IDS_10TURNS_REMAINING_BHead0Text,"10 Turns remaining!",
IDS_15TURNS_REMAINING_BHead0Text,"15 Turns remaining!",
IDS_5TURNS_REMAINING_BHead0Text,"5 Turns remaining!",
IDS_ACHIEVEMENTS_HEADING,"* Achievements *",
IDS_ADVANCEDUI, "Tools",
IDS_ADVANTAGE, "advantaged",
IDS_ADVANTAGE_GREAT, "greatly advantaged",
IDS_ADVANTAGE_MASSIVE, "massively advantaged",
IDS_ADVANTAGE_SLIGHT, "slightly advantaged",
IDS_ALARM,"The enemy have seen us my lord!",
IDS_ALARMLEVEL,"Alarm Level: ",
IDS_ALARMRAISED,"Alarm Raised!",
IDS_ALTOOL_ARMOUR,"Armour & Mount",
IDS_ALTOOL_ATTACKSKILL,"Attack Skills",
IDS_ALTOOL_BACK,"Back",
IDS_ALTOOL_DEFENCESKILL,"Defence Skills",
IDS_ALTOOL_DISBAND,"Disband",
IDS_ALTOOL_GOLD,"Gold",
IDS_ALTOOL_MISCSKILL,"General Skills",
IDS_ALTOOL_QUESTMAP,"Back",
IDS_ALTOOL_RECRUIT,"Recruit",
IDS_AL_BUY_EQUIPMENT,"Equipment",
IDS_AL_BUY_EQUIPMENT_TIP,"Equipment",
IDS_AL_BUY_SQUAD,"Recruit",
IDS_AL_CUSTOM,"Customize",
IDS_AL_DISBAND,"Disband",
IDS_AL_MAINVIEW,"Hold the left mouse button and move the mouse to rotate the unit",
IDS_AL_NEW_ARMY,"Start New Army",
IDS_AL_RENAME,"Rename",
IDS_AL_STAT_ATTACK,"Attack",
IDS_ARMY_ETYW_BOHEMIAN, "Bohemian Revolt 1618-1619",
IDS_ARMY_ETYW_FRENCH, "French 1635-1642",
IDS_ARMY_ETYW_GERMAN_CATH_LG, "Catholic League 1619-1632",
IDS_ARMY_ETYW_GERMAN_IMP, "Imperial 1619-1632",
IDS_ARMY_ETYW_GERMAN_PROT, "German Protestant 1618-1631",
IDS_ARMY_ETYW_OTTOMAN, "Ottoman Turkish 1618-1629",
IDS_ARMY_ETYW_POLISH, "Polish 1618-1632",
IDS_ARMY_ETYW_SPANISH, "Spanish 1621-1634",
IDS_ARMY_ETYW_SWEDISH, "Swedish 1630-1634",
IDS_ARMY_ETYW_TEST_CAVALRY, "All Cavalry Test",
IDS_ARMY_ETYW_TRANSYLVANIAN, "Transylvanian 1618-1631",
IDS_ARMY_LTYW_BOHEMIAN, "Bohemian Revolt 1620",
IDS_ARMY_LTYW_FRENCH, "French 1643-1648",
IDS_ARMY_LTYW_GERMAN_CATH, "German Catholic 1639-1648",
IDS_ARMY_LTYW_GERMAN_PROT, "German Protestant 1639-1648",
IDS_ARMY_LTYW_OTTOMAN, "Ottoman Turkish 1630-1648",
IDS_ARMY_LTYW_POLISH, "Polish 1633-1648",
IDS_ARMY_LTYW_SPANISH, "Spanish 1635-1648",
IDS_ARMY_LTYW_SWEDISH, "Swedish 1635-1648",
IDS_ARMY_LTYW_TRANSYLVANIAN, "Transylvanian 1632-1645",
IDS_ARMY_MTYW_GERMAN_CATH, "German Catholic 1632-1638",
IDS_ARMY_MTYW_GERMAN_PROT, "German Protestant 1632-1638",
IDS_ARMY_TYW_DANISH, "Danish 1625-1629",
IDS_ARMY_TYW_WEIMARIAN, "Weimarian 1635-1643",
IDS_ARMY_UNKNOWN,"Unknown Army",
IDS_ARMY_VE_TYW_GERMAN_CATH, "German Catholic 1618",
IDS_ATTACK,"Attack!",
IDS_ATT_COVERMOD,"Cover Modifier: ",
IDS_ATT_COVERMOVE,"Moving",
IDS_ATT_COVERNOMOVE,"Not Moving",
IDS_ATT_MAXIMUMRANGE, "Maximum Shooting Range: ",
IDS_ATT_MORALEMOD, "Morale/Disorder Modifier: ",
IDS_ATT_MOVEMOD, "Movement Modifier (Moved): ",
IDS_ATT_NOMOVEMOD, "Movement Modifier (Stationary): ",
IDS_ATT_RANGETO,"Range to Target: ",
IDS_ATT_SHOOTING_FINAL, "Casualties: ",
IDS_ATT_TILEMOVECOST,"Tile Move Cost: ",
IDS_ATT_TILENOMOVE,"Impassable",
IDS_ATT_VIEWRANGE,"View Range: ",
IDS_AUTOSAVE,"Autosave",
IDS_AUTOSAVE_INFO,"An Autosave is available.~~Whenever the game is terminated by the Operating System while in the background, it will attempt to save your progress if you were in battle.  Note this only happens in single player.  In multiplayer you will need to be sure to save your turn back to the server before quitting the game - you can then continue your turn from that point at a later date, or even from a different machine.",
IDS_BACK,"Back",
IDS_BAP_INFO,"Show Detailed Unit Info",
IDS_BAP_MAPPIN,"Add Map Pin",
IDS_BAP_NEXT,"Next Unit",
IDS_BAP_NEXTMOVE,"Next Unmoved",
IDS_BAP_RESULTS,"Casualties",
IDS_BAP_SHOWLOS,"Toggle LOS/LOF",
IDS_BAP_TOPDOWN,"Toggle Top View",
IDS_BAP_UNITLIST,"View Unit List",
IDS_BATTLELOST,"My Lord, we cannot conceal that this was a~DEFEAT",
IDS_BATTLELOST_RESIGN,"You surrendered.~Defeat...",
IDS_BATTLEPAUSED,"Battle Paused",
IDS_BATTLEWON,"My Lord, we can claim this as a glorious~VICTORY",
IDS_BATTLEWON_RESIGN,"The enemy surrendered.~Victory!",
IDS_BATTLE_CONFIRM_EXIT,"Are you sure you want to concede this battle?",
IDS_BBC_LEGAL,"", // Insert any legally required note here - replaces the BBC one.
IDS_BETA_DOWNLOAD_DONE,"Download is complete.  If successful, you should now see any new campaigns listed in the download list, with a different colour to denote their type.  Note that you will now need to download the actual campaigns you wish to play.  Once a campaign is present on your system then it will vanish from the list.",
IDS_BETA_DOWNLOAD_HELP,"This button allows you to enter the URL of specially built list files which add new user content to the download list.  This content is not hosted by Slitherine, and can be work in progress, customised personal campaigns, or a campaign which the author wants beta test before he gets Slitherine to host it as an official download.~~These links are a great way to try out new campaigns, help balance new user missions, or even download your own missions to the iPad.  To avoid any issues we recommend you only download from links on our or other reputable forums, or from people you know, and report any undesirable content to the forums.",
IDS_BETA_DOWNLOAD_INFO,"Enter the URL of the list file you wish to download.  This must be a full path to a .LST file.  Note that URLs are often case sensitive.",
IDS_BETA_FEEDBACK_MSG,"Please enter any thoughts you might have about this session.  It will be posted automatically to the beta forum so that the team can respond to your suggestions.",
IDS_BONUS_CANCEL_CHECK,"Are you sure you want to stop this action?",
IDS_BONUS_TURNS," Turns",
IDS_BTTOOL_CHARGE,"Charge",
IDS_BTTOOL_FASTFORWARDS,"Toggle Fast Forwards",
IDS_BTTOOL_MINIMAP,"Toggle Minimap",
IDS_BTTOOL_Pause,"Toggle Pause",
IDS_BTTOOL_RALLY,"Rally",
IDS_BTTOOL_RETREAT,"Retreat",
IDS_BUA_INFO, "Foot defenders get protection~vs flank/rear charges.",
IDS_BUY,"Buy",
IDS_BYZANTINE, "Byzantine Games",
IDS_CAMERA_LOADBATTLE,"Load Battle Playback",
IDS_CAMERA_LOADSAVE,"Load/Save Camera Path",
IDS_CAMERA_PLAY,"Record Movie (+Shift to just Play)",
IDS_CAMERA_QUIT,"Close Camera Controls",
IDS_CAMERA_RECORDBATTLE,"Record Battle Playback",
IDS_CAMERA_STEP,"Step through Battle playback",
IDS_CAMPAIGNS, "Campaigns",
IDS_CAMPAIGN_NAME,"Thirty Years War",
IDS_CAMPAIGN_TEXT,"Germany 1618~~Tensions between Catholics and Protestants, simmering since the Peace of Augsburg in 1555, have escalated in recent years.~~With the impending death of the aged Holy Roman Emperor Matthias, the Protestant Bohemian nobility have rejected the election of his militantly Catholic cousin Ferdinand of Austria as Crown Prince of Bohemia. They have shown their displeasure by throwing his representatives out of an upstairs window, triggering war.~~War is destined to last in Germany for thirty years, with foreign intervention by Danes, Swedes, Spanish and French just adding to the turmoil. Much of Germany will be devastated by the depredations of the warring armies.",
IDS_CAMP_LOCKED,"Locked until you complete the first mission in the Western Desert Campaign.",
IDS_CANCEL,"Cancel",
IDS_CANNOT_ENTER_TILE,"Cannot enter tile",
IDS_CAPABILITIES, "Capabilities",
IDS_CAPABILITY0, "No Capabilities",
IDS_CAPABILITY1, "Light Artillery",
IDS_CAPABILITY10, "Heavy Weapon",
IDS_CAPABILITY11, "Impact Foot",
IDS_CAPABILITY12, "Impact Mounted",
IDS_CAPABILITY13, "Javelins",
IDS_CAPABILITY14, "Heavy Lancers",
IDS_CAPABILITY15, "Light Lancers",
IDS_CAPABILITY16, "Light Spear",
IDS_CAPABILITY17, "Musket",
IDS_CAPABILITY18, "Pike",
IDS_CAPABILITY19, "Pistol (Shooting)",
IDS_CAPABILITY2, "Medium Artillery",
IDS_CAPABILITY20, "Pistol (Impact)",
IDS_CAPABILITY21, "Pistol (Melee)",
IDS_CAPABILITY22, "Salvo",
IDS_CAPABILITY23, "Sling",
IDS_CAPABILITY24, "Spearmen",
IDS_CAPABILITY25, "Swordsmen",
IDS_CAPABILITY3, "Heavy Artillery",
IDS_CAPABILITY4, "Arquebus",
IDS_CAPABILITY5, "Bayonet",
IDS_CAPABILITY6, "Bombs",
IDS_CAPABILITY7, "Bow",
IDS_CAPABILITY8, "Carbine",
IDS_CAPABILITY9, "Crossbow",
IDS_CARD_CONFIRM,"Are you sure you want to purchase this card?",
IDS_CARRYOVER_START,"Start a new campaign",
IDS_CARRYOVER_TEXT,"Do you want to start a new campaign instance, or load an ongoing game?~~Carryover campaigns must be played in order and units can move from one mission to the next.~~If you start a new campaign it will autosave progress after a mission is completed.  You can also save during battle.",
IDS_CARRYOVER_TITLE,"Carryover Campaign Start",
IDS_CHANGE_LANG,"You must restart the game to switch to your chosen language.  Select OK to exit the game.",
IDS_CONFIRM_NO,"No",
IDS_CONFIRM_YES,"Yes",
IDS_CONTROL_MODE0,"Left/Right UI Mode",
IDS_CONTROL_MODE1,"Left only UI Mode",
IDS_COOP_CHAT_INSTRUCTION,"Send a message to your teammate",
IDS_COOP_CONFIRM_SURRENDER,"Are you sure you want to leave this battle? Your teammate may continue solo versus the AI.",
IDS_COOP_ELIMINATED,"You have no units left. You continue to exchange turns if you wish to view replays of your teammates turns. Otherwise, you may surrender to allow your teammate to continue the game solo against the AI.",
IDS_COOP_RESIGNED,"Your teammate has resigned from this game.",
IDS_COVER, "Cover",
IDS_COVER_DIRECTIONAL,"Directional Cover: Up to ",
IDS_COVER_RATING,"Cover rating: ",
IDS_CREDITS,"Credits",
IDS_CREDITS0,"Byzantine Games, Lordz Studio and Slitherine Software",
IDS_CREDITS1,"Programming~~Richard Bodley Scott and Philip Veale",
IDS_CREDITS10," ",
IDS_CREDITS100," ",
IDS_CREDITS101," ",
IDS_CREDITS102," ",
IDS_CREDITS103," ",
IDS_CREDITS104," ",
IDS_CREDITS105," ",
IDS_CREDITS106," ",
IDS_CREDITS107," ",
IDS_CREDITS108," ",
IDS_CREDITS109," ",
IDS_CREDITS11," ",
IDS_CREDITS110," ",
IDS_CREDITS111," ",
IDS_CREDITS112," ",
IDS_CREDITS113," ",
IDS_CREDITS114," ",
IDS_CREDITS115," ",
IDS_CREDITS116," ",
IDS_CREDITS117," ",
IDS_CREDITS118," ",
IDS_CREDITS119," ",
IDS_CREDITS12," ",
IDS_CREDITS120," ",
IDS_CREDITS121," ",
IDS_CREDITS122," ",
IDS_CREDITS123," ",
IDS_CREDITS124," ",
IDS_CREDITS125," ",
IDS_CREDITS126," ",
IDS_CREDITS127,"TBD - more credits may be added here",
IDS_CREDITS128," ",
IDS_CREDITS129," ",
IDS_CREDITS13," ",
IDS_CREDITS130," ",
IDS_CREDITS131," ",
IDS_CREDITS132," ",
IDS_CREDITS133," ",
IDS_CREDITS134," ",
IDS_CREDITS135," ",
IDS_CREDITS136," ",
IDS_CREDITS137," ",
IDS_CREDITS138," ",
IDS_CREDITS139," ",
IDS_CREDITS14," ",
IDS_CREDITS140," ",
IDS_CREDITS141," ",
IDS_CREDITS142," ",
IDS_CREDITS143," ",
IDS_CREDITS144," ",
IDS_CREDITS145," ",
IDS_CREDITS146," ",
IDS_CREDITS147," ",
IDS_CREDITS148," ",
IDS_CREDITS149," ",
IDS_CREDITS15," ",
IDS_CREDITS150," ",
IDS_CREDITS151," ",
IDS_CREDITS152," ",
IDS_CREDITS153," ",
IDS_CREDITS154," ",
IDS_CREDITS155," ",
IDS_CREDITS156," ",
IDS_CREDITS157," ",
IDS_CREDITS158," ",
IDS_CREDITS159," ",
IDS_CREDITS16," ",
IDS_CREDITS160," ",
IDS_CREDITS161," ",
IDS_CREDITS162," ",
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IDS_CREDITS164," ",
IDS_CREDITS165," ",
IDS_CREDITS166," ",
IDS_CREDITS167," ",
IDS_CREDITS168," ",
IDS_CREDITS169," ",
IDS_CREDITS17," ",
IDS_CREDITS170," ",
IDS_CREDITS171," ",
IDS_CREDITS172," ",
IDS_CREDITS173," ",
IDS_CREDITS174," ",
IDS_CREDITS175," ",
IDS_CREDITS176," ",
IDS_CREDITS177," ",
IDS_CREDITS178," ",
IDS_CREDITS179," ",
IDS_CREDITS18," ",
IDS_CREDITS180," ",
IDS_CREDITS181," ",
IDS_CREDITS182," ",
IDS_CREDITS183," ",
IDS_CREDITS184," ",
IDS_CREDITS185," ",
IDS_CREDITS186," ",
IDS_CREDITS187," ",
IDS_CREDITS188," ",
IDS_CREDITS189," ",
IDS_CREDITS19," ",
IDS_CREDITS190," ",
IDS_CREDITS191," ",
IDS_CREDITS192," ",
IDS_CREDITS193," ",
IDS_CREDITS194," ",
IDS_CREDITS195," ",
IDS_CREDITS196," ",
IDS_CREDITS197," ",
IDS_CREDITS198," ",
IDS_CREDITS199," ",
IDS_CREDITS2,"Art~~Rob Graat and Mikel Olazabal",
IDS_CREDITS20," ",
IDS_CREDITS200," ",
IDS_CREDITS201," ",
IDS_CREDITS202," ",
IDS_CREDITS203," ",
IDS_CREDITS204," ",
IDS_CREDITS205," ",
IDS_CREDITS206," ",
IDS_CREDITS207," ",
IDS_CREDITS208," ",
IDS_CREDITS209," ",
IDS_CREDITS21," ",
IDS_CREDITS210," ",
IDS_CREDITS211," ",
IDS_CREDITS212," ",
IDS_CREDITS213," ",
IDS_CREDITS214," ",
IDS_CREDITS215," ",
IDS_CREDITS216," ",
IDS_CREDITS217," ",
IDS_CREDITS218," ",
IDS_CREDITS219," ",
IDS_CREDITS22," ",
IDS_CREDITS220," ",
IDS_CREDITS221," ",
IDS_CREDITS222," ",
IDS_CREDITS223," ",
IDS_CREDITS224," ",
IDS_CREDITS225," ",
IDS_CREDITS226," ",
IDS_CREDITS227," ",
IDS_CREDITS228," ",
IDS_CREDITS229," ",
IDS_CREDITS23," ",
IDS_CREDITS230," ",
IDS_CREDITS231," ",
IDS_CREDITS232," ",
IDS_CREDITS233," ",
IDS_CREDITS234," ",
IDS_CREDITS235," ",
IDS_CREDITS236," ",
IDS_CREDITS237," ",
IDS_CREDITS238," ",
IDS_CREDITS239," ",
IDS_CREDITS24," ",
IDS_CREDITS240," ",
IDS_CREDITS241," ",
IDS_CREDITS242," ",
IDS_CREDITS243," ",
IDS_CREDITS244," ",
IDS_CREDITS245," ",
IDS_CREDITS246," ",
IDS_CREDITS247," ",
IDS_CREDITS248," ",
IDS_CREDITS249," ",
IDS_CREDITS25," ",
IDS_CREDITS250," ",
IDS_CREDITS251," ",
IDS_CREDITS252," ",
IDS_CREDITS253," ",
IDS_CREDITS254," ",
IDS_CREDITS255," ",
IDS_CREDITS256," ",
IDS_CREDITS257," ",
IDS_CREDITS258," ",
IDS_CREDITS259," ",
IDS_CREDITS26," ",
IDS_CREDITS260," ",
IDS_CREDITS261," ",
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IDS_CREDITS263," ",
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IDS_CREDITS265," ",
IDS_CREDITS266," ",
IDS_CREDITS267," ",
IDS_CREDITS268," ",
IDS_CREDITS269," ",
IDS_CREDITS27," ",
IDS_CREDITS270," ",
IDS_CREDITS28," ",
IDS_CREDITS29," ",
IDS_CREDITS3,"Design~~Richard Bodley Scott",
IDS_CREDITS30," ",
IDS_CREDITS31," ",
IDS_CREDITS32," ",
IDS_CREDITS33," ",
IDS_CREDITS34," ",
IDS_CREDITS35," ",
IDS_CREDITS36," ",
IDS_CREDITS37," ",
IDS_CREDITS38," ",
IDS_CREDITS39," ",
IDS_CREDITS4,"Business Management~~JD McNeil",
IDS_CREDITS40," ",
IDS_CREDITS41," ",
IDS_CREDITS42," ",
IDS_CREDITS43," ",
IDS_CREDITS44," ",
IDS_CREDITS45," ",
IDS_CREDITS46," ",
IDS_CREDITS47," ",
IDS_CREDITS48," ",
IDS_CREDITS49," ",
IDS_CREDITS5,"Marketing Manager - Marco Minoli",
IDS_CREDITS50," ",
IDS_CREDITS51," ",
IDS_CREDITS52," ",
IDS_CREDITS53," ",
IDS_CREDITS54," ",
IDS_CREDITS55," ",
IDS_CREDITS56," ",
IDS_CREDITS57," ",
IDS_CREDITS58," ",
IDS_CREDITS59," ",
IDS_CREDITS6,"Music Composed by Tilman Sillescu and Pierre Gerwig Langer",
IDS_CREDITS60," ",
IDS_CREDITS61," ",
IDS_CREDITS62," ",
IDS_CREDITS63," ",
IDS_CREDITS64," ",
IDS_CREDITS65," ",
IDS_CREDITS66," ",
IDS_CREDITS67," ",
IDS_CREDITS68," ",
IDS_CREDITS69," ",
IDS_CREDITS7," ",
IDS_CREDITS70," ",
IDS_CREDITS71," ",
IDS_CREDITS72," ",
IDS_CREDITS73," ",
IDS_CREDITS74," ",
IDS_CREDITS75," ",
IDS_CREDITS76," ",
IDS_CREDITS77," ",
IDS_CREDITS78," ",
IDS_CREDITS79," ",
IDS_CREDITS8," ",
IDS_CREDITS80," ",
IDS_CREDITS81," ",
IDS_CREDITS82," ",
IDS_CREDITS83," ",
IDS_CREDITS84," ",
IDS_CREDITS85," ",
IDS_CREDITS86," ",
IDS_CREDITS87," ",
IDS_CREDITS88," ",
IDS_CREDITS89," ",
IDS_CREDITS9," ",
IDS_CREDITS90," ",
IDS_CREDITS91," ",
IDS_CREDITS92," ",
IDS_CREDITS93," ",
IDS_CREDITS94," ",
IDS_CREDITS95," ",
IDS_CREDITS96," ",
IDS_CREDITS97," ",
IDS_CREDITS98," ",
IDS_CREDITS99," ",
IDS_CREDITSLAST,"x",
IDS_CURRENTLYEQUIPED,"Current Item",
IDS_CUSTOMDOWNLOAD,"Enter List File URL",
IDS_CUSTOMDOWNLOAD_ERROR,"The URL is invalid.  Check for bad characters in the URL.",
IDS_CUSTOMDOWNLOAD_MP,"Is this a Multiplayer campaign?",
IDS_ChooseCamp_instruction,"Select a Campaign for the Scenario",
IDS_DELETE,"Delete File",
IDS_DELETE_CONFIRM,"Are you sure you want to delete this from your computer?",
IDS_DEMO_BUY_NOW,"Get Full Version!",
IDS_DEPLOYPHASETEXT,"Deployment Phase",
IDS_DIFFICULTY_INCREASE, "Perhaps you feel ready to increase the challenge by increasing the difficulty level?",
IDS_DIFFICULTY_REDUCE, "Perhaps you would like to reduce the difficulty level?",
IDS_DIFFMODE_FUN, "Difficulty: Captain",
IDS_DIFFMODE_HARD, "Difficulty: Lieutenant General",
IDS_DIFFMODE_HELPER, "Difficulty: Colonel",
IDS_DIFFMODE_NIGHTMARE, "Difficulty: Captain General",
IDS_DIFFMODE_NORMAL, "Difficulty: Sergeant Major General",
IDS_DIFFMODE_NOTE, "(To change setting go to Options Screen)",
IDS_DIP_EXPERIENCE,"Experience",
IDS_DIRECTX_MISSING,"Cannot verify DirectX 9.0c.~~This application requires DirectX 9.0c Or better to be installed.~~The latest version of directX can be obtained from www.microsoft.com/directx",
IDS_DISABLE,"Disable",
IDS_DISABLE_HELPER,"Turn Off Easy Mode",
IDS_DISABLE_POPUP, "Don't show this message again.",
IDS_DISADVANTAGE, "disadvantaged",
IDS_DISADVANTAGE_GREAT, "greatly disadvantaged",
IDS_DISADVANTAGE_MASSIVE, "massively disadvantaged",
IDS_DISADVANTAGE_SLIGHT, "slightly disadvantaged",
IDS_DLG_FULLSCREEN,"Fullscreen",
IDS_DLG_SHOWBLOOD,"Show Blood",
IDS_DLG_TITLE,"BBC",
IDS_DONE,"Done",
IDS_DOWNLOADING_TITLE,"Downloading Content",
IDS_DOWNLOAD_ERROR,"There was an error downloading the file.",
IDS_DOWNLOAD_HELP,"Want to try your hand at creating your own content?  Want to share your creations with the world?  Then check out the forums!~~The forums contain everything you need to know.  From tips and tricks for mission creation, to ways to host your content so that others can try it out.~~And if you want to have it available in-game like these, just tell one of the development team.  We'll take a look, and if it passes inspection, then we'll host it for you, ready to be grabbed from right here!",
IDS_DOWNLOAD_LIST_PLAYER,"Created By",
IDS_DOWNLOAD_LIST_SCENARIO,"Scenario",
IDS_DOWNLOAD_LIST_TYPE,"Type",
IDS_DOWNLOAD_STARTING,"Download starting...",
IDS_DOWNLOAD_SUCCESS,"Download completed",
IDS_DOWNLOAD_TITLE,"User Content Downloads",
IDS_DOWNLOAD_TYPE0,"Single Player",
IDS_DOWNLOAD_TYPE1,"Multiplayer",
IDS_DOWNLOAD_UNPACK_ERROR,"There was an error unpacking the campaign.",
IDS_DPTOOL_FIGHT,"End Turn",
IDS_DeployMessage,"You are in deployment mode. You can drag, move or swap units to any highlighted tile until you are happy with their positions. (You can't swap units if one would end up outside its own deployment area). When you are finished, select End Turn to start the first move.",
IDS_EDITOR,"Editor",
IDS_EDITOR_FIRST_CAMP,"We need to create an initial campaign to place our scenarios in.  You can always create new campaigns by going to the file menu in the editor.",
IDS_EDITOR_UNITS,"Units",
IDS_ED_COPY_CAMPAIGN,"Copy of:",
IDS_ED_COPY_NONE,"<None>",
IDS_ED_EXISTING_SCENARIO,"<Start with an existing scenario>",
IDS_ED_NEW_SCENARIO,"<New scenario>",
IDS_ELAN, "Elan",
IDS_EMPTY_STRING," ",
IDS_ENDTURN,"TURN REPORT",
IDS_ENDTURN_BP0TEXT,"End Turn Report",
IDS_END_CAMPAIGN_MSG,"Victory!~~You have been victorious this time, but other battles await...",
IDS_ENEMY_TERRITORY,"Enemy~Front Line",
IDS_EQUAL_TERMS, "on roughly equal terms",
IDS_ERROR_TITLE,"Error",
IDS_EXITGAME_CONFIRM,"Are you sure you want to quit?",
IDS_EXPERIENCE, "XP",
IDS_EXP_PACK_0,"English Civil War Expansion Pack",
IDS_EXP_PACK_1,"Italian Wars Expansion Pack",
IDS_EXP_PACK_2,"New Expansion coming soon!",
IDS_EXTENTSTRING,"AQTi",
IDS_FAILED,"Failed",
IDS_FAILED_GAME_LOAD,"Failed to load file.~~Check the campaign is still installed.",
IDS_FALLBACK, "Fall Back",
IDS_FIRST_RUN,"Pike and Shot will now attempt to connect to the internet. Please configure any firewalls as necessary. ~~This is a normal part of the game scoring and check for updates and new content. ~~If you have no internet connection the game will run normally but you will not be able to report scores or get updates. ",
IDS_FONT_BATTLETEXTFONT,"Battle Text Font",
IDS_FONT_BRIEFINGFONT,"Briefing Font",
IDS_FONT_BRIEFINGFONTF,"Briefing Font Large",
IDS_FONT_DEFAULT,"Default Font",
IDS_FONT_PASSWORDFONT,"Password Font",
IDS_FONT_SMALLFONT,"Small Font",
IDS_FONT_SMALLTOOLTIPFONT,"Small Tooltip Font",
IDS_FONT_SMOOTHFONT,"Smooth Font",
IDS_FONT_SMOOTHFONTF,"Smooth Font Large",
IDS_FONT_SQUADNAMEFONT,"Squad Name Font",
IDS_FONT_SQUADSTATFONT,"Squad Stat Font",
IDS_FONT_TINYFONT,"Tiny Font",
IDS_FONT_TOOLTIPFONT,"Tooltip Font",
IDS_FONT_UIFONT,"UI Font",
IDS_FONT_UIFONTF,"UI Font Large",
IDS_FONT_UNITFONT,"Unit Font",
IDS_FORCE_CHOOSE,"Force Selection",
IDS_FORCE_EXIT_CONFIRM,"You still have affordable units, are you sure you want to start the battle?~~Hit Cancel to continue with Force Selection.",
IDS_FORCE_SELECT_UNIT, "L-click to add unit, R-click to remove unit",
IDS_FORUM_LINK,"Game Forum",
IDS_GAME,"Game",
IDS_GAMESPEED,"Game Speed",
IDS_GAME_NAME,"Pike and Shot",
IDS_GINVITE_INTRO_0_BP0TEXT,"Your forces are in two groups.  The enemy is approaching from the North.  Capture VP flags to win.  Reinforcements will arrive for both sides during the battle.",
IDS_GOTOFORUM, "Exit game and go to game forum",
IDS_HEAD0_BHEAD0TEXT,"Head Title",
IDS_HEAD0_BHEAD1TEXT,"Some head text!",
IDS_HELP_BATTLE,"USEFUL HOTKEYS:~~ESC - display load/save and options~WASD - scroll map~QE - rotate view~FR - zoom~ENTER/RETURN - end turn~SPACE - shut popup windows, proceed to next screen, deselect unit~CTRL+L click on unit - detailed unit information~CTRL mouse over target - detailed tooltips~1 - Toggle LOS/LOF display~L - unit list~K - casualties~TAB - cycle unmoved units~N - cycle all units~J - toggle minimap~M - toggle top-down view~F2 do a screen dump",
IDS_HELP_BATTLE_DEBUG,"F1 Bring up battle help~F2 do a screen dump~F2+CTRL Toggle constant recording (Video)~F3 debug current unit script~F4 debug AI script~F5 debug scenario script~F6 toggle the script log window~F7 toggle show all units on/off~SHIFT+F7 AI extra info mode~V toggle LOS for player & AI~M movie mode~Shift + 3 Low view~Shift + 4 top view~J toggle minimap",
IDS_HELP_SHORTCUTS,"ESC - display load/save and options~WASD - scroll map (also NumPad 8/4/6/2)~QE - rotate view (also NumPad 7/9 or left/right)~up/down - zoom out/in~J - cycle minimap options~M - toggle top-down view~F1 - Bring up help~F2 - take a screenshot~Shift-3 - low camera angle",
IDS_HELP_SHORTCUTS_DEBUG,"Shift - list objects on tile~U - hide UI~V - toggle LOS for player & AI~F2+CTRL - Toggle constant recording (Video)~SHIFT+F7 - AI extra info mode~Shift-Tab - cycle per-tile debug info",
IDS_HELP_SHORTCUTS_EDITOR0,"G - toggle grid~H - toggle fog of war~Y - enter selection mode (click to mark corners)~Ctrl-C - copy (Ctrl-Shift-C to open copy/paste window)~Ctrl-V - start pasting (Ctrl-Shift-V to cancel)~Ctrl-S - save",
IDS_HELP_SHORTCUTS_EDITOR1,"~~Tile Mode~~R - rotate current tile 90 degrees~Delete - delete highest overlay tile under pointer (Back key on Mac)~Ctrl-click - raise hill~Shift-Ctrl-click - lower hill (also Ctrl-right click)",
IDS_HELP_SHORTCUTS_EDITOR2,"~~Object Mode~~O - toggle damage on current object~R - rotate current object 90 degrees~L - toggle rotation lock on edge objects~PgUp/PgDn - rotate current object (also [ and ]), hold Shift to rotate slowly~Home/End - change size of current object (also < and >), hold Shift to change slowly~Insert - reset scale of current object (also P)~Delete - delete all objects under pointer (Back key on Mac)~Shift-drag - move all objects on tile~Ctrl (hold) - ignore limits on placement of current object",
IDS_HELP_SHORTCUTS_EDITOR3,"~~Unit Mode~~R - rotate unit under pointer 90 degrees~F - toggle fixed deployment for unit under pointer~C - toggle carryover for unit under pointer~1 - set unit under pointer to rank 1~2 - set unit under pointer to rank 2~3 - set unit under pointer to rank 3~Delete-click - delete unit under pointer (Back key on Mac)~Shift-drag - move unit under pointer",
IDS_HELP_SHORTCUTS_EDITOR4,"",
IDS_HELP_SHORTCUTS_EDITOR5,"",
IDS_HELP_SHORTCUTS_EDITOR_DEBUG,"",
IDS_HELP_SHORTCUTS_GAME,"TAB - next unmoved unit~N - next unit~space - deselect unit~ENTER/RETURN - end turn~R/F - zoom in/out~K - results (also Insert or NumPad 0)~1 - show line of sight of current unit~Ctrl-click - show detailed unit info",
IDS_HELP_SHORTCUTS_GAME_DEBUG,"F3 - debug current unit script~F4 - debug AI script~F5 - debug scenario script~F6 - toggle the script log window~F7 - toggle show all units on/off~7 - write VizQ info to error.log~Ctrl-E - toggle editor controls",
IDS_HISTORICAL, "Historical",
IDS_HOLD,"Hold VP's: ",
IDS_HOLD_FORENEMY,"VPs enemy must defend to avoid defeat: ",
IDS_HOLD_FORME,"VPs to hold to avoid defeat: ",
IDS_HOTSEAT_WARNING, "You have selected one of your own challenges.  You can accept your own games if you wish to create a 'hotseat' game where both sides can be played on a single device.",
IDS_INVHELP_1_BP0TEXT,"Armoured units cannot generally see into cover.  You should use infantry to screen your armour, and prevent them being ambushed.",
IDS_INVHELP_2_BP0TEXT,"Units which move fast, rather than hunting, are more likely to be seen.  They also take an accuracy penalty when firing after moving fast.",
IDS_INVHELP_3_BP0TEXT,"The tooltips on your orders often provide useful information, such as your chance to hit or the effectiveness of your fire.~~Note that you can enable detailed tooltips in the Options->Advanced Options menu, showing all the numbers which go into these calculations.",
IDS_INVHELP_4_BP0TEXT,"As your units destroy the enemy they can gain various veteran status enhancements, such as faster movement, extra shots, or even new abilities such as aimed shots or sniper kills.  So it pays to look after your men!",
IDS_INVITE_BONUS_BP0TEXT,"Remember to make use of your bonus abilities; the buttons on the bottom left of the screen.",
IDS_INVITE_INFO,"Invite a friend to play for free!~~You can create an invitation for your friends to play against you in multiplayer.  They only need to download the demo to play.  After creating an account and accepting the invite, they can see and play their invitation games in the demo.~~The invitation missions are designed to give the invited player an advantage, as well as helpful gameplay tips.  But why not help them out by sending them some tips of your own as they take their first moves?~~To invite a friend you simply use a web page (linked to the ingame Invite buttons) to generate a personalised link to send to your friends.  They then use this to accept the challenge and download the demo if needed.  Then you will both see the newly created multiplayer game in your My Games list, just like a normal multiplayer match.",
IDS_INVITE_REINF_BP0TEXT,"Reinforcements have arrived to aid in the battle!",
IDS_KILLED,"Killed",
IDS_KILLS," Kills",
IDS_LANGUAGE, "Language",
IDS_LANG_ENG,"English",
IDS_LANG_FRE,"French",
IDS_LANG_GER,"German",
IDS_LANG_ITA,"Italian",
IDS_LANG_RUS,"Russian",
IDS_LANG_SPA,"Spanish",
IDS_LAUNCHER_CANCEL,"Cancel",
IDS_LAUNCHER_CHECKING,"Checking for Updates",
IDS_LAUNCHER_CUSTOM,"Unlock Expansions",
IDS_LAUNCHER_ENABLESOUND,"Enable Sound",
IDS_LAUNCHER_FULLSCREEN,"Fullscreen",
IDS_LAUNCHER_OK,"OK",
IDS_LAUNCHER_REGISTER,"Register",
IDS_LAUNCHER_SHA0,"No Shadows",
IDS_LAUNCHER_SHA1,"Low Quality Shadows",
IDS_LAUNCHER_SHA2,"High Quality Shadows",
IDS_LAUNCHER_TITLE,"Pike and Shot",
IDS_LEVEL,"Level",
IDS_LIGHTING_DEFAULT,"Default Day Lighting",
IDS_LIGHTING_DEFAULT,"Default Lighting",
IDS_LIGHTING_DEFAULT_NIGHT,"Default Night Lighting",
IDS_LIGHTING_DEFAULT_TWILIGHT,"Default Twilight Lighting",
IDS_LIMBERED,"(Limbered)",
IDS_LOAD,"Load",
IDS_LOADSAVE,"Load / Save",
IDS_LOAD_BETA,"~Build ",
IDS_LOAD_GAME, "Load previously saved single-player game",
IDS_LOBBY_ACCEPT_INSTRUCTION,"Accept a challenge from another player",
IDS_LOBBY_ISSUE_INSTRUCTION,"Your currently issued challenges",
IDS_LOBBY_MYGAMES_INSTRUCTION,"Your current active games",
IDS_LOCKED_EXP_DOWNLOAD,"Select OK to go online and install the packs required.",
IDS_LOCKED_EXP_PACK,"This campaign requires these expansions be installed:~~",
IDS_LOGIN_ERROR-3,"Corrupt or invalid response from server.",
IDS_LOGIN_ERROR0,"OK",
IDS_LOGIN_ERROR1,"Invalid parameters passed.",
IDS_LOGIN_ERROR10,"Login and/or password is wrong for serial number. Authorization was failed",
IDS_LOGIN_ERROR11,"User has 1 or more serials.",
IDS_LOGIN_ERROR12,"Email already exists in the database.",
IDS_LOGIN_ERROR13,"Email isn’t correct.",
IDS_LOGIN_ERROR14,"Password is too short (it must be greater than 4 symbols and less than 16).",
IDS_LOGIN_ERROR15,"Unknown error",
IDS_LOGIN_ERROR2,"Serial number is black listed.",
IDS_LOGIN_ERROR20,"Game Folder is undefined.",
IDS_LOGIN_ERROR21,"Game Folder is non-existent.",
IDS_LOGIN_ERROR22,"The Game is not active for serials exchange.",
IDS_LOGIN_ERROR23,"Wrong Turn.",
IDS_LOGIN_ERROR24,"IP address locked out for 10 min.",
IDS_LOGIN_ERROR25,"Too many Challenges issued.",
IDS_LOGIN_ERROR26,"Too many Challenges accepted today.",
IDS_LOGIN_ERROR27,"Too many total games or challenges in progress.",
IDS_LOGIN_ERROR28,"Game already Accepted.",
IDS_LOGIN_ERROR29,"You are not in this game.",
IDS_LOGIN_ERROR3,"Serial number does not exist.",
IDS_LOGIN_ERROR30,"Game already finished.",
IDS_LOGIN_ERROR31,"You cannot claim this game because it has been updated in the last 30 days.",
IDS_LOGIN_ERROR32,"Game is not finished yet.",
IDS_LOGIN_ERROR33,"Email not sent.",
IDS_LOGIN_ERROR34,"Invalid Challenge Password.",
IDS_LOGIN_ERROR35,"Password length is too long (it must be greater than 4 symbols and less than 16).",
IDS_LOGIN_ERROR36,"The File Size is different from what the client posted to the server.",
IDS_LOGIN_ERROR37,"Your cookie is corrupted. Please log out and then and log in.",
IDS_LOGIN_ERROR38,"The server failed to write the file.",
IDS_LOGIN_ERROR39,"The file is too large. Developer must reduce the file size of saved games.",
IDS_LOGIN_ERROR4,"Serial number is registered",
IDS_LOGIN_ERROR40,"There is not enough room in your personal area to upload this data.",
IDS_LOGIN_ERROR41,"Upload failed - CRC check did not validate data. Please retry.",
IDS_LOGIN_ERROR42,"Server write failed - CRC check did not validate data. Please retry.",
IDS_LOGIN_ERROR43,"The server failed to write the file.",
IDS_LOGIN_ERROR44,"Server write failed - CRC check did not validate data. Please retry.",
IDS_LOGIN_ERROR45,"This is a private message which you do have access to.",
IDS_LOGIN_ERROR46,"The authorisation cookie is missing. Please retry.",
IDS_LOGIN_ERROR47,"Too many custom parameters.",
IDS_LOGIN_ERROR48,"Error in one element of JSON array. First key element of the array is numerical.",
IDS_LOGIN_ERROR49,"This game is already full.",
IDS_LOGIN_ERROR5,"Serial number isn’t registered",
IDS_LOGIN_ERROR50,"Wrong Side number. [Invalid Error Code]",
IDS_LOGIN_ERROR51,"The Instance is locked.",
IDS_LOGIN_ERROR6,"Not logged in",
IDS_LOGIN_ERROR7,"Login already exists.",
IDS_LOGIN_ERROR8,"Login isn’t correct.",
IDS_LOGIN_ERROR9,"Login isn’t activated.",
IDS_LORDZ, "The Lordz Games Studio",
IDS_LOSSES," Losses",
IDS_LTIP0,"Tip: Flank or rear attacks are very dangerous. Try to avoid leaving your units vulnerable to them.",
IDS_LTIP1,"Tip: Foot can hide in buildings, woods and some other terrain. They can only be seen by nearby enemy or if they shoot.",
IDS_LTIP10,"Tip: Flank or rear attacks are very effective. Try to set up flank or rear charges against enemy units.",
IDS_LTIP11,"Tip: Light troops can evade enemy charges, but may get caught, especially if the chargers start their move close to them.",
IDS_LTIP12,"Tip: Play multiplayer against anyone in the world in any timezone using Slitherine’s revolutionary PBEM server. It’s so simple you have to try it to believe it!",
IDS_LTIP13,"Tip: Some terrain disorders troops, especially mounted troops and close order foot. The worse the disorder, the more the fighting ability of the unit is affected.",
IDS_LTIP14,"Tip: Light or Medium Foot are vulnerable to mounted troops in the open. Try to stay in terrain or behind obstacles when cavalry are about.",
IDS_LTIP15,"Tip: Keils and Tercios are immune to flank attacks. Early Tercios are also immune to rear attacks.",
IDS_LTIP16,"Tip: Troops behind obstacles or fortifications gain various advantages against attacking enemy. They lose these if they themselves charge.",
IDS_LTIP17,"Tip: Troops attacking enemy who are in disordering terrain are disordered as if they were in the terrain themselves.",
IDS_LTIP18,"Tip: Troops in open terrain that are attacked by troops in disordering terrain are not disordered by the terrain.",
IDS_LTIP19,"Tip: Troops behind obstacles (other than fortifications) lose any cover provided by the obstacle if they move or turn.",
IDS_LTIP2,"Tip: Troops shoot better when stationary. They shoot less effectively if they move or turn.",
IDS_LTIP20,"Tip: Disrupted or Fragmented troops fight less well. Fragmented troops are likely to rout if anything else goes wrong, or if they are charged.",
IDS_LTIP21,"Tip: Fragmented troops cannot charge and cannot move far.",
IDS_LTIP22,"Tip: You cannot issue orders to pursuers until they stop pursuing.",
IDS_LTIP23,"Tip: Before some battles you may be able to deploy your troops. Position troops to make good use of terrain.",
IDS_LTIP24,"Tip: The more shooting damage a unit suffers in a turn, the more likely it is to lose cohesion.",
IDS_LTIP25,"Tip: You cannot issue orders to routing troops.",
IDS_LTIP26,"Tip: Units react to enemy units in the opponent's turn. Take this into account when advancing on the enemy and when planning your defence.",
IDS_LTIP27,"Tip: Any shots not used in either side's turn are used in the residual shooting phase that follows the turn.",
IDS_LTIP28,"Tip: Once in close combat, units continue to fight in each melee phase until one side routs or breaks off.",
IDS_LTIP29,"Tip: Concentrating fire on individual enemy units is the best way to crack their morale.",
IDS_LTIP3,"Tip: Shooting at an enemy unit with small arms and artillery is particularly effective at cracking their morale.",
IDS_LTIP30,"Tip: Foot (other than keils) can't charge non-light mounted troops.",
IDS_LTIP31,"Tip: Light foot, commanded shot and dragoons can't charge most non-light troops in open terrain.",
IDS_LTIP32,"Tip: Try to avoid blocking the shooting of your own artillery.",
IDS_LTIP33,"Tip: In multiplayer the 'back' button (top left) allows you to surrender, or save your turn to continue later.",
IDS_LTIP34,"Tip: The Campaigns button on the main menu will pulse if there are new free missions to download.",
IDS_LTIP35,"Tip: You can CTRL+left click on a unit to bring up a draggable information panel about it.",
IDS_LTIP4,"Tip: Troops in cover take reduced shooting damage, especially when stationary.",
IDS_LTIP5,"Tip: A unit that is in close combat against more than one enemy unit fights less effectively against each of them.",
IDS_LTIP6,"Tip: Ganging up multiple units in close combat against an enemy unit increases the chance of defeating it.",
IDS_LTIP7,"Tip: Troops in close combat have an advantage if on higher ground than the enemy.",
IDS_LTIP8,"Tip: Higher quality troops fight better and are more resilient.",
IDS_LTIP9,"Tip: Troops that pursue or evade off the battlefield may return later. Routers won't.",
IDS_Lobby_list_date,"Date Modified",
IDS_Lobby_list_player,"Player",
IDS_Lobby_list_scenario,"Scenario",
IDS_MAINMENUQUIT,"Quit~Game",
IDS_MAPPIN_ADD,"Add Pin",
IDS_MAPPIN_EDIT,"Update",
IDS_MAPPIN_FULL,"All map pins in use. Select an existing pin to edit or remove it.",
IDS_MAPPIN_NORMAL,"Select a tile to place a map pin. Select an existing pin to edit or remove it.",
IDS_MAPPIN_REMOVE,"Remove Pin",
IDS_MARKER_ATTACK,"Attack",
IDS_MARKER_BRIDGE,"Bridge",
IDS_MARKER_DEFEND,"Defend",
IDS_MARKER_VILLAGE,"Village",
IDS_MB,"Mb",
IDS_MEN,"Men",
IDS_MENLOST,"Lost",
IDS_MISSING_ASSETPACK_CAMP,"One or more campaigns require addon packs which are not installed.  Missions using these packs will not run.  Select OK to go online and install the packs listed below:~~",
IDS_MISSING_ASSETPACK_MISSION,"This mission requires one or more addon packs which are not installed.  Select OK to go online and install the packs listed below:~~",
IDS_MISSION_LOCKED,"Locked - in a carryover campaign you must complete the missions in order",
IDS_MONTH0,"Jan",
IDS_MONTH1,"Feb",
IDS_MONTH10,"Nov",
IDS_MONTH11,"Dec",
IDS_MONTH2,"Mar",
IDS_MONTH3,"Apr",
IDS_MONTH4,"May",
IDS_MONTH5,"Jun",
IDS_MONTH6,"Jul",
IDS_MONTH7,"Aug",
IDS_MONTH8,"Sep",
IDS_MONTH9,"Oct",
IDS_MORALESTATE0, "Steady",
IDS_MORALESTATE1, "Disrupted",
IDS_MORALESTATE2, "Fragmented",
IDS_MORALESTATE3, "Routed",
IDS_MORALESTATE4, "Surrendered", // Not currently used
IDS_MORALESTATE5, "Dispersed",
IDS_MOVIE_ERROR,"You must be in fullscreen mode, with the SCREENCAPTURE tweak set to record a movie...",
IDS_MPCHAT_INSTRUCTION,"Send a message to your opponent",
IDS_MPCHAT_SHOW,"Current chat",
IDS_MPNEWGAME_COOP_TEXT,"Cooperative:",
IDS_MPNEWGAME_COOP_TOGGLE,"Show PVP",
IDS_MPNEWGAME_INSTRUCTION,"Choose the scenario for the new challenge",
IDS_MPNEWGAME_PVP_TEXT,"Player vs Player:",
IDS_MPNEWGAME_PVP_TOGGLE,"Show cooperative",
IDS_MPNEWGAME_SKIRMISH_CANCEL,"Cancel Skirmish",
IDS_MPNEWGAME_SKIRMISH_CREATE,"Create Skirmish",
IDS_MP_ACCEPT,"Accept Challenge",
IDS_MP_ACCEPT2,"Accept Challenge",
IDS_MP_ACCEPTCONFIRM,"Are you sure you want to accept this challenge?",
IDS_MP_BADPASSWORD,"Passwords must be at least 4 characters long, and no longer than 16.",
IDS_MP_CAM_WAIT,"Waiting for another player to join the game.",
IDS_MP_CANCELCHALLENGE,"Cancel Challenge",
IDS_MP_COMMENT,"Comment:",
IDS_MP_COMPLETED,"Completed",
IDS_MP_CONFIRM_SAVE,"Save your turn to the server so you can continue later?",
IDS_MP_CONFIRM_SURRENDER,"Are you sure you want to concede this game to your opponent?",
IDS_MP_CONNECTED,"Connected to online server.",
IDS_MP_CONNECTION_FAILED, "Failed to connect to the internet.",
IDS_MP_CUSTOM_POINTS_WARN,"Skirmish games with custom points must be private (password protected) games.",
IDS_MP_EMAILINUSE,"~The username attached to this email address is:~~",
IDS_MP_ENDTURN_CONF,"Are you sure you want to finish this turn and upload to the server?",
IDS_MP_ENEMYTURN,"Enemy Turn",
IDS_MP_ENTERPASSWORD,"Enter the password provided by the challenger",
IDS_MP_ERROR,"Server returned an error",
IDS_MP_FAILEDCANCEL,"Are you SURE you want to abandon this turn?",
IDS_MP_FAILEDLOAD,"Failed to load the turn correctly.  Please check your connection and try again.",
IDS_MP_FAILEDSAVESEND,"Failed to save the game for sending.",
IDS_MP_FAILEDSEND,"Failed to send the game to the server.   Please try again.",
IDS_MP_FAILEDSENDCANCEL,"Game has failed to send multiple times.  If you cannot send your turn, you can hit Cancel to exit the mission and discard this turn.  The server will record that this turn has been retried.",
IDS_MP_GAME,"Game:",
IDS_MP_HELP_DEMO_ACCEPT,"The demo version can only play invitation games.  The full version can accept posted challenges.",
IDS_MP_HELP_DEMO_ISSUE,"You cannot issue new challenges from the demo.  The full version provides the ability to issue challenges to other players.",
IDS_MP_HELP_ISSUED,"You have created a new challenge.  Once it has been accepted by another player it will appear in your My Games list depending upon which player moves first.",
IDS_MP_HELP_NOMYGAMES,"You have no currently running games.  You should either accept an existing challenge, or issue your own challenge.",
IDS_MP_HELP_SKIRMISHSCENARIORESET,"Changing the game type has reset the scenario selected for this skirmish.",
IDS_MP_HELP_STARTAGAME,"There are no games available to join.  Players are much more likely to accept than issue challenges and this means open challenges quickly disappear.  Why not use the My Challenges tab to create a new game for others to join.",
IDS_MP_HIDEOFFICIAL,"Official Scenarios",
IDS_MP_HIDEPRIVATE,"Private Matches",
IDS_MP_HIDEPUBLIC,"Public Matches",
IDS_MP_HIDEUSER,"User Scenarios",
IDS_MP_INFO,"Welcome to multiplayer.  Multiplayer works using a server to store each turn of the game you are playing with your opponent - you don't even have to be online at the same time.~~You can issue challenges, and an opponent will accept your challenge from the server - or you can accept a challenge which has already been presented.  Once a challenge is accepted, the game begins.~~You will see a replay of the opponent turn, and then you will be able to take as much time as you need choosing your tactics before finishing your turn and uploading it with the push of a button!~~This message only shows the first time you choose Play Online.",
IDS_MP_INTRO_BP0TEXT,"In this multiplayer match you must either destroy the enemy force entirely or control the number of VP's specified in the top left when time expires. The number of VP's required is displayed as x / y, with x showing the number you control and y the number you require.",
IDS_MP_INTRO_NEUTRAL_BP0TEXT,"In this multiplayer match you must put the enemy army to flight.",
IDS_MP_INTRO_STRONGER_BP0TEXT,"In this multiplayer match you must put the enemy army to flight without suffering excessive losses.",
IDS_MP_INTRO_VPCOUNT_BP0TEXT,"VP Points - In this type of multiplayer game you gain points each turn for controlling a Victory Point. The longer you hold it the more points you earn. The winner is the side with the most victory points when the time runs out. In the case of a draw play continues until one side has more points than the other.",
IDS_MP_INTRO_WEAKER_BP0TEXT,"In this multiplayer match you must either put the enemy army to flight or inflict unacceptable losses on them.",
IDS_MP_INVALIDPASSWORD,"Incorrect password provided for the game.",
IDS_MP_ISSUE,"My Challenges",
IDS_MP_KICKED,"Player was removed from the game: ",
IDS_MP_LAN_NAME,"Please enter a name for local network play.",
IDS_MP_LOBBY, "Multiplayer Lobby",
IDS_MP_LOGIN_EXISTS,"Serial registered.  Please login to your account",
IDS_MP_LOGIN_NONE,"Game not registered to an account, if you have a Slitherine account, enter your details here.",
IDS_MP_LOGIN_REG,"Enter a login and password for you new account.  An email will be sent to help you finalise and activate your account on the Slitherine website",
IDS_MP_MISSING_SCENARIO,"Cannot find custom scenario.  You need to download and install this free user content before you can play.  Check the forums for more details.~Required Campaign: ",
IDS_MP_MISSING_SCENARIO2,"~Required Scenario: ",
IDS_MP_MISSING_SCEN_TAG,"(Unknown custom scenario)",
IDS_MP_MYGAMES,"My Games",
IDS_MP_MYTURN,"My Turn",
IDS_MP_NEWCHALLENGE,"New Challenge",
IDS_MP_OFFLINE,"Not connected to server.  Online play disabled.",
IDS_MP_PLAYGAME,"Play",
IDS_MP_REFRESH,"Refresh",
IDS_MP_REGISTER,"New~Account",
IDS_MP_REGISTER_HELP,"Don't have a Slitherine account?  Then just select this button and you can set on up from inside the game instantly!",
IDS_MP_SAVE,"You can use the Save Turn button at the top of the screen to save your turn progress to the server and allow you to continue later.  Use End Turn to finish your turn and start your opponent's turn.",
IDS_MP_SAVEANDEXIT,"Save and exit",
IDS_MP_SAVE_TT,"Save turn to server",
IDS_MP_SCRIPT_ERROR,"The scripts or other data being used by your opponent do not match yours.  You should contact the other player to ask why their data is different.",
IDS_MP_SCRIPT_ERROR_END,"It is recommended you abandon the game and report the issue on the forum.",
IDS_MP_SERVER_WAIT,"Connecting to game server.  Select to cancel and disable online play.",
IDS_MP_START,"Start",
IDS_MP_SURRENDER,"Concede Defeat",
IDS_MP_TAG_EMAIL,"Email address for activation",
IDS_MP_TAG_LOGIN,"Login",
IDS_MP_TAG_PW,"Password",
IDS_MP_TAG_PWCONF,"Confirm password",
IDS_MP_TOGGLECOOP,"Cooperative Matches",
IDS_MP_TOGGLEPVP,"Versus Matches",
IDS_MP_TT_PASSWORD,"If you enter a password, only a player who knows the password will be able to accept your challenge",
IDS_MP_UNKNOWN,"Unknown",
IDS_MP_VALIDATION_FAILED,"The server has been unable to validate your details.  Please contact the support forums at~~www.slitherine.com",
IDS_MP_VERSIONWARNING,"Due to the update process, you may see different results than your opponent.  It will only occur this turn.",
IDS_MP_VERSION_ERROR,"You must update to the latest version to be able to play online.~~Exit the game and update from the launcher.",
IDS_MULTIPLAYER,"Multiplayer",
IDS_NEWCAMP_CARRYOVER,"Make this a Carryover campaign",
IDS_NEWCAMP_COPYLESS,"Exclude scenarios",
IDS_NEWCAMP_DESC,"Campaign name (the name you want to see on the campaign list)",
IDS_NEWCAMP_MULTIPLAYER,"Create in Multiplayer folder",
IDS_NEWCAMP_NAME,"Campaign folder name (no spaces)",
IDS_NEWCAMP_NOSTRING,"You must enter both a folder name and a description.",
IDS_NEWCLIPBOARD,"New Clipboard", 
IDS_NEWSAVEGAME,"New Save",
IDS_NEW_VERSION,"There is a new version of the game available, do you wish to update automatically?",
IDS_NEW_VERSION_MSG, "A newer version of the game is available.~~Hit OK to go to the update download page.",
IDS_NEXT, "Next",
IDS_NOAMMO,"No shots",
IDS_NOLOS,"No Line of Sight",
IDS_NUMSHOTS," shots",
IDS_OBJ1,"Primary Objectives ",
IDS_OBJ2,"* ACHIEVEMENTS *",
IDS_OBSTACLE, "Obstacle",
IDS_OBSTACLETYPE0, "Obstacle: Foot get protection vs flank/rear charges,~overlappers and cavalry.",
IDS_OBSTACLETYPE1, "Obstacle: Foot get cover (if stationary), plus protection vs~flank/rear charges, overlappers and cavalry.",
IDS_OBSTACLETYPE2, "Foot defenders get cover, plus protection vs flank/rear charges,~overlappers and cavalry, plus combat advantage.",
IDS_OBSTACLETYPE3, "Impassable Obstacle: Blocks movement and shooting.",
IDS_OK,"Proceed",
IDS_ONLINE_HELP,"Online Help",
IDS_OPTIONS,"OPTIONS",
IDS_OPTIONSTITLE,"Load/Save/Options",
IDS_OPTIONS_ADVANCED_EXIT, "Exit Advanced Options",
IDS_OPTIONS_EXIT, "Exit Load/Save/Options",
IDS_OPTIONS_MUSICVOL,"Music Volume",
IDS_OPTIONS_ONLY_EXIT, "Exit Options",
IDS_OPTIONS_SFXVOL,"SFX Volume",
IDS_OPTION_ADVANCED,"Advanced Options",
IDS_OPTION_ADV_COMBAT_REPORTS_DETAILED, "Close Combat Reports: Detailed",
IDS_OPTION_ADV_COMBAT_REPORTS_OFF, "Close Combat Reports: Off",
IDS_OPTION_ADV_COMBAT_REPORTS_SIMPLE, "Close Combat Reports: Simple",
IDS_OPTION_ADV_COMPASS_HIDE,"Compass: Off",
IDS_OPTION_ADV_COMPASS_SHOW,"Compass: On",
IDS_OPTION_ADV_FACING_MARKERS_OFF, "Facing Markers: Off",
IDS_OPTION_ADV_FACING_MARKERS_ON, "Facing Markers: On",
IDS_OPTION_ADV_TUTORIAL_MODE_OFF,"Helper Mode: Off",
IDS_OPTION_ADV_TUTORIAL_MODE_ON,"Helper Mode: On",
IDS_OPTION_ADV_UI_OFF,"Tooltips: Using Simple",
IDS_OPTION_ADV_UI_ON,"Tooltips: Using Detailed",
IDS_OPTION_ADV_YELLOW_QUESTION_MARKS_OFF, "Yellow Question Marks: Off",
IDS_OPTION_ADV_YELLOW_QUESTION_MARKS_ON, "Yellow Question Marks: On",
IDS_OPT_FULLSCREEN_OFF, "Windowed",
IDS_OPT_FULLSCREEN_ON, "Fullscreen",
IDS_OPT_NEXTBATTLE, "May not take effect until a new battle is begun",
IDS_OPT_RESTART, "Changes will require game restart to take effect",
IDS_OPT_SHADOW_0, "Shadows: Off",
IDS_OPT_SHADOW_1, "Shadows: Low",
IDS_OPT_SHADOW_2, "Shadows: Normal",
IDS_OPT_SHADOW_3, "Shadows: High",
IDS_OPT_SOUND_OFF, "Sound Disabled",
IDS_OPT_SOUND_ON, "Sound Enabled",
IDS_OUTOFARC, "Out of Arc",
IDS_OUTOFRANGE,"Out of Range",
IDS_OUT_OF_BOUNDS,"Out of Bounds",
IDS_OVERWRITE_CHECK,"Are you sure you want to overwrite this file?",
IDS_O_CENTRALEUROPE_BushesEdgeDense, "BushesEdgeDense (Field Edge)",
IDS_O_CENTRALEUROPE_BushesEdgeDenseHalf, "BushesEdgeDenseHalf (Field Edge)",
IDS_O_CENTRALEUROPE_ShrubsEdgeDense, "ShrubsEdgeDense (Hedge)",
IDS_O_CENTRALEUROPE_ShrubsEdgeDenseHalf, "ShrubsEdgeDenseHalf (Hedge)",
IDS_O_CENTRALEUROPE_ShrubsRoadBend, "ShrubsRoadBend (Hedge)",
IDS_O_CENTRALEUROPE_ShrubsRoadCrossroads, "ShrubsRoadCrossroads (Hedge)",
IDS_O_CENTRALEUROPE_ShrubsRoadStraight, "ShrubsRoadStraight (Hedge)",
IDS_O_CENTRALEUROPE_ShrubsRoadTSection, "ShrubsRoadTSection (Hedge)",
IDS_O_NORTHERNEUROPE_BushesEdgeDense, "BushesEdgeDense (Field Edge)",
IDS_O_NORTHERNEUROPE_BushesEdgeDenseHalf, "BushesEdgeDenseHalf (Field Edge)",
IDS_O_NORTHERNEUROPE_ShrubsEdgeDense, "ShrubsEdgeDense (Hedge)",
IDS_O_NORTHERNEUROPE_ShrubsEdgeDenseHalf, "ShrubsEdgeDenseHalf (Hedge)",
IDS_O_NORTHERNEUROPE_ShrubsRoadBend, "ShrubsRoadBend (Hedge)",
IDS_O_NORTHERNEUROPE_ShrubsRoadCrossroads, "ShrubsRoadCrossroads (Hedge)",
IDS_O_NORTHERNEUROPE_ShrubsRoadStraight, "ShrubsRoadStraight (Hedge)",
IDS_O_NORTHERNEUROPE_ShrubsRoadTSection, "ShrubsRoadTSection (Hedge)",
IDS_O_SOUTHERNEUROPE_BushesEdgeDense, "BushesEdgeDense (Field Edge)",
IDS_O_SOUTHERNEUROPE_BushesEdgeDenseHalf, "BushesEdgeDenseHalf (Field Edge)",
IDS_O_SOUTHERNEUROPE_ShrubsEdgeDense, "ShrubsEdgeDense (Hedge)",
IDS_O_SOUTHERNEUROPE_ShrubsEdgeDenseHalf, "ShrubsEdgeDenseHalf (Hedge)",
IDS_O_SOUTHERNEUROPE_ShrubsRoadBend, "ShrubsRoadBend (Hedge)",
IDS_O_SOUTHERNEUROPE_ShrubsRoadCrossroads, "ShrubsRoadCrossroads (Hedge)",
IDS_O_SOUTHERNEUROPE_ShrubsRoadStraight, "ShrubsRoadStraight (Hedge)",
IDS_O_SOUTHERNEUROPE_ShrubsRoadTSection, "ShrubsRoadTSection (Hedge)",
IDS_PERCENT_REMAINING, "troops unbroken:",
IDS_PHASE_ENEMY1, "The enemy will now move and/or shoot with his units.",
IDS_PHASE_HOUSEKEEPING_SHOOTING0, "Residual Shooting Phase",
IDS_PHASE_HOUSEKEEPING_SHOOTING1, "Units that have not yet shot this turn do so if they have a target.",
IDS_PHASE_MELEE0, "Melee Phase",
IDS_PHASE_MELEE1, "Ongoing close combats continue. Routers and Pursuers move. Pursuers may charge fresh enemy in their path.",
IDS_PHASE_PLAYER1, "You can now give orders to your troops.",
IDS_PHASE_TURN, "Turn",
IDS_PIP_EDITOR,"Editor",
IDS_PIP_NEWAREA,"New~Area",
IDS_PIP_QUEST,"Back",
IDS_PIP_START,"Load",
IDS_PLAY, "Play",
IDS_PLAYON, "The enemy is defeated.~~Do you wish to accept victory gracefully and let the enemy withdraw without further bloodshed?",
IDS_PLUGIN_TOOLTIP,"Plugin Tools",
IDS_POINTS,"Points",
IDS_POPUP_BREAKOFF, "This unit has broken off from close combat.",
IDS_POPUP_CHARGERS_PURSUE, "The charged unit has broken and the chargers will pursue. The pursuit may last several turns - no orders can be issued to pursuers until they cease pursuing. If the routers leave the battlefield, the pursuers may do so too. If they do, there is a chance on each subsequent turn that they will return. Pursuers may charge fresh enemy that they meet in the course of their pursuit.",
IDS_POPUP_DROPPED_MORALE1,"This unit's morale state has just dropped to DISRUPTED. This means that its morale and cohesion are impaired. It will fight at somewhat reduced effect. The casualties it has suffered will further reduce its fighting ability. There is a chance each turn that it may Rally (to Steady).",
IDS_POPUP_DROPPED_MORALE2, "This unit's morale state has just dropped to FRAGMENTED. This means that its morale and cohesion are severely impaired and it is close to breaking. It will fight at severely reduced effect. The casualties it has suffered will further reduce its fighting ability. There is a chance each turn that it may Rally (to Disrupted).",
IDS_POPUP_DROPPED_MORALE3, "This unit's morale state has just dropped to BROKEN (Routing). This means that its morale and cohesion are broken and the men are fleeing for their lives. The unit may possibly Rally (to Fragmented) if it outdistances pursuit, but until then it cannot fight. Any friendly unit in an adjacent square at the moment a unit breaks may also suffer a morale state drop.",
IDS_POPUP_EVADE,"The unit being charged is attempting to evade the charge. There is a chance it will be caught in the rear by the chargers. If it escapes, but leaves the battlefield, it may (or may not) return later, but does not count as lost.",
IDS_POPUP_FLANK_REAR, "This unit has been charged in flank/rear and has dropped one morale level as a result. It is now",
IDS_POPUP_PURSUERS_CHARGE, "These pursuers are charging an enemy unit in the path of their pursuit.",
IDS_POPUP_RAISED_MORALE0,"This unit has just rallied to STEADY. This means that it can once again fight normally, although the casualties it has already suffered still reduce its fighting ability.",
IDS_POPUP_RAISED_MORALE1, "This unit has just rallied to DISRUPTED.  Its morale and cohesion are impaired, but not as badly as before. There is a chance each turn that it may Rally further (to Steady).",
IDS_POPUP_RAISED_MORALE2, "This unit has just rallied to FRAGMENTED. Its morale and cohesion are still severely impaired, but at least it is no longer running away. There is a chance each turn that it may Rally further (to Disrupted).",
IDS_POPUP_REACTIVE_SHOOTING, "The enemy have reacted to our unit by shooting at it.",
IDS_POPUP_VICTORS_PURSUE, "The victors will pursue. The pursuit may last several turns - no orders can be issued to pursuers until they cease pursuing. If the routers leave the battlefield, the pursuers may do so too. If they do, there is a chance on each subsequent turn that they will return. Pursuers may charge fresh enemy that they meet in the course of their pursuit.",
IDS_PRECONSTRUCTED, "Preconstructed single-player scenarios",
IDS_PREVIOUS, "Previous",
IDS_QMTOOL_ARMYLIST,"Army Management",
IDS_QMTOOL_CARDSCREEN,"Card Selection",
IDS_QMTOOL_QUIT,"Exit Game",
IDS_QUIT,"Quit",
IDS_RANDOM_MAP, "Skirmish",
IDS_RATE_ME,"If you are enjoying the game, why not rate the game or write a review.~~Hit OK to go to the review page.",
IDS_REGIMENTAL_GUNS, "Light Guns",
IDS_REGISTERED,"This is registered to:",
IDS_REGISTER_BOX,"This copy of the game is not registered to a Slitherine account.  Use the Register button to allow games against other players, or just to keep a record of your serial!  If you don't have an account with us, then it only takes a moment to create one.",
IDS_REINFORCEMENTS_BP0TEXT,"Reinforcements have arrived!",
IDS_REINFTIME,"Reinforcements arrive in: ",
IDS_REINF_BHead0TEXT,"Reinforcements have arrived!",
IDS_REPLAY,"Replay",
IDS_REPLAY_MP,"Review Last Turn",
IDS_RESOURCE0,"Florins",
IDS_RESOURCE1,"1",
IDS_RESOURCE2,"2",
IDS_RESOURCE3,"3",
IDS_RESOURCE4,"4",
IDS_RESOURCE5,"5",
IDS_RESOURCE6,"6",
IDS_RESOURCE7,"7",
IDS_RESOURCE8,"Fame",
IDS_RESPOP_LOST,"You are Defeated...",
IDS_RESPOP_WON,"You have Won!",
IDS_RESULTS_CAPTURED_DESERTED, "Captured/Deserted",
IDS_RESULTS_ELEPHANTS_LOST, "Elephants Lost",
IDS_RESULTS_FINAL_LOSSES, "Final Losses",
IDS_RESULTS_FOOT, "Foot",
IDS_RESULTS_GUNS_LOST, "Guns Lost",
IDS_RESULTS_HORSE, "Horse",
IDS_RESULTS_KILLED, "Killed",
IDS_RESULTS_LOSSES, "Losses",
IDS_RESULTS_ROUTING, "Routing",
IDS_RESULTS_TOTAL, "Total",
IDS_RESULTS_WOUNDED, "Wounded",
IDS_RESULT_CAS,"Casualties",
IDS_RESULT_KILLS,"Kills",
IDS_SAVE,"Save",
IDS_SCENARIO_COOP_SKIRMISH, "Coop Skirmish",
IDS_SCENARIO_EDITOR, "Scenario Editor",
IDS_SCENARIO_SKIRMISH,"Random Map Battle",
IDS_SCENUI_ROUTED, "troops routed:",
IDS_SCENUI_VC_STANDARD, "Object - Rout the enemy army by:~a) Routing at least 40% of their troops ~and ",
IDS_SCENUI_VC_STANDARD1, "% more than you have lost, or ~b) Routing 60% of their troops.",
IDS_SCENUI_VC_STANDARD2, "~Your losses must not exceed ",
IDS_SCENUI_VC_STANDARD3, "%",
IDS_SCENUI_VC_STANDARD4, "~Even if your army is defeated, ~you will win the scenario if you have ~inflicted ",
IDS_SCENUI_VC_STANDARD5, "% losses on them.",
IDS_SCEN_AIPOINTPLACE,"Place AI Point",
IDS_SCEN_AI_AGGR,"Aggression",
IDS_SCEN_AI_HELP,"AI Team Help: Default AI behaviour aggression values (can be combined by adding)~2 - keep the team grouped together when moving~4 - ignore all enemy unless close - don't move towards them even if close~8 - ignore all enemy unless close - engage them as per other orders if close~16 - seek and destroy~32 - use the threat map when moving around (use longer routes to reduce danger)~64 - stay in current tile~128 - non-lights ignore light troops unless protected commanded shot or very close~256 - ignore foot unless close~512 - ignore mounted unless close~1024 - light troops bug out~2048 - ignore artillery~Hold SHIFT to move values by 10 each click.",
IDS_SCEN_AI_NONE,"None",
IDS_SCEN_AI_POINT,"AI Point",
IDS_SCEN_AI_TARGET,"Target AI Point",
IDS_SCEN_AI_TEAM,"AI Team",
IDS_SCEN_CARRYOVER,"Carryover from: ",
IDS_SCEN_CARRYOVER_PLACE,"Place destination tiles for carryover units from selected missions",
IDS_SCEN_CARRYOVER_UNIT,"Carryover:",
IDS_SCEN_CONFIRM_EXIT,"Are you sure you want to exit?  Any unsaved changes will be lost.",
IDS_SCEN_CONFIRM_RESIZE,"Are you sure you want to resize the map?  Any map elements which don't fit on the new map will be lost.",
IDS_SCEN_ED_ACH_DELETE_BUTTON,"Remove Achievement",
IDS_SCEN_ED_ACH_HELP,"To create an achievement, click the New Achievement button. Each scenario can have up to five achievements. Click the type button to select the type of achievement to create and choose a type from the list. VP related achievements require use of the 'Slith Victory Points Plugin' to place VPs.~~Different types of achievements have different options to fill in either by selecting the button and picking a value from the list, or by typing in a text area. Some achievements also display a message when completed which can be entered at the bottom of the window when relevant.~~The achievement editor will write data to a script named <SCENARIO>_AUTOACH.BSF when you save the scenario. It is recommended that you do not manually edit this script. You may also define achievements in your main scenario script, as long as the total number of achievements does not exceed five.",
IDS_SCEN_ED_ACH_LABEL,"Achievements",
IDS_SCEN_ED_ACH_MESSAGE_SUCCESS_LABEL,"Success Message:",
IDS_SCEN_ED_ACH_NEW_BUTTON,"New Achievement",
IDS_SCEN_ED_ACH_NOVP,"No VPs set in plugin",
IDS_SCEN_ED_ACH_PARAM_DESCRIPTION,"Description:",
IDS_SCEN_ED_ACH_PARAM_NUMBER,"Number:",
IDS_SCEN_ED_ACH_PARAM_TURN,"By Turn:",
IDS_SCEN_ED_ACH_PARAM_TYPE,"Unit Type:",
IDS_SCEN_ED_ACH_PARAM_VP,"VP:",
IDS_SCEN_ED_ACH_SELECT,"Select from list below",
IDS_SCEN_ED_ACH_TYPE_0,"Hold N VPs",
IDS_SCEN_ED_ACH_TYPE_1,"Capture N VPs",
IDS_SCEN_ED_ACH_TYPE_10,"Lose less than N Units of Squad Type",
IDS_SCEN_ED_ACH_TYPE_11,"Kill at least N Units of Squad Type",
IDS_SCEN_ED_ACH_TYPE_2,"Defend N VPs",
IDS_SCEN_ED_ACH_TYPE_3,"Hold specific VP",
IDS_SCEN_ED_ACH_TYPE_4,"Capture specific VP",
IDS_SCEN_ED_ACH_TYPE_5,"Defend specific VP",
IDS_SCEN_ED_ACH_TYPE_6,"Lose less than N Units",
IDS_SCEN_ED_ACH_TYPE_7,"Kill at least N Units",
IDS_SCEN_ED_ACH_TYPE_8,"Lose less than N Units of Type",
IDS_SCEN_ED_ACH_TYPE_9,"Kill at least N Units of Type",
IDS_SCEN_ED_ACH_TYPE_LABEL,"Type:",
IDS_SCEN_ED_ACH_UNLIMITED,"Unlimited",
IDS_SCEN_ED_ADVANCED_LABEL,"Advanced Mode:",
IDS_SCEN_ED_AI,"AI",
IDS_SCEN_ED_BONUS,"Bonus",
IDS_SCEN_ED_CONFIRM_OVERWRITE_AUTOACH,"Achievement script may have been modified. Do you want to overwrite it when the map is saved?",
IDS_SCEN_ED_COOP_TEAM,"Coop Team",
IDS_SCEN_ED_COPY_COPY,"Copy Selection",
IDS_SCEN_ED_COPY_HELP,"Copying and pasting of Tiles, Objects, and/or Units works using the standard Ctrl/Command-C and Ctrl/Command-V keyboard shortcuts.~~The Copy/Paste window will be displayed while pasting or when Shift-Ctrl/Command-C is pressed (note this opens the window and enters tile selection mode but does not copy).  This window allows selection of which types of data to paste.  The most recently copied data can also be exported to a file for later use, the clipboard is cleared whenever a scenario is loaded.~~To select a region for copying, press Y and then define the region by clicking on opposite corners (press Y again to cancel).",
IDS_SCEN_ED_COPY_LOAD,"Load / Save Clipboard",
IDS_SCEN_ED_COPY_OBJECTS,"Objects",
IDS_SCEN_ED_COPY_TILES,"Tiles",
IDS_SCEN_ED_COPY_TITLE,"Copy / Paste",
IDS_SCEN_ED_COPY_UNITS,"Units",
IDS_SCEN_ED_DEP,"Deploy",
IDS_SCEN_ED_DEP_TOGGLE,"Toggle Deployment Mode",
IDS_SCEN_ED_EDGING_LABEL,"Auto-Edging:",
IDS_SCEN_ED_ERROR_AUTOACH,"Achievement script not saved, it may be read-only or have been edited since last save.",
IDS_SCEN_ED_ERROR_SAVE,"Failed to save map file, please ensure the path is writable and try again.",
IDS_SCEN_ED_EXPORT_MESSAGE_FAILURE,"Failed to export script fragment.",
IDS_SCEN_ED_EXPORT_MESSAGE_SUCCESS,"A script fragment has been written to the file below for manual integration into your scenario.  If you integrate this script into your script, it is recommended that you delete the units in the group from your map to avoid double placement of the units.~~",
IDS_SCEN_ED_FORCE_POINTS,"Force Selection Points",
IDS_SCEN_ED_LIGHTING_CUSTOM,"Custom Lighting",
IDS_SCEN_ED_LIGHTING_HELP,"Initial weather can be set to None, Rain, or Snow. Weather can accessed from script using GetWeather and SetWeather.~~Based on the current time of day, the game will choose between the 'Lighting', 'Twilight Lighting', and 'Night Lighting' settings. The 'Standard Lighting' option will load the <scenario>_lighting.txt, <scenario>_lighting_twilight.txt, or <scenario>_lighting_night.txt files from the scenarios folder if it exists, otherwise it will load the default.txt, default_twilight.txt, or default_night.txt files from the either the campaign or core data/lighting directory. This behaviour may be overridden by selecting a different lighting file from the data/lighting directory. Time of day is determined by the start time and the minutes per turn.~~Time of day has gameplay effects and is accessible from script using GetTimeOfDay.",
IDS_SCEN_ED_LIGHTING_LIGHTING_LABEL,"Lighting",
IDS_SCEN_ED_LIGHTING_MINUTES,"Minutes per Turn:",
IDS_SCEN_ED_LIGHTING_NIGHT_LABEL,"Night Lighting",
IDS_SCEN_ED_LIGHTING_STANDARD,"Standard Lighting",
IDS_SCEN_ED_LIGHTING_START,"Start Time (24 hr):",
IDS_SCEN_ED_LIGHTING_TWILIGHT_LABEL,"Twilight Lighting",
IDS_SCEN_ED_LIGHTING_WEATHER_LABEL,"Weather",
IDS_SCEN_ED_MORE_ALL_ROADS,"Align All Roads",
IDS_SCEN_ED_MORE_CLEAR_TERRAIN,"Clear All Ground Edging",
IDS_SCEN_ED_MORE_CLEAR_WATER,"Clear All Water Edging",
IDS_SCEN_ED_MORE_CONVERT_STYLE,"Convert to Style",
IDS_SCEN_ED_MORE_CONVERT_STYLE_LABEL,"Convert Style",
IDS_SCEN_ED_MORE_EDGE_ALL,"Edge All",
IDS_SCEN_ED_MORE_LIGHTING_LABEL,"Lighting",
IDS_SCEN_ED_MORE_WEATHER_LABEL,"Weather",
IDS_SCEN_ED_NEW,"New",
IDS_SCEN_ED_NEWOFFX,"X Offset",
IDS_SCEN_ED_NEWOFFY,"Y Offset",
IDS_SCEN_ED_NEWSIZEX,"Width",
IDS_SCEN_ED_NEWSIZEY,"Height",
IDS_SCEN_ED_NEWSTYLE,"Base Terrain Style",
IDS_SCEN_ED_Obj_MODE,"Obj Mode",
IDS_SCEN_ED_REINF_ADVANCED_LABEL,"Advanced",
IDS_SCEN_ED_REINF_CAMERA_LABEL,"Move Camera:",
IDS_SCEN_ED_REINF_EXPORT_BUTTON,"Export to File",
IDS_SCEN_ED_REINF_GROUP_LABEL,"Group",
IDS_SCEN_ED_REINF_LABEL,"Reinforcements Editor",
IDS_SCEN_ED_REINF_MESSAGE_LABEL,"Message:",
IDS_SCEN_ED_REINF_TURN_LABEL,"Arrive on Turn",
IDS_SCEN_ED_SQUAD_TEX_DEFAULT,"Default texture",
IDS_SCEN_ED_SQUAD_TEX_HELP,"You may select an alternate texture for each type of squad to use in the current scenario.~~Alternate textures are placed in subdirectories of the UnitTextures directory.",
IDS_SCEN_ED_SQUAD_TEX_LABEL,"Select Alternate Texture for: ",
IDS_SCEN_ED_TEXT_MARKER_DELETE_BUTTON,"Delete Marker",
IDS_SCEN_ED_TEXT_MARKER_FONT_LABEL,"Font",
IDS_SCEN_ED_TEXT_MARKER_LABEL,"Text Markers",
IDS_SCEN_ED_TEXT_MARKER_NEW_BUTTON,"New Marker",
IDS_SCEN_ED_TEXT_MARKER_NEW_STRING_BUTTON,"Create Custom String",
IDS_SCEN_ED_TEXT_MARKER_PLACE_BUTTON,"Place Marker",
IDS_SCEN_ED_TEXT_MARKER_TAG_LABEL,"Tag:",
IDS_SCEN_ED_TEXT_MARKER_TEXT_LABEL,"Text:",
IDS_SCEN_ED_TILE_MODE,"Tile Mode",
IDS_SCEN_ED_UI_WIZARD_CLOSE_DIRTY,"Scenario description has not been saved. Changes will be lost.~~Close anyway?",
IDS_SCEN_ED_UI_WIZARD_DESC0_LABEL,"Part 1:",
IDS_SCEN_ED_UI_WIZARD_DESC1_LABEL,"Part 2:",
IDS_SCEN_ED_UI_WIZARD_DESC2_LABEL,"Part 3:",
IDS_SCEN_ED_UI_WIZARD_DESC3_LABEL,"Part 4:",
IDS_SCEN_ED_UI_WIZARD_DESC4_LABEL,"Part 5:",
IDS_SCEN_ED_UI_WIZARD_EXPORT,"Export Description",
IDS_SCEN_ED_UI_WIZARD_HELP,"Create a scenario description screen by filling in the scenario name and up to five additional pieces of descriptive text. Click Export once you have entered the text to save the scenario description.~~For single player scenarios, this information will be displayed when choosing which scenario to play. If you place a dds or tga format image in the scenarios directory with the same name as the scenario (ex. CAMPAIGNS/YourCampaign/SCENARIOS/YourScenario.dds), it will be used as the background while displaying this text in place of the default background.~~For multiplayer scenarios, only the name and first line of description will be displayed on the game selection screens.",
IDS_SCEN_ED_UI_WIZARD_NAME_LABEL,"Scenario Name:",
IDS_SCEN_ED_UI_WIZARD_SAVE_FIRST,"Unable to export description until the scenario has been saved once.",
IDS_SCEN_ED_UNIT_MODE,"Unit Mode",
IDS_SCEN_ED_USINGSIDE,"Using side",
IDS_SCEN_FIXED,"Fixed:",
IDS_SCEN_LOADSAVE,"Files",
IDS_SCEN_LOADSAVE_NEWCAMP,"New Campaign",
IDS_SCEN_REINF_HELP,"To create a reinforcement group~-Place units normally in Unit Placement Mode~-Switch to Reinforcements Mode~-Click on the units on the map to add them to a reinforcement group~-Choose which turn the group should arrive on~-If you wish to display a message to the deploying side, type it under Message:~-If you wish the camera to pan to show the units for the deploying side, set Move Camera: to Yes~~You may create up to 8 reinforcement groups per side using this editor.",
IDS_SCEN_TEXT_MARKER_HELP,"1. Select an existing text marker from the list or click 'New Marker'.~2. Select an existing string to display in the text marker or type the string in the 'Text:' field.~3. Select the desired font and colour using the << and >> buttons.~4. Click 'Place Marker' and then select the tile in the map to display the marker at.~~Use the ID shown in the text marker list to turn the visiblity of text markers off and on from script.~Add custom shared strings to the string list by adding strings starting with 'IDS_MARKER_' to the string file for your campaign.~Strings created in the text marker edit window are stored in the TEXT9.TXT file in your campaign.~If you copy a scenario containing text markers within a campaign, both scenarios will refer to the same strings in the string file.",
IDS_SCEN_TT_ACH,"Achievement Tool",
IDS_SCEN_TT_ACH_PARAM_BUTTON,"Click to change achievement requirement",
IDS_SCEN_TT_ACH_SCRIPTED,"Scripted Achievement",
IDS_SCEN_TT_ACH_TYPE_BUTTON,"Click to change type of achievement",
IDS_SCEN_TT_ADVANCED_OFF,"Turn On Advanced Mode",
IDS_SCEN_TT_ADVANCED_ON,"Turn Off Advanced Mode",
IDS_SCEN_TT_AIDATA,"Open custom AI data dialog",
IDS_SCEN_TT_AIPOINT,"Cycle AI point to use",
IDS_SCEN_TT_AIPOINTPLACE,"Set the place of the current AI point on the map",
IDS_SCEN_TT_BONUS,"Add side bonuses",
IDS_SCEN_TT_CANCEL,"Cancel",
IDS_SCEN_TT_COOP,"Cooperative Settings",
IDS_SCEN_TT_EDGING_OFF,"Turn On Auto Edging",
IDS_SCEN_TT_EDGING_ON,"Turn Off Auto Edging",
IDS_SCEN_TT_EXIT,"Exit the editor",
IDS_SCEN_TT_FILE,"Load/Save a scenario, or create a new Campaign",
IDS_SCEN_TT_LIGHTING,"Conditions",
IDS_SCEN_TT_LIGHTING_LIGHTING,"Lighting file used between 0630 and 2029",
IDS_SCEN_TT_LIGHTING_MINUTES,"Time elapsed per turn~Enter 0 to disable the passage of time",
IDS_SCEN_TT_LIGHTING_NIGHT,"Lighting file used between 2230 and 0429",
IDS_SCEN_TT_LIGHTING_TWILIGHT,"Lighting file used between 0430 and 0629; 2030 and 2229",
IDS_SCEN_TT_LOADSAVE_NEWCAMP,"Create a brand new campaign",
IDS_SCEN_TT_MORE,"Edging and Style",
IDS_SCEN_TT_MORE_ALL_ROADS,"Make continuous tracks, roads, and streets where possible, overriding any existing overlays",
IDS_SCEN_TT_MORE_CLEAR_TERRAIN,"Clear edge and blend overlays from all ground, including those placed manually",
IDS_SCEN_TT_MORE_CLEAR_WATER,"Clear edge overlays from all water, including those placed manually",
IDS_SCEN_TT_MORE_CONVERT_STYLE,"Convert existing map contents to this style, manual edging and roads may be lost",
IDS_SCEN_TT_MORE_EDGE_ALL,"Auto-edge all water and ground terrain, overriding any existing edge and blend overlays",
IDS_SCEN_TT_NEW,"Create a new map, or resize this one",
IDS_SCEN_TT_NEWMAP,"Make a new empty map",
IDS_SCEN_TT_OBJMODE,"Object placement mode",
IDS_SCEN_TT_PLUGIN,"Tools and Plugins",
IDS_SCEN_TT_POINTS,"Points to spend on non-fixed units",
IDS_SCEN_TT_POINTSDOWN,"Less points to spend",
IDS_SCEN_TT_POINTSUP,"More points to spend",
IDS_SCEN_TT_REINF,"Reinforcements Mode",
IDS_SCEN_TT_REINF_EXPORT_BUTTON,"Export script fragment to file for manual integration",
IDS_SCEN_TT_REINF_GROUP_NEXT,"Next Group",
IDS_SCEN_TT_REINF_GROUP_PREV,"Previous Group",
IDS_SCEN_TT_REINF_SIDE_NEXT,"Next Side",
IDS_SCEN_TT_REINF_SIDE_PREV,"Previous Side",
IDS_SCEN_TT_REINF_TURN_NEXT,"Arrive Later",
IDS_SCEN_TT_REINF_TURN_PREV,"Arrive Earlier",
IDS_SCEN_TT_RESIZEMAP,"Resize the current map",
IDS_SCEN_TT_SIDE0,"Side id for side 0",
IDS_SCEN_TT_SIDE1,"Side id for side 1",
IDS_SCEN_TT_SQUAD_TEX,"Unit Textures",
IDS_SCEN_TT_TEXT_MARKER,"Text Marker Mode",
IDS_SCEN_TT_TEXT_MARKER_COLOUR,"Colour in RRGGBB format",
IDS_SCEN_TT_TEXT_MARKER_COLOUR_NEXT,"Next Color",
IDS_SCEN_TT_TEXT_MARKER_COLOUR_PREV,"Previous Color",
IDS_SCEN_TT_TEXT_MARKER_DELETE_BUTTON,"Delete Current Text Marker",
IDS_SCEN_TT_TEXT_MARKER_FONT,"Text Marker Font",
IDS_SCEN_TT_TEXT_MARKER_FONT_NEXT,"Next Font",
IDS_SCEN_TT_TEXT_MARKER_FONT_PREV,"Previous Font",
IDS_SCEN_TT_TEXT_MARKER_ID,"Script ID",
IDS_SCEN_TT_TEXT_MARKER_NEW_BUTTON,"Create New Text Marker",
IDS_SCEN_TT_TEXT_MARKER_NEW_STRING_BUTTON,"Create a new string for this marker",
IDS_SCEN_TT_TEXT_MARKER_PLACE_BUTTON,"Place or Move Current Text Marker, Hold Shift for Finer Control",
IDS_SCEN_TT_TILEMODE,"Tile placement mode",
IDS_SCEN_TT_UI_WIZ,"Scenario Description Exporter",
IDS_SCEN_TT_UNITMODE,"Unit placement mode",
IDS_SCN_ENEMY_ARMY_ROUTED_BP0TEXT, "The enemy army is utterly routed.",
IDS_SCN_LOSING_DRAW_LOSS_BP0TEXT, "Although you have managed to stave off defeat until nightfall, you must withdraw during the night, leaving the enemy holding the field of battle.",
IDS_SCN_LOSING_DRAW_WIN_BP0TEXT, "You have managed to stave off defeat till nightfall, and can withdraw your army under cover of darkness.",
IDS_SCN_LOSING_MUTUAL_DEFEAT_LOSS_BP0TEXT, "Neither army has the will to carry on, and both sides break off combat as if by mutual consent. You must withdraw during the night, leaving the enemy holding the field of battle.",
IDS_SCN_LOSING_MUTUAL_DEFEAT_WIN_BP0TEXT, "Neither army has the will to carry on, and both sides break off combat as if by mutual consent. You can withdraw your army under cover of darkness.",
IDS_SCN_MP_ADJUSTED_DEFEAT_BP0TEXT, "You have forced the enemy to retire from the field, but your losses are so heavy that this must be considered a strategic defeat.",
IDS_SCN_MP_ADJUSTED_VICTORY_BP0TEXT,"Your army has been forced to retreat. However, you have inflicted enough losses on the enemy that this can be considered a strategic victory.",
IDS_SCN_NIGHTFALL_ENDS_SLAUGHTER_BP0TEXT, "Nightfall has ended the slaughter.",
IDS_SCN_NO_ORDERS_BP0TEXT, "You will not be able to get orders to your troops until next turn.",
IDS_SCN_OVERALL_DEFEAT_BP0TEXT, "Your army has lost heart. You are defeated.",
IDS_SCN_OVERALL_VICTORY_BP0TEXT, "The enemy has lost heart. You are victorious.",
IDS_SCN_PLAYON_OFF, "Honour is satisfied. Let the slaughter end.",
IDS_SCN_PLAYON_ON, "We shall not let any enemy formation leave the field intact.",
IDS_SCN_WINNING_DRAW_LOSS_BP0TEXT, "Nightfall has saved the enemy from defeat. They will be able to escape during the night.",
IDS_SCN_WINNING_DRAW_WIN_BP0TEXT, "Nightfall has saved the enemy from utter defeat. However, if they withdraw during the night, you will at least have the honour of holding the field of battle.",
IDS_SCN_WINNING_MUTUAL_DEFEAT_LOSS_BP0TEXT, "Neither army has the will to carry on, and both sides break off combat as if by mutual consent. The enemy will be able to escape during the night.",
IDS_SCN_WINNING_MUTUAL_DEFEAT_WIN_BP0TEXT, "Neither army has the will to carry on, and both sides break off combat as if by mutual consent. However, if the enemy withdraw during the night, you will at least have the honour of holding the field of battle.",
IDS_SCROLLSPEED,"Scroll speed",
IDS_SELECT,"Select",
IDS_SELECT_UNIT,"Select Unit",
IDS_SERIAL_CHOOSE,"Use the dropdown list below to choose the expansion you wish to enter a serial for.",
IDS_SERIAL_DONE,"Done",
IDS_SERIAL_ENTRY,"Enter the expansion serial below.  Click Register Serial when the details are correct.",
IDS_SERIAL_ERROR_EMPTY,"No serial was provided.  Please enter a serial in the indicated text box.",
IDS_SERIAL_ERROR_FAILED,"Failed to install the required details.  Please visit our support forums at www.slitherine.com for help in solving this issue",
IDS_SERIAL_ERROR_INVALID,"The provided serial is not a valid code for the selected expansion.",
IDS_SERIAL_GO,"Register Serial",
IDS_SERIAL_NONE,"All expansions are successfully registered.  No further serials are required.",
IDS_SERIAL_REGISTERED,"Already registered",
IDS_SERIAL_SUCCESS,"The expansion has been successfully activated and will be available when you restart the game.",
IDS_SERIAL_TITLE,"Serial Number Entry",
IDS_SHOW_ALL,"Show All",
IDS_SIDENAME0,"Anti-Imperial", // Default
IDS_SIDENAME1,"Pro-Imperial", // Default
IDS_SIDENAME10,"Danish", // TYW
IDS_SIDENAME11,"Weimarian", // TYW
IDS_SIDENAME12,"Royalist", // ECW
IDS_SIDENAME13,"Parliamentarian", // ECW
IDS_SIDENAME14,"Scots", // ECW
IDS_SIDENAME15,"Swiss", // Italian Wars
IDS_SIDENAME16,"Italian", // Italian Wars
IDS_SIDENAME17,"Spanish/Imperial", // Italian Wars
IDS_SIDENAME18,"French", // Italian Wars
IDS_SIDENAME19,"Bohemian", // TYW
IDS_SIDENAME2,"Protestant", // TYW German
IDS_SIDENAME3,"Catholic", // TYW German
IDS_SIDENAME4,"French", // TYW
IDS_SIDENAME5,"Spanish", // TYW
IDS_SIDENAME6,"Swedish", // TYW
IDS_SIDENAME7,"Transylvanian", // TYW
IDS_SIDENAME8,"Polish", // TYW
IDS_SIDENAME9,"Ottoman", // TYW
IDS_SIDETYPE0,"Anti-Imperial", // Default
IDS_SIDETYPE1,"Pro-Imperial", // Default
IDS_SIDETYPE10,"Danish", // TYW
IDS_SIDETYPE11,"Weimarian", // TYW
IDS_SIDETYPE12,"Royalist", // ECW
IDS_SIDETYPE13,"Parliamentarian", // ECW
IDS_SIDETYPE14,"Scots", // ECW
IDS_SIDETYPE15,"Swiss", // Italian Wars
IDS_SIDETYPE16,"Italian", // Italian Wars
IDS_SIDETYPE17,"Spanish/Imperial", // Italian Wars
IDS_SIDETYPE18,"French", // Italian Wars
IDS_SIDETYPE19,"Bohemian", // TYW
IDS_SIDETYPE2,"Protestant", // TYW German
IDS_SIDETYPE3,"Catholic", // TYW German
IDS_SIDETYPE4,"French", // TYW
IDS_SIDETYPE5,"Spanish", // TYW
IDS_SIDETYPE6,"Swedish", // TYW
IDS_SIDETYPE7,"Transylvanian", // TYW
IDS_SIDETYPE8,"Polish", // TYW
IDS_SIDETYPE9,"Ottoman", // TYW
IDS_SIDETYPEDESC0,"Anti-Imperial",
IDS_SIDETYPEDESC1,"Pro-Imperial",
IDS_SIDETYPEDESC10," ",
IDS_SIDETYPEDESC11," ",
IDS_SIDETYPEDESC12," ",
IDS_SIDETYPEDESC13," ",
IDS_SIDETYPEDESC14," ",
IDS_SIDETYPEDESC15," ",
IDS_SIDETYPEDESC16," ",
IDS_SIDETYPEDESC17," ",
IDS_SIDETYPEDESC18," ",
IDS_SIDETYPEDESC19," ",
IDS_SIDETYPEDESC2," ",
IDS_SIDETYPEDESC3," ",
IDS_SIDETYPEDESC4," ",
IDS_SIDETYPEDESC5," ",
IDS_SIDETYPEDESC6," ",
IDS_SIDETYPEDESC7," ",
IDS_SIDETYPEDESC8," ",
IDS_SIDETYPEDESC9," ",
IDS_SKIRMISH,"Multiplayer",
IDS_SKIRMISH_ADVANCED,"Advanced >>",
IDS_SKIRMISH_ARMYLIST,"Army List",
IDS_SKIRMISH_ARMYLISTFILTER,"Filter Army List",
IDS_SKIRMISH_ARMYLISTSELECT, "Force Autoselection",
IDS_SKIRMISH_ARMYLIST_RANDOM1,"Pot Luck",
IDS_SKIRMISH_ATTACK_INTRO, "The enemy are outmatched, but are dug into defensive positions. We must defeat them before nightfall or they will be able to withdraw in good order.", 
IDS_SKIRMISH_BASIC,"<< Basic",
IDS_SKIRMISH_CAMPAIGN,"Change Campaign...",
IDS_SKIRMISH_CAMPAIGN_DEFAULT,"Thirty Years War (Default)",
IDS_SKIRMISH_CREATE,"Create",
IDS_SKIRMISH_CUSTOM_0_0,"Random",
IDS_SKIRMISH_CUSTOM_0_1,"Yes",
IDS_SKIRMISH_CUSTOM_0_2,"No",
IDS_SKIRMISH_CUSTOM_0_DESC,"Rivers",
IDS_SKIRMISH_DAMAGE,"Damage",
IDS_SKIRMISH_DATE,"Date",
IDS_SKIRMISH_DEFEND_INTRO, "Our forces are outmatched, but are dug into defensive positions. If we can hold on till nightfall, we will be able to withdraw in good order.", 
IDS_SKIRMISH_ENEMYFLANKMARCHARRIVED_BP0TEXT, "An enemy flanking force has arrived on the battlefield!",
IDS_SKIRMISH_ENEMYFLANKMARCHFORCEDBACK_BP0TEXT, "Your flanking force has arrived on the battlefield, driving back an enemy flanking force!",
IDS_SKIRMISH_ENEMY_FLANK_MARCH_INTRO, "You suspect that the enemy may have sent a flanking force, but as yet you don't know which flank is threatened.",
IDS_SKIRMISH_ENEMY_REINFORCEMENTS_INTRO, "We have caught the enemy while their army is divided. We must defeat them before nightfall, otherwise their forces will be able to combine and will outmatch ours. Even so, some of their detached forces may arrive before nightfall.",
IDS_SKIRMISH_FLANK_FORCE_INTRO,"You have sent",
IDS_SKIRMISH_FLANK_FORCE_LEFT, "units on a flank march on your left flank.",
IDS_SKIRMISH_FLANK_FORCE_RIGHT, "units on a flank march on your right flank.",
IDS_SKIRMISH_FORCESELECT,"Force Selection",
IDS_SKIRMISH_FORCESELECT_0,"Auto",
IDS_SKIRMISH_FORCESELECT_1,"All",
IDS_SKIRMISH_FORCESIZE,"Force Size",
IDS_SKIRMISH_FORCESIZE_0,"Very Small",
IDS_SKIRMISH_FORCESIZE_1,"Small",
IDS_SKIRMISH_FORCESIZE_2,"Medium",
IDS_SKIRMISH_FORCESIZE_3,"Large",
IDS_SKIRMISH_FORCESIZE_4,"Very Large",
IDS_SKIRMISH_FORCESIZE_99,"Custom",
IDS_SKIRMISH_FORTIFICATION,"Fortification",
IDS_SKIRMISH_HELP,"Make your selections for map size, scenario type, and the size and type of forces to include and create a random map to play. Selecting Advanced will allow additional control over the size of the map, the allocation of forces, and length of scenario.~~Single Player: Select Create to launch directly into a scenario generated using the options you selected.~~Multiplayer: Select Create to return to the New Challenge screen, ready to post a new challenge with the selected options.",
IDS_SKIRMISH_MAPSIZE,"Map Size",
IDS_SKIRMISH_MAPSIZE_0,"Very Narrow",
IDS_SKIRMISH_MAPSIZE_1,"Narrow",
IDS_SKIRMISH_MAPSIZE_2,"Medium",
IDS_SKIRMISH_MAPSIZE_3,"Wide",
IDS_SKIRMISH_MAPSIZE_4,"Very Wide",
IDS_SKIRMISH_MAPSIZE_99,"Custom",
IDS_SKIRMISH_OPEN,"Openness",
IDS_SKIRMISH_OPEN_BATTLE_INTRO, "The enemy are offering fair and open battle.",
IDS_SKIRMISH_OWNFLANKMARCHARRIVED_BP0TEXT, "Your flanking force has arrived on the battlefield!",
IDS_SKIRMISH_OWNFLANKMARCHFORCEDBACK_BP0TEXT, "Your flanking force has been driven back on to the battlefield by an enemy flanking force!",
IDS_SKIRMISH_OWN_REINFORCEMENTS_INTRO, "We are expecting reinforcements. Hopefully some of them will arrive in time to turn the tide of battle, but if we can can hold on until nightfall we will be able to combine all our forces and will outmatch the enemy.",
IDS_SKIRMISH_PLAYER,"Player Side",
IDS_SKIRMISH_PLAYER_MP,"First Player Side",
IDS_SKIRMISH_POINTS,"Force Points",
IDS_SKIRMISH_REINFORCE,"Reinforcements",
IDS_SKIRMISH_REINFORCEMENTSENEMY1_BP0TEXT,"Enemy reinforcements have arrived!",
IDS_SKIRMISH_REINFORCEMENTSENEMY2_BP0TEXT,"More enemy reinforcements have arrived!",
IDS_SKIRMISH_REINFORCEMENTSOWN1_BP0TEXT,"Reinforcements have arrived!",
IDS_SKIRMISH_REINFORCEMENTSOWN2_BP0TEXT,"More reinforcements have arrived!",
IDS_SKIRMISH_SCENARIO,"Scenario Type",
IDS_SKIRMISH_STYLE,"Style",
IDS_SKIRMISH_TT_CAMPAIGN,"Select another campaign to use tiles, objects, units, and rules specific to that campaign.",
IDS_SKIRMISH_TURN_LIMIT,"Turn Limit",
IDS_SKIRMISH_TYPE_0,"Attack",
IDS_SKIRMISH_TYPE_1,"Defend",
IDS_SKIRMISH_TYPE_2,"Open Battle",
IDS_SKIRMISH_TYPE_3,"Reinforcements (Enemy)",
IDS_SKIRMISH_TYPE_4,"Reinforcements (Own)",
IDS_SKIRMISH_TYPE_5,"Send Flank March",
IDS_SLITHERINE,"Slitherine Ltd.",
IDS_SPEAKERON,"Published by Slitherine Ltd ©2014. All Rights Reserved. Developed by Byzantine Games. All rights reserved.~Pike and Shot. Slitherine Ltd 2014.~All brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. All rights reserved.",
IDS_SQUADTYPE0,"Determined Foot",
IDS_SQUADTYPE1,"Heavy Foot",
IDS_SQUADTYPE10,"Light Artillery",
IDS_SQUADTYPE11,"Gendarmes",
IDS_SQUADTYPE12,"Cavaliers",
IDS_SQUADTYPE13,"Horse",
IDS_SQUADTYPE14,"Determined Horse",
IDS_SQUADTYPE15,"Light Horse",
IDS_SQUADTYPE16,"Cavalry",
IDS_SQUADTYPE17,"Commanded Shot",
IDS_SQUADTYPE18,"Camelry",
IDS_SQUADTYPE19,"Elephants",
IDS_SQUADTYPE2,"Mixed Foot",
IDS_SQUADTYPE20,"Train",
IDS_SQUADTYPE21,"Boat",
IDS_SQUADTYPE22,"Ship",
IDS_SQUADTYPE3,"Medium Foot",
IDS_SQUADTYPE4,"Warriors",
IDS_SQUADTYPE5,"Light Foot",
IDS_SQUADTYPE6,"Dragoons",
IDS_SQUADTYPE7,"Mob",
IDS_SQUADTYPE8,"Battle Wagons",
IDS_SQUADTYPE9,"Artillery",
IDS_SQUAD_TYPE_ARTILLERY,"Artillery",
IDS_SQUAD_TYPE_BATTLE_WAGONS,"Battle Wagons",
IDS_SQUAD_TYPE_BOAT,"Boat",
IDS_SQUAD_TYPE_CAMELRY,"Camelry",
IDS_SQUAD_TYPE_CAVALIERS,"Cavaliers",
IDS_SQUAD_TYPE_CAVALRY,"Cavalry",
IDS_SQUAD_TYPE_COMMANDED_SHOT,"Commanded Shot",
IDS_SQUAD_TYPE_DETERMINED_FOOT,"Determined Foot",
IDS_SQUAD_TYPE_DETERMINED_HORSE,"Determined Horse",
IDS_SQUAD_TYPE_DRAGOONS,"Dragoons",
IDS_SQUAD_TYPE_ELEPHANTS,"Elephants",
IDS_SQUAD_TYPE_GENDARMES,"Gendarmes",
IDS_SQUAD_TYPE_HEAVY_FOOT,"Heavy Foot",
IDS_SQUAD_TYPE_HORSE,"Horse",
IDS_SQUAD_TYPE_LIGHT_ARTILLERY,"Light Artillery",
IDS_SQUAD_TYPE_LIGHT_FOOT,"Light Foot",
IDS_SQUAD_TYPE_LIGHT_HORSE,"Light Horse",
IDS_SQUAD_TYPE_MEDIUM_FOOT,"Medium Foot",
IDS_SQUAD_TYPE_MIXED_FOOT,"Mixed Foot",
IDS_SQUAD_TYPE_MOB,"Mob",
IDS_SQUAD_TYPE_SHIP,"Ship",
IDS_SQUAD_TYPE_TRAIN,"Train",
IDS_SQUAD_TYPE_WARRIORS,"Warriors",
IDS_START,"Start",
IDS_STARTOF, "At the start of",
IDS_STRING_OFF,"Off",
IDS_STRING_ON,"On",
IDS_TERRAINTYPE0, "No terrain disorder.",
IDS_TERRAINTYPE1, "Not Open.",
IDS_TERRAINTYPE2, "Not Open.~Disorders mounted and close~order foot, severely disorders~fully armoured gendarmes.",
IDS_TERRAINTYPE3, "Not Open. Severely disorders~mounted and close order foot,~disorders others except light foot.",
IDS_TERRAIN_BUILDING,"Building",
IDS_TERRAIN_BUILTUPAREA, "Built Up Area",
IDS_TERRAIN_CLIFF,"Cliffs",
IDS_TERRAIN_DEADGROUND, "Dead Ground",
IDS_TERRAIN_DEEPWATER, "Deep Water",
IDS_TERRAIN_DIFFICULTSLOPE, "Difficult Slope",
IDS_TERRAIN_DUNE,"Dunes",
IDS_TERRAIN_ENCLOSED,"Enclosure",
IDS_TERRAIN_FOREST,"Woods",
IDS_TERRAIN_HEAVYFORTIFICATIONS,"Heavy Fortifications",
IDS_TERRAIN_HIGHVEGETATION,"High Vegetation",
IDS_TERRAIN_LIGHTFORTIFICATIONS,"Light Fortifications",
IDS_TERRAIN_MARSH,"Marsh",
IDS_TERRAIN_MEDIUMFORTIFICATIONS,"Medium Fortifications",
IDS_TERRAIN_OPENGROUND,"Open ground",
IDS_TERRAIN_POLDER,"Polder",
IDS_TERRAIN_RAISEDGROUND,"Raised Ground",
IDS_TERRAIN_RAISEDROADS,"Raised Road",
IDS_TERRAIN_RAISEDTRACKS,"Raised Track",
IDS_TERRAIN_ROADS,"Roads",
IDS_TERRAIN_ROUGHGROUND,"Rough ground",
IDS_TERRAIN_STREAM, "Stream",
IDS_TERRAIN_STREAMDEEP,"Deep Stream",
IDS_TERRAIN_STREAMMEDIUM,"Large Stream",
IDS_TERRAIN_STYLE_CENTRALEUROPE, "Central Europe",
IDS_TERRAIN_STYLE_GENERIC,"Generic",
IDS_TERRAIN_STYLE_NORTHERNEUROPE, "Northern Europe",
IDS_TERRAIN_STYLE_NOSTYLE,"Classic",
IDS_TERRAIN_STYLE_RUSSIA,"Russia",
IDS_TERRAIN_STYLE_RUSSIA_SNOW,"Russia Snow",
IDS_TERRAIN_STYLE_SOUTHERNEUROPE, "Southern Europe",
IDS_TERRAIN_TRACKS,"Tracks",
IDS_TERRAIN_TRENCH,"Trench",
IDS_TERRAIN_VINEYARD, "Vineyard",
IDS_TERRAIN_WATER,"Water",
IDS_TERRAIN_WRECK,"Wreck",
IDS_TIME_DAWN,"Dawn",
IDS_TIME_DAWN_BEGINS,"Dawn Begins:",
IDS_TIME_DAY,"Daylight",
IDS_TIME_DAY_BEGINS,"Day Begins:",
IDS_TIME_DUSK,"Dusk",
IDS_TIME_DUSK_BEGINS,"Dusk Begins:",
IDS_TIME_NIGHT,"Night",
IDS_TIME_NIGHT_BEGINS,"Night Begins:",
IDS_TIME_TURNS,"Turns",
IDS_TOTAL_ORIGINAL_STRENGTH, "Original Strength",
IDS_TT_ABOVE_AVERAGE, "Above Average",
IDS_TT_ALREADY_SHOT,"Already Shot",
IDS_TT_AP,"AP",
IDS_TT_APPLY, "apply",
IDS_TT_AP_DIFFBONUS,"Difficulty Adjustment: +",
IDS_TT_ARMOUR, "Armour",
IDS_TT_ARMOUR_ADVANTAGE, "Armour advantage",
IDS_TT_ARMOUR_LONG, "Armoured foot at long range",
IDS_TT_ARTILLERY, "Artillery",
IDS_TT_AT, "at",
IDS_TT_AVERAGE, "Average",
IDS_TT_BELOW_AVERAGE, "Below Average",
IDS_TT_BREAK_ON_IMPACT, "(Flank/Rear Charge - Enemy will break on contact)",
IDS_TT_BREAK_ON_IMPACT2, "(Enemy will break on contact)",
IDS_TT_CAMPAIGNS, "Single-player campaigns",
IDS_TT_CANNOTSHOOT, "Can't Shoot: ",
IDS_TT_CANNOTSHOOTMOVED, "Can't Shoot when moved",
IDS_TT_CANNOTTURN_PRIORITY, "Can't make stationary turn away from priority enemy (except to reduce flank threat)",
IDS_TT_CANNOTUNLOAD,"Cannot deploy here",
IDS_TT_CANNOT_CONTROL, "No CC",
IDS_TT_CANTCHARGEEVER, "Can't ever charge",
IDS_TT_CANTCHARGEFRAGMENTED, "Fragmented units cannot charge",
IDS_TT_CANTCHARGETHISTYPE, "Can't charge that target type",
IDS_TT_CAN_CHARGE, "Your unit could charge this enemy unit. Right-click once on the Charge icon for further information, then again to charge.",
IDS_TT_CAN_FALLBACK, "Your unit can fall back to here, maintaining its current facing. Right-click on the Fall Back icon if you want it to do so. Note, however, that if there are enemy non-light troops within charge distance of your unit, it will have to test for a possible Cohesion drop.",
IDS_TT_CAN_LIMBER, "This unit cannot move to another square unless it limbers first.~Select the unit and right-click on the Limber icon if you wish it to do so.~It won't be able to move until next turn.",
IDS_TT_CAN_MOVE, "Your unit can move here. Right-click on the Move icon if you want it to do so.",
IDS_TT_CAN_SHOOT, "Your unit can shoot at this enemy unit. Right-click on the Shoot icon if you want it to do so.",
IDS_TT_CAN_TURN, "Your unit can turn to face this square. Right-click on the Turn icon if you want it to do so.",
IDS_TT_CAN_UNLIMBER, "This unit cannot shoot unless it unlimbers first.~Select the unit and right-click on the Unlimber icon if you wish it to do so.~It won't be able to shoot until next turn.",
IDS_TT_CHANCETOHIT,"Chance to hit:",
IDS_TT_CHANCETOKILL,"Overall kill chance:",
IDS_TT_CHANCETOPEN,"Chance to penetrate:",
IDS_TT_CHARGE, "Charge",
IDS_TT_CLAIM,"End this game by claiming it is abandoned",
IDS_TT_COMBAT_REPORTS, "Toggle Close Combat Reports",
IDS_TT_COMBAT_STRENGTH_MODIFIER, "Combat Strength Modifier",
IDS_TT_COMPASS,"Compass",
IDS_TT_CPF,"Create Campaign Package File (CPF)",
IDS_TT_CUSTOMDOWNLOAD,"Download a campaign package from the internet",
IDS_TT_DEFENDING_FORTIFICATIONS, "Defending Fortifications",
IDS_TT_DELETE_CONTENT,"Delete this Campaign from your computer",
IDS_TT_DEMORALISED, "Demoralised",
IDS_TT_DEPLOY,"Deploy here",
IDS_TT_DISHEARTENED, "Disheartened",
IDS_TT_DOWNLOAD_CONTENT,"Download community scenarios",
IDS_TT_DOWNLOAD_THIS,"Download the selected campaign",
IDS_TT_DRAW, "Draw",
IDS_TT_EFFECTIVE, "effective",
IDS_TT_ELITE, "Elite",
IDS_TT_ENEMY, "Enemy",
IDS_TT_ENEMY_DROP_IF_CONTACTED, "(Flank/Rear Charge - Enemy cohesion will drop on contact)",
IDS_TT_ENTHUSIASTIC, "Enthusiastic",
IDS_TT_EQUIVALENT, "Equivalent to",
IDS_TT_EXIT_BATTLE, "Exit Battle",
IDS_TT_EXIT_MP, "Exit Multiplayer",
IDS_TT_FIXED, "Fixed",
IDS_TT_FLANKREAR_ATTACK, "Flank/Rear Attack",
IDS_TT_FOOT, "Foot",
IDS_TT_FORT_INFO_HEAVY, "An assault would be extremely risky.",
IDS_TT_FORT_INFO_MEDIUM, "Severely disorders mounted and close order foot attackers,~disorders others except light foot.",
IDS_TT_GAMESPEED,"Alter the speed at which the game model updates",
IDS_TT_HELP,"Show help",
IDS_TT_HELPER_MODE, "Toggle Helper Mode",
IDS_TT_HIGHLY_SUPERIOR, "Highly Superior",
IDS_TT_HILLS," (Hill)",
IDS_TT_IMPACT, "Impact",
IDS_TT_INVITE,"Invite a friend to play multiplayer, even if they don't own the game!",
IDS_TT_LARGE_INFILADED, "Large or enfiladed target",
IDS_TT_LIMBER, "Limber battery",
IDS_TT_LOAD,"Load Unit",
IDS_TT_LOADFULL,"Transport full",
IDS_TT_LONG_RANGE, "Long Range",
IDS_TT_LOSE, "Lose",
IDS_TT_MELEE, "Melee",
IDS_TT_MELEE_NOTE1, "(If no morale drop from Impact combat)",
IDS_TT_MELEE_NOTE2, "(If no additional morale drop from Impact combat)",
IDS_TT_MEN, "Men",
IDS_TT_MODIFIERS_CLARIFICATION, "(Modifiers are each applied in turn, not added together first)",
IDS_TT_MORALE,"Morale",
IDS_TT_MOUNTED_TROOPS, "Mounted Troops",
IDS_TT_MOUNTED_V_SOFT_FOOT, "Mounted vs unprotected foot",
IDS_TT_MOVE,"Move",
IDS_TT_MULTIPLE_ENEMIES, "has multiple opposing units",
IDS_TT_NET_POA, "Net POA",
IDS_TT_NEWCAMP_COPYLESS,"Tick to exclude scenarios from the copy. Copy other data including squads.",
IDS_TT_NEW_CONTENT,"New free user content is available to download!",
IDS_TT_NEXT_MELEE, "Next Melee Round",
IDS_TT_NOLOS, "No Line of Sight",
IDS_TT_NONE, "None",
IDS_TT_NOTCLOSEENOUGH, "Not Close Enough",
IDS_TT_NOTENOUGHAP,"Not enough AP",
IDS_TT_NOTENOUGHAPLEFT, "Not enough AP left",
IDS_TT_NOT_PRIORITY_CHARGE_TARGET, "Not priority charge target",
IDS_TT_NO_DROP_ON_CONTACT, "(Flank/Rear Charge - Enemy cohesion will not drop on contact because chargers are light troops and the enemy are not)",
IDS_TT_NO_IMPACT_CAPABILITIES, "No impact capabilities",
IDS_TT_NO_INFILTRATE_ROAD,"No cover to infiltrate",
IDS_TT_NO_MELEE_CAPABILITIES, "No melee capabilities",
IDS_TT_NO_SHOOTING_CAPABILITY, "No Shooting Capability",
IDS_TT_OUR, "Our",
IDS_TT_OUTOFRANGE, "Out of Range",
IDS_TT_OVERLAPPERS, "Overlappers",
IDS_TT_OWN, "Own",
IDS_TT_PACK_CAMP,"Package this campaign ready to share it online",
IDS_TT_POA, "Points of Advantage (POA)",
IDS_TT_POA_MODIFIER, "POA Modifier",
IDS_TT_POINTS, "Points",
IDS_TT_PROTECTED, "Protected",
IDS_TT_QUALITY, "Troop Quality",
IDS_TT_QUALITY_MODIFIER, "Troop Quality Modifier",
IDS_TT_RAW, "Raw",
IDS_TT_REPLAY_MP,"Watch the replay of the previous turn again",
IDS_TT_RETURN_TO_BATTLE, "Return to Battle",
IDS_TT_REVERSE,"Reverse",
IDS_TT_RG, "Attached Guns",
IDS_TT_RG_BONUS, "Attached guns",
IDS_TT_ROUTE_ZOCD, "Enemy ZOC prevents charge", 
IDS_TT_SAVE_MP, "Save current position without ending turn",
IDS_TT_SCROLLSPEED,"Toggle scroll speed",
IDS_TT_SETDESTINATION, "Destination",
IDS_TT_SHOOT, "Shooting: ",
IDS_TT_SHOOTAVDAMAGE, "Average shooting casualties inflicted: ",
IDS_TT_SHOOTING_AT_PURSUERS, "Shooting at pursuers: -50%",
IDS_TT_SHOOTING_AT_SKIRMISHERS, "Shooting at skirmishers: -34%",
IDS_TT_SHOOTVOLLEY0, "No Arc of Fire",
IDS_TT_SHOOTVOLLEY1, "Half Arc of Fire",
IDS_TT_SHOOTVOLLEY2, "Half Arc of Fire",
IDS_TT_SHOOTVOLLEY3, "Full Arc of Fire",
IDS_TT_SHOOT_THREATENED_FLANK, "Foot when own flank is threatened",
IDS_TT_SHORT_RANGE, "Short Range",
IDS_TT_SHOTS, "shots",
IDS_TT_SHOWBRIEFING,"Show briefing",
IDS_TT_SILENTASSAULT,"Silent Assault",
IDS_TT_SKIRMISH_SP, "Single-player random map battle",
IDS_TT_SMALLARMS, "small arms",
IDS_TT_SUPERIOR, "Superior",
IDS_TT_SWAP,"Swap",
IDS_TT_SWAP_BAD_TERRAIN,"Cannot move into selected terrain",
IDS_TT_SWAP_NO_AP,"Not enough AP",
IDS_TT_SWAP_TARGET_BAD_TERRAIN,"Target cannot move into this terrain",
IDS_TT_SWAP_TARGET_NO_AP,"Target doesn't have enough AP",
IDS_TT_SWAP_UNITS, "Swap unit positions",
IDS_TT_TARGETINCLOSECOMBAT, "Target in close combat",
IDS_TT_TARGETPURSUED, "Target are pursued routers",
IDS_TT_TILEHEIGHT, "Height: ",
IDS_TT_TOGGLEOSD,"Toggle mission info",
IDS_TT_TOGGLE_COMPASS, "Toggle In-Battle Compass",
IDS_TT_TOGGLE_FACING, "Toggle Facing Markers",
IDS_TT_TOOCLOSE,"Target too close",
IDS_TT_TOOFEWAPTOTURN, "Not enough AP left to turn",
IDS_TT_TOOLTIP, "Toggle Simple/Detailed Tooltips",
IDS_TT_TOTAL, "Total",
IDS_TT_TOTAL_COST,"Total cost of unfixed units:",
IDS_TT_TROOP_TYPE, "Troop Type",
IDS_TT_TURNUNIT,"Turn",
IDS_TT_UIMODE,"Switch UI mouse mode",
IDS_TT_UNABLE_TO_WHEEL_TO_FACE, "Unable to wheel to face",
IDS_TT_UNFIXED, "Unfixed",
IDS_TT_UNIT, "unit",
IDS_TT_UNITBLOCKINGLOS, "LOS blocked by troops or fortifications",
IDS_TT_UNLIMBER,"Unlimber battery",
IDS_TT_UNLOAD,"Deploy unit",
IDS_TT_UNPROTECTED, "Unprotected",
IDS_TT_UNTRAINED, "Untrained",
IDS_TT_UPHILL, "Uphill",
IDS_TT_UPTO, "Up to",
IDS_TT_VS, "vs",
IDS_TT_WEAPON_MODIFIER, "Weapon Modifiers",
IDS_TT_WIN, "Win",
IDS_TT_YELLOW_QUESTION_MARKS, "Toggle Yellow Question Marks",
IDS_TURNS,"Turns remaining: ",
IDS_TURN_TUTORIAL_MODE_OFF, "Turn helper messages off",
IDS_TURN_TUTORIAL_MODE_ON, "Turn helper messages on",
IDS_TUT_BONUSMODE,"You can set up the bonuses, such as divine intervention, for each side.  Left click to add a bonus or right click to remove one.  Click the Bonus button again to toggle the side to edit the bonuses for.~~Remember you can have more than one of a given bonus.",
IDS_TUT_CAMPLIST,"Campaign Selection~~Here you will find all the available campaigns.  We recommend playing the Tutorial campaign first.  You can browse the premium expansion campaigns before you decide to purchase them.",
IDS_TUT_CARRYOVER,"Carryover allows you to bring surviving units from prior scenarios onto the map at points you define.  To allow a unit to be carried forward, use the C key when in unit mode.~~In carryover mode, select the scenario you want to carry over from, then use the L and R mouse buttons to place destination tiles for player/enemy units from that scenario respectively.  You can bring over either or both surviving player and enemy units from any prior scenario (or from multiple prior scenarios) by placing destination tiles on the map.",
IDS_TUT_FORCE,"Force Selection~~The force screen allows you to examine the units for a scenario.~~As you progress some scenarios will allow you to buy additional units.",
IDS_TUT_FORCE2,"In this scenario you can spend points to choose which additional units to take into the scenario.~~Mouse over a unit to show details on it, and use this to decide which combination best suits you.~~Points to spend are shown at the bottom of the screen, and you use the left mouse button to purchase a unit, and the right to refund.  Note that you can have some fixed and some optional units of one type.",
IDS_TUT_INTRO,"Welcome to the editor.  Here you can design maps, select forces, and create new missions.~~On the left is the tile list.  The top list is the tile sets, while the bottom list shows the tiles in the selected set.  Some tiles are overlays, like roads, which sit over the ground tiles.~~Hold the left mouse button to place tiles.  Hit R to rotate the tile you are currently using. ",
IDS_TUT_MENU,"Welcome~~Hit Escape at any time to bring up Load/Save and the Options menu.  Click on 'Historical' to begin your first battle!  (We recommend you play the Tutorial campaign first.)",
IDS_TUT_MOUSE1,"Use the left mouse button to select units and give orders.  Simple moves execute immediately, other orders pop up order buttons for confirmation.  Hold down the left button to select the unit under the mouse even if there are available orders for an already selected unit.",
IDS_TUT_MOUSE2,"The right mouse button will deselect the current unit.",
IDS_TUT_MOVENOAP,"Not enough AP to move here in one turn",
IDS_TUT_MOVENOGO,"Cannot move onto this tile",
IDS_TUT_NEWMAP,"This dialog allows you to create a new empty map, or to resize the map you are working on.~~The width and height are the size of the map, the x and y offsets are only used when you are resizing a map.  Positive values move the map contents toward the origin, negative values move them away from it.",
IDS_TUT_OBJMODE,"Here we place objects such as trees or buildings on the map.  Placing objects on the map is done with the left mouse button.~~Some objects have restrictions on where they can be placed on the tile, or along edges.  Others, like some buildings, will alter the terrain of the tile they are on.~~Home and End scale an object, PgUp and PgDn rotate it.  Holding SHIFT while scaling or rotating allows for finer control.",
IDS_TUT_TITLE,"Tip!",
IDS_TUT_TURN1,"Each side moves in turn.  A unit has limited numbers of Action Points (AP), determining how it can move.  Each unit has one shot per turn.",
IDS_TUT_TURN2,"Your Action Points are replenished at the start of each turn.  To end your current turn, use the End Turn button, or press ENTER/RETURN.",
IDS_TUT_UNITMODE,"Click on this Unit Mode button to toggle between the 2 sides.~~Choose units from the list, and use the left mouse button to place on the map.  Hold the Delete button and left click to remove a unit.~~Clicking on an existing unit will add or remove a carried unit.~~Use the R key to rotate a unit under the mouse.",
IDS_T_CentralEurope_Base_Tile1, "Default Open Ground",
IDS_T_CentralEurope_Base_Tile13, "Woods",
IDS_T_CentralEurope_Base_Tile15, "Fallow Field",
IDS_T_CentralEurope_Base_Tile17, "Ploughed Field Light",
IDS_T_CentralEurope_Base_Tile19, "Ploughed Field Dark",
IDS_T_CentralEurope_Base_Tile21, "Pasture",
IDS_T_CentralEurope_Base_Tile23, "Rough Pasture",
IDS_T_CentralEurope_Base_Tile25, "Dry Pasture",
IDS_T_CentralEurope_Base_Tile27, "Hay",
IDS_T_CentralEurope_Base_Tile29, "Green Crop Light",
IDS_T_CentralEurope_Base_Tile31, "Green Crop Dark",
IDS_T_CentralEurope_Base_Tile33, "Ripe Grain Light",
IDS_T_CentralEurope_Base_Tile35, "Ripe Grain Dark",
IDS_T_CentralEurope_Base_Tile37, "Boggy Ground",
IDS_T_CentralEurope_Base_Tile39, "Slope Edge",
IDS_T_CentralEurope_Base_Tile41, "Slope Outside Corner",
IDS_T_CentralEurope_Base_Tile43, "Slope Inside Corner",
IDS_T_CentralEurope_Base_Tile45, "Not Used",
IDS_T_CentralEurope_Base_Tile5, "Moor",
IDS_T_CentralEurope_Base_Tile57, "Not Used",
IDS_T_CentralEurope_Base_Tile59, "Not Used",
IDS_T_CentralEurope_Base_Tile64, "Map Border",
IDS_T_CentralEurope_Base_Tile9, "Rough Ground",
IDS_T_CentralEurope_Base_Water, "Water",
IDS_T_CentralEurope_Overlay_Tile1, "Road Straight",
IDS_T_CentralEurope_Overlay_Tile11, "Track Bend",
IDS_T_CentralEurope_Overlay_Tile13, "Track End",
IDS_T_CentralEurope_Overlay_Tile14, "Track Crossroads",
IDS_T_CentralEurope_Overlay_Tile15, "Track T Junction",
IDS_T_CentralEurope_Overlay_Tile16, "Road-Track Straight",
IDS_T_CentralEurope_Overlay_Tile17, "Road Ford",
IDS_T_CentralEurope_Overlay_Tile18, "Track Ford",
IDS_T_CentralEurope_Overlay_Tile19, "Water Edge Inside Corner",
IDS_T_CentralEurope_Overlay_Tile20, "Water Edge Straight",
IDS_T_CentralEurope_Overlay_Tile21, "Deep Water",
IDS_T_CentralEurope_Overlay_Tile22, "Pond",
IDS_T_CentralEurope_Overlay_Tile23, "Enclosure",
IDS_T_CentralEurope_Overlay_Tile24, "Difficult Slope",
IDS_T_CentralEurope_Overlay_Tile25, "Deep Water Edge",
IDS_T_CentralEurope_Overlay_Tile26, "Deep Water Inside Corner",
IDS_T_CentralEurope_Overlay_Tile27, "Deep Water Outside Corner",
IDS_T_CentralEurope_Overlay_Tile29, "Water Edge Outside Corner",
IDS_T_CentralEurope_Overlay_Tile3, "Road Bend",
IDS_T_CentralEurope_Overlay_Tile31, "River Mouth",
IDS_T_CentralEurope_Overlay_Tile32, "Stream Mouth",
IDS_T_CentralEurope_Overlay_Tile33, "River Straight",
IDS_T_CentralEurope_Overlay_Tile35, "River Bend",
IDS_T_CentralEurope_Overlay_Tile37, "River T Junction",
IDS_T_CentralEurope_Overlay_Tile38, "River-Stream T Junction",
IDS_T_CentralEurope_Overlay_Tile39, "Marsh Edge",
IDS_T_CentralEurope_Overlay_Tile40, "Marsh Corner",
IDS_T_CentralEurope_Overlay_Tile41, "Stream Straight",
IDS_T_CentralEurope_Overlay_Tile43, "Stream Bend",
IDS_T_CentralEurope_Overlay_Tile44, "Stream-Stream T Junction",
IDS_T_CentralEurope_Overlay_Tile45, "Stream Start",
IDS_T_CentralEurope_Overlay_Tile46, "Marsh",
IDS_T_CentralEurope_Overlay_Tile5, "Road End",
IDS_T_CentralEurope_Overlay_Tile50, "Road Corner Field Mask",
IDS_T_CentralEurope_Overlay_Tile51, "Half Default Open",
IDS_T_CentralEurope_Overlay_Tile52, "Half Dry Pasture",
IDS_T_CentralEurope_Overlay_Tile53, "Half Ploughed Light",
IDS_T_CentralEurope_Overlay_Tile54, "Half Ploughed Light",
IDS_T_CentralEurope_Overlay_Tile55, "Half Green Crop Dark",
IDS_T_CentralEurope_Overlay_Tile56, "Half Green Crop Dark",
IDS_T_CentralEurope_Overlay_Tile57, "Blend",
IDS_T_CentralEurope_Overlay_Tile59, "Blend Corner 1",
IDS_T_CentralEurope_Overlay_Tile6, "Road Crossroads",
IDS_T_CentralEurope_Overlay_Tile60, "Blend Corner 2",
IDS_T_CentralEurope_Overlay_Tile61, "Blend Edge",
IDS_T_CentralEurope_Overlay_Tile62, "Half Hay",
IDS_T_CentralEurope_Overlay_Tile63, "Half Grain Light",
IDS_T_CentralEurope_Overlay_Tile64, "Half Grain Dark",
IDS_T_CentralEurope_Overlay_Tile65, "Deep Stream Overlay",
IDS_T_CentralEurope_Overlay_Tile66, "Medium Stream Overlay",
IDS_T_CentralEurope_Overlay_Tile67, "Dead Ground",
IDS_T_CentralEurope_Overlay_Tile68, "Rough Ground Overlay",
IDS_T_CentralEurope_Overlay_Tile7, "Road T Junction",
IDS_T_CentralEurope_Overlay_Tile8, "Road-Track T Junction",
IDS_T_CentralEurope_Overlay_Tile9, "Track Straight",
IDS_T_NorthernEurope_Base_Tile1, "Default Open Ground",
IDS_T_NorthernEurope_Base_Tile13, "Woods",
IDS_T_NorthernEurope_Base_Tile15, "Fallow Field",
IDS_T_NorthernEurope_Base_Tile17, "Ploughed Field Light",
IDS_T_NorthernEurope_Base_Tile19, "Ploughed Field Dark",
IDS_T_NorthernEurope_Base_Tile21, "Pasture",
IDS_T_NorthernEurope_Base_Tile23, "Rough Pasture",
IDS_T_NorthernEurope_Base_Tile25, "Dry Pasture",
IDS_T_NorthernEurope_Base_Tile27, "Hay",
IDS_T_NorthernEurope_Base_Tile29, "Green Crop Light",
IDS_T_NorthernEurope_Base_Tile31, "Green Crop Dark",
IDS_T_NorthernEurope_Base_Tile33, "Ripe Grain Light",
IDS_T_NorthernEurope_Base_Tile35, "Ripe Grain Dark",
IDS_T_NorthernEurope_Base_Tile37, "Boggy Ground",
IDS_T_NorthernEurope_Base_Tile39, "Slope Edge",
IDS_T_NorthernEurope_Base_Tile41, "Slope Outside Corner",
IDS_T_NorthernEurope_Base_Tile43, "Slope Inside Corner",
IDS_T_NorthernEurope_Base_Tile45, "Not Used",
IDS_T_NorthernEurope_Base_Tile5, "Moor",
IDS_T_NorthernEurope_Base_Tile57, "Not Used",
IDS_T_NorthernEurope_Base_Tile59, "Not Used",
IDS_T_NorthernEurope_Base_Tile64, "Map Border",
IDS_T_NorthernEurope_Base_Tile9, "Rough Ground",
IDS_T_NorthernEurope_Base_Water, "Water",
IDS_T_NorthernEurope_Overlay_Tile1, "Road Straight",
IDS_T_NorthernEurope_Overlay_Tile11, "Track Bend",
IDS_T_NorthernEurope_Overlay_Tile13, "Track End",
IDS_T_NorthernEurope_Overlay_Tile14, "Track Crossroads",
IDS_T_NorthernEurope_Overlay_Tile15, "Track T Junction",
IDS_T_NorthernEurope_Overlay_Tile16, "Road-Track Straight",
IDS_T_NorthernEurope_Overlay_Tile17, "Road Ford",
IDS_T_NorthernEurope_Overlay_Tile18, "Track Ford",
IDS_T_NorthernEurope_Overlay_Tile19, "Water Edge Inside Corner",
IDS_T_NorthernEurope_Overlay_Tile20, "Water Edge Straight",
IDS_T_NorthernEurope_Overlay_Tile21, "Deep Water",
IDS_T_NorthernEurope_Overlay_Tile22, "Pond",
IDS_T_NorthernEurope_Overlay_Tile23, "Enclosure",
IDS_T_NorthernEurope_Overlay_Tile24, "Difficult Slope",
IDS_T_NorthernEurope_Overlay_Tile25, "Deep Water Edge",
IDS_T_NorthernEurope_Overlay_Tile26, "Deep Water Inside Corner",
IDS_T_NorthernEurope_Overlay_Tile27, "Deep Water Outside Corner",
IDS_T_NorthernEurope_Overlay_Tile29, "Water Edge Outside Corner",
IDS_T_NorthernEurope_Overlay_Tile3, "Road Bend",
IDS_T_NorthernEurope_Overlay_Tile31, "River Mouth",
IDS_T_NorthernEurope_Overlay_Tile32, "Stream Mouth",
IDS_T_NorthernEurope_Overlay_Tile33, "River Straight",
IDS_T_NorthernEurope_Overlay_Tile35, "River Bend",
IDS_T_NorthernEurope_Overlay_Tile37, "River T Junction",
IDS_T_NorthernEurope_Overlay_Tile38, "River-Stream T Junction",
IDS_T_NorthernEurope_Overlay_Tile39, "Marsh Edge",
IDS_T_NorthernEurope_Overlay_Tile40, "Marsh Corner",
IDS_T_NorthernEurope_Overlay_Tile41, "Stream Straight",
IDS_T_NorthernEurope_Overlay_Tile43, "Stream Bend",
IDS_T_NorthernEurope_Overlay_Tile44, "Stream-Stream T Junction",
IDS_T_NorthernEurope_Overlay_Tile45, "Stream Start",
IDS_T_NorthernEurope_Overlay_Tile46, "Marsh",
IDS_T_NorthernEurope_Overlay_Tile5, "Road End",
IDS_T_NorthernEurope_Overlay_Tile50, "Road Corner Field Mask",
IDS_T_NorthernEurope_Overlay_Tile51, "Half Default Open",
IDS_T_NorthernEurope_Overlay_Tile52, "Half Dry Pasture",
IDS_T_NorthernEurope_Overlay_Tile53, "Half Ploughed Light",
IDS_T_NorthernEurope_Overlay_Tile54, "Half Ploughed Light",
IDS_T_NorthernEurope_Overlay_Tile55, "Half Green Crop Dark",
IDS_T_NorthernEurope_Overlay_Tile56, "Half Green Crop Dark",
IDS_T_NorthernEurope_Overlay_Tile57, "Blend",
IDS_T_NorthernEurope_Overlay_Tile59, "Blend Corner 1",
IDS_T_NorthernEurope_Overlay_Tile6, "Road Crossroads",
IDS_T_NorthernEurope_Overlay_Tile60, "Blend Corner 2",
IDS_T_NorthernEurope_Overlay_Tile61, "Blend Edge",
IDS_T_NorthernEurope_Overlay_Tile62, "Half Hay",
IDS_T_NorthernEurope_Overlay_Tile63, "Half Grain Light",
IDS_T_NorthernEurope_Overlay_Tile64, "Half Grain Dark",
IDS_T_NorthernEurope_Overlay_Tile65, "Deep Stream Overlay",
IDS_T_NorthernEurope_Overlay_Tile66, "Medium Stream Overlay",
IDS_T_NorthernEurope_Overlay_Tile67, "Dead Ground",
IDS_T_NorthernEurope_Overlay_Tile68, "Rough Ground Overlay",
IDS_T_NorthernEurope_Overlay_Tile7, "Road T Junction",
IDS_T_NorthernEurope_Overlay_Tile8, "Road-Track T Junction",
IDS_T_NorthernEurope_Overlay_Tile9, "Track Straight",
IDS_T_SouthernEurope_Base_Tile1, "Default Open Ground",
IDS_T_SouthernEurope_Base_Tile13, "Woods",
IDS_T_SouthernEurope_Base_Tile15, "Fallow Field",
IDS_T_SouthernEurope_Base_Tile17, "Ploughed Field Light",
IDS_T_SouthernEurope_Base_Tile19, "Ploughed Field Dark",
IDS_T_SouthernEurope_Base_Tile21, "Pasture",
IDS_T_SouthernEurope_Base_Tile23, "Rough Pasture",
IDS_T_SouthernEurope_Base_Tile25, "Dry Pasture",
IDS_T_SouthernEurope_Base_Tile27, "Hay",
IDS_T_SouthernEurope_Base_Tile29, "Green Crop Light",
IDS_T_SouthernEurope_Base_Tile31, "Green Crop Dark",
IDS_T_SouthernEurope_Base_Tile33, "Ripe Grain Light",
IDS_T_SouthernEurope_Base_Tile35, "Ripe Grain Dark",
IDS_T_SouthernEurope_Base_Tile37, "Boggy Ground",
IDS_T_SouthernEurope_Base_Tile39, "Slope Edge",
IDS_T_SouthernEurope_Base_Tile41, "Slope Outside Corner",
IDS_T_SouthernEurope_Base_Tile43, "Slope Inside Corner",
IDS_T_SouthernEurope_Base_Tile45, "Not Used",
IDS_T_SouthernEurope_Base_Tile5, "Moor",
IDS_T_SouthernEurope_Base_Tile57, "Not Used",
IDS_T_SouthernEurope_Base_Tile59, "Not Used",
IDS_T_SouthernEurope_Base_Tile64, "Map Border",
IDS_T_SouthernEurope_Base_Tile9, "Rough Ground",
IDS_T_SouthernEurope_Base_Water, "Water",
IDS_T_SouthernEurope_Overlay_Tile1, "Road Straight",
IDS_T_SouthernEurope_Overlay_Tile11, "Track Bend",
IDS_T_SouthernEurope_Overlay_Tile13, "Track End",
IDS_T_SouthernEurope_Overlay_Tile14, "Track Crossroads",
IDS_T_SouthernEurope_Overlay_Tile15, "Track T Junction",
IDS_T_SouthernEurope_Overlay_Tile16, "Road-Track Straight",
IDS_T_SouthernEurope_Overlay_Tile17, "Road Ford",
IDS_T_SouthernEurope_Overlay_Tile18, "Track Ford",
IDS_T_SouthernEurope_Overlay_Tile19, "Water Edge Inside Corner",
IDS_T_SouthernEurope_Overlay_Tile20, "Water Edge Straight",
IDS_T_SouthernEurope_Overlay_Tile21, "Deep Water",
IDS_T_SouthernEurope_Overlay_Tile22, "Pond",
IDS_T_SouthernEurope_Overlay_Tile23, "Enclosure",
IDS_T_SouthernEurope_Overlay_Tile24, "Difficult Slope",
IDS_T_SouthernEurope_Overlay_Tile25, "Deep Water Edge",
IDS_T_SouthernEurope_Overlay_Tile26, "Deep Water Inside Corner",
IDS_T_SouthernEurope_Overlay_Tile27, "Deep Water Outside Corner",
IDS_T_SouthernEurope_Overlay_Tile29, "Water Edge Outside Corner",
IDS_T_SouthernEurope_Overlay_Tile3, "Road Bend",
IDS_T_SouthernEurope_Overlay_Tile31, "River Mouth",
IDS_T_SouthernEurope_Overlay_Tile32, "Stream Mouth",
IDS_T_SouthernEurope_Overlay_Tile33, "River Straight",
IDS_T_SouthernEurope_Overlay_Tile35, "River Bend",
IDS_T_SouthernEurope_Overlay_Tile37, "River T Junction",
IDS_T_SouthernEurope_Overlay_Tile38, "River-Stream T Junction",
IDS_T_SouthernEurope_Overlay_Tile39, "Marsh Edge",
IDS_T_SouthernEurope_Overlay_Tile40, "Marsh Corner",
IDS_T_SouthernEurope_Overlay_Tile41, "Stream Straight",
IDS_T_SouthernEurope_Overlay_Tile43, "Stream Bend",
IDS_T_SouthernEurope_Overlay_Tile44, "Stream-Stream T Junction",
IDS_T_SouthernEurope_Overlay_Tile45, "Stream Start",
IDS_T_SouthernEurope_Overlay_Tile46, "Marsh",
IDS_T_SouthernEurope_Overlay_Tile5, "Road End",
IDS_T_SouthernEurope_Overlay_Tile50, "Road Corner Field Mask",
IDS_T_SouthernEurope_Overlay_Tile51, "Half Default Open",
IDS_T_SouthernEurope_Overlay_Tile52, "Half Dry Pasture",
IDS_T_SouthernEurope_Overlay_Tile53, "Half Ploughed Light",
IDS_T_SouthernEurope_Overlay_Tile54, "Half Ploughed Light",
IDS_T_SouthernEurope_Overlay_Tile55, "Half Green Crop Dark",
IDS_T_SouthernEurope_Overlay_Tile56, "Half Green Crop Dark",
IDS_T_SouthernEurope_Overlay_Tile57, "Blend",
IDS_T_SouthernEurope_Overlay_Tile59, "Blend Corner 1",
IDS_T_SouthernEurope_Overlay_Tile6, "Road Crossroads",
IDS_T_SouthernEurope_Overlay_Tile60, "Blend Corner 2",
IDS_T_SouthernEurope_Overlay_Tile61, "Blend Edge",
IDS_T_SouthernEurope_Overlay_Tile62, "Half Hay",
IDS_T_SouthernEurope_Overlay_Tile63, "Half Grain Light",
IDS_T_SouthernEurope_Overlay_Tile64, "Half Grain Dark",
IDS_T_SouthernEurope_Overlay_Tile65, "Deep Stream Overlay",
IDS_T_SouthernEurope_Overlay_Tile66, "Medium Stream Overlay",
IDS_T_SouthernEurope_Overlay_Tile67, "Dead Ground",
IDS_T_SouthernEurope_Overlay_Tile68, "Rough Ground Overlay",
IDS_T_SouthernEurope_Overlay_Tile7, "Road T Junction",
IDS_T_SouthernEurope_Overlay_Tile8, "Road-Track T Junction",
IDS_T_SouthernEurope_Overlay_Tile9, "Track Straight",
IDS_UINVITE_INTRO_0_BP0TEXT,"Your force starts on a hill overlooking a small German patrol.  Capture VP flags to win.  Reinforcements will arrive for both sides during the battle.",
IDS_UI_CAN_SHOOT, "Can Shoot",
IDS_UI_COMBAT_RESULT, "Result",
IDS_UI_COMBAT_RESULT_CASUALTIES, "Casualties",
IDS_UI_COMBAT_RESULT_DRAW, "Indecisive",
IDS_UI_COMBAT_RESULT_WIN, "Won",
IDS_UI_CONTROL_NONE, "Not currently accepting orders",
IDS_UI_CONTROL_STATUS, "Control Status",
IDS_UI_INFO_CAMELRY, "Disorder horses on adjacent map square. (Less badly if friendly).",
IDS_UI_INFO_COMMANDED_SHOT, "Count as 'Protected' against mounted troops if they have friendly mounted troops in an adjacent square (not including the three squares to their 'rear')",
IDS_UI_INFO_EARLY_TERCIO_KEIL, "Immune to ill effects of flank or rear attacks. Ignores enemy ZOCs. Can charge any mounted troops",
IDS_UI_INFO_EARLY_TERCIO_NOT_KEIL, "Immune to ill effects of flank or rear attacks",
IDS_UI_INFO_ELEPHANTS, "Disorder mounted troops on adjacent map square. (Less badly if friendly).",
IDS_UI_INFO_IMPACT_ELEPHANTS, "+100 POA vs any enemy. Extra negative modifier on any enemy unit's cohesion test for losing impact combat against elephants.",
IDS_UI_INFO_IMPACT_HEAVY_LANCERS, "(in open terrain only) +100 POA vs any mounted except Pistol (I). +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops). Extra negative modifier on any enemy unit's cohesion test for losing the impact combat.",
IDS_UI_INFO_IMPACT_HEAVY_WEAPON, "POA vs any foot except pike in keil, pike and shot, bayonet, impact foot, foot defending an obstacle or commanded shot with adjacent friendly non-light mounted troops.",
IDS_UI_INFO_IMPACT_IMPACT_FOOT, "+100 POA vs any foot. Extra negative modifier on enemy foot unit's cohesion test for losing the impact combat.",
IDS_UI_INFO_IMPACT_IMPACT_MOUNTED, "(in open terrain only) +100 POA vs any mounted except Heavy Lancers. +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops). Extra negative modifier on any enemy unit's cohesion test for losing the impact combat.",
IDS_UI_INFO_IMPACT_KEIL, "POA vs any (if in open terrain, and keil not fragmented or severely disordered).",
IDS_UI_INFO_IMPACT_LIGHT_LANCERS, "(in open terrain only) +100 POA vs any mounted except Heavy Lancers or Pistol (I). +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops). Extra negative modifier on any enemy unit's cohesion test for losing the impact combat.",
IDS_UI_INFO_IMPACT_LIGHT_SPEAR, "+100 POA vs any mounted unless the light spearmen are charging mounted shock troops. +100 POA vs any foot except pike in keil, pike and shot, bayonet, impact foot, foot defending an obstacle or commanded shot with adjacent friendly non-light mounted troops.",
IDS_UI_INFO_IMPACT_MOUNTED_TROOPS, "(in open terrain only) +100 POA vs Light Foot, Dragoons, Warriors, Medium Foot without Bayonet or Commanded Shot without adjacent friendly mounted troops.",
IDS_UI_INFO_IMPACT_PIKE, "+100 POA vs any mounted (if pikes not charging, and not fragmented or severely disordered).",
IDS_UI_INFO_IMPACT_PISTOL1, "+100 POA vs any mounted except Impact Mounted. +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops).",
IDS_UI_INFO_IMPACT_PISTOL2, "+100 POA vs any mounted. +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops).",
IDS_UI_INFO_IMPACT_RG, "If not charging, +50 POA vs any.",
IDS_UI_INFO_IMPACT_SALVO, "+200 PA vs any foot. Extra negative modifier on any enemy unit's cohesion test for losing the impact combat.",
IDS_UI_INFO_IMPACT_SPEARMEN_FOOT, "POA vs any foot except pike in keil, pike and shot, bayonet, impact foot, foot defending an obstacle or commanded shot with adjacent friendly non-light mounted troops.",
IDS_UI_INFO_IMPACT_SPEARMEN_MOUNTED, "POA vs any mounted unless the spearmen are charging.",
IDS_UI_INFO_IMPACT_SPEARMEN_PREAMBLE, "(Unless fragmented or severely disordered)", 
IDS_UI_INFO_KEIL, "Immune to ill effects of flank attacks. Ignores enemy ZOCs. Can charge any mounted troops",
IDS_UI_INFO_LARGE_TARGET, "Large artillery target",
IDS_UI_INFO_LATER_TERCIO_KEIL, "Immune to ill effects of flank attacks. Ignores enemy ZOCs. Can charge any mounted troops",
IDS_UI_INFO_LATER_TERCIO_NOT_KEIL, "Immune to ill effects of flank attacks",
IDS_UI_INFO_LOSING_HEAVY, "Extra negative modifier on own cohesion test for losing close combat in open terrain vs mounted troops or heavy, mixed or determined foot.",
IDS_UI_INFO_MELEE_ARMOUR, "POA vs less well-armoured opponents unless these have Musket, Salvo, Arquebus or Heavy Weapon, or are Artillery, Elephants or Battle Wagons.",
IDS_UI_INFO_MELEE_ELEPHANTS, "+100 POA vs any enemy. Extra negative modifier on any enemy unit's cohesion test for losing melee combat against elephants.",
IDS_UI_INFO_MELEE_HEAVY_WEAPON_FOOT, "POA vs any foot except pike in keil, pike and shot, bayonet, foot defending an obstacle or commanded shot with adjacent friendly non-light mounted troops.",
IDS_UI_INFO_MELEE_HEAVY_WEAPON_MOUNTED, "POA vs any mounted troops.",
IDS_UI_INFO_MELEE_KEIL, "POA vs any (if keil not fragmented or severely disordered).",
IDS_UI_INFO_MELEE_OVERLAP, "+15 POA for lapping round smaller units.", 
IDS_UI_INFO_MELEE_PIKE, "+100 POA vs any mounted (if pikes not fragmented or severely disordered).",
IDS_UI_INFO_MELEE_PISTOL, "+100 POA vs any mounted (except Swordsmen if the Pistols are not Steady). +100 POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops).",
IDS_UI_INFO_MELEE_SPEARMEN_FOOT, "POA any foot except pike in keil, pike and shot, bayonet, impact foot, foot defending an obstacle or commanded shot with adjacent friendly non-light mounted troops.",
IDS_UI_INFO_MELEE_SPEARMEN_MOUNTED, "POA vs any mounted.",
IDS_UI_INFO_MELEE_SWORDSMEN_FOOT, "POA against foot, unless these are steady and 'protected' (Unit has Pike, Spearmen or Bayonet, or is defending an obstacle, or is commanded shot with adjacent friendly non-light mounted troops).", 
IDS_UI_INFO_MELEE_SWORDSMEN_MOUNTED, "POA vs any mounted except Steady Pistols (M).", 
IDS_UI_INFO_QUALITY, "POA vs any.",
IDS_UI_IN_CLOSE_COMBAT, "Close Combat",
IDS_UI_MODERATE_DISORDER, "Moderately Disordered",
IDS_UI_MORALE_DISORDER_STATUS, "Morale/Disorder Status",
IDS_UI_NORMAL, "Normal",
IDS_UI_PURSUING, "Pursuing",
IDS_UI_SCENARIO_INFO,"Objective Info",
IDS_UI_SEVERE_DISORDER, "Severely Disordered",
IDS_UI_SHOOTING_ARQUEBUS, "Arquebus: Range 2. Effect not reduced against armour.",
IDS_UI_SHOOTING_BOMBS, "Bombs: Range 1. Effect not reduced against armour. Extra negative modifier on target unit's cohesion tests resulting from shooting this turn.",
IDS_UI_SHOOTING_BOW, "Bow: Short Range 2. Long Range 4. Effect halved at long range. Less effective than firearms, especially against armour.",
IDS_UI_SHOOTING_CARBINE, "Carbine: Range 2. Effect not reduced against armour.",
IDS_UI_SHOOTING_HEAVY_ARTILLERY, "Heavy Artillery: Short Range 10. Long Range 20. Effect not reduced against armour. Extra negative modifier on target unit's cohesion tests resulting from shooting this turn.",
IDS_UI_SHOOTING_JAVELINS, "Javelins: Range 1. Less effective than firearms, especially against armour.",
IDS_UI_SHOOTING_LIGHT_ARTILLERY, "Light Artillery: Range 6. Effect not reduced against armour. Extra negative modifier on target unit's cohesion tests resulting from shooting this turn.",
IDS_UI_SHOOTING_MEDIUM_ARTILLERY, "Medium Artillery: Short Range 8. Long Range 16. Effect not reduced against armour. Extra negative modifier on target unit's cohesion tests resulting from shooting this turn.",
IDS_UI_SHOOTING_MOUNTED_BOW, "Bow: Range 2. Less effective than firearms, especially against armour.",
IDS_UI_SHOOTING_MOUNTED_XBOW, "Crossbow: Range 2. Much less effective than firearms. Effect not reduced against armour.",
IDS_UI_SHOOTING_MUSKET, "Musket: Short Range 2. Long Range 4. Effect halved at long range. Effect reduced against armoured foot at long range.",
IDS_UI_SHOOTING_MUSKET_IMPACT, "Musket: Short Range 2. Long Range 4. Effect halved at long range. Effect reduced against armoured foot at long range. Tactical doctrine emphasizes close assault, so less effective than other muskets at short range.",
IDS_UI_SHOOTING_PISTOL, "Pistol: Range 1. Effect not reduced against armour.",
IDS_UI_SHOOTING_RG, "Attached Guns: Range 4. Effect not reduced against armour.",
IDS_UI_SHOOTING_SALVO, "Salvo: Short Range 2. Long Range 4. Effect halved at long range. Effect reduced against armoured foot at long range. Tactical doctrine is a volley immediately before close combat, so effect also halved at short range because of withholding fire.",
IDS_UI_SHOOTING_SLING, "Sling: Range 2. Less effective than firearms, especially against armour.",
IDS_UI_SHOOTING_XBOW, "Crossbow: Short Range 2. Long Range 4. Effect halved at long range. Much less effective than firearms. Effect not reduced against armour.",
IDS_UI_SLIGHT_DISORDER, "Slightly Disordered",
IDS_UI_SPECIAL_UNIT, "Special Unit Features",
IDS_UI_STRENGTH, "Current Strength",
IDS_UI_TOOL_ARMOUR,"Armour Rating: ",
IDS_UI_TOOL_CLOSE_COMBAT, "Close Combat Rating: ",
IDS_UI_TOOL_SHOOTING, "Shooting Attack Rating: ",
IDS_UI_VC_ADVANTAGE0, "Taking into account initial disparity in ~forces: ",
IDS_UI_VC_ADVANTAGE1, "player ahead on points.",
IDS_UNITINFO0, "Pike and Shot - The backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO1, "Royalist Cavaliers - The flamboyant Royalist horse, derogatorily called Cavaliers by their dour Parliamentarian foes, deliver a fierce charge, but may get carried away in pursuit of a fleeing foe.",
IDS_UNITINFO10, "Commanded Shot - small body of separately deployed musketeers. Useful for supporting mounted troops.",
IDS_UNITINFO100, "Hussars - Light Horse with Carbine.",
IDS_UNITINFO101, "Tercio - Very large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO102, "Veteran Tercio - Very large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well.",
IDS_UNITINFO103, "Large unit of Kurassiers. Heavily armoured horse with pistols. They charge at the trot in a deep formation, firing their pistols at point blank range.",
IDS_UNITINFO104, "Veteran Horse. Armoured horse with pistols. They charge at the trot in a shallow formation, firing their pistols at point blank range.",
IDS_UNITINFO105, "Arkebusiers. Lighter equipped horse who rely on carbines fired at a distance to weaken the enemy prior to a charge.",
IDS_UNITINFO106, "Later Tercio - Large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO107, "Raw Later Tercio - Large unit of poorly trained and/or motivated Pike and Shot.",
IDS_UNITINFO108, "Veteran Pike and Shot - Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well.",
IDS_UNITINFO109, "Veteran Pike and Shot - Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well, especially as they have attached light guns.",
IDS_UNITINFO11, "Commanded Shot - small body of separately deployed musketeers. Useful for supporting mounted troops.",
IDS_UNITINFO110, "Hussars - Light Horse with Carbine.",
IDS_UNITINFO111, "Kurassiers. Heavily armoured horse with pistols. They charge at the trot in a deep formation, firing their pistols at point blank range.",
IDS_UNITINFO112, "Large unit of Arkebusiers. Lighter equipped horse who rely on carbines fired at a distance to weaken the enemy prior to a charge.",
IDS_UNITINFO113, "Kurassiers. Heavily armoured horse with pistols. They charge at the trot in a deep formation, firing their pistols at point blank range.",
IDS_UNITINFO114, "Large unit of Arkebusiers. Lighter equipped horse who rely on carbines fired at a distance to weaken the enemy prior to a charge.",
IDS_UNITINFO115, "Hussars - Lightly equipped Cavalry with Carbine.",
IDS_UNITINFO116, "Cossacks - Lightly equipped Cavalry with Carbine.",
IDS_UNITINFO117, "Armoured Hussars - Armoured Cavalry with Carbine.",
IDS_UNITINFO118, "Armoured Cossacks - Armoured Cavalry with Carbine.",
IDS_UNITINFO119, "Hussars - Large unit of lightly equipped Cavalry with Carbine.",
IDS_UNITINFO12, "Pike with a few Shot and some light guns.",
IDS_UNITINFO120, "Hussars - Large unit of lightly equipped Cavalry with Carbine.",
IDS_UNITINFO121, "Detached Musketeers.",
IDS_UNITINFO122, "Veteran Later Tercio - Large unit of veteran Pike and Shot.  Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well.",
IDS_UNITINFO123, "French Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. French tactical doctrine emphasizes a rapid advance to contact rather than a prolonged shooting exchange.",
IDS_UNITINFO124, "Veteran French Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. French tactical doctrine emphasizes a rapid advance to contact rather than a prolonged shooting exchange. These experienced veterans can be relied on to fight well.",
IDS_UNITINFO125, "Spanish Tercio Viejo - Large unit of elite Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These elite veterans can be relied on to fight exceptionally well.",
IDS_UNITINFO126, "Commanded Shot - small body of separately deployed musketeers, with attached light guns. Useful for supporting mounted troops.",
IDS_UNITINFO127, "Detached Musketeers.",
IDS_UNITINFO128, "Tercio - Very large unit of Pike and Shot.  Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO129, "Newly raised, poorly trained and equipped Scots Pike and Shot.",
IDS_UNITINFO13, "Pike with a few Shot.",
IDS_UNITINFO130, "Scots Horse - Lancers.",
IDS_UNITINFO131, "Elephants.",
IDS_UNITINFO132, "Elephants.",
IDS_UNITINFO133, "Musketeers with two-handed Bardiche axe.",
IDS_UNITINFO134, "Musketeers with two-handed Bardiche axe.",
IDS_UNITINFO135, "Banduqchis.",
IDS_UNITINFO136, "Banduqchis.",
IDS_UNITINFO137, "Draby. Crossbowmen with a front rank of light spearmen.",
IDS_UNITINFO138, "Spearmen.",
IDS_UNITINFO139, "Slingers. Skirmishers with sling.",
IDS_UNITINFO14, "Shot with a few Pike.",
IDS_UNITINFO140, "Grenadiers. Skirmishers with bombs.",
IDS_UNITINFO141, "Transylvanian Boyars. Heavily armoured lancers.",
IDS_UNITINFO142, "Haiduks. Fierce musketeers.",
IDS_UNITINFO143, "French Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. French tactical doctrine emphasizes a rapid advance to contact rather than a prolonged shooting exchange. This battalion has attached light guns.",
IDS_UNITINFO144, "Veteran French Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. French tactical doctrine emphasizes a rapid advance to contact rather than a prolonged shooting exchange. These experienced veterans can be relied on to fight well, especially as they have attached light guns.",
IDS_UNITINFO145, "French musketeers. French tactical doctrine emphasizes a rapid advance to contact rather than a prolonged shooting exchange.", 
IDS_UNITINFO146, "Newly raised, poorly trained French Pike and Shot.",
IDS_UNITINFO147, "Newly raised, poorly trained Pike and Shot.",
IDS_UNITINFO148, "Large body of separately deployed veteran musketeers.",
IDS_UNITINFO149, "Haiduks. Fierce musketeers.",
IDS_UNITINFO15, "Pike and Shot - the backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. This battalion has attached light guns.",
IDS_UNITINFO150, "Polish Winged Hussars. The famous armoured lancers of the Polish-Lithuanian Commonwealth.",
IDS_UNITINFO151, "Cossacks - Light Horse with Carbine.",
IDS_UNITINFO152, "Tatars - Light Horse with Bow.",
IDS_UNITINFO153, "Sipahis of the Porte - Guard Heavy Cavalry with Carbine.",
IDS_UNITINFO154, "Timariot sipahis - Cavalry with Bow.",
IDS_UNITINFO155, "Timariot sipahis - Cavalry with Carbine.",
IDS_UNITINFO156, "Janissaries - Musketeers.",
IDS_UNITINFO157, "Veteran Janissaries - Musketeers.",
IDS_UNITINFO158, "Azaps - Irregular Archers.",
IDS_UNITINFO159, "Tufekcis - Skirmishing Musketeers.",
IDS_UNITINFO16, "Janissaries - Guard Archers.",
IDS_UNITINFO160, "Balkan Light Horse Lancers.",
IDS_UNITINFO161, "Tatars - Light Horse with Bow.",
IDS_UNITINFO162, "Poorly armed levies.",
IDS_UNITINFO163, "Scots Horse - Lancers.",
IDS_UNITINFO164, "Scots Pike and Shot. Pike and Shot are the backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO17, "Azaps - Levy Archers.",
IDS_UNITINFO18, "Sipahis of the Porte - Elite Heavy Cavalry.",
IDS_UNITINFO19, "Timariot sipahis - Heavy Cavalry.",
IDS_UNITINFO2, "Pike and Shot - the backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO20, "Akinjis - Irregular Light Horse Archers.",
IDS_UNITINFO21, "Balkan Light Horse Lancers.",
IDS_UNITINFO22, "Heavy Guns.",
IDS_UNITINFO23, "Balkan Cavalry Lancers.",
IDS_UNITINFO24, "Gendarmes - fully armoured men-at-arms with lance.",
IDS_UNITINFO25, "Szeklers - Fierce Border Cavalry.",
IDS_UNITINFO26, "Hussars - Lightly equipped Cavalry with Bow.",
IDS_UNITINFO27, "Hussars - Light Horse with Bow.",
IDS_UNITINFO28, "Landsknechts - Mercenary Heavy Foot.",
IDS_UNITINFO29, "Skirmishing Arquebusiers.",
IDS_UNITINFO3, "Parliamentarian Horse - faster than foot, horse can be devastating if they catch unsupported musketeers in open ground, or if they charge the flank or rear of any foot.",
IDS_UNITINFO30, "Foot Archers.",
IDS_UNITINFO31, "Light Guns.",
IDS_UNITINFO32, "Parliamentarian Horse - faster than foot, horse can be devastating if they catch unsupported musketeers in open ground, or if they charge the flank or rear of any foot.",
IDS_UNITINFO33, "Veteran Parliamentarian Horse - faster than foot, horse can be devastating if they catch unsupported musketeers in open ground, or if they charge the flank or rear of any foot.",
IDS_UNITINFO34, "Veteran Cavaliers - The flamboyant Royalist horse, derogatorily called Cavaliers by their dour Parliamentarian foes, deliver a fierce charge, but may get carried away in pursuit of a fleeing foe. These experienced veterans can be relied on to fight fiercely, but still lack discipline.",
IDS_UNITINFO35, "Veteran Pike and Shot - Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well.",
IDS_UNITINFO36, "Light Guns.",
IDS_UNITINFO37, "Newly raised, poorly trained Pike and Shot.",
IDS_UNITINFO38, "Poorly armed local levies.",
IDS_UNITINFO39, "Large body of separately deployed musketeers.",
IDS_UNITINFO4, "Medium Guns - able to engage the enemy at long range, they can force him to advance and dent his attack.",
IDS_UNITINFO40, "Limbers - used to move medium and heavy guns around.",
IDS_UNITINFO41, "Newly raised, poorly trained and equipped Pike and Shot.",
IDS_UNITINFO42, "Royalist Pike and Shot. (Short of muskets).",
IDS_UNITINFO43, "Cornish Royalist Pike and Shot. (Brave and aggressive, but short of muskets).",
IDS_UNITINFO44, "Large body of separately deployed musketeers.",
IDS_UNITINFO45, "Separately deployed Cornish pikemen.",
IDS_UNITINFO46, "Separately deployed Cornish musketeers.",
IDS_UNITINFO47, "Separately deployed Parliamentarian pikemen.",
IDS_UNITINFO48, "Detached musketeers.",
IDS_UNITINFO49, "Separately deployed Royalist pikemen.",
IDS_UNITINFO5, "Medium Guns - able to engage the enemy at long range, they can force him to advance and dent his attack.",
IDS_UNITINFO50, "Landsknecht keil - good quality German mercenary pikemen and double-handed swordsmen.",
IDS_UNITINFO51, "Swiss keil - top quality Swiss mercenary pikemen and halberdiers.",
IDS_UNITINFO52, "French/Italian pikemen - poorly motivated pikemen and halberdiers.",
IDS_UNITINFO53, "Skirmishing Crossbowmen.",
IDS_UNITINFO54, "Argoulets - armoured mounted crossbowmen.",
IDS_UNITINFO55, "Italian mounted crossbowmen.",
IDS_UNITINFO56, "Landsknecht keil - good quality German mercenary pikemen and double-handed swordsmen.",
IDS_UNITINFO57, "Gendarmes - fully armoured men-at-arms with lance.",
IDS_UNITINFO58, "Italian pikemen - poorly motivated pikemen and halberdiers.",
IDS_UNITINFO59, "Skirmishing Crossbowmen.",
IDS_UNITINFO6, "Limbers - used to move medium and heavy guns around.",
IDS_UNITINFO60, "Skirmishing Arquebusiers.",
IDS_UNITINFO61, "Spanish Colunela - good quality mixed formation of pikemen, swordsmen and arquebusiers.",
IDS_UNITINFO62, "Jinetes - light horse with javelins.",
IDS_UNITINFO63, "Stradiots - light horse lancers.",
IDS_UNITINFO64, "Celadas - armoured light horse lancers.",
IDS_UNITINFO65, "Italian Gendarmes - fully armoured men-at-arms with lance.",
IDS_UNITINFO66, "Italian Gendarmes - fully armoured men-at-arms with lance.",
IDS_UNITINFO67, "Mounted arquebusiers.",
IDS_UNITINFO68, "Mounted arquebusiers.",
IDS_UNITINFO69, "Heavy Guns.",
IDS_UNITINFO7, "Lobsters - Heavily armoured horse. Should be good (in theory).",
IDS_UNITINFO70, "Stradiots - light horse lancers.",
IDS_UNITINFO71, "Spanish Colunela - good quality mixed formation of pikemen, swordsmen and arquebusiers - with cart guns.",
IDS_UNITINFO72, "Swiss keil - top quality Swiss mercenary pikemen and halberdiers.",
IDS_UNITINFO73, "Swiss keil - top quality Swiss mercenary pikemen and halberdiers.",
IDS_UNITINFO74, "Swiss halberdiers - top quality Swiss mercenary halberdiers.",
IDS_UNITINFO75, "Spanish pikemen - high quality Spanish pikemen and swordsmen.",
IDS_UNITINFO76, "Swiss keil - top quality Swiss mercenary pikemen and halberdiers.",
IDS_UNITINFO77, "Landsknecht keil - good quality German mercenary pikemen and double-handed swordsmen.",
IDS_UNITINFO78, "Italian mounted crossbowmen.",
IDS_UNITINFO79, "Early Tercio - huge unit of pike and shot with all-round defensive capability.",
IDS_UNITINFO8, "Dragoons - mounted infantry with muskets.",
IDS_UNITINFO80, "Detached Ordonnance 'Archers' - acting as Light Horse lancers.",
IDS_UNITINFO81, "Reiters - deep formation of heavily armoured mounted pistoleers. Specialise in the caracole.",
IDS_UNITINFO82, "Reiters - deep formation of heavily armoured mounted pistoleers. Specialise in the caracole.",
IDS_UNITINFO83, "Ship.",
IDS_UNITINFO84, "Ship.",
IDS_UNITINFO85, "French pikemen - poorly motivated pikemen and halberdiers.",
IDS_UNITINFO86, "Flemish/Walloon pikemen.",
IDS_UNITINFO87, "Swiss pikemen - top quality Swiss mercenary pikemen and halberdiers in a shallower than usual formation.",
IDS_UNITINFO88, "Spanish Rodeleros - armoured sword-and-buckler men.",
IDS_UNITINFO89, "Swedish Salvo Foot - Pike and Shot. Shot trained to fire a devastating salvo just before the unit charges.",
IDS_UNITINFO9, "Dragoons - mounted infantry with muskets.",
IDS_UNITINFO90, "Horse. Armoured horse with pistols. They charge at the trot in a shallow formation, firing their pistols at point blank range.",
IDS_UNITINFO91, "Veteran Horse. Armoured horse with pistols. They charge at the trot in a shallow formation, firing their pistols at point blank range.",
IDS_UNITINFO92, "Finnish Hakkapeliita - Finnish horse renowned for the fierceness of their charge.",
IDS_UNITINFO93, "Large unit of Kurassiers. Heavily armoured horse with pistols. They charge at the trot in a deep formation, firing their pistols at point blank range.",
IDS_UNITINFO94, "Horse. Armoured horse with pistols. They charge at the trot in a shallow formation, firing their pistols at point blank range.",
IDS_UNITINFO95, "Arkebusiers. Lighter equipped horse who rely on carbines fired at a distance to weaken the enemy prior to a charge.",
IDS_UNITINFO96, "Later Tercio - Large unit of Pike and Shot. Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground.",
IDS_UNITINFO97, "Raw Later Tercio - Large unit of poorly trained and/or motivated Pike and Shot.",
IDS_UNITINFO98, "Pike and Shot - the backbone of any army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. This battalion has attached light guns.",
IDS_UNITINFO99, "Veteran Pike and Shot - Pike and Shot are the backbone of the army. Able to put out significant firepower, yet can defend themselves against cavalry charges in open ground. These experienced veterans can be relied on to fight well, especially as they have attached light guns.",
IDS_UNITNAME0, "Pike and Shot",
IDS_UNITNAME1, "Cavaliers",
IDS_UNITNAME10, "Commanded Shot",
IDS_UNITNAME100, "Hussars",
IDS_UNITNAME101, "Tercio",
IDS_UNITNAME102, "Veteran Tercio",
IDS_UNITNAME103, "Kurassiers",
IDS_UNITNAME104, "Veteran Horse",
IDS_UNITNAME105, "Arkebusiers",
IDS_UNITNAME106, "Later Tercio",
IDS_UNITNAME107, "Raw Later Tercio",
IDS_UNITNAME108, "Veteran Pike and Shot",
IDS_UNITNAME109, "Veteran Pike and Shot + LG",
IDS_UNITNAME11, "Commanded Shot",
IDS_UNITNAME110, "Hussars",
IDS_UNITNAME111, "Kurassiers",
IDS_UNITNAME112, "Arkebusiers",
IDS_UNITNAME113, "Kurassiers",
IDS_UNITNAME114, "Arkebusiers",
IDS_UNITNAME115, "Hussars",
IDS_UNITNAME116, "Cossacks",
IDS_UNITNAME117, "Armoured Hussars",
IDS_UNITNAME118, "Armoured Cossacks",
IDS_UNITNAME119, "Hussars",
IDS_UNITNAME12, "Royalist Foot (mostly pike) + LG",
IDS_UNITNAME120, "Hussars",
IDS_UNITNAME121, "Detached Musketeers",
IDS_UNITNAME122, "Veteran Later Tercio",
IDS_UNITNAME123, "French Pike and Shot",
IDS_UNITNAME124, "Veteran French Pike and Shot",
IDS_UNITNAME125, "Spanish Tercio Viejo",
IDS_UNITNAME126, "Commanded Shot + LG",
IDS_UNITNAME127, "Detached Musketeers",
IDS_UNITNAME128, "Tercio",
IDS_UNITNAME129, "Raw Scots Pike and Shot",
IDS_UNITNAME13, "Royalist Foot (mostly pike)",
IDS_UNITNAME130, "Scots Horse",
IDS_UNITNAME131, "Elephants",
IDS_UNITNAME132, "Elephants",
IDS_UNITNAME133, "Musketeers (Bardiche)",
IDS_UNITNAME134, "Musketeers (Bardiche)",
IDS_UNITNAME135, "Banduqchis",
IDS_UNITNAME136, "Banduqchis",
IDS_UNITNAME137, "Draby",
IDS_UNITNAME138, "Spearmen",
IDS_UNITNAME139, "Slingers",
IDS_UNITNAME14, "Royalist Foot (mostly shot)",
IDS_UNITNAME140, "Grenadiers",
IDS_UNITNAME141, "Transylvanian Boyars",
IDS_UNITNAME142, "Haiduks",
IDS_UNITNAME143, "French Pike and Shot + LG",
IDS_UNITNAME144, "Veteran French Pike and Shot + LG",
IDS_UNITNAME145, "French musketeers",
IDS_UNITNAME146, "Raw French Pike and Shot",
IDS_UNITNAME147, "Raw Pike and Shot",
IDS_UNITNAME148, "Veteran Musketeers",
IDS_UNITNAME149, "Haiduks",
IDS_UNITNAME15, "Pike and Shot + LG",
IDS_UNITNAME150, "Polish Winged Hussars",
IDS_UNITNAME151, "Cossacks",
IDS_UNITNAME152, "Tatars",
IDS_UNITNAME153, "Sipahis of the Porte",
IDS_UNITNAME154, "Timariot sipahis (Bow)",
IDS_UNITNAME155, "Timariot sipahis (Carbine)",
IDS_UNITNAME156, "Janissaries",
IDS_UNITNAME157, "Veteran Janissaries",
IDS_UNITNAME158, "Azaps",
IDS_UNITNAME159, "Tufekcis",
IDS_UNITNAME16, "Janissaries",
IDS_UNITNAME160, "Balkan Light Horse",
IDS_UNITNAME161, "Tatars",
IDS_UNITNAME162, "Poorly armed levies",
IDS_UNITNAME163, "Scots Horse",
IDS_UNITNAME164, "Scots Pike and Shot",
IDS_UNITNAME17, "Azaps",
IDS_UNITNAME18, "Sipahis of the Porte",
IDS_UNITNAME19, "Timariot Sipahis",
IDS_UNITNAME2, "Pike and Shot",
IDS_UNITNAME20, "Akinjis",
IDS_UNITNAME21, "Balkan Light Horse",
IDS_UNITNAME22, "Heavy Guns",
IDS_UNITNAME23, "Balkan Cavalry",
IDS_UNITNAME24, "Gendarmes",
IDS_UNITNAME25, "Szeklers",
IDS_UNITNAME26, "Hussars",
IDS_UNITNAME27, "Skirmishing Hussars",
IDS_UNITNAME28, "Landsknecht keil",
IDS_UNITNAME29, "Arquebusiers",
IDS_UNITNAME3, "Parliamentarian Horse", 
IDS_UNITNAME30, "Archers",
IDS_UNITNAME31, "Light Guns",
IDS_UNITNAME32, "Parliamentarian Horse",
IDS_UNITNAME33, "Veteran Parliamentarian Horse",
IDS_UNITNAME34, "Veteran Cavaliers",
IDS_UNITNAME35, "Veteran Pike and Shot",
IDS_UNITNAME36, "Light Guns",
IDS_UNITNAME37, "Raw Pike and Shot",
IDS_UNITNAME38, "Poorly Armed Levies",
IDS_UNITNAME39, "Musketeers",
IDS_UNITNAME4, "Medium Guns",
IDS_UNITNAME40, "Gun Limbers",
IDS_UNITNAME41, "Raw Pike and Shot",
IDS_UNITNAME42, "Early Royalist Pike and Shot",
IDS_UNITNAME43, "Cornish Royalist Pike and Shot",
IDS_UNITNAME44, "Musketeers",
IDS_UNITNAME45, "Cornish Royalist Pikemen",
IDS_UNITNAME46, "Cornish Royalist Musketeers",
IDS_UNITNAME47, "Parliamentarian Pikemen",
IDS_UNITNAME48, "Detached Musketeers",
IDS_UNITNAME49, "Royalist Pikemen",
IDS_UNITNAME5, "Medium Guns",
IDS_UNITNAME50, "Landsknecht keil",
IDS_UNITNAME51, "Swiss keil",
IDS_UNITNAME52, "French/Italian pikemen",
IDS_UNITNAME53, "Crossbowmen",
IDS_UNITNAME54, "Argoulets",
IDS_UNITNAME55, "Italian mounted crossbowmen",
IDS_UNITNAME56, "Landsknecht keil",
IDS_UNITNAME57, "Gendarmes",
IDS_UNITNAME58, "Italian pikemen",
IDS_UNITNAME59, "Crossbowmen",
IDS_UNITNAME6, "Gun Limbers",
IDS_UNITNAME60, "Arquebusiers",
IDS_UNITNAME61, "Spanish Colunela",
IDS_UNITNAME62, "Jinetes",
IDS_UNITNAME63, "Stradiots",
IDS_UNITNAME64, "Celadas",
IDS_UNITNAME65, "Italian Gendarmes",
IDS_UNITNAME66, "Italian Gendarmes",
IDS_UNITNAME67, "Mounted arquebusiers",
IDS_UNITNAME68, "Mounted arquebusiers",
IDS_UNITNAME69, "Heavy Guns",
IDS_UNITNAME7, "Haselrig's Lobsters",
IDS_UNITNAME70, "Stradiots",
IDS_UNITNAME71, "Spanish Colunela with cart guns",
IDS_UNITNAME72, "Swiss keil",
IDS_UNITNAME73, "Swiss keil",
IDS_UNITNAME74, "Swiss halberdiers",
IDS_UNITNAME75, "Spanish pikemen and swordsmen.",
IDS_UNITNAME75, "Spanish pikemen",
IDS_UNITNAME76, "Swiss keil",
IDS_UNITNAME77, "Landsknecht keil",
IDS_UNITNAME78, "Italian mounted crossbowmen",
IDS_UNITNAME79, "Tercio",
IDS_UNITNAME8, "Dragoons",
IDS_UNITNAME80, "Ordonnance 'Archers'",
IDS_UNITNAME81, "Reiters",
IDS_UNITNAME82, "Reiters",
IDS_UNITNAME83, "Ship",
IDS_UNITNAME84, "Ship",
IDS_UNITNAME85, "French pikemen",
IDS_UNITNAME86, "Flemish/Walloon pikemen",
IDS_UNITNAME87, "Swiss pikemen",
IDS_UNITNAME88, "Spanish Rodeleros",
IDS_UNITNAME89, "Swedish Salvo Foot",
IDS_UNITNAME9, "Dragoons",
IDS_UNITNAME90, "Horse",
IDS_UNITNAME91, "Veteran Horse",
IDS_UNITNAME92, "Finnish Hakkapeliita",
IDS_UNITNAME93, "Kurassiers",
IDS_UNITNAME94, "Horse",
IDS_UNITNAME95, "Arkebusiers",
IDS_UNITNAME96, "Later Tercio",
IDS_UNITNAME97, "Raw Later Tercio",
IDS_UNITNAME98, "Pike and Shot + LG",
IDS_UNITNAME99, "Veteran Pike and Shot + LG",
IDS_UNIT_AMBUSH,"Ambush!",
IDS_UNIT_AUTOBREAK, "Autobreaks",
IDS_UNIT_AUTOBROKEN, "Breaks as a result of overall losses",
IDS_UNIT_BROKEN, "Breaks",
IDS_UNIT_CHARGING, "Charge!",
IDS_UNIT_COST,"Cost:",
IDS_UNIT_DISAPPEARED,"Disappeared",
IDS_UNIT_DISPERSED,"Dispersed",
IDS_UNIT_DISRUPTED, "Disrupted",
IDS_UNIT_EVADING, "Evading",
IDS_UNIT_FALLBACK, "Fall Back (may cause cohesion test)",
IDS_UNIT_FALLSBACK, "Falls Back",
IDS_UNIT_FLANK_ATTACK, "Flank Attack!",
IDS_UNIT_FRAGMENTED, "Fragmented",
IDS_UNIT_KEIL, "Keil",
IDS_UNIT_LOADING,"Mount up",
IDS_UNIT_RALLIED, "Rallied",
IDS_UNIT_REAR_ATTACK, "Rear Attack!",
IDS_UNIT_RETREATING, "Retreating",
IDS_UNIT_RETURNED, "Returned",
IDS_UNIT_ROUTING, "Routing",
IDS_UNIT_SPOTTED,"Revealed!",
IDS_UNIT_TERCIO_EARLY, "Early Tercio",
IDS_UNIT_TERCIO_LATER, "Later Tercio",
IDS_UNIT_UNLIMBERING, "Unlimbered",
IDS_UNIT_UNLOADING,"Deployed",
IDS_UNKNOWN_ASSETPACK,"<Unknown Asset Pack>",
IDS_UTIL_GAMEREGISTERED,"You have successfully registered your game.  You will be able to play once you exit and restart.",
IDS_UTIL_PASTE,"Paste",
IDS_UTIL_REGISTERGAME,"You need to enter your Pike and Shot serial number to be able to access the game",
IDS_VERSIONSTRING,"V",
IDS_VILLAGE,"Capture Villages: ",
IDS_VLCAPTURED,"VICTORY LOCATION CAPTURED",
IDS_VLLOST,"VICTORY LOCATION LOST",
IDS_VPS,"Capture & Hold VP's: ",
IDS_VPS_FORENEMY,"Enemy must capture VPs for victory: ",
IDS_VPS_FORME,"VPs required for victory: ",
IDS_VPS_WIN_MOST,"Most VPs at game end wins: ",
IDS_VP_HELD,"Victory Points Held - ",
IDS_VP_LOST_BP0TEXT,"Your opponent has scored more than 50% of the total VP points available and you can never catch up. You have lost!",
IDS_VP_SCORE,"Total Score - ",
IDS_VP_WIN_BP0TEXT,"You have scored more than 50% of the total VP points available and your opponent can never catch up. Congratulations you have won!",
IDS_WARNING,"Warning",
IDS_WEATHER_0,"None",
IDS_WEATHER_1,"Rain",
IDS_WEATHER_2,"Snow",
IDS_results_Casualties,"Casualties",
IDS_results_enemy,"Enemy",
IDS_results_friendly,"Friendly",
IDS_waiting,"Waiting ...",
ids_music,"Music",
ids_musicdown,"Decrease music volume",
ids_musicup,"Increase music volume",
ids_newscen_desc,"New Scenario Setup",
ids_options_desc,"Options",
ids_scendata_desc,"Scenario AI Data",
ids_sfx,"SFX",
ids_sfxdown,"Decrease sound effect volume",
ids_sfxup,"Increase sound effect volume",