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"