Polski
# This is the Polish String Table file for FreeOrion
#
# Translate this file to other languages.
#
# Notes: to avoid potential conflict with functional keys in other files, do not
# make any stringtable keys beginning with "FUNCTIONAL_".
# New Sitreps priorities should be added to
# `default/customizations/common_user_customizations.txt`.
# semi-randomly collected characters to force font code page loading
# 肛門オーガズム
# åřžßąłżęЗыдШит
# 를와ẵừổ
# جامعة
# یای مجهو
##
## Common phrases
##
OK
OK
APPLY
Zastosuj
CANCEL
Anuluj
DONE
Gotowe
SAVE
Zapisz
DELETE
Skasuj
OPEN
Open
OR
lub
YES
Tak
NO
Nie
# Used as a placeholder for unexpanded content in the combat log window.
ELLIPSIS
...
EMPIRE
Imperium
PLAYER
Gracz
HUMAN_PLAYER
Człowiek
AI_PLAYER
SI
ADD_AI_PLAYER
Dodaj SI
OBSERVER
Obserwator
MODERATOR
Moderator
NO_PLAYER
Nikt
NO_PLAYERS
Brak graczy
NO_EMPIRE
Brak Imperium
DROP_PLAYER
Porzuć
ALL
Wszyscy
NONE
Nic
RENAME
Zmień nazwę
ENTER_NEW_NAME
Wprowadź nową nazwę
NOTHING_VALUE_SYMBOL
--
UNKNOWN_VALUE_SYMBOL
?
UNKNOWN_VALUE_SYMBOL_2
???
ERROR
Błąd
RESET
Reset
NEXT
Następny
BACK
Wstecz
LAST
Ostatni
PAUSE
Pauza
PAUSED
Wstrzymany
RESUME
Powtórz
DIFFICULTY
Trudność
X
X Position
Y
Y Position
INVALID_POSITION
Nieznana pozycja
# Name for a newly created general purpose fleet.
# %1% represents a unique number.
NEW_FLEET_NAME
Nowa flota %1%
# Name for a newly created general purpose fleet when no uniqe number could be
# created.
NEW_FLEET_NAME_NO_NUMBER
Nowa flota
# Name for a newly created monster-only fleet.
# %1% represents a unique number.
NEW_MONSTER_FLEET_NAME
Stado %1%
# Name for a newly created colony-only fleet.
# %1% represents a unique number.
NEW_COLONY_FLEET_NAME
Flota kolonii %1%
# Name for a newly created reconnaissance-only fleet.
# %1% represents a unique number.
NEW_RECON_FLEET_NAME
Flota zwiadowców %1%
# Name for a newly created troop carrier only fleet.
# %1% represents a unique number.
NEW_TROOP_FLEET_NAME
Flota piechoty %1%
# Name for a newly created bomber only fleet.
# %1% represents a unique number.
NEW_BOMBARD_FLEET_NAME
Flota bombowców %1%
# Name for a newly created combat group group fleet. This includes battleships,
# bombers and troop carriers.
# %1% represents a unique number.
NEW_BATTLE_FLEET_NAME
Battle Fleet %1%
# Name for a newly created planet.
# Suffix bears some explanation:
# - Planets are grouped for asteroids and non-asteroids.
# - Suffix is a roman numeral, with additional rules for asteroids.
# - The roman numeral is a rank for proximity to the center of the system,
# in relation to other planets in the same group.
# - For asteroids, the suffix starts with a localized NEW_ASTEROIDS_SUFFIX.
# If any other asteroids are in the system, the roman numeral is appended.
# %1% name of the system this planet is created in.
# %2% suffix for this planet
NEW_PLANET_NAME
%1% %2%
# The label pre-pended to a new asteroids naming suffix
NEW_ASTEROIDS_SUFFIX
[[PT_ASTEROIDS]]
EMPTY_SPACE
Głęboka przestrzeń
UNEXPLORED_REGION
Niezbadany region
UNEXPLORED_SYSTEM
Niezbadany system
NOT_APPLICABLE
Nie dotyczy
BOMBER
Bombowiec
INTERCEPTOR
Myśliwiec przechwytujący
DEFAULT_EMPIRE_NAME
Ziemskie imperium
DEFAULT_PLAYER_NAME
Człowiek
MONSTER
Potwór
PASSED
(PASSED)
FAILED
(FAILED)
ALL_OF
Wymagania wstępne:
ANY_OF
Dowolny z warunków:
DUMP
Zrzut danych do debugowania
UNOWNED
Niczyje
NOWHERE
Nie może być produkowane
# Prefix to use for menu items that will open a pedia entry
POPUP_MENU_PEDIA_PREFIX
'''Help: '''
##
## Major errors
##
ERROR_SOUND_INITIALIZATION_FAILED
'''OpenAL audio system initialization failed.
Sprawdź logi by uzyskać bardziej szczegółowe informacje.
'''
# Used as a prefix for the FORMAT_LIST_[1-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_PLURAL_HEADER
There are:
# Used as a prefix for the FORMAT_LIST_0_ITEMS translation entry.
FORMAT_LIST_DEFAULT_SINGLE_HEADER
There is one:
FORMAT_LIST_DEFAULT_EMPTY_HEADER
There are none.
# Used as a prefix for the FORMAT_LIST_[0-MANY]_ITEMS translation entries.
FORMAT_LIST_DEFAULT_DUAL_HEADER
There are:
FORMAT_LIST_0_ITEMS
%1%
FORMAT_LIST_1_ITEMS
%1% %2%.
FORMAT_LIST_2_ITEMS
%1% %2% 1 %3%.
FORMAT_LIST_3_ITEMS
%1% %2%, %3% 1 %4%.
FORMAT_LIST_4_ITEMS
%1% %2%, %3%, %4% 1 %5%.
FORMAT_LIST_5_ITEMS
%1% %2%, %3%, %4%, %5% 1 %6%.
FORMAT_LIST_6_ITEMS
%1% %2%, %3%, %4%, %5%, %6% 1 %7%.
FORMAT_LIST_7_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7% 1 %8%.
FORMAT_LIST_8_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8% 1 %9%.
FORMAT_LIST_9_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9% 1 %10%.
FORMAT_LIST_10_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10% 1 %11%.
FORMAT_LIST_MANY_ITEMS
%1% %2%, %3%, %4%, %5%, %6%, %7%, %8%, %9%, %10%, %11% ...
##
## Predefined Ship Designs (located in default/scripting/ship_designs/)
##
SD_CARRIER
Escort Carrier
SD_CARRIER_DESC
Lotniskowiec zaprojektowany do obrony innych uzbrojonych statków i wyposażony w eskadrę myśliwców przechwytujących.
SD_CARRIER_2
Fleet Carrier
SD_CARRIER_2_DESC
Lotniskowiec zaprojektowany do działań ofensywnych floty z eskadrami bombowców i mass drivers.
SD_SCOUT
Statek do rozpoznania i eksploracji
SD_SCOUT_DESC
Mały i tani nieuzbrojony statek przeznaczony do rozpoznania i eksploracji. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_2
Statek do rozpoznania i eksploracji z radarem
SD_SCOUT_2_DESC
Mały i tani nieuzbrojony statek wyposażony w [[metertype METER_DETECTION]] i przeznaczony do rozpoznania i eksploracji. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_3
Statek do rozpoznania i eksploracji wyposażony w skaner
SD_SCOUT_3_DESC
Mały i tani nieuzbrojony statek wyposażony w [[metertype METER_DETECTION]] i przeznaczony do rozpoznania i eksploracji. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_SCOUT_4
Statek do rozpoznania i eksploracji z sensorem
SD_SCOUT_4_DESC
Mały i tani nieuzbrojony statek wyposażony w [[metertype METER_DETECTION]] i przeznaczony do rozpoznania i eksploracji. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ENG_SCOUT
Statek do rozpoznania i eksploracji ze skanerem energetycznym
SD_ENG_SCOUT_DESC
Mały i szybki nieuzbrojony statek przeznaczony do rozpoznania i eksploracji. [[SHIPDESIGN_DETECTION_RESEARCH_TIPS]] [[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]
SD_SMALL_MARK_1
Korweta M
SD_SMALL_MARK1_DESC
Mały i tani statek z napędem energetycznym. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_MARK_1
Fregata Ms
SD_MARK1_DESC
Podstawowa fregata statek z napędem energetycznym. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_1
Krążownik Ms
SD_LARGE_MARK1_DESC
Krążownik przystosowany został do niezależnego działania na dużych odległościach wraz z udoskonalonymi laserami i pancerzem. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_2
Krążownik Lz
SD_LARGE_MARK2_DESC
Krążownik przystosowany został do niezależnego działania na dużych odległościach. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_3
Destroyer Ms
SD_LARGE_MARK3_DESC
Destroyer equipped for fleet actions. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_LARGE_MARK_4
Destroyer Lz
SD_LARGE_MARK4_DESC
Destroyer equipped for fleet actions with improved lasers and armor. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ROBOTIC_OUTPOST
Robotic Outpost
SD_ROBOTIC_OUTPOST_DESC
Can establish outposts on faraway worlds.
SD_ROBO_FLUX_SCOUT
Statek do rozpoznania i eksploracji flux
SD_ROBO_FLUX_SCOUT_DESC
Fast scouting hull with some stealth abilities
SD_ROBO_FLUX_TROOPS
Flux Troops
SD_ROBO_FLUX_TROOPS_DESC
Fast troop carrier
SD_ROBO_FLUX_TROOPS_HVY
Flux Heavy Troops
SD_ROBO_FLUX_TROOPS_HVY_DESC
Fast advanced troop carrier
SD_ROBOTIC1
Robokrążownik Mfs
SD_ROBOTIC1_DESC
Krążownik przewidziany dla floty i niezależnych akcji. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC2
Destroyer Mfs DG
SD_ROBOTIC2_DESC
Robotic hull equipped for fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC3
Robocruiser Lzi
SD_ROBOTIC3_DESC
Robotic ship equipped for long range independent action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER1
Fleet Carrier MBs
SD_ROBOTIC_CARRIER1_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER2
Fleet Carrier LBz
SD_ROBOTIC_CARRIER2_DESC
Attack Carrier designed for fleet action. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_ROBOTIC_CARRIER3
Escort Carrier MIs
SD_ROBOTIC_CARRIER3_DESC
Escort Carrier designed for convoy and picket duties. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]
SD_GRAVITATING1
Battleship Pfd DS
SD_GRAVITATING1_DESC
Self-gravitating battleship equipped for large fleet actions. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_GRAVITATING2
Battleship Dfx BS
SD_GRAVITATING2_DESC
Large state-of-art battleship armed and protected with top technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_ROBO_TITAN1
Dreadnaught
SD_ROBO_TITAN1_DESC
Large state-of-art battleship armed and protected with the latest technology. Priced accordingly. [[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]
SD_AST_1
Rock Destroyer (L)
SD_AST_1_DESC
Asteroid hull designed for fleet action. [[BLD_SHIPYARD_BASE_AST_REQUIRED]]
SD_COLONY_SHIP
Colony Ship
SD_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_THREE_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_CRYONIC_COLONY_SHIP
Cryonic Colony Ship
SD_CRYONIC_COLONY_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY]]. [[MIN_POPULATION_THREE_REQUIRED]], with a [[buildingtype BLD_SHIPYARD_BASE]].
SD_OUTPOST_SHIP
Outpost Ship
SD_OUTPOST_SHIP_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_ORG_OUTPOST_SHIP
Organic Outpost Ship
SD_ORG_OUTPOST_SHIP_DESC
Unarmed organic vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]]. [[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]
SD_COLONY_BASE
Colony Base
SD_COLONY_BASE_DESC
Unarmed vessel capable of creating a [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_THREE_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_CRYONIC_COLONY_BASE
Cryonic Colony Base
SD_CRYONIC_COLONY_BASE_DESC
Unarmed vessel capable of creating a large [[SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM]]. [[MIN_POPULATION_THREE_REQUIRED]]. [[SHIPDESIGN_NO_TRAVEL]]
SD_OUTPOST_BASE
Outpost Base
SD_OUTPOST_BASE_DESC
Unarmed vessel [[SHIPDESIGN_OUTPOSTS_CAPACITY]] in the system where it is produced. [[SHIPDESIGN_NO_TRAVEL]]
SD_BASE_DECOY
Comsat
SD_BASE_DECOY_DESC
Bezzałogowy satelita, który może uruchamiać planetarne systemy obrony nawet przed biernymi wrogami, poza tym nic nie robi poza pozostawaniem w ogniu wroga. Może być zbudowany na dowolnej planecie skolonizowanej przez gatunki stoczniowe, nie wymaga [[buildingtype BLD_SHIPYARD_BASE]].
SD_TROOP_DROP
Statek piechoty
SD_TROOP_DROP_DESC
Przewozi brygadę naziemnej [[SHIPDESIGN_PLANET_INVASION]] w tym samym systemie.
SD_TROOP_DROP_HVY
Zaawansowany statek piechoty
SD_TROOP_DROP_HVY_DESC
Przewozi brygadę zaawansowanej naziemnej [[SHIPDESIGN_PLANET_INVASION]] w tym samym systemie.
SD_SMALL_TROOP_SHIP
Mały statek piechoty
SD_SMALL_TROOP_SHIP_DESC
Przewozi brygadę naziemnej [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_TROOP_SHIP
Statek piechoty
SD_TROOP_SHIP_DESC
Przewozi 3 brygady naziemnej [[SHIPDESIGN_PLANET_INVASION]]. [[BLD_SHIPYARD_BASE_REQUIRED]]
SD_DRAGON_TOOTH
Dragon Tooth
SD_DRAGON_TOOTH_DESC
Starożytny projekt statku z zaawansowaną bronią i systemami obronnymi. [[BLD_SHIPYARD_BASE_REQUIRED]]
##
## Monsters
##
SM_MONSTER
Potwór
SM_KRILL_1
Mały rój kryli
SM_KRILL_1_DESC
[[SM_KRILL_MACRO_1]]. Choć zwykle nie są agresywne, ich liczba, nawet niska, stwarza zagrożenie dla nawigacji i blokowania dostaw. [[SM_KRILL_MACRO_2]]
SM_KRILL_2
Średni rój kryli
SM_KRILL_2_DESC
[[SM_KRILL_MACRO_1]]. Choć zazwyczaj nie są agresywne, ich rosnąca liczba stwarza zagrożenie dla nawigacji i blokowania dostaw. [[SM_KRILL_MACRO_2]]
SM_KRILL_3
Duży rój kryli
SM_KRILL_3_DESC
[[SM_KRILL_MACRO_1]]. Gdy są w wystarczającej liczbie, zaczynają być agresywne wobec statków. [[SM_KRILL_MACRO_2]]
SM_KRILL_4
Plaga kryli
SM_KRILL_4_DESC
[[SM_KRILL_MACRO_1]]. Zachowanie Krill radykalnie się zmienia, gdy osiągnięta zostaje krytyczna populacja-- w granicach 10 milionów. Zwykły kapryśny kril staje się nieznośny, ba... agresywny i niszczy statki i struktury orbitalne. [[SM_KRILL_MACRO_2]]
SM_TREE
Las Dysona
SM_TREE_DESC
"Las" składający się z wielu "drzew" urodzonych w przestrzeni kosmicznej z gałęziami nitkowatymi. Drzewa rozmnażają się i ustawiają się w bąblu w odpowiedniej odległości wokół gwiazdy gospodarza. Lasy Dysona stanowią zagrożenie dla żeglugi, a wraz z upływem czasu rozszerzają się i stają się trudniejsze do wyeliminowania. Jeśli nie zostaną zniszczone, będą okresowo wysyłać ziarno przez trasy gwiez\dne w celu kolonizacji innych systemów gwiezdnych. Nasiono [[SM_TREE]] jest znane [[predefinedshipdesign SM_FLOATER]], może być trudne do wyszukania.
SM_FLOATER
Pływak
SM_FLOATER_DESC
Objęte gazem worki bulwiaste dryfujące przez przestrzeń, wysłane jako nasienie przez [[predefinedshipdesign SM_TREE]] , aby odnaleźć nowy las wokół innych gwiazd. Zwykle zaleca się jak najszybsze zniszczenie [[SM_FLOATER]]. Są jednak małe i trudne do wykrycia; Na ogół wymaga to technologii [[tech SPY_DETECT_2]].
SM_DRAGON
Vacuum Dragon
SM_DRAGON_DESC
A terrifying giant monster that prowls space for prey, wreaking havoc on populated areas.
SM_DRONE
Dron
SM_DRONE_DESC
Narzędzie zapomnianej wojny, które wciąż wypełnia pierwotny cel stworzenia: automatyczny atak każdego statku, który znajduje się w zasięgu strzału.
SM_DRONE_FACTORY
Fabryka dronów
SM_DRONE_FACTORY_DESC
Obiekt produkcyjny zbudowany w dawno zapomnianej wojnie do obrony odeszłych już twóców. To niesamowite, że mimo upływu lat wciąż działa i pomału produkuje drony myśliwce.
SM_GUARD_0
Maintenance Ship
SM_GUARD_0_DESC
An unmanned ship programmed by the Precursors to maintain the starlane entries of the system. It is armed only lightly, but will attack all intruders.
SM_GUARD_1
Sentry
SM_GUARD_1_DESC
A small unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_2
Sentinel
SM_GUARD_2_DESC
An unmanned guard ship [[SM_GUARD_MACRO]].
SM_GUARD_3
Warden
SM_GUARD_3_DESC
A powerful unmanned guard ship [[SM_GUARD_MACRO]].
SM_KRAKEN_1
Larval Kraken
SM_KRAKEN_1_DESC
'''In the larval form, a cautious and relatively harmless type of spaceborne fauna. Its natural prey is the krill swarm. A well-fed larval kraken may grow into a larger and more dangerous adult form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_2
Kraken
SM_KRAKEN_2_DESC
'''A formidable medium-weight space monster. Its natural prey is the krill swarm. A well-fed kraken may grow into an even larger and more dangerous form.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_KRAKEN_3
Great Kraken
SM_KRAKEN_3_DESC
'''A formidable and very tough space monster.
[[SM_KRAKEN_ENVIRONMENT]]'''
SM_WHITE_KRAKEN
White Kraken
SM_WHITE_KRAKEN_DESC
The White Kraken is a white-colored prehistoric ancestor of the Kraken Space Monster.
SM_BLACK_KRAKEN
Black Kraken
SM_BLACK_KRAKEN_DESC
'''A powerful, unnatural-seeming space monster.
Black Kraken are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their population.'''
SM_SNOWFLAKE_1
Small Snowflake
SM_SNOWFLAKE_1_DESC
'''A small and harmless space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_2
Snowflake
SM_SNOWFLAKE_2_DESC
'''A light-weight space monster with exceptional vision.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_SNOWFLAKE_3
Large Snowflake
SM_SNOWFLAKE_3_DESC
'''A formidable light-weight space monster.
[[SM_SNOWFLAKE_ENVIRONMENT]]'''
SM_PSIONIC_SNOWFLAKE
Psionic Snowflake
SM_PSIONIC_SNOWFLAKE_DESC
'''A monster with the power to neutralize the minds of organic beings.
Psioniczne płatki śniegu są bioenginerowymi potworami kosmicznymi o niebezpiecznej broni i zdolnością do przejęcia kontroli nad statkami z załogami. Potrzebna jest potężna flota, aby z nimi walczyć. Szukają i atakują statki kosmiczne wroga, zmuszając załogi narażone na atak psychiczny, aby porzucić imperium. Mają także bezpośredni atak na populację planet.'''
SM_JUGGERNAUT_1
Small Juggernaut
SM_JUGGERNAUT_1_DESC
'''A formidable heavy-weight space monster with some protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_2
Juggernaut
SM_JUGGERNAUT_2_DESC
'''A formidable heavy-weight space monster with moderate protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_JUGGERNAUT_3
Large Juggernaut
SM_JUGGERNAUT_3_DESC
'''A formidable heavy-weight space monster with powerful protective shielding.
[[SM_JUGGERNAUT_ENVIRONMENT]]'''
SM_BLOATED_JUGGERNAUT
Bloated Juggernaut
SM_BLOATED_JUGGERNAUT_DESC
'''A massive, sickly-looking space monster.
Bloated Juggernauts are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A powerful fleet and good [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out planets with visible buildings and attack their population.'''
SM_CLOUD
Space Cloud
SM_CLOUD_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_ASH
Kosmiczny wulkan
SM_ASH_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_DIM
Dimensional Drifter
SM_DIM_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_VOID
Behemoth of the Void
SM_VOID_DESC
A nebulous creature that adds [[metertype METER_STEALTH]] to random planets.
SM_SNAIL
Asteroid Snail
SM_SNAIL_DESC
A timid monster, feeding on minerals. Its shell strongly resembles a normal asteroid, increasing its [[metertype METER_STEALTH]] if it can hide inside an asteroid belt.
SM_DAMPENING_CLOUD
Dampening Cloud
SM_DAMPENING_CLOUD_DESC
A cosmic cloud of highly energetic particles that has gained some form of sentience. It is repelled by the energy signatures of populated colonies. It is nonetheless highly attracted to reserves of potential energy, and will steal the [[metertype METER_FUEL]] from vessels in the system.
SM_ACIREMA_GUARD
Acirema Guard Ship
SM_ACIREMA_GUARD_DESC
An unmanned armed ship built by the Acirema, standing guard over the system.
SM_EXP_OUTPOST
Experiment Zero
SM_EXP_OUTPOST_DESC
'''An ancient creation of the Experimentors that reduces [[metertype METER_SHIELD]] and [[encyclopedia DAMAGE_TITLE]].
Experiment Zero was sent to this galaxy to guard the outpost of the Experimentors with its unique abilities. While it does not attack ships directly, it fills the whole system with quadrillions of diminutive units, hampering enemy shields and weapons to the point that all but the very best equipment will be ineffective.'''
SM_COSMIC_DRAGON
Cosmic Dragon
SM_COSMIC_DRAGON_DESC
'''A fearsome space monster with the power to destroy entire star systems.
Cosmic Dragons are bioengineered space monsters, incredibly tough, with dangerous weapons and high [[metertype METER_STEALTH]]. A very powerful fleet with high [[encyclopedia DETECTION_TITLE]] will be needed to track them down. They seek out and attack inhabited planets, and are able to vaporise entire star systems if left alone.'''
##
## Fields
##
FLD_ION_STORM
Burza jonowa
FLD_ION_STORM_DESC
Wir magnetyczny relatywistycznych naładowanych cząstek, które mogą intereferować w czujniki i przesłaniać wszystkie obiekty w zasiegu czujników. Wszystkie obiekty wewnątrz burzy mają zwiększone [[metertype METER_STEALTH]] do 40, ale zmniejszone [[metertype METER_DETECTION]] do 40.
FLD_MOLECULAR_CLOUD
Molecular Cloud
FLD_MOLECULAR_CLOUD_DESC
Diffuse cloud of complex molecules that disrupts ship shielding. All ships have their [[metertype METER_SHIELD]] decreased by 15.
FLD_NEBULA_1
Nebula
FLD_NEBULA_1_DESC
Cloud of hydrogen gas that could coalesce to form a new star.
FLD_NEBULA_2
[[FLD_NEBULA_1]]
FLD_NEBULA_2_DESC
[[FLD_NEBULA_1_DESC]]
FLD_SUBSPACE_RIFT
Scissor Rift
FLD_SUBSPACE_RIFT_DESC
Violent and destructive tear in spacetime which rapidly collapses. Pulls in and devours ships, systems, and planets that are caught within its area, although ships may be able to escape if moving quick enough.
FLD_ACCRETION_DISC
Accretion Disc
FLD_ACCRETION_DISC_DESC
An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1.
##
## Predefined starting fleets
##
FN_BATTLE_FLEET
Flota wojenna
FN_SCOUT_FLEET
Flota zwiadowców
FN_COLONY_FLEET
Flota kolonii
MONSTERS
Potwory
##
## Status update messages
##
RETURN_TO_INTRO
Powrót do głównego menu.
SERVER_WONT_START
Nie można uruchomić serwera.
SERVER_TIMEOUT
Serwer nie odpowiada.
SERVER_LOST
Utracono połączenie z serwerem.
PLAYER_DISCONNECTED
Gracz %1% utracił połączenie z serwerem.
SERVER_SAVE_INITIATE_ACK
Zapisywanie...
# %1% save game file path as requested by the client.
# %2% save game file size in bytes.
SERVER_SAVE_COMPLETE
Zapisano %2% bajtów do pliku: %1%
INVALID_CLIENT_SAVE_DATA_RECEIVED
Serwer odebrał nieprawidłowe dane zapisywania klienta. Niektóre mogą być ignorowane.
NON_HOST_SAVE_REQUEST_IGNORED
Serwer otrzymał od swojego klienta nieprawidłową prośbę o zapisanie gry. Nie jesteś gospodarzem, więc nie możesz zapisać gry.
UNABLE_TO_WRITE_CONFIG_XML
Wystąpił błąd podczas zapisywania pliku config.xml. Nie można zapisać opcji.
UNABLE_TO_READ_CONFIG_XML
Błąd podczas odczytywania pliku config.xml. Wykorzystywane są opcje domyślne.
UNABLE_TO_READ_PERSISTENT_CONFIG_XML
Wystąpił błąd podczas próby odczytu opcjonalnego pliku persistent_config.xml (do przewidzenia, jeśli nie istnieje).
UNABLE_TO_WRITE_SAVE_FILE
Błąd podczas zapisywania stanu gry.
UNABLE_TO_READ_SAVE_FILE
Błąd podczas odczytywania stanu gry.
UNABLE_TO_SAVE_NOW_TRY_AGAIN
Nie można zapisać podczas rozgrywki SI. Spróbuj ponownie, gdy SI skończy turę.
SAVE_GAME_IN_PROGRESS
Zapis gry w trakcie.
ABORT_SAVE_AND_RESET
Wyjdź do głównego menu bez zpaisywania.
ABORT_SAVE_AND_EXIT
Wyjdź z FreeOrion bez zapisywania.
EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS
Nie kontrolujesz imperium i nie możesz wydawać rozkazów.
ORDERS_FOR_WRONG_EMPIRE
Rozkazy zostały wysłane do imperium, którego nie kontrolujesz.
SERVER_ALREADY_HOSTING_GAME
Ten serwer już jest gospodarzem gry.
SERVER_UNABLE_TO_SELECT_HOST
Serwer nie mógł wybrać nowego gospodarza.
SERVER_FOUND_NO_ACTIVE_PLAYERS
Nie można stworzyć gry bez aktywnych graczy.
SERVER_UNIVERSE_GENERATION_ERRORS
Generacja wszechświata zakończona błędami. Szczegółowe komunikaty o błędach są w plikach dziennika. Gra może się rozpocząć, ale rozgrywka będzie prawdopodobnie słabo rozwinięta.
SERVER_TURN_EVENTS_ERRORS
Skrypt Python wykonywana zdarzeń zawiódł. Szczegółowe komunikaty o błędach można znaleźć w plikach dziennika. Gra może być kontynuowana, jednakże rozgrywka będzie prawdopodobnie słabo rozwinięta.
ERROR_PYTHON_AI_CRASHED
SI Pythona dla %1% się zepsuło.
ERROR_PLAYER_NAME_ALREADY_USED
Imię gracza %1% w użyciu.
##
## Command-line and options database entries
##
COMMAND_LINE_USAGE
'''Sposób użycia: '''
COMMAND_LINE_DEFAULT
'''Domyślne: '''
OPTIONS_DB_HELP
Wyświetl ten tekst pomocniczy.
OPTIONS_DB_VERSION
Zapisz wersję i wyjdź.
OPTIONS_DB_SINGLEPLAYER
Uruchom serwer w trybie hosta pojedynczego gracza. To tylko pozwala klientom na nawiązanie połączenia przez localhost.
OPTIONS_DB_GENERATE_CONFIG_XML
Używa ustawień z obecnego pliku config.xml o ile taki istnieje oraz tych podanych z linii komend do wygenerowania nowego pliku config.xml. Ta operacja nadpisze obecny plik config.xml, jeśli istnieje.
OPTIONS_DB_VERSION_STRING
Sprawdza wersję FreeOrion, dla której został wygenerowany plik config.xml. Plik Config.xml dla różnych wersji będzie zignorowany.
OPTIONS_DB_RENDER_SIMPLE
Zmienia opcje renderowania mapy i GUI w celu zwiększenia szybkości odświeżania i zmniejszenia wykorzystania renderingu procesora. Przydatne do konfiguracji wykorzystujących slabsze karty graficzne, bez konieczności dostosowywania każdego z ustawień z osobna.
OPTIONS_DB_SOUND_ON
Aktywuje dźwięk w grze.
OPTIONS_DB_MUSIC_ON
Aktywuje muzykę w grze.
OPTIONS_DB_BG_MUSIC
Wybiera ścieżkę dźwiękową odtwarzaną w tle.
OPTIONS_DB_FULLSCREEN
Uruchamia grę na pełnym ekranie.
OPTIONS_DB_FAKE_MODE_CHANGE
'''Nie zmienia rozdzielczości ekranu. Generuję grę do buforu z żądaną rozdzielczością i skaluje bufor, aby wypełnić ekran zamiast tego. Pozwala uniknąć niektórych problemów z prawdziwymi zmianami trybu ekranu, które pojawiają się na linuksie.'''
OPTIONS_DB_FULLSCREEN_MONITOR_ID
Wybierz monitor, który ma być używany w trybie pełnoekranowym. Podstawowy monitor powinien mieć wartość 0. Może wymagać ponownego uruchomienia, aby zacząć działać.
OPTIONS_DB_UI_SAVE_DIALOG_COLUMNS
'''List the columns to show in the save file dialog, separated by commas.
Valid columns: czas, turn, player, imperium, systems, seed, galaxy_age, galaxy_shape, planet_freq, native_freq, specials_freq, starlane_freq'''
OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_WIDE_AS
If UI.save-file-dialog.[name].wide-as is set, the column will always be wide enough to contain the text there.
OPTIONS_DB_UI_SAVE_DIALOG_COLUMN_STRETCH
If UI.save-file-dialog.[name].stretch is set, the column will get that stretch factor if visible.
OPTIONS_DB_GALAXY_MAP_GAS
Rysowanie substancji gazowych wokół systemów planetarnych w celu nadania kształtu galktyce. W starszych systemach może spowolnić rysowanie.
OPTIONS_DB_GALAXY_MAP_STARFIELDS
Rysowanie pól gwiazd wokół systemów planetarnych. W starszych systemach może spowolnić rysowanie.
OPTIONS_DB_GALAXY_MAP_SCALE_LINE
Pokaż linię skali dla odległości wszechświata na mapie galaktyki.
OPTIONS_DB_GALAXY_MAP_SCALE_CIRCLE
Pokaż skalę mapy również jako okrąg wyśrodkowany na aktualnie wybranym Systemie (tylko w przypadku, gdy wyświetlona jest linia skali).
OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER
Włącza / wyłącza pokazanie suwaka powiększenia na mapie galaktyk.
OPTIONS_DB_UI_GALAXY_MAP_POPUP
Włącza / wyłącza wyświetlanie menu podręcznego wywoływanego prawym przyciskiem myszy na mapie galaktyk.
OPTIONS_DB_UI_HIDE_MAP_PANELS
Określa, czy panele: raportu sytuacyjnego, pedia itp. są tymczasowo ukrywane podczas otwierania okna produkcyjnego i ponownie otwierane podczas zamykania okna produkcyjnego.
OPTIONS_DB_STARLANE_THICKNESS
Ustawia szerokość renderowania tras gwiezdnych w pikselach.
OPTIONS_DB_STARLANE_CORE
Mnożnik szerokości dla 'głównych' tras gwiezdnych imperium.
OPTIONS_DB_RESOURCE_STARLANE_COLOURING
Określa, czy kolor tras gwiezdnych ma kolory imperium, jeśli imperium może wymieniać zasoby wzdłuż trasy gwiezdnej.
OPTIONS_DB_UNOWNED_STARLANE_COLOUR
Ustawia domyślny kolor trasy gwiezdnej.
OPTIONS_DB_FLEET_SUPPLY_LINES
Włącza możliwość pokazywania linii zaopatrzenia floty kolorami przeznaczonymi dla imperium.
OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH
Określa szerokość rysowanych linni zaopatrzenia floty.
OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING
Ustawia w jakiej odległości od siebie renderować punkty dla linii dostaw floty.
OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE
Ustawia jak szybko renderować punkty linii dostaw floty.
OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE
Określa, czy pokazywać okręgi wokół obiektów, wskazując ich zakres wykrywania na mapie galaktyk.
OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE_OPACITY
Ustawia przezroczystość okręgu wykrywania.
OPTIONS_DB_FORCE_EXTERNAL_SERVER
Wymuś uruchomienie klienta jako gościa, nawet jeśli jest gospodarzem gry w sieci lokalnej, pojedynczego gracza, etc.
OPTIONS_DB_EXTERNAL_SERVER_ADDRESS
Adres do połączenia z zewnętrznym serwerem. Jeśli aktywne, ten klient będzie menadżerem w grze.
OPTIONS_DB_MP_HOST_ADDRESS
Adres do łączenia się podczas dołączania do gry wieloosobowej.
OPTIONS_DB_MP_PLAYER_NAME
Nazwa gracza do wykorzystania podczas gry gospodarzem lub przystępując do gry wieloosobowej.
OPTIONS_DB_UI_MAIN_MENU_X
Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej szerokości okna aplikacji.
OPTIONS_DB_UI_MAIN_MENU_Y
Pozycja centrum głównego menu na ekranie startowym, jako część całkowitej wysokości okna aplikacji.
OPTIONS_DB_APP_WIDTH
Sets horizontal app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.
OPTIONS_DB_APP_HEIGHT
Sets vertical app resolution in fullscreen mode. Options are determined by the rendering plugin, and may not match the actual monitor size.
OPTIONS_DB_APP_WIDTH_WINDOWED
Sets horizontal resolution in windowed mode.
OPTIONS_DB_APP_HEIGHT_WINDOWED
Sets vertical resolution in windowed mode.
OPTIONS_DB_APP_LEFT_WINDOWED
Sets horizontal position in windowed mode. Relative to primary monitor left.
OPTIONS_DB_APP_TOP_WINDOWED
Sets vertical position in windowed mode. Relative to primary monitor top.
OPTIONS_DB_SHOW_FPS
Aktywuje/dezaktywuje wyświetlanie klatek.
OPTIONS_DB_LIMIT_FPS
Aktywuje/dezaktywuje limit wyświetlania klatek. Limit jest ustawiany w opcji Maksymalna liczba klatek.
OPTIONS_DB_MAX_FPS
Ustawia limit klatek. Jest połączone z opcją Maksymalna liczba klatek.
OPTIONS_DB_LIMIT_FPS_NO_FOCUS
Aktywuje/dezaktywuje limit wyświetlania klatek dla partii obrazu wyświetlanych na drugim planie.
OPTIONS_DB_MAX_FPS_NO_FOCUS
Aktywuje/dezaktywuje limit maksymalnego wyświetlania klatek dla partii obrazu wyświetlanych na drugim planie.
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_NEWTURN_TOGGLE
Toggle to play a sound on the start of a new turn.
OPTIONS_DB_UI_SOUND_NEWTURN_FILE
The sound file played at start of a new turn, if enabled.
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_FONT
Sets UI font resource file.
OPTIONS_DB_UI_FONT_BOLD
Sets UI bold 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
Ustala kolor tekstu.
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
Ustala kolor tła kontrolek.
OPTIONS_DB_UI_CTRL_BORDER_COLOR
Ustala kolor obramowania kontrolek.
OPTIONS_DB_UI_STATE_BUTTON_COLOR
Ustala kolor przycisków stanu.
OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
Ustala kolor strzałek w listach rozwijanych
OPTIONS_DB_UI_EDIT_HILITE
Ustala kolor wyróżnienia w kontrolkach edycyjnych.
OPTIONS_DB_UI_STAT_INCREASE_COLOR
Ustala kolor podniesionych statystyk
OPTIONS_DB_UI_STAT_DECREASE_COLOR
Ustala kolor zmniejszonych statystyk
OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
Ustala kolor zewnętrznego obramowania.
OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
Ustala kolor wewnętrznego obramowania.
OPTIONS_DB_UI_KNOWN_TECH
Ustala kolor znanych technologii w drzewie technologii.
OPTIONS_DB_UI_KNOWN_TECH_BORDER
Ustala kolor tekstu i obramowania znanych technologii w drzewie technologii.
OPTIONS_DB_UI_RESEARCHABLE_TECH
Ustala kolor dostępnych technologii w drzewie technologii.
OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Ustawia tekst i kolor ramki badanych technologii w drzewie technologii.
OPTIONS_DB_UI_UNRESEARCHABLE_TECH
Ustawia kolor ramki niezbadanych technologii w drzewie technologii.
OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER
Ustawia tekst i kolor ramki niezbadanych technologii w drzewie technologii.
OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND
Ustawia kolor paska postępu badań w drzewie technologii.
OPTIONS_DB_UI_TECH_PROGRESS
Ustawia kolor tła postępu badań w drzewie technologii.
OPTIONS_DB_UI_TECH_TREE_STATUS_UNRESEARCHABLE
Stores the tech tree control filter unresearchable status.
OPTIONS_DB_UI_TECH_TREE_STATUS_HAS_RESEARCHED_PREREQ
Stores the tech tree control filter has researched prereq status.
OPTIONS_DB_UI_TECH_TREE_STATUS_RESEARCHABLE
Stores the tech tree control filter researchable status.
OPTIONS_DB_UI_TECH_TREE_STATUS_COMPLETED
Stores the tech tree control filter completed status.
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 scan-line shading over system icons.
OPTIONS_DB_UI_SYSTEM_FOG_SPACING
Sets spacing (in pixels) between fog of war scan-lines.
OPTIONS_DB_UI_SYSTEM_FOG_CLR
Sets the color of the scan-line shading over system icons.
OPTIONS_DB_UI_FIELD_FOG_CLR
Sets the color of the scan-line shading over field icons.
OPTIONS_DB_UI_PLANET_FOG_CLR
Sets the color of the scan-line shading over planet graphics on the sidepanel.
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_INNER_CIRCLE_WIDTH
Sets the line width of the inner system circle when the map is zoomed in.
OPTIONS_DB_UI_SYSTEM_OUTER_CIRCLE_WIDTH
Sets the line width of the outer system circle.
OPTIONS_DB_UI_SYSTEM_INNER_CIRCLE_MAX_WIDTH
Sets the line width of the inner system circle when the map is zoomed out.
OPTIONS_DB_UI_SYSTEM_CIRCLE_DISTANCE
Sets the distance (in pixels) between the inner and outer system circles at close zoom.
OPTIONS_DB_UI_SYSTEM_UNEXPLORED_OVERLAY
Show a different MapWindow mouseover overlay for systems that the player's empire has not yet explored.
OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR
Sets color 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_FLEET_WND_SCANLINE_CLR
Sets the color of the scan-line shading over ship/fleet graphics on the fleet window.
OPTIONS_DB_SHOW_FLEET_ETA
Pokazuj ETA floty (dla flot przemieszczających się) w oknie floty
OPTIONS_DB_SHOW_IDS_AFTER_NAMES
Show ids after object names
OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE
Sets size of system selection indicator, relative to system icon size.
OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS
Sets the rotation rate (in revolutions per minute) of animation of system selection indicator.
OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Sets size of system icons below which the fixed-size tiny icons will be shown.
OPTIONS_DB_UI_TOOLTIP_DELAY
Sets UI tooltip pop-up delay, in ms.
OPTIONS_DB_UI_TOOLTIP_LONG_DELAY
Sets UI tooltip pop-up delay for alternate pop-ups, in ms.
OPTIONS_DB_UI_ENC_SEARCH_ARTICLE
When searching the pedia, check for matches in article contents.
OPTIONS_DB_KEYPRESS_REPEAT_DELAY
Sets delay between holding a key and repeat keypresses being generated
OPTIONS_DB_KEYPRESS_REPEAT_INTERVAL
Ustawia opóźnienie pomiędzy powtórzeniem naciśnięć klawiszy podczas przytrzymywania klawiszy
OPTIONS_DB_MOUSE_REPEAT_DELAY
Ustawia opóźnienie między przytrzymaniem przycisku myszy i powtórzeniem generowanych kliknięć
OPTIONS_DB_MOUSE_REPEAT_INTERVAL
Ustawia opóźnienie pomiędzy wielokrotnym kliknięciem, podczas przytrzymywania przycisku myszy
OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS
Jeśli to prawda, kliknięcia wielu przycisków floty otworzy wiele okien flot jednocześnie. W przeciwnym razie otwarcie okna floty zamknie aktualnie otwarte okno floty.
OPTIONS_DB_UI_WINDOW_QUICKCLOSE
Zamknij otwarte okno floty, gdy klikniesz lewym przyciskiem myszy na mapie głównep.
OPTIONS_DB_UI_AUTO_REPOSITION_WINDOWS
Włącza lub automatycznie zmienia położenie okien, gdy zmienia się rozmiar aplikacji.
OPTIONS_DB_AUTO_ADD_SAVED_DESIGNS
Automatycznie dodaj wszystkie zapisane przez użytkownika statki do wzorów znanych dla imperium gracza, jeśli tylko ekran ShipDesign zostanie odwiedzony w turze 1.
OPTIONS_DB_DESIGN_PEDIA_DYNAMIC
W oknie Konstrukcji dynamicznie aktualizuj stronę projektu w pedii, podczas gdy nazwa projektu jest edytowana.
OPTIONS_DB_UI_SIDEPANEL_WIDTH
Ustawienie rozmiaru bocznego panelu systemu.
OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER
Ustawia rozmiar największych renderowanych planet obrotowych na panelu bocznym.
OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER
Ustawia rozmiar najmniejszych renderowanych planet obrotowych na panelu bocznym.
OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN
Określa, czy na panelu bocznym wyświetla się renderowane planety / asteroidy.
OPTIONS_DB_UI_QUEUE_WIDTH
Ustawia szerokość kolejek na ekranach badań i produkcji.
OPTIONS_DB_UI_PROD_QUEUE_LOCATION
Określa, czy wyświetla się miejsce produkcji dla elementów na kolejce produkcyjnej.
OPTIONS_DB_GAMESETUP_SEED
'''Ziarno użyte do losowego tworzenia galaktyki.
Galaktyki generowane z tymi samymi ustawieniami i tym samym materiałem siewnym będą identyczne.'''
OPTIONS_DB_GAMESETUP_STARS
'''Przybliżona liczba systemów w galaktyce, które mają zostać wygenerowane.
Dla równowagi gry należy używać 15 do 30 systemów na imperium.
Bardzo duża liczba systemów może spowodować, że FreeOrion będzie się przycinał, szczególnie w późniejszych etapach gry.'''
OPTIONS_DB_GAMESETUP_GALAXY_SHAPE
'''Kształt galaktyki.
Różne kształty będą powodować różne wyzwania taktyczne i strategiczne.'''
OPTIONS_DB_GAMESETUP_GALAXY_AGE
'''Wiek galaktytki.
W młodszych galaktykach będzie więcej jasnych gwiazd, starsze galaktyki będą miały więcej czarnych dziur i gwiazd neutronowych.'''
OPTIONS_DB_GAMESETUP_PLANET_DENSITY
'''Liczba planet na system w galaktyce.
'''
OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY
'''Liczba tras gwiezdnych w galaktyce.
Kiedy ustawisz na Niski, większość systemów zazwyczaj będzie mieć jedną lub dwie trasy gwiezdne. Gdy ustawisz na High, większość systemów będzie miała trasy gwiezdne łączące je z najbliższymi systemami w zasięgu 120uu.'''
OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY
'''The proportion of planets and systems containing Special Features.
Some Special Features are protected by Guardians left by Precursor species—only setting Monster Frequency to None will prevent these appearing if the game contains specials.
'''
OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY
'''The frequency of wandering monsters in the galaxy.
This setting affects wandering monsters but not Guardians generated by Special Features, however setting Monsters to None will remove all Guardians as well.'''
OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY
'''The frequency of natives in the galaxy.
Some natives can be technologically advanced and may create guard ships to protect their homeworlds, these will appear even if Monster Frequency is set to None.
'''
OPTIONS_DB_GAMESETUP_AI_MAX_AGGRESSION
'''Maksymalny poziom agresji graczy sterowanych SI.
Większość SI będzie na ustalonym poziomie, niektóre mogą znajdować się na następnym poziomie poniżej, wszyscy powinni przywitać się i określić swój poziom w oknie wiadomości podczas pierwszej kolejki..'''
OPTIONS_DB_GAMESETUP_EMPIRE_NAME
Podaj nazwę swojego imperium.
OPTIONS_DB_GAMESETUP_PLAYER_NAME
The name used in the game to represent the player in single player games.
OPTIONS_DB_GAMESETUP_EMPIRE_COLOR
Ustal kolor swojego imperium.
OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME
'''Domyślny gatunek twojego imperium.
To determinuje gatunek twojego świata oraz pierwszy statek kolonizacyjny, nie ma wpływu na planety w twoim imperium zasiedlone przez inne rasy.'''
OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS
'''Liczba oponentów SI w grze.
It is best to have at least one player for every 15-30 systems in the game, playing with more or fewer AIs than this can create balance problems.
Very high numbers of AIs may cause lag problems, especially later 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_UI_TECH_LAYOUT_ZOOM_SCALE
Dostosowuje skalę do powiększenia okna technologii.
OPTIONS_DB_UI_TECH_CTRL_ICON_SIZE
Adjusts the size of research screen controls, scaled with the text font size.
OPTIONS_DB_SAVE_DIR
Katalog, w którym są przechowywane zapisane gry, i z którego są ładowane. Ścieżki katalogów są relatywne do lokalizacji pliku wykonywalnego gry.
OPTIONS_DB_RESOURCE_DIR
Sets the root directory for the game resource files (game content and data files).
OPTIONS_DB_LOG_LEVEL
Ustala, którego poziomu lub wyższego wiadomości będą logowane (poziomy w kolejności od najbardziej rozwlekłego: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG).
OPTIONS_DB_STRINGTABLE_FILENAME
Ustala nazwę pliku językowego.
OPTIONS_DB_AI_FOLDER_PATH
Ustawia ścieżkę do katalogu zawierającego pliki skryptowe AI, tylko dla bieżącej wersji, względem katalogu zasobów; Domyślnym jest "AI". Przeznaczone do ułatwienia testów AI.
OPTIONS_DB_AI_CONFIG
Is available to the AI via the freeorioninterface, is set for current execution only. Current expected use is to name an optional AI config file within the AI script folder; default is the empty string. Intended to facilitate AI testing.
OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED
Boolean for AI testing which indicates if all AIs are forced to have the same Aggression Trait.
OPTIONS_DB_AI_CONFIG_TRAIT_AGGRESSION_FORCED_VALUE
Forced value of the Aggression Trait. A value from 0 to 5.
OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED
Boolean for AI testing which indicates if all AIs are forced to have the same EmpireID Trait.
OPTIONS_DB_AI_CONFIG_TRAIT_EMPIREID_FORCED_VALUE
Forced value of the EmpireID Trait. A value from 0 to 39.
OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER
Jeśli włączone, gra będzie automatycznie zapisywana podczas gry jednoosobowej.
OPTIONS_DB_AUTOSAVE_MULTIPLAYER
Jeśli włączone, gra będzie automatycznie zapisywana podczas gry wieloosobowej.
OPTIONS_DB_AUTOSAVE_TURNS
Ustala ilość tur, które powinny minąć pomiędzy autozapisami gry.
OPTIONS_DB_AUTOSAVE_LIMIT
Sets the maximum number of autosave files to keep.
OPTIONS_DB_UI_MOUSE_LR_SWAP
Swaps results of clicking left and right mouse buttons.
OPTIONS_DB_MUSIC_VOLUME
Głośność odtwarzania muzyki (0 do 255).
OPTIONS_DB_QUICKSTART
Zacznij szybką grę pomijając główne menu.
OPTIONS_DB_AUTO_N_TURNS
Automatycznie naciska przycisk "Kolejki" na pierwszych N kolejkach (maksymalnie do 400 kolejek, domyślnie zero); Przydatne do różnych testów, szczególnie przy użyciu --quickstart lub --load, prawdopodobnie również --auto-quit
OPTIONS_DB_CHECKED_GL_VERSION
Przechowuje stan sprawdzania wersji systemu OpenGL dla tego systemu. Jeśli zawiedzie, kilka opcji renderowania może zostać zmienione w zależności od wersji GL, po czym opcja ta zostanie ustawiona na aktywną.
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_DUMP_EFFECTS_GROUPS_DESC
Włącza / wyłącza zrzuty grup efektów w opisach technicznych, budynku lub statku.
OPTIONS_DB_VERBOSE_LOGGING_DESC
Aktywuje dokładne rejestrowanie zawartości wszechświata i obliczanie działań.
OPTIONS_DB_VERBOSE_COMBAT_LOGGING_DESC
Włącza pełne rejestrowanie przebiegu walki.
OPTIONS_DB_VERBOSE_SITREP_DESC
Włącza / wyłącza włączanie komunikatów o błędach w raporcie sytuacyjnym.
OPTIONS_DB_EFFECT_ACCOUNTING
Przełącza ewidencjonowanie tabulacji efektów po zmianie stanu gry i jej aktualizacji stanu.
OPTIONS_DB_PRNG_RESEEDING
Aktywuje ponowne generowanie losowego rozmieszczenia nasion w każdej turze z przewidywalną i powtarzalną ilością nasion..
OPTIONS_DB_UI_SITREP_ICONSIZE
Ustawia wielkość i wysokość ikon raportu sytuacyjnego; domyślnie 16 (min 12, maks 64).
OPTIONS_DB_LOAD
Wczytuję grę dla gracza pojedynczego.
OPTIONS_DB_EFFECTS_THREADS_UI_DESC
Określa liczbę wątków, które mają być użyte do przetwarzania efektów w interfejsie użytkownika. Więcej niż jeden wątek może prowadzić do nieprzewidywalnych awarii.
OPTIONS_DB_EFFECTS_THREADS_AI_DESC
Określa liczbę wątków do wykorzystania w przetwarzaniu efektów dla graczy AI. Więcej niż jeden wątek może prowadzić do nieprzewidywalnych awarii.
OPTIONS_DB_EFFECTS_THREADS_SERVER_DESC
Określa liczbę wątków do wykorzystania w przetwarzaniu efektów na serwerze. Więcej niż jeden wątek może prowadzić do nieprzewidywalnych awarii.
OPTIONS_DB_AUTO_QUIT
Automatically quits once any turns specified by --auto-advance-n-turns are completed (defaults to zero), useful for various testing particularly with --quickstart or --load.
OPTIONS_DB_BINARY_SERIALIZATION
Użyj serializacji binarnej do zapisywania stanów gier. Jest szybsza, ale może nie być możliwe załadowanie stanów gry pochodzących z innych systemów operacyjnych.
OPTIONS_DB_UI_WINDOWS_EXISTS
True if the window with a given config name currently exists, false if one was created and deleted, doesn't exist if no window has yet been created with that name.
OPTIONS_DB_UI_WINDOWS_LEFT
Pozycja lewej krawędzi okna w trybie pełnoekranowym.
OPTIONS_DB_UI_WINDOWS_TOP
Pozycja okna od góry krawędzi w trybie pełnoekranowym.
OPTIONS_DB_UI_WINDOWS_LEFT_WINDOWED
Pozycja lewej krawędzi okna w trybie okienkowym.
OPTIONS_DB_UI_WINDOWS_TOP_WINDOWED
Pozycja okna od góry w trybie okienkowym.
OPTIONS_DB_UI_WINDOWS_WIDTH
Szerokość okna w trybie pełnoekranowym.
OPTIONS_DB_UI_WINDOWS_HEIGHT
Wysokość okna w trybie pełnoekranowym.
OPTIONS_DB_UI_WINDOWS_WIDTH_WINDOWED
Szerokość okna w trybie okienkowym.
OPTIONS_DB_UI_WINDOWS_HEIGHT_WINDOWED
Wysokość okna w trybie pełnoekranowym.
OPTIONS_DB_UI_WINDOWS_VISIBLE
Włącza / wyłącza wyświetlanie okna, gdy jest ono dostępne.
OPTIONS_DB_UI_WINDOWS_PINNED
Włącza / wyłącza przypinanie okna.
OPTIONS_DB_UI_WINDOWS_MINIMIZED
Włącza / wyłącza minimalizację okna.
OPTIONS_DB_WINDOW_RESET
Powoduje, że okna używają swoich domyślnych właściwości zamiast zapamiętanych wcześniejszych pozycji.
OPTIONS_DB_HIDDEN_SITREP_TEMPLATES_DESC
Ukryte wzorce raportów sytuacyjnych
OPTIONS_DB_PRODUCTION_PEDIA_HIDDEN
Prawdzie, jeśli gracz manualnie zamknie okno produkcji w pedii.
OPTIONS_DB_RESEARCH_PEDIA_HIDDEN
Prawdzie, jeśli gracz manualnie zamknie oknom badań w pedii.
OPTIONS_DB_UI_SAVE_DIALOG_TOOLTIP_DELAY
Opóźnienie komunikatu pokazywanego w oknie dialogowym podczas zapisywania
OPTIONS_DB_OBJECTS_LIST_COLUMN_INFO
Lista obiektów zawartości kolumn
OPTIONS_DB_OBJECTS_LIST_COLUMN_WIDTH
Lista obietków szerokości kolumn
OPTIONS_DB_FLEET_WND_AGGRESSION
Domyślny poziom agresji floty
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_WIDTH_PROPORTIONAL
If true, the bars of battle participants will be scaled horizontally to be proportional to their current health.
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEALTH_SMOOTH
If true, the color of the bars of battle participant will be interpolated smoothly according to their remaining health percentage.
OPTIONS_DB_UI_COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL
If true, the bars of battle participants will be scaled vertically to be proportional to their max health.
OPTIONS_DB_UI_COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL
If true, the graph of empires in battles will be scaled relative to the maximum maximum health of their ships.
OPTIONS_DB_UI_COMBAT_SUMMARY_DEAD_COLOR
Color of dead units in the graphical combat summary
OPTIONS_DB_UI_COMBAT_SUMMARY_WOUND_COLOR
Color of damage in the graphical combat summary
OPTIONS_DB_UI_COMBAT_SUMMARY_HEALTH_COLOR
Color of health in the graphical combat summary
OPTIONS_DB_NETWORK_DISCOVERY_PORT
Network port to use for server discovery.
OPTIONS_DB_NETWORK_MESSAGE_PORT
Network port to use for client-server messaging.
##
## File dialog
##
FILE_DLG_FILES
Plik(i):
FILE_DLG_FILE_TYPES
Type(s):
FILE_DLG_OVERWRITE_PROMPT
'''%1% exists.
OK do nadpisania?'''
FILE_DLG_FILENAME_IS_A_DIRECTORY
'''"%1%"
jest katalogiem.'''
FILE_DLG_FILE_DOES_NOT_EXIST
'''File "%1%"
nie istnieje.'''
FILE_DLG_DEVICE_IS_NOT_READY
Urządzenie nie jest gotowe.
##
## Color selection dialog
##
COLOR_DLG_NEW
Nowy
COLOR_DLG_OLD
Stary
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
##
INTRO_WINDOW_TITLE
Główne menu FreeOrion
INTRO_BTN_SINGLE_PLAYER
Pojedyczny gracz
INTRO_BTN_QUICK_START
Szybki start
INTRO_BTN_MULTI_PLAYER
Wielu graczy
INTRO_BTN_LOAD_GAME
Załaduj grę
INTRO_BTN_OPTIONS
Opcje
INTRO_BTN_PEDIA
[[MAP_BTN_PEDIA]]
INTRO_BTN_ABOUT
O FreeOrion
INTRO_BTN_WEBSITE
Otwórz stronę freeorion.org
INTRO_BTN_CREDITS
Twórcy
INTRO_BTN_EXIT
Wyjście
ERR_CONNECT_TIMED_OUT
Czas upłynął podczas łączenia z serwerem
INTRO_CREDITS_LICENSE
Wydane przez
##
## Server Setup Screen
##
SCONNECT_WINDOW_TITLE
Połącz z serwerem
LAN_GAME_LABEL
Gra sieciowa na:
INTERNET_GAME_LABEL
Gra internetowa na:
PLAYER_NAME_LABEL
Nazwa gracza
HOST_GAME_BN
Stwórz grę
JOIN_GAME_BN
Dołącz do gry
REFRESH_LIST_BN
Odśwież listę
##
## Multiplayer lobby
##
MPLOBBY_WINDOW_TITLE
Ustawienia gry dla wielu graczy
MULTIPLAYER_GAME_START_CONDITIONS
Unikalne nazwy i kolory są wymagane
MULTIPLAYER_PLAYER_LIST_TYPES
Typ
MULTIPLAYER_PLAYER_LIST_NAMES
Gracz
MULTIPLAYER_PLAYER_LIST_EMPIRES
Imperium
MULTIPLAYER_PLAYER_LIST_COLOURS
Kolor imperium
MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES
Poprzedni gracz
MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES
Gatunki obecne
NEW_GAME_BN
Nowa gra
LOAD_GAME_BN
Wczytaj grę
START_GAME_BN
Rozpocznij grę
READY_BN
Akceptuj
NOT_READY_BN
Zrezygnuj
##
## Galaxy Setup Screen
##
GSETUP_WINDOW_TITLE
Ustawienia galaktyki
GSETUP_PLAYER_NAME
Nazwa gracza
GSETUP_EMPIRE_NAME
Nazwa imperium
GSETUP_EMPIRE_COLOR
Kolor imperium
GSETUP_SPECIES
Gatunki na początku
GSETUP_NUMBER_AIS
Liczba graczy AI
GSETUP_SEED
Ziarno
GSETUP_RANDOM_SEED
Generuj losowe ziarno
GSETUP_STARS
Liczba gwiazd
GSETUP_SHAPE
Kształt galaktyki
GSETUP_AGE
Wiek galaktyki
GSETUP_STARLANE_FREQ
Częstotliwość tras gwiezdnych
GSETUP_PLANET_DENSITY
Gęstość planet
GSETUP_SPECIALS_FREQ
Specials Frequency
GSETUP_MONSTER_FREQ
Monster Frequency
GSETUP_NATIVE_FREQ
Native Frequency
GSETUP_AI_AGGR
Maksymalna agresja AI
# A galaxy shape to select when generating a universe.
GSETUP_2ARM
Spiralna dwuramienna
# A galaxy shape to select when generating a universe.
GSETUP_3ARM
Spiralna trójramienna
# A galaxy shape to select when generating a universe.
GSETUP_4ARM
Spiralna czteroramienna
# A galaxy shape to select when generating a universe.
GSETUP_CLUSTER
Klaster
# A galaxy shape to select when generating a universe.
GSETUP_ELLIPTICAL
Eliptyczna
# A galaxy shape to select when generating a universe.
GSETUP_DISC
Dysk
# A galaxy shape to select when generating a universe.
GSETUP_BOX
Kwadrat
# A galaxy shape to select when generating a universe.
GSETUP_IRREGULAR
Nieregularna
# A galaxy shape to select when generating a universe.
GSETUP_RING
Pierścieniowa
# A galaxy shape to select when generating a universe.
GSETUP_RANDOM
Losowa
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_NONE
Brak
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_LOW
Mało
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_MEDIUM
Średnio
# Frequency value of starlanes, planets, specials, monsters and native species.
GSETUP_HIGH
Dużo
# A galaxy age to select when generating a universe.
GSETUP_YOUNG
Młoda
# A galaxy age to select when generating a universe.
GSETUP_MATURE
Dojrzała
# A galaxy age to select when generating a universe.
GSETUP_ANCIENT
Prastara
# AI aggression level.
GSETUP_BEGINNER
Początkujący
# AI aggression level.
GSETUP_TURTLE
Żółw
# AI aggression level.
GSETUP_CAUTIOUS
Zachowawczy
# AI aggression level.
GSETUP_TYPICAL
Typowy
# AI aggression level.
GSETUP_AGGRESSIVE
Aggresywny
# AI aggression level.
GSETUP_MANIACAL
Maniak
# Random species selection description
GSETUP_SPECIES_RANDOM_DESC
Wybiera losowo spośród wszystkich dostępnych gatunków.
##
## About dialog
##
LICENSE
Licencja
ABOUT_WINDOW_TITLE
O FreeOrion
VISION
Wizja
FREEORION_VISION
FreeOrion jest grą o otwartym kodzie źródłowym bazującą na grze Master of Orion. Jest to turowa gra strategiczna zbudowana w oparciu o klasyczny model '4X' zawierająca elementy rozwoju narodów podobne do znanych z gry Europa Universalis 2 oraz złożony mechanizm walki taktycznej. Przy modułowości projektu, model open-source pozwala na duży stopień personalizacji silnika gry i elementów historii przez społeczność. Ekipa FreeOriona ma na celu skonstruowanie żywego, oddychającego wszechświata w myśl modelu wielkiej kampanii.
##
## In-game menu
##
GAME_MENU_WINDOW_TITLE
Menu
GAME_MENU_SAVE
Zapisz grę
GAME_MENU_LOAD
Wczytaj grę
GAME_MENU_RESIGN
Zrezygnuj
GAME_MENU_SAVE_FILES
Zapisane pliki gry
BUTTON_DISABLED
Przycisk nieaktywny
SAVE_DISABLED_BROWSE_TEXT
Przycisk zapisywania stanu gry jest nieaktywny, ponieważ jest to gra wieloosobowa, w której nie jesteś ani gospodarzem ani moderatorem, ani dlatego, że w chwili otwarcia tego menu co najmniej jedna ze stron AI jeszcze nie skończyła swoich ruchów (pokazywanych przez ikonę stanu w kształcie zielonego trójkąta po lewej stronie okna Imperiów).
##
## Save game dialog
##
SAVE_TIME_TITLE
Czas
SAVE_TURN_TITLE
Kolejka
SAVE_PLAYER_TITLE
Gracz
SAVE_EMPIRE_TITLE
Imperium
SAVE_FILE_TITLE
Plik
SAVE_SEED_TITLE
Ziarno
SAVE_GALAXY_AGE_TITLE
Wiek galaktyki
SAVE_MONSTER_FREQ_TITLE
Częstotliwość występowania potworów
SAVE_NATIVE_FREQ_TITLE
Częstotliwość występowania tubylców
SAVE_PLANET_FREQ_TITLE
Częstotliwość występowania planet
SAVE_SPECIALS_FREQ_TITLE
Specials Frequency
SAVE_STARLANE_FREQ_TITLE
Częstotliwość tras gwiezdnych
SAVE_GALAXY_SIZE_TITLE
Wielkość galaktyki
SAVE_GALAXY_SHAPE_TITLE
Kształt galaktyki
SAVE_AI_AGGRESSION_TITLE
Agresja AI
SAVE_NUMBER_EMPIRES_TITLE
Imperia
SAVE_NUMBER_HUMANS_TITLE
Gracze
SAVE_DIALOG_ROW_BROWSE_TEMPLATE
'''
Plik: %rawtext:file%
Czas zapisu: %rawtext:time%
Kolejka: %rawtext:turn%
Ziarno: %rawtext:seed%
Gracz: %rawtext:player%
Imperium: %rawtext:empire%
Imperia: %rawtext:number_of_empires%
Graczy: %rawtext:number_of_humans%
Galaktyka
Kształt: %rawtext:galaxy_shape%
Wiek: %rawtext:galaxy_age%
Częstotliwość występowania:
Specials: %rawtext:specials_freq%
Potwory: %rawtext:monster_freq%
Natives: %rawtext:native_freq%
'''
SAVE_FILENAME
Plik:
SAVE_DIRECTORY
Ścieżka:
# %1% entered path to the save game file that should be deleted.
SAVE_REALLY_DELETE
Na pewno chcesz skasować %1%?
# %1% entered path to the save game file that should be overwritten.
SAVE_REALLY_OVERRIDE
Na pewno chcesz nadpisać %1%?
##
## Game options
##
OPTIONS_TITLE
Opcje
OPTIONS_MULTIPLE_FLEET_WNDS
Multiple fleet windows
OPTIONS_QUICK_CLOSE_WNDS
Quick-close fleet window(s)
OPTIONS_SHOW_SIDEPANEL_PLANETS
Show side panel planets
OPTIONS_AUTO_REPOSITION_WINDOWS
Automatycznie wyrównaj okna
OPTIONS_MISC_UI
Pozostałe ustawienia interfejsu
OPTIONS_SINGLEPLAYER
Pojedynczy gracz
OPTIONS_MULTIPLAYER
Wielu graczy
OPTIONS_AUTOSAVE_LIMIT
Limit automatycznych zapisów stanu gry
OPTIONS_AUTOSAVE_TURNS_BETWEEN
Ilość kolejek między automatyczny zapisem
OPTIONS_LANGUAGE
Plik językowy
OPTIONS_FONTS
Czcionka
OPTIONS_FONT_SIZES
Rozmiar czcionki
OPTIONS_FONT_TEXT
Tekst
OPTIONS_FONT_TITLE
Tytuły okna
SHOW_FONT_TEXTURES
Pokaż tekstury fontów
OPTIONS_RESEARCH_WND
Okno badań
OPTIONS_QUEUES
Kolejki
OPTIONS_TECH_SPACING_HORIZONTAL
Odstępy poziome
OPTIONS_TECH_SPACING_VERTICAL
Odstępy pionowe
OPTIONS_TECH_LAYOUT_ZOOM
Powiększenie
OPTIONS_TECH_CTRL_ICON_SIZE
Wielkość ikon
OPTIONS_TOOLTIP_DELAY
Tooltip delay (ms)
OPTIONS_KEYPRESS_REPEAT_DELAY
Held key repeat delay (ms)
OPTIONS_KEYPRESS_REPEAT_INTERVAL
Held key repeat interval (ms)
OPTIONS_MOUSE_REPEAT_DELAY
Held mouse button repeat delay (ms)
OPTIONS_MOUSE_REPEAT_INTERVAL
Held mouse button repeat interval (ms)
OPTIONS_SWAP_MOUSE_LR
Zamień przyciski myszki
OPTIONS_VIDEO_MODE
Tryb pełnoekranowy
OPTIONS_VIDEO_MODE_LIST_DESCRIPTION
Ustawia bity na piksel i rozdzielczość na pełnym ekranie. Kliknięcie przycisku Zastosuj może aktywować funkcję ewentualnie może wymagać ponownego uruchomienia.
OPTIONS_VIDEO_MODE_WINDOWED
Tryb pracy w oknie
OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION
Ustawia szerokość i wysokość okna w trybie okienkowym. Okna bitów na piksel używają ustawienia trybu pełnoekranowego.
OPTIONS_APP_WIDTH_WINDOWED
Szerokość okna
OPTIONS_APP_HEIGHT_WINDOWED
Wysokość okna
OPTIONS_APP_LEFT_WINDOWED
Pozycja okna od lewej krawędzi
OPTIONS_APP_TOP_WINDOWED
Pozycja okna od góry
OPTIONS_FULLSCREEN
Pełen ekran
OPTIONS_FAKE_MODE_CHANGE
Udawana zmiana rozdzielczości ekranu
OPTIONS_FULLSCREEN_MONITOR_ID
ID monitora pełnoekranowego
OPTIONS_SHOW_FPS
Pokaż klatki
OPTIONS_LIMIT_FPS
Limit klatek
OPTIONS_MAX_FPS
Maksymalna ilość klatek
OPTIONS_LIMIT_FPS_NO_FOCUS
Limit klatek (Plan niewidoczny)
OPTIONS_MAX_FPS_NO_FOCUS
Maksymalna ilość klatek (na drugim planie)
OPTIONS_APPLY
Zastosuj
OPTIONS_FLUSH_STRINGTABLE
Opróżnij łańcuch znaków (stringtable)
OPTIONS_WINDOW_RESET
Wyrównaj okna w tym momencie
OPTIONS_GALAXY_MAP
Mapa galaktyki
OPTIONS_DESCRIPTIONS
Opisy zawartości
OPTIONS_SYSTEM_ICONS
Ikony systemowe
OPTIONS_UI_SYSTEM_ICON_SIZE
Rozmiar ikon systemowych
OPTIONS_UI_SYSTEM_FOG
System icon fog of war scan-lines
OPTIONS_UI_SYSTEM_FOG_SPACING
Fog of war scan-line 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_SELECTION_INDICATOR_FPS
System selection indicator animation rate (rpm)
OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD
Tiny system icon size threshold
OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR
Unowned system name color
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 star fields rendering
OPTIONS_GALAXY_MAP_SCALE_LINE
Galaxy distance scale line
OPTIONS_GALAXY_MAP_SCALE_CIRCLE
Galaxy distance scale circle
OPTIONS_GALAXY_MAP_ZOOM_SLIDER
Galaxy map zoom slider
OPTIONS_UI_SYSTEM_UNEXPLORED_OVERLAY
Unexplored System distinctive mouseover overlay
OPTIONS_GALAXY_MAP_DETECTION_RANGE
Detection range circles
OPTIONS_GALAXY_MAP_DETECTION_RANGE_OPACITY
Range circle opacity
OPTIONS_GALAXY_MAP_POPUP
Galaxy map pop-up menu
OPTIONS_UI_HIDE_MAP_PANELS
Hide map panels in production view
OPTIONS_STARLANES
Trasy gwiezdne
OPTIONS_STARLANE_THICKNESS
Grubość tras gwiezdnych
OPTIONS_RESOURCE_STARLANE_COLOURING
Kolorowanie tras gwiezdnych zasobów
OPTIONS_FLEET_SUPPLY_LINES
Linie zaopatrzenia floty
OPTIONS_FLEET_SUPPLY_LINE_WIDTH
Szerokość linii zaopatrzenia floty
OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING
Rozstaw punktów linii zaopatrzenia floty
OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE
Ocena punktów linii zaopatrzenia floty
OPTIONS_UNOWNED_STARLANE_COLOUR
Domyślny kolor trasy gwiezdnej
OPTIONS_UI_QUEUE_WIDTH
Szerokość kolejki
OPTIONS_UI_PROD_QUEUE_LOCATION
Pokaż lokalizację kolejki produkcji
OPTIONS_MUSIC
Muzyka
OPTIONS_UI_SOUNDS
Dźwięki UI
OPTIONS_BACKGROUND_MUSIC
Muzyka
OPTIONS_SOUNDS
Dźwięki
OPTIONS_SOUND_CLOSE
Zamknij okno
OPTIONS_SOUND_MINIMIZE
Zminimalizuj okno
OPTIONS_SOUND_MAXIMIZE
Zmaksymalizuj okno
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_NEWTURN
Nowa kolejka
OPTIONS_SOUND_NEWTURN_TOGGLE
Aktywne
OPTIONS_SOUND_NEWTURN_FILE
Sound File
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_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
Wypełnianie
OPTIONS_BORDER_COLOR
Ramka
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
Drop-list arrow
OPTIONS_STATE_BUTTON_COLOR
Toggle button selected
OPTIONS_STAT_INCREASE_COLOR
Statistic increasing
OPTIONS_STAT_DECREASE_COLOR
Statistic decreasing
OPTIONS_WINDOW_COLORS
Okna
OPTIONS_INNER_BORDER_COLOR
Inner border
OPTIONS_OUTER_BORDER_COLOR
Outer border
OPTIONS_PAGE_VIDEO
Obraz
OPTIONS_PAGE_AUDIO
Audio
OPTIONS_PAGE_AUTOSAVE
Autozapis
OPTIONS_PAGE_UI
UI
OPTIONS_PAGE_OBJECTS_WINDOW
Lista obiektów
OPTIONS_COLUMNS
Szerokość kolumny
OPTIONS_PAGE_COLORS
Kolory
OPTIONS_PAGE_DIRECTORIES
Katalogi
OPTIONS_PAGE_MISC
Pozostałe
OPTIONS_TECH_COLORS
Techs
OPTIONS_TEXT_AND_BORDER_COLOR
Tekst i ramka
OPTIONS_KNOWN_TECH_COLORS
Known techs
OPTIONS_RESEARCHABLE_TECH_COLORS
Researchable techs
OPTIONS_UNRESEARCHABLE_TECH_COLORS
Unresearchable techs
OPTIONS_TECH_PROGRESS_COLORS
Pasek postępu badań
OPTIONS_PROGRESS_BAR_COLOR
Tło
OPTIONS_PROGRESS_BACKGROUND_COLOR
Bar
OPTIONS_FOLDER_SETTINGS
Resource Files
OPTIONS_FOLDER_SAVE
Zapisz pliki
OPTIONS_LANGUAGE_FILE
Pliki językowe
OPTIONS_VOLUME_AND_MUSIC
Głośność i muzyka
OPTIONS_MUSIC_FILE
Pliki muzyczne
OPTIONS_SOUND_FILE
Pliki dźwiękowe
OPTIONS_DUMP_EFFECTS_GROUPS_DESC
Auto-generated effect descriptions
OPTIONS_VERBOSE_LOGGING_DESC
Verbose logging for debugging
OPTIONS_VERBOSE_SITREP_DESC
Situation reports with errors
OPTIONS_SHOW_IDS_AFTER_NAMES
IDs after names
OPTIONS_EFFECT_ACCOUNTING
Effect accounting
OPTIONS_EFFECTS_THREADS_UI
Effects processing threads (user interface)
OPTIONS_EFFECTS_THREADS_AI
Effects processing threads (AIs)
OPTIONS_EFFECTS_THREADS_SERVER
Effects processing threads (server)
OPTIONS_ADD_SAVED_DESIGNS
Add All Saved Ship Designs at Game Start
OPTIONS_USE_BINARY_SERIALIZATION
Twórz pliki binarne podczas zapisywania stanu gry
##
## Main map window
##
# %1% current turn number.
MAP_BTN_TURN_UPDATE
Kolejka %1%
# %1% number of frames currently displayed per second.
MAP_INDICATOR_FPS
%1% klatek
# %1% number of 'universe units' which the bar scale on the map represents.
MAP_SCALE_INDICATOR
%1% uu
MAP_BTN_MENU
Menu
MAP_BTN_MENU_DESC
''''''
MAP_BTN_AUTO_ADVANCE_ENABLED
Automatic Turn Advance
MAP_BTN_AUTO_ADVANCE_ENABLED_DESC
''''''
MAP_BTN_MANUAL_TURN_ADVANCE
Manual Turn Advance
MAP_BTN_MANUAL_TURN_ADVANCE_DESC
''''''
MAP_BTN_MODERATOR
Moderator
MAP_BTN_MODERATOR_DESC
''''''
MAP_BTN_OBJECTS
Obiekty
MAP_BTN_OBJECTS_DESC
''''''
MAP_BTN_SITREP
Raport sytuacyjny
MAP_BTN_SITREP_DESC
''''''
MAP_BTN_RESEARCH
Badania
MAP_BTN_RESEARCH_DESC
''''''
MAP_BTN_PRODUCTION
Produkcja
MAP_BTN_PRODUCTION_DESC
''''''
MAP_BTN_DESIGN
Konstrukcja
MAP_BTN_DESIGN_DESC
''''''
MAP_BTN_GRAPH
Wykresy
MAP_BTN_GRAPH_DESC
''''''
MAP_BTN_PEDIA
Pedia
MAP_BTN_PEDIA_DESC
''''''
MAP_BTN_EMPIRES
Imperia
MAP_BTN_EMPIRES_DESC
''''''
MAP_BTN_MESSAGES
Wiadomości
MAP_BTN_MESSAGES_DESC
''''''
MAP_PRODUCTION_TITLE
Produkcja
MAP_PROD_WASTED_TITLE
Nieużywana produkcja
# %1% number of production points generated.
# %2% number of production points currently not used for production.
MAP_PROD_WASTED_TEXT
'''Produkcja całkowita : %1%
Produkcja niewykorzystywana : %2%
Click here to open the production menu'''
RESOURCE_TT_USED
Użyte
RESOURCE_TT_OUTPUT
Current Output
RESOURCE_TT_TARGET_OUTPUT
Target Output
MAP_RESEARCH_TITLE
Badania
MAP_RES_WASTED_TITLE
Nieużywane badania
# %1% number of research points generated.
# %2% number of research points currently not used for research.
MAP_RES_WASTED_TEXT
'''Wszystkie badania : %1%
Badania nieużywane : %2%
Click here to open the research menu'''
MAP_POPULATION_DISTRIBUTION
Census
CENSUS_SPECIES_HEADER
Gatunki
CENSUS_TAG_HEADER
Characterystyka
MAP_DETECTION_TITLE
Wykrywalność imperium
MAP_DETECTION_TEXT
Siła wykrywalności imperium
MAP_TRADE_TITLE
Handel
MAP_TRADE_TEXT
Empire total trade output. (Trade does nothing)
MAP_FLEET_SHIP_COUNT
Statków razem
MAP_FLEET_ARMED_COUNT
Uzbrojonych statków
MAP_FLEET_UNARMED_COUNT
Nieuzbrojonych statków
MAP_FLEET_TROOP_COUNT
Troop Carrier Ships
MAP_FLEET_COLONY_COUNT
Colonizing Ships
MAP_FLEET_CARRIER_COUNT
Fighter Carrier Ships
MAP_FLEET_PART_COUNT
Total Ship Parts
MAP_FLEET_SLOT_COUNT
Total Ship Part Slots
##
## Side panel/System information
##
# %1% resource type currently produced by the system.
# %2% amount of the resource currently produced by the system.
RESOURCE_PRODUCTION_TOOLTIP
System %1%: %2%
# %1% resource type currently consumed by the system.
# %2% amount of the resource currently consumed by the system.
RESOURCE_ALLOCATION_TOOLTIP
System %1%: %2%
INDUSTRY_PRODUCTION
Industrial Output
RESEARCH_PRODUCTION
Research Output
TRADE_PRODUCTION
Trade Output
INDUSTRY_CONSUMPTION
Konsumpcja produkcji przemysłowej
RESEARCH_CONSUMPTION
Konsumpcja badań naukowych
TRADE_CONSUMPTION
Skuteczność handlu
IMPORT_EXPORT_TOOLTIP
Import / Eksport
RESOURCE_IMPORT
Importowanie
RESOURCE_EXPORT
Dostępne do eksportowania
RESOURCE_SELF_SUFFICIENT
No Import or Export
##
## Side panel/Planet panel
##
PLANET_PANEL
Planet Panel
# %1% name of the system this asteroid belt is created in.
PL_ASTEROID_BELT_OF_SYSTEM
%1% Asteroids
# %1% size of the population this planet is colonized with.
# %2% maximum population this planet can support.
PL_COLONIZE
Kolonizuj (%1% / %2%)
PL_CANCEL_COLONIZE
Anuluj kolonizację
PL_OUTPOST
Zbuduj stacjęc orbitalną
# %1% ilość piechoty do rozmieszczenia na planecie.
# %2% ilość piechoty broniącej planety
PL_INVADE
Inwazja (+%1% / %2%)
PL_CANCEL_INVADE
Anuluj inwazję
PL_BOMBARD
Bombarduj
PL_CANCEL_BOMBARD
Anuluj bombardowanie
# %1% the planet size as text (small, medium, large, ...).
# %2% type of the planet environment (desert, oceanic, terran, ...).
PL_TYPE_SIZE
%1% %2%
# %1% the planet size as text (small, medium, large, ...).
# %2% type of the planet environment (desert, oceanic, terran, ...).
# %3% suitability of the planet for a concrete species (adequate, hostile, ...).
PL_TYPE_SIZE_ENV
%1% %2% (%3%)
PL_NO_VISIBILITY
Planeta nie jest obecnie widoczna.
PL_BASIC_VISIBILITY
Planeta jest niewyraźna dla czujników.
# %1% turn number where this planet was completely visible to the querying
# player.
PL_LAST_TURN_SEEN
Ostatnio widziano w kolejce %1%.
# %1% turn number where this planet was scanned by the querying player.
PL_LAST_TURN_SCANNED
Ostatnio skanowano w kolejce %1%.
PL_NEVER_SEEN
Ta planeta nigdy nie była oglądana przez twoje imperium.
PL_NEVER_SCANNED
Ta planeta nigdy nie była dokładnie skanowana przez twoje imperium.
PL_NOT_IN_RANGE
Ta planeta jest poza zakresem wykrywania twoich czujników.
# %1% last known stealth value of the planet.
# %2% detection strength of the empire which scanned the planet.
PL_APPARENT_STEALTH_EXCEEDS_DETECTION
Latest known [[metertype METER_STEALTH]] (%1%) exceeds [[DETECTION_TITLE]] (%2%).
PL_APPARENT_STEALTH_DOES_NOT_EXCEED_DETECTION
Latest known [[metertype METER_STEALTH]] is out of date. Actual stealth exceeds [[DETECTION_TITLE]] or local [[METER_DETECTION_VALUE_LABEL]] is excessively impaired.
MENUITEM_SET_FOCUS
Set focus
MENUITEM_ENQUEUE_BUILDING
Kolejkowanie budowy
MENUITEM_ENQUEUE_SHIPDESIGN
Kolejkowanie statków
##
## Side panel/Resources panel
##
# %1% current resource this planet is focused on producing.
RP_FOCUS_TOOLTIP
Focus: %1%
##
## Side panel/Specials panel
##
# %1% capacity value applied by the special.
SPECIAL_CAPACITY
Pojemność: %1%
# %1% turn number this special was applied to an object.
ADDED_ON_TURN
Obecne od czasu kolejki: %1%
ADDED_ON_INITIAL_TURN
Obecne od czasu tury początkowej
##
## Side panel/Buildings panel
##
ORDER_BUIDLING_SCRAP
Zezłomuj budynek
ORDER_CANCEL_BUIDLING_SCRAP
Anuluj złomowanie budynku
##
## General tooltips
##
TT_THIS_TURN
Ta kolejka
TT_NEXT_TURN
Przewidywana następna kolejka
TT_CHANGE
Zmiana
# %1% the meter name displayed.
# %2% the meter value.
TT_BREAKDOWN_SUMMARY
%1%: %2%
TT_INHERENT
Nieodłączny
# %1% name of the owning empire.
# %2% name of tech
TT_TECH
%1% Tech %2%
# %1% name of the planet, where the building is located.
# %2% name of building
TT_BUILDING
%1% Building %2%
# %1% source of effect
# %2% name of ship hull
TT_SHIP_HULL
Statek %1% Kadłub %2%
# %1% source of effect
# %2% name of ship part
TT_SHIP_PART
Statek %1% Part %2%
# %1% source of effect
# %2% name of special
TT_SPECIAL
Special %2%
# %1% source of effect
# %2% name of species
TT_SPECIES
Gatunki %2%
# %1% name of this fields field type.
# %2% name of field
TT_FIELD
%2%
TT_FIGHTER_LAUNCH
Launching
# %1% number of fighters
# %2% damage per fighter
TT_FIGHTER_DAMAGE
%1% Atak * %2% Uszkodzenia
# Represent a value out of a possible total value
# %1% number
# %2% number
TT_N_OF_N
%1% of %2%
# %1% combat round
TT_COMBAT_ROUND
Runda %1%:
TT_UNKNOWN
Nieznane
# %1% name of the species.
TT_SPECIES_POPULATION
%1% [[METER_POPULATION]]
SP_RENAME_SYSTEM
Zmień nazwę systemu
SP_ENTER_NEW_SYSTEM_NAME
Podaj nazwę systemu
SP_RENAME_PLANET
Zmień nazwę planety
SP_ENTER_NEW_PLANET_NAME
Podaj nazwę planety
SP_PLANET_SUITABILITY
Planeta nadaje się do
##
## Fleet window
##
# %1% system name where this fleet is holding.
FW_FLEET_HOLDING_AT
Zatrzymana w %1%
# %1% system name where this fleet is moving to.
FW_FLEET_MOVING_TO
Porusza się do %1%
# %1% system name where this fleet is moving to.
# %2% estiminated time in turns when the fleet will arrive.
FW_FLEET_MOVING_TO_ETA
Porusza się do %1% (ETA %2%)
FW_FLEET_EXPLORING_REFUEL
Czeka na paliwo
FW_FLEET_EXPLORING_WAITING
Oczekiwanie na system do eksploracji
# %1% name of the destination system
# %2% estimated turns until the fleet reach the destination system. Can also be
# 'unknown', 'never' or 'out of range.
# %3% estimated turns until the fleet reach the next system. Can also be
# 'unknown', 'never' or 'out of range.
FW_FLEET_EXPLORING_TO
Eksploracja %1%
FW_FLEET_ETA_NEVER
Nigdy
FW_FLEET_ETA_UNKNOWN
Nieznany
FW_FLEET_ETA_OUT_OF_RANGE
Poza zasięgiem
FW_AGGRESSIVE
Control System
FW_AGGRESSIVE_DESC
Floty blokują imperium wroga i inicjują bitwy z dowolnymi wrogami w systemie.
FW_PASSIVE
Ukryj
FW_PASSIVE_DESC
Flota będzie próbowała pozostać w ukryciu. Nie blokuje ani nie inicjuje bitwy.
FW_AUTO
Automatyczny poziom agresji
FW_AUTO_DESC
Automatycznie wybierz agresję dla nowej floty, w zależności od tego, czy statki mają broń.
FW_UNKNOWN_DESIGN_NAME
Nieznana konstrukcja
# %1% name of the ship design that was used by this ship.
# %2% name of the ship owning species.
FW_SPECIES_SHIP_DESIGN_LABEL
(%2%) %1%
# Displayed when creating a new fleet by dropping ships into the new fleet slot.
FW_NEW_FLEET_LABEL
Nowa flota
# Fleet window title
# %1% empire, which owns the fleets.
# %2% system where those fleets hold.
FW_EMPIRE_FLEETS_AT_SYSTEM
%1% Floty w %2%
# %1% empire, which owns the fleets.
# %2% system where those fleets hold.
FW_EMPIRE_FLEETS_NEAR_SYSTEM
%1% Floty blisko %2%
# Fleet window title
# %1% empire, which owns the fleets.
FW_EMPIRE_FLEETS
%1% floty
# Fleet window title
FW_NO_FLEET
Brak floty
# Fleet window title
# %1% system where those fleets hold.
FW_GENERIC_FLEETS_AT_SYSTEM
Floty w %1%
# Fleet window title
# %1% system where those fleets hold.
FW_GENERIC_FLEETS_NEAR_SYSTEM
Floty blisko %1%
# Fleet window title
FW_GENERIC_FLEETS
Floty
# the name that is used for fleets the client's player does not control but is
# owned by an empire.
# %1% empire name.
FW_EMPIRE_FLEET
%1% floty
# the name that is used for ships the client's player does not control but is
# owned by an empire.
# %1% empire name.
FW_EMPIRE_SHIP
%1% statek
# the fleet name for fleets with an unknown owning empire.
FW_FOREIGN
Obca
# the name that is used for fleets the client's player does not control when
# the empire is not specified.
FW_FOREIGN_FLEET
Obca flota
# the name that is used for fleets that no player controls
FW_ROGUE_FLEET
Flota opryszków
# the name that is used for ships the client's player does not control when the
# empire is not specified.
FW_FOREIGN_SHIP
Obcy statek
# the name that is used for ships that no player controls
FW_ROGUE_SHIP
Statek opryszków
SHIP_DAMAGE_STAT_TITLE
Uszkodzenia
SHIP_TROOPS_TITLE
Piechota
SHIP_TROOPS_STAT
Liczebność piechoty na statku.
SHIP_FIGHTERS_TITLE
Fighters
SHIP_FIGHTER_BAY_SUMMARY
Launch Capacity
SHIP_FIGHTER_HANGAR_SUMMARY
Current Fighters
SHIP_FIGHTERS_DAMAGE_TOTAL
Total Damage
SHIP_FIGHTERS_STAT
Total fighters in this ship.
SHIP_COLONY_TITLE
Kolonistów
SHIP_COLONY_STAT
Pojemność kolonizacyjna statku.
FW_FLEET_FUEL_SUMMARY
Paliwo Flotowe - równe minimum paliwa statków w flocie.
FW_FLEET_SPEED_SUMMARY
Prędkość floty - równa minimalnej prędkości statków w flocie.
FW_FLEET_SHIELD_SUMMARY
Fleet Shields - Equal to the average shields of ships in the fleet.
FW_FLEET_STRUCTURE_SUMMARY
Fleet Structure - Equal to the total structure of ships in the fleet.
FW_FLEET_DAMAGE_SUMMARY
Fleet Damage - Equal to the total direct fire damage of ships in the fleet.
FW_FLEET_FIGHTER_SUMMARY
Fleet Fighters - Equal to the total fighters in the fleet.
FW_FLEET_COUNT_SUMMARY
Fleet Count - Equal to the total number of ships in the fleet.
FW_FLEET_TROOP_SUMMARY
Fleet Troops - Equal to the total number of troops in the fleet.
FW_FLEET_COLONY_SUMMARY
Fleet Colonists - Equal to the total colonization capacity of ships in the fleet.
FW_FLEET_INDUSTRY_SUMMARY
Fleet Industry - Equal to the total industry output of ships in the fleet.
FW_FLEET_RESEARCH_SUMMARY
Fleet Research - Equal to the total research output of ships in the fleet.
FW_FLEET_TRADE_SUMMARY
Fleet Trade - Equal to the total trade output of ships in the fleet.
FW_MERGE_SYSTEM_FLEETS
Scalanie statków systemu w flocie
FW_SPLIT_DAMAGED_FLEET
Wydzielanie uszkodzonych statków z floty
FW_SPLIT_UNFUELED_FLEET
Wydzielanie niezatankowanych statków z floty
FW_SPLIT_NOT_FULL_FIGHTERS_FLEET
Split Ships Without All Fighters From Fleet
FW_SPLIT_FLEET
Split Fleet
FW_SPLIT_SHIPS_THIS_DESIGN
Split This Design Ships From Fleet
FW_SPLIT_SHIPS_ALL_DESIGNS
Split Ships Into Fleets For Each Design
# Remove old visibility information from the client empire's saved information
FW_ORDER_DISMISS_SENSOR_GHOST
Dismiss Sensor Ghost
ORDER_SHIP_SCRAP
Zezłomuj statek
ORDER_FLEET_SCRAP
Zezłomuj statki
ORDER_CANCEL_SHIP_SCRAP
Anuluj złomowanis statku
ORDER_CANCEL_FLEET_SCRAP
Anuluj złomowanis statków
ORDER_FLEET_EXPLORE
Eksploruj
ORDER_CANCEL_FLEET_EXPLORE
Anuluj eksplorację
ORDER_GIVE_FLEET_TO_EMPIRE
Give Fleet To...
ORDER_CANCEL_GIVE_FLEET
Cancel Giving Fleet
ORDER_GIVE_PLANET_TO_EMPIRE
Give Planet To...
ORDER_CANCEL_GIVE_PLANET
Cancel Giving Planet
##
## Moderator
##
MOD_NONE
No Moderator Action
MOD_CREATE_PLANET
Dodaj planetę
MOD_CREATE_SYSTEM
Dodaj system
MOD_DESTROY
Zniszcz
MOD_SET_OWNER
Set Owner
MOD_ADD_STARLANE
Dodaj trasę gwiezdną
MOD_REMOVE_STARLANE
Usuń trasę gwiezdną
##
## Diplomacy
##
DIPLOMACY
Dyplomacja
PEACE
Pokój
WAR
Wojna
WAR_DECLARATION
Deklaracja wojny
PEACE_PROPOSAL
Propozycja zawarcia pokoju
PEACE_PROPOSAL_CANCEL
Anulowanie propozycji zawarcia pokoju
PEACE_ACCEPT
Akceptacja propozycji zawarcia pokoju
PEACE_REJECT
Odmowa propozycji zawarcia pokoju
ALLIES_PROPOSAL
Propozycja aliansu
ALLIES_PROPOSAL_CANCEL
Anulowanie propozycji aliansu
ALLIES_ACCEPT
Akceptacja propozycji aliansu
ALLIES_REJECT
Odmowa propozycji aliansu
END_ALLIANCE_DECLARATION
Deklaracja zakończenia aliansu
##
## TechTreeWnd
##
TECH_DISPLAY
Pokaż
# %1% amount of research points required to research the technology.
# %2% number of turns required to research the technology.
TECH_TOTAL_COST_ALT_STR
%1% RP / %2% kolejek
# %1% research points used this turn.
# %2% research points available for this turn.
TECH_TURN_COST_STR
+%1% / %2% RP
# %1% number of remaining turns to complete the technology research.
TECH_TURNS_LEFT_STR
%1% kolejek
TECH_TURNS_LEFT_NEVER
Nigdy
TECH_WND_STATUS_COMPLETED
Zakończono
TECH_WND_STATUS_RESEARCHABLE
Dostępne
TECH_WND_STATUS_PARTIAL_UNLOCK
Częściowo odblokowane
TECH_WND_STATUS_LOCKED
Zablokowane
TECH_WND_UNRESEARCHABLE
Niezbadane
TECH_WND_ENQUEUED
W kolejce
TECH_WND_UNRESEARCHED_PREREQUISITES
'''Unresearched Prerequisites: '''
TECH_WND_VIEW_TYPE
Widok drzewa / Widok listy
# %1% research points already spent on a reseach.
# %2% total research points required to complete the research.
# %3% research points used per turn.
# %4% research points available per turn.
TECH_WND_PROGRESS
'''%1% / %2% RP
+ %3% / %4% RP/kolejek'''
# %1% estimated turns left until technology is researched.
TECH_WND_ETA
%1% kolejek pozostało
TECH_WND_LIST_COLUMN_NAME
Nazwa
TECH_WND_LIST_COLUMN_COST
Koszt
TECH_WND_LIST_COLUMN_TIME
Kolejek
TECH_WND_LIST_COLUMN_CATEGORY
Kategoria
TECH_WND_LIST_COLUMN_DESCRIPTION
Opis
##
## Production info panel
##
# %1% type of resource (Research, Production, ...).
# %2% name of the location where the resource is produced.
# %3% name of the empire which owns this resource produced.
PRODUCTION_INFO_AT_LOCATION_TITLE
%3% %1% w %2%
# %1% type of resource (Research, Production, ...).
# %2% name of the empire which owns this resource produced.
PRODUCTION_INFO_EMPIRE
%2% %1%
PRODUCTION_INFO_TOTAL_PS_LABEL
Dostępne punkty
PRODUCTION_INFO_WASTED_PS_LABEL
Zmarnowane punkty
PRODUCTION_INFO_LOCAL_PS_LABEL
Punkty dostępne tutaj
##
## Research window
##
RESEARCH_WND_TITLE
Badania
# %1% name of the empire which owns this research queue.
RESEARCH_QUEUE_EMPIRE
%1% Kolejka badań
RESEARCH_INFO_RP
RP
RESEARCH_QUEUE_PROMPT
'''Kliknij dwa razy lubz shiftem na dostępne badanie w celu przydzielenia do kolejki badań.
Przytrzymaj klawisz kontrol, by dodać na początek kolejki.'''
##
## Build selector window
##
PRODUCTION_WND_BUILD_ITEMS_TITLE
Produkty zdatne do produkcji
# %1% name of the location where the item is produced.
PRODUCTION_WND_BUILD_ITEMS_TITLE_LOCATION
Produkty zdatne do produkcji w %1%
PRODUCTION_WND_CATEGORY_BT_BUILDING
Budynki
PRODUCTION_WND_CATEGORY_BT_SHIP
Statki
PRODUCTION_WND_AVAILABILITY_AVAILABLE
Dostępne
PRODUCTION_WND_AVAILABILITY_UNAVAILABLE
Niedostępne
PRODUCTION_WND_REDUNDANT
Zbędne
# %1% currently used amount of production points used per turn to build an item.
# %2% maximum available amount of production points for this turn.
PRODUCTION_TURN_COST_STR
+%1% / %2% PP
# %1% number of turns left to finish the production of an item.
PRODUCTION_TURNS_LEFT_STR
%1% kolejek
PRODUCTION_TURNS_LEFT_NEVER
Nigdy
PRODUCTION_DETAIL_ADD_TO_QUEUE
Dodaj do kolejki
PRODUCTION_DETAIL_ADD_TO_TOP_OF_QUEUE
Dodaj na górę kolejki
PRODUCTION_QUEUE_PROMPT
Dwukrotnie kliknij na dostępną rzecz by dodać ją do kolejki.
##
## Production window
##
PRODUCTION_WND_TITLE
Produkcja
PRODUCTION_WINDOW_ARTICLE_TITLE
Okno produkcji
PRODUCTION_WINDOW_ARTICLE_TEXT
'''The Production Window is the primary interface for utilizing Production Points (PP).
It may be accessed by:
* Pressing the hotkey (default: CTRL + P)
* Double clicking on a planet
* Clicking on either of the industry icons at top of the [[MAP_WINDOW_ARTICLE_TITLE]] (shown here)
The Production Window is composed of:
* Production Summary panel
* Producible Items panel
* Production Queue panel
* The system side panel (on the right edge)
It also allows for some interaction with the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]], primarily to change the system selection.
Production Summary panel
(default position: top left)
The Production Summary panel shows available Production Points.
Total Available Points relates to the PP available across your entire empire.
Points Available Here are the maximum available for the selected system. This may be less than the total available when all of your empire's systems are not [[metertype METER_SUPPLY]] connected.
Wasted Points will be lost, if not allocated before ending the turn.
Producible Items panel
(default position: bottom edge)
The Producible Items panel contains items available to start a Production Order.
Toggle the display of item types or availability by clicking on the column headers.
Items may be added to the Production Queue as a Production Order by double clicking on them or with the right click menu.
Each item type has a column for total cost and minimum time.
The maximum PP that may be allotted to any Production Order is (cost / time) x quantity.
e.g. an item type with a total cost of 30 PP and a minimum time of 3 turns can progress by up to 10 PP per item, per turn.
Unavailable items, if displayed, will detail the reasons they are unavailable at the bottom of their tooltip in red (hover the mouse over the item).
Production Queue panel
(default position: left edge, below summary)
The Production Queue panel contains Production Orders previously enqueued.
Production Points are allotted to the Production Orders starting at the top of the queue.
Any orders for the currently selected system will highlight the system name with your empires color (top right of the order).
These orders may be rearranged in the queue by dragging and dropping to a new position.
Right clicking on an order will show a menu for moving, removing, or pausing an order (as well as other possible actions, such as Show in Pedia ).
When removing an order any previous progress on it is lost, there is no credit returned or given to other orders.
Pausing an order prevents any progress on it until the order is resumed.
For ships, an additional menu item is available to Rally to a system. Once the order completes, the ship(s) will have a waypoint assigned for the system rallied to. To set or change a Rally destination, select the desired system on the map, right click the Production Order, and select Rally to ... (where ... is the system name).
Production Order
A Production Order is created through the Producible Items panel and is placed into the Production Queue panel.
Each order defines a repetition count (1⟳) and a quantity (1x), selectable in the top left of the order.
The repetition count will repeat the order after it completes, without adjusting the position in the queue.
The quantity defines how many of the item will be produced each repetition.
Note Repetitions will only consume enough PP for the current iteration, unless the order will complete next turn.
If the order will complete, some PP are allowed to start the next iteration, up to the maximum allowed per turn for that item type.
Example
Your empire produces 10 PP per turn.
A Survey Ship costs 36 PP with a minimum of 3 turns (max 12 PP/turn).
(For brevity, this fictional Survey Ship does not increase [[encyclopedia FLEET_UPKEEP_TITLE]])
-Turn 1: You queue an order for Survey Ship and set the repetition count to 2. (order #1)
You queue another order for Survey Ship with a repetition of 2. (order #2)
You queue another order for Survey Ship and set the quantity to 2.
-Turn 2: Order #1 has completed 10 PP, 26 PP remain. 10 PP is projected for next turn.
(Completed PP / Remaining PP to complete -> Projected next turn)
-Turn 3: Order #1 20 / 16 -> 10
-Turn 4: Order #1 30 / 6 -> 6 an additional 4 PP will go to the next repetition of this order.
-Turn 5: A Survey Ship is produced (order #1)
Order #1 4 / 32 -> 10 now displays 1 repetition remains
-Turn 6: Order #1 14 / 22 -> 10
-Turn 7: Order #1 24 / 12 -> 10
-Turn 8: Order #1 34 / 2 -> 2
Order #2 0 / 36 -> 8
-Turn 9: A Survey Ship is produced (order #1)
Empire production increases to 22 PP per turn (for some unrelated reason).
Order #2 8 / 28 -> 12 the max per turn for this project type
Order #3 0 / 72 -> 10 (36 total cost x 2 quantity = 72 total cost)
-Turn 10: Order #2 20 / 16 -> 12
Order #3 10 / 62 -> 10
-Turn 11: Order #2 32 / 4 -> 4 an additional 12 PP will go to the next repetition
Order #3 20 / 52 -> 6 (22 - (4 + 12))
-Turn 12: A Survey Ship is produced (order #2)
Order #2 12 / 24 -> 12
Order #3 26 / 46 -> 10
-Turn 13: Order #2 24 / 12 -> 12
Order #3 36 / 36 -> 10
-Turn 14: A Survey Ship is produced (order #2)
Order #3 46 / 26 -> 22 (12 PP/turn x 2 quantity = max 24 PP/turn)
-Turn 15: Order #3 68 / 4 -> 4 (18 PP will be unused if no other items in queue)
-Turn 16: 2 Survey Ships are produced (order #3)
'''
PRODUCTION_INFO_PP
PP
# %1% name of the empire that owns the production queue.
PRODUCTION_QUEUE_EMPIRE
%1% KOlejka produkcji
# %1% the amount of items that should be produced in a single batch.
PRODUCTION_QUEUE_MULTIPLES
'''%1%x '''
# %1% number of repetions an item should be produced on after another.
PRODUCTION_QUEUE_REPETITIONS
%1%⟳
# %1% production points already spent on an item.
# %2% total production points required to complete the item production.
# %3% production points used per turn.
# %4% production points available per turn.
PRODUCTION_WND_PROGRESS
'''%1%%% complete
+ %3% / %4% target PP/turn'''
# %1% location where the item is produced.
PRODUCTION_QUEUE_ITEM_LOCATION
W %1%
# %1% location where the item is enqueued for production.
PRODUCTION_QUEUE_ENQUEUED_ITEM_LOCATION
W kolejce w %1%
PRODUCTION_LOCATION_OK
Można wyprodukować
PRODUCTION_LOCATION_INVALID
Nie można wyprodukować
# %1% name of the system this item production should be relocated to.
PRODUCTION_QUEUE_RALLIED_TO
Rallied to %1%
# %1% name of the system this item production will be relocated to.
RALLY_QUEUE_ITEM
Idź do %1%
DELETE_QUEUE_ITEM
Usuń z kolejki
MOVE_UP_QUEUE_ITEM
Przesuń na początek kolejki
MOVE_DOWN_QUEUE_ITEM
Przesuń na koniec kolejki
PRODUCTION_WND_TOOLTIP_PROD_COST
Koszt produkcji
PRODUCTION_WND_TOOLTIP_PROD_TIME
Czas produkcji
PRODUCTION_WND_TOOLTIP_PARTS
Części statku
# %1% name of the location where the object should be build.
PRODUCTION_WND_TOOLTIP_FAILED_COND
Unmet requirements to produce at %1%
##
## Design window
##
SHIP_DESIGN_FILES
Pliki konstrukcji
DESIGN_SAVE
Zapisz plik konstrukcji
DESIGN_ADD
Dodaj konstrukcję do imperialnych konstrukcji
DESIGN_ADD_ALL
Dodaj wszystkie zapisane konstrukcje do imperialnych konstrukcji
DESIGN_NAME_DEFAULT
Własna konstrukcja statku
DESIGN_DESCRIPTION_DEFAULT
Opis konstrukcji
DESIGN_WND_STARTS
Start konstrukcji
DESIGN_WND_HULLS
Kadłuby
DESIGN_WND_FINISHED_DESIGNS
Skończone
DESIGN_WND_SAVED_DESIGNS
Zapisane
DESIGN_WND_MONSTERS
Potwory
DESIGN_WND_PART_PALETTE_TITLE
Części statku
DESIGN_WND_MAIN_PANEL_TITLE
Szczegóły konstrukcji
DESIGN_WND_DESIGN_NAME
Nazwa konstrukcji
DESIGN_WND_DESIGN_DESCRIPTION
Opis
DESIGN_WND_CLEAR
Skasuj części
DESIGN_RENAME
Zmiana nazwy konstrukcji
DESIGN_ENTER_NEW_DESIGN_NAME
Podaj nazwę nowej konstrukcji:
DESIGN_INVALID
Nieprawidłowa konstrukcja
DESIGN_INV_MODERATOR
Moderatorzy i obserwatorzy nie mogą tworzyć ani modyfukować konstrukcji statków.
DESIGN_INV_NO_HULL
Rozpocznij tworzenie statku od wyboru kadłuba.
DESIGN_INV_NO_NAME
Nazwa konstrukcji nie może być pusta.
DESIGN_KNOWN
Sklonuj obecną konstrukcję.
# %1% name of the equivalent ship design.
DESIGN_KNOWN_DETAIL
Konstrukcja jest duplikatem "%1%".
DESIGN_COMPONENT_CONFLICT
Błąd w konstrukcji
# %1% first conflicting ship part name.
# %2% second conflicting ship part name.
DESIGN_COMPONENT_CONFLICT_DETAIL
Konstrukcja statku nie może zawierać razem %1% wraz %2%.
DESIGN_OBSOLETE
Archaiczna konstrukcja
DESIGN_WND_ADD
Dodaj nową konstrukcję
# %1% name of the new ship design.
DESIGN_WND_ADD_DETAIL
'''Add new design called
"%1%"
to finished designs.'''
DESIGN_WND_UPDATE
Zaktualizuj starą konstrukcję
# %1% old name of the existing design.
# %2% new name of the existing design.
DESIGN_WND_UPDATE_DETAIL
'''Replace old design
"%1%"
with new design
"%2%"
in finished designs.'''
DESIGN_UPDATE_INVALID_NO_CANDIDATE
Wybierz istniejącą konstrukcję do aktualizacji.
ADD_FIRST_DESIGN_DESIGN_QUEUE_PROMPT
Select a hull, add parts and then click "[[DESIGN_WND_ADD]]" to create an available design.
##
## Statistics
##
SHIP_COUNT
Ilość statków
MILITARY_STRENGTH_STAT
Szacunek dostępnej siły całego wojska
PP_OUTPUT
Wielkość produkcji
RP_OUTPUT
Wielkość badań
PLANET_COUNT
Planety
COLONIES_COUNT
Kolonie
BATTLESHIP_COUNT
Uzbrojone statki
ARMED_MONSTER_COUNT
Wędrowne uzbrojone potwory
BUILDINGS_PRODUCED
Budynki zbudowane
BUILDINGS_SCRAPPED
Budynki zniszczone
SHIPS_DESTROYED
Statki utracone w walce
SHIPS_LOST
Statki utracone w walce
SHIPS_PRODUCED
Statki wyprodukowane
SHIPS_SCRAPPED
Statki zniszczone
PLANETS_BOMBED
Planety zbombardowane
PLANETS_DEPOPULATED
Własne planety, które zostały wyludnione
PLANETS_INVADED
Planety, które zostały poddane inwazji
STATISTICS_TEST_1
Statistics Test 1
STATISTICS_TEST_2
Statistics Test 2
STATISTICS_TEST_3
Statistics Test 3
##
## Encyclopedia
##
# %1% name of the species.
ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1
'''%1%: '''
# %1% content of ENC_SPECIES_PLANET_TYPE_SUITABILITY_COLUMN1 expanded to match
# column width.
# %2% the planet environment for a species.
# %3% the planet population capacity for a species.
ENC_SPECIES_PLANET_TYPE_SUITABILITY
%1% %2% (%3%)
# %1% name of the planet.
ENC_SUITABILITY_REPORT_POSITIVE_HEADER
'''%1% jest odpowiednia do kolonizacji przez te gatunki.
'''
# %1% name of the planet.
ENC_SUITABILITY_REPORT_NEGATIVE_HEADER
'''%1% nie jest odpowiednia do kolonizacji przez te gatunki. Wszelkie próby kolonizacji zakończą się niepowodzeniem bądź wymarciem wszystkich.
'''
ENC_SUITABILITY_REPORT_WHEEL_INTRO
'''
Przydatność zależy od odległości od preferowanego typu [[encyclopedia ENVIRONMENT_TITLE]] w tym kole:
'''
# types of things that can be shown in encyclopedia
ENC_GRAPH
[Wykresy gry]
ENC_GALAXY_SETUP
[Game - Galaxy]
# %1% seed value of the current galaxy.
# %2% number of systems in the current galaxy.
# %3% shape of the current galaxy.
# %4% age of the current galaxy.
# %5% starlane frequency in the current galaxy.
# %6% planet density in the current galaxy.
# %7% special frequency in the current galaxy.
# %8% monster frequency in the current galaxy.
# %9% natives frequency in the current galaxy.
# %10% upper AI aggression level in this galaxy.
ENC_GALAXY_SETUP_SETTINGS
'''Seed: %1%
Ilość systemów: %2%
Kształt: %3%
Wiek: %4%
Trasy gwiezdne: %5%
Planety: %6%
Specials: %7%
Monsters: %8%
Natives: %9%
Maksymalny poziom agresji AI: %10%
'''
ENC_SHIP_PART
Ship Part
ENC_SHIP_PART_DESC
A Ship Part can be mounted on a [[encyclopedia ENC_SHIP_HULL]] (in an available [[encyclopedia SLOT_TITLE]]) when designing a ship, in order to improve its statistics. Some low-tier parts are available by default, but better versions or new part types can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship part falls into one of the categories below.
ENC_SHIP_HULL
Ship Hull
ENC_SHIP_HULL_DESC
A Ship Hull is the primary element of a ship architecture, defining the basic statistics of a ship design (when no [[encyclopedia ENC_SHIP_PART]] is yet mounted). Some low-tier hulls are available by default, but better versions or new hull lines can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]]. Each ship hull falls into one of the categories below.
ENC_TECH
Technologies
ENC_TECH_DESC
New effects, improved planetary stats, buildings, and ship parts can be unlocked by [[encyclopedia RESEARCH_TECH_GUIDE_TITLE]], each falling into one of the categories listed here.
ENC_SPECIAL
Special
OBJECTS_WITH_SPECIAL
'''Objects with Special: '''
ENC_BUILDING_TYPE
Building Type
ENC_SPECIES
Gatunki
ENC_SPECIES_DESC
Każdy gatunek został sklasyfikowany poprzez [[encyclopedia METABOLISM_TITLE]].
ENC_FIELD_TYPE
Field Type
ENC_SHIP_DESIGN
Ship Design
SHIPS_OF_DESIGN
'''Ships of this Design: '''
NO_SHIPS_OF_DESIGN
No Known Ships of this Design
ENC_INCOMPETE_SHIP_DESIGN
Incomplete Ship Design
ENC_EMPIRE
[Game - Empires]
EMPIRE_CAPITAL
'''Stolica: '''
NO_CAPITAL
Stolica nieznana
EMPIRE_ID
ID Imperium
EMPIRE_METERS
Metry:
OWNED_PLANETS
'''Planety w posiadaniu: '''
NO_OWNED_PLANETS_KNOWN
No Owned Planets Known
OWNED_FLEETS
'''Owned Fleets: '''
# %1% link to a fleet.
# %2% link to a system.
OWNED_FLEET_AT_SYSTEM
%1% at %2%
NO_OWNED_FLEETS_KNOWN
No Owned Fleets Known
EMPIRE_SHIPS_DESTROYED
Statki imperium uległy zniszczeniu
SHIP_DESIGNS_DESTROYED
Konstrukcja statku zniszczona
SPECIES_SHIPS_DESTROYED
Statki gatunku zniszczone
SPECIES_PLANETS_INVADED
Planty gatunku poddane inwazji
SPECIES_SHIPS_PRODUCED
Statki gatunku zostały wyprodukowane
SHIP_DESIGNS_PRODUCED
Ship Designs Produced
SPECIES_SHIPS_LOST
Utracono statek gatunku
SHIP_DESIGNS_LOST
Ship Designs Lost
SPECIES_SHIPS_SCRAPPED
Species Ships Scrapped
SHIP_DESIGNS_SCRAPPED
Ship Designs Scrapped
SPECIES_PLANETS_DEPOPED
Species Planets Depopulated
SPECIES_PLANETS_BOMBED
Species Planets Bombed
BUILDING_TYPES_PRODUCED
Building Types Produced
BUILDING_TYPES_SCRAPPED
Building Types Scrapped
ENC_SHIP
[Game - Ships]
ENC_MONSTER
[Game - Monster]
ENC_MONSTER_TYPE
Monster Types
ENC_FLEET
[Game - Fleets]
ENC_PLANET
[Game - Planets]
ENC_BUILDING
[Game - Buildings]
ENC_SYSTEM
[Game - Systems]
ENC_FIELD
[Game - Fields]
ENC_HOMEWORLDS
[Game - Homeworlds]
ENC_TEXTURES
[Test - Textures]
ENC_TEXTURE_INFO
%4% -- %1% x %2% px @ %3% BPP
ENC_INDEX
Encyclopedia Index
SEARCH_RESULTS
Search Results
ENC_SEARCH_EXACT_MATCHES
Exact Title Matches
ENC_SEARCH_WORD_MATCHES
Word Title Matches
ENC_SEARCH_PARTIAL_MATCHES
Partial-Word Title Matches
ENC_SEARCH_ARTICLE_MATCHES
Article Content Matches
ENC_SEARCH_NOTHING_FOUND
No Matches Found
# %1% specialized type description of the thing described in the encyclopedia
# (e.g. for a ship part it would be the ship part class).
# %2% general type description of the thing described in the encyclopedia.
# (e.g. for a ship part it would be the content of 'ENC_SHIP_PART').
ENC_DETAIL_TYPE_STR
%1% %2%
ENC_PP
PP
ENC_RP
RP
# Concise listing of costs required to produce item or research tech.
# %1% cost to complete requested item or technology.
# %2% unit of costs; can be `ENC_PP` or `ENC_RP` depending on the item or
# technology.
# %3% turns to complete requested item or technology.
ENC_COST_AND_TURNS_STR
%1% %2% i %3% kolejek
ENC_VERB_PRODUCE_STR
produce
# %1% content of ENC_VERB_PRODUCE_STR.
ENC_AUTO_TIME_COST_INVARIANT_STR
'''
Czas i koszt
Time and cost to %1% this item do not vary by location.'''
# %1% content of ENC_VERB_PRODUCE_STR.
ENC_AUTO_TIME_COST_VARIABLE_STR
'''
Czas i koszt
Czas, koszt lub łącznie %1% różnią się w zależności od lokalizacji.
W wyrażeniach opisujących powyższe pojęcia termin "źródło" zasadniczo odnosi się do kapitału danego imperium, a termin docelowy odnosi się ogólnie do rozpatrywanej lokalizacji.
'''
# %1% name of the planet where this item can be produced.
# %2% local costs on the planet to produce the item.
# %3% content of ENC_PP
# %4% local time required on the planet to produce the item.
ENC_AUTO_TIME_COST_VARIABLE_DETAIL_STR
'''
At location %1%, the cost and time are %2% %3% over %4% turns.'''
# Displays a ship design inside the Pedia with the basic informations.
# %1% description.
# %2% hull name.
# %3% list of builtin parts.
ENC_SHIP_DESIGN_DESCRIPTION_BASE_STR
'''%1%
Hull: %2%
Parts: %3%
'''
# Detailed ship design information for a given species
# %1% species for this design
# %2% total damage from all weapon types
# %3% weapon shots per round
# %4% structure
# %5% shield
# %6% detection range
# %7% stealth
# %8% starlane speed
# %9% fuel
# %10% population
# %11% troops
# %12% fighters
# %13% total damage per round of fighters
# %14% launch bay capacity
# %15% average attack strength
# %16% average attack strength/pp
# %17% mock enemy attack strength
# %18% mock enemy shields
# %19% mock average attack strength
# %20% mock average attack strength/pp
ENC_SHIP_DESIGN_DESCRIPTION_STATS_STR
'''
For [[encyclopedia ENC_SPECIES]]: %1%
Total [[encyclopedia DAMAGE_TITLE]]: %2% [[PC_DIRECT_WEAPON]] Shots: %3%
[[metertype METER_STRUCTURE]]: %4% [[metertype METER_SHIELD]]: %5%
[[metertype METER_DETECTION]]: %6% [[metertype METER_STEALTH]]: %7%
[[metertype METER_SPEED]]: %8% [[metertype METER_FUEL]] [[METER_CAPACITY]]: %9%
Colonization [[METER_CAPACITY]]: %10% [[metertype METER_TROOPS]]: %11%
[[OBJ_FIGHTER]] [[encyclopedia DAMAGE_TITLE]]: %13% [[ENC_SDD_HANGAR]]: %12% [[ENC_SDD_BAY]]: %14%
Estimated combat strength (ignoring shields): %15$.f (%16$.2f per PP)
(enemy with attack %17$.1f and shields %18$.1f): %19$.f (%20$.2f per PP)
'''
ENC_SDD_HANGAR
[[encyclopedia PC_FIGHTER_HANGAR]] [[METER_CAPACITY]]
ENC_SDD_BAY
[[encyclopedia PC_FIGHTER_BAY]] [[METER_CAPACITY]]
ENC_UNLOCKED_BY
'''Odblokowane technologią:
'''
ENC_UNLOCKS
'''Unlocks
'''
ENC_SHIP_PART_CAN_MOUNT_IN_SLOT_TYPES
'''Can mount in: '''
ENC_SHIP_EXCLUSIONS
'''Cannot be in design with: '''
# %1% name of the item type unlocked (building, ship part, hull, ...).
# %2% name of the item unlocked (a specific building or ship part, ...).
ENC_TECH_DETAIL_UNLOCKED_ITEM_STR
'''%1%: %2%
'''
# %1% category of the technology.
# %2% UNUSED
# %3% short description of the technology.
ENC_TECH_DETAIL_TYPE_STR
%3%
# %1% object, technology or other content that should be looked up in the
# encyclopedia.
ENC_LOOKUP
Sprawdź w Pedii %1%
# %1% link to the system, where the combat occured.
# %2% turn when the combat occured.
ENC_COMBAT_LOG_DESCRIPTION_STR
Walka na %1% w kolejce %2%:
# %1% link to the attacker in a weapon fired battle event.
# %2% link to the target in a weapon fired event.
# %3% amount of damage done when firing the weapon.
# %4% the round number. (a round is phase where all units in a combat have
# acted).
# %5% the draw number (a draw is the acting of a single combat unit).
ENC_COMBAT_ATTACK_STR
%1% attacks %2% and does %3% damage
# %1% link to a ship part description.
# %2% potential damage done by the weapon.
# %3% damage consumed by the target shields.
# %4% damage done to the target.
ENC_COMBAT_ATTACK_DETAILS
Weapon: %1% Strength: %2% Shields: %3% Damage: %4%
ENC_COMBAT_SHIELD_PIERCED
pierced
# %1% link to the attacking unit or empire.
# %2% name of the unit attacked.
ENC_COMBAT_ATTACK_SIMPLE_STR
%1% attacks %2%
# %1% number of repeated events.
# %2% link to the attacking unit or empire.
# %3% link to the attacking unit or empire.
ENC_COMBAT_ATTACK_REPEATED_STR
%1%X %2% attacks %3%
# %1% link to the unit, which launches the fighter.
# %2% name of the fighters launched.
# %3% amount of fighters launched.
ENC_COMBAT_LAUNCH_STR
%1% launches %3% %2%
# %1% link to the unit, which recovers the fighters.
# %2% name of the fighters recovered.
# %3% amount of fighters recovered.
ENC_COMBAT_RECOVER_STR
%1% recovers %3% %2%
ENC_COMBAT_UNKNOWN_OBJECT
Unknown
# %1% number of combat round.
ENC_ROUND_BEGIN
'''
Round %1%'''
# %1% name of the empire which owns the attacked unit.
# %2% name of the attacked unit.
ENC_COMBAT_UNKNOWN_DESTROYED_STR
%2% was incapacitated
# %1% name of the empire which owns the attacked unit.
# %2% name of the attacked fighter.
ENC_COMBAT_FIGHTER_INCAPACITATED_STR
A %1% %2% was destroyed.
# A combat log report for multiple destroyed fighters from one empire
# %1% count of number of repeated events
# %2% name of the empire which owns the attacked unit.
# %3% name of the attacked fighter.
ENC_COMBAT_FIGHTER_INCAPACITATED_REPEATED_STR
%1%X %2% %3%s were destroyed.
# %1% name of the empire which owns the attacked unit.
# %2% name of the attacked planet.
ENC_COMBAT_PLANET_INCAPACITATED_STR
The planet %2% was incapacitated
# %1% name of the empire which owns the attacked unit.
# %2% name of the attacked unit.
ENC_COMBAT_DESTROYED_STR
Statek %2% został zniszczony
# %1% unused
# %2% name of empire
ENC_COMBAT_INITIAL_STEALTH_LIST
%2% empire can not target:
# %1 link to the attacking unit
# %2 link to the defending unit.
# %3 link to the empire that owns the defending unit.
ENC_COMBAT_STEALTH_DECLOAK_ATTACK
%2% detects %1% during attack.
# %1% unused
# %2% name of empire detecting decloacking ship
ENC_COMBAT_STEALTH_DECLOAK_ATTACK_1_EVENTS
%2% detects
# %1% unused
# %2% name of empire detecting decloaking ships
ENC_COMBAT_STEALTH_DECLOAK_ATTACK_MANY_EVENTS
%2% detects:
# %1% unused
# %2% name of ship causing damage
ENC_COMBAT_PLATFORM_DAMAGE_1_EVENTS
%2% damages
# %1% number of targets damaged
# %2% name of ship doing damage
ENC_COMBAT_PLATFORM_DAMAGE_MANY_EVENTS
%2% damages %1% targets:
# %1 defender
# %2 damage
ENC_COMBAT_PLATFORM_TARGET_AND_DAMAGE
%1% for %2% damage
# %1% unused
# %2% name of ship unable to do damage to other single ship in combat
ENC_COMBAT_PLATFORM_NO_DAMAGE_1_EVENTS
%2% could not damage
# %1% number of targets
# %2% name of ship unable to damage targets
ENC_COMBAT_PLATFORM_NO_DAMAGE_MANY_EVENTS
%2% could not damage %1% targets:
ENC_METER_TYPE
Meter Type
##
## Combat report
##
NEUTRAL
Neutral
COMBAT_INITIAL_FORCES
Initial forces
COMBAT_SUMMARY_DESTROYED
Lost:
COMBAT_REPORT_TITLE
Combat Report
COMBAT_SUMMARY
Summary
COMBAT_SUMMARY_PARTICIPANT_RELATIVE
Bars:Relative
COMBAT_SUMMARY_PARTICIPANT_RELATIVE_TIP
The widths of the bars are currently relative to their current health.
COMBAT_SUMMARY_PARTICIPANT_EQUAL
Bars:Equal
COMBAT_SUMMARY_PARTICIPANT_EQUAL_TIP
The widths of the bars are currently boringly equal. Press here for a more exiting mode!
COMBAT_SUMMARY_HEALTH_SMOOTH
Health:Smooth
COMBAT_SUMMARY_HEALTH_SMOOTH_TIP
The healthiness of a ship is current shown by smooth interpolation
COMBAT_SUMMARY_HEALTH_BAR
Health:Bar
COMBAT_SUMMARY_HEALTH_BAR_TIP
The healthiness of a ship is currently shown with a two colour bar
COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL
Bar Height:Proportional
COMBAT_SUMMARY_BAR_HEIGHT_EQUAL
Bar Height:Equal
COMBAT_SUMMARY_BAR_HEIGHT_PROPORTIONAL_TIP
The bars of battle participants are currently scaled to show their max health relative to their fleetmates.
COMBAT_SUMMARY_BAR_HEIGHT_EQUAL_TIP
The bars of battle participants are currently equal.
COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL
Graph Height:Proportional
COMBAT_SUMMARY_GRAPH_HEIGHT_EQUAL
Graph Height:Equal
COMBAT_SUMMARY_GRAPH_HEIGHT_PROPORTIONAL_TIP
The graphs of battling empires are currently scaled relative to the highest max health in their fleets.
COMBAT_SUMMARY_GRAPH_HEIGHT_EQUAL_TIP
The graphs of of battling empires are currently equal.
OPTIONS_COMBAT_COLORS
Kolory walki
OPTIONS_COMBAT_SUMMARY_DEAD_COLOR
Martwe jednostki
OPTIONS_COMBAT_SUMMARY_WOUND_COLOR
Uszkodzenia
OPTIONS_COMBAT_SUMMARY_HEALTH_COLOR
Zdrowie
COMBAT_LOG
Dziennik zdarzeń
# %1% name of the belligerent party.
# %2% current health of all units.
# %3% total health of all units.
COMBAT_FLEET_HEALTH_AXIS_LABEL
%1% zdrowie floty: %2%/%3%
COMBAT_UNIT_HEALTH_AXIS_LABEL
'''Zdrowie
jednostki'''
# %1% amount of lost units in combat.
COMBAT_DESTROYED_LABEL
Utracono: %1%
##
## Encyclopedia article categories and short descriptions
##
CATEGORY_GUIDES
**Przewodniki**
CATEGORY_GAME_CONCEPTS
*Koncept gry*
GROWTH_ARTICLE_SHORT_DESC
Wzrost
OUTPOSTS_ARTICLE_SHORT_DESC
Stacja orbitalna
PRODUCTION_ARTICLE_SHORT_DESC
Produkcja
DIPLOMACY_ARTICLE_SHORT_DESC
Dyplomacja
SPECIES_ARTICLE_SHORT_DESC
Gatunki
SHIPS_ARTICLE_SHORT_DESC
Statki
METER_ARTICLE_SHORT_DESC
Metry
POPULATION_TITLE_SHORT_DESC
Population
MANAGEMENT_TITLE_SHORT_DESC
Management
##
## Encyclopedia subcategories
##
# In Guides category
INTERFACE_TITLE
*Interface*
INTERFACE_TEXT
Non-exhaustive list of FreeOrion Interface features:
# In Game Concepts category
DIPLOMACY_TITLE
Diplomacy
DIPLOMACY_TEXT
Non-exhaustive list of Diplomacy features:
METABOLISM_TITLE
Metabolism
METABOLISM_TEXT
The Metabolism of [[encyclopedia ENC_SPECIES]] in the galaxy fall into one of the types listed here.
PLANET_MANAGEMENT_TITLE
zarządzania planetą
PLANET_MANAGEMENT_TEXT
Niewyczerpująca lista funkcji zarządzania planetą:
PLANETARY_FOCUS_TITLE
Planetary Focus
PLANETARY_FOCUS_TEXT
Non-exhaustive list of Planetary Focus settings:
SHIP_MANAGEMENT_TITLE
Ship Management
SHIP_MANAGEMENT_TEXT
Non-exhaustive list of Ship Management features:
SPECIES_TRAITS_TITLE
Species Traits
SPECIES_TRAITS_TEXT
Non-exhaustive list of Species Traits:
##
## Encyclopedia articles
##
METER_TARGET_POPULATION_VALUE_LABEL
[[METER_POPULATION_VALUE_LABEL]]
METER_TARGET_POPULATION_VALUE_DESC
[[METER_POPULATION_VALUE_DESC]]
METER_TARGET_INDUSTRY_VALUE_LABEL
[[METER_INDUSTRY_VALUE_LABEL]]
METER_TARGET_INDUSTRY_VALUE_DESC
[[METER_INDUSTRY_VALUE_DESC]]
METER_TARGET_RESEARCH_VALUE_LABEL
[[METER_RESEARCH_VALUE_LABEL]]
METER_TARGET_RESEARCH_VALUE_DESC
[[METER_RESEARCH_VALUE_DESC]]
METER_TARGET_TRADE_VALUE_LABEL
[[METER_TRADE_VALUE_LABEL]]
METER_TARGET_TRADE_VALUE_DESC
[[METER_TRADE_VALUE_DESC]]
METER_TARGET_CONSTRUCTION_VALUE_LABEL
[[METER_CONSTRUCTION_VALUE_LABEL]]
METER_TARGET_CONSTRUCTION_VALUE_DESC
[[METER_CONSTRUCTION_VALUE_DESC]]
METER_TARGET_HAPPINESS_VALUE_LABEL
[[METER_HAPPINESS_VALUE_LABEL]]
METER_TARGET_HAPPINESS_VALUE_DESC
[[METER_HAPPINESS_VALUE_DESC]]
METER_MAX_CAPACITY_VALUE_LABEL
[[METER_CAPACITY_VALUE_LABEL]]
METER_MAX_CAPACITY_VALUE_DESC
[[METER_CAPACITY_VALUE_DESC]]
METER_MAX_SECONDARY_STAT_VALUE_LABEL
[[METER_SECONDARY_STAT_VALUE_LABEL]]
METER_MAX_SECONDARY_STAT_VALUE_DESC
[[METER_SECONDARY_STAT_VALUE_DESC]]
METER_MAX_FUEL_VALUE_LABEL
[[METER_FUEL_VALUE_LABEL]]
METER_MAX_FUEL_VALUE_DESC
[[METER_FUEL_VALUE_DESC]]
METER_MAX_SHIELD_VALUE_LABEL
[[METER_SHIELD_VALUE_LABEL]]
METER_MAX_SHIELD_VALUE_DESC
[[METER_SHIELD_VALUE_DESC]]
METER_MAX_STRUCTURE_VALUE_LABEL
[[METER_STRUCTURE_VALUE_LABEL]]
METER_MAX_STRUCTURE_VALUE_DESC
[[METER_STRUCTURE_VALUE_DESC]]
METER_MAX_DEFENSE_VALUE_LABEL
[[METER_DEFENSE_VALUE_LABEL]]
METER_MAX_DEFENSE_VALUE_DESC
[[METER_DEFENSE_VALUE_DESC]]
METER_MAX_SUPPLY_VALUE_LABEL
[[METER_SUPPLY_VALUE_LABEL]]
METER_MAX_SUPPLY_VALUE_DESC
[[METER_SUPPLY_VALUE_DESC]]
METER_MAX_TROOPS_VALUE_LABEL
[[METER_TROOPS_VALUE_LABEL]]
METER_MAX_TROOPS_VALUE_DESC
[[METER_TROOPS_VALUE_DESC]]
METER_POPULATION_VALUE_LABEL
Population
METER_POPULATION_VALUE_DESC
An abstract value for the size of a colony, relative to differing species.
METER_INDUSTRY_VALUE_LABEL
Industry
METER_INDUSTRY_VALUE_DESC
'''Industry represents the production and modification of physical goods. It is needed to produce buildings, space ships and other projects.
The Industry of a planet can be used for any production projects of [[metertype METER_SUPPLY]] line connected planets. Any un-allocated Industry is lost each turn.
For information on the interface, see [[encyclopedia PRODUCTION_WINDOW_ARTICLE_TITLE]].
'''
METER_RESEARCH_VALUE_LABEL
Research
METER_RESEARCH_VALUE_DESC
'''The Research (or RP "Research Points") of all planets in the empire is combined to discover new [[encyclopedia ENC_TECH]].
Any Research that cannot be spent on a tech is lost each turn. Each tech has a minimum number of turns required to research it. For example, if a tech that cost 15 RPs, and had a minimum time of 3 turns, 5 RPs is the maximum that could be put towards its completion per turn.
The tech at the top of the queue is given RPs first. Any remaining RP are then given to the next tech in the queue, and if there is still more remaining to the next-- and so on. You can re-prioritize the items in the queue by dragging the most important items closer to the top.
Research does not require [[metertype METER_SUPPLY]] line connections to be used.'''
METER_TRADE_VALUE_LABEL
Trade
METER_TRADE_VALUE_DESC
[[MAP_TRADE_TEXT]]
METER_CONSTRUCTION_VALUE_LABEL
Infrastructure
METER_CONSTRUCTION_VALUE_DESC
The term Infrastructure refers to technical structures that support a colonized planet: energy, transportation, telecommunication and social services for the citizens.
METER_HAPPINESS_VALUE_LABEL
Happiness
METER_HAPPINESS_VALUE_DESC
The Happiness of a colony's population starts out low after initial colonization or after invasion, and may also be affected by other factors. A minimum Happiness of 5 is necessary for a colony to act as a source of settlers for colonizing other planets.
METER_CAPACITY_VALUE_LABEL
Stat - Primary
# TODO make this into a listing of possible capacity types
METER_CAPACITY_VALUE_DESC
The primary stat of an object.
METER_SECONDARY_STAT_VALUE_LABEL
Stat - Secondary
METER_SECONDARY_STAT_VALUE_DESC
The secondary stat of an object.
METER_FUEL_VALUE_LABEL
Fuel
METER_FUEL_VALUE_DESC
Fuel allows ships to travel the starlanes outside of [[metertype METER_SUPPLY]] of your empire. Fuel is consumed for each starlane traversed outside of supply; stopping within [[metertype METER_SUPPLY]] lines will fully refuel a ship. If a ship remains stationary beyond friendly [[metertype METER_SUPPLY]] lines, fuel will slowly regenerate. The amount of fuel a [[encyclopedia ENC_SHIP_DESIGN]] has depends on the [[encyclopedia ENC_SHIP_HULL]] used, but it can also be increased using some [[encyclopedia ENC_SHIP_PART]]s.
METER_SHIELD_VALUE_LABEL
Shields
METER_SHIELD_VALUE_DESC
'''The term Shields combines all kinds of protective force-fields. They are usually the first barrier incoming attacks have to overcome. There are two main types of shields: ship shields and planetary barrier shields, and both ships and planets have a Shields meter. The main difference between them is simply how they recharge -- ship shields are able to recharge instantly after every single shot fired at them, whereas planetary barrier shields take more time to recharge. The result of that seemingly small difference makes a very noticeable difference in combat, however.
Ship shields: Reduce the [[encyclopedia DAMAGE_TITLE]] sustained by each hit by the strength rating of the shield part. A weapon can only penetrate a shield if its damage value is higher than the shield's strength. However, ship shields do not negate shot damage coming from [[encyclopedia FIGHTER_TECHS]], as fighters fire from within the shields.
Planetary barrier shields: Act more like some kind of planetary armor. Their strength is reduced by each hit until they are completely depleted, at which point further hits will finally get through and damage planetary structures (first [[metertype METER_DEFENSE]] installations and then more general planetary [[metertype METER_CONSTRUCTION]]). Planetary barrier shields regenerate their strength each turn at a certain rate which can be affected by various technologies.
One further difference between the two types of shields is that a ship's shields may be partially or entirely suppressed by a type of interstellar field known as a [[fieldtype FLD_MOLECULAR_CLOUD]].
'''
METER_STRUCTURE_VALUE_LABEL
Structure
METER_STRUCTURE_VALUE_DESC
Structure is amount of [[encyclopedia DAMAGE_TITLE]] that ship can take until it is destroyed. Structure can be restored by repairing, and its max value increased with [[encyclopedia ARMOR_TITLE]].
METER_DEFENSE_VALUE_LABEL
Defense
METER_DEFENSE_VALUE_DESC
The Defense meter of a planet represents the power of the ground to space weapons installed. It's comparable to the [[encyclopedia DAMAGE_TITLE]] value of a space ship.
METER_SUPPLY_VALUE_LABEL
Supply
METER_SUPPLY_VALUE_DESC
'''The supply meter on a planet represents the number of star-lanes supply can extend through. Smaller planets can supply greater distances, large planets reduced distances.
Supply lines are shown by coloring star-lanes with an empire's color. Planets connected by supply lines form a 'Resource Group' and can share physical resources. Production Points created on one planet can be used on any connected planet to build ships or structures.
A set of core supply starlanes for an empire (the set of least-jump starlanes connecting the resource-producing systems of each Resource Group) will have greater thickness than the non-core starlanes. If PP is currently being wasted within a Resource Group, the outer bands of the core starlanes will be a contrasting color.
Supply lines can also be used to refill the [[metertype METER_FUEL]] supply of ships.'''
METER_TROOPS_VALUE_LABEL
Troops
METER_TROOPS_VALUE_DESC
'''The term Troops combines all kinds of military forces capable of operating on a planet's surface.
The Troop meter on a planet represents the power of the defending ground forces. The invading force must send a more powerful force (i.e. a higher cumulative number) to conquer a planet. Ships must be built with special parts for carrying troops, and such troops cannot invade if the defending planet has active [[metertype METER_SHIELD]].'''
METER_REBEL_TROOPS_VALUE_LABEL
Rebel Troops
METER_REBEL_TROOPS_VALUE_DESC
Occupying troops that are hostile to the objects owner.
METER_SIZE_VALUE_LABEL
Size
METER_SIZE_VALUE_DESC
An abstract value for the size of an object, group of objects, or area.
METER_STEALTH_VALUE_LABEL
Stealth
METER_STEALTH_VALUE_DESC
'''The term Stealth represents the ability of an object to dodge all kinds of sensors. Only empires with a [[encyclopedia DETECTION_TITLE]] higher than or equal to the Stealth value can see the object.
Space ships, buildings, specials, systems and planets have a Stealth meter.'''
METER_DETECTION_VALUE_LABEL
Detection Range
METER_DETECTION_VALUE_DESC
'''The Detection Range represents the distance in uu that sensors can reach. An empire can only see objects that have a [[metertype METER_STEALTH]] value lower than or equal to its [[encyclopedia DETECTION_TITLE]] and are within Detection Range of a controlled space ship or planet.
Space ships and planets have a Detection Range meter. There is the option to display Detection Range circles (in uu) in the Galaxy Map section of the Options menu. To facilitate predictions of what would be within a Detection Range, there are also options to display a standard 'Map Scale Line' as well as a 'Map Scale Circle' centered on the currently selected system and indicating the same distance as the Map Scale Line. They are both responsive to the the map zoom level and can be toggled via hotkeys.
Some objects or abilities may allow vision of certain areas outside of this range. Some examples are from species abilities of [[species SP_TRITH]] or [[species SP_GEORGE]], or from the effects from a [[buildingtype BLD_SCRYING_SPHERE]].'''
METER_SPEED_VALUE_LABEL
Speed
METER_SPEED_VALUE_DESC
Speed on galaxy map (uu/turn). The uu distance travelled by a ship in one turn is equal to its starlane speed value and is displayed on the map by a dotted line followed by a circle showing the number of turns required to travel the full starlane and reach the next system. If a ship starlane speed is less than the starlane length, it will require at least 2 turns to complete the journey. Each starlane traversed will consume only 1 unit of [[metertype METER_FUEL]], regardless of the turns required.
METER_DETECTION_STRENGTH_VALUE_LABEL
[[DETECTION_TITLE]]
METER_DETECTION_STRENGTH_VALUE_DESC
[[DETECTION_TEXT]]
PEACE_TITLE
Peace
PEACE_TEXT
Peace is the diplomatic state between empires in which they mutually agree not to attack each other's ships or planets, not to obstruct each other's [[metertype METER_SUPPLY]] lines, and not to impede colonization.
OUTPOSTS_TITLE
Outpost
OUTPOSTS_TEXT
Outposts are unmanned stations, which can be founded in places too hostile for a colony to survive. They have no population, and normally produce no resources. But they create [[metertype METER_SUPPLY]] (with the right tech) and provide vision. Colonies can be founded on planets that already have an Outpost. To build an Outpost, you need to put an [[shippart CO_OUTPOST_POD]] on a ship. Outposts are also formed when the population of a colony drops to zero for any reason.
FOCUS_TITLE
Focus
FOCUS_TEXT
'''Each planet has a focus setting, dictating what the inhabitants will put more effort toward, such as [[metertype METER_INDUSTRY]] or [[metertype METER_RESEARCH]]. Not all areas of focus are always available. They may be restricted because the species can not focus on that area, the technology is not yet known, or other factors such as the availability of a [[encyclopedia ENC_SPECIAL]].
The focus of a planet may grant it bonuses or enable effects. A small penalty applies when changing a planets focus, which will diminish over time.
A planet will default to the inhabiting species' preferred focus if it has one, otherwise it will default to [[metertype METER_INDUSTRY]].'''
GROWTH_FOCUS_TITLE
Growth Focus
GROWTH_FOCUS_TEXT
'''The Growth Focus represents exporting rare materials and substances that can increase population of planets. Is only available in certain situations: on some homeworlds, and on planets with growth specials that can be exported.
A planet focused on Growth increases the max Population only of other planets connected to it by [[metertype METER_SUPPLY]] lines.
A Homeworld focused on Growth only helps other planets of the same species.
[[GROWTH_SPECIALS_ENTRY_LIST]]'''
TRADE_FOCUS_TITLE
Trade Focus
TRADE_FOCUS_TEXT
Trade doesn't do anything, yet. It is just a placeholder to show that more resources are planned.
PROTECTION_FOCUS_TITLE
Protection Focus
PROTECTION_FOCUS_TEXT
The Protection focus represents a planet wholly focused on defending itself. [[metertype METER_TROOPS]], Planetary [[metertype METER_DEFENSE]], and Planetary [[metertype METER_SHIELD]] are doubled.
ARMOR_TITLE
Armor Plating
ARMOR_TEXT
Increases the maximum [[metertype METER_STRUCTURE]] of its ship by the strength rating of the armor plating part.
SLOT_TITLE
Slot
SLOT_TEXT
A slot is a type of ship mount on a [[encyclopedia ENC_SHIP_HULL]], which can hold certain types of [[encyclopedia ENC_SHIP_PART]]s, like weapons, shields, armor plating, engines and various other devices. There are three slot types: external, internal, and core slots. [[encyclopedia ENC_SHIP_PART]] descriptions will state what kind of slots they are compatible with; some are compatble with multiple slot types. This information is also shown graphically in the [[encyclopedia DESIGN_WINDOW_ARTICLE_TITLE]], where each type of slot in a hull is shown with a shape specific to its type. The [[encyclopedia ENC_SHIP_PART]]s in the Design Window are also shown with shapes that indicate which slots they are compatible with. In most cases a part shape will clearly match a particular slot-type shape. Parts that can fit into multiple slot types will have shapes that are visibly compatible with the shapes of those slot types. Larger (and expensive) hulls often have more slots available to be filled with parts.
DETECTION_TITLE
Detection Strength
DETECTION_TEXT
'''The term Detection Strength represents the technological level of an empire's sensors. An empire can only see objects that have a [[metertype METER_STEALTH]] value lower than or equal to its Detection Strength and are within [[metertype METER_DETECTION]] of a controlled space ship or planet.
Empires have a Detection Strength meter.'''
ENVIRONMENT_TITLE
Środowisko
ENVIRONMENT_TEXT
'''W trakcie odkrywania systemów planetarnych na mapie galaktycznej można napotkać różne środowiska: [[PT_INFERNO]], [[PT_RADIATED]], [[PT_TOXIC]], [[PT_BARREN]], [[PT_DESERT]], [[PT_TUNDRA]], [[PT_SWAMP]], [[PT_TERRAN]], [[PT_OCEAN]], [[PT_ASTEROIDS]], and [[PT_GASGIANT]].
Każda [[encyclopedia ENC_SPECIES]] ma własne preferencje środowiskowe, które określają na każdej planecie rodzaj przydatności do gatunku, zgodnie z poniższą listą (od najgorszego do najlepszego):
[[PE_UNINHABITABLE]] < [[PE_HOSTILE]] < [[PE_POOR]] < [[PE_ADEQUATE]] < [[PE_GOOD]]
Raport przydatności planety można wyświetlać po prawej stronie na planecie w panelu bocznym systemu. Zielona liczba po danych przydatności wskazuje na maksymalną wartość populacji, jeśli gatunek ten kolonizuje planetę, podczas gdy liczba czerwona oznacza, że populacja pozostanie bezczynna lub zmniejszy się, aby w końcu zginąć, jeśli gatunek próbuje skolonizować planetę.
Podczas przekształcania planety (przez [[metertype METER_RESEARCH]] lub jeśli planeta ma cechę [[special GAIA_SPECIAL]]) aby lepiej dostosować się do preferencji dotyczących środowiska gatunkowego, oryginalne środowisko planety jest modyfikowane etapami, aż do osiągnięcia w końcu przydatności o statusie [[PE_GOOD]] dla gatunku, który chce żyć na tej planecie. Etapy terraformacji można sprawdzić na odpowiednim wykresie podanym poniżej.
Zgodnie z ruchem wskazówek zegara od góry: [[PT_TERRAN]], [[PT_OCEAN]], [[PT_SWAMP]], [[PT_TOXIC]], [[PT_INFERNO]], [[PT_RADIATED]], [[PT_BARREN]], [[PT_TUNDRA]], [[PT_DESERT]]
'''
ORGANIC_SPECIES_TITLE
Organic Metabolism
ORGANIC_SPECIES_TEXT
[[encyclopedia ORGANIC_SPECIES_CLASS]] species are more or less, 'life as we know it'. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when an Organic Growth Special is colonized, and focused on Growth. Organic Growth specials are marked with a little green 'O' in the corner.
LITHIC_SPECIES_TITLE
Lithic Metabolism
LITHIC_SPECIES_TEXT
[[encyclopedia LITHIC_SPECIES_CLASS]] species are silicon or mineral-based. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when a Lithic Growth Special is colonized, and focused on Growth. Lithic Growth specials are marked with a little grey 'L' in the corner.
ROBOTIC_SPECIES_TITLE
Robotic Metabolism
ROBOTIC_SPECIES_TEXT
[[encyclopedia ROBOTIC_SPECIES_CLASS]] species are sapient machines. These species' max population can be increased when their connected homeworld is set on [[encyclopedia GROWTH_FOCUS_TITLE]], or when a Robotic Growth Special is colonized, and focused on Growth. Robotic Growth specials are marked with a little red 'R' in the corner.
PHOTOTROPHIC_SPECIES_TITLE
Fototroficzny metabolizm
PHOTOTROPHIC_SPECIES_TEXT
'''[[encyclopedia PHOTOTROPHIC_SPECIES_CLASS]] gatunki żyją głównie lub całkowicie na słońcu. Maksymalna liczba tych gatunków zależy w dużej mierze od jasności lokalnej gwiazdy i wielkości planety - jaśniejszej lub większej, tym lepiej. Promowanie wzostu nie przynosi korzyści.
Population changes:
* [[STAR_BLUE]] gwiazda: ([[SZ_TINY]] +3) ([[SZ_SMALL]] +6) ([[SZ_MEDIUM]] +9) ([[SZ_LARGE]] +12) ([[SZ_HUGE]] +15)
* [[STAR_WHITE]] gwiazda: ([[SZ_TINY]] +1.5) ([[SZ_SMALL]] +3) ([[SZ_MEDIUM]] +4.5) ([[SZ_LARGE]] +6) ([[SZ_HUGE]] +7.5)
* [[STAR_YELLOW]] gwiazda, [[STAR_ORANGE]] gwiazda: (No changes)
* [[STAR_RED]] gwiazda, [[STAR_NEUTRON]] gwiazda: ([[SZ_TINY]] -1) ([[SZ_SMALL]] -2) ([[SZ_MEDIUM]] -3) ([[SZ_LARGE]] -4) ([[SZ_HUGE]] -5)
* [[STAR_BLACK]], [[STAR_NONE]]: ([[SZ_TINY]] -10) ([[SZ_SMALL]] -20) ([[SZ_MEDIUM]] -30) ([[SZ_LARGE]] -40) ([[SZ_HUGE]] -50)'''
SELF_SUSTAINING_SPECIES_TITLE
Self-Sustaining Metabolism
SELF_SUSTAINING_SPECIES_TEXT
[[encyclopedia SELF_SUSTAINING_SPECIES_CLASS]] species may be energy or crystalline beings or something even stranger. Their commonality is that they need no sustenance, so their max population is very high. While there are no specials that boost their growth, their max population is equal to a species that is provided with all three [[encyclopedia GROWTH_FOCUS_TITLE]] specials.
TELEPATHIC_TITLE
Telepathy
TELEPATHY_TEXT
Telepathic species are immune to mind-control and make it easier to research [[tech LRN_PSIONICS]].
XENOPHOBIC_SPECIES_TITLE
Xenophobic
XENOPHOBIC_SPECIES_TEXT
'''Xenophobic species will automatically divert some of their industrial efforts into harassing other species that are nearby. The affected nearby species will suffer an industrial penalty due to this harassment. A Xenophobic species of [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] will also find the presence of alien species nearby to be disruptive to its natural balances (whether due to some direct effect or simply due to wasted energies being applied to harassing the alien species, has not been determined) resulting in a reduced maximum population.
Xenophobic species start with [[tech CON_CONC_CAMP]].'''
FLEET_UPKEEP_TITLE
Fleet Upkeep
FLEET_UPKEEP_TEXT
The cost of a fleet is more than the sum of the cost of its ships due to the operational costs associated with managing multiple ships. When producing new ships, costs increase by 1% for each ship already owned by the empire. The cost of the [[shippart CO_COLONY_POD]], [[shippart CO_SUSPEND_ANIM_POD]] and [[shippart CO_OUTPOST_POD]] as well as all the colony buildings instead increase by 6% for each planet already owned by the empire.
EVACUATION_TITLE
Evacuation Plan
EVACUATION_TEXT
'''The [[buildingtype BLD_EVACUATION]] when built will remove the population of a planet. Each turn some of the population will be removed. If there are planets colonized by the same species with free space, and connected by [[metertype METER_SUPPLY]] lines, one will be randomly chosen and the population will move there. If there are no appropriate planets available, the population disappears into the vastness of space.
During an evacuation, production drops to nothing. When the colony is empty, it reverts to an [[encyclopedia OUTPOSTS_TITLE]]. It still belongs to the same empire, and may be re-colonized once the [[buildingtype BLD_EVACUATION]] deletes itself.'''
AI_LEVELS_TITLE
AI Aggression Levels
AI_LEVELS_TEXT
'''AI aggression levels are meant to be roughly akin to difficulty levels, but not exactly, particularly in that they are differentiated in various aspects of risk-taking and aggression, with only some actual limitations being applied to the lower level ones. They can all still play pretty well, but the lower aggression ones may be a bit easier to manage, even if not necessarily easier to actually take over. The more aggressive ones do a bit better over the course of a game.
AIs rename their capital planet on turn 1, adding a prefix. Once you discover their home system you can determine their personality.
The current prefixes are:
Beginner:
[[AI_CAPITOL_NAMES_BEGINNER]]
Turtle:
[[AI_CAPITOL_NAMES_TURTLE]]
Cautious:
[[AI_CAPITOL_NAMES_CAUTIOUS]]
Moderate:
[[AI_CAPITOL_NAMES_TYPICAL]]
Aggressive:
[[AI_CAPITOL_NAMES_AGGRESSIVE]]
Maniacal:
[[AI_CAPITOL_NAMES_MANIACAL]]'''
DAMAGE_TITLE
Damage
DAMAGE_TEXT
'''Defines the base amount that a weapon will reduce the [[metertype METER_STRUCTURE]] of another ship (or the [[metertype METER_SHIELD]], [[metertype METER_DEFENSE]] and [[metertype METER_CONSTRUCTION]] of a planet), in one combat round (of which there are three in each turn of battle). If a target ship is equipped with [[metertype METER_SHIELD]], the actual damage caused by each hit will be the base damage reduced by the strength rating of the ship's [[metertype METER_SHIELD]].
Note: [[encyclopedia FIGHTER_TECHS]] inflict damage ignoring [[metertype METER_SHIELD]] on ships, as fighters fire from within the enemy shields.'''
MAP_WINDOW_ARTICLE_TITLE
Map Window
MAP_WINDOW_ARTICLE_TEXT
'''The Map Window can be considered the 'main' game screen, which shows the galaxy and from which nearly all other windows can be accessed. A number of control elements are displayed in the upper bar.
In the upper left corner is the Turn Button, which reads as "Turn n" (where n is the current turn); left clicking the Turn Button causes the game to advance to the next turn. Immediately to its right is the Auto Advance Toggle; when showing as a double arrow, the game will not auto-advance; if clicked to toggle to circular arcing arrows, the game will autoadvance to the next turn once all other empires have submitted their orders for the turn.
Next are icons showing the player empire total [[metertype METER_INDUSTRY]], total [[metertype METER_RESEARCH]], number of existing ships, and Empire [[encyclopedia DETECTION_TITLE]].
On the right hand side of the control bar are a number of icons for toggling display of other significant UI windows. Tooltips are available for these.'''
DESIGN_WINDOW_ARTICLE_TITLE
Design Window
DESIGN_WINDOW_ARTICLE_TEXT
'''The [[DESIGN_WINDOW_ARTICLE_TITLE]] is for viewing or altering the designs of monsters or ships.
There are four sub windows: [[DESIGN_WND_STARTS]], [[DESIGN_WND_PART_PALETTE_TITLE]], [[DESIGN_WND_MAIN_PANEL_TITLE]] and the [[MAP_BTN_PEDIA]].
[[DESIGN_WND_STARTS]] has four tabs: empty [[DESIGN_WND_HULLS]], [[DESIGN_WND_FINISHED_DESIGNS]] designs, [[DESIGN_WND_SAVED_DESIGNS]] designs from previous games and [[DESIGN_WND_MONSTERS]] designs for inspection. Drag or double click hulls, designs or monsters to edit/examine them on the workbench.
[[DESIGN_WND_FINISHED_DESIGNS]] designs appear in the same order as on the Production Window. Designs can be drag-and-dropped within the list to change their order. Delete designs with "[[DESIGN_OBSOLETE]]" from the context menu. Ships already queued for production will continue to be built with the old design. Save designs to disk for future games with "[[DESIGN_SAVE]]" from the context menu.
Right click [[DESIGN_WND_SAVED_DESIGNS]] designs and copy a single or all saved designs to the empire's known designs. If "[[OPTIONS_ADD_SAVED_DESIGNS]]" is activated in the game settings, all the [[DESIGN_WND_SAVED_DESIGNS]] designs will be automatically imported at the beginning of a whole new game.
[[DESIGN_WND_PART_PALETTE_TITLE]] displays parts. Parts whose associated technology has been researched may be used in current designs. Other parts can not be used because either the associated technology has not been researched or the part is only available to monsters.
The "[[PRODUCTION_WND_AVAILABILITY_AVAILABLE]]" and "[[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]]" filters on [[DESIGN_WND_STARTS]] and [[DESIGN_WND_PART_PALETTE_TITLE]] toggle the display of parts that the empire can currently use or that are restricted. Some unavailable parts may be unlocked by researching associated [[encyclopedia ENC_TECH]].
The [[DESIGN_WND_PART_PALETTE_TITLE]] window has filters to display/hide entire categories of parts.
[[DESIGN_WND_MAIN_PANEL_TITLE]] is the workbench for the current design.
The current design may have internal, external and/or core [[encyclopedia SLOT_TITLE]]s. Drag and drop or double click parts from [[DESIGN_WND_PART_PALETTE_TITLE]] to add/remove them to/from the current design.
Add a name and optionally a description to the design.
Click "[[DESIGN_WND_ADD]]" to add the design to the end of the list of [[DESIGN_WND_FINISHED_DESIGNS]] designs.
Click "[[DESIGN_WND_UPDATE]]" to replace the most recently selected [[DESIGN_WND_FINISHED_DESIGNS]] design with a new design. "[[DESIGN_WND_UPDATE]]" is only active if this design was started from a design in the [[DESIGN_WND_FINISHED_DESIGNS]] list. "[[DESIGN_WND_UPDATE]]" only changes the design, any ships already queued for production or already produced will continue to use the old design.
'''
FLEET_MOVEMENT_ARTICLE_TITLE
Ruchy floty
FLEET_MOVEMENT_ARTICLE_TEXT
'''Floty można znaleźć w [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]] jako stosie symboli w prawym górnym rogu systemów gwiazd. Można je wybrać lewym przyciskiem myszy, co otwiera okno z listą wszystkich flot w stosie.
Aby wykonać ruch wybraną flotą do innego systemu, kliknij prawym przyciskiem myszy na miejsce docelowe. Floty z ustawioną kolejką ruchu zostaną pokazane w lewym górnym rogu systemu. Aby anulować ruch, kliknij prawym przyciskiem myszy system, w którym znajduje się flota.
Floty mogą zawierać dowolną liczbę statków i mogą być podzielone i połączone z innymi flotami w tym samym systemie.
Każda flota ma możliwość ukrycia (symbol oka) lub agresywnego (symbol pięści).
Kliknij prawym przyciskiem myszy flotę w oknie floty, aby uzyskać dostęp do dodatkowych opcji, takich jak przejście na rozpoznanie automatyczne, zmianę nazwy lub złomowanie floty.'''
HIDDEN_SETTINGS_ARTICLE_TITLE
Hidden Settings
HIDDEN_SETTINGS__ARTICLE_TEXT
'''There are a number of User Interface (UI) settings and other game settings that can be changed by the user via the Options Menu; there are also a number of UI settings which do not appear in the Options pages, but which can be changed by the user by directly editing the config.xml file, located in the logging directory. Directions for identifying the location of this file on the various different platforms is available at the FreeOrion Wiki.
In addition to a great many entries for the size/location of various UI elements, these 'Hidden Settings' include:
UI.design-pedia-dynamic : controls whether or not the design detail pedia page in the [[encyclopedia DESIGN_WINDOW_ARTICLE_TITLE]] will be dynamically updated as the design name is edited (can cause lag)
show-fleet-eta : controls whether a fleet's Estimated Time of Arrival (ETA), in number of turns from the current turn, is shown in its Fleet Panel in the Fleet Window
'''
FIELDS_TITLE
Interstellar Fields
FIELDS_TEXT
There are several Field Types, each having a distinctive, somewhat diffuse, appearance. Right-clicking on them in the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]] brings up a small popup menu identifying their type and providing an option to look up their details.
##
## Guides
##
GENERAL_PEDIA_REFERENCE
Information such as this is accessible via the "Pedia" [[encyclopedia ENC_INDEX]].
DETAILED_PEDIA_REFERENCE
[[GENERAL_PEDIA_REFERENCE]] The Pedia can be opened and closed via the purple icon bearing a question mark, in the upper right portion of the main [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]]. The Pedia can be navigated via hotlinks and via the arrows in the lower right corner of the Pedia window.
GREETINGS_GUIDE_TITLE
**Greetings**
GREETINGS_INTRO
Pozdrowienia szanowne istoty, witamy w Wszechświecie FreeOrion!
GREETINGS_GUIDE_REFERENCE
Nowicjusze w tym wszechświecie mogą szczególnie chcieć się dowiedzieć więcej o [[encyclopedia QUICK_START_GUIDE_TITLE]].
GREETINGS_GUIDE_TEXT
'''[[GREETINGS_INTRO]]
[[DETAILED_PEDIA_REFERENCE]]
[[GREETINGS_GUIDE_REFERENCE]]
FreeOrion jest darmową, open source'ową, fantastycznonaukową, turową gra strategiczna, należąca do podgatunku 4X. Całość została zaprojektowana i zbudowana przez projekt FreeOrion. FreeOrion inspirowany jest tradycją gier Master of Orion, ale nie jest klonem ani remakeem tej serii lub jakiejkolwiek innej gry.
Więcej informacji na stronie projektu: freeorion.org
'''
QUICK_START_GUIDE_TITLE
**Krótkie wprowadzenie**
QUICK_START_GUIDE_TEXT
'''Jest to krótkie wprowadzenie do gry FreeOrion. Ten przewodnik niedawno został stworzomny, dlatego jest dość mały, ale szybko rośnie. Krótszą wersję tego przewodnika znajdziesz na stronie freeorion.org freeorion.org (current URL: freeorion.org/index.php/V0.4_Quick_Play_Guide ).
[[DETAILED_PEDIA_REFERENCE]]
Important sections include [[encyclopedia CATEGORY_GAME_CONCEPTS]], [[encyclopedia CATEGORY_GUIDES]], and the [[encyclopedia ENC_METER_TYPE]] list.
'''
SITREP_IGNORE_BLOCK_TITLE
Ignorowanie i blokowanie raportu sytuacyjnego
SITREP_IGNORE_BLOCK_SHORT_DESC
Ignorowanie specyficznego raportu sytuacyjnego i blokowanie typów raportów.
SITREP_IGNORE_BLOCK_TEXT
'''Są dwie opcje ukrywania raportu sytuacyjnego(SitRep): Ignorowanie i Blokowanie.
Ignorowanie SitRep zawsze dotyczy konkretnego zdarzenia.
Dla przykładu konkretny statek przybywający do określonego systemu.
Inny statek przybywający do tego systemu lub ten sam okręt, który przybywa do innego systemu, to oba różne zdarzenia i będą nadal wyświetlane.
Blokowanie SitRepu type dotyczy każdego raportu dotyczącego tego samego zdarzenia.
Na przykład, [[SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION_LABEL]] dotyczy wszystkich statków będących własnością graczy, którzy docierają do dowolnego systemu.
[[SITREP_SNOOZE_INDEFINITE]] ukryje SitRep na wszystkie kolejki, zaczynając od kolejki 0.
Opcje ignorowania na 5 lub 10 kolejek będą liczone od momentu podglądu w oknie raportu sytuacyjnego.
Ignorowanie SitRep dotyczy jedynie do bieżącego stanu gry.
Jeśli klient zostanie ponownie uruchomiony lub została uruchomiona gra, SitRepy są wyświetlane ponownie.
Blokowanie typu SitRep ma zastosowanie do wszystkich kolejek i będzie utrzymywać się między sesjami gry.
Poprzednio zablokowane typy SitRep można ponownie włączyć, klikając przycisk Filtry.
Typy SitRepów będą oznaczone znacznikiem jeśli będą aktywne/pokazane.
Typy SitRep pojawiają się tylko na liście Filtrowanie po wystąpieniu zdarzenia, które spowoduje ich uruchomienie.
Ignorowanie jest przydatne do ukrycia zdarzenia powtarzającego się, takiego jak przypomnienia o budowie [[buildingtype BLD_GAS_GIANT_GEN]] na jednej z planet.
Blokowanie jest przydatne, jeśli niektóre typy SitReps są nieprzydatne, np. Gdy zobaczysz wszystkie [[encyclopedia BEGINNER_HINTS]].
'''
RESEARCH_TECH_GUIDE_TITLE
Researching Technologies
RESEARCH_TECH_GUIDE_SHORT_DESC
Research and unlock new items
RESEARCH_TECH_GUIDE_TEXT
'''Completing [[metertype METER_RESEARCH]] on a technology that unlocks an item will only give an empire the knowledge of how to construct that item. Actually constructing such an item may have other requirements, such as access to a certain resource.
If an item has been unlocked and is not available to build, the additional requirements can be checked by displaying the hover text on the items listing in the Production window (with [[PRODUCTION_WND_AVAILABILITY_UNAVAILABLE]] selected).
Generally, items unlocked by researched [[encyclopedia ENC_TECH]] do not require [[metertype METER_SUPPLY]] line connections to be available or active (e.g. a building or a planetary meter improvement). However, if a tech which improves a ship part is researched (e.g. a weapon), the pre-existing ships must be in supply range, stationary, and not in combat, in order to receive the upgrade at anytime.'''
AI_ERROR_MSG
AI_Error: AI script error
SERVER_MESSAGE_NOT_UNDERSTOOD
Serwer wysłał wiadomość, której nie można było zrozumieć.
ORBITAL_DRYDOCK_REPAIR_TITLE
Orbital Drydock Repair
ORBITAL_DRYDOCK_REPAIR_TEXT
'''The [[building BLD_SHIPYARD_ORBITAL_DRYDOCK]] is considered the best repair facility available, able to restore a ship to pristine condition.
When the planet [[metertype METER_HAPPINESS]] is below 15, repairs at this facility are not as efficient. If the planet drops below 5 happiness, the drydock is not able to perform any repairs that turn.
Repairs are delayed for one turn for ships just entering the system. Ships need time to dock, and the drydock needs time to prepare both the necessary tooling and the ship itself.
Any combat in the system will disrupt repairs for that turn.'''
##
## Turn progress
##
TURN_PROGRESS_PHASE_FLEET_MOVEMENT
Ruchy floty
TURN_PROGRESS_PHASE_COMBAT
Rozstrzyganie walki
TURN_PROGRESS_PHASE_EMPIRE_GROWTH
Produkcja i wzrost
TURN_PROGRESS_PHASE_WAITING
Oczekiwanie na innych graczy
TURN_PROGRESS_PHASE_ORDERS
Wykonywanie rozkazów
TURN_PROGRESS_COLONIZE_AND_SCRAP
Kolonizacja, inwazja i złomowanie
TURN_PROGRESS_PHASE_DOWNLOADING
Wczytywanie i wypakowywanie stanu gry
TURN_PROGRESS_PHASE_LOADING_GAME
Wczytywanie
TURN_PROGRESS_PHASE_GENERATING_UNIVERSE
Tworzenie wszechświata
TURN_PROGRESS_STARTING_AIS
Tworzenie graczy AI
# %1% number of the current turn.
TURN_BEGIN
Rozpoczęcie kolejki %1%
ERROR_PROCESSING_SERVER_MESSAGE
Error processing message from server
ERROR_EARLY_TURN_UPDATE
Received unexpected turn update from server.
##
## Messages panel
##
MESSAGES_PANEL_TITLE
Wiadomości
##
## Players list
##
PLAYERS_LIST_PANEL_TITLE
Imperia
PLAYING_TURN
Playing
RESOLVING_COMBAT
Walka
WAITING
Oczekiwanie
##
## Objects window
##
SORT
Sort
COLLAPSE_ALL
Zwiń wszystko
EXPAND_ALL
Rozwiń wszystko
##
## Objects columns
##
METERS_SUBMENU
Metry
PLANETS_SUBMENU
Planety
FLEETS_SUBMENU
Flota / Statki
ID
ID
NAME
Nazwa
OWNER
Właściciel
SPECIES
Gatunki
BUILDING_TYPE
Building Type
FOCUS
Focus
PREFERRED_FOCUS
Preferred Focus
AVAILABLE_FOCI
Available Foci
PARTS
Parts
HULL
Hull
OBJECT_TYPE
Type
CREATION_TURN
Creation Turn
AGE
Wiek
TURNS_SINCE_FOCUS_CHANGE
Turns Since Focus Change
SUPPLY_RANGE
Supply Range
SUPPLYING_EMPIRE
Supplying Empire
SYSTEM_SUPPLY_RANGE
System Supply Range
PROPAGATED_SUPPLY_RANGE
Propagated Supply Range
PROPAGATED_SUPPLY_DISTANCE
Propagated Supply Distance
ETA
Kolejek do punktu przeznaczenia
PRODUCED_BY
Produced By
SYSTEM
Aktualny system
NEAREST_SYSTEM
Najbliższy system
DESIGN_ID
Design ID
FINAL_DEST
System docelowy
NEXT_SYSTEM
Następny system
PREV_SYSTEM
Poprzedni system
LAST_TURN_BATTLE_HERE
Last Turn Battle Here
LAST_TURN_ACTIVE_IN_BATTLE
Last Turn In Battle
ARRIVED_ON_TURN
Arrived on Turn
SIZE_AS_DOUBLE
Size As Number
DISTANCE_FROM_ORIGINAL_TYPE
Distance From Original Planet Type
PLANET_TYPE
Typ planety
ORIGINAL_TYPE
Original Planet Type
NEXT_TOWARDS_ORIGINAL_TYPE
Next Towards Original Planet Type
PLANET_SIZE
Rozmiar planety
PLANET_ENVIRONMENT
Planet Environment
STAR_TYPE
Star Type
NEXT_TURN_POP_GROWTH
Next Turn Population Growth
NUM_SPECIALS
Number of Specials
SPECIALS
Specials
TAGS
Tags
##
## Filters dialog
##
VISIBLE
Visible
PREVIOUSLY_VISIBLE
Prev. Visible
DESTROYED
Destroyed
CONDITION_ALL
All
CONDITION_EMPIREAFFILIATION
Owner Empire
CONDITION_ARMED
Armed
CONDITION_CAPITAL
Capital
CONDITION_MONSTER
Monster
CONDITION_STATIONARY
Stationary
CONDITION_AGGRESSIVE
Aggressive
CONDITION_CANCOLONIZE
Species Can Colonize
CONDITION_CANPRODUCESHIPS
Species Can Produce Ships
CONDITION_HOMEWORLD
Homeworld
CONDITION_HASSPECIAL
Has Special
CONDITION_HASTAG
Has Tag
CONDITION_SPECIES
Species Name
CONDITION_PLANETSIZE
Planet Size
CONDITION_PLANETTYPE
Planet Type
CONDITION_FOCUSTYPE
Focus Setting
CONDITION_STARTYPE
Star Type
CONDITION_METERVALUE
Object Property Value
CONDITION_HAS_GROWTH_SPECIAL
Has Any Growth Special
CONDITION_PTYPE_W_GG
Gas Giant with Planet of type
CONDITION_PTYPE_W_AST
Asteroids with Planet of type
CONDITION_ANY
Any
##
## Situation report
##
## Format: Ideally always start with Location: with ship/fleet names near the end.
SITREP_PANEL_TITLE
Raport sytuacyjny - wstępna kolejka
# %1% number of the current turn.
SITREP_PANEL_TITLE_TURN
Raport sytuacyjny - kolejka %1%
FILTERS
Filtry
SITREP_IGNORE_MENU
Ignoruj
SITREP_BLOCK_MENU
Blokuj
SITREP_SNOOZE_5_TURNS
Ignoruj ten raport sytuacyjny na 5 tur
SITREP_SNOOZE_10_TURNS
Ignoruj ten raport sytuacyjny na 10 tur
SITREP_SNOOZE_INDEFINITE
Całkowicie ignoruj ten raport sytuacyjny
SITREP_SNOOZE_CLEAR_INDEFINITE
Pokaż całkowicie zignorowane raporty sytuacyjne
SITREP_SNOOZE_CLEAR_ALL
Pokaż wszystkie zignorowane raporty sytuacyjne
# %1% localized name of SitRep template
SITREP_HIDE_TEMPLATE
Blokuj wszystkie %1% raporty sytuacyjne
SITREP_SHOWALL_TEMPLATES
Pokaż wszystkie zablokowane raporty sytuacyjne
SITREP_WELCOME
[[encyclopedia GREETINGS_GUIDE_TITLE]] [[GREETINGS_GUIDE_REFERENCE]]
SITREP_WELCOME_LABEL
Powitanie
SITREP_GAS_GIANT_GENERATION_REMINDER
%planet% jest doskonałą lokalizacją na %buildingtype%, jednak nic nie zbudowano.
SITREP_SHIP_BUILT
W %system%: nowy %shipdesign%, '%ship%', został wyprodukowany.
SITREP_SHIP_BUILT_LABEL
Wyprodukowano statek
SITREP_SHIP_BATCH_BUILT
W %system%: %rawtext%x %shipdesign% został wyprodukowany.
SITREP_SHIP_BATCH_BUILT_LABEL
Ship Batch Produced
SITREP_BUILDING_BUILT
Na %planet%: %building% został wybudowany.
SITREP_BUILDING_BUILT_LABEL
Zakończono budowę
SITREP_TECH_RESEARCHED
%tech% została wynaleziona.
SITREP_TECH_RESEARCHED_LABEL
Wynaleziono technologię
SITREP_TECH_UNLOCKED
%tech% została odblokowana i może być poddana badaniom.
SITREP_TECH_UNLOCKED_LABEL
Technologia odblokowana
SITREP_SHIP_PART_UNLOCKED
%shippart% has been unlocked and can now be produced in ship designs.
SITREP_SHIP_PART_UNLOCKED_LABEL
Ship Part Unlocked
SITREP_SHIP_HULL_UNLOCKED
%shiphull% has been unlocked and can now be produced in ship designs.
SITREP_SHIP_HULL_UNLOCKED_LABEL
Ship Hull Unlocked
SITREP_BUILDING_TYPE_UNLOCKED
%buildingtype% has been unlocked and can now be produced.
SITREP_BUILDING_TYPE_UNLOCKED_LABEL
Building Type Unlocked
SITREP_COMBAT_SYSTEM
At %system%: there was %combat%.
SITREP_COMBAT_SYSTEM_LABEL
Walka w systemie
SITREP_COMBAT_SYSTEM_ENEMY
At %system%: there was %combat% with %empire%.
SITREP_COMBAT_SYSTEM_ENEMY_LABEL
Combat at System - Single Empire
COMBAT
Combat
SITREP_OBJECT_DESTROYED_AT_SYSTEM
At %system%: an unidentified object was destroyed.
SITREP_OBJECT_DESTROYED_AT_SYSTEM_LABEL
Object Destroyed
SITREP_OWN_SHIP_DESTROYED_AT_SYSTEM
At %system%: a %shipdesign% (the %empire% ship '%ship%') was destroyed.
SITREP_OWN_SHIP_DESTROYED_AT_SYSTEM_LABEL
Own Ship Destroyed
SITREP_SHIP_DESTROYED_AT_SYSTEM
At %system%: a %shipdesign% (the %empire% ship '%ship%') was destroyed.
SITREP_SHIP_DESTROYED_AT_SYSTEM_LABEL
Empire Ship Destroyed
SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM
At %system%: a %shipdesign% was destroyed.
SITREP_UNOWNED_SHIP_DESTROYED_AT_SYSTEM_LABEL
Unowned Ship Destroyed
SITREP_FLEET_DESTROYED_AT_SYSTEM
At %system%: the %empire% fleet '%fleet%' was destroyed.
SITREP_FLEET_DESTROYED_AT_SYSTEM_LABEL
Empire Fleet Destroyed
SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM
At %system%: the fleet '%fleet%' was destroyed.
SITREP_UNOWNED_FLEET_DESTROYED_AT_SYSTEM_LABEL
Unowned Fleet Destroyed
SITREP_PLANET_DESTROYED_AT_SYSTEM
At %system%: planet %planet% (owned by %empire%) was destroyed!
SITREP_PLANET_DESTROYED_AT_SYSTEM_LABEL
Empire Planet Destroyed
SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM
At %system%: planet %planet% was destroyed!
SITREP_UNOWNED_PLANET_DESTROYED_AT_SYSTEM_LABEL
Unowned Planet Destroyed
SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
On %planet%: a %building% (owned by %empire%) was demolished in %system%.
SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Empire Building Destroyed
SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM
On %planet%: a %building% was demolished in %system%.
SITREP_UNOWNED_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM_LABEL
Unowned Building Destroyed
SITREP_OBJECT_DAMAGED_AT_SYSTEM
At %system%: an unidentified object was damaged.
SITREP_OBJECT_DAMAGED_AT_SYSTEM_LABEL
Object Damaged
SITREP_SHIP_DAMAGED_AT_SYSTEM
W %system%: %empire% %shipdesign%, '%ship%' został uszkodzony.
SITREP_SHIP_DAMAGED_AT_SYSTEM_LABEL
Statek imperium został uszkodzony
SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM
W %system%: %shipdesign% został uszkodzony.
SITREP_UNOWNED_SHIP_DAMAGED_AT_SYSTEM_LABEL
Bezpański statek został uszkodzony
SITREP_PLANET_BOMBARDED_AT_SYSTEM
W %system%: %empire% planeta %planet% została zbombardowana.
SITREP_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Planeta imperium została zbombardowana
SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM
W %system%: planeta %planet% została zbombardowana.
SITREP_UNOWNED_PLANET_BOMBARDED_AT_SYSTEM_LABEL
Bezpańska planeta została zbombardowana
SITREP_GROUND_BATTLE
Na %planet%: była bitwa naziemna.
SITREP_GROUND_BATTLE_LABEL
Bitwa naziemna
SITREP_GROUND_BATTLE_ENEMY
Na %planet%: była bitwa naziemna z %empire%.
SITREP_GROUND_BATTLE_ENEMY_LABEL
Bitwa naziemna - pojednyczne imperium
SITREP_PLANET_CAPTURED
%planet% zdobyta przez %empire%.
SITREP_PLANET_CAPTURED_LABEL
Planeta zdobyta
SITREP_PLANET_DEPOPULATED
Cała populacja %planet% wymarła!
SITREP_PLANET_DEPOPULATED_LABEL
Planeta zniszczona
SITREP_PLANET_COLONIZED
%planet% zostałą skolonizowana gatunkiem %species%.
SITREP_PLANET_COLONIZED_LABEL
Pomyślna kolonizacja planety
SITREP_PLANET_OUTPOSTED
%planet% ma wybudowaną stację.
SITREP_PLANET_OUTPOSTED_LABEL
Wybudowano stację orbitalną
SITREP_NEW_COLONY_ESTABLISHED
Na %planet%: Nowa kolonia gatunku %species% została zbudowana.
SITREP_NEW_COLONY_ESTABLISHED_LABEL
Nowa kolonia została założona
SITREP_FLEET_ARRIVED_AT_DESTINATION
Do %system%: przybyła flota %fleet% (%rawtext% statków).
SITREP_FLEET_ARRIVED_AT_DESTINATION_LABEL
Misc. Fleet Arrived
SITREP_MONSTER_SHIP_ARRIVED_AT_DESTINATION
At %system%: a %shipdesign% arrived.
SITREP_MONSTER_SHIP_ARRIVED_AT_DESTINATION_LABEL
Potowory przybyły
SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION
Do %system%: przybyła flota %fleet% (%rawtext% statków).
SITREP_MONSTER_FLEET_ARRIVED_AT_DESTINATION_LABEL
Flota potworów przybyła
SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION
Do %system%: przybył statek %shipdesign% (z %empire% o nazwie '%ship%').
SITREP_OWN_SHIP_ARRIVED_AT_DESTINATION_LABEL
Własny statek przybył
SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION
Do %system%: przybyła flota '%fleet%' z %empire% (%rawtext% statków).
SITREP_OWN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Własna flota przybyła
SITREP_FOREIGN_SHIP_ARRIVED_AT_DESTINATION
Do %system%: przybył statek %shipdesign% (z %empire% o nazwie '%ship%').
SITREP_FOREIGN_SHIP_ARRIVED_AT_DESTINATION_LABEL
Obcy statek przybył
SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION
Do %system%: przybyła flota '%fleet%' z %empire% (%rawtext% statków).
SITREP_FOREIGN_FLEET_ARRIVED_AT_DESTINATION_LABEL
Obca flota przybyła
SITREP_POP_THRESHOLD
Na %planet%: Kolonia osiągnęła wystarczający wzrost [[metertype METER_HAPPINESS]] by wysyłać kolonistów na inne planety.
SITREP_POP_THRESHOLD_LABEL
Próg kolonizacji
EFFECT_EXPERIMENT_MONSTERS_LAUNCH
WARNING: Sightings of %rawtext% %predefinedshipdesign% are reported around the %species% Outpost at %system%!
EFFECT_EXPERIMENT_MONSTERS_LAUNCH_LABEL
Experimentor Monster Spawn
EFFECT_ANCIENT_SHIP
On %planet%: A %predefinedshipdesign% was revealed in the Ancient Ruins!
EFFECT_ANCIENT_SHIP_LABEL
Ancient Ruins Ship
EFFECT_ANCIENT_SHIP_RUMORS
Plotki niesione przez całą galaktykę, że %predefinedshipdesign% odszukane przez ksenoarcheologiczną ekspedycję w starożytnych ruinach!
EFFECT_ANCIENT_SHIP_RUMORS_LABEL
Ancient Ruins Ship Rumors
EFFECT_ANCIENT_BUILDING
On %planet%: A %buildingtype% was revealed in the Ancient Ruins!
EFFECT_ANCIENT_BUILDING_LABEL
Ancient Ruins Building
EFFECT_ANCIENT_BUILDING_RUMORS
Plotki niesione przez całą galaktykę, że %buildingtype% odszukane przez ksenoarcheologiczną ekspedycję w starożytnych ruinach!
EFFECT_ANCIENT_BUILDING_RUMORS_LABEL
Ancient Ruins Building Rumors
EFFECT_ANCIENT_TECH
On %planet%: %tech% was revealed in the Ancient Ruins!
EFFECT_ANCIENT_TECH_LABEL
Ancient Ruins Tech
EFFECT_ANCIENT_TECH_RUMORS
Plotki niesione przez całą galaktykę, że %tech% odszukane przez ksenoarcheologiczną ekspedycję w starożytnych ruinach!
EFFECT_ANCIENT_TECH_RUMORS_LABEL
Ancient Ruins Tech Rumors
EFFECT_ANCIENT_EXTINCT_SPECIES
On %planet%: Well preserved bodies of the extinct species %species% were found in Ancient Ruins!
EFFECT_ANCIENT_EXTINCT_SPECIES_LABEL
Ancient Ruins Extinct Species
EFFECT_ANCIENT_EXTINCT_SPECIES_RUMORS
Rumors spread through the galaxy that well preserved bodies of the extinct species %species% were found in Ancient Ruins!
EFFECT_ANCIENT_EXTINCT_SPECIES_RUMORS_LABEL
Ancient Ruins Extinct Species Rumors
EFFECT_ANCIENT_RUINS_EMPTY
On %planet%: Ancient Ruins were excavated, but only tantalizing hints of ancient technology were found.
EFFECT_ANCIENT_RUINS_EMPTY_LABEL
Poszukiwania wśród starożytnych ruins nie przyniosły skutku
EFFECT_NATIVES_TECH
Na %planet%: technologia %tech% została pozyskana od %species%!
EFFECT_NATIVES_TECH_LABEL
Native Tech
EFFECT_ANCIENT_GUARDIANS_CAPTURED
On %planet%: The [[species SP_ANCIENT_GUARDIANS]] self-destructed when the planet was captured! The planet is now an Outpost under your control.
EFFECT_ANCIENT_GUARDIANS_CAPTURED_LABEL
Ancient Guardians self destruct
EFFECT_CONC_CAMP_COMLETE
At %planet%: depopulation is complete.
EFFECT_CONC_CAMP_COMLETE_LABEL
Ethnic Cleansing
SITREP_SHIP_REPAIR_DOCK_NONE
Orbital Drydock Repairs - None
SITREP_SHIP_REPAIR_DOCK_NOPOP
Orbital Drydock Repairs - No population
SITREP_SHIP_REPAIR_DOCK_PARTIAL
Orbital Drydock Repairs - Partial
SITREP_SHIP_REPAIR_DOCK_COMPLETE
Orbital Drydock Repairs - Complete
EFFECT_DRYDOCK_SHIP_REPAIR_NONE
On %planet%: The %building% could not start repairs on %ship%, due to low [[metertype METER_HAPPINESS]].
EFFECT_DRYDOCK_SHIP_REPAIR_NOPOP
On %planet%: the %building% is abandoned, there is no one left to assist in repairs of the ship %ship%.
EFFECT_DRYDOCK_SHIP_REPAIR_PARTIAL
On %planet%: the %building% performed partial repairs on the %ship%.
EFFECT_DRYDOCK_SHIP_REPAIR_COMPLETE
On %planet%: the %building% completed repairs on the %ship%.
EFFECT_MONSTER_SPAWNING
In %system%: A %predefinedshipdesign% was spawned.
EFFECT_MONSTER_SPAWNING_LABEL
Monster Spawn
EFFECT_GAIAN_TERRAFORM
Na %planet%: Planeta Gaian przekształciła się, by lepiej pomieścić mieszkańców.
EFFECT_GAIAN_TERRAFORM_LABEL
Przekształcanie Gaia
EFFECT_GAIA
Na %planet%: mieszkańcy cieszą się, że ich świat jest teraz [[special GAIA_SPECIAL]] rajem.
EFFECT_GAIA_LABEL
Raj Gaia
EFFECT_TERRAFORM
%planet% przekształciła się.
EFFECT_TERRAFORM_LABEL
Przekształcanie
EFFECT_STARLANE_BORE
W %system%: nowa trasa gwiezdna otworzyła połączenie do sąsiadujacego systemu.
EFFECT_STARLANE_BORE_LABEL
Nowa trasa gwiezdna
EFFECT_BLACKHOLE
%system% has been collapsed to create a black hole.
EFFECT_BLACKHOLE_LABEL
Black Hole
EFFECT_ART_PLANET
%planet% has been turned into an artificial planet.
EFFECT_ART_PLANET_LABEL
Black Hole
EFFECT_TAME_MONSTER_HATCHED
At %planet%: a tamed %predefinedshipdesign% is ready for service.
EFFECT_TAME_MONSTER_HATCHED_LABEL
Monster Hatched
EFFECT_TAME_MONSTER_MATURED
At %system%: a more powerful tame %predefinedshipdesign% has matured from a lesser form.
EFFECT_TAME_MONSTER_MATURED_LABEL
Monster Matured
EFFECT_SENTRY_CREATED
At %planet%: a %predefinedshipdesign% is ready for service.
EFFECT_SENTRY_CREATED_LABEL
Sentry Created
EFFECT_WHITE_KRAKEN_RESURRECTED
At %planet%: a [[predefinedshipdesign SM_WHITE_KRAKEN]] has been resurrected and is ready for service.
EFFECT_WHITE_KRAKEN_RESURRECTED_LABEL
Monster Resurrected
EFFECT_GATEWAY_VOID_DESTROY
The %buildingtype% at %planet% destroyed the %fleet% fleet.
EFFECT_GATEWAY_VOID_DESTROY_LABEL
Gateway Void Destroy
EFFECT_DAMP_CLOUD
At %system%: the crew of %ship% report they are losing fuel to a %predefinedshipdesign%.
EFFECT_DAMP_CLOUD_LABEL
Dampening Cloud
EFFECT_NEBULA
At %system%: astronomers report they have observed a new star being formed from a nebula.
EFFECT_NEBULA_LABEL
Nebula
EFFECT_TREE
At %system%: a new Dyson Forest has started to grow and surround the star.
EFFECT_TREE_LABEL
Dyson Forest
EFFECT_DERELICT_MAP
At %system%: information on the area was obtained from an abandoned %special%.
EFFECT_DERELICT_MAP_LABEL
Derelict Map
EFFECT_DERELICT_FUEL
At %system%: ships were refueled from the residual supply found in an abandoned %special%.
EFFECT_DERELICT_FUEL_LABEL
Derelict Fuel
EFFECT_BIOWEAPON
%planet% has lost %rawtext% population due to a %shippart% attack.
EFFECT_BIOWEAPON_LABEL
Bioweapon Attack
EFFECT_EVACUEES
At %planet%: evacuees have settled.
EFFECT_EVACUEES_LABEL
Evacuees
EFFECT_STARGATE
At %system%: the fleet %fleet% has arrived by Stargate.
EFFECT_STARGATE_LABEL
Stargate Use
EFFECT_PLANET_DRIVE
At %system%: the planet %planet% has arrived by use of its [[buildingtype BLD_PLANET_DRIVE]].
EFFECT_PLANET_DRIVE_LABEL
Planetary Starlane Drive Engaged
SITREP_PLANET_DRIVE_FAILURE
At %system%: Due to a lack of guidance by a nearby [[buildingtype BLD_LIGHTHOUSE]], the [[buildingtype BLD_PLANET_DRIVE]] of %planet% suffered catastrophic failure upon arrival, destroying the entire planet!
SITREP_PLANET_DRIVE_FAILURE_LABEL
Planetary Starlane Drive Failure
EFFECT_PSY_DOM
The %empire% ship %ship% has been psychically controlled!
EFFECT_PSY_DOM_LABEL
Psychogenic Domination
EFFECT_MINES
At %system%: Mines caused %rawtext% damage to the %empire% fleet %fleet%.
EFFECT_MINES_SINGLE_SHIP
At %system%: Mines caused %rawtext% damage to %ship%, a %shipdesign%.
EFFECT_MINES_LABEL
System Mines
EFFECT_MINES_SHIP_DESTROYED
At %system%: mines destroyed the %empire% ship %ship%.
EFFECT_MINES_UNOWNED_DESTROYED
At %system%: mines destroyed the ship %ship%, a %shipdesign%.
EFFECT_MINES_SHIP_DESTROYED_LABEL
System Mines Destroyed Ship
EFFECT_MINES_UNKNOWN
At %system%: An unknown object has triggered your mines.
EFFECT_MINES_UNKNOWN_LABEL
System Mines Unknown Ship
EFFECT_FLEET_MOVED_TOWARDS
Na %planet%: [[tech LRN_SPATIAL_DISTORT_GEN]] przemieściły %fleet% z powrotem w kierunku %system%. Początkowo były %rawtext% uu dalej.
EFFECT_FLEET_MOVED_TOWARDS_LABEL
Flota ruszyła w stronę
EFFECT_FLEET_MOVED_TO
Na %planet%: [[tech LRN_SPATIAL_DISTORT_GEN]] przemieściły %fleet% z powrotem do %system%. Początkowo były %rawtext% uu dalej.
EFFECT_FLEET_MOVED_TO_LABEL
Flota przmieściła się do
HEAD_ON_A_SPIKE_MESSAGE
Stolica imperium %empire% została zdobyta.
HEAD_ON_A_SPIKE_MESSAGE_LABEL
Stolica imperium zdobyta
CUSTOM_SITREP_INTRODUCTION
Welcome to the initial Situation Report Briefing. Pursuant to the %tech% Directive, all the busy empire servants endeavor to collect important information and send it back to %system%, where it is compiled into Situation Reports, such as this, providing notice of important events and other reminders selected by the empire leadership.
# This message value must contain no spaces. Use underlines instead.
CUSTOM_1
Custom_1
# This message value must contain no spaces. Use underlines instead.
CUSTOM_2
Custom_2
# This message value must contain no spaces. Use underlines instead.
CUSTOM_3
Custom_3
# This message value must contain no spaces. Use underlines instead.
CUSTOM_4
Custom_4
##
## Victory/defeat
##
VICTORY_TECH
VICTORY! The %empire% has transcended our reality and wins a technological victory.
VICTORY_ALL_ENEMIES_ELIMINATED
VICTORY! The %empire% is the last surviving empire.
VICTORY_EXPERIMENTOR_CAPTURE
VICTORY! The %empire% has captured the powerful Experimentors and ended the fearsome threat plaguing the galaxy.
SITREP_VICTORY_LABEL
Victory
SITREP_EMPIRE_ELIMINATED
The %empire% has been defeated!
SITREP_EMPIRE_ELIMINATED_LABEL
Empire Eliminated
##
## Random beginner hints
##
BEGINNER_HINTS
Random Game Hints
BEGINNER_HINTS_TEXT
'''These are a collection of Situation Reports aimed at helping beginners.
One of these entries is selected randomly each turn, they are collected here for future reference.
All random game hints:
[[BEGINNER_HINT_01]]
[[BEGINNER_HINT_02]]
[[BEGINNER_HINT_03]]
[[BEGINNER_HINT_04]]
[[BEGINNER_HINT_05]]
[[BEGINNER_HINT_06]]
[[BEGINNER_HINT_07]]
[[BEGINNER_HINT_08]]
[[BEGINNER_HINT_09]]
[[BEGINNER_HINT_10]]
[[BEGINNER_HINT_11]]
[[BEGINNER_HINT_12]]
[[BEGINNER_HINT_13]]
[[BEGINNER_HINT_14]]
[[BEGINNER_HINT_15]]
[[BEGINNER_HINT_16]]
[[BEGINNER_HINT_17]]
[[BEGINNER_HINT_18]]
[[BEGINNER_HINT_19]]
[[BEGINNER_HINT_20]]
[[BEGINNER_HINT_21]]
[[BEGINNER_HINT_22]]'''
RANDOM_BEGINNER_HINT
Sugestia #%rawtext%
BEGINNER_HINT_01
1: Na początku gry konstrukcja większej liczby statków[[predefinedshipdesign SD_SCOUT]] może pomóc w odkrywaniu regionu wokół Twojego świata domowego.
BEGINNER_HINT_02
2: Każdy gatunek ma swoją własne [[encyclopedia ENVIRONMENT_TITLE]]. Jeśli możesz podbić planetę z innym gatunkiem tam żyjącym, możesz nim także kolonizować inne planety, co pozwala na szybsze zawładnięcie nad wszechświatem. Należy pamiętać, że nie wszystkie gatunki mogą nadawać się do kolonizacji, a niektóre nie mogą budować statków.
BEGINNER_HINT_03
3: Statki mogą być naprawione w systemie, który ma przyjazny [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] jeśli w systemie nie nastąpiła żadna walka w ostatniej kolejce, a [[metertype METER_HAPPINESS]] na tej planecie ma 5 lub więcej punktów. Statki będą musiały przeczekać jedną kolejkę, zanim podjęte zostaną naprawy.
BEGINNER_HINT_04
4: Systemy połączone grubszą linią [[metertype METER_SUPPLY]] i dzielą [[metertype METER_INDUSTRY]] Punkty Produkcji(PP).
BEGINNER_HINT_05
5: All systems share [[metertype METER_RESEARCH]] Points (RP) that they generate even if they are not connected by [[metertype METER_SUPPLY]] lines. When not connected to a supply line, setting the [[encyclopedia FOCUS_TITLE]] to research might be more efficient for a planet than other settings.
BEGINNER_HINT_06
6: [[metertype METER_SUPPLY]] lines can be used to refill the [[metertype METER_FUEL]] supply of ships.
BEGINNER_HINT_07
7: Some buildings, like the [[buildingtype BLD_INDUSTRY_CENTER]], will have an effect on each planet that has a [[metertype METER_SUPPLY]] line connection to it. Others, like [[buildingtype BLD_GAS_GIANT_GEN]], only affect the system that they are built in. Check the [[encyclopedia ENC_BUILDING_TYPE]] Pedia section to learn about the functions of different buildings.
BEGINNER_HINT_08
8: An [[predefinedshipdesign SD_OUTPOST_SHIP]] can setup an [[encyclopedia OUTPOSTS_TITLE]] on any unclaimed visible planet or asteroid that it can reach, unless there are hostile ships in that system.
BEGINNER_HINT_09
9: [[predefinedshipdesign SD_COLONY_SHIP]]s take longer to build than [[predefinedshipdesign SD_OUTPOST_SHIP]]s, but they can settle planets outside of your [[metertype METER_SUPPLY]] range.
BEGINNER_HINT_10
10: With a system selected in the [[encyclopedia MAP_WINDOW_ARTICLE_TITLE]], right click on a planets picture in the system side panel to access the Planet Suitability report. This will tell you what species from your empire will be able to successfully settle that planet. Numbers in green show the maximum population that the planet could achieve if colonized by that species, red numbers indicate that the species would die out if they attempted to colonize.
BEGINNER_HINT_11
11: Maximum populations that planets can achieve can be boosted by researching various growth techs. Rare specials can also increase the maximum population for species with certain metabolisms, see [[encyclopedia GROWTH_FOCUS_TITLE]] for more info on these specials.
BEGINNER_HINT_12
12: Be on the lookout for planets with [[encyclopedia ENC_SPECIAL]]s, they usually indicate some special resource on that planet that may benefit your entire empire if utilized properly. Right click on a special's icon to access its 'Pedia entry and find out more!
BEGINNER_HINT_13
13: Tylko [[species SP_EXOBOT]] mogą zasiedlać pasy asteroid. Jeśli znajdziesz wiele pasów asteroidw pobliżu, warto najpierw zbadać, jak je zasiedlać wcześniej niźli później!
BEGINNER_HINT_14
14: Research [[metertype METER_SUPPLY]] improvements, like the [[tech CON_ORBITAL_CON]], to increase the distance from your systems that your supply lines reach.
BEGINNER_HINT_15
15: Most species start out with a [[metertype METER_HAPPINESS]] of 1 when you capture their planet, and this will normally increase by 1 per turn. Look out for [[encyclopedia XENOPHOBIC_SPECIES_TITLE]] species though! They don't like being near other species and this will effect the happiness and other values of both them and the other nearby species.
BEGINNER_HINT_16
16: You may want to hold off on researching [[tech LRN_PSIONICS]] until your empire includes a species with [[encyclopedia TELEPATHIC_TITLE]].
BEGINNER_HINT_17
17: [[metertype METER_SHIELD]] on ships defend against every shot that hits the ship, reducing the damage by the amount of the shield value. Ship shield values can be affected by various factors including space storms, what type of star system you are in, or if you are close to a captured empire capital planet.
BEGINNER_HINT_18
18: [[encyclopedia FOCUS_TITLE]] - pay attention to the focus setting of new planets that are added to your empire, either from settling them or from conquering them. This setting controls if the planet focuses on industrial production or on research or on defense. Later in the game, more focus options may unlock as new [[encyclopedia ENC_TECH]] are researched, and different species may have different focus options available.
BEGINNER_HINT_19
19: Kolonia może byż założona na [[encyclopedia OUTPOSTS_TITLE]] poprzez stworzenie budynku kolonii lub też przez [[predefinedshipdesign SD_COLONY_SHIP]]. Większość budynków kolonijnych wymaga [[metertype METER_SUPPLY]] połączenia do planet z mimimum 5 [[metertype METER_HAPPINESS]], oraz populacjąś równą 3. Kiedy gatunek jest odblokowany, na przykład podczas badań [[tech PRO_EXOBOTS]], to wymaganie dla budynków kolonijnych nie ma zastosowaniay.
BEGINNER_HINT_20
20: Specific Situation Reports (like this one) can be temporarily ignored by right clicking on their icon and selecting one of the options. Reports of a certain type may be filtered out on a more permanent basis using the Filters menu at the bottom of this window. These beginner game hints are grouped as [[encyclopedia BEGINNER_HINTS]] in the filter list.
BEGINNER_HINT_21
21: You can set a destination for a ship that is still in the production queue. With the production screen open: click on the target system in the galaxy map, then right click on the ship in the production queue. When a menu of choices for that ship pops up choose 'Rally to ' and it should have the name of the selected system where you want the ship to automatically go once construction completes.
BEGINNER_HINT_22
22: Wybór systemu i naciśnięcie klawisza ALT-C pokazuje okręgiem zasięg systemu, przybliżanie lub oddalanie pozwala porównać odległość, patrząc na wielkość licznika odległości.
##
## Species
##
HOMEWORLD
Homeworld:
NO_HOMEWORLD
No Homeworld
UNKNOWN_PLANET
Unknown Planet
CANNOT_PRODUCE_SHIPS
Cannot Produce Ships
CAN_PRODUCE_SHIPS
Can Produce Ships
CANNNOT_COLONIZE
Cannot Colonize Planets
CAN_COLONIZE
Can Colonize Planets
OCCUPIED_PLANETS
Occupied Planets
ENVIRONMENTAL_PREFERENCES
[[encyclopedia ENVIRONMENT_TITLE]] Preferences:
FOCUS_PREFERENCE
'''Preferred [[encyclopedia FOCUS_TITLE]]: '''
OPINIONS_OF_EMPIRES
Opinions of Empires:
OPINIONS_OF_OTHER_SPECIES
Opinions of Other Species:
# Species Pedia Categories
LITHIC_SPECIES_CLASS
Lithic
LITHIC_SPECIES_CLASS_DESC
List of [[encyclopedia LITHIC_SPECIES_TITLE]] species:
ORGANIC_SPECIES_CLASS
Organiczny
ORGANIC_SPECIES_CLASS_DESC
Lista gatunku [[encyclopedia ORGANIC_SPECIES_TITLE]]:
PHOTOTROPHIC_SPECIES_CLASS
Phototrophic
PHOTOTROPHIC_SPECIES_CLASS_DESC
List of [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]] species:
ROBOTIC_SPECIES_CLASS
Robotic
ROBOTIC_SPECIES_CLASS_DESC
List of [[encyclopedia ROBOTIC_SPECIES_TITLE]] species:
SELF_SUSTAINING_SPECIES_CLASS
Self-Sustaining
SELF_SUSTAINING_SPECIES_CLASS_DESC
List of [[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]] species:
# Species Pedia Articles
SP_HUMAN
Ludzie
SP_HUMAN_GAMEPLAY_DESC
'''Relentless, tribal pursuit predators.
Prefer [[PT_TERRAN]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_HUMAN_DESC
'''Description:
Ludzie są dwunożni, klanowi i wszystkożerni, z niewiarygodnymi zdolnościami wytrzymałości. Ludzie wykorzystywali narzędzia w celu lepszego polowania na zdobycz i przez wiele dni ścigali dużo większe zwierzęta, aby je sprowadzić, a następnie jeść. Współcześni ludzie nadal mają silnie rozwinięte zdolności walki i ucieczki w razie zagrożenia. Ludzie wiedzą, że można jeść rzeczy, które znane są jako niestrawne, po prostu by udowodnić, że mogą to zrobić i używać substancji toksycznych jako przypraw do polepszenia smaku.
Społeczeństwo:
Współcześni ludzie stworzyli geograficzne państwa narodowe silnie zakorzenione w historycznych plemionach. Te państwa rywalizują ze sobą, czasami w stanie wojny, a jednocześnie współpracują w innych sprawach. W celu uzasadnienia agresywnych aktów nadal są wykorzystywane różnice w: religii, wykorzystaniu zasobów, a nawet poprzez właściwy sposób na ugotowanie konkretnego posiłku. Te wojny są wodą na młyn dalszego postępu technologicznego.
'''
SP_SCYLIOR
Scylior
SP_SCYLIOR_GAMEPLAY_DESC
'''Three-tentacled, aquatic nautiloids.
Prefer [[PT_OCEAN]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_SCYLIOR_DESC
'''Description:
Scyliori are shelled cephalopods similar to a Nautilus. They possess advanced vision provided by four eyes and have four antennae containing millions of neuromasts, allowing the Scyliori to detect changes in water pressure and also electrical fields. Scyliori have three large, strong feeding tentacles which they use to grasp and hold tools or food while it is broken up by the beak and ingested.
Chromatophores provide the race with their main form of communication. When two Scyliori wish to communicate with each other, they rapidly change the coloring and patterning of their skin.
Scyliori are without gender and reproduce in an iteroparous style. The lifespan of a Scylior is roughly 30 years in which they never stop growing, hatching with a shell diameter of only 5cm and experiencing roughly 10 percent growth each year.
Society:
The remnant of a once-mighty telepathic hive brain, referred to as 'the Mind', is treated by the Scyliori as a benevolent god. It has instilled in them a mission to journey the stars in hopes of returning to its former might. Scyliori are highly social and came to love learning things and sharing knowledge with the Mind.
History:
Millennia ago an expedition of the precursors discovered the Mind controlling the whole planet with his telepathic powers. The Mind immediately reached out and began copying the knowledge of the scientists and their ship crew, but the scientists cut out most of the Mind's brain and took it with them as a sample. The rest survived and lusted to recover the memories that had been taken from it. The Mind, however, was immobile, and for the time being, had no nearby intelligent beings to act as it's hands. Enter the Scyliori.
'''
SP_GYSACHE
Gysache
SP_GYSACHE_GAMEPLAY_DESC
'''Cowardly, freakish sheep-like herbivores.
Prefer [[PT_SWAMP]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_GYSACHE_DESC
'''The Gysache are a herbivorous species that has always been prey. They seek to remove all that threatens them, until every place in the universe is safe.
Description:
The Gysache are bipedal, each leg has two forward knees and one backward knee in between. When they crouch, the leg folds into an efficient 'W' making them only half a meter tall (compared to 2.5 meters when fully erect).
Their oblong bodies lack anything resembling a head, instead they have three identical eye stalks that are located at the forward tip of the body. A small mouth is located at the base of them.
Personality:
The Gysache are always wary of predators and are easily alarmed. Their natural response is to run away from everything. Their government system is dispersed as each individual is completely independent and forms no bonds with other individuals. However, they do have a herding tendency and this keeps them together when faced with danger.
Homeworld:
Their homeworld has a thick atmosphere of nitrogen, ammonia and carbon dioxide. Most parts of it are moist but it lacks large oceans, only 5% of its surface is covered in water. The main topographical features are enormous high rocky mesas cut by mile deep canyons the bottoms of which contain the only standing water.
'''
SP_CHATO
Chato
SP_CHATO_GAMEPLAY_DESC
'''Sessile crystalline entities which ride the animal Gormoshk.
Prefer [[PT_TOXIC]] planets.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
'''
SP_CHATO_DESC
'''Description:
The Chato'matou'Gormoshk are actually two species together, however it is not entirely clear if the connection between the species should be called symbiosis or parasitism. The master species are the Chato'matou, crystalline life forms about 30 centimeters in height and 10 centimeters in width. Their color ranges from a light blue to a deep crimson. They get the energy they need to live from the sun or in exceptional cases from the Gormoshk they are attached to. The Gormoshk are predatory animals formerly living in underground caverns. Their bodies are flat and round and rest on five insect-like legs. The Chato'matou attach themselves to the flat part on top of the Gormoshk's bodies, directly above the brain. Through a crystalline outgrowth they can control the Gormoshk completely.
Social Structure:
In Chato'matou society, age is the most important factor as they are nearly immortal. Every command the elders issue is obeyed at once and to disobey an elder is the greatest crime in Chato'matou society. They developed a system to transmit signals without delay throughout an entire colony, enabling them to converse with near the speed of light. This greatly enhanced the species mental capabilities, as all new ideas and theories could be instantly processed throughout the colony. The Gormoshk are valued as mounts and well cared for under normal circumstances, however they are also seen mostly as animals.
'''
SP_TRITH
Trith
SP_TRITH_GAMEPLAY_DESC
'''Bereaved xenophobic telepaths.
Prefer [[PT_DESERT]] planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]], [[encyclopedia XENOPHOBIC_SPECIES_TITLE]]
'''
SP_TRITH_DESC
'''Description:
The Trith are a mixture of matter and enormous psychic energies. Their shape is vaguely humanoid. All Trith are telepathic, and herein lies the reason for their rage: while the Trith can learn to keep their own thoughts to themselves, they are unable to tune out the thoughts of others. To mature Trith this is merely vexing, but for young Trith it can be fatal. Sometimes, Trith that gain their telepathic ability before adolescence are not ready to cope with the combined minds of all people in the universe screaming at them and go mad or die.
Social Structure:
The Trith are a theocracy led by the priests of Quaran-Dor (The God of the Mind). They are united in the single goal of eliminating all other thinking species to silence the thought-noise in the universe.
'''
SP_HAPPY
Urodziny
SP_HAPPY_GAMEPLAY_DESC
'''Abandoned, lonely underwater robots, programmed to sing "happy birthday" to themselves at regular intervals.
Prefer [[PT_OCEAN]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_HAPPY_DESC
'''Description: Robotic exploration submersibles.
Though some have more bulky and blocky forms, most happybirthdays are streamlined and somewhat fish-like in shape. They all have one or more cameras and manipulator arms, usually forward facing. They also host a suit of sensors for temperature, vibrations, chemicals, radar, sonar, electrical and magnetic fields, though these often vary from model to model. They are functional in a wide range of temperature and pressure conditions in an aquatic environment.
Any happybirthday can repair any other happybirthday, and their systems often have redundant pairs for just such a reason. Sufficiently large groups can fully repair any other member of their kind, and through this same process also make a completely new unit. New units have the same programming as their parents, but a blank memory, to be filled by exploring their environment.
Homeworld: Foreveralone.
A vast and deep ocean planet. It is believed that they were originally created to survey the planet for potential colonization. It is not know why they were abandoned, but theories range from their creators deciding the planet was unsuitable for colonization, to being wiped out for some reason or another. Though the oceans are vast and there are many interesting features and life forms, there is little about the planet they were sent to that would indicate why they were sent to that world in particular.
Social Structure: Codependent.
A lone happybirthday will (psychologically) latch onto the nearest (preferably alien) sentient being and declare their eternal friendship. Their goal to alleviate their loneliness by find another being to be their friend, forever and ever and ever...
Colonization is slow and industry inefficient due to species-wide depression, sometimes leading to bouts of mass suicide. However since they don't want to make enemies and they always want to make new friends they are eager traders.
History: Sad.
Whether it is the initial lonely quest to explore their homeworld, their abandonment by their creators, the interval war, or their quest into space to find friendship, their existence has been a sad, depressing and lonely one.
'''
SP_HHHOH
Hhhoh
SP_HHHOH_GAMEPLAY_DESC
'''Huge, slow, multi-trunked Mammoths.
Prefer [[PT_TUNDRA]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_HHHOH_DESC
'''Description:
Hhhoh are large, warm blooded creatures measuring over 16 meters in length (including leg/tail), 6 meters in width, stand at 5 and a half meters tall and weigh over 5 tonnes. They have a very thick layer of white fur.
Hhhoh locomotion is performed by using their two, large front legs, while using their hind leg to balance their large back. They also have four long trunk-like appendages of 8 meters in length, with four sharp fingered claws used to handle objects. When not in use, Hhhohs curl these trunks under their bodies and bury them in large fat pouches to conserve heat. They are omnivorous but do not actively hunt or farm large domesticated life.
Personality:
Hhhohs describe themselves as social pragmatists. Elders are very much revered, some living close to 230 years. Their sloth-like disposition makes them aversive to any fast movements, as well as hasty decisions.
'''
SP_EAXAW
Eaxaw
SP_EAXAW_GAMEPLAY_DESC
'''Evil amazonian xenophobic aggressive worms.
Prefer [[PT_TERRAN]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia XENOPHOBIC_SPECIES_TITLE]]
'''
SP_EAXAW_DESC
'''Description:
The Eaxaw have 3 body forms. First is the newborn larval form, then the male form and lastly the adult female form. All forms are completely blind and use touch, smell, hearing and a sense for electric currents to explore their world. The female form is a segmented worm approximately 8 meters long. At the front is a three-beaked mouth that is used to dig extensive tunnel systems. The neural network of the female is distributed along chains of neural nodes that run the length of the body. Most of the rest of the body is musculature and the armored outer body segments provide support. These outer segments have a small overlap much like scales, under which larvae are grown. Eaxaw in their male form are much smaller and rather dim witted. At the end of their tail is a complex grasping claw that comes in very specialized varieties.
Social Structure:
Eaxaw are organized into matriarchal breeding groups. A female keeps a "harem" of approximately 200 males which protect, feed and mate with her. Any new males that the female births are added to the harem but are frequently traded with other females like a currency. This ensures genetic diversity and promotes a wide variety of males to perform specialized tasks. The highest ranking females (having the largest and most diverse Harems) form the Great Matriarchal Council which sets the global agenda for the Eaxaw.
History:
A long time ago a derelict ship of the Precursors crashed on the Eaxaw homeworld. As the Eaxaw learned some of the ship's secrets they deduced that there were other intelligent species. Their great matriarchal council soon issued its greatest proclamation: "All of this must go!"
'''
SP_DERTHREAN
Derthrean
SP_DERTHREAN_GAMEPLAY_DESC
'''Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis.
Prefer [[PT_TOXIC]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_DERTHREAN_DESC
'''Description:
The Derthrean consciousness represents a half parasitic, half symbiotic relationship of viruses living in the bodies of plants. The virus has no intelligence and without the virus, the plant is but an empty shell yet together, their neural synapses are compatible and form a reasonable being. Although the virus brings awareness to the plant, the virus is also toxic to its nervous system, inflicting great amounts of pain, slowly destroying the plant as the virus spawns and in the end, killing it. This means that the greater the intelligence of a Derthrean, the more pain he endures.
Social Structure:
The Derthrean are a sharply divided race, split by the legacy of their forebears into castes. They are born into a caste, they mate in their caste, and they die as a member of a caste. Because the breeding has been so isolated throughout the millennia, there are even physical varieties in different castes. The castes are divided as follows: the most benevolent Priest caste, the Worker caste, the Grower caste, the Provider caste, the Scholar caste and the most despised of all, the Warrior caste. Religion plays a fundamental role in their society. Each Derthrean is a pacifist and lives to please their Goddess, in hopes of relieving the terrible burden of pain and earning forgiveness for the betrayal and bloodlust of their ancestors.
'''
SP_LAENFA
Laenfa
SP_LAENFA_GAMEPLAY_DESC
'''Sneaky, telepathic, sentient vines.
Prefer [[PT_OCEAN]] planets.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_LAENFA_DESC
'''Description:
The Laenfa are long and vine-like, able to attach and detach into any number of larger or smaller vines at will. Each leaf has its own consciousness, separate from the others. A leaf has direct control over the small length of vine to which it is attached. Laenfa have high underwater mobility and reasonable ground mobility as they are able to swim and slither like a serpent. When Laenfa are attached, the effectiveness of their telepathic communication increases, allowing them to synchronize the motions of a single vine for more effective transportation.
Social Structure:
The Laenfa have a unified culture due to their telepathy but because their telepathic communication weakens with distance, there is a large central vine that decides on most important decisions. This vine carries out its debates in secret but takes into account the voices of all Laenfa it is able to detect. The Laenfa carry out their duties with hive-like efficiency with each individual working for the collective goals of gaining knowledge of other species and protecting knowledge of themselves.
'''
SP_LEMBALALAM
Lembala'Lam
SP_LEMBALALAM_GAMEPLAY_DESC
'''Egocentric, degenerated ancient reptiles that no longer reproduce.
Prefer [[PT_DESERT]] Planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
Owning the Lembala grants the technologies: [[tech SPY_STEALTH_1]], [[tech SPY_STEALTH_2]] and [[tech GRO_LIFECYCLE_MAN]].
'''
SP_LEMBALALAM_DESC
'''Description:
The Lembala'Lam are an ancient species in the evening of its existence. They had some apparent resemblance with reptiles such as snakes or geckos, but most of their original physiognomy was lost to evolution warped by their mechanically enhanced lifestyle. Without machines they would no longer be capable of locomotion or feeding. The ability to reproduce was lost completely, but most importantly they've lost the trust in each other. The last nail in the coffin for Lembala society was the invention of an automated system that transfers the mind of a dying Lembala into the next spare clone, of which every Lembala has hundreds safely hidden. Almost all mental and material ressources of the Lembala are used to assure their artificial immortality, leaving little to no room for real developement of their civilization.
Social Structure:
The Lembala know each other for eons, but are suspicious of each and every one of the others. Their democratic government is forever paralyzed by long accepted stalemates. Due to paranoia and their lack of altruism even the most basic cooperation is rare and short lived.
'''
SP_TAEGHIRUS
Tae Ghirus
SP_TAEGHIRUS_GAMEPLAY_DESC
'''Weak, flightless birds, united in total mutual cooperation.
Prefer [[PT_SWAMP]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_TAEGHIRUS_DESC
'''Description:
The Tae Ghirus look like feather-less vultures with a fragile grey body. Their wings were designed for gliding, not flying, but even this aerodynamic function was lost in evolution.
Social Structure:
The Tae Ghirus are very social and cooperative to make up for their weak bodies. Their social and political system, called "The Allegiance", is a mixture of participative democracy and a brotherhood which works surprisingly well.
'''
SP_MUURSH
Mu Ursh
SP_MUURSH_GAMEPLAY_DESC
'''Militantly peaceful herbivores.
Prefer [[PT_DESERT]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_MUURSH_DESC
'''Mu Ursh are a peaceful, non-aggressive race of vaguely feline appearance, they became the dominant lifeform on their planet in part due to their excellent reactions and eyesight. They used their abilities to round up and control all threatening predatory life, limiting numbers in order to ensure a peaceful planet.
To their regret, their natural abilities seem to make them exceptionally gifted pilots, and some amongst their number have decided the best way to ensure galactic peace is to conquer and control all aggressive intelligent species, making the galaxy as peaceful as their homeworld.'''
SP_GEORGE
George
SP_GEORGE_GAMEPLAY_DESC
'''A single, childish Telepathic entity consisting of tons of centipedeoids.
Prefers [[PT_TUNDRA]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_GEORGE_DESC
'''George is a single telepathic entity that consists of multiple mobile telepathic units.
Description:
The units that make up George look like 2.5 meter long, 0.5 meter tall centipedes except with a far smoother skin and a cluster of about 6 tentacle/antennae at the front for manipulation. The units can't act or even think on their own. The mind of George is the sum of all the units communicating telepathically, over any distance.
Due to their telepathic abilities, George share a communal vision with all other George in the universe, regardless of empire affiliation.
'''
SP_CRAY
Cray
SP_CRAY_GAMEPLAY_DESC
'''Cheerful enthusiastic robots.
Prefer [[PT_BARREN]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_CRAY_DESC
'''Description:
The Cray resemble a large black box of smooth shiny plastic with rounded corners which measure six meters in all directions. A large mechanical tentacle extends from the center of four of the faces (the other two being top and bottom) these serve primary for locomotion and heavy lifting. The Cray communicate by wireless radio. They are impressively parallelized and can hold an average of four trains of thought at once, frequently having more than one conversation at a time, often several with the same person.
Social Structure:
The Cray are a tribal society. Each tribe is formed around a single Cray known as a Master Craftsman who has the skills to build and maintain Cray. Because the Cray are so badly designed even the Master Craftsmen rarely get them perfect and each tribe gets its own “racial characteristics” based on the idiosyncrasies of its Master Craftsman's work.
Day to day decisions run on an extremely complex web of favors. All Cray will happily help their kin if asked and afterwards both will remember exactly what the debt is. While not the most efficient way of running an economy this system means that within a tribe the Cray will owe or be owed favors by a good portion of the community fostering exceptionally strong social bonds and that is just the way they like it.
'''
SP_ETTY
Etty
SP_ETTY_GAMEPLAY_DESC
'''Cybernetic plants.
Prefer [[PT_DESERT]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_ETTY_DESC
'''Description:
Etty are an unnaturally evolved race of intelligent plants. They can grow up to half a meter in length and have a central brain found in a large bulb. Etty have very strong scent which they can vary at will, this evolutionary adoption allowed them to protect themselves from plant eaters by mimicking the scent of greater predators. They also have a powerful sense of smell.
The robot bodies of the Etty serve as legs, eyes, ears and hands. A socket connects the body with the Etty, allowing them to move from one body to another without needing to painfully uproot themselves. The robot form itself is highly varied based on its function.
Social Structure:
The Etty are exceedingly polite and strictly honor all contracts and agreements. Their culture is very clean, civil, kind and courteous, but very withdrawn. Etty government is a true democracy with a strong civil service held in check by a powerful press.
'''
SP_CYNOS
Cynos
SP_CYNOS_GAMEPLAY_DESC
'''Walking plants sustained by a giant non-sentient mother plant.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
'''
SP_CYNOS_DESC
'''Description:
The Cynos are part of a mother plant which resembles a 90-meter high agave plant. Its huge fronds are a bluish aquamarine color radiating from a central bulb that forms the core of the plant. The extensive but rather shallow root system sprouts offshoots to grow adjacent to the central plant. A single plant can live up to 5000 years. There are numerous "brood chambers" inside the fronds in which the Cynos are "born" and regenerate.
A Cyno starts as a small bulb inside the brood chamber, grows into a full sized individual within a few days and detaches itself. It is 3.5 meters long and roughly rectangular shaped with a tapering vine at each corner. These limbs are used for movement, feeding and fighting alike. A Cyno is capable of approximately 30 hours of independent activity before it has to feed at a mother plant—artificial substitutes for this feed are possible, but result in the infertility of the Cyno, thus all Cyno leaving their homeworld become infertile.
Social Structure:
Cynos are highly cooperative and altruistic in protecting the mother plants. They have a consensus government strongly influenced by the mother plants, which are mindless but still communicate through the Cynos on a chemical level and manipulate their moods.
Reason for Staying:
The Cynos cannot reproduce without their mother plants, nor can they bring themselves to plant a seed anywhere but their homeworld.
'''
SP_PHINNERT
Phinnert
SP_PHINNERT_GAMEPLAY_DESC
'''Industrious Flying Monkeys.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_PHINNERT_DESC
'''Description:
Phinnerts are tree-dwelling mammals with size varying from 1 to 2 meters tall. They have long arms, with a wingspan of about twice their height. They have hairy, retractable flaps of skin that stretch from wrist to ankle and allow for fully functional flight in low gravity. They are very agile fliers and can catch flying bug-like creatures with a fully prehensile nose appendage. Like bats they can use echo-location, this sense is not highly developed though.
Social Structure:
Life is much shorter for Phinnerts than for most other sentient life, owing to the many dangers of the swamp. All Phinnerts are generally treated as extended family by each other and grudges do not last long. There is no central authority, there's only a vague hierarchy. The balance of power can change very quickly with the high mortality rate. Society is far less individualistic, and more focused on the group.
Homeworld:
Their planet has low gravity and a very thick atmosphere. Its composition is unique as it has a low proportion of heavier metals, but a much higher proportion of other heavy elements, particularly noble gases. It also has very stable tectonic formations meaning that the surface of the crust is very flat, and so is mostly covered with shallow, standing water. The entire world is like a giant everglade.
'''
SP_EGASSEM
Egassem
SP_EGASSEM_GAMEPLAY_DESC
'''Super massive, nuclear, lava-dwelling, crystalline amoebas.
Prefer [[PT_INFERNO]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]
'''
SP_EGASSEM_DESC
'''Description:
Egassem are several kilometers across and have no fixed shape, they are capable of operating multiple instruments at once through custom formed appendages. Egassem are incredibly slow, capable of moving at most a few meters an hour as moving was only necessary to strip an area of resources. They reproduce by budding, releasing a young that is a mere hundred thousand tons.
Social Structure:
Egassem society is essentially feudalistic, with each Egassem individual being one 'fiefdom'. The fact that Egassem are typically long-lived (effectively ageless) means that they are highly conservative and highly concerned with wealth.
Homeworld:
A world wracked with tidal and geological heating, as well as the more conventional solar radiation. Large 'oceans' of liquid rock cover most of the surface.
'''
SP_SSLITH
Sslith
SP_SSLITH_GAMEPLAY_DESC
'''Flat, aquatic, pliable creatures.
Prefer [[PT_TUNDRA]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_SSLITH_DESC
'''Description:
In its relaxed state, an individual Sslith is essentially a 2.15cm thick rectangular sheet, that's always 132cm long, and between 31 and 53cm wide. Its only appendage is a single tentacle that is used to sense sound and infrared light, it is also used for communication via ultrasound. Sslith are able to flex their bodies into other shapes, an ability originally evolved for the purpose of sliding into the shells of Vreen (a creature that recedes into its shell when it detects danger). Their flexibility allows them to move astonishingly fast in the oceans, by a ripple effect that looks like they are folding themselves through the water. They don't have a central brain, a Sslith's mental capacity is a collection of multiple nodes that are linked together to form a distributed consciousness allowing a Sslith to perform many tasks at once.
Social Structure:
The Sslith are organized into groups called Pnacra which serve as independent governmental units. Though there are a few global laws that all Sslith in all Pnacra obey, each Pnacra has it's own rules and laws as to conduct and actions. The Pnacra move around of their own accord, and have no fixed geographic location. If two or more of them meet, then members who are discontented with their present Pnacra can move to another to try out its ways and customs.
'''
SP_FIFTYSEVEN
Fifty-Seven
SP_FIFTYSEVEN_GAMEPLAY_DESC
'''Math-obsessed sky-serpents, singing planet-wide fractal songs.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_FIFTYSEVEN_DESC
'''Biology:
Adult Fifty-Seven are between 10 and 20 m long. The main deviation from the tapering serpentine body are the two resonating domes on the forward dorsal side. Various fins provide fine control. Entirely blind, they rely on smell, hearing, an exquisitely honed pressure sensitivity, and when the need arises bursts of echolocation. Fifty-Seven are omnivores: eating flocks of small flying creatures with the same relish as the floating phytoplankton. Since they remain aloft their entire lives and have no manipulator limbs, the Fifty-Seven have no material technology.
Personality:
The Fifty-Seven show little interest in the rest of the galaxy, or indeed in the parts of their planet that they don't use. The bulk of their attention individually, and culturally is focused on math. They do seem eager for new mathematical puzzles, so if research problems can be phrased properly...
Homeworld:
High g swamp world with a very dense atmosphere.
Reason for Staying:
The Fifty-Seven are in constant contact with most of the rest of their species, participating in a complex fractal 'song' that may also be a way to test complex mathematical hypotheses and/or some sort of social or artistic expression. Leaving the fractal song is apparently extremely unattractive.
'''
SP_SETINON
Setinon
SP_SETINON_GAMEPLAY_DESC
'''Individualistic sentient microscopic cells.
Prefer [[PT_SWAMP]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_SETINON_DESC
'''Description:
The Setinon evolved from genetic defense cells protecting a larger organism from parasites and viruses. They are about 1 mm across with multiple sub-compartments and structures. Proteins and nucleic acids are taking the place of neurons of the more standard minds of sentient organisms. They use biological constructs (requiring thousands of Setinon operators) to execute tasks their microscopic nature wouldn't normally allow them to carry out.
Social Structure:
Setinon society is based on two factors, firstly their strongly individualistic, defensive nature, and secondly their contrasting need to cooperate to deal with the world. Therefore Setinon society is best summed up as highly complex with multiple interacting channels of power that may change weekly.
Homeworld:
A swamp world with a dense atmosphere and fairly dense biosphere.
'''
SP_NYMNMN
Nymnmn
SP_NYMNMN_GAMEPLAY_DESC
'''Planet-wide sapient magnetic waveforms.
Prefer [[PT_DESERT]] planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]
'''
SP_NYMNMN_DESC
''''''
SP_TRENCHERS
Trenchers
SP_TRENCHERS_GAMEPLAY_DESC
'''Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals.
Prefer [[PT_BARREN]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_TRENCHERS_DESC
''''''
SP_RAAAGH
Raaagh
SP_RAAAGH_GAMEPLAY_DESC
'''Highly territorial felinoids.
Prefer [[PT_TERRAN]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_RAAAGH_DESC
'''The Raaagh are 1.5 meter tall stripe-furred bipeds. The body is held leaning forward at 45 degrees, leaving the fanged jaws, and clawed arms free to fight, build or capture prey. Triangular ears and slit pupils give a cat-like appearance. The tiny young hatch from a clutch of a dozen eggs at once. Little care or attention is paid to the young at this stage - they must survive on their own competing against their siblings for hiding places and stealing food like vermin. After three years usually only one is left, and the surviving young begin to learn to speak. This suddenly activates parental instincts, and the survivor is carefully raised as a member of the Pride.
Personality:
Extreme territoriality is the Raaagh's most distinctive trait- woven throughout their daily lives and culture. Related to that is a preference for the familiar and known. Curiosity is minimal, which probably explains their stone age technology.
Homeworld:
The Raaagh homeworld is of the Terran type. Sea and land are more or less evenly spread out, with the largest continent covering only 4% of planet's surface. The many small continents and large islands encourage a territorial attitude.
Reason for Staying:
There's not bit of land big enough for an individual Raaagh to live on that hasn't been fought over for centuries. The genetic compulsion of a Raaagh is to guard his territory with his life, and when possible to expand into adjacent land. Abandoning one's territory is inconceivable, and a Raaagh forcibly removed from his territory goes violently insane.
'''
SP_BEIGEGOO
Beige Goo
SP_BEIGEGOO_GAMEPLAY_DESC
'''Insane, intensely private, planet-engulfing nanite swarm.
Prefers [[PT_RADIATED]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_BEIGEGOO_DESC
'''The entire planet is covered in a beige haze of Nanites. It is unknown whether they were dropped as a weapon, were an out of control experiment, or are a means of extracting resources, but they have been thorough. There's nothing left but the planet's radioactive core. These Nanites are very efficient assemblers, and are eager to do so if provided raw materials. However the Nanites, are extremely protective of the secret of their design - they self destruct if any are captured or removed from the planet.
'''
SP_SILEXIAN
Silexian
SP_SILEXIAN_GAMEPLAY_DESC
'''Gleaming gardener robots, left on their own.
Prefer [[PT_TERRAN]] planets.
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_SILEXIAN_DESC
'''The Silexians are a race of ecological maintenance robots. They see their own existence as a means of bringing biological beauty and balance to the galaxy.
Description:
As each type of Silexian is customized for a specific task, there are variations in appearance. The majority of Silexians however, share many similar features: They are wholly artificial robotic beings made primarily of metals. They have an antennae used for short range radio communication, advanced tactile sensors as well as wide-frequency photon detectors.
Silexians generally have a flat base equipped with wheels and rocket boosters, but the occasional model is bipedal, to allow greater agility. Many have pincer-like appendages and injector tubules for manipulating objects.
Social Structure:
The Silexians have a hierarchical caste system under a dictatorship government. Each Silexian is created for a specific job, and fills that job until declared obsolete. There is no social mobility. In fact the very idea would be alien and somewhat unwholesome to a Silexian. The race is led by a caste of supervisors giving work assignments, determine upgrades and declare models obsolete. Supervisors themselves defer to the Prime Operator, whom nobody has the authority to deem obsolete, and therefore is practically immortal.
History:
The Silexians were created by the Caretakers in order to increase the efficiency and automation of their environmental maintenance projects. Eventually, all of the Caretakers’ worlds were inhabited and maintained by the peaceful and loyal Silexians. When the Caretakers left the galaxy, some Silexians were abandoned.
'''
SP_KOBUNTURA
Kobuntura
SP_KOBUNTURA_GAMEPLAY_DESC
'''Sentient magnetic dust formations with a fascination for building and construction.
Prefer [[PT_BARREN]] planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]
'''
SP_KOBUNTURA_DESC
'''Description:
A Kobuntura is composed of trillions of magnetic dust particles. Their dense core of vibrating molecules generates a magnetic field which manipulates a less dense cloud of particles orbiting it in complex patterns. Kobuntura can directly detect and manipulate objects on the outer reaches of their particle clouds, but can indirectly detect, manipulate and communicate with objects and individuals much further away using their magnetic fields. The primary method of locomotion involves interaction with the planet’s magnetic field. Whenever a Kobuntura moves, there is a small chance that the movement will magnetize and agitate the surrounding dust particles to a sufficient extent to trigger a chain reaction which causes a new fully matured Kobuntura to form in a matter of seconds.
Social Structure:
The Kobuntura have a guild system since ancient times, but one of the guilds, the Dark Enclave specialized in martial arts, has gained control over all the other guilds and established a military dictatorship. Despite this, there are no secrets amongst Kobuntura as they can't communicate without all the other Kobuntura noticing. Recreation and trade are very limited, as the sole intent of the Dark Enclave, and indeed all of Kobuntura society, is to find one of the Precursor species, the Builders, and unlock the greatest secrets of construction. This goal is the impetus driving their entire civilization.
'''
SP_UGMORS
Ugmors
SP_UGMORS_GAMEPLAY_DESC
'''Lava-dwelling yeast piles, which form temporary golems.
Prefer [[PT_INFERNO]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]
'''
SP_UGMORS_DESC
'''The Ugmors is a race of sentient yeast which uses rocks and minerals to make temporary bodies designed to perform specific tasks.
Social Structure:
The Larar drifts are the true center of the species. These masses of yeast sit on top of the hottest part of the lava seas and absorb energy. When enough energy is available a large colony of supercharged yeast will gather large rocks at the edge of the lava pool and join them together to form an Ugmor. The Ugmors were originally designed to get from one lava pool to another, but have since developed into a very complex society. The Larar drifts are not very intelligent on their own, acting as more of a central memory which carries out the directives of the most recent Ugmor to be privileged enough to return to the Larar drifts.
Ugmors have a very unified form of government. It resembles a hive, but without a central queen. This is because all Ugmors start out with the same racial memories and agenda. When something new is discovered the Ugmor who discovered it usually returns to the nearest Larar drift to share his discovery with the rest of the species.
Description:
An Ugmor can take on many shapes, but all of them consist of rocks or sheets of metal connected by a sticky fibrous material. They are extremely durable and can even live in empty space for several hours. In their natural environment they can live for up to five years before cooling down and dying of “old age.” Ugmors as a race are not very bright. While the Larar pools see the value of intelligence, they tend to see it as a trait which should be grown in new Ugmors only in moderation.
Homeworld:
The Ugmor homeworld is a rocky planet that rotates very quickly (once every 3 and a half hours). 30% of its surface is covered by seas of lava and liquid metals.
'''
SP_GISGUFGTHRIM
Gis Guf Gthrim
SP_GISGUFGTHRIM_GAMEPLAY_DESC
'''Shelled herbivores that live off a singular planets-sized colonial gel.
Prefer [[PT_TOXIC]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_GISGUFGTHRIM_DESC
'''Most of the equatorial region of the Gis Guf Gthrim homeworld is covered with a single gelatinous organism known as the amber expanse, that replaces all plant life. The Gis (and many other creatures) live on and feed only on the Amber expanse. The Gis life-cycle is also closely tied to the amber expanse. The expanse itself seems to be immortal, and non-reproducing. Attempts to clone part of it have failed, so it seems the Gis will be unable to leave their world.
'''
SP_HIDDENGARDENER
Hidden Gardener
SP_HIDDENGARDENER_GAMEPLAY_DESC
'''A sapient fungal network that tends its plant food from beneath
Prefers [[PT_TERRAN]] planets
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_HIDDENGARDENER_DESC
'''The Hidden Gardener is a massive distributed fungal intelligence lying just beneath the surface. Each individual covers many square kilometers. Its actions and thoughts are slow. Various sensory nodes are scattered about by which it can monitor the weather and the growth of its garden. A Hidden Gardener, by means of enzymes, the encapsulation and releases of seeds, and the control of water, tends its garden to produce precisely the rotting plant matter it needs to survive.
Fungal-type life-forms seldom have much use for brains of any type, but the Gardener's unusual, and thoughtful approach to providing itself with food provides enough additional energy to make it work.
Their terran homeworld is an eerily park-like place with plants arranged with unnatural precision, but no other signs of habitation.
The wide ranging, delicate fungi-nets are too large and integrated into the soil to be moved off-planet, and since the Hidden Gardeners reproduce by 'splitting' into two consciousnesses when a Gardener grows too wide-ranging to have a decent thought-latency, there are no small, young individuals to take off planet.'''
SP_ABADDONI
Abaddoni
SP_ABADDONI_GAMEPLAY_DESC
'''A race of cave dwelling generally decent folk living in permanent slavery to an overprotective computer they created.
Prefers [[PT_INFERNO]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]
'''
SP_ABADDONI_DESC
'''Description:
Abaddoni are shaped like a chicken egg on its side, roughly 0,8 meters tall and deep red with black spots. Their predominant feature is a large mouth starting at the point and extending back for a full third of the body.
At the end of each of their 6 short crab like legs, is an inflatable sac which enables them to climb upside down. Because they grew up underground Abaddoni have no eyes, they mainly rely on smell and to a lesser extent sound and touch to navigate.
Social Structure:
The entire Abaddonnian species lives in a dictatorship ruled by a sentient artificial intelligence called Mother. This AI was created by the Abaddoni as a governmental assistant, but slowly took over. Now every newborn Abaddoni gets a wireless transmitter placed into the brain, for Mother to read their thoughts and being able to terminate them when necessary. There is no real social structure between the Abaddoni, they are all the same - slaves.
'''
SP_ACIREMA
Acirema
SP_ACIREMA_GAMEPLAY_DESC
'''A race with nearly limitless power, that cannot survive in this universe.
Prefers [[PT_RADIATED]] planets.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]]
'''
SP_ACIREMA_DESC
'''Description
An Acirem is a 10-30 m ellipsoidal energy beings with large (30-100m) ''wings''. As they age they tend to accumulate material from around them developing a dusty and eventually rocky appearance (still maintaining the visible energy flows through their body and the gaps). Most Acirema live in a universe where the physical constants are slightly different, and there is only one place where they can get through to our universe, on their "Homeworld" of Portal. However, upon doing that they immediately begin to 'age' differently than in their own universe. Acirema cannot survive more than a few fractions of a galactic cycle in this universe. So an Acirem rarely spends much time before crossing back into their own universe.
As the Acirema found the anomaly that allowed them to enter into this universe, they also found that harnessing the differences in structure allowed them to generate energy in massive amounts in both universes. They also found that their bodies could release and manipulate massive amounts of energy. They rapidly began gathering material on Portal to study, and use to build structures on Portal itself. However that massive amount of energy meant they rapidly mined Portal out, and soon had very limited minerals that were safe for them to extract.
The massive amount of energy they can release as individuals and across the connection from Portal to their home universe, gives them the ability to produce large amounts of Industry, and also allows them to act as weapons. This makes Portal a very dangerous world to approach, as the Acirema are very wary of outsiders, and are sensitive to the vulnerability of their position. Trade with another universe is definitely beneficial, especially since they cannot obtain minerals from other planets. The Acirema on Portal seem to have a government that is similar to a military and/or research outpost (tightly controlled core with a majority loosely controlled) They are very secretive of the nature of their society back home.
"Homeworld"
Portal is a Radiated world close to an unusually bright Blue Giant Star, with a connection to another universe. It is thought that Precursor testing may have opened the connection, and caused the star to change. There is suspicion that there may have been intelligent life on Portal, and they were destroyed by the Acirema when the connection opened (either due to research or advanced weapons use).
Reason for staying
They can't stay here long enough to actually move to another planet and still survive.
'''
SP_OURBOOLS
Ourbools
SP_OURBOOLS_GAMEPLAY_DESC
'''Giant blind swimmers who "see" gravitation.
Prefer [[PT_OCEAN]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_OURBOOLS_DESC
'''Biology:
A giant serpentine swimmer, an Ourbools most distinctive feature is the massive bow curving away on either side of their head. This houses the gravi-sensory organs. Three tentacles hanging in front of the mouth allow Ourbools to manipulate their environment. Ourbools mate only once in their life, and devote the next 35 years to caring for the school of 5 to 7 young - generally assisted by relatives. Ourbools have a very long lifespan.
Personality:
Ourbools are inclined to a nomadic life, hunting or herding their prey ichthyoids. Society focuses to a large degree on the proper and graceful interaction between two wandering groups that meet by chance.
A significant minority drop out of society and adopt sedentary lives bound by the practical requirements of their craft.
Homeworld:
The homeworld, Oolur is orbited by 23 moons.
Reason for Staying:
The Ourbools find their sense of position via the regular movements of the 23 moons. Everything is perceived against that gravitational background. To be removed from that context is extremely disorienting to the point of "blinding" the unlucky traveler. He no longer has the familiar to calibrate against so all he can perceive is meaningless graviton noise.
'''
SP_VOLP
Volp-Uglush
SP_VOLP_GAMEPLAY_DESC
'''Highly bureaucratic, overcrowded burrowers.
Prefer [[PT_BARREN]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]
'''
SP_VOLP_DESC
'''Description:
The Volp-Uglush are an asexual species approximately 300 meters in length that live in tunnels on their homeworld. They subsist on silicates and have a vast number of short arm/mouth parts on the front of their thick cylindrical bodies that they use for manipulation/tunneling/eating and for sending messages through their tunnel network. In early historical times there were several different strains of Volp-Uglush but they were in constant conflict. Groups that successfully organized themselves were the best competers for resources, and as they moved from industrial to information age, one strain became dominant, and the remainder died out. The remaining strain began to optimize their homeworld for most efficient use of resources. They became incredibly adept at recognizing resource needs, as well as how societal structures affected individual behavior.
The Volp-Uglush society almost acts as a single organism, because society has been adapted to run so smoothly. However, this has led to a critical loss of independent function. While Volp-Uglush society is incredibly efficient, it would take individual Volp-Uglushs hundreds, if not thousands of years to be able to successfully develop a new independent society.
They are very effective at directing merchant fleets, and make excellent bureaucrats for creating changes in societies. While they have an incredibly efficient war machine, and are capable of individually taking on various large battle engines, the chaos of combat is not their most effective environment.
Homeworld:
Hive is a large Barren world that is ~2 times bigger than its mass and material would suggest as all of it but a small metal core has been converted through tunneling and building into the Vast tunnel network of the Volp-Uglush bureaucracy.
Reason for Staying:
Volp-Uglush are now too integrated and ingrown. They now totally lack the independence and innovation needed to leave Hive and start a new colony.
'''
SP_FURTHEST
Furthest
SP_FURTHEST_GAMEPLAY_DESC
'''Paranoid three-headed, tripedal herbivores.
Prefer [[PT_TUNDRA]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_FURTHEST_DESC
'''Biology:
The Furthest are furry, 1.5 m tall creatures. Radially symmetric, they have three long legs, and three long flexible necks. Atop each neck, is a compound eye, and a mouth used for ingestion and for manipulating objects. This allows the creature too keep watch in most directions at once. The actual brain is in the center of the body.
Name:
The Furthest believe that sapience is measured by the distance that a being can separate itself from danger. Thus the name "Furthest" describes their species as the most advanced of beings.
Personality:
The Furthest report that their homeworld was once full of the deadliest predators imaginable. They survived by developing caution to the utmost level. Indeed staying alert for threats, and hiding are the core of their psychology and culture. The Furthest homeworld currently contains no carnivore they can't crush underfoot.
Reason for Staying:
The Furthest generally consider space travel far too dangerous for a sane being, but some who consider their homeworld too dangerous may consider relocating to another world.
'''
SP_BANFORO
Banforo
SP_BANFORO_GAMEPLAY_DESC
'''Cute, sedulous star gazers.
Prefer [[PT_BARREN]] planets.
[[encyclopedia LITHIC_SPECIES_TITLE]]
'''
SP_BANFORO_DESC
'''Description:
A Banfo looks like a teddy bear made of white stone with two large black crystal eyes. It's likely that the Banforo species was artificially created, but information that could show proof was lost in history. The eyes are their most important organs, not only do they serve for perception, but also for communication by showing light patterns around their frames. Banforo can distinguish colors and patterns of even very dim light, as well as focus on light sources far away. Very bright light on the other hand is very hard on their eyes and disturbs their communication. Thus the evening is the favorite time for the Banforo and a defining ritual of their civilization is collectively gazing at the stars once the sun has set.
Social Structure:
The Banforo are very social towards each other and share strong bonds. Resources are always shared and private ownership doesn't exist for goods with material value. The form of government can be called communistic.
Reason for Extinction:
It hasn't been sufficiently clarified, but scientists suspect that a cosmic event made the environment unbearable for the Banforo for a time so long that their numbers were dwindling to ultimately zero.
'''
SP_KILANDOW
Kilandow
SP_KILANDOW_GAMEPLAY_DESC
'''Radiation-absorbing, prickly, unhurried experimenters.
Prefer [[PT_RADIATED]] planets.
[[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
'''
SP_KILANDOW_DESC
'''Description:
The Kilandow have four limbs ending in several claws. Walking upright on the two short ones, they measure a little more than 1 m in height. Their head, a three eyed beak, is used like a pickaxe to pick rocks in the hope of finding rare metals and noble earths, which they knead into a paste. After applying the paste to their spiny backs, the Kilandow search for a spot with high radiation of UV and gamma-rays to absorb the charged molecules. Statuelike a Kilandow can cower in one spot for hours or even days after which it is fully charged. Because they feed on radiation their bodies also emit abnormally large amounts of radiation, which makes them easy to detect, but also dangerous for other species to come into contact with.
Kilandow are very patient and love to conduct chemical and physical experiments. Because of their long lifespan they have no problem with some of their experiments to take hundreds of years to finish. Another important activity for them is mining, especially on Asteroids, because for them it's researching, treasure hunting and finding food at the same time.
Social Structure:
Based on documents found in Ancient Ruins the Kilandow were democratic and law-abiding, but cared much more for experiments than their society.
Reason for Extinction:
The reasons are believed to be their peaceful nature and their low reproduction rate.
'''
SP_MISIORLA
Misiorla
SP_MISIORLA_GAMEPLAY_DESC
'''Chaotic, liberal, born pilots.
Prefer [[PT_TOXIC]] planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]
'''
SP_MISIORLA_DESC
'''Description:
A Misiorla is a mollusc with four flexible tentacles and two pairs of four eyes each. Perfectly adapted to their homeworld they were able to swim through seas of acid fluids and float through clouds of thick heavy mists. They were considered to be a fairly mediocre species, barely worth the uplift they were given by a friendly civilization, neither smart nor productive and not talented in any way. That quickly changed when the first Misiorla were given control of a space ship. Word spread like a wildfire through the galaxy about the best combat pilots in the universe. The first Misiorla mercenaries were hired to pilote fighters, the next were given command of cruisers, but their full potential was realized when an outdated battleship manned with only Misiorla single-handily wiped out the whole space fleet of a far superior empire.
Social Structure:
The whole life of Misiorlas is wrapped around piloting space vessels. Piloting is their job, it's their sport, it's their love. The society is totally dependend on other species because they become lethargic and unorganized when doing anything else. Misiorla can be hired by almost anyone who offers something interesting to fly and the fuel to do so.
Reason for Extinction:
At one point in history the Final Ones, one of the Precursor civilizations, decided that the Misiorla could be a threat to their ultimate goal.
'''
SP_EXOBOT
Eksoboty
SP_EXOBOT_GAMEPLAY_DESC
'''Semi-autonomiczne roboty, przeznaczone dla przemysłu na planetach: [[PT_BARREN]], [[PT_RADIATED]], oraz [[PT_INFERNO]].
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
'''
SP_EXOBOT_DESC
'''Choć nie tak skuteczne, jak w pełni samodzielni obywatele, eksoboty mogą skolonizować inne, nieprzyjazne planety i budować więcej eksobotów.
'''
SP_ANCIENT_GUARDIANS
Ancient Guardians
SP_ANCIENT_GUARDIANS_GAMEPLAY_DESC
'''Guardian Robots constructed by a Precursor civilization aeons ago
[[encyclopedia ROBOTIC_SPECIES_TITLE]]
Will self-destruct when conquered, leaving an outpost owned by the conqueror behind.
'''
SP_ANCIENT_GUARDIANS_DESC
'''Constructed by precursor technology, these ancient machines can adapt to and fight in any kind of environment. With unwavering loyalty and commitment, they have protected the planet from any invaders, never wasting time to repair and improve the fortifications. Upon being captured, every Guardian Robot will automatically self-destruct.
'''
SP_EXPERIMENTOR
Experimentor
SP_EXPERIMENTOR_GAMEPLAY_DESC
'''Precursor mad scientists
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]
'''
SP_EXPERIMENTOR_DESC
The Experimentors are an ancient precursor race, whose existence is devoted to the pursuit of knowledge. Their desire to learn is unmatched, and they unashamed to treat even entire galaxies as mere laboratories for their experiments.
SP_SUPER_TEST
Super Testers
SP_SUPER_TEST_GAMEPLAY_DESC
'''Super Testers are grossly unbalanced and unfair. They are nearly Omniscient. And they thrive on all planets. ([[metertype METER_STEALTH]]-busting power only works when they are in a Capital)
[[encyclopedia ORGANIC_SPECIES_TITLE]], [[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia ROBOTIC_SPECIES_TITLE]], [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]]
[[encyclopedia TELEPATHIC_TITLE]]
'''
SP_SUPER_TEST_DESC
''''''
##
## Specials
##
MODERATE_TECH_NATIVES_SPECIAL
Moderate Tech Natives
MODERATE_TECH_NATIVES_SPECIAL_DESC
The natives on this planet have developed moderately advanced technology, giving their planet stronger defenses against attack and invasion when independent of an empire.
HIGH_TECH_NATIVES_SPECIAL
High Tech Natives
HIGH_TECH_NATIVES_SPECIAL_DESC
The natives on this planet have developed very advanced technology, giving their planet much stronger defenses against attack and invasion when independent of an empire.
GAIA_SPECIAL
Gaia
GAIA_SPECIAL_DESC
'''Planety przekształcane zwiększają maksymalną populację według wielkości planety:
• [[SZ_TINY]] (+3)
• [[SZ_SMALL]] (+6)
• [[SZ_MEDIUM]] (+9)
• [[SZ_LARGE]] (+12)
• [[SZ_HUGE]] (+15)
i zwiększają maksymalnie [[metertype METER_HAPPINESS]] na 5.
Ta planeta została przekształcona w żywy organizm, pozwalając jej zmieniać i dostosowywać się do potrzeb swojej populacji. Jeśli świat to [[PE_GOOD]] [[encyclopedia ENVIRONMENT_TITLE]], dodana zostaje znaczna premia ludności. Jeśli tak nie jest, to proces przekształcania będzie przebiegać powoli, aby ostatecznie stać być określanym jako [[PE_GOOD]] środowisko (np: [[species SP_EXOBOT]] nie mają pojęcia co to [[PE_GOOD]] środowisko, więc nie można przekształcić planety ponad [[PE_ADEQUATE]] dla nich).'''
WORLDTREE_SPECIAL
World Tree
WORLDTREE_SPECIAL_DESC
'''Increases [[metertype METER_SUPPLY]] by +1, [[metertype METER_DETECTION]] by +10, max Population by +1, and [[metertype METER_HAPPINESS]] on the planet that has the special by +5. Increases [[metertype METER_HAPPINESS]] on all other planets owned by the same empire by +1.
A gigantic tree has grown so large that its crown has left the atmosphere of the planet. Scientists suspect that it has been planted by the Caretakers in ancient times.'''
ANCIENT_RUINS_DEPLETED_SPECIAL
Ancient Ruins (Excavated)
ANCIENT_RUINS_DEPLETED_SPECIAL_DESC
'''Increases [[metertype METER_RESEARCH]] on this planet by 1 per Population when Focus is set to Research.
This planet holds the ruins of an unknown, advanced ancient race. A valuable discovery has already been made here.'''
ANCIENT_RUINS_SPECIAL
Ancient Ruins
ANCIENT_RUINS_SPECIAL_DESCRIPTION
'''Increases [[metertype METER_RESEARCH]] on this planet by 1 per Population when Focus is set to Research.
This planet holds the ruins of an unknown, advanced ancient race. The first empire with the tech [[tech LRN_XENOARCH]] to possess this planet receives one free advanced tech or uncovers a powerful building or ship. There's also a good chance that well preserved bodies of an extinct species will be found.'''
EXTINCT_BANFORO_SPECIAL
Banforo Remains
EXTINCT_BANFORO_SPECIAL_DESC
On this planet well preserved bodies of the extinct species [[species SP_BANFORO]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow you to build a [[buildingtype BLD_COL_BANFORO]] on [[metertype METER_SUPPLY]] connected planets.
TECH_COL_BANFORO
Banforo Resequencing
TECH_COL_BANFORO_DESC
Allows reconstruction of the ancient [[species SP_BANFORO]] species.
EXTINCT_KILANDOW_SPECIAL
Kilandow Remains
EXTINCT_KILANDOW_SPECIAL_DESC
On this planet well preserved bodies of the extinct species [[species SP_KILANDOW]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow you to build a [[buildingtype BLD_COL_KILANDOW]] on [[metertype METER_SUPPLY]] connected planets.
TECH_COL_KILANDOW
Kilandow Resequencing
TECH_COL_KILANDOW_DESC
Allows reconstruction of the ancient [[species SP_KILANDOW]] species.
EXTINCT_MISIORLA_SPECIAL
Misiorla Remains
EXTINCT_MISIORLA_SPECIAL_DESC
On this planet well preserved bodies of the extinct species [[species SP_MISIORLA]] were found. Building a [[buildingtype BLD_XENORESURRECTION_LAB]] here will allow you to build a [[buildingtype BLD_COL_MISIORLA]] on [[metertype METER_SUPPLY]] connected planets.
TECH_COL_MISIORLA
Misiorla Resequencing
TECH_COL_MISIORLA_DESC
Allows reconstruction of the ancient [[species SP_MISIORLA]] species.
EXTINCT_UNLOCK_SHORT_DESC
Unlocks an extinct species
PANOPTICON_SPECIAL
Panopticon Complex
PANOPTICON_SPECIAL_DESC
'''Increases empire-wide [[encyclopedia DETECTION_TITLE]] by 10. Also increases [[metertype METER_DETECTION]] on this planet by 75.
Buried deep within the crust of the planet, the Panopticon is a powerful relic of an unknown precursor civilization. When fed the data from an empire's detection equipment, it has the power to pull reliable information from the chaotic static beyond the edges of certainty.'''
FORTRESS_SPECIAL
Fortress
FORTRESS_SPECIAL_DESC
'''Increases [[metertype METER_SHIELD]] by +100, [[metertype METER_DEFENSE]] by +30, [[metertype METER_TROOPS]] by +30 and [[metertype METER_DETECTION]] by +30. Shields will be regenerated by 5 per turn and Defense by 1 per turn. Mines will reduce the [[metertype METER_STRUCTURE]] of enemy ships in the system by 3 per turn. Every turn there is a 5% chance of a Sentry being spawned to protect the system, unless one is already present.
This planet has been prepared for defense by one of the ancient Precursor civilizations. It's brimming with planetary shields, weaponry and sensory equipment to withstand any kind of siege. Everything is still fully functional and surprisingly user friendly.'''
ECCENTRIC_ORBIT_SPECIAL
Eccentric Orbit
ECCENTRIC_ORBIT_SPECIAL_DESC
'''Increases [[metertype METER_RESEARCH]] by 3, but [[metertype METER_SUPPLY]] is decreased by 2.
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 the supply the planet can provide, but are a beneficial platform for research.'''
TIDAL_LOCK_SPECIAL
Tidally Locked Rotation
TIDAL_LOCK_SPECIAL_DESC
'''Increases [[metertype METER_INDUSTRY]] on this planet by 0.2 per Population when Focus is set to [[metertype METER_INDUSTRY]]. Decreases population (regardless of Focus) depending on the planet size:
• [[SZ_TINY]] (-1)
• [[SZ_SMALL]] (-2)
• [[SZ_MEDIUM]] (-3)
• [[SZ_LARGE]] (-4)
• [[SZ_HUGE]] (-5)
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. Population growth is hampered, though industrial capacity benefits from the locally stable surface conditions.'''
TEMPORAL_ANOMALY_SPECIAL
Temporal Anomaly
TEMPORAL_ANOMALY_SPECIAL_DESC
'''Increases [[metertype METER_RESEARCH]] on this planet by 5 per Population when Focus is set to [[metertype METER_RESEARCH]]. Decreases population (regardless of Focus) depending on the planet size:
• [[SZ_TINY]] (-5)
• [[SZ_SMALL]] (-10)
• [[SZ_MEDIUM]] (-15)
• [[SZ_LARGE]] (-20)
• [[SZ_HUGE]] (-25)
The flow of time on this planet is gravely disturbed. Seemingly random local occurences of increases and decreases of the pace of time, induces grave disarrangement in any living being. A social or productive life is nearly impossible. Extreme adaptability and precaution is needed to establish a colony on this planet.
On the other hand the temporal anomaly has a huge potential for scientific experiments beyond what is possible on normal planets.'''
RESONANT_MOON_SPECIAL
Rezonans Księżyca
RESONANT_MOON_SPECIAL_DESC
'''[[metertype METER_STEALTH]] wszystkich budynków na planecie i statków zależnych obecnych w tym samym systemie jest zwiększona o 10.
Ta planeta ma naturalnego satelitę, którego okres orbitalny jest w rezonansie 1: 1 z jego obrotowym okresem, powodując, że jest też "ciemna strona", która stale jest oddalona od planety. Ta "ciemna strona" jest idealnym miejscem do budowy tajnych obiektów. Przestrzeń między planetą a księżycem może być wykorzystana do ukrywania budynków i flot z innych imperiów.'''
COMPUTRONIUM_SPECIAL
Computronium Moon
COMPUTRONIUM_SPECIAL_DESC
'''When a planet with a Computronium Moon is focused on [[metertype METER_RESEARCH]], all research focused planets in the empire gain 0.2 [[metertype METER_RESEARCH]] per Population.
Left by some vanished civilization, the entire moon - from surface to core - is a computing device of awesome power. It can complete the most complicated simulations and equations faster than they can be entered.'''
HONEYCOMB_SPECIAL
Honeycomb
HONEYCOMB_SPECIAL_DESC
'''When a planet with a Honeycomb is focused on [[metertype METER_INDUSTRY]], all industry focused [[metertype METER_SUPPLY]] connected planets gain 0.5 [[metertype METER_INDUSTRY]] per Population.
The Honeycomb is a planet that was prepared as a stash by the Builders in ancient times. Almost all other planets in surrounding systems were stripped of valuable materials and then dismantled. The materials were sorted and stored separately in gigantic tubes embedded into the planets crust. The sprectrum ranges from rare and valuable elementals to hard to produce molecules and a vast array of energy sources. What the Builders wanted to create with this treasure or why they didn't use it in the end, is unclear.'''
PHILOSOPHER_SPECIAL
Philosopher Planet
PHILOSOPHER_SPECIAL_DESC
'''As long as the Philosopher Planet is uninhabited, all inhabited planets in the same system have their [[metertype METER_RESEARCH]] increased by 5. [[metertype METER_CONSTRUCTION]] on the Philosopher Planet is decreased by 20.
The lone remnant of a planet-sized space wandering species has found his final rest orbiting in this system like a normal planet. Having lived for thousands of years he lost the will and ability to travel and resorts to pondering about the mysteries of the universe he has seen and learned about. Eccentric and slightly demented he refuses to communicate with anything that isn't the size and shape of his kin, leaving scientists no choice but to ask questions via the planet they are living on. Understandably colonizing the Philosopher Planet will disturb him gravely and he will fall silent. Construction on his surface is difficult as is to be expected from a living being.'''
ABANDONED_COLONY_SPECIAL
Abandoned Colony
ABANDONED_COLONY_SPECIAL_DESC
An old abandoned colony. Some of the [[metertype METER_CONSTRUCTION]] should still be useful.
KRAKEN_NEST_SPECIAL
Kraken Nest
KRAKEN_NEST_SPECIAL_DESC
At some point young kraken will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated.
SNOWFLAKE_NEST_SPECIAL
Snowflake Nest
SNOWFLAKE_NEST_SPECIAL_DESC
At some point young snowflakes will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated.
JUGGERNAUT_NEST_SPECIAL
Juggernaut Nest
JUGGERNAUT_NEST_SPECIAL_DESC
At some point young juggernauts will rise from this place. With knowledge of [[tech SHP_DOMESTIC_MONSTER]], these mega-fauna could be domesticated.
KRAKEN_IN_THE_ICE_SPECIAL
Kraken in the Ice
KRAKEN_IN_THE_ICE_SPECIAL_DESC
'''With the knowledge of the technologies [[tech SHP_DOMESTIC_MONSTER]] and [[tech LRN_XENOARCH]], the [[predefinedshipdesign SM_WHITE_KRAKEN]] can be resurrected and controlled by building a [[buildingtype BLD_XENORESURRECTION_LAB]] on this planet.
Deep below the icy crust of this planet lies a white-colored prehistoric ancestor of the Kraken Space Monster.'''
HEAD_ON_A_SPIKE_SPECIAL
Head on a Spike
HEAD_ON_A_SPIKE_SPECIAL_DESC
'''The head of the former emperor rests on a spike for all to see, striking fear in the hearts of the current empire's foes.
Non-empire ships, both enemies and allies, within 100uu will have slightly reduced [[metertype METER_SHIELD]], [[metertype METER_STRUCTURE]] and weapons.
'''
HEAD_ON_A_SPIKE_SPECIAL_EFFECT
Cowering in fear
CONC_CAMP_MASTER_SPECIAL
Pall of Death
CONC_CAMP_MASTER_SPECIAL_DESC
A visitor may not see [[buildingtype BLD_CONC_CAMP]] operating on this planet, but they have been operating relentlessly and exact a harsh toll on the population; a Pall of Death can be discerned by sensitive beings.
CONC_CAMP_SLAVE_SPECIAL
Psychic Fatigue
CONC_CAMP_SLAVE_SPECIAL_DESC
There may no longer be [[buildingtype BLD_CONC_CAMP]] operating on this planet today, but memories are still close to the surface, and remnants such as poorly hidden mass graves are still occasionally found. A psychic wound still lies upon the populace, and they do not thrive.
CLOUD_COVER_MASTER_SPECIAL
Cloud Spawns
CLOUD_COVER_MASTER_SPECIAL_DESC
This planet is populated with aerial creatures that emit humidity, causing high cloud cover. Later in their lifecycle, they will burrow into the ground, causing high amounts of volcanic activity.
CLOUD_COVER_SLAVE_SPECIAL
High Cloud Cover
CLOUD_COVER_SLAVE_SPECIAL_DESC
This planet has unusually dense cloud cover, increasing its [[metertype METER_STEALTH]] by 20. This may be naturally occurring, the result of a space creature, or caused by technology such as [[tech SPY_STEALTH_1]].
VOLCANIC_ASH_MASTER_SPECIAL
Ukryci kopacze
VOLCANIC_ASH_MASTER_SPECIAL_DESC
Ta planeta ma potwory kopiące wokół jej jądra, powodując dużą aktywność wulkaniczną. Te burze przechodzą metamorfozę i przekształcą się w istoty zdolne wyrwać szczelinę wymiarową w strukturze przestrzeni później w swoim cyklu życiowym.
VOLCANIC_ASH_SLAVE_SPECIAL
Pył wulkaniczny
VOLCANIC_ASH_SLAVE_SPECIAL_DESC
Ta planeta jest otoczona pyłem wulkanicznym, zwiększając jego [[metertype METER_STEALTH]] na 40. Może to być naturalnie występujące, wynik kosmicznego stworzenia lub spowodowany technologią, na przykład [[tech SPY_STEALTH_2]].
DIM_RIFT_MASTER_SPECIAL
Dimensional Burrowers
DIM_RIFT_MASTER_SPECIAL_DESC
This planet has monsters burrowing around in its core causing dimensional tears in and around the planet. Later on, these monsters will mature and begin dragging the planet into the void.
DIM_RIFT_SLAVE_SPECIAL
Dimensional Rift
DIM_RIFT_SLAVE_SPECIAL_DESC
This planet is partially concealed by a dimensional rift, increasing its [[metertype METER_STEALTH]] by 60. This may be naturally occurring, the result of a space creature, or caused by technology such as [[tech SPY_STEALTH_3]].
VOID_MASTER_SPECIAL
Void Monsters
VOID_MASTER_SPECIAL_DESC
Monsters inside the core of this planet are dragging it into the void. There should perhaps be some impending doom associated with this special.
VOID_SLAVE_SPECIAL
Metamorfoza w próżni
VOID_SLAVE_SPECIAL_DESC
Ta planeta istnieje częściowo w tym wszechświecie i częściowo w próżni, zwiększając [[metertype METER_STEALTH]] o 80. Może to być naturalnie występujące zjawisko, wynik działań jakiegoś kosmicznego stworzenia lub sztucznie wywołane przez technologię, na przykład [[tech SPY_STEALTH_4]].
DERELICT_SPECIAL2
Derelict Scout
DERELICT_SPECIAL3
Derelict Tanker
DERELICT_SPECIAL_DESC
An ancient, derelict ship from an unknown species. Who knows what it could reveal...
ACCRETION_DISC_SPECIAL
Accretion Disc
ACCRETION_DISC_SPECIAL_DESC
An accretion disc is a structure (often a circumstellar disc) formed by diffused material in orbital motion around a massive central body. All planets in the affected system get a [[metertype METER_SUPPLY]] penalty of -1.
SUPERNOVA_SPECIAL
New Supernova
SUPERNOVA_SPECIAL2
Young Supernova
SUPERNOVA_SPECIAL3
Mature Supernova
SUPERNOVA_SPECIAL4
Supernova Remnant
SUPERNOVA_SPECIAL_DESC
A supernova occurred in this system in the relatively recent past, leaving only scattered debris where another majestic star system once lay.
NOVA_BOMB_ACTIVATOR_SPECIAL
Aktywator bomb typu Bomb
NOVA_BOMB_ACTIVATOR_SPECIAL_DESC
Ta trójwymiarowa integralność tego obszaru przestrzeni kosmicznej jest wysoce niestabilna, powodując, że bomby typu Nova w sąsiedztwie wybuchają.
PROBIOTIC_SPECIAL
Probiotic Soup
PROBIOTIC_SPECIAL_DESC
The great diversity of unique single-celled organisms have applications to the health and maintenance of all types of organic life.
FRUIT_SPECIAL
Caretaker's Fruit
FRUIT_SPECIAL_DESC
What appears to be a forest is actually part of a continent-spanning symbiotic organism. The fruit of these trees contains marvelously complex organic chemicals beneficial to all sorts of organic life.
SPICE_SPECIAL
Ki Spice
SPICE_SPECIAL_DESC
A unique substance produced by this planet's ecology, Ki Spice has the capacity to lengthen the lives, clarify the thoughts, or sharpen the senses of organic beings.
MONOPOLE_SPECIAL
Monopole Magnets
MONOPOLE_SPECIAL_DESC
Monopole Magnets make stronger robots!
SUPERCONDUCTOR_SPECIAL
Ambient Superconductors
SUPERCONDUCTOR_SPECIAL_DESC
Ambient Superconductors make faster robots!
POSITRONIUM_SPECIAL
Positronium Ash
POSITRONIUM_SPECIAL_DESC
Positronium Ash makes better robot brains!
MINERALS_SPECIAL
Ferric Minerals
MINERALS_SPECIAL_DESC
This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.
CRYSTALS_SPECIAL
Silmaline Crystals
CRYSTALS_SPECIAL_DESC
This planet has a rich natural deposit of minerals, boosting production or Lithic growth significantly.
ELERIUM_SPECIAL
Native Elerium
ELERIUM_SPECIAL_DESC
This planet has a rich natural deposit of pure elerium, boosting production or Lithic growth significantly.
##
## Enumeration values
##
# Universe object types
INVALID_UNIVERSE_OBJECT_TYPE
Generic Object
# Universe object types
OBJ_BUILDING
Building
# Universe object types
OBJ_SHIP
Ship
# Universe object types
OBJ_FLEET
Fleet
# Universe object types
OBJ_PLANET
Planet
# Universe object types
OBJ_POP_CENTER
Population center
# Universe object types
OBJ_PROD_CENTER
Production center
# Universe object types
OBJ_SYSTEM
System
# Universe object types
OBJ_FIELD
Field
# Universe object types
OBJ_FIGHTER
Fighter
# Star types
INVALID_STAR_TYPE
Nieznany typ gwiazdy
# Star types
STAR_BLUE
Niebieska
# Star types
STAR_WHITE
Biała
# Star types
STAR_YELLOW
Żółta
# Star types
STAR_ORANGE
Pomarańczowa
# Star types
STAR_RED
Czerwona
# Star types
STAR_NEUTRON
Neutronowa
# Star types
STAR_BLACK
Czarna dziura
# Star types
STAR_NONE
Brak gwiazdy
# Planet types
INVALID_PLANET_TYPE
Unknown planet type
# Planet types
PT_SWAMP
Swamp
# Planet types
PT_TOXIC
Toxic
# Planet types
PT_INFERNO
Inferno
# Planet types
PT_RADIATED
Radiated
# Planet types
PT_BARREN
Barren
# Planet types
PT_TUNDRA
Tundra
# Planet types
PT_DESERT
Desert
# Planet types
PT_TERRAN
Terran
# Planet types
PT_OCEAN
Ocean
# Planet types
PT_ASTEROIDS
Asteroidy
# Planet types
PT_GASGIANT
Gigant gazowy
# Planet sizes
INVALID_PLANET_SIZE
Nieokreślona wielkość planety
# Planet sizes
SZ_NOWORLD
Nic tutaj nie ma ciekawego do zobaczenia; ruszać się dalej.
# Planet sizes
SZ_TINY
Malutka
# Planet sizes
SZ_SMALL
Mała
# Planet sizes
SZ_MEDIUM
Średnia
# Planet sizes
SZ_LARGE
Duża
# Planet sizes
SZ_HUGE
Wielka
# Planet sizes
SZ_ASTEROIDS
Asteroidy
# Planet sizes
SZ_GASGIANT
Gigant gazowy
# Planet environments
INVALID_PLANET_ENVIRONMENT
Nieznane środowisko planety
# Planet environments
PE_UNINHABITABLE
Niezdatne do zamieszkania
# Planet environments
PE_HOSTILE
Wrogie
# Planet environments
PE_POOR
Słabe
# Planet environments
PE_ADEQUATE
Odpowiednie
# Planet environments
PE_GOOD
Dobre
# Focus types
INVALID_FOCUS_TYPE
nieprawidłowy typ ostrości
# Focus types
FOCUS_GROWTH
Wzrost
# Focus types
FOCUS_INDUSTRY
Przemysł
# Focus types
FOCUS_RESEARCH
Badania
# Focus types
FOCUS_TRADE
Handel
# Focus types
FOCUS_LOGISTICS
Logistyka
# Focus types
FOCUS_STEALTH
Stealth
# Focus types
FOCUS_BIOTERROR
Bioterroryzm
# Focus types
FOCUS_STARGATE_SEND
Stargate Send
FOCUS_STARGATE_SEND_DESC
Send ships in the system through the Stargate
# Focus types
FOCUS_STARGATE_RECEIVE
Stargate Receive
FOCUS_STARGATE_RECEIVE_DESC
Open the Stargate to ships being sent from elsewhere
FOCUS_PLANET_DRIVE
Planet Drive
FOCUS_DISTORTION
Zniekształcenia przestrzeni
FOCUS_PROTECTION
Protection
FOCUS_PROTECTION_DESC
Increases shields, defenses and troops.
FOCUS_DOMINATION
Psychic Domination
FOCUS_DOMINATION_DESC
Psychically controls enemy ships.
# Meter types
INVALID_METER_TYPE
Invalid Meter Type
# Meter types
METER_TARGET_POPULATION
Target Population
# Meter types
METER_TARGET_INDUSTRY
Target Industry
# Meter types
METER_TARGET_RESEARCH
Target Research
# Meter types
METER_TARGET_TRADE
Target Trade
# Meter types
METER_TARGET_CONSTRUCTION
Target Infrastructure
# Meter types
METER_TARGET_HAPPINESS
Target Happiness
# Meter types
METER_MAX_CAPACITY
Max Capacity
# Meter types
METER_MAX_SECONDARY_STAT
Max Secondary Stat
# Meter types
METER_MAX_FUEL
Max Fuel
# Meter types
METER_MAX_SHIELD
Max Shields
# Meter types
METER_MAX_STRUCTURE
Max Structure
# Meter types
METER_MAX_DEFENSE
Max Defense
# Meter types
METER_MAX_SUPPLY
Max Supply
# Meter types
METER_MAX_TROOPS
Max Troops
# Meter types
METER_POPULATION
Population
# Meter types
METER_INDUSTRY
Industry
# Meter types
METER_RESEARCH
Research
# Meter types
METER_TRADE
Trade
# Meter types
METER_CONSTRUCTION
Infrastructure
# Meter types
METER_HAPPINESS
Happiness
# Meter types
METER_CAPACITY
Capacity
# Meter types
METER_SECONDARY_STAT
Secondary Stat
# Meter types
METER_FUEL
Fuel
# Meter types
METER_SHIELD
Shields
# Meter types
METER_STRUCTURE
Structure
# Meter types
METER_DEFENSE
Defense
# Meter types
METER_SUPPLY
Supply
# Meter types
METER_TROOPS
Troops
# Meter types
METER_REBEL_TROOPS
Rebel Troops
# Meter types
METER_SIZE
Size
# Meter types
METER_STEALTH
Stealth
# Meter types
METER_DETECTION
Detection Range
# Meter types
METER_SPEED
Speed
# Meter types
METER_DETECTION_STRENGTH
[[DETECTION_TITLE]]
METER_BUILDING_COST_FACTOR
Building Cost Factor
METER_SHIP_COST_FACTOR
Ship Cost Factor
METER_TECH_COST_FACTOR
Tech Cost Factor
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
# Empire affiliation types
AFFIL_SELF
self
# Empire affiliation types
AFFIL_ENEMY
enemy
# Empire affiliation types
AFFIL_ALLY
ally
# Empire affiliation types
AFFIL_ANY
any
# Unlockable item types
INVALID_UNLOCKABLE_ITEM_TYPE
Invalid Unlockable Item Type
# Unlockable item types
UIT_BUILDING
Building
# Unlockable item types
UIT_SHIP_PART
Ship Part
# Unlockable item types
UIT_SHIP_HULL
Ship Hull
# Unlockable item types
UIT_TECH
Technology
# Build types
BT_NOT_BUILDING
no build
# Build types
BT_BUILDING
building
# Build types
BT_SHIP
ship
# Resource types
INVALID_RESOURCE_TYPE
invalid resource type
# Resource types
RE_TRADE
trade
# Resource types
RE_INDUSTRY
industry
# Resource types
RE_RESEARCH
research
# Ship slot types
SL_EXTERNAL
External Slot
# Ship slot types
SL_INTERNAL
Internal Slot
# Ship slot types
SL_CORE
Core Slot
SL_TOOLTIP_DESC
Empty
# Ship part classes
INVALID_SHIP_PART_CLASS
invalid ship part class
# Ship part classes
PC_DIRECT_WEAPON
Direct Weapon
PC_DIRECT_WEAPON_DESC
'''Direct-fire weapons attack and can damage targets each combat round (unlike [[encyclopedia FIGHTER_TECHS]], which must first be launched before they can attack).
Some weapons in this category are capable of firing multiple shots per combat round. Ships built by species with the piloting trait can affect the weapon damage.'''
# Ship part classes
PC_FIGHTER_HANGAR
Hangar
PC_FIGHTER_HANGAR_DESC
'''Hangars are the storage, maintenance, and resupply areas for [[encyclopedia FIGHTER_TECHS]].
A ship can not have more than one type of hangar.
After combat, surviving fighters return to a hangar for repairs, fuel, and rearmament.
If a carrier is destroyed in combat, any of its fighters that survive the battle will be unable to dock after combat, and will also be lost.
'''
# Ship part classes
PC_FIGHTER_BAY
Launch Bay
PC_FIGHTER_BAY_DESC
'''Launch bays are the access point for [[encyclopedia FIGHTER_TECHS]] to enter or exit a ship.
Launched fighters join combat the round after being launched, returning once combat ends for that turn.'''
# Ship part classes
PC_SHIELD
Shields
PC_SHIELD_DESC
'''Shield parts reduce the [[encyclopedia DAMAGE_TITLE]] sustained from each weapon hit by the shield parts strength.
Ship shields are not affected by weapon hits, and reduce all subsequent direct fire weapon hits' damage by the same amount. Ship shields are ineffective against [[encyclopedia FIGHTER_TECHS]].'''
# Ship part classes
PC_ARMOUR
Armor
PC_ARMOUR_DESC
Armor parts increase the [[metertype METER_STRUCTURE]] of a ship, allowing a ship to sustain more damage before being destroyed.
# Ship part classes
PC_TROOPS
Ground Troops
PC_TROOPS_DESC
'''Troop parts increase the [[metertype METER_TROOPS]] on-board, which can be used to invade enemy planets.
To successfully invade a planet, the total number of [[metertype METER_TROOPS]] from all invading ships must exceed the total defending (ties are awarded to the defender).
An invading ship is destroyed as part of the landing operation (any additional parts on the ship are lost as well).'''
# Ship part classes
PC_DETECTION
Detection
PC_DETECTION_DESC
'''Detection parts increase the [[metertype METER_DETECTION]] for the ship they are equipped on.
An empire's [[encyclopedia DETECTION_TITLE]] must equal or exceed an object's [[metertype METER_STEALTH]] to detect the object.'''
# Ship part classes
PC_STEALTH
Stealth
PC_STEALTH_DESC
'''Stealth parts increase the [[metertype METER_STEALTH]] of a ship. The effects from these parts do not complement each other, only the highest rated part will affect the ship.
If combat occurs in a system, ships that are invisible to an enemy are not targetted by the enemy's weapons. If the ship attacks, it may become visible for the following rounds.
See also: [[metertype METER_DETECTION]], [[encyclopedia DETECTION_TITLE]]'''
# Ship part classes
PC_FUEL
Fuel
PC_FUEL_DESC
'''Fuel parts affect a ship's [[metertype METER_FUEL]]. Such parts might increase the maximum fuel capacity or increase the amount of fuel the ship can scavenge or regenerate.
A ship requires a fuel value of 1.0 or more to leave a system.'''
# Ship part classes
PC_COLONY
Colonization
PC_COLONY_DESC
'''Colony parts integrate with a ship to provide the necessary equipment to establish ownership on a new planet.
These parts may also increase the [[metertype METER_POPULATION]] on a ship.
When colonizing a planet with a populated colony ship, a colony for the [[encyclopedia ENC_SPECIES]] is established, starting with the same population that was aboard the ship.
A ship with no population will still have enough personnel to establish an [[encyclopedia OUTPOSTS_TITLE]].
Outposts may construct a colony for any species in the empire within supply range, provided the source meets other criteria.
The combination of outpost ship and local construction of a colony is cheaper than producing a populated colony ship.
When a ship colonizes a planet, it is consumed in the process and can not be used again. Any weapons or other parts on the ship will be decommissioned as well.'''
# Ship part classes
PC_SPEED
Speed
PC_SPEED_DESC
Parts in the [[metertype METER_SPEED]] category increase the maximum distance a ship may travel each turn.
# Ship part classes
PC_GENERAL
General
PC_GENERAL_DESC
General purpose and specialized parts that do not fall into any specific category.
# Ship part classes
PC_BOMBARD
Bombardment
PC_BOMBARD_DESC
'''Bombardment parts allow a ship to bombard an enemy planet, typically reducing the population on the planet by the capacity value of any applicable bombardment parts on board.
The majority of bombardment parts only affect one [[encyclopedia METABOLISM_TITLE]].'''
# Ship part classes
PC_INDUSTRY
Industry
PC_INDUSTRY_DESC
Industry parts increase the [[metertype METER_INDUSTRY]] generated from a ship. The ship must be [[metertype METER_SUPPLY]] connected to a [[OBJ_PROD_CENTER]] (such as a colony) for the output to be utilized.
# Ship part classes
PC_RESEARCH
Research
PC_RESEARCH_DESC
Research parts increase the [[metertype METER_RESEARCH]] generated from a ship. The ship may also require [[metertype METER_POPULATION]] to begin increasing the output.
# Ship part classes
PC_TRADE
Trade
# Ship part classes
PC_PRODUCTION_LOCATION
Production
PC_PRODUCTION_LOCATION_DESC
Production parts integrate with a ship to form a [[OBJ_PROD_CENTER]], allowing the creation of some production projects. The ship must be [[metertype METER_SUPPLY]] connected to a source of [[metertype METER_INDUSTRY]].
# Visibility levels
INVALID_VISIBILITY
invalid visibility
# Visibility levels
VIS_NO_VISIBILITY
Invisible
# Visibility levels
VIS_BASIC_VISIBILITY
Basic
# Visibility levels
VIS_PARTIAL_VISIBILITY
Partial
# Visibility levels
VIS_FULL_VISIBILITY
Full
# Ship hull categories
HULL_LINE_GENERIC
Hull Line: Generic
HULL_LINE_GENERIC_DESC
Generic line of ship hulls with no specialty
HULL_LINE_ASTEROIDS
Hull Line: [[PT_ASTEROIDS]]
HULL_LINE_ASTEROIDS_DESC
Line of hulls modelled from and utilizing [[PT_ASTEROIDS]].
HULL_LINE_ENERGY
Hull Line: Energy
HULL_LINE_ENERGY_DESC
Line of hulls designed from, or utilizing, a high energy density.
HULL_LINE_ORGANIC
Hull Line: Organiczny
HULL_LINE_ORGANIC_DESC
Seria kadłubów składająca się z materiałów organicznych.
HULL_LINE_ROBOTIC
Hull Line: Robotic
HULL_LINE_ROBOTIC_DESC
Line of hulls with a heavy emphasis on artificial intelligence and automation.
HULL_MONSTER
Monster Bodies
HULL_MONSTER_DESC
Bodies used in monster designs
HULL_MONSTER_GUARD
Guardian Bodies
HULL_MONSTER_GUARD_DESC
Bodies used in guardian class monster designs
HULL_MONSTER_JUGGERNAUT
Juggernaut Bodies
HULL_MONSTER_JUGGERNAUT_DESC
Bodies used in juggernaut monster designs
HULL_MONSTER_KRAKEN
Kraken Bodies
HULL_MONSTER_KRAKEN_DESC
Bodies used in kraken monster designs
HULL_MONSTER_KRILL
Ciała kryli
HULL_MONSTER_KRILL_DESC
Ciała kryli użyte w konstrukcji statku
HULL_MONSTER_SNOWFLAKE
Snowflake Bodies
HULL_MONSTER_SNOWFLAKE_DESC
Bodies used in snowflake monster designs
HULL_MONSTER_TREE
Tree Bodies
HULL_MONSTER_TREE_DESC
Bodies used in tree monster designs
##
## FOCS value references, effects & condition descriptions
##
DESC_VAR_PLANET
planet
DESC_VAR_SYSTEM
system
DESC_VAR_FLEET
fleet
DESC_VAR_SOURCE
source
DESC_VAR_TARGET
target
DESC_VAR_LOCAL_CANDIDATE
local condition candidate
DESC_VAR_ROOT_CANDIDATE
root condition candidate
DESC_STATISTIC
statistic
DESC_STAT_TYPE
stat type
DESC_SAMPLING_CONDITION
sampling condition
DESC_VAR_PLANETSIZE
planet size
DESC_VAR_SIZEASDOUBLE
planet size
DESC_VAR_PLANETTYPE
planet type
DESC_VAR_ORIGINALTYPE
original planet type
DESC_VAR_NEXTBETTERPLANETTYPE
next better planet type for planet's species
DESC_VAR_DISTANCEFROMORIGINALTYPE
distance from original planet type
DESC_VAR_PLANETENVIRONMENT
planet environment
DESC_VAR_OBJECTTYPE
object type
DESC_VAR_STARTYPE
star type
DESC_VAR_VALUE
previous value
DESC_VAR_GALAXYMAXAIAGGRESSION
the galaxy MAX AI Aggression setting
DESC_VAR_GALAXYSIZE
the galaxy size setting (# of Systems)
DESC_VAR_GALAXYPLANETDENSITY
the galaxy planet density setting
DESC_VAR_GALAXYAGE
the galaxy age setting
DESC_VAR_GALAXYMONSTERFREQUENCY
the galaxy monster frequency setting
DESC_VAR_GALAXYNATIVEFREQUENCY
the galaxy native frequency setting
DESC_VAR_GALAXYSHAPE
the galaxy shape setting
DESC_VAR_GALAXYSPECIALFREQUENCY
the galaxy special frequency setting
DESC_VAR_GALAXYSTARLANEFREQUENCY
the galaxy starlane frequency setting
DESC_VAR_NON_OBJECT_REFERENCE
a free variable
DESC_VAR_TARGETPOPULATION
[[METER_TARGET_POPULATION]]
DESC_VAR_TARGETINDUSTRY
[[METER_TARGET_INDUSTRY]]
DESC_VAR_TARGETRESEARCH
[[METER_TARGET_RESEARCH]]
DESC_VAR_TARGETTRADE
[[METER_TARGET_TRADE]]
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_MAXTROOPS
[[METER_MAX_TROOPS]]
DESC_VAR_MAXCAPACITY
[[METER_MAX_CAPACITY]]
DESC_VAR_MAX_SECONDARY_STAT
[[METER_MAX_SECONDARY_STAT]]
DESC_VAR_POPULATION
[[METER_POPULATION]]
DESC_VAR_INDUSTRY
[[METER_INDUSTRY]]
DESC_VAR_RESEARCH
[[METER_RESEARCH]]
DESC_VAR_TRADE
[[METER_TRADE]]
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_TROOPS
[[METER_TROOPS]]
DESC_VAR_SUPPLY
[[METER_SUPPLY]]
DESC_VAR_STEALTH
[[METER_STEALTH]]
DESC_VAR_DETECTION
[[METER_DETECTION]]
DESC_VAR_SPEED
[[METER_SPEED]]
DESC_VAR_CAPACITY
[[METER_CAPACITY]]
DESC_VAR_SECONDARY_STAT
[[METER_SECONDARY_STAT]]
DESC_VAR_SIZE
[[METER_SIZE]]
DESC_VAR_TRADESTOCKPILE
trade stockpile
DESC_VAR_TRADEOUTPUT
trade 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_PRODUCEDBYEMPIREID
producer empire
DESC_VAR_CREATIONTURN
creation turn
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_NUMSTARLANES
number of starlanes connected
DESC_VAR_CURRENTTURN
the current turn
DESC_VAR_NAME
name
DESC_VAR_SPECIES
species
DESC_VAR_BUILDINGTYPE
building type name
DESC_VAR_FOCUS
focus
DESC_VAR_AVAILABLE_FOCI
available foci
DESC_VAR_OWNERLEASTEXPENSIVEENQUEUEDTECH
owner's least expensive enqueued tech
DESC_VAR_OWNERMOSTEXPENSIVEENQUEUEDTECH
owner's most expensive enqueued tech
DESC_VAR_OWNERMOSTRPCOSTLEFTENQUEUEDTECH
owner's enqueued tech with the most RP cost left
DESC_VAR_OWNERMOSTRPSPENTENQUEUEDTECH
owner's enqueued tech with the most RP spent
DESC_VAR_OWNERTOPPRIORITYENQUEUEDTECH
owner's top priority enqueued tech
DESC_VAR_LASTTURNBATTLEHERE
last turn a battle occurred here
DESC_COMPLEX
Complex Variable
DESC_VARIABLE_NAME
Variable Name
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE0
%1%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE1
%1%'s %2%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE2
%1%'s %2%'s %3%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
# %4% second dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE3
%1%'s %2%'s %3%'s %4%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
# %4% second dependent property referenced by the FOCS variable.
# %5% third dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE4
%1%'s %2%'s %3%'s %4%'s %5%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
# %4% second dependent property referenced by the FOCS variable.
# %5% third dependent property referenced by the FOCS variable.
# %6% fourth dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE5
%1%'s %2%'s %3%'s %4%'s %5%'s %6%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
# %4% second dependent property referenced by the FOCS variable.
# %5% third dependent property referenced by the FOCS variable.
# %6% fourth dependent property referenced by the FOCS variable.
# %7% fifth dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLE6
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%
# FOCS variable reference description text.
# %1% reference type of the FOCS variable.
# %2% base property referenced by the FOCS variable.
# %3% first dependent property referenced by the FOCS variable.
# %4% second dependent property referenced by the FOCS variable.
# %5% third dependent property referenced by the FOCS variable.
# %6% fourth dependent property referenced by the FOCS variable.
# %7% fifth dependent property referenced by the FOCS variable.
DESC_VALUE_REF_MULTIPART_VARIABLEMANY
%1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7%'s ...
##
## FOCS condition descriptions
##
DESC_ALL
''' in the universe'''
DESC_ALL_NOT
''' not in the universe'''
DESC_NONE
[[DESC_ALL_NOT]]
DESC_NONE_NOT
[[DESC_ALL]]
# %1% name of the empire this condition applies to.
DESC_EMPIRE_AFFILIATION_SELF
''' that belongs to %1% empire'''
# %1% name of the empire this condition does not apply to.
DESC_EMPIRE_AFFILIATION_SELF_NOT
''' that does not belong to %1% empire'''
# %1% the affiliation the empire should have to the object.
# %2% name of the empire this condition applies to.
DESC_EMPIRE_AFFILIATION
''' that belongs to an %1% of %2% empire'''
# %1% the affiliation the empire should not have to the object.
# %2% name of the empire this condition does not apply to.
DESC_EMPIRE_AFFILIATION_NOT
''' that does not belong to an %1% of %2% empire'''
DESC_EMPIRE_AFFILIATION_ANY
''' that belongs to any empire'''
DESC_EMPIRE_AFFILIATION_ANY_NOT
''' that does not belong to an empire'''
DESC_SOURCE
''' that is the source object'''
DESC_SOURCE_NOT
''' that is not the source object'''
DESC_ROOT_CANDIDATE
''' that is the root candidate object'''
DESC_ROOT_CANDIDATE_NOT
''' that is not the root candidate object'''
DESC_TARGET
''' that is the target object'''
DESC_TARGET_NOT
''' that is not the target object'''
# %1% name of the species.
DESC_HOMEWORLD
''' that is a homeworld of species %1%'''
# %1% name of the species.
DESC_HOMEWORLD_NOT
''' that is not a homeworld of species %1%'''
DESC_CAPITAL
''' that is an empire's capital planet'''
DESC_CAPITAL_NOT
''' that is not an empire's capital planet'''
DESC_MONSTER
''' that is a space monster'''
DESC_MONSTER_NOT
''' that is not a space monster'''
DESC_ARMED
''' that is an armed ship'''
DESC_ARMED_NOT
''' that is not an armed ship'''
# %1% name of an object type.
DESC_TYPE
''' that is a %1%'''
# %1% name of an object type.
DESC_TYPE_NOT
''' that is not a %1%'''
# %1% name of a building type.
DESC_BUILDING
''' that is a %1% building'''
# %1% name of a building type.
DESC_BUILDING_NOT
''' that is not a %1% building'''
# %1% name of the special the object should have.
DESC_SPECIAL
''' that has a %1% special'''
# %1% name of the special the object should not have.
DESC_SPECIAL_NOT
''' that doesn't have a %1% special'''
# %1% name of the special the object should have.
# %2% FIXME
# %3% FIXME
DESC_SPECIAL_CAPACITY_RANGE
''' that has a %1% special with capacity between %2% and %3%'''
# %1% name of the special the object should not have.
# %2% FIXME
# %3% FIXME
DESC_SPECIAL_CAPACITY_RANGE_NOT
''' that doesn't have a %1% special with capacity between %2% and %3%'''
# %1% name of the special the object should have.
# %2% textual description of the lower turn limit.
# %3% textual description of the upper turn limit.
DESC_SPECIAL_TURN_RANGE
''' that has had a %1% special since between turns %2% and %3%'''
# %1% name of the special the object should not have.
# %2% textual description of the lower turn limit.
# %3% textual description of the upper turn limit.
DESC_SPECIAL_TURN_RANGE_NOT
''' that has not had a %1% special since between turns %2% and %3%'''
# %1% textual description of the lower turn limit an object was created.
# %2% textual description of the upper turn limit an object was created.
DESC_CREATED_ON_TURN
''' that was created between turns %1% and %2%'''
# %1% textual description of the lower turn limit an object was not created.
# %2% textual description of the upper turn limit an object was not created.
DESC_CREATED_ON_TURN_NOT
''' that was not created between turns %1% and %2%'''
# %1% textual description of an object contained inside another object.
DESC_CONTAINS
''' that contains an object%1%'''
# %1% textual description of an object not contained inside another object.
DESC_CONTAINS_NOT
''' that doesn't contain an object%1%'''
# %1% planet type that should match the condition.
DESC_PLANET_TYPE
''' that is a %1% planet'''
# %1% planet type that should not match the condition.
DESC_PLANET_TYPE_NOT
''' that is not a %1% planet'''
# %1% planet size that should match the condition.
DESC_PLANET_SIZE
''' that is a %1% planet'''
# %1% planet size that should not match the condition.
DESC_PLANET_SIZE_NOT
''' that is not a %1% planet'''
# %1% textual description of the environments for the species.
# %2% name of the species.
DESC_PLANET_ENVIRONMENT
''' that is a %1% planet for the species %2%'''
# %1% textual description of the environments for the species.
# %2% name of the species.
DESC_PLANET_ENVIRONMENT_NOT
''' that is not a %1% planet for the species %2%'''
DESC_PLANET_ENVIRONMENT_CUR_SPECIES
that it currently has
# %1% textual decription of the species.
DESC_SPECIES
''' that has species %1%'''
# %1% textual decription of the species.
DESC_SPECIES_NOT
''' that does not contain species %1%'''
# %1% name of the empire that enqueued items.
# %2% textual description of the lower limit for the number of enqueued items.
# %3% textual description of the upper limit for the number of enqueued items.
# %4% textual description for the items enqueued.
DESC_ENQUEUED
''' where empire %1% has between %2% and %3% things on the production queue'''
# %1% name of the empire that enqueued items.
# %2% textual description of the lower limit for the number of enqueued items.
# %3% textual description of the upper limit for the number of enqueued items.
# %4% textual description fo the items enqueued.
DESC_ENQUEUED_NOT
''' where empire %1% does not have between %2% and %3% things on the production queue'''
# %1% name of the empire that enqueued buildings.
# %2% textual description of the lower limit for the number of enqueued buildings.
# %3% textual description of the upper limit for the number of enqueued buildings.
# %4% textual description fo the buildings enqueued.
DESC_ENQUEUED_BUILDING
''' where empire %1% has between %2% and %3% %4% buildings on the production queue'''
# %1% name of the empire that enqueued buildings.
# %2% textual description of the lower limit for the number of enqueued buildings.
# %3% textual description of the upper limit for the number of enqueued buildings.
# %4% textual description fo the buildings enqueued.
DESC_ENQUEUED_BUILDING_NOT
''' where empire %1% does not have between %2% and %3% %4% buildings on the production queue'''
# %1% name of the empire that enqueued ships.
# %2% textual description of the lower limit for the number of enqueued ships.
# %3% textual description of the upper limit for the number of enqueued ships.
# %4% textual description fo the ships enqueued.
DESC_ENQUEUED_DESIGN
''' where empire %1% has between %2% and %3% %4% ships on the production queue'''
# %1% name of the empire that enqueued ships.
# %2% textual description of the lower limit for the number of enqueued ships.
# %3% textual description of the upper limit for the number of enqueued ships.
# %4% textual description fo the ships enqueued.
DESC_ENQUEUED_DESIGN_NOT
''' where empire %1% does not have between %2% and %3% %4% ships on the production queue'''
# %1% textual description of the planetary focus.
DESC_FOCUS_TYPE
''' that has focus %1%'''
# %1% textual description of the planetary focus.
DESC_FOCUS_TYPE_NOT
''' that does not have focus %1%'''
# %1% textual description of the star type.
DESC_STAR_TYPE
''' that is a system with a %1% star'''
# %1% textual description of the star type.
DESC_STAR_TYPE_NOT
''' that is not a system with a %1% star'''
# %1% textual description of the hull.
DESC_DESIGN_HAS_HULL
''' that contains the hull %1%'''
# %1% textual description of the hull.
DESC_DESIGN_HAS_HULL_NOT
''' that does not contain the hull %1%'''
# %1% textual description of the lower limit for the number of ship parts.
# %2% textual description of the upper limit for the number of ship parts.
# %3% textual description of the ship part.
DESC_DESIGN_HAS_PART
''' that contains between %1% and %2% of the %3% part'''
# %1% textual description of the lower limit for the number of ship parts.
# %2% textual description of the upper limit for the number of ship parts.
# %3% textual description of the ship part.
DESC_DESIGN_HAS_PART_NOT
''' that does not contain between %1% and %2% of the %3% part'''
# %1% textual description of the lower limit for the number of ship parts
# matching a part class.
# %2% textual description of the upper limit for the number of ship parts.
# matching a part class.
# %3% textual description of the ship part class.
DESC_DESIGN_HAS_PART_CLASS
''' that has a part of class %1%'''
# %1% textual description of the lower limit for the number of ship parts
# matching a part class.
# %2% textual description of the upper limit for the number of ship parts.
# matching a part class.
# %3% textual description of the ship part class.
DESC_DESIGN_HAS_PART_CLASS_NOT
''' that does not have a part of class %1%'''
# %1% name of the ship design.
DESC_PREDEFINED_SHIP_DESIGN
''' that is of the design %1%'''
# %1% name of the ship design.
DESC_PREDEFINED_SHIP_DESIGN_NOT
''' that is not of the design %1%'''
# %1% ID of the ship design.
DESC_NUMBERED_SHIP_DESIGN
''' that is of the design %1%'''
# %1% ID of the ship design.
DESC_NUMBERED_SHIP_DESIGN_NOT
''' that is not of the design %1%'''
# %1% percentage of a successful chance.
DESC_CHANCE_PERCENTAGE
''' on a %1%%% chance'''
# %1% percentage of a failing chance.
DESC_CHANCE_PERCENTAGE_NOT
''' on a (100 - %1%)%% chance'''
# %1% textual description of a probability.
DESC_CHANCE
''' with a probability of %1%'''
# %1% textual description of a probability.
DESC_CHANCE_NOT
''' with a probability of 1 - %1%'''
# %1% name of the empire producing an item.
DESC_PRODUCED_BY_EMPIRE
''' that was produced by the %1% empire'''
# %1% name of the empire producing an item.
DESC_PRODUCED_BY_EMPIRE_NOT
''' that was not produced by the %1% empire'''
# %1% name of the meter.
# %2% textual description of the lower limit for the meter value.
# %3% textual description of the upper limit for the meter value.
DESC_METER_VALUE_CURRENT
''' that has %1% between %2% and %3%'''
# %1% name of the meter.
# %2% textual description of the lower limit for the meter value.
# %3% textual description of the upper limit for the meter value.
DESC_METER_VALUE_CURRENT_NOT
''' that doesn't have a %1% between %2% and %3%'''
# %1% name of the meter.
# %2% textual description of the lower limit for the meter value.
DESC_METER_VALUE_CURRENT_MIN
''' that has %1% of at least %2%'''
# %1% name of the meter.
# %2% textual description of the lower limit for the meter value.
DESC_METER_VALUE_CURRENT_MIN_NOT
''' that has %1% more than %2%'''
# %1% name of the meter.
# %2% textual description of the upper limit for the meter value.
DESC_METER_VALUE_CURRENT_MAX
''' that has %1% of at most %2%'''
# %1% name of the meter.
# %2% textual description of the upper limit for the meter value.
DESC_METER_VALUE_CURRENT_MAX_NOT
''' that has %1% less than %2%'''
# %1% name of the ship meter.
# %2% textual description of the ship part.
# %3% textual description of the lower limit for the meter value.
# %4% textual description of the upper limit for the meter value.
DESC_SHIP_PART_METER_VALUE_CURRENT
''' that has %2% %1% between %3% and %4%'''
# %1% name of the ship meter.
# %2% textual description of the ship part.
# %3% textual description of the lower limit for the meter value.
# %4% textual description of the upper limit for the meter value.
DESC_SHIP_PART_METER_VALUE_CURRENT_NOT
''' that doesn't have %2% %1% between %3% and %4%'''
# %1% name of the empire meter.
# %2% textual description of the lower limit for the meter value.
# %3% textual description of the upper limit for the meter value.
# %4% textual description of the empire which owns the meter.
DESC_EMPIRE_METER_VALUE_CURRENT
''' if empire %4% has %1% between %2% and %3%'''
# %1% name of the empire meter.
# %2% textual description of the lower limit for the meter value.
# %3% textual description of the upper limit for the meter value.
# %4% textual description of the empire which owns the meter.
DESC_EMPIRE_METER_VALUE_CURRENT_NOT
''' if empire %4% doesn't have %1% between %2% and %3%'''
# %1% type of stockpile resource.
# %2% textual description of the lower limit for the stockpile value.
# %3% textual description of the upper limit for the stockpile value.
DESC_EMPIRE_STOCKPILE_VALUE
''' that belongs to an empire with %1% stockpile between %2% and %3%'''
# %1% type of stockpile resource.
# %2% textual description of the lower limit for the stockpile value.
# %3% textual description of the upper limit for the stockpile value.
DESC_EMPIRE_STOCKPILE_VALUE_NOT
''' that doesn't belong to an empire with %1% stockpile between %2% and %3%'''
# %1% textual description of the empire.
DESC_VISIBLE_TO_EMPIRE
''' that is visible to the %1% empire'''
# %1% textual description of the empire.
DESC_VISIBLE_TO_EMPIRE_NOT
''' that is not visible to the %1% empire'''
# %1% distance in universe units.
# %2% textual description of the target object.
DESC_WITHIN_DISTANCE
''' that is within %1% of any object%2%'''
# %1% distance in universe units.
# %2% textual description of the target object.
DESC_WITHIN_DISTANCE_NOT
''' that is not within %1% of any object%2%'''
# %1% number of starlane jumps.
# %2% textual description of the target object.
DESC_WITHIN_STARLANE_JUMPS
''' that is within %1% starlane jumps of any object%2%'''
# %1% number of starlane jumps.
# %2% textual description of the target object.
DESC_WITHIN_STARLANE_JUMPS_NOT
''' that is not within %1% starlane jumps of any object%2%'''
# %1% textual description of the far endpoint system the starlane connects to.
DESC_CAN_ADD_STARLANE_CONNECTION
''' that can have starlanes added connecting to all systems that contain objects%1%'''
# %1% textual description of the far endpoint system the starlane connects to.
DESC_CAN_ADD_STARLANE_CONNECTION_NOT
''' that can not have starlanes added connecting to all systems that contain objects%1%'''
# %1% textual description of the empire.
DESC_EXPLORED_BY_EMPIRE
''' that has been explored by the %1% empire'''
# %1% textual description of the empire.
DESC_EXPLORED_BY_EMPIRE_NOT
''' that has not been explored by the %1% empire'''
DESC_STATIONARY
''' that is stationary'''
DESC_STATIONARY_NOT
''' that is moving'''
DESC_AGGRESSIVE
''' that is aggressive'''
DESC_AGGRESSIVE_NOT
''' that is not aggressive'''
DESC_PASSIVE
''' that is passive'''
DESC_PASSIVE_NOT
''' that is not passive'''
DESC_CAN_COLONIZE
''' with a species that can colonize'''
DESC_CAN_COLONIZE_NOT
''' without a species that can colonize'''
DESC_CAN_PRODUCE_SHIPS
''' with a species that can produce ships'''
DESC_CAN_PRODUCE_SHIPS_NOT
''' without a species that can produce ships'''
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'''
# %1% textual description of the empire.
# %2% textual description of the condition.
DESC_SUPPLY_CONNECTED_RESOURCE
''' that is resource connected for the %1% empire to an object%2%'''
# %1% textual description of the empire.
# %2% textual description of the condition.
DESC_SUPPLY_CONNECTED_RESOURCE_NOT
''' that is not resource connected for the %1% empire to an object%2%'''
# %1% textual description of the bombarding object.
DESC_ORDERED_BOMBARDED
''' that is being bombarded by an object %1%'''
# %1% textual description of the bombarding object.
DESC_ORDERED_BOMBARDED_NOT
''' that is not being bombarded by an object %1%'''
DESC_AND_BETWEEN_OPERANDS
''' and'''
DESC_OR_BETWEEN_OPERANDS
''' or'''
# %1% textual description of the lower turn limit.
# %2% textual description of the upper turn limit.
DESC_TURN
''' on turns between %1% and %2%'''
# %1% textual description of the lower turn limit.
# %2% textual description of the upper turn limit.
DESC_TURN_NOT
''' except between turns %1% and %2%'''
# %1% textual description of the lower turn limit.
DESC_TURN_MIN_ONLY
''' starting on turn %1%'''
# %1% textual description of the lower turn limit.
DESC_TURN_MIN_ONLY_NOT
''' before turn %1%'''
# %1% textual description of the upper turn limit.
DESC_TURN_MAX_ONLY
''' until turn %1%'''
# %1% textual description of the upper turn limit.
DESC_TURN_MAX_ONLY_NOT
''' after turn %1%'''
DESC_TURN_ANY
''' on any turn'''
DESC_TURN_ANY_NOT
''' on no turn'''
# %1% FIXME
# %2% FIXME
DESC_NUMBER_OF
''' that is one of %1% randomly selected objects%2%'''
# %1% FIXME
# %2% FIXME
DESC_NUMBER_OF_NOT
''' that is not one of %1% randomly selected objects%2%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MAX_NUMBER_OF
''' that is one of %1% objects with the largest value of%2% and%3%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MAX_NUMBER_OF_NOT
''' that is not one of %1% objects with the largest value of%2% and%3%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MIN_NUMBER_OF
''' that is one of %1% objects with the smallest value of%2% and%3%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MIN_NUMBER_OF_NOT
''' that is not one of %1% objects with the smallest value of%2% and%3%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MODE_NUMBER_OF
''' that is one of %1% objects with the most common value of%2% and%3%'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_MODE_NUMBER_OF_NOT
''' that is not one of %1% objects with the most common value of%2% and%3%'''
# %1% FIXME
DESC_VALUE_TEST
''' when %1%'''
# %1% FIXME
DESC_VALUE_TEST_NOT
''' unless %1%'''
# %1% FIXME
DESC_CONTAINED_BY
''' that is contained by an object%1%'''
# %1% FIXME
DESC_CONTAINED_BY_NOT
''' that is not contained by an object%1%'''
# %1% FIXME
DESC_IN_SYSTEM
''' that is in the system with id %1%'''
# %1% FIXME
DESC_IN_SYSTEM_NOT
''' that is not in the system with id %1%'''
DESC_IN_SYSTEM_SIMPLE
''' that is in a system'''
DESC_IN_SYSTEM_SIMPLE_NOT
''' that is not in a system'''
# %1% FIXME
DESC_OBJECT_ID
''' that is the object with id %1%'''
# %1% FIXME
DESC_OBJECT_ID_NOT
''' that is not the object with id %1%'''
# %1% FIXME
DESC_OWNER_HAS_TECH
''' that belongs to an empire that has the tech %1%'''
# %1% FIXME
DESC_OWNER_HAS_TECH_NOT
''' that does not belong to an empire that has the tech %1%'''
DESC_OWNER_HAS_BUILDING_TYPE
''' building unlocked for empire'''
DESC_OWNER_HAS_BUILDING_TYPE_NOT
''' building not unlocked for empire'''
DESC_OWNER_HAS_SHIP_DESIGN
''' ship design unlocked for empire'''
DESC_OWNER_HAS_SHIP_DESIGN_NOT
''' ship design not unlocked for empire'''
DESC_OWNER_HAS_SHIP_PART
''' ship part unlocked for empire'''
DESC_OWNER_HAS_SHIP_PART_NOT
''' ship part not unlocked for empire'''
# %1% FIXME
# %2% FIXME
# %3% FIXME
DESC_NUMBER
''' if there are between %1% and %2% objects%3%'''
DESC_NUMBER_NOT
''' if there are not between %1% and %2% objects%3%'''
# %1% an object tag string.
DESC_HAS_TAG
''' that is %1%'''
# %1% an object tag string.
DESC_HAS_TAG_NOT
''' that is not %1%'''
##
## Technology categories
##
LEARNING_CATEGORY
Learning
LEARNING_CATEGORY_DESC
Technologies related to learning.
PRODUCTION_CATEGORY
Production
PRODUCTION_CATEGORY_DESC
Technologies related to production.
CONSTRUCTION_CATEGORY
Construction
CONSTRUCTION_CATEGORY_DESC
Technologies related to construction.
GROWTH_CATEGORY
Growth
GROWTH_CATEGORY_DESC
Technologies related to growth.
SHIP_HULLS_CATEGORY
Ship Hulls
SHIP_HULLS_CATEGORY_DESC
Technologies related to Ship Hulls
ASTEROID_HULL_TECHS
Asteroid Line
ASTEROID_HULL_TECHS_DESC
Technologies related to the Asteroid line of ship hulls.
ENERGY_HULL_TECHS
Energy Line
ENERGY_HULL_TECHS_DESC
Technologies related to the Energy line of ship hulls.
ORGANIC_HULL_TECHS
Organic Line
ORGANIC_HULL_TECHS_DESC
Technologies related to the Organic line of ship hulls.
ROBOTIC_HULL_TECHS
Robotic Line
ROBOTIC_HULL_TECHS_DESC
Technologies related to the Robotic line of ship hulls.
SHIP_PARTS_CATEGORY
Ship Engineering
SHIP_PARTS_CATEGORY_DESC
Technologies related to ship engineering.
SHIELD_PART_TECHS
Shields
SHIELD_PART_TECHS_DESC
Technologies related to ship shield parts.
ENGINE_PART_TECHS
Engines
ENGINE_PART_TECHS_DESC
Technologies related to ship engine parts.
FUEL_PART_TECHS
Fuel
FUEL_PART_TECHS_DESC
Technologies related to ship fuel parts.
ARMOR_PART_TECHS
Armor
ARMOR_PART_TECHS_DESC
Technologies related to ship armor parts.
STEALTH_PART_TECHS
Stealth
STEALTH_PART_TECHS_DESC
Technologies related to ship stealth parts.
DETECTION_PART_TECHS
Detection
DETECTION_PART_TECHS_DESC
Technologies related to ship detection parts.
DAMAGE_CONTROL_PART_TECHS
Damage Control
DAMAGE_CONTROL_PART_TECHS_DESC
Technologies related to ship damage control.
SHIP_WEAPONS_CATEGORY
Ship Weapons
SHIP_WEAPONS_CATEGORY_DESC
Technologies related to ship weapons.
SR_WEAPON_TECHS
Short-Range Weapons
SR_WEAPON_TECHS_DESC
Technologies related to short-range ship weapons.
FIGHTER_TECHS
Fighters
FIGHTER_TECHS_DESC
Technologies related to ship based fighters.
BOMBARD_WEAPON_TECHS
Bombardment
BOMBARD_WEAPON_TECHS_DESC
Technologies related to ship weapons for bombardment.
DEFENSE_CATEGORY
Defense
DEFENSE_CATEGORY_DESC
Technologies related to planet and system defense.
SPY_CATEGORY
Intelligence
SPY_CATEGORY_DESC
Technologies related to intelligence.
EXTINCT_SPECIES_TECHS
Extinct Species
EXTINCT_SPECIES_TECHS_DESC
Technologies related to extinct species.
##
## Technology theories
##
THEORY_SHORT_DESC
Theoretical Prerequisite
LRN_PHYS_BRAIN
Poznanie mózgu
LRN_PHYS_BRAIN_DESC
Struktury w mózgu i ich funkcje są ściśle określone. Procesy myślenia i pamięci okazują się być natury zarówno elektrochemicznej jak i kwantowej. Zrozumienie tych zjawisk pozwala na zintensyfikowanie pracy mózgu i osiągnięcie nowych granic wyobraźni i twórczości.
LRN_ALGO_ELEGANCE
Algorithmic Elegance
LRN_ALGO_ELEGANCE_DESC
'''Increases Target [[metertype METER_RESEARCH]] on all Research focused planets by 0.1 per Population.
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
'''Does nothing. Later this can enable peaceful acquisition of native planets.
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
'''[[metertype METER_RESEARCH]] cost of this technology is greatly reduced for empires that include a [[encyclopedia TELEPATHIC_TITLE]] species.
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
Nascent Artificial Intelligence
LRN_ARTIF_MINDS_DESC
'''Increases Target [[metertype METER_RESEARCH]] on all planets by 2.
While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. While these traits remain elusive, reasonable facsimiles may be produced. These investigations open new avenues of research into cognitive sciences and novel metaparadigms.
Nascent AIs can input 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.'''
LRN_XENOARCH
Ksenoarcheologia
XENOARCH_SHORT_DESC
Pozwala dokonywać odkryć pośród ruin
LRN_XENOARCH_DESC
'''Pozwala dokonywać odkryć z [[special ANCIENT_RUINS_SPECIAL]].
Współczesne imperia, rasy i cywilizacje żyjące na jednej gwieździe nie są pierwszymi lub jedynymi istotami, które istniały w tej galaktyce. Pozostałości, ruiny i wieści o starożytnych można znaleźć na pustych planetach i martwych planetoidach lub poprzez zwyczajne dryfowanie w otwartej przestrzeni. Znajdowanie i rozszyfrowywanie takich wskazówek ma ogromny potencjał do ujawniania tajemnic, uczyć lekcji lub dawać ostrzeżenia o starożytnej wiedzy.Często bardzo trudne i niebezpieczne jest odszyfrowanie wskazówek starożytnych cywilizacji w formie zaawansowanych technologii. Niewłaściwe działanie technologii lub przypadkowa aktywacja może spowodować, że sama technologia i / lub archeologowie wybiorą technologię, która ma zostać utracona. Dzięki bezpiecznej technologii w obrębie pola siłowego i głębokości jego głębokości poprzez nielokalną manipulację pola można bezpiecznie odzyskać i odblokować tajemnice starożytnej technologii.
Często bardzo trudne i niebezpieczne jest odszyfrowanie wskazówek starożytnych cywilizacji w formie zaawansowanych technologii. Niewłaściwe działanie technologii lub przypadkowa aktywacja może spowodować, że sama technologia i / lub archeologowie podczas wyszukiwania przypadkowo zniszczą technologię. Dzięki bezpiecznej technologii w obrębie pola siłowego i badania głębokości poprzez nielokalną manipulację pola można bezpiecznie odzyskać i rozszyfrować arkana starożytnej technologii.'''
LRN_GRAVITONICS
Grawitonika
LRN_GRAVITONICS_DESC
Analogicznie do "barwy ładunkowej" chromodynamiki kwantowej istnieje kilka modeli grawitonu. Przy wspólnej sile przyciągania grawitonu, przeciwny "anty-grawiton", "prawy" oraz "lewoskrętny" grawiton mogą być połączone, by załamać i wygiąć powierzchnię przestrzeni kosmicznej. Ta manipulacja jest postrzegana jako kontrola siły grawitacji, pozwalająca na budowę wcześniej niemożliwych nawet teoretycznie konstrukcji, statków i badań.
LRN_EVERYTHING
Teoria wszystkiego
LRN_EVERYTHING_DESC
Wcześniejsze naiwne teorie opisywały tą teorię jako synteza czterech podstawowych sił natury: elektromagnetyzmu, silnych i słabych sił jądrowych oraz sił grawitacyjnych. Pełna teoria opisuje wszystkie siły we wszystkich możliwych przypadkach wzajemnej interakcji i stanowi jeden święty graal nauki. Teoria ta opisuje najwcześniejsze chwile wszechświata, najbardziej zniekształcone głębie osobliwości, najciaśniejsze pętle ukrytych wymiarów i przepowiada ostateczny los wszechświata. Ale nadal może "istnieć" elementów i sfer poza tymi, które można zaobserwować i które mogą być opisane przez nauk...
LRN_FORCE_FIELD
Harmoniczność pól siłowych
LRN_FORCE_FIELD_DESC
'''Zwiększa maksymalnie [[metertype METER_SHIELD]] ona wszystkich planetach o 10 i odblokowuje podstawową technologię ekranowania statku. [[metertype METER_SHIELD]] są na ogół dużo droższe od opancerzenia, dzięki technologii potrzebnej do produkcji ekranujących pól, ale tarcze zapewniają znacznie większą obronę niż n [[encyclopedia ARMOR_TITLE]]. Jednak na statku może być tylko jeden aktywny generator tarcz, więc części osłon nie można układać jedna na drugiej celem wzmocnienia obrony.
Podobnie jak w przypadku analizy Fouriera fal dźwiękowych, elektromagnetyzm, a także silne i słabe siły mogą być wyrażona jako harmoniczne fale stojące superpozycji kwantowej pola sił. Poprzez selektywne rozszerzenie harmoniczności tych fal, siły te mogą być dowolnie kontrolowane zapewniając w określonych warunkach ekranowanie, wzmocnienie, osłonę lub podparcie.'''
LRN_MIND_VOID
Pusty umysł
LRN_MIND_VOID_DESC
Nie jesteśmy sami w kosmosie... ale dlaczego nasze poszukiwania są tak ograniczone? Wiele kultur w mitach, legendach lub poprzez gorącą wiarę wskazuje na swego rodzaju wyższą świadomość. Można kochać lub walczyć z ideą Boga czy innego obserwatora, jest jednak oczywiste, że coś - być może wszechświat na pewnym poziomie - jest żywe, świadome, obserwujące.
LRN_TIME_MECH
Mechanika czasu
LRN_TIME_MECH_DESC
Czym jest "teraz", "przyszłość", "przeszłość"? Paradoks bliźniąt w szczególnej teorii względności, teorii lub tunele czasoprzestrzenne sugerują wczesną formę "podróży w czasie". Bezpośrednie manipulowanie strumienia czasoprzestrzeni może być w pewnych warunkach wykorzystane i zwielokrotnione dając poczucie manipulacji strumieniem czasu. Co prawda nie można zmieniać przeszłości wszechświata który postrzegamy. Można jednak skrócić wieki lub wydłużyć chwilę na dowolną długość, będąc ograniczonym tylko przez dostęp do surowców, lub naszą cierpliwość...
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
'''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.
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
'''Increases target [[metertype METER_RESEARCH]] on all planets with the Research focus by 0.5 per Population.
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.
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_COLLAPSER
Black Hole Collapser
LRN_COLLAPSER_DESC
The culmination of spatial distortion and stellar-scale manipulation allows the singularity with a [[STAR_BLACK]] to be inverted, creating a spacetime disruption on an interstellar scale. This disruption is unstable, however, and rapidly collapses upon itself, drawing with it all fleets, planets, or entire systems within range and utterly destroying whatever falls into the centre.
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 minuscule 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_PLANET_ECOL
Planetary Ecology
GRO_PLANET_ECOL_DESC
'''Increases the max population of [[PE_GOOD]] and [[PE_ADEQUATE]] planets by +1. This bonus is not cumulative with [[tech GRO_SYMBIOTIC_BIO]].
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.
CON_REMOTE_COL
Remote Colonization
CON_REMOTE_COL_DESC
Founding new colonies beyond the supply range of already established worlds is a complex endeavour. It requires colony ships which can carry all the equipment required to build up a self-sustaining colony as well as an initial contingent of colonists.
GRO_SYMBIOTIC_BIO
Symbiotic Biology
GRO_SYMBIOTIC_BIO_DESC
Increases the max Population of [[PE_GOOD]], [[PE_ADEQUATE]], and [[PE_POOR]] planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5).
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
'''In addition to the ship part, this tech also increases the population of new colonies produced with colony buildings to 3.
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, colonists can be transported much more efficiently, and the amount of colonists on a freshly built colony as well as the capacity of colony ships is greatly increased.
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_ADV_ECOMAN
Advanced Eco-Manipulation
GRO_ADV_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
'''Increases the max Population on planets, depending on the planet suitability and planet size:
• [[PE_ADEQUATE]] or [[PE_POOR]] planet: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10)
• [[PE_HOSTILE]] planet: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5)
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.
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
'''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.
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_XENO_HYBRIDS
Xenological Hybridization
GRO_XENO_HYBRIDS_DESC
'''Increases the max Population on planets, depending on the planet suitability and planet size:
• [[PE_POOR]] planet: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5)
• [[PE_HOSTILE]] planet: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10)
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.
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
'''Increases max [[metertype METER_FUEL]] on all ships by 2, max [[metertype METER_DEFENSE]] on all planets by 5, max [[metertype METER_SHIELD]] on all planets by 5, target [[metertype METER_INDUSTRY]] on all planets with the Industry focus by 0.2 per Population, and target [[metertype METER_RESEARCH]] on all planets with the Research focus by 0.5 per Population.
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.
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 Industry
PRO_MICROGRAV_MAN_DESC
'''Increases [[metertype METER_INDUSTRY]] by +5 on all Industry-focused colonies in system with an asteroid belt outposts or colonies. Additional claimed asteroid belts do not provide additional benefit.
Mineral resource extraction from sub-planetoid-sized bodies involves challenges and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquefy 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.
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_ROBOTIC_PROD
Produkcja robotów
PRO_ROBOTIC_PROD_DESC
'''Zwiększa cel [[metertype METER_INDUSTRY]] na wszystkich planetach z przemysłem produkcję o 0.1 na populację.
Eksoboty, gdy stają się powszechnie znane, są wspaniałymi formami. Są to roboty przeznaczone do spełnienia niemal każdej pracy produkcyjnej, w wielu dziedzinach, np. elektronika na wielką skalę. Łatwo wyprodukowane masowo, służą najlepiej na koloniach, które przywiązują dużą wagę do przemysłu. Każdy świat skupiony głównie na branży otrzymuje zespół eksobotów, znacznie zwiększając produkcję przemysłową.
Chociaż początkowy projekt i początkowa instalacja urządzeń wymagają aktywnego nadzoru, eliminacja operatorów z rzeczywistego procesu produkcyjnego eliminuje wiele wąskich gardeł. Roboty pracują nieprzerwanie, bez ciągłych żądań większego odszkodowania ekonomicznego. Roboty mają znacznie większą tolerancję na niebezpieczne warunki środowiskowe w fabryce i nie wymagają dodatkowego miejsca zamieszkania poza witryną. Roboty wykonują powierzone zadania bezbłędnie, a przynajmniej tak, jak są zaprogramowane.'''
PRO_EXOBOTS
Exobots
PRO_EXOBOTS_DESC
Pozwala na konstrukcje [[species SP_EXOBOT]] kolonii zorientowanych wyłącznie na produkcję przemysłową na [[PE_HOSTILE]] planetach.
PRO_FUSION_GEN
Fusion Generation
PRO_FUSION_GEN_DESC
'''Increases target [[metertype METER_INDUSTRY]] on planets with the Industry focus by 0.2 per Population.
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.
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
'''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.
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
Adaptive Automation
PRO_SENTIENT_AUTOMATION_DESC
'''Increases target [[metertype METER_INDUSTRY]] on all planets by 5.
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.
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_NDIM_ASSMB
N-Dimensional Assembly
PRO_NDIM_ASSMB_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.
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 contiguous 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
'''Harnessing energy from a [[STAR_BLACK]] 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.
As matter is drawn towards a singularity by the intense space-time curvature, or gravitational field, the matter forms a greatly compressed and heated accretion disc. High energy radiation emitted from the disc 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 disc method, but can produce an even greater output.'''
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.
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.
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_NEUTRONIUM_EXTRACTION
Neutronium Extraction
PRO_NEUTRONIUM_EXTRACTION_DESC
The core of a [[STAR_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_ORGANIC_STRC
Struktury organiczne
CON_ORGANIC_STRC_DESC
'''Budynki zbudowane z nieożywionych minerałów są funkcjonalne i sporadycznie eleganckie, zbierane, ale martwe substancje organiczne są często proste i niezbyt kosztowne. Właściwe struktury żywe mogą samodzielnie rosnąć, by osiągnąć ostateczny kształt bez dodatkowej pracy, a także w pewnym stopniu regenerować się w przypadku uszkodzeń. Struktury mogą się dostosowywać do warunków środowiska, jak i samemu regulować środowiska, które tworzą.
Okiennica pełni funkcję zarówno ściany stałej, jak i otwartego okna, w zależności od życzenia użytkownika. Pokój może zostać wyremontowany, aby służyć zupełnie nowym celom, w granicach dostępnej przestrzeni. Koncepcja ta może zostać rozszerzona na rzeczywistą formę i strukturę całego budynku lub miasta, zarówno mechanicznego, jak i organicznego. Wyeliminowanie potrzeby rozbiórki i odbudowy pozwala na znacznie większą elastyczność i wydajność infrastruktury. Pojedyncze lub odosobnione struktury mogą również służyć wielu celom równocześnie, które wcześniej wymagałyby znacznie większych i bardziej skomplikowanych struktur stałych.'''
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
'''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.
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.
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
Gravitic Architecture
CON_CONTGRAV_ARCH_DESC
'''Increases the [[metertype METER_SUPPLY]] line range of all colonies and outposts by 1.
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.
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
'''Increases the [[metertype METER_SUPPLY]] line range of all colonies and outposts by 1.
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.
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
'''Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring [[buildingtype BLD_MEGALITH]].
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_ORBITAL_HAB
Orbitalne mieszkanie
CON_ORBITAL_HAB_DESC
Zwiększa populację na wszystkich zamieszkanych planetach: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5).
CON_NDIM_STRC
N-wymiarowe struktury
CON_NDIM_STRC_DESC
'''Zwiększa populację na wszystkich zamieszkanych planetach: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10).
Także zwiększa cel [[metertype METER_CONSTRUCTION]] o 10 na zamieszkałych.
Podstawowym czynnikiem ograniczającym pojemność populacji planet jest celowość i przestrzeń kosmiczna. Poprzez wyeliminowanie podstawowego rozwoju infrastruktury na wiele wymiarów ograniczenia przestrzenne są eliminowane, a w idealnych warunkach środowiskowych maksymalna liczba ludności planety może być znacznie większa.
Wśród wszystkich dziwacznych wyczynów stosowanej fizyki, zdolność składania przestrzeni na siebie ma najbardziej bezpośredni i głęboki wpływ na strukturę i formę. Potencjał jest nieskończony, dosłownie gdy korytarze są skręcone z powrotem na ich początku, lub biorąc pod uwagę skręt, tak że ich sufit staje się podłogą. Także koncepcja rozrostu miejskiego staje się smutna, ponieważ jakakolwiek liczba osób może się zmieścić w dowolnie małej objętości, bezpiecznie schowanego w sąsiednią płaszczyznę istnienia.'''
SHP_GAL_EXPLO
Galaktyczne poszukiwania
SHP_GAL_EXPLO_DESC
Odkrycie międzygwiezdnych podróży za pośrednictwem tras gwiednych zaczyna się w nowej erze rozwoju społeczeństwa. Stare polityczne utarczki pomiędzy drobnymi frakcjami stają się mało znaczące, gdy cała cywilizacja stoi w obliczu nieograniczonego potencjału gwiazd ... dla wzrostu i dobrobytu lub całkowitego zniszczenia.
SHP_INTSTEL_LOG
Międzygwiezdna logistyka
SHP_INTSTEL_LOG_DESC
'''Otwiera logistyce możliwość skoncentrowania się na pewnych apektach, co zwiększa [[metertype METER_SUPPLY]] na planetach o 3.
Zwiększa [[metertype METER_SPEED]] twoich statków o 20 kiedy są w promienu 50 uu kontrolowanej planety.
[[COLONY_BUILDING_TIME_DECREASE]]
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_MIL_ROBO_CONT
Military Robotic Control
SHP_MIL_ROBO_CONT_DESC
'''Unless faster ship hulls have already been researched, this tech decreases the time to build a colony building far away from the corresponding species in the empire.
Robotic control can be used effectively for tasks such as 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. Further research into stealth technologies can reduce the dimensional disruption.
SHP_CONTGRAV_MAINT
Contra Gravitational Maintenance
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
'''[[COLONY_BUILDING_TIME_DECREASE]]
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 material 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 co-ordinational 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_HEAVY_AST_HULL
Heavy Asteroid Hulls
SHP_HEAVY_AST_HULL_DESC
Allows construction of larger asteroid hulls
SHP_ASTEROID_REFORM
Asteroid Reformation
SHP_ASTEROID_REFORM_DESC
Through advanced processing of asteroid bodies rock armor can be produced which is as cheap as but more durable than lead armor plating.
SHP_MONOMOLEC_LATTICE
Monomolecular Latticing
SHP_MONOMOLEC_LATTICE_DESC
Asteroid Hulls can be reinforced and armor 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_DOMESTIC_MONSTER
Domesticated Mega-Fauna
SHP_DOMESTIC_MONSTER_DESC
Though huge and alien the time-tested arts of domestication can also be applied to the space monsters that travel the starlanes. Building Colonies or Outposts at monster nests will enable the raising of domesticated monsters.
SHP_ENDOCRINE_SYSTEMS
Mega-Fauna Endocrine Systems
SHP_ENDOCRINE_SYSTEMS_DESC
The study of space-faring organisms' endocrine systems allows for the expansion of organic ships' internal structures.
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 behavioral 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 Ravenous 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 behavioral patterns. By placing a life form under harshly competitive developmental conditions, its behavioral patterns can be manipulated, strengthened and effectively utilized in war.
SHP_BIOADAPTIVE_SPEC
Bio-Neural Specialization
SHP_BIOADAPTIVE_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_ENRG_FRIGATE
Military Energy Compression
SHP_ENRG_FRIGATE_DESC
Advanced forcefields allow energy and matter to be combined to make warships, but immense energy is needed to build them at scale.
SHP_QUANT_ENRG_MAG
Quantum Energy Magnification
SHP_QUANT_ENRG_MAG_DESC
'''[[COLONY_BUILDING_TIME_DECREASE]]
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.
SHP_KRILL_SPAWN
Ikrowiec kryli
SHP_KRILL_SPAWN_DESC
Odblokowuje część statku [[shippart SP_KRILL_SPAWNER]] która powoduje, że krystaliczny krill pojawia się w systemach z pasami asteroid.
SPY_ROOT_DECEPTION
Deception
SPY_ROOT_DECEPTION_DESC
The art of deception is not natural to every species, but the ability to hide the truth can be most useful.
##
## Technology application
##
VICTORY_SHORT_DESC
Brings Victory!
SHIP_PART_UNLOCK_SHORT_DESC
Unlocks Ship Part
SHIP_WEAPON_UNLOCK_SHORT_DESC
Unlocks Ship Weapon
SHIP_WEAPON_IMPROVE_SHORT_DESC
Improves Ships Weapon
SHIP_HULL_UNLOCK_SHORT_DESC
Unlocks Ship Hull
BUILDING_UNLOCK_SHORT_DESC
Aktywuje budynki
RESEARCH_SHORT_DESC
Improves Research
INDUSTRY_SHORT_DESC
Improves Industry
SUPPLY_SHORT_DESC
Improves Supply
DEFENSE_SHORT_DESC
Improves Planetary Defense
TROOPS_SHORT_DESC
Improves Troops
METER_GROWTH_SHORT_DESC
Improves Meter Growth
POPULATION_SHORT_DESC
Increases Maximum Population
STRUCTURE_SHORT_DESC
Improves Structure
SHIP_REPAIR_DESC
Repairs Ships
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
TAME_MONSTER_SHORT_DESC
Tames Space Monsters
EXOBOT_SHORT_DESC
Tworzy eksoboty
STARLANE_SPEED_SHORT_DESC
Increases Starlane Speed
CON_ORBITAL_CON
Orbital Construction
CON_ORBITAL_CON_DESC
'''Increases the [[metertype METER_SUPPLY]] line range of all colonies and outposts by 1.
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.'''
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_CAMO
Force-Energy Camouflage
CON_FRC_ENRG_CAMO_DESC
'''Increases the [[metertype METER_STEALTH]] of all buildings by 20.
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 color to another at will. While most buildings are easily visible far 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.'''
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_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_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 centers 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.
On its own, the tech allows for construction of the basic [[buildingtype BLD_ART_PLANET]]. If the empire also has [[tech GRO_GAIA_TRANS]], then [[buildingtype BLD_ART_PARADISE_PLANET]] may be built. If the empire has [[tech PRO_EXOBOTS]] then [[buildingtype BLD_ART_FACTORY_PLANET]] can be built.'''
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_SUBTER_HAB
Subterranean Habitation
GRO_SUBTER_HAB_DESC
Increases the max Population on all planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5).
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_TERRAFORM
Przekształcanie
GRO_TERRAFORM_DESC
Zmiana typu ekologicznego planety jest ogromnym przedsięwzięciem, a wyzwaniem tego procesu jest w dużym stopniu logistyczne. Dokładna metoda zależy w dużym stopniu od typu planety do zmiany i pożądanego efektu. Jednak we wszystkich przypadkach duża część powierzchni całej planety i jej atmosfera może byuć przekształcona w inne typy cząsteczek, przesunięta w kosmos lub schowana pod skorupą planety. Jako taki proces wymaga, aby większość planet była dostępna dla terraformatorów i nie może być wykonywana w świecie o maksymalnej populacji mniejszej niż jednej.
GRO_TERRAFORM_SHORT_DESC
Pozwala przekształcać
GRO_REMOTE_TERRAFORM
Zdalne przekształcanie
GRO_REMOTE_TERRAFORM_DESC
Tradycyjne metody przekształcania traktują planetę jako strukturę i próbują zmodyfikować jej środowisko poprzez fizyczne i chemiczne środki. Wymaga to, aby większość planety była dostępna dla gatunków terraformujących, co generalnie ogranicza ich użyteczność. Traktując planetę jako organizm i pośrednio zmieniając jej fizjologię, można skorzystać z mniej intensywnych aczkolwiek czasochłonnych metod przekształcania, umożliwiając stacjom orbitalnym na ubogich i wrogich światach korzystanie z przekształcania.
GRO_BIOTERROR
Urządzania bioterrorystyczne
GRO_BIOTERROR_DESC
Centrum badawcze utworzone w celu bezpiecznego rozwijania najbardziej niebezpiecznych broni biologicznych, odwracając jednoczęsnie wzrok opinii publicznej. Bronie biologiczne działają zbyt wolno, aby mogły być wykorzystywane w bezpośrednim konflikcie militarnym, ale jako broń terroru są niezrównane; Powoli rosnące skażenie rozprzestrzenia się, a paniką kroczy tuż przed, obrazy rozpaczliwych ludzi poddanych kwarantannie przez swój własny rząd powodują wzrost zwątpienia poza obszarem dotkniętym chorobą. Jednakże należy zachować ostrożność przy opracowywaniu takich organizmów, aby upewnić się, że nie zostały przypadkowo uwolnione. Co więcej, konieczna jest całkowita tajność, aby rozwiać ryzyko zepsucia stosunków z ludnością cywilną i innymi imperiami.
GRO_REMOTE_TERRAFORM_SHORT_DESC
Zezwala na zdalne przekształcanie
GRO_CYBORG
Cyborgs
GRO_CYBORG_DESC
'''Increases the max Population on [[PE_HOSTILE]] planets by planet size: ([[SZ_TINY]] +2) ([[SZ_SMALL]] +4) ([[SZ_MEDIUM]] +6) ([[SZ_LARGE]] +8) ([[SZ_HUGE]] +10).
Increases max [[metertype METER_TROOPS]] on all planets by 0.2 per Population.
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.'''
GRO_GAIA_TRANS
Przekształcanie Gaia
GRO_GAIA_TRANS_DESC
Teoretycznie możliwe jest całkowite przewidzenie ekologii jednej planety poprzez odwzorowanie jej całej sieci biologicznej współzależności, zarówno odczuwającej jak i nieodczuwającej w algorytmach fraktalnych. W praktyce można było to zrealizować jedynie poprzez zbudowanie olbrzymiej, przekraczającej rozmiar planety sieci z programem komputerowym regulującym całą biosferę naszej planety. Ten komputer stanie się w rezultacie mózgiem nowego rodzaju życia - pojedynczego organizmu planetarnego, z inteligentnymi obywatelami w ramach jego struktury, podlegającym większej woli.
GRO_GAIA_TRANS_SHORT_DESC
Umożliwia przekształcanie Gaia
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_DISTRIB_THOUGHT
Distributed Thought Computing
LRN_DISTRIB_THOUGHT_DESC
'''Increases target [[metertype METER_RESEARCH]] on all planets with any focus by 0.1 per Population.
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.'''
LRN_STELLAR_TOMOGRAPHY
Stellar Tomography
LRN_STELLAR_TOMOGRAPHY_DESC
'''Increases target [[metertype METER_RESEARCH]] on planets with the Research focus, per Population and depending on the star type:
* [[STAR_BLACK]] (x1)
* [[STAR_NEUTRON]] (x0.75)
* [[STAR_BLUE]] or [[STAR_WHITE]] (x0.5)
* [[STAR_YELLOW]], [[STAR_ORANGE]] or [[STAR_RED]] (x0.2)
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 endeavors, with larger benefits for more exotic star types.'''
LRN_SPATIAL_DISTORT_GEN
Zniekształcenia przestrzeni
LRN_SPATIAL_DISTORT_GEN_DESC
Poprzez manipulowanie wymiarowymi właściwościami tras gwiezdnych, jest możliwe ich zagięcie. Powolnir przemieszczające się statki mogą zostać zwrócone do poprzedniego systemu, a szybsze statki mogą być znacznie opóźnione.
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_ART_BLACK_HOLE
Artificial Black Hole
LRN_ART_BLACK_HOLE_DESC
By carefully collapsing a [[STAR_RED]] star, a [[STAR_BLACK]] can be formed. This is an expensive and dangerous task, but with great potential benefits for [[metertype METER_RESEARCH]] and [[metertype METER_INDUSTRY]].
LRN_PSY_DOM
Psychogenic Domination
LRN_PSY_DOM_DESC
'''Has a 10% chance of taking control of enemy ships with non-telepathic crews in the same system as a planet with domination focus, unless the enemy empire also knows the [[tech LRN_PSY_DOM]].
Protects against [[predefinedshipdesign SM_PSIONIC_SNOWFLAKE]]s taking over your ships.
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.'''
MIND_CONTROL_SHORT_DESC
Allows Mind Control
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 sizable and far-reaching benefit to [[metertype METER_INDUSTRY]] can be obtained.
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_INDUSTRY_MOD
Industry Modifier
SPY_LIGHTHOUSE
Interstellar Lighthouse
SPY_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.
DEF_DEFENSE
Planetary Defense
DEF_DEFENSE_NET_1
Planetary Defense Network 1
DEF_DEFENSE_NET_1_DESC
'''Increases max [[metertype METER_DEFENSE]] on all planets by 5.
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.'''
DEF_DEFENSE_NET_2
Planetary Defense Network 2
DEF_DEFENSE_NET_2_DESC
Increases max [[metertype METER_DEFENSE]] on all planets by 15, cumulative with [[tech DEF_DEFENSE_NET_1]].
DEF_DEFENSE_NET_3
Planetary Defense Network 3
DEF_DEFENSE_NET_3_DESC
Increases max [[metertype METER_DEFENSE]] on all planets by 25, cumulative with prerequisite defense network techs.
DEF_DEFENSE_NET_REGEN_1
Defense Network Regeneration 1
DEF_DEFENSE_NET_REGEN_1_DESC
'''Increases planets' [[metertype METER_DEFENSE]] by 10% of its max value each turn, up to the max value.
Defense regeneration allows a planet's defenses to function on turns after they have been destroyed by orbital bombardment; regeneration would otherwise not occur until a turn passed without bombardment.'''
DEF_DEFENSE_NET_REGEN_2
Defense Network Regeneration 2
DEF_DEFENSE_NET_REGEN_2_DESC
Increases planets' [[metertype METER_DEFENSE]] by the greater of (i) 0.25 times the planets' [[metertype METER_CONSTRUCTION]] or (ii) 0.1 times the planets' maximum [[metertype METER_DEFENSE]], each turn, up to the max defense value, cumulative with regeneration from [[tech DEF_DEFENSE_NET_REGEN_1]].
DEF_PLAN_BARRIER_SHLD_1
Planetary Barrier Shield 1
DEF_PLAN_BARRIER_SHLD_1_DESC
Increases max [[metertype METER_SHIELD]] on planets by 30, cumulative with [[tech LRN_FORCE_FIELD]], and regenerates each turn by one plus the greater of (i) 25% of the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 1 (so long as the shields are not already knocked to zero).
DEF_PLAN_BARRIER_SHLD_2
Planetary Barrier Shield 2
DEF_PLAN_BARRIER_SHLD_2_DESC
Increases max [[metertype METER_SHIELD]] on planets by 60, cumulative with other shield boosts, and regenerates each turn by one plus the greater of (i) the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 4 (so long as the shields are not already knocked below 3).
DEF_PLAN_BARRIER_SHLD_3
Planetary Barrier Shield 3
DEF_PLAN_BARRIER_SHLD_3_DESC
Increases max [[metertype METER_SHIELD]] on planets by 90, cumulative with other shield boosts, and regenerates each turn by one plus the greater of (i) twice the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 9 (so long as the shields are not already knocked below 5).
DEF_PLAN_BARRIER_SHLD_4
Planetary Barrier Shield 4
DEF_PLAN_BARRIER_SHLD_4_DESC
Increases max [[metertype METER_SHIELD]] on planets by 150, cumulative with other shield boosts, and regenerates each turn by one plus the greater of (i) 2.5 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 18 (so long as the shields are not already knocked below 9).
DEF_PLAN_BARRIER_SHLD_5
Planetary Barrier Shield 5
DEF_PLAN_BARRIER_SHLD_5_DESC
Increases max [[metertype METER_SHIELD]] on planets by an additional 150, cumulative with other shield boosts and regenerates each turn by one plus the greater of (i) 5 times the value of the planets' [[metertype METER_CONSTRUCTION]] or (ii) 32 (so long as the shields are not already knocked below 14).
DEF_SYST_DEF_MINE_1
System Defense Mines 1
DEF_SYST_DEF_MINE_1_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 [[metertype METER_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.
Mines regenerate each turn, so are not depleted by use.'''
DEF_SYST_DEF_MINE_2
System Defense Mines 2
DEF_SYST_DEF_MINE_2_DESC
Reduces the [[metertype METER_STRUCTURE]] of enemy ships by an additional 4 per turn, cumulative with [[tech DEF_SYST_DEF_MINE_1]].
DEF_SYST_DEF_MINE_3
System Defense Mines 3
DEF_SYST_DEF_MINE_3_DESC
Reduces the [[metertype METER_STRUCTURE]] of enemy ships by an additional 8 per turn, cumulative with prerequisite defense mine techs.
DEF_ROOT_DEFENSE
Self Defense
DEF_ROOT_DEFENSE_DESC
'''Increases max [[metertype METER_SHIELD]] by 1 on each owned planet. For species with basic defensive troops, increases max [[metertype METER_TROOPS]] on the planet by 0.2 per population.
The concept of 'self defense' is at the root of many avenues of technological advance.'''
DEF_GARRISON_1
Planetary Bunker Complex
DEF_GARRISON_1_DESC
Increases max [[metertype METER_TROOPS]] on all planets by 10, unmodified by species traits.
DEF_GARRISON_2
Defensive Militia Training
DEF_GARRISON_2_DESC
Increases max [[metertype METER_TROOPS]] on all planets by 0.4 per population (modified by species defensive trait), and causes troops to regenerate by an additional 1 per turn.
DEF_GARRISON_3
Planetary Fortification Network
DEF_GARRISON_3_DESC
Increases max [[metertype METER_TROOPS]] on all planets by 16 (unmodified by species traits) and causes troops to regenerate by an additional 2 per turn in addition to that from [[DEF_GARRISON_2]].
DEF_GARRISON_4
Planetary Guard Brigades
DEF_GARRISON_4_DESC
Increases max [[metertype METER_TROOPS]] on all planets by 0.4 per population (modified by species defensive trait), and causes troops to regenerate by an additional 3 per turn in addition to that from [[DEF_GARRISON_3]] and [[DEF_GARRISON_2]].
DEF_PLANET_CLOAK
Planetary Cloaking Device
DEF_PLANET_CLOAK_DESC
By phasing parts a planet in and out of space-time, its [[metertype METER_STEALTH]] can be increased massively.
SHP_FLEET_REPAIR
Fleet Field Repair
SHP_FLEET_REPAIR_DESC
Repairs damaged ships by 10% of [[metertype METER_STRUCTURE]] per turn if they are within [[metertype METER_SUPPLY]], stationary and have not been in combat that turn. This is cumulative with [[tech SHP_BASIC_DAM_CONT]].
SHP_REINFORCED_HULL
Reinforced Hull
SHP_REINFORCED_HULL_DESC
'''Increases max [[metertype METER_STRUCTURE]] of all ships by 5.
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 sizable increase in strength can be obtained.'''
SHP_BASIC_DAM_CONT
Basic Damage Control
SHP_BASIC_DAM_CONT_DESC
Gradually repairs damaged ships. Current [[metertype METER_STRUCTURE]] of all ships is replenished at a rate of 1 per turn every turn they are not engaged in combat.
SHP_ADV_DAM_CONT
Advanced Damage Control
SHP_ADV_DAM_CONT_DESC
Repairs damaged ships by 10% of [[metertype METER_STRUCTURE]] per turn if they are stationary and have not been in combat that turn. This is cumulative with [[tech SHP_BASIC_DAM_CONT]] and [[tech SHP_FLEET_REPAIR]] and works even out of [[metertype METER_SUPPLY]].
SHP_ROOT_AGGRESSION
Aggression
SHP_ROOT_AGGRESSION_DESC
Allows basic weapons and [[shippart GT_TROOP_POD]]s.
SHP_BOMBARD
Bombardment
SHP_BOMBARD_DESC
Allows development of planetary bombardment weapons.
##Fighter explanation, needs improving and a Pedia article writing
SHP_FIGHTERS_1
Fighters and Launch Bays
SHP_FIGHTERS_1_DESC
'''Enables your empire to build ships using Fighter Hangars and Launch Bays. A ship can only have one type of Fighter Hangar on it but can have as many as you have slots for. Each [[encyclopedia PC_FIGHTER_HANGAR]] has a maximum capacity of fighters and those fighters will all have the same strength (which can be modified by species abilities and further research).
A [[encyclopedia PC_FIGHTER_BAY]] can launch a number of fighters in each combat round. These fighters will then be both valid targets and able to attack ships and other fighters in subsequent combat rounds, but a single hit from any source will destroy a fighter. Unlike [[encyclopedia DAMAGE_TITLE]] inflicted by regular weapons, fighter damage ignores [[metertype METER_SHIELD]] on warships (they fire from within the shields).
At the end of combat, carriers will collect any fighters that have survived. If a carrier is in [[metertype METER_SUPPLY]] immediately after movement is resolved, it will refill hangars to maximum.'''
SHP_FIGHTERS_2
Laser Fighters
SHP_FIGHTERS_2_DESC
Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have laser weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_1]] is increased by 1, [[shippart FT_HANGAR_2]] is increased by 2 and [[shippart FT_HANGAR_3]] by 3.
SHP_FIGHTERS_3
Plasma Fighters
SHP_FIGHTERS_3_DESC
Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have plasma weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_1]] is increased by 1, [[shippart FT_HANGAR_2]] is increased by 3 and [[shippart FT_HANGAR_3]] by 4.
SHP_FIGHTERS_4
Death Ray Fighters
SHP_FIGHTERS_4_DESC
Upgrades the fighters of all carriers within [[metertype METER_SUPPLY]] to have death ray weaponry. [[encyclopedia DAMAGE_TITLE]] from fighters in a [[shippart FT_HANGAR_1]] is increased by 1, [[shippart FT_HANGAR_2]] is increased by 5 and [[shippart FT_HANGAR_3]] by 7.
SHP_WEAPON_1_2
Mass Driver 2
SHP_WEAPON_1_2_DESC
Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 4.
SHP_WEAPON_1_3
Mass Driver 3
SHP_WEAPON_1_3_DESC
Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 5.
SHP_WEAPON_1_4
Mass Driver 4
SHP_WEAPON_1_4_DESC
Upgrades [[shippart SR_WEAPON_1_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 6.
SHP_WEAPON_2_1
Laser Weapons
SHP_WEAPON_2_1_DESC
Unlocks the [[shippart SR_WEAPON_2_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_1_1]].
SHP_WEAPON_2_2
Laser 2
SHP_WEAPON_2_2_DESC
Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 7.
SHP_WEAPON_2_3
Laser 3
SHP_WEAPON_2_3_DESC
Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 9.
SHP_WEAPON_2_4
Laser 4
SHP_WEAPON_2_4_DESC
Upgrades [[shippart SR_WEAPON_2_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 11.
SHP_WEAPON_3_1
Plasma Cannons
SHP_WEAPON_3_1_DESC
Unlocks the [[shippart SR_WEAPON_3_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_2_1]].
SHP_WEAPON_3_2
Plasma Cannon 2
SHP_WEAPON_3_2_DESC
Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 12.
SHP_WEAPON_3_3
Plasma Cannon 3
SHP_WEAPON_3_3_DESC
Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 15.
SHP_WEAPON_3_4
Plasma Cannon 4
SHP_WEAPON_3_4_DESC
Upgrades [[shippart SR_WEAPON_3_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 18.
SHP_WEAPON_4_1
Death Rays
SHP_WEAPON_4_1_DESC
Unlocks the [[shippart SR_WEAPON_4_1]], a more powerful ship's weapon than the [[shippart SR_WEAPON_3_1]].
SHP_WEAPON_4_2
Death Ray 2
SHP_WEAPON_4_2_DESC
Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 20.
SHP_WEAPON_4_3
Death Ray 3
SHP_WEAPON_4_3_DESC
Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 25.
SHP_WEAPON_4_4
Death Ray 4
SHP_WEAPON_4_4_DESC
Upgrades [[shippart SR_WEAPON_4_1]] parts on all ships within [[metertype METER_SUPPLY]] (or after entering it later). The improved weapon part has shot damage of 30.
SHP_ION_CANNON
Ion Cannon
SHP_ION_CANNON_DESC
Unlocks Ion Cannon ship part.
SHP_WEAPON_1
Mass Driver
SHP_WEAPON_1_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_WEAPON_4
Death Ray
SHP_WEAPON_4_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
Myśliwiec przechwytujący
SHP_INTERCEPTOR_DESC
Odblokowuje element statku o nazwie Myśliwiec przechwytujący.
SHP_BOMBER
Bombowiec
SHP_BOMBER_DESC
Odblokowuje element statku o nazwie Bombowiec.
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_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 [[STAR_BLACK]] and [[STAR_NEUTRON]], receive a mighty [[metertype METER_STEALTH]] bonus.
SPY_DETECT_1
Optical Scanner
SPY_DETECT_1_DESC
All colonies start the game with a [[metertype METER_DETECTION]] of 50, and the imperial [[encyclopedia DETECTION_TITLE]] to 10, and the ship part [[shippart DT_DETECTOR_1]] permits ships to reach the same level of detection.
SPY_DETECT_2
Active Radar
SPY_DETECT_2_DESC
'''Unlocks the [[shippart DT_DETECTOR_2]] ship part and the [[buildingtype BLD_SCANNING_FACILITY]] building, increases the [[metertype METER_DETECTION]] of all planets to 75, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 30.
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.'''
SPY_DETECT_3
Neutron Scanner
SPY_DETECT_3_DESC
'''Unlocks the [[shippart DT_DETECTOR_3]] ship part, increases the [[metertype METER_DETECTION]] of all planets to 150, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 50.
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.'''
SPY_DETECT_4
Sensors
SPY_DETECT_4_DESC
Unlocks the [[shippart DT_DETECTOR_4]] ship part, increases the [[metertype METER_DETECTION]] of all planets to 200, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 70.
SPY_DETECT_5
Omni-scanner
SPY_DETECT_5_DESC
The ultimate in detection. Increases the [[metertype METER_DETECTION]] of all planets to 300, and increases the imperial [[encyclopedia DETECTION_TITLE]] to 200.
SPY_STEALTH_1
Planetary Cloud Cover
SPY_STEALTH_1_DESC
'''Gives all planets and outposts in the empire the [[special CLOUD_COVER_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 20.
The research cost of this tech is reduced by the cost of researching [[tech SPY_STEALTH_PART_1]] if it has already been completed.'''
SPY_STEALTH_PART_1
Electromagnetic Dampening
SPY_STEALTH_PART_1_DESC
Dampening electromagnetic emissions can make an object completely invisible to passive scans.
SPY_STEALTH_2
Chmury popiołu nad planetą
SPY_STEALTH_2_DESC
'''Daje wszystkim planetom i stacjom orbitalnym[[special VOLCANIC_ASH_SLAVE_SPECIAL]] możliwość, co zwiększa [[metertype METER_STEALTH]] wszystkich planet i budynków o 40.
Koszt badań tych technologii jest ograniczony kosztem badań [[tech SPY_STEALTH_PART_2]] jeśli zostały już ukończone.'''
SPY_STEALTH_PART_2
Radiation Absorbing
SPY_STEALTH_PART_2_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 [[metertype METER_STEALTH]] of a ship can be greatly increased.
SPY_STEALTH_3
Planetary Dimensional Cloak
SPY_STEALTH_3_DESC
'''Gives all planets and outposts in the empire the [[special DIM_RIFT_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 60.
The research cost of this tech is reduced by the cost of researching [[tech SPY_STEALTH_PART_3]] if it has already been completed.'''
SPY_STEALTH_PART_3
Dimensional Cloaking
SPY_STEALTH_PART_3_DESC
Advanced techniques make it possible to partially conceal ships within dimensional rifts.
SPY_STEALTH_4
Planetary Phasing Cloak
SPY_STEALTH_4_DESC
'''Unlocks the [[shippart ST_CLOAK_4]] ship part and gives all planets and outposts in the empire the [[special VOID_SLAVE_SPECIAL]] special which increases the [[metertype METER_STEALTH]] of all planets and buildings by 80.
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.'''
SPY_CUSTOM_ADVISORIES
Empire Intelligence Agency
SPY_CUSTOM_ADVISORIES_DESC
'''The Empire Intelligence Agency gathers and organizes information from many sources, including spies, common informers, and official chains of command reporting. The most important items of information are presented each turn as Situation Reports (SitReps). If a SitRep is repeated from turn to turn more often than you really need for remembering the information, you can ignore the SitRep for the current turn by double-clicking its icon, or for multiple turns via right-click menu on the SitRep's icon.
Many of the SitReps are determined automatically, but additional custom SitReps can be specified by editing the file default/customizations/custom_sitreps.txt
(Note: in a multiplayer game, the content files of the Server are the ones which determine what SitReps are sent to empires.)
More particulars on the FreeOrion scripting language, such as for these custom SitReps, can be found at our wiki: http://www.freeorion.org/index.php/Free_Orion_Content_Script_(FOCS)
There are four preset (possibly translated) labels for use with custom sitreps, so that they get placement at the top of the SitRep window. More information on how to use the labels can be found on the wiki, and in the custom_sitreps.txt.
These four labels are
"[[CUSTOM_1]]"
"[[CUSTOM_2]]"
"[[CUSTOM_3]]"
"[[CUSTOM_4]]"
'''
SHP_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings
SHP_IMPROVED_ENGINE_COUPLINGS_DESC
'''[[COLONY_BUILDING_TIME_DECREASE]]
Better engine parts equate to better engines. Increases [[metertype METER_SPEED]] by 10. May be added more than once to a hull.'''
SHP_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix
SHP_N_DIMENSIONAL_ENGINE_MATRIX_DESC
'''[[COLONY_BUILDING_TIME_DECREASE]]
N-Dimensional subspace research resulted in a more efficient engine matrix. Increases [[metertype METER_SPEED]] by 20. May be added more than once to a hull.'''
SHP_SINGULARITY_ENGINE_CORE
Singularity Engine Core
SHP_SINGULARITY_ENGINE_CORE_DESC
'''[[COLONY_BUILDING_TIME_DECREASE]]
A smaller cousin of the [[buildingtype BLD_HYPER_DAM]] outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases [[metertype METER_SPEED]] by 30. May be added more than once to a hull.'''
SHP_DEUTERIUM_TANK
Deuterium Tank
SHP_DEUTERIUM_TANK_DESC
Unlocks [[shippart FU_DEUTERIUM_TANK]] ship part.
SHP_ANTIMATTER_TANK
Zbiornik antymaterii
SHP_ANTIMATTER_TANK_DESC
Odblokowuje [[część statku FU_ANTIMATTER_TANK]].
SHP_ZERO_POINT
Zero-Point Fuel Generator
SHP_ZERO_POINT_DESC
A powerful zero point fuel module that refuels the ship automatically.
SHP_SPINAL_ANTIMATTER
Spinal Antimatter Cannon
SHP_SPINAL_ANTIMATTER_DESC
A huge spinal mount mass driver firing heavy projectiles made of antimatter. Needs a Core [[encyclopedia SLOT_TITLE]] to install.
SHP_ROOT_ARMOR
Armor Plating
SHP_ROOT_ARMOR_DESC
Researching special alloys that allow to equip ship hulls with [[encyclopedia ARMOR_TITLE]] greatly enhances their [[metertype METER_STRUCTURE]], especially in battle.
SHP_ZORTRIUM_PLATE
Zortrium Armor Plating
SHP_ZORTRIUM_PLATE_DESC
By refining the methods to construct [[encyclopedia ARMOR_TITLE]], better, more durable special materials can be employed, giving stronger armor parts.
SHP_DIAMOND_PLATE
Diamond Armor Plating
SHP_DIAMOND_PLATE_DESC
Advanced processing techniques allow the construction of [[encyclopedia ARMOR_TITLE]] cut out of single huge synthetic diamonds. Provides very durable armor parts.
SHP_XENTRONIUM_PLATE
Xentronium Armor Plating
SHP_XENTRONIUM_PLATE_DESC
Xentronium is one of the most durable materials known, but also very difficult to process. Mastering the art of constructing [[encyclopedia ARMOR_TITLE]] made of xentronium allows to build extremely durable armor parts.
SHP_DEFLECTOR_SHIELD
Deflector Shield
SHP_DEFLECTOR_SHIELD_DESC
'''Advanced technology of ship [[metertype METER_SHIELD]].
By refining and perfecting basic shield technology more effective shield generators can be build.'''
SHP_PLASMA_SHIELD
Plasma Shield
SHP_PLASMA_SHIELD_DESC
'''Very advanced technology of ship [[metertype METER_SHIELD]].
By combining the techniques for controlled plasma containment and advanced force field projection it becomes possible to create what can be best described as a plasma bubble around a space ship. This plasma bubble is capable of absorbing high amounts of energy, particles and projectiles.'''
SHP_BLACKSHIELD
Blackshield
SHP_BLACKSHIELD_DESC
'''Most advanced technology of ship [[metertype METER_SHIELD]].
Blackshields got their name because they create what looks like an almost impenetrable black sphere around the object they protect. A blackshield is in essence some kind of dimensional rift projected around a space ship that completely swallows up almost anything thrown at it. It requires tremendous amounts of energy to penetrate a blackshield.'''
SPY_DIST_MOD
Distortion Modulator
SPY_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_ANTIMAT_TORP
Antimatter Torpedo
SHP_ANTIMAT_TORP_DESC
A fast, long-range missile powered by the [[tech SHP_SPACE_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 [[metertype METER_STEALTH]], powered by the [[tech SHP_TRANSSPACE_DRIVE]] and armed with a devastatingly powerful plasma warhead.
SHP_CAMO_AST_HULL
Camouflage Asteroid Hull
SHP_CAMO_AST_HULL_DESC
This hull is designed to look exactly like a real asteroid. This hull gets a tremendous bonus to [[metertype METER_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.
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 [[metertype METER_SHIELD]] for all owned ships and allies' ships in the vicinity.
SHP_ORG_HULL
Organic Hull
SHP_ORG_HULL_DESC
'''Unless faster ship hulls have already been researched, this tech decreases the time to build a colony building far away from the corresponding species in the empire.
This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle.'''
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.
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.
SHP_BIOINTERCEPTOR
Biointerceptors
SHP_BIOINTERCEPTOR_DESC
Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. [[BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM]]
SHP_BIOBOMBER
Biobombers
SHP_BIOBOMBER_DESC
Living bombers designed to target ships and planets. Far more effective than regular bombers. [[BLD_BIONEURAL_REQUIRED_ANY_SYSTEM]]
SHP_NOVA_BOMB
Bomba typu Nova
SHP_NOVA_BOMB_DESC
The most powerful weapon ever devised, capable of destroying an entire star system.
SHP_DEATH_SPORE
Death Spores
SHP_DEATH_SPORE_DESC
Unlocks the [[shippart SP_DEATH_SPORE]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]].
SHP_BIOTERM
Bio-Terminators
SHP_BIOTERM_DESC
Unlocks the [[shippart SP_BIOTERM]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]].
SHP_EMP
EMP Generator
SHP_EMP_DESC
Unlocks the [[shippart SP_EMP]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]].
SHP_EMO
EMO Generator
SHP_EMO_DESC
Unlocks the [[shippart SP_EMO]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]].
SHP_SONIC
Sonic Shockwave
SHP_SONIC_DESC
Unlocks the [[shippart SP_SONIC]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]].
SHP_GRV
Graviton Pulse
SHP_GRV_DESC
Unlocks the [[shippart SP_GRV]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]].
SHP_DARK_RAY
Dark Ray
SHP_DARK_RAY_DESC
Unlocks the [[shippart SP_DARK_RAY]] ship part, [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]].
SHP_VOID_SHADOW
Void Shadow
SHP_VOID_SHADOW_DESC
Unlocks the [[shippart SP_VOID_SHADOW]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]].
SHP_CHAOS_WAVE
Chaos Wave
SHP_CHAOS_WAVE_DESC
Unlocks the [[shippart SP_CHAOS_WAVE]] ship part, [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ANY_POP]].
SPY_PLANET_STEALTH_MOD
Planet Stealth Modifier
SPY_PLANET_STEALTH_MOD_DESC
Increases the natural [[metertype METER_STEALTH]] of all planets to 5, so that there isn't a clash between detection and stealth values.
BASIC_PLANET_STEALTH
Universal Basic Stealth
##
## Technology refinement
##
BUILDING_REFINE_SHORT_DESC
Refines Building
TECH_REFINE_SHORT_DESC
Refines Tech
PRO_INDUSTRY_CENTER_II
Greater Industrial Center
PRO_INDUSTRY_CENTER_II_DESC
Improved centralized management of dispersed industrial activities further increases industrial output provided. The bonus to [[metertype METER_INDUSTRY]] will be double that provided by basic [[buildingtype BLD_INDUSTRY_CENTER]]s.
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. The bonus to [[metertype METER_INDUSTRY]] will be triple that provided by basic [[buildingtype BLD_INDUSTRY_CENTER]]s.
##
## Buildings
##
BLD_EVACUATION
Evacuation System
BLD_EVACUATION_DESC
Remove population from this planet over several turns according to an [[encyclopedia EVACUATION_TITLE]]. If a suitable alternate planets are available, with the same species and sufficient extra capacity, population will move there.
BLD_OBSERVATORY
Obserwatorium
BLD_OBSERVATORY_DESC
'''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.
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.'''
BLD_CULTURE_ARCHIVES
Cultural Archives
BLD_CULTURE_ARCHIVES_DESC
'''Increases target [[metertype METER_RESEARCH]] by 5 and target [[metertype METER_INDUSTRY]] by half the planet's Population.
Stores the sum accumulated knowledge from thousands of years of life on this planet, improving many aspects of planetary productivity.'''
BLD_CULTURE_LIBRARY
Cultural Library
BLD_CULTURE_LIBRARY_DESC
'''Increases target [[metertype METER_RESEARCH]] by 5.
Stores the accumulated knowledge from thousands of years of life on this planet, giving a bonuses to research. This building will be destroyed when the population of the high tech natives reaches zero.'''
BLD_AUTO_HISTORY_ANALYSER
Automated History Analyser
BLD_AUTO_HISTORY_ANALYSER_DESC
'''The Automated History Analyser can only be built on a planet with [[buildingtype BLD_CULTURE_ARCHIVES]]. Increases target [[metertype METER_RESEARCH]] by 5.
An automated research center with enormous computing power that scours the digitalised cultural archives to come up with patterns, interdisciplinary parallels and lost or unfinished insights.'''
BLD_IMPERIAL_PALACE
Imperial Palace
BLD_IMPERIAL_PALACE_DESC
'''Increases [[metertype METER_SUPPLY]] line range by 2, [[metertype METER_CONSTRUCTION]] by 20, [[metertype METER_DEFENSE]] by 5, and [[metertype METER_TROOPS]] by 6. Also sets the owner's Capital for the empire.
Represents imperial power and prestige and functions as a center of control for the empire's holdings.'''
BLD_SUPER_TEST
Super-Tester Takeover
BLD_SUPER_TEST_DESC
Switches the species of the planet to Super-Testers. For Official Testing Purposes, or for cheating.
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
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_BASE]] and is required for some further shipyard upgrades to be built. This upgrade also provides repair abilities for damaged ships, repairing their [[metertype METER_STRUCTURE]] each turn.
[[encyclopedia ORBITAL_DRYDOCK_REPAIR_TITLE]] can be hindered due to the planets [[metertype METER_HAPPINESS]], or from combat in the system.
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.'''
BLD_SHIPYARD_CON_NANOROBO
Nanorobotic Processing Unit
BLD_SHIPYARD_CON_NANOROBO_DESC
'''This is an upgrade for the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_NANOROBOTIC]]s and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]].
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.'''
BLD_SHIPYARD_CON_GEOINT
Geo-Integration Facility
BLD_SHIPYARD_CON_GEOINT_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows production of [[shiphull SH_TITANIC]]s, [[shiphull SH_SELF_GRAVITATING]]s and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]].
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.'''
BLD_SHIPYARD_CON_ADV_ENGINE
Advanced Engineering Bay
BLD_SHIPYARD_CON_ADV_ENGINE_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]] and allows construction of [[shiphull SH_TRANSSPATIAL]] and [[shippart FU_TRANSPATIAL_DRIVE]], and with other buildings the [[shiphull SH_LOGISTICS_FACILITATOR]].
An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive.'''
BLD_SHIPYARD_AST
Asteroid Processor
BLD_SHIPYARD_AST_DESC
'''This building is required for the production of all asteroid hulls and all further asteroid processor upgrades. This building can only be built on an asteroid belt, which also can be an [[encyclopedia OUTPOSTS_TITLE]].
A massive processing plant dedicated to the purpose of hollowing out asteroids and preparing them to be used as ships' hulls. Asteroids thus prepared are sent to a [[buildingtype BLD_SHIPYARD_BASE]] in the same system, where they are turned into the final hull.'''
BLD_SHIPYARD_AST_REF
Asteroid Reformation Processor
BLD_SHIPYARD_AST_REF_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_AST]] and allows production of [[shiphull SH_MINIASTEROID_SWARM]]s, [[shiphull SH_SCATTERED_ASTEROID]]s, and [[shiphull SH_CRYSTALLIZED_ASTEROID]]s. In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the [[shippart AR_ROCK_PLATE]] and [[shippart AR_CRYSTAL_PLATE]] ship parts.
An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and prepare them to be used as hulls.'''
BLD_SHIPYARD_ORG_ORB_INC
Orbital Incubator
BLD_SHIPYARD_ORG_ORB_INC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the development of all organic hulls and for the production of all further organic hull shipyard upgrades. On its own it can build [[shiphull SH_ORGANIC]]s, [[shiphull SH_SYMBIOTIC]]s and [[shiphull SH_STATIC_MULTICELLULAR]]s.
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.'''
BLD_SHIPYARD_ORG_CELL_GRO_CHAMB
Cellular Growth Chamber
BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_PROTOPLASMIC]]s and [[shiphull SH_BIOADAPTIVE]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].
A specialized shipyard upgrade able to increase the size of mono-cellular organisms to truly massive proportions.'''
BLD_SHIPYARD_ORG_XENO_FAC
Xenocoordination Facility
BLD_SHIPYARD_ORG_XENO_FAC_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]] and allows development of [[shiphull SH_ENDOMORPHIC]]s and [[shiphull SH_RAVENOUS]]s. The presence of this upgrade and the [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] on the same planet allows development of the [[shiphull SH_ENDOSYMBIOTIC]] and [[shiphull SH_SENTIENT]].
A facility dedicated to creating a fully symbiotic relationship between a ship and its crew.'''
BLD_SHIPYARD_ENRG_COMP
Energy Compressor
BLD_SHIPYARD_ENRG_COMP_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_BASE]] and is required for the formation of all energy hulls and all further energy hull shipyard upgrades.
Requiring a high energy star to siphon energy from, it can only be built at a system with a [[STAR_BLUE]], [[STAR_WHITE]] or [[STAR_BLACK]] star type.
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 [[encyclopedia DAMAGE_TITLE]].'''
BLD_SHIPYARD_ENRG_SOLAR
Solar Containment Unit
BLD_SHIPYARD_ENRG_SOLAR_DESC
'''This is an upgrade to the [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and allows formation of [[shiphull SH_SOLAR]]s.
Requiring a very high energy star to siphon energy from, it can only be built at a system with a [[STAR_BLACK]] star type.
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.'''
BLD_BIOTERROR_PROJECTOR
Bioterror Projection Base
BLD_BIOTERROR_PROJECTOR_DESC
'''Gives the planet on which it is built the Bioterror focus, which decreases Population on enemy planets within 4 starlane jumps at a rate of 2 per turn, provided the enemy empire does not contain a Genome Bank.
This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. 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 [[buildingtype BLD_GENOME_BANK]] building in the enemy empire. This building can also be built at an [[encyclopedia OUTPOSTS_TITLE]], provided it has a [[special RESONANT_MOON_SPECIAL]].'''
BLD_LIGHTHOUSE
Interstellar Lighthouse
BLD_LIGHTHOUSE_DESC
Decreases the [[metertype METER_STEALTH]] of all objects in the same system by 30 and increases the [[metertype METER_SPEED]] of friendly ships that start the turn within 50uu by 20 for that turn. [[BUILDING_AVAILABLE_ON_OUTPOSTS]] and may facilitate use of a [[buildingtype BLD_PLANET_DRIVE]].
BLD_SCANNING_FACILITY
Scanning Facility
BLD_SCANNING_FACILITY_DESC
'''Increases [[metertype METER_DETECTION]] of the planet by 75.
A combination of long-range scanning devices and great computing power to analyze the data allows a larger area of space to be scanned for any objects.'''
BLD_INDUSTRY_CENTER
Industrial Center
BLD_INDUSTRY_CENTER_DESC
'''Initially provides a bonus to [[metertype METER_INDUSTRY]] on all [[metertype METER_SUPPLY]] line connected planets with Industry focus by 0.2 per Population.
[[NO_STACK_SUPPLY_CONNECTION_TEXT]]
[[tech PRO_INDUSTRY_CENTER_II]] refinement doubles the bonus.
[[tech PRO_INDUSTRY_CENTER_III]] refinement further increases the bonus to triple the base bonus.'''
BLD_MEGALITH
Megalit
BLD_MEGALITH_DESC
'''Budynek ten można zbudować tylko w stolicy imperium właściciela, gdzie dodatkowo dodaje splendoru [[buildingtype BLD_IMPERIAL_PALACE]]. Wszystkie mierniki zasobów dla planety, na której jest zbudowana, są w stanie osiągnąć cel w jednej turze. Ta planeta również wzrasta o 30 przez [[metertype METER_CONSTRUCTION]]. Zasieldone planety w imperium otrzymują od 1 do [[metertype METER_SUPPLY]] linii zasięgu. Zasiedlone planety w poblizu dwóch skoków przez trasę gwiezdną także mają [[metertype METER_TROOPS]] zwiększone na 10.
Megalit to niezwykłe masywny drapacz gwiezdny o średnicy kilku kilometrów i inspiracja dla architektów na całym świecie.'''
BLD_SPACE_ELEVATOR
Space Elevator
BLD_SPACE_ELEVATOR_DESC
'''Replaces the [[metertype METER_SUPPLY]] malus/bonus caused by the planet size with a bonus of +3.
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. 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.'''
BLD_GENOME_BANK
Genome Bank
BLD_GENOME_BANK_DESC
'''Provides the empire with immunity from bioterror.
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.'''
BLD_GAIA_TRANS
Gaia Transformation
BLD_GAIA_TRANS_DESC
'''Adds the [[special GAIA_SPECIAL]] special to the planet which increases max Population for [[PE_GOOD]] [[encyclopedia ENVIRONMENT_TITLE]]s, according to planet size:
• [[SZ_TINY]] (+3)
• [[SZ_SMALL]] (+6)
• [[SZ_MEDIUM]] (+9)
• [[SZ_LARGE]] (+12)
• [[SZ_HUGE]] (+15)
and increases max [[metertype METER_HAPPINESS]] by 5.
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.'''
BLD_COLLECTIVE_NET
Collective Thought Network
BLD_COLLECTIVE_NET_DESC
'''Increases [[metertype METER_INDUSTRY]] on planets with the Industry focus by 0.5 per Population, and [[metertype METER_RESEARCH]] on Planets with the Research focus by 0.5 per Population. Starlane travel within 200 uu will disrupt this building's effectiveness and eliminate these bonuses.
[[NO_STACK_SUPPLY_CONNECTION_TEXT]]
By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could.'''
BLD_GATEWAY_VOID
Gateway to the Void
BLD_GATEWAY_VOID_DESC
'''The ability to close off a system almost entirely can be useful for an empire on the defensive. Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are immediately reduced to [[encyclopedia OUTPOSTS_TITLE]] status. The [[metertype METER_STEALTH]] of all objects within the system is increased by 1000, making them almost impossible to detect.
A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region.'''
BLD_ENCLAVE_VOID
Enclave of the Void
BLD_ENCLAVE_VOID_DESC
'''Increases target [[metertype METER_RESEARCH]] on all planets with the Research focus by 0.75 per Population.
Multiple copies do not stack.
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.'''
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 its energy, it can be made to collapse in on itself and form a [[STAR_BLACK]]. This technique is limited to [[STAR_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 [[encyclopedia OUTPOSTS_TITLE]].
BLD_BLACK_HOLE_COLLAPSER
Black Hole Collapser
BLD_BLACK_HOLE_COLLAPSER_DESC
Generates a [[fieldtype FLD_SUBSPACE_RIFT]] with radius 100 uu centred at the building's location.
BLD_HYPER_DAM
Hyperspatial Dam
BLD_HYPER_DAM_DESC
'''For planets not connected to a [[buildingtype BLD_BLACK_HOLE_POW_GEN]], increases target [[metertype METER_INDUSTRY]] on [[metertype METER_SUPPLY]] line connected planets with the Industry focus by 1 per Population, but decreases Population on such planets by planet size: ([[SZ_TINY]] -1) ([[SZ_SMALL]] -2) ([[SZ_MEDIUM]] -3) ([[SZ_LARGE]] -4) ([[SZ_HUGE]] -5).
[[NO_STACK_SUPPLY_CONNECTION_TEXT]]
A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct its 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 [[STAR_BLACK]].
NB: This building does nothing for planets that are connected to a [[buildingtype BLD_BLACK_HOLE_POW_GEN]], but can be useful for empires unable to establish such a device.'''
BLD_SOL_ACCEL
Solar Accelerator
BLD_SOL_ACCEL_DESC
A Solar Accelerator artificially ages a star by speeding up its natural processes. The star becomes one type older, according to the following order: [[STAR_BLUE]], [[STAR_WHITE]], [[STAR_YELLOW]], [[STAR_ORANGE]], [[STAR_RED]]. This process can be enacted at an [[encyclopedia OUTPOSTS_TITLE]].
BLD_SOL_ORB_GEN
Solar Orbital Generator
BLD_SOL_ORB_GEN_DESC
'''Increases target [[metertype METER_INDUSTRY]] on [[metertype METER_SUPPLY]] line connected planets, per Population and depending on the star type:
* [[STAR_BLUE]] or [[STAR_WHITE]] (x0.4)
* [[STAR_YELLOW]] or [[STAR_ORANGE]] (x0.2)
* [[STAR_RED]] (x0.1)
[[NO_STACK_SUPPLY_CONNECTION_TEXT]] The best bonus applies.
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 dependent on star type. [[BUILDING_AVAILABLE_ON_OUTPOSTS]].'''
BLD_CLONING_CENTER
Cloning Center
BLD_CLONING_CENTER_DESC
'''Increases the max Population on all planets by planet size: ([[SZ_TINY]] +1) ([[SZ_SMALL]] +2) ([[SZ_MEDIUM]] +3) ([[SZ_LARGE]] +4) ([[SZ_HUGE]] +5).
[[tech GRO_INDUSTRY_CLONE]] allows made-to-order populations to be produced industrially, significantly improving population.'''
BLD_TERRAFORM
Przekształcanie
BLD_TERRAFORM_DESC
Przekształć świat jeden krok bliżej [[encyclopedia ENVIRONMENT_TITLE]] preferencji gatunków zamieszkujących.
BLD_TERRAFORM_REVERT
Odwracanie procesu przekształcania
BLD_TERRAFORM_REVERT_DESC
Odwróć proces przekształcania świata i przywróć stan wcześniejszy [[encyclopedia ENVIRONMENT_TITLE]].
BLD_REMOTE_TERRAFORM
Zdalne przekształcanie
BLD_REMOTE_TERRAFORM_DESC
Przekształć świat jeden krok bliżej [[encyclopedia ENVIRONMENT_TITLE]] preferencji gatunków zamieszkujących. Ten proces może być zarządzany [[encyclopedia OUTPOSTS_TITLE]].
BLD_NEUTRONIUM_EXTRACTOR
Neutronium Extractor
BLD_NEUTRONIUM_EXTRACTOR_DESC
'''Makes Neutronium available to the owning empire. Neutronium may be used at a [[buildingtype BLD_NEUTRONIUM_FORGE]] to enable construction of ships with Neutronium ship parts, like the [[shippart AR_NEUTRONIUM_PLATE]].
Before parts can be built using Neutronium, it must be extracted from a [[STAR_NEUTRON]] star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. [[BUILDING_AVAILABLE_ON_OUTPOSTS]].'''
BLD_NEUTRONIUM_FORGE
Neutronium Forge
BLD_NEUTRONIUM_FORGE_DESC
'''This building is required at the same location as a [[buildingtype BLD_SHIPYARD_BASE]] to enable building ships with neutronium parts.
The industrial processing of neutronium requires an extensive specialized facility, this building cannot be built at an [[encyclopedia OUTPOSTS_TITLE]]. [[MACRO_NEUTRONIUM_BUILDINGS]]'''
BLD_NEUTRONIUM_SYNTH
Neutronium Synthesizer
BLD_NEUTRONIUM_SYNTH_DESC
'''An empire with this building does not need a [[buildingtype BLD_NEUTRONIUM_EXTRACTOR]] to harvest the neutronium required to enable construction of ships with Neutronium ship parts.
An ancient building designed long ago to synthesize neutronium.'''
BLD_CONC_CAMP
Concentration Camps
BLD_CONC_CAMP_DESC
'''Decreases the planet's population at a rate of 3 per turn, increases target [[metertype METER_INDUSTRY]] by 5 times the planet's population and sets the target [[metertype METER_HAPPINESS]] to 0.
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 [[encyclopedia OUTPOSTS_TITLE]].'''
BLD_CONC_CAMP_REMNANT
Concentration Camp Remnants
BLD_CONC_CAMP_REMNANT_DESC
Though the local authorities may try to hide these remnants of old [[buildingtype BLD_CONC_CAMP]], the populace is still aware of their presence.
BLD_BLACK_HOLE_POW_GEN
Black Hole Power Generator
BLD_BLACK_HOLE_POW_GEN_DESC
'''Increases [[metertype METER_INDUSTRY]] on all [[metertype METER_SUPPLY]] line connected planets with the Industry focus by 1 per Population.
[[NO_STACK_SUPPLY_CONNECTION_TEXT]]
[[BUILDING_AVAILABLE_ON_OUTPOSTS]], but must be in a [[STAR_BLACK]] system.'''
BLD_PLANET_DRIVE
Planetary Starlane Drive
BLD_PLANET_DRIVE_DESC
'''Allows a planet to move between star systems. An [[buildingtype BLD_LIGHTHOUSE]] is required within 200 uu 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. [[BUILDING_AVAILABLE_ON_OUTPOSTS]], but cannot be used unless the planet is colonised.
Due to a lack of UI targeting, either a [[buildingtype BLD_PLANET_BEACON]] or a ship equipped with a [[shippart SP_PLANET_BEACON]] 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, either construct a [[buildingtype BLD_PLANET_BEACON]] in the adjacent destination system or move your ship with a [[shippart SP_PLANET_BEACON]] there, then set the planet to Planet Drive focus. The planet will then be moved to that system. Note the beacon needs to have been in system for a turn: the drive will not work on the turn the building is completed or on the turn the ship arrives. Also note, a [[buildingtype BLD_TRANSFORMER]] can be used to replicate the effects of this building.'''
BLD_PLANET_BEACON
Planetary Beacon
BLD_PLANET_BEACON_DESC
Designates the target for the [[buildingtype BLD_PLANET_DRIVE]]. [[BUILDING_AVAILABLE_ON_OUTPOSTS]].
BLD_ART_PLANET
Artificial Planet
BLD_ART_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]]
BLD_ART_FACTORY_PLANET
Artificial Factory World
BLD_ART_FACTORY_PLANET_DESC
Forms an artificial planet from an asteroid belt or a gas giant, and then populates it with [[species SP_EXOBOT]]s. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]]
BLD_ART_PARADISE_PLANET
Artificial Paradise World
BLD_ART_PARADISE_PLANET_DESC
Forms an artificial paradise planet from an asteroid belt or a gas giant. [[PT_ASTEROIDS]] become [[SZ_TINY]] [[PT_BARREN]] planets and [[PT_GASGIANT]]s become [[SZ_HUGE]] [[PT_BARREN]] planets. The planet will have the [[special GAIA_SPECIAL]] special which will terraform it in stages to eventually perfectly suit its inhabitants. [[ARTIFICIAL_PLANET_PROCESS_LOCATION]]
BLD_ART_MOON
Artificial Moon
BLD_ART_MOON_DESC
'''Forms an artificial moon with 1:1 orbital period - rotational period resonance. Adds the [[special RESONANT_MOON_SPECIAL]] special to the planet.
This cannot be constructed at a [[PT_GASGIANT]] or Asteroid Belt.
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. Ships orbiting the planet would also be able to hide more effectively from aggressors.'''
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: [[STAR_RED]], [[STAR_ORANGE]], [[STAR_YELLOW]], [[STAR_WHITE]], [[STAR_BLUE]]. This process can be enacted at an [[encyclopedia OUTPOSTS_TITLE]].
BLD_TRANSFORMER
Transformer
BLD_TRANSFORMER_DESC
'''Uniwersalny i niezwykle kosztowny budynek, zdolny do wywierania wpływu na wiele innych budynków, aktualnie aktywowanych przy użyciu ustawień skupienia na planecie, na której jest zbudowany, pod warunkiem, że właściciel odblokował budynek, który Transformer naśladuje.
This building can be given the effects of a [[buildingtype BLD_BIOTERROR_PROJECTOR]], a [[buildingtype BLD_STARGATE]], a [[buildingtype BLD_PLANET_DRIVE]], or a [[buildingtype BLD_SPATIAL_DISTORT_GEN]], provided the owner has the appropriate technology.'''
BLD_PLANET_CLOAK
Planetary Cloaking Device
BLD_PLANET_CLOAK_DESC
'''Gives the planet it is built on a huge bonus to [[metertype METER_STEALTH]].
A powerful cloaking device able to shroud an entire world.'''
BLD_SPATIAL_DISTORT_GEN
Generator zniekształceń przestrzeni
BLD_SPATIAL_DISTORT_GEN_DESC
Manipuluje wymiarowymi właściwościami sąsiednich tras gwiezdnych. Statki wroga poruszające się w kierunku systemu zawierającego ten budynek zostaną cofnięte 40 uu w stronę miejsca skąd przyleciały, o ile nie zakończyły podróży i przybyły do systemu. Ta funkcja jest aktywowana zogniskowanym zniekształceniem przestrzennym.
BLD_STARGATE
Stargate
BLD_STARGATE_DESC
'''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. The power expenditures of such a device can shut down a whole planet while it is being activated, although there are no adverse effects at other times. Unfortunately, due to quantum fluctuations, it is impossible to predict where a sent ship will end up if more than one Stargate is open for receiving at a time.
To activate the stargate, set the planet to the Stargate Send focus and a planet with a Stargate in another system to the Stargate Receive focus.'''
BLD_GAS_GIANT_GEN
Gas Giant Generator
BLD_GAS_GIANT_GEN_DESC
'''This building can only be constructed at a [[PT_GASGIANT]] and gives a +10 [[metertype METER_INDUSTRY]] bonus to planets with the Industry focus in the same system.
Multiple copies in the same system do not stack.
A power generator designed to harvest the energy of a [[PT_GASGIANT]].'''
BLD_STARLANE_BORE
Nowa trasa gwiezdna
BLD_STARLANE_BORE_DESC
Tworzy nową pojedynczą trasę gwiezdną do najbliższego systemu, który może być podłączony bez przekraczania przez istniejące trasy gwiezdne lub przechodzenia zbyt blisko innego systemu.
BLD_STARLANE_NEXUS
Starlane Nexus
BLD_STARLANE_NEXUS_DESC
Generates new starlanes to other star systems that can be connected without crossing existing starlanes or passing too close to another system.
BLD_XENORESURRECTION_LAB
Xenoresurrection Lab
BLD_XENORESURRECTION_LAB_DESC
The Xenoresurrection Lab restores living samples of extinct species, allowing colonization of [[metertype METER_SUPPLY]] connected planets with the extinct species found in [[special ANCIENT_RUINS_SPECIAL]]. It can only be build on planets where the excavations of [[special ANCIENT_RUINS_SPECIAL]] have found well preserved bodies of an extinct species.
BLD_COLONY_BASE
Colony Base
BLD_COLONY_BASE_DESC
Creates a [[predefinedshipdesign SD_COLONY_BASE]] ship which can be used to colonize another planet in the same system. [[MIN_POPULATION_THREE_REQUIRED]].
BLD_EXPERIMENTOR_OUTPOST
Experimentor Outpost
BLD_EXPERIMENTOR_OUTPOST_DESC
The outpost of the Experimentors, used for carrying out highly advanced experiments. This structure also acts as a cloak to prevent anyone from interfering with their work.
BLD_NOVA_BOMB_ACTIVATOR
Nova Bomb Activator
BLD_NOVA_BOMB_ACTIVATOR_DESC
Activates all [[shippart SP_NOVA_BOMB]]s within one starlane jump.
BLD_SCRYING_SPHERE
Scrying Sphere
BLD_SCRYING_SPHERE_DESC
Grants visibility to all other planets that have a Scrying Sphere.
BLD_COL_ABADDONI
Abaddoni Colony
BLD_COL_ABADDONI_DESC
[[BLD_COL_PART_1]] [[species SP_ABADDONI]] colony. [[BLD_COL_PART_2]] Abaddoni colony [[BLD_COL_PART_3]].
BLD_COL_BANFORO
Banforo Colony
BLD_COL_BANFORO_DESC
[[BLD_COL_PART_1]] [[species SP_BANFORO]] colony. [[BLD_COL_PART_2]] Banforo colony [[BLD_COL_PART_3]].
BLD_COL_CHATO
Chato Colony
BLD_COL_CHATO_DESC
[[BLD_COL_PART_1]] [[species SP_CHATO]] colony. [[BLD_COL_PART_2]] Chato colony [[BLD_COL_PART_3]].
BLD_COL_CRAY
Cray Colony
BLD_COL_CRAY_DESC
[[BLD_COL_PART_1]] [[species SP_CRAY]] colony. [[BLD_COL_PART_2]] Cray colony [[BLD_COL_PART_3]].
BLD_COL_DERTHREAN
Derthrean Colony
BLD_COL_DERTHREAN_DESC
[[BLD_COL_PART_1]] [[species SP_DERTHREAN]] colony. [[BLD_COL_PART_2]] Derthrean colony [[BLD_COL_PART_3]].
BLD_COL_EAXAW
Eaxaw Colony
BLD_COL_EAXAW_DESC
[[BLD_COL_PART_1]] [[species SP_EAXAW]] colony. [[BLD_COL_PART_2]] Eaxaw colony [[BLD_COL_PART_3]].
BLD_COL_EGASSEM
Egassem Colony
BLD_COL_EGASSEM_DESC
[[BLD_COL_PART_1]] [[species SP_EGASSEM]] colony. [[BLD_COL_PART_2]] Egassem colony [[BLD_COL_PART_3]].
BLD_COL_ETTY
Etty Colony
BLD_COL_ETTY_DESC
[[BLD_COL_PART_1]] [[species SP_ETTY]] colony. [[BLD_COL_PART_2]] Etty colony [[BLD_COL_PART_3]].
BLD_COL_FURTHEST
Furthest Colony
BLD_COL_FURTHEST_DESC
[[BLD_COL_PART_1]] [[species SP_FURTHEST]] colony. [[BLD_COL_PART_2]] Furthest colony [[BLD_COL_PART_3]].
BLD_COL_GEORGE
George Colony
BLD_COL_GEORGE_DESC
[[BLD_COL_PART_1]] [[species SP_GEORGE]] colony. [[BLD_COL_PART_2]] George colony [[BLD_COL_PART_3]].
BLD_COL_GYSACHE
Gysache Colony
BLD_COL_GYSACHE_DESC
[[BLD_COL_PART_1]] [[species SP_GYSACHE]] colony. [[BLD_COL_PART_2]] Gysache colony [[BLD_COL_PART_3]].
BLD_COL_HAPPY
Happybirthday Colony
BLD_COL_HAPPY_DESC
[[BLD_COL_PART_1]] [[species SP_HAPPY]] colony. [[BLD_COL_PART_2]] Happybirthday colony [[BLD_COL_PART_3]].
BLD_COL_HHHOH
Hhhoh Colony
BLD_COL_HHHOH_DESC
[[BLD_COL_PART_1]] [[species SP_HHHOH]] colony. [[BLD_COL_PART_2]] Hhhoh colony [[BLD_COL_PART_3]].
BLD_COL_HUMAN
Kolonia ludzi
BLD_COL_HUMAN_DESC
[[BLD_COL_PART_1]] [[species SP_HUMAN]] kolonia. [[BLD_COL_PART_2]] ludzka kolonia [[BLD_COL_PART_3]].
BLD_COL_KILANDOW
Kilandow Colony
BLD_COL_KILANDOW_DESC
[[BLD_COL_PART_1]] [[species SP_KILANDOW]] colony. [[BLD_COL_PART_2]] Kilandow colony [[BLD_COL_PART_3]].
BLD_COL_KOBUNTURA
Kobuntura Colony
BLD_COL_KOBUNTURA_DESC
[[BLD_COL_PART_1]] [[species SP_KOBUNTURA]] colony. [[BLD_COL_PART_2]] Kobuntura colony [[BLD_COL_PART_3]].
BLD_COL_LAENFA
Laenfa Colony
BLD_COL_LAENFA_DESC
[[BLD_COL_PART_1]] [[species SP_LAENFA]] colony. [[BLD_COL_PART_2]] Laenfa colony [[BLD_COL_PART_3]].
BLD_COL_MISIORLA
Misiorla Colony
BLD_COL_MISIORLA_DESC
[[BLD_COL_PART_1]] [[species SP_MISIORLA]] colony. [[BLD_COL_PART_2]] Misiorla colony [[BLD_COL_PART_3]].
BLD_COL_MUURSH
Mu Ursh Colony
BLD_COL_MUURSH_DESC
[[BLD_COL_PART_1]] [[species SP_MUURSH]] colony. [[BLD_COL_PART_2]] Mu Ursh colony [[BLD_COL_PART_3]].
BLD_COL_PHINNERT
Phinnert Colony
BLD_COL_PHINNERT_DESC
[[BLD_COL_PART_1]] [[species SP_PHINNERT]] colony. [[BLD_COL_PART_2]] Phinnert colony [[BLD_COL_PART_3]].
BLD_COL_SCYLIOR
Scylior Colony
BLD_COL_SCYLIOR_DESC
[[BLD_COL_PART_1]] [[species SP_SCYLIOR]] colony. [[BLD_COL_PART_2]] Scylior colony [[BLD_COL_PART_3]].
BLD_COL_SETINON
Setinon Colony
BLD_COL_SETINON_DESC
[[BLD_COL_PART_1]] [[species SP_SETINON]] colony. [[BLD_COL_PART_2]] Setinon colony [[BLD_COL_PART_3]].
BLD_COL_SILEXIAN
Silexian Colony
BLD_COL_SILEXIAN_DESC
[[BLD_COL_PART_1]] [[species SP_SILEXIAN]] colony. [[BLD_COL_PART_2]] Silexian colony [[BLD_COL_PART_3]].
BLD_COL_SSLITH
Sslith Colony
BLD_COL_SSLITH_DESC
[[BLD_COL_PART_1]] [[species SP_SSLITH]] colony. [[BLD_COL_PART_2]] Sslith colony [[BLD_COL_PART_3]].
BLD_COL_TAEGHIRUS
Tae Ghirus Colony
BLD_COL_TAEGHIRUS_DESC
[[BLD_COL_PART_1]] [[species SP_TAEGHIRUS]] colony. [[BLD_COL_PART_2]] Tae Ghirus colony [[BLD_COL_PART_3]].
BLD_COL_TRITH
Trith Colony
BLD_COL_TRITH_DESC
[[BLD_COL_PART_1]] [[species SP_TRITH]] colony. [[BLD_COL_PART_2]] Trith colony [[BLD_COL_PART_3]].
BLD_COL_UGMORS
Ugmors Colony
BLD_COL_UGMORS_DESC
[[BLD_COL_PART_1]] [[species SP_UGMORS]] colony. [[BLD_COL_PART_2]] Ugmors colony [[BLD_COL_PART_3]].
BLD_COL_EXOBOT
Kolonia eksobotów
BLD_COL_EXOBOT_DESC
Ten budynek tworzy [[species SP_EXOBOT]] kolonię na [[encyclopedia OUTPOSTS_TITLE]]. W przeciwieństwie do budynków kolonii innych gatunków, kolonia eksobotów nie potrzebuje istniejącej już kolonii eksobotów w zakresie dostaw, ponieważ eksoboty są zbudowane jako część kolonii bezpośrednio na planecie. Bez względu na wsyztsko są droższe w budowie, i nadal potrzebują planety z imperium w zakresie dostaw.
BLD_COL_SUPER_TEST
Super Tester Colony
BLD_COL_SUPER_TEST_DESC
[[BLD_COL_PART_1]] Super Tester colony. [[BLD_COL_PART_2]] Super Tester colony [[BLD_COL_PART_3]].
##
## Hull and ship part description templates
##
# %1% hull base starlane speed.
# %2% hull base fuel capacity.
# %3% hull base starlane speed.
# %4% hull base structure value.
HULL_DESC
'''[[metertype METER_SPEED]]: %1%
[[metertype METER_FUEL]]: %2%
[[metertype METER_STRUCTURE]]: %4%'''
# %1% ship part capacity (fuel, troops, colonists, fighters).
PART_DESC_CAPACITY
Capacity: %1%
# %1% ship part strength (other).
PART_DESC_STRENGTH
Strength: %1%
# %1% ship part strength (shield).
PART_DESC_SHIELD_STRENGTH
Shield Strength: %1%
# %1% ship part strength (detection).
PART_DESC_DETECTION
[[metertype METER_DETECTION]]: %1%
# %1% ship part damage done (direct fire weapons).
# %2% number of shots done per attack.
PART_DESC_DIRECT_FIRE_STATS
'''Shot [[encyclopedia DAMAGE_TITLE]]: %1%
Shots per Attack: %2%'''
# %1% ship part damage done (fighters).
# %2% number of deployable fighters.
PART_DESC_HANGAR_STATS
'''Shot [[encyclopedia DAMAGE_TITLE]]: %2%
Fighter Capacity: %1%'''
##
## Ship parts
##
FT_WEAPON_1
Fighter Weapon
FT_WEAPON_1_DESC
Prototype weapon system for use with fighters. Does not function as a ship weapon.
FT_BAY_1
Launch Bay
FT_BAY_1_DESC
Launch system for fighters.
FT_HANGAR_0
Hangar 0
FT_HANGAR_0_DESC
Storage system for unarmed decoy craft.
FT_HANGAR_1
Hangar Myśliwców przechwytujących
FT_HANGAR_1_DESC
Storage system for minimally armed fighters.
FT_HANGAR_2
Fighter Hangar
FT_HANGAR_2_DESC
Storage system for lightly armed fighters.
FT_HANGAR_3
Hangar bombowców
FT_HANGAR_3_DESC
Storage system for moderately armed fighters.
FT_HANGAR_4
Hangar 4
FT_HANGAR_4_DESC
Storage system for heavily armed fighters.
FT_KRILL
Rój kryli
FT_KRILL_DESC
Rój kryli.
FT_BAY_KRILL
Rój kryli
FT_BAY_KRILL_DESC
Kiedy roje kryli są wystarczająco duże, pojedyncze kryle opuszczają rój, aby zaatakować statki, z którymi spotyka się rój.
SR_WEAPON_0_1
Flak Cannon
SR_WEAPON_0_1_DESC
'''The flak cannon does negligible damage to most ships, but is inexpensive and effective at destroying fighters.
Each flak cannon on a ship built by a species with the piloting trait will have an additional number of shots equal to 1 per piloting level (-1 shot for Bad Pilots).'''
SR_WEAPON_1_1
Mass Driver
SR_WEAPON_1_1_DESC
'''The Mass Driver, a basic weapon.
Upgrading the weapon technology will increase the shot damage.
The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each mass driver on a ship built by a species with the piloting trait will do an additional 1 damage per piloting level (-1 for Bad Pilots).'''
SR_WEAPON_2_1
Laser Weapon
SR_WEAPON_2_1_DESC
'''The Laser, a more powerful ship's weapon than the Mass Driver.
Upgrading the weapon technology will increase the shot damage.
The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each laser weapon on a ship built by a species with the piloting trait will do an additional 2 damage per piloting level (-2 for Bad Pilots). Laser weapon damage can also be enhanced on [[shiphull SH_ORGANIC]] ships with a [[shippart SP_SOLAR_CONCENTRATOR]].
'''
SR_WEAPON_3_1
Plasma Cannons
SR_WEAPON_3_1_DESC
'''The Plasma Cannon, a more powerful ship's weapon than the Laser.
Upgrading the weapon technology will increase the shot damage.
The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each plasma cannon on a ship built by a species with the piloting trait will do an additional 3 damage per piloting level (-3 for Bad Pilots).'''
SR_WEAPON_4_1
Death Ray
SR_WEAPON_4_1_DESC
'''The Death Ray, a more powerful ship's weapon than the Plasma Cannon.
Upgrading the weapon technology will increase the shot damage.
The weapon's [[encyclopedia DAMAGE_TITLE]] is a combination of the shot damage and any active modifiers. Each death ray on a ship built by a species with the piloting trait will do an additional 5 damage per piloting level (-5 for Bad Pilots).'''
SR_SPINAL_ANTIMATTER
Spinal Antimatter Cannon
SR_SPINAL_ANTIMATTER_DESC
A huge spinal mount mass driver firing heavy projectiles made of antimatter.
SR_JAWS
Jaws
SR_JAWS_DESC
Jaws of a space monster, can damage ships. Huge space monsters are even capable of eating entire fleets.
SR_SPINES
Spines
SR_SPINES_DESC
Spines of a space monster, a powerful strike of the space monster can deal big damage to a ship.
SR_TENTACLE
Tentacle
SR_TENTACLE_DESC
Tentacle of a kraken, can damage ships.
SR_PLASMA_DISCHARGE
Plasma Discharge
SR_PLASMA_DISCHARGE_DESC
Plasma Discharge of a space monster, capable of melting most armor.
SR_ICE_BEAM
Large Laser
SR_ICE_BEAM_DESC
Large Lasers, integrated into the body of a space monster.
SR_ION_CANNON
Ion Cannon
SR_ION_CANNON_DESC
Moderate power and mass
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
Myśliwiec przechwytujący
FI_INTERCEPTOR_DESC
Dwanaście szybkich myśliwców przechwytujących zaprojektowanych do niszczenia rakiet oraz myśliwców wroga
FI_BOMBER
Bombowiec
FI_BOMBER_DESC
Sześć bombowców przeznaczonych do namierzania statków i planet
FI_RECON
Reconnaissance Fighter
FI_RECON_DESC
Dwanaście szybkich, nieuzbrojonych myśliwców przeznaczonych do rozpoznania
FI_BIOINTERCEPTOR
Bio-myśliwiec
FI_BIOINTERCEPTOR_DESC
Trzydzieści sześć żywych myśliwców mających na celu zniszczenie rakiet i myśliwców wroga. O wiele bardziej skuteczne niż regularne myśliwce. [[BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM]]
FI_BIOBOMBER
Bio-Bombowiec
FI_BIOBOMBER_DESC
Osiemnaście żywych bombowców przeznacoznych do do namierzanai statków oraz planet. O wiele bardziej skuteczne niż zwykłe bombowce. [[BLD_BIONEURAL_REQUIRED_ANY_SYSTEM]]
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 armored nuclear missile
LR_NEUTRONIUM_PLATE_SPEC_MIS
Neutronium Plated Spectral Missile
LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC
Heavily armored spectral missile
LR_ANTIMATTER_TORPEDO
Antimatter Torpedo
LR_ANTIMATTER_TORPEDO_DESC
A fast, long-range missile powered by the [[tech SHP_SPACE_FLUX_DRIVE]] and armed with a powerful anti-matter warhead. [[BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM]]
LR_PLASMA_TORPEDO
Plasma Torpedo
LR_PLASMA_TORPEDO_DESC
A fast, long-range missile with excellent [[metertype METER_STEALTH]], powered by the [[tech SHP_TRANSSPACE_DRIVE]] and armed with a devastatingly powerful plasma warhead. [[BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM]]
DT_DETECTOR_1
Optical Scanner
DT_DETECTOR_1_DESC
Short-range detection.
DT_DETECTOR_2
Active Radar
DT_DETECTOR_2_DESC
Medium-range detection.
DT_DETECTOR_3
Neutron Scanner
DT_DETECTOR_3_DESC
Long-range detection.
DT_DETECTOR_4
Sensors
DT_DETECTOR_4_DESC
Very long-range detection.
FU_IMPROVED_ENGINE_COUPLINGS
Improved Engine Couplings
FU_IMPROVED_ENGINE_COUPLINGS_DESC
'''Increases [[metertype METER_SPEED]] by 10.
Better engine parts equate to better engines.'''
FU_N_DIMENSIONAL_ENGINE_MATRIX
N-Dimensional Engine Matrix
FU_N_DIMENSIONAL_ENGINE_MATRIX_DESC
'''Increases [[metertype METER_SPEED]] by 20.
N-Dimensional subspace research resulted in a more efficient engine matrix.'''
FU_SINGULARITY_ENGINE_CORE
Singularity Engine Core
FU_SINGULARITY_ENGINE_CORE_DESC
A smaller cousin of the [[buildingtype BLD_HYPER_DAM]] outfitted for ships, the Singularity Engine Core drastically boosts power generation. Increases [[metertype METER_SPEED]] by 30.
FU_TRANSPATIAL_DRIVE
Trans-spatial Drive
FU_TRANSPATIAL_DRIVE_DESC
An incredibly powerful drive that bends spacetime itself, increasing both [[metertype METER_SPEED]] and [[metertype METER_STEALTH]] by 40. Can only be mounted in a Core [[encyclopedia SLOT_TITLE]]. Stealth boost does not stack with other part bonuses.
FU_BASIC_TANK
Extra Fuel Tank
FU_BASIC_TANK_DESC
Increases [[metertype METER_FUEL]] capacity, allowing an additional jump.
FU_DEUTERIUM_TANK
Zbiornik deuterium
FU_DEUTERIUM_TANK_DESC
Small increase to ship range by increasing [[metertype METER_FUEL]] capacity. Bulky and vulnerable to weapons fire.
FU_ANTIMATTER_TANK
Antimatter Tank
FU_ANTIMATTER_TANK_DESC
Nieznacznie zwiększa zasięg okrętu powiększając jego zasoby paliwa [[metertype METER_FUEL]]. Cechuje się niewielkimi wymiarami.
FU_ZERO_FUEL
Zero-Point Fuel Generator
FU_ZERO_FUEL_DESC
Generates energy using Zero-Point generation and converts it into [[metertype METER_FUEL]] using matter-energy conversion techniques.
FU_RAMSCOOP
Ramscoop
FU_RAMSCOOP_DESC
Slowly generates [[metertype METER_FUEL]] while in systems by collecting hydrogen from the diffuse gas in space.
ST_CLOAK_1
Tłumik elektromagnetyczny
ST_CLOAK_1_DESC
'''Weak Cloaking (+20)
Improves [[metertype METER_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. [[NO_STACK_STEALTH_SHIP_PARTS]]'''
ST_CLOAK_2
Absorption Field
ST_CLOAK_2_DESC
'''Moderate Cloaking (+40)
Improves [[metertype METER_STEALTH]] of ship on which it is mounted by creating an absorption field around the ship, effectively transforming it into a perfect blackbody. [[NO_STACK_STEALTH_SHIP_PARTS]]'''
ST_CLOAK_3
Dimensional Cloak
ST_CLOAK_3_DESC
'''Strong Cloaking (+60)
Hides this ship within a dimensional rift, greatly increasing [[metertype METER_STEALTH]]. [[NO_STACK_STEALTH_SHIP_PARTS]]'''
ST_CLOAK_4
Phasing Cloak
ST_CLOAK_4_DESC
'''Very Strong Cloaking (+80)
Improves [[metertype METER_STEALTH]] of ship on which it is mounted by modulating the frequency of any matter waves emitted from the ship to match that of the background radiation. [[NO_STACK_STEALTH_SHIP_PARTS]]'''
AR_STD_PLATE
Standard Armor Plating
AR_STD_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Basic armor plating providing only moderate enhancement to a ship's hull durability.
AR_ZORTRIUM_PLATE
Zortrium Armor Plating
AR_ZORTRIUM_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Stronger defense than [[shippart AR_STD_PLATE]].
AR_DIAMOND_PLATE
Diamond Armor Plating
AR_DIAMOND_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Stronger defense than [[shippart AR_ZORTRIUM_PLATE]].
AR_XENTRONIUM_PLATE
Xentronium Armor Plating
AR_XENTRONIUM_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Extremely strong and durable armor plating.
AR_ROCK_PLATE
Rock Armor Plating
AR_ROCK_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. A strong, cheap alternative to alloys. [[BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT]]
AR_CRYSTAL_PLATE
Crystal Armor Plating
AR_CRYSTAL_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. An incredibly strong armor produced with advanced crystallization techniques. [[BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT]]
AR_NEUTRONIUM_PLATE
Neutronium Armor Plating
AR_NEUTRONIUM_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Strongest, most durable armor plating. Admirable defense. [[MACRO_NEUTRONIUM_BUILDINGS]]
AR_PRECURSOR_PLATE
Precursor Armor Plating
AR_PRECURSOR_PLATE_DESC
Increases ship's hull [[metertype METER_STRUCTURE]]. Marvelously effective armor of unknown composition.
SH_DEFENSE_GRID
Siatka ochronna
SH_DEFENSE_GRID_DESC
'''Zapewnia podstaowe osłony. Umożliwia całkowitą lub częściąwoą redukcję [[encyclopedia DAMAGE_TITLE]] zadawanych przez broń niskoenergetyczną.
[[NO_STACK_SHIELDS_SHIP_PARTS]]'''
SH_DEFLECTOR
Osłony
SH_DEFLECTOR_DESC
'''Zapewnia zaawansowaną ochronę tarcz. Może wchłonąć lub co najmniej znacznie zmniejszyć [[encyclopedia DAMAGE_TITLE]] zadawane przez umiarkowanie zasilane bronie.
[[NO_STACK_SHIELDS_SHIP_PARTS]]'''
SH_PLASMA
Plasma Shield
SH_PLASMA_DESC
'''Powerful shield that significantly reduces [[encyclopedia DAMAGE_TITLE]] suffered from hits even by advanced weapons, and completely absorbs anything less.
[[NO_STACK_SHIELDS_SHIP_PARTS]]'''
SH_BLACK
Blackshield
SH_BLACK_DESC
'''Most powerful shield defense, can only be penetrated by the most powerful weapons. Extremely expensive to research and build.
[[NO_STACK_SHIELDS_SHIP_PARTS]]'''
SH_MULTISPEC
Multi-Spectral Shield
SH_MULTISPEC_DESC
'''Powerful [[metertype METER_SHIELD]] capable of protecting a ship within a star. Provides a high [[metertype METER_STEALTH]] bonus on the galaxy map when the ship is in a star other than a [[STAR_BLACK]] or a [[STAR_NEUTRON]] star and allows the ship to enter a star in combat.
[[NO_STACK_SHIELDS_SHIP_PARTS]]'''
SH_ROBOTIC_INTERFACE_SHIELDS
Robotic Interface: Shields
SH_ROBOTIC_INTERFACE_SHIELDS_DESC
'''Robotic Interface: Shields have a shield strength of roughly 1 shield strength per other Robotic Interface: Shielded ships at the same location, though with diminishing returns at higher numbers. The effect is capped at 20 shield strength, only applies to ships crewed by [[encyclopedia ROBOTIC_SPECIES_TITLE]] species and can only be placed in a [[encyclopedia HULL_LINE_ROBOTIC]] ship.
Robotic species have an inherent ability to network together and thereby substantially increase their sheer computational power. Robotic Interface: Shields use that network to calculate the trajectory of incoming fire and applying shield strength at the point of impact.
'''
CO_COLONY_POD
Kapsuła kolonizacyjna
CO_COLONY_POD_DESC
'''Umożliwia osadnikom przetrwanie podróży do nowej planety. Umożliwia okrętom kolonizowanie nowych światów.
[[COLONY_SHIP_PARTS_MIN_POP]] [[COLONY_SHIP_PARTS_UPKEEP_COST]]'''
CO_SUSPEND_ANIM_POD
Krioniczna kapsuła kolonizacyjna
CO_SUSPEND_ANIM_POD_DESC
'''W trakcie podróży kolonizacyjnej osadnicy utrzymywani są w stanie obniżonego metabolizmu, dzięki czemu nie ma konieczności ich żywienia, a to z kolei zwiększa liczbę osadników przenoszonych przez jeden okręt.
[[COLONY_SHIP_PARTS_MIN_POP]] [[COLONY_SHIP_PARTS_UPKEEP_COST]]'''
CO_OUTPOST_POD
Outpost Module
CO_OUTPOST_POD_DESC
'''[[encyclopedia OUTPOSTS_TITLE]] modules allow you to establish unmanned station. These may be place on uninhabitable planets. They have no population, and normally produce no resources. But they provide vision create [[metertype METER_SUPPLY]] lines when the right tech is researched. Outposts can be upgraded to colonies.
[[COLONY_SHIP_PARTS_UPKEEP_COST]]'''
GT_TROOP_POD
Ground Troop Pod
GT_TROOP_POD_DESC
'''Carries 2 units of ground [[metertype METER_TROOPS]] and equipment that can be deployed onto a planet. Can only be built on a production location with at least 2 defensive Troops.
[[TROOP_POD_OPERATION_TEXT]]'''
GT_TROOP_POD_2
Advanced Ground Troop Pod
GT_TROOP_POD_2_DESC
'''Carries 4 units of cybernetically advanced ground [[metertype METER_TROOPS]] and equipment that can be deployed onto a planet. Can only be built on a production location with at least 4 defensive Troops.
[[TROOP_POD_OPERATION_TEXT]]'''
SP_PLANET_BEACON
Mobile Planetary Beacon
SP_PLANET_BEACON_DESC
Designates the target for the [[buildingtype BLD_PLANET_DRIVE]]. The ship must remain in place for a turn for the drive to work, and the planet must be moving from a directly linked system.
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 at the same location have max [[metertype METER_STEALTH]] reduced by 20. The effect is non-stacking.
SP_CLOUD
Cloud Generator
SP_ASH
Generator popiołu
SP_DIM
Dimensional Cleaver
SP_VOID
Void Eruptor
SP_DEATH_SPORE
Death Spores
SP_DEATH_SPORE_DESC
A biological weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]].
SP_BIOTERM
Bio-Terminators
SP_BIOTERM_DESC
A powerful biological weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ORGANIC_POP]].
SP_EMP
Electromagnetic Pulse Generator
SP_EMP_DESC
An electronic weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]].
SP_EMO
Electromagnetic Overcharge Generator
SP_EMO_DESC
A powerful electronic weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ROBOTIC_POP]].
SP_SONIC
Sonic Shockwave
SP_SONIC_DESC
A vibration weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]].
SP_GRV
Gravitic Pulse Generator
SP_GRV_DESC
A powerful vibration weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_LITHIC_POP]].
SP_DARK_RAY
Dark Ray
SP_DARK_RAY_DESC
A negative energy weapon [[SHIP_WEAPON_GRADUALLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]].
SP_VOID_SHADOW
Void Shadow
SP_VOID_SHADOW_DESC
A powerful negative energy weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_PHOTOTROPHIC_POP]].
SP_CHAOS_WAVE
Chaos Wave
SP_CHAOS_WAVE_DESC
A powerful weapon [[SHIP_WEAPON_QUICKLY_REDUCE]] [[ENEMY_PLANET_ANY_POP]]. WARNING: Also kills [[special GAIA_SPECIAL]] specials.
SP_NOVA_BOMB
Bomba typu Nova
SP_NOVA_BOMB_DESC
A weapon of tremendous power capable of destroying an entire system. The weapon will activate when it receives the signal from a [[buildingtype BLD_NOVA_BOMB_ACTIVATOR]] not more than one starlane jump away.
SP_KRILL_SPAWNER
Krill Spawner
SP_KRILL_SPAWNER_DESC
Spawns [[predefinedshipdesign SM_KRILL_1]] in systems with unowned [[PT_ASTEROIDS]] which do not already contain a krill monster. When carried on an unarmed ship, the [[SP_KRILL_SPAWNER]] also provides substantial [[metertype METER_STEALTH]] (but will not stack with any other [[metertype METER_STEALTH]] - causing parts).
SP_SOLAR_CONCENTRATOR
Solar Concentrator
SP_SOLAR_CONCENTRATOR_DESC
The Solar Concentrator uses the phototropic effect of [[encyclopedia HULL_LINE_ORGANIC]] ships to increase the strength of [[tech SHP_WEAPON_2_1]]. The effectiveness depends on the brightness of the star at the current location. It is expected to increase the weapons strength between 1.5 and 4.5. The research of [[tech SHP_SOLAR_CONNECTION]] suggest to increase the collecting surface to maximize the effect.
SHP_SOLAR_CONNECTION
Solarweb
SHP_SOLAR_CONNECTION_DESC
This upgrade for the [[shippart SP_SOLAR_CONCENTRATOR]] is applied by the ships crew. It enables the ship to establish one energy web between ships of the same empire at the same star system. This [[SHP_SOLAR_CONNECTION]] provides an additional surface to collect photons which are evenly distributed among [[encyclopedia HULL_LINE_ORGANIC]] ships. Theoretical gigantic webs can increase the intensity of [[tech SHP_WEAPON_2_1]] by 130% under ideal conditions. A more realistic approach suggests 100 concentrators to achieve an increase by 80% while 20 concentrators provide an amplification of 50%. The finely woven [[SHP_SOLAR_CONNECTION]] collapse when the ship enters a starlane whereas the effects disappears shortly after.
SHP_SOLAR_CONNECTION_SHORT_DESC
Establishes an energy web between [[SP_SOLAR_CONCENTRATOR]]
SHP_ORGANIC_WAR_ADAPTION
Organic War Adaption
SHP_ORGANIC_WAR_ADAPTION_DESC
It seems [[encyclopedia HULL_LINE_ORGANIC]] ships are able collect photonic energy which can be redirected to empower certain ship systems.
SHP_ORGANIC_WAR_ADAPTION_SHORT_DESC
Increases strength of [[SR_WEAPON_2_1]] depending on the star.
PR_MOBILE_ASSEMBLER
Mobile Shipyard
PR_MOBILE_ASSEMBLER_DESC
Allows ships to be produced away from planets.
RS_AUTOLAB
Autolab
RS_AUTOLAB_DESC
Generates research for owner.
RS_AUTOFACTORY
Autofactory
RS_AUTOFACTORY_DESC
Generates industry for owner.
RS_AUTOTRADER
Autotrader
RS_AUTOTRADER_DESC
Generates trade for owner.
##
## Ship hulls
##
SH_ROBOTIC
Robotic Hull
SH_ROBOTIC_DESC
'''This hull is completely automated and functions under the principals of [[tech SHP_MIL_ROBO_CONT]]. It has four external slots and one internal slot, and repairs 2 points of [[metertype METER_STRUCTURE]] each turn as long as the ship has not been in combat.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
[[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]'''
SH_SPATIAL_FLUX
Spatial Flux Hull
SH_SPATIAL_FLUX_DESC
'''This tiny hull is capable of decent speed over long distances due to the power of the [[tech SHP_SPACE_FLUX_DRIVE]]. It has only two external slots however, and its max [[metertype METER_STRUCTURE]] is low.
[[metertype METER_STEALTH]] starts at 15, is increased by 10 when passive, but reduced by 30 on any turn it remains in transit. Technology advances such as [[tech SPY_STEALTH_PART_1]] allow crews to increase the stealth of the craft by 10 each.
[[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
[[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED]]'''
SH_SELF_GRAVITATING
Self-Gravitating Hull
SH_SELF_GRAVITATING_DESC
'''This hull is immense in both size and power, with six external slots, two internal slots and one core slot—one of the few hulls able to mount such advanced features. It is also fairly sturdy, having a high max [[metertype METER_STRUCTURE]].
[[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
[[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]'''
SH_NANOROBOTIC
Nano-Robotic Hull
SH_NANOROBOTIC_DESC
'''This automated hull is large and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot. When not engaged in combat, the nanorobots are able to effect fast repairs, doubling current [[metertype METER_STRUCTURE]] (up to maximum) on every turn the ship is not in combat.
[[metertype METER_STEALTH]] and is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], oraz[[buildingtype BLD_SHIPYARD_CON_NANOROBO]].'''
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, three internal slots and a core slot, and its max [[metertype METER_STRUCTURE]] is very high. Its immense size makes it almost impossible to hide, even with advanced stealth technology.
[[metertype METER_STEALTH]] is very low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
[[BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED]]'''
SH_TRANSSPATIAL
Trans-Spatial Hull
SH_TRANSSPATIAL_DESC
'''This experimental hull is primarily for testing new technologies; it has one external slot and one core slot, and its max [[metertype METER_STRUCTURE]] is extremely low. It was designed alongside the [[shippart FU_TRANSPATIAL_DRIVE]] and if equipped with that can make a very effective infiltrating scout.
[[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], oraz [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]].'''
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, two internal slots and a core slot. Its built-in fleet of stealthy freighters allows transfer of personnel and material during battle, enabling all friendly ships to effect partial repairs even on turns when combat has occured, and to restore [[metertype METER_STRUCTURE]] to double the current when out of combat, meaning ships with at least half strength will fully repair.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
Can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], a [[buildingtype BLD_SHIPYARD_CON_NANOROBO]], a [[buildingtype BLD_SHIPYARD_CON_GEOINT]], and an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]].'''
SH_ASTEROID
Asteroid Hull
SH_ASTEROID_DESC
'''This hull is constructed from an average-sized asteroid and it is fairly inexpensive to build. A bit roomier than the [[shiphull SH_STANDARD]], it has four external slots and two internal slots.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]]'''
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.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]]'''
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.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]]'''
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.
[[metertype METER_STEALTH]] is high and the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]]'''
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 its exterior, although it must be made much smaller to compensate and avoid losing its [[metertype METER_STEALTH]] bonus. It has a single external slot and a single internal slot.
[[metertype METER_STEALTH]] is very high and the hull gets a bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]]'''
SH_AGREGATE_ASTEROID
Aggregate 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.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]'''
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 [[metertype METER_SHIELD]]. This hull has two external slots, but no internal slots. [[metertype METER_STRUCTURE]] is very low.
[[metertype METER_STEALTH]] is very high and the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]'''
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 [[metertype METER_SHIELD]] for all owned ships and allies' ships in the vicinity. This hull has fifteen external slots and four internal slots. [[metertype METER_STRUCTURE]] is high.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]'''
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 [[shiphull SH_ASTEROID]], it has four external slots and two internal slots. [[metertype METER_STRUCTURE]] is extremely high.
[[metertype METER_STEALTH]] is medium but the hull gets a large bonus 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. [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_AST_REQUIRED]] [[BLD_SHIPYARD_AST_REF_REQUIRED]]'''
SH_ORGANIC
Organic Hull
SH_ORGANIC_DESC
'''A living hull with three external slots and one internal slot.
Organic Growth: starts with 5 [[metertype METER_STRUCTURE]], but grows an additional 5 structure over 25 turns.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is low and [[metertype METER_SPEED]] is high.
Cheap and versatile hull able to carry out many fleet roles but likely to become obsolete as technology develops. Low detection makes it poorly suited in a scouting role but it can make a capable warship.
[[LIVING_HULL_AUTO_REGEN]]
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]'''
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, it cannot replenish health or energy. It has three external slots and two internal slots.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is high.
Cheap and versatile hull able to fill many fleet roles without excelling at any. This hull regenerates neither [[metertype METER_STRUCTURE]] nor [[metertype METER_FUEL]] between combats.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]'''
SH_ENDOMORPHIC
Endomorphic Hull
SH_ENDOMORPHIC_DESC
'''A half living hull with four external slots and two internal slots.
Organic Growth: starts with 5 [[metertype METER_STRUCTURE]], but grows an additional 15 structure over 30 turns.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high.
Potentially a capable warship.
This hull regenerates neither [[metertype METER_STRUCTURE]] nor [[metertype METER_FUEL]] between combats.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED]]'''
SH_SYMBIOTIC
Symbiotic Hull
SH_SYMBIOTIC_DESC
'''A living hull with two internal and two external slots. Exists in a symbiotic relationship with its crew, increasing its [[metertype METER_STEALTH]] and speed.
Organic Growth: starts with 10 [[metertype METER_STRUCTURE]], but grows an additional 10 structure over 50 turns.
[[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high.
Less external slots makes this hull unsuited for a frontline combat role, but the internal slots, detection range and stealth give it potential as a scout or commerce raider.
[[LIVING_HULL_AUTO_REGEN]]
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED]]'''
SH_PROTOPLASMIC
Protoplasmic Hull
SH_PROTOPLASMIC_DESC
'''A living hull with three internal slots and two external slots.
Organic Growth: starts with 5 [[metertype METER_STRUCTURE]], gains an additional 25 over 50 turns.
[[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high.
Less external slots makes this hull unsuited for a frontline combat role, but the internal slots, detection range and stealth give it potential as a scout or commerce raider.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED]]'''
SH_ENDOSYMBIOTIC
Endosymbiotic Hull
SH_ENDOSYMBIOTIC_DESC
'''This living mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles.
It has four external slots and three internal slots.4
The base hull is born with 5 [[metertype METER_STRUCTURE]], but grows an additional 15 structure over 30 turns.
[[metertype METER_STEALTH]] is high, [[metertype METER_DETECTION]] is high and [[metertype METER_SPEED]] is high.
[[LIVING_HULL_AUTO_REGEN]]
Potentially a powerful warship, commerce raider or armed scout.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED]]
'''
SH_RAVENOUS
Ravenous Hull
SH_RAVENOUS_DESC
'''This non-living organic hull - or 'zombie' hull - has been built from the blood and parts of its brethren. It has five external slots and two internal slots.
Organic Growth: starts with 5 [[metertype METER_STRUCTURE]], grows an additional 20 structure over 40 turns.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high.
Potentially a powerful and fast warship.
This hull has no bonuses to [[metertype METER_STRUCTURE]] or [[metertype METER_FUEL]] regeneration.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED]]
'''
SH_BIOADAPTIVE
Bio-Adaptive Hull
SH_BIOADAPTIVE_DESC
'''A living hull with mind and body in unison, master of healing and endurance. It has three external slots and three internal slots.
Organic Growth: starts with 15 [[metertype METER_STRUCTURE]], grows an additional 25 structure over 50 turns.
[[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high.
Potentially a powerful and fast commerce raider, stealth attacker or scout.
This living hull regenerates [[metertype METER_STRUCTURE]] quickly when out of combat, gaining its current structure every turn it isn't involved in a fight or blockade, meaning if it is at half strength or greater it will be fully repaired in one turn. In addition, it regains 0.2 [[metertype METER_FUEL]] per turn.
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED]]
'''
SH_SENTIENT
Sentient Hull
SH_SENTIENT_DESC
'''This self-aware organic flagship with 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 [[metertype METER_STEALTH]] and [[metertype METER_DETECTION]] bonus to all accompanying friendly ships. It has six external slots, three internal slots, and a core slot.
Organic Growth: Starts with 12 [[metertype METER_STRUCTURE]], grows an additional 45 over 45 turns.
[[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is very high and [[metertype METER_SPEED]] is high.
[[LIVING_HULL_AUTO_REGEN]]
[[BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED]]'''
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.
[[metertype METER_STRUCTURE]] is low, [[metertype METER_STEALTH]] is very high, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high.
[[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]'''
SH_ENERGY_FRIGATE
Energy Frigate
SH_ENERGY_FRIGATE_DESC
'''This fast hull combines compressed energy and warship technology to create a fast but fragile attack ship.
[[metertype METER_STRUCTURE]] and [[metertype METER_STEALTH]] are medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high.
[[BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED]]'''
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 fourteen external slots, but no internal slots.
[[metertype METER_STRUCTURE]] is moderate, [[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high.
[[BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED]]'''
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.
[[metertype METER_STRUCTURE]] is moderate, [[metertype METER_STEALTH]] is low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high.
[[BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED]]'''
SH_SOLAR
Solar Hull
SH_SOLAR_DESC
'''This mighty flagship is essentially a miniature sun, and as such is a great source of both [[metertype METER_FUEL]] and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to [[metertype METER_STEALTH]]. This hull has 16 external slots, 4 internal slots and a core slot—a greater internal capacity than any other hull.
[[metertype METER_STRUCTURE]] is high, [[metertype METER_STEALTH]] is very low, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is very high. However, this ship has the ability to enter a star and hide, giving it perfect [[metertype METER_STEALTH]] on the galaxy map when it is in a system with a star of type other than [[STAR_BLACK]] or [[STAR_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 [[STAR_BLACK]] in its formation. It can only be built at a location with a [[buildingtype BLD_SHIPYARD_BASE]], an [[buildingtype BLD_SHIPYARD_ENRG_COMP]] and a [[buildingtype BLD_SHIPYARD_ENRG_SOLAR]].'''
SH_BASIC_SMALL
Basic Small Hull
SH_BASIC_SMALL_DESC
'''A small, basic interstellar hull. It has only one external slot but can make an extra jump compared to other basic hulls.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is average.
[[BLD_SHIPYARD_BASE_REQUIRED]]'''
SH_BASIC_MEDIUM
Basic Medium Hull
SH_BASIC_MEDIUM_DESC
'''A medium-sized, basic interstellar hull, with two external slots and one internal slot.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_REQUIRED]]'''
SH_STANDARD
Basic Large Hull
SH_STANDARD_DESC
'''A large, basic interstellar hull, with three external slots and one internal slot.
[[metertype METER_STEALTH]] is medium, [[metertype METER_DETECTION]] is medium and [[metertype METER_SPEED]] is low.
[[BLD_SHIPYARD_BASE_REQUIRED]]'''
SHP_XENTRONIUM_HULL
Xentronium Armored Hull
SH_XENTRONIUM
Xentronium Hull
SH_XENTRONIUM_DESC
'''A hull constructed primarily with xentronium. Though small, it has extremely high max [[metertype METER_STRUCTURE]]. It has four external slots and one core slot.
[[metertype METER_STEALTH]] is medium and [[metertype METER_DETECTION]] is medium.'''
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 and consequently has only one internal slot.
[[metertype METER_STEALTH]] is medium and [[metertype METER_DETECTION]] is medium.'''
SH_FLOATER_BODY
Floater Body
SH_FLOATER_BODY_DESC
Small frail body that is unable to withstand significant [[encyclopedia DAMAGE_TITLE]].
SH_TREE_BODY
Tree Body
SH_TREE_BODY_DESC
Rigid tree-like body that is unable to move between systems.
SH_STRONG_MONSTER_BODY
Dragon Body
SH_STRONG_MONSTER_BODY_DESC
Large strong body with fearsome natural weapons and strong natural armor.
SH_GUARD_MONSTER_BODY
Guard Hull
SH_GUARD_MONSTER_BODY_DESC
A Strong Hull for Guardian Class Monsters.
SH_GUARD_0_BODY
Maintenance Ship Hull
SH_GUARD_0_BODY_DESC
Maintenance Ship Hull
SH_GUARD_1_BODY
Sentry Hull
SH_GUARD_1_BODY_DESC
A basic hull for Guardian Class Monsters.
SH_GUARD_3_BODY
Warden Hull
SH_GUARD_3_BODY_DESC
A powerful hull for Guardian Class Monsters.
SH_KRILL_1_BODY
Krill Body 1
SH_KRILL_1_BODY_DESC
Krill Body 1
SH_KRILL_2_BODY
Krill Body 2
SH_KRILL_2_BODY_DESC
Krill Body 2
SH_KRILL_3_BODY
Krill Body 3
SH_KRILL_3_BODY_DESC
Krill Body 3
SH_KRILL_4_BODY
Krill Body 4
SH_KRILL_4_BODY_DESC
Krill Body 4
SH_DRONE_BODY
Drone Hull
SH_DRONE_BODY_DESC
Drone Hull
SH_IMMOBILE_FACTORY
Drone Factory
SH_IMMOBILE_FACTORY_DESC
Drone Factory
SH_KRAKEN_1_BODY
Larval Kraken Body
SH_KRAKEN_1_BODY_DESC
A formidable light-weight space monster.
SH_KRAKEN_2_BODY
Kraken Body
SH_KRAKEN_2_BODY_DESC
A formidable medium-weight space monster.
SH_KRAKEN_3_BODY
Great Kraken Body
SH_KRAKEN_3_BODY_DESC
A formidable heavy-weight space monster.
SH_WHITE_KRAKEN_BODY
White Kraken Body
SH_WHITE_KRAKEN_BODY_DESC
A white-colored prehistoric ancestor of the Kraken Space Monster.
SH_BLACK_KRAKEN_BODY
Black Kraken Body
SH_BLACK_KRAKEN_BODY_DESC
A monstrous black Kraken with an unnatural aura about it.
SH_SNOWFLAKE_1_BODY
Small Snowflake Body
SH_SNOWFLAKE_1_BODY_DESC
A formidable light-weight space monster.
SH_SNOWFLAKE_2_BODY
Snowflake Body
SH_SNOWFLAKE_2_BODY_DESC
A formidable light-weight space monster.
SH_SNOWFLAKE_3_BODY
Large Snowflake Body
SH_SNOWFLAKE_3_BODY_DESC
A formidable light-weight space monster.
SH_PSIONIC_SNOWFLAKE_BODY
Psionic Snowflake Body
SH_PSIONIC_SNOWFLAKE_BODY_DESC
A mentally powerful space monster.
SH_JUGGERNAUT_1_BODY
Small Juggernaut Body
SH_JUGGERNAUT_1_BODY_DESC
A formidable heavy-weight space monster.
SH_JUGGERNAUT_2_BODY
Juggernaut Body
SH_JUGGERNAUT_2_BODY_DESC
A formidable heavy-weight space monster.
SH_JUGGERNAUT_3_BODY
Large Juggernaut Body
SH_JUGGERNAUT_3_BODY_DESC
A formidable heavy-weight space monster.
SH_BLOATED_JUGGERNAUT_BODY
Bloated Juggernaut Body
SH_BLOATED_JUGGERNAUT_BODY_DESC
An unnaturally large space monster.
SH_NEBULOUS_BODY
Nebulous Body
SH_EXP_OUTPOST_HULL
Experimentor Outpost Hull
SH_EXP_OUTPOST_HULL_DESC
A hull used by the Experimentors use to transport experimental equipment to other galaxies.
SH_COSMIC_DRAGON_BODY
Cosmic Dragon Body
SH_COSMIC_DRAGON_BODY_DESC
A fearsome space dragon the size of a small planet.
SH_DAMPENING_CLOUD_BODY
Dampening Cloud Body
SH_DAMPENING_CLOUD_BODY_DESC
A cosmic cloud of high energetic particles.
##
## Monsters Macros
##
SM_KRILL_MACRO_1
Małe, niezdefiniowane do końca insektoidalne organizmy, które karmią się kurzem i skałami, daleko od studni grawitacyjnych. Indywidualnie proste, Kosmiczny kryl komunikuje się przez spoistą jasność, umożliwiając rojowi koordynowanie i obliczanie trajektorii
SM_KRILL_MACRO_2
Duża ilość zasobów niskiego G znalezionych w pasie planetoidy zapewnia krylowi doskonałe warunki do szybkiego mnożenia.
SM_GUARD_MACRO
programmed by the Precursors to defend the system against intruders
SM_KRAKEN_ENVIRONMENT
Favored Environment: Gas Giants. Kraken nests are normally found in the orbit of [[PT_GASGIANT]] planets, and Kraken can mature into larger forms in systems with Gas Giants.
SM_SNOWFLAKE_ENVIRONMENT
Favored Environment: [[SZ_SMALL]] planets. Snowflake nests are normally found in the orbit of [[SZ_SMALL]] planets, and Snowflakes can mature into larger forms in systems with [[SZ_SMALL]] planets.
SM_JUGGERNAUT_ENVIRONMENT
Favored Environment: [[PT_ASTEROIDS]]. Juggernaut nests are normally found within Asteroid belts, and Juggernauts can mature into larger forms in systems with Asteroid belts.
##
## Buildings macros
##
BUILDING_AVAILABLE_ON_OUTPOSTS
Ten budynek może zostać posadowiony[[encyclopedia OUTPOSTS_TITLE]]
NO_STACK_SUPPLY_CONNECTION_TEXT
More than one in the same [[metertype METER_SUPPLY]] connected Resource Group do not stack and add no extra bonus.
MACRO_NEUTRONIUM_BUILDINGS
To use neutronium, an empire needs either to have built a [[buildingtype BLD_NEUTRONIUM_EXTRACTOR]] in a [[STAR_NEUTRON]] star system or to have found a [[buildingtype BLD_NEUTRONIUM_SYNTH]], and a [[buildingtype BLD_NEUTRONIUM_FORGE]] on the planet it is being used.
ARTIFICIAL_PLANET_PROCESS_LOCATION
Proces musi być zarządzany przez [[encyclopedia OUTPOSTS_TITLE]] lub gazowym gigancie czy też pasie asteroid.
BLD_COL_PART_1
Ten budynek powinien by wyłącznie zbudowany na [[encyclopedia OUTPOSTS_TITLE]], spowoduje rozbudowę stacji orbitalnej
BLD_COL_PART_2
Minimum build time depends on the total starlane distance to the nearest
BLD_COL_PART_3
owned by the empire, and will increase the farther away it is; the increase will be reduced by researching techs that enable faster colony ships such as engine parts and faster hulls
# Macro keys formatting for ship designs, hulls or parts:
# BLD_SHIPYARD_TYPE1_TYPE2_REQUIRED (required building type(s) owned by
# empire only in the same system)
# ANY_SYSTEM (building owned in any system by empire or ally)
# Any other key formatting is self-explanatory (e.g. LIVING_HULL_AUTO_REGEN)
##
## Ship design/hull macros
##
# Keys used in Predefined Ship Designs and Ship Hulls sections
BLD_SHIPYARD_BASE_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]].
BLD_SHIPYARD_BASE_AST_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]] in a system with an asteroid belt and an [[buildingtype BLD_SHIPYARD_AST]].
BLD_SHIPYARD_AST_REF_REQUIRED
An [[buildingtype BLD_SHIPYARD_AST_REF]] owned by the empire is also required in the same system.
BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM
An [[buildingtype BLD_SHIPYARD_AST_REF]] owned by the empire or by an ally is also required in any system.
BLD_SHIPYARD_BASE_ENRG_COMP_THREE_STARS_REQUIRED
Requiring a great deal of energy to construct, it can only be built at a system with a [[STAR_BLUE]], [[STAR_WHITE]] or [[STAR_BLACK]] star type, and at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]].
BLD_SHIPYARD_BASE_ENRG_COMP_TWO_STARS_REQUIRED
Requiring a very great deal of energy to construct, it can only be built at a system with a [[STAR_BLUE]] or [[STAR_BLACK]] star type, and at a location with a [[buildingtype BLD_SHIPYARD_BASE]] and an [[buildingtype BLD_SHIPYARD_ENRG_COMP]].
BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]] oraz [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]].
BLD_SHIPYARD_BASE_ORBITAL_DRYDOCK_CON_GEOINT_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORBITAL_DRYDOCK]], oraz [[buildingtype BLD_SHIPYARD_CON_GEOINT]].
LIVING_HULL_AUTO_REGEN
Living hull regenerates [[metertype METER_STRUCTURE]] and [[metertype METER_FUEL]] between combats.
BLD_SHIPYARD_BASE_ORG_ORB_INC_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]] oraz [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]].
BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], oraz [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]].
MIN_POPULATION_THREE_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się polpulacja licząca minimum 3
BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_CELL_GRO_CHAMB_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], oraz [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]].
BLD_SHIPYARD_BASE_ORG_ORB_INC_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED
Może być zbudowany tylko w miejscu, w którym znajduje się [[buildingtype BLD_SHIPYARD_BASE]], i [[buildingtype BLD_SHIPYARD_ORG_ORB_INC]], oraz [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] a także [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]].
# Other than Requirements
SHIPDESIGN_DETECTION_RESEARCH_TIPS
Dalsze [[metertype METER_RESEARCH]] mające na celu poprawę [[metertype METER_DETECTION]] pozwoli na doskonalsze projekty.
SHIPDESIGN_MILLIONS_COLONIZATION_CAPACITY
Przewidziany do bezpiecznego dostarczania milionów obywateli do nowych miejsc kolonii
SHIPDESIGN_MANY_MILLIONS_COLONIZATION_CAPACITY
Przewidziany do bezpiecznego dostarczania wielu milionów obywateli do nowych miejsc kolonii
SHIPDESIGN_COLONIZATION_CAPACITY_SAME_SYSTEM
Kolonia na planecie zdatnej do życia w systemie, w którym kolonia została wyprodukowana
SHIPDESIGN_OUTPOSTS_CAPACITY
Zdolne do stworzenia [[encyclopedia OUTPOSTS_TITLE]] w niezamieszkałym świecie
SHIPDESIGN_NO_TRAVEL
Ten statek nie może się przemieszczać przez trasy gwiezdne.
SHIPDESIGN_PLANET_INVASION
[[metertype METER_TROOPS]] oraz ewkipunek, który może być użyty do inwazji na planetę
##
## Ship part/tech application macros
##
# Keys used in Ship Parts and Technology Application sections
BLD_SHIPYARD_ORG_XENO_FAC_ORG_CELL_GRO_CHAMB_REQUIRED_ANY_SYSTEM
This part can only be built if there is a [[buildingtype BLD_SHIPYARD_ORG_XENO_FAC]] and a [[buildingtype BLD_SHIPYARD_ORG_CELL_GRO_CHAMB]] somewhere in the empire or an ally's empire.
BLD_BIONEURAL_REQUIRED_ANY_SYSTEM
This part can only be built if there is a Bioneural Modification Unit somewhere in the empire or an ally's empire.
BLD_SHIPYARD_CON_ADV_ENGINE_REQUIRED_ANY_SYSTEM
This part can only be built if there is an [[buildingtype BLD_SHIPYARD_CON_ADV_ENGINE]] somewhere in the empire or an ally's empire.
NO_STACK_STEALTH_SHIP_PARTS
[[metertype METER_STEALTH]]-causing ship parts do not stack.
BLD_SHIPYARD_AST_REF_REQUIRED_ANY_SYSTEM_SHIP_PARTS_TEXT
This part can only be built if there is an [[buildingtype BLD_SHIPYARD_AST_REF]] at an asteroid belt somewhere in the empire or an ally's empire.
NO_STACK_SHIELDS_SHIP_PARTS
[[metertype METER_SHIELD]] reduce [[encyclopedia DAMAGE_TITLE]] sustained from each hit by their Shield Strength. There can only be one active shield generator on a ship, so shield parts do not stack.
COLONY_SHIP_PARTS_MIN_POP
All Colony class ship parts require the planet at which they are built to have a population of at least three.
COLONY_SHIP_PARTS_UPKEEP_COST
The cost of this part increases as the empire expands to reflect the upkeep costs of a large empire.
TROOP_POD_OPERATION_TEXT
''' * The troops can only be used for one invasion.
* The ships carrying troops during an invasion come in for a fast hard landing and are unusable afterwards.'''
SHIP_WEAPON_GRADUALLY_REDUCE
which allows ships to gradually reduce
SHIP_WEAPON_QUICKLY_REDUCE
which allows ships to quickly reduce
ENEMY_PLANET_ORGANIC_POP
the Organic population of enemy planets
ENEMY_PLANET_ROBOTIC_POP
the Robotic population of enemy planets
ENEMY_PLANET_LITHIC_POP
the Lithic population of enemy planets
ENEMY_PLANET_PHOTOTROPHIC_POP
the Phototrophic population of enemy planets
ENEMY_PLANET_ANY_POP
any population of enemy planets
##
## Tech macros
##
COLONY_BUILDING_TIME_DECREASE
Among other things, this technology decreases the time to build a colony building far away from the corresponding species in the empire.
##
## Growth macros
##
GROWTH_SPECIAL_POPULATION_ORGANIC_INCREASE
[[encyclopedia ORGANIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[ORGANIC_SPECIES_TITLE]].
GROWTH_SPECIAL_POPULATION_ROBOTIC_INCREASE
[[encyclopedia ROBOTIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[ROBOTIC_SPECIES_TITLE]].
GROWTH_SPECIAL_POPULATION_LITHIC_INCREASE
[[encyclopedia LITHIC_SPECIES_TITLE]] [[GROWTH_SPECIAL_POPULATION_INCREASE]] [[LITHIC_SPECIES_TITLE]].
GROWTH_SPECIAL_POPULATION_INCREASE
'''species inhabiting this planet will have the maximum population boosted by planet size:
• [[SZ_TINY]] (+1)
• [[SZ_SMALL]] (+2)
• [[SZ_MEDIUM]] (+3)
• [[SZ_LARGE]] (+4)
• [[SZ_HUGE]] (+5)
regardless of planetary [[encyclopedia ENVIRONMENT_TITLE]].
If this planet is set to the [[encyclopedia GROWTH_FOCUS_TITLE]], the bonus is applied to all [[metertype METER_SUPPLY]] connected worlds inhabited by species with'''
GROWTH_SPECIAL_INDUSTRY_BOOST
If this planet is set to the Industry Focus, target [[metertype METER_INDUSTRY]] is increased by 0.2 per Population.
GROWTH_SPECIALS_ENTRY_LIST
'''Growth Special planets focused on growth only help a single classification of species. Some specials function for organic species only, some for lithic species only, and some for robotic species only.
[[encyclopedia ORGANIC_SPECIES_TITLE]] specials:
[[special FRUIT_SPECIAL]] | [[special SPICE_SPECIAL]] | [[special PROBIOTIC_SPECIAL]]
[[encyclopedia ROBOTIC_SPECIES_TITLE]] specials:
[[special MONOPOLE_SPECIAL]] | [[special SUPERCONDUCTOR_SPECIAL]] | [[special POSITRONIUM_SPECIAL]]
[[encyclopedia LITHIC_SPECIES_TITLE]] specials:
[[special MINERALS_SPECIAL]] | [[special ELERIUM_SPECIAL]] | [[special CRYSTALS_SPECIAL]] '''
GROWTH_SPECIAL_LABEL
Planeta %1% [[TT_SPECIAL]]
##
## Species picks
##
NO_INDUSTRY_DESC
−−− No [[metertype METER_INDUSTRY]]
BAD_INDUSTRY_DESC
− Bad [[metertype METER_INDUSTRY]]: 75%
AVERAGE_INDUSTRY_DESC
''' Average [[metertype METER_INDUSTRY]]: 100%'''
GOOD_INDUSTRY_DESC
+ Good [[metertype METER_INDUSTRY]]: 150%
GREAT_INDUSTRY_DESC
++ Great [[metertype METER_INDUSTRY]]: 200%
ULTIMATE_INDUSTRY_DESC
+++ Ultimate [[metertype METER_INDUSTRY]]: 300%
NO_RESEARCH_DESC
−−− Brak [[metertype METER_RESEARCH]]
BAD_RESEARCH_DESC
− Złe [[metertype METER_RESEARCH]]: 75%
AVERAGE_RESEARCH_DESC
''' Przeciętne [[metertype METER_RESEARCH]]: 100%'''
GOOD_RESEARCH_DESC
+ Dobre [[metertype METER_RESEARCH]]: 150%
GREAT_RESEARCH_DESC
++ Wspaniałe [[metertype METER_RESEARCH]]: 200%
ULTIMATE_RESEARCH_DESC
+++ Najwyższe [[metertype METER_RESEARCH]]: 300%
NO_DEFENSE_TROOPS_DESC
−−− Brak piechoty defensywnej [[metertype METER_TROOPS]]
BAD_DEFENSE_TROOPS_DESC
− Zła obrona piechoty [[metertype METER_TROOPS]]: 50%
AVERAGE_DEFENSE_TROOPS_DESC
''' Przeciętna obrona piechoty [[metertype METER_TROOPS]]: 100%'''
GOOD_DEFENSE_TROOPS_DESC
+ Dobra obrona piechoty [[metertype METER_TROOPS]]: 150%
GREAT_DEFENSE_TROOPS_DESC
++ Wspaniała obrona piechoty [[metertype METER_TROOPS]]: 200%
ULTIMATE_DEFENSE_TROOPS_DESC
+++ Najlepsza obrona piechoty[[metertype METER_TROOPS]]: 300%
ANCIENT_DEFENSE_TROOPS_DESC
+++ Ancient Defensive Ground [[metertype METER_TROOPS]]: 10 per population
NO_OFFENSE_TROOPS_DESC
−−− No Offensive Ground [[metertype METER_TROOPS]]
BAD_OFFENSE_TROOPS_DESC
− Bad Offensive Ground [[metertype METER_TROOPS]]: 50%
AVERAGE_OFFENSE_TROOPS_DESC
''' Average Offensive Ground [[metertype METER_TROOPS]]: 100%'''
GOOD_OFFENSE_TROOPS_DESC
+ Good Offensive Ground [[metertype METER_TROOPS]]: 150%
GREAT_OFFENSE_TROOPS_DESC
++ Great Offensive Ground [[metertype METER_TROOPS]]: 200%
ULTIMATE_OFFENSE_TROOPS_DESC
+++ Ultimate Offensive Ground [[metertype METER_TROOPS]]: 300%
BAD_DETECTION_DESC
− Bad [[metertype METER_DETECTION]]: −20 malus
GOOD_DETECTION_DESC
+ Good [[metertype METER_DETECTION]]: +25 bonus
GREAT_DETECTION_DESC
++ Great [[metertype METER_DETECTION]]: +50 bonus
ULTIMATE_DETECTION_DESC
+++ Ultimate [[metertype METER_DETECTION]]: +100 bonus
BAD_STEALTH_DESC
− Bad Planetary [[metertype METER_STEALTH]]: −20 malus
AVERAGE_STEALTH_DESC
''' Average Planetary [[metertype METER_STEALTH]]'''
GOOD_STEALTH_DESC
+ Good Planetary [[metertype METER_STEALTH]]: +20 bonus
GREAT_STEALTH_DESC
++ Great Planetary [[metertype METER_STEALTH]]: +40 bonus
ULTIMATE_STEALTH_DESC
+++ Ultimate Planetary [[metertype METER_STEALTH]]: +60 bonus
BAD_WEAPONS_DESC
− Bad Pilots: Base damage per ship weapon reduced by one level.
GOOD_WEAPONS_DESC
+ Good Pilots: Base damage per ship weapon increased by one level.
GREAT_WEAPONS_DESC
++ Great Pilots: Base damage per ship weapon increased by two levels.
ULTIMATE_WEAPONS_DESC
+++ Ultimate Pilots: Base damage per ship weapon increased by three levels.
BAD_POPULATION_DESC
− Bad Population 75%
AVERAGE_POPULATION_DESC
''' Average Population'''
GOOD_POPULATION_DESC
+ Good Population 125%
FIXED_LOW_POPULATION_DESC
−− Maximum Population is fixed at 5
BAD_SUPPLY_DESC
− Bad [[metertype METER_SUPPLY]]: no bonus
AVERAGE_SUPPLY_DESC
''' Average [[metertype METER_SUPPLY]]: +1'''
GREAT_SUPPLY_DESC
+ Great [[metertype METER_SUPPLY]]: +2
ULTIMATE_SUPPLY_DESC
++ Ultimate [[metertype METER_SUPPLY]]: +3
GOOD_SHIP_SHIELD_DESC
+ Good ship [[metertype METER_SHIELD]]: +1
GOOD_PLANETARY_SHIELD_DESC
+ Good planetary [[metertype METER_SHIELD]]: +5
ANCIENT_PLANETARY_SHIELD_DESC
+++ Ancient planetary [[metertype METER_SHIELD]]: +500
GOOD_PLANETARY_DEFENSE_DESC
+ Good planetary [[metertype METER_DEFENSE]]: +5
BROAD_EP_DESC
++ Broad Planet Tolerance: can tolerate more types.
NARROW_EP_DESC
− Narrow Planet Tolerance: flourishes on fewer types.
FAST_COLONIZATION_DESC
+ Fast Colonization: -25% time to build colonies
SLOW_COLONIZATION_DESC
− Slow Colonization: +20% time to build colonies
BAD_FUEL_DESC
− Bad maximum [[metertype METER_FUEL]]: - 1
GREAT_ASTEROID_INDUSTRY_DESC
+ Good Asteroid Miners: + 0.2 [[metertype METER_INDUSTRY]] per population when Industry Focused in systems with owned asteroid belts.
LIGHT_SENSITIVE_DESC
− Light Sensitive: Population is reduced in systems with [[STAR_BLUE]] and to a lesser extend [[STAR_WHITE]] stars.
TELEPATHIC_DETECTION_DESC
+ Telepathic Detection: can sense nearby populated planets.
COMMUNAL_VISION_DESC
Communal Vision: shares visibility within the same species.
##
## Fuel regeneration
##
AVERAGE_BASE_FUEL_REGEN_DESC
''' Average stationary [[metertype METER_FUEL]] recovery: + 0.1'''
LIVING_HULL_BASE_FUEL_REGEN_DESC
''' Living Organic Hull stationary [[metertype METER_FUEL]] recovery: + 0.3'''
##
## Accounting labels
##
# %1% FIXME
STANDARD_CONSTRUCTION_LABEL
%1% Average [[metertype METER_CONSTRUCTION]]
# %1% FIXME
GOOD_ENVIRONMENT_LABEL
%1% Dobre środowisko
# %1% FIXME
ADEQUATE_ENVIRONMENT_LABEL
%1% Odpowiednie środowisko
# %1% FIXME
POOR_ENVIRONMENT_LABEL
%1% Słabe środowisko
# %1% FIXME
HOSTILE_ENVIRONMENT_LABEL
%1% Wrogie środowisko
# %1% FIXME
UNINHABTIABLE_ENVIRONMENT_LABEL
%1% Środowisko nienadające się do zamieszkania
# %1% FIXME
ENV_ENCAPSUL_LABEL
%1% Environmental Encapsulation
SELF_SUSTAINING_LABEL
Self-Sustaining
IMMORTAL_LABEL
Immortal and not reproducing
SUBTERRANEAN_LABEL
Subterranean Bonus
GAIA_LABEL
Gaia Bonus
WORLDTREE_LABEL
World Tree Bonus
TIDAL_LOCK_LABEL
Tidally Locked Rotation
HOMEWORLD_LABEL
Homeworld
# %1% FIXME
# %2% FIXME
BAD_POPULATION_LABEL
%2% Bad Population 75%%
# %1% FIXME
# %2% FIXME
GOOD_POPULATION_LABEL
%2% Good Population 125%%
# %1% FIXME
# %2% FIXME
FOCUS_INDUSTRY_LABEL
%2% Industry Focus
# %1% FIXME
# %2% FIXME
BAD_INDUSTRY_LABEL
%2% Bad Industry
# %1% FIXME
# %2% FIXME
GOOD_INDUSTRY_LABEL
%2% Good Industry
# %1% FIXME
# %2% FIXME
GREAT_INDUSTRY_LABEL
%2% Great Industry
# %1% FIXME
# %2% FIXME
ULTIMATE_INDUSTRY_LABEL
%2% Ultimate Industry
# %1% FIXME
# %2% FIXME
FOCUS_RESEARCH_LABEL
%2% Research Focus
# %1% FIXME
# %2% FIXME
BAD_RESEARCH_LABEL
%2% Bad Research
# %1% FIXME
# %2% FIXME
GOOD_RESEARCH_LABEL
%2% Dobre badania
# %1% FIXME
# %2% FIXME
GREAT_RESEARCH_LABEL
%2% Wspaniałe badania
# %1% FIXME
# %2% FIXME
ULTIMATE_RESEARCH_LABEL
%2% Znakomite badania
# %1% FIXME
# %2% FIXME
BAD_SUPPLY_LABEL
%2% Złe zaopatrzenie
# %1% FIXME
# %2% FIXME
AVERAGE_SUPPLY_LABEL
%2% Przeciętne zaopatrzenie
# %1% FIXME
# %2% FIXME
GREAT_SUPPLY_LABEL
%2% Wspaniałe zaopatrzenie
# %1% FIXME
# %2% FIXME
ULTIMATE_SUPPLY_LABEL
%2% Znakomite zaopatrzenie
# %1% FIXME
# %2% FIXME
BAD_TROOPS_LABEL
%2% Bad Ground Troops
# %1% FIXME
# %2% FIXME
AVERAGE_TROOPS_LABEL
%2% Average Ground Troops
# %1% FIXME
# %2% FIXME
GOOD_TROOPS_LABEL
%2% Good Ground Troops
# %1% FIXME
# %2% FIXME
GREAT_TROOPS_LABEL
%2% Great Ground Troops
# %1% FIXME
# %2% FIXME
ULTIMATE_TROOPS_LABEL
%2% Ultimate Ground Troops
INDEPENDENT_TROOP_LABEL
Independent Homeworld
MEGALITH_LABEL
Megalith
OUTPOST_TROOP_LABEL
Outpost
# %1% FIXME
# %2% FIXME
NATIVE_PLANETARY_DEFENSE_LABEL
%2% Planetary Defense
# %1% FIXME
# %2% FIXME
NATIVE_PLANETARY_SHIELDS_LABEL
%2% Planetary Shields
VERY_BRIGHT_STAR
Bardzo jasna planeta
BRIGHT_STAR
Jasna planeta
DIM_STAR
Ciemna planeta
NO_STAR
Brak gwiazdy
TINY_PLANET_LABEL
Malutka planeta
SMALL_PLANET_LABEL
Mała planeta
LARGE_PLANET_LABEL
Duża planeta
HUGE_PLANET_LABEL
Potężna planeta
GAS_GIANT_LABEL
Gigant gazowy
HOMEWORLD_SUPPLY
Homeworld Supply
HOMEWORLD_BONUS
Homeworld
CAPITAL_LABEL
Stolica
CONCENTRATION_CAMPS_LABEL
Concentration Camps
ORBITAL_HAB_LABEL
Orbital Habitation
NDIM_STRC_LABEL
N-Dimensional Structures
WEAK_VISION_LABEL
Weak Vision
POOR_VISION_LABEL
Poor Vision
MODERATE_VISION_LABEL
Moderate Vision
GOOD_VISION_LABEL
Good Vision
EXCELLENT_VISION_LABEL
Excellent Vision
FOCUS_PROTECTION_LABEL
Protection Focus
XENOPHOBIC_LABEL_SELF
Xenophobic Frenzy (other species nearby)
XENOPHOBIC_LABEL_TRITH_OTHER
Xenophobic Harassment: Trith
XENOPHOBIC_LABEL_EAXAW_OTHER
Xenophobic Harassment: Eaxaw
ORGANIC_GROWTH
Organic Growth
ASTEROID_FIELD_STEALTH
Asteroid Concealment
AGE_BONUS
Wiek
BASIC_CONTENTEDNESS_LABEL
General Contentedness
FOCUS_PREFERENCE_LABEL
Preferred Focus Selected
ROBOTIC_INTERFACE_EFFECT
Robotic crew network
SHIELD_INTERFERENCE
Shield Cross-Interference
DETECTOR_INTERFERENCE
Detector Cross-Interference
CLOAK_INTERFERENCE
Cloak Cross-Interference
TRANSPATIAL_CLOAK_INTERACTION
Transpatial Drive - Cloak Interaction
BASE_FUEL_REGEN_LABEL
Stationary Fuel Regen
SPATIAL_FLUX_MALUS
Flux Interference
SPATIAL_FLUX_BONUS
Flux Drive Bonus
##
## Tags
##
ANTIQUATED
Przestarzały
STYLISH
Stylowy
ORGANIC
Organic
ROBOTIC
Robotic
LITHIC
Lithic
PHOTOTROPHIC
Phototrophic
SELF_SUSTAINING
Self-Sustaining
TELEPATHIC
Telepathic
ORBITAL
Orbital
##
## AI strings
##
# Newline separated list of capitol names for beginner AIs
AI_CAPITOL_NAMES_BEGINNER
'''Ivory Tower
Nunnery
Monastery
Orphanage'''
# Newline separated list of capitol names for turtle AIs
AI_CAPITOL_NAMES_TURTLE
'''Cytadela
Więzienie'''
# Newline separated list of capitol names for cautious AIs
AI_CAPITOL_NAMES_CAUTIOUS
'''Bastion
Twierdza'''
# Newline separated list of capitol names for typical AIs
AI_CAPITOL_NAMES_TYPICAL
'''Haven
Free Trade Zone
Homeworld'''
# Newline separated list of capitol names for aggressive AIs
AI_CAPITOL_NAMES_AGGRESSIVE
'''Royal
Imperial'''
# Newline separated list of capitol names for maniacal AIs
AI_CAPITOL_NAMES_MANIACAL
'''Glorious
Supreme
Eternal
Invincible'''
AI_SHIPDESIGN_NAME_INVALID
Invalid Design
# Newline separated list of military ship names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_MILITARY
'''Harpy
Gorgon
Centaur
Cerberus
Griffin
Manticore
Hydra
Python
Pegasus
Phoenix
Hercules
Atlas
Helios
Prometheus
Poseidon
Hades
Nemesis
Zeus'''
# Newline separated list of local troop transporter names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_TROOPER_ORBITAL
SpaceInvaders
# Newline separated list of troop transporter names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_TROOPER_STANDARD
'''Assault Ship
Storm Troopers
Heavy Troopers'''
# Newline separated list of local colonization ship names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_COLONISATION_ORBITAL
Orbital Seeder
# Newline separated list of colonization ship names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_COLONISATION_STANDARD
Seeder
# Newline separated list of local outpost ship names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_OUTPOSTER_ORBITAL
Orbital Outposter
# Newline separated list of outpost ship names owned by AIs.
# The usage is determined by a rating defined inside the AI scripts. The names
# are roughly ordered by order of appearance in the game.
AI_SHIPDESIGN_NAME_OUTPOSTER_STANDARD
Outposter
AI_SHIPDESIGN_NAME_ORBITAL_DEFENSE
'''ComSat
Starbase'''
AI_SHIPDESIGN_NAME_SCOUT
Statek do rozpoznania i eksploracji
AI_SHIPDESIGN_NAME_KRILLSPAWNER
Krill Spawner
##
## AI diplomacy strings and lists
##
# Newline separated list of polite peace proposal acknowlegements.
AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_MILD_LIST
'''Miło mi to słyszeć ponownie.
Odbiór transmisji potwierdzony.
'''
# Newline separated list of harsh peace proposal acknowlegements.
AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_HARSH_LIST
'''Co? Nie jesteś jeszcze martwy?
O, tylko nie kolejna wyciskająca łzy i żałosna historia, proszę!
'''
# Newline separated list of polite positive peace proposal acknowlegements.
AI_PEACE_PROPOSAL_RESPONSES_YES_MILD_LIST
'''Będziemy szczęśliwi, aby zaufać twoim dobrym intencjom.
Cokolwiek powiesz, szefie. Każdy mówi, że jesteś nadwyraz godny zaufania.
'''
# Newline separated list of polite negative peace proposal acknowlegements.
AI_PEACE_PROPOSAL_RESPONSES_NO_MILD_LIST
'''Niestety, to byłoby bardzo niewygodne w tym czasie.
Z przykrością informujemy, że jesteśmy w stanie spełnić tego żądania.
'''
# Newline separated list of harsh positive peace proposal acknowlegements.
AI_PEACE_PROPOSAL_RESPONSES_YES_HARSH_LIST
'''Z litości, zgodzimy się, że nie zaatakujemy ciebie. Na razie.
Słabe Istoty! Z pokonania ciebie byłby niewielki zaszczyt.
'''
# Newline separated list of harsh negative peace proposal acknowlegements.
AI_PEACE_PROPOSAL_RESPONSES_NO_HARSH_LIST
'''Zobaczymy twoją śmierć pierwsi!
Nie będziecie mieli spokoju, dopóki wasza baza nie będzie należeć do nas!!
'''
# Newline separated list of polite war declarations.
AI_WAR_REDECLARATION_MILD_LIST
'''O jej! Najwyraźniej pojawiły się nieprawidłowości w naszych poprzednich negocjacjach i w ogóle nie zatwierdzono traktatu pokojowego! Z przykrością informujemy, że nasze imperia wciąż są w stanie wojny.
Dzisiaj był dzień, kiedy powiedziałeś, że innego dnia będziemy razem wojować, prawda?
'''
# Newline separated list of harsh war declarations.
AI_WAR_REDECLARATION_HARSH_LIST
'''Nasi młodzi pragną krwi! Szykuj się do wojny!
Głupcy nie wierzyli, że ten pokój będzie trwał, a ty??
'''
# Newline separated pre-game acknowledgements.
AI_PREGAME_ACKNOWLEDGEMENTS__LIST
'''Medytuję, czekając na instrukcje od Boga. Zadzwoń ponownie.
Szepty z próżni? Jak to możliwe?
'''
# Newline separated in-game acknowledgements.
AI_MIDGAME_ACKNOWLEDGEMENTS__LIST
'''Poczekaj, proszę. Nadal próbuję dowiedzieć się, jak wykonać właściwy test Turinga.
Stephen Hawking nie ostrzegał, żebyś nie rozmawiał z nami?
Mój antenat ostrzegł mnie, by nigdy nie angażować się w komunikację międzygalaktyczną z obcymi.
Nie przeszkadzaj mi, jem ... kosmitów!
'''
# Newline separated list of 'don't bother me' responses.
AI_BE_QUIET_ACKNOWLEDGEMENTS__LIST
'''W każdym razie nie chcemy z tobą rozmawiać, nigdy więcej!
Ok, cześć.
Nawet nie jesteśmy pewni, że nawet istniejesz.
'''
AI_FIRST_TURN_GREETING_MSG101
Co zrobiliśmy, aby zasłużyć na twój gniew, o potężny?
AI_FIRST_TURN_GREETING_MSG102
Nie przejmuj się z nami, nie mamy nic do zaoferowania, co może cię zainteresować.
AI_FIRST_TURN_GREETING_MSG103
Proszę oszczędzić swoje pokorne sługi, i nasza wdzięczność będzie na zawsze twoja!
AI_FIRST_TURN_GREETING_MSG201
Trzymaj się z dala od nas!
AI_FIRST_TURN_GREETING_MSG203
Trzymaj się z dala od nas, a my zrobimy o samo!
AI_FIRST_TURN_GREETING_MSG301
Nie przeszkadzamy Ci, ale jeśli nie zostawisz nas w spokoju, znajdziesz nas dobrze przygotowanych do obrony!
AI_FIRST_TURN_GREETING_MSG302
W interesie nas samych, pozwólmy siebie zostawić w spokoju.
AI_FIRST_TURN_GREETING_MSG401
To do battle with you will be an honor.
AI_FIRST_TURN_GREETING_MSG402
Ave, Human, morituri te salutant!
AI_FIRST_TURN_GREETING_MSG403
Greetings strangers! We hope you are worthy doing battle with.
AI_FIRST_TURN_GREETING_MSG501
Welcome, dear enemy, our fearless warriors are waiting for you...
AI_FIRST_TURN_GREETING_MSG502
Ha! You think you can stand up to us? Well, bring it on!
AI_FIRST_TURN_GREETING_MSG503
A bunch of foolish aliens stumbling right into our arms - a day can't start better!
AI_FIRST_TURN_GREETING_MSG504
Enjoy yourself as long as you can, for the last thing you'll see is the cleansing fire of our powerful weapons!
AI_FIRST_TURN_GREETING_MSG505
Wynoś się z naszej galaktyki!
AI_FIRST_TURN_GREETING_MSG506
Przygotuj się na śmierć.
AI_FIRST_TURN_GREETING_MSG601
Alien scum! We shall cleanse the galaxy of your filthy presence!
AI_FIRST_TURN_GREETING_MSG602
Worthless insects, you dare to challenge our mighty empire?!
AI_FIRST_TURN_GREETING_MSG603
Exterminating you shall be a genuine pleasure!
AI_FIRST_TURN_GREETING_MSG604
Don't bother to look to us for mercy, for you will find none here.
AI_FIRST_TURN_GREETING_MSG605
A meek lamb who wants to dance with lions is always welcome at our table - as the entrée of course...
AI_FIRST_TURN_GREETING_MSG606
Despair and defeat is what you're going to find at our hands.
AI_FIRST_TURN_GREETING_MSG607
Poddaj się teraz, a może zdecydujemy się na pozostawienie cię przy życiu... jako nasz niewolnik na wieki.
AI_FIRST_TURN_GREETING_MSG608
Wysyłanie was do waszych przodków jest naszym świętym obowiązkiem!
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_BEGINNER
'''AI_FIRST_TURN_GREETING_MSG101
AI_FIRST_TURN_GREETING_MSG102
AI_FIRST_TURN_GREETING_MSG103'''
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_TURTLE
'''AI_FIRST_TURN_GREETING_MSG201
AI_FIRST_TURN_GREETING_MSG202'''
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_CAUTIOUS
'''AI_FIRST_TURN_GREETING_MSG301
AI_FIRST_TURN_GREETING_MSG302'''
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_TYPICAL
'''AI_FIRST_TURN_GREETING_MSG401
AI_FIRST_TURN_GREETING_MSG402
AI_FIRST_TURN_GREETING_MSG403'''
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_AGGRESSIVE
'''AI_FIRST_TURN_GREETING_MSG501
AI_FIRST_TURN_GREETING_MSG502
AI_FIRST_TURN_GREETING_MSG503
AI_FIRST_TURN_GREETING_MSG504
AI_FIRST_TURN_GREETING_MSG505
AI_FIRST_TURN_GREETING_MSG506'''
# Don't translate this entry.
AI_FIRST_TURN_GREETING_LIST_MANIACAL
'''AI_FIRST_TURN_GREETING_MSG601
AI_FIRST_TURN_GREETING_MSG602
AI_FIRST_TURN_GREETING_MSG603
AI_FIRST_TURN_GREETING_MSG604
AI_FIRST_TURN_GREETING_MSG605
AI_FIRST_TURN_GREETING_MSG606
AI_FIRST_TURN_GREETING_MSG607
AI_FIRST_TURN_GREETING_MSG608'''
##
## Hotkey names and descriptions
##
OPTIONS_PAGE_HOTKEYS
Keyboard shortcuts
HOTKEYS_Z_COMBAT
Combat window
HOTKEYS_MAP
Okno mapy
HOTKEYS_GENERAL
Skróty główne
HOTKEY_MAP_OPEN_CHAT
Otwarcie okna czatu
HOTKEY_MAP_END_TURN
Koniec kolejki
HOTKEY_MAP_RESEARCH
Włączanie panel badań
HOTKEY_MAP_DESIGN
Toggle design panel
HOTKEY_MAP_OBJECTS
Hotkey to open Objects list
HOTKEY_MAP_MESSAGES
Toggle messages window
HOTKEY_MAP_EMPIRES
Włączanie listy imperiów
HOTKEY_MAP_PEDIA
Włączanie okna pedii
HOTKEY_MAP_GRAPHS
Włączanie listy wykresów
HOTKEY_MAP_PRODUCTION
Właczanie panelu produkcji
HOTKEY_MAP_SIT_REP
Włączanie raportu sytuacyjnego
HOTKEY_MAP_MENU
Menu główne
HOTKEY_MAP_RETURN_TO_MAP
Powrót do okna mapy
HOTKEY_MAP_ZOOM_IN
Powiększenie
HOTKEY_MAP_ZOOM_IN_ALT
Powiększenie (inny skrót)
HOTKEY_MAP_ZOOM_OUT
Pomniejszenie
HOTKEY_MAP_ZOOM_OUT_ALT
Pomniejszenie (iny skrót)
HOTKEY_MAP_ZOOM_HOME_SYSTEM
Przełącz na system macierzysty
HOTKEY_MAP_ZOOM_PREV_SYSTEM
Przełącz na system poprzedni
HOTKEY_MAP_ZOOM_NEXT_SYSTEM
Przełącz na system następny
HOTKEY_MAP_ZOOM_PREV_OWNED_SYSTEM
Switch to previous system containing own planets
HOTKEY_MAP_ZOOM_NEXT_OWNED_SYSTEM
Switch to next system containing own planets
HOTKEY_MAP_ZOOM_PREV_FLEET
Switch to previous fleet
HOTKEY_MAP_ZOOM_NEXT_FLEET
Switch to next fleet
HOTKEY_MAP_ZOOM_PREV_IDLE_FLEET
Switch to previous idle fleet
HOTKEY_MAP_ZOOM_NEXT_IDLE_FLEET
Switch to next idle fleet
HOTKEY_MAP_PAN_RIGHT
Pan map right
HOTKEY_MAP_PAN_LEFT
Pan map left
HOTKEY_MAP_PAN_UP
Pan map up
HOTKEY_MAP_PAN_DOWN
Pan map down
HOTKEY_MAP_TOGGLE_SCALE_LINE
Toggle Map Scale Line
HOTKEY_MAP_TOGGLE_SCALE_CIRCLE
Toggle Map Scale Circle
HOTKEY_CUT
Cut
HOTKEY_COPY
Copy
HOTKEY_PASTE
Paste
HOTKEY_SELECT_ALL
Select All
HOTKEY_DESELECT
Deselect
HOTKEY_FOCUS_PREV_WND
Previous Control
HOTKEY_FOCUS_NEXT_WND
Next Control
HOTKEY_EXIT
Exit to desktop
HOTKEY_QUIT
Quit current game
HOTKEY_FULLSCREEN
Toggle fullscreen
##
## Name lists
##
# Newline separated list of star cluster names
STAR_GROUP_WORDS
'''Alpha
Beta
Gamma
Delta
Epsilon
Zeta
Eta
Theta
Iota
Kappa
Lambda
Mu
Nu
Xi
Omicron
Pi
Rho
Sigma
Tau
Upsilon
Phi
Chi
Psi
Omega'''
# Newline separated list of star cluster suffixes
STAR_GROUP_CHARS
'''α
β
γ
δ
ε
ζ
η
θ
ι
κ
λ
μ
ν
ξ
ο
π
ρ
σ
τ
υ
φ
χ
ψ
ω'''
# Newline separated list of star cluster names
STAR_GROUP_NAMES
Centauri
# Newline separated list of star names
STAR_NAMES
'''Aadhavan
Aaftaab
Aberdeen
Abydos
Abyormen
Acamar
Achernar
Achird
Acrux
Acubens
Adams
Adhafera
Adhara
Adhil
Aditya
Adria
Aegir
Aegis
Aftab
Agemem
Agena
Ahl
Ain
Airy
Ajai
Ajax
Akrab
Al Borak
Alathfar
Albaldah
Albali
Albans
Albion
Albireo
Alchiba
Alcor
Alcyone
Aldebaran
Alderamin
Aldhibah
Aleel
Alfecca
Alfirk
Algedi
Algenib
Algernon
Algieba
Algiz
Algol
Algorab
Alhague
Alhena
Alioth
Alkaid
Alkalurops
Alkes
Alkurhah
Almaak
Almach
Alnair
Alnasl
Alnath
Alnilam
Alnitak
Alniyat
Alphard
Alphecca
Alpheratz
Alrai
Alrescha
Alrisha
Alsafi
Alsciaukat
Alshain
Alshat
Alsuhail
Altair
Alterf
Aludra
Alula
Alven
Alya
Alzirr
Ambrozius
Amel
An Ghrian
Anacreon
Anar
Anarres
Ancale
Ancha
Andor
Angel
Angetenar
Angstrom
Ankaa
Ankh
Anraq
Anser
Ansuz
Antares
Antilia
Applejack
Apus
Aquila
Aquilae
Araw
Arbol
Arcturus
Ares
Argus
Ariel
Arietis
Arka
Arkab
Arneb
Arrakis
Artatore
Artemis
Aruna
Arunan
Arusha
Ascella
Asellus
Asgard
Asimov
Asmodeus
Aspidiske
Astéri
Asteria
Asterope
Astley
Astraea
Astrum
Asvins
Aten
Athena
Athens
Atik
Atlas
Atria
Atutuahi
Aurelia
Aurigae
Aurinko
Aurora
Auseklis
Austin
Auva
Avior
Axis
Ayora
Azelfafage
Azha
Azmidiske
Baade
Baal-Samem
Babel
Bacabs
Bach
Baer
Baham
Bahcall
Baía
Balan
Balder
Ballybran
Barcia
Barnard
Baten
Bato
Baxtim
Beaivi
Beaumonde
Becrux
Beid
Bell
Bellatrix
Belzagor
Benetnasch
Berel
Berkano
Bernadette
Bessel
Betelgeuse
Bexley
Beylix
Bhanu
Bhaskar
Biham
Bintang
Bituín
Bladehill
Bob
Boca
Bode
Bok
Bolton
Bootis
Bop
Borealis
Borlach
Boros
Botein
Brachium
Bradbury
Bragi
Bravio
Brethil
Brey
Brog
Bud
Burbidge
Burke
Caebeth
Calafia
Cannon
Canopus
Capella
Caph
Caps
Carcharoth
Carina
Caroli
Cassandra
Cassini
Castor
Cavo
Cebalrai
Celaeno
Celestia
Celtsi
Ceti
Cetus
Chadwick
Chara
Charlie
Cheleb
Cherruve
Chertan
Chhonnai
Chih Nu
Chiron
Chort
Chthon
Ciryon
Citlālin
Coatlicue
Coccolino
Collassa
Constance
Copernicus
Cor
Cormack
Corona
Correctos
Crawford
Crius
Crow
Crypto
Cryslon
Crystous
Csillag
Cursa
Cygni
Cynosura
Cyteen
D'Korsh
D'nebag
Dabih
Dagaz
Dairuin
Dar
Darquan
Darrian
Deadwood
Deemi
Delphi
Demeter
Deneb
Denebola
Denubius
Deucalion
Dhrawn
Diadem
Dicke
Diell
Diggity
Diphda
Divakara
Dnoces
Dolz
Doow-tsae
Dosadi
Dosis
Draco
Draconis
Drakka
Draper
Drengist
Dres
Dreven
Dschubba
Dsiban
Dubhe
Dukalis
Duna
Dunatis
Dungortheb
Durash
Durgosh
Dvorak
Dyson
Dyton
Ea
Ecthelion
Edasich
Edda
Eddington
Eek
Eeloo
Eguzki
Ehwaz
Eilinel
Ekkaia
Ekul
El Gero
Elased
Electra
Elena
Elnath
Eltanin
Elu
Encke
Endoria
Endymion
Engolong
Engwar
Enif
Eos
Ephyse
Epsylon
Eridani
Erigone
Erna
Eros
Errai
Erythro
Escalon
Escher
Esper
Estela
Estreya
Ètâila
Eternia
Étoile
Eurphates
Euterpe
Eve
Ewia
Ex
Exis
Ezellohar
Ezra
Fafnir
Fairchild
Falmari
Faraday
Farlight
Fehu
Felix
Fetter
Fetū
Fhloston
Fieras
Finisterre
Fiorina
Firma
Fiumena
Fixas
Fluttershy
Fomalhaut
Formic
Fornacis
Fowler
Fox
Frack
Fraunhofer
Frey
Fuinur
Furud
Gabriel
Gacrux
Gaea
Gaia
Galileo
Galle
Gallifrey
Galos
Gamab
Gamow
Ganges
Gari
Garnet
Garriot
Garth
Gawara
Gebo
Gefjon
Gehenna
Gemroy
Geni
Giacconi
Gianfar
Giausar
Giedi
Gienah
Giiziss
Gilly
Gimboid
Gimilzôr
Ginglith
Gion
Girtab
Glade
Gladiolus
Gloom
Glund
Gnayiru
Gne
Godel
Goltucot
Gomeisa
Gomorrah
Gor
Gorgonea
Gorra
Gorta
Gorthol
Goth
Graffias
Grail
Gram
Gray
Grian
Grotto
Grue
Gruis
Grumium
Gundung
Guradas
Guth
Gwiazda
Gygax
Haalar
Hadar
Hadhodrond
Hador
Haedi
Hagalaz
Hale
Haleth
Halley
Hamal
Hananim
Haretha
Harlequin
Hartmann
Harvest
Hashi
Hassaleh
Hathoor
Haven
Hawking
Hegira
Heimdall
Heinlein
Helevorn
Helix
Helliconia
Helos
Helotrix
Hematopf
Henderson
Henge
Hera
Herbert
Herbig
Hercules
Herculis
Herschel
Hesikos
Hesperus
Hetu’u
Heulo
Hewish
Heze
Hhnub
Highgate
Hiigara
Hijra
Himring
Hiru
Hisa
Hisemtuk
Hluqhl
Hnau
Hnub Qub
Hocotate
Hoedus
Holly
Homam
Honeydew
Horst
Hoyle
Huachuca
Huan
Hubble
Huggins
Huishtín
Hulse
Huygens
Hvězda
Hviezda
Hyades
Hyadum
Hyboria
Hydros
Hyperion
Icarius
Idril
Idun
Ike
Iliad
Ilios
Ilium
Illuin
Imlach
Imra
Incedius
Ingwaz
Inti
Inupiaq
Ioram
Ipsum
Iranha
Ìràwọ̀
Ireta
Irk
Iru
Isa
Ishtar
Iskander
Israfel
Isteddu
Istélla
Iszm
Ita
Ithil
Itzamna
Ix
Ixchel
Ixitixl
Izar
Jabbah
Jansky
Jelena
Jera
Jhonaai
Jiangyin
Jijo
Jinga
Jinx
Jirntu
Jool
Jophekka
Jua
Juthtath
Jyothisha
Kaashyapa
Kadiravan
Kailis
Kaitos
Kajam
Kakata
Kala
Kalas
Kalidasa
Kapteyn
Karahkwa
Kartaka
Kartow
Kaus
Kazzkark
Keeta
Keid
Kelvin
Kenaz
Kent
Kentaurus
Kephra
Kepler
Kerbin
Kerry
Kewkba
Khaga
Khama
Kharak
Khiori
Kholdan
Khonvoum
Khorshid
Khursheed
Kilipi
Kilja
King
Kintana
Kirkwood
Kitalpha
Kithrup
Klazart
Klystron
Knuth
Kobol
Kochab
Kochanski
Kornephori
Kraj
Krampus
Kraz
Kregen
Kril
Kronos
Krull
Kryten
Kuiper
Kulthea
Kulthos
Kuma
La
Laan
Laganini
Lagash
Lagrange
Laguz
Lalaith
Lamarckia
Lambda
Langa
Laplace
Lassell
Lava
Laythe
Leera
Leibowitz
Lemaitre
Leonis
Leporis
Lesath
Levitt
Lhûn
Lilac
Lintang
Lir
Listavus
Lister
Lithia
Lockyer
Locris
Loki
Lomadia
Lómelindi
Londinium
Lorenzo
Lorum
Losi
Lossini
Luinil
Lumen
Lupi
Lurga
Lusitania
Lyae
Lynx
Lyonesse
Lyot
Lystena
Maalor
Maasym
Maelas
Magrathea
Máhanaxar
Mahtan
Maia
Majipoor
Makina
Malacandra
Malin
Mallus
Mambo
Mamura
Mangaroa
Mannaz
Mannga
Manzil
Maretta
Marfik
Margrave
Marich
Marinara
Markab
Marklar
Masoandro
Mat Troi
Matahari
Matar
Matenga
Mbyja
Mebsuta
Medea
Media
Megalon
Megrez
Meiji
Meissa
Mejare
Mekbuda
Meklon
Meness
Menkab
Menkalinan
Menkar
Menkent
Menkib
Mentar
Merak
Merga
Merops
Mesa
Mesarthim
Mesklin
Messier
Metallah
Metaluna
Miaplacidi
Micojan
Midkemia
Mier
Miki
Mimosa
Minerva
Minkar
Minkowski
Minmus
Mintaka
Mira
Mirach
Miram
Miranda
Mirfak
Miri
Míriel
Miron
Mirphak
Mirzam
Misha
Mithra
Mitra
Miyamoto
Mizar
Mnemon
Mobas
Mobius
Moctezuma
Moho
Moletrap
Molyneux
Mongo
Montra
Monzoto
Mor-Tax
Morma
Moro
Morrig
Morthrai
Moskva
Mothallah
Mufrid
Mughaling
Muhlifain
Muir
Muliphen
Mün
Muphrid
Murzim
Muscida
Myomachia
Myrtilus
Mze
Na Atibu
Na'ir
Nacre
Nahar
Nakshatras
Naledi
Namcap
Naos
Nap
Narsilion
Narzina
Nash
Nashira
Násti
Natanik
Nauthiz
Navi
Nay
Nazin
Needle
Nekkar
Nemari
Nenning
Neptunus
Neruval
Newton
Nexus
Ngôi Sao
Nidor
Nihal
Nihil
Niikhirch
Nikko
Nile
Nipiruk
Nirn
Nit
Nitzer
Nivrim
Niyat
Njord
Nocobi
Nodus
Nordia
Normalus
Norris
Note
Nuk
Nunki
Nusakan
Nyarl
Nyénye
Nyota
Oa
Oakka
Oasis
Obaca
Octo
Odin
Odyssey
Ohisama
Oiolossë
Olakira
Olbers
Olduvai
Olympus
Onsay
Oort
Ophiuchi
Optera
Orchid
Orionis
Orocarni
Orthe
Osiris
Othila
Oyarsa
Pacifica
Pagalos
Paladia
Pandora
Panon Poe
Papis
Paquin
Paranar
Parth
Path
Pawn
Pay
Peacock
Peel
Pegasus
Pell
Pelorum
PemHov
Penrose
Penzias
Perdide
Perelandra
Pern
Persephone
Perseus
Perth
Pet
Petaybee
Phact
Phad
Phaet
Phantos
Pharagos
Phecda
Pherkad
Phoenix
Phyco
Piazzi
Pickering
Pike
Pinatha
Pinkie
Pisces
Piscium
Plato
Pleione
Po
Poi
Poiesis
Polaris
Pollus
Pollux
Polyphemus
PooshNa
Porrima
Posterior
Prace
Praecipua
Praxis
Primodius
Prior
Procyon
Prokets
Propus
Proteus
Proxima
Prysmos
Ptolemy
Pulcherri
Puppis
Pyrrus
Qar'To
Quayal
Quillur
Ra
Radar
Ragnarok
Rai
Rainbow
Rama
Ran
Rana
Rangi
Rarity
Ras
Rasalgethi
Rastaban
Rasto
Rauros
Raven
Ravi
Rayden
Razmus
Reach
Réalta
Rebelus
Reber
Regina
Regis
Regor
Regulus
Rehua
Reilsa
Remulak
Requiem
Reticuli
Reul
Reverie
Reynolds
Rha
Rhampora
Rheims
Rhilus
Rhovanion
Ri-pog
Riccioli
Rigel
Rimmer
Rin
Robi
Rochallor
Rollage
Rome
Romeo
Romulas
Rook
Rosetta
Rossi
Rotan
Rotanev
Rothinzil
Roua
Rov
Rubanis
Rubin
Ruchba
Rukbat
Rukvash
Rum
Russell
Rylos
Ryoun
Sabik
Sadalbari
Sadalmelik
Sadalsuud
Sadatoni
Sadr
Saeros
Sagan
Sagittari
Saiph
Sakuru
Salm
Salpeter
Salusa
Sandage
Sangre
Santo
Sargas
Sarin
Sarma
Satry
Saule
Saurak
Savitru
Scarab
Sceptrum
Scheat
Schedar
Schmidt
Schwarzs
Scorpii
Scylla
Secilia
Segin
Seginus
Seidon
Seiren
Selia
Sera
Seregon
Seren
Setag
Seyfert
Shade
Sham
Shams
Shapiro
Shapley
Sharatan
Shaula
Shedir
Sheliak
Shelly
Shemesh
Sheratan
Shikasta
Shoggoth
Shokodo
Shora
Shtern
Sidus
Sihnon
Silk
Silpion
Silverhold
Simius
Siqieiq
Sirius
Sitoele
Sitter
Situla
Sjtar
Skadi
Skaro
Skat
Slipher
Slunce
Smeg
Soare
Sodom
Sole
Soleil
Solen
Solntze
Soma
Sonce
Sonne
Soorajh
Sooriyan
Soorya
Sopota
Soror
Sowilo
Sparta
Spica
Sssla
Staila
Stalaz
Starbow
Starillus
Stärn
Statler
Stea
Stedda
Stèila
Steja
Stella
Stelo
Ster
Stëra
Steredenn
Steren
Stêrk
Stern
Sterope
Stidda
Stilla
Stivan
Stjarna
Stjer
Sto
Stràla
Stroggos
Struve
Styx
Sualocin
Subra
Suhail
Sulafat
Sulva
Sunce
Sunna
Suno
Supina
Suraj
Surya
Suryudu
Synnax
Syrma
T'ae-yang
Tabit
Tabul
Tähti
Tai yong
Taiyo
Takis
Taladas
Talas
Talitha
Tama
Tane
Tania
Tanis
Tanith
Tao
Taonoui
Tarak
Tarazed
Targ
Tauraro
Tauri
Taygeta
Taylor
Techno
Tegmen
Tegmine
Teja
Tejat
Teka
Tele
Telemachus
Tenebra
Teoblan
Terebellum
Terminus
Tewari
Thabit
Thalassa
Theemim
Thor
Thorne
Thra
Thrax
Threshold
Thuban
Thulcandra
Thule
Thurisaz
Tiamat
Tiberius
Tier
Tigris
Tinapolis
Tirawa
Tirol
Tiwaz
Tombaugh
Tombstone
Toranor
Tork
Tormance
Tradamere
Tran
Tranai
Trantor
Trax
Trebakka
Triumph
Trixie
Troas
Trobia
Troika
Trondheim
Trophy
Troy
Tschai
Tsehay
Tum
Tumunzahar
Turais
Turbin
Tusk
Twa
Twilight
Tycho
Tylo
Typhon
Tyr
Uch-Akip
Udaya
Uftivan
Uinen
Ukko
Ulduz
Ull
Uluru
Úmanyar
Undo
Unukalhai
Ur
Urania
Urchachka
Urras
Ursa
Uruz
Uvluġiaq
Uxmai
Valeria
Valier
Vall
Van Allen
Vanant
Vargas
Vaza
Vega
Vekta
Velorum
Venice
Verbena
Verrier
Vhilinyar
Vindeatrix
Vinea
Vista
Volantis
Vox
Vulcan
Waglen
Waldorf
Walter
Wangülen
Warawara
Wasat
Watt
Wazn
Wedge
Wei
Weizsacker
Wen-chang
Wezen
Wheeler
Whetuu
Whipple
Whitefall
Whittier
Whynil
Wiily
Wilka
Willow
Wilson
Wilwarin
Winter
Wolf
Wonderbolt
Worlorn
Wormwood
Woz
Wraith
Wunjo
Xanadu
Xanthus
Xendalla
Xengara
Xenon
Xenos
Xephos
Xiddig
Xocotl
Xudax
Yaraay
Yarak
Yarrow
Yatakya
Yed
Yekub
Yildiz
Yildun
Yiminga
Yll
Yoka
Yoldiz
Yonder
York
Yoyo
Yr Haul
Yuggoth
Zakuri
Zaniah
Zanzibar
Zarra
Zaurak
Zavijava
Zavron
Zecora
Zeelich
Zeist
Zen
Zhardan
Zibal
Zillikian
Zoctan
Zomg
Zon
Zora
Zosma
Zun di
Zvaigzne
Zvezda
Zvijezda
Zwicky
Zygot
Zyrgon
'''
# Newline separated list of empire names
EMPIRE_NAMES
'''Academy
Accord
Administration
Affiliation
Agglomeration
Aggregate
Alliance
Amalgamation
Aristocracy
Ascendancy
Assembly
Association
Authority
Barony
Binding
Bishopric
Bloc
Brotherhood
Cabal
Center
Civilization
Cluster
Coalition
Collaboration
Collectivity
Command
Commonwealth
Community
Compact
Concord
Confederation
Conglomerate
Congregation
Consensus
Consortium
Control
Cooperative
County
Covenant
Delimitation
Demarcation
Division
Domain
Domination
Dominion
Duchy
Empire
Enclave
Entente
Entirety
Entity
Equality
Federation
Foundation
Front
Governance
Growth
Harmony
Hegemony
Hierocracy
Imperium
Integration
Invincible
Joining
Jurisdiction
Kingdom
League
Marvelous
Matriarchy
Oligarchy
Order
Pacificat
Pact
Panarchy
Patriarchy
Peace
Perfection
Plurality
Possession
Preeminence
Primacy
Principality
Protectorate
Realm
Region
Republic
Righteous
Section
Sector
Segment
Seigniory
Sept
Singularity
Society
Solidarity
Sovereignty
Sphere
Supremacy
Suzerainty
Syndicate
Synthesis
Territory
Totality
Tribes
Unanimity
Unification
Union
Unity
Zone'''
# Newline separated list of mammal-based ship names
SHIP_NAME_MAMMALS
'''Aardvark
Aardwolf
Agouti
Alpaca
Ape
Armadillo
Aye-Aye
Babirusa
Baboon
Badger
Bandicoot
Bat
Beaver
Boar
Bobcat
Bonobo
Camel
Capuchin
Caracal
Cat
Chevrotain
Chimpanzee
Chinchilla
Civet
Coati
Colobus
Cottontail
Coyote
Deer
Dhole
Dingo
Dog
Dolphin
Donkey
Dromedary
Dugong
Elephant
Elk
Fennec
Ferret
Fox
Genet
Gibbon
Giraffe
Goat
Gorilla
Guanaco
Hare
Hart
Hedgehog
Hippopotamus
Hog
Horse
Humpback
Hyena
Hyrax
Jackal
Jackrabbit
Jaguar
Jaguarundi
Kangaroo
Kine
Kinkajou
Kodiak
Langur
Lemur
Leopard
Lion
Llama
Loris
Lynx
Macaque
Mammoth
Manatee
Mandrill
Margay
Marmoset
Marten
Mink
Mole
Mongoose
Monkey
Moose
Mouse
Mule
Muntjac
Narwhale
Ocelot
Okapi
Onager
Opossum
Orangutan
Orca
Otter
Ox
Panda
Pangolin
Pika
Platypus
Polecat
Porpoises
Pronghorn
Puma
Rabbit
Raccoon
Ram
Rat
Reindeer
Rhinoceros
Sabretooth
Seal
Shrew
Skunk
Sloth
Stag
Tamandua
Tamarin
Tapir
Tarpan
Tarsius
Tenrec
Tiger
Vicugna
Wallaby
Walrus
Warthog
Weasel
Whale
Wildebeest
Wolf
Wolverine
Wombat
Zebra'''
# Newline separated list of bird-based ship names
SHIP_NAME_BIRDS
'''Albatross
Canary
Condor
Cormorant
Crow
Dove
Eagle
Falcon
Finch
Flamingo
Goose
Heron
Kestrel
Kiwi
Lark
Osprey
Ostrich
Pelican
Penguin
Pheasant
Pidgeon
Quail
Raven
Rhea
Sparrow
Stork
Swallow
Swan
Thrush
Woodpecker'''
# Newline separated list of ship-based ship names
SHIP_NAME_FISH
'''Albacore
Anchovy
Barracuda
Bass
Capelin
Char
Coelacanth
Eel
Flounder
Gourami
Guppy
Herring
Koi
Lamprey
Mackerel
Marlin
Minnow
Pike
Piranha
Remora
Sculpin
Shark
Sockeye
Stingray
Trout
Walleye'''
# Newline separated list of plant-based ship names
SHIP_NAME_FLORA
'''Almond
Apple
Arbutus
Ash
Aspen
Avocado
Balsa
Bamboo
Beech
Birch
Cacao
Cedar
Cherry
Chestnut
Cinnamon
Cork
Cypress
Dogwood
Durian
Elm
Eucalyptus
Fig
Fir
Hazel
Hickory
Holly
Juniper
Larch
Lime
Mahogany
Mango
Maple
Oak
Olive
Orange
Palm
Pear
Persimmon
Pine
Plum
Poplar
Rubber
Sequoia
Spruce
Sumac
Willow'''
# Newline separated list of mineral-based ship names
SHIP_NAME_STONE
'''Amphibolite
Andesite
Basalt
Chalk
Clay
Dolomite
Flint
Gabbro
Gneiss
Granite
Komatite
Limestone
Marble
Obsidian
Pegmatite
Pumice
Quartzite
Sandstone
Schist
Shale
Slate'''
# Newline separated list of weather-based ship names
SHIP_NAME_WEATHER
'''Autumn
Avalanche
Blizzard
Breeze
Calm
Cold
Cyclone
Dawn
Daybreak
Drizzle
Drought
Dusk
Earthquake
Eclipse
Fog
Heatwave
Hurricane
Lavaflow
Lightning
Maelstrom
Mist
Monsoon
Nightfall
Rainbow
Rainfall
Seacurrent
Sleet
Snap
Snowfall
Solstice
Spring
Stormcloud
Summer
Sunshine
Thermal
Thunder
Tide
Tornado
Tsunami
Twister
Vortex
Whirlwind
Wind
Winter'''
# Newline separated list of star constellationbased ship names
SHIP_NAME_CONSTELLATIONS
'''Andromeda
Antlia
Apus
Aquarius
Aquila
Ara
Aries
Auriga
Bootes
Caelum
Camelopardalis
Cancer
Canes
Venatici
Canis
Capricornus
Carina
Cassiopeia
Centaurus
Cepheus
Cetus
Chamaeleon
Circinus
Columba
Coma
Berenices
Corona
Corvus
Crater
Crux
Cygnus
Delphinus
Dorado
Draco
Equuleus
Eridanus
Fornax
Gemini
Grus
Hercules
Horologium
Hydra
Hydrus
Indus
Lacerta
Leo
Lepus
Libra
Lupus
Lyra
Mensa
Microscopium
Monoceros
Musca
Norma
Octans
Ophiuchus
Orion
Pavo
Perseus
Phoenix
Pictor
Pisces
Puppis
Pyxis
Reticulum
Sagitta
Sagittarius
Scorpius
Sculptor
Scutum
Serpens
Sextans
Taurus
Telescopium
Triangulum
Tucana
Ursa
Vela
Virgo
Volans
Vulpecula'''
# Newline separated list of various namebased ship names
SHIP_NAME_STARS
'''Acamar
Achernar
Achird
Acrux
Acubens
Adhafera
Adhil
Agena
Ain
Al Athfar
Al Bali
Al Dhanab
Al Dulfim
Al Gieba
Al Giedi
Al Haud
Al Nair
Al Niyat
Al Rescha
Al Thalimain
Alaraph
Albireo
Alchibah
Alcyone
Aldebaran
Alfirk
Algenib
Algol
Algorab
Alioth
Alkalurops
Alkes
Almach
Almeisan
Alnilam
Alnitak
Alphard
Alpheratz
Alruccabah
Alsafi
Alshain
Altair
Aludra
Alya
Ancha
Angetenar
Ankaa
Antares
Arcturus
Arkab
Arrakis
Ascella
Asellus
Asmidiske
Asterope
Atik
Atlas
Atria
Auva
Avior
Azelfafage
Azha
Azimech
Baham
Baten
Beid
Bellatrix
Benetnasch
Betelgeuse
Botein
Canopus
Capella
Caph
Caput
Trianguli
Castor
Celaeno
Celbalrai
Chara
Cheleb
Chertan
Chort
Cih
Cor Caroli
Cor Hydrae
Cor Leonis
Coxa
Cujam
Cursa
Dabih
Deneb
Denebola
Diphda
Dnoces
Dschubba
Dubhe
Dziban
Edasich
El
Nath
Electra
Eltanin
Enif
Er
Rai
Eschamali
Fomalhaut
Furud
Gacrux
Garnet
Gemma
Giauzar
Gienah
Gomeisa
Graffias
Grumium
Hadar
Hamal
Heka
Heze
Homam
Izar
Jabbah
Kabdhilinan
Kaffaljidhmah
Kaitos
Kalb
Kaou
Pih
Kaus
Ke
Kwan
Keid
Kentaurus
Kin
Yu
Kitalpha
Kochab
Kokab
Kornephoros
Kraz
Kuma
Kurhah
Lesuth
Maasim
Maaz
Maia
Marchab
Marfak
Markab
Matar
Mebsuta
Megrez
Meissa
Mekbuda
Men
Menkab
Menkalinan
Menkar
Menkent
Menkib
Merak
Merope
Mesarthim
Miaplacidus
Mimosa
Minkar
Mintaka
Mira
Mirach
Mirak
Mirzam
Mizar
Mothallah
Muhlifain
Muliphein
Mulu-lizi
Muphrid
Nakkar
Naos
Nashira
Navi
Nekkar
Nihal
Nodus
Nunki
Nusakan
Phact
Phad
Phaet
Phecda
Pherkab
Pleione
Polaris
Pollux
Porrima
Praecipula
Prijipati
Primus
Hyadum
Procyon
Propus
Pulcherrima
Rana
Ras Algethi
Ras Alhague
Ras Elased
Rasalas
Rastaban
Regor
Regulus
Rigel
Rigilkent
Rischa
Rotanev
Ruchba
Rukbah
Rukbat
Sabik
Sadachbia
Sadal Melik
Sadal Suud
Sadalbari
Sadatoni
Sadr
Saiph
Samakah
Sargas
Sarin
Scheat
Schedar
Schemali
Scutulum
Segin
Seginus
Shaula
Shedir
Sheliak
Shelyak
Sheratan
Sirius
Situla
Skat
Spica
Sualocin
Suhail
Sulafat
Syrma
Talitha
Tania
Tarazed
Tarf
Taygeta
Tchou
Tegmine
Tejat
Thabit
Thuban
Tseen
Tsih
Tso
Hea
Tsze
Tseang
Tyl
Ukdah
Unukalhai
Vega
Vindemiatrix
Wasat
Wezen
Wezn
Yed
Yildun
Zaniah
Zaurak
Zavijava
Zozma
Zubanalakrab
Zubenhakrabi
Aardharaa
Aashada
Aaslesha
Abhijit
Ashresha
Ashwini
Bharani
Bhargava
Bhishaja
Bhomyavasar
Brihaspativasara
Budhavar
Chitra
Dhanishta
Dhanu
Guruvar
Hastaa
Induvasar
Jyeshta
Kanya
Karkataka
Krittika
Kumbha
Makara
Mangalvar
Mesha
Mithuna
Mrigasheerisham
Phalguni
Proshtapada
Pubba
Punarvasu
Purvashada
Pushya
Ravivar
Revathi
Rohini
Savitru
Shaniva
Shatha
Shravana
Shukravar
Simha
Somavar
Sthiravasara
Swati
Tishya
Tula
Uttara
Uttarashada
Vichruta
Vishaaka
Vrishchika'''
# Newline separated list of roman mythology-based ship names
SHIP_NAME_ROMAN_MYTHOLOGY
'''Aurora
Auster
Bacchus
Bellona
Decima
Diana
Orcus
Fama
Faunus
Favonius
Fortuna
Galinthis
Gratiae
Juno
Justitia
Latona
Matuta
Minerva
Morta
Nona
Parcae
Pax
Proserpina
Salacia
Salus
Silvanus
Somnus
Tellus
Ulysses
Veiovis
Vesper
Vesta
Vulturnus'''
# Newline separated list of greek mythology-based ship names
SHIP_NAME_GREEK_MYTHOLOGY
'''Aesculapius
Achelois
Acheron
Acis
Adrasteia
Aegaeon
Aeolus
Aether
Agdistis
Agrius
Alastor
Alcyoneus
Alectrona
Aloadae
Alpheus
Amphitrite
Ananke
Antaeus
Antheia
Aphaea
Aphrodite
Arethusa
Argus
Aristaeus
Artemis
Asclepius
Asopus
Asteria
Astraeus
Ate
Athena
Atropos
Attis
Auxo
Bia
Boreas
Briareus
Brontes
Cabiri
Caerus
Calliope
Calypso
Ceto
Chloris
Chronos
Circe
Cladeus
Cleochareia
Clio
Clymene
Clytie
Coeus
Cotys
Cragus
Crataeis
Crius
Cronus
Cybele
Cyclopes
Daphne
Demeter
Dinlas
Dionysus
Dioscuri
Doris
Echo
Efreisone
Eidyia
Eileithyia
Elpis
Enyalius
Enyo
Eos
Eosphorus
Ephialtes
Epimetheus
Erato
Erebus
Erinyes
Ethehofos
Eunomia
Eurotas
Eurus
Euterpe
Galinthias
Giants
Glaucus
Gyes
Hades
Hamadryads
Hebe
Hecate
Hecatoncheires
Helios
Hemera
Hephaestus
Hera
Heracles
Hermes
Hespera
Hesperos
Hestia
Horae
Hybris
Hypnos
Irene
Iris
Lachesis
Leto
Melpomene
Metis
Metope
Mnemosyne
Moirae
Momus
Morpheus
Naiads
Nemesis
Nereids
Nereus
Notus
Oceanid
Odysseus
Ophion
Oreads
Otus
Peitho
Peneus
Persephone
Pheme
Phoebe
Phorcys
Phosporus
Pleiades
Polyhymnia
Polyphemus
Poseidon
Priapus
Prometheus
Selene
Semele
Silenus
Sterope
Steropes
Tartarus
Taygete
Terpsichore
Thalia
Thallo
Thanatos
Theia
Themis
Thetis
Titan
Tityas
Tyche
Typhon
Zephyrus
Zeus'''
# Newline separated list of norse mythology-based ship names
SHIP_NAME_NORSE_MYTHOLOGY
'''Aegir
Alaisiagae
Alberich
Alfhild
Alfrodull
Alvis
Andhrimnir
Andvaranaut
Andvari
Angrboda
As
Asgard
Embla
Astrild
Asynjur
Atla
Audhumla
Balder
Beldegg
Bergelmir
Beyla
Bifrost
Billing
Bor
Borghild
Bragi
Brono
Brunhilde
Buri
Bylgia
Dagur
Disen
Dvalin
Edda
Einmyria
Eir
Eisa
Elli
Fafnir
Fenrir
Forseti
Freyr
Frigg
Gefion
Geirrod
Ginnungagap
Gjallar
Gladsheim
Glen
Glum
Gna
Gullveig
Gunnar
Heimdall
Heimskringla
Helheim
Hermod
Hladgunnr
Hlin
Honir
Muninn
Hymir
Idun
Jord
Jormungand
Jotunheim
Jotuns
Kari
Ketill
Kvasir
Laga
Landvaettir
Lifthrasir
Lofn
Loki
Magni
Modi
Miming
Mimir
Mjollnir
Mundilfari
Muspell
Nidhogg
Niflheim
Njord
Norn
Nott
Odin
Ragnarok
Sceaf
Sif
Sigurd
Sjofn
Skadi
Sleipnir
Snotra
Surt
Svadilfari
Svalin
Syn
Thiazi
Thor
Thrud
Tyr
Utgard
Valhalla
Vali
Valkyri
Vanaheim
Vanir
Ve
Vidar
Vili
Yggdrasil
Ymir'''
# Newline separated list of basque mythology-based ship names
SHIP_NAME_BASQUE_MYTHOLOGY
'''Aatxe
Adur
Aide
Aideko
Akerbeltz
Ama
Amalur
Argiduna
Atarrabi
Axular
Basa
Begizko
Beigorri
Benzozia
Betadur
Birao
Eate
Egoi
Eguzku
Ekaitz
Eki
Erditse
Erensuge
Erge
Erio
Etsai
Euri
Gaixtoak
Gaizkin
Galtzagorri
Gauargi
Gaueko
Goikoa
Gorritxiki
Hodei
Iduzki
Ieltxu
Iguzki
Ilargi
Inguma
Inizitu
Intxixu
Iratargi
Iritxu
Itsaso
Itxasgorrieta
Iuski
Laino
Laminak
Lur
Lurra
Maju
Mayi
Mikelats
Mozorro
Numen
Oaztargi
Odei
Ortz
Ortzeder
Ortzi
Ost
Ostadar
Ostots
Ostri
Ozkarri
Patuek
Sakre
Sorguin
Sugoi
Tartaro
Torto
Tronagarru
Txaalgorri
Tximistarri
Ur
Urci
Urtzi
Yaun
Zezengorri
Zuberoa'''
# FIXME: Sort these into their proper locations?
# Newline separated list of various mythology-based ship names
SHIP_NAME_UNSORTED_MYTHOLOGY
'''Gorgon
Sphinx
Medusa
Pegasus
Echidna
Satyr
Nymph
Cyclops
Harpy
Abarimon
Abatwa
Ahriman
Aitvaras
Ajatar
Amphisbaena
Anubite
Apis
Aspare
Aswang
Athos
Automatas
Aziza
Bahamut
Bakhtak
Baku
Balaur
Banshee
Barbegazi
Barghest
Basilisk
Baxajuan
Boobrie
Broxa
Bukavac
Bunyip
Buraq
Catoblepas
Cerberus
Charybdis
Cherufe
Chimaera
Chimera
Chiron
Chrysaor
Cikavac
Cluricaun
Coblynau
Cockatrice
Crocotta
Dahu
Diwata
Domowije
Drac
Draugr
Drekavac
Dvergr
Dybbuk
Eloko
Empusa
Encantado
Ettin
Euryale
Fachen
Feeorin
Gaki
Gancanagh
Gargoyle
Garuda
Geryon
Grendel
Griffin
Guivre
Gwyllgi
Haetae
Hippogriff
Hitotsume-kozou
Huldra
Huldrefolk
Hypocampus
Ifrit
Ixionidae
Jengu
Jikininki
Kabouter
Kallikantzaroi
Kapre
Karkadann
Kharybdis
Kishi
Kitsune
Klytias
Kobold
Kraken
Kroni
Kujuta
Kumiho
Ladon
Lamia
Lammasu
Lampades
Leshii
Leyak
Liderc
Maal
Manananggal
Mandrake
Manticore
Mara
Menehune
Merrow
Midwayer
Mimi
Minotaur
Mitmitke
Myling
Naga
Naiad
Ngoro
Nue
Nukekubi
Oni
Opinicus
Oread
Orochi
Orthrus
Ouroboros
Ovinnik
Patupairehe
Penanggalan
Piasa
Pixie
Polevik
Ponaturi
Pooka
Rabisu
Raiju
Rakshasa
Redcap
Roc
Rokurokubi
Rusalka
Samebito
Scylla
Selkie
Serpopard
Shedim
Simurgh
Sirena
Skvader
Sluagh
Spriggan
Squonk
Stheno
Stryx
Talos
Taniwha
Tanuki
Tarasque
Tengu
Tikbalang
Tomte
Tonttu
Trowe
Turul
Unwaba
Vetter
Voadkyn
Vodyanoy
Wendigo
Wyrm
Wyvern
Yuki-onna
Yuurei'''
# Newline separated list of scientist-based ship names
SHIP_NAME_SCIENTISTS
'''Ampere
Angstrom
Archimedes
Aristotle
Avogadro
Becquerel
Bell
Bernoulli
Bohr
Boltzmann
Boyle
Cassini
Cavendish
Celsius
Chandrasekhar
Copernicus
Coulomb
Crick
Curie
Darwin
Dalton
Descartes
Dirac
Doppler
Edison
Einstein
Euler
Faraday
Fermi
Feynman
Flemming
Ford
Foucault
Franklin
Galen
Galileo
Galvani
Gauss
Glenn
Goddard
Golgi
Goodall
Hales
Halley
Hawking
Heisenberg
Helmholtz
Herschel
Hertzsprung
Hooke
Hoyle
Hubble
Huygens
Hertz
Jenner
Kelvin
Kepler
Kuiper
Lagrange
Lavoisier
Leeuwenhoek
Linnaeus
Lorenz
Mach
Malpighi
Maxwell
Mendeleev
Needham
Newton
Oersted
Ohm
Oort
Oppenheimer
Pasteur
Pauling
Planck
Pliny
Redi
Richter
Rontgen
Rutherford
Sagan
Salk
Schwann
Schrodinger
Schwarzschild
Spallanzani
Tesla
Tycho
Vesalius
Van
Allen
Volta
Voltaire
Watson'''
# Newline separated list of author-based ship names
SHIP_NAME_AUTHORS
'''Adams
Aldiss
Alexander
Anderson
Anthony
Asimov
Banks
Baum
Beagle
Bear
Bester
Bisson
Blish
Bloch
Bova
Bradbury
Bradley
Brin
Brooks
Brunner
Bujold
Burroughs
Butler
Capek
Card
Charnas
Cherryh
Chesterton
Chiang
Clarke
Clement
Clifton
Cordwainer
Crichton
Davidson
Delany
Dick
Dickson
Effinger
Egan
Ellison
Farmer
Foster
Gaiman
Gerrold
Gibson
Greeley
Haldeman
Heinlein
Henderson
Herbert
Hickman
Johnson
Jordan
Kagan
Kelly
Keyes
Knight
Kornbluth
Kress
L'Engle
Lafferty
Landis
Langford
Larson
Le Guin
Leckie
Leiber
Leinster
Lem
Levine
Lewis
Link
Longyear
Lucas
Martin
McCaffrey
McHugh
McIntyre
Miller
Niven
Orwell
Perry
Pratchett
Pohl
Resnick
Riley
Robinson
Roddenberry
Rowling
Rusch
Russ
Russell
Sawyer
Sheffield
Shelley
Shepard
Silverberg
Simak
Simmons
Stapledon
Steele
Stephenson
Sterling
Straczynski
Stross
Sturgeon
Swanwick
Tiptree
Tolkien
Turtledove
Vance
Varley
Verne
Vinge
Vonnegut
Watt-Evans
Wells
Wilhelm
Williamson
Willis
Wilson
Wolfe
Wolverton
Zahn
Zelazny'''
# Newline separated list of artist-based ship names
SHIP_NAME_ARTISTS
'''Botticelli
Bruegel
Caravaggio
Cezanne
Chagall
Da Vinci
Dali
Degas
Delacroix
Dore
Duerer
Escher
Gauguin
Giotto
Goya
Holbein
Kahlo
Kandinsky
Klee
Klimt
Magritte
Manet
Matisse
Michelangelo
Miro
Modigliani
Mondrian
Monet
O'Keeffe
Picasso
Pollock
Raphael
Rembrandt
Renoir
Rodin
Rubens
Van Gogh
Warhol
Whistler'''
SHIP_NAME_VIRTUES
'''Altruism
Autonomy
Balance
Charity
Chastity
Commitment
Compassion
Continence
Cooperation
Courage
Courtesy
Creativity
Curiosity
Dependability
Detachment
Determination
Diligence
Discipline
Empathy
Endurance
Enthusiasm
Excellence
Fairness
Faith
Fidelity
Focus
Foresight
Forgiveness
Fortitude
Freedom
Generosity
Happiness
Helpfulness
Honesty
Honor
Hospitality
Humility
Humor
Idealism
Imagination
Independence
Innocence
Integrity
Justice
Kindness
Liberty
Loyalty
Mercy
Moderation
Modesty
Nurture
Obedience
Optimism
Patience
Peace
Perfection
Perseverance
Piety
Prudence
Purity
Reason
Refinement
Respect
Restraint
Self-Discipline
Sensitivity
Sincerity
Strength
Sympathy
Tactfulness
Temperance
Tolerance
Trust
Truth
Understanding
Unselfishness
Valor
Virtue
Wisdom
Zeal'''
# Newline separated list of emotion-based ship names
SHIP_NAME_EMOTIONS
'''Acceptance
Agony
Ambivalance
Anger
Angst
Anticipation
Awe
Boredom
Confidence
Depression
Disgust
Ecstasy
Envy
Fear
Frustration
Guilt
Hate
Hope
Jealousy
Joy
Loneliness
Love
Pride
Rage
Remorse
Shame
Smugness
Sorrow
Surprise
Suspicion'''
# Newline separated list of architecture-based ship names
SHIP_NAME_ARCHITECTURE
'''Apex
Arch
Barrel
Buttress
Ceiling
Column
Cornice
Dome
Eaves
Facade
Foundation
Frieze
Gable
Keystone
Minaret
Pediment
Pier
Pilaster
Pillar
Rotunda
Spandrel
Stucco
Terrace
Tower
Truss
Vault
Veranda
Wall
Window'''
# Newline separated list of "master of orion 2"-based ship names
SHIP_NAME_MOO2_STARS
'''Akrab
Endoria
Erigone
Ezra
Fixas
Lir
Manzil
Muscida
Tewari
Vox
Woz
Xanthus
Yarak
Yekub'''
SHIP_NAME_OTHER
Eternal September
# Newline separated list of developer name based ship names
SHIP_NAME_DEVS
'''Adrian Broher
Aquataine
Big Joe
Cami
Dilvish
Eleazar
Geoff the Medio
PD
Tyreth
Tzlaine
Vezzra'''
SHIP_NAMES
'''[[SHIP_NAME_MAMMALS]]
[[SHIP_NAME_BIRDS]]
[[SHIP_NAME_FISH]]
[[SHIP_NAME_FLORA]]
[[SHIP_NAME_STONE]]
[[SHIP_NAME_WEATHER]]
[[SHIP_NAME_CONSTELLATIONS]]
[[SHIP_NAME_STARS]]
[[SHIP_NAME_SCIENTISTS]]
[[SHIP_NAME_AUTHORS]]
[[SHIP_NAME_ARTISTS]]
[[SHIP_NAME_VIRTUES]]
[[SHIP_NAME_EMOTIONS]]
[[SHIP_NAME_ARCHITECTURE]]
[[SHIP_NAME_MOO2_STARS]]
[[SHIP_NAME_OTHER]]'''
MONSTER_NAMES
'''[[SHIP_NAME_ROMAN_MYTHOLOGY]]
[[SHIP_NAME_GREEK_MYTHOLOGY]]
[[SHIP_NAME_NORSE_MYTHOLOGY]]
[[SHIP_NAME_BASQUE_MYTHOLOGY]]
[[SHIP_NAME_UNSORTED_MYTHOLOGY]]
[[SHIP_NAME_DEVS]]'''
#include "../global_settings.txt"
#include "../content_specific_parameters.txt"
#include "../customizations/common_user_customizations.txt"