Eng stringtable.txt
From FreeOrionWiki
| Translations Available in Wiki | |
|---|---|
| English | Deutsch | Español | Dansk | Russian | Français | Swedish | |
The most up-to-date and complete eng_stringtable.txt file can be found on on SourceForge. Any changes to FreeOrion source code that affect stringtables will be reflected the English stringtable first, and should be propegated to other languages as well.
English #This is the English String Table file for FreeOrion #Translate this file to other languages. ################# # Common # ################# #Anyone can use these for basic buttons APPNAME FreeOrion BROWSE_BTN Browse... OK OK CANCEL Cancel DONE Done CLOSE Close LOAD Load SAVE Save OPEN Open OR or AND and YES Yes NO No NEW_GAME Generating Universe and AIs ... LOADING Loading ... SERVER_WONT_START '''The server could not be started. Note for Linux: The server executable is presently expected to be in the working directory. If freeorion was run from somewhere other than the directory in which the main freeorion binary is located, you might need to quit and restart from that directory.''' SERVER_TIMEOUT The server is not responding. SERVER_LOST The connection to the server has been lost. SERVER_GAME_END The server has sent an end-game message. Buh-bye. PLAYER_DISCONNECTED Player %1% no longer has a connection to the server. PLAYER_DEFEATED You are defeated. PLAYER_VICTORIOUS You are victorious. EMPIRE Empire EMPIRE_DEFEATED The %1% empire is no more. ALL All UNKNOWN_SYSTEM Unknown System RENAME Rename ENTER_NEW_NAME Enter new name UNKNOWN_VALUE_SYMBOL ? ERROR ERROR DEFENSE_BASE Defense Base DEFENSE_BASE_DESCRIPTION An orbital defense platform that aids in the defense of the planet at which it is located.\n\nAttack: 1\nDefense: 3 CHAT_WHISPER whisper ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE Usage: COMMAND_LINE_DEFAULT Default: OPTIONS_DB_HELP Print this help message. OPTIONS_DB_GENERATE_CONFIG_XML Uses all the settings from any existing config.xml file and those given on the command line to generate a config.xml file. This will overwrite the current config.xml file, if it exists. OPTIONS_DB_MUSIC_OFF Disables music in the game. OPTIONS_DB_BG_MUSIC Sets the background track to play. OPTIONS_DB_FULLSCREEN Start the game in fullscreen. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL Time interval, in seconds, after which the multiplayer chat window will disappear if nothing is added to it. A value of 0 indicates that the window should never disappear. OPTIONS_DB_UI_CHAT_EDIT_HISTORY The number of outgoing messages to keep in the chat edit box history. OPTIONS_DB_GALAXY_MAP_GAS Render gassy substance around systems to give galaxy shape. May slow rendering on older systems. OPTIONS_DB_FORCE_EXTERNAL_SERVER Force the client not to start a server, even when hosting a game on localhost, playing single player, etc. OPTIONS_DB_UI_MAIN_MENU_X Position of the center of the intro screen main menu, as a portion of the application's total width. OPTIONS_DB_UI_MAIN_MENU_Y Position of the center of the intro screen main menu, as a portion of the application's total height. OPTIONS_DB_APP_WIDTH Sets horizontal app resolution. OPTIONS_DB_APP_HEIGHT Sets vertical app resolution. OPTIONS_DB_COLOR_DEPTH Sets screen color depth, in bits per pixel. OPTIONS_DB_SHOW_FPS Toggles FPS display on or off. OPTIONS_DB_LIMIT_FPS Toggles FPS limiting on or off. Limit is set with Max FPS option. OPTIONS_DB_MAX_FPS Toggles FPS limit, if enabled. Limiting is toggled with Limit FPS. OPTIONS_DB_UI_SOUND_ENABLED Toggles UI sound effects on or off. OPTIONS_DB_UI_SOUND_VOLUME The volume (0 to 255) at which UI sound effects should be played. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER The sound file played when the mouse moves over a button. OPTIONS_DB_UI_SOUND_BUTTON_CLICK The sound file played when a button is clicked. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK The sound file played when the turn button is clicked. OPTIONS_DB_UI_SOUND_LIST_SELECT The sound file played when a listbox or drop-down list item is selected. OPTIONS_DB_UI_SOUND_ITEM_DROP The sound file played when an item is dropped into a listbox. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN The sound file played when the list is opened in a drop-down list. OPTIONS_DB_UI_SOUND_TEXT_TYPING The sound file played when the user types text. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE The sound file played when a window is maximized. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE The sound file played when a window is minimized. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE The sound file played when a window is closed. OPTIONS_DB_UI_SOUND_ALERT The sound file played when an error or illegal action occurs. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK The sound file played when a planet button is clicked. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER The sound file played when 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 mouse moves over a system icon. OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN The sound file played when the system side-panel is opened. OPTIONS_DB_UI_SOUND_FARMING_FOCUS The sound file played when a farming focus button is clicked. OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS The sound file played when an industry focus button is clicked. OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS The sound file played when a research focus button is clicked. OPTIONS_DB_UI_SOUND_MINING_FOCUS The sound file played when a mining focus button is clicked. OPTIONS_DB_UI_SOUND_TRADE_FOCUS The sound file played when a trade focus button is clicked. OPTIONS_DB_UI_SOUND_BALANCED_FOCUS The sound file played when a balanced focus button is clicked. OPTIONS_DB_UI_FONT Sets UI font resource file. OPTIONS_DB_UI_FONT_BOLD Sets UI bold font resource file. OPTIONS_DB_UI_FONT_ITALIC Sets UI bold font resource file. OPTIONS_DB_UI_FONT_BOLD_ITALIC 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 color. OPTIONS_DB_UI_TEXT_COLOR Sets UI text color. OPTIONS_DB_UI_CTRL_COLOR Sets UI control color. OPTIONS_DB_UI_CTRL_BORDER_COLOR Sets UI control border color. OPTIONS_DB_UI_BUTTON_COLOR Sets UI button color. OPTIONS_DB_UI_STATE_BUTTON_COLOR Sets UI state button color. OPTIONS_DB_UI_SCROLL_TAB_COLOR Sets UI scroll tab color. OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR Sets UI drop-down-list interior color. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Sets UI drop-down-list arrow color. OPTIONS_DB_UI_EDIT_HILITE Sets color of hilighting in UI edit controls. OPTIONS_DB_UI_EDIT_INTERIOR Sets UI edit controls' interior color. OPTIONS_DB_UI_MULTIEDIT_INTERIOR Sets UI multi-line edit controls' interior color. OPTIONS_DB_UI_STAT_INCREASE_COLOR Sets the color of increased stats in the UI. OPTIONS_DB_UI_STAT_DECREASE_COLOR Sets the color of decreased stats in the UI. OPTIONS_DB_UI_SIDEPANEL_COLOR Sets the color of the side-panel. OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Sets UI outer border color. OPTIONS_DB_UI_WND_BORDER_COLOR Sets UI border color. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Sets UI inner border color. OPTIONS_DB_UI_KNOWN_TECH Sets color of known techs in the tech tree. OPTIONS_DB_UI_KNOWN_TECH_BORDER Sets text and border color of known techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH Sets color of researchable techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Sets text and border color of researchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Sets color of unresearchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Sets text and border color of unresearchable techs in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Sets background color of progress bars in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS Sets color of progress bars in the tech tree. OPTIONS_DB_UI_SCROLL_WIDTH Sets UI scroll width. OPTIONS_DB_UI_SYSTEM_ICON_SIZE Sets size of system icons. OPTIONS_DB_UI_FLEET_BUTTON_SIZE Sets size of fleet buttons (relative to system icon). OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Sets size of system selection indicator (relative to system icon). OPTIONS_DB_UI_TECH_CATEGORY_1 Sets color of the first category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_2 Sets color of the second category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_3 Sets color of the third category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_4 Sets color of the fourth category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_5 Sets color of the fifth category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_6 Sets color of the sixth category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_7 Sets color of the seventh category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_8 Sets color of the eighth category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_9 Sets color of the ninth category of techs defined in techs.xml. OPTIONS_DB_UI_TECH_CATEGORY_10 Sets color of the tenth category of techs defined in techs.xml. OPTIONS_DB_UI_TOOLTIP_DELAY Sets UI tooltip popup delay, in ms. OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time. Otherwise, opening a fleet window will close any currently-open fleet window. OPTIONS_DB_UI_FLEET_AUTOSELECT Auto-select the top fleet when a fleet window is opened. Consider using this flag if you use UI.multiple-fleet-windows. OPTIONS_DB_UI_WINDOW_QUICKCLOSE Close open windows such as fleet windows and the system-view side panel when you right-click on the main map. OPTIONS_DB_GAMESETUP_STARS The number of stars in the galaxy to be generated. OPTIONS_DB_GAMESETUP_GALAXY_SHAPE The shape of the galaxy to be generated. OPTIONS_DB_GAMESETUP_GALAXY_AGE The age of the galaxy to be generated. OPTIONS_DB_GAMESETUP_PLANET_DENSITY The number of planets per system in the galaxy to be generated. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY The number of starlanes in the galaxy to be generated. OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY The frequency of specials appearing in the galaxy to be generated. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech. OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech. OPTIONS_DB_SAVE_DIR The directory in which saved games are saved and from which they are loaded. Directory names are taken to be relative to the location of the executable. OPTIONS_DB_SETTINGS_DIR Sets the root directory for the game resource files (settings and data files). OPTIONS_DB_LOG_LEVEL Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG) OPTIONS_DB_STRINGTABLE_FILENAME Sets the language-specific string table filename. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER If true, autosaves will occur during single-player games. OPTIONS_DB_AUTOSAVE_MULTIPLAYER If true, autosaves will occur during multiplayer games. OPTIONS_DB_AUTOSAVE_TURNS Sets the number of turns that should elapse between autosaves. OPTIONS_DB_AUTOSAVE_SAVES Sets the number of autosaved games that should be kept. OPTIONS_DB_MUSIC_VOLUME The volume (0 to 255) at which music should be played. ################# # File Dialog # ################# FILE_DLG_FILES File(s): FILE_DLG_FILE_TYPES Type(s): FILE_DLG_MALFORMED_FILENAME Invalid file name. FILE_DLG_OVERWRITE_PROMPT %1% exists.\nOk to overwrite it? FILE_DLG_INVALID_FILENAME "%1%"\nis an invalid file name. FILE_DLG_FILENAME_IS_A_DIRECTORY "%1%"\nis a directory. FILE_DLG_FILE_DOES_NOT_EXIST File "%1%"\ndoes not exist. FILE_DLG_DEVICE_IS_NOT_READY Device is not ready. ################# # Color Dialog # ################# COLOR_DLG_NEW New COLOR_DLG_OLD Old COLOR_DLG_RED R: COLOR_DLG_GREEN G: COLOR_DLG_BLUE B: COLOR_DLG_HUE H: COLOR_DLG_SATURATION S: COLOR_DLG_VALUE V: COLOR_DLG_ALPHA A: ################# # Intro Screen # ################# #Window title#### INTRO_WINDOW_TITLE FreeOrion Main Menu #Button names#### INTRO_BTN_SINGLE_PLAYER Single Player INTRO_BTN_MULTI_PLAYER Multi Player INTRO_BTN_LOAD_GAME Load Game INTRO_BTN_OPTIONS Options INTRO_BTN_ABOUT About INTRO_BTN_CREDITS Credits INTRO_BTN_EXIT Exit #Error Messages#### ERR_CONNECT_TIMED_OUT Timed out while attempting to connect to server ERR_VERSION_MISMATCH Cannot connect to server, because this client is using different versions of the following settings and/or source files: ######################## # Server Setup Screen # ######################## #Window title#### SCONNECT_WINDOW_TITLE Connect to Server #Static labels#### LAN_GAME_LABEL Lan game at: INTERNET_GAME_LABEL Internet game at: PLAYER_NAME_LABEL Player name #Button names#### HOST_GAME_BN Host a new game JOIN_GAME_BN Join a game REFRESH_LIST_BN Refresh list ######################## # Multiplayer Lobby # ######################## #Window title#### MPLOBBY_WINDOW_TITLE Multiplayer Setup #Strings MPLOBBY_HOST_ABORTED_GAME The host player has terminated this game setup. #Button names#### NEW_GAME_BN New game LOAD_GAME_BN Load game START_GAME_BN Start game MULTIPLAYER_GAME_START_CONDITIONS Unique empire names and colours required ######################## # Galaxy Setup Screen # ######################## #Window title#### GSETUP_WINDOW_TITLE Galaxy Setup #Strings GSETUP_GRAPHICS_FILES Graphics Files GSETUP_EMPIRE_NAME Empire Name GSETUP_EMPIRE_COLOR Empire Color GSETUP_NUMBER_AIS Number of AI Players #Drop-down list labels and choices#### GSETUP_STARS Stars GSETUP_SHAPE Galaxy Shape GSETUP_AGE Galaxy Age GSETUP_STARLANE_FREQ Starlane Frequency GSETUP_PLANET_DENSITY Planet Density GSETUP_SPECIALS_FREQ Specials Frequency GSETUP_2ARM Spiral, 2-arm GSETUP_3ARM Spiral, 3-arm GSETUP_4ARM Spiral, 4-arm GSETUP_CLUSTER Cluster GSETUP_ELLIPTICAL Elliptical GSETUP_IRREGULAR Irregular GSETUP_RING Ring GSETUP_NONE None GSETUP_YOUNG Young GSETUP_MATURE Mature GSETUP_ANCIENT Ancient GSETUP_FEW Few GSETUP_SOME Some GSETUP_SEVERAL Several GSETUP_MANY Many GSETUP_VERY_MANY Very Many GSETUP_LOW Low GSETUP_MEDIUM Medium GSETUP_HIGH High GSETUP_RARE Rare GSETUP_UNCOMMON Uncommon GSETUP_COMMON Common #Error messages#### GSETUP_ERR_NOEXIST does not exist. ########################### # Empire Selection Screen # ########################### #Window Title#### ESELECT_WINDOW_TITLE Empire Selection #Static text#### ESELECT_EMPIRE_NAME Empire Name: ########################### # About Dialog # ########################### #License button text#### LICENSE License ABOUT_WINDOW_TITLE About FreeOrion CREDITS Credits VISION Vision FREEORION_VISION FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Save Game GAME_MENU_LOAD Load Game GAME_MENU_RESIGN Resign GAME_MENU_SAVE_FILES Save Game Files ########################### # Game Options # ########################### OPTIONS_TITLE Options OPTIONS_AUTOSELECT_FLEET Auto-select first fleet OPTIONS_MULTIPLE_FLEET_WNDS Multiple fleet windows OPTIONS_QUICK_CLOSE_WNDS Quick-close windows OPTIONS_MISC_UI Miscellaneous UI Settings OPTIONS_SINGLEPLAYER Single player OPTIONS_MULTIPLAYER Mulitplayer OPTIONS_AUTOSAVE_TO_KEEP Autosaves to keep OPTIONS_AUTOSAVE_TURNS_BETWEEN Turns between autosaves OPTIONS_LANGUAGE Language file OPTIONS_FONTS Fonts OPTIONS_FONT_SIZES Fonts Sizes OPTIONS_FONT_TEXT Text OPTIONS_FONT_TITLE Window titles OPTIONS_TECH_SPACING Tech spacing OPTIONS_HORIZONTAL Horizontal OPTIONS_VERTICAL Vertical OPTIONS_TOOLTIP_DELAY Tooltip delay (ms) OPTIONS_VIDEO_MODE Video Mode (restart for changes to take effect) OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Sets screen resolution and bits per pixel in one step; set this to "Custom" to set width, height, and bits per pixel individually. OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION Custom OPTIONS_VIDEO_SETTINGS Video Settings OPTIONS_APP_WIDTH Width OPTIONS_APP_HEIGHT Height OPTIONS_COLOR_DEPTH Color bit-depth OPTIONS_FULLSCREEN Fullscreen OPTIONS_SHOW_FPS Show FPS OPTIONS_LIMIT_FPS Limit FPS OPTIONS_MAX_FPS Max FPS OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Chat history OPTIONS_CHAT_HIDE Chat-hide delay OPTIONS_GALAXY_MAP Galaxy Map OPTIONS_GALAXY_MAP_GAS Galaxy map gas rendering OPTIONS_MUSIC Music OPTIONS_UI_SOUNDS UI sounds OPTIONS_BACKGROUND_MUSIC Music OPTIONS_SOUNDS Sounds OPTIONS_SOUND_CLOSE Close window OPTIONS_SOUND_MINIMIZE Minimize window OPTIONS_SOUND_MAXIMIZE Maximize window OPTIONS_SOUND_CLICK Click OPTIONS_SOUND_ROLLOVER Rollover OPTIONS_SOUND_FLEET_CLICK Fleet Button Click OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Window Sounds OPTIONS_SOUND_BUTTON Button Sounds OPTIONS_SOUND_FLEET Fleet Button Sounds OPTIONS_SOUND_ALERT Alert OPTIONS_SOUND_TYPING Typing OPTIONS_SOUND_TURN Turn button click OPTIONS_SOUND_SIDEPANEL Side-panel open OPTIONS_SOUND_PLANET Planet click OPTIONS_SOUND_FOCUS Focus Sounds OPTIONS_SOUND_BALANCED Balanced focus OPTIONS_SOUND_FARMING Farming focus OPTIONS_SOUND_INDUSTRY Industry focus OPTIONS_SOUND_MINING Mining focus OPTIONS_SOUND_RESEARCH Research focus OPTIONS_SOUND_LIST List sounds OPTIONS_SOUND_DROP Item drop OPTIONS_SOUND_PULLDOWN Drop-down list open OPTIONS_SOUND_SELECT List select OPTIONS_GENERAL_COLORS General OPTIONS_CONTROL_COLORS UI Controls OPTIONS_FILL_COLOR Fill OPTIONS_BORDER_COLOR Border OPTIONS_TEXT_COLOR Text OPTIONS_EDIT_COLORS Edit Controls OPTIONS_HIGHLIGHT_COLOR Selection highlighting OPTIONS_INTERIOR_COLOR Interior OPTIONS_WINDOW_COLORS Windows OPTIONS_INNER_BORDER_COLOR Inner border OPTIONS_OUTER_BORDER_COLOR Outer border OPTIONS_PAGE_VIDEO Video OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Autosave OPTIONS_PAGE_UI UI OPTIONS_PAGE_COLORS Colors OPTIONS_PAGE_DIRECTORIES Directories OPTIONS_TECH_COLORS Techs OPTIONS_TEXT_AND_BORDER_COLOR Text and Border OPTIONS_KNOWN_TECH_COLORS Known techs OPTIONS_RESEARCHABLE_TECH_COLORS Researchable techs OPTIONS_UNRESEARCHABLE_TECH_COLORS Unresearchable techs OPTIONS_TECH_PROGRESS_COLORS Research progress bars OPTIONS_PROGRESS_BAR_COLOR Bar OPTIONS_PROGRESS_BACKGROUND_COLOR Background OPTIONS_ANY_FILE All files OPTIONS_FOLDER_SETTINGS Resource Files OPTIONS_FOLDER_SAVE Save files OPTIONS_LANGUAGE_FILE Language files OPTIONS_VOLUME_AND_MUSIC Volume And Music OPTIONS_MUSIC_FILE Music files OPTIONS_SOUND_FILE Sound files ################# # Main Map # ################# MAP_BTN_TURN_UPDATE Turn MAP_INDICATOR_FPS %1% FPS MAP_BTN_MENU Menu MAP_BTN_SITREP SitRep MAP_BTN_RESEARCH Research MAP_BTN_PRODUCTION Production MAP_BTN_DESIGN Design ################# # SidePanel # ################# SIDE_PANEL Side Panel SP_SYSTEM_PRODUCTION System Production ##Planet Panel############# PLANET_PANEL Planet Panel PL_ASTEROID_BELT Asteroid belt PL_UNINHABITED Uninhabited PL_SIZE Size PL_COLONIZE Colonize ##Population Panel######### PP_POPULATION Population PP_HEALTH Health ## Resources Panel ########## RP_PRIMARY_FOCUS_TOOLTIP Primary Focus: %1% RP_SECONDARY_FOCUS_TOOLTIP Secondary Focus: %1% RP_FOOD Food Production RP_MINERALS Minerals Production RP_INDUSTRY Industrial Output RP_RESEARCH Research Output RP_TRADE Trade Level RP_CONSTRUCTION Construction Infrastructure ## Military Panel ########## MP_SUPPLY Fleet Supply MP_SHIELD Planetary Shield MP_DEFENSE Planetary Defense MP_DETECTION Detection MP_STEALTH Stealth ## Buildings Panel########## BP_INCOMPLETE_BUILDING_TOOLTIP %1% (Incomplete)\n\n%2% BP_COMPLETE_BUILDING_TOOLTIP %1%\n\n%2% ## General Tooltips######### TT_CURRENT Current TT_NEXT Next Turn TT_CHANGE Change TT_MAX_METER Max Meter: %1% TT_BASIC_FOCUS_AND_UNIVERSE Basic Focus and Universe TT_TECH %1% Tech <i>%2%</i> TT_BUILDING %1% Building <i>%2%</i> TT_SHIP_HULL Ship <i>%1%</i> Hull <i>%2%</i> TT_SHIP_PART Ship <i>%1%</i> Part <i>%2%</i> TT_SPECIAL Special <i>%1%</i> TT_UNKNOWN Unknown ## Misc. Sidepanel########## SP_UNKNOWN_SYSTEM Unknown System SP_SYSTEM_NAME %1% SP_RENAME_PLANET Rename Planet SP_ENTER_NEW_PLANET_NAME Enter new planet name SP_USE_DEPARTING_COLONY_SHIPS_QUESTION All colony ships in this system have been\ngiven orders to leave the system.\n\nUse one of the departing colony ships? ################# # Fleet Window # ################# FW_FLEET_AT At %1% System FW_FLEET_MOVING_TO Moving to %1%, ETA %2% (%3%) FW_FLEET_ETA_NEVER Never FW_FLEET_ETA_UNKNOWN Unknown FW_FLEET_ETA_OUT_OF_RANGE Out of Range FW_SHIP_CLASS Ship Class FW_UNKNOWN_DESIGN_NAME Unknown # used to name new fleets when they are created FW_NEW_FLEET_NAME New fleet # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL New Fleet FW_EMPIRE_FLEETS %1% Fleets FW_HOME_FLEET Home Fleet FW_BATTLE_FLEET Battle Fleet # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Foreign fleet # the name that is used for ships the player does not control FW_FOREIGN_SHIP Foreign ship ############### # TechTreeWnd # ############### TECH_DISPLAY Display TECH_NAVIGATION Navigation TECH_TOTAL_COST_STR %1% RP / Turn @ %2% Turns TECH_TURN_COST_STR %1% RP / Turn @ %2% Turns TECH_TURNS_LEFT_STR %1% Turns TECH_TURNS_LEFT_NEVER Never TECH_DETAIL_TYPE_STR %1% %2% - %3% TECH_DETAIL_DESCRIPTION_STR %1% TECH_DETAIL_EFFECTS_STR \n\n<u>Effects</u>\n\n%1% TECH_DETAIL_UNLOCKS_SECTION_STR \n\n<u>Unlocks</u>\n\n TECH_DETAIL_UNLOCKED_ITEM_STR %1%: %2%\n TECH_WND_TECH_COMPLETED COMPLETED TECH_WND_TECH_QUEUED Queued TECH_WND_TECH_INCOMPLETE Incomplete TECH_WND_TYPE_THEORIES Theories TECH_WND_TYPE_APPLICATIONS Applications TECH_WND_TYPE_REFINEMENTS Refinements TECH_WND_STATUS_COMPLETED Completed TECH_WND_STATUS_RESEARCHABLE Researchable TECH_WND_STATUS_UNRESEARCHABLE Unresearchable TECH_WND_REQUIRES Requires TECH_WND_UNLOCKS Unlocks ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Total Available Points PRODUCTION_INFO_WASTED_PS_LABEL Wasted Points PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projects in Progress PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Underfunded Project PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projects in Queue ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Research RESEARCH_INFO_PANEL_TITLE Research RESEARCH_INFO_RP RP #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Buildable Items PRODUCTION_WND_CATEGORY_BT_BUILDING Buildings PRODUCTION_WND_CATEGORY_BT_SHIP Ships PRODUCTION_WND_CATEGORY_BT_ORBITAL Orbitals PRODUCTION_WND_AVAILABILITY_AVAILABLE Available PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Unavailable PRODUCTION_TOTAL_COST_STR %1% PP / Turn @ %2% Turns PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% Turns left PRODUCTION_TURNS_LEFT_NEVER Never PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR %1% PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR_WITH_EFFECTS %1%\n\n<u>Effects</u>\n\n%2% PRODUCTION_DETAIL_SHIP_DESCRIPTION_STR %1%\n\nAttack: %2%\nDefense: %3%\nSpeed: %4% PRODUCTION_DETAIL_NUMBER_TO_BUILD Quantity PRODUCTION_DETAIL_ADD_TO_QUEUE Add to Queue PRODUCTION_DETAIL_CENTER_ON_BUILD Center on Build ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Production PRODUCTION_INFO_PANEL_TITLE Production PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES %1%x ############### # DesignWnd # ############### DESIGN_ADD_TEST Add Test Design DESIGN_NAME_DEFAULT Custom Ship Design DESIGN_DESCRIPTION_DEFAULT Design Description DESIGN_NO_PART None DESIGN_WND_STARTS Design Starts DESIGN_WND_HULLS Empty Hulls DESIGN_WND_FINISHED_DESIGNS Finished Designs DESIGN_WND_SAVED_DESIGNS Saved Designs DESIGN_WND_TEMPLATES Design Templates DESIGN_WND_PART_PALETTE_TITLE Ship Parts DESIGN_WND_MAIN_PANEL_TITLE Design Details DESIGN_WND_DESIGN_NAME Design Name DESIGN_WND_DESIGN_DESCRIPTION Description DESIGN_WND_CONFIRM Confirm New Design DESIGN_WND_CLEAR Clear Parts # Ship Slot Types SL_EXTERNAL External SL_INTERNAL Internal # Ship Part Classes PC_SHORT_RANGE Short Range PC_MISSILES Missiles PC_FIGHTERS Fighters PC_POINT_DEFENSE Point Defense PC_SHIELD Shields PC_ARMOUR Armour PC_DETECTION Detection PC_STEALTH Stealth PC_FUEL Fuel PC_COLONY Colonization #################### # Encyclopedia # #################### # types of things that can be shown in encyclopedia ENC_SHIP_PART Ship Part ENC_SHIP_HULL Ship Hull ENC_TECH Technology ENC_SHIP_DESIGN Ship Design ENC_SPECIAL Special ENC_BUILDING Building # type of thing being shown. %1% is a bit of detail, and %2% is the general type. # for example: %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building". # %1% may be an empty string for most general types of things that can be shown. ENC_DETAIL_TYPE_STR <i>%1% %2%</i> ENC_PP PP ENC_RP RP # indication of cost to produce or research thing that is shown. May be omitted if thing shown can't # be produced or research (eg. specials) # %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing) # %2% will be one of ENC_PP or END_RP, depending on what the thing shown costs to build / research # %3% will be the minimum number of turns it takes to produce or research the thing shown END_COST_AND_TURNS_STR %1% %2% / Turn @ %3% Turns # autogenerated effects description. %1% will be the autogenerated effects text. This string should # provide an appropriate heading to appear before the autogenerated text. END_EFFECTS_STR \n\n<u>Effects</u>\n\n%1% #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Combat Window COMBAT_BATTLE BATTLE : COMBAT_SYSTEM The %1% System COMBAT_MILITARY_SHIPS Military Ships COMBAT_CIVILIAN_SHIPS Civilian Ships COMBAT_PLANETS Planets COMBAT_REMAINING Remaining COMBAT_RETREATED Retreated COMBAT_DESTROYED Destroyed COMBAT_DEFENSELESS Defenseless COMBAT_LOST Lost! #################### # TurnProgress # #################### TURN_PROGRESS_WND Turn Progress TURN_PROGRESS_PHASE_FLEET_MOVEMENT Fleet movement ... TURN_PROGRESS_PHASE_COMBAT Resolving combat ... TURN_PROGRESS_PHASE_EMPIRE_GROWTH Production and growth .. TURN_PROGRESS_PHASE_WAITING Waiting for players to end turn ... TURN_PROGRESS_PHASE_ORDERS Executing Orders ... TURN_PROGRESS_PHASE_DOWNLOADING Downloading new game state ... ######################## # SitRep Panel # ######################## #Window title#### SITREP_PANEL_TITLE Situation Report #################### # Sit Rep Entries # #################### SITREP_BASE_BUILT %planet% has completed a defense base. SITREP_SHIP_BUILT The %ship%, a new ship, has been produced in the %system% system. SITREP_BUILDING_BUILT %building% has been produced on %planet%. SITREP_TECH_RESEARCHED %tech% has been researched. SITREP_COMBAT_SYSTEM_WON A combat has taken place in %system%. We were victorious! SITREP_COMBAT_SYSTEM_LOST A combat has taken place in %system%. We were defeated! SITREP_COMBAT_SYSTEM_NO_VICTOR A combat has taken place in %system%. The encounter was inconclusive. SITREP_PLANET_LOST_STARVED_TO_DEATH The entire population of %planet% has starved to death. The planet is lost! SITREP_PLANET_COLONIZED %planet% has been colonized in the %system% system. SITREP_FLEET_ARRIVED_AT_DESTINATION %fleet% has arrived at the %system% system and awaits further orders. #################### # Specials # #################### HOMEWORLD_SPECIAL Homeworld HOMEWORLD_SPECIAL_DESCRIPTION This planet is the birthplace of your race; you know how to get the most out of it, gaining bonuses to virtually all planetary stats. ANCIENT_RUINS_SPECIAL Ancient Ruins ANCIENT_RUINS_SPECIAL_DESCRIPTION This planet holds the ruins of an advanced ancient race, who have been forgotten in the history books, giving a bonus to research. MINERALS_SPECIAL Mineral Rich MINERALS_SPECIAL_DESCRIPTION This planet has a rich natural deposit of minerals, boosting mining and trade. TUNNELS_SPECIAL Natural Tunnels TUNNELS_SPECIAL_DESCRIPTION This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonised. TECHTONIC_INSTABILITY_SPECIAL Techtonically Unstable TECHTONIC_INSTABILITY_SPECIAL_DESC This planet is techtonically unstable. Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult. SOLID_CORE_SPECIAL Solid Core SOLID_CORE_SPECIAL_DESC This planet's core has solidifed, and it has a very weak magnetic field. The star's solar wind reaches the surface relatively unfiltered, damaging health and limiting food production. HIGH_AXIAL_TILT_SPECIAL High Axial Tilt HIGH_AXIAL_TILT_SPECIAL_DESC This planet's rotational axis is highly tilted relative to its orbital plane. Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded. SLOW_ROTATION_SPECIAL Very Slow Rotation SLOW_ROTATION_SPECIAL_DESC This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure growth, food production and population capacity are reduced. TIDAL_LOCK_SPECIAL Tidally Locked Rotation TIDAL_LOCK_SPECIAL_DESC This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions. ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit infrastructure development, but provide a beneficial platform for research. ####################### # Enumeration values # ####################### # UniverseObjectTypes OBJ_BUILDING building OBJ_SHIP ship OBJ_FLEET fleet OBJ_PLANET planet OBJ_POP_CENTER population center OBJ_PROD_CENTER production center OBJ_SYSTEM system # StarTypes STAR_BLUE blue STAR_WHITE white STAR_YELLOW yellow STAR_ORANGE orange STAR_RED red STAR_NEUTRON neutron STAR_BLACK black hole # PlanetTypes PT_SWAMP swamp PT_TOXIC toxic PT_INFERNO inferno PT_RADIATED radiated PT_BARREN barren PT_TUNDRA tundra PT_DESERT desert PT_TERRAN terran PT_OCEAN ocean PT_ASTEROIDS asteroids PT_GASGIANT gas giant # Planet Sizes SZ_NOWORLD Nothing to see here; move along. SZ_TINY tiny SZ_SMALL small SZ_MEDIUM medium SZ_LARGE large SZ_HUGE huge SZ_ASTEROIDS asteroids SZ_GASGIANT gas giant # PlanetEnvironments PE_UNINHABITABLE uninhabitable PE_HOSTILE hostile PE_POOR poor PE_ADEQUATE adequate PE_GOOD good # FocusTypes FOCUS_UNKNOWN unknown FOCUS_BALANCED balanced FOCUS_FARMING farming FOCUS_INDUSTRY industry FOCUS_MINING mining FOCUS_RESEARCH research FOCUS_TRADE trade # MeterTypes METER_POPULATION population METER_FARMING farming METER_INDUSTRY industry METER_RESEARCH research METER_TRADE trade METER_MINING mining METER_CONSTRUCTION construction METER_HEALTH health METER_FUEL fuel METER_SUPPLY supply METER_STEALTH stealth METER_DETECTION detection METER_SHIELD shield METER_DEFENSE defense # EmpireAffiliationTypes AFFIL_SELF self AFFIL_ENEMY enemy AFFIL_ALLY ally # UnlockableItemTypes UIT_BUILDING Building UIT_SHIP_PART Ship Part UIT_SHIP_HULL Ship Hull # TechTypes TT_THEORY Theory TT_APPLICATION Application TT_REFINEMENT Refinement # BuildTypes BT_NOT_BUILDING no build BT_BUILDING building BT_SHIP ship BT_ORBITAL orbital # StockpileTypes ST_FOOD food ST_MINERAL mineral ST_TRADE trade ################################################ # ValueRef, Effect, and Condition Descriptions # ################################################ # ValueRef DESC_VAR_PLANET planet DESC_VAR_SYSTEM system DESC_VAR_SOURCE source DESC_VAR_TARGET target DESC_VAR_PLANETSIZE planet size DESC_VAR_PLANETTYPE planet type DESC_VAR_PLANETENVIRONMENT planet environment DESC_VAR_OBJECTTYPE object type DESC_VAR_STARTYPE star type DESC_VAR_PRIMARYFOCUS primary focus DESC_VAR_SECONDARYFOCUS secondary focus DESC_VAR_CURRENTFARMING current farming DESC_VAR_MAXFARMING max farming DESC_VAR_CURRENTINDUSTRY current industry DESC_VAR_MAXINDUSTRY max industry DESC_VAR_CURRENTRESEARCH current research DESC_VAR_MAXRESEARCH max research DESC_VAR_CURRENTTRADE current trade DESC_VAR_MAXTRADE max trade DESC_VAR_CURRENTMINING current mining DESC_VAR_MAXMINING max mining DESC_VAR_CURRENTCONSTRUCTION current construction DESC_VAR_MAXCONSTRUCTION max construction DESC_VAR_CURRENTHEALTH current health DESC_VAR_MAXHEALTH max health DESC_VAR_CURRENTPOPULATION current population DESC_VAR_MAXPOPULATION max population DESC_VAR_CURRENTFUEL current fuel DESC_VAR_MAXFUEL max fuel DESC_VAR_CURRENTSUPPLY current supply DESC_VAR_MAXSUPPLY max supply DESC_VAR_CURRENTSTEALTH current stealth DESC_VAR_MAXSTEALTH max stealth DESC_VAR_CURRENTDETECTION current detection DESC_VAR_MAXDETECTION max detection DESC_VAR_CURRENTSHIELD current shield DESC_VAR_MAXSHIELD max shield DESC_VAR_CURRENTDEFENSE current defense DESC_VAR_MAXDEFENSE max defense DESC_VAR_TRADESTOCKPILE trade stockpile DESC_VAR_MINERALSTOCKPILE mineral stockpile DESC_VAR_FOODSTOCKPILE food stockpile DESC_VAR_TRADEPRODUCTION trade production DESC_VAR_FOODPRODUCTION food production DESC_VAR_MINERALPRODUCTION mineral production DESC_VAR_INDUSTRYPRODUCTION industry production DESC_VAR_RESEARCHPRODUCTION research production DESC_VAR_OWNER owner DESC_VAR_ID ID DESC_VAR_AGE age in turns DESC_VAR_CREATIONTURN turn of creation DESC_VAR_CURRENTTURN the current turn # this one is intentially left empty DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # six is probably more than will be needed, but just in case ... DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # Effects DESC_EFFECTS_GROUP_SCOPE Objects affected: Any object%1% DESC_EFFECTS_GROUP_SELF_SCOPE Objects affected: Source object only DESC_EFFECTS_GROUP_ACTIVATION Effect is active if the source is an object%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE Effect is always active DESC_EFFECTS_GROUP_SCOPE_DESC %1%\n DESC_EFFECTS_GROUP_ACTIVATION_DESC %1%\n DESC_EFFECTS_GROUP_EFFECT_DESC %1%\n DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC %1%\n DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC Effects group %1%:\n%2%\n # SetMeter DESC_SIMPLE_SET_METER_MAX Max %1% %2%%3% DESC_SIMPLE_SET_METER_CURRENT Current %1% %2%%3% DESC_COMPLEX_SET_METER_MAX Set max %1% to %2% DESC_COMPLEX_SET_METER_CURRENT Set current %1% to %2% # others DESC_SET_EMPIRE_STOCKPILE Sets the stockpile of %1% of the object's owner to %2% DESC_SET_PLANET_TYPE Changes the planet's type to %1% DESC_SET_PLANET_SIZE Changes the planet's size to %1% DESC_ADD_OWNER Adds ownership by empire %1% to object DESC_REMOVE_OWNER Removes ownership by empire %1% from object DESC_DESTROY Destroys object DESC_ADD_SPECIAL Attaches %1% special to object DESC_REMOVE_SPECIAL Removes %1% special from object DESC_SET_STAR_TYPE Changes the star's type to %1% # SetTechAvailability DESC_TECH_AND_ITEMS_AFFECTED %1% and all the items it unlocks DESC_ITEMS_ONLY_AFFECTED the items unlocked by the %1% tech DESC_SET_TECH_AVAIL Makes %1% available to empire %2% DESC_SET_TECH_UNAVAIL Makes %1% unavailable to empire %2% # Conditions DESC_ALL in the universe DESC_EMPIRE_AFFILIATION_SELF that belongs to %1% empire DESC_EMPIRE_AFFILIATION_SELF_NOT that does not belong to %1% empire DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE that belongs only to %1% empire DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT that does not belong only to %1% empire DESC_EMPIRE_AFFILIATION that belongs to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_NOT that does not belong to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_EXCLUSIVE that belongs only to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT that does not belong only to an %1% of %2% empire # this one is intentionally left empty DESC_SELF that is the source object DESC_SELF_NOT that is not the source object DESC_TYPE that is a %1% DESC_TYPE_NOT that is not a %1% DESC_BUILDING that contains a %1% building DESC_BUILDING_NOT that does't contain a %1% building DESC_SPECIAL that has a %1% special DESC_SPECIAL_NOT that doesn't have a %1% special DESC_CONTAINS that contains an object%1% DESC_CONTAINS_NOT that doesn't contain an object%1% DESC_PLANET_TYPE that is a %1% planet DESC_PLANET_TYPE_NOT that is not a %1% planet DESC_PLANET_SIZE that is a %1% planet DESC_PLANET_SIZE_NOT that is not a %1% planet DESC_PLANET_ENVIRONMENT that is a %1% planet DESC_PLANET_ENVIRONMENT_NOT that is not a %1% planet DESC_FOCUS_TYPE_PRIMARY that has primary focus %1% DESC_FOCUS_TYPE_PRIMARY_NOT that doesn't have primary focus %1% DESC_FOCUS_TYPE_SECONDARY that has secondary focus %1% DESC_FOCUS_TYPE_SECONDARY_NOT that doesn't have secondary focus %1% DESC_STAR_TYPE that is a system with a %1% star DESC_STAR_TYPE_NOT that is not a system with a %1% star DESC_CHANCE_PERCENTAGE on a %1%%% chance DESC_CHANCE_PERCENTAGE_NOT on a (100 - %1%)%% chance DESC_CHANCE with a probability of %1% DESC_CHANCE_NOT with a probability of 1 - %1% DESC_METER_VALUE_MAX that has a max %1% between %2% and %3% DESC_METER_VALUE_MAX_NOT that doesn't have a max %1% between %2% and %3% DESC_METER_VALUE_CURRENT that has a current %1% between %2% and %3% DESC_METER_VALUE_CURRENT_NOT that doesn't have a current %1% between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE that belongs to an empire with a %1% stockpile between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE_NOT that doesn't belong to an empire with a %1% stockpile between %2% and %3% DESC_VISIBLE_TO_SINGLE_EMPIRE that is visible to the %1% empire DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT that is not visible to the %1% empire DESC_VISIBLE_TO_EMPIRES that is visible to one of the %1% empires DESC_VISIBLE_TO_EMPIRES_NOT that is not visible to one of the %1% empires DESC_WITHIN_DISTANCE that is within %1% of any object%2% DESC_WITHIN_DISTANCE_NOT that is not within %1% of any object%2% DESC_WITHIN_STARLANE_JUMPS that is within %1% starlane jumps of any object%2% DESC_WITHIN_STARLANE_JUMPS_NOT that is not within %1% starlane jumps of any object%2% DESC_AND_BETWEEN_OPERANDS and DESC_OR_BETWEEN_OPERANDS or DESC_TURN when the current turn is between %1% and %2% DESC_TURN_NOT when the current turn is not between %1% and %2% DESC_NUMBER_OF that is one of %1% objects%2% DESC_NUMBER_OF_NOT that is not one of %1% objects%2% DESC_CONTAINED_BY that is contained by an object%1% DESC_CONTAINED_BY_NOT that is not contained by an object%1% DESC_OWNER_HAS_TECH that belongs to an empire that has the tech %1% DESC_OWNER_HAS_TECH_NOT that does not belong to an empire that has the tech %1% DESC_NUMBER if there are between %1% and %2% objects%3% DESC_NUMBER_NOT if there are not between %1% and %2% objects%3% ################### # Tech Categories # ################### LEARNING_CATEGORY Learning PRODUCTION_CATEGORY Production CONSTRUCTION_CATEGORY Construction GROWTH_CATEGORY Growth ECONOMICS_CATEGORY Economics SHIPS_CATEGORY Ships #################################### # Theory Tech Names & Descriptions # #################################### THEORY_SHORT_DESC Theoretical Prerequisite LRN_PHYS_BRAIN The Physical Brain LRN_PHYS_BRAIN_DESC The stuctures and their functions in the brain are determined. The electrochemical and quantum nature of thought and memory are exposed. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement. LRN_ALGO_ELEGANCE Algorithmic Elegance LRN_ALGO_ELEGANCE_DESC With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized. LRN_TRANSLING_THT Translinguistics LRN_TRANSLING_THT_DESC Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truely 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 Though deep introspection or artificial enhancement, the brain may develop abilites 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 possesion have profound implications for the relationship between talented and untalted beings. LRN_ARTIF_MINDS Artificial Minds LRN_ARTIF_MINDS_DESC While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. With the development of true artificial minds, these qualities may be synthesized, modified and altered. These investigations open new avenues of research into cognitive sciences and novel metaparadigms. LRN_XENOARCH Xenoarchaeology LRN_XENOARCH_DESC The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and decyphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge. LRN_GRAVITONICS Gravitonics LRN_GRAVITONICS_DESC Analagous to the "colour charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloqiual "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily. This manipulation is percieved as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically. LRN_EVERYTHING Theory of Everything LRN_EVERYTHING_DESC Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science... LRN_FORCE_FIELD Force-Field Harmonics LRN_FORCE_FIELD_DESC Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support. LRN_MIND_VOID Mind of the Void LRN_MIND_VOID_DESC We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detatched observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching. LRN_TIME_MECH Temporal Mechanics LRN_TIME_MECH_DESC What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience... LRN_NDIM_SUBSPACE N-Dimensional Subspace LRN_NDIM_SUBSPACE_DESC Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existance previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before. LRN_UNIF_CONC Unified Consciousness LRN_UNIF_CONC_DESC Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truely 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_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 infintitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction? GRO_PLANET_ECOL Planetary Ecology GRO_PLANET_ECOL_DESC Agriculture and medical science can drastically increase survivability, causing population growth to become hyperexponential, for a time. 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 sustained, 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 existant or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study. GRO_MEDICAL_PATH Medical Pathology GRO_MEDICAL_PATH_DESC Treatment of diseases and injuries requires thorough understanding of their causes. GRO_INDUSTY_FARM Industrial Farming GRO_INDUSTY_FARM_DESC Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time. With greater specialization of more advanced socieites, however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies. Hydroponics, automation, fertilization, pest control and altered illumination growth cycles become necessary. Successful use of these tools requires understanding of their function, interactions, costs and low-level mechanims. GRO_ENV_ENCAPSUL Environmenal Encapsulation GRO_ENV_ENCAPSUL_DESC Covered, surrounded and sealed pockets of a particular environment are essential for space travel, colonization of hazardous planets and preservation of natural diversity on heavily industrialized worlds. Maintaining the desired conditions is not as trivial as it may seem however, as in many cases there is no external source of pure and clean materials or organisms available. Rather, it is necessary to create a self-sufficient and sustainable environment, often an entire ecology, capable of recycling and reusing its wastes to supply everything it needs and consumes. GRO_SYMBIOTIC_BIO Symbotic Biology GRO_SYMBIOTIC_BIO_DESC From the first domesticated animals or agricultural plants, societies discover the benefits of symbiotic relationships with other species. Later, bacteria or natural parasites are often used for medical purposes. In these early forms, however, the dominant species is (ideally) in complete control of the relationship, with the "farmed" organism existing only to server its owner. True symbiosis only occurs when both organisms exist and prosper together, each aiding and depending on the other to mutual benefit, the combination greater than the sum of the parts alone. GRO_GENETIC_MED Genetic Medicine GRO_GENETIC_MED_DESC Traditional Genetic Engineering alters genetic codes and then implements or raises the modified organism. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic or enhancing modifications, or corrective, preventative or time-critical medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations. GRO_LIFECYCLE_MAN Lifecycle Manipulation GRO_LIFECYCLE_MAN_DESC Most complex organisms have progress through physiological stages during a lifetime, whether distinctly separated by metamorphises, 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_XENO_GENETICS Xenological Genetics GRO_XENO_GENETICS_DESC Early genetics is limited by the available samples of naturally occuring organims 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 revalations may be reached, spurring new developments in more familiar genetic systems. GRO_NANOTECH_MED Nanotech Medicine GRO_NANOTECH_MED_DESC While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corretive measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surguries 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_ORBIT_FARMING Orbital Farming GRO_ORBIT_FARMING_DESC The primary energy source for food production in most societies is solar radiation. Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface, and surface farming must also compete with other land uses. By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated. Food production may be increased dramatically. GRO_INDUSRY_CLONE Industrial Cloning GRO_INDUSRY_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_XENO_HYBRIDS Xenological Hybridization GRO_XENO_HYBRIDS_DESC Regardless of how well understood, or how adeptly improved, a biological system is limited by its inheirent 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_ENERGY_META Pure-Energy Metabolism GRO_ENERGY_META_DESC The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis. PRO_MICROGRAV_MAN Microgravity Manufacturing PRO_MICROGRAV_MAN_DESC The microgravity of low planetary orbit offers great potential for novel manufaturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited. PRO_PLANET_GEOL Planetary Geology PRO_PLANET_GEOL_DESC Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation processes such as plate techtonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes, their effects, causes and signs is essential for large scale efficient mining operations. PRO_ROBOTIC_PROD Robotic Production PRO_ROBOTIC_PROD_DESC Although high level initial design and initial facility setup still require active supervision, the elimination of operators from the actual production process eliminates many bottlenecks. Robots work continuously, without perpetual demands for greater economic compensation. Robots have much greater tolerance for hazardous environmental conditions in the factory, and do not require additional habitable space off-site. Robots perform their assigned tasks flawlessly, or at least as well as they are instructed. PRO_FUSION_GEN Fusion Generation PRO_FUSION_GEN_DESC Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation. PRO_NANOTECH_PROD Nanotech Production PRO_NANOTECH_PROD_DESC Traditional production techniques are fundamentally limited by the size and form of the tools it employs. 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. Further, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed. PRO_ORBITAL_GEN Orbital Generation PRO_ORBITAL_GEN_DESC Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications. PRO_SENTIENT_AUTOMATION Sentient Automation PRO_SENTIENT_AUTOMATION_DESC As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers. PRO_FRC_FLD_ASSMB Force-Field Assembly PRO_FRC_FLD_ASSMB_DESC Whether effected through artificial means, or psychokinesis, or a combination thereof, remote manipulation represents a revolutionary improvement in assembly techniques. At nanoscopic scales, fully controlled chemical reactions and custom assembled molecules become almost trivial. At larger scales, up to and including manipulation of celestial bodies, locally reactionless and non-contact force impartion permit previously impossible non-destructive testing, and are particularly suited to manipulation within an enclosed or covered region, without compromising isolation seals, nor removing masses of previously obstructing matter. PRO_INTSTEL_COPRO Interstellar Co-Production PRO_INTSTEL_COPRO_DESC Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later planetary regional cooperation permits some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertize and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits. PRO_NDIM_ASSMB N-Dimensional Assembly PRO_NDIM_ASSMB_DESC The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be colocated, and volumes cannot be simultaneously enclosed and open if their existance is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and continguous lines may be passed around other masses by going "off-axis". Similar mechanisms are also used to assemble lower-dimensional objects in configurations that would be impossible without higher-dimensional pathways. PRO_SINGULAR_GEN Singularity Generation PRO_SINGULAR_GEN_DESC As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation do to annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than that with the accretion disk method, but can produce even greater output as well. PRO_MATENG_REPLIC Replication PRO_MATENG_REPLIC_DESC Previous iterations of assembly 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 smaller parts, be they prefabricated subsections, or individual atoms. By converting pure energy directly into the desired material object, eliminating the need for precursor parts or supplied materials, the ultimate level of flexible and efficient assembly is achieved. 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. CON_ORBITAL_CON Orbital Construction CON_ORBITAL_CON_DESC On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfraces, the practical use of these spaces will be initial primarily by those who are used to, and adapated for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective. CON_ARCH_PSYCH Architectural Psychology CON_ARCH_PSYCH_DESC The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation. CON_INFRA_ECOL Infrastructure Ecology CON_INFRA_ECOL_DESC The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony. CON_ORGANIC_STRC Organic Structures CON_ORGANIC_STRC_DESC Buildings formed of inanitmate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth. CON_METRO_INFRA Metroplex Infrastructure CON_METRO_INFRA_DESC When the entire surface of a world is covered, continued development must occur above and below pre-existing construction. Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting. CON_TRANS_STRC Transforming Structures CON_TRANS_STRC_DESC A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebulding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs. CON_ARCH_MONOFILS Architectural Monofilaments CON_ARCH_MONOFILS_DESC Essentially unbreakable and merely a few atoms in diamater, 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 prohibative. CON_SELFGRAV_STRC Self-Gravitating Structures CON_SELFGRAV_STRC_DESC As orbital construction grows ever larger in scale, eventually the mass of a single installation is sufficient to appreciably self-gravitate. Where previously the microgravity environment was fundamental, designs must be rethought again, just as they were when originally moving surface activity into orbit. Rather than expanding endlessly in efficient regular patterns, the natural curved shapes of planetary bodies begins to emerge in artificial bodies as well. Advantages over surface construction are retained, however, as the artifical mass is designed and built with its purpose in mind. 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_STRC_INT_FLDS Structural Integrity Fields CON_STRC_INT_FLDS_DESC Advanced materials and architecture can greatly extend the practical size of rigid structures. Eventually however, the stresses placed on load-bearing matter approach the magnitude of the strong nuclear force which holds atomic nuclei together, at which point alternative sources of support become essential. Projected energy support fields may serve this purose, and replacing or augmenting fixed supports in this manner allows a drastic reduction in the necessary structural materials mass and volume. As well, such methods may allow dynamic adjustment of reinforcement in response to rapidly changing stress patterns, whereas fixed supports must remain in place even when not being actively used. CON_CONTGRAV_ARCH Controlled Gravity Architecture CON_CONTGRAV_ARCH_DESC By fully controlling the orientation and strength of gravitational forces acting upon and existant within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses. CON_GAL_INFRA Galactic Infrastructure CON_GAL_INFRA_DESC Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes. CON_FRC_ENRG_STRC Force-Energy Structures CON_FRC_ENRG_STRC_DESC When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resiliance, portability and novel design possibilities. CON_ART_HEAVENLY Artificial Heavenly Bodies CON_ART_HEAVENLY_DESC When roughly the mass of a small moon or larger, it is no longer suffient 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 orbitted by, rather than orbitting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe. CON_TRANS_ARCH Transcendent Architecture CON_TRANS_ARCH_DESC The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose. CON_NDIM_STRC N-Dimensional Structures CON_NDIM_STRC_DESC Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence. ECO_MARKET_ECON Market Economics ECO_MARKET_ECON_DESC The free exchange of goods and services between individuals and groups, whether by simple barter or through a commonly accepted credit currency, can be a effective and dynamic economic system. In the idealized case, the market is fully self-regulating, with supply and demand forces pushing the economy towards optimally efficient resource use and worker employment. As well, the opportunity for personal gain in such systems can be a powerful motivator for innovation and worker effort. Caution must be observed however, as that same motivation can also lead to explotation and collusion amongst the priviledged and successful, which can negate and undo much of the system's proported benefits. ECO_PLANNED_ECON Planned Economics ECO_PLANNED_ECON_DESC By identifying and prioritizing needs and specific goals for society, then actively implementing the necessary steps to realize them, a focused and stable economic system may be achieved. Whether the path taken is decided by high-level central planners or through distributed local bodies, in the ideal case all unnecessary diversions and waste are eliminated and all resources are focused on the top priorities. As well, a collective purpose and effective planning eliminates innactivity and waste by ensuring a opportunity to contrbute for all workers. Caution must be observed, however, as individuals may lack dedication to the communal goals or the specific plan to achieve them, which may undermine worker motivation. ECO_EXTERN_INTEG Externality Integration ECO_EXTERN_INTEG_DESC Unsophisticated economic systems feature decision-making based on factors affecting only the decision-makers directly. Other factors, or externalities, that affect non-decision makers exclusively, are not considered, which has accordingly unexpected consequences, resulting in an overall loss of economic efficiency in an otherwise ideal system. By integrating factors such as environmental degredation, tragedies of the commons, or consequences of networking effects, the overall economy can be brought closer to its theoretical ideal form. ECO_ECON_SPECTRO Economic Spectroscopy ECO_ECON_SPECTRO_DESC With careful analysis and well-formed models, a linearly independent set of basis states as a frequency parameterization of an economy may be constructed. Cyclical economic trends and indicators of particular recurrance periods may then be studied independently, and may be amplitude- or phase-adjusted to achieve desired economic goals. Such manipulations must be conducted with great caution however, as simultaneously phase-matched cyclical effects which initially appear to be unbounded growth will inevitably reach a peak, after which the economic collapse will be equally dramatic. ECO_INTSTEL_TRADE Interstellar Trade ECO_INTSTEL_TRADE_DESC Commerce between the stars can be seen as essentially equivalent to trade confined to a single planet or continent, aside from the scale of the distances involved. While concepts such as trade routes, merchant guilds and piracy all remain in some form, effectively adapting methods of economic interchange and its regulation and control to space-based forms is nontrivial. As in earlier times, the harnessing or misuse of these factors can have drastic effects on the economies that grow to depend on them. ECO_ENV_ADAPTION Environmental Adaptation ECO_ENV_ADAPTION_DESC When the colonization of space begins, the great variety of planetary environments that are encountered will seem to be nothing but a hindrance, as most environments are inhospitable to any given race, and population growth and expansion are thus limited. However, as expantion continues and empires become established in multiple star systems, environmental diversity becomes increasingly beneficial if properly harnessed. Each environment provides its own set of direct and indirect benefits, particularly for the creation or extraction of physical and conceptual commodities, which may then be traded and shared between systems. By adapting the economic system of each world to best suit its unique characteristics, these benefits are maximized. ECO_GAL_MONEY_POL Galactic Monetary Policy ECO_GAL_MONEY_POL_DESC As interstellar trade expands, a transition is made between isolated planetary economies to integrated regional or imperial economies. Inter-empire exchange rates, lending and trade policies and their consequent effects for seemingly dissociated regions become the most significant factors in the overall health of the galactic economy. Accordingly, unilateral economic considerations must be tempered, and local issues considered only in the context of wider-ranging policies, in order to ensure economic prosperity for all. ECO_ECON_FLUIDITY Economic Fluidity ECO_ECON_FLUIDITY_DESC When the physical distance separating star systems is no longer matched by the perceived distance for those whose economic activity occurs between them, a paradigm shift occurs. Previously, the interstellar economy could be thought of like a solid, with atomic local economies and rigid trade bonds between close neighbours. With the perceptual shift, the economy of the empire undergoes a conceptual state change into a fluid. Economic activity begins to flow freely between the stars, into previously unharness crevices, filling cracks, following new flow-channels and eliminating localized unstable asymmetry. ECO_PLANET_COLONY Planetary Colonialism ECO_PLANET_COLONY_DESC When an expending empire encoutners a planet that is rich in resources and which is populated by primitive native sentients, the opportunity arises to treat the planet as a colonial posession. A large and well-adapted workforce is immediately available, and can often be a source of information about the non-obvious unique resources of the planet. Care must be taken, however, to ensure that the native population, or at least its leaders, remains inclined to participate in the economic partnership, as former colonial workers can make an equally well-adapted rebel army. ECO_ECON_PRESCIEN Economic Prescience ECO_ECON_PRESCIEN_DESC Feedback control systems often consider the present, the past, and projected future states of a system when making correctional adjustments. Making projections is error-prone to the point of uselessness, however, for any highly complex and non-deterministic systems of interacting sentients such as an economy or society. To resolve this difficultly, precognitive projection can be employed to reveal many of the possible future time-paths and their relative probabilities, as well as the best adjustments to make to adjust these probablities as desired. By this method, the unpredictable and often illogical choices of sentients may be isolated, and the economy can finally be described and controlled as well as a macroscopic physical system. ECO_STAB_HYPGROW Stabilized Hypergrowth ECO_STAB_HYPGROW_DESC Economic activity functions as a positive feedback into its own growth. An exponential growth curve naturally follows from this in many cases, and economic growth is thus often described as a ratio of the economy's size. Occasional bursts of hyperexponential growth intermittantly occur, but are unstable and followed by painful corrections. However, through proper structuring and management, and careful cultivation of the necessary conditions for it to begin, indefinite hyperexponential growth may be maintained. ECO_ECON_HEGEMONY Economic Hegemony ECO_ECON_HEGEMONY_DESC An economy in optimal form represents a great variety of financial, cultural and other social mechanisms that may be employed to achieve the goals of those who are able to control them. Through use of these tools, other less-developed economies may be completely controlled, either through overt domination or destruction, or more subtle and targetted manipulations. By extention, an externally-controlled economy may be used to exert influence or control on all other aspects of a society. Through these means, a power equal or greater than any martial force is realized. SHP_SPACE_TACTICS Space Tactics SHP_SPACE_TACTICS_DESC Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use. SHP_GAL_EXPLO Galactic Exploration SHP_GAL_EXPLO_DESC The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction. SHP_NAVIGATION Interstellar Navigation SHP_NAVIGATION_DESC Starlanes form a relatively restrictive network of possible pathes, but interstellar travel is complicated and risky without proper navigation techniques.\n\nIn future, this tech might do something related to starlanes or ship speed or range... ######################################### # Tech Application Names & Descriptions # ######################################### DOES_NOTHING_SHORT_DESC Useless: Does Nothing SHIP_PART_UNLOCK_SHORT_DESC Unlocks Ship Part SHIP_HULL_UNLOCK_SHORT_DESC Unlocks Ship Hull BUILDING_UNLOCK_SHORT_DESC Unlocks Building RESEARCH_SHORT_DESC Improves Research FARMING_SHORT_DESC Improves Farming MINING_SHORT_DESC Improves Mining INDUSTRY_SHORT_DESC Improves Industry TRADE_SHORT_DESC Improves Trade CONSTRUCTION_SHORT_DESC Improves Infrastructure POPULATION_SHORT_DESC Increases Planet Population FLEET_RANGE_DESC Improves Fleet Supply CON_TERRAFORM Terraforming CON_TERRAFORM_DESC Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. The process takes years. CON_TERRAFORM_SHORT_DESC Allows terraforming to improve planets CON_RAPID_TERRAFORM Rapid Terraforming CON_RAPID_TERRAFORM_DESC Advances in orbital deployment now enable any terrestrial planet in an inhabited system to be terraformed to any environmental preference. Nanites can accomplish the transformation in half the time of conventional methods. CON_RAPID_TERRAFORM_SHORT_DESC Allows rapid and remote terraforming to improve planets CON_GRAVITY_WELLS Controlled gravity wells CON_GRAVITY_WELLS_DESC By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing. CON_MEGALITH Megalith Construction CON_MEGALITH_DESC Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. CON_ORBITAL_FACT Orbital Factories CON_ORBITAL_FACT_DESC Since all colonies begin in space and raw materials are largely imported from off-world, the common Exodus practice of complete planet-fall for new colony ships is wasteful. The manufacturing work so badly needed for upstart colonies can be done more cheaply in orbit. Equipping new colonies with pre-built orbital factory kits helps them make use of the natural resource of low orbit. CON_PLANET_RING Planetary Ring CON_PLANET_RING_DESC Space elevators are now a relatively modest task. It now becomes possible to undertake their natural extension. By placing several elevators in a ring around a world like spokes in a wheel, and then connecting them together by enormous chains of satellites and space stations, a planetary ring can be created. CON_SPACE_ELEVATOR Space Elevator CON_SPACE_ELEVATOR_DESC Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. CON_SUBTER_CONST Subterranean Construction CON_SUBTER_CONST_DESC When space is at a premium, the holy grail of construction is the ability to build down as easily as up. Modern techniques finally make this possible. CON_ORBITAL_INFRA Orbital Infrastructure CON_ORBITAL_INFRA_DESC A well-developed general support infrastructure located in orbit permits great flexibility and rapid development of resource production capacity. ECO_COLONIAL_ECO Colonial Economic Blueprinting ECO_COLONIAL_ECO_DESC With advanced economic planning now a reality, the economy for an entire developing world can be blueprinted with the precision of a physical building. Upstart markets tap their raw potential for growth, without risk of being mired in traditionally immature "wild frontier" mentalities. ECO_COMM_UNION Commercial Union of the Colonies ECO_COMM_UNION_DESC The combination of applications as diverse as economic spectroscopy, bio-mimetics, digital psychology and advanced game theory produce a shift in the paradigm of economic thinking. The means to organize economic markets orders of magnitude above any previously envisioned becomes possible. ECO_DEEP_GREEN Deep Green ECO_DEEP_GREEN_DESC The quantum fractal nature of the equations of economic spectroscopy make all but the relatively superficial analyses impractical for most markets. However a massive computer designed from the ground up to handle the unusual algorithms, could supply an entire empire with economic foresight and stability. ECO_ECO_ETHER Economic Etherealization ECO_ECO_ETHER_DESC In the Exodus age of vast possibilities, the economic systems of most worlds have been slow to abandon the archaic paper and pencil, trading floor mentality. The final step in economic modernization is to dispense with out-dated, corporeal economic systems once and for all and transcend to a purer plane of digital information and virtual presence. This transition will boost the markets of all worlds, especially those largest. ECO_PARADISE Paradise Planet ECO_PARADISE_DESC The Paradise Planet is the ultimate tourist resort, a world whose entire economic structure has been converted to tourism and pleasure seeking. The benefits of such a planet would extend to the citizenry of distant worlds. ECO_SINKHOLE Economic Sinkholes ECO_SINKHOLE_DESC When economic activity is viewed as a flowing fluid, the capability to affect its flow becomes apparent. By creating a localized sinkhole in surface over which trade flows, trade centres well removed from the sinkhole itself are strongly affected. Such trade current disruption propegates out in all directions however, and is difficult or impossible to target selectively. GRO_SELF_ROTATING_CROPS Self-Rotating Crops GRO_SELF_ROTATING_CROPS_DESC High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification. Self-rotating crops may be grown continually, without the traditional need to alternate to less productive, but soil rejuvinating, plants every few growing seasons.\n\n+ 5 to max farming per 10 population on primary farming focused worlds. GRO_BIOTERROR Bioterror Facilites GRO_BIOTERROR_DESC A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict but as a weapon of terror it is unsurpassed, a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sows despair beyond the affected area, however care must be taken when developing such organisms to ensure they are not accidental released furthermore utter secrecy is required at the risk of damaging relations with other empires and our own people. GRO_HABITATION_DOMES Habitation Domes GRO_HABITATION_DOMES_DESC While terraforming efforts can make planets much more useful, the process is expensive and time consuming. Habibation Domes provide a faster and cheaper, though more limited, alternative for increasing the population capacity of inhospitable worlds, allowing moderate levels of infrastructure and resource capacity to be developed.\n\nIncreases by +2 the maximum population of Terrible environment worlds with current construction of at least 20. GRO_CADUCEAN The Caducean Institute GRO_CADUCEAN_DESC A premiere centralized medical academy and research centre has benefits to health and population growth throughout an empire. Adequately funding such an institute can greatly tax smaller economies, however, potentially limiting its attraction to large or economically powerfully empires. 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_LIVING_PLANET The Living Planet GRO_LIVING_PLANET_DESC Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life--A single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will. GRO_ORBITAL_GARDENS Orbital Gardens GRO_ORBITAL_GARDENS_DESC A marvel of engineering and design, the Orbital Gardens feature samples of flora gathered from throughout the known galaxy, each cultivated within the wide range of artificial environments re-created within this small artificial moon. GRO_URBAN_FARM Urban Farming GRO_URBAN_FARM_DESC On industrialized worlds, where arable land is rare to non-existent, the capability to produce food in hydroponic or aeroponic environments tightly packed into multi-storey buildings becomes critical to maintain food output. LRN_STELLAR_TOMOGRAPHY Stellar Tomography LRN_STELLAR_TOMOGRAPHY_DESC A network of specialized satellites can use tomographic methods to reconstruct the activities occurs deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types.\n\nProvides + 4 to research per 10 population on primary research focused worlds in systems with black holes.\nProvides +3 to planets in systems with neutron stars.\nProvides +2 to planets in systems with white or blue stars.\nProvides +1 to planets in systems with red, orange or yellow stars. LRN_OBSERVATORY_I Observatory LRN_OBSERVATORY_I_DESC The natural extention of industrial- and information-age telescopes, with military-inspired algorithms permits enhanced long-range detection. LRN_AUTOLAB_I Basic Autolabs LRN_AUTOLAB_I_DESC Automated laboratories can produce significant research output without direct supervision, however it remains necessary to provide guidance to such labs regarding what avenues or research to persue, and extract the resulting information from them. A specailzed control centre is required to facilitate these exchanges. Consequently, while individual worlds develop their own autolabs without additional cost, the control centre requires signifiant up-front production effort to build. This makes autolabs more attractive to empires with excess production capacity, but lacking in research output, and less useful for empires already producing significant reserach, but lacking in industrial or minreals capacity. Additionally, autolabs produce larger quantities of waste products than standard laboratories, negatively impacting health on worlds on which they are used. LRN_THEOREM_PROVER Automatic Theorem Prover LRN_THEOREM_PROVER_DESC Abstract mathematical discoveries frequently have practical, if unforseen, applications in future research. Increasingly complex formal systems require correspondingly increased time to manipulate in order to prove such discoveries, limiting progress. Elegant algorithmic methods to automate Theorm Proving can overcome this problem, however doing so requires significant research effort itself, limiting the method's usefulness to empires which have chosen to focus on research in the long-term. LRN_COLLECTIVE_NET Collective Thought Network LRN_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. LRN_DISTRIB_THOUGHT Distributed Thought Computing LRN_DISTRIB_THOUGHT_DESC The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power. 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_LOOKING_GLASS The Looking Glass LRN_LOOKING_GLASS_DESC A window into Space-Time, the Looking Glass will be the ultimate museum. Instead of excavating the ancient ruins of eras past, it is possible to simply open a window into time. Great leaders of the past would no longer be accessible only through books and holo-vids, but directly observable. Such a museum would gather flocks of both tourists and academicians. LRN_MONUMENT_EXODUS Monument to Exodus LRN_MONUMENT_EXODUS_DESC The greatest artists and engineers of an Exodus society are called together to produce a design for a fitting tribute to their accomplishments, and usher in the Exodus Age. LRN_PSICORP PsiCorp LRN_PSICORP_DESC It is now possible to identify the nascent psionic abilities inherent in rare individuals at birth. But to truly cultivate their gifts, it would be necessary to create an academy dedicated to psionics. Graduates of this academy, would comprise a highly trained task-force of Psi elite that could be assigned to research projects as conduits and amplifiers for the greatest researchers of an empire. PRO_AUTOFACTORY_I Basic Autofactories PRO_AUTOFACTORY_I_DESC Automated factories greatly increase industirial output without direct supervision, however it remains necessary to provide guidance to such labs regarding what needs to be produced. A specailzed control centre is required to facilitate these exchanges, and the language in which they are conducted requires extensive research prior to implementation. Consequently, the use of automated factories may only be practical for empires that conduct large amouts of research. Conversely, empires with minimal research, but much existing production capacity, may find other production-enhancing methods more practical. PRO_HEAVY_MINING_I Heavy Mining Processors PRO_HEAVY_MINING_I_DESC When increased minerals production is the only concern, no environmental damage considerations exist, and the environment itself is condusive, partially automated bulk mining activites can be optimal. Significant processing capacity is required, however, necessitating the use of centralized ore-processing facilties. PRO_ENVIRO_MINING_I Environmentally-Conscious Mining PRO_ENVIRO_MINING_I_DESC Many mining methods are incompatiable with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides. Minerals production is less per unit of population than more extreme methods, however additional population may somewhat offset this. Additionaly, these limited techniques are only applicable to worlds capable of supporting high populations: Superb or Optimal for a given race.\n\nIncreases minerals production by +2 per 10 population on primary mining focused worlds.\nIncreases minreals production by +1 per 10 population on primary balanced and secondary mining focused worlds.\nMultiple focus balances are cumulative: primary and secondary mining focus provides +3 to mineral production per 10 population. PRO_ASTEROID_MINE Asteroid Mining PRO_ASTEROID_MINE_DESC Mineral resource extraction from subplanetoid-sized bodies involves challenges, and provides opportunities quite distinct from those of full-fledged planets. Lacking sufficient mass to self-liquify and differentiate, asteroids can provide much easier access to some heavier elements, and lack of a gravity can make extraction for use in space much more efficient. Conversely, the limited size of each source asteroid requires fully portable self-sufficient extraction facilities. As well, the challenges of any microgravity environment must be overcome, requiring redesign of many traditional methods. The initial implementation of asteroid mining techniques yields moderate gains to mineral production in systems with suitable asteroid belts to exploit. Increased mining output occurs on all planets in system, allowing planets with environments normally difficult to mine, which often also allow larger populations, to produce large amounts of minerals per unit of population. Normally large mining output per unit population is limited to low-population capacity worlds, limiting actual mineral output. PRO_ORBITAL_MINE Orbital Mining PRO_ORBITAL_MINE_DESC On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient. For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minearals with space-based facilities is far more practical. A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available. As well, specialized resources on uninhabitable planets become accessible for the first time. PRO_CORE_MINE Deep Core Mining PRO_CORE_MINE_DESC The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that only appear on upper crust layers due to vulcanism. The lower atmospheric layers and core materials of gascious planet contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities. PRO_ART_BLACK_HOLE Artificial Black Hole PRO_ART_BLACK_HOLE_DESC By carefully collapsing a singularity in a distant solar orbit, a conveniently located source of unlimited power would be possible. This would be a highly expensive and dangerous task, but with far reaching benefits. PRO_EXOBOTS Exobots PRO_EXOBOTS_DESC Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that lack the infrastructure and work force to dedicate to specialized factories. Every colony receives a standard issue team of exobots, boosting their construction during the early development phase. PRO_FUSION_PLANTS Fusion Plants PRO_FUSION_PLANTS_DESC Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past. PRO_HYPER_DAM Hyperspatial Dam PRO_HYPER_DAM_DESC Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift. PRO_MINI_SUN Miniature Sun PRO_MINI_SUN_DESC A magnetically contained, self-perpetuating fusion reaction could be safely built and placed in coincident orbit above a planet's night facing hemisphere. This new star would dominate the night sky, providing constant twilight on its planet-facing hemisphere, while its outward facing hemisphere would be harnessed as a massive fusion power plant. PRO_MINING_ENGINEERING Mining Engineering PRO_MINING_ENGINEERING_DESC Applying the concepts of Planetary Geology allows effective extraction of minerals from near the surface of planets. By identifying the probable locations and ideal extraction methods, efficiency and total possible production are increased. As well, proper planning and analysis increase mine safety and longevity.\n\nBonuses depend on planet type:\nBarren and Inferno recive +4 per 10 population of planet at mining focused worlds.\nDesert, Radiated and Toxic recive +2.\nTundra and Terran recive +1.\nOcean and Swap receive no bonus.\n\nLarge research cost and time and lack of building-production requirement to receive effect make technology attractive for research-focused empires, but less useful for production-focused. Bonuses are largest on low-population planet types, making overall benefit small until future advances can increase the popluations of these planet types. PRO_INDUSTRY_CENTRE_I Industrial Centres PRO_INDUSTRY_CENTRE_I_DESC Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes.\n\nFacility'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. Large industrial benefits come with large up-front cost, in both production resources and time, but with minimal research prerequisites, making facility useful for high-production strategies, but unattractive for research-focused empires. PRO_ENERGY_CONV Energy Conversion PRO_ENERGY_CONV_DESC At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible. However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. PRO_NEUTRONIUM_EXTRACTION Neutronium Extraction PRO_NEUTRONIUM_EXTRACTION_DESC The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts. SHP_BASE_SHIPYARD Basic Shipyard SHP_BASE_SHIPYARD_DESC Rudimentary orbital ship production facility allows new interstellar space ships to be produced in the system where it is built. SHP_LIGHTHOUSE Interstellar Lighthouses SHP_LIGHTHOUSE_DESC Useful for ships travelling into and out of a system by starlanes, Interstellar "Lighthouses" indicate the location of a starlane entrance in a system, and also make the lane safely navigable in either direction. Use of the lane is made significant safer. SHP_FLEET_LOGISTICS Fleet Logistics SHP_FLEET_LOGISTICS_DESC Gives planets ability to resupply fleets in systems several starlane jumps away. SHP_SUSPENDED_ANIMATION Suspended Animation SHP_SUSPENDED_ANIMATION_DESC Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased. SHP_ION_CANNON Ion Cannon SHP_ION_CANNON_DESC Unlocks Ion Cannon ship part. SHP_NUCLEAR_MISSILE Nuclear Missile SHP_NUCLEAR_MISSILE_DESC Unlocks Nuclear Missile ship part. SHP_DEFLECTOR Deflector Shield SHP_DEFLECTOR_DESC Unlocks Deflector Shield ship part. SHP_RADAR Active Radar SHP_RADAR_DESC Unlocks Active Radar ship part. SHP_DEUTERIUM_TANK Deuterium Tank SHP_DEUTERIUM_TANK_DESC Unlocks Deuterium Tank ship part. SHP_MEDIUM_HULL Medium Ship Hulls SHP_MEDIUM_HULL_DESC Medium Ship Hulls SHP_LARGE_HULL Large Ship Hulls SHP_LARGE_HULL_DESC Large Ship Hulls SHP_HUGE_HULL Huge Ship Hulls SHP_HUGE_HULL_DESC Huge Ship Hulls ######################################## # Tech Refinement Names & Descriptions # ######################################## BUILDING_REFINE_SHORT_DESC Refines Building PRO_ASTEROID_MINE_II Advanced Asteroid Mines PRO_ASTEROID_MINE_II_DESC Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised. The same asteroid field and population produces additional minerals at all planets in-system that focus primarily on mining. PRO_INDUSTRY_CENTRE_II Greater Industrial Centre PRO_INDUSTRY_CENTRE_II_DESC Improved centralized management of dispersed industrial activities increases the range and size of increased industiral output provided. PRO_INDUSTRY_CENTRE_III Supreme Industrial Centre PRO_INDUSTRY_CENTRE_III_DESC Additional experience and facilities improvements further extend the range and size of industrial output improvement. ################################# # Building Names & Descriptions # ################################# BLD_OBSERVATORY Observatory BLD_OBSERVATORY_DESC '''The natural extention of industrial- and information-age telescopes, with military-inspired algorithms permits enhanced long-range detection. The planet on which the Observatory is built emits high-power detection beams into deep space. These pulses interfere with any attempts to make the planet itself stealthy, but the signals may reflect off objects in the galactic vicinity, allowing those objects to be more reasily detected by friendly planets within range of the Observatory. Gives +10 to Detection to all friendly planets within distance 200. Decreases Stealth on planet where built by 10.''' BLD_IMPERIAL_PALACE Imperial Palace BLD_IMPERIAL_PALACE_DESC Represents imperial power and prestige and functions as a centre of control for the empire's holdings.\n\nPlanet on which palace is built receive +5 to max construction. BLD_SHIPYARD_BASE Shipyard BLD_SHIPYARD_BASE_DESC Orbital production facility for assembly of interstellar military-grade spacecraft. Allows production of ships in the system where it is located. Can be upgraded by producing additional buildings in the same system. BLD_BIOTERROR_PROJECTOR Bioterror Projection Base BLD_BIOTERROR_PROJECTOR_DESC Projects negative health effects of minor biological warfare to nearby planets.\n\nPlanets within 2 starlane jumps owned by other empires receive -4 to max health.\nPlanets within 2 starlane jumps owned exclusively by the empire that builds the projector receive -1 to max health.\nRequires empire operating it to own at least one Bioterror Research Centre; otherwise produces no negative health effects on other empires' planets. BLD_BIOTERROR_LAB Bioterror Research Centre BLD_BIOTERROR_LAB_DESC Is required for Bioterror Projection Bases to affect other empires.\n\nCauses -2 to max health of planets in system where it is built, regardless of that planet's ownership. BLD_AUTOFACTORY_CONTROL Autofactory Control Centre BLD_AUTOFACTORY_CONTROL_DESC Provides +2 to max production output per 10 population on primary industry focused worlds.\nProvides additional +1 to max industry output per 10 population on secondary industry focused worlds. BLD_AUTOLAB_CONTROL Autolab Control Centre BLD_AUTOLAB_CONTROL_DESC Provides +2 to max research output per 10 population and -2 to max health on primary research focused worlds.\nProvides additional +1 to max research output per 10 population and -1 to max health on secondary research focused worlds. BLD_THEOREM_PROVER Automatic Theorem Prover BLD_THEORM_PROVER_DESC Provides +5 to max research output per 10 population on primary research focused worlds, non-stacking.\nProvides additional +1 to max research output per 10 population on secondary research focused worlds, non-stacking. BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC Increases by 1 starlane jump the supply meter of all planets - regardless of owner - within 200 distance units. BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor BLD_HEAVY_MINE_PROCESSOR_DESC Provides +5 mining to mining-focused worlds, non stacking, within 100 distance of the facility, that are of type Barren, Radiated, Toxic or Inferno. Also proves +2 to mining and -5 to farming, both non-stacking, on planet at which it is built. BLD_INDUSTRY_CENTRE Industrial Centre BLD_INDUSTRY_CENTRE_DESC '''Initially provides +5 industry within 100 direct-line distance of facility, non stacking, to industry-focused worlds. [[tech PRO_INDUSTRY_CENTRE_II]] refinement increases bonus to +6 and increases distance to 200. [[tech PRO_INDUSTRY_CENTRE_III]] refinement further increases bonus to +7 and range to 300.''' BLD_ASTEROID_MINE Asteroid Mining Facility BLD_ASTEROID_MINE_DESC Initially provides +4 minerals production per 10 population to planets in same system that contains an asteroid belt.\nWith Advanced Asteroid Mines refinement, provides additional +4, or +8 total minerals production per 10 population to planets in same system that contains an asteroid belt. BLD_GRAVITY_WELLS Controlled Gravity Wells BLD_GRAVITY_WELLS_DESC A null gravity generator installed deep in the planet's core, greatly boosting industry and commerce in the system. BLD_MEGALITH Megalith BLD_MEGALITH_DESC A marvel of Exodus-era Architecture, the Megalith is an abnormally massive Starscraper, kilometers in diameter. The Megalith is an inspiration to architects sector-wide and is often the crown jewel of a powerful real estate mogul's empire. BLD_PLANET_RING Planetary Ring BLD_PLANET_RING_DESC A ring of satellites completely encircling a world, tethered to the planet's equator by spoke-like space elevators. These are used for housing, micro-gravity construction and inter-world trade. BLD_SPACE_ELEVATOR Space Elevator BLD_SPACE_ELEVATOR_DESC An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end. The space elevator boosts the trade for the entire system. BLD_COMM_UNION Commercial Union of the Colonies BLD_COMM_UNION_DESC The Commercial Union of the Colonies (CUC) is an organization with the means and will to monitor and regulate the entire galactic market. The first empire to complete the CUC gains an empire wide bonus to trade on all worlds. BLD_DEEP_GREEN Deep Green BLD_DEEP_GREEN_DESC A central economic forecast computer fed with data from all the economic markets of the known galaxy, it is capable of near perfect economic foresight and is used to boost all the markets in the empire. BLD_PARADISE Paradise Planet BLD_PARADISE_DESC A world whose entire infrastructure has been converted to tourism, giving an enormous boost to trade and tourism in the region, but eliminating almost all useful industrial and mining output. BLD_CADUCEAN The Caducean Institute BLD_CADUCEAN_DESC Available with The Caducean Institute.\n\nIncreases max health on all populated worlds by +2, non-stacking. BLD_GENOME_BANK Genome Bank BLD_GENOME_BANK_DESC The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease and in establishing farming colonies. BLD_LIVING_PLANET The Living Planet BLD_LIVING_PLANET_DESC Convert a planet into the Living Planet 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. Industrial and mineral output are severely limited, however, as such activities upset the global harmonious balance. BLD_ORBITAL_GARDENS Orbital Gardens BLD_ORBITAL_GARDENS_DESC An enormous moon-like satellite in orbit above a world, the Orbital Gardens are a testament throughout the galaxy to your ability to harness your environment. Besides being an excellent tourist attraction, research conducted here helps boost farming on all worlds in your empire. BLD_COLLECTIVE_NET Collective Thought Network BLD_COLLECTIVE_NET_DESC By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. BLD_ENCLAVE_VOID Enclave of the Void BLD_ENCLAVE_VOID_DESC The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects. This world may never exceed industrial or mining output greater than 30. BLD_LOOKING_GLASS The Looking Glass BLD_LOOKING_GLASS_DESC A space-time museum of galactic fame. Both tourism and science benefit from its unfettered view of all history, as the ebb and flow of all time become as transparent as glass. BLD_MONUMENT_EXODUS Monument to Exodus BLD_MONUMENT_EXODUS_DESC A mighty orbiting sculpture visible from the ground and to passing ships. Your triumph over the starlanes will never be forgotten and your people will forever be emboldened to colonize new worlds. Increases population growth on all frontier worlds. BLD_PSICORP PsiCorp BLD_PSICORP_DESC An academy dedicated to identifying the psionically gifted citizens throughout the colonies and training them from birth to develop their abilities to the benefit of the most advanced research programs of the empire. BLD_ART_BLACK_HOLE Artificial Black Hole BLD_ART_BLACK_HOLE_DESC A constructed singularity in a distant orbit in one system. Its power is harnessed to advance industry for all nearby worlds. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC A tear in the fabric of the universe, safely controlled and harnessed. The hyperspatial dam serves as a source of nearly unlimited energy for the entire sector. BLD_MINI_SUN Miniature Sun BLD_MINI_SUN_DESC A miniature sun keeps the night sky above the world perpetually twilit. Besides being good for morale, the fusion reactor serves as a convenient source of energy for all planets in the system. BLD_REMOTE_CONST Remote Construction BLD_REMOTE_CONST_DESC A network of matter and construction. A team of construction workers and robots can assemble structures on distant worlds without the need for freighters or construction vessels. Only a small matter-terminal ship is needed. Quickly raises the industry on all worlds to that of an Established world. BLD_ECON_SINKHOLE Economic Sinkhole BLD_ECON_SINKHOLE_DESC An Economic Sinkhole actively disrupts trade in its vicinity. This effect does not distinguish between friend or foe, however, so care must be taken in its placement to maximize disruption of enemy trade, while assuring minimal impact on that of its builders. ############## # Ship Parts # ############## SR_LASER Laser SR_LASER_DESC Lower power and mass SR_ION_CANNON Ion Cannon SR_ION_CANNON_DESC Moderate power and mass LR_NUCLEAR_MISSILE Nuclear Missile LR_NUCLEAR_MISSILE_DESC Long range moderate power DT_ACTIVE_RADAR Active Radar DT_ACTIVE_RADAR_DESC Moderate power detection with large stealth penalty to mounting ship. FU_DEUTERIUM_TANK Deuterium Tank FU_DEUTERIUM_TANK_DESC Small increase to ship range by increasing fuel capacity. Bulky and vulnerable to weapons fire. FU_ANTIMATTER_TANK Antimatter Tank FU_ANTIMATTER_TANK_DESC Moderate increase to shiprange by increasing fuel capacity. Compact and low mass. ST_EM_DAMPER Electromagnetic Damper ST_EM_DAMPER_DESC Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present. AR_LEAD_PLATE Lead Armour Plating AR_LEAD_PLATE_DESC Weak defense with large mass SH_DEFENSE_GRID Defense Grid SH_DEFENSE_GRID_DESC Weak defense with no extra mass SH_DEFLECTOR Deflector Shield SH_DEFLECTOR_DESC Strong defense with small mass CO_COLONY_POD Colony Pod CO_COLONY_POD_DESC Basic facilities for colonists to survive journey to a new planet. Allows ship to colonize new worlds. CO_SUSPEND_ANIM_POD Cryonic Colony Pod CO_SUSPEND_ANIM_POD_DESC Colonists are kept in suspended animation during colonization journey, eliminating need to provide sustenance, and greatly increasing the number of colonists that can be carried on one ship. ############## # Ship Hulls # ############## SH_EMPTY Empty Hull SH_EMPTY_DESC Cheap and fast, but can't mount any parts. SH_SMALL Small Hull SH_SMALL_DESC Few slots but high speed SH_MEDIUM Medium Hull SH_MEDIUM_DESC Moderate number of slots and moderate speed SH_LARGE Large Hull SH_LARGE_DESC Many slots but slow speed SH_HUGE Huge Hull SH_HUGE_DESC Very many slots but very slow speed

