game.screenshot_taken	Screenshot taken: %%
game.screenshot_failed	Failed to take a screenshot
game.saving	Saving...
game.version	Version %%\nCheck for updates at %%
game.developed_by	Developed by\n%%\nSome icons by game-icons.net
battle.victory1	A glorious victory!
battle.victory2	We've won the battle of %%!
ok	Ok
battle.victory_desc1	Our brave soldiers have defeated the overwhelming enemy forces!
battle.victory_desc2	They had an advantage, but we managed to snatch the victory!
battle.victory_desc3	We had an advantage and didn't foul it up.
battle.victory_desc4	We've crushed their pitiful forces!
battle.fame_bonus	Fame %%+%%
battle.defeat1	A bitter defeat...
battle.defeat2	We've lost the battle of %%.
battle.defeat_desc1	We couldn't do anything against their superior force.
battle.defeat_desc2	The luck was not on our side this time.
battle.defeat_desc3	Though we had an advantage, the enemy snatched this victory from us.
battle.defeat_desc4	We should have won this battle easily, but somehow they've destroyed us.
battle.xp_bonus	Each survivor receives %% XP.
battle.attacker_casualties	Attaker's casualties:
battle.defender_casualties	Defender's casualties:
none	None
blast	Blast!
building.stock	Stock:
grower.turnips	Plant / Harvest turnips
grower.grain	Plant / Harvest grain
grower.apples	Harvest apples
grower.cotton	Plant / Harvest cotton
hunter.rabbits	Hunt rabbits
hunter.turkeys	Hunt turkeys
hunter.boars	Hunt boars
shepherd.goats	Milk goats
shepherd.sheep	Shear sheep
weaponsmith.axes	Produce axes
weaponsmith.spears	Produce spears
armorer.leather	Produce leather armor
armorer.chainmails	Produce chainmails
forester.trees	Plant trees
forester.mushrooms	Plant mushrooms
forester.flowers	Plant flowers
building.hp	Hit points: %% / %%
building.staff	Staff: %% / %%
building.production	Production complete: %%% (%%)
building.training	Training complete: %%% (%%)
building.watchmen	Watchmen: %% / %%
building.startup	Startup building\n\nShift+Click: startup all buildings of the same type
building.shutdown	Shutdown building\n\nShift+Click: shutdown all buildings of the same type
dispatch	Dispatch
hold_on	Hold On
decline	Decline
get.opinion_penalty	We'll get %% opinion penalty with them.
get.opinion_penalty_liege	We'll get %% opinion penalty with everyone for failing to pay tribute to our liege.
get.opinion_bonus	We'll get +%% opinion bonus with them.
get.no_opinion_bonus	We'll get no opinion bonus with them.
employment_priorities	Employment priorities
tax_employment	Tax & Employment
tax	Tax
auto	Auto
show_all	Show all
estimated_tax	Estimated tax: %% / month
employment.workforce1	Workforce: %%, unemployment: %%% (%%)
employment.workforce2	Workforce: %%, unemployment: 0%
employment.workforce3	Workforce: %%, jobs: %%, workers shortage: %%
quit_title	Quit To Title
save_game	Save Game
settings	Settings
return	Return
game_over	Game Over!
keep_playing	Keep Playing
be_back	I'll be back!
send	Send
request	Request
resource	Resource
stocks	Stocks
amount	Amount
gift.send_to	Send a gift to %%
gift.request_from	Request goods from %%
cancel	Cancel
gift.accept	They %% accept our request.
house.name	%% (level %% / %%)
house.population1	Population: %%, extra room for: %%
house.population2	Population: %%
house.tax	Generated tax: %%
house.lore	Generated lore: %%
house.magic	Generated magic: %%
house.fame	Generated fame: %%
bc.raw	Raw Materials
bc.farming	Farming
bc.husbandry	Husbandry
bc.food	Food Industry
bc.alcohol	Alcohol Industry
bc.industry	Industry
bc.storage	Storage & Distribution
bc.infrastructure	Infrastructure
bc.appeal	Beautification
bc.military	Military
bc.fortifications	Fortifications
hud.game_menu	Game Menu [Esc]
hud.world_map	World Map [M]
hud.tax	Tax & Employment [E]
hud.research	Research [R]
hud.economy	Economy Overview [O]
hud.squads	Squads Overview [U]
hud.trade	Trade Routes [T]
hud.notifications	Notifications [N]
hud.hide_buildings	Hide buildings and objects [1]
hud.show_problems	Show problems [2]
hud.show_appeal	Show appeal [3]
hud.show_hp	Show health bars and damage numbers [4]
hud.pause	Pause [Space]
hud.speed1	Normal Speed (x1)
hud.speed2	Fast (x2)
hud.speed3	Very Fast (x3)
coins	Coins
lore	Lore
magic	Magic
fame	Fame
hud.date	Current date (month, year)
hud.rotate	Press R to rotate the building
hud.send_home	Send home/Retreat
hud.show_stocks	Show stocks [Z]
hud.show_squads	Show squads [X]
hud.show_requests	Show requests [C]
details	Details
month1	January
month2	February
month3	March
month4	April
month5	May
month6	June
month7	July
month8	August
month9	September
month10	October
month11	November
month12	December
accept	Accept
throw_away	Throw Away
load_game.title	Load game
load_game.name	Name:
load_game.time	Time:
load	Load
back	Back
new_game	New Game
tutorial	Tutorial
load_game	Load Game
quit	Quit
bribe	Bribe
no_coins	Not enough coins.
we_have	We have: %%.
goto	Go To
ng.warning.city_name	City name should not be empty.
ng.warning.ruler_name	Ruler name should not be empty.
ng.warning.title	Title should not be empty.
ng.warning.coins	Starting coins must be a number between 10000 and 200000.
ng.new_game	New game
ng.ruler_name	Ruler name:
ng.title	Title:
ng.city_name	City name:
ng.shield_shape	Shield shape:
ng.shield_color	Shield color:
ng.overlay	Overlay:
ng.overlay_color	Overlay color:
ng.culture	Culture:
ng.map_size	Local map size:
ng.resources	Natural resources:
ng.rivals	Number of rivals:
ng.difficulty	Difficulty:
ng.npcs	NPCs:
ng.skin	Skin tone:
ng.hair	Hair color:
ng.moustache	Moustache:
ng.beard	Beard:
ng.all_colors	Allow any colors:
ng.all_colors_tt	Allow any color combinations.
ng.free	Free build:
ng.free_tt	Construction does not cost any coins or stone.\nUnit training and upkeep is also free.
ng.water	Sea access:
ng.water_tt	Sea access in your starting location.
ng.passive_rivals	Passive rivals:
ng.passive_rivals_tt	Rivals don't declare wars, send gifts or make requests.
ng.plague	Plague:
ng.plague_tt	Plague may happen if your citizens don't get enough medicine.
ng.crime	Thieves & Burglars:
ng.crime_tt	Burglars may spawn in cities with high unemployment.\nThieves may come from a goblin village.
ng.sewers	Sewers:
ng.sewers_tt	Sewers infested with monsters may spawn as the city grows.
ng.elementals	Elementals:
ng.elementals_tt	Forces of nature may get upset if you dig stone/coal/iron or gold too greedily.
ng.locations	Special locations:
ng.locations_tt	Special locations, such as Evil Fortress or a Dragon's Lair can be present on the world map.
start	Start
ng.difficulty_tt	Difficulty level affects the amount of taxes your people generate, the amount of workers you can have, the chance of plague, the chance and the severity of monster attacks and invasions, the AI level of your rivals, their decisions, the chance of revolt, the level of crime in the city, the immigration rate and other things.
ng.coins	Starting coins:
next	Next
ng.realm_setup	Realm setup
ng.ruler_setup	Ruler setup
ng.game_setup	Game setup
ng.overall_difficulty	Overall difficulty: %%%
obj.tree1	An oak tree
obj.tree2	Can be cut down by a woodcutter.
obj.pine1	A pine tree
obj.pine2	Can be cut down by a woodcutter.
obj.cypress1	A cypress tree
obj.cypress2	Can be cut down by a woodcutter.
obj.birch1	A birch tree
obj.birch2	Can be cut down by a woodcutter.
obj.apple1	An apple tree
obj.apple_sapling	An apple tree sapling
obj.grown	%%% grown.
obj.apple2	Apples grow from May to October.\nApples can be collected by growers from November to February.\nIt takes about 6 months for an apple tree sapling to mature.
obj.stone1	A stone
obj.stone2	Stone can be mined by a stone digger.
obj.coal1	A coal-bearing rock
obj.coal2	Coal can be mined by a coal digger.
obj.iron1	An iron-bearing rock
obj.iron2	Iron ore can be mined by an iron digger.
obj.gold1	A gold-bearing rock
obj.gold2	Gold can be mined by a gold digger.
obj.grain1	A grain plot
obj.grain2	The harvest either hasn't been collected in time\nor was lost due to pests.
obj.ready	%%% ready.
obj.grain3	Grain can be planted by growers from March to June.\nGrain can be collected from July to December.\nBuild a scarecrow nearby to protect the crops from pests.
obj.cotton1	A cotton plot
obj.cotton2	The harvest hasn't been collected in time.
obj.cotton3	Cotton can be planted by growers from July to October.\nCotton can be collected from January to June.
obj.turnips1	A turnip plot
obj.turnips2	The harvest either hasn't been collected in time\nor was lost due to pests.
obj.turnips3	Turnips can be planted by growers from January to April.\nTurnips can be collected from May to October.\nBuild a scarecrow nearby to protect the crops from pests.
obj.hops1	A hops plot
obj.hops2	Hops grow from April to June.\nGreen hops can be collected by hops dryers from July to October.
obj.grapes1	A grape plot
obj.grapes2	Grapes grow from June to August.\nGrapes can be collected by wine-makers from September to December.
obj.beehive1	A beehive
obj.beehive2	Honey can be collected by a beekeeper.
obj.beehive3	No flowers in range.
obj.feathers1	Some feathers
obj.feathers2	Can be picked up by an aviarist.
obj.eggs1	Some eggs
obj.eggs2	Can be picked up by an aviarist.
obj.rabbit1	A trunk of a rabbit
obj.rabbit2	Can be picked up by a hunter.
obj.boar1	A trunk of a boar
obj.boar2	Can be picked up by a hunter.
obj.turkey1	A trunk of a turkey
obj.turkey2	Can be picked up by a hunter.
obj.fish1	Fish
obj.fish2	Can be catched by a fisherman.
obj.stump1	Tree stump
obj.stump2	A new tree will eventually grow here.
obj.sapling	Tree sapling
obj.mushrooms1	Mushrooms
obj.mushrooms2	Can be picked up by a herbalist.
obj.stockade	Stockade
obj.stone_wall	Stone wall
eco.title	Economy overview for last 12 months
population	Population
treasury	Treasury
food	Food
alcohol	Alcohol
medicine	Medicine
lore	Lore
magic	Magic
fame	Fame
eco.pop1	Moved in:
eco.pop2	Moved out:
eco.pop3	Died:
eco.pop4	Total change:
eco.reputation	City reputation:
eco.crime	Crime level:
perc1	Very Low (%%)
perc2	Low (%%)
perc3	Medium (%%)
perc4	High (%%)
perc5	Very High (%%)
eco.coins1	Taxes in:
eco.coins2	Taxes generated:
eco.coins3	Coins minted:
eco.coins4	Construction/Training:
eco.coins5	Military upkeep:
eco.coins6	Spent on research:
eco.coins7	Lost/Found:
eco.coins8	Trade profit/Received:
eco.coins9	Trade expence/Gifted:
eco.coins10	Total profit:
eco.pts1	Generated:
eco.pts2	Collected:
eco.pts3	Received/Found:
eco.pts4	Spent:
eco.res1	Produced:
eco.res2	Bought/Received:
eco.res3	Consumed/Used:
eco.res4	Sold/Gifted:
eco.res5	Lost/Found:
eco.res6	Demand:
eco.res7	Production:
eco.res8	In stock:
free	Free
change_all	Change All
storage.accept	accept
storage.dont_accept	don't accept
damage	Damage
hp	Hit points
armor	Armor
armor.desc	Reduces inflicted damage by 8% per point.
move_speed	Movement Speed
xp.desc	Experience Points / XP required for the next level
morale	Morale
morale.desc	Morale decreases if the unit doesn't get paid in time. The lower morale is, the lower damage the unit does in combat (down to 50%). Squads with very low morale may throw a revolt.
p.name1	%%, level %%
p.name2	%% level %%
p.grown	%%% grown.
p.desc1	Searching for a new home.
p.desc2	Leaving this miserable place.
p.desc3	%%% ready to be sheared.
p.desc4	Ready to be sheared.
p.desc5	%%% ready to be milked.
p.desc6	Ready to be milked.
p.desc7	Looking for some %% to buy.
p.desc8	Selling %%.
p.desc9	Returning home.
p.desc10	Getting outta here.
p.desc11	Looking for something to snatch.
p.yields	Yields %%
p.carry	Carrying %%
pw.ruler	Ruler: %%
request_goods	Request Goods
send_gift	Send A Gift
dispatch_goods	Dispatch Goods
trade_routes	Trade Routes
improve_relations	Improve Relations
take_loan	Take A Loan
pw.power	Their power: %%
pw.wealth	Their wealth: %%
attack	Attack
pw.truce	We have a truce with them.
surrender	Surrender
pw.surrendered	We've surrendered to them and are waiting for their response.
pw.cant_surrender	Can't surrender to the former liege.
surrender.desc	They will become our liege.\nWe'll have to pay tribute to them.
pw.cant_attack	Can't attack them while our army is returning.
pw.attacking	We are attacking them.
pw.sent_gift	We've sent a gift of %% to them\nand are waiting for their response.
pw.sent_request	We've sent a request for %% to them\nand are waiting for their response.
pw.tribute_to_us	They are paying us a tribute of %%.\nNext payment: %%, %%.
pw.tribute_to_them	We must pay them annual tribute of %%.\n%%
pw.dont_owe	We don't owe them anything at the moment.
pw.they_requested	They've requested %% from us.\n%%
pw.improve_relations_desc	We can spend %% to get +%% opinion bonus with them.
no_fame	Not enough fame.
pw.taken_loan1	We've taken a loan from them.\nMonthly fee is %%. One month left.
pw.taken_loan2	We've taken a loan from them.\nMonthly fee is %%. %% months left.
pw.take_loan_desc	We can take a %% loan from them with a %%% interest rate.\nWe'll have to pay a monthly fee of %% for a year.
pw.cant_take_loan	They don't like us enough to give us a loan.
pw.at_war	We are at war with them.
pw.our_power	Our power: %%
pw.liege	Liege of:
pw.vassal1	Vassal of:
pw.vassal2	Vassal of %%
research	Research
name	Name
level	Level
cost	Cost
set.fullscreen	Fullscreen
set.fullscreen_desc	You can toggle fullscreen also by pressing Alt+Enter.
set.vsync	VSync (recommended)
set.autosave1	Autosave when quit to title
set.autosave2	Autosave every year
apply	Apply
set.window_size	Window size:
set.music	Music volume:
set.sound	Sound volume:
squad.empty	The squad has no members.
squad.not_home	The squad must be at home.
squad.level	Average experience level of squad units.
squad.morale	Squad morale.
squad.members	Number of units in the squad.
squad	Squad
status	Status
dismiss	Dismiss
dismiss.desc	Trying to dismiss a squad with low morale (below 50) may cause it to revolt!
dismiss.cant	Can't dismiss a squad which is away.
dismiss.confirm1	Dismiss %%?
dismiss.confirm2	Are you sure you want to dissmiss the %% squad?
dismiss.confirm3	The squad has low morale (%%). Trying to dismiss a squad with morale below 50 may cause it to revolt!
yes	Yes
no	No
squads.select	Select squads to attack %% with
squads.overview	Squads overview
squads.win	We %% win this battle.
squads.none	No squads selected.
squads.army	Our army will be there in %%.
squads.no_vassal_us	We will no longer be their vassal.
squads.no_vassal_they	They will no longer be our vassal.
get.opinion_penalty_liege_attack	We will get %% opinion penalty with everybody for attacking our liege.
get.opinion_penalty_vassal_attack	We will get %% opinion penalty with everybody for attacking our vassal.
squads.no_trade	All trade routes with them will be closed.
trade.buy	Buy:
trade.from	From
trade.price	Price
trade.bought	Bought this year
trade.sell	Sell:
trade.to	To
trade.sold	Sold this year
trade.routes1	Trade routes with %%
trade.routes2	Trade routes
treasure.pick_up	Can be picked up by a squad unit.
treasure.xp	A knight's grail
treasure.coins	A treasure chest
treasure.lore	An ancient book
treasure.fame	A sword in stone
treasure.magic	A magical sphere
treasure.items	A bag of stuff
treasure.contains	Contains %%.
welcome.title	Welcome to Hearthlands!
welcome.text	Please check for updates, news, downloads, development plans and media at:\nhttp://hearthlands.com\n\nYour feedback is very important to us (no, seriously, it is).\nPlease let us know what you like/dislike in the game, report bugs, suggest features and ask questions.\nContact us at: info@hearthlands.com.\n\nPlease make videos about the game, write articles, posts etc. Don't forget to tell your friends about Hearthlands either.\nWe really could use your help to spread the word!\n\nFollow us on Twitter (@hearthlands) or Facebook (/hearthlands), subscribe to our YouTube channel (/hearthlands) and/or become our watcher at Indie DB (also /hearthlands) - that's another great way to give us your feedback with just a couple of clicks.
welcome.thanks	Thank you in advance\nSergio & Simon
welcome.dont_show	Don't show again
hud.close	Close [Esc]
army.returning	An army from %% returning home.
army.be_there	It will be there in %%.
army.invading	An invading army from %%.
army.marching	An invading army from %% marching towards our city.
army.be_here	It will be here in %%.
army.our_returning	Our army returning from %%.
army.our_marching	Our army marching towards %%.
army.our_attacking	Our army attacking %%.
battle.spoils_msg	- %% The spoils of war have arrived: %%.
loot	Loot!
battle.spoils	Spoils of war: %%
burglars.town_hall	our town hall
burglars.tax_office	a tax office
burglars	Burglars!
msg.burglars	- Apparently, peasants think they can do anything these days, %%. A bag of %% has jus been stolen by some burglar right from %%! We shall build more constabularies or put those peasants to work.
building.training_cost	Training cost (%%): %%
msg.chancellor	Chancellor %%:
msg.undead1	- %% I am terribly sorry to interrupt you, but townspeople keep talking about the dead coming back from their graves near our city. Personally, I don't believe in such nonsense, but just out of curiosity maybe we should go and check?
msg.undead2	- It has happened again, %%! The graveyard became haunted, we should prepare for the imminent attack. To arms!
msg.troll	- %% A troll has been spotted near the city! We need to gather our forces to protect the people from this terrible creature!
const.appeal-4	Lowest appeal
const.appeal-3	Very low appeal
const.appeal-2	Low appeal
const.appeal-1	Somewhat low appeal
const.appeal0	Neutral appeal
const.appeal1	Somewhat high appeal
const.appeal2	High appeal
const.appeal3	Very high appeal
const.appeal4	Highest appeal
culture.west	Westeners can grow grain, turnips, hops and cotton; breed chickens, pigs and horses; make bread and wurst; brew beer; mine gold and mint coins.\nTheir drink of choice is beer.\nTheir unit of choice is archer.\nThey consume 50% more food and generate 20% more tax.
culture.east	Easteners can grow turnips and apples; breed pigs, goats and sheep; make wurst and cheese, and brew cider.\nTheir drink of choice is cider.\nTheir unit of choice is spearman.\nThey consume 50% more alcohol and have 20% more workers.
culture.south	Southeners can grow grain, grapes and cotton; breed chickens and horses; make wurst, bread and wine; mine gold and mint coins.\nTheir drink of choice is wine.\nTheir unit of choice is horseman.\nThey consume 25% less alcohol and have 20% less workers.
culture.north	Northeners are seasoned hunters and fishermen. They can keep bees, breed sheep, make wurst and brew mead.\nTheir drink of choice is mead.\nTheir unit of choice is axeman.\nThey consume 25% less food and generate 20% less tax.
const.no_limit	No storage limit
const.limit	Storage limit: %%
dont_trade	Don't trade
buy	Buy
sell	Sell
dont_accept	Don't accept
get	Get
month.less_one	less than a month
month.only_one	only one month
month.one	one month
month.only_n	only %% months
month.n	%% months
const.priority0	Off
const.priority1	Very Low
const.priority2	Low
const.priority3	Medium
const.priority4	High
const.priority5	Very High
const.size0	Small
const.size1	Medium
const.size2	Large
const.res0	Scarce
const.res1	Poor
const.res2	Normal
const.res3	Rich
const.npcs0	All
const.npcs1	Neutral Only
const.npcs2	None
const.diff0	Very Easy
const.diff1	Easy
const.diff2	Medium
const.diff3	Hard
const.diff4	Very Hard
const.color0	White
const.color1	Yellow
const.color2	Red
const.color3	Blue
const.color4	Green
const.color5	Purple
const.color6	Black
const.color7	Brown
const.color8	Teal
const.color9	Orange
const.speed0	Very Slow
const.speed1	Slow
const.speed2	Somewhat Slow
const.speed3	Medium
const.speed4	Somewhat Fast
const.speed5	Fast
const.speed6	Very Fast
const.culture_opinion0	Opposite culture
const.culture_opinion1	Hostile culture
const.culture_opinion2	Neutral culture
const.culture_opinion3	Friendly culture
const.culture_opinion4	Same culture
const.culture0	Common
const.culture1	Western
const.culture2	Eastern
const.culture3	Southern
const.culture4	Northern
const.morale0	Treacherous
const.morale1	Terrible
const.morale2	Bad
const.morale3	Mediocre
const.morale4	Good
const.morale5	Stalwart
const.status0	This house is not accessible by migrants
const.status1	This building needs road access
const.status2	This house will devolve soon due to the lack of food
const.status3	This house can not evolve until a peddler delivers some food
const.status4	This house will devolve soon due to the lack of alcohol
const.status5	This house can not evolve until a peddler delivers some alcohol
const.status6	This house will devolve soon due to the lack of furniture
const.status7	This house can not evolve until a peddler delivers some furniture
const.status8	This house will devolve soon due to the lack of boots
const.status9	This house can not evolve until a peddler delivers some boots
const.status10	This house will devolve soon due to the lack of clothes
const.status11	This house can not evolve until a peddler delivers some clothes
const.status12	This house will devolve soon due to the lack of pillows
const.status13	This house can not evolve until a peddler delivers some pillows
const.status14	This house is at maximum capacity
const.status15	This house will evolve in the next month
const.status16	This house is waiting for some migrants to arrive
const.status17	This building has no workers
const.status18	This building does not have enough workers
const.status19	-
const.status20	This house will devolve soon due to low appeal in the neighborhood
const.status21	This house can not evolve until appeal of the neighborhood increases
const.status22	This marketplace is not accessible by merchants
const.status23	This house is abandoned and will be repopulated later
const.status24	People of this house are suffering from a plague
const.status25	Maximum number of squads reached
const.status26	The building is shutdown
const.prob0	are not going to
const.prob1	are almost certainly not going to
const.prob2	are very unlikely to
const.prob3	are unlikely to
const.prob4	are rather unlikely to
const.prob5	may not
const.prob6	may or may not
const.prob7	may
const.prob8	are rather likely to
const.prob9	are likely to
const.prob10	are very likely to
const.prob11	are almost certainly going to
const.prob12	are going to
const.cat0	Woodcutting
const.cat1	Stone mining
const.cat2	Coal mining
const.cat3	Iron mining
const.cat4	Gold mining
const.cat5	Farming
const.cat6	Aviculture
const.cat7	Pasturing
const.cat8	Pigstry
const.cat9	Hunting
const.cat10	Fishing
const.cat11	Milling
const.cat12	Bread making
const.cat13	Smoking
const.cat14	Cheese making
const.cat15	Cider brewing
const.cat16	Hops drying
const.cat17	Beer brewing
const.cat18	Winemaking
const.cat19	Beekeeping
const.cat20	Mead brewing
const.cat21	Sawing
const.cat22	Carpentry
const.cat23	Shoemaking
const.cat24	Weaving
const.cat25	Clothes making
const.cat26	Pillow making
const.cat27	Wood burning
const.cat28	Smelting
const.cat29	Coinage
const.cat30	Distribution
const.cat31	Administration
const.cat32	Military
const.cat33	Defences
const.cat34	Forestry
const.cat35	Herbalism
const.cat36	Healthcare
const.cat37	Education
const.cat38	Arcane
const.cat39	Entertainment
it.no_room	Unfortunately there's no room for it in our stockpiles. Shall we hold on to it for now or shall I order the goods to be thrown away?
it.limited_room1	Unfortunately our stockpiles can only hold %%. Shall we hold on to it for now or shall I order the rest of goods to be thrown away?
it.limited_room2	Unfortunately our stockpiles can only hold %%. Shall I order the goods to be taken to our stockpiles?
it.order	Shall I order the goods to be taken to our stockpiles?
const.opinion_mod0	We've sent a gift to them
const.opinion_mod1	We've requested goods from them
const.opinion_mod2	They've sent a gift to us
const.opinion_mod3	We've declined their request
const.opinion_mod4	We've failed to fullfil their request
const.opinion_mod5	We've fulfilled their request
const.opinion_mod6	We've attacked them
const.opinion_mod7	Their merchant was killed in our lands
const.opinion_mod8	We've rebelled against our liege
const.opinion_mod9	We've failed to pay tribute to them
const.opinion_mod10	We've failed to pay tribute to our liege
const.opinion_mod11	We've attacked our vassal
const.opinion_mod12	We've improved relations with them
const.opinion_mod13	We've attacked a goblin village
person.collected_tax	collected tax: %%
person.found_bag	- %% %% has found a bag with %% in it.
person.name	%%, the %%
person.type_name	A %%
msg.goods_stolen	Goods stolen!
msg.goblin_thief	- A filthy goblin thief managed to snatch %% from one of our storage yards, %%! We must defend our resources with some watch towers!
msg.enemy_loot	- %% After defeating our enemies we've gathered %%.
msg.dragon_death	- Aaaaarrrrrrgghhhh! I'll come back and burn your city to the ground!
msg.reaper_death	- Those who already dead can not be killed! I'll be back!
msg.well_see	We'll see about that
person.level_up	%% is now level %%!
person.struck	%% has been struck down.
msg.forces_return1	- %% Our victorious forces have returned from %%. Praise the heroes!
msg.forces_return2	- %% Our forces have returned from %%.
msg.revolt	- %% Displeased by the lack of payment %% squad has thrown a revolt!
msg.traitors	Blasted traitors!
storage.trade_profit	trade profit: %%
storage.trade_expence	trade expence: %%
s.no_squad	No squad
s.members	Members: %% / %%
s.level	Average level: %%
s.morale	Morale: %%
s.attacking	Attacking %%
s.returning	Returning from %%
s.home	At home
s.away	On a mission
s.destroyed	%% squad has been destroyed.
tr.new	New trade route
tr.new_buy	- I just wanted to inform you, that %% would like to buy %% from us, %%. A new trade route is available.
tr.new_sell	- I just wanted to inform you, that %% would like to sell %% to us, %%. A new trade route is available.
tr.closed	Trade route closed
tr.closed_buy	- I just wanted to inform you, that %% no longer wants to buy %% from us, %%. The trade route has been closed.
tr.closed_sell	- I just wanted to inform you, that %% no longer wants to sell %% to us, %%. The trade route has been closed.
tr.inc	Trade limit increased
tr.inc_buy	- I just wanted to inform you, that %% is now willing to buy more %% from us, %%.
tr.inc_sell	- I just wanted to inform you, that %% is now willing to sell more %% to us, %%.
tr.dec	Trade limit decreased
tr.dec_buy	- I just wanted to inform you, that %% is now willing to buy less %% from us, %%.
tr.dec_sell	- I just wanted to inform you, that %% is now willing to sell less %% to us, %%.
goblin.title	The Goblin King
goblin.city	Goblin Stronghold
dragon.title	The Dragon
dragon.city	Dragon's Lair
reaper.title	The Undead
reaper.city	Evil Fortress
player.ruled_by	Ruled by %%
player.our_vassal	Our vassal
player.vassal_of	Vassal of %%
player.our_liege	Our liege
player.liege_of	Liege of %%
player.us	Our capital city!
player.they_like	They like us (%%)
player.they_ambivalent	They are ambivalent about us (0)
player.they_dislike	They dislike us (%%)
player.opinion	Their opinion of us:
player.base_opinion	Base opinion
player.at_war	We are at war with them
player.trade	We've been trading with them
player.majesty	Majesty
player.fullname	%%, %% of %%
player.gift_responce0	- Thy pitiful contribution of %% does not change the fact that thou art just a poor excuse for a ruler. Why shall we stop there rather than take everything else you have?
player.gift_responce0_ok	Hope you choke on it
player.gift_responce1	- Although your modest crumb of %% is just a sad attempt to fix our diplomatic relations, we deign to accept it.
player.gift_responce1_ok	Blasted cheepskates!
player.gift_responce2	- We accept your unexpected gift of %%, neighbor. Perhaps we should arrange our diplomatic relations.
player.gift_responce2_ok	Of course you do
player.gift_responce3	- Thank your for your gift of %%, ruler. It's good that there are some decent people still left in our realm.
player.gift_responce3_ok	You're welcome
player.gift_responce4	- Thank you for your lavish gift of %%, friend! Your help has come in handy. Perhaps we will pay you back.
player.gift_responce4_ok	Let us hope so
player.request_responce0	- We beg to report that your request for %% has been fulfilled, our mighty ruler. Please let us know if everything is in order.
player.request_responce0_ok	Exellent...
player.request_responce1	- We beg to forgive us, since we can't fulfill your request for %%, our mighty ruler. We'll try our best to not to disappoint you again.
player.request_responce1_ok	Sure you will!
player.request_responce2	- Of course we can spare you %%, friend! That's what good neighbors are for. Let us know if you need anything else.
player.request_responce2_ok	Thanks!
player.request_responce3	- We really wish we could spare you %%, friend. Unfortunately we don't have enough goods to spare. We hope we'll be more helpful next time.
player.request_responce3_ok	Let us hope so
player.request_responce4	- For the sake of peace we decided to fulfill your request for %%, ruler. We hope you agree that diplomacy is the best way to our mutual prosperity.
player.request_responce4_ok	Sure, whatever
player.request_responce5	- We're aware about your growing power, ruler, but unfortunately we just can't afford to provide you with %% at the moment. We hope you forgive us.
player.request_responce5_ok	Blasted cheepskates!
player.request_responce6	- As good neighbors we decided to spare you %%. It would be nice if you could pay us back.
player.request_responce6_ok	We'll see about that
player.request_responce7	- We're afraid we can't spare %% at the moment. Maybe, if we had better diplomatic relations...
player.request_responce7_ok	Too bad...
player.request_responce8	- We decided to do you a favor, and fulfill your request for %%, neighbor. We're sure you will pay us back.
player.request_responce8_ok	Fat chance!
player.request_responce9	- We have to reject your request for %%, neighbor. There's no reason for us to give away our goods to whoever for free, is there?
player.request_responce9_ok	Blast!
player.request_responce10	- What makes you think we'll give away our %% for nothing? Especially to someone like you! Our superiority does not oblige us to do charity.
player.request_responce10_ok	Greedy bastards!
player.request_responce11	- How dare you disturb us with your pitiful demands of %%, you scrub? The sooner your poor people are wiped out off the face of the earth, the better.
player.request_responce11_ok	Damn you!
msg.goods0	Goods from %%
msg.goods1	- %% The shipment of %% has arrived!
player.tribute_vassal	- Time to pay your tribute, vassal! You shall provide us with %%. You have 12 months to dispatch the goods.
player.tribute_liege	- Please accept our tribute of %%, %%. The next shipment will be ready in 12 months.
player.tribute_liege_ok	Exellent...
player.surrender	- We accept your surrender, vassal. Our troops have been withdrawn.
player.surrender_ok	Damn invaders!
player.gift0	- We beg to accept our humble contribution of %%, our mighty king. Please let us know if you need anything else.
player.gift0_ok	Exellent...
player.gift1	- Please accept our friendly gift of %%, fellow ruler. Let our realms prosper togeather!
player.gift1_ok	Thanks!
player.gift2	- To strenghten peace and concord between our realms, we decided to send you a gift of %%. Please take this friendly gesture into consideration.
player.gift2_ok	We'll see about that
player.gift3	- Accept our lavish gift of %%, ruler. Good neighbors should help each other.
player.gift3_ok	Thanks!
player.gift4	- We've decided to send you this generous gift of %%, neighbor. We're sure you will pay us back.
player.gift4_ok	Fat chance!
player.request0	- Hello, friend! We've run into some problems with shortage of vital resources. Would you be so kind and spare us %%? We can wait for %% months. Friends should help each other.
player.request1	- Greetings, our mighty friend! Your realm is strong, so would you be so generous to help us to %%? We can wait for %% months. We'll do our best to pay you back.
player.request2	- Hello, good neighbor! We've started a new project and could really use some help with resources. Could you spare us %%? We can wait for %% months.
player.request3	- Hello, neighbor! We require your assistance in one of our projects. We have a shortage of %%. May we expect you to make the contribution? You have %% months to comply.
player.request4	- For one of our ambitious projects we require you to provide us with %%. Could you do that? You have %% months to comply. We won't take no as an answer.
player.request5	- We demand your contribution to one of our ambitious projects. You must provide us with %%. Declining may lead to a military conflict. You must dispatch the goods within %% months.
player.request6	- The only excuse for your miserable realm to exist would be your generous contribution to our economy. We demand %%. You have %% months to comply.
player.request7	- If you don't want us to come and destroy your realm, you will provide us with a tribute of %%. You must dispatch the goods within %% months or be defeated.
player.invasion	%% is launching an invasion on us!
player.invasion_vassal	%% foolishly decided that he no longer wants to be our vassal and is launching an invasion on us!
player.invasion_liege	Our liege %% wants to destroy us and is launching another invasion!
player.invasion_msg	- I've got terrible news, %%! %% Their forces will be here in %%. We must prepare!
player.tribute_failed0	- Have you refused to pay your tribute of %% to us?! We think next time it would be better if we just come and take everything we want without asking! You will regret that!
player.tribute_failed1	- Have you failed to pay your tribute of %% to us?! We think next time it would be better if we just come and take everything we want without asking! You will regret that!
player.tribute_failed_ok	Be our guest!
player.request_failed0	- That's ok, friend. We're sure you have reasons why you can't fulfill our request for %%.
player.request_failed0_ok	You betcha
player.request_failed1	- We understand why you can't fulfill our request for %%, ruler. We hope it doesn't cause a divide between us.
player.request_failed1_ok	We'll see about that
player.request_failed2	- That's unfortunate. We hoped you could help us to %%, ruler. Maybe next time.
player.request_failed2_ok	Fat chance!
player.request_failed3	- That's very disappointing! We really needed those %%, neighbor. Don't expect any help from us in the future.
player.request_failed3_ok	Get over it
player.request_failed4	- How dare you let us down with our request for %%? You're even worse than we thought!
player.request_failed4_ok	Get out!
player.request_failed5	- Don't even tell us you don't have %% we've requested! We can come and check, if you know what it means.
player.request_failed5_ok	Be our guest!
player.request_failed6	- All you can do is provide us with disappointment, you dog! Since you can't fulfill our request for %%, we'll do everything to make your life even more miserable than it is.
player.request_failed6_ok	You can try!
player.request_failed7	- What?! You can't deliver ours %%? We think next time it would be better if we just come and take everything we want without asking! You will regret that!
player.request_failed7_ok	Be our guest!
player.tribute_responce	- Your tribute of %% has been received, vassal. You've served us well so far.
player.tribute_responce_ok	Hope you choke on it
player.dispatch0	- Thank you for the shipment of %%, friend! We knew we could count on you!
player.dispatch0_ok	You're welcome
player.dispatch1	- Thank you for the shipment of %%, ruler! We'll see if we can pay you back.
player.dispatch1_ok	That'd be great
player.dispatch2	- Your shipment of %% has been received, neighbor. We are obliged for your contribution.
player.dispatch2_ok	Sure you are
player.dispatch3	- We see you decided to fulfill our request for %%. That's probably all you're good for.
player.dispatch3_ok	Greedy bastards!
player.dispatch4	- Your humble tribute of %% has been received. We'll probably need more next time...
player.dispatch4_ok	Hope you choke on it
player.dispatch_msg0	tribute to our liege
player.dispatch_msg1	pay the tribute of
player.dispatch_msg2	to
player.dispatch_msg3	shipment
player.dispatch_msg4	fulfill the request for
player.dispatch_msg5	from
player.dispatch_msg	- %% The %% of %% is ready. Shall I order it to be dispatched to %%?
player.dispatch_msg_remind	- %% We have %% left to %% %% %% %%.
player.request.text_tribute	%% to %% (tribute)
player.request.text	%% to %%
player.request.month0	Less than a month left to comply.
player.request.month1	One month left to comply.
player.request.month2	%% months left to comply.
task.name0	Searching for a tree to cut
task.name1	Cutting a tree
task.name2	Searching for an apple tree to harvest apples from
task.name3	Harvesting apples
task.name4	Searching for some stone
task.name5	Mining stone
task.name6	Searching for some coal
task.name7	Mining coal
task.name8	Searching for some iron ore
task.name9	Mining iron ore
task.name10	Searching for some gold
task.name11	Mining gold
task.name12	Searching for some turnips ready to be harvested
task.name13	Harvesting turnips
task.name14	Searching for some grain ready to be harvested
task.name15	Harvesting grain
task.name16	Searching for eggs
task.name17	Picking up eggs
task.name18	Searching for feathers
task.name19	Picking up feathers
task.name20	Searching for an empty plot to plant turnips at
task.name21	Planting turnips
task.name22	Searching for an empty plot to plant grain at
task.name23	Planting grain
task.name24	Searching for a chicken or a rooster to feed
task.name25	Feeding poultry
task.name26	Searching for a goat to milk
task.name27	Milking a goat
task.name28	Searching for a sheep to shear
task.name29	Shearing a sheep
task.name30	Searching for a pig or a piglet to feed
task.name31	Feeding a pig
task.name32	Searching for a large pig ready to be slaughtered
task.name33	Picking up a large pig
task.name34	Collecting resources
task.name35	Hunting
task.name36	Hunting
task.name37	Hunting
task.name38	Collecting an animal trunk
task.name39	Collecting an animal trunk
task.name40	Collecting an animal trunk
task.name41	Picking up an animal trunk
task.name42	Picking up an animal trunk
task.name43	Picking up an animal trunk
task.name44	On duty
task.name45	Searching for some fish to catch
task.name46	Fishing
task.name47	Searching for some green hops ready to be harvested
task.name48	Harvesting green hops
task.name49	Searching for some grapes ready to be harvested
task.name50	Harvesting grapes
task.name51	Searching for a beehive to collect honey from
task.name52	Collecting honey
task.name53	Searching for an empty spot to plant
task.name54	Planting
task.name55	Searching for some mushrooms ready to be harvested
task.name56	Harvesting mushrooms
task.name57	Searching for some cotton ready to be harvested
task.name58	Harvesting cotton
task.name59	Searching for an empty plot to plant cotton at
task.name60	Planting cotton
task.name61	Looking for something to steal
ability.name0	Ranged
ability.name1	Mounted
ability.name2	Charge
ability.name3	Block
ability.name4	Reach
ability.name5	Cleave
ability.name6	Undead
ability.name7	Skeletal Body
ability.name8	Crusher
ability.name9	Light Armor
ability.name10	Medium Armor
ability.name11	Heavy Armor
ability.name12	Magic Armor
ability.name13	Regeneration
ability.name14	Monster
ability.name15	Monster Hunter
ability.name16	Splash Damage
ability.name17	Blink
ability.desc0	Can attack from a distance.
ability.desc1	Ignores attacker's Charge bonus.
ability.desc2	Deals 25% more damage to units with Light Armor.
ability.desc3	Has 25% chance to block incoming damage.
ability.desc4	Deals 25% more damage to Mounted units.
ability.desc5	Ignores target's Block bonus.
ability.desc6	Can't regenerate.
ability.desc7	Takes 50% less damage from projectiles.
ability.desc8	Deals 50% more damage to buildings.
ability.desc12	Has 50% resistance to physical damage.
ability.desc13	Can regenerate while in combat.
ability.desc15	Deals 50% more damage to monsters.
ability.desc16	Deals damage in the raduis of 1 tile around the target.
ability.desc17	Can randomly teleport when hit in melee.
item.name0	coins
item.name1	food
item.name2	alcohol
item.name3	apples
item.name4	cider
item.name5	turnips
item.name6	honey
item.name7	fish
item.name8	eggs
item.name9	milk
item.name10	cheese
item.name11	green hops
item.name12	hops
item.name13	grain
item.name14	flour
item.name15	bread
item.name16	meat
item.name17	wurst
item.name18	beer
item.name19	grapes
item.name20	wine
item.name21	mead
item.name22	mushrooms
item.name23	medicine
item.name24	water
item.name25	logs
item.name26	planks
item.name27	furniture
item.name28	pigs
item.name29	rabbits
item.name30	turkeys
item.name31	boars
item.name32	leather
item.name33	boots
item.name34	feathers
item.name35	wool
item.name36	cotton
item.name37	textile
item.name38	clothes
item.name39	pillows
item.name40	manure
item.name41	uncut stone
item.name42	stone
item.name43	coal
item.name44	iron ore
item.name45	iron
item.name46	gold
item.name47	boat
item.name48	bow & arrows
item.name49	iron axe
item.name50	iron spear
item.name51	leather armor
item.name52	chainmail
item.name53	horse
pt.name0	woodcutter
pt.name1	grower
pt.name2	miner
pt.name3	hauler
pt.name4	sheep
pt.name5	goat
pt.name6	chicken
pt.name7	rooster
pt.name8	piglet
pt.name9	pig
pt.name10	large pig
pt.name11	aviarist
pt.name12	shepherd
pt.name13	immigrant
pt.name14	emigrant
pt.name15	peddler
pt.name16	tax collector
pt.name17	rabbit
pt.name18	boar
pt.name19	turkey
pt.name20	hunter
pt.name21	fisherman
pt.name22	merchant
pt.name23	axeman
pt.name24	spearman
pt.name25	archer
pt.name26	horseman
pt.name27	skeleton
pt.name28	hauler
pt.name29	stone elemetal
pt.name30	coal elemetal
pt.name31	iron elemetal
pt.name32	gold elemetal
pt.name33	beekeeper
pt.name34	axeman
pt.name35	spearman
pt.name36	archer
pt.name37	horseman
pt.name38	forester
pt.name39	herbalist
pt.name40	pharmacist
pt.name41	librarian
pt.name42	priest
pt.name43	minstrel
pt.name44	constable
pt.name45	burglar
pt.name46	bogger
pt.name47	skeleton archer
pt.name48	skeleton rider
pt.name49	skeleton reaper
pt.name50	goblin
pt.name51	goblin crossbowman
pt.name52	goblin wolfrider
pt.name53	troll
pt.name54	watchman
pt.name55	warlock
pt.name56	goblin thief
pt.name57	dragon
pt.axemen	axemen
pt.spearmen	spearmen
pt.archers	archers
pt.horsemen	horsemen
pt.units	units
const.tech_cat0	Economy
const.tech_cat1	Trade & Diplomacy
const.tech_cat2	Military
const.tech_cat3	Industry
research	Research
tech.name0	Leadership
tech.name1	Tradition
tech.name2	Drill
tech.name3	Raiding
tech.name4	Reinforcements
tech.name5	Axe Mastery
tech.name6	Spear Mastery
tech.name7	Archery
tech.name8	Studded Armor
tech.name9	Scale Armor
tech.name10	Customs
tech.name11	Majesty
tech.name12	Courtesy
tech.name13	Patronage
tech.name14	Persuasion
tech.name15	Bluff
tech.name16	Statecraft
tech.name17	Bureaucracy
tech.name18	Theology
tech.name19	Charisma
tech.name20	Dilligence
tech.name21	Logistics
tech.name22	Distribution
tech.name23	Construction
tech.name24	Engineering
tech.name25	Mining
tech.desc0	Increases the maximum number of squads to %%.
tech.desc1	Newly trained units get %% XP.
tech.desc2	Increases the amount of XP your units get by %%%.
tech.desc3	Increases the amount of loot you get from attacks by %%%. Also increases the chance of successful attack.
tech.desc4	Increases the amount of damage your units deal to invaders by %%%.
tech.desc5	Increases the damage of axemen by %%.
tech.desc6	Increases the damage of spearmen and horsemen by %%.
tech.desc7	Increases the damage of archers and guard towers by %%.
tech.desc8	Increases the armor of archers and horsemen by %%.
tech.desc9	Increases the armor of axemen and spearmen by %%.
tech.desc10	Increases the maximum trade amount of a trade route to %%.
tech.desc11	Gives you a permanent +%% opinion bonus with everyone.
tech.desc12	Opinion bonuses take %%% more time to fade out.
tech.desc13	Increases the opinion bonus from gifts by %%%.
tech.desc14	Decreases the opinion penalty for failing a request by %%%.
tech.desc15	Rivals are %%% less likely to attack your city.
tech.desc16	Increases improved relations bonus by %%%.
tech.desc17	Increases the amount of taxes generated by %%%.
tech.desc18	Increases the amount of magic points you get by %%%.
tech.desc19	Increases the amount of fame you get by %%%.
tech.desc20	Increases the amount of workers by %%%.
tech.desc21	Increases the movement speed of haulers by %%%.
tech.desc22	Increases the capacity of peddler's tents and apothecaries by %%%.
tech.desc23	Increases the amount of HP of all buildings (excluding fortifications) by %%%.
tech.desc24	Increases the amount of HP of fortifications by %%%.
tech.desc25_0	Gives the ability to build quarries.
tech.desc25_1	Gives the ability to build coal mines.
tech.desc25_2	Gives the ability to build iron and gold mines.
building.name0	Demolish
building.name1	Road
building.name2	Shed
building.name3	Hut
building.name4	Shack
building.name5	Hovel
building.name6	Cabin
building.name7	Cottage
building.name8	Townhouse
building.name9	Residence
building.name10	Mansion
building.name11	Manor
building.name12	Estate
building.name13	Woodcutter's lodge
building.name14	Masonry
building.name15	Coal digger's lodge
building.name16	Iron digger's lodge
building.name17	Gold digger's lodge
building.name18	Grower's lodge
building.name19	Grain plot
building.name20	Turnip plot
building.name21	Scarecrow
building.name22	Apple tree
building.name23	Aviary
building.name24	Shepherd's lodge
building.name25	Pigstry
building.name26	Fence
building.name27	Chicken
building.name28	Rooster
building.name29	Sheep
building.name30	Goat
building.name31	Pig
building.name32	Hunter's lodge
building.name33	Fishing quay
building.name34	Mill
building.name35	Bakery
building.name36	Smokehouse
building.name37	Dairy
building.name38	Cider brewery
building.name39	Well
building.name40	Sawmill
building.name41	Carpenter's shop
building.name42	Weaver's shop
building.name43	Pillow maker's shop
building.name44	Woodburner's shop
building.name45	Smeltery
building.name46	Mint
building.name47	Storage yard
building.name48	Peddler's tent
building.name49	Tax office
building.name50	Flower pot
building.name51	Fancy tree
building.name52	Statue
building.name53	Fountain
building.name54	Marketplace
building.name55	Fletcher's shop
building.name56	Weaponsmith's shop
building.name57	Armorer's shop
building.name58	Stables
building.name59	Barracks (Axemen)
building.name60	Barracks (Spearmen)
building.name61	Barracks (Archers)
building.name62	Barracks (Horsemen)
building.name63	Stockade
building.name64	Stone wall
building.name65	Gatehouse
building.name66	Guard tower
building.name67	Bridge
building.name68	Roadblock
building.name69	Graveyard
building.name70	Troll's lair
building.name71	Town hall
building.name72	Shoemaker's shop
building.name73	Clothier's shop
building.name74	Oast house
building.name75	Winery
building.name76	Beer brewery
building.name77	Mead brewery
building.name78	Beekeeper's lodge
building.name79	Hops plot
building.name80	Grape plot
building.name81	Beehive
building.name82	Forester's lodge
building.name83	Herbalist's shop
building.name84	Apothecary
building.name85	Cotton plot
building.name86	Library
building.name87	Temple
building.name88	Minstrels guild
building.name89	Constabulary
building.name90	Goblin campfire
building.name91	Goblin hut
building.name92	Goblin hut
building.name93	Goblin hut
building.name94	Quarry
building.name95	Coal mine
building.name96	Iron mine
building.name97	Gold mine
building.name98	Warlock's tower
building.name99	Watch tower
building.name100	Sewers
building.cost	Cost: %%
house	House
tt.produces	Produces:
tt.production_rate	Production rate: %% loads per year if fully staffed.
tt.yields	Yields:
tt.requires	Requires:
tt.per_year	%% (x%% per year)
tt.increases_appeal	Increases appeal in %% tile radius.
tt.produces_fame	Produces %%%% fame per month.
tt.road	Connects your buildings together.\nMost of the buildings need access to a road.
tt.demolish	Demolish buildings, roads, trees, domestic animals etc.
tt.fence	Impassable for animals but not people.
tt.house	Provides a home to your citizens. Without houses you won't have any workers.\nHouses need various resources to be delivered to them by a peddler (food, alcohol, medicine etc.).\nIf all the requirements are met, a house will evolve to a next level providing more space for people.\nMake sure to separate housing blocks from industries to keep appeal in the area high enough.
tt.woodcutter	Woodcutter cuts trees for logs.\nMake sure to build it near a forest.\nBuild forester's lodge to plant more trees.
tt.forester	Forester plants trees, flowers and mushrooms in the radius of %% tiles.
tt.masonry	Stone digger mines stone and brings it to the masonry, where it is turned into stone blocks.\nMake sure to build it near some rocks.
tt.coal_digger	Coal digger mines coal-bearing rocks for coal.\nMake sure to build it near some coal-bearing rocks.\nBuild a woodburner's shop to make coal from logs if you don't have enough coal-bearing rocks.
tt.iron_digger	Iron digger mines iron-bearing rocks for iron ore.\nMake sure to build it near some iron-bearing rocks.
tt.gold_digger	Gold digger mines gold-bearing rocks for gold.\nMake sure to build it near some gold-bearing rocks.
tt.grower0	Grower plants grain, turnips and cotton at the appropriate plots.\nHe also collects grain, turnips, apples and cotton from grain plots, turnip plots, apple trees and cotton plots respectivelly.
tt.grower1	Can process up to 24 plots of the same type per year if fully staffed.
tt.grain_plot	Grain can be planted by growers from March to June and can be collected from July to December.\nBuild a scarecrow nearby to protect the crops from pests.
tt.cotton_plot	Cotton can be planted by growers from July to October and can be collected from January to June.
tt.turnip_plot	Turnips can be planted by growers from January to April and can be collected from May to October.\nMake sure to build a scarecrow nearby to protect the crops from pests.
tt.apple_tree	Apples grow from May to October.\nApples can be collected by growers from November to February.\nIt takes about 6 months for an apple tree sapling to mature.
tt.aviary0	Aviarist feeds chickens and roosters with grain.\nHe also collects eggs and feathers which they drop.
tt.aviary1	Produces about %% loads of each resource per year if fully staffed.\nCan maintain up to 6 chickens/roosters at a time if fully staffed.\nRequires 4 loads of grain per chicken per year if fully staffed.
tt.shepherd0	Shepherd shears sheep to get wool and milks goats to get milk.
tt.shepherd1	Can maintain up to 6 sheep/goats at a time if fully staffed.
tt.pigstry0	Swine-herd feeds pigs and piglets with turnips until they become large pigs.\nHe also picks up large pigs and brings them to pigstry, where they are turned into meat and leather.
tt.pigstry1	%% x4, %% x4 per pig
tt.pigstry2	Produces about %% loads of each resource per year if fully staffed.\nCan maintain up to 6 pigs at a time if fully staffed.\nRequires 4 loads of turnips per pig per year if fully staffed.
tt.chicken0	Chickens need to be fed with grain by an aviarist.\nThey drop feathers and eggs. Eggs are only dropped if rooster is no further than 4 tiles away from a chicken.\nBuild a fence to keep chickens near your aviaries.
tt.chicken1	%% x1-3, %% x1-3 per 1 load of grain
tt.rooster0	Roosters need to be fed with grain by an aviarist.\nThey drop feathers. Chickens drop eggs only if a rooster is no further than 4 tiles away from a chicken.\nBuild a fence to keep roosters near your aviaries.
tt.rooster1	%% x1-3 per 1 load of grain
tt.pig	Pigs and piglets need to be fed with turnips by a swine-herd.\nIt takes 6 months for a piglet to grow up into a pig (if it gets enough food).\nPig typically gives birth to a piglet in 3 months after it becomes adult.\nIt takes 3 month for a pig to become a large pig (if it gets enough food). Large pigs can be slaughtered to get 4 loads of meat and 4 loads of leather per pig.\nBuild a fence to keep pigs near your pigstries.
tt.sheep	Shepherd shears sheep to get wool.\nBuild a fence to keep sheep near your shepherd's lodges.
tt.goat	Shepherd milks goats to get milk.\nBuild a fence to keep goats near your shepherd's lodges.
tt.well	Well provides your bakeries and breweries with a steady supply of water.\nYou need at least one well per every 4 buildings that require water.
tt.mill	Mill produces 1 load of flour from 1 load of grain.
tt.bakery	Bakery produces 1 load of bread from 1 load of flour, 1 load of logs and 1 load of water.\nBuild a well nearby to provide a steady supply of water to the bakery.
tt.dairy	Dairy produces 1 load of cheese from 1 load of milk.
tt.cider	Cider brewery produces 1 load of cider from 1 load of apples, 1 load of logs and 1 load of water.\nBuild a well nearby to provide a steady supply of water to the cider brewery.
tt.smokehouse	Smokehouse produces 1 load of wurst from 1 load of meat and 1 load of logs.
tt.sawmill	Sawmill produces 1 load of planks from 1 load of logs.
tt.carpenter	Carpenter's shop produces 1 load of furniture from 1 load of planks.\nFurniture is a luxury resource.
tt.weaver	Weaver's shop produces 1 load of textile from 1 load of wool or 1 load cotton.
tt.pillow	Pillow maker's shop produces 1 load of pillows from 1 load of textile and 1 load of feathers.\nPillows is a luxury resource.
tt.woodburner	Woodburner's shop produces 1 load of coal from 2 loads of logs.
tt.smeltery	Smeltery produces 1 load of iron from 1 load of iron ore and 1 load of coal.
tt.mint0	Mint produces %% coins from 1 load of gold and 1 load of coal.
tt.mint1	Production rate: %% coins per year if fully staffed.
tt.storage	Stores 32 loads of any resource.\nLeft-click the building to select which resources it accepts/gets.\nA good storage/distribution system is a key to efficient economy.
tt.peddler	A peddler delivers food, alcohol and luxury resources to houses in the radius of %% tiles.\nLeft-click the building to select which resources it accepts/gets.
tt.apothecary	Apothecary delivers medicine to houses in order to prevent plague.\nEach house consumes 1 load of medicine per year.\nAn apothecary operates in the radius of %% tiles.
tt.marketplace	Stores 48 loads of any resource.\nMarketplace needs to be accessible by foreign merchants comming to the city.\nLeft-click the building to select which resources it buys/sells.\nMarketplace will take items from storage yards as well as workshops.\nYou need to enable appropriate trade route before you can buy or sell resources.
tt.scarecrow	Scarecrow protects grain and turnip plots from crows in 2 tile radius.
tt.hunter0	A hunter hunts wild animals for meat, leather, feathers and wool.
tt.hunter1	%% A boar yields:
tt.hunter2	%% A turkey yields:
tt.hunter3	%% A rabbit yields:
tt.hunter4	Production rate: %% animals per year if fully staffed.
tt.fish0	A fisherman catches 1 to 3 loads of fish per trip.\nBefore he starts catching fish he needs to build a boat using 4 loads of planks.
tt.fish1	%% x4 (once to build a boat)
tt.fish2	Produses about %% loads of fish per year if fully staffed.
tt.fletcher0	Automatically produces bows and arrows if required by archers barracks.\nFletcher's shop has to be connected to the barracks by a road.
tt.fletcher1	%% Bow and arrows require:
tt.weapons0	Automatically produces axes and spears if required by axemen, spearmen or horsemen barracks.\nWeaponsmiths's shop has to be connected to the barracks by a road.
tt.weapons1	%% Axe requires:
tt.weapons2	%% Spear requires:
tt.armor0	Automatically produces leather armor and chainmails if required by a barracks.\nArmorer's shop has to be connected to the barracks by a road.
tt.armor1	%% Leather amor requires:
tt.armor2	%% Chainmail requires:
tt.stables0	Automatically produces horses if required by horseman barracks.\nStables has to be connected to the barracks by a road.
tt.stables1	Production rate: %% horses per year if fully staffed.
tt.stockade	A basic protective wall.
tt.stone_wall	Offers better protection than a stockade but requires stone to be built.
tt.gatehouse	Allows your subjects go through, but blocks the way for enemy units and other hostile creatures.\nOffers better protection than a wooden gatehouse.\nHas to be built on a road.
tt.guard_tower	Automatically shoots enemies within %% tiles radius.\nDeals 6 - 14 damage.\nRate of fire depends on the number of workers.
tt.bridge	Connects two pieces of land together.\nCounts a a road.\nMaximum length: %% tiles.
tt.roadblock	Prevents peddlers, tax collectors, pharmacists, constables, librarians, minstrels and priests from passing through.\nMust be built on a road.
tt.graveyard	Usually it is a pretty quiet place, although nobody wants to live near it.
tt.troll	Smells like troll.
tt.sewers	Terrible smell is not the only thing that comes out the sewers.
tt.warlock	You feel a slight magical tingling as you approach this imposing building.
tt.goblin0	A place where goblins tell scary stories and roast humans.
tt.goblin1	A small, ascetic but relatively comfortable goblin dwelling for one.
tt.cloth	Clothier's shop produces 1 load of clothes from 1 load of textile.\nClothes is a luxury resource.
tt.shoes	Shoemaker's shop produces 1 load of boots from 1 load of leather.\nBoots is a luxury resource.
tt.hops0	Hops dryer harvests green hops from hops plots and produces 1 load of hops from 1 load of green hops and 1 load of logs.
tt.hops1	Can process up to 24 plots per year if fully staffed.
tt.herbalist	Herbalist harvests mushrooms and produces 1 load of medicine from 1 load of mushrooms and 1 load of logs.
tt.wine0	Wine-maker harvests grapes from grape plots and produces 1 load of wine from 1 load of grapes.
tt.wine1	Can process up to 24 plots per year if fully staffed.
tt.beer	Beer brewery produces 1 load of beer from 1 load of hops, 1 load of grain, 1 load of logs and 1 load of water.\nBuild a well nearby to provide a steady supply of water to the beer brewery.
tt.mead	Mead brewery produces 1 load of mead from 1 load of honey.
tt.bees0	Beekeeper collects honey from beehives.
tt.bees1	Can process 6-24 beehives per year if fully staffed depending on the efficiency of beehives.
tt.hops_plot	Hops grow from April to June.\nGreen hops can be collected by hops dryers from July to October.
tt.grapes_plot	Grapes grow from June to August.\nGrapes can be collected by wine-makers from September to December.
tt.beehive	Beehive procuces up to 4 loads of honey per year assuming it is built near flowers.\nThe more flowers there are in the radius of 2 tiles from the beehive the more honey it produces.\nBeehives are most efficient with at least 8 flowers in the radius.
tt.watchman	A watchman automatically attacks hostile creatures in the radius of %% tiles.\nWatchmen can't attack buildings and can't be controlled directly.
tt.tax_office0	Each house (starting from the 2nd level) generates a certain amount of taxes each month, which can be collected by a tax collector.\nTax collectors operate in the radius of %% tiles.
tt.tax_office1	You need to build a town hall before you can build tax offices.
tt.constable0	Constable decreases crime level in every house he passes by.\nConstables operate in the radius of %% tiles.
tt.constable1	You need to build a town hall before you can build constabularies.
tt.library0	Each house (starting from the 4th level) generates a certain amount of %% lore each month, which can be 'collected' by a librarian.\nLibrarians operate in the radius of %% tiles.
tt.library1	You need to build a town hall before you can build libraries.
tt.temple0	Each house (starting from the 3rd level) generates a certain amount of %% magic each month, which can be 'collected' by a priest.\nPriests operate in the radius of %% tiles.
tt.temple1	You need to build a town hall before you can build temples.
tt.minstrel0	Each house (starting from the 2nd level) generates a certain amount of %% fame each month, which can be 'collected' by a minstrel.\nMinstrels operate in the radius of %% tiles.
tt.minstrel1	You need to build a town hall before you can build minstrels guilds.
tt.town_hall0	Town hall allowes you to build tax offices.\nIncreases the appeal in 6 tile radius.
tt.town_hall1	You can't have more than one town hall.
tt.stone_mine	Mines stone from underground. Does not require an above-ground source of stone.
tt.coal_mine	Mines coal from underground. Does not require an above-ground source of coal.
tt.iron_mine	Mines iron ore from underground. Does not require an above-ground source of iron.
tt.gold_mine	Mines gold from underground. Does not require an above-ground source of gold.
tt.mine_tech	You need Mining Level %% before you can build it.
tt.barracks0_3	One unit costs: %%, %%, %%
tt.barracks0_4	One unit costs: %%, %%, %%, %%
tt.barracks1	Upkeep: %% per unit per month.
tt.barracks_axemen	Trains and stations a squad of %% axemen.
tt.barracks_spearmen	Trains and stations a squad of %% spearmen.
tt.barracks_archers	Trains and stations a squad of %% archers.
tt.barracks_horsemen	Trains and stations a squad of %% horsemen.
im.invaders	Invasion forces in the city prevent immigration.
im.approval	Low city reputation lowers the immigration rate.
im.unemployment	High unemployment lowers the immigration rate.
approval5	Perfect (%%)
approval4	Exellent (%%)
approval3	Very good (%%)
approval2	Good (%%)
approval1	Rather good (%%)
approval0	Medium (%%)
approval-1	Rather bad (%%)
approval-2	Bad (%%)
approval-3	Very bad (%%)
approval-4	Awful (%%)
approval-5	Terrible (%%)
msg.plague	- A plague strikes, %%! Our people aren't getting enough medicine, and I'm afraid there's nothing we can do to stop the disaster.
msg.plague_ok	Blast!
blist.tax_changed	Tax level changed to %%
tt.pop	Population: %%
tt.extra_room	Extra room for: %%
tt.unemployment	Unemployment: %%% (%%)
tt.unemployment0	Unemployment: 0%
tt.workforce	Workforce: %%, jobs: %%, workers shortage: %%
tt.tax	Tax level: %%
blist.construction	construction
blist.demolition	demolition
blist.purchase	purchase
blist.not_enough	Not enough %%
blist.cant	Can't do it here
blist.more_workers	The city needs more workers!
blist.road_access	The building needs road access!
blist.scarecrow	Build a scarecrow nearby to protect the crops!
blist.no_flowers	No flowers in range of the beehive!
dip.loan_pay	Loan payments: %%
msg.invasion0	- %% The invasion forces from %% are here! To arms!
msg.invasion1	- %% The invasion forces from the %% are here! To arms!
msg.invasion_ok	Blast!
slist.upkeep	Military upkeep: %%
trlist.they_buy	They buy:
trlist.they_sell	They sell:
trlist.they_need	They need:
trlist.they_have	They have:
trlist.buying	Buying from:
trlist.can_buy	Can buy from:
trlsit.selling	Selling to:
trlist.can_sell	Can sell to:
tut.title0	A new beginning
tut.title1	Road business
tut.title2	Migrants have arrived!
tut.title3	My little farm
tut.title4	Watching turnips grow
tut.title5	Feed the world
tut.title6	Getting an upgrade
tut.title7	Time to cook!
tut.title8	Medical mushrooms
tut.title9	In vino veritas
tut.title10	Growing wide
tut.title11	Time to pay
tut.title12	I've cooked all the pork
tut.title13	Burgher's delight
tut.title14	Pimp my village
tut.title15	Strike the earth!
tut.title16	Brothers of metal
tut.title17	And my axe!
tut.title18	To arms!
tut.text0	First of all your city needs people. Scroll the map to find a good empty location for your houses. Ideally it would be near trees and mushrooms.\n\nButtons in the bottom-left corner of the screen are the construction menu. Click the 'House' button and then left-click on the map wherever you want your houses to be. 12 houses will be enough for now.\n\nIf you've misplaced something or you want to remove a tree to clear the area, use 'Demolish' tool from the construction menu.\n\nTo cancel building mode right-click on an empty spot or press Esc.
tut.text1	Most of the buildings in the game need road access to operate. Click the 'Road' button in the construction menu and make sure every house has a road adjacent to it.\n\nDon't forget that you can delete the road with the 'Demolish' tool if you aren't happy with the placement.
tut.text2	Once your houses are accessible and connected with a road, you need to wait for some migrants to arrive. Click 'Speed x1' button in the top-left corner of the screen. You can increase the pace of the game up to speed x3, but I don't recommend playing on high speed constantly, it's only for skipping time when you are waiting for something to happen.\n\nOnce you've unpaused the game migrants will start to arrive from the border of the map. Every house can hold 8 people in it, so you should easily reach the population of 60.\n\nThe amount of people currently living in your city is shown on the very top of the screeen.
tut.text3	As you may have noticed your people are complaining about the lack of food. If there's something that requires your attention you will see an icon on top of a building showing which problem this building has.\n\nEvery citizen requires a certain amount of food every month. If there's not enough food, your people will eventually leave your city in search for a better life.\n\nThere are 8 types of food in the game: apples, turnips, honey, eggs, fish, cheese, wurst and bread. Each type has a different nutrition value: apples are the worst and bread is the best. Each type also has its own production chain.\n\nGrowing turnips is one of the simpliest ways to get food. Build 3 grower's lodges and connect them with a road. Build 72 turnip plots (24 per grower's lodge) close to the lodges. Turnips planting starts in January and ends in April. Harvesting starts in May.\n\nYou can also build a scarecrow to protect your crops, otherwise you may lose part of the harvest. Scarecrow needs to be 2 tiles away (or closer) from the plot to take effect.\n\nAll those buildings are located under 'Farming' tab in the construction menu.
tut.text4	Every building can store a certain amount of resources, but for large quantities of them you need a storage yard.\n\nTurnips from grower's lodges will be delivered to the storage yard. You can specialize storage yards to store different types of resources and limit storage capacity for each resource type to avoid cluttering.\n\nBuild a storage yard, which is located under 'Distribution' tab in the construction menu. Connect it with a road to the grower's lodges.\n\nWait until your growers start harvesting turnips and delivering them to the storage yard.
tut.text5	Now you need to deliver food to your houses. All goods are delivered to your citizens by a peddler. Build a peddler's tent, which is located under 'Distribution' tab in the construction menu.\n\nPeddler takes goods from a production building or a storage yard and distributes them between your citizens. You need to connect the peddler's tent to a storage yard and to your houses with a road. Peddler's tent shouldn't be too far away from your houses or the peddler won't be able to reach everyone of them.
tut.text6	Once food has been delivered to a house, the house evolves to the next level and is able to hold more people. It usually takes up to 1 month for a house to evolve.\n\nBy evolving your houses you create more room for people. Migrants will arrive to those houses and increase your population.
tut.text7	After food has been taken care of it's time to think about health.\n\nPlague can happen if your people don't get enough medicine. To produce medicine build a herbalist's shop near some mushrooms. You will also need logs. Build a woodcutter's lodge near some trees. Using mushrooms and logs (as fuel) herbalist will create 1 load of medicine from 1 load of mushrooms and 1 load of logs.\n\nApothecary is needed to distribute medicine between your citizens. Make sure apothecary is close enough to your houses, otherwise pharmacist may not be able to reach every house. Don't forget to connect all those buildings with a road.\n\nWoodcutter's lodge is located under 'Raw materials' tab, Herbalist's shop is located under 'Industry' tab and Apothecary is located under 'Distribution' tab.
tut.text8	Although there's usually enough mushrooms and trees on the map, you can plant them yourself. To do that you need to build a forester's lodge. Left-click forester's lodge to choose what forester will plant. Make sure to build it close enough to a herbalist's shop and a woodcutter's lodge.\n\nEach house consumes 1 load of medicine per year. You will need one herbalist's shop per every 24 houses.
tut.text9	The next resource you need in order to evolve your houses even more is alcohol. There are 4 types of alcohol: mead, wine, cider and beer, with mead providing the least number of alcohol units and beer the most.\n\nProbably the easiest one is wine. In order to start wine production you need to build a winery and 24 grape plots. Grapes are ready to be collected in September. Make sure you build grape plots close enough to the winery.\n\nYou can find those buildings under 'Alcohol' tab in the construction menu.\n\nAlcohol is being delivered to the houses by a peddler, which you already have.
tut.text10	While grapes are growing it is time to expand your city.\n\nAlmost every building in the game requires a certain amount of workforce. If the building is understaffed it works slower. Not everyone in your city works, though. The percentage of population contributing to your workforce depends on the tax level and your culture.\n\nThe higher the tax level is the less workers you have. By default tax level is set automatically as high as possible without creating any workers shortage. You can learn more about it on the 'Tax & Employment' window.\n\nIf you've been following the instructions of this tutorial you must have a little workers shortage at this point. You can get more people by evolving your houses (which will happen once you've delivered alcohol) or by building additional houses.\n\nBuild 12 more houses. Make sure they are connected with a road to a peddler's tent and an apothecary.
tut.text11	The major source of coins is taxes. To collect taxes you need to build a tax office located under 'Infrastructure' tab in the construction menu. Tax collector behaves the same way peddlers and pharmacists do, so you need to build the office near your houses and connect it to them with a road.\n\nTo be able to build Tax offices you need to build a town hall first.
tut.text12	A growing city may need a more efficient source of food than turnips. One of the possible solutions is feeding turnips to pigs and then use pigs to create meat and leather. Meat can later be smoked to create wurst.\n\nTurnips are being delivered to a pigstry. Pig-herd takes turnips and feeds pigs with them. Every pig needs 1 load of turnips to give birth to a piglet and 1 load of turnips more to become large pig. Piglets need 2 loads of turnips to become pigs. Large pigs are butchered at a pigstry and yield 4 loads of meat and 4 loads of leather.\n\nBuild a fence around your pigs so they won't run away. Pigstry, pigs and fences are located under 'Husbandry' tab in the construction menu.\n\nPigs.\n\nSmokehouse uses meat and logs to create wurst. You will need an additional woodcutter's lodge to produce enough logs for your workshops.\n\nTo make sure that turnips are used to feed pigs and aren't eaten by your citizens, left-click the peddler's tent and set turnips to 'don't accept'.
tut.text13	Apart from food and alcohol buildings require luxury resources to evolve. Luxury resources include furniture, clothes, boots and pillows and should be made available to your citizens in this order.\n\nFurniture is made out of planks, which are made of logs. You will need to build a carpenter's shop to make furniture out of planks, sawmill to make planks out of logs and another woodcutter's lodge to provide the sawmill with logs. Sawmill and carpenter's shop are located under 'Industry' tab in the construction menu.
tut.text14	Some houses will not evolve to higher levels if the appeal of the area is not high enough. Production buildings usually decrease appeal, so it is a good idea to keep them away from your houses. You can see the appeal overlay by pressing '3' or clicking the appropriate button in the bottom-right corner of the screen.\n\nTo increase appeal of the area you need to build beautifications, such as flower pots, fancy trees, statues and fountains.
tut.text15	It is time to start developing your heavy industry. Build 4 coal digger's lodges close to coal deposits (stones with black chunks in them) and 4 iron digger's lodges near iron deposits (stones with brown chunks in them). We will use coal and iron ore later to make iron, which is needed for weapons and armor. You can find those buildings under 'Raw Materials' tab in the construction menu.\n\nYou can also use woodburner's shops to make coal out of logs.\n\nA few tips how to make your storage and distribution system efficient:\n\nKeep a storage yard near your grower's lodges to quickly store all the harvest when it's ready. If a grower's lodge is full, a grower won't be able to harvest crops.\n\nCreate separate storage yards for food (wurst), alcohol (wine) and finished goods (medicine and furniture), so you will always have a reserve.\n\nSpecialize your storage yards. Otherwise they may fill up with raw materials and there will be no room left for the necessary goods.
tut.text16	Let's keep the heavy industry going. Build two smelteries to start smelting iron ore and coal into iron. Make sure that the smelteries are connected with a road to the digger's lodges. Smeltery is located under 'Industry' tab in the construction menu.\n\nIf you haven't done that yet, build a storage yard to hold leather and iron.
tut.text17	Weapons and armor are made by a weaponsmith's shop and an armorer's shop accordingly. You can also make bows and arrows (at fletcher's shop) and breed horses (at stables).\n\nMilitary industry is a little bit different to other production. In order to start making weapons you need to build barracks for the desired type of units. As long as the barracks are connected to an appropriate military workshop with the road, weapon production starts automatically and finishes when the barracks no longer require resources to train units.\n\nEvery military unit requires a certain amount of coins and a set of weapons and armor to be trained. You will also have to pay a military upkeep regularly to support your troops.\n\nThere are 4 unit types in the game: axemen, spearmen, archers and horsemen. Each type has certain set of traits, for example spearmen are good against mounted units.\n\nBuild a barracks, a weaponsmith's shop and an armorer's shop which are located under 'Military' tab in the construction menu.
tut.text18	Every barracks stations one squad of 8 warriors. You can't control every unit individually, but you can give orders to squads. You can select a squad by clicking squad icon above the barracks, clicking one of its members or clicking a squad icon on the Squads panel.\n\nLeft-click an empty spot to order selected squads to move there. Left-click an enemy to attack. Left-click a barracks to order its squad to return home.\n\nNow let's see your warriors in action.
tut.text_final	You've successfully completed the tutorial!\nThere are many things which haven't been covered by the tutorial: trade, diplomacy, war, cultures, fortifications and more. Now you can start a new game and try them out.
tut.step	Step %%
tut.tut	Tutorial, %%
tut.con0_0	Build 12 houses (%% / 12)
tut.con1_0	Connect 12 houses with a road (%% / 12)
tut.con2_0	Reach 60 population (%% / 60)
tut.con2_1	Hint: Go to Speed x3 to skip the time.
tut.con3_0	Build 3 grower's lodges and connect them with a road (%% / 3)
tut.con3_1	Build 72 turnip plots (%% / 72)
tut.con3_2	Optional: build 3 scarecrows (%% / 3)
tut.con4_0	Build a storage yard and connect it with a road (%% / 1)
tut.con4_1	Harvest 2 loads of turnips (%% / 2)
tut.con4_2	Hint: Go to Speed x3 to skip the time.
tut.con5_0	Build a peddler's tent and connect it with a road (%% / 1)
tut.con5_1	Deliver food to your houses (%%)
tut.con6_0	Evolve 12 houses to the second level (%% / 12)
tut.con7_0	Build a woodcutter's lodge and connect it with a road (%% / 1)
tut.con7_1	Build a herbalist's shop and connect it with a road (%% / 1)
tut.con7_2	Build an apothecary and connect it with a road (%% / 1)
tut.con8_0	Deliver medicine to your houses (not done)
tut.con8_1	Optional: build a forester's lodge and connect it with a road (%% / 1)
tut.con9_0	Build a winery and connect it with a road (%% / 1)
tut.con9_1	Build 24 grape plots (%% / 24)
tut.con10_0	Expand your city to have 24 houses (%% / 24)
tut.con10_1	Reach 270 population (%% / 270)
tut.con11_0	Build a town hall and connect it with a road (%% / 1)
tut.con11_1	Build a tax office and connect it with a road (%% / 1)
tut.con12_0	Build a pigstry and connect it with a road (%% / 1)
tut.con12_1	Build 6 pigs (%% / 6)
tut.con12_2	Build an additional woodcutter's lodge (%% / 2)
tut.con12_3	Build a smokehouse and connect it with a road (%% / 1)
tut.con12_4	Hint: Set turnips in peddler's tent to 'don't accept' to make sure they are going to pigstries and are not all eaten by your citizens.
tut.con13_0	Build a third woodcutter's lodge and connect it with a road (%% / 3)
tut.con13_1	Build a sawmill and connect it with a road (%% / 1)
tut.con13_2	Build a carpenter's shop and connect it with a road (%% / 1)
tut.con13_3	Produce 2 loads of wurst (%% / 2)
tut.con13_4	Produce 2 loads of wine (%% / 2)
tut.con13_5	Produce 2 loads of furniture (%% / 2)
tut.con14_0	Build 4 flower pots (%% / 4)
tut.con14_1	Build 2 fancy trees (%% / 2)
tut.con14_2	Evolve 12 houses to the 4th level (%% / 12)
tut.con15_0	Reach 500 population (%% / 500)
tut.con15_1	Build 4 coal digger's lodges and connect them with a road (%% / 4)
tut.con15_2	Build 4 iron digger's lodges and connect them with a road (%% / 4)
tut.con15_3	Hint: Build several storage yards and specialize them to hold different resources.
tut.con16_0	Build 2 smelteries and connect them with a road (%% / 2)
tut.con16_1	Produce 16 iron (%% / 16)
tut.con16_2	Produce 8 leather (%% / 8)
tut.con17_0	Build an axemen barracks and connect it with a road (%% / 1)
tut.con17_1	Build a weaponsmith's shop and connect it with a road (%% / 1)
tut.con17_2	Build an armorer's shop and connect it with a road (%% / 1)
tut.con17_3	Train 8 axemen (%% / 8)
tut.con18_0	Kill 8 skeletons (%% / 8)
tut.con19_0	Start a new game!
tut.done	done
tut.not_done	not done
msg.welcome0	Welcome to Hearthlands!
msg.welcome1	This tutorial is designed to help you understand the basic concepts of Hearthlands and doesn't show nearly as many features as the game has. There are a lot of details that you may want to discover yourself.
msg.welcome2	- Oh, what a lovely location that is, %%! I suggest we start building our city right here.
go.win	You've conquered all your rivals and became the Lord of Hearthlands! Everyone now pays tribute to glorious %%.
go.lose	Those who survived had left and told others to avoid this place. With no people your city decayed quickly and its ruins were claimed by monsters and undead.\nNo one remembers %% anymore...
msg.elemental	- We've dug too deep, %%! Our industrious miners have awaken a terrible creature - a %%. We must gather our forces. To arms!
msg.elemental_ok	Oh no!
msg.siege_lifted	- %% We've managed to destroy all of the invaders and lifted the siege!\n\nFame %%+%%
msg.siege_lifted_ok	Hurray!
msg.one_month_left	- %% We have one month left to prepare for the invasion from %%!
w.res_no	no %%
w.res_str	%% loads of %%
not.deaths	due to recent deaths
not.emigration	due to high emigration
not.low_rep0	Low reputation!
not.low_rep1	- Our city reputation is getting dangerously low %%, %%. I'm afraid people will no longer come to the city which they think is terrible (they are most obviously wrong, though).
not.low_morale0	Low morale
not.low_morale1	- Some of our troops suffer from a low morale, %%. This is most likely related to us not paying them in time. I know, this sounds like a job, but we shall probably do something about it before those treacherous bastards turn on us.
not.no_food0	Not enough food
not.no_food1	- Our city is running low on food, %%! If it keeps going like this we'll have noting to eat too!
not.no_medicine0	Not enough medicine
not.no_medicine1	- Our city is running low on medicine, %%! If it keeps going like this we may get some kind of pandemy here.
not.no_alc0	Not enough alcohol
not.no_alc1	- Our city is running low on alcohol, %%! People who aren't able to relax after a day of work may just stop working!
not.unemployment0	High unemployment
not.unemployment1	- The unemployment is very high, %%! Why shall we feed those loafers? Mark my words; they'll start stealing from us soon just out of boredom. Let's put them to work, shall we?
not.no_workers0	Not enough workers
not.no_workers1	- Our city has not enough workers, %%! We shall build more houses or improve the existing ones to fit more people.
not.taxes0	Taxes not collected
not.taxes1	- I can't help but notice that we collect much less taxes than we could, %%. Unless this is deliberate, we probably shall have more tax collectors.
not.research0	Research available
not.research1	- Our scholars managed to accumulate some lore, which we can spend on research. Praise the intellectuals!
msg.sewers0	- %% Our city is getting big, and the more people we have the more pollution it creates. Apparently if you just choke all the sludge out of your door it may attract some nasty creatures. They come from those sewer entrances and terrorize the population.
msg.sewers0_ok	Blast!
msg.sewers1	- As the city grows we get more sewer entrances with more boggers in them! There's another one.
msg.sewers1_ok	Blast!
player.opinion_vassals	We have vassals
ability.name18	Animate Dead
ability.desc18	Can create skeletons from corpses of living creatures.
ng.ahievs_warning	You won't be able to get achievements with 'Free build' enabled.
achievements	Achievements
ach.achievements_steam	Achievements (Steam)
ach.achievements_local	Achievements (Local)
ach.name0	Losing Is Fun
ach.name1	Blasted Traitors!
ach.name2	Death from Above
ach.name3	The Black Arrow
ach.name4	Klaatu Barada Nikto
ach.name5	The Last Battle
ach.name6	Protect the Children!
ach.name7	With Fire and Sword
ach.name8	Get Out of My Garden
ach.name9	I Did It, Mom!
ach.name10	No Goblins Allowed
ach.name11	Do You Have a Flag?
ach.name12	Emperor
ach.name13	The Whole Nine Yards
ach.name14	Welcome to the City
ach.name15	Over 9000
ach.name16	Make Room! Make Room!
ach.name17	Tomb Raider
ach.name18	I've Got the Power
ach.name19	Science!!
ach.name20	National Hero
ach.name21	Rock, Paper, Scissors
ach.name22	Please Do Not Feed
ach.name23	Dug too Deep
ach.name24	Your Soul Shall Be Mine!
ach.name25	Give It Back!
ach.name26	My Liege?
ach.name27	Going Tall
ach.name28	The Show Must Go On
ach.name29	Arrow in a Knee
ach.name30	Supersize Me
ach.name31	Show Me the Money
ach.name32	Phalanx
ach.name33	Drinks Are on Me
ach.name34	America Works
ach.name35	In Vino Veritas
ach.name36	Overpowered
ach.name37	Parks and Recreation
ach.name38	To Arms!
ach.name39	Horns of Orome
ach.name40	Killing Spree
ach.name41	Healthcare for Everyone
ach.name42	Stability First
ach.name43	We Love the King Day
ach.name44	A Great Merchant Was Born
ach.name45	Everyone Likes Me
ach.name46	Urban Development
ach.name47	Jack of All Trades
ach.name48	Dilligency
ach.name49	Health and Safety
ach.desc0	Watch your city burn.
ach.desc1	Make your troops turn on you by not paying the upkeep.
ach.desc2	Defend your city against the dragon.
ach.desc3	Kill the dragon and destroy his lair.
ach.desc4	Defend your city against the undead army.
ach.desc5	Destroy the evil fortress.
ach.desc6	Defend your city against goblins.
ach.desc7	Destroy the goblin stronghold.
ach.desc8	Defend your city against invaders.
ach.desc9	Complete the tutorial.
ach.desc10	Destroy the goblin village. Poor bastards.
ach.desc11	Conquer a rival city.
ach.desc12	Have 12 vassals.
ach.desc13	Have 500000 coins.
ach.desc14	Have 5000 population.
ach.desc15	Have 10000 population.
ach.desc16	Have 20000 population.
ach.desc17	Destroy a graveyard.
ach.desc18	Have 16 full squads before the end of year 20.
ach.desc19	Have 50 technologies researched before the end of year 25.
ach.desc20	Have 10000 fame.
ach.desc21	Have one full squad of each unit type.
ach.desc22	Kill a troll.
ach.desc23	Kill an elemental.
ach.desc24	Kill a warlock.
ach.desc25	Intercept 25 goblin thieves or burglars in one game.
ach.desc26	Become someone's vassal.
ach.desc27	Have 50 houses at maximum level before the end of year 10.
ach.desc28	Play until year 100.
ach.desc29	As Westerners kill 100 enemies using archers in one game.
ach.desc30	As Westerners produce 5000 units of food in one year.
ach.desc31	As Westerners collect 250000 coins in taxes in one year.
ach.desc32	As Easterners kill 50 mounted units using spearmen in one game.
ach.desc33	As Easterners produce 500 loads of cider in one year.
ach.desc34	As Easterners have 10000 employed workers for 5 years.
ach.desc35	As Southerners sell 250 loads of wine in one year.
ach.desc36	As Southerners have 75 power.
ach.desc37	As Southerners have 25 fountains.
ach.desc38	As Northerners produce 150 loads of weapons and armor in one year.
ach.desc39	As Northerners hunt down 100 animals in one year.
ach.desc40	As Northerners kill 100 enemies in one year.
ach.desc41	Have 2000 population and no plague for 10 years. Plague has to be enabled.
ach.desc42	Have 5000 population for 10 years.
ach.desc43	Have 1000 population and city reputation of 90+ for 20 years.
ach.desc44	Sell 500 loads of goods in one year.
ach.desc45	Have 12 rivals and have positive opinion with every one of them for 5 years.
ach.desc46	Have 20 houses at maximum level for 5 years.
ach.desc47	Produce 1000 loads of luxury resources in one year.
ach.desc48	Have 12 rivals and fulfill all their requests (including tribute) for 10 years. Rivals can't be passive.
ach.desc49	Have 1000 population and no deaths among civilians for 10 years.
squad_pref0	Hands
squad_pref1	Arms
squad_pref2	Eyes
squad_pref3	Servants
squad_pref4	Swords
squad_pref5	Blades
squad_pref6	Wrath
squad_pref7	Children
squad_pref8	Followers
squad_pref9	Knights
squad_pref10	Warriors
squad_pref11	Striders
squad_pref12	Rangers
squad_pref13	Tigers
squad_pref14	Lions
squad_pref15	Dragons
squad_pref16	Seekers
squad_pref17	Hawks
squad_pref18	Eagles
squad_pref19	Vultures
squad_pref20	Guardians
squad_pref21	Sentinels
squad_pref22	Lords
squad_pref23	Squires
squad_pref24	Bears
squad_pref25	Wolves
squad_pref26	Bane
squad_pref27	Avengers
squad_pref28	Claws
squad_pref29	Brothers
squad_pref30	Masters
squad_pref31	Men
squad_pref32	Veterans
squad_pref33	Soldiers
squad_pref34	Snakes
squad_pref35	Serpents
squad_pref36	Fellowship
squad_pref37	Worshipers
squad_pref38	Kings
squad_pref39	Keepers
squad_pref40	Defenders
squad_pref41	Wings
squad_pref42	Warlords
squad_pref43	Heroes
squad_pref44	Flames
squad_pref45	Earls
squad_pref46	Fighters
squad_pref47	Hunters
squad_pref48	Strikers
squad_pref49	Wardens
squad_suff0	Of The Truth
squad_suff1	Of Vengeance
squad_suff2	Of The North
squad_suff3	Of The South
squad_suff4	Of The West
squad_suff5	Of The East
squad_suff6	Of The Sword
squad_suff7	Of Darkness
squad_suff8	Of Light
squad_suff9	Of Glory
squad_suff10	Of Honor
squad_suff11	Of Courage
squad_suff12	Of Blood
squad_suff13	Of The Night
squad_suff14	Of The Gods
squad_suff15	Of War
squad_suff16	Of Death
squad_suff17	Of Fear
squad_suff18	Of Doom
squad_suff19	Of Faith
squad_suff20	Of Destiny
squad_suff21	Of Victory
squad_suff22	Of The Tower
squad_suff23	Of The Ring
squad_suff24	Of Power
squad_suff25	Of The Dragon
squad_suff26	Of Stone
squad_suff27	Of The Mountain
squad_suff28	Of The Woods
squad_suff29	Of The Highland
squad_suff30	Of The Sun
squad_suff31	Of The Moon
squad_suff32	Of The Stars
squad_suff33	Of The Twilight
squad_suff34	Of Steel
squad_suff35	Of Gold
squad_suff36	Of The Wasteland
squad_suff37	Of The King
squad_suff38	Of Wrath
squad_suff39	Of The Fortress
squad_suff40	Of The Keep
squad_suff41	Of The Key
squad_suff42	Of The Shield
squad_suff43	Of Storm
squad_suff44	Of Thunder
squad_suff45	Of Fire
squad_suff46	Of Lightning
squad_suff47	Of The Valley
squad_suff48	Of The Crown
squad_suff49	Of Vice
squad_suff50	Of Might
squad_suff51	Of Malice
squad_suff52	Of Flame
squad_suff53	Of Torture
squad_suff54	Of The Snake
squad_suff55	Of Dread
squad_suff56	Of Discord
squad_suff57	Of Retribution
squad_suff58	Of The Prophecy
squad_suff59	Of The Dungeon
title0	aggressive
title1	arrogant
title2	boring
title3	careless
title4	compulsive
title5	conservative
title6	cruel
title7	cunning
title8	cynical
title9	deceitful
title10	dishonest
title11	finicky
title12	greedy
title13	grumpy
title14	harsh
title15	impatient
title16	impulsive
title17	indecisive
title18	intolerant
title19	irresponsible
title20	jealous
title21	lazy
title22	mean
title23	miser
title24	nasty
title25	naughty
title26	nervous
title27	obsessive
title28	patronizing
title29	pessimistic
title30	pompous
title31	possessive
title32	resentful
title33	rude
title34	ruthless
title35	sarcastic
title36	secretive
title37	selfish
title38	silly
title39	sneaky
title40	stingy
title41	stubborn
title42	stupid
title43	superficial
title44	tactless
title45	timid
title46	touchy
title47	unpredictable
title48	unreliable
title49	untidy
title50	vain
title51	vengeful
title52	vulgar
title53	weak
title54	peevish
title55	hungry
title56	angry
title57	hopeless
title58	bad
title59	inadequate
title60	foolish
title61	mystical
title62	unknown
title63	banished
title64	cowardly
title65	lonely
title66	fat
title67	thin
title68	tall
title69	short
title70	slow
title71	fast
title72	giant
title73	tiny
title74	large
title75	little
title76	big
title77	small
title78	hairy
title79	bloody
title80	rightful
title81	fallen
title82	disgraced
title83	gifted
title84	enlightened
title85	wise
title86	famous
title87	omnipotent
title88	omnipresent
title89	only
title90	ugly
title91	beautiful
title92	precious
title93	blessed
title94	cursed
title95	malevolent
title96	evil
title97	dark
title98	bold
title99	adaptable
title100	adventurous
title101	ambitious
title102	amiable
title103	amusing
title104	brave
title105	bright
title106	calm
title107	careful
title108	charming
title109	compassionate
title110	conscientious
title111	confident
title112	courageous
title113	courteous
title114	creative
title115	decisive
title116	determined
title117	diligent
title118	diplomatic
title119	discreet
title120	dynamic
title121	emotional
title122	energetic
title123	enthusiastic
title124	exuberant
title125	fair
title126	faithful
title127	fearless
title128	forceful
title129	generous
title130	gentle
title131	good
title132	great
title133	helpful
title134	honest
title135	independent
title136	intelligent
title137	intuitive
title138	kind
title139	neat
title140	nice
title141	optimistic
title142	passionate
title143	patient
title144	polite
title145	powerful
title146	quiet
title147	rational
title148	reliable
title149	reserved
title150	romantic
title151	sensitive
title152	sincere
title153	thoughtful
title154	tidy
title155	tough
title156	understanding
title157	versatile
title158	witty
title159	strong
title160	loud
title161	intimidating
title162	unexpected
title163	blind
title164	deaf
title165	silent
title166	noisy
title167	shifty
title168	decent
title169	solid
title170	admirable
title171	gluttonous
title172	immortal
title173	invincible
title174	saint
title175	bastard
title176	pretentious
title177	dull
title178	posh
title179	vile
title180	disgusting
title181	broken
title182	magnificient
title183	efficient
title184	splendid
title185	excellent
title186	skilled
title187	gorgeous
title188	old
title189	young
title190	attractive
title191	smart
title192	incredible
title193	fabulous
title194	impressive
title195	rich
title196	poor
title197	livid
title198	gutless
title199	corrupted
title200	cheap
title201	incapable
set.lang	Language:
lang.en	English
lang.de	German
set.katya	German translation by Ekaterina Derksen.
lang.sp	Spanish
set.joaquin	Spanish translation by Joaquín Vega Rivera (http://simcitycoon.com).
tt.guard_tower_wooden	Automatically shoots enemies within %% tiles radius.\nDeals 3 - 7 damage.\nRate of fire depends on the number of workers.
tt.gatehouse_wooden	Allows your subjects go through, but blocks the way for enemy units and other hostile creatures.\nHas to be built on a road.
tt.abandoned_mine	This mine is haunted! Defeat the ghosts to resume the extraction. You will get either coal, iron or gold mine randomly.
building.complete	%% (%%% completed)
building.building	Stage building complete: %%%
pt.name58	ghost
building.name101	Wooden guard tower
building.name102	Wooden gatehouse
building.name103	Abandoned mine
building.name104	Castle
tt.castle0	Requires %%, %% and %% per building stage. Each stage takes a month (if fully staffed) and there are 12 stages.\nIncreases the appeal in 6 tile radius.\nIncreases fame output by 20%.
tt.castle1	You can't have more than one castle.
amine	- %% The abandoned mine has been cleansed and restored as a %%. We can start extraction by connecting the mine with a road.
amine.coal	coal mine
amine.iron	iron mine
amine.gold	gold mine
gflag0	A flag
gflag1	Do you have one?
building.name105	University
tt.university0	Requires %%, %% and %% per building stage. Each stage takes a month (if fully staffed) and there are 12 stages.\nIncreases the appeal in 6 tile radius.\nIncreases lore output by 20%.
tt.university1	You can't have more than one university.
building.name106	Arena
tt.arena0	Requires %%, %% and %% per building stage. Each stage takes a month (if fully staffed) and there are 12 stages.\nIncreases the appeal in 6 tile radius.\nIncreases XP gained by own troops by 20% and provides them with constant XP gains.
tt.arena1	You can't have more than one arena.
spell.name0	Wild Spirits
spell.name1	Wild Spirits
spell.name2	Wild Spirits
spell.name3	Wild Spirits
spell.name4	Sea Spirits
spell.name5	Forest Spirits
spell.name6	Forest Spirits
spell.name7	Earth Spirits
spell.name8	Earth Spirits
spell.name9	Earth Spirits
spell.name10	Earth Spirits
spell.name11	Midas Touch
spell.name12	Horn of Plenty
spell.name13	Nectar of Gods
spell.name14	Bountiful Harvest
spell.name15	Cure Disease
spell.name16	Animal Spirits
spell.name17	Divine Inspiration
spell.name18	Hand of God
spell.name19	Pilgrimage
spell.name20	Curse
spell.name21	Bless
spell.name22	Healing
spell.name23	Flamestrike
spell.name24	Magic Missile
spell.name25	Turn Undead
spell.name26	Phantom Warriors
spell.name27	Blizzard
spell.desc0	Summon %% large pigs.
spell.desc1	Summon %% turkeys.
spell.desc2	Summon %% boars.
spell.desc3	Summon %% turkeys and/or boars.
spell.desc4	Create a fish source.
spell.desc5	Create %% trees and %% mushrooms.
spell.desc6	Create %% trees, %% mushrooms and %% flowers.
spell.desc7	Create %% gold-bearing rocks.
spell.desc8	Create %% stone sources.
spell.desc9	Create %% coal-bearing rocks.
spell.desc10	Create %% iron-bearing rocks.
spell.desc11	Create %% months worth of taxes in all houses in the radius of the spell, which have to be collected before the end of the month.
spell.desc12	Create %% months worth of food in all houses in the radius of the spell.
spell.desc13	Create %% months worth of alcohol in all houses in the radius of the spell.
spell.desc14	Double next crops harvest in the radius of the spell. Works on apples, grain, turnips, cotton, grapes and hops plots.
spell.desc15	Create %% months worth of medicine in all houses in the radius of the spell.
spell.desc16	Fully feed all animals in the radius of the spell. Works on pigs, goats and sheep.
spell.desc17	Double production rate of all workshops in the radius of the spell for %% months.
spell.desc18	Fully replenish supplies in a mega-building being constructed.
spell.desc19	Restore %%% of population in all houses in the radius of the spell.
spell.desc20	Temporarily decrease damage and armor of enemies by %%% in the radius of the spell.
spell.desc21	Temporarily increase damage and armor of own units by %%% in the radius of the spell.
spell.desc22	Heal %%% hit points of own units in the radius of the spell.
spell.desc23	Deal %% damage to enemies in the radius of the spell.
spell.desc24	Deal %% damage to a single enemy.
spell.desc25	Deal %% damage to undead in the radius of the spell.
spell.desc26	Summon %% level %% phantom warriors. They will attack your enemies, but you can't control them directly.
spell.desc27	Freeze enemies in the radius of the spell for %% seconds.
research_spells	Spell research
spell.level	Level %%:\n
hud.spell_research	Spell research [Y]
spell.not_researched	You need to research this spell before you can cast it.
spell.casting_cost	Casting cost: %%
building.name107	Wizards guild
tt.wizards_guild0	Requires %%, %% and %% per building stage. Each stage takes a month (if fully staffed) and there are 12 stages.\nIncreases the appeal in 6 tile radius.\nIncreases magic output by 20%.
tt.wizards_guild1	You can't have more than one wizards guild.
hud.construction	Back to Construction [Esc]
hud.spells	Cast spells [Q]
set.monster_messages	Monster messages
set.crime_messages	Crime messages
building.name108	Magic tower
tt.magic_tower	Automatically shoots enemies within %% tiles radius using %% magic points per shot.\nDeals 4 - 11 damage to the target and all adjacent enemies.\nRate of fire depends on the number of workers.
ability.name19	Magic Resistance
ability.name20	Magic Immunity
ability.desc19	Takes 50% less damage from magic. Any spells are half as efficient.
ability.desc20	Takes no damage from magic. Can't be targeted by spells.
pt.name59	phantom warrior
set.auto_accept	Accept resources automatically
tt.auto_accept	Automatically add resources (loot, gifts, tribute, etc.) to stockpiles if there's enough space without asking. Otherwise ignore them.
eff.effectiveness	Effectiveness this year: %%%\n\n
eff.effectiveness_aff	Effectiveness this year: %%%\n\nEffectiveness affected by:\n
eff.cant_find_res	Can't find appropriate resources (%%%)
eff.cant_find_animal	Can't find appropriate animal (%%%)
eff.cant_find_location	Can't find appropriate location (%%%)
eff.raw_storage_full	Raw materials storage full (%%%)
eff.storage_full	Products storage full (%%%)
eff.no_demand	No demand (%%%)
eff.not_enough	Not enough %% (%%%)
ng.eyes	Eyes:
ng.haircut	Haircut:
title_art	The
title_female_art	The
title_female0	aggressive
title_female1	arrogant
title_female2	boring
title_female3	careless
title_female4	compulsive
title_female5	conservative
title_female6	cruel
title_female7	cunning
title_female8	cynical
title_female9	deceitful
title_female10	dishonest
title_female11	finicky
title_female12	greedy
title_female13	grumpy
title_female14	harsh
title_female15	impatient
title_female16	impulsive
title_female17	indecisive
title_female18	intolerant
title_female19	irresponsible
title_female20	jealous
title_female21	lazy
title_female22	mean
title_female23	miser
title_female24	nasty
title_female25	naughty
title_female26	nervous
title_female27	obsessive
title_female28	patronizing
title_female29	pessimistic
title_female30	pompous
title_female31	possessive
title_female32	resentful
title_female33	rude
title_female34	ruthless
title_female35	sarcastic
title_female36	secretive
title_female37	selfish
title_female38	silly
title_female39	sneaky
title_female40	stingy
title_female41	stubborn
title_female42	stupid
title_female43	superficial
title_female44	tactless
title_female45	timid
title_female46	touchy
title_female47	unpredictable
title_female48	unreliable
title_female49	untidy
title_female50	vain
title_female51	vengeful
title_female52	vulgar
title_female53	weak
title_female54	peevish
title_female55	hungry
title_female56	angry
title_female57	hopeless
title_female58	bad
title_female59	inadequate
title_female60	foolish
title_female61	mystical
title_female62	unknown
title_female63	banished
title_female64	cowardly
title_female65	lonely
title_female66	fat
title_female67	thin
title_female68	tall
title_female69	short
title_female70	slow
title_female71	fast
title_female72	giant
title_female73	tiny
title_female74	large
title_female75	little
title_female76	big
title_female77	small
title_female78	hairy
title_female79	bloody
title_female80	rightful
title_female81	fallen
title_female82	disgraced
title_female83	gifted
title_female84	enlightened
title_female85	wise
title_female86	famous
title_female87	omnipotent
title_female88	omnipresent
title_female89	only
title_female90	ugly
title_female91	beautiful
title_female92	precious
title_female93	blessed
title_female94	cursed
title_female95	malevolent
title_female96	evil
title_female97	dark
title_female98	bold
title_female99	adaptable
title_female100	adventurous
title_female101	ambitious
title_female102	amiable
title_female103	amusing
title_female104	brave
title_female105	bright
title_female106	calm
title_female107	careful
title_female108	charming
title_female109	compassionate
title_female110	conscientious
title_female111	confident
title_female112	courageous
title_female113	courteous
title_female114	creative
title_female115	decisive
title_female116	determined
title_female117	diligent
title_female118	diplomatic
title_female119	discreet
title_female120	dynamic
title_female121	emotional
title_female122	energetic
title_female123	enthusiastic
title_female124	exuberant
title_female125	fair
title_female126	faithful
title_female127	fearless
title_female128	forceful
title_female129	generous
title_female130	gentle
title_female131	good
title_female132	great
title_female133	helpful
title_female134	honest
title_female135	independent
title_female136	intelligent
title_female137	intuitive
title_female138	kind
title_female139	neat
title_female140	nice
title_female141	optimistic
title_female142	passionate
title_female143	patient
title_female144	polite
title_female145	powerful
title_female146	quiet
title_female147	rational
title_female148	reliable
title_female149	reserved
title_female150	romantic
title_female151	sensitive
title_female152	sincere
title_female153	thoughtful
title_female154	tidy
title_female155	tough
title_female156	understanding
title_female157	versatile
title_female158	witty
title_female159	strong
title_female160	loud
title_female161	intimidating
title_female162	unexpected
title_female163	blind
title_female164	deaf
title_female165	silent
title_female166	noisy
title_female167	shifty
title_female168	decent
title_female169	solid
title_female170	admirable
title_female171	gluttonous
title_female172	immortal
title_female173	invincible
title_female174	saint
title_female175	bastard
title_female176	pretentious
title_female177	dull
title_female178	posh
title_female179	vile
title_female180	disgusting
title_female181	broken
title_female182	magnificient
title_female183	efficient
title_female184	splendid
title_female185	excellent
title_female186	skilled
title_female187	gorgeous
title_female188	old
title_female189	young
title_female190	attractive
title_female191	smart
title_female192	incredible
title_female193	fabulous
title_female194	impressive
title_female195	rich
title_female196	poor
title_female197	livid
title_female198	gutless
title_female199	corrupted
title_female200	cheap
title_female201	incapable
msg.mylord	my lord
msg.mylord_ex	My lord!
msg.mylady	my lady
msg.mylady_ex	My lady!
pw.ruler_female	Ruler: %%
player.our_liege_female	Our liege
player.liege_of_female	Liege of %%
go.win_female	You've conquered all your rivals and became the Lady of Hearthlands! Everyone now pays tribute to glorious %%.
pw.vassal1_female	Vassal of:
pw.vassal2_female	Vassal of %%
player.our_vassal_female	Our vassal
player.vassal_of_female	Vassal of %%
player.invasion_vassal_female	%% foolishly decided that she no longer wants to be our vassal and is launching an invasion on us!
player.invasion_liege_female	Our liege %% wants to destroy us and is launching another invasion!
player.tribute_responce_female	- Your tribute of %% has been received, vassal. You've served us well so far.
ng.ruler_male	Ruler is male:
ng.seed	Map seed:
pt.name60	immigrant
pt.name61	emigrant
pt.name62	citizen
p.desc12	Minding his own business.
msg.chancellor_female	Chancellor
ng.chancellor_male	Chancellor is male:
set.anais	Female voices by Anais (http://youtube.com/anaisbelieve)
set.off	Off
set.big_screen	Big screen:
set.big_screen_desc	Restart the game to apply.
building.name109	Metal fence
building.name110	Garden
building.name111	Stone tiles
building.name112	Canal
building.name113	Canal bridge
tt.metal_fence	Impassable for animals but not people.
tt.stone_tiles	Used as decoration.
tt.canal_bridge	Has to be built between two canal pieces and is used as a road.
building.name114	Garden crate
building.name115	Bench