Fre stringtable.txt
From FreeOrionWiki
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This is a beginning of a string table for the french language. I edited some strings here and there that correspond to the most exposed ones in game (main menu stuff, etc.), but for most of my changes I start from the begining of the file and then downward. The line where I currently am is just after "advancement:", please update it if you translated some text.
Strings with three stars (***) appended to them are really not good fits/not complete (but many lines need revision anyway).
Note that I used "dossier" ("folder") instead of "répertoire" ("directory") because that's what windowsians say. Also, when doing a literal translation of english, you usually end up with longer sentences, so I tried to say things the french way when I could find one that is shorter.
Last update 17/10/2007, 22h37 (GMT+2)
-- Spyros
I did translation until SIDE_PANEL. (l.961)
For OPTIONS_SOUND_BALANCED : "Balanced focus" I am thinking about "focalisation sur l'équilibre".
Note that I used "lâcher" for the verb "to drop".
-- Itair 07/02/2008, 02h10 (GMT+1)
I did translation until DESC_VALUE_REF_MULTIPART_VARIABLE0 I mark some of my translation with *** for review I use "interface" to not doing a literal translation of UI (IHM could be ok). For starlane I propose "lien hyperspatial". For trade i use commerce but i think that "economie" can be better (or "crédits")
-- Nyquist 21/08/2008, 16h33 (GMT+1)
I've merged changes to the english stringtable into this one. Unfortunately, a few strings were reverted in the process. I've also committed this stringtable to SVN. Anyone who's contributed to this translation, please pm me on the forums or otherwise contact me with your real name (optional) and alias so you can be added to the credits.
Geoff the Medio 14:38, 21 July 2008 (EDT)
I did translation of all entries starting with LRN_ (technology description) They need review but there quite understable for french speaker.
@ Geoff : I'll try to put more translation in line soon...
-- Nyquist 22/08/2008, 14h46 (GMT+1)
Did some translation of the new entries (and redo some which where deleted). Got a lot of problems to translate DESC_EMPIRE_AFFILIATION and below... They surely need a review. --Nyquist 22/08/2008, 17h05 (GMT+1)
all entries under "Theory Tech Names & Descriptions" and "Tech Application Names & Descriptions" aren't translate. Some of they a redundant with transaltion under "Building Names & Descriptions" so take a look to them.
Some entries elsewhere aren't translate (or need a better translation).
I'm trying to terminate the 2 remaining category for the end of the next week (for the 1 august 2008). --Nyquist 24/08/2008, 17h30 (GMT+1)
Francais #This is a (preliminary) French String Table file for FreeOrion ################# # Common # ################# #Anyone can use these for basic buttons APPNAME FreeOrion BROWSE_BTN Parcourir... OK OK CANCEL Annuler DONE Fait CLOSE Fermer LOAD Charger SAVE Sauvegarder OPEN Ouvrir OR ou AND et YES Oui NO Non NEW_GAME Génération de l'univers et des IAs... LOADING Chargement... SERVER_WONT_START '''Le serveur ne peut pas démarrer. Note pour Linux: L'executable du serveur devrait être dans le répertoire de travail. Si freeorion était exécuté à partir d'autres quelque part que le répertoire dans lequel le principal binaire est situé, vous pourriez avoir besoin d'arrêter et de redémarrer depuis ce répertoire.''' SERVER_TIMEOUT Le serveur ne répond pas SERVER_LOST La connexion au serveur a été perdue. SERVER_GAME_END Le serveur a envoyé un message de fin de jeu. Au revoir. PLAYER_DISCONNECTED Le joueur %1% n'est plus connecté au serveur. PLAYER_DEFEATED Vous êtes vaincu. PLAYER_VICTORIOUS Vous êtes victorieux. EMPIRE Empire EMPIRE_DEFEATED L'empire %1% n'est plus. ALL Tout UNKNOWN_SYSTEM Système inconnu RENAME Renommer ENTER_NEW_NAME Entrez un nouveau nom UNKNOWN_VALUE_SYMBOL ? ERROR ERREUR DEFENSE_BASE Base défensive DEFENSE_BASE_DESCRIPTION '''Une plateforme orbitale participant à la défense de la planète ou elle est située. Attaque: 1 Défense: 3''' CHAT_WHISPER murmurer # used to generate names for new fleets when they are created NEW_FLEET_NAME Nouvelle Flotte %1% NEW_FLEET_NAME_NO_NUMBER Nouvelle Flotte ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE Usage: COMMAND_LINE_DEFAULT Défaut: OPTIONS_DB_HELP Affiche ce message d'aide. OPTIONS_DB_GENERATE_CONFIG_XML Génère un fichier config.xml à partir des réglages contenus dans les fichiers config.xml existants et donnés dans la ligne de commande. Ceci écrasera le fichier config.xml actuel, si il existe. OPTIONS_DB_MUSIC_OFF Désactive la musique dans le jeu. OPTIONS_DB_BG_MUSIC Désigne le morceau à jouer en arrière-plan. OPTIONS_DB_FULLSCREEN Commence le jeu en plein écran. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL L'intervalle, en secondes, après lequel la fenêtre de chat multijoueur disparaît si rien n'y est ajouté. Une valeur de 0 indique que la fenêtre ne doit jamais disparaître. OPTIONS_DB_UI_CHAT_EDIT_HISTORY Le nombre de messages déjà écrits à garder dans l'historique de la boîte d'édition du chat.*** OPTIONS_DB_GALAXY_MAP_GAS Rendu grisé autour des systèmes pour donner une forme à la galaxie. Peut être lent sur les anciennes configurations.*** OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING Utilisation de OpenGL 1,5 optimisé pour le rendu de la carte galactique. Peut ne pas fonctionner sur les anciennes cartes graphiques.*** OPTIONS_DB_FORCE_EXTERNAL_SERVER Force le client à ne pas lancer un serveur, même dans les cas de l'hébergement local d'un jeu, d'un jeu solo, etc. OPTIONS_DB_UI_MAIN_MENU_X Position du centre du menu principal de l'écran d'introduction, en portion de la largeur totale du programme. OPTIONS_DB_UI_MAIN_MENU_Y Position du centre du menu principal de l'écran d'introduction, en portion de la hauteur totale du programme. OPTIONS_DB_APP_WIDTH Règle la résolution horizontale du programme. OPTIONS_DB_APP_HEIGHT Règle la résolution verticale du programme. OPTIONS_DB_COLOR_DEPTH Règle la profondeur des couleurs, en bits par pixel. OPTIONS_DB_SHOW_FPS Affiche le FPS, oui ou non. OPTIONS_DB_LIMIT_FPS Limitation du FPS, oui ou non. La limite est définit avec l'option FPS Max. OPTIONS_DB_MAX_FPS Change la limitation du FPS, si actif. La limitation est activé avec l'option Limitation FPS. OPTIONS_DB_UI_SOUND_ENABLED Active ou désactive les effets sonores de l'interface. OPTIONS_DB_UI_SOUND_VOLUME Le volume (de 0 à 255) des effets sonores de l'interface. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER Le fichier son à jouer quand la souris passe sur un bouton. OPTIONS_DB_UI_SOUND_BUTTON_CLICK Le fichier son à jouer quand un bouton est cliqué. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK Le fichiers son à jouer quand le bouton de fin de tour est cliqué. OPTIONS_DB_UI_SOUND_LIST_SELECT Le fichier son à jouer quand une une liste ou un menu déroulant est sélectionné. OPTIONS_DB_UI_SOUND_ITEM_DROP Le fichier son à jouer quand un objet est lâché dans une liste. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN Le fichier son à jouer quand une liste est ouverte dans une liste déroulante*** OPTIONS_DB_UI_SOUND_TEXT_TYPING Le fichier son à jouer quand l'utilisateur tape un texte. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE Le fichier son à jouer quand une fenêtre est maximisée. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE Le fichier son à jouer quand une fenêtre est minimisée. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE Le fichier son à jouer quand une fenêtre est fermée. OPTIONS_DB_UI_SOUND_ALERT Le fichier son à jouer quand une erreur survient ou qu'une action illégale est tentée. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK Le fichier son à jouer quand un bouton planète est cliqué. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER Le fichier son à jouer quand la souris passe sur un bouton flotte. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK Le fichier son à jouer quand un bouton flotte est cliqué. OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER Le fichier son à jouer lorsque la souris passe sur une icône système OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN Le fichier son à jouer quand le panneau latéral du système est ouvert. OPTIONS_DB_UI_SOUND_FARMING_FOCUS Le fichier son à jouer quand un bouton focus : agriculture est cliqué. OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS Le fichier son à jouer quand un bouton focus : industrie est cliqué. OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS Le fichier son à jouer quand un bouton focus : recherche est cliqué. OPTIONS_DB_UI_SOUND_MINING_FOCUS Le fichier son à jouer quand un bouton focus : exploitation minière est cliqué. OPTIONS_DB_UI_SOUND_TRADE_FOCUS Le fichier son à jouer quand un bouton focus : commerce est cliqué OPTIONS_DB_UI_SOUND_BALANCED_FOCUS Le fichier son à jouer quand un bouton focus : général est cliqué. OPTIONS_DB_UI_FONT Désigne le ficher ressource pour la police de caractère de l'interface. OPTIONS_DB_UI_FONT_BOLD Désigne le fichier ressource pour la police de caractère (gras) de l'interface. OPTIONS_DB_UI_FONT_ITALIC Désigne le fichier ressource pour la police de caractère (italique) de l'interface. OPTIONS_DB_UI_FONT_BOLD_ITALIC Désigne le fichier ressource pour la police de caractère (gras et italique) de l'interface. OPTIONS_DB_UI_FONT_SIZE Règle la taille des caractères utilisés dans l'interface. OPTIONS_DB_UI_TITLE_FONT Désigne le fichier ressource pour la police de caractère des titres de l'interface. OPTIONS_DB_UI_TITLE_FONT_SIZE Règle la taille des caractères utilisés dans les titres de l'interface. OPTIONS_DB_UI_WND_COLOR Règle la couleur des fenêtres de l'interface. OPTIONS_DB_UI_TEXT_COLOR Règle la couleur du texte de l'interface. OPTIONS_DB_UI_CTRL_COLOR Règle la couleur des contrôles de l'interface.*** OPTIONS_DB_UI_CTRL_BORDER_COLOR Règle la couleur des bords de contrôles de l'interface. OPTIONS_DB_UI_BUTTON_COLOR Règle la couleur des boutons de l'interface. OPTIONS_DB_UI_STATE_BUTTON_COLOR Règle la couleur des boutons d'état de l'interface. OPTIONS_DB_UI_SCROLL_TAB_COLOR Règle la couleur de la tablette de défilement de l'interface.*** OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR Règle la couleur de l'intérieur des listes déroulantes de l'interface. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Règle la couleur des flèches des listes déroulantes de l'interface. OPTIONS_DB_UI_EDIT_HILITE Règle la couleur des contrôles d'édition de l'interface mis en surbrillance.*** 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 Règle la couleur du panneau latéral. OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Règle la couleur de la bordure extérieure de l'interface. OPTIONS_DB_UI_WND_BORDER_COLOR Règle la couleur de la bordure de l'interface. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Règle la couleur de la bordure intérieure de l'interface OPTIONS_DB_UI_KNOWN_TECH Règle la couleur des technologies connues dans l'arbre des technologies. OPTIONS_DB_UI_KNOWN_TECH_BORDER Règle la couleur du texte et de la bordure des technologies connues dans l'arbre des technologies. OPTIONS_DB_UI_RESEARCHABLE_TECH Règle la couleur des technologies accessibles à la recherche dans l'arbre des technologies. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Règle la couleur du texte et de la bordure des technologies accessibles à la recherche dans l'arbre des technologies. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Règle la couleur des technologies inaccessibles à la recherche dans l'arbre des technologies. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Règle la couleur du texte et de la bordure des technologies inaccessibles à la recherche dans l'arbre des technologies. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Règle la couleur de fond des barres de progression dans l'arbre des technologies. OPTIONS_DB_UI_TECH_PROGRESS Règle la couleur des barres de progression dans l'arbre des technologies. OPTIONS_DB_UI_SCROLL_WIDTH Sets UI scroll width.*** OPTIONS_DB_UI_SYSTEM_ICON_SIZE Règle la taille des icônes de systèmes. OPTIONS_DB_UI_FLEET_BUTTON_SIZE Règle la taille (relative aux icônes de systèmes) des boutons de flotte. OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Règle la taille (relative aux icônes de systèmes) de l'indicateur de sélection de systèmes. OPTIONS_DB_UI_TOOLTIP_DELAY Règle le délai d'apparition des bulles d'information de l'interface, en ms.*** OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS Si mis à vrai, les clics sur plusieurs boutons de flottes ouvrent plusieurs fenêtres de flottes en même temps. Sinon, toute nouvelle fenêtre de flotte ferme la précédente si il y en a. 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 Fermer les fenêtres ouverte comme les fenêtres de flotte et le panneau latéral de système quand vous faites un clic droit sur la carte principale. OPTIONS_DB_GAMESETUP_STARS Le nombre d'étoiles à générer dans la galaxie. OPTIONS_DB_GAMESETUP_GALAXY_SHAPE La forme de la galaxie à générer. OPTIONS_DB_GAMESETUP_GALAXY_AGE L'âge de la galaxie à générer. OPTIONS_DB_GAMESETUP_PLANET_DENSITY Le nombre de planètes par système dans la galaxie à générer. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY The number of starlanes in the galaxy to be generated.*** OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY La fréquence d'apparition des évé. spéciaux dans la galaxie.*** OPTIONS_DB_GAMESETUP_EMPIRE_NAME Le nom de votre empire dans le jeu. OPTIONS_DB_GAMESETUP_EMPIRE_COLOR La couleur de votre empire dans le jeu. OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS Le nombre d'IA dans le jeu. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING La largeur de l'espace à laisser vide entre technologies dans l'arbre des technologies, en multiples de la largeur d'une seule technologie théorique.*** OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING La longueur de l'espace à laisser vide entre technologies dans l'arbre des technologies, en multiples de la longeur d'une seule technologie théorique.*** OPTIONS_DB_SAVE_DIR Le dossier dans lequel seront sauvegardées/à partir duquel seront chargées les parties. Les chemins de dossiers sont relatifs à la location de l'exécutable. OPTIONS_DB_SETTINGS_DIR Le dossier racine à partir duquel seront cherchés les fichiers ressources du jeu (réglages et données). OPTIONS_DB_LOG_LEVEL Règle le niveau d'importance à partir duquel les messages du journal seront affichés (niveaux par ordre décroissant de verbosité: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG). OPTIONS_DB_STRINGTABLE_FILENAME Le fichier contenant la table des chaînes de caractères propre à un langage. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER Si mis à vrai, le jeu effectuera des sauvegardes automatiques durant les parties solo. OPTIONS_DB_AUTOSAVE_MULTIPLAYER Si mis à vrai, le jeu effectuera des sauvegardes automatiques durant les parties multijoueur. OPTIONS_DB_AUTOSAVE_TURNS Détermine le nombre de tours entre chaque sauvegarde automatique. OPTIONS_DB_AUTOSAVE_SAVES Règle le nombre maximum de sauvegardes automatiques qui devraient être gardées. OPTIONS_DB_MUSIC_VOLUME Règle le volume de la musique (de 0 à 255). ################# # File Dialog # ################# FILE_DLG_FILES Fichier(s): FILE_DLG_FILE_TYPES Type(s): FILE_DLG_MALFORMED_FILENAME Nom de fichier invalide. FILE_DLG_OVERWRITE_PROMPT '''%1% existe déjà. L'écraser?''' FILE_DLG_INVALID_FILENAME '''"%1%" n'est pas un nom de fichier valide.''' FILE_DLG_FILENAME_IS_A_DIRECTORY '''"%1%" est un dossier.''' FILE_DLG_FILE_DOES_NOT_EXIST '''Le fichier "%1%" n'existe pas.''' FILE_DLG_DEVICE_IS_NOT_READY Périphérique pas prêt. ################# # Color Dialog # ################# COLOR_DLG_NEW Nouvelle COLOR_DLG_OLD Ancienne 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 Menu Principal #Button names#### INTRO_BTN_SINGLE_PLAYER Partie solo INTRO_BTN_MULTI_PLAYER Partie multijoueur INTRO_BTN_LOAD_GAME Charger partie INTRO_BTN_OPTIONS Réglages INTRO_BTN_ABOUT A propos INTRO_BTN_CREDITS Crédits INTRO_BTN_EXIT Quitter #Error Messages#### ERR_CONNECT_TIMED_OUT Délai de connection au serveur dépassé. ERR_VERSION_MISMATCH Connection au serveur impossible, ce client utilise une version différente des paramètres et/ou fichiers suivants: ######################## # Server Setup Screen # ######################## #Window title#### SCONNECT_WINDOW_TITLE Connection au serveur #Static labels#### LAN_GAME_LABEL Partie LAN chez: INTERNET_GAME_LABEL Partie Internet chez: PLAYER_NAME_LABEL Nom du joueur #Button names#### HOST_GAME_BN Héberger partie JOIN_GAME_BN Rejoindre partie REFRESH_LIST_BN Rafraîchir ######################## # Multiplayer Lobby # ######################## #Window title#### MPLOBBY_WINDOW_TITLE Configuration Multijoueur #Strings MPLOBBY_HOST_ABORTED_GAME Le joueur hôte a mis fin à ce jeu. #Button names#### NEW_GAME_BN Nouvelle partie LOAD_GAME_BN Charger partie START_GAME_BN Lancer partie MULTIPLAYER_GAME_START_CONDITIONS Nom d'empire et couleur unique nécessaire ######################## # Galaxy Setup Screen # ######################## #Window title#### GSETUP_WINDOW_TITLE Création de la galaxie #Strings GSETUP_GRAPHICS_FILES Fichiers graphismes GSETUP_EMPIRE_NAME Nom de l'empire GSETUP_EMPIRE_COLOR Couleur de l'empire GSETUP_NUMBER_AIS Nombre d'IAs #Drop-down list labels and choices#### GSETUP_STARS Etoiles GSETUP_SHAPE Forme de la galaxie GSETUP_AGE Age de la galaxie GSETUP_STARLANE_FREQ Starlane Frequency*** GSETUP_PLANET_DENSITY Densité planètes GSETUP_SPECIALS_FREQ Fréq. évé. spéciaux*** GSETUP_2ARM Spirale à 2 bras GSETUP_3ARM Spirale à 3 bras GSETUP_4ARM Spirale à 4 bras GSETUP_CLUSTER Grappe GSETUP_ELLIPTICAL Elliptique GSETUP_IRREGULAR Irrégulière GSETUP_RING Anneau GSETUP_NONE Aucun GSETUP_YOUNG Jeune GSETUP_MATURE Mûre GSETUP_ANCIENT Ancienne GSETUP_FEW Peu GSETUP_SOME Quelques GSETUP_SEVERAL Plusieurs GSETUP_MANY Beaucoup GSETUP_VERY_MANY Enormément GSETUP_LOW Faible GSETUP_MEDIUM Moyen GSETUP_HIGH Grand GSETUP_RARE Rares GSETUP_UNCOMMON Pas communs GSETUP_COMMON Communs #Error messages#### GSETUP_ERR_NOEXIST n'existe pas. ########################### # Empire Selection Screen # ########################### #Window Title#### ESELECT_WINDOW_TITLE Sélection d'un empire #Static text#### ESELECT_EMPIRE_NAME Nom de l'empire: ########################### # About Dialog # ########################### #License button text#### LICENSE License ABOUT_WINDOW_TITLE A propos de FreeOrion CREDITS Crédits VISION Vision FREEORION_VISION FreeOrion, un jeu open-source s'inspirant de Master of Orion, est un jeu de stratégie au tour par tour épique qui se base sur le modèle classique des "4x" en incorporant des éléments de construction de nations trouvés dans des jeux comme Europa Universalis 2 et un moteur de combat tactique versatile. Bien que son design modulaire et open-source permette des modifications et personalisations non-négligeables du moteur de jeu et des éléments de scénario par la communauté, l'équipe de FreeOrion se consacre à la construction d'un univers vivant sur le modèle d'une grande campaigne. *** ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Sauvegarder GAME_MENU_LOAD Charger GAME_MENU_RESIGN Abandonner GAME_MENU_SAVE_FILES Fichiers de sauvegardes ########################### # Game Options # ########################### OPTIONS_TITLE Réglages OPTIONS_AUTOSELECT_FLEET Sélection auto de la première flotte OPTIONS_MULTIPLE_FLEET_WNDS Fenêtres de flotte multiples OPTIONS_QUICK_CLOSE_WNDS Fermeture rapide des fenêtres OPTIONS_MISC_UI Réglages divers de l'interface OPTIONS_SINGLEPLAYER Parties solo OPTIONS_MULTIPLAYER Parties multijoueur OPTIONS_AUTOSAVE_TO_KEEP Sauvegardes auto. à garder OPTIONS_AUTOSAVE_TURNS_BETWEEN Tours entres les sauvegardes auto. OPTIONS_LANGUAGE Fichier de langue OPTIONS_FONTS Polices de caractères OPTIONS_FONT_SIZES Taille des polices OPTIONS_FONT_TEXT Texte OPTIONS_FONT_TITLE Titres des fenêtres OPTIONS_TECH_SPACING Espacement entre technologies OPTIONS_HORIZONTAL Horizontal OPTIONS_VERTICAL Vertical OPTIONS_TOOLTIP_DELAY Délai avant bulle d'info. (ms) OPTIONS_VIDEO_MODE Mode vidéo OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Active le mode plein écran, règle la résolution et le nombre de bits par pixel en une seule étape; Utilisez "Personnalisé" pour régler la largeur, la hauteur et les bits par pixel individuellement. OPTIONS_VIDEO_MODE_LIST_CUSTOM_OPTION Personnalisé OPTIONS_VIDEO_SETTINGS Réglages vidéo. OPTIONS_APP_WIDTH Largeur OPTIONS_APP_HEIGHT Hauteur OPTIONS_COLOR_DEPTH Profondeur des couleurs OPTIONS_FULLSCREEN Plein écran OPTIONS_SHOW_FPS Affichage du FPS OPTIONS_LIMIT_FPS Limitation du FPS OPTIONS_MAX_FPS FPS Max OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Historique du chat OPTIONS_CHAT_HIDE Délai avant dissimulation du chat OPTIONS_GALAXY_MAP Carte Galactique OPTIONS_GALAXY_MAP_GAS Rendu gazeux de la Carte galactique*** OPTIONS_OPTIMIZED_SYSTEM_RENDERING Système de rendu optimisé OPTIONS_MUSIC Musique OPTIONS_UI_SOUNDS Sons de l'interface OPTIONS_BACKGROUND_MUSIC Musique de fond OPTIONS_SOUNDS Sons OPTIONS_SOUND_CLOSE Fermeture de fenêtre OPTIONS_SOUND_MINIMIZE Minimisation de fenêtre OPTIONS_SOUND_MAXIMIZE Maximisation de fenêtre OPTIONS_SOUND_CLICK Clic OPTIONS_SOUND_ROLLOVER Rollover*** OPTIONS_SOUND_FLEET_CLICK Clic de bouton de flotte OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover*** OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Sons des fenêtres OPTIONS_SOUND_BUTTON Sons des boutons OPTIONS_SOUND_FLEET Sons des boutons de flotte OPTIONS_SOUND_ALERT Signal d'alerte OPTIONS_SOUND_TYPING Frappe (au clavier) OPTIONS_SOUND_TURN Bouton Tour Cliqué OPTIONS_SOUND_SIDEPANEL Ouverture du paneau latéral OPTIONS_SOUND_PLANET Planète Sélectionné OPTIONS_SOUND_FOCUS Sons de Focalisation OPTIONS_SOUND_BALANCED Balanced focus*** OPTIONS_SOUND_FARMING Privilégier l'Agriculture OPTIONS_SOUND_INDUSTRY Privilégier l'Industrie OPTIONS_SOUND_MINING Privilégier l'Exploitation Minière OPTIONS_SOUND_RESEARCH Privilégier la Recherche OPTIONS_SOUND_LIST Sons des Listes OPTIONS_SOUND_DROP Objet Lâché OPTIONS_SOUND_PULLDOWN Ouverture Liste Déroulante OPTIONS_SOUND_SELECT Liste Sélectionné OPTIONS_GENERAL_COLORS Général OPTIONS_CONTROL_COLORS Contrôle Interface OPTIONS_FILL_COLOR Intérieur OPTIONS_BORDER_COLOR Bordure OPTIONS_TEXT_COLOR Texte OPTIONS_EDIT_COLORS Contrôle Édition OPTIONS_HIGHLIGHT_COLOR Surbrillance OPTIONS_INTERIOR_COLOR Intérieur OPTIONS_WINDOW_COLORS Fenêtres OPTIONS_INNER_BORDER_COLOR Bordure Intérieur OPTIONS_OUTER_BORDER_COLOR Bordure Extérieur OPTIONS_PAGE_VIDEO Vidéo OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Sauv. Auto OPTIONS_PAGE_UI IHM OPTIONS_PAGE_COLORS Couleurs OPTIONS_PAGE_DIRECTORIES Dossiers OPTIONS_TECH_COLORS Technologies OPTIONS_TEXT_AND_BORDER_COLOR Texte et Bordure OPTIONS_KNOWN_TECH_COLORS Technologies connues OPTIONS_RESEARCHABLE_TECH_COLORS Technologies accessible OPTIONS_UNRESEARCHABLE_TECH_COLORS Technologies inaccessible OPTIONS_TECH_PROGRESS_COLORS Barres de progression de recherche OPTIONS_PROGRESS_BAR_COLOR Barre OPTIONS_PROGRESS_BACKGROUND_COLOR Fond OPTIONS_ANY_FILE Tous les fichiers OPTIONS_FOLDER_SETTINGS Fichiers de ressources OPTIONS_FOLDER_SAVE Fichiers de sauvegarde OPTIONS_LANGUAGE_FILE Fichiers de langue OPTIONS_VOLUME_AND_MUSIC Musique et volume OPTIONS_MUSIC_FILE Fichiers de sons OPTIONS_SOUND_FILE Fichiers de musique ################# # Main Map # ################# MAP_BTN_TURN_UPDATE Tour %1% MAP_INDICATOR_FPS FPS: %1% MAP_BTN_MENU Menu MAP_BTN_SITREP Rapport MAP_BTN_RESEARCH Recherche MAP_BTN_PRODUCTION Production MAP_BTN_DESIGN Design ################# # SidePanel # ################# SIDE_PANEL Panneau latéral SP_SYSTEM_PRODUCTION Production du système ##Planet Panel############# PLANET_PANEL Panneau planétaire PL_ASTEROID_BELT Ceinture d'astéroides PL_UNINHABITED Inhabitée PL_SIZE Taille PL_COLONIZE Coloniser ##Population Panel######### PP_POPULATION Population PP_HEALTH Santé ## Resources Panel ########## RP_PRIMARY_FOCUS_TOOLTIP Objecif Principal: %1% RP_SECONDARY_FOCUS_TOOLTIP Objectif Secondaire: %1% RP_FOOD Production Agricole\nActuelle: %1%\nProchain Tour: %2% (estimate)\nChange: %3% RP_MINERALS Exploitation minière\nActuelle: %1%\nProchain Tour: %2% (estimate)\nChange: %3% RP_INDUSTRY Production Industrielle\nActuelle: %1%\nProchain Tour: %2% (estimate)\nChange: %3% RP_RESEARCH Niveau de Recherche RP_TRADE Niveau de commerce RP_CONSTRUCTION Construction Infrastructure\nActuelle: %1%\nProchain Tour: %2% (estimate)\nChange: %3%\nMaximum: %4% ## Military Panel ########## MP_SUPPLY Flotte de support MP_SHIELD Bouclier planétaire MP_DEFENSE Défense planétaire MP_DETECTION Détection MP_STEALTH Furtivité ## Buildings Panel########## BP_INCOMPLETE_BUILDING_TOOLTIP '''%1% (Incomplet) %2%''' BP_COMPLETE_BUILDING_TOOLTIP '''%1% %2%''' ## General Tooltips######### TT_CURRENT Actuel TT_NEXT Prochain Tour TT_CHANGE Change TT_METER Compteur: %1% / %2% TT_BASIC_FOCUS_AND_UNIVERSE Dossier de baseet de l'Univers*** TT_TECH %1% Tech <i>%2%</i> TT_BUILDING %1% Construction <i>%2%</i> TT_SHIP_HULL Vaisseau <i>%1%</i> Coque <i>%2%</i> TT_SHIP_PART Vaisseau <i>%1%</i> Partie <i>%2%</i> TT_SPECIAL Spécial <i>%1%</i> TT_UNKNOWN Inconnu ## Misc. Sidepanel########## SP_UNKNOWN_SYSTEM Système Inconnu SP_SYSTEM_NAME %1% SP_RENAME_PLANET Renommer la planète SP_ENTER_NEW_PLANET_NAME Entrer le nouveau nom de la planète SP_USE_DEPARTING_COLONY_SHIPS_QUESTION '''Tous les vaisseau de colonisation on l'ordre de quitter le système Doit-on utiliser l'un d'eux?''' ################# # Fleet Window # ################# FW_FLEET_HOLDING_AT Au Système %1% FW_FLEET_MOVING_TO Destination %1%, ETA %2% (%3%) FW_FLEET_ETA_NEVER Jamais FW_FLEET_ETA_UNKNOWN Inconnu FW_FLEET_ETA_OUT_OF_RANGE Hors de portée FW_SHIP_CLASS Classe de vaisseau FW_UNKNOWN_DESIGN_NAME Inconnu # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL Nouvelle Flotte FW_EMPIRE_FLEETS_AT_SYSTEM %1% Fleets At %2% System FW_EMPIRE_FLEETS Flotte %1% FW_HOME_FLEET Flotte Mère FW_BATTLE_FLEET Flotte de combat # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Flotte étrangère FW_FOREIGN_SHIP Vaisseau étranger FW_NO_FLEET Pas de flotte ############### # TechTreeWnd # ############### TECH_DISPLAY Display TECH_NAVIGATION Navigation TECH_TOTAL_COST_STR %1% RP / Tour @ %2% Tours TECH_TURN_COST_STR %1% RP / Tour @ %2% Tours TECH_TURNS_LEFT_STR %1% Tours TECH_TURNS_LEFT_NEVER Jamais TECH_DETAIL_TYPE_STR %1% %2% - %3% TECH_DETAIL_DESCRIPTION_STR %1% TECH_DETAIL_EFFECTS_STR ''' <u>Effets</u> %1%''' TECH_DETAIL_UNLOCKS_SECTION_STR ''' <u>Débloqué</u> ''' TECH_DETAIL_UNLOCKED_ITEM_STR '''%1%: %2% ''' TECH_WND_TECH_COMPLETED ACQUIS TECH_WND_TECH_QUEUED En attente TECH_WND_TECH_INCOMPLETE Incomplet TECH_WND_TYPE_THEORIES Théories TECH_WND_TYPE_APPLICATIONS Applications TECH_WND_TYPE_REFINEMENTS Raffinements TECH_WND_STATUS_COMPLETED Aquises TECH_WND_STATUS_RESEARCHABLE Recherchables TECH_WND_STATUS_UNRESEARCHABLE N. Recherchables TECH_WND_LIST_VIEW Vue de la liste TECH_WND_TREE_VIEW Arborescence TECH_WND_REQUIRES Requiert TECH_WND_UNLOCKS Débloque ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Total points disponibles PRODUCTION_INFO_WASTED_PS_LABEL Points gaspillés PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projets en cours PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Projets sous-financés PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projets en attente ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Recherche RESEARCH_INFO_PANEL_TITLE Recherche RESEARCH_INFO_RP RP #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Possibilités de construction PRODUCTION_WND_CATEGORY_BT_BUILDING Bâtiments PRODUCTION_WND_CATEGORY_BT_SHIP Vaisseaux PRODUCTION_WND_CATEGORY_BT_ORBITAL Orbitales PRODUCTION_WND_AVAILABILITY_AVAILABLE Dispo. PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Indispo. PRODUCTION_TOTAL_COST_STR %1% PP / Tour @ %2% Tours PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% Tours restants PRODUCTION_TURNS_LEFT_NEVER Jamais PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR %1% PRODUCTION_DETAIL_BUILDING_DESCRIPTION_STR_WITH_EFFECTS '''%1% <u>Effets</u> %2%''' PRODUCTION_DETAIL_SHIP_DESCRIPTION_STR '''%1% Attaque: %2% Défense: %3% Vitesse: %4%''' PRODUCTION_DETAIL_NUMBER_TO_BUILD Quantité PRODUCTION_DETAIL_ADD_TO_QUEUE Rajouter à la file PRODUCTION_DETAIL_CENTER_ON_BUILD Centrer sur la construction ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Production PRODUCTION_INFO_PANEL_TITLE Production PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES %1%x ############### # DesignWnd # ############### DESIGN_ADD_TEST Ajouter un prototype DESIGN_NAME_DEFAULT Design personnalisé DESIGN_DESCRIPTION_DEFAULT Description du Design DESIGN_NO_PART Aucun DESIGN_WND_STARTS Design Starts*** DESIGN_WND_HULLS Coques vides DESIGN_WND_FINISHED_DESIGNS Designs finis DESIGN_WND_SAVED_DESIGNS Designs Sauvés DESIGN_WND_TEMPLATES Modèle de Design DESIGN_WND_PART_PALETTE_TITLE Eléments de vaisseau DESIGN_WND_MAIN_PANEL_TITLE Détails du Design DESIGN_WND_DESIGN_NAME Nom DESIGN_WND_DESIGN_DESCRIPTION Description DESIGN_WND_CONFIRM Confirmer le Design DESIGN_WND_CLEAR Effacer les éléments # Ship Slot Types SL_EXTERNAL Externe SL_INTERNAL Interne # Ship Part Classes PC_SHORT_RANGE Courte portée PC_MISSILES Missiles PC_FIGHTERS Chasseurs PC_POINT_DEFENSE Prox. Défense PC_SHIELD Bouclier PC_ARMOUR Blindage PC_DETECTION Détection PC_STEALTH Furtivité PC_FUEL Carburant PC_COLONY Colonisation #################### # Encyclopedia # #################### # types of things that can be shown in encyclopedia ENC_SHIP_PART Elément de vaisseau ENC_SHIP_HULL Coque de vaisseau ENC_TECH Technologie ENC_SHIP_DESIGN Design de vaisseau ENC_SPECIAL Spécial ENC_BUILDING Batiment # 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>%2% %1%</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% / Tour @ %3% Tours # 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 ''' <u>Effets</u> %1%''' #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Fenêtre de Combat COMBAT_BATTLE BATTAILE : COMBAT_SYSTEM Système %1% COMBAT_MILITARY_SHIPS Vaisseaux Militaires COMBAT_CIVILIAN_SHIPS Vaisseaux Civils COMBAT_PLANETS Planètes COMBAT_REMAINING Restant COMBAT_RETREATED En retraite COMBAT_DESTROYED Détruit COMBAT_DEFENSELESS Sans Défense COMBAT_LOST Perdu! #################### # TurnProgress # #################### TURN_PROGRESS_WND Tour en cours TURN_PROGRESS_PHASE_FLEET_MOVEMENT Déplacement des flottes ... TURN_PROGRESS_PHASE_COMBAT Résolution des combats ... TURN_PROGRESS_PHASE_EMPIRE_GROWTH Production et croissance .. TURN_PROGRESS_PHASE_WAITING En attente des autres joueurs ... TURN_PROGRESS_PHASE_ORDERS Exécution des Ordres ... TURN_PROGRESS_PHASE_DOWNLOADING Téléchargment des données du jeu ... ######################## # SitRep Panel # ######################## #Window title#### SITREP_PANEL_TITLE Rapport de la situation #################### # Sit Rep Entries # #################### SITREP_BASE_BUILT %planet% a complété sa base défensive. SITREP_SHIP_BUILT Un nouveau %ship% a été produit dans le système %system%. SITREP_BUILDING_BUILT %building% a été construit sur %planet%. SITREP_TECH_RESEARCHED La technologie %tech% a été recherchée. SITREP_COMBAT_SYSTEM_WON Un combat s'est déroulé dans %system%. Nous y avons été victorieux! SITREP_COMBAT_SYSTEM_LOST Un combat s'est déroulé dans %system%. Nous avons été vaincus! SITREP_COMBAT_SYSTEM_NO_VICTOR Un combat s'est déroulé dans %system%. Il n'y a ni vainqueur ni vaincu. SITREP_PLANET_LOST_STARVED_TO_DEATH La population entière de %planet% a été détruite par la famine. La planète est perdue! SITREP_PLANET_COLONIZED %planet%, du système %system%, a été colonisée. SITREP_FLEET_ARRIVED_AT_DESTINATION La flotte %fleet% est arrivée au système %system% et attend vos ordres. #################### # Specials # #################### HOMEWORLD_SPECIAL Monde d'origine HOMEWORLD_SPECIAL_DESCRIPTION Cette planète est le berceau de votre espèce; vous savez l'exploiter au maximum, ce qui octroie des bonus à pratiquement toutes les caractéristiques de cette planète. ANCIENT_RUINS_SPECIAL Ruinnnes anciennes ANCIENT_RUINS_SPECIAL_DESCRIPTION Des ruinnes d'une ancienne race avancée, oubliées depuis longtemps, se trouvent sur cette planète. La recherche scientifique reçoit un bonus. MINERALS_SPECIAL Riche en minerais MINERALS_SPECIAL_DESCRIPTION Cette planètes possède de riches dépôts de minerais naturels, ce qui favorise l'expoitation minière et le commerce. TUNNELS_SPECIAL Tunnels naturels TUNNELS_SPECIAL_DESCRIPTION Cette planète possède un réseau très étendus de tunnels souterrains, permettant ainsi la colonisation aisée d'une plus grande portion de la planète. TECHTONIC_INSTABILITY_SPECIAL Tectoniquement instable TECHTONIC_INSTABILITY_SPECIAL_DESC Cette planète est tectoniquement instable. Des tremblements de terre fréquents, des tsunamis, des éruptions volcaniques ou l'instabilité du sol font que la construction et le développement d'infrastructures en général est difficile. SOLID_CORE_SPECIAL Noyau solidifié SOLID_CORE_SPECIAL_DESC Le noyau de cette planète s'est solidifié, et ne possède qu'un champ magnétique très faible. Les vents solaires de l'étoile arrivent à la surface relativement intacts, avec des effets néfastes sur la santé et la production de nourriture. HIGH_AXIAL_TILT_SPECIAL Grande inclinaison axiale HIGH_AXIAL_TILT_SPECIAL_DESC Cette planète a un axe de rotation très incliné par rapport à son plan orbital. Les variations de climats sont particulièrement extrêmes ce qui gêne le dévelloppement des infrastructures.*** SLOW_ROTATION_SPECIAL Rotation très lente SLOW_ROTATION_SPECIAL_DESC Cette planète tourne sur elle-même très lentement, journées et nuits y sont donc très longs. Le développement d'infrastructures, l'agriculture et la capacité en population sont pénalisés. TIDAL_LOCK_SPECIAL Rotation synchrone TIDAL_LOCK_SPECIAL_DESC Cette planète a une période de rotation identique à sa période orbitale; une face de la planète est constamment illuminée, tandis que l'autre est toujours dans la pénombre. Le développement d'infrastructures est pénalisé, mais une fois établies, les industries profitent des conditions de surface localement stables. ECCENTRIC_ORBIT_SPECIAL Orbite excentré ECCENTRIC_ORBIT_SPECIAL_DESC L'orbite de cette planète est très excentré, c'est-à-dire qu'il y a une grande distance entre le point où la planètre est la plus proche de son étoile et celui où elle l'est le moins. L'insolation totale varie beaucoup au cours de l'année. Les condition variées ralentissent le développement des infrastructures, mais sont bénéfiques pour la recherche scientifique. ####################### # Enumeration values # ####################### # UniverseObjectTypes OBJ_BUILDING bâtiment OBJ_SHIP vaisseau OBJ_FLEET flotte OBJ_PLANET planète OBJ_POP_CENTER centre de population OBJ_PROD_CENTER centre de production OBJ_SYSTEM système # StarTypes STAR_BLUE bleue STAR_WHITE blanche STAR_YELLOW jaune STAR_ORANGE orange STAR_RED rouge STAR_NEUTRON neutrons STAR_BLACK trou noir # PlanetTypes PT_SWAMP marécageuse PT_TOXIC toxique PT_INFERNO infernale PT_RADIATED irradiée PT_BARREN lunaire PT_TUNDRA toundra PT_DESERT désertique PT_TERRAN terrienne PT_OCEAN océanique PT_GAIA gaia PT_ASTEROIDS astéroides PT_GASGIANT géante gazeuse # Planet Sizes SZ_NOWORLD Rien à voir ici, circulez. SZ_TINY minuscule SZ_SMALL petite SZ_MEDIUM moyenne SZ_LARGE grande SZ_HUGE énorme SZ_ASTEROIDS astéroïdes SZ_GASGIANT géante gazeuse # PlanetEnvironments PE_UNINHABITABLE inhabitable PE_HOSTILE hostile PE_POOR pauvre PE_ADEQUATE adéquate PE_GOOD Bonne # FocusTypes FOCUS_UNKNOWN inconnu FOCUS_BALANCED équilibré FOCUS_FARMING agriculture FOCUS_INDUSTRY industrie FOCUS_MINING expl. minière FOCUS_RESEARCH recherche FOCUS_TRADE commerce # MeterTypes METER_POPULATION population METER_FARMING argriculture METER_INDUSTRY industrie METER_RESEARCH recherche METER_TRADE commerce METER_MINING expl. minière METER_CONSTRUCTION construction METER_HEALTH santé METER_FUEL carburant METER_SUPPLY provision METER_STEALTH furtivité METER_DETECTION détection METER_SHIELD bouclier METER_DEFENSE défense # EmpireAffiliationTypes AFFIL_SELF self*** AFFIL_ENEMY ennemi AFFIL_ALLY allié # UnlockableItemTypes UIT_BUILDING Bâtiment UIT_SHIP_PART Elément de vaisseau UIT_SHIP_HULL Coque de vaisseau # TechTypes TT_THEORY Théorie TT_APPLICATION Application TT_REFINEMENT Raffinement # BuildTypes BT_NOT_BUILDING pas de construction BT_BUILDING construction BT_SHIP vaisseau BT_ORBITAL orbitale # StockpileTypes ST_FOOD nourriture ST_MINERAL minéraux ST_TRADE commerce ################################################ # ValueRef, Effect, and Condition Descriptions # ################################################ # ValueRef DESC_VAR_PLANET planète DESC_VAR_SYSTEM système DESC_VAR_SOURCE source DESC_VAR_TARGET cible DESC_VAR_PLANETSIZE taille de la planète DESC_VAR_PLANETTYPE type de la planète DESC_VAR_PLANETENVIRONMENT environnement de la planète DESC_VAR_OBJECTTYPE type d'objet DESC_VAR_STARTYPE type d'étoile DESC_VAR_PRIMARYFOCUS objectif principal*** DESC_VAR_SECONDARYFOCUS objectif secondaire*** DESC_VAR_CURRENTFARMING agriculture actuelle DESC_VAR_MAXFARMING agriculture max DESC_VAR_CURRENTINDUSTRY industrie actuelle DESC_VAR_MAXINDUSTRY industrie max DESC_VAR_CURRENTRESEARCH recherche actuelle DESC_VAR_MAXRESEARCH recherche max DESC_VAR_CURRENTTRADE commerce actuel DESC_VAR_MAXTRADE commerce max DESC_VAR_CURRENTMINING exp. minière actuelle DESC_VAR_MAXMINING exp. minière max DESC_VAR_CURRENTCONSTRUCTION construction actuelle DESC_VAR_MAXCONSTRUCTION construction max DESC_VAR_CURRENTHEALTH santé actuelle DESC_VAR_MAXHEALTH santé max DESC_VAR_CURRENTPOPULATION population actuel DESC_VAR_MAXPOPULATION population max DESC_VAR_CURRENTFUEL carburant actuel DESC_VAR_MAXFUEL carburant max DESC_VAR_CURRENTSUPPLY provision actuelle DESC_VAR_MAXSUPPLY provision maximun DESC_VAR_CURRENTSTEALTH furtivité actuelle DESC_VAR_MAXSTEALTH furtivité max DESC_VAR_CURRENTDETECTION détection actuelle DESC_VAR_MAXDETECTION détection max DESC_VAR_CURRENTSHIELD bouclier actuel DESC_VAR_MAXSHIELD bouclier max DESC_VAR_CURRENTDEFENSE défense actuelle DESC_VAR_MAXDEFENSE max defense DESC_VAR_TRADESTOCKPILE stock de crédits DESC_VAR_MINERALSTOCKPILE stock de minerais DESC_VAR_FOODSTOCKPILE stock de nourritures DESC_VAR_TRADEPRODUCTION production commerciale DESC_VAR_FOODPRODUCTION production agricole DESC_VAR_MINERALPRODUCTION production de minerai DESC_VAR_INDUSTRYPRODUCTION production industrielle DESC_VAR_RESEARCHPRODUCTION production scientifique DESC_VAR_OWNER propriétaire DESC_VAR_ID ID DESC_VAR_AGE âge en tours DESC_VAR_CREATIONTURN tour de création DESC_VAR_CURRENTTURN tour actuel # 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 Objets afféctés: tous les objets%1% DESC_EFFECTS_GROUP_SELF_SCOPE Objets afféctés: l'objet d'origine seulement*** DESC_EFFECTS_GROUP_ACTIVATION L'effet est actif si la source est un objet%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE L'effet est toujours actif DESC_EFFECTS_GROUP_SCOPE_DESC '''%1% ''' DESC_EFFECTS_GROUP_ACTIVATION_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECT_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC '''%1% ''' DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC '''Effets de groupe %1%: %2% ''' # SetMeter DESC_SIMPLE_SET_METER_MAX Max %1% %2%%3% DESC_SIMPLE_SET_METER_CURRENT Actuel %1% %2%%3% DESC_COMPLEX_SET_METER_MAX Fixer le max %1% à %2% DESC_COMPLEX_SET_METER_CURRENT Fixer l'actuel %1% à %2% # others DESC_SET_EMPIRE_STOCKPILE Définit le stock de %1% du propriétaire de l'objet à %2% DESC_SET_PLANET_TYPE Change le type de la planète pour %1% DESC_SET_PLANET_SIZE Change la taille de la planète pour %1% DESC_ADD_OWNER Donnes l'objet à l'empire %1% DESC_REMOVE_OWNER Enlève l'objet à l'empire %1% DESC_DESTROY Détruit l'objet DESC_ADD_SPECIAL Donnes la capacité spéciale %1% à l'objet DESC_REMOVE_SPECIAL Enlèves la capacité spéciale %1% à l'objet DESC_SET_STAR_TYPE Change le type d'étoile pour %1% # SetTechAvailability DESC_TECH_AND_ITEMS_AFFECTED %1% et tous ses objet sont débloqués*** DESC_ITEMS_ONLY_AFFECTED les objets débloqué par la technologie %1%*** DESC_SET_TECH_AVAIL Rends %1% accessible à l'empire %2% DESC_SET_TECH_UNAVAIL Rends %1% inaccessible à l'empire %2% # Conditions DESC_ALL dans l'univers DESC_EMPIRE_AFFILIATION_SELF qui appartient à l'empire %1% DESC_EMPIRE_AFFILIATION_SELF_NOT qui n'appartient pas à l'empire %1% DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE qui appartient seulement à l'empire %1% DESC_EMPIRE_AFFILIATION_SELF_EXCLUSIVE_NOT qui n'appartient pas seulement à l'empire %1% DESC_EMPIRE_AFFILIATION qui appartient à un %1% de l'empire %2% DESC_EMPIRE_AFFILIATION_NOT qui n'appartient pas à un %1% de l'empire %2% DESC_EMPIRE_AFFILIATION_EXCLUSIVE qui appartient seulement à un %1% de l'empire %2% DESC_EMPIRE_AFFILIATION_EXCLUSIVE_NOT qui n'appartient pas seulement à un %1% de l'empire %2% # this one is intentionally left empty DESC_SELF qui est l'objet source DESC_SELF_NOT qui n'est pas l'objet source DESC_TYPE qui est un %1% DESC_TYPE_NOT qui n'est pas un %1% DESC_BUILDING qui contient un %1% batiment DESC_BUILDING_NOT qui ne contient pas un %1% batiment DESC_SPECIAL qui a le spécial %1%*** DESC_SPECIAL_NOT qui n'a pas le spécial %1%*** DESC_CONTAINS qui contient un objet%1% DESC_CONTAINS_NOT qui ne contient pas un objet%1% DESC_PLANET_TYPE qui est une planète de type %1% DESC_PLANET_TYPE_NOT qui n'est pas une planète de type %1% DESC_PLANET_SIZE qui est une planète de %1% taille DESC_PLANET_SIZE_NOT qui n'est pas une planète de %1% taille DESC_PLANET_ENVIRONMENT qui est une planète %1% DESC_PLANET_ENVIRONMENT_NOT qui n'est pas une planète %1% DESC_FOCUS_TYPE_PRIMARY qui est axée principalement sur %1% DESC_FOCUS_TYPE_PRIMARY_NOT qui n'est pas axée principalement sur %1% DESC_FOCUS_TYPE_SECONDARY qui est axée secondairement sur %1% DESC_FOCUS_TYPE_SECONDARY_NOT qui n'est pas axée secondairement sur %1% DESC_STAR_TYPE qui est un système avec une étoile %1% DESC_STAR_TYPE_NOT qui n'est pas un système avec une étoile %1% DESC_CHANCE_PERCENTAGE on a %1%%% chance DESC_CHANCE_PERCENTAGE_NOT on a (100 - %1%)%% chance DESC_CHANCE avec une probabilité de %1% DESC_CHANCE_NOT avec une probabilité de 1 - %1% DESC_METER_VALUE_MAX qui a un max de %1% compris entre %2% et %3% DESC_METER_VALUE_MAX_NOT qui n'a pas un max de %1% compris entre %2% et %3% DESC_METER_VALUE_CURRENT qui a un %1% actuelle compris entre %2% et %3% DESC_METER_VALUE_CURRENT_NOT qui n'a pas un %1% actuelle compris entre %2% et %3% DESC_EMPIRE_STOCKPILE_VALUE qui appartient à un empire avec un stock de %1% entre %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE_NOT qui n'appartient pas à un empire avec un stock de %1% entre %2% and %3% DESC_VISIBLE_TO_SINGLE_EMPIRE qui est visible par l'empire %1% DESC_VISIBLE_TO_SINGLE_EMPIRE_NOT qui n'est pas visbile par l'empire %1% DESC_VISIBLE_TO_EMPIRES qui est visible par l'un des empires %1% DESC_VISIBLE_TO_EMPIRES_NOT qui n'est pas visible par l'un des empires %1% DESC_WITHIN_DISTANCE qui est à moins de %1% de tout objets%2% DESC_WITHIN_DISTANCE_NOT qui n'est pas à moins de %1% de tout objets%2% DESC_WITHIN_STARLANE_JUMPS qui est à moins de %1% saut hyperspatial de tout objets%2% DESC_WITHIN_STARLANE_JUMPS_NOT qui n'est pas à moins de %1% saut hyperspatial de tout objet%2% DESC_AND_BETWEEN_OPERANDS et DESC_OR_BETWEEN_OPERANDS ou DESC_TURN quand le tour actuel est entre %1% et %2% DESC_TURN_NOT quand le tour actuel n'est pas entre %1% et %2% DESC_NUMBER_OF qui est un des %1% objets%2% DESC_NUMBER_OF_NOT qui n'es pas un des %1% objets%2% DESC_CONTAINED_BY qui est contenu par un objet%1% DESC_CONTAINED_BY_NOT qui n'est pas contenu par un objet%1% DESC_OWNER_HAS_TECH qui appartient a un empire qui a la technologie %1% DESC_OWNER_HAS_TECH_NOT qui n'appartient pas à un empire qui a la technologie %1% DESC_NUMBER si il ya entre %1% et %2% objets%3% DESC_NUMBER_NOT s'il n'existe pas entre %1% et %2% objets%3% ################### # Tech Categories # ################### LEARNING_CATEGORY Connaissance PRODUCTION_CATEGORY Production CONSTRUCTION_CATEGORY Construction GROWTH_CATEGORY Croissance ECONOMICS_CATEGORY Économie SHIPS_CATEGORY Vaisseaux #################################### # Theory Tech Names & Descriptions # #################################### THEORY_SHORT_DESC Pré-requis théorique LRN_PHYS_BRAIN Cartographie Cérébral LRN_PHYS_BRAIN_DESC Les structures et leurs fonctions dans le cerveau sont déterminés. Le électrochimiques et la nature quantique de la pensée et la mémoire sont comprises. Avec la compréhension des fonctions cérébrales, le renforcement et la transformation de celles-ci devient possible, et donne naissance à de nouvelles idées sur les limites de la pensée, de son expression, et de son remplacement. LRN_ALGO_ELEGANCE L'élégance Algorithmique LRN_ALGO_ELEGANCE_DESC Avec une difficulté grandissante dans les problèmes d'analyse des données, les mesures traditionnelles des performances algorithmique deviennent moins utile en raison des limites de la complexité irréductible.. À ce stade, des mesures de forme et de fonction algorithmique deviennent significatifs; esthétiquement et métaphoriquement, l'élégance de la solution doit être optimisé. LRN_TRANSLING_THT Translinguistique LRN_TRANSLING_THT_DESC Les faibles d'esprit luttent ou acceptent les limites de la langue qu'ils ont appris. Les esprits normaux se sentent limités par les concepts qu'ils ont les moyens d'exprimer. Les vrais grands esprits se libèrent des limites de la langue, formant et analysant des pensées à la limite de la transcendance. Mais les grands esprits sont isolés et inutiles, car sans la langue pour exprimer des pensées, comment peuvent-ils partager leurs idées? LRN_PSIONICS Psionique LRN_PSIONICS_DESC A travers l'introspection profonde ou une augmentation artificielle, le cerveau peut développer les capacités d'interagir directement avec l'univers autour de lui, en contournant les limitations physiques du corps. Des puissances telles que la télépathie, l'empathie, la clairvoyance, la prescience, la psychokinesie et la psychoenergie peuvent remplacer ou dépasser des alternatives biologiques ou technologiques. Les applications de ces pouvoirs, y compris le contrôle de l'esprit, la modification de personnalité et la possession ont de grandes conséquences sur la relation entre les êtres psioniques et les autres. LRN_ARTIF_MINDS Intelligences Artificielles LRN_ARTIF_MINDS_DESC Alors que les ordinateurs traditionnels ont des capacités de calcul presque infinie , ils leur manquent une qualité essentielle : la conscience. Avec le développement d'une véritable intelligence artificielle, cette qualités peut être synthétisé, modifié. Ces recherches ouvrent de nouvelles voies en matière de sciences cognitives et de metaparadigmes.*** LRN_XENOARCH Xenoarchaeologie LRN_XENOARCH_DESC Les empires contemporains, les races et civilisations mono-système ne sont pas les premiers êtres ou les seul à avoir vécu dans cette galaxie. Des restes, des ruines et des rumeurs sur les anciens peuvent être trouvées sur des planètes désertes, des astéroïdes sans vie, ou à la dérive dans l'espace. Rechercher et la traduire ces indices permettrai de révéler des secrets, d' enseigner des leçons, de donner des pistes vers des anciennes connaissances. LRN_GRAVITONICS Gravitonique LRN_GRAVITONICS_DESC Analogue à la "charge de couleur" de la chromodynamique quantique, il existe plusieurs types de graviton. Avec la force attractive graviton, les "anti-graviton", "graviton-droit" et "graviton-gauche" peuvent être combinés pour fléchir la surface de l'espace-temps arbitrairement. Cette manipulation autorise le contrôle de la force de gravité, ce qui permet des structures, des constructions et des recherches impossible avant, même théoriquement. LRN_EVERYTHING Theorie du tout LRN_EVERYTHING_DESC Au début, des théories naïves de décrivaient des sous-ensembles des quatre forces fondamentales de la nature: l'électromagnétisme, les forces nucléaires forte et faible, et la gravité. Une théorie globale exprimant toutes les forces comme des cas particuliers d'une seule interaction représente un Saint-Graal de la science. Cette théorie décrit les premiers instants de l'univers, les profondeurs les plus déformées d'une singularité, la plus exigüe des dimensions cachées et le destin final du cosmos. Pourtant, il peut encore "exister" des couches d'existence au-delà de ce qui peut être observés et décrits par la science ... LRN_FORCE_FIELD Harmonique des champs de force LRN_FORCE_FIELD_DESC Comme l'analyse du son de Fourier, l'électromagnétisme, les interactions fortes et faibles peuvent être exprimé sous la forme de superpositions d'harmonique quantique transportant des particules de force. Par l'amplification sélective de ces harmoniques, les forces peuvent être contrôlé pour défendre, attaquer, contenir ou soutenir.*** LRN_MIND_VOID L'esprit du vide. LRN_MIND_VOID_DESC Nous ne sommes pas seuls dans le cosmos ... mais pourquoi la recherche devrait être limité de telle sorte? De nombreuses cultures ont des mythes, des légendes ou de ferventes croyances en une plus haute conscience. Que ce soit un Dieu miséricordieux ou malveillant, ou un observateur détaché, il est clair que quelque chose, peut-être l'univers lui-même à un certain niveau, est vivant, conscient, observant. LRN_TIME_MECH Mécanique temporelle LRN_TIME_MECH_DESC Qu'es ce que "maintenant", "le futur" et "le passé"? Le double paradoxe de la relativité ou la théorie du "trou de ver" , suggère les premières formes de "voyage dans le temps". La manipulation directe des fluxs spatio-temporelle permet d'exploiter et d'agrandir ces effets. Les incursions temporelles ne peut pas modifier sensiblement le passé de l'univers que nous percevons. Ils peuvent, toutefois, compresser le temps ou étendre des instants d'une durée arbitraire, aux applications limitées seulement par nos ressources, et notre propre patience ...*** LRN_NDIM_SUBSPACE L'espace a N-Dimension LRN_NDIM_SUBSPACE_DESC Les premiers théoriciens des super-cordes ont parlé d'univers à 10, 11 ou 26 dimensions, mais avec tous les 4 macrodimensions "boucle" si étroite qu'elles sont invisibles. Celles-ci et d'autres dimensions peuvent maintenant être uncurled et ouvert, et la surface de l'espace lui-même peuvent être étirée et percée par des déplacements de matière vers ou en provenance de niveaux d'existence précédemment cachées par notre perception limitée, ou la création de couches ou des bulles où il n'en existait pas auparavant.*** LRN_UNIF_CONC Conscience unifiée LRN_UNIF_CONC_DESC La communication télépathique entre les individus ou par des interfaces esprit-machine a permis seulement les plus élémentaires et triviaux échanges de pensée et d'idées. De vrais esprits joints fonctionne comme une seule conscience, avec la somme des facultés et des connaissances de ses parties, et en agissant comme une nouvelle entité unique. Cela a un grand potentiel, mais aussi des risques importants, que l'union d'esprit empêche sa propre destruction, qui est nécessaire pour que chacun retrouve son esprit. D'un autre coté, un des esprits peut dominer les autres, les contrôler ou les détruire plutôt que de former, sur un pied d'égalité, une union harmonieuse. LRN_TRANSCEND Singularité de la transcendance LRN_TRANSCEND_DESC Qu'est-ce que la divinité? Es ce qu'un dieu est concerné par les questions de moral, de bien ou de mal? Es ce qu'un dieu traite les mortels avec soin et amour, haine et souffrance ou indifférence? Es ce qu'un dieu est seulement conscient des affaires infiniment minuscule de l'univers physique, ou es ce que la vrai divinité est au-delà de la description, dont l'incapacité à être comprise par les mortels s'applique également dans l'autre sens? 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 Tactiques spatiales SHP_SPACE_TACTICS_DESC Les combat en microgravité et dans le vide exige des armes spécialisées et des systèmes de défense adaptés, ainsi que des tactiques et des théoriques pour optimiser leur utilisation. SHP_GAL_EXPLO Exploration Galactique SHP_GAL_EXPLO_DESC La découverte de voyage interstellaire par lien hyperspatial inaugure une nouvelle ère de développement de la société. Les vieilles querelles politiques entre factions mineures deveniennent insignifiantes lorsque la civilisation tout entière est confrontée au possibilités illimitées des étoiles ... la croissance et la prospérité, ou la destruction totale. SHP_NAVIGATION Navigation Interstellaire SHP_NAVIGATION_DESC '''Les "Starlanes" forme un réseau relativement restraint de chemins possibles, mais les voyages interstellaires sont complexe et risqué sans des techniques de navigation. À l'avenir, cette technologie pourrait faire quelque chose liée à "starlanes" ou à la vitesse du vaisseau ou de leur portée ...*** ''' ######################################### # Tech Application Names & Descriptions # ######################################### DOES_NOTHING_SHORT_DESC Inutile : ne fais rien SHIP_PART_UNLOCK_SHORT_DESC Débloque un élément de vaisseau SHIP_HULL_UNLOCK_SHORT_DESC Débloque un type de vaisseau BUILDING_UNLOCK_SHORT_DESC Débloque un bâtiment RESEARCH_SHORT_DESC Augmente la recherche FARMING_SHORT_DESC Augmente l'agriculture MINING_SHORT_DESC Augmente l'exploitation minère INDUSTRY_SHORT_DESC Augmente l'industrie TRADE_SHORT_DESC Augmente le commerce CONSTRUCTION_SHORT_DESC Augmente l'infrastructure*** POPULATION_SHORT_DESC Augmente la population planétaire FLEET_RANGE_DESC Augmente le support de flotte CON_TERRAFORM Terraformation 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 Terraformation Rapide 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 Puits de Gravité Contrôlés 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 Construction de Mégalithe CON_MEGALITH_DESC Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. CON_ORBITAL_FACT Industries Orbitales 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 Anneau Planétaire 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 Ascenseur Spatial 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 Construction Souterraine 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 Infrastructure Orbitale*** 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 Union Commerciales des 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 Economie Dématérialisé*** 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 Planète Paradisiaque 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. + 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 Dômes d'habitation 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. Increases 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 Banque du Génome 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 La Planète vivante 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 Jardins Orbitaux 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 Agriculture Urbaine 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 Tomographie Stellaire 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. Provides + 4 to research per 10 population on primary research focused worlds in systems with black holes. Provides +3 to planets in systems with neutron stars. Provides +2 to planets in systems with white or blue stars. Provides +1 to planets in systems with red, orange or yellow stars.''' LRN_OBSERVATORY_I Observatoire 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 Autolabs Basique 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 Validateur de Théorème Automatique 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 Réseau de Pensées Collectives 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 du Vide 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. Increases minerals production by +2 per 10 population on primary mining focused worlds. Increases minreals production by +1 per 10 population on primary balanced and secondary mining focused worlds. Multiple 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. Bonuses depend on planet type: Barren and Inferno recive +4 per 10 population of planet at mining focused worlds. Desert, Radiated and Toxic recive +2. Tundra and Terran recive +1. Ocean and Swap receive no bonus. Large 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. Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. 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 Bâtiments de raffinage des minerais PRO_ASTEROID_MINE_II Mines astéroïde avancées PRO_ASTEROID_MINE_II_DESC Expérience avec la mise en œuvre initiale des techniques d'exploitation minière d'astéroïde permet des méthodes plus raffiné d'être mise au point. Le même champ d'astéroïdes et la même population produisent plus de minéraux dans toutes les planètes du système qui se concentrent principalement sur l'exploitation minière. PRO_INDUSTRY_CENTRE_II Grand centre industriel PRO_INDUSTRY_CENTRE_II_DESC Améliore la gestion centralisée des activités industrielles dispersées sur de plus grandes distances, augmente la production industriel.*** PRO_INDUSTRY_CENTRE_III Centre industriel suprême PRO_INDUSTRY_CENTRE_III_DESC Expérience supplémentaire et l'amélioration des installations permet d'élargir la distance et l'échelle de la production industrielle. ################################# # Building Names & Descriptions # ################################# BLD_OBSERVATORY Observatoire BLD_OBSERVATORY_DESC '''L'extension naturelle des télescopes de l'époque industrielle et de l'âge de l'information, renforcé par des algorithmes militaire, a permis de renforcer la détection longue portée. L'observatoire émet de puissants faisceaux de détection en espace lointain. Ces impulsions interfèrent avec toute tentative visant à rendre la planète discrète, mais les signaux peuvent se refléter sur des objets dans le voisinage galactique, permant de les détecter plus facilement par les planètes amies à portée de l'Observatoire. Donne +10 à la détection de tous les planètes amies dans un rayon de 200. Diminue la furtivité de la planète par 10.''' BLD_IMPERIAL_PALACE Palais Impérial BLD_IMPERIAL_PALACE_DESC '''Représente le pouvoir et le prestige impérial et fonctionne comme un centre de contrôle des possessions de l'empire. La planète qui construit le palais pour recevoir +2 au maximun de construction.''' BLD_SHIPYARD_BASE chantier Spatial BLD_SHIPYARD_BASE_DESC Installation orbitale pour l'assemblage d'engins spatiaux militaire interstellaire. Permet la production de vaisseaux dans le système où il se trouve. Peut être amélioré par la production de bâtiments supplémentaires dans le même système. BLD_BIOTERROR_PROJECTOR Base de projection bioterroriste BLD_BIOTERROR_PROJECTOR_DESC '''Projettes les effets négatifs de la guerre biologique sur la santé des planètes à proximité. Planètes à moins de 2 sauts hyperspatiaux n'appartenant pas à l'empire qui a construit le projecteur reçoivent -4 au maximum de santé. Planètes à moins de 2 sauts hyperspatiaux appartenant à l'empire qui a construit le projecteur reçoivent -1 au maximum de santé. Nécessite un Centre de recherches en Bioterreur pour être exploiter, sans quoi il ne produit pas d'effets négatifs sur la santé des planètes des autres empires.''' BLD_BIOTERROR_LAB Centre de recherche en bioterreur BLD_BIOTERROR_LAB_DESC '''Est nécessaire pour que les bases de projection bioterroriste puissent affecter d'autres empires. Causes -2 au maximum de santé des planètes du système, indépendamment du propriétaire de cette planète.''' BLD_AUTOFACTORY_CONTROL Centre de contrôle des usines automatique BLD_AUTOFACTORY_CONTROL_DESC '''Fournit +2 au maximum de production industriel par 10 unités de population sur les mondes axés principalement sur l'industrie. Donnes +1 supplémentaire au maximum de production industriel par 10 unités de population sur les mondes axés secondairement sur l'industrie.''' BLD_AUTOLAB_CONTROL Centre de contrôle des autolabs BLD_AUTOLAB_CONTROL_DESC '''Fournit +2 au maximum de recherche par 10 unités de population et -2 au maximum de santé aux mondes axé principalement sur la recherche. Donnes +1 supplémentaire au maximum de recherche par 10 unités de population et -1 au maximum de santé aux mondes axé secondairement sur la recherche.''' BLD_THEOREM_PROVER Validateur de thèoreme automatique BLD_THEOREM_PROVER_DESC '''Fournit max +5 à la recherche par 10 population sur les mondes axée sur la recherche, non cumulatif. Donnes un +1 supplémentaires au maximum de recherche par tranche de 10 population sur les mondes secondairement axé sur la recherche, non cumulatif.''' BLD_LIGHTHOUSE Phare Interstellaire BLD_LIGHTHOUSE_DESC Augmente de 1 saut de "starlane" le compteur de toutes les planètes - quel que soit les propriétaires - dans un rayon de 200 unités. BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor*** BLD_HEAVY_MINE_PROCESSOR_DESC Fournit +5 à l'exploitation minière dans un rayon de 100, aux mondes axé sur l'exploitation minière et qui sont de type toundra, irradié, toxiques ou infernal, non cumulatif. Donnes également +2 à l'exploitation minière et -5 à l'agriculture, les deux non cumulatif, sur la planète ou il est construit. BLD_INDUSTRY_CENTRE Centre Industriel 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 installation minière d'astéroïde BLD_ASTEROID_MINE_DESC '''Donnes +4 pour l'exploitation minière par 10 points de population sur les planètes du système contenant une ceinture d'astéroïdes. Avec raffinement avancée des astéroïdes***, fournit des +4 points supplémentaires, (+8 au total) à l'exploitation minière par 10 points de population sur les planètes du système contenant une ceinture d'astéroïdes.''' BLD_GRAVITY_WELLS Puits de Gravité Contrôlé BLD_GRAVITY_WELLS_DESC Un générateur d'anti-gravité installé au plus profond de la planète, ce qui augmente énormément l'industrie et le commerce dans le système. BLD_MEGALITH Mégalithe BLD_MEGALITH_DESC Une merveille d'architecture de l'époque de l'Exode, C'est une Mégalithe anormalement massives semblant touchées les étoiles, de plusieurs kilomètres de diamètre. Cette Mégalithe est une source d'inspiration pour les architectes de l'ensemble du secteur et est souvent le joyau d'un puissant magnat de l'immobilier de l'empire. BLD_PLANET_RING Anneau Planétaire BLD_PLANET_RING_DESC Un anneau de satellites entourant complètement un monde, attachés à la planète à l'équateur par des ascenseurs spatiaux. Ces satellites sont utilisées pour le logement, la construction en micro-gravité et le commerce extragalactique. BLD_SPACE_ELEVATOR Ascenseur Spatial BLD_SPACE_ELEVATOR_DESC Un énorme et pratiquement incassable câble attaché à un satellite en orbite géo-stationnaire basse d'un coté, et une plateforme de lancement sur la planète de l'autre. L'ascenseur spatial augmente le commerce pour l'ensemble du système. BLD_COMM_UNION Union commerciale des Colonies BLD_COMM_UNION_DESC L'Union Commerciale des colonies (UCC) est une organisation avec l'objectif et la volonté de surveiller et de réglementer l'ensemble du marché galactique. Le premier empire à finir le UCC gagne un bonus au commerce sur tous les mondes. BLD_DEEP_GREEN Deep Green*** BLD_DEEP_GREEN_DESC Un ordinateur faisant des prévisions économiques à partir des données provenant de tous les marchés économiques de la galaxie connue, il est capable de faire des prospectives économique presque parfaites et augmentes tous les marchés de l'empire. BLD_PARADISE Planète Paradisiaque BLD_PARADISE_DESC Un monde dont l'ensemble de l'infrastructure est dédiée au tourisme, ce qui donne une énorme impulsion au commerce et le tourisme dans la région, mais élimine de presque toute la production industrielle et minière. BLD_CADUCEAN L'Institute Caducen BLD_CADUCEAN_DESC '''Disponible avec l'Institute Caducen. Augmentation du maximum de santé sur tous les mondes peuplés par +2, non cumulatif.''' BLD_GENOME_BANK La Banque du Gènome BLD_GENOME_BANK_DESC La plus grande base de données jamais conçue. La Banque du génome comprend les cartes des génomes de tous les organismes connus de l'empire. Cette base de données est d'une valeur inestimable dans le traitement des maladie et dans les colonies agricoles. BLD_LIVING_PLANET La Planète vivante BLD_LIVING_PLANET_DESC Convertit une planète Planète Vivante par le biais d'un sensible, presque divin, programme d'ordinateur à base de cellules. Cette planète est une merveille à voir et est connue dans toute la galaxie comme une célébration de la vie et l'harmonie. Les habitants de ce monde pensent et agissent comme une partie d'un plus grand organisme, au service de ses besoins en même temps que la leurs. La production industrielle et l'exploitation minière sont sévèrement limitées, car de telles activités bouleversent l'équilibre du monde. BLD_ORBITAL_GARDENS Les jardins Orbitaux BLD_ORBITAL_GARDENS_DESC Satellite aussi gros qu'une lune en orbite au-dessus d'un monde, les Jardins Orbitaux sont un témoignage à la galaxie à votre capacité à maîtriser votre environnement. En plus d'être une excellente attraction touristique, les recherches menées ici contribuent à améliorer l'agriculture sur tous les mondes de votre empire. BLD_COLLECTIVE_NET Réseau de pensée collective BLD_COLLECTIVE_NET_DESC En transférant des esprit dans le cyberespace, des milliers d'esprit peut agir à l'unisson, résolvant des problèmes et faisant des avancées qu'aucun esprit unique ne pourrait faire. BLD_ENCLAVE_VOID Enclave Du Vide BLD_ENCLAVE_VOID_DESC L'ensemble de la population de la planète est génétiquement adapté à l'esprit du Vide et est dédiée à la transmission de sa sagesse à l'empire. Les habitants de l'Enclave du Vide sont considérés comme des prêtres, messager de la sagesse et des pensées les plus élevés. Leurs conseils sont recherchés pour toutes les questions d'importance de l'empire. Des émissaires de l'Enclave peuvent même être envoyés à travers l'empire pour aider dans des projets de recherche. Les productions industrielles et minière de ce monde ne dépassera jamais 30. BLD_LOOKING_GLASS The Looking Glass*** BLD_LOOKING_GLASS_DESC Un musée spatio-temporel le de renommée galactique. Les flux et le reflux spatio-temporel deviennent aussi transparent que le verre, faisant bénéficier le tourisme et de la science de la vue de l'histoire inaltéré. BLD_MONUMENT_EXODUS Mémorial de l'Exode BLD_MONUMENT_EXODUS_DESC Une immense sculpture en orbite visible depuis le sol et depuis l'espace proche. Votre victoire sur les "starlanes" ne sera jamais oublié et votre peuple sera toujours encouragé à coloniser de nouveaux mondes. Augmentation de la croissance de la population sur tous les mondes frontière.*** BLD_PSICORP Académie Psy BLD_PSICORP_DESC Une académie consacrée à l'identific