// Basic Controls
#tut intro title: 938 CE: The Terran Empire
#tut intro text: There's been a terrible disaster!\n\nA holodeck malfunction has left both the fleet admiral and his first officer trapped. By the laws of command succession, that leaves #c:09f#you#c# in command of the fleet.\n\nOur mission remains as it was: #c:0f0#Homeworld#c# has commanded us to prepare this godforsaken fringe system for #c:09f#colonization#c# and eliminate the #c:f90#pirate infestation#c# that has been gathering in the area.

#tut cam title: Camera Controls
#tut cam text: I'm sure you've been stuffed in every simulator Command could fit you in but this is the real thing so let's take it slow.\n\nTo get a good view of the space around you, you'll need to use the #c:09f#camera.#c#\n\nTry to familiarize yourself with the camera controls. Loosen up the camera and we'll continue when you're ready.
#tut cam freeform: If you're having trouble with the freeform camera controls, you can let the computer handle the roll for you by turning it off.
#tut cam freeform toggle: Freeform Camera
#tut cam act orbit title: Rotation / Orbit
#tut cam act orbit text: Hold the #c:0f0#right mouse button#c# and #c:0f0#drag#c#.
#tut cam act zoom title: Zooming
#tut cam act zoom text: Scroll the #c:0f0#mouse wheel#c#.
#tut cam act pan title: Panning
#tut cam act pan text: Move to the #c:0f0#edge of the screen#c# or use the #c:0f0#arrow keys#c#.
#tut cam act mod title: Modifiers
#tut cam act mod text: #c:0f0#Hold alt#c# to move less, #c:0f0#hold shift#c# to move more.
#tut cam act roll title: Rolling
#tut cam act roll text: #c:0f0#Hold alt#c# and the #c:0f0#right mouse button#c#, then #c:0f0#drag#c#.

#tut sel title: Selection Controls
#tut sel text: Excellent!\n\nSee our magnificent fleet? Command doesn't pay them to stand around burning fuel and they need to learn that you're in charge. It's time to take command and start bossing those captains around!\n\nTo give orders you must first #c:09f#select#c# the ships you want to command.\n\nTry out the selection controls. Once you've got an idea how the selection controls work, we'll proceed to kicking those warships into gear.
#tut sel act sel title: Select a Ship
#tut sel act sel text: #c:0f0#Left click#c# on a ship.
#tut sel act box title: Bandbox / Drag Select
#tut sel act box text: #c:0f0#Left click and drag#c# around ships to everything inside the box.
#tut sel act paint title: Paint Select
#tut sel act paint text: #c:0f0#Hold alt#c#, then #c:0f0#hold the left mouse button#c# and move over the ships to select.
#tut sel act toggle title: Toggle Selection
#tut sel act toggle text: #c:0f0#Hold control#c#, then #c:0f0#left click#c#.
#tut sel act cycle title: Cycle Sub-Selection
#tut sel act cycle text: Press #c:0f0#tab#c# to cycle between selected ships.

// Fleet command
#tut ord title: Moving Ships
#tut ord text: It's time to make them earn their generous pay: there are reports of inbound pirate ships.\n\nPerform some engine checks to make sure they're paying attention. Select the ships and order them around with the following maneuvers.\n\nOnce you're done, click the #c:0f0#'Fight Pirates' button#c# and make an example of the riff-raff.
#tut ord act mov title: Move to Point
#tut ord act mov text: #c:0f0#Right click#c# on empty space.
#tut ord act mov3d title: 3D Movement
#tut ord act mov3d text: #c:0f0#Double right click#c#, then #c:0f0#drag#c# to alter the height.
#tut ord act movobj title: Move to Object
#tut ord act movobj text: #c:0f0#Right click#c# a planet and select #c:0f0#Move To#c#.
#tut ord act clear title: Clearing Orders
#tut ord act clear text: #c:0f0#Right-click#c# a moving ship and select #c:0f0#Clear Orders#c#.

#tut pir title: Pirates!
#tut pir text: Prepare for battle!
#tut pir act atk title: Order an Attack
#tut pir act atk text: Select one of your ships, then order an attack by #c:0f0#right-clicking#c# one of the pirates and selecting #c:0f0#Attack#c#.
#tut pir act auto title: Engage Automation
#tut pir act auto text: Ships will attack enemies in their system automatically through #c:0fa#automation orders#c#. Select #c:f90#all#c# your ships, #c:0f0#right-click one#c# and select #c:0f0#Automation: Refresh Automation#c#.
#tut pir act pir title: Defeat the Pirates
#tut pir act pir text: Show them we mean business: Destroy every last one of them!

#tut vic title: Victory!
#tut vic text: They got what they deserved, blasted thieves! But be wary, their wrath shouldn't be taken lightly; they're sure to seek vengeance for their bruised egos.\n\nUnfortunately, during your sortie, we had to 'divert power' from the holodeck. Our dear admiral seems to have suffocated. Good news: our analysis shows you're only 43% less likely to kill us all than our dear admiral!

// Planets & Colonization
#tut colo title: Colonization
#tut colo text: Homeworld has been kind enough to send us a casket of civilians to start this system's transformation into a productive member of our intergalactic society.\n\nNormally, colonizers have #c:0fa#automation orders#c# to colonize the biggest planet in their current system, but we've told this one to hold up and let you decide.
#tut colo ord title: Colonize a Planet
#tut colo ord text: Using either #c:0f0#Refresh Automation#c# or the #c:09f#right-click menu#c#, order your colonizer to colonize one of the planets in the system.

#tut pl title: Planet Control
#tut pl text: This is the planet window, a tool to manage planets under your control.\n\nI've taken the liberty of opening the window on the planet that was just settled. To open it yourself, #c:0f0#double-click#c# on a planet or click the #c:0f0#Planet button#c# on the top of the screen.

#tut pl2 title: Structures
#tut pl2 text: Every planet has a number of #c:0fa#slots#c#: huge tracts of land we can build structures on.\n\nThose structures produce resources, Commander, and resources build ships, win wars, and seal treaties. Guard your planets well. Also available in this interface is an analysis of the planet's economic capabilities and situation.
#tut pl2 act build title: Build a Shipyard
#tut pl2 act build text: #c:0f0#Double-click#c# the shipyard in the available structures list on the left.
#tut pl2 act build2 title: Build a Metal Mining Complex
#tut pl2 act build2 text: #c:0f0#Double-click#c# the metal mining complex in the available structures list on the left.
#tut pl2 act gov title: Assigning a Balanced Governor
#tut pl2 act gov text: Governors automatically build structures for you. Choose the #c:0fa#balanced world#c# governor and #c:0f0#click the checkbox to enable#c#.
#tut pl2 act con title: Fill 25 Structure Slots
#tut pl2 act con text: Construct structures yourself or wait for the governor to fill up the planet. You can view the currently constructed structures from the #c:0fa#structures tab#c#.

#tut pl3 title: Building Ships
#tut pl3 text: Another great way to put those civilians to work is making them build ships to strengthen our fleet.\n\nFirst, we'll want to scout the vicinity with #c:0fa#scouts#c#.
#tut pl3 act scout title: Build a Scout
#tut pl3 act scout text: On the #c:0fa#manage queue tab#c#, select #c:0f0#Ships#c#, then #c:0f0#double-click#c# the #c:0fa#scout blueprint#c#.
#tut pl3 act scout2 title: Scout a System
#tut pl3 act scout2 text: Your scout's #c:0fa#automation orders#c# will automatically force its captain to go explore an unknown system. Poor sod.

#tut scout title: Remnants
#tut scout text: Your scout has discovered a #c:0fa#Remnant system#c#. As you know, these systems are protected by ancient guardians of some fallen empire: their automated defenses are hardwired to kill anything that enters their gravity well.\n\nWe've managed to clear some of their systems in the past, but their technology is advanced and we'd need a much larger fleet to even attempt it with our pathet--er, tactical--resources.

#tut scout2 title: Uncolonized System
#tut scout2 text: Scout ships are only slightly suicidal, and we wouldn't want to waste one of our precious hunks of metal on automated defenses.\n\nBecause the system was hostile, your #c:0fa#scout#c# automatically continued to the next system.\n\nThis system appears empty: a good candidate for colonization later on.

#tut pl4 title: Reinforcing our Fleet
#tut pl4 text: The pirates have called a "raid" upon us.\n\nThough the "raiding party" is a sorry mess of parts and drunk idiots, you still need to boost our numbers to stand a chance against them.
#tut pl4 act cru title: Build 5 Cruisers
#tut pl4 act cru text: #c:0f0#Hold shift#c#, then #c:0f0#double-click#c# "Cruiser" to build five of them.
#tut pl4 act cap title: Build 3 Capital Ships
#tut pl4 act cap text: #c0fa#Hold control#c#, then #c:0f0#double-click#c# "Capital Ship". You will be prompted to enter the amount you want to build.

#tut fl title: Preparing for the Raid
#tut fl text: Organizing ship behavior can be done in a number of ways, try a few.\n\nConstruct ships until you're comfortable, then click the #c:0f0#'Fight Pirates' button#c# to begin delivering yet another crushing wave of disappointment to the fools.
#tut fl act fl title: Create a Fleet
#tut fl act fl text: Fleets are groups of ships (with a leader) that act as a single entity. Create a fleet by #c:f90#selecting#c# some ships, #c:0f0#right-clicking#c# one of them and selecting the #c:0f0#Form New Fleet#c# option.
#tut fl act formation title: "Escort" Formation
#tut fl act formation text: With a fleet selected, click the #c:0f0#escort formation#c# (the circle with a dot in it) on the left side of the bottom panel. Formations decide how ships positions themselves in a fleet.
#tut fl act stance title: "Hold Position" Stance
#tut fl act stance text: Combat stances determine whether ships or fleets are allowed to engage enemies on their own. With your fleet selected, click the #c:0f0#hold position#c# button on the right side of the bottom panel - we don't want our fleet to wander off chasing pirates while the planet is raided.
#tut fl act orbit title: Park in Orbit
#tut fl act orbit text: Planets orbit around stars, and we want our fleet to stay with our planet. Tell your defense fleet to #c:0f0#park in orbit#c# by #c:f90#selecting it#c#, then #c:0f0#right-clicking#c# one of the ships and selecting #c:0f0#Park in Orbit#c#.

#tut pir2 title: Yarrr!
#tut pir2 text: Some pirate raiders have arrived. Do not let them steal Command's resources!\n\nContinue building ships on your planet and bore holes in those Raiders!
#tut pir2 act pir title: Defeat the Pirates
#tut pir2 act pir text: Defeat all the pirates in the system!

#tut colo2 title: Colonizing the System
#tut colo2 text: We've (finally) been given permission to colonize the remaining planets in the system.\n\nIn addition, we have been allocated a generous stream of resources for the purposes of expansion, so build away on those colony ships.
#tut colo2 act sh title: Construct Colony Ships
#tut colo2 act sh text: Construct two additional #c:0fa#colony ships#c#.
#tut colo2 act sh2 title: Colonize the Planets
#tut colo2 act sh2 text: The #c:0fa#automation orders#c# given to your colony ships should tell them to automatically colonize the planets.

#tut sys title: Managing Systems
#tut sys text: Now that you control more than one planet, we should look at the #c:f90#system window#c#.\n\nI have opened the window for your system, but you can open it yourself by #c:0f0#double-clicking a star#c# or pressing the #c:0f0#System button#c# on the top of the screen.
#tut sys act bld title: Build More Cruisers
#tut sys act bld text: Using the list on the right, build more cruisers.\n\nWith "Build on Best" selected, the best planet to construct on will be used.
#tut sys act gov title: Set Governors
#tut sys act gov text: Governors have automatically been assigned to your new planets. Make one of your planets a #c:f90#Metal Mining World#c# and the other an #c:f90#Economic World#c#.

// Economy
#tut res title: Resources
#tut res text: Bad news: Homeworld's decided you're doing great work! So great they expect us to provide for ourselves and have cut off our resource supplies.\n\nSee those numbers on the top left of your monitor? Those are the resources currently available in our #c:09f#bank#c#. Meager compared to Empire's resources but it will have to suffice.\n\nThe resources listed are:
#tut res note0 title: Metals
#tut res note0 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# subsystem.
#tut res note1 title: Electronics
#tut res note1 text: #c:09f#Electronics#c# are more sophisticated forms of equipment. They represent the wiring and general systems our advanced technology requires.\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# subsystem.
#tut res note2 title: Advanced Parts
#tut res note2 text: #c:09f#Advanced Parts#c# are the components we need for complex technological systems.\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# subsystem.
#tut res note3 title: Food
#tut res note3 text: In order for your population to #c:f90#survive or even grow#c#, they require #c:09f#food#c#.\n\nFood is produced by #c:0fa#farms#c# on planets: their effectiveness determined by our #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.
#tut res note4 title: General Goods
#tut res note4 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.
#tut res note5 title: Luxuries
#tut res note5 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.

#tut eco title: Economy
#tut eco text: In addition to the bank, planets have individual stores for resources. Resources are transported to and from the #c:09f#galactic bank#c# by using #c:0fa#space ports#c#. Your governors should already have constructed several space ports on your worlds.\n\nThe more space ports you have, the faster you can access and deposit resources in the galactic bank.

#tut plres title: Planetary Resources
#tut plres text: Every planet also has two additional resources that can not be transferred to the bank by space ports. They are #c:09f#ore#c# and #c:09f#labor#c#.
#tut plres note0 title: Ore
#tut plres 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#.
#tut plres note1 title: Labor
#tut plres note1 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.

#tut exp title: Economy and Expansion
#tut exp text: When colonizing new planets, pay close attention to what resources you have in the bank.\n\nBuilding structures on planets takes an ample amount of resources and time. If your galactic bank is empty, the planet will struggle to maintain itself.\n\nColonizing too rapidly can even crash your economy, leaving you incapable of defending against enemy attacks due to a lack of resources.

#tut mtl title: Taxes. Taxes. Taxes.
#tut mtl text: The folks over at HQ have requested our aid. By which I mean they took all our metals.\n\nIn order to get our economy back to stable levels, we need to collect at least #c:f90#200k#c# metals.
#tut mtl act civ title: Metal Mandate
#tut mtl act civ text: To speed up the process, turn on the #c:09f#Metal Mandate#c# civil act. Click the #c:0f0#Civil Acts#c# button next to your bank display in the top right, and click the metal mandate button to turn it on. #c:f90#Be sure to turn it off when you're done!#c#.
#tut mtl act goal title: Collect 200k Metals
#tut mtl act goal text: Export metals to your bank until you reach the 200,000 mark.

// Blueprints
#tut bp intro title: Blueprints
#tut bp intro text: I've been informed that our scientists have made a breakthrough: we can now construct lasers.\n\nWe could have asked for some lasers from Command but the paperwork would take so long to file the pirates would've died of old age before we'd have the data.

#tut bp title: Blueprints
#tut bp text: I've opened the #c:09f#blueprints window#c# for you. From here, you can design new ships and edit existing ones.\n\nFor now we will create a new design based on the standard Cruiser design, trading its railguns for lasers.
#tut bp act open title: Open the #c:0fa#Cruiser#c# blueprint.
#tut bp act open text: #c:0f0#Double-click#c# the "Cruiser" on the left.

#tut bp2 title: Subsystems
#tut bp2 text: In the center of the window is the layout circle. The circle represents the interior of your ship seen from above.\n\nYou can place subsystems in this circle to determine their position in the ship.
#tut bp2 note0 title: Ship Scale
#tut bp2 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.
#tut bp2 note1 title: Hulls
#tut bp2 note1 text: Each blueprint must have exactly one #c:f90#hull#c# added as a subsystem to the layout.\n\nThe hull takes an amount of all incoming damage and decides how much #c:09f#subsystem space#c# you have to place subsystems 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 subsystem in.
#tut bp2 note2 title: Subsystem Size
#tut bp2 note2 text: Like ships, when you place a subsystem 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 subsystem is how much #c:09f#subsystem space#c# it takes up on the hull.\n\nFor overall effectiveness, subsystem 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.
#tut bp2 note3 title: Armor
#tut bp2 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.
#tut bp2 note4 title: Subsystem Modifiers
#tut bp2 note4 text: Certain subsystems belong to a category called #c:f90#modifiers#c#. These subsystems do very little on their own, but can be #c:0fa#'linked'#c# to particular types of other subsystems to provide a boost to it.\n\nLinking subsystems is done automatically when placing a link on the blueprint to #c:f90#overlap#c# with another subsystem.
#tut bp2 note5 title: Engines and Acceleration
#tut bp2 note5 text: In order to move, ships require #c:09f#engines#c#. An engine provides an amount of #c:0fa#thrust#c#, which is divided by the combined #c:0fa#mass#c# of all subsystems on the ship to determine the ship's #c:09f#acceleration#c#.\n\nShips with higher acceleration get to their destinations faster and are more maneuverable.
#tut bp2 note6 title: Control
#tut bp2 note6 text: For most ship subsystems to function they require #c:09f#control#c#. Control represents the intelligent input provided by humans on a #c:0fa#bridge#c# or control conduits from a #c:0fa#computer core#c#.\n\nWithout control, subsystems that need it will go offline one by one. When control runs out entirely, the ship becomes #c:f90#inactive#c# and spends the rest of its time drifting meaninglessly through space until it decays and suffers such catastrophic structural failure that it will be destroyed.

#tut bp3 title: Editing a Blueprint
#tut bp3 text: We are going to use the Cruiser as a base, and create a new "Laser Cruiser" blueprint out of it.
#tut bp3 act name title: Enter a Name
#tut bp3 act name text: Change the "Cruiser" name to "Laser Cruiser". When you save the blueprint with a different name, it will be saved as a new entry automatically.
#tut bp3 act rem title: Remove a Railgun
#tut bp3 act rem text: To make room for the laser, remove the railgun at the front of the design, as well as the attached bulkhead. Remove them by pressing the #c:0f0#'X'#c# button that appears when hovering or #c:0f0#right-clicking#c# them.
#tut bp3 act add title: Add a Laser
#tut bp3 act add text: Click the #c:0f0#Weapons#c# tab on the left side. Then #c:0f0#drag#c# the laser from the left onto the blueprint. Place it anywhere you like by dragging.
#tut bp3 act power title: Increase Power Generation
#tut bp3 act power text: The right side of the window will display a power warning. To generate enough power for the laser, look for the #c:0fa#power generator#c# to the right of the engine and resize it to #c:09f#size 1.00#c#. To do so, #c:0f0#click it#c# to bring it up and press the #c:0f0#'+'#c# button.
#tut bp3 act fuel title: Increase Fuel Storage
#tut bp3 act fuel text: We want to increase the total flight time before the ship runs out of fuel. To do so, make the #c:0fa#fuel cell#c# at the top of the blueprint bigger by #c:0f0#hovering#c# over it and using the #c:0f0#scroll wheel#c# to resize it.
#tut bp3 act save title: Save the Blueprint
#tut bp3 act save text: Click the #c:0f0#'Save'#c# button to save the blueprint and allow it to be built.

#tut bp4 title: Further Blueprint Information
#tut bp4 text: More information about creating and managing blueprints is available in the #c:09f#stellar-pedia#c#. Some important topics are:
#tut bp4 note0 title: Starting a Blueprint from Scratch
#tut bp4 note0 text: To start a blueprint from scratch, just press the #c:0f0#Clear button#c# on the top right of the window and enter a new name and scale. When you're done, just #c:0f0#save#c#.
#tut bp4 note1 title: Blueprint Updates
#tut bp4 note1 text: A blueprint is based around subsystems of a particular #c:0fa#level#c#.\n\nWhen your technology levels go up, your subsystems become more effective and your blueprint will need to be #c:09f#updated#c# to reflect them.\n\nYou can manually update your blueprints, but they will also be #c:f90#updated automatically#c# every few tech levels based on the value entered.
#tut bp4 note2 title: Import and Export
#tut bp4 note2 text: Blueprints can be #c:09f#imported#c# and #c:09f#exported#c# from and into your game's profile folder. Blueprints exported into your profile folder can be imported again in later games, allowing you to re-use blueprints across games.\n\nTo export a blueprint, select it and press the #c:0f0#Export button#c#.\n\nTo import a blueprint, press the #c:0f0#Import button#c# and select the blueprints to import.
#tut 
#tut bp4 note3 title: Obsolete Blueprints
#tut bp4 note3 text: Blueprints can never be deleted because there may still be ships based on them. Instead, blueprints can be marked as #c:09f#obsolete#c#, which prevents them from showing up in most construction lists.\n\nWhen you edit and save an existing blueprint, the old version is automatically obsoleted and replaced with the new version.
#tut bp4 note4 title: Detailed Statistics
#tut bp4 note4 text: The #c:0fa#detailed statistics#c# tab displays graphs and statistics about your blueprint. Be sure to look over it to get a better idea of the ship's capabilities.
#tut bp4 note5 title: AI Settings
#tut bp4 note5 text: On the #c:0fa#AI Settings#c# tab you can change various settings about the automated behavior of a ship when you're not controlling it.\n\nYou can also edit #c:f90#automation orders#c# given to the ship when it is created from this tab.

// Research
#tut tech title: Research
#tut tech text: By spending research on particular #c:09f#technologies#c#, you can both #c:f90#improve#c# your existing subsystems and #c:f90#unlock#c# new ones for use.\n\nBefore you is the #c:09f#research window#c#, where you will choose which technology fields to spend research on.
#tut tech note0 title: Technologies
#tut tech note0 text: The types of fields you can study are represented by #c:09f#technologies#c#. Related technologies are close to each other in the #c:09f#technology web#c#.\n\nEvery technology has a current level. Spending time researching a technology will eventually #c:f90#level it up#c#: improving all related subsystems.
#tut tech note1 title: Research Points
#tut tech note1 text: Leveling up a technology requires #c:09f#research points#c# to be spent on it.\n\nAs an empire you have a #c:09f#research rate#c#: the amount of #c:09f#research points#c# generated every second.\n\nTo increase your research rate, build #c:0fa#science labs#c# on planets.
#tut tech note2 title: Hunches and Guesses
#tut tech note2 text: Each technology has a set of #c:09f#links#c# leading to other technologies. These links take the form of #c:0fa#hunches and guesses#c#.\n\nHunches and guesses, like technologies, require #c:09f#research points#c#. Unlike technologies they do not level up.\n\nWhen you've researched a link to an unknown technology, it #c:f90#becomes available for research#c#.

#tut tech2 title: Research
#tut tech2 text: Let's try unlocking Artillery cannons.
#tut tech2 note0 title: Looking Around
#tut tech2 note0 text: To look around the research web, #c:0f0#left click and drag#c# the left screen.\n\nYou can zoom in and out by #c:0f0#scrolling#c# with the mouse wheel.
#tut tech2 act res title: Research Projectile Weapons to Level 2
#tut tech2 act res text: #c:0f0#Click#c# on the #c:0fa#Projectile Weapons#c# technology to start research. The ETA and a progress bar will be displayed. Research #c:0fa#Projectile Weapons#c# to Level 2.
#tut tech2 act queue title: Queue 3 More Technologies
#tut tech2 act queue text: Until you change the technology, you will keep researching Projectile Weapons.\n\nTo queue more technology to be researched once the current technology has leveled up, #c:0f0#hold control#c# and click a technology to add it to the queue.

// Creating artillery
#tut arty title: Creating Artillery Stations
#tut arty text: The primary means of planetary defense is orbital stations. #c:0fa#Station#c# blueprints are created exactly the same as ships, except with the #c:0fa#station hull#c# and without any engines.
#tut arty act cre title: Create Blueprint
#tut arty act cre text: Go into the blueprints window and create a new blueprint for a #c:f90#scale 4.0#c# "Artillery Station".\n\nThe station should have at least the following subsystems: #c:0fa#Station Hull#c#, #c:0fa#Life Support#c#, #c:0fa#Crew Quarters#c#, #c:0fa#Bridge#c#, #c:0fa#Power Generator#c#, #c:0fa#Fuel Cell#c#, #c:0fa#Ammo Cache#c#, #c:0fa#Artillery#c#, #c:0fa#Plate Armor#c#.\n\nWhen saving the blueprint, make sure there are no errors or warnings displayed.
#tut arty act bld title: Build Stations
#tut arty act bld text: Using either the planet or system windows, build #c:f90#at least 3#c# artillery stations around each of your planets.

// Retrofitting
#tut retro title: Retrofitting Cruisers
#tut retro text: As your technology goes up, you will need to #c:f90#retrofit#c# ships for them to benefit from the increased efficiency and firepower the higher technology level brings.
#tut retro act upd title: Update the Cruiser Blueprint
#tut retro act upd text: Go into the #c:0fa#blueprints list#c# tab of the #c:09f#blueprints window#c# and select the #c:0fa#"Cruiser"#c# blueprint.\n\nClick the #c:0f0#Update Hull#c# button to update the blueprint to the latest technology level.\n\nBlueprints are updated automatically as you gain more technology levels.
#tut retro act retro title: Retrofit Cruisers
#tut retro act retro text: Select one or more of your cruisers, then #c:0f0#right-click#c# on one of your planets and select #c:0f0#Retrofit Here#c#.

// Pirate Raid
#tut pir3 title: Pirate Assault!
#tut pir3 text: The pirates in the surrounding sectors have been gathering their strength. Intel suggests they intend to assault our system and steal our booty.\n\nYour politicians are quite fond of this booty; denying it to them may make them hold a realiatory, and long-winded, speech. Needless to say, this #c:f90#must not happen#c#: speeches are long and a waste of our valuable time.\n\nWhen you are content with the defense stations and ships you have set up, click the #c:0f0#'Fight Pirates' button#c# to engage the scalliwags.

#tut pir4 title: And a Bottle of Rum, Too!
#tut pir4 text: Pirates are assaulting our system.
#tut pir4 act pir title: Defeat the Pirates
#tut pir4 act pir text: Defeat all the pirates in the system!

#tut pir5 title: Congratulations!
#tut pir5 text: We have survived the assault without falling asleep!\n\nSurely the pirates will think twice before assaulting such a well-defended system again. Idiots.

// Diplomacy
#tut dipl title: Diplomacy
#tut dipl text: We have received intelligence that another empire is located in a nearby system.\n\nThey look to be a weak empire, not having expanded further than their home system, but their planets are rich in resources.

#tut dipl2 title: A Modest Proposal
#tut dipl2 text: The #c:feb300#Jolly Ol' Chaps#c# have offered a treaty. They promise resources in exchange for peace.\n\nI have opened the trade window on this proposal for you, Commander. Accept or Reject it at your leisure.\n\nNormally, proposed treaties appear on the #c:09f#Empire Window#c# next to the empire the treaty is with, #c:0f0#click#c# on a proposed treaty to review and respond to it.
#tut dipl2 act hand title: Respond to the Treaty
#tut dipl2 act hand text: Respond to the treaty from the #c:feb300#Jolly Ol' Chaps#c#. Accept or Reject, it's up to you.

#tut dipl3 title: Creating a Treaty
#tut dipl3 text: If you decided to accept their peace treaty, now might be a good time to create a new treaty and #c:f90#extort#c# some more resources from them. Alternatively, you'll want to attack them. Be courteous however, and #c:f90#declare war#c# before completely annihilating their race and taking their planets. It's what seperates us from the animals and pirates, you know.
#tut dipl3 act create title: Create a Treaty
#tut dipl3 act create text: To create either of these treaties, look for the #c:feb300#Jolly Ol' Chaps#c# entry on the #c:09f#empire window#c# and press the "Create new treaty" icon.

#tut dipl4 title: Clauses
#tut dipl4 text: Treaties consist of #c:f90#clauses#c#: elements of the treaty upheld by one of both parties.\n\nThe clauses to be upheld by the proposing party are displayed in the top section, the clauses to be upheld by the other party are displayed on the bottom.
#tut dipl4 act clause title: Add a Clause
#tut dipl4 act clause text: Add a clause to the treaty by clicking it in either the top left list or the bottom right list.\n\nClauses added from the top left list are to be upheld by you or both parties.\n\nClauses added from the bottom right list are to be upheld by the other party.
#tut dipl4 act propose title: Proposing the Treaty
#tut dipl4 act propose text: After you've added any trade clauses or a war declaration clause, click the #c:0f0#'Send' button#c# to send the treaty to the other party for review. War declarations do not need to be reviewed, naturally, and will immediately take effect.

// Expansion
#tut exp2 title: Expanding into Other Systems
#tut exp2 text: The easiest way to expand into other systems is through the #c:f90#auto-colonize#c# function.\n\nTo do so, #c:0f0#right-click#c# a planet and select #c:0f0#Auto-Colonize Planet#c#. A colony ship will be sent to that planet by its #c:0fa#automation orders#c# as soon as one is available or has finished construction.\n\nTo mark all planets in a system for auto-colonization at once, #c:0f0#right click the star#c# and select the #c:0f0#Auto-Colonize System#c# option.
#tut exp2 act exp title: Expand to At Least #c:f90#1#c# Other Planet
#tut exp2 act exp text: Use the auto-colonize function to colonize one or more planets in other systems.
#tut exp2 note0 title: Expansion & Economy
#tut exp2 note0 text: Reminder: Keep an eye on resource levels in the #c:09f#bank#c# before expanding, lest you crash your economy through over-expansion.

// More Info
#tut info title: More Information
#tut info text: There is information available on all the mechanics, subsystems and technologies in the game in the #c:09f#stellar-pedia#c#.\n\nTo access the stellar-pedia, click the button on the rightmost side of the top bar.\n\nIf you have any questions about the game, or would like to talk to other people playing it, you can open the #c:090#in-game IRC chat#c# by pressing the #c:0f0#'T' key#c# or clicking the #c:0f0#'Open Chat'#c# button on the escape menu. Please be patient however as it may take a little time for someone to respond.

// War
#tut war title: War!
#tut war text: Imperial scouts have discovered an outpost system of the #c:f00#Red Flag Empire#c# nearby.\n\nThe filthy commies must not be allowed to gain a foothold in this sector.
#tut war act elim title: Eliminate the Reds!
#tut war act elim text: To complete the tutorial, use what you've learned to eliminate the red empire outpost with your fleet.

// Completion
#tut compl title: Success!
#tut compl text: You have successfully eliminated the red outpost, good job!\n\nYou can continue playing on this map to experiment more with the game, or you can return to the main menu and start a new game.\n\nDo note that galaxies in the main game are much larger than the one shown in this tutorial (though you can of course freely choose whatever number of system you'd like), and you will be managing your empire from its very beginnings until either its domination or its ruination.\n\nWe hope you'll have fun playing Star Ruler!

// Reinforcements
#tut reinforcements: Rejoice! Homeworld has sent reinforcements to help us deal with the unexpectedly large pirate threat. Your fleet awaits, Commander.

// Misc
#continue_pirates: Fight Pirates
#confirm_pirates: Do you wish to fight the pirates?
#confirm_skip: Are you sure you wish to skip this section of the tutorial?

// Empire names
#terran_empire: Terran Empire
#good_chaps: Jolly 'Ol Chaps
#commies: Red Flag Empire
