: Import
#LE_ImportTitle: Import Blueprints
#LE_ImportText: Select blueprints to import from the profile.

#LE_Both: Both
#LE_Icons: Icons
#LE_Text: Text

#LE_ExportLayout: Export Blueprint
#LE_ExportOK: Successfully exported blueprint to profile.
#LE_ExportFail: Error exporting blueprint to profile.

#LE_ObsWarn: This design is obsolete, displaying the previous stats.
#LE_EditObs: Edit Blueprint
#LE_Icon: Icon
#LE_ImprovedBy: "Improved By: "
#LE_AITARGET: Targeting Settings
#LE_MinHp: Target Minimum HP %
#LE_MaxHp: Target Maximum HP %
#LE_MinScale: Target Minimum Scale
#LE_MaxScale: Target Maximum Scale
#LE_Space: Space
#LE_Acceleration: Acceleration
#LE_AUpss: " AU/s²"
#LE_FlightTime: Flight Time
#LE_MaxDist: Maximum Flight Range
#LE_Scale: Scale
#LE_Name: Name
#LE_SelectForDesc: Select a SubSystem from the left for a description.
#LE_PickScale: Pick Whole-Ship Scale
#LE_Pick: Pick
#LE_Cancel: Cancel
#LE_NA: N/A
#LE_Level: Level
#LE_Orbit: Orbit Targets
#LE_AIBEHAVIOR: Behavior Settings
#LE_allowFetch: Allow other ships to fetch resources:
#LE_allowDeposit: Allow other ships to deposit resources:
#LE_allowSupply: Allow other ships to supply resources:
#LE_defaultStance: Default Stance:
#LE_defaultDefendRange: Default Defend Range:
#LE_Allow: Allow
#LE_Deny: Deny
#LE_Auto: Auto
#LE_TargetShips: Target Ships
#LE_TargetPlanets: Target Planets
#LE_DepositShips: Deposit Resources on Ships
#LE_DepositPlanets: Deposit Resources on Planets
#LE_DepositStations: Deposit Resources on Stations
#LE_Forced: Enforce
#LE_MultiTarget: Engage Multiple Targets
#LE_EngagementRange: Preferred Engagement Range:
#LE_AutoDock: Automatically dock:
#LE_Never: Never
#LE_AIDOCKING: Docking Settings
#LE_DockClear: When there are no enemies in the system
#LE_DockContested: When the system is under attack
#LE_DockShips: Dock in Ships
#LE_DockPlanets: Dock at Planets
#LE_DockStations: Dock in Stations
#LE_AICARRIER: Carrier Settings
#LE_DefaultFighter: Default Strike Craft:
#LE_FullComplement: Construct with Full Strike Craft Complement
#LE_Replenish: Automatically Replenish Strike Craft at Shipyards
#LE_None: None
#LE_AIORDERS: Automation Orders
#LE_NotUnlocked: Subsystem is not unlocked...
#LE_UnlockedBy: Unlocked at
#LE_Locked: Locked
#LE_DisplayLocked: Display Locked
#LE_ToggleLocked: Display locked subsystems in list.
#LER_PointBlank: Point Blank
#LER_Close: Close
#LER_Far: Far
#LER_Custom: Custom

#LES_Fighter: Fighter
#LES_Bomber: Bomber
#LES_Destroyer: Destroyer
#LES_Frigate: Frigate
#LES_Cruiser: Cruiser
#LES_Battleship: Battleship
#LES_Supercapital: Supercapital
#LES_PlanetBuster: Planet Buster

#LEE_Control: Insufficient Control
#LEE_LifeSupport: Insufficient Life Support
#LEE_Crew: Insufficient Crew
#LEE_Fuel: No Fuel Storage
#LEE_Power: Power may be unstable
#LEE_Charge: No Capacitors
#LEE_Thrust: No engines - will be stationary
#LEE_Dead: DEAD
#LEE_Unique: Hulls must have unique names
#LEE_Small: Impossibly small hull
#LEE_Demo: Demo designs are limited to scale 200
#LEE_SubSys: Hulls need at least 1 Sub System
#LEE_Scale: Sub System was scaled below 1/4x or beyond 4x compared to the hull
#LEE_MultiLink: Cannot have multiple SubSystems linking to the same SubSystem
#LEE_Unlocked: " has not been unlocked"
#LEE_Restricted: Sub System is restricted
#LEE_Required: Required subsystem is missing
#LEE_OneHull: Only one hull may be used per vessel
#LEE_Hull: A hull must be present
#LEE_Space: Too much space taken by SubSystems
#LEE_FlightTime: Will run out of fuel in under 5 minutes
#LEE_Cargo: Cargo storage is required to function
#LEE_LimitScale: Ship scale is outside limits

#STT_TotalPos: "Total Positive: "
#STT_TotalNeg: "Total Negative: "

#STT_Colony Size: The number of stuctures that will be automatically built when the colony is founded.
#STT_Air: The amount of breathable air aboard; without it, the crew will perish.
#STT_Ammo: Represents the amount of ammo storage aboard.
#STT_AmmoUse: The maximum ammo usage per second if all weapons are firing constantly.
#STT_Alpha: Alpha represents the damage fired from SuperWeapons.
#STT_Armor: The maximum amount of damage your ship's armor can withstand before complete failure.
#STT_ArmorRegen: How much regenerating armor regenerates every second.
#STT_AoEDMG: Damage dealt to all targets within the area of effect.
#STT_BoardingDefense: Actively thins boarding forces; it is, however, a priority target of invaders.
#STT_Cargo: Internal, protected, stores for any sort of cargo.
#STT_Control: Control represents the required man- or machine-power to operate complex sub systems.  Without control, ship systems are automatically disabled.
#STT_ControlDmg: The amount of control disrupted onboard an enemy ship per second.
#STT_Crew: Military personnel trained specifically in the operation of standard equipment aboard ship and stations.  Without available Crew, ship systems that require them will go offline.
#STT_Charge: Stored power which may be dispersed at command by any subsystem aboard the ship.
#STT_DPS: The calculated damage per second that the ship commands if all weapons open continuous fire.
#STT_DrainRate: The amount of materials that can be stolen from neutral or enemy objects per second.
#STT_EcoStore: Stores Metals, Electronics, and Advanced Parts; materials are seperated into specialized storage compartments.
#STT_Fuel: The amount of stored fuel aboard the ship or station; may be used by any fuel consuming device.  Any fuel-consuming device without fuel to run on will turn off to prevent damage to its internals.
#STT_FuelUse: At maximum fuel usage, this much fuel will be used per second.
#STT_HP: The total amount of damage a ship can withstand before completely collapsing into unsalvageable debris.
#STT_Mass: The mass of all components and armor of the ship. Having more mass slows down movement.
#STT_Power: Required for the operation of most equipment.  If power reaches 0, all equipment that requires power will shut off.
#STT_PowerVamp: The amount of power that can be drawn from an enemy vessel or station per second.
#STT_Regen: Represents the amount of work that can be performed on damage or destroyed systems per second.
#STT_RepOther: The amount of damage that can be repaired on another vessel per second.
#STT_Salvage: How much scalvageable materials are returned to the scalvageing ship per second.
#STT_ShieldBurst: The estimated heat and force damage nearby ships experience when the ship's shield is dispersed.
#STT_ShieldRegen: How much of the shields can be restored per second.
#STT_Shields: The amount of force the ship's shield can withstand before being totally dispersed.  As the shield is damaged, the shield is less able to prevent weapons fire from striking the hull.
#STT_ShipBay: The maximum space that can be taken up by ships in the Ship's ShipBays in Scale.  10 ShipBay can store 10 Scale 1 Objects, 100 Scale 0.1 Objects, and etc.
#STT_SW Max DPS: The maximum amount of Damage per Second, at minimum cooling/reload time, the SuperWeapon can deal.
#STT_Thrust: The amount of thrust the ship is able to produce per second at maximum output.  Acceleration is determined by dividing Thrust by Mass.
#STT_Troops: Highly specialized military personnel trained and equipped to fight invading forces.



#LIE_Title: Import Blueprint Error
#LIE_Desc: The following errors occured while importing blueprints:

#LE_Hulls: Hulls
#LE_Control: Control
#LE_Support: Support
#LE_Engines: Engines
#LE_DefenseArmor: Defense & Armor
#LE_Weapons: Weapons
#LE_SubSystemModifiers: SubSystem Modifiers
#LE_Misc: Misc

//Detailed stat text
#LDS_DPS: " DPS"
#LDS_AU: " AU"
#LDS_Damage: " Damage"
#LDS_Delay: " seconds"
#LDS_AmmoUse: " Ammo/s"
#LDSB_Range: Range
#LDSB_DPS: Damage/second
#LDSB_ShotDmg: Damage per shot
#LDSB_ShotDelay: Delay per shot
#LDSB_AmmoUse: Ammo Use/sec

//Order customization text
#OC_Fetch: "Fetch "
#OC_Deposit: "Deposit "
#OC_Supply: "Supply "
#OC_SupplyWhen: " to ships under "
#OC_WhenUnder: " when under "
#OC_WhenOver: " when over "
#OC_Resource: "Resource: "
#OC_Pct: "Percentage: "
#OC_Amount: "Amount: "
#OC_TakeFrom: "Take From"
#OC_AddOrder: Add Order
#OC_EditOrder: Edit Order
#OC_Add: "Add "
#OC_Edit: "Edit "
#OC_Order: " Order"
#OC_CurOrders: Current Orders
#OC_Lock: "Lock Changes"
#OCTT_Lock: While changes are locked, edits to the blueprint will not override customized automation orders.
#OC_WorkWith: "Work with "
#OC_Tool: "Tool: "
#OC_JoinFleet: "Join nearest fleet"
#OC_CurSys: " in current system"
#OC_Within: " within "
#OC_AU: " AU"
#OC_Create: " (or create)"
#OC_JoinSystem: Only join fleets in the same system.
#OC_JoinDist: Maximum Distance
#OC_JoinCreate: Create a new fleet when none are found.
#OC_Explore: Explore
#OC_ExploreOnce: " one system"
#OC_ExploreRepeat: " automatically"
#OC_ExploreFlee: " (flee enemies)"
#OC_AutoExploreOnce: Automatically explore multiple systems.
#OC_AutoExploreFlee: Flee systems with enemies.
#OC_OnlyIdle: " (only idle)"
#OC_OptOnlyIdle: "Only at idle planets/construction bays."
#OC_Transfer: Transfer resource...

#OC_Import: Import Order List
#OC_Export: Export Order List
#OC_OrderList: Orders:
#OC_Name: Order List Name:
#OC_DefName: "Orders"

#OR_Fetch: Fetch Resource
#OR_Deposit: Deposit Resource
#OR_Defend: Defend System
#OR_Work: Work with Tool
#OR_Replenish: Replenish Strike Craft
#OR_AutoUnDock: Manage Docked
#OR_AutoDock: Automatically Dock
#OR_AutoRetrofit: Automatically Retrofit
#OR_AutoExplore: Automatically Explore
#OR_Trade: Trade
#OR_Colonize: Colonize
#OR_JoinFleet: Join Nearest Fleet
#OR_Supply: Supply Resource

//Object Info Window
//===============
#OI_Economy: Economy
#OI_Construction: Construction
#OI_Cargo: Cargo
#OI_ShipBay: Ship Bay
#OI_System: System
#OI_Stats: Stats
#OI_Automation: Automation

#OI_Orders: Orders
#OI_Ammo: Ammo
#OI_Workers: Workers
#OI_Crew: Crew
#OI_Food: Food
#OI_Labr: Labor
#OI_Mood: Mood
#OI_MoreOrders: more orders
#OI_Electronics: Elc
#OI_Metals: Mtl
#OI_AdvParts: Adv
#OI_Slots: Slots

#OI_HP: Hitpoints
#OI_Shields: Shields
#OI_Fuel: Fuel
#OI_Power: Power
#OI_Population: Pop.

#OI_Adv: Adv
#OI_Elc: Elc
#OI_Mtl: Mtl
#OI_Ore: Ore
#OI_All: All
#OI_NoCargoBay: No cargo bay
#OI_NoEconomy: No economic storage
#OI_NoOrders: No orders...
#OI_NoShipBay: No ship bay
#OI_NotInSystem: Not in a system
#OI_NotBuilding: Not building

#OI_Rename: Rename
#OITT_Obsolete: " blueprint is obsolete."

#FF_Wall: Wall formation
#FF_Box: Box formation
#FF_Escort: Escort formation
#FF_Wedge: Wedge formation
#FF_Stay: Stay in formation while attacking

#OI_EngageRange: "Defend Range: "
#OI_EngageControl: "\n(Hold control to specify a custom range)"
#OI_SetEngageTitle: Set Defend Range
#OI_SetEngage: Set custom defend range. Ships will defend systems in this area.
#ER_System: Current System
#ER_Local: Local Area
#ER_Galaxy: Entire Galaxy

#ST_Engage: Engage at will
#ST_HoldPosition: Hold position
#ST_HoldFire: Hold fire
#ST_Defend: Defend position

//Empire WIndow
//=============
#EM_ObjectList: Object List
#EM_Fleets: Fleets
#EM_ToggleGov: New Colony AI
#EM_CivilActs: Civil Acts
#EM_RaceProfile: Race Profile
#EMTT_RaceProfile: Show this empire's race description, history and traits.
#EM_PlayAs: Play As
#EM_Spectate: Spectate
#EM_Research: Research
#EMTT_PlayAs: Joins into this empire
#EM_Empires: Sovereign Empires
#EM_DefaultGov: Default governor:
#EMTT_TreatyNotice: Treaty request waiting
#EM_Ships: Ships
#EM_Planets: Planets
#EM_GovText: New colonies use governors
#EM_ParkText: New ships park in orbit
#EM_AtWar: At War
#EM_Allies: Allies
#EM_Dead: EXTINCT
#EM_Us: Us
#EMTT_TreatyPropose: Propose new treaty
#EMTT_TreatyActive: Active treaty
#EMTT_TreatyProposed: Proposed treaty
#EM_TreatyCreate: Create a new treaty with this empire.
#EM_TreatyActiveWith: Active treaty with
#EM_Clauses: clauses
#EM_TreatyProposedText: Treaty proposed by the
#EM_TreatyProposedEmpire: .
#EM_AIControl: AI Control
#EMTT_AIControl: Settings to give the AI control over certain areas.
#EM_AllAlone: No contact has been established with other empires.\n\nThe existence of aliens is as of yet purely speculatory,\nwe suggest you leave any diplomatic inclinations to\nthe science fiction writers, your excellence.
#EM_ChooseEmpire: Choose empire to play as:
#EM_Spectate: Spectate
#EM_Spectator: Spectator

#ST_Military: Military
#ST_Colonization: Colonization
#ST_Research: Research
#ST_Economy: Economy
#ST_Planets: Planets
#ST_Ships: Ships
#ST_Population: Population

#RP_Race: "Race: "
#RP_Background: Background
#RP_Traits: Traits
#RP_NoTraits: No traits...

#TRW_Offensive: Offensive Clauses
#TRW_Tools: Tools
#TRW_Normal: Normal Clauses
#TRW_The: "The "
#TRW_Will: " will:"
#TRW_OffensiveError: Error: Cannot add an offensive clause in a treaty with existing non-offensive clauses.
#TRW_NonOffensiveError: Error: Cannot add a non-offensive clause in a treaty with existing offensive clauses.
#TRW_ConfirmTimeless: Warning: The treaty you are proposing does not have a timeout clause in it. Without a timeout clause, treaties will last until the end of the game. Are you sure you wish to propose this treaty?

#OLW_Filter: Filter:
#OLW_SelectAll: Select All

#OLW_All: All
#OLW_Ships: Ships
#OLW_Military: "  ..Military Ships"
#OLW_Civilian: "  ..Civilian Ships"
#OLW_Planets: Planets

#OLW_Name: Object Name
#OLW_Location: Location
#OLW_Task: Task

#OLW_Building: "Building "
#OLW_Docked: Docked

//Research Window
//===============

#RW_ETA: "ETA: "
#RW_RES_RATE: "Research Rate: "
#RW_Zoom: "Zoom: "
#RW_Dead_End: Dead End
#RW_Level: Level
#RW_Cost: Cost
#RW_Done: Done
#RW_Improves: Improves
#RW_NextUnlock: Next Unlock
#RW_Locked: Locked
#RW_Elsewhere: Research Links elsewhere to unlock
#RW_AtLevel: at level
#RW_With: with
#RW_And: and
#RW_CtrlClick: Control-click to queue research
#RW_QueueFinished: Queue Finished
#RW_Automate: Automate Research
#RWTT_Automate: Automatically research the technology with the lowest level.

//Fleet Window
//============
#FL_FLEET_WINDOW: Fleet Management
#FL_Commander: Commander
#FL_Members: Members
#FL_Disband: Disband
#FL_Filters: Filters
#FL_AllSystems: All Systems
#FL_Idle: Idle
#FL_AllOrders: All Orders
#FL_IdleOnly: Idle Only
#FL_NonIdleOnly: Non-Idle Only
#FL_Rename: Rename
#FL_RenameFleet: Rename Fleet
#FL_WithSelected: With selected:
#FL_Merge: Merge
#FL_Split: Split

//Planet Window
//=============

#PL_STRUCTURES: Structures
#PL_USE_GOVERNOR: Use Planetary Governor
#PL_KEEP_SELECTED: Keep planet selected
#PL_Pin: Toggle whether this window is locked to its current planet or follows the selection.
#PL_NoConditions: No planetary conditions present...

#PL_REMOVE_STRUCT: Remove
#PL_PREVIOUS: Previous
#PL_NEXT: Next
#PL_NOTHING: Nothing
#PL_QUANTITY: Quantity to Construct
#PLTT_Previous: Selects the previous colony you own in this system
#PLTT_Next: Selects the next colony you own in this system
#PL_Batch: Batch construction
#PL_Build: "Build "
#PL_Amount: Amount:

#PL_QUEUED_CONSTRUCTIONS: QUEUED CONSTRUCTIONS
#PL_QUEUED: Queued
#PL_QUEUE: Queue
#PL_BUILDING: Building
#PL_REPEAT_QUEUE: Toggle Repeat Queue
#PL_CLEAR_QUEUE: Clear Queue
#PL_SAVE_QUEUE: Save Queue
#PL_LOAD_QUEUE: Load Queue
#PL_SAVELOAD_QUEUE: Save/Load Queue
#PL_QUEUE_NAME: "Queue Export Name:"
#PL_QUEUE_AMOUNT: "Queue Amount"
#PL_BUILD: Build
#PL_OFFLINE: Offline
#PL_DESTROYED: Destroyed
#PL_NO_ACTIVE: No active planet
#PL_NoSlots: Cannot build: No available structure slots.
#PL_TotalCost: Total Queue Cost
#PL_Pause: Pause
#PL_Repeat: Repeat
#PL_BuildShips: Ships
#PLTT_BuildShips: Build ships on this planet.\nDouble-Click: Build selected.\nWith Shift: Build five.\nWith Control: Specify amount to build.
#PL_BuildStructures: Structures
#PLTT_BuildStructures: Build structures on this planet.\nDouble-Click: Build selected.

#PL_Economy: Economy
#PL_PopMult: Population Work Rate:
#PLTT_PopMult: The higher your total population, the more resources\n are produced. This shows you the exact multiplier on your base rates.
#PL_MoodMult: Mood Impact Factor:
#PLTT_MoodMult: Happier populations produce more resources. This\n shows you the percentage of the base rates that is produced.
#PL_WorkersMult: Worker Efficiency:
#PLTT_WorkersMult: Not having enough workers for your structures decreases\n resource production and trade. This shows how well your factories are staffed.
#PL_Storage: Storage
#PLTT_Storage: The currently stored and maximum storage capacity of the resource that are stored on your planet. More resources than the maximum can be stored using cargo blocks.
#PL_Production: Production
#PLTT_Production: The amount of resource that is being produced by the factories on this planet.
#PL_Consumption: Consumption
#PLTT_Consumption: The amount of resource that is being consumed by the factories and population on this planet.
#PL_Trade: Trade
#PLTT_Trade: The amount of resource being imported from the galactic bank. Negative trade indicates export.
#PL_NetChange: Net Change
#PLTT_NetChange: Total change to resource storage on this planet. Excess resources produced that cannot be stored are lost.
#PL_TradeUsed: Trade Capacity Used:
#PLTT_TradeUsed: This shows you how much trade capacity, provided by\n your space ports and planetary capitol, is currently being used.
#PL_Population: Population:
#PLTT_Population: This shows you the total population present on this planet.
#PL_AllowImport: Allow Import
#PLTT_AllowImport: Allow this planet to import resources from the galactic bank.
#PL_AllowExport: Allow Export
#PLTT_AllowExport: Allow this planet to export resources to the galactic bank.

//Planet Window Tooltips
#PL_REBUILD_STRUCT: Renovate
#PLTT_REBUILD_STRUCT: Updates the selected structure with the most recent technology.\nHold shift to renovate all structures.

#PL_MANAGE_QUEUE: Manage Queue
#PLTT_BldStructTab: Shows all structures available to build on this planet.
#PLTT_BldShipTab: Shows all ship designs available to build on this planet.\nShift-click to build 5 ships at a time.\nControl-click to be prompted for a specific amount of ships to build.
#PLTT_BldUpgTab: Show all planetary upgrades available to build on this planet.

#PLTT_Food: Food: Eaten by population. Low food stores results in lower population.
#PLTT_Ore: Ore: Mined by Metal Mines, which then smelt them into the useful resource 'Metals'.
#PLTT_Damage: Damage: The amount of damage taken by the planet (not structures).
#PLTT_Labor: Labor: The amount of instantly available labor. It regenerates quickly when not being used.
#PLTT_Workers: Workers: The number of workers available to work in your structures.
#PLTT_Mood: Mood: The happiness/sadness of your population.\nMood impacts how fast resources and labor are generated.
#PLTT_AdvParts: Advanced Parts: Produced from Electronics and Metals.
#PLTT_Electronics: Electronics: Produced from Metals
#PLTT_Metals: Metals: Primarily mined from Ore.

#PH_AdvFab: Base Advanced Parts built per second
#PH_AdvGen: Advanced Parts generated per second
#PH_AdvStore: Advanced Parts Storage
#PH_Cargo: Cargo Storage
#PH_DPS: Damage per second
#PH_ElecFab: Base Electronics built per second
#PH_ElecGen: Electronics generated per second
#PH_ElecStore: Electronics Storage
#PH_FoodGen: Food grown per second
#PH_FoodStore: Food Storage
#PH_GoodsFab: Goods made per second
#PH_Housing: Housing for workers
#PH_Labor: Labor Generation per second
#PH_LaborPool: Labor Capacity
#PH_LaborGen: Labor Generation per second
#PH_LuxFab: Luxuries made per second
#PH_MtlGen: Metal generated per second
#PH_Mines: Base Metal mined per second
#PH_MtlStore: Metal Storage
#PH_Range: Range
#PH_Research: Research per second
#PH_Shield: Shields hitpoints
#PH_ShieldReg: Shield regen per second
#PH_ShipBay: Ship Storage
#PH_TradeRate: Galactic Bank Trade per second
#PH_Soak: Damage Absorbed per hit
#PH_Workers: Workers Needed
#PH_Armor: Armor hitpoints
#PH_Thrust: Thrust
#PH_Acceleration: Acceleration
#PH_Fuel: Fuel Storage
#PH_Scale: Scale
#PH_HP: HP
#PH_Level: Level

//System Window Tooltips
#SWT_BUILD_SHIP: Builds the chosen design,\nor opens the menu to choose a design.
#SWT_PICK_DESIGN: Chooses another design to build.

#SWT_BUILD_STRUCT: Builds the chosen structure,\nor opens the menu to choose a structure.
#SWT_PICK_STRUCT: Chooses another structure to build.


//Treaties
#PEACE_CLAUSE: Peace Agreement
#PEACE_CLAUSE_DESC: Ceases an active war, and prevents future wars for the duration of the agreement.
#PEACE_CLAUSE_SDESC: Stops and prevents war.

#WAR_CLAUSE: War Declaration
#WAR_CLAUSE_DESC: Allows your planets, ships, and other units to engage the target. Ceases and prevents all treaties with the target (except Peace Agreements).
#WAR_CLAUSE_SDESC: Ends treaties.\nAllows combat.

#FAILWAR_CLAUSE: Declare War on Failure
#FAILWAR_CLAUSE_DESC: If the treaty fails due to either party lacking sufficient means, declare war.
#FAILWAR_CLAUSE_SDESC: If the treaty fails, declare war.

#ENDALL_CLAUSE: End all Treaties
#ENDALL_CLAUSE_DESC:  Can be used to end all previously made treaties between two empires, even endless ones.
#ENDALL_CLAUSE_SDESC: End all previous treaties.

#VISIBILITY_CLAUSE: Give Vision
#VISIBILITY_CLAUSE_DESC: Gives information about object and surrounding states in order to give vision to the target.
#VISIBILITY_CLAUSE_SDESC: Gives vision of this empire's objects to the other empire.

#TRADE_CLAUSE: Trade Resources / Second
#TRADE_CLAUSE_DESC: Trades a specified amount of resources per second.
#TRADE_CLAUSE_SDESC: Trades resources every second.

#SEND_CLAUSE: Send Resources Once
#SEND_CLAUSE_DESC: Sends a specified amount of resources once.
#SEND_CLAUSE_SDESC: Sends an amount of resources once.

#RESEARCH_CLAUSE: Share Research
#RESEARCH_CLAUSE_DESC: Researchers will provide both empires with their results, at an agreed-upon rate per second.
#RESEARCH_CLAUSE_SDESC: Generates research for the other empire.

#TIMEOUT_CLAUSE: Time-out
#TIMEOUT_CLAUSE_DESC: The treaty will end peacefully after a time.
#TIMEOUT_CLAUSE_SDESC: The treaty will end peacefully after a time.

#FORCEWAR_CLAUSE: Declare War On
#FORCEWAR_CLAUSE_DESC: Will request the target to declare war on another empire.
#FORCEWAR_CLAUSE_SDESC: Request declaring war on another empire.

//Clause Options
#CO_Amount: Amount
#CO_Resource: Resource
#CO_Rate: Rate
#CO_Duration: Duration (seconds)
#CO_Empire: Empire
#CO_None: No changeable settings

//Civil Acts
#CA_Title: Civil Acts
#CA_Description: Description
#CA_Effects: Effects
#CA_SocialPolicy: Social  Policies
#CA_EcoPolicy: Economic  Policies
#CA_Metal: Metal Production
#CA_Electronics: Electronics Production
#CA_AdvParts: Adv.Parts Production
#CA_Labor: Labor Production

#CA_ShrtWrkWk: Short Work Week
#CA_ShrtWrkWk_Desc: Shorten the work week, your people will become happier but will work fewer days per week.

#CA_FrcdLabr: Forced Labor
#CA_FrcdLabr_Desc: Force your people to work against their will. Eliminates the effect of mood on labor production.

#CA_WorkEthic: Work Ethic Campaign
#CA_WorkEthic_Desc: Instill a work ethic in your people, resulting in a much stronger workforce but a less educated population to advance the economy.

#CA_Academic: Academics Campaign
#CA_Academic_Desc: Focus your people on academic pursuits, resulting in a more educated population to advance the economy but a much weaker workforce.

#CA_TaxBrk: Tax Break
#CA_TaxBrk_Desc: Give your people a tax break, allowing them to afford to buy more goods and luxuries.
#CA_TaxBrk_Effect: Increases the amount of happiness gained from luxuries, but increases Goods and Luxuries consumption by 50%.

#CA_Stockpile: Stockpiling Protocol
#CA_Stockpile_Desc: Enforce planetary economic managers to store as many resources as possible before releasing them to the galactic bank.
#CA_Stockpile_Effect: Increases the amount of resources stockpiled on each world to 95%.

#CA_MtlFocus: Metal Focus
#CA_MtlFocus_Desc: Encourage your people to work in ore mines and metal refinerys.

#CA_ElcFocus: Electronics Focus
#CA_ElcFocus_Desc: Encourage your people to work in factories producing electronic components.

#CA_AdvFocus: Adv. Parts Focus
#CA_AdvFocus_Desc: Encourage your people to work in factories producing advanced parts.

#CA_MtlFrenzy: Metal Mandate
#CA_MtlFrenzy_Desc: Demand your people to only work in ore mines and metal refinerys.

#CA_ElcFrenzy: Electronics Mandate
#CA_ElcFrenzy_Desc: Demand your people to only work in factories producing electronic components.

#CA_AdvFrenzy: Adv. Parts Mandate
#CA_AdvFrenzy_Desc: Demand your people to only work in factories producing advanced parts.


//Empire Messages
#EM_The: "The "
#EM_DeclaredWar: " has #c:f77#declared war#c# on us."
#EM_SysAttacked: " System is under attack"
#EM_Built: ": #c:yellow#Construction completed#c#"
#EM_StructUnlocked: "Structure Unlocked: "
#EM_SubSysUnlocked: "SubSystem Unlocked: "
#EM_Researched: "We have researched "
#EM_ResLink: "We have discovered a link between "
#EM_ResLinkDead: "We have reached a dead end in our "
#EM_ResDone: " research completed"
#EM_ResLinkDone: " research link completed"
#EM_ResAvailable: " research unlocked"
#EM_Res_and: " and "
#EM_Res_research: " research"
#EM_Res_to: " to "
#EM_Res_level: "level "
#EM_SpaceFlight: " has achieved Space Flight"
#EM_Colonize: " has been colonized"
#EM_PlanetLost: " has been lost"
#EM_Trty_accepted: accepted
#EM_Trty_rejected: rejected
#EM_Trty_proposal: " our treaty proposal"
#EM_Trty_with: "Our treaty with the "
#EM_Trty_failed: " failed because the "
#EM_Trty_insufficient: " had insufficient "
#EM_Trty_insufficient_research: " had insufficient research"
#EM_Contact: "We have come into contact with the "

//Subsystem damage report
#SW_Hull: Hull
#SW_Armor: Armor
#SW_Control: Control Systems
#SW_Engine: Engines
#SW_Weapon: Weapon Systems
#SW_Power: Power Systems
#SW_Summary: Summary
#SW_Layout: Layout
#SW_List: List

//System Window
#SY_SystemWindow: System
#SY_Uncolonized: Uncolonized planet with
#SY_Slots: slots
#SY_Idle: Idle
#SY_ClearQueue: Clear planet build queue
#SY_RemoveQueue: Remove top queued item
#SY_UseGovernor: Toggle use planetary governor
#SY_LoadQueue: Load a planet build queue
#SY_RepeatQueue: Toggle repeat queue
#SY_Filter: Filter
#SY_AllPlanets: All Planets
#SY_MyPlanets: My Planets
#SY_MyDocks: My Dry Docks
#SY_MyBoth: My Planets, Docks
#SY_UncolonizedPlanets: Uncolonized Planets
#SY_ColonizedPlanets: Colonized Planets
#SY_AllGovs: Change Selected Governors
#SY_AllGovsSelect: Select a Governor
#SY_AllGovsOn: Turn Governors On
#SY_AllGovsOff: Turn Governors Off
#SY_AllGovsApply: Apply
#SY_AllGovernors: All Governor Types
#SY_NoGovernor: Not Using Governor
#SY_AGovernor: Using Any Governor
#SY_BuildBest: Build on best
#SY_BuildAll: Build on all selected
#SY_Actions: Actions
#SY_Systems: Systems
#SY_Groups: Groups
#SY_CreateGroup: Create Group
#SY_DeleteGroup: Delete Group
#SY_Group: Group
#SY_WithAll: With Selected Planets
#SY_RenovateAll: Renovate all structures
#SY_LoadQueue: Load construction queue
#SY_ClearQueue: Clear construction queue
#SY_SelectAll: Select All
#SY_SelectNone: Select None
#SY_AllSystems: All systems
#SY_VisibleSystems: Visible systems
#SY_MySystems: Systems with owned planets
#SY_ContestedSystems: Systems with enemies
#SY_ShowDryDocks: Show Dry Docks
#SY_All: All Orders
#SY_Idle: Idle
#SY_NonIdle: Not Idle
#SY_Constructing: Constructing
#SY_ConsShip: "  ...Ships"
#SY_ConsStruct: "  ...Structures"
#SYR_Food: Food
#SYR_Ore: Ore
#SYR_Workers: Population
#SYR_Mood: Mood
#SYR_Metals: Metals
#SYR_Electronics: Electronics
#SYR_AdvParts: Advanced Parts
#SYR_Labr: Labor
#SYR_ShipBay: Ships in Shipbay
#SYR_Ammo: Ammo
#SYR_Fuel: Fuel
#SYTT_ShowQueue: Show Queue
#SYTT_ShowResources: Show Construction Resources
#SYTT_ShowPlanetRes: Show Planetary Resources
#SYTT_ShowLogisticsRes: Show Logistics Resources
#SY_Pin: Toggle whether this window is locked to its current system or follows the selection.
#SYS_Name: Sort by Name
#SYS_Slots: Sort by Slots
#SYS_TotalSlots: .. Total Slots
#SYS_BuiltSlots: .. Used Slots
#SYS_FreeSlots: .. Free Slots
#SYS_Governor: Sort by Governor

//Queue Management Window
#QM_TITLE: Queue Management
#QM_Clear: Clear
#QM_Load: Load
#QM_Save: Save
#QM_Repeat: Repeat

#DM_Undock: Select ships to undock:

//Miniview window
#MV_Grid: Grid
#MV_Detail: Detail
#MV_Units: Unit
#MV_Planet: Planet
#MV_View: View
#MVTT_Grid: Toggle background grid.
#MVTT_Detail: Toggle display of smaller celestial objects.
#MVTT_Units: Unit display mode: None, large units only, all units.
#MVTT_Planet: Planet display mode: None, planets, orbits, names.
#MVTT_View: View Mode: Top, side.

//Right Click Menu
#RM_BuildShips: Build Ships...
#RM_BuildShipsBest: Build Ships on Best...
#RM_BuildShipsAll: Build Ships on All...
#RM_BuildStructs: Build Structures...
#RM_JoinFleet: Join Fleet...
#RM_SelectFleet: Select Fleet...
#RM_Enabled: Enabled
#RM_Governor: Governor...
#RM_UseOneTool: "Use "
#RM_UseTool: Use Tool...
#RM_AutomationMenu: Automation...

//Special tool names
#RM_Use_Colonizer: Colonize Planet
#RM_Use_Repairer: Repair
#RM_Use_Salvager: Salvage
#RM_Use_Analyzer: Analyze
#RM_Use_Jump Drive: Jump to Star
#RM_Use_WarpGate: Warp Object from System
#RM_Use_Miner: Mine
#RM_Use_ResourceDrain: Steal Materials
#RM_Use_BoardingParty: Board Ship
#RM_Use_DSM: Fire Spatial Manipulator
//#RM_Use_Repulsor: Repulsor
//#RM_Use_Attractor: Attractor
//#RM_Use_Interdictor: Interdictor

#RM_Attack: Attack
#RM_Retrofit: Retrofit Here
#RM_Scuttle: Scuttle Here
#RM_MoveTo: Move To
#RM_MoveToSys: Move To System
#RM_Transfer: Transfer
#RM_Rally: Rally Here
#RM_DeRally: Clear Rally Point
#RM_Assault: Assault System
#RM_Supply: Supply This Once
#RM_auto_colony: Auto-Colonize This Planet
#RM_auto_colony_sys: Auto-Colonize System
#RM_select_sys: Select System
#RM_select_combat: Select Combat Ships
#RM_select_civ: Select Civilian Ships
#RM_select_fleets: Select Fleets
#RM_select_planets: Select Planets
#RM_UndockAll: Undock All
#RM_Dock: Dock
#RM_CreateFleet: Form New Fleet
#RM_Resign: Resign Command
#RM_LeaveFleet: Leave Fleet
#RM_DisbandFleet: Disband Fleet
#RM_ClearOrders: Clear Orders
#RM_TakeCommand: Take Fleet Command
#RM_DefendSys: Defend System
#RM_RetrofitOnce: Retrofit at Nearest
#RM_AutoDockOnce: Auto-Dock Once
#RM_AutoDockRepeat: Automatically Dock
#RM_Colonize: Colonize System
#RM_Guard: Guard
#RM_SelectType: "Select All... "
#RM_Park: Park in Orbit
#RM_ParkHere: Park in Orbit Here
#RM_Automation: Refresh Automation
#RM_ManageQueue: Manage Queue
#RM_ManageDocked: Manage Docked
#RM_Undock: Undock
#RM_PickUp: Pick Object Up
#RM_Drop: Unload Docked Here
#RM_AssignSupply: Keep Supplying This
#RM_Ping: Ping Object to Allies
#RM_Ram: Ram
#RM_Engulf: Engulf
#RM_ManageFleet: Manage Fleet

#RM_OnColonize: When Colonized:
#RM_SetGovernor: Set Governor
#RM_LoadQueue: Load Queue
#RM_NoAction: No Planned Action

//Attack Prompts
#RM_PromptForceAttack: You are attempting to attack an object that is neutral or owned by you. To continue, you must force the attack.\n\nTo skip this dialog, hold control while ordering the attack.
#RM_DoForceAttack: Force Attack

#RM_NotAtWar: "We are not at war with the "
#RM_DeclareWarToAttack: You must declare war in order to attack.
#RM_DoDeclareWar: Declare War

//Escape menu
#EM_Options: Options
#EM_Quicksave: Quicksave
#EM_Save: Save Game
#EM_MainMenu: Main Menu
#EM_Exit: Exit Game
#EM_Close: Close Menu
#EM_OpenIRC: Open Chat

#EM_ConfirmQuit: Are you sure you wish to exit the game?
#EM_ConfirmMenu: Are you sure you wish to return to the main menu?

#SG_Save: Save
#SGTT_Save: Save the game using the entered name.\nDoes not need the \".srs\" extension.

//Mouse overlay
#MO_HP: HP
#MO_Shields: Shields
#MO_Cargo: Cargo
#MO_ShipBay: Ship Bay
#MO_Slots: Slots
#MO_Conditions: Conditions
#MO_Building: Building
#MO_Allied: Allied
#MO_Enemy: Enemy
#MO_Commander: Commander
#MO_Ships: ships
#MO_Speed: "Speed: "
#MO_AUps: " AU/s"
#MO_Distance: "Distance: "
#MO_JumpRange: "Jump Range: "
#MO_AU: " AU"
#MO_Ore: Ore
#MO_Population: Population
#MO_LastIntel: "Last Intel: "
#MO_Ago: " ago"
#MO_Blockade: "Blockaded!"
#MOTT_Blockade: "Cannot access the galactic bank due to an enemy blockade."

//System tags
#ST_ImperialSeat_Name: #c:ff8e00#Remnant Imperial Seat#c#
#ST_ImperialSeat_Desc: The ancient seat of the fallen empire.
#PL_ImperialSeat: Ancient Imperial Seat
#PL_ImperialOutpost: "Imperial Outpost "
#NF_ImperialSeat_Claim: " has claimed the remnant imperial seat."
#NF_ImperialSeat_Conquer: " has conquered the remnant imperial seat."
#NF_ImperialSeat_Lost: " has lost the remnant imperial seat."
#NF_ImperialSeat_Destroyed: "The remnant imperial seat has been destroyed!"
#ST_GateSystem_Name: #c:ff8e00#Remnant Gate System#c#
#ST_GateSystem_Desc: Ancient teleportation gates can\n    warp any object into this system.
#NF_GateSystem_Capture: " has captured a remnant gate array."
#ST_Global/UnstableStar_Name: #c:f00#Unstable Star#c#
#ST_Global/UnstableStar_Desc: Unstable elements in the star's core\n    leave it vulnerable to detonation.
#ST_Global/IonStorm_Name: #c:f00#Ion Storms#c#
#ST_Global/IonStorm_Desc: Ships without shields\n    take continuous damage.
#ST_Global/ChargedParticles_Name: #c:0f0#Charged Particle Field#c#
#ST_Global/ChargedParticles_Desc: Ships do not require fuel\n    or power generation.

//Message Ticker
#MT_Filter_war: WAR
#MT_Filter_diplomacy: DIP
#MT_Filter_research: RES
#MT_Filter_misc: ETC
#MT_Filter_build: BLD
#MTF_Filter_war: War
#MTF_Filter_diplomacy: Diplomacy
#MTF_Filter_research: Research
#MTF_Filter_misc: Misc
#MTF_Filter_build: Construction
#MTTT_Filter_war: Toggle whether messages pertaining to war are shown in the ticker.
#MTTT_Filter_diplomacy: Toggle whether messages pertaining to diplomacy are shown in the ticker.
#MTTT_Filter_research: Toggle whether messages pertaining to research are shown in the ticker.
#MTTT_Filter_misc: Toggle whether various miscellaneous messages are shown in the ticker.
#MTTT_Filter_build: Toggle whether messages signaling completed constructions are shown in the ticker.

//Options menu
#OM_PauseStart: Start Game Paused
#OM_Autosave: Autosave Interval:
#OM_minutes: minutes
#OM_Rotate: Rotate Between:
#OM_saves: saves
#OM_Multicore: Multicore Mode**
#OMTT_Multicore: Disabling multicore mode can improve game stability at the cost of performance.
#OM_Language: Language*:
#OM_TurnShips: Ships Turn to Decelerate
#OM_ReqRestart: **Requires a restart to take effect
#OM_ReqNewGame: *Requires a new game to take effect
#OMT_Game: Game
#OMT_Keys: Keys
#OMT_Graphics: Graphics
#OM_Resolution: Resolution**:
#OM_ShaderQuality: Shader Quality*:
#OMT_TextureQuality: Texture Quality*:
#OM_MaxFPS: Max Framerate:
#OM_FullScreen: Full screen**
#OM_AntiAlias: Antialiasing
#OM_VSync: Vertical Sync**
#OM_Background: Display Background*
#OM_Gas: Display Galaxy Gas*
#OMTT_Gas: Turning off galaxy gas may improve performance when zoomed out.
#OM_Rings: Display System Rings
#OM_Engines: Display Engine Flares*
#OM_Planes: System Plane:
#OMT_Audio: Audio
#OM_MusicVol: Music Volume:
#OM_MasterVol: Master Volume:
#OM_Camera: Camera
#OM_HorizSens: Horizontal Sensitivity:
#OM_VertSens: Vertical Sensitivity:
#OM_Invert: Invert 
#OM_PanSens: Panning Sensitivity:
#OM_Ambient: Ambient Brightness
#OM_ZoomSpeed: Zoom Speed:
#OM_ServerAutosave: Multiplayer Host Autosave
#OM_Custom: Custom (See config.cfg)
#OM_Slowest: Slowest
#OM_Slow: Slow
#OM_Default: Default
#OM_Fast: Fast
#OM_Fastest: Fastest
#OM_EdgeScroll: Edge Scrolling
#OM_ZoomCursor: Zoom out from cursor
#OM_FreeformCamera: Freeform Camera
#OM_ResetOnMiddle: Reset camera on middle click focus
#OM_DragCamera: Middle click drag pans relative to the camera
#OM_Save: Save
#OM_Close: Close
#OM_Options: Options
#OMR_Custom: Custom
#OMR_Default: Default
#OMR_Desktop: Desktop
#OM_ShipIco: Ship Icons:
#OM_StationIco: Station Icons:
#OM_PlanetIco: Planet Icons:
#OMI_Normal: Normal
#OMI_AlwaysMicro: Always Micro
#OMI_AlwaysLarge: Always Large
#OMI_MicroOnly: Only Micro
#OMI_LargeOnly: Only Large
#OMI_Hide: Hide
#OMP_Normal: Normal
#OMP_Always: Always
#OMP_Hovered: Hovered Only
#OMP_Never: Hide
#OMI_PlaneInfo: Information on System Plane
#OMI_RingInfo: Information on System Ring
#OMI_BothInfo: Information on Both
#OMI_NoInfo: No Information
#OM_MilitarySelect: Military Drag Select
#OMTT_MilitarySelect: When dragging a selection box, only select military ships when there are any military ships.
#OM_CaptureCursor: Keep cursor in window
#OMTT_CaptureCursor: Prevents the cursor from leaving the window while the game is focused.
#OM_Integrated: Integrated GPU compatibility*
#OMTT_Integrated: Enable only if you have an integrated GPU that has issues with some graphics, such as stars.

//New game window
#NG_Choose: Choose New Game Settings
#NG_Start: Start Game
#NG_AISet: AI Settings:
#NG_Opponents: Opponents:
#NG_Difficulty: Difficulty:
#NG_AICheats: AI Cheats
#NG_Mod: Mod:
#NG_Research: Research:
#NG_AllTechs: All Technologies Available
#NG_RandomizeLinks: Randomize Technology Links
#NG_Map: Map:
#NG_Seed: Seed:
#NG_Advanced: Advanced Settings
#NG_AdvancedButton: Advanced
#NG_OK: OK
#NG_Pirates: Pirates
#NG_PirateRaids: Pirate Raids
#NG_Remnants: "Remnants"
#NG_Density: Density:
#NG_Multiplier: Strength:
#NG_Game: Game
#NG_Research: Research
#NG_ResStartLevel: Starting Level:
#NG_Limits: Limits
#NG_ShipLimit: Ship Limit:
#NGTT_ShipLimit: Maximum amount of ships that can be active for a single empire at any time. Set to 0 to disable.
#NG_ShipMinSize: Ship Min Scale:
#NGTT_ShipMinSize: The minimum scale of ship that can be designed.
#NG_ShipMaxSize: Ship Max Scale:
#NGTT_ShipMaxSize: The maximum scale of ship that can be designed. Set to 0 to disable.
#NG_AdvancedTab: Advanced
#NG_HostileStart: Hostile Start
#NG_ContactStart: Start in Full Contact
#NG_Few: Few
#NG_Some: Some
#NG_Many: Many
#NG_Gobs: Gobs
#NG_Boatloads: Boatloads
#NG_Oodles: Oodles
#NG_MultiplayerTab: Multiplayer
#NG_AITakeOver: AI takes over from disconnected players
#NG_AllowSpectators: Allow spectators
#NG_Universe: Universe
#NG_UniqueSystems: Unique Systems
#NG_Blockades: Blockades
#NGTT_Blockades: Enable or disable system blockades caused by military presence.
#NGTT_BlockadeDiff: The ratio of attackers to defenders needed to create a blockade.

#NG_PlayerDist: Spread Out Empires
#NGTT_PlayerDist: Attempt to spread out the empire homeworlds across the map.
#NG_AllyDist: Keep Allies Together
#NGTT_AllyDist: Attempt to keep allied homeworlds close together on the map.
#NG_TempFalloff: Temperature Falloff
#NGTT_TempFalloff: Whether the physical type of planets depends on star temperature and orbit distance.

#NG_LGC: Level Gain Curve:
#NG_LHG: Level Health Gain:
#NG_LHC: Level Health Curve:
#NG_RGC: Research Gain Curve:
#NG_RCC: Research Cost Curve:

#NGTT_LGC: Level Gain Curve decides how much stronger \nyour armor,weapons and resource structures\nbecome every time you level them up. Be\ncareful when setting this, as it\ncan wreck the balance of your game.
#NGTT_LHG: Level Health Gain decides how many hitpoints your\nnon-armor sub systems gain every time you level them up.
#NGTT_LHC: Level Health Gain decides how many hitpoints your\nnon-armor sub systems gain every time you level them up.
#NGTT_RGC: Research Gain Curve decides how much more research \neach scientific laboratory provides whenever you level\nup general sciences. The higher this is, the faster you\ncan research things, but be careful not to set it higher\nthan the Research Cost Curve or your technology\nwill reach inconceivable levels.
#NGTT_RCC: Research Cost Curve decides how much more expensive\na technology becomes to research every time you level it up.\nSet it higher to slow research down, set it lower to speed it up.

#NGTT_HostileStart: If checked, all empires will be at war with each other the moment they meet.
#NGTT_ContactStart: If checked, all empires are in contact with all other empires without first having to meet.

#NGM_Spiral: Spiral Galaxy
#NGM_Sphere: Spherical Galaxy
#NGM_Cylinder: Cylindrical Galaxy
#NGM_Dumbbell: Dumbbell Galaxy
#NGM_Cross: Galactic Cross
#NGM_Clusters: Clusters

#NGM_Systems: System Count:
#NGM_Spacing: Spacing:
#NGM_SpaceObjects: Space Objects
#NGM_BalancedStart: Balanced Start
#NGM_Flatten: Flatten
#NGM_FlattenMap: Flatten Map
#NGM_FlattenClusters: Flatten Clusters
#NGM_Hollow: Hollow
#NGM_ClusterSize: Average Systems / Cluster:
#NGM_ClusterVar: Cluster Variance:

//Lobby window
#LW_Title: New Game
#LW_Cancel: Cancel
#LW_Play: Play
#LW_AddAI: Add AI
#LWTT_Remove: Remove Empire
#LWTT_Kick: Kick Player
#LW_AIPlayer: AI Player
#LW_HumanPlayer: Human
#LW_Headings:  "#tab:34#Empire Name#tab:234#Team#tab:478#Race"
#LW_Team: "Team "
#LW_Cheating: Cheats
#LW_MapLabel: "Map:"
#LW_ModLabel: "Mod:"
#LW_StandardGame: Standard Game
#LW_Advanced: Advanced
#LW_OK: OK
#LW_ChatLabel: "Chat:"
#LW_Disconnect: Disconnect
#LW_UnknownMap: Unknown Map
#LW_UnknownMod: Unknown Mod
#LW_RandomPersonality: Random
#LW_Ping: ms
#LW_Customize: Customize
#LWTT_Customize: Customize racial traits and settings.

#LW_SaveSettings: Save Settings
#LW_LoadSettings: Load Settings
#LW_ResetSettings: Reset Settings
#LW_FailedSave: Failed to save settings: could not open file in profile.
#LW_FailedLoad: Failed to load settings: could not open file from profile.
#LW_OkSave: Successfully saved settings to profile.

#LW_Diff0: Trivial
#LW_Diff1: Easiest
#LW_Diff2: Easier
#LW_Diff3: Medium
#LW_Diff4: Harder
#LW_Diff5: Hardest

//Race Customization Window
#RW_Title: Race Customization
#RW_Profile: Racial Profile
#RW_Points: " Points"
#RW_Point: " Point"
#RW_Errors: Invalid Race
#RW_Name: Race Name:
#RW_Shipset: Shipset:
#RW_RaceBackground: Racial Background
#RW_RaceDesc: Race Description
#RW_RaceHistory: Race History
#RW_Traits: Racial Traits
#RW_NoTraits: No traits...
#RW_FailedSave: Failed to save race: could not open file in profile.
#RW_FailedLoad: Failed to load race: could not open file from profile.
#RW_OkSave: Successfully saved race to profile.
#RW_LoadRace: Load Race
#RW_Selected: " #font:italic#(Selected)#font:italic#"
#RW_ConflictsPrefix: " #font:italic#(Conflict: "
#RW_ConflictsSuffix: ")#font#"
#RW_Effect: "Effect: "
#RW_Conflicts: "Conflicts with: "
#RW_ToggleDesc: Show Descriptions
#RW_Empire: Empire Name:
#RW_Color: Empire Color:
#RW_Flag: Flag:

#RW_DefaultRace: Terrakin
#RW_DefaultDesc: ""
#RW_DefaultHistory: ""

//IRC Window
#IW_Title: Multiplayer Lobby Chat
#IW_Users: " Users"
#IW_NickLabel: Nickname
#IW_ChangeNick: Change
#IW_Loading: Loading IRC chat...   #font:frank_10i#This may take several seconds#font#\nNote:\n  You may resize this window by dragging the edges of the window.\n  You may use the IRC in single player (press 'T' in game).
#IW_NowKnownAs: " is now known as "
#IW_Parted: " has left."
#IW_Joined: " has joined."
#MM_OpenIRC: Open Chat Lobby

//Multiplayer window
#MM_Title: Multiplayer
#MM_Nickname: Nickname:
#MM_IP: IP:
#MM_Port: Port:
#MM_Servername: Server Name:
#MM_DefaultServername: Star Ruler Server
#MM_ServerSuffix: "'s Server"
#MM_Refresh: Refresh
#MM_MaxPlayers: Max Players:
#MM_Public: Public server
#MM_Connect: Connect
#MMTT_Connect: Connects to the specified address
#MM_Host: Host
#MMTT_Host: Hosts a server with the selected port
#MMTT_Refresh: Refresh the server list
#MM_Fetching: Fetching server list...
#MM_HostLoad: Load
#MMTT_HostLoad: Load a saved game and host a multiplayer server with it
#MM_OpenChat: Chat Lobby
#MMTT_OpenChat: Open IRC chat lobby for talking to other Star Ruler players.
#MM_InProgress: In Progress
#MM_Internet: Internet
#MM_LAN: LAN
#MM_PlayingAs: " is now playing as "
#MM_Spectating: " is now spectating."
#MM_NowNamed: " is now named "
#MM_NewPlayer: "New player joined"
#MM_Empty: No servers found
#MM_Players: " - Players: "

//Load game window
#MM_LoadTitle: Load Game
#MM_Load: Load
#MM_Delete: Delete
#MM_StandardGame: Standard Game
#MM_ChangeMod: Change Mod...
#MM_SelectMod: Select

//Default ships
#SH_Fighter: Fighter
#SH_Bomber: Bomber
#SH_Capital Ship: Capital Ship
#SH_Cruiser: Cruiser
#SH_Hauler: Hauler
#SH_Scout: Scout
#SH_Colony Ship: Colony Ship
#SH_Tanker: Tanker
#SH_Dry Dock: Dry Dock
#SH_Military Outpost: Military Outpost
#SH_Dreadnaught: Dreadnaught
#SH_Pirate Raider: Pirate Raider
#SH_Pirate Vanguard: Pirate Vanguard
#SH_Pirate Marauder: Pirate Marauder
#SH_Pirate Assailant: Pirate Assailant
#SH_Pirate Pillager: Pirate Pillager
#SH_Annihilator: Annihilator
#SH_Armadillo: Armadillo
#SH_Omega: Omega
#SH_Stargazer: Stargazer
#SH_Orion: Orion
#SH_Laser Defense Platform: Laser Defense Platform
#SH_Laser Defense Platform M2: Laser Defense Platform M2
#SH_Laser Defense Platform M3: Laser Defense Platform M3
#SH_Laser Defense Platform M4: Laser Defense Platform M4
#SH_Mining Barge: Mining Barge
#SH_Carrier: Carrier
#SH_Fighter M2: Fighter M2
#SH_Fighter M3: Fighter M3
#SH_Cruiser M2: Cruiser M2
#SH_Cruiser M3: Cruiser M3
#SH_Cruiser M4: Cruiser M4
#SH_Dreadnaught M2: Dreadnaught M2
#SH_Dreadnaught M3: Dreadnaught M3
#SH_Dreadnaught M4: Dreadnaught M4
#SH_Military Outpost M2: Military Outpost M2
#SH_Military Outpost M3: Military Outpost M3
#SH_Military Outpost M4: Military Outpost M4
#SH_Capital Ship M2: Capital Ship M2
#SH_Capital Ship M3: Capital Ship M3
#SH_Aegis: Aegis
#SH_Bomb: Bomb
#SH_Daedalus: Daedalus
#SH_Fury: Fury
#SH_Juggernaught: Juggernaught
#SH_Scouting Foil: Scouting Foil
#SH_World Ender: World Ender
#SH_Warlord: Warlord
#SH_Warship: Warship
#SH_Galleon: Galleon
#SH_Gamma: Gamma
#SH_Stinger: Stinger
#SH_Lambda: Lambda
#SH_Corvette: Corvette
#SH_Battleship: Battleship
#SH_Legionnaire: Legionnaire
#SH_Epsilon: Epsilon
#SH_Battlecruiser: Battlecruiser
#SH_Prebila: Prebila
#SH_Interceptor: Interceptor
#SH_Assailant: Assailant
#SH_Defense Station: Defense Station
#SH_Guard Platform: Guard Platform
#SH_Artillery Platform: Artillery Platform
#SH_Remnant Frigate: Remnant Frigate
#SH_Remnant Cruiser: Remnant Cruiser
#SH_Remnant Herald: Remnant Herald
#SH_Remnant Guardian: Remnant Guardian
#SH_Remnant Outpost: Remnant Outpost
#SH_Remnant Destroyer: Remnant Destroyer
#SH_Remnant Subverter: Remnant Subverter
#SH_Remnant Transporter: Remnant Transporter
#SH_Remnant Interceptor: Remnant Interceptor
#SH_Remnant Ravager: Remnant Ravager
#SH_Defense Grid: Defense Grid
#SH_Remnant Gate Array: Remnant Gate Array

// Aggressor ships
#SH_Ammo Hulk: Ammo Hulk
#SH_Ammo Tanker V1: Ammo Tanker V1
#SH_Archilles-class Bomber: Archilles-class Bomber
#SH_Invader-class Frigate: Invader-class Frigate
#SH_Invader II-class Frigate: Invader II-class Frigate
#SH_Invader III-class Frigate: Invader III-class Frigate
#SH_Invader IV-class Frigate: Invader IV-class Frigate
#SH_Vengeance-class Battlecruiser: Vengeance-class Battlecruiser
#SH_Vengeance II-class Battlecruiser: Vengeance II-class Battlecruiser
#SH_Vengeance III-class Battlecruiser: Vengeance III-class Battlecruiser
#SH_Vengeance IV-class Battlecruiser: Vengeance IV-class Battlecruiser
#SH_Vengeance V-class Battlecruiser: Vengeance V-class Battlecruiser
#SH_Defense Satellite III: Defense Satellite III
#SH_Defense Satellite II: Defense Satellite II
#SH_Defense Satellite: Defense Satellite
#SH_Defense Satellite II: Defense Satellite II
#SH_Defense Satellite III: Defense Satellite III
#SH_Defense Satellite: Defense Satellite
#SH_Defense Station V1: Defense Station V1
#SH_Defense Station V2: Defense Station V2
#SH_Defense Station V3: Defense Station V3
#SH_Devestator-class Frigate : Devestator-class Frigate 
#SH_Devestator II-class Frigate : Devestator II-class Frigate 
#SH_Devestator III-class Frigate : Devestator III-class Frigate 
#SH_Apocalypse-class Flagship: Apocalypse-class Flagship
#SH_Fuel Tanker: Fuel Tanker
#SH_Hammerhead-class Frigate: Hammerhead-class Frigate
#SH_Hammerhead II-class Frigate: Hammerhead II-class Frigate
#SH_Hammerhead III-class Frigate: Hammerhead III-class Frigate
#SH_Hammerhead IV-class Frigate: Hammerhead IV-class Frigate
#SH_Heavy Colony ship: Heavy Colony ship
#SH_Jackal-class Destroyer: Jackal-class Destroyer
#SH_Jackal II-class Destroyer: Jackal II-class Destroyer
#SH_Jackal III-class Destroyer: Jackal III-class Destroyer
#SH_Jackal IV-class Destroyer: Jackal IV-class Destroyer
#SH_Jackal V-class Destroyer: Jackal V-class Destroyer
#SH_Heavy Torpedo Bomber: Heavy Torpedo Bomber
#SH_Heavy Torpedo Platform: Heavy Torpedo Platform
#SH_Hercules-class Bomber: Hercules-class Bomber
#SH_Hercules II-class Bomber: Hercules II-class Bomber
#SH_Hercules III-class Bomber: Hercules III-class Bomber
#SH_Hercules VI-class Bomber: Hercules VI-class Bomber
#SH_Imperia-class Station: Imperia-class Station
#SH_Eclipse-class Juggernaut: Eclipse-class Juggernaut
#SH_LaserTorch Cruiser V2: LaserTorch Cruiser V2
#SH_Light Colony Ship: Light Colony Ship
#SH_Reaver-class Destroyer: Reaver-class Destroyer
#SH_Reaver II-class Destroyer: Reaver II-class Destroyer
#SH_Reaver III-class Destroyer: Reaver III-class Destroyer
#SH_Reaver IV-class Destroyer: Reaver IV-class Destroyer
#SH_Reaver V-class Destroyer: Reaver V-class Destroyer
#SH_Light fighter V1: Light fighter V1
#SH_Light Fighter: Light Fighter
#SH_Light Interceptor: Light Interceptor
#SH_Interceptor: Interceptor
#SH_Heavy Interceptor: Heavy Interceptor
#SH_MicroColony ship V1: MicroColony ship V1
#SH_MicroColony ship: MicroColony ship
#SH_Microfighter: Microfighter
#SH_Microfighter V2: Microfighter V2
#SH_Microfighter V3: Microfighter V3
#SH_MicroScout V1: MicroScout V1
#SH_Missile Satellite V1: Missile Satellite V1
#SH_Cancer II-class Cruiser: Cancer II-class Cruiser
#SH_Cancer III-class Cruiser: Cancer III-class Cruiser
#SH_Cancer IV-class Cruiser: Cancer IV-class Cruiser
#SH_Cancer V-class Cruiser: Cancer V-class Cruiser
#SH_Scythe IV-class Cruiser: Scythe IV-class Cruiser
#SH_Scythe V-class Cruiser: Scythe V-class Cruiser
#SH_Multigun Corvette: Multigun Corvette
#SH_Multigun Corvette II: Multigun Corvette II
#SH_Multigun Corvette III: Multigun Corvette III
#SH_Multigun Corvette IV: Multigun Corvette IV
#SH_Scythe-class Cruiser: Scythe-class Cruiser
#SH_Scythe II-class Cruiser: Scythe II-class Cruiser
#SH_Scythe III-class Cruiser: Scythe III-class Cruiser
#SH_Hydra-class Cruiser: Hydra-class Cruiser
#SH_Hydra II-class Cruiser: Hydra II-class Cruiser
#SH_Hydra III-class Cruiser: Hydra III-class Cruiser
#SH_Hydra IV-class Cruiser: Hydra IV-class Cruiser
#SH_Porcupine Flak Station V1: Porcupine Flak Station V1
#SH_Imperia-class Station: Imperia-class Station
#SH_Imperia II-class Station: Imperia II-class Station
#SH_Imperia III-class Station: Imperia III-class Station
#SH_Cancer-class Cruiser: Cancer-class Cruiser
#SH_Warhound-class Frigate: Warhound-class Frigate
#SH_Strike Carrier V1: Strike Carrier V1
#SH_Super Heavy Destroyer V1: Super Heavy Destroyer V1
#SH_Super Heavy Torpedo Platform : Super Heavy Torpedo Platform 
#SH_Torpedo Bomber: Torpedo Bomber
#SH_Torpedo Platform: Torpedo Platform
#SH_Viking-class Battlestation: Viking-class Battlestation
#SH_Viking II-class Battlestation: Viking II-class Battlestation

// Defender ships
#SH_Lux-class Destroyer: Lux-class Destroyer
#SH_Ray-class Destroyer: Ray-class Destroyer
#SH_Burst-class Destroyer: Burst-class Destroyer
#SH_Guardian-class Cruiser: Guardian-class Cruiser
#SH_Crusader-class Cruiser: Crusader-class Cruiser
#SH_Emperor-class Cruiser: Emperor-class Cruiser
#SH_Beacon-class Capital Ship: Beacon-class Capital Ship
#SH_Deliverance-class Capital Ship: Deliverance-class Capital Ship
#SH_Revelation-class Capital Ship: Revelation-class Capital Ship
#SH_Judgment-class Battleship: Judgment-class Battleship
#SH_Ragnarok-class Battleship: Ragnarok-class Battleship
#SH_Defensive Bulwark: Defensive Bulwark
#SH_Repair Drone: Repair Drone
#SH_Skyward Fortress: Skyward Fortress

// Researcher Ships
#SH_Copernicus: Copernicus
#SH_Galileo: Galileo
#SH_Newton: Newton
#SH_Darwin: Darwin
#SH_Kepler: Kepler
#SH_Archimedes: Archimedes
#SH_Aristotle: Aristotle
#SH_Einstein: Einstein
#SH_Euclid: Euclid
#SH_Euler: Euler
#SH_Leibniz: Leibniz

//Personalities
#PS_EruditeDefender: Defender
#PS_EruditeAggressor: Aggressor
#PS_EruditeResearcher: Researcher
#PS_BasicRandom: Random Poor
#PS_BasicDefender: Poor Defender
#PS_BasicAggressor: Poor Aggressor
#PS_BasicResearcher: Poor Researcher

//Misc
#TT_bankToggle: Toggle the bank display between stored amount and income rate
#TT_econReport: Open empire economy report
#TT_civActs: Open civil acts management
#QP_objectsSelected: objects selected
#paused: Paused
#speed: Speed
#time: Time
#gametime: Game
#chat: Chat
#more_in_queue: more in queue
#ok: OK
#cancel: Cancel
#import: Import
#export: Export
#add: Add
#reset: Reset
#yes: Yes
#save: Save
#load: Load
#delete: Delete
#clear: Clear
#no: No
#success: Success
#greatsuccess: Great Success!
#accept: Accept
#failure: Failure
#retrofit: Retrofit
#ship: Ship
#retrofitAt: Retrofit At
#scuttleAt: Scuttle At
#rebuild: Renovate
#idle: Idle
#pinBtn: "+ Pin"
#addPin: Pin selected object.
#removePin: Remove pinned object.
#minimapBtn: "+ Minimap"
#addMinimap: Add minimap for current system.
#minimapPin: Toggle whether this minimap is locked to its current system or follows the selection.
#tip: Tip:
#perSec: " / sec"
#level: Level
#au: AU
#slots: slots
#asc: Ascending
#desc: Descending
#all: All
#rate: Rate
#undock: Undock
#toLevel: " to Level "
#next: Next
#previous: Previous
#contents: Contents
#continue: Continue
#skip: Skip
#close: Close
#Fleet: "Fleet "

//Order strings
#ORD_AutoDock: Automatically Dock
#ORD_Explore: Explore
#ORD_AutoRetrofit: Automatically Retrofit
#ORD_AutoUnDock: Manage Docked
#ORD_Collect: "Collect "
#ORD_Colonize: "Colonize System (Idle)"
#ORD_Defend: "Defend System"
#ORD_Fetch: "Fetch "
#ORD_JoinFleet: "Join Neareast Fleet"
#ORD_Replenish: "Replenish Strikecraft"
#ORD_Supply: "Supply "
#ORD_Trade: "Trade (Idle)"
#ORD_Work: "Work with "
#ORD_Attack: "Attack "
#ORD_Dock: "Dock in "
#ORD_Guard: "Guard "
#ORD_Move: "Moving"
#ORD_Goto: "Move to "
#ORD_Respond: "Respond to Threat in "
#ORD_Retrofit: "Retrofit at "
#ORD_Scuttle: "Scuttle at "
#ORD_Transfer: "Transfer "
#ORD_Take: "Take "
#ORD_From: " from "
#ORD_To: " to "
#ORD_UseTool: "Use "
#ORD_On: " on "
#ORD_WhenLow: " when low"
#ORD_Unload: Unload Docked
#ORD_Ram: "Ram "
#ORD_Engulf: "Engulf "
#ORD_PickUp: "Pick up "
#ORD_Drop: "Undock at "


//Loading screen events
#EV_ShadersInit: Shaders Initialized
#EV_MaterialsInit: Initializing Materials
#EV_MaterialsDone: Materials Initialized
#EV_ModelsInit: Models Initializing
#EV_ModelsDone: Models Initialized
#EV_SoundInit: Sound Effects Initialized
#EV_GameDataCleared: Game Data Cleared
#EV_InitResources: " = Initializing Resources ="
#EV_InitParticles: Particle Effects Initialized
#EV_InitGalaxy: " = Initializing Galaxy... ="
#EV_Finished: "     Finished"
#EV_InitGui: " = Initializing GUI ="
#EV_Welcome: Welcome, Leader
#EV_GuiCleared: GUI Cleared
#EV_GalaxyDestroyed: Galaxy Destroyed
#EV_GenMap: Generating Map
#EV_LoadShipSets: Loading Ship Sets

//Generic Empires
#NM_Space: Space
#NM_Pirates: Pirates
#NM_Remnants: Remnants
#NM_PirateLord: Pirate Lord
#NM_Nature: Nature

//Localization note: OK and Cancel cannot be localized yet, so leave them unchanged
#ERR_OldSave_Title: Old Save
#ERR_OldSave_Text: The save cannot be loaded in the current version.\nWould you like to load the save in legacy mode?\nOK: The save will be moved to the matching Legacy mod, and the game will start normally.\nCancel: Do nothing for now.

//Multiplayer
#mp_map_wait: Waiting for map...
#mp_cancel_load: Cancel
#mp_cancel_load_tt: Give up loading

//Game over
#GOT_Lose: Game Over: You lose!
#GO_Lose: "You have #c:f00#lost#c#! All of your once proud planets lie barren, now no more than dead hunks of rock.\n Time taken: "
#GOT_Win: Victory!
#GO_Win: "You have achieved #c:0f0#victory!#c# All your enemies' rotten planets lie barren, now no more than dead hunks of rock.\n Time taken: "
#GO_Minutes: " minutes"

//Emp info select window
#EI_EmpName: Empire Name:
#EI_Randomize: Randomize
#EMTT_Random: Pick a random built-in empire name.
#EI_Finish: Finish
#EITT_Finish: Finish choosing empire information.
#EI_Color: Empire Color:
#EI_Shipset: Shipset:
#EI_Title: Empire Setup

//Economy report
#ER_Stored: Stored
#ER_Net: Net
#ER_Income: Income
#ER_Expenses: Expenses
#ER_Demand: Demand

//Main Menu
#MM_VersionCheck: Check for Updates
#MM_VersNew: New Version
#MM_VersNewMsg: A new version of Star Ruler is available.\nWould you like to update?\n(Star Ruler will exit and launch the updater)
#MM_VersCur: Up to date
#MM_VersCurMsg: No new updates are available.
#MM_VersErr: Error
#MM_VersErrMsg: Unable to check version. Please try again later or\nvisit http://starruler.blind-mind.com/patches.php for patches.
#MM_PartEd: Particle Editor
#MM_ModelEd: Model Configurator

//Quickstart window
#QW_Diff_Easy: Easy
#QW_Diff_Medium: Medium
#QW_Diff_Hard: Hard

#QW_Size_Small: Small
#QW_Size_Medium: Medium
#QW_Size_Large: Large

//Dedicated server messages
#DS_Welcome: "#c:0f0#Welcome to "
#DS_Join: "#c##c:bbb##font:frank_10i#\nPlease select an empire to join and press the Play As button to start.#c##font#"
#DS_AutoPause: "\n#c:bbb##font:frank_10i#This server will automatically pause when no players are connected.#c##font#"
#DS_Help: "\n#c:bbb##font:frank_10i#Voting possibilities: !restart, !pause, !unpause, !kick <player>, !speed <speed>, !delay.#c##font#"
#DS_VoteInProgress: "#c:f00#A vote is already in progress, please wait.#c#"
#DS_UnknownVote: "#c:f00#Unknown vote type. Possibilities: !restart, !pause, !unpause, !kick <player>, !speed <speed>, !delay.#c#"
#DS_RestartVote: #c:0f0#Starting restart vote. All remaining players must unanimously enter !yes in the next minute in order to restart the server.#c#
#DS_Kick: #c:0f0#Starting kick vote. All remaining players must unanimously enter !yes in the next minute in order to kick the specified player.#c#
#DS_Pause: #c:0f0#Starting pause vote. All remaining players must unanimously enter !yes in the next minute in order to pause the server.#c#
#DS_Speed: #c:0f0#Starting speed change vote. All remaining players must unanimously enter !yes in the next minute in order to change the game speed.#c#
#DS_UnPause: #c:0f0#Starting unpause vote. All remaining players must unanimously enter !yes in the next minute in order to unpause the server.#c#
#DS_Delay: #c:0f0#Starting delay vote. All remaining players must unanimously enter !yes in the next minute in order to delay server restart by 30 minutes.#c#
#DS_VoteFailed: "#c:f00#Vote failed to pass.#c#"
#DS_VotePassed: "#c:0f0#Vote was passed.#c#"
#DS_Restart: "#c:0f0#Server restarts in "
#DS_RestartHours: " hours."
#DS_RestartMinutes: " minutes."
#DS_RestartHelp: " Vote !delay to postpone by 30 minutes.#c#"

//'Community' window
#CM_Community: Community
#CM_Rating: "Rating: "
#CM_Unrated: Unrated
#CM_Back: Back
#CM_Forward: Forward
#CM_DownloadedDesign: "Design Downloaded Successfully as\n"
#CM_ImportNotice: "\nYou will need to import the design from the layout editor."

//Tools
#TL_Colonizer: Colonizer
#TL_Repairer: Repairer
#TL_Salvager: Salvager
#TL_Analyzer: Analyzer
#TL_Jump Drive: Jump Drive
#TL_Miner: Mining Laser
#TL_ResourceDrain: Materials Beam
#TL_Repulsor: Repulsor
#TL_Attractor: Attractor
#TL_Interdictor: Interdictor
#TL_BoardingParty: Boarding Party
#TL_DSM: Directed Spatial Manipulator

//Achievements
#ACHV_UNLOCKED: Achievement Unlocked:
#ACHV_UNLOCKED_TIME: Unlocked:
#ACHV_PROGRESS: Progress:
#ACHV_ACHIEVEMENTS: Achievements
#ACHV_RINGWORLD_NAME: Ringworld
#ACHV_RINGWORLD_DESC: Construct a ringworld.
#ACHV_BOARD_NAME: Red Team, GO!
#ACHV_BOARD_DESC: Succesfully board an enemy ship.
#ACHV_PLANETS_SMALL_NAME: Upstart Emperor
#ACHV_PLANETS_SMALL_DESC: Colonize 1000 planets.
#ACHV_PLANETS_MEDIUM_NAME: Galactic Conquest
#ACHV_PLANETS_MEDIUM_DESC: Colonize 10,000 planets.
#ACHV_PLANETS_LARGE_NAME: The Sea of Stars
#ACHV_PLANETS_LARGE_DESC: Colonize 100,000 planets.
#ACHV_SCALE_SMALL_NAME: The Mothership
#ACHV_SCALE_SMALL_DESC: Create a ship of at least scale 1000.
#ACHV_SCALE_MEDIUM_NAME: That's no Star
#ACHV_SCALE_MEDIUM_DESC: Create a ship of at least scale 10,000.
#ACHV_SCALE_LARGE_NAME: Planet on the Windshield
#ACHV_SCALE_LARGE_DESC: Create a ship of at least scale 100,000.
#ACHV_DEST_STAR_NAME: The Big Guns
#ACHV_DEST_STAR_DESC: Damage a star enough to detonate it.
#ACHV_DEST_QUASAR_NAME: Scorched Galaxy
#ACHV_DEST_QUASAR_DESC: Detonate the Quasar. Godspeed.
#ACHV_CARRIER_PARADOX_NAME: Carriers All the Way Down
#ACHV_CARRIER_PARADOX_DESC: Dock a carrier into a carrier of the same\nblueprint.
#ACHV_PLANETENGINE_NAME: Milky Way Grand Tour
#ACHV_PLANETENGINE_DESC: Move a planet out of its original system.
#ACHV_TUTORIAL_NAME: I Read the Manual!
#ACHV_TUTORIAL_DESC: Complete the tutorial.
#ACHV_BEAT_TRIVIAL_NAME: Small Steps
#ACHV_BEAT_TRIVIAL_DESC: Win a game against at least one trivial AI.
#ACHV_BEAT_HARDEST_NAME: Giant Leaps
#ACHV_BEAT_HARDEST_DESC: Win a game against at least one hardest AI.
#ACHV_BEAT_HARDEST_CHEATING_NAME: Rocket-Powered Hop Skips
#ACHV_BEAT_HARDEST_CHEATING_DESC: Win a game against at least one hardest\ncheating AI.
#ACHV_DEST_PLANET_NAME: Thanks For All the Fish!
#ACHV_DEST_PLANET_DESC: Destroy a planet.
#ACHV_REMNANTS_NAME: Spring Cleaning
#ACHV_REMNANTS_DESC: Eradicate all Remnant forces from the galaxy.
#ACHV_OMNISCIENT_NAME: Omniscient
#ACHV_OMNISCIENT_DESC: Have vision on all systems at once in a\ngalaxy of at least 50 systems.
#ACHV_MICROCLINE_NAME: Losing is Fun
#ACHV_MICROCLINE_DESC: Strike #c:bbf#microcline#c#.
#ACHV_BEAT_SEVEN_NAME: Star Ruler
#ACHV_BEAT_SEVEN_DESC: Win a game against at least seven AIs.

//Resources
#metals: Metals
#electronics: Electronics
#advparts: Adv.Parts
#advancedparts: Advanced Parts
#goods: Goods
#luxuries: Luxuries
#food: Food
#labr: Labor

#RES_Metals: Metals
#RES_Electronics: Electronics
#RES_AdvParts: Adv.Parts
#RES_Food: Food
#RES_Labr: Labor
#RES_Ore: Ore
#RES_Fuel: Fuel
#RES_Ammo: Ammo

//Timestamps
#month_1: January
#month_2: February
#month_3: March
#month_4: April
#month_5: May
#month_6: June
#month_7: July
#month_8: August
#month_9: September
#month_10: October
#month_11: November
#month_12: December

#num_sufx_st: st
#num_sufx_nd: nd
#num_sufx_rd: rd
#num_sufx_th: th

#hour_am: AM
#hour_pm: PM

//Top bar button reference
#btn_empire: Empire
#btn_system: System
#btn_planet: Planet
#btn_blueprints: Blueprints
#btn_research: Research

//Treaty button reference
#trty_alter: Alter
#trty_accept: Accept
#trty_reject: Reject
#trty_retract: Retract

//Controls
#screenshot: Take Screenshot
#pause: Pause
#console: Open Developer Console

#unit_explore: (Unit) Explore
#unit_colonize: (Unit) Colonize System
#unit_defend: (Unit) Defend System
#cancel_orders: (Unit) Clear Orders

#make_fleet: Form New Fleet
#join_nearest_fleet: Join Nearby Fleet

#deselect_all: Clear Selection
#select_nearest_fleet: Select Nearest Fleet
#zoom_to_object: Zoom to object
#next_subselection: Next Subselection

#camera_reset: Reset Camera
#camera_focus: Focus on Object
#camera_topdown: Reset Camera to Top-Down

#camera_up: Move Camera Up
#camera_down: Move Camera Down
#camera_left: Move Camera Left
#camera_right: Move Camera Right
#camera_forward: Move Camera Forward
#camera_backward: Move Camera Backward

#camera_world_up: Move Camera Up (Absolute)
#camera_world_down: Move Camera Down (Absolute)
#camera_world_left: Move Camera Left (Absolute)
#camera_world_right: Move Camera Right (Absolute)
#camera_world_forward: Move Camera Forward (Absolute)
#camera_world_backward: Move Camera Backward (Absolute)

#camera_rot_up: Pitch Camera Up
#camera_rot_down: Pitch Camera Down
#camera_rot_left: Turn Camera Left
#camera_rot_right: Turn Camera Right
#camera_rot_left_roll: Roll Camera Left
#camera_rot_right_roll: Roll Camera Right

#zoom_in: Zoom In
#zoom_out: Zoom Out

#slower: Decrease Game Speed
#faster: Increase Game Speed

#repeat_mode: Toggle Repeat Mode
#system_plane: Toggle System Plane

#group_0: Group 0
#group_1: Group 1
#group_2: Group 2
#group_3: Group 3
#group_4: Group 4
#group_5: Group 5
#group_6: Group 6
#group_7: Group 7
#group_8: Group 8
#group_9: Group 9
