English

#This is the English String Table file for FreeOrion
#Translate this file to other languages.

#################
# Common        #
#################

#Anyone can use these for basic buttons

APPNAME
FreeOrion

BROWSE_BTN
Browse...

OK
OK

CANCEL
Cancel

DONE
Done

CLOSE
Close

LOAD
Load

SAVE
Save

OPEN
Open

OR
or

AND
and

YES
Yes

NO
No

EMPIRE
Empire

HUMAN_PLAYER
Human

AI_PLAYER
AI

OBSERVER
Obs

HOST
Host

ALL
All

RENAME
Rename

ENTER_NEW_NAME
Enter new name

UNKNOWN_VALUE_SYMBOL
?

ERROR
ERROR

RESET
Reset

TURN
Turn

CHAT_WHISPER
whisper

UP
Up

NEXT
Next

BACK
Back

# used to generate names for new fleets when they are created
NEW_FLEET_NAME
New Fleet %1%

NEW_FLEET_NAME_NO_NUMBER
New Fleet

EMPTY_SPACE
Deep Space

UNEXPLORED_REGION
Unexplored Region

UNEXPLORED_SYSTEM
Unexplored System

NOT_APPLICABLE
N/A

BOMBER
Bomber

INTERCEPTOR
Interceptor

DEFAULT_EMPIRE_NAME
Terran Imperium

DEFAULT_PLAYER_NAME
Human_Player

UNIVERSEOBJECT
Generic Object

SYSTEM
System

FLEET
Fleet

SHIP
Ship

PLANET
Planet

BUILDING
Building

###########################
# Predefined Ship Designs #
###########################
# in premade_ship_designs.txt

SD_SCOUT
Scout

SD_SCOUT_DESC
Small and cheap unarmed vessel designed for recon and exploration.

SD_MARK1
Mark I

SD_MARK1_DESC
Affordable armed patrol frigate.

SD_MARK2
Mark II

SD_MARK2_DESC
Cruiser with strong defensive and offensive capabilities.

SD_MARK3
Mark III

SD_MARK3_DESC
Advanced cruiser with heavy weaponry and armor to do the dirty work.
        
SD_MARK4
Mark IV

SD_MARK4_DESC
Massive state-of-art warship armed and protected with the latest technolgy. Priced accordingly.

SD_COLONY_SHIP
Colony Ship

SD_COLONY_SHIP_DESC
Unarmed vessel capable of delivering millions of citizens safely to new colony sites.

SD_OUTPOST_SHIP
Outpost Ship

SD_OUTPOST_SHIP_DESC
Unarmed vessel capable of creating an outpost on an uninhabitable world.

SD_COLONY_BASE
Colony Base

SD_COLONY_BASE_DESC
Unarmed vessel capable of creating a colony in the system where it is produced.

SD_OUTPOST_BASE
Outpost Base

SD_OUTPOST_BASE_DESC
Unarmed vessel capable of creating an outpost in the system where it is produced.

SD_DRAGON_TOOTH
Dragon Tooth

SD_DRAGON_TOOTH_DESC
Ancient ship design with advanced weaponry and defensive systems.


##############################
# Predefined Starting Fleets #
##############################

FN_HOME_FLEET
Home Fleet

FN_BATTLE_FLEET
Battle Fleet

FN_SCOUT_FLEET
Scout Fleet

FN_COLONY_FLEET
Colony Fleet

##########################
# Status Update Messages #
##########################

NEW_GAME
Generating Universe

LOADING
Loading

RETURN_TO_INTRO
Returning to Main Menu

SERVER_WONT_START
The server could not be started.

SERVER_TIMEOUT
The server is not responding.

SERVER_LOST
The connection to the server has been lost.

SERVER_GAME_END
The server has sent an end-game message.  Buh-bye.

PLAYER_DISCONNECTED
Player %1% no longer has a connection to the server.

PLAYER_DEFEATED
You are defeated.

EMPIRE_DEFEATED
The %1% empire is no more.

UNKNOWN_EMPIRE
Unknown Empire

LAST_OPPONENT_DEFEATED_VICTORY
Your last opponent has been defeated and you are victorious!

INVALID_CLIENT_SAVE_DATA_RECEIVED
The server received invalid client save data.  Some may be ignored.

UNABLE_TO_WRITE_CONFIG_XML
Error when writing config.xml file.  Unable to save options.

UNABLE_TO_READ_CONFIG_XML
Error when reading config.xml file.  Using default options.

UNABLE_TO_WRITE_SAVE_FILE
Error when writing save file.

UNABLE_TO_READ_SAVE_FILE
Error when reading save file.

EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
You do not control an empire and cannot issue orders.

ORDERS_FOR_WRONG_EMPIRE
Orders were sent for an empire you do not control.

######################################
# Command Line and OptionsDB Options #
######################################

COMMAND_LINE_USAGE
Usage: 

COMMAND_LINE_DEFAULT
Default: 

OPTIONS_DB_HELP
Print this help message.

OPTIONS_DB_GENERATE_CONFIG_XML
Uses default settings, settings from any existing config.xml file, and settings given on the command line to generate a config.xml file.  This will overwrite the current config.xml file, if it exists.

OPTIONS_DB_MUSIC_OFF
Disables music in the game.

OPTIONS_DB_BG_MUSIC
Sets the background track to play.

OPTIONS_DB_FULLSCREEN
Start the game in fullscreen.

OPTIONS_DB_UI_CHAT_HIDE_INTERVAL
Time interval, in seconds, after which the multiplayer chat window will disappear if nothing is added to it.  A value of 0 indicates that the window should never disappear.

OPTIONS_DB_UI_CHAT_EDIT_HISTORY
The number of outgoing messages to keep in the chat edit box history.

OPTIONS_DB_GALAXY_MAP_GAS
Render gassy substance around systems to give galaxy shape.  May slow rendering on older systems.

OPTIONS_DB_GALAXY_MAP_STARFIELDS
Render starfields around systems. May slow rendering on older systems.

OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Show scale line for universe distance on galaxy map.

OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Toggles whether to show the zoom slider on galaxy map.

OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING
Use fancy optimized OpenGL 1.5 rendering for systems on galaxy map.  May crash on older graphics hardware.

OPTIONS_DB_STARLANE_THICKNESS
Sets how wide to render starlanes in pixels.

OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Toggles whether to colour starlanes with empire colours if empires can exchange resources along each starlane.

OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Sets default colour to render starlanes.

OPTIONS_DB_FLEET_SUPPLY_LINES
Toggles whether to show fleet supply lines with empire-coloured indicators.

OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Sets how wide to render fleet supply lines.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Sets how far apart to render dots for fleet supply lines.

OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Sets how fast to render dots for fleet supply lines.

OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Toggles whether to show circles around objects to indicate their detection range on the galaxy map.

OPTIONS_DB_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Sets the target object stealth level at which to show detection range on the galaxy map.

OPTIONS_DB_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Toggles whether to show the stealth threshold slider on the galaxy map.

OPTIONS_DB_FORCE_EXTERNAL_SERVER
Force the client not to start a server, even when hosting a game on localhost, playing single player, etc.

OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Address to connect to in external server mode. If used, this client becomes the manager of the game.

OPTIONS_DB_MP_HOST_ADDRESS
Address to connect to when joining a multiplayer game.

OPTIONS_DB_MP_PLAYER_NAME
Player name to use when hosting or joining a multiplayer game.

OPTIONS_DB_UI_MAIN_MENU_X
Position of the center of the intro screen main menu, as a portion of the application's total width.

OPTIONS_DB_UI_MAIN_MENU_Y
Position of the center of the intro screen main menu, as a portion of the application's total height.

OPTIONS_DB_APP_WIDTH
Sets horizontal app resolution in fullscreen mode.

OPTIONS_DB_APP_HEIGHT
Sets vertical app resolution in fullscreen mode.

OPTIONS_DB_APP_WIDTH_WINDOWED
Sets horizontal app resolution in windowed mode.

OPTIONS_DB_APP_HEIGHT_WINDOWED
Sets vertical app resolution in windowed mode.

OPTIONS_DB_COLOR_DEPTH
Sets screen color depth, in bits per pixel.

OPTIONS_DB_SHOW_FPS
Toggles FPS display on or off.

OPTIONS_DB_LIMIT_FPS
Toggles FPS limiting on or off.  Limit is set with Max FPS option.

OPTIONS_DB_MAX_FPS
Toggles FPS limit, if enabled.  Limiting is toggled with Limit FPS.

OPTIONS_DB_UI_SOUND_ENABLED
Toggles UI sound effects on or off.

OPTIONS_DB_UI_SOUND_VOLUME
The volume (0 to 255) at which UI sound effects should be played.

OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER
The sound file played when the mouse moves over a button.

OPTIONS_DB_UI_SOUND_BUTTON_CLICK
The sound file played when a button is clicked.

OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK
The sound file played when the turn button is clicked.

OPTIONS_DB_UI_SOUND_LIST_SELECT
The sound file played when a listbox or drop-down list item is selected.

OPTIONS_DB_UI_SOUND_ITEM_DROP
The sound file played when an item is dropped into a listbox.

OPTIONS_DB_UI_SOUND_LIST_PULLDOWN
The sound file played when the list is opened in a drop-down list.

OPTIONS_DB_UI_SOUND_TEXT_TYPING
The sound file played when the user types text.

OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE
The sound file played when a window is maximized.

OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE
The sound file played when a window is minimized.

OPTIONS_DB_UI_SOUND_WINDOW_CLOSE
The sound file played when a window is closed.

OPTIONS_DB_UI_SOUND_ALERT
The sound file played when an error or illegal action occurs.

OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK
The sound file played when a planet button is clicked.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER
The sound file played when the mouse moves over a fleet button.

OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK
The sound file played when a fleet button is clicked.

OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER
The sound file played when the mouse moves over a system icon.

OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN
The sound file played when the system side-panel is opened.

OPTIONS_DB_UI_SOUND_FARMING_FOCUS
The sound file played when a farming focus button is clicked.

OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS
The sound file played when an industry focus button is clicked.

OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS
The sound file played when a research focus button is clicked.

OPTIONS_DB_UI_SOUND_MINING_FOCUS
The sound file played when a mining focus button is clicked.

OPTIONS_DB_UI_SOUND_TRADE_FOCUS
The sound file played when a trade focus button is clicked.

OPTIONS_DB_UI_SOUND_BALANCED_FOCUS
The sound file played when a balanced focus button is clicked.

OPTIONS_DB_UI_FONT
Sets UI font resource file.

OPTIONS_DB_UI_FONT_BOLD
Sets UI bold font resource file.

OPTIONS_DB_UI_FONT_ITALIC
Sets UI italic font resource file.

OPTIONS_DB_UI_FONT_BOLD_ITALIC
Sets UI bold-italic font resource file.

OPTIONS_DB_UI_FONT_SIZE
Sets UI font size.

OPTIONS_DB_UI_TITLE_FONT
Sets UI title font resource file.

OPTIONS_DB_UI_TITLE_FONT_SIZE
Sets UI title font size.

OPTIONS_DB_UI_WND_COLOR
Sets UI window background color.

OPTIONS_DB_UI_TEXT_COLOR
Sets UI text color.

OPTIONS_DB_UI_DEFAULT_LINK_COLOR
Sets UI default link color.

OPTIONS_DB_UI_ROLLOVER_LINK_COLOR
Sets UI rollover link color.

OPTIONS_DB_UI_CTRL_COLOR
Sets UI control background color.

OPTIONS_DB_UI_CTRL_BORDER_COLOR
Sets UI control border color.

OPTIONS_DB_UI_STATE_BUTTON_COLOR
Sets UI state button selected color.

OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Sets UI drop-down-list arrow color.

OPTIONS_DB_UI_EDIT_HILITE
Sets color of highlighting in UI edit controls.

OPTIONS_DB_UI_STAT_INCREASE_COLOR
Sets color of increasing statistics

OPTIONS_DB_UI_STAT_DECREASE_COLOR
Sets color of decreasing statistics

OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Sets UI window outer border color.

OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Sets UI window inner border color.

OPTIONS_DB_UI_KNOWN_TECH
Sets color of known techs in the tech tree.

OPTIONS_DB_UI_KNOWN_TECH_BORDER
Sets text and border color of known techs in the tech tree.

OPTIONS_DB_UI_RESEARCHABLE_TECH
Sets color of researchable techs in the tech tree.

OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Sets text and border color of researchable techs in the tech tree.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Sets color of unresearchable techs in the tech tree.

OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Sets text and border color of unresearchable techs in the tech tree.

OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Sets background color of progress bars in the tech tree.

OPTIONS_DB_UI_TECH_PROGRESS
Sets color of progress bars in the tech tree.

OPTIONS_DB_UI_SCROLL_WIDTH
Sets UI scroll width.

OPTIONS_DB_UI_SYSTEM_ICON_SIZE
Sets size of system icons.

OPTIONS_DB_UI_SYSTEM_FOG
Toggles whether to render fog of war scanline shading over system icons.

OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Sets spacing (in pixels) between fog of war scanlines.

OPTIONS_DB_UI_SYSTEM_CIRCLES
Toggles whether to draw circles around systems.

OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Sets size of circles around systems on map, relative to system icon size.

OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Sets colour of unowned system names on the galaxy map.

OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which medium fleet icons are shown on the galaxy map.

OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which small fleet icons are shown on the galaxy map.

OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Sets minimum zoom level at which tiny fleet icons are shown on the galaxy map.  At smaller zooms, no fleet icons are shown.

OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE
Sets size of fleet selection indicator, relative to fleet icon size.

OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Sets size of system selection indicator, relative to system icon size.

OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Sets size of system icon below which the special fixed-size tiny icons will be shown.

OPTIONS_DB_UI_TOOLTIP_DELAY
Sets UI tooltip popup delay, in ms.

OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time.  Otherwise, opening a fleet window will close any currently-open fleet window.

OPTIONS_DB_UI_FLEET_AUTOSELECT
Auto-select the top fleet when a fleet window is opened.  Consider using this flag if you use UI.multiple-fleet-windows.

OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Close open windows such as fleet windows and the system-view side panel when you right-click on the main map.

OPTIONS_DB_UI_SIDEPANEL_WIDTH
Sets size of system sidepanel.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Sets size of largest-rendered rotating planets on sidepanel.

OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Sets size of smallest-rendered rotating planets on sidepanel.

OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Sets whether to show rendered planets / asteroids on the sidepanel.

OPTIONS_DB_GAMESETUP_STARS
The number of systems in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
The shape of the galaxy to be generated.

OPTIONS_DB_GAMESETUP_GALAXY_AGE
The age of the galaxy to be generated.

OPTIONS_DB_GAMESETUP_PLANET_DENSITY
The number of planets per system in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
The number of starlanes in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
The frequency of specials appearing in the galaxy to be generated.

OPTIONS_DB_GAMESETUP_EMPIRE_NAME
The name used in the game for your empire.

OPTIONS_DB_GAMESETUP_PLAYER_NAME
The name used in the game to represent the player in single player games.

OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
The color used in the game for your empire.

OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
The species on your homeworld at the start of the game.

OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
The number of AI opponents in the game.

OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING
The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech.

OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING
The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech.

OPTIONS_DB_SAVE_DIR
The directory in which saved games are saved and from which they are loaded.  Directory names are taken to be relative to the location of the executable.

OPTIONS_DB_RESOURCE_DIR
Sets the root directory for the game resource files (game content and data files).

OPTIONS_DB_LOG_LEVEL
Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG)

OPTIONS_DB_STRINGTABLE_FILENAME
Sets the language-specific string table filename.

OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
If true, autosaves will occur during single-player games.

OPTIONS_DB_AUTOSAVE_MULTIPLAYER
If true, autosaves will occur during multiplayer games.

OPTIONS_DB_AUTOSAVE_TURNS
Sets the number of turns between autosaves.

OPTIONS_DB_MUSIC_VOLUME
The volume (0 to 255) at which music should be played.

OPTIONS_DB_COMBAT_ENABLE_GLOW
Toggles glow effects on and off.

OPTIONS_DB_COMBAT_ENABLE_SKYBOX
Toggles background skybox on and off.

OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE
Toggles lens flares on and off.

OPTIONS_DB_COMBAT_FILLED_SELECTION
Uses a filled-in effect, as opposed to an outline effect, on selected objects.

OPTIONS_DB_QUICKSTART
Starts a new quickstart game, bypassing the main menu.

OPTIONS_DB_AUTO_FIRST_TURN
Hits the "Turn" button automatically on the first turn; useful for debugging, especially when used with --quickstart.

OPTIONS_DB_CHECKED_GL_VERSION
Stores whether the OpenGL version of this system has been checked.  If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true.

OPTIONS_DB_RESET_FSSIZE
Stores whether to reset the stored fullscreen resolution.  If false, the stored values are used, but if true, the values are reset to the max the rendering system supports.

OPTIONS_DB_AUTO_EFFECT_DESC
Toggles inclusion of autogenerated text in tech, building or ship part descriptions.

OPTIONS_DB_TECH_DEMO
Try out the 3D combat tech demo.

OPTIONS_DB_TEST_3D_COMBAT
Test 3D combat resolution.

OPTIONS_DB_LOAD
Loads the specified single-player save game.

#################
# File Dialog   #
#################

FILE_DLG_FILES
File(s):

FILE_DLG_FILE_TYPES
Type(s):

FILE_DLG_MALFORMED_FILENAME
Invalid file name.

FILE_DLG_OVERWRITE_PROMPT
'''%1% exists.
Ok to overwrite it?'''

FILE_DLG_INVALID_FILENAME
'''"%1%"
is an invalid file name.'''

FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
is a directory.'''

FILE_DLG_FILE_DOES_NOT_EXIST
'''File "%1%"
does not exist.'''

FILE_DLG_DEVICE_IS_NOT_READY
Device is not ready.


#################
# Color Dialog  #
#################

COLOR_DLG_NEW
New

COLOR_DLG_OLD
Old

COLOR_DLG_RED
R:

COLOR_DLG_GREEN
G:

COLOR_DLG_BLUE
B:

COLOR_DLG_HUE
H:

COLOR_DLG_SATURATION
S:

COLOR_DLG_VALUE
V:

COLOR_DLG_ALPHA
A:


#################
# Intro Screen  #
#################

#Window title####

INTRO_WINDOW_TITLE
FreeOrion Main Menu


#Button names####

INTRO_BTN_SINGLE_PLAYER
Single Player

INTRO_BTN_QUICK_START
Quick Start

INTRO_BTN_MULTI_PLAYER
Multi Player

INTRO_BTN_LOAD_GAME
Load Game

INTRO_BTN_OPTIONS
Options

INTRO_BTN_ABOUT
About

INTRO_BTN_CREDITS
Credits

INTRO_BTN_EXIT
Exit


#Error Messages####

ERR_CONNECT_TIMED_OUT
Timed out while attempting to connect to server

ERR_VERSION_MISMATCH
Cannot connect to server because this client is using different versions of the following settings and/or source files: 


########################
# Server Setup Screen  #
########################

#Window title####

SCONNECT_WINDOW_TITLE
Connect to Server


#Static labels####

LAN_GAME_LABEL
Lan game at:

INTERNET_GAME_LABEL
Internet game at:

PLAYER_NAME_LABEL
Player name


#Button names####

HOST_GAME_BN
Host a new game

JOIN_GAME_BN
Join a game

REFRESH_LIST_BN
Refresh list


########################
# Multiplayer Lobby    #
########################

MPLOBBY_WINDOW_TITLE
Multiplayer Setup

MPLOBBY_HOST_ABORTED_GAME
The host player has terminated this game setup.

MULTIPLAYER_GAME_START_CONDITIONS
Unique empire names and colours required

MULTIPLAYER_PLAYER_LIST_NAMES
Player

MULTIPLAYER_PLAYER_LIST_EMPIRES
Empire

MULTIPLAYER_PLAYER_LIST_COLOURS
Empire Colour

MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Previous Player

MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Starting Species

NEW_GAME_BN
New game

LOAD_GAME_BN
Load game

START_GAME_BN
Start game


########################
# Galaxy Setup Screen  #
########################

#Window title####

GSETUP_WINDOW_TITLE
Galaxy Setup

#Strings
GSETUP_GRAPHICS_FILES
Graphics Files

GSETUP_PLAYER_NAME
Player Name

GSETUP_EMPIRE_NAME
Empire Name

GSETUP_EMPIRE_COLOR
Empire Color

GSETUP_SPECIES
Starting Species

GSETUP_NUMBER_AIS
Number of AI Players

#Drop-down list labels and choices####

GSETUP_STARS
Systems
GSETUP_SHAPE
Galaxy Shape
GSETUP_AGE
Galaxy Age
GSETUP_STARLANE_FREQ
Starlane Frequency
GSETUP_PLANET_DENSITY
Planet Density
GSETUP_SPECIALS_FREQ
Specials Frequency

GSETUP_2ARM
Spiral, 2-arm
GSETUP_3ARM
Spiral, 3-arm
GSETUP_4ARM
Spiral, 4-arm
GSETUP_CLUSTER
Cluster
GSETUP_ELLIPTICAL
Elliptical
GSETUP_IRREGULAR
Irregular
GSETUP_RING
Ring

GSETUP_NONE
None

GSETUP_YOUNG
Young
GSETUP_MATURE
Mature
GSETUP_ANCIENT
Ancient

GSETUP_FEW
Few
GSETUP_SOME
Some
GSETUP_SEVERAL
Several
GSETUP_MANY
Many
GSETUP_VERY_MANY
Very Many

GSETUP_LOW
Low
GSETUP_MEDIUM
Medium
GSETUP_HIGH
High

GSETUP_RARE
Rare
GSETUP_UNCOMMON
Uncommon
GSETUP_COMMON
Common


#Error messages####

GSETUP_ERR_NOEXIST
does not exist.


###########################
# Empire Selection Screen #
###########################

#Window Title####

ESELECT_WINDOW_TITLE
Empire Selection


#Static text####

ESELECT_EMPIRE_NAME
Empire Name:

###########################
# About Dialog            #
###########################

#License button text####

LICENSE
License

ABOUT_WINDOW_TITLE
About FreeOrion

CREDITS
Credits

VISION
Vision

FREEORION_VISION
FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model.

###########################
# Game Menu               #
###########################

GAME_MENU_WINDOW_TITLE
Menu

GAME_MENU_SAVE
Save Game

GAME_MENU_LOAD
Load Game

GAME_MENU_RESIGN
Resign

GAME_MENU_SAVE_FILES
Save Game Files

###########################
# Game Options            #
###########################

OPTIONS_TITLE
Options

OPTIONS_AUTOSELECT_FLEET
Auto-select first fleet

OPTIONS_MULTIPLE_FLEET_WNDS
Multiple fleet windows

OPTIONS_QUICK_CLOSE_WNDS
Quick-close windows

OPTIONS_MISC_UI
Miscellaneous UI Settings

OPTIONS_SINGLEPLAYER
Single player

OPTIONS_MULTIPLAYER
Multiplayer

OPTIONS_AUTOSAVE_TO_KEEP
Autosaves to keep

OPTIONS_AUTOSAVE_TURNS_BETWEEN
Turns between autosaves

OPTIONS_LANGUAGE
Language file

OPTIONS_FONTS
Fonts

OPTIONS_FONT_SIZES
Font Sizes

OPTIONS_FONT_TEXT
Text

OPTIONS_FONT_TITLE
Window titles

OPTIONS_TECH_SPACING
Tech spacing

OPTIONS_HORIZONTAL
Horizontal

OPTIONS_VERTICAL
Vertical

OPTIONS_TOOLTIP_DELAY
Tooltip delay (ms)

OPTIONS_VIDEO_MODE
Full-Screen Video Mode

OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Sets bits per pixel and full-screen resolution.

OPTIONS_VIDEO_MODE_WINDOWED
Windowed Video Mode

OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Sets width and height of window in windowed mode.  Windowed bits per pixel uses full-screen mode setting.

OPTIONS_VIDEO_SETTINGS
Video Settings

OPTIONS_APP_WIDTH_WINDOWED
Windowed Width

OPTIONS_APP_HEIGHT_WINDOWED
Windowed Height

OPTIONS_FULLSCREEN
Fullscreen

OPTIONS_SHOW_FPS
Show FPS

OPTIONS_LIMIT_FPS
Limit FPS

OPTIONS_MAX_FPS
Max FPS

OPTIONS_APPLY
Apply

OPTIONS_CHAT
Chat

OPTIONS_CHAT_HISTORY
Chat history

OPTIONS_CHAT_HIDE
Chat-hide delay

OPTIONS_GALAXY_MAP
Galaxy Map

OPTIONS_DESCRIPTIONS
Content Descriptions

OPTIONS_SYSTEM_ICONS
System Icons

OPTIONS_OPTIMIZED_SYSTEM_RENDERING
Optimized system rendering

OPTIONS_UI_SYSTEM_ICON_SIZE
System icon size

OPTIONS_UI_SYSTEM_FOG
System icon fog of war scanlines

OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scanline spacing

OPTIONS_UI_SYSTEM_CIRCLES
System enclosing circles

OPTIONS_UI_SYSTEM_CIRCLE_SIZE
System circle relative size

OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE
System selection indicator relative size

OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Tiny system icon size threshold

OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Unowned system name colour

OPTIONS_FLEET_ICONS
Fleet Icons

OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM
Tiny fleet icon minimum zoom

OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM
Small fleet icon minimum zoom

OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM
Medium fleet icon minimum zoom

OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE
Fleet selection indicator relative size

OPTIONS_GALAXY_MAP_GENERAL
General

OPTIONS_GALAXY_MAP_GAS
Galaxy map gas rendering

OPTIONS_GALAXY_MAP_STARFIELDS
Galaxy map starfields rendering

OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxy distance scale line

OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxy map zoom slider

OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD
Galaxy map detection range displayed stealth threshold

OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER
Galaxy map stealth threshold slider

OPTIONS_GALAXY_MAP_DETECTION_RANGE
Detection range circles

OPTIONS_STARLANES
Starlanes

OPTIONS_STARLANE_THICKNESS
Starlane thickness

OPTIONS_RESOURCE_STARLANE_COLOURING
Resource starlane colouring

OPTIONS_FLEET_SUPPLY_LINES
Fleet supply lines

OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Fleet supply line width

OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Fleet supply line dot spacing

OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Fleet supply line dot rate

OPTIONS_UNOWNED_STARLANE_COLOUR
Default starlane colour

OPTIONS_MUSIC
Music

OPTIONS_UI_SOUNDS
UI sounds

OPTIONS_BACKGROUND_MUSIC
Music

OPTIONS_SOUNDS
Sounds

OPTIONS_SOUND_CLOSE
Close window

OPTIONS_SOUND_MINIMIZE
Minimize window

OPTIONS_SOUND_MAXIMIZE
Maximize window

OPTIONS_SOUND_CLICK
Click

OPTIONS_SOUND_ROLLOVER
Rollover

OPTIONS_SOUND_FLEET_CLICK
Fleet Button Click

OPTIONS_SOUND_FLEET_ROLLOVER
Fleet Button Rollover

OPTIONS_SOUND_SYSTEM_ROLLOVER
System Icon Rollover

OPTIONS_SOUND_WINDOW
Window Sounds

OPTIONS_SOUND_BUTTON
Button Sounds

OPTIONS_SOUND_FLEET
Fleet Button Sounds

OPTIONS_SOUND_ALERT
Alert

OPTIONS_SOUND_TYPING
Typing

OPTIONS_SOUND_TURN
Turn button click

OPTIONS_SOUND_SIDEPANEL
Side-panel open

OPTIONS_SOUND_PLANET
Planet click

OPTIONS_SOUND_FOCUS
Focus Sounds

OPTIONS_SOUND_BALANCED
Balanced focus

OPTIONS_SOUND_FARMING
Farming focus

OPTIONS_SOUND_INDUSTRY
Industry focus

OPTIONS_SOUND_MINING
Mining focus

OPTIONS_SOUND_RESEARCH
Research focus

OPTIONS_SOUND_LIST
List sounds

OPTIONS_SOUND_DROP
Item drop

OPTIONS_SOUND_PULLDOWN
Drop-down list open

OPTIONS_SOUND_SELECT
List select

OPTIONS_GENERAL_COLORS
General

OPTIONS_CONTROL_COLORS
UI Controls

OPTIONS_FILL_COLOR
Fill

OPTIONS_BORDER_COLOR
Border

OPTIONS_TEXT_COLOR
Text

OPTIONS_DEFAULT_LINK_COLOR
Default links

OPTIONS_ROLLOVER_LINK_COLOR
Rollover links

OPTIONS_HIGHLIGHT_COLOR
Selection highlighting

OPTIONS_DROPLIST_ARROW_COLOR
Droplist arrow

OPTIONS_STATE_BUTTON_COLOR
Toggle button selected

OPTIONS_STAT_INCREASE_COLOR
Statistic increasing

OPTIONS_STAT_DECREASE_COLOR
Statistic decreasing

OPTIONS_INTERIOR_COLOR
Interior

OPTIONS_WINDOW_COLORS
Windows

OPTIONS_INNER_BORDER_COLOR
Inner border

OPTIONS_OUTER_BORDER_COLOR
Outer border

OPTIONS_PAGE_VIDEO
Video

OPTIONS_PAGE_AUDIO
Audio

OPTIONS_PAGE_AUTOSAVE
Autosave

OPTIONS_PAGE_UI
UI

OPTIONS_PAGE_COLORS
Colors

OPTIONS_PAGE_COMBAT
Combat

OPTIONS_PAGE_DIRECTORIES
Directories

OPTIONS_TECH_COLORS
Techs

OPTIONS_TEXT_AND_BORDER_COLOR
Text and Border

OPTIONS_KNOWN_TECH_COLORS
Known techs

OPTIONS_RESEARCHABLE_TECH_COLORS
Researchable techs

OPTIONS_UNRESEARCHABLE_TECH_COLORS
Unresearchable techs

OPTIONS_TECH_PROGRESS_COLORS
Research progress bars

OPTIONS_PROGRESS_BAR_COLOR
Bar

OPTIONS_PROGRESS_BACKGROUND_COLOR
Background

OPTIONS_COMBAT_ENABLE_GLOW
Glow

OPTIONS_COMBAT_ENABLE_SKYBOX
Skybox

OPTIONS_COMBAT_ENABLE_LENS_FLARES
Lens Flares

OPTIONS_COMBAT_FILLED_SELECTION
Filled selection

OPTIONS_ANY_FILE
All files

OPTIONS_FOLDER_SETTINGS
Resource Files

OPTIONS_FOLDER_SAVE
Save files

OPTIONS_LANGUAGE_FILE
Language files

OPTIONS_VOLUME_AND_MUSIC
Volume And Music

OPTIONS_MUSIC_FILE
Music files

OPTIONS_SOUND_FILE
Sound files

OPTIONS_AUTO_EFFECT_DESC
Autogenerated effect descriptions

##################
# CombatSetupWnd #
##################

AUTO_PLACE_SHIPS
Auto-Place Ships

REDO_PLACEMENTS
Redo Placements

#################
# Main Map      #
#################

MAP_BTN_TURN_UPDATE
Turn %1%

MAP_INDICATOR_FPS
%1% FPS

MAP_SCALE_INDICATOR
%1% uu

MAP_BTN_MENU
Menu

MAP_BTN_SITREP
SitRep

MAP_BTN_RESEARCH
Research

MAP_BTN_PRODUCTION
Production

MAP_BTN_DESIGN
Design

MAP_BTN_PEDIA
Pedia

#################
# SidePanel     #
#################

SIDE_PANEL
Side Panel

SP_SYSTEM_PRODUCTION
System Production

RESOURCE_PRODUCTION_TOOLTIP
System %1%: %2%
RESOURCE_ALLOCATION_TOOLTIP
System %1%: %2%

FOOD_PRODUCTION
Food Production
MINERALS_PRODUCTION
Minerals Production
INDUSTRY_PRODUCTION
Industrial Production
RESEARCH_PRODUCTION
Research Production
TRADE_PRODUCTION
Trade Production

FOOD_CONSUMPTION
Food Consumption
MINERALS_CONSUMPTION
Minerals Consumption
INDUSTRY_CONSUMPTION
Industrial Consumption
RESEARCH_CONSUMPTION
Research Consumption
TRADE_CONSUMPTION
Trade Consumption

INTERSYSTEM_EXCHANGE_TOOLTIP
Inter-System Exchange
IMPORT_EXPORT_TOOLTIP
Import / Export
RESOURCE_IMPORT
Importing
RESOURCE_EXPORT
Available for Export
RESOURCE_SELF_SUFFICIENT
No Import or Export

##Planet Panel#############

PLANET_PANEL
Planet Panel
PL_ASTEROID_BELT
Asteroid belt
PL_UNINHABITED
Uninhabited
PL_SIZE
Size
PL_COLONIZE
Colonize (%1% / %2%)
PL_SELECT_COLONY_SHIP_INSTRUCTION
Select colony ship to colonize.
PL_TYPE_SIZE
%1% %2%
PL_TYPE_SIZE_ENV
%1% %2% (%3%)

## Resources Panel ##########

RP_FOCUS_TOOLTIP
Focus: %1%

## Buildings Panel##########

BP_INCOMPLETE_BUILDING_TOOLTIP
'''%1% (Incomplete)

%2%'''

BP_COMPLETE_BUILDING_TOOLTIP
'''%1%

%2%'''

ORDER_BUIDLING_SCRAP
Scrap Building

ORDER_CANCEL_BUIDLING_SCRAP
Cancel Scrapping Building

## General Tooltips#########

TT_THIS_TURN
This Turn

TT_NEXT_TURN
Next Turn

TT_CHANGE
Change

TT_BREAKDOWN_SUMMARY
%1%: %2% 

TT_INHERENT
Inherent

TT_TECH
%1% Tech <i>%2%</i>

TT_BUILDING
%1% Building <i>%2%</i>

TT_SHIP_HULL
Ship <i>%1%</i> Hull <i>%2%</i>

TT_SHIP_PART
Ship <i>%1%</i> Part <i>%2%</i>

TT_SPECIAL
Special <i>%1%</i>

TT_SPECIES
Species <i>%1%</i>

TT_UNKNOWN
Unknown

TT_RESOURCE_PRODUCTION
%1% produces %2%

TT_RESOURCE_ALLOCATION
%1% consumes %2%

TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]

SP_RENAME_PLANET
Rename Planet

SP_ENTER_NEW_PLANET_NAME
Enter new planet name

#################
# Fleet Window  #
#################

FW_FLEET_HOLDING_AT
Holding at %1%

FW_FLEET_MOVING_TO
Moving to %1%

FW_FLEET_ETA_NEVER
Never

FW_FLEET_ETA_UNKNOWN
Unknown

FW_FLEET_ETA_OUT_OF_RANGE
Out of Range

FW_SHIP_CLASS
Ship Class 

FW_UNKNOWN_DESIGN_NAME
Unknown Design

FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%

# the name of the new fleet icon in the fleet listbox
FW_NEW_FLEET_LABEL
<i>New Fleet</i>

FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Fleets At %2%

FW_EMPIRE_FLEETS
%1% Fleets

FW_NO_FLEET
No Fleet

FW_GENERIC_FLEETS_AT_SYSTEM
Fleets At %1%

FW_GENERIC_FLEETS
Fleets

FW_HOME_FLEET
Home Fleet

FW_BATTLE_FLEET
Battle Fleet

# the name that is used for fleets the player does not control
FW_FOREIGN_FLEET
Foreign fleet

# the name that is used for ships the player does not control
FW_FOREIGN_SHIP
Foreign ship

SHIP_SPEED_STAT_TITLE
Speed

SHIP_SPEED_STAT_MAIN
Maximum distance along starlanes travelled per turn.

FW_FLEET_FUEL_SUMMARY
Fleet Fuel - Equal to the minimum fuel of ships in the fleet.

FW_FLEET_SPEED_SUMMARY
Fleet Speed - Equal to the minimum speed of ships in the fleet.

FW_SPLIT_FLEET
Split Fleet

ORDER_SHIP_SCRAP
Scrap Ship

ORDER_CANCEL_SHIP_SCRAP
Cancel Scrapping Ship

###############
# TechTreeWnd #
###############

TECH_DISPLAY
Display

TECH_NAVIGATION
Navigation

TECH_TOTAL_COST_STR
%1% RP and %2% Turns

TECH_TURN_COST_STR
+%1% RP

TECH_TURNS_LEFT_STR
%1% Turns

TECH_TURNS_LEFT_NEVER
Never

TECH_WND_TECH_COMPLETED
COMPLETED

TECH_WND_TECH_QUEUED
Queued

TECH_WND_TECH_INCOMPLETE
Incomplete

TECH_WND_TYPE_THEORIES
Theories

TECH_WND_TYPE_APPLICATIONS
Applications

TECH_WND_TYPE_REFINEMENTS
Refinements

TECH_WND_STATUS_COMPLETED
Completed

TECH_WND_STATUS_RESEARCHABLE
Researchable

TECH_WND_STATUS_UNRESEARCHABLE
Unresearchable

TECH_WND_LIST_VIEW
List View

TECH_WND_TREE_VIEW
Tree View

TECH_WND_REQUIRES
Requires

TECH_WND_UNLOCKS
Unlocks


#######################
# ProductionInfoPanel #
#######################

PRODUCTION_INFO_TOTAL_PS_LABEL
Total Available Points

PRODUCTION_INFO_WASTED_PS_LABEL
Wasted Points

PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL
Projects in Progress

PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL
Underfunded Project

PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL
Projects in Queue


###############
# ResearchWnd #
###############

RESEARCH_WND_TITLE
Research

RESEARCH_INFO_PANEL_TITLE
Research

RESEARCH_INFO_RP
RP


####################
# BuildSelectorWnd #
####################

PRODUCTION_WND_BUILD_ITEMS_TITLE
Buildable Items

PRODUCTION_WND_CATEGORY_BT_BUILDING
Buildings

PRODUCTION_WND_CATEGORY_BT_SHIP
Ships

PRODUCTION_WND_AVAILABILITY_AVAILABLE
Available

PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Unavailable

PRODUCTION_TOTAL_COST_STR
%1% PP and %2% Turns

PRODUCTION_TURN_COST_STR
+%1% PP

PRODUCTION_TURNS_LEFT_STR
%1% Turns left

PRODUCTION_TURNS_LEFT_NEVER
Never

PRODUCTION_DETAIL_NUMBER_TO_BUILD
Quantity

PRODUCTION_DETAIL_ADD_TO_QUEUE
Add to Queue

PRODUCTION_DETAIL_CENTER_ON_BUILD
Center on Build


#################
# ProductionWnd #
#################

PRODUCTION_WND_TITLE
Production

PRODUCTION_INFO_PANEL_TITLE
Production

PRODUCTION_INFO_PP
PP

PRODUCTION_QUEUE_MULTIPLES
%1%x 

PRODUCTION_QUEUE_EMPTY
'''Empire production queue is empty.

Enqueue production projects by selecting a planet on the sidepanel, then double-clicking items in the list.

Note that ships can only be built on planets with a shipyard, and that various other objects may have other restrictions on build location.'''

PRODUCTION_QUEUE_ITEM_LOCATION
At %1%


###############
#  DesignWnd  #
###############

DESIGN_ADD_TEST
Add Test Design

DESIGN_NAME_DEFAULT
Custom Ship Design

DESIGN_DESCRIPTION_DEFAULT
Design Description

DESIGN_NO_PART
None

DESIGN_WND_STARTS
Design Starts

DESIGN_WND_HULLS
Empty Hulls

DESIGN_WND_FINISHED_DESIGNS
Finished Designs

DESIGN_WND_SAVED_DESIGNS
Saved Designs

DESIGN_WND_TEMPLATES
Design Templates

DESIGN_WND_PART_PALETTE_TITLE
Ship Parts

DESIGN_WND_MAIN_PANEL_TITLE
Design Details

DESIGN_WND_DESIGN_NAME
Design Name

DESIGN_WND_DESIGN_DESCRIPTION
Description

DESIGN_WND_CONFIRM
Confirm New Design

DESIGN_WND_CLEAR
Clear Parts

DESIGN_DELETE
Delete Design


####################
#   Encyclopedia   #
####################

# types of things that can be shown in encyclopedia
ENC_SHIP_PART
Ship Part

ENC_SHIP_HULL
Ship Hull

ENC_TECH
Technology

ENC_SPECIAL
Special

ENC_BUILDING_TYPE
Building Type

ENC_SPECIES
Species

ENC_SHIP_DESIGN
Ship Design

ENC_INCOMPETE_SHIP_DESIGN
Incomplete Ship Design

ENC_EMPIRE
Empire

ENC_SHIP
Ship

ENC_FLEET
Fleet

ENC_PLANET
Planet

ENC_BUILDING
Building

ENC_SYSTEM
System

ENC_INDEX
Encyclopedia Index

# type of thing being shown.  %1% is a bit of detail, and %2% is the general type.
# for example:  %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building".
# %1% may be an empty string for most general types of things that can be shown.
ENC_DETAIL_TYPE_STR
<i>%1% %2%</i>

ENC_PP
PP

ENC_RP
RP

# indication of cost to produce or research thing that is shown.  May be omitted if thing shown can't
# be produced or researched (e.g. specials)
# %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing)
# %2% will be one of ENC_PP or ENC_RP, depending on whether the thing shown is built or researched
# %3% will be the minimum number of turns it takes to produce or research the thing shown
ENC_COST_AND_TURNS_STR
%1% %2% and %3% Turns

# autogenerated effects description.  %1% will be the autogenerated effects text.  This string should
# provide an appropriate heading to appear before the autogenerated text.
ENC_EFFECTS_STR
'''

<u>Effects</u>

%1%'''

ENC_SHIP_DESIGN_DESCRIPTION_STR
'''%1%

Direct Fire Parts: %2%
Missile Parts: %3%
Fighter Bays: %4%
Point Defense Parts: %5%
Structure: %6%
Shields: %7%
Detection Strength: %8%
Battle Speed: %9%
Starlane Speed: %10%
Fuel Capacity: %11%
Colonization Capacity: %12%
Stealth: %13%
'''

ENC_TECH_DETAIL_UNLOCKS_SECTION_STR
'''

<u>Unlocks</u>

'''

ENC_TECH_DETAIL_UNLOCKED_ITEM_STR
'''%1%: %2%
'''

ENC_TECH_DETAIL_TYPE_STR
%1% %2% - %3%

####################
# Combat Messages  #
####################

COMBAT_WINDOW_TITLE
Combat Window

COMBAT_BATTLE
BATTLE : 

COMBAT_SYSTEM
The %1% System

COMBAT_MILITARY_SHIPS
Military Ships

COMBAT_CIVILIAN_SHIPS
Civilian Ships

COMBAT_PLANETS
Planets

COMBAT_REMAINING
 Remaining

COMBAT_RETREATED
 Retreated

COMBAT_DESTROYED
 Destroyed

COMBAT_DEFENSELESS
 Defenseless

COMBAT_LOST
 Lost!


####################
# TurnProgress     #
####################

TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Fleet Movement

TURN_PROGRESS_PHASE_COMBAT
Resolving Combat

TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Production and Growth

TURN_PROGRESS_PHASE_WAITING
Waiting for Other Players

TURN_PROGRESS_PHASE_ORDERS
Executing Orders

TURN_PROGRESS_COLONIZE_AND_SCRAP
Colonization and Scrapping

TURN_PROGRESS_PHASE_DOWNLOADING
Downloading and Unpacking New Gamestate

TURN_BEGIN
Begin Turn %1%

########################
# Messages Panel       #
########################

MESSAGES_PANEL_TITLE
Messages

MESSAGES_PANEL_INTRO
Status and Chat Messages

########################
# Players List         #
########################

PLAYERS_LIST_PANEL_TITLE
Empires

PLAYING_TURN
Playing

RESOLVING_COMBAT
Combat

WAITING
Waiting

########################
# SitRep Panel         #
########################

#Window title####

SITREP_PANEL_TITLE
Situation Report


####################
# Sit Rep Entries  #
####################

SITREP_ERROR
An unknown event occurred.

SITREP_SHIP_BUILT
The ship %ship% has been produced in %system%.

SITREP_BUILDING_BUILT
%building% has been produced on %planet%.

SITREP_TECH_RESEARCHED
%tech% has been researched.

SITREP_COMBAT_SYSTEM
A battle occurred in %system%.

SITREP_PLANET_CAPTURED
%planet% was captured by %empire%.

SITREP_PLANET_LOST_STARVED_TO_DEATH
The population of %planet% was lost to famine.

SITREP_PLANET_COLONIZED
%planet% has been colonized.

SITREP_FLEET_ARRIVED_AT_DESTINATION
%fleet% has arrived at %system%.

SITREP_EMPIRE_ELIMINATED
%empire% has been eliminated.

SITREP_VICTORY
%empire% %text%

####################
# Victory / Defeat #
####################

TECH_VICTORY
has achieved a technological victory.

ALL_ENEMIES_ELIMINATED_VICTORY
has achieved a sole-survivor victory.


####################
# Species          #
####################

SP_TRITH
Trith

SP_TRITH_DESC
Bereaved xenophobic telepaths.

SP_GYISACHE
Gyisache

SP_GYISACHE_DESC
Cowardly sheep-like herbivores.

####################
# Specials         #
####################

GAIA_SPECIAL
Gaia

GAIA_SPECIAL_DESC
'''This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of it's population.

Doubles the planet's target farming, target health and target population.'''

ANCIENT_RUINS_DEPLETED_SPECIAL
Ancient Ruins

ANCIENT_RUINS_DEPLETED_SPECIAL_DESC
This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, tripling research on the planet and increasing research on Research-focused planets throughout the empire by one twentieth (non-stacking).

ANCIENT_RUINS_SPECIAL
Ancient Ruins

ANCIENT_RUINS_SPECIAL_DESCRIPTION
This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, tripling research on the planet and increasing research on Research-focused planets throughout the empire by one twentieth (non-stacking).  The first empire with the tech Xenoarchaeological Restoration to possess this planet receives one free ultra-rare tech or uncovers an ultra-rare building or ship.

MINERALS_SPECIAL
Mineral Rich

MINERALS_SPECIAL_DESCRIPTION
'''This planet has a rich natural deposit of minerals, boosting mining significantly.

Increases target mining by 50 when focus is set to Mining, and by twice the planet's population when focus is set to Heavy Mining.'''

TUNNELS_SPECIAL
Natural Tunnels

TUNNELS_SPECIAL_DESCRIPTION
'''This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonized.

Increases the population that can be supported by the planet by 2, 4, 6, 8 or 10 for Tiny, Small, Medium, Large or Huge planets, respectively, and by an additional 1, 2, 3, 4 or 5 if the owner has the tech Subterranean Construction.'''

TECHTONIC_INSTABILITY_SPECIAL
Tectonically Unstable

TECHTONIC_INSTABILITY_SPECIAL_DESC
'''This planet is tectonically unstable.  Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult.

Resource supply length from this planet is decreased by 1.'''

SOLID_CORE_SPECIAL
Solid Core

SOLID_CORE_SPECIAL_DESC
'''This planet's core has solidified, and it has a very weak magnetic field.  The star's solar wind reaches the surface relatively unfiltered, damaging the health of the planet's population.

Health is reduced by 5.'''

HIGH_AXIAL_TILT_SPECIAL
High Axial Tilt

HIGH_AXIAL_TILT_SPECIAL_DESC
'''This planet's rotational axis is highly tilted relative to its orbital plane.  Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded.

Resource supply length from this planet is decreased by 1.'''

SLOW_ROTATION_SPECIAL
Very Slow Rotation

SLOW_ROTATION_SPECIAL_DESC
'''This planet rotates about its axis very slowly, causing very long days and nights.  Infrastructure growth and food production are reduced.

Resource supply length from this planet is decreased by 1, and target farming is decreased by 10.'''

TIDAL_LOCK_SPECIAL
Tidally Locked Rotation

TIDAL_LOCK_SPECIAL_DESC
'''This planet is tidally locked with the star it orbits.  Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night.  Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions.

Resource supply length from this planet is decreased by 1, but industry is increased by one fifth the planet's population.'''

ECCENTRIC_ORBIT_SPECIAL
Eccentric Orbit

ECCENTRIC_ORBIT_SPECIAL_DESC
'''This planet's orbit is very eccentric.  It has a large distance between its closest and farthest approaches to its star.  Total insolation varies significantly throughout the year.  The varied conditions inhibit infrastructure development, but provide a beneficial platform for research.

Resource supply length from this planet is decreased by 1, but research is increased by 3.'''

RESONANT_MOON_SPECIAL
Resonant Moon

RESONANT_MOON_SPECIAL_DESC
This planet has a natural satellite, the orbital period of which is in 1:1 resonance with its rotational period, causing there to be a "dark side" which is constantly facing away from the planet.  This "dark side" is a perfect site for clandestine facilities.

#######################
# Enumeration  values #
#######################

# UniverseObjectTypes

OBJ_BUILDING
building
OBJ_SHIP
ship
OBJ_FLEET
fleet
OBJ_PLANET
planet
OBJ_POP_CENTER
population center
OBJ_PROD_CENTER
production center
OBJ_SYSTEM
system


# StarTypes

STAR_BLUE
blue
STAR_WHITE
white
STAR_YELLOW
yellow
STAR_ORANGE
orange
STAR_RED
red
STAR_NEUTRON
neutron
STAR_BLACK
black hole


# PlanetTypes

PT_SWAMP
swamp
PT_TOXIC
toxic
PT_INFERNO
inferno
PT_RADIATED
radiated
PT_BARREN
barren
PT_TUNDRA
tundra
PT_DESERT
desert
PT_TERRAN
terran
PT_OCEAN
ocean
PT_ASTEROIDS
asteroids
PT_GASGIANT
gas giant


# Planet Sizes

SZ_NOWORLD
Nothing to see here; move along.
SZ_TINY
tiny
SZ_SMALL
small
SZ_MEDIUM
medium
SZ_LARGE
large
SZ_HUGE
huge
SZ_ASTEROIDS
asteroids
SZ_GASGIANT
gas giant


# PlanetEnvironments

PE_UNINHABITABLE
uninhabitable
PE_HOSTILE
hostile
PE_POOR
poor
PE_ADEQUATE
adequate
PE_GOOD
good


# FocusTypes

INVALID_FOCUS_TYPE
invalid focus type
FOCUS_FARMING
farming
FOCUS_INDUSTRY
industry
FOCUS_MINING
mining
FOCUS_HEAVY_MINING
Heavy Mining
FOCUS_RESEARCH
research
FOCUS_TRADE
trade
FOCUS_LOGISTICS
Logistics
FOCUS_REPLIC_FARMING
Food Replication
FOCUS_REPLIC_MINING
Mineral Replication
FOCUS_STEALTH
Stealth
FOCUS_BIOTERROR
Bioterror
FOCUS_STARGATE
Stargate
FOCUS_PLANET_DRIVE
Planet Drive
FOCUS_DISTORTION
Spatial Distortion


# MeterTypes

INVALID_METER_TYPE
Invalid Meter Type
METER_TARGET_POPULATION
Target Population
METER_TARGET_HEALTH
Target Health
METER_TARGET_FARMING
Target Farming
METER_TARGET_INDUSTRY
Target Industry
METER_TARGET_RESEARCH
Target Research
METER_TARGET_TRADE
Target Trade
METER_TARGET_MINING
Target Mining
METER_TARGET_CONSTRUCTION
Target Construction
METER_MAX_FUEL
Max Fuel
METER_MAX_SHIELD
Max Shield
METER_MAX_STRUCTURE
Max Structure
METER_MAX_DEFENSE
Max Defense
METER_POPULATION
Population
METER_HEALTH
Health
METER_FARMING
Farming
METER_INDUSTRY
Industry
METER_RESEARCH
Research
METER_TRADE
Trade
METER_MINING
Mining
METER_CONSTRUCTION
Construction
METER_FUEL
Fuel
METER_SHIELD
Shield
METER_STRUCTURE
Structure
METER_DEFENSE
Defense
METER_FOOD_CONSUMPTION
Food Consumption
METER_SUPPLY
Supply
METER_STEALTH
Stealth
METER_DETECTION
Detection
METER_BATTLE_SPEED
Battle Speed
METER_STARLANE_SPEED
Starlane Speed
METER_DAMAGE
Damage
METER_ROF
Rate of Fire
METER_RANGE
Range
METER_SPEED
Speed
METER_CAPACITY
Capacity
METER_ANTI_SHIP_DAMAGE
Anti-Ship Damage
METER_ANTI_FIGHTER_DAMAGE
Anti-Fighter Damage
METER_LAUNCH_RATE
Launch Rate
METER_FIGHTER_WEAPON_RANGE
Fighter Weapon Range

ALIGN_MILITARISM
Militarism

ALIGN_MILITARY_STRENGTH_DESC
Strength and size of military

ALIGN_SOCIAL_CONTROL
Social Control

ALIGN_SOCIAL_CONTROL_DESC
Degree to which population is monitored, restricted and manipulated

ALIGN_ENVIRONMENT_MODIFICATION
Environment Modification

ALIGN_ENVIRONMENT_MODIFICATION_DESC
Use of terraforming or other large-scale 

ALIGN_BIOLOGICAL_ALTERATION
Biological Alteration

ALIGN_BIOLOGICAL_ALTERATION_DESC
Use of biological engineering and alteration

ALIGN_MECHANIZATION
Mechanization

ALIGN_MECHANIZATION_DESC
Use of artificial sentience and automation

# EmpireAffiliationTypes

AFFIL_SELF
self
AFFIL_ENEMY
enemy
AFFIL_ALLY
ally


# UnlockableItemTypes

INVALID_UNLOCKABLE_ITEM_TYPE
Invalid Unlockable Item Type
UIT_BUILDING
Building
UIT_SHIP_PART
Ship Part
UIT_SHIP_HULL
Ship Hull
UIT_TECH
Technology

# TechTypes

TT_THEORY
Theory
TT_APPLICATION
Application
TT_REFINEMENT
Refinement


# BuildTypes

BT_NOT_BUILDING
no build
BT_BUILDING
building
BT_SHIP
ship


# StockpileTypes

ST_FOOD
food
ST_MINERAL
mineral
ST_TRADE
trade


# Resource Types

RE_FOOD
food
RE_MINERALS
mineral
RE_TRADE
trade
RE_INDUSTRY
industry
RE_RESEARCH
research


# Ship Slot Types

SL_EXTERNAL
External
SL_INTERNAL
Internal


# Ship Part Classes

PC_SHORT_RANGE
Short Range
PC_MISSILES
Missiles
PC_FIGHTERS
Fighters
PC_POINT_DEFENSE
Point Defense
PC_SHIELD
Shields
PC_ARMOUR
Armour
PC_DETECTION
Detection
PC_STEALTH
Stealth
PC_FUEL
Fuel
PC_COLONY
Colonization
PC_BATTLE_SPEED
Battle Speed
PC_STARLANE_SPEED
Starlane Speed


################################################
# ValueRef, Effect, and Condition Descriptions #
################################################

# ValueRef

DESC_VAR_PLANET
planet

DESC_VAR_SYSTEM
system

DESC_VAR_FLEET
fleet

DESC_VAR_SOURCE
source

DESC_VAR_TARGET
target

DESC_VAR_PLANETSIZE
planet size

DESC_VAR_PLANETTYPE
planet type

DESC_VAR_PLANETENVIRONMENT
planet environment

DESC_VAR_OBJECTTYPE
object type

DESC_VAR_STARTYPE
star type

DESC_VAR_VALUE
previous value for this meter

DESC_VAR_TARGETPOPULATION
[[METER_TARGET_POPULATION]]
DESC_VAR_TARGETHEALTH
[[METER_TARGET_HEALTH]]
DESC_VAR_TARGETFARMING
[[METER_TARGET_FARMING]]
DESC_VAR_TARGETINDUSTRY
[[METER_TARGET_INDUSTRY]]
DESC_VAR_TARGETRESEARCH
[[METER_TARGET_RESEARCH]]
DESC_VAR_TARGETTRADE
[[METER_TARGET_TRADE]]
DESC_VAR_TARGETMINING
[[METER_TARGET_MINING]]
DESC_VAR_TARGETCONSTRUCTION
[[METER_TARGET_CONSTRUCTION]]
DESC_VAR_MAXFUEL
[[METER_MAX_FUEL]]
DESC_VAR_MAXSHIELD
[[METER_MAX_SHIELD]]
DESC_VAR_MAXSTRUCTURE
[[METER_MAX_STRUCTURE]]
DESC_VAR_MAXDEFENSE
[[METER_MAX_DEFENSE]]
DESC_VAR_POPULATION
[[METER_POPULATION]]
DESC_VAR_HEALTH
[[METER_HEALTH]]
DESC_VAR_FARMING
[[METER_FARMING]]
DESC_VAR_INDUSTRY
[[METER_INDUSTRY]]
DESC_VAR_RESEARCH
[[METER_RESEARCH]]
DESC_VAR_TRADE
[[METER_TRADE]]
DESC_VAR_MINING
[[METER_MINING]]
DESC_VAR_CONSTRUCTION
[[METER_CONSTRUCTION]]
DESC_VAR_FUEL
[[METER_FUEL]]
DESC_VAR_SHIELD
[[METER_SHIELD]]
DESC_VAR_STRUCTURE
[[METER_STRUCTURE]]
DESC_VAR_DEFENSE
[[METER_DEFENSE]]
DESC_VAR_FOOD_CONSUMPTION
[[METER_FOOD_CONSUMPTION]]
DESC_VAR_SUPPLY
[[METER_SUPPLY]]
DESC_VAR_STEALTH
[[METER_STEALTH]]
DESC_VAR_DETECTION
[[METER_DETECTION]]
DESC_VAR_BATTLESPEED
[[METER_BATTLE_SPEED]]
DESC_VAR_STARLANESPEED
[[METER_STARLANE_SPEED]]
DESC_VAR_DAMAGE
[[METER_DAMAGE]]
DESC_VAR_ROF
[[METER_ROF]]
DESC_VAR_RANGE
[[METER_RANGE]]
DESC_VAR_SPEED
[[METER_SPEED]]
DESC_VAR_CAPACITY
[[METER_CAPACITY]]
DESC_VAR_ANTISHIPDAMAGE
[[METER_ANTI_SHIP_DAMAGE]]
DESC_VAR_ANTIFIGHTERDAMAGE
[[METER_ANTI_FIGHTER_DAMAGE]]
DESC_VAR_LAUNCHRATE
[[METER_LAUNCH_RATE]]
DESC_VAR_FIGHTERWEAPONRANGE
[[METER_FIGHTER_WEAPON_RANGE]]

DESC_VAR_TRADESTOCKPILE
trade stockpile
DESC_VAR_MINERALSTOCKPILE
mineral stockpile
DESC_VAR_FOODSTOCKPILE
food stockpile

DESC_VAR_TRADEOUTPUT
trade output
DESC_VAR_FOODOUTPUT
food output
DESC_VAR_MINERALOUTPUT
mineral output
DESC_VAR_INDUSTRYOUTPUT
industry output
DESC_VAR_RESEARCHOUTPUT
research output

DESC_VAR_OWNER
owner

DESC_VAR_ID
ID

DESC_VAR_AGE
age in turns

DESC_VAR_CREATIONTURN
turn of creation

DESC_VAR_DESIGNID
design id

DESC_VAR_FLEETID
fleet id

DESC_VAR_PLANETID
planet id

DESC_VAR_SYSTEMID
system id

DESC_VAR_FINALDESTINATIONID
final destination id

DESC_VAR_NEXTSYSTEMID
next system id

DESC_VAR_PREVIOUSSYSTEMID
previous system id

DESC_VAR_NUMSHIPS
number of ships

DESC_VAR_CURRENTTURN
the current turn

DESC_VAR_NAME
name

DESC_VAR_SPECIES
species

DESC_VAR_BUILDINGTYPE
building type name

DESC_VAR_FOCUS
focus

# this one is intentionally left empty
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%

DESC_VALUE_REF_MULTIPART_VARIABLE1
%1%'s %2%

DESC_VALUE_REF_MULTIPART_VARIABLE2
%1%'s %2%'s %3%

DESC_VALUE_REF_MULTIPART_VARIABLE3
%1%'s %2%'s %3%'s %4%

DESC_VALUE_REF_MULTIPART_VARIABLE4
%1%'s %2%'s %3%'s %4%'s %5%

DESC_VALUE_REF_MULTIPART_VARIABLE5
%1%'s %2%'s %3%'s %4%'s %5%'s %6%

# six is probably more than will be needed, but just in case ...
DESC_VALUE_REF_MULTIPART_VARIABLE6
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%



# Effects

DESC_EFFECTS_GROUP_SCOPE
Objects affected: Any object%1%

DESC_EFFECTS_GROUP_SELF_SCOPE
Objects affected: Source object only

DESC_EFFECTS_GROUP_ACTIVATION
Effect is active if the source is an object%1%

DESC_EFFECTS_GROUP_ALWAYS_ACTIVE
Effect is always active

DESC_EFFECTS_GROUP_SCOPE_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_ACTIVATION_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECT_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC
'''%1%
'''

DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC
'''Effects group %1%:
%2%
'''

# SetMeter

DESC_SIMPLE_SET_METER
%1% %2%%3%

DESC_COMPLEX_SET_METER
Set %1% to %2%

DESC_SET_SHIP_PART_METER
Set %1% for %2% to %3%

DESC_SET_EMPIRE_METER
Set %2% of the %1% empire to %3%


# others

DESC_SET_EMPIRE_STOCKPILE
Sets the stockpile of %1% of the %3% empire to %2%

DESC_SET_EMPIRE_CAPITOL
Makes the object the capitol planet of the %1% empire

DESC_SET_PLANET_TYPE
Changes the planet's type to %1%

DESC_SET_PLANET_SIZE
Changes the planet's size to %1%

DESC_SET_SPECIES
Changes the object's species to %1%

DESC_ADD_OWNER
Adds ownership by empire %1% to object

DESC_REMOVE_OWNER
Removes ownership by empire %1% from object

DESC_DESTROY
Destroys object

DESC_ADD_SPECIAL
Attaches %1% special to object

DESC_REMOVE_SPECIAL
Removes %1% special from object

DESC_ADD_STARLANES
Creates starlanes between the target system and the system of objects%1%

DESC_REMOVE_STARLANES
Removes starlanes between the target system and the system of objects%1%

DESC_SET_STAR_TYPE
Changes the star's type to %1%

DESC_MOVE_TO
Moves the object to the location of an object%1%

DESC_VICTORY
Causes the object's owner to win the game

DESC_GENERATE_SITREP
Generates a SitRep message for empire %1%

# SetTechAvailability

DESC_TECH_AND_ITEMS_AFFECTED
%1% and all the items it unlocks

DESC_ITEMS_ONLY_AFFECTED
the items unlocked by the %1% tech

DESC_SET_TECH_AVAIL
Makes %1% available to empire %2%

DESC_SET_TECH_UNAVAIL
Makes %1% unavailable to empire %2%


# Object Creation

DESC_CREATE_PLANET
Creates a new planet of type %1% and size %2%

DESC_CREATE_BUILDING
Creates a new %1% building

DESC_CREATE_SHIP
Creates a new ship of design %1% owned by the %2% empire crewed by %3%


# Effect Sitreps

TEST_EFFECT_MESSAGE
Effect-generated SitRepEntry! species: %species% building: %buildingtype%

TEST_EFFECT_MESSAGE2
Effect SitRepEntry using int ValueRef! empire: %empire% design: %shipdesign% planet: %planet%

# Conditions

DESC_ALL
 in the universe

DESC_ALL_NOT
 not in the universe

DESC_EMPIRE_AFFILIATION_SELF
 that belongs to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_NOT
 that does not belong to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE
 that belongs only to %1% empire

DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT
 that does not belong only to %1% empire

DESC_EMPIRE_AFFILIATION
 that belongs to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_NOT
 that does not belong to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_EXCLUSIVE
 that belongs only to an %1% of %2% empire

DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT
 that does not belong only to an %1% of %2% empire

DESC_SELF
 that is the source object

DESC_SELF_NOT
 that is not the source object

DESC_TARGET
 that is the target object

DESC_TARGET_NOT
 that is not the target object

DESC_HOMEWORLD
 that is a homeworld of species %1%

DESC_HOMEWORLD_NOT
 that is not a homeworld of species %1%

DESC_CAPITOL
 that is an empire's capitol planet

DESC_CAPITOL_NOT
 that is not an empire's capitol planet

DESC_TYPE
 that is a %1%

DESC_TYPE_NOT
 that is not a %1%

DESC_BUILDING
 that contains a %1% building

DESC_BUILDING_NOT
 that does't contain a %1% building

DESC_SPECIAL
 that has a %1% special

DESC_SPECIAL_NOT
 that doesn't have a %1% special

DESC_CONTAINS
 that contains an object%1%

DESC_CONTAINS_NOT
 that doesn't contain an object%1%

DESC_PLANET_TYPE
 that is a %1% planet

DESC_PLANET_TYPE_NOT
 that is not a %1% planet

DESC_PLANET_SIZE
 that is a %1% planet

DESC_PLANET_SIZE_NOT
 that is not a %1% planet

DESC_PLANET_ENVIRONMENT
 that is a %1% planet

DESC_PLANET_ENVIRONMENT_NOT
 that is not a %1% planet

DESC_SPECIES
 that has species %1%

DESC_SPECIES_NOT
 that does not contain species %1%

DESC_FOCUS_TYPE
 that has focus %1%

DESC_FOCUS_TYPE_NOT
 that does not have focus %1%

DESC_STAR_TYPE
 that is a system with a %1% star

DESC_STAR_TYPE_NOT
 that is not a system with a %1% star

DESC_DESIGN_HAS_HULL
 that contains the hull %1%

DESC_DESIGN_HAS_HULL_NOT
 that does not contain the hull %1%

DESC_DESIGN_HAS_PART
 that contains between %1% and %2% of the %3% part

DESC_DESIGN_HAS_PART_NOT
 that does not contain between %1% and %2% of the %3% part
 
DESC_CHANCE_PERCENTAGE
 on a %1%%% chance

DESC_CHANCE_PERCENTAGE_NOT
 on a (100 - %1%)%% chance

DESC_CHANCE
 with a probability of %1%

DESC_CHANCE_NOT
 with a probability of 1 - %1%

DESC_METER_VALUE_MAX
 that has a max %1% between %2% and %3%

DESC_METER_VALUE_MAX_NOT
 that does not have a max %1% between %2% and %3%

DESC_METER_VALUE_CURRENT
 that has a %1% between %2% and %3%

DESC_METER_VALUE_CURRENT_NOT
 that doesn't have a %1% between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE
 that belongs to an empire with a %1% stockpile between %2% and %3%

DESC_EMPIRE_STOCKPILE_VALUE_NOT
 that doesn't belong to an empire with a %1% stockpile between %2% and %3%

DESC_VISIBLE_TO_SINGLE_EMPIRE
 that is visible to the %1% empire

DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT
 that is not visible to the %1% empire

DESC_VISIBLE_TO_EMPIRES
 that is visible to one of the %1% empires

DESC_VISIBLE_TO_EMPIRES_NOT
 that is not visible to one of the %1% empires

DESC_WITHIN_DISTANCE
 that is within %1% of any object%2%

DESC_WITHIN_DISTANCE_NOT
 that is not within %1% of any object%2%

DESC_WITHIN_STARLANE_JUMPS
 that is within %1% starlane jumps of any object%2%

DESC_WITHIN_STARLANE_JUMPS_NOT
 that is not within %1% starlane jumps of any object%2%

DESC_CAN_ADD_STARLANE_CONNECTION
 that can have starlanes added connecting to all systems that contain objects%1%

DESC_CAN_ADD_STARLANE_CONNECTION_NOT
that can not have starlanes added connecting to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION
 that can have starlanes removed that connect to all systems that contain objects%1%

DESC_CAN_REMOVE_STARLANE_CONNECTION_NOT
that can not have starlanes removed that connect to all systems that contain objects%1%

DESC_EXPLORED_BY_SINGLE_EMPIRE
 that has been explored by the %1% empire

DESC_EXPLORED_BY_SINGLE_EMPIRE_NOT
 that has not been explored by the %1% empire

DESC_EXPLORED_BY_EMPIRES
 that has been explored by one of the %1% empires

DESC_EXPLORED_BY_EMPIRES_NOT
 that has not been explored by any of the %1% empires
 
DESC_STATIONARY
 that is stationary

DESC_STATIONARY_NOT
 that is moving

DESC_SUPPLY_CONNECTED_FLEET
 that is in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_FLEET_NOT
 that is not in a system where the %1% empire can provide fleet supply

DESC_SUPPLY_CONNECTED_RESOURCE
 that is connected by resource supply of the %1% empire to an object%2%

DESC_SUPPLY_CONNECTED_RESOURCE_NOT
 that is not connected by resource supply of the %1% empire to an object%2%

DESC_AND_BETWEEN_OPERANDS
 and

DESC_OR_BETWEEN_OPERANDS
 or

DESC_TURN
 when the current turn is between %1% and %2%

DESC_TURN_NOT
 when the current turn is not between %1% and %2%

DESC_NUMBER_OF
 that is one of %1% randomly selected objects%2%

DESC_NUMBER_OF_NOT
 that is not one of %1% randomly selected objects%2%

DESC_MAX_NUMBER_OF
 that is one of %1% objects with the largest value of%2% and%3%

DESC_MAX_NUMBER_OF_NOT
that is not one of %1% objects with the largest value of%2% and%3%

DESC_MIN_NUMBER_OF
that is one of %1% objects with the smallest value of%2% and%3%

DESC_MIN_NUMBER_OF_NOT
that is not one of %1% objects with the smallest value of%2% and%3%

DESC_MODE_NUMBER_OF
that is one of %1% objects with the most common value of%2% and%3%

DESC_MODE_NUMBER_OF_NOT
that is not one of %1% objects with the most common value of%2% and%3%

DESC_CONTAINED_BY
 that is contained by an object%1%

DESC_CONTAINED_BY_NOT
 that is not contained by an object%1%

DESC_OWNER_HAS_TECH
 that belongs to an empire that has the tech %1%

DESC_OWNER_HAS_TECH_NOT
 that does not belong to an empire that has the tech %1%

DESC_NUMBER
 if there are between %1% and %2% objects%3%

DESC_NUMBER_NOT
 if there are not between %1% and %2% objects%3%



###################
# Tech Categories #
###################

LEARNING_CATEGORY
Learning
PRODUCTION_CATEGORY
Production
CONSTRUCTION_CATEGORY
Construction
GROWTH_CATEGORY
Growth
ECONOMICS_CATEGORY
Economics
SHIPS_CATEGORY
Ships


####################################
# Theory Tech Names & Descriptions #
####################################

THEORY_SHORT_DESC
Theoretical Prerequisite

LRN_PHYS_BRAIN
The Physical Brain

LRN_PHYS_BRAIN_DESC
The structures and their functions in the brain are determined.  The electrochemical and quantum nature of thought and memory are exposed.  With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement.

LRN_ALGO_ELEGANCE
Algorithmic Elegance

LRN_ALGO_ELEGANCE_DESC
With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity.  At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized.

LRN_TRANSLING_THT
Translinguistics

LRN_TRANSLING_THT_DESC
Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights?

LRN_PSIONICS
Psionics

LRN_PSIONICS_DESC
Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body.  Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives.  Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings.

LRN_ARTIF_MINDS
Artificial Minds

LRN_ARTIF_MINDS_DESC
While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience.  With the development of true artificial minds, these qualities may be synthesized, modified and altered.  These investigations open new avenues of research into cognitive sciences and novel metaparadigms.

LRN_XENOARCH
Xenoarchaeology

LRN_XENOARCH_DESC
The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy.  Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space.  Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge.

LRN_GRAVITONICS
Gravitonics

LRN_GRAVITONICS_DESC
Analogous to the "colour charge" of quantum chromodynamics, there are several types of graviton.  With the common attractive-force graviton, the colloquial "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily.  This manipulation is perceived as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically.

LRN_EVERYTHING
Theory of Everything

LRN_EVERYTHING_DESC
Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity.  A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science.  This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos.  Yet still, there may "exist" layers of existence beyond what can be observed and described by science...

LRN_FORCE_FIELD
Force-Field Harmonics

LRN_FORCE_FIELD_DESC
Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles.  By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support.

LRN_MIND_VOID
Mind of the Void

LRN_MIND_VOID_DESC
We are not alone in the cosmos... but why should the search be so limited?  Many cultures have myths, legends or fervent belief in a higher consciousness.  Whether a loving or malevolent God, or a detached observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching.

LRN_TIME_MECH
Temporal Mechanics

LRN_TIME_MECH_DESC
What are "now", "future" and "past"?  The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel".  Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified.  Temporal incursions cannot perceptibly alter the past of the universe that we perceive.  They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience...

LRN_NDIM_SUBSPACE
N-Dimensional Subspace

LRN_NDIM_SUBSPACE_DESC
Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen.  These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existence previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before.

LRN_UNIF_CONC
Unified Consciousness

LRN_UNIF_CONC_DESC
Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas.  Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity.  This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained.  Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.

LRN_QUANT_NET
Quantum Networking

LRN_QUANT_NET_DESC
Every particle is inextricably connected on the quantum level to every particle with which it has previously interacted.  Older mechanistic ideas about cause and effect do not apply on this level, and particles can "communicate" instantaneously across vast distances.  When a thorough understanding of this phenomena is acquired, selective small-scale action-at-a-distance between any two points can be achieved instantaneously and outdated relativistic speed limits no longer apply to the transfer of information.

LRN_TRANSCEND
Singularity of Transcendence

LRN_TRANSCEND_DESC
What is godhood?  Is a god concerned with whether it is moral and benevolent or evil and tyrannical?  Does a god treat mortals with care and love, hatred and suffering or detached indifference?  Does a god even remain aware of the infinitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction?

GRO_MEDICAL_PATH
Medical Pathology

GRO_MEDICAL_PATH_DESC
Treatment of diseases and injuries requires a thorough understanding of their causes.  By studying the subtleties and intricacies of various ailments, it is possible to develop far more effective treatment methods.

GRO_PLANET_ECOL
Planetary Ecology

GRO_PLANET_ECOL_DESC
Agriculture and medical science can drastically increase survivability, allowing great increases in population and food production.  Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it.  Understanding natural ecology and its interaction to stresses permits the system to be modified and enhanced, and its benefits reaped for generations to come.

GRO_GENETIC_ENG
Genetic Engineering

GRO_GENETIC_ENG_DESC
The palette of genetics is as varied as the forms of life from which it borrows.  Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature.  As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created.  Techniques are limited, however, to small modifications of existing genes that are available for study.

GRO_ENV_ENCAPSUL
Environmental Encapsulation

GRO_ENV_ENCAPSUL_DESC
Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds.  Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available.  Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes.

GRO_SYMBIOTIC_BIO
Symbiotic Biology

GRO_SYMBIOTIC_BIO_DESC
From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species.  Later, bacteria or natural parasites are often used for medical purposes.  In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner.  True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone.

GRO_GENETIC_MED
Genetic Medicine

GRO_GENETIC_MED_DESC
Traditional Genetic Engineering alters genetic codes, then grows the modified organism from an embryonic state.  Similar techniques may be applied to already matured individuals.  The goals of these treatments may be cosmetic, functional, corrective, preventative or life-saving medical treatments.  Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations.

GRO_LIFECYCLE_MAN
Lifecycle Manipulation

GRO_LIFECYCLE_MAN_DESC
Most complex organisms progress through various physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging.  In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others.  By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal.

GRO_EDV_ECOMAN
Advanced Ecomanipulation

GRO_EDV_ECOMAN_DESC
Even in an artificial environment, weather patterns and natural ecological cycles can get out of control, causing large amounts of damage.  By introducing stabilizing factors, incidents of destructive ecological forces in artificial environments can be reduced, allowing large-scale environmental modifications.

GRO_XENO_GENETICS
Xenological Genetics

GRO_XENO_GENETICS_DESC
Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications.  As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals.  By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.

GRO_NANOTECH_MED
Nanotech Medicine

GRO_NANOTECH_MED_DESC
While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures.  Nanotechnology may be used to accomplish these tasks, with two important advantages:  Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.

GRO_ECO_METAMORPH
Ecological Metamorphosis

GRO_ECO_METAMORPH_DESC
Often, it is helpful to think of an ecosystem as a gigantic organism in and of itself, with predator-prey relationships acting as negative feedback loops, with newly introduced species acting as symbiotes or parasites, with populations acting as systems and individuals acting as cells.  In this sense, every planet is alive, and as such, goes through various phases of "life".  By manipulating these phases as one would in a biological organism, it would be possible to affect a planets environment with comparative ease and efficiency.

GRO_XENO_HYBRIDS
Xenological Hybridization

GRO_XENO_HYBRIDS_DESC
Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature.  Structures and basic physiology can only be altered so far within the confines of a single planet's biology.  With understanding of other biologies however, the disparate systems may be fused, forming an entirely new hybrid biology with potential abilities and traits greater than those of any of its parts.

GRO_NANO_CYBERNET
Nanotech Cybernetics

GRO_NANO_CYBERNET_DESC
After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements.  Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time.  Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility.

GRO_TRANSORG_SENT
Trans-Organic Sentience

GRO_TRANSORG_SENT_DESC
Sentience as we know it is always observed as being inextricably tied to biological life.  By grasping the true nature and origin of sentience itself, it would be possible to create conscious entities that could not possibly be classified as life as we know it.

GRO_ENERGY_META
Pure-Energy Metabolism

GRO_ENERGY_META_DESC
The ultimate stage of physical development is to transcend the physical altogether.  Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.

PRO_MICROGRAV_MAN
Microgravity Manufacturing

PRO_MICROGRAV_MAN_DESC
The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces.  Solids may be held in place with minimal support.  Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated.  Factory equipment may be arranged optimally in three dimensions.  These conditions permit great increases in efficiency and productivity, if properly exploited.

PRO_PLANET_GEOL
Planetary Geology

PRO_PLANET_GEOL_DESC
Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis.  After creation, processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources.  Understanding these processes and their effects, causes and signs is essential for large scale efficient mining operations.

PRO_ROBOTIC_PROD
Robotic Production

PRO_ROBOTIC_PROD_DESC
Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks.  Robots work continuously, without perpetual demands for greater economic compensation.  Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site.  Robots perform their assigned tasks flawlessly, or at least as well as they are instructed.

PRO_FUSION_GEN
Fusion Generation

PRO_FUSION_GEN_DESC
Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces.  Controllable, stable and practical power generation from the reaction is somewhat more difficult.  The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.

PRO_NANOTECH_PROD
Nanotech Production

PRO_NANOTECH_PROD_DESC
Traditional production techniques are fundamentally limited by the size and form of the tools they employ.  As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly.  Furthermore, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined.  By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed.

PRO_ORBITAL_GEN
Orbital Generation

PRO_ORBITAL_GEN_DESC
Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces.  Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages.  The resulting power may be used in orbit, or may be beamed to the planet to support surface industry.  As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.

PRO_SENTIENT_AUTOMATION
Sentient Automation

PRO_SENTIENT_AUTOMATION_DESC
As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce.  When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.

PRO_INTSTEL_COPRO
Interstellar Co-Production

PRO_INTSTEL_COPRO_DESC
Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems.  Later developments in planetary regional cooperation permit some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertise and economy of scale.  Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility.  The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits.

PRO_NDIM_ASSMB
N-Dimensional Assembly

PRO_NDIM_ASSMB_DESC
The geometry of physical space has always been a major impediment to the assembly of objects within that space.  Objects cannot be collocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions.  Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis".  Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways.

PRO_SINGULAR_GEN
Singularity Generation

PRO_SINGULAR_GEN_DESC
As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated.  High energy radiation emitted from the disk may be captured and harnessed for power generation.  The event horizon of the singularity itself also emits radiation due to the annihilation of virtual particle-antiparticle pairs that form in its vicinity.  This method of power generation is significantly more delicate and unstable than the accretion disk method, but can produce an even greater output.

PRO_ENERGY_CONV
Energy Conversion

PRO_ENERGY_CONV_DESC
At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon.  Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two.  Transmutation and replication, at limited scales, become possible.   However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation.

PRO_ZERO_GEN
Zero-Point Generation

PRO_ZERO_GEN_DESC
Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency.  By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available.  The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output.

PRO_NEUTRONIUM_EXTRACTION
Neutronium Extraction

PRO_NEUTRONIUM_EXTRACTION_DESC
The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter.  This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts.

CON_ARCH_PSYCH
Architectural Psychology

CON_ARCH_PSYCH_DESC
The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed.  Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation.

CON_INFRA_ECOL
Infrastructure Ecology

CON_INFRA_ECOL_DESC
The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs.  In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function.  Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony.

CON_ORGANIC_STRC
Organic Structures

CON_ORGANIC_STRC_DESC
Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive.  Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged.  They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth.

CON_METRO_INFRA
Metroplex Infrastructure

CON_METRO_INFRA_DESC
When the entire surface of a world is covered, continued development must occur above and below pre-existing construction.   Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities.  Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting.

CON_ARCH_MONOFILS
Architectural Monofilaments

CON_ARCH_MONOFILS_DESC
Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction.  The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs.  Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive.

CON_ASYMP_MATS
Asymptotic Materials

CON_ASYMP_MATS_DESC
Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales.  Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits.  With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales.

CON_FRC_ENRG_STRC
Force-Energy Structures

CON_FRC_ENRG_STRC_DESC
When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building.  Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.

CON_CONTGRAV_ARCH
Controlled Gravity Architecture

CON_CONTGRAV_ARCH_DESC
By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down.  The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections.  Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas.  Such versatility permits great new functional designs for social, manufacturing or other uses.

CON_GAL_INFRA
Galactic Infrastructure

CON_GAL_INFRA_DESC
Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable.  When completed, such a system functionally unifies the worlds of which it is composed.  Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.

CON_ART_HEAVENLY
Artificial Heavenly Bodies

CON_ART_HEAVENLY_DESC
When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship".  Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures.  At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe.

CON_TRANS_ARCH
Transcendent Architecture

CON_TRANS_ARCH_DESC
The epitome of design unifies optimal functionality with elegance of form.  A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.

CON_NDIM_STRC
N-Dimensional Structures

CON_NDIM_STRC_DESC
Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design.  The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor.  As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.

SHP_GAL_EXPLO
Galactic Exploration

SHP_GAL_EXPLO_DESC
The discovery of interstellar travel via starlanes ushers in a new era of development of society.  Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction.

SHP_SPACE_TACTICS
Space Tactics

SHP_SPACE_TACTICS_DESC
Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use.

SHP_SPACE_WEAPON
Space Weaponry

SHP_SPACE_WEAPON_DESC
Basic land-oriented weaponry can be adapted for use in space and utilized quite effectively.  These weapons cannot however, be as effective as weaponry designed specifically for use in space, with the paradigm of space combat completely dominant over that of ground combat in the minds of the designers.

SHP_MAX_DISRUPT
Maximized Disruption

SHP_MAX_DISRUPT_DESC
The ideas of engineering and construction are very different in the environment of space.  Different structural forms are utilized, and the basic architectural principals are drastically affected by the lack of gravity.  By applying these ideas to the development of weaponry, it is possible to create weapons which are highly effective against microgravity architecture.

SHP_TACT_COUNTER
Tactical Countermeasures

SHP_TACT_COUNTER_DESC
Due to the unfamiliarity of space combat, not all tactical events and possibilities have been thought out and their consequences analyzed.  As such, there may be certain tactics against which a tactically underdeveloped empire would have very little defense.  Theoretical countermeasures to these tactics motivate the development of more advanced defensive systems and special devices.

SHP_TACT_SUPER
Tactical Superiority

SHP_TACT_SUPER_DESC
Many tactical scenarios are a complex form of Rock-Paper-Scissors; a defender may find himself vulnerable to attack because he prepared for a different sort of assault than that with which he was faced.  Likewise, an attacker may have received incorrect or inaccurate information about an opponents defences and find that his method of attack is ineffective.  By developing an ideal fighting force for nearly all scenarios, the risk of loss due to unforeseen circumstances can be greatly reduced.

SHP_SURGICAL_DESTRUCT
Surgical Destruction

SHP_SURGICAL_DESTRUCT_DESC
Often, there are highly valuable strategic and tactical targets in a battle which are of far more importance than any other ship engaged in battle, and in some circumstances, every other ship engaged in battle.  Maximizing the effectiveness with which a single valuable target can be identified and destroyed can be of great strategic value.

SHP_STRAT_DEFENSE
Strategic Defense

SHP_STRAT_DEFENSE_DESC
When the protection of a strategic target is the primary or only concern in a battle, any cost in either production of defensive material or casualties is acceptable.  With proper equipment and tactics, a strategic target can be made significantly more difficult to destroy.

SHP_NAVIGATION
Interstellar Navigation

SHP_NAVIGATION_DESC
Starlanes form a relatively restrictive network of possible paths, but interstellar travel is complicated and risky without proper navigation techniques, as well as proper defensive equipment.

SHP_INTSTEL_LOG
Interstellar Logistics

SHP_INTSTEL_LOG_DESC
Effectively supplying ships, ordering general fleet movement and even organizing the movement of specific ships in battle requires a complex understanding of navigation and detection, and of methods of information acquisition.

SHP_ADV_NAVIGATION
Advanced Navigation

SHP_ADV_NAVIGATION_DESC
The dangers of the untampered universe are miniscule compared to the dangers of a universe fraught with other ships, both friend and foe.  By integrated the known effects of other empires on the conditions of starlanes and interplanetary space, more effective navigation methods can be enacted.

SHP_NEUTRONIUM_ARM
Neutronium Armour

SHP_NEUTRONIUM_ARM_DESC
Neutronium is one of the densest substances in the universe, naturally occurring or otherwise.  As such, it is extremely difficult even break it into manageable pieces for transport.  Through advanced metallurgical processes however, Neutronium can theoretically be plated on to many military vessels.

SHP_MIL_ROBO_CONT
Military Robotic Control

SHP_MIL_ROBO_CONT_DESC
Robotic control can be used effectively for tasks such as farming, mining and industry; the natural extension of this concept is to develop military robotic equipment capable of independently operating a starship.  This would allow greater versatility in design, as the necessity for bulky life-support systems would be removed.  Hulls produced with such technology could also perform dangerous repairs without thought for the safety and biological limitations of living engineers.

SHP_SPACE_FLUX_DRIVE
Spatial Flux Drive

SHP_SPACE_FLUX_DRIVE_DESC
Ordinarily, propulsion in space is limited to either propellant or field propulsion.  On relatively small scales however, it is possible to propel an object in space much like one could in water: by pushing backwards the medium in which the object is immersed.  This requires the manipulation of space itself whereby the smallest units of space are collapsed, forcing the matter they once contained into adjacent units of space.  This method of propulsion is very efficient, but dangerous on larger scales and easily detectable due to the dimensional effects.

SHP_CONTGRAV_MAINT
Contra-Gravitational Maintenence

SHP_CONTGRAV_MAINT_DESC
When the mass of the ship surpasses a certain threshold, it becomes necessary to consider the gravitational stresses on vital architectural points in the ship's structure.  These points will be unable to withstand the gravitational stresses and collapse, destroying the vessel.  This necessitates nearly constant maintenance of these points to avoid total structural failure.

SHP_NANOROBO_MAINT
Nano-Robotic Maintenance

SHP_NANOROBO_MAINT_DESC
Just as nanorobots can be used for production, so also can they be used for maintenance.  A hull with a complement of centrally organized nanite engineers would be able to rapidly repair damage, even during combat.  Such machines would have great difficulty distinguishing organic beings from a part of the hull in need of repair however, and as such this concept could only be applied to automated hulls.

SHP_MASSPROP_SPEC
Mass-Propulsion Specialization

SHP_MASSPROP_SPEC_DESC
Traditional propulsion devices operate well on objects of relatively low mass.  However, when the mass of a ship approaches that of a small moon, ordinary methods of propulsion are very clumsy and require tremendous amounts of energy.  A new approach to propulsion, taking into account the size of the object in question as a fundamental aspect of the system, could allow such vessels to have useful mobility.

SHP_TRANSSPACE_DRIVE
Trans-Spatial Drive

SHP_TRANSSPACE_DRIVE_DESC
Even when spatial dimensions are skewed by relativistic effects, an object generally has constant space-time characteristics.  By creating a device which alters the characteristics of space-time itself using quasi-relativistic effects, it would be possible to create a fast, stealthy method of propulsion. 

SHP_MIDCOMB_LOG
Mid-Combat Logistics

SHP_MIDCOMB_LOG_DESC
When interstellar fleets are in regular, commonplace use, the transfer of personnel and materiel in the absence of enemy ships is a relatively trivial task.  In combat however, when such transfers could potentially have great tactical merit, there is great difficulty with the coordinational aspects of logistics due to the possibility of sudden changes in the tactical scenario.  By using a single mobile command station, it is possible to organize and enact logistic patterns in the midst of combat.

SHP_ASTEROID_HULLS
Asteroid Hulls

SHP_ASTEROID_HULLS_DESC
Rather than constructing a hull from scratch, it is far easier to take a pre-existing space-borne object and adapt it to fill the role of a ship's hull.  Not only would such ships be very inexpensive to produce, but they would also be able to avoid detection by enemy ships by hiding amongst other asteroids.

SHP_ASTEROID_REFORM
Asteroid Reformation

SHP_ASTEROID_REFORM_DESC
While modifying asteroids to serve as ship's hulls is very efficient, it is limited by the available sizes and shapes of available asteroids.  By combining or breaking apart asteroids, asteroid hulls of extremely large or small sizes could be produced.

SHP_MONOMOLEC_LATTICE
Monomolecular Latticing

SHP_MONOMOLEC_LATTICE_DESC
Asteroid Hulls can be reinforced and armour plated, but the fact remains that the basic substance of which most asteroids are primarily composed is of lesser strength than most modern alloys.  However, if the molecular structure of the rock itself were to be rearranged into a crystal lattice, its strength could be increased tremendously, allowing the production of asteroid hulls of previously impossible strengths.

SHP_MULTICELL_CAST
Multi-Cellular Casting

SHP_MULTICELL_CAST_DESC
Even when it is inert, organic material is much more versatile than standard materials.  A non-living multi-cellular ship would provide some of the advantages of organic materials without the customary nuisances of organic life.

SHP_HAB_MEGAFAUN
Habitable Mega-Fauna

SHP_HAB_MEGAFAUN_DESC
It is generally uncommon to find comfortable living conditions within a gigantic space monster.  This is exactly what must exist within an organic hull however, if it is to be adequately controlled from within.  The development of massive, habitable creatures opens up numerous possibilities for ship design.

SHP_MONOCELL_EXP
Mono-Cellular Expansion

SHP_MONOCELL_EXP_DESC
Multi-cellular organisms tend to have longer life spans than single celled organisms due to specialization and interdependency.  However, with the appropriate technological refinements, these aspects of multi-cellular life can be applied to a massive mono-cellular organism, allowing it to have practical functionality in combat.

SHP_CONT_SYMB
Contrived Symbiosis

SHP_CONT_SYMB_DESC
Any ship's hull is in a symbiotic relationship with its makers in that they bring it into being and sustain it, and it performs its desired functions.  However, this is a purely behavioural type of symbiosis.  Through careful planning and design, an organic ship can be made to have a biological symbiotic relationship with its crew, each providing the other with the essentials of life.

SHP_CONT_BIOADAPT
Controlled Bioadaption

SHP_CONT_BIOADAPT_DESC
It is very difficult to predict the actions of a living being to any useful degree of certainty without having an intimate understanding of its behavioural patterns.  By placing a life form under harshly competitive developmental conditions, its behavioural patterns can be manipulated, strengthened and effectively utilized in war.

SHP_BIONEUR_SPEC
Bio-Neural Specialization

SHP_BIONEUR_SPEC_DESC
As a species evolves mental capabilities, the individuals whose minds are not perfectly attuned to the needs of their bodies cannot compete with those whose minds are perfectly specialized for their bodies.  Thus, all evolved life forms have nearly ideal mental development for their type of body.  There are no such guarantees for artificial life forms however, and often the true potential of such a being is unrealized due to subtle incompatibilities between mind and body.  By specializing the organism's neural patterns to conform to its body type, these incompatibilities can be eliminated.

SHP_FRC_ENRG_COMP
Force-Energy Compression

SHP_FRC_ENRG_COMP_DESC
Typically, the manipulation of energy requires it to be in the form of matter so that potential energy can be stored as desired and released on demand.  Matter converted to pure energy stored in the fabric of space-time itself would be more versatile than any material substance, but impossible to contain without advanced force-field technology.

SHP_QUANT_ENRG_MAG
Quantum Energy Magnification

SHP_QUANT_ENRG_MAG_DESC
Due to quantum uncertainty, it is possible for a particle to arbitrarily gain a small amount of energy or for new particles to temporarily enter existence.  By detecting and magnifying these fluctuations in quantum energy, it would be possible to tremendously increase the capabilities of an energy hull.

SHP_ENRG_BOUND_MAN
Energy Boundary Manipulation

SHP_ENRG_BOUND_MAN_DESC
Whether constructed, grown, or adapted from a pre-existing structure, ships composed of matter must have a logical and co-ordinated structure to allow even basic utility.  Pure energy however, has no such restrictions.  This allows a pure energy hull to take on any form whatsoever, however impractical it would be from a material standpoint.

SHP_SOLAR_CONT
Solar Containment

SHP_SOLAR_CONT_DESC
A hull constructed from pure energy, while far more versatile than a solid hull, has a disadvantage in that it is unable to harness the potential energy of material objects.  If, however, it were made possible to contain a hull composed not of pure energy, but of super-heated gases constantly undergoing a self-sustaining fusion reaction, the limitations of both pure energy and solid matter could be avoided.


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# Tech Application Names & Descriptions #
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DOES_NOTHING_SHORT_DESC
Useless: Does Nothing

SHIP_PART_UNLOCK_SHORT_DESC
Unlocks Ship Part

SHIP_HULL_UNLOCK_SHORT_DESC
Unlocks Ship Hull

BUILDING_UNLOCK_SHORT_DESC
Unlocks Building

RESEARCH_SHORT_DESC
Improves Research

FARMING_SHORT_DESC
Improves Farming

MINING_SHORT_DESC
Improves Mining

INDUSTRY_SHORT_DESC
Improves Industry

PRODUCTION_SHORT_DESC
Improves Production

TRADE_SHORT_DESC
Improves Trade

CONSTRUCTION_SHORT_DESC
Improves Resource Supply

METER_GROWTH_SHORT_DESC
Improves Meter Growth

POPULATION_SHORT_DESC
Increases Target Population

HEALTH_SHORT_DESC
Improves Health

STRUCTURE_SHORT_DESC
Improves Structure

FLEET_RANGE_DESC
Improves Fleet Supply

DEFENSE_SHORT_DESC
Improves Defense

SHIELD_SHORT_DESC
Improves Shield

STEALTH_SHORT_DESC
Improves Stealth

DETECTION_SHORT_DESC
Improves Detection

PLANET_PROTECT_SHORT_DESC
Protects Planets

VARIOUS_SHORT_DESC
Improves Various Things

PENALTY_ELIMINATE_SHORT_DESC
Eliminates Penalties

GAME_MAKE_WORK_SHORT_DESC
Makes the Game Work

CON_ORBITAL_CON
Orbital Construction

CON_ORBITAL_CON_DESC
'''On a planet, there is always a fixed reference direction: "up".  Microgravity is effectively isotropic.  This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment.  As well, the interior configuration of spaces in orbit must be rethought.  However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces.  Rather than a complete break from older styles, a gradual transition may be more effective.

Increases the resource supply range of all colonies by 1.'''

CON_SUBTER_CONST
Subterranean Construction

CON_SUBTER_CONST_DESC
'''When space is at a premium, the ability to build downwards as well as up is an invaluable asset.  Entire underground cities and facilities can be constructed and maintained, and trans-planetary subterranean transportation routes can be established.

Increases the population that can be sustained by Good planets by 1, 2, 3, 4 and 5 on Tiny, Small, Medium, Large and Huge planets, respectively.'''

CON_SPACE_ELEVATOR
Space Elevator

CON_SPACE_ELEVATOR_DESC
Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit.  Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity.

CON_CONC_CAMP
Concentration Camps

CON_CONC_CAMP_DESC
Typically, when forced to work to death, citizens will put up some resistance and have the sympathy and support of outside observers.  However, by carefully creating buildings designed to quench the fire of justice within outsiders, and to promote feelings of worthlessness and subservience in those on the inside, concentration camps can be effectively utilized without fear of revolt.

CON_FRC_ENRG_INFRA
Force-Energy Infrastructure

CON_FRC_ENRG_INFRA_DESC
'''The flexibility and versatility of force-energy structures permits a colonies buildings to be more easily re-tooled to suit new purposes, increasing the rate at which focus changes can take effect.

Increases the growth of resource meters below target value to 3 per turn, and the decay of resource meters above target value to 5 per turn.'''

CON_FRC_ENRG_CAMO
Force-Energy Camouflage

CON_FRC_ENRG_CAMO_DESC
'''Ordinary physical structures tend to be both opaque and rigid, being constructed from similarly opaque and rigid natural materials.  A force field does not, of necessity, possess these features in any permanent sense, and can be turned on and off or changed from one colour to another at will.  While most buildings are easily visible from many uus away with a powerful detection apparatus, a force-energy structure - or a regular structure surrounded by a series of camouflage force-fields - would be essentially invisible from great distances.

Increases the stealth of all buildings by 20.'''

CON_TRANSDIM_HOUSE
Transdimensional Housing

CON_TRANSDIM_HOUSE_DESC
'''The primary limiting factors on a planets population capacity are environmental desirability and space.  By phasing basic infrastructure development into multiple dimensions, spatial limitations are all but eliminated, and under ideal environmental conditions, the maximum population of a planet can be greatly increased.

Increases the population that can be sustained by Good worlds by 3, 6, 9, 12 and 15 for Tiny, Small, Medium, Large and Huge planets, respectively.'''

CON_PLANET_DRIVE
Planetary Starlane Drive

CON_PLANET_DRIVE_DESC
Planets in the outermost systems of an empire are often in great danger of attack from enemy fleets, yet these planets can often contain extremely valuable resources and specials.  By equipping an entire planet with the means to open and navigate a starlane, it would be possible to move such planets to a safer location in times of necessity.

CON_GAL_RESOURCE_MAN
Galactic Resource Management

CON_GAL_RESOURCE_MAN_DESC
'''The consistent and effective transportation of resources over large interstellar distances requires laborious planning, and is complicated by numerous factors such as the presence of space monsters, enemy empires and dangerous interstellar phenomena.  By utilizing integrated galactic infrastructure, the fluid deployment of resources between advanced and developing colonies can be achieved, and solutions can be found to particularly troubling logistical problems.

Increases the resource supply range of all colonies by 1.'''

CON_STARGATE
Stargate

CON_STARGATE_DESC
Particularly in more expansive empires, the need to move ships to a specific defensive location in great haste often exceeds the feasibility.  By creating a warp between two or more points in space-time, it can be made possible to move ships even across an entire empire at need, allowing new offensive and defensive strategies.

CON_MEGALITH
Megalith Construction

CON_MEGALITH_DESC
Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith.

CON_GRAVITY_WELLS
Controlled gravity wells

CON_GRAVITY_WELLS_DESC
'''By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing.

Increases the resource supply range of all colonies by 1.'''

CON_ART_PLANET
Artificial Planet

CON_ART_PLANET_DESC
Gas giants and asteroid belts offer unique opportunities and resources, not only as sites for acquiring valuable - and on occasion extremely rare - resources, but as raw materials in and of themselves for the production of artificial planets.  Such planets would offer new centres for production in previously empty or entirely occupied systems.  In addition, various key features of the planet can be modified or added during the construction process, potentially allowing the planets size and environment to be specified, or certain planet specials to be added.

CON_ART_MOON
Artificial Moon

CON_ART_MOON_DESC
Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period.  Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.

CON_TRANS_STRC
Transforming Structures

CON_TRANS_STRC_DESC
A shutter functions as both a solid wall and open window, according to the desire of its user.  A room may be refurnished to serve an entirely new purpose, within the limits of the space available.  This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic.  Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency.  Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.

CON_PALACE_EXCLUDE
Palace Excluder

CON_PALACE_EXCLUDE_DESC
Ensures that only one imperial palace will be present in an empire at a time.  Make sure you scrap your old imperial palace before your new one is built.

GRO_SUBSPEC_TREAT
Subspecialized Treatment

GRO_SUBSPEC_TREAT_DESC
'''Many diseases and injuries, or manifestations of the same disease or injury, can have very similar causes and symptoms, but very different ideal treatments.  By treating each individual's illness according its specific manifestation rather than its general categorization, a general benefit to health can be obtained.

Increases health on all planets by 5.'''

GRO_INDUSTRY_FARM
Industrial Farming

GRO_INDUSTRY_FARM_DESC
Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time.  With greater specialization of more advanced societies however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies or major industrial centres.  This dependency on interstellar shipping routes makes industrial worlds extremely vulnerable to blockade by enemy forces.  By gradually adapting factories and adding supplementary infrastructure over a long period of time, waste matter and energy can be used to grow food with no extra cost, allowing industrial planets a small supply of food in great need.

GRO_SELF_ROTATING_CROPS
Self-Rotating Crops

GRO_SELF_ROTATING_CROPS_DESC
'''High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification.  Self-rotating crops may be grown continually, without the traditional need to alternate to soil rejuvenating - but less productive - plants every few growing seasons.

Increases target farming on Good planets with the Farming focus by the planet's population, and on Adequate planets with the Farming focus by one half of the planet's population.'''

GRO_HABITATION_DOMES
Habitation Domes

GRO_HABITATION_DOMES_DESC
'''While terraforming efforts can make planets much more useful, the process is expensive and time consuming.  Habitation Domes provide a fast, cheap alternative for claiming inhospitable territory, but allow only minimal levels of infrastructure and resource capacity to be developed.

Allows one tenth of a population unit to settle on any previously uninhabitable planet type, including Asteroids and Gas Giants.  Many building types cannot be constructed on these outposts.'''

GRO_SYMBIO_COHAB
Symbiotic Cohabitation

GRO_SYMBIO_COHAB_DESC
'''Members of different species are often in competition with one another for food and habitat.  Predator prey relationships are common, and it can be difficult for sentient beings to remove themselves entirely from competition with other organisms.  By impacting a planet in such a way as to benefit the native flora and fauna and in turn take advantage of their effects, it is possible to eliminate the antagonism between sentient and non-sentient life.

Increases the population that can be sustained by Adequate planets to 4, 8, 12, 16 and 20 for Tiny, Small, Medium, Large and Huge planets, respectively.'''

GRO_GENOME_BANK
Genome Bank

GRO_GENOME_BANK_DESC
The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds.

GRO_INDUSTRY_CLONE
Industrial Cloning

GRO_INDUSTRY_CLONE_DESC
Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms.  By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint.  Populations may be made to order, tailored to meet the specific needs of society.

GRO_SUSPENDED_ANIMATION
Suspended Animation

GRO_SUSPENDED_ANIMATION_DESC
Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently.  Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space.  With this technique, the capacity of colony ships can be greatly increased.

GRO_ORBIT_FARMING
Orbital Farming

GRO_ORBIT_FARMING_DESC
'''The primary energy source for food production in most societies is solar radiation.  Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface and other land uses competing with surface farming.  By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated.

Increases target farming on all planets by 2, regardless of focus and environment.'''

GRO_TERRAFORM
Terraforming

GRO_TERRAFORM_DESC
Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical.  The precise method depends greatly on the type of planet to be changed and the desired result.  However, in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust.  As such, this process requires most of the planet to be accessible to the terraformers, and cannot be performed on a world with max population less than one.

GRO_TERRAFORM_SHORT_DESC
Allows terraforming

GRO_XENOGEN_ADAPT
Xenogenetic Adaptation

GRO_XENOGEN_ADAPT_DESC
'''The study of other life forms often exemplifies the weaknesses inherent in  one's own species.  By studying other life forms and using that knowledge to improve upon one's own genetic code, it is possible to develop many useful adaptations that would be otherwise impossible.

Increases the population that can be sustained by Poor planets to 1, 2, 3, 4 and 5, and the population that can be sustained by Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively.  Health on Poor and Adequate planets is increased by 5.'''

GRO_ENDOPHIL_NANOMED
Endophiliac Nanomedication

GRO_ENDOPHIL_NANOMED_DESC
'''Pathogens, particularly prokaryotes, are vulnerable to disruption of their genetic material from within - that is, if it is possible to permeate the cell membrane or the protein coating, in the case of viral infections.  By designing nanorobots capable of identifying and penetrating such pathogens, it would be possible to destroy them by completely deconstructing their genetic material.

Increases health on all planets by 10.'''

GRO_REMOTE_TERRAFORM
Remote Terraforming

GRO_REMOTE_TERRAFORM_DESC
Traditional terraforming methods treat the planet as a structure and attempt to alter its environment through physical and chemical means.  This necessitates that the majority of the planet be accessible to the terraforming species, which generally limits its usefulness.  By treating the planet as an organism and altering it's physiology indirectly, it is possible to make use of less labour intensive, though more time consuming terraforming methods, allowing outposts on poor and hostile worlds to make use of terraforming.

GRO_XENO_SYMBIOGEN
Xenological Symbiogenesis

GRO_XENO_SYMBIOGEN_DESC
'''Often, the native fauna of a planet are far better suited to a planet's environment than any colonists who would try to inhabit it.  These adverse effects can include anything from weather patterns to the planet's size.  Through xenological hybridization, a genetically adapted form of the colonizing species can be developed with the advantageous traits of the native fauna, thus allowing more of the planet to be inhabited.

Increases the population that can be sustained by Hostile planets to 1, 2, 3, 4 and 5, by Poor planets to 4, 8, 12, 16 and 20, and by Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively.  Health on Hostile, Poor and Adequate planets is increased by 5.'''

GRO_BIOTERROR
Bioterror Facilites

GRO_BIOTERROR_DESC
A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict, but as a weapon of terror it is unsurpassed; a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sowing despair beyond the affected area.  However, care must be taken when developing such organisms to ensure they are not accidentally released.  Furthermore, utter secrecy is required to dispel the risk of damaging relations with civilians and other empires.

GRO_REMOTE_TERRAFORM_SHORT_DESC
Allows remote terraforming

GRO_CYBORG
Cyborgs

GRO_CYBORG_DESC
'''A highly versatile fusion of organism and machine, capable of adapting to a tremendous variety of circumstances.  Spontaneous generation of specialized organs and mechanically enhanced strength permit cyborgs to exist with ease in nearly any environment.

Increases the population that can be sustained by Hostile, Poor and Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively.  Health on Hostile and Poor planets is increased by 10, and health on Adequate planets is increased by 5.'''

GRO_GAIA_TRANS
Gaia Transformation

GRO_GAIA_TRANS_DESC
Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life - a single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will.

GRO_GAIA_TRANS_SHORT_DESC
Allows Gaia Transformation

GRO_NONCORP_MAN
Non-Corporeal Manifestation

GRO_NONCORP_MAN_DESC
'''While transforming an entire population into beings of pure energy would be impractical, certain tasks are better suited to individuals able to manifest themselves non-corporeally.  Ship's crews for example, would no longer have to waste space with crew quarters or rations storage.  Beings with greater energy channeling abilities would be able to enhance planetary shields and defense, and resource production would be generally enhanced.

Increases max fuel on all ships by 2, max defense on all planets by 5, max shield on all planets by 5, target farming on all planets with the Farming focus by one quarter of the planet's population, target mining on all planets with the Mining focus by 10, target industry on all planets with the Industry focus by one quarter of the planet's population, and target research on all planets with the Research focus by one fifth.'''

LRN_OBSERVATORY_I
Observatory

LRN_OBSERVATORY_I_DESC
Studying and understanding the nature of stars and their internal and external attributes provides powerful insight into the nature of stellar phenomena and planetary bodies.  Furthermore, fractal algorithms can be employed to decipher the dispersal of starlanes throughout the galaxy, allowing any stars which are in some way connected, however indirectly, to the known network of starlanes to be identified an monitored.

LRN_SOLAR_MAN
Solar Manipulation

LRN_SOLAR_MAN_DESC
Different star types not only have their own distinct attributes and opportunities for exploitation, but also tend to give rise to a particular planet type.  Often, a star of a particular type will give a desired bonus, but will almost certainly be devoid of any desirable planets, or will not be present in an opportune location in the galaxy.  By manipulating the high-energy reactions within a star's core, it would be possible to either reverse or accelerate the natural processes within the star, allowing it to be changed to an entirely different type at need.

LRN_XENOARCH_RESTORE
Xenoarchaeological Restoration

LRN_XENOARCH_RESTORE_DESC
It is often exceedingly difficult and dangerous to decipher the clues left by ancient civilizations in the form of highly advanced technology.  Mistreatment of the technology or accidental activation can cause the technology itself and/or the archaeologists extracting the technology to be lost.  By containing the technology safely within a force field and probing its depths via non-local field manipulation, it is possible to safely recover and unlock the mysteries of ancient technology.

XENOARCH_RESTORE_SHORT_DESC
Allows Ultra-Rare Techs

LRN_DISTRIB_THOUGHT
Distributed Thought Computing

LRN_DISTRIB_THOUGHT_DESC
'''The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.

Multiplies target research on all planets with the Research focus by 1.25.'''

LRN_AUTOLAB_I
Basic Autolabs

LRN_AUTOLAB_I_DESC
'''By automatically inputting all data discovered by active researchers into a single automatic data processing network, data can be analyzed and new data obtained by an entirely automated research facility.  Each planet can contain such structures regardless of the population's occupations, giving a bonus to research on all worlds.

Increases target research on all planets by 5.'''

LRN_STELLAR_TOMOGRAPHY
Stellar Tomography

LRN_STELLAR_TOMOGRAPHY_DESC
'''A network of specialized satellites can use tomographic methods to reconstruct the activities occurring deep within a star.  These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types.

Multiplies target research on planets with the research focus by 2, 1.75, 1.5, or 1.25 in systems with Black Hole stars, Neutron stars, Blue or white stars, and Yellow, Orange or Red stars, respectively.'''

LRN_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

LRN_SPATIAL_DISTORT_GEN_DESC
'''By manipulating the dimensional properties of a starlane, it would be possible to selectively bend it so that an incoming ship of sufficiently low speed would inadvertently arrive back where it began, having wasted its time and fuel.

Alternatively, such a ship may be sent randomly along a completely different starlane adjacent to the building.'''

LRN_GATEWAY_VOID
Gateway to the Void

LRN_GATEWAY_VOID_DESC
The power of the Void Mind is almost imperceptible in a mere four-dimensional space-time.  By creating a permanent gateway accessing an immense number of dimensions, a dangerous, non-discriminating force can be unleashed in a localized area.

LRN_ENCLAVE_VOID
Enclave of the Void

LRN_ENCLAVE_VOID_DESC
Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire.

LRN_GAL_DATA_NET
Galactic Data Network

LRN_GAL_DATA_NET_DESC
'''A massive, empire-wide data network able to transfer information instantaneously between any two places, rather than via the lengthy and indirect path of starlanes.  This advancement greatly facilitates research throughout the empire.

Multiplies target research on all planets with the Research focus by 2.'''

LRN_COLLECTIVE_NET
Collective Thought Network

LRN_COLLECTIVE_NET_DESC
By transferring the mind into cyberspace, thousands of minds can act as one, their actions perfectly unified and directed towards the good of the whole.

LRN_ART_BLACK_HOLE
Artificial Black Hole

LRN_ART_BLACK_HOLE_DESC
By carefully collapsing a red star, a Black Hole can be formed.  This is an expensive and dangerous task, but with great potential benefits for Research and Industry.

LRN_PSY_DOM
Psychogenic Domination

LRN_PSY_DOM_DESC
'''It is difficult to force a conscious individual to submit to the total mental control of another entity against its will.  By manipulating the timeframes involved however, the mental force exerted by a population over a period of hours may be brought to bear on a single individual in the span of a few seconds, creating an almost irresistible compulsion to join the unified mind.

Has a 10% chance of taking control of any enemy ship within one starlane jump of a colony owned by the empire, provided that the ship is not owned by an empire who also has this tech.'''

LRN_RUINS_MOD
Ancient Ruins Modifier

LRN_RUINS_MOD_DESC
Due to the order in which effects groups are processed, the Ancient Ruins special cannot have the desired effect of multiplying research on the planet where it is located.  This technology makes it possible.

MIND_CONTROL_SHORT_DESC
Allows Mind Control

PRO_AUTOFACTORY_I
Basic Autofactories

PRO_AUTOFACTORY_I_DESC
'''By producing automated factories that operate without direct supervision, it is possible to increase industrial output in an entirely automated facility.  These factories can be built and maintained on any planet, regardless of focus, providing a bonus to industry on all worlds.

Increases target industry on all planets by 5.'''

PRO_HEAVY_MINING_I
Heavy Mining Processors

PRO_HEAVY_MINING_I_DESC
When increased minerals production is the only concern, no environmental damage considerations exist and the environment itself is conducive, partially automated bulk mining activities can be optimal.  Heavy mining processors are expensive however, and are only practical to use on worlds with primary focus mining.  As well, these processors severely damage the ecology of a planet, reducing it's maximum population and health somewhat.

PRO_ASTEROID_MINE
Asteroid Mining

PRO_ASTEROID_MINE_DESC
'''Mineral resource extraction from subplanetoid-sized bodies involves challenges and provides opportunities quite distinct from those of full-fledged planets.  Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient.  Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities.  As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods.

Permits use of the Mining focus on Asteroids.'''

PRO_ORBITAL_MINE
Orbital Mining

PRO_ORBITAL_MINE_DESC
'''On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient.  For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minerals with space-based facilities is far more practical.  A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available.  As well, specialized resources on uninhabitable planets become accessible for the first time.

Permits use of the Mining focus on planetary outposts.'''

PRO_GAS_GIANT_GEN
Gas Giant Generation

PRO_GAS_GIANT_GEN_DESC
Once troublesome gravity well problems are overcome, gas giants offer a unique opportunity to harvest usable energy quickly and efficiently.  Methods which take advantage of the high density atmosphere and belt-zone circulation allow a significant amount of energy to be easily accrued and transported for use in nearby planets.

PRO_CORE_MINE
Deep Core Mining

PRO_CORE_MINE_DESC
'''The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that appear on upper crust layers only due to vulcanism.  The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations.  Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities.

Increases target mining on planets with the Mining focus by 5, 10, 15 and 20 for Large, Medium, Small and Tiny planets, respectively.'''

PRO_EXOBOTS
Exobots

PRO_EXOBOTS_DESC
'''Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that place a high priority on industry.  Every world focused primarily on industry receives a team of Exobots, greatly increasing industrial production.

Increases target industry on all planets with the Industry focus by one fifth of the planet's population, and target mining on all planets with the Mining focus by 10.'''

PRO_SOL_ORB_GEN
Solar Orbital Generation

PRO_SOL_ORB_GEN_DESC
Traditional solar generation methods rely solely on radiating solar energy.  By placing generators in low orbit around the star itself, the ability to directly harness the energy of supermassive stellar phenomena becomes a possibility, and a sizeable and far-reaching benefit to industry can be obtained.

PRO_FUSION_PLANTS
Fusion Plants

PRO_FUSION_PLANTS_DESC
'''Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past.

Increases target industry on planets with the Industry focus by one half of the planet's population.'''

PRO_HYPER_DAM
Hyperspatial Dam

PRO_HYPER_DAM_DESC
Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift.

PRO_INDUSTRY_CENTER_I
Industrial Centers

PRO_INDUSTRY_CENTER_I_DESC
'''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.

Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility.  Industrial Centers come with large up-front cost, in both production resources and time, but with great opportunity for possible expansion.  This makes them ideal for long-term strategies, but unattractive for empires planning on a quick victory.'''

PRO_MATENG_REPLIC
Replication

PRO_MATENG_REPLIC_DESC
Previous production techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter.  None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of supplied materials, be they prefabricated subsections, or raw minerals.  By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.

PRO_BLACK_HOLE_POW_GEN
Black Hole Power Generator

PRO_BLACK_HOLE_POW_GEN_DESC
Harnessing energy from a black hole is significantly more dangerous than harnessing energy from a regular star, but also has potential for significantly greater gains.  By building a generator designed to tap into the energy of particle-antiparticle collisions on the event horizon of a singularity, tremendous benefits to industry may be obtained.

PRO_NEUTRONIUM_FAC
Neutronium Facilities

PRO_NEUTRONIUM_FAC_DESC
By extracting neutronium from a neutron star, it is possible to utilize it in the construction of otherwise impossible ship parts.

PRO_INDUSTRY_MOD
Industry Modifier

SHP_LIGHTHOUSE
Interstellar Lighthouses

SHP_LIGHTHOUSE_DESC
By using a complex pattern of EM pulses and particle streams to reveal the location of objects in a system, it is possible for even very stealthy objects to be illuminated and detected with moderate detection equipment.

SHP_DEFENSE_NET
Planetary Defense Network

SHP_DEFENSE_NET_DESC
'''With galactic exploration comes the possibility of meeting new races - and new enemies.  By placing several armed defense bases in orbit around a planet, it is possible to give that planet defensive capabilities without the need for ships.

Increases max defense on all planets by 5.'''

SHP_HI_ENRG_FOCUS
High Energy Focus

SHP_HI_ENRG_FOCUS_DESC
'''While having a multitude of defense satellites is superior to a single large defense satellite in terms of versatility and dependability, it is considerably inferior in terms of firepower.  Often, enemy shields can simply absorb numerous weak attacks where a single powerful attack would be able to penetrate its shields and severely damage the ship.  By using a high energy focusing device, the power of multiple defense satellites can be unified into a single powerful beam weapon.

Increases max defense on all planets by 15.'''

SHP_PLAN_DEFLECT_SHLD
Planetary Deflector Shield

SHP_PLAN_DEFLECT_SHLD_DESC
Basic Planetary Shield.  Increases max shield on all planets by 10.  This is not cumulative with Planetary Barrier Shield.

SHP_PLAN_BARRIER_SHLD
Planetary Barrier Shield

SHP_PLAN_BARRIER_SHLD_DESC
Advanced Planetary Shield.  Increases max shield on all planets by 45.  This is not cumulative with Planetary Deflector Shield.

SHP_FLEET_LOGISTICS
Fleet Logistics

SHP_FLEET_LOGISTICS_DESC
Unlocks the Logistics focus setting, which increases the Supply meter of planets.

SHP_REINFORCED_HULL
Reinforced Hull

SHP_REINFORCED_HULL_DESC
'''Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials.  However, the limitations of physical matter impose a severe limitation on the strength of hulls.  By enhancing the hull with structural integrity fields, a sizeable increase in strength can be obtained.

Increases max structure of all ships by 5.'''

SHP_BASIC_DAM_CONT
Basic Damage Control

SHP_BASIC_DAM_CONT_DESC
Gradually increases the health of damaged ships.  Current structure of all ships is replenished at a rate of 1 per turn.

SHP_ADV_DAM_CONT
Advanced Damage Control

SHP_ADV_DAM_CONT_DESC
Fully restores the health of damaged ships between battles.

SHP_SYST_DEF_MINE
System Defense Mines

SHP_SYST_DEF_MINE_DESC
'''When friendly ships are not present in a system, enemy ships are free to blockade the system, stopping the transfer of resources without directly engaging the planet's defenses, thus with no risk of damage to themselves.  A network of system defense mines can deter these tactics by damaging enemy ships each turn they are in the system.

The structure of all ships belonging to an enemy empire which are present in a system containing a planet owned by the empire that possesses this technology will be reduced at a rate of 2 per turn.

The mines have a lifetime of one turn; they are gone by the time combat begins in a system and are replaced in time for the next turn.'''

SHP_PLANET_CLOAK
Planetary Cloaking Device

SHP_PLANET_CLOAK_DESC
By phasing parts a planet in and out of space-time, its stealth can be increased massively.

SHP_ION_CANNON
Ion Cannon

SHP_ION_CANNON_DESC
Unlocks Ion Cannon ship part.

SHP_MASS_DRIVER
Mass Driver

SHP_MASS_DRIVER_DESC
With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons.  However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons.

SHP_DEATH_RAY
Death Ray

SHP_DEATH_RAY_DESC
A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact.

SHP_PULSE_LASER
Pulse Laser

SHP_PULSE_LASER_DESC
Unlocks Pulse Laser ship part.

SHP_PHASOR
Phasor

SHP_PHASOR_DESC
Unlocks Phasor ship part.

SHP_INTERCEPTOR
Interceptor

SHP_INTERCEPTOR_DESC
Unlocks Interceptor ship part.

SHP_BOMBER
Bomber

SHP_BOMBER_DESC
Unlocks Bomber ship part.

SHP_RECON_FIGHT
Reconnaissance Fighter

SHP_RECON_FIGHT_DESC
Unlocks Reconnaissance Fighter ship part.

SHP_NUCLEAR_MISSILE
Nuclear Missile

SHP_NUCLEAR_MISSILE_DESC
Unlocks Nuclear Missile ship part.

SHP_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC
Unlocks Neutronium Plated Nuclear Missile ship part.

SHP_SPECTRAL_MISSILE
Spectral Missile

SHP_SPECTRAL_MISSILE_DESC
Unlocks Spectral Missile ship part.

SHP_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Unlocks Neutronium Plated Spectral Missile ship part.

SHP_DEFLECTOR
Deflector Shield

SHP_DEFLECTOR_DESC
Unlocks Deflector Shield ship part.

SHP_MULTISPEC_SHIELD
Multi-Spectral Shielding

SHP_MULTISPEC_SHIELD_DESC
Provides adequate shielding to allow a ship to enter into the heart of a star.  Ships in a system with a star type other than Black Hole and Neutron receive a mighty stealth bonus.

SHP_OPTICAL_SCANNER
Optical Scanner

SHP_OPTICAL_SCANNER_DESC
All colonies start the game with a detection level of 20, and the ship part Optical Scanner permits ships to reach the same level of detection.

SHP_RADAR
Active Radar

SHP_RADAR_DESC
'''Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened.  By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.

Increases the detection of all planets to 40.'''

SHP_NEUTRON_SCANNER
Neutron Scanner

SHP_NEUTRON_SCANNER_DESC
'''Electromagnetic radiation has no rest mass and is easily manipulable.  Simply by bending waves of light around an object, it is possible to render radar devices virtually useless.  By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.

Increases the detection of all planets to 60.'''

SHP_SENSORS
Sensors

SHP_SENSORS_DESC
Unlocks Sensors ship part and increases the detection of all planets to 80.

SHP_EM_DAMPER
Electromagnetic Damper

SHP_EM_DAMPER_DESC
Unlocks Electromagnetic Damper ship part. and increases the stealth of all planets, systems and buildings by 5.  This bonus is not cumulative with that of other stealth techs.

SHP_ABSORPTION_FIELD
Absorption Field

SHP_ABSORPTION_FIELD_DESC
'''Simply dampening electromagnetic emissions can make an object completely invisible to passive scans.  Active scanning however, can make such methods of hiding an object nearly useless.  By absorbing, rather than reflecting the radiation emitted by active scanning devices, the stealth of a ship can be greatly increased.

Increases the stealth of all planets, systems and buildings by 30.  This bonus is not cumulative with that of other stealth techs.'''

SHP_DIM_CLOAK
Dimensional Cloak

SHP_DIM_CLOAK_DESC
Unlocks the Dimensional Cloak ship part and increases the stealth of all planets, systems and buildings by 55.  This bonus is not cumulative with that of other stealth techs.

SHP_PHASING_CLOAK
Phasing Cloak

SHP_PHASING_CLOAK_DESC
'''Even the most carefully concealed ship emits radiation in the form of force carrier particles.  By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.

Increases the stealth of all planets, systems and buildings by 80.  This bonus is not cumulative with that of other stealth techs.'''

SHP_DEUTERIUM_TANK
Deuterium Tank

SHP_DEUTERIUM_TANK_DESC
Unlocks Deuterium Tank ship part.

SHP_ANTIMATTER_TANK
Antimatter Tank

SHP_ANTIMATTER_TANK_DESC
Unlocks Antimatter Tank ship part.

SHP_LEAD_PLATE
Lead Armour Plating

SHP_LEAD_PLATE_DESC
Unlocks Lead Armour Plating ship part.

SHP_ZORTRIUM_PLATE
Zortrium Armour Plating

SHP_ZORTRIUM_PLATE_DESC
Unlocks Zortrium Armour Plating ship part.

SHP_NEUTRONIUM_PLATE
Neutronium Armour Plating

SHP_NEUTRONIUM_PLATE_DESC
Unlocks Neutronium Armour Plating ship part.

SHP_DIST_MOD
Distortion Modulator

SHP_DIST_MOD_DESC
All objects with mass cause a curvature in space-time due to gravitational effects.  Other forces such as the electromagnetic force have similar geometric effects.  By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation.

SHP_ROBO_HULL
Robotic Hull

SHP_ROBO_HULL_DESC
This hull is completely automated and functions under the principals of Military Robotic Control.  Like the standard hull, it has four external slots and one internal slot.  It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure.

SHP_SPACE_FLUX_HULL
Spatial Flux Hull

SHP_SPACE_FLUX_HULL_DESC
This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive.  It has only two external slots however, and it's max structure is low.  Stealth is fairly high, but it receives a large stealth penalty for movement both in combat and on the galaxy map.

SHP_SELFGRAV_HULL
Self-Gravitating Hull

SHP_SELFGRAV_HULL_DESC
This hull is immense in both size and power, with eight external slots and two internal slots.  It is fairly sturdy, having a high max structure, but stealth and speed are fairly low.

SHP_NANOROBO_HULL
Nano-Robotic Hull

SHP_NANOROBO_HULL_DESC
This automated hull is large and fast, and repairs damage to itself using millions of nano-robots.  It has six external slots and one internal slot, but it has low stealth and is very fragile, though it regenerates structure during combat and restores structure completely between combats.

SHP_TITAN_HULL
Titanic Hull

SHP_TITAN_HULL_DESC
This extraordinarily large hull requires quite a feat of engineering even to move.  It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and stealth.

SHP_TRANSSPACE_HULL
Trans-Spatial Hull

SHP_TRANSSPACE_HULL_DESC
This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive.  It has only a single external slot however, and it's max structure is extremely low.

SHP_LOGISTICS_FAC
Logistics Facilitator

SHP_LOGISTICS_FAC_DESC
This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects.  It has seven external slots and two internal slots.  It's speed is low, but max structure is fairly high.  In addition, it's built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats.

SHP_ANTIMAT_TORP
Antimatter Torpedo

SHP_ANTIMAT_TORP_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead.

SHP_PLASMA_TORP
Plasma Torpedo

SHP_PLASMA_TORP_DESC
A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead.

SHP_AST_HULL
Asteroid Hull

SHP_AST_HULL_DESC
This hull is constructed from an average-sized asteroid.  A bit roomier than the standard hull, it has four external slots and two internal slots.  Speed and structure are relatively low, but it is fairly inexpensive to build.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_SMALL_AST_HULL
Small Asteroid Hull

SHP_SMALL_AST_HULL_DESC
This hull is constructed from a very small asteroid.  It has only a single external slot and a single internal slot.  Speed is very good, but structure is quite low.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_HEAVY_AST_HULL
Heavy Asteroid Hull

SHP_HEAVY_AST_HULL_DESC
This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots.  Speed is very low, but structure is moderately high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_CAMO_AST_HULL
Camouflage Asteroid Hull

SHP_CAMO_AST_HULL_DESC
This hull is designed to look exactly like a real asteroid.  It has four internal slots, but no external slots.  Structure is average, but speed is fairly low.  This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_CAMO_AST_PARTS
Camouflage Asteroid Parts

SHP_CAMO_AST_PARTS_DESC
This camouflage asteroid hull is able to make use of camouflage asteroid parts on it's exterior, although it must be made much smaller to compensate and avoid losing it's stealth bonus.  It has a single external slot and a single internal slot.  Speed is average, but structure is quite low.  This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_AGREG_AST_HULL
Agregate Asteroid Hull

SHP_AGREG_AST_HULL_DESC
This massive hull is formed by combining several large asteroids.  It has fifteen external slots and four internal slots.  Structure is good, but speed is very low.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_MINIAST_SWARM
Mini-Asteroid Swarm

SHP_MINIAST_SWARM_DESC
This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull.  These asteroids protect the main ship, giving a bonus to shields.  This hull has two external slots, but no internal slots.  Structure is very low, but speed is high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_SCAT_AST_HULL
Scattered Asteroid Hull

SHP_SCAT_AST_HULL_DESC
This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull.  These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to shields for all owned ships and allies' ships in the vicinity.  Like the compound asteroid hull, this hull has fifteen external slots and four internal slots.  Speed is very low, but structure is high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_CRYSTAL_AST_HULL
Crystallized Asteroid Hull

SHP_CRYSTAL_AST_HULL_DESC
This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques.  Like the regular Asteroid Hull, it has four external slots and two internal slots.  Speed is somewhat low, but structure is extremely high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

SHP_ROCK_PLATE
Rock Armour Plating

SHP_ROCK_PLATE_DESC
A strong, cheap alternative to alloys.  This part can only be built if there is an Asteroid Reformation Facility at an asteroid belt somewhere in the empire or an ally's empire.

SHP_CRYSTAL_PLATE
Crystal Armour Plating

SHP_CRYSTAL_PLATE_DESC
An incredibly strong armour produced with advanced crystallization techniques.  This part can only be built if there is a Crystallization Module at an asteroid belt somewhere in the empire or an ally's empire.

SHP_ORG_HULL
Organic Hull

SHP_ORG_HULL_DESC
This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle.  It has three external slots and one internal slot.  Stealth is high and speed is average, but structure is a bit low.  This hull regenerates structure and fuel between combats.

SHP_STAT_MULTICELL_HULL
Static Multicellular Hull

SHP_STAT_MULTICELL_HULL_DESC
Despite being organic, this hull is non-living, being produced via multicellular casting.  The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems to maintain its structure it is very weak.  It has three external slots and two internal slots.  Stealth is average and speed is good, but structure is very low.  Unlike most organic hulls, this hull regenerates neither structure nor fuel between combats.

SHP_ENDOMORPH_HULL
Endomorphic Hull

SHP_ENDOMORPH_HULL_DESC
This living hull contains non-living multicellular components for greater internal modularity.  This hull has four external slots and three internal slots.  Stealth is good and speed is average, but structure is low.  This hull regenerates structure and fuel between combats.

SHP_SYMB_HULL
Symbiotic Hull

SHP_SYMB_HULL_DESC
This living hull exists in a symbiotic relationship with it's crew, increasing its stealth and speed.  It has two external slots and one internal slot.  Stealth, speed and structure are all good.  This hull regenerates structure and fuel between combats.

SHP_PROTOPLASM_HULL
Protoplasmic Hull

SHP_PROTOPLASM_HULL_DESC
This mono-cellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure.  It has three of each internal slots and external slots.  Speed is average and stealth is high, but structure is very low.  This hull regenerates structure and fuel between combats.

SHP_ENDOSYMB_HULL
Endosymbiotic Hull

SHP_ENDOSYMB_HULL_DESC
This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles.  It has three external slots and two internal slots.  Speed and stealth are good, and structure is average.  This hull regenerates structure and fuel between combats.

SHP_RAVEN_HULL
Ravenous Hull

SHP_RAVEN_HULL_DESC
This living hull has been raised on the blood of it's brethren.  It has four external slots and two internal slots.  Stealth is low, but speed and structure are high.  Unlike most organic hulls, the Ravenous Hull will only regenerate fuel between combats, not structure.

SHP_BIOADAPT_HULL
Bio-Adaptive Hull

SHP_BIOADAPT_HULL_DESC
This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency.  It has only two of each internal and external slots, but stealth, speed and structure are all very high.  This hull regenerates fuel and completely recovers structure between combats.

SHP_SENT_HULL
Sentient Hull

SHP_SENT_HULL_DESC
This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a stealth and detection bonus to all accompanying friendly ships.  It has six external slots and three internal slots.  It has low speed, but stealth and structure are good.  This hull regenerates structure and fuel between combats.

SHP_BIOINTERCEPTOR
Biointerceptors

SHP_BIOINTERCEPTOR_DESC
Living interceptors designed to destroy missiles and enemy fighters.  Far more effective than regular interceptors.  This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire.

SHP_BIOBOMBER
Biobombers

SHP_BIOBOMBER_DESC
Living bombers designed to target ships and planets.  Far more effective than regular bombers.  This part can only be built if there is a Competitive Maturation Chamber and a Bioneural Modification Unit somewhere in the empire or an ally's empire.

SHP_COMP_ENRG_HULL
Compressed Energy Hull

SHP_COMP_ENRG_HULL_DESC
This fast hull is comprised entirely of compressed energy and has a single external slot.  Structure is low, but stealth and speed are very high.  This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole.

SHP_FRAC_ENRG_HULL
Fractal Energy Hull

SHP_FRAC_ENRG_HULL_DESC
This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull.  It has twenty-seven external slots, but no internal slots.  Stealth is very low, but structure and speed are average.  This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

SHP_QUANT_ENRG_HULL
Quantum Energy Hull

SHP_QUANT_ENRG_HULL_DESC
This hull magnifies quantum energy fluctuations to increase its own power.  It has seven external slots and three internal slots.  Speed and structure are very high, but stealth is very low.  This hull requires a very great deal of energy to construct and can only be build at a system with a star of type Blue or Black Hole.

SHP_SOLAR_HULL
Solar Hull

SHP_SOLAR_HULL_DESC
This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility.  All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to stealth.  This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull.  Structure is extremely high, but speed and stealth are very low.  However, this ship has the ability to enter a star and hide, giving it perfect stealth on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star.  This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.

SHP_PLANET_STEALTH_MOD
Planet Stealth Modifier

SHP_PLANET_STEALTH_MOD_DESC
Increases the natural stealth of planets to 15, so that systems will be made visible to empires before their planets.

########################################
# Tech Refinement Names & Descriptions #
########################################

BUILDING_REFINE_SHORT_DESC
Refines Building

TECH_REFINE_SHORT_DESC
Refines Tech

PRO_ASTEROID_MINE_II
Advanced Asteroid Mines

PRO_ASTEROID_MINE_II_DESC
Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised.  The same mining facility produces an additional 10 minerals per turn.

PRO_INDUSTRY_CENTER_II
Greater Industrial Center

PRO_INDUSTRY_CENTER_II_DESC
Improved centralized management of dispersed industrial activities increases the size of increased industrial output provided.

PRO_INDUSTRY_CENTER_III
Supreme Industrial Center

PRO_INDUSTRY_CENTER_III_DESC
Additional experience and facilities improvements further extend the size of industrial output improvement.

PRO_ENVIRO_MINING
Environmentally Conscious Mining

PRO_ENVIRO_MINING_DESC
'''Many mining methods are incompatible with highly populous planets, due to environmental damage.  Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides.

Halves the population and health penalties on planets with the Heavy Mining focus.'''

#################################
# Building Names & Descriptions #
#################################

BLD_OBSERVATORY
Observatory

BLD_OBSERVATORY_DESC
'''An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of starlanes.

One random star will be revealed each turn to the entire galaxy.  Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy.'''

BLD_CULTURE_ARCHIVES
Cultural Archives

BLD_CULTURE_ARCHIVES_DESC
'''Stores the sum accumulated knowledge from thousands of years of life on this planet, giving bonuses to many aspects of planetary productivity.

Increases target research by 5, target farming by the planet's population, target industry by the planet's population, and target mining by half of the planet's population.'''

BLD_IMPERIAL_PALACE
Imperial Palace

BLD_IMPERIAL_PALACE_DESC
'''Represents imperial power and prestige and functions as a centre of control for the empire's holdings.

Increases resource supply range by one, and sets the owner's capital.'''

BLD_SHIPYARD_BASE
Basic Shipyard

BLD_SHIPYARD_BASE_DESC
Orbital production facility for assembly of interstellar military-grade spacecraft.  This shipyard must be present for any ships to be made at a planet, and can be upgraded by producing additional buildings in the same system.  No shipyard upgrades can be produced without the presence of this shipyard.

BLD_SHIPYARD_ORBITAL_DRYDOCK
Orbital Drydock

BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC
When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly.  Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet.  This is an upgrade for the Basic Shipyard and is required for all constructed hulls and all further constructed hulls shipyard upgrades to be built.

BLD_SHIPYARD_CON_ROBO
Robotic Processing Unit

BLD_SHIPYARD_CON_ROBO_DESC
A robotic manufacturing plant and AI programming facility designed to produce complex, automated ships.  This is an upgrade for the Orbital Drydock and allows construction of Robotic Hulls.

BLD_SHIPYARD_CON_ENGINE
Engineering Bay

BLD_SHIPYARD_CON_ENGINE_DESC
An advanced engineering facility specializing in the assembly of the Spatial Flux Drive.  This is an upgrade to the Orbital Drydock and allows construction of Spatial Flux Hulls.  In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Antimatter Torpedo ship part.

BLD_SHIPYARD_CON_MILIT_MEGAPROC
Military Megaprocessor

BLD_SHIPYARD_CON_MILIT_MEGAPROC_DESC
A massive orbital installation capable of supporting the construction of extremely large hulls.  This is an upgrade for the Orbital Drydock and allows production of Self-Gravitating Hulls.

BLD_SHIPYARD_CON_NANOROBO
Nanorobotic Processing Unit

BLD_SHIPYARD_CON_NANOROBO_DESC
The production of millions of maintenance nanorobots and their connection to a single master AI requires more extensive robotics facilities than the production of a basic robotic hull.  This building is able to facilitate the construction of more advanced robotic hulls than the basic Robotic Processing Unit.  This is an upgrade for the Orbital Drydock and allows production of Nano-Robotic Hulls and Robotic Hulls.

BLD_SHIPYARD_CON_GEOINT
Geointegration Facility

BLD_SHIPYARD_CON_GEOINT_DESC
When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities.  Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet.  This is an upgrade to the Orbital Drydock and allows production of Titanic Hulls and Self-Gravitating Hulls.

BLD_SHIPYARD_CON_ADV_ENGINE
Advanced Engineering Bay

BLD_SHIPYARD_CON_ADV_ENGINE_DESC
An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive, but is also capable of producing the Spatial Flux Drive.  This is an upgrade to the Orbital Drydock and allows construction of Spatial Flux Hulls and Trans-Spatial Hulls.  In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Antimatter Torpedo and Plasma Torpedo ship parts.

BLD_SHIPYARD_CON_MIL_LOG_ASSMBL
Military Logistics Assembly

BLD_SHIPYARD_CON_MIL_LOG_ASSMBL_DESC
A shipyard upgrade designed to fully utilize the advancements of hull construction for the production of highly specialized flagships.  This upgrade utilizes the facilities of the Advanced Engineering Bay, the Geointegration Facility and the Nanorobotics Processing Unit, all of which, in addition to the Orbital Drydock, must be present for the construction of this upgrade.  Allows the production of the Logistics Facilitator flagship hull type.

BLD_SHIPYARD_AST
Asteroid Processor

BLD_SHIPYARD_AST_DESC
A shipyard dedicated to the purpose of hollowing out asteroids and using them as ships' hulls.  It can only be built at an asteroid belt.  This is an upgrade to the Basic Shipyard and is required for the production of all asteroid hulls and all further asteroid hulls shipyard upgrades.

BLD_SHIPYARD_AST_REF
Asteroid Reformation Processor

BLD_SHIPYARD_AST_REF_DESC
An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and hulls.  This is an upgrade to the Asteroid Shipyard and allows production of Nano-Asteroid Swarms, Compound Asteroid Hulls and Scattered Asteroid Hull flagships.  In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Rock Armour Plating ship part.

BLD_SHIPYARD_AST_CRYSTAL
Crystallization Module

BLD_SHIPYARD_AST_CRYSTAL_DESC
A complex facility with the special ability to crystallize asteroids and use them for parts and hulls.  This is an upgrade to the Asteroid Shipyard and allows production of Crystallized Asteroid Hulls.  In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Crystal Armour Plating ship part.

BLD_SHIPYARD_ORG_ORB_INC
Orbital Incubator

BLD_SHIPYARD_ORG_ORB_INC_DESC
A shipyard designed to meet the needs of maturing space-creatures.  Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing.  As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged.  This is an upgrade to the Basic Shipyard and is required for the development of all organic hulls with the exception of the Static Multicellular Hull, and for the production of all further organic hull shipyard upgrades.

BLD_SHIPYARD_ORG_IND_ORG_ASSMBL
Industrialized Organic Assembly

BLD_SHIPYARD_ORG_IND_ORG_ASSMBL_DESC
A shipyard upgrade capable of applying multicellular casting techniques to a hull.  This is an upgrade to the Basic Shipyard and allows the development of Static Multicellular Hulls.

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB
Cellular Growth Chamber

BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC
A specialized shipyard upgrade able to increase the size of monocellular organisms to truly massive proportions.  This is an upgrade to the Organic Shipyard and allows development of Protoplasmic Hulls.  The presence of this upgrade and the Xenocoordination Facility upgrade on the same planet allows development of the Endosymbiotic Hull.  The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Interceptor ship part.

BLD_SHIPYARD_ORG_XENO_FAC
Xenocoordination Facility

BLD_SHIPYARD_ORG_XENO_FAC_DESC
A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.  This is an upgrade to the Organic Shipyard and allows development of Symbiotic Hulls.  The presence of this upgrade and the Cellular Growth Chamber upgrade on the same planet allows development of the Endosymbiotic Hull.  The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Interceptor ship part.

BLD_SHIPYARD_ORG_COMP_MAT_CHAMB
Competitive Maturation Chamber

BLD_SHIPYARD_ORG_COMP_MAT_CHAMB_DESC
A breeding ground in which developing organic hulls must fight savagely and ruthlessly for survival.  This is an upgrade to the Organic Shipyard and allows development of Ravenous Hulls.  The presence of this upgrade and the Bioneural Modification Unit upgrade on the same planet allows development of the Sentient Hull.  The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Bomber ship part.

BLD_SHIPYARD_ORG_BIONEUR_MOD
Bioneural Modification Unit

BLD_SHIPYARD_ORG_BIONEUR_MOD_DESC
Facilities for the direct and precise neurological adaption of a developing organic hull's mind to its body.  This is an upgrade to the Organic Shipyard and allows the development of Bio-Adaptive Hulls.  The presence of this upgrade and the Competitive Maturation Chamber upgrade on the same planet allows development of the Sentient Hull.  The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Bomber ship part.

BLD_SHIPYARD_ENRG_COMP
Energy Compressor

BLD_SHIPYARD_ENRG_COMP_DESC
A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy.  This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage.  This is an upgrade to the Basic Shipyard and is required for the formation of all energy hulls and all further energy hull shipyard upgrades.

BLD_SHIPYARD_ENRG_FOCUS
Controlled Energy Focusing Array

BLD_SHIPYARD_ENRG_FOCUS_DESC
A shipyard capable of controlling the shape of energy to exacting specifications, as well as conducting and magnifying tiny fluctuations in energy.  This is an upgrade to the Energy Compressor and allows formation of Fractal Energy Hulls and Quantum Energy Hulls.

BLD_SHIPYARD_ENRG_SOLAR
Solar Containment Unit

BLD_SHIPYARD_ENRG_SOLAR_DESC
The task of creating a miniature sun is a gargantuan task in and of itself.  The production of such a body on which ship parts can be safely mounted is even more so.  This is an upgrade to the Energy Compressor and allows formation of Solar Hulls.

BLD_BIOTERROR_PROJECTOR
Bioterror Projection Base

BLD_BIOTERROR_PROJECTOR_DESC
'''This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity.  Gradually reduces the health of all enemy planets within four starlane jumps until the planet's population is gone.  Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon.  Ineffective if there is a Genome Bank building in the enemy empire.  This building can also be built at an outpost, provided it has a resonant moon.

Gives the planet on which it is built the Bioterror focus, which decreases health on enemy planets within 4 starlane jumps at a rate of two per turn, provided the enemy empire does not contain a Genome Bank.'''

BLD_LIGHTHOUSE
Interstellar Lighthouse

BLD_LIGHTHOUSE_DESC
Decreases the stealth of all objects in the same system by 45.  This building can be built at an outpost.

BLD_HEAVY_MINE_PROCESSOR
Heavy Mining Processor

BLD_HEAVY_MINE_PROCESSOR_DESC
Gives all colonies in the empire access to the Heavy Mining focus.

BLD_INDUSTRY_CENTER
Industrial Center

BLD_INDUSTRY_CENTER_DESC
'''Initially provides a bonus to industry on all Industry focused planets in the empire equal to one half the planet's population.

[[tech PRO_INDUSTRY_CENTER_II]] refinement increases the bonus to equal the planet's population.

[[tech PRO_INDUSTRY_CENTER_III]] refinement further increases bonus to 1.5 times the planet's population.'''

BLD_MEGALITH
Megalith

BLD_MEGALITH_DESC
'''The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide.

This building sets the owner empire's capitol, overriding any existing Imperial Palace.  The planet on which it is built receives a +2 bonus to resource supply range, and has all resource meters able to reach target in a single turn.  Furthermore, all colonies belonging the empire receive a +1 bonus to resource supply range.'''

BLD_SPACE_ELEVATOR
Space Elevator

BLD_SPACE_ELEVATOR_DESC
An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end.  The supply meter of the planet which contains this building is tripled.

BLD_GENOME_BANK
Genome Bank

BLD_GENOME_BANK_DESC
'''The largest database ever conceived.  The Genome Bank includes maps of the genomes of every organism known to the empire.  This database is invaluable in the treatment of disease.

Increases target farming on farming focused planets by one half of the planet's population, and increases health on all planets by 3.  This building also provides the empire with immunity from bioterror.'''

BLD_GAIA_TRANS
Gaia Transformation

BLD_GAIA_TRANS_DESC
'''Convert a planet into a Gaia world by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own.

Gaian planets have health, farming and population doubled.'''

BLD_COLLECTIVE_NET
Collective Thought Network

BLD_COLLECTIVE_NET_DESC
'''By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.

Increases target farming on planets with the Farming focus by half of the planet's population, target industry on planets with the Industry focus by half of the planet's population, target mining on planets with the Mining focus by 20, and target research on planets with the Research focus by half.

Starlane travel within 500 uus will disrupt this building's effectiveness and eliminate these bonuses.'''

BLD_GATEWAY_VOID
Gateway to the Void

BLD_GATEWAY_VOID_DESC
A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.  Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth.  Furthermore, it is impossible for anyone outside a system containing this building to see into it.

BLD_ENCLAVE_VOID
Enclave of the Void

BLD_ENCLAVE_VOID_DESC
'''The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects.

Multiplies target research on all planets with the Research focus by 1.5.'''

BLD_ART_BLACK_HOLE
Artificial Black Hole

BLD_ART_BLACK_HOLE_DESC
By introducing a tremendous amount of artificial gravity into a star without increasing it's energy, it can be made to collapse in on itself and form a Black Hole.  This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator.  This process can be enacted at an outpost.

BLD_HYPER_DAM
Hyperspatial Dam

BLD_HYPER_DAM_DESC
'''A tear in the fabric of the universe, safely controlled and harnessed.  Each planet may construct it's own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses.  Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole.

Increases target industry on planets with the Industry focus by the planet's population, and decreases health on such planets by 5.'''

BLD_SOL_ACCEL
Solar Accelerator

BLD_SOL_ACCEL_DESC
A Solar Accelerator artificially ages a star by speeding up it's natural processes.  The star becomes one type older, according to the following order:  Blue, White, Yellow, Orange, Red.  This process can be enacted at an outpost.

BLD_SOL_ORB_GEN
Solar Orbital Generator

BLD_SOL_ORB_GEN_DESC
'''A power generator in low solar orbit designed to tap directly into the star's energy.  Since different star types produce different amounts of energy, the system-wide industry bonus is dependant on star type.

Blue and White stars give bonuses equal to the planet's population to target industry on planets with the Industry focus in the same system.

Yellow and Orange stars give bonuses equal to half the planet's population to target industry on planets with the Industry focus in the same system.

Red stars give bonuses equal to one quarter the planet's population to target industry on planets with the Industry focus in the same system.

This building can be built at an outpost.'''

BLD_CLONING_CENTER
Cloning Center

BLD_CLONING_CENTER_DESC
'''Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving planet health.  However, due to political considerations, such activities must be kept a secret from those who might have ethical concerns.  As a result, this building must be hidden from the population on the dark side of a resonant moon.  This building can be built at an outpost, provided it has a resonant moon.

Increases target health on all planets by 30.'''

BLD_TERRAFORM
Terraforming

BLD_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species.

BLD_REMOTE_TERRAFORM
Remote Terraforming

BLD_REMOTE_TERRAFORM_DESC
Terraforms a world one step closer to the environmental preference of the inhabiting species.  This process can be enacted at an outpost.

BLD_NEUTRONIUM_EXTRACTOR
Neutronium Extractor

BLD_NEUTRONIUM_EXTRACTOR_DESC
'''Before parts can be built using Neutronium, it must be extracted from a neutron star.  Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire.  This building can be built at an outpost.

Permits construction of ships with Neutronium ship parts.'''

BLD_NEUTRONIUM_FORGE
Neutronium Forge

BLD_NEUTRONIUM_FORGE_DESC
The industrial processing of neutronium requires an extensive specialized facility.  This building is required for building any ships with neutronium parts.  Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost.

BLD_NEUTRONIUM_SYNTH
Neutronium Synthesizer

BLD_NEUTRONIUM_SYNTH_DESC
An ancient building designed long ago to synthesize neutronium.  An empire with this building does not need a Neutronium Extractor to build neutronium ship parts.

BLD_CONC_CAMP
Concentration Camps

BLD_CONC_CAMP_DESC
'''Ridding a planet of an undesirable species allows the introduction of a more suited species.  By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently.  This building can be built on an outpost.

Decreases the planet's population at a rate of 3 per turn, and increases target industry by 5 times the planet's population.'''

BLD_INDUSTRY_FARM
Industrial Farms

BLD_INDUSTRY_FARM_DESC
'''Long-term adaptations to factories, shipping routes and personnel that already exist allows production of food in industrial regions with no extra cost beyond that of initially developing the additional infrastructure.

This building gives a bonus to max farming equal to 1/10 of max industry for all planets in the empire'''

BLD_BLACK_HOLE_POW_GEN
Black Hole Power Generator

BLD_BLACK_HOLE_POW_GEN_DESC
This building gives a bonus to max industry of double the planet's population for all planets in the empire with the Industry focus.  This building can be built at an outpost.

BLD_REPLICATORS
Replicators

BLD_REPLICATORS_DESC
'''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio.  If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry.  When the focus is set to Mineral Replication, minerals will be produced at the expense of industry.

Only one replication focus can take effect in the empire at one time.'''

BLD_PLANET_DRIVE
Planetary Starlane Drive

BLD_PLANET_DRIVE_DESC
'''Allows a planet to move between star systems.  An interstellar lighthouse is required within 200 uus of the target system to allow the planet to proceed safely.  Otherwise, the planet will have a 50% chance of being destroyed in transit.  This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse.  This building can be built at an outpost, but not on an asteroid belt.

Due to a lack of UI targeting, a second building is currently required on the other end of the starlane.  This building will destroy itself immediately, so that the planet can move to a different target system later.

To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system.  The planet will then be moved to that system.'''

BLD_PLANET_BEACON
Planetary Beacon

BLD_PLANET_BEACON_DESC
Designates the target for the planetary starlane drive.  This building can be built at an outpost.

BLD_ART_PLANET
Artificial Planet

BLD_ART_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant.  Asteroids become tiny barren planets and gas giants become huge barren planets.  This process must be enacted at an outpost on either a gas giant or an asteroid belt.

BLD_ART_MOON
Artificial Moon

BLD_ART_MOON_DESC
'''Forms an artificial moon with 1:1 orbital period - rotational period resonance.  This allows the construction of special buildings which may only be built on a resonant moon.

This cannot be constructed at a Gas Giant or Asteroid Belt.'''

BLD_SOL_REJUV
Solar Rejuvenator

BLD_SOL_REJUV_DESC
A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply.  The star becomes one type younger, according to the following order:  Red, Orange, Yellow, White, Blue.  This process can be enacted at an outpost.

BLD_TRANSFORMER
Transformer

BLD_TRANSFORMER_DESC
'''An versatile and extremely expensive building capable of having the effects many other buildings, currently activated using the focus settings of the planet on which it is built, provided the owner has unlocked the building which the Transformer is mimicking.

This building can be given the effects of a Replicator, a Planetary Cloaking Device, a Bioterror Projector, a Stargate, a Planetary Starlane Drive, or a Spatial Distortion Generator, provided the owner has the appropriate technology.'''

BLD_PLANET_CLOAK
Planetary Cloaking Device

BLD_PLANET_CLOAK_DESC
A powerful cloaking device able to shroud an entire world.  Max stealth of the planet on which it is built is increased by 80 when the planet's focus is set to Stealth.

BLD_SPATIAL_DISTORT_GEN
Spatial Distortion Generator

BLD_SPATIAL_DISTORT_GEN_DESC
Manipulates the dimensional properties of adjacent starlanes.  Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star.  Only ships fast enough to traverse the starlane in one turn are able to avoid these effects.  This is activated with the Spatial Distortion focus.

BLD_STARGATE
Stargate

BLD_STARGATE_DESC
'''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire.

To activate the stargate, set the planet to the Stargate focus, and build a stargate activator on a planet in the source system, and a stargate beacon on a planet set to the Stargate focus in the destination system.'''

BLD_STARGATE_ACTIVATOR
Stargate Activator

BLD_STARGATE_ACTIVATOR_DESC
Designates the source of ships being sent through a stargate.

BLD_STARGATE_BEACON
Stargate Beacon

BLD_STARGATE_BEACON_DESC
Designates the destination of ships being sent through a stargate.

BLD_GAS_GIANT_GEN
Gas Giant Generator

BLD_GAS_GIANT_GEN_DESC
'''A power generator designed to harvest the energy of a Gas Giant.  This building can only be constructed at a gas giant and gives an industry bonus to planets with the Industry focus in the same system of one quarter the planets' respective populations.'''

BLD_COLONY_BASE
Colony Base

BLD_COLONY_BASE_DESC
Creates a Colony Base ship which can be used to colonize another planet in the same system.  Can only be built on a colony with a population of 3 or more.

###################################
# Hull/Part Description Templates #
###################################

HULL_DESC
'''Starlane Speed: %1%
Fuel Capacity: %2%
Combat Speed: %3%
Health: %4%'''

PART_DESC_CAPACITY
Capacity: %1%

PART_DESC_STRENGTH
Strength: %1%

PART_DESC_DIRECT_FIRE_STATS
'''Damage: %1%
Rate of Fire: %2% shots/turn
Range: %3%'''

PART_DESC_LR_STATS
'''Damage: %1%
Rate of Fire: %2% missiles/turn
Range: %3%
Missile Speed: %4%
Missile Structure: %5%
Missile Stealth: %6%
Capacity: %7% missiles'''

PART_DESC_FIGHTER_STATS
'''Fighter Type: %1%
Fighter Anti-Fighter Damage: %3%
Fighter Anti-Ship Damage: %2%
Fighter Launch Rate: %4% fighters/turn
Fighter Speed: %5%
Fighter Structure: %6%
Fighter Stealth: %7%
Fighter Detection: %8%
Capacity: %9% fighters'''

##############
# Ship Parts #
##############

SR_LASER
Laser

SR_LASER_DESC
Lower power and mass

SR_ION_CANNON
Ion Cannon

SR_ION_CANNON_DESC
Moderate power and mass

SR_MASS_DRIVER
Mass Driver

SR_MASS_DRIVER_DESC
A projectile weapon capable of launching objects of tremendous mass at relativistic speeds.

SR_DEATH_RAY
Death Ray

SR_DEATH_RAY_DESC
Ultimate short range weapon

PD_PULSE_LASER
Pulse Laser

PD_PULSE_LASER_DESC
Short range, high rate of fire

PD_PHASOR
Phasor

PD_PHASOR_DESC
Stronger, faster point defense weapon

PD_PARTICLE_BEAM
Particle Beam

PD_PARTICLE_BEAM_DESC
Ultimate point defense weapon

FI_INTERCEPTOR
Interceptor

FI_INTERCEPTOR_DESC
Twelve fast interceptors designed to destroy missiles and enemy fighters

FI_BOMBER
Bomber

FI_BOMBER_DESC
Six bombers designed to target ships and planets

FI_RECON
Reconnaissance Fighter

FI_RECON_DESC
Twelve fast, unarmed fighters designed for reconnaissance

FI_BIOINTERCEPTOR
Bio-Interceptor

FI_BIOINTERCEPTOR_DESC
Thirty-six living interceptors designed to destroy missiles and enemy fighters.  Far more effective than regular interceptors.  This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire.

FI_BIOBOMBER
Bio-Bomber

FI_BIOBOMBER_DESC
Eighteen living bombers designed to target ships and planets.  Far more effective than regular bombers.  This part can only be built if there is a Competitive Maturation Chamber and a Bioneural Modification Unit somewhere in the empire or an ally's empire.

LR_NUCLEAR_MISSILE
Nuclear Missile

LR_NUCLEAR_MISSILE_DESC
Long range moderate power

LR_SPECTRAL_MISSILE
Spectral Missile

LR_SPECTRAL_MISSILE_DESC
A fast, stealthy missile.

LR_NEUTRONIUM_PLATE_NUC_MIS
Neutronium Plated Nuclear Missile

LR_NEUTRONIUM_PLATE_NUC_MIS_DESC
Heavily armoured nuclear missile

LR_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile

LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Heavily armoured spectral missile

LR_ANTIMATTER_TORPEDO
Antimatter Torpedo

LR_ANTIMATTER_TORPEDO_DESC
A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead.  This part can only be built if there is an Engineering Bay or an Advanced Engineering Bay somewhere in the empire or an ally's empire.

LR_PLASMA_TORPEDO
Plasma Torpedo

LR_PLASMA_TORPEDO_DESC
A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead.  This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire.

DT_OPTICAL_SCANNER
Optical Scanner

DT_OPTICAL_SCANNER_DESC
Basic detection capability

DT_ACTIVE_RADAR
Active Radar

DT_ACTIVE_RADAR_DESC
Moderate detection

DT_NEUTRON_SCANNER
Neutron Scanner

DT_NEUTRON_SCANNER_DESC
Strong detection

DT_SENSORS
Sensors

DT_SENSORS_DESC
Ultimate detection

FU_DEUTERIUM_TANK
Deuterium Tank

FU_DEUTERIUM_TANK_DESC
Small increase to ship range by increasing fuel capacity.  Bulky and vulnerable to weapons fire.

FU_ANTIMATTER_TANK
Antimatter Tank

FU_ANTIMATTER_TANK_DESC
Moderate increase to ship range by increasing fuel capacity.  Compact and low mass.

FU_ZERO_FUEL
Zero-Point Fuel Generator

FU_ZERO_FUEL_DESC
Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques.

ST_EM_DAMPER
Electromagnetic Damper

ST_EM_DAMPER_DESC
Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems.  Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present.

ST_ABSORPTION_FIELD
Absorption Field

ST_ABSORPTION_FIELD_DESC
Creates an absorption field around the ship, effectively transforming it into a perfect blackbody.

ST_DIM_CLOAK
Dimensional Cloak

ST_DIM_CLOAK_DESC
Hides this ship within a dimensional rift, greatly increasing stealth.

ST_PHASING_CLOAK
Phasing Cloak

ST_PHASING_CLOAK_DESC
Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation.

AR_LEAD_PLATE
Lead Armour Plating

AR_LEAD_PLATE_DESC
Weak defense with large mass

AR_ZORTRIUM_PLATE
Zortrium Armour Plating

AR_ZORTRIUM_PLATE_DESC
Stronger defense than lead plating

AR_ROCK_PLATE
Rock Armour Plating

AR_ROCK_PLATE_DESC
A strong, cheap alternative to alloys.  This part can only be built if there is an Asteroid Reformation Facility at an asteroid belt somewhere in the empire or an ally's empire.

AR_CRYSTAL_PLATE
Crystal Armour Plating

AR_CRYSTAL_PLATE_DESC
An incredibly strong armour produced with advanced crystallization techniques.  This part can only be built if there is a Crystallization Module at an asteroid belt somewhere in the empire or an ally's empire.

AR_NEUTRONIUM_PLATE
Neutronium Armour Plating

AR_NEUTRONIUM_PLATE_DESC
Admirable defense with moderate mass

SH_DEFENSE_GRID
Defense Grid

SH_DEFENSE_GRID_DESC
Weak defense with no extra mass

SH_DEFLECTOR
Deflector Shield

SH_DEFLECTOR_DESC
Strong defense with small mass

SH_MULTISPEC
Multi-Spectral Shield

SH_MULTISPEC_DESC
Powerful Shield capable of protecting a ship within a star.  Provides a high stealth bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat.

CO_COLONY_POD
Colony Pod

CO_COLONY_POD_DESC
'''Basic facilities for colonists to survive journey to a new planet.  Allows ship to colonize new worlds.

All Colony class ship parts require the planet at which they are built to have a population of at least three.'''

CO_SUSPEND_ANIM_POD
Cryonic Colony Pod

CO_SUSPEND_ANIM_POD_DESC
'''Colonists are kept in suspended animation during colonization journey, eliminating need to provide sustenance, and greatly increasing the number of colonists that can be carried on one ship.

All Colony class ship parts require the planet at which they are built to have a population of at least three.'''

CO_OUTPOST_MOD
Outpost Module

CO_OUTPOST_MOD_DESC
'''Low capacity colony pod which allows ships to create an outpost-like colony with low starting population.

All Colony class ship parts require the planet at which they are built to have a population of at least three.'''

SP_DISTORTION_MODULATOR
Distortion Modulator

SP_DISTORTION_MODULATOR_DESC
Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity.  All objects within 0 uus have max stealth reduced by 20.  The effect is non-stacking.

##############
# Ship Hulls #
##############

SH_ROBOTIC
Robotic Hull

SH_ROBOTIC_DESC
'''This hull is completely automated and functions under the principals of Military Robotic Control.  Like the standard hull, it has four external slots and one internal slot.  It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure.

In addition to a Basic Shipyard an an orbital Drydock, either a Robotic Processing Unit or a Nanorobotic Processing Unit is required at the planet where it is constructed.'''

SH_SPATIAL_FLUX
Spatial Flux Hull

SH_SPATIAL_FLUX_DESC
'''This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive.  It has only two external slots however, and it's max structure is low.  Stealth is fairly high, but it receives a large stealth penalty for movement both in combat and on the galaxy map.

In addition to a Basic Shipyard and an Orbital Drydock, either an Engineering Bay or an Advanced Engineering Bay is required at the planet where it is constructed.'''

SH_SELF_GRAVITATING
Self-Gravitating Hull

SH_SELF_GRAVITATING_DESC
'''This hull is immense in both size and power, with eight external slots and two internal slots.  It is fairly sturdy, having a high max structure, but stealth and speed are fairly low.

In addition to a Basic Shipyard and an Orbital Drydock, either a Military Megaprocessor or a Geointegration Facility is required at the planet where it is constructed.'''

SH_NANOROBOTIC
Nano-Robotic Hull

SH_NANOROBOTIC_DESC
'''This automated hull is large and fast, and repairs damage to itself using millions of nano-robots.  It has six external slots and one internal slot, but it has low stealth and is very fragile, though it regenerates structure during combat and restores structure completely between combats.

Requires a Basic Shipyard, an Orbital Drydock and a Nanorobotic Processing unit at the planet where it is constructed.'''

SH_TITANIC
Titanic Hull

SH_TITANIC_DESC
'''This extraordinarily large hull requires quite a feat of engineering even to move.  It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and stealth.

Requires a Basic Shipyard, an Orbital Drydock and a Geointegration Facility at the planet where it is constructed.'''

SH_TRANSSPATIAL
Trans-Spatial Hull

SH_TRANSSPATIAL_DESC
'''This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive.  It has only a single external slot however, and its max structure is extremely low.

Requires a Basic Shipyard, an Orbital Drydock and an Advanced Engineering Bay at the planet where it is constructed.'''

SH_LOGISTICS_FACILITATOR
Logistics Facilitator

SH_LOGISTICS_FACILITATOR_DESC
'''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects.  It has seven external slots and two internal slots.  It's speed is low, but max structure is fairly high.  In addition, it's built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats.

Requires a Basic Shipyard, an Orbital Drydock, a Nanorobotic Processing Unit, a Geointegration Facility, an Advanced Engineering Bay and a Military Logistics Assembly at the planet where it is constructed.'''

SH_ASTEROID
Asteroid Hull

SH_ASTEROID_DESC
'''This hull is constructed from an average-sized asteroid.  A bit roomier than the standard hull, it has four external slots and two internal slots.  Speed and structure are relatively low, but it is fairly inexpensive to build.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.'''

SH_SMALL_ASTEROID
Small Asteroid Hull

SH_SMALL_ASTEROID_DESC
'''This hull is constructed from a very small asteroid.  It has only a single external slot and a single internal slot.  Speed is very good, but structure is quite low.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.'''

SH_HEAVY_ASTEROID
Heavy Asteroid Hull

SH_HEAVY_ASTEROID_DESC
'''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots.  Speed is very low, but structure is moderately high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.'''

SH_CAMOUFLAGE_ASTEROID
Camouflage Asteroid Hull

SH_CAMOUFLAGE_ASTEROID_DESC
'''This hull is designed to look exactly like a real asteroid.  It has four internal slots, but no external slots.  Structure is average, but speed is fairly low.  This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.'''

SH_SMALL_CAMOUFLAGE_ASTEROID
Small Camouflage Asteroid Hull

SH_SMALL_CAMOUFLAGE_ASTEROID_DESC
'''This camouflage asteroid hull is able to make use of camouflage asteroid parts on it's exterior, although it must be made much smaller to compensate and avoid losing it's stealth bonus.  It has a single external slot and a single internal slot.  Speed is average, but structure is quite low.  This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.'''

SH_AGREGATE_ASTEROID
Agregate Asteroid Hull

SH_AGREGATE_ASTEROID_DESC
'''This massive hull is formed by combining several large asteroids.  It has fifteen external slots and four internal slots.  Structure is good, but speed is very low.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.'''

SH_MINIASTEROID_SWARM
Mini-Asteroid Swarm

SH_MINIASTEROID_SWARM_DESC
'''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull.  These asteroids protect the main ship, giving a bonus to shields.  This hull has two external slots, but no internal slots.  Structure is very low, but speed is high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.'''

SH_SCATTERED_ASTEROID
Scattered Asteroid Hull

SH_SCATTERED_ASTEROID_DESC
'''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull.  These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to shields for all owned ships and allies' ships in the vicinity.  Like the compound asteroid hull, this hull has fifteen external slots and four internal slots.  Speed is very low, but structure is high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.'''

SH_CRYSTALLIZED_ASTEROID
Crystallized Asteroid Hull

SH_CRYSTALLIZED_ASTEROID_DESC
'''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques.  Like the regular Asteroid Hull, it has four external slots and two internal slots.  Speed is somewhat low, but structure is extremely high.  This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt.

Requires a Basic Shipyard, an Asteroid Processor and a Crystallization Module at the asteroid belt where it is produced.'''

SH_ORGANIC
Organic Hull

SH_ORGANIC_DESC
'''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle.  It has three external slots and one internal slot.  Stealth is high and speed is average, but structure is a bit low.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard and an Orbital Incubator at the planet where it is developed.'''

SH_STATIC_MULTICELLULAR
Static Multicellular Hull

SH_STATIC_MULTICELLULAR_DESC
'''Despite being organic, this hull is non-living, being produced via multi-cellular casting.  The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems to maintain its structure it is very weak.  It has three external slots and two internal slots.  Stealth is average and speed is good, but structure is very low.  Unlike most organic hulls, this hull regenerates neither structure nor fuel between combats.

Requires a Basic Shipyard and an Industrial Organic Assembly at the planet where it is constructed.'''

SH_ENDOMORPHIC
Endomorphic Hull

SH_ENDOMORPHIC_DESC
'''This living hull contains non-living multicellular components for greater internal modularity.  This hull has four external slots and three internal slots.  Stealth is good and speed is average, but structure is low.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard, an Orbital Incubator and an Industrial Organic Assembly at the planet where it is developed.'''

SH_SYMBIOTIC
Symbiotic Hull

SH_SYMBIOTIC_DESC
'''This living hull exists in a symbiotic relationship with it's crew, increasing its stealth and speed.  It has two external slots and one internal slot.  Stealth, speed and structure are all good.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard, an Orbital Incubator and a Xenocoordination Facility at the planet where it is developed.'''

SH_PROTOPLASMIC
Protoplasmic Hull

SH_PROTOPLASMIC_DESC
'''This monocellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure.  It has three of each internal slots and external slots.  Speed is average and stealth is high, but structure is very low.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard, an Orbital Incubator and a Cellular Growth Chamber at the planet where it is developed.'''

SH_ENDOSYMBIOTIC
Endosymbiotic Hull

SH_ENDOSYMBIOTIC_DESC
'''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles.  It has three external slots and two internal slots.  Speed and stealth are good, and structure is average.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard, an Orbital Incubator, a Xenocoordination facility and a Cellular Growth Chamber at the planet where it is developed.'''

SH_RAVENOUS
Ravenous Hull

SH_RAVENOUS_DESC
'''This living hull has been raised on the blood of it's brethren.  It has four external slots and two internal slots.  Stealth is low, but speed and structure are high.  Unlike most organic hulls, the Ravenous Hull will only regenerate fuel between combats, not structure.

Requires a Basic Shipyard, an Orbital Incubator and a Competitive Maturation Chamber at the planet where it is developed.'''

SH_BIOADAPTIVE
Bio-Adaptive Hull

SH_BIOADAPTIVE_DESC
'''This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency.  It has only two of each internal and external slots, but stealth, speed and structure are all very high.  This hull regenerates fuel and completely recovers structure between combats.

Requires a Basic Shipyard, an Orbital Incubator and a Bioneural Modification Unit at the planet where it is developed.'''

SH_SENTIENT
Sentient Hull

SH_SENTIENT_DESC
'''This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a stealth and detection bonus to all accompanying friendly ships.  It has six external slots and three internal slots.  It has low speed, but stealth and structure are good.  This hull regenerates structure and fuel between combats.

Requires a Basic Shipyard, an Orbital Incubator, a Competitive Maturation Chamber and a Bioneural Modification Unit at the planet where it is developed.'''

SH_COMPRESSED_ENERGY
Compressed Energy Hull

SH_COMPRESSED_ENERGY_DESC
'''This fast hull is comprised entirely of compressed energy and has a single external slot.  Structure is low, but stealth and speed are very high.  This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole.

Requires a Basic Shipyard and an Energy Compressor at the planet where it is formed.'''

SH_FRACTAL_ENERGY
Fractal Energy Hull

SH_FRACTAL_ENERGY_DESC
'''This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull.  It has twenty-seven external slots, but no internal slots.  Stealth is very low, but structure and speed are average.  This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a Basic Shipyard, an Energy Compressor and a Controlled Energy Focusing Array at the planet where it is formed.'''

SH_QUANTUM_ENERGY
Quantum Energy Hull

SH_QUANTUM_ENERGY_DESC
'''This hull magnifies quantum energy fluctuations to increase its own power.  It has seven external slots and three internal slots.  Speed and structure are very high, but stealth is very low.  This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.

Requires a Basic Shipyard, an Energy Compressor and a Controlled Energy Focusing Array at the planet where it is formed.'''

SH_SOLAR
Solar Hull

SH_SOLAR_DESC
'''This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility.  All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to stealth.  This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull.  Structure is extremely high, but speed and stealth are very low.  However, this ship has the ability to enter a star and hide, giving it perfect stealth on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star.  This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.

Requires a Basic Shipyard, an Energy Compressor and a Solar Containment Unit at the planet where it is built.'''

SH_STANDARD
Standard Hull

SH_STANDARD_DESC
'''Basic interstellar hull.

Requires a Basic Shipyard and an Orbital Drydock at the planet where it is Constructed.'''

SH_XENTRONIUM
Xentronium Hull

SH_XENTRONIUM_DESC
A hull constructed primarily with xentronium.  Though small, it has extremely high max structure.

SH_COLONY_BASE
Colony Base Hull

SH_COLONY_BASE_DESC
A hull designed to create a colony on another planet in system.  It cannot move between systems or move quickly in-system.
