English #This is the English String Table file for FreeOrion #Translate this file to other languages. ################# # Common # ################# APPNAME FreeOrion BROWSE_BTN Browse... OK OK CANCEL Cancel DONE Done CLOSE Close LOAD Load SAVE Save OPEN Open OR or AND and YES Yes NO No EMPIRE Empire PLAYER Player HUMAN_PLAYER Human AI_PLAYER AI ADD_AI_PLAYER Add AI OBSERVER Observer NO_PLAYER None DROP_PLAYER Drop HOST Host ALL All RENAME Rename ENTER_NEW_NAME Enter new name UNKNOWN_VALUE_SYMBOL ? ERROR ERROR RESET Reset TURN Turn CHAT_WHISPER whisper UP Up NEXT Next BACK Back # used to generate names for new fleets when they are created NEW_FLEET_NAME Fleet %1% NEW_FLEET_NAME_NO_NUMBER Fleet EMPTY_SPACE Deep Space UNEXPLORED_REGION Unexplored Region UNEXPLORED_SYSTEM Unexplored System NOT_APPLICABLE N/A BOMBER Bomber INTERCEPTOR Interceptor DEFAULT_EMPIRE_NAME Terran Imperium DEFAULT_PLAYER_NAME Human_Player UNIVERSEOBJECT Generic Object SYSTEM System FLEET Fleet SHIP Ship PLANET Planet BUILDING Building ########################### # Predefined Ship Designs # ########################### # in premade_ship_designs.txt SD_SCOUT Scout SD_SCOUT_DESC Small and cheap unarmed vessel designed for recon and exploration. SD_MARK1 Mark I SD_MARK1_DESC Affordable armed patrol frigate. SD_MARK2 Mark II SD_MARK2_DESC Cruiser with strong defensive and offensive capabilities. SD_MARK3 Mark III SD_MARK3_DESC Advanced cruiser with heavy weaponry and armor to do the dirty work. SD_MARK4 Mark IV SD_MARK4_DESC Massive state-of-art warship armed and protected with the latest technolgy. Priced accordingly. SD_COLONY_SHIP Colony Ship SD_COLONY_SHIP_DESC Unarmed vessel capable of delivering millions of citizens safely to new colony sites. SD_OUTPOST_SHIP Outpost Ship SD_OUTPOST_SHIP_DESC Unarmed vessel capable of creating an outpost on an uninhabitable world. SD_COLONY_BASE Colony Base SD_COLONY_BASE_DESC Unarmed vessel capable of creating a colony in the system where it is produced. SD_OUTPOST_BASE Outpost Base SD_OUTPOST_BASE_DESC Unarmed vessel capable of creating an outpost in the system where it is produced. SD_TROOP_SHIP Troop Ship SD_TROOP_SHIP_DESC Carries a brigade of ground troops and equipment that can be deployed onto a planet. SD_DRAGON_TOOTH Dragon Tooth SD_DRAGON_TOOTH_DESC Ancient ship design with advanced weaponry and defensive systems. SM_MONSTER Monster SM_KRILL_1 Small Krill Swarm SM_KRILL_1_DESC '''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.''' SM_KRILL_2 Medium Krill Swarm SM_KRILL_2_DESC '''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Though normally not aggressive, their numbers become a hazard for navigation, and block resupply. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.''' SM_KRILL_3 Large Krill Swarm SM_KRILL_3_DESC '''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. When in large enough numbers they begin to become agressive towards ships. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.''' SM_KRILL_4 Plauge of Krill SM_KRILL_4_DESC '''Space Krill are small, vaguely insectile organisms that feed on the dust and rocks far from any gravity well. Individually simple, Krill communicate via coherent light, allowing the swarm to coordinate and calculate trajectories. Krill behavior changes radically when a critical population is reached-- somewhere in the 10s of millions. The normally flighty Krill, become aggressive, attacking ships and destroying orbital structures. The high quantity of low-G resources found in an asteroid belt, provide Krill with the perfect conditions to rapidly multiply.''' SM_TREE Dyson Forest SM_TREE_DESC '''A Dyson Forest is made up of numerous space-born "trees" with filamentous branches. The trees multiply and align themselves in a bubble at the proper distance around their host star. Dyson Forests are a hazard to navigation, and as time passes, the forest expands and becomes harder to erradicate. At intervals they may send out a seed through the star-lanes to colonize other stars.''' SM_SEED Dyson Seed SM_SEED_DESC Dyson Forests intermittantly produce a star-lane capable seed, sent away to found a new forest around other stars. SM_FLOATER Floater SM_FLOATER_DESC Gas-filled bulbous sac drifting through space. SM_DRAGON Vacuum Dragon SM_DRAGON_DESC Terrifying giant monster that prowls space for prey. SM_DRONE Drone SM_DRONE_DESC '''Tool of a forgotten war, the Drone Fighter still fulfills it's original purpose: mindlessly attacking any ships in range.''' SM_DRONE_FACTORY Drone Factory SM_DRONE_FACTORY_DESC Built in some long-forgotten war to defend long-vanished builders, amazingly the Drone Factory is still functions, slowly producing new Drone Fighters. SM_GUARD_1 Sentry SM_GUARD_1_DESC Sentries guard cool minor stuff. SM_GUARD_2 Sentinel SM_GUARD_2_DESC Sentinels guard cool stuff. SM_GUARD_3 Warden SM_GUARD_3_DESC Wardens guard cool major stuff. SM_KRAKEN_1 Larval Kraken SM_KRAKEN_1_DESC In the larval form, a kraken is a cautious and harmless type of space-boure fauna. Its natual prey is the krill swarms, which it help to keep in check. But a well-fed larval kraken may grow into a larger and more dangerous adult form. SM_KRAKEN_2 Kraken SM_KRAKEN_2_DESC A formidible medium-weight space monster. SM_KRAKEN_3 Great Kraken SM_KRAKEN_3_DESC A formidible medium-weight space monster. SM_SNOWFLAKE_1 Small Snowflake SM_SNOWFLAKE_1_DESC A formidible light-weight space monster. SM_SNOWFLAKE_2 Snowflake SM_SNOWFLAKE_2_DESC A formidible light-weight space monster. SM_SNOWFLAKE_3 Large Snowflake SM_SNOWFLAKE_3_DESC A formidible light-weight space monster. SM_JUGGERNAUT_1 Small Juggernaut SM_JUGGERNAUT_1_DESC A formidible heavy-weight space monster. SM_JUGGERNAUT_2 Juggernaut SM_JUGGERNAUT_2_DESC A formidible heavy-weight space monster. SM_JUGGERNAUT_3 Large Juggernaut SM_JUGGERNAUT_3_DESC A formidible heavy-weight space monster. ############################## # Predefined Starting Fleets # ############################## FN_HOME_FLEET Home Fleet FN_BATTLE_FLEET Battle Fleet FN_SCOUT_FLEET Scout Fleet FN_COLONY_FLEET Colony Fleet FN_INVASION_FLEET Invasion Fleet MONSTERS Monsters ########################## # Status Update Messages # ########################## RETURN_TO_INTRO Returning to Main Menu SERVER_WONT_START The server could not be started. SERVER_TIMEOUT The server is not responding. SERVER_LOST The connection to the server has been lost. SERVER_GAME_END The server has sent an end-game message. Buh-bye. PLAYER_DISCONNECTED Player %1% no longer has a connection to the server. PLAYER_DEFEATED You are defeated. EMPIRE_DEFEATED The %1% empire is no more. UNKNOWN_EMPIRE Unknown Empire LAST_OPPONENT_DEFEATED_VICTORY Your last opponent has been defeated and you are victorious! INVALID_CLIENT_SAVE_DATA_RECEIVED The server received invalid client save data. Some may be ignored. NON_HOST_SAVE_REQUEST_IGNORED The server received an invalid save game request from your client. You are not the host, so you cannot save the game. UNABLE_TO_WRITE_CONFIG_XML Error when writing config.xml file. Unable to save options. UNABLE_TO_READ_CONFIG_XML Error when reading config.xml file. Using default options. UNABLE_TO_WRITE_SAVE_FILE Error when writing save file. UNABLE_TO_READ_SAVE_FILE Error when reading save file. EMPIRE_NOT_FOUND_CANT_HANDLE_ORDERS You do not control an empire and cannot issue orders. ORDERS_FOR_WRONG_EMPIRE Orders were sent for an empire you do not control. SERVER_ALREADY_HOSTING_GAME This server is already hosting a game. SERVER_UNABLE_TO_SELECT_HOST The server was unable to select a new host. SERVER_FOUND_NO_ACTIVE_PLAYERS Cannot generate game with no active players. ###################################### # Command Line and OptionsDB Options # ###################################### COMMAND_LINE_USAGE Usage: COMMAND_LINE_DEFAULT Default: OPTIONS_DB_HELP Print this help message. OPTIONS_DB_GENERATE_CONFIG_XML Uses default settings, settings from any existing config.xml file, and settings given on the command line to generate a config.xml file. This will overwrite the current config.xml file, if it exists. OPTIONS_DB_VERSION_STRING Tracks the FreeOrion version for which config.xml was generated. Config.xml for different versions will be ignored. OPTIONS_DB_SOUND_ON Enables sound in the game. OPTIONS_DB_MUSIC_ON Enables music in the game. OPTIONS_DB_BG_MUSIC Sets the background track to play. OPTIONS_DB_FULLSCREEN Start the game in fullscreen. OPTIONS_DB_UI_CHAT_HIDE_INTERVAL Time interval, in seconds, after which the multiplayer chat window will disappear if nothing is added to it. A value of 0 indicates that the window should never disappear. OPTIONS_DB_UI_CHAT_EDIT_HISTORY The number of outgoing messages to keep in the chat edit box history. OPTIONS_DB_GALAXY_MAP_GAS Render gassy substance around systems to give galaxy shape. May slow rendering on older systems. OPTIONS_DB_GALAXY_MAP_STARFIELDS Render starfields around systems. May slow rendering on older systems. OPTIONS_DB_GALAXY_MAP_SCALE_LINE Show scale line for universe distance on galaxy map. OPTIONS_DB_GALAXY_MAP_ZOOM_SLIDER Toggles whether to show the zoom slider on galaxy map. OPTIONS_DB_OPTIMIZED_SYSTEM_RENDERING Use fancy optimized OpenGL 1.5 rendering for systems on galaxy map. May crash on older graphics hardware. OPTIONS_DB_STARLANE_THICKNESS Sets how wide to render starlanes in pixels. OPTIONS_DB_RESOURCE_STARLANE_COLOURING Toggles whether to colour starlanes with empire colours if empires can exchange resources along each starlane. OPTIONS_DB_UNOWNED_STARLANE_COLOUR Sets default colour to render starlanes. OPTIONS_DB_FLEET_SUPPLY_LINES Toggles whether to show fleet supply lines with empire-coloured indicators. OPTIONS_DB_FLEET_SUPPLY_LINE_WIDTH Sets how wide to render fleet supply lines. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_SPACING Sets how far apart to render dots for fleet supply lines. OPTIONS_DB_FLEET_SUPPLY_LINE_DOT_RATE Sets how fast to render dots for fleet supply lines. OPTIONS_DB_GALAXY_MAP_DETECTION_RANGE Toggles whether to show circles around objects to indicate their detection range on the galaxy map. OPTIONS_DB_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD Sets the target object stealth level at which to show detection range on the galaxy map. OPTIONS_DB_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER Toggles whether to show the stealth threshold slider on the galaxy map. OPTIONS_DB_FORCE_EXTERNAL_SERVER Force the client not to start a server, even when hosting a game on localhost, playing single player, etc. OPTIONS_DB_EXTERNAL_SERVER_ADDRESS Address to connect to in external server mode. If used, this client becomes the manager of the game. OPTIONS_DB_MP_HOST_ADDRESS Address to connect to when joining a multiplayer game. OPTIONS_DB_MP_PLAYER_NAME Player name to use when hosting or joining a multiplayer game. OPTIONS_DB_UI_MAIN_MENU_X Position of the center of the intro screen main menu, as a portion of the application's total width. OPTIONS_DB_UI_MAIN_MENU_Y Position of the center of the intro screen main menu, as a portion of the application's total height. OPTIONS_DB_APP_WIDTH Sets horizontal app resolution in fullscreen mode. OPTIONS_DB_APP_HEIGHT Sets vertical app resolution in fullscreen mode. OPTIONS_DB_APP_WIDTH_WINDOWED Sets horizontal app resolution in windowed mode. OPTIONS_DB_APP_HEIGHT_WINDOWED Sets vertical app resolution in windowed mode. OPTIONS_DB_COLOR_DEPTH Sets screen color depth, in bits per pixel. OPTIONS_DB_SHOW_FPS Toggles FPS display on or off. OPTIONS_DB_LIMIT_FPS Toggles FPS limiting on or off. Limit is set with Max FPS option. OPTIONS_DB_MAX_FPS Toggles FPS limit, if enabled. Limiting is toggled with Limit FPS. OPTIONS_DB_UI_SOUND_ENABLED Toggles UI sound effects on or off. OPTIONS_DB_UI_SOUND_VOLUME The volume (0 to 255) at which UI sound effects should be played. OPTIONS_DB_UI_SOUND_BUTTON_ROLLOVER The sound file played when the mouse moves over a button. OPTIONS_DB_UI_SOUND_BUTTON_CLICK The sound file played when a button is clicked. OPTIONS_DB_UI_SOUND_TURN_BUTTON_CLICK The sound file played when the turn button is clicked. OPTIONS_DB_UI_SOUND_LIST_SELECT The sound file played when a listbox or drop-down list item is selected. OPTIONS_DB_UI_SOUND_ITEM_DROP The sound file played when an item is dropped into a listbox. OPTIONS_DB_UI_SOUND_LIST_PULLDOWN The sound file played when the list is opened in a drop-down list. OPTIONS_DB_UI_SOUND_TEXT_TYPING The sound file played when the user types text. OPTIONS_DB_UI_SOUND_WINDOW_MAXIMIZE The sound file played when a window is maximized. OPTIONS_DB_UI_SOUND_WINDOW_MINIMIZE The sound file played when a window is minimized. OPTIONS_DB_UI_SOUND_WINDOW_CLOSE The sound file played when a window is closed. OPTIONS_DB_UI_SOUND_ALERT The sound file played when an error or illegal action occurs. OPTIONS_DB_UI_SOUND_PLANET_BUTTON_CLICK The sound file played when a planet button is clicked. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_ROLLOVER The sound file played when the mouse moves over a fleet button. OPTIONS_DB_UI_SOUND_FLEET_BUTTON_CLICK The sound file played when a fleet button is clicked. OPTIONS_DB_UI_SOUND_SYSTEM_ICON_ROLLOVER The sound file played when the mouse moves over a system icon. OPTIONS_DB_UI_SOUND_SIDEPANEL_OPEN The sound file played when the system side-panel is opened. OPTIONS_DB_UI_SOUND_FARMING_FOCUS The sound file played when a farming focus button is clicked. OPTIONS_DB_UI_SOUND_INDUSTRY_FOCUS The sound file played when an industry focus button is clicked. OPTIONS_DB_UI_SOUND_RESEARCH_FOCUS The sound file played when a research focus button is clicked. OPTIONS_DB_UI_SOUND_MINING_FOCUS The sound file played when a mining focus button is clicked. OPTIONS_DB_UI_SOUND_TRADE_FOCUS The sound file played when a trade focus button is clicked. OPTIONS_DB_UI_SOUND_BALANCED_FOCUS The sound file played when a balanced focus button is clicked. OPTIONS_DB_UI_FONT Sets UI font resource file. OPTIONS_DB_UI_FONT_BOLD Sets UI bold font resource file. OPTIONS_DB_UI_FONT_ITALIC Sets UI italic font resource file. OPTIONS_DB_UI_FONT_BOLD_ITALIC Sets UI bold-italic font resource file. OPTIONS_DB_UI_FONT_SIZE Sets UI font size. OPTIONS_DB_UI_TITLE_FONT Sets UI title font resource file. OPTIONS_DB_UI_TITLE_FONT_SIZE Sets UI title font size. OPTIONS_DB_UI_WND_COLOR Sets UI window background color. OPTIONS_DB_UI_TEXT_COLOR Sets UI text color. OPTIONS_DB_UI_DEFAULT_LINK_COLOR Sets UI default link color. OPTIONS_DB_UI_ROLLOVER_LINK_COLOR Sets UI rollover link color. OPTIONS_DB_UI_CTRL_COLOR Sets UI control background color. OPTIONS_DB_UI_CTRL_BORDER_COLOR Sets UI control border color. OPTIONS_DB_UI_STATE_BUTTON_COLOR Sets UI state button selected color. OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR Sets UI drop-down-list arrow color. OPTIONS_DB_UI_EDIT_HILITE Sets color of highlighting in UI edit controls. OPTIONS_DB_UI_STAT_INCREASE_COLOR Sets color of increasing statistics OPTIONS_DB_UI_STAT_DECREASE_COLOR Sets color of decreasing statistics OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR Sets UI window outer border color. OPTIONS_DB_UI_WND_INNER_BORDER_COLOR Sets UI window inner border color. OPTIONS_DB_UI_KNOWN_TECH Sets color of known techs in the tech tree. OPTIONS_DB_UI_KNOWN_TECH_BORDER Sets text and border color of known techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH Sets color of researchable techs in the tech tree. OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER Sets text and border color of researchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH Sets color of unresearchable techs in the tech tree. OPTIONS_DB_UI_UNRESEARCHABLE_TECH_BORDER Sets text and border color of unresearchable techs in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS_BACKGROUND Sets background color of progress bars in the tech tree. OPTIONS_DB_UI_TECH_PROGRESS Sets color of progress bars in the tech tree. OPTIONS_DB_UI_SCROLL_WIDTH Sets UI scroll width. OPTIONS_DB_UI_SYSTEM_ICON_SIZE Sets size of system icons. OPTIONS_DB_UI_SYSTEM_FOG Toggles whether to render fog of war scanline shading over system icons. OPTIONS_DB_UI_SYSTEM_FOG_SPACING Sets spacing (in pixels) between fog of war scanlines. OPTIONS_DB_UI_SYSTEM_CIRCLES Toggles whether to draw circles around systems. OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE Sets size of circles around systems on map, relative to system icon size. OPTIONS_DB_UI_SYSTEM_NAME_UNOWNED_COLOR Sets colour of unowned system names on the galaxy map. OPTIONS_DB_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which medium fleet icons are shown on the galaxy map. OPTIONS_DB_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which small fleet icons are shown on the galaxy map. OPTIONS_DB_UI_TINY_FLEET_BUTTON_MIN_ZOOM Sets minimum zoom level at which tiny fleet icons are shown on the galaxy map. At smaller zooms, no fleet icons are shown. OPTIONS_DB_UI_FLEET_SELECTION_INDICATOR_SIZE Sets size of fleet selection indicator, relative to fleet icon size. OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_SIZE Sets size of system selection indicator, relative to system icon size. OPTIONS_DB_UI_SYSTEM_SELECTION_INDICATOR_FPS Sets the frame rate of animation of system selection indicator. OPTIONS_DB_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Sets size of system icons below which the fixed-size tiny icons will be shown. OPTIONS_DB_UI_TOOLTIP_DELAY Sets UI tooltip popup delay, in ms. OPTIONS_DB_UI_MULTIPLE_FLEET_WINDOWS If true, clicks on multiple fleet buttons will open multiple fleet windows at the same time. Otherwise, opening a fleet window will close any currently-open fleet window. OPTIONS_DB_UI_FLEET_AUTOSELECT Auto-select the top fleet when a fleet window is opened. Consider using this flag if you use UI.multiple-fleet-windows. OPTIONS_DB_UI_WINDOW_QUICKCLOSE Close open windows such as fleet windows and the system-view side panel when you right-click on the main map. OPTIONS_DB_UI_SIDEPANEL_WIDTH Sets size of system sidepanel. OPTIONS_DB_UI_SIDEPANEL_PLANET_MAX_DIAMETER Sets size of largest-rendered rotating planets on sidepanel. OPTIONS_DB_UI_SIDEPANEL_PLANET_MIN_DIAMETER Sets size of smallest-rendered rotating planets on sidepanel. OPTIONS_DB_UI_SIDEPANEL_PLANET_SHOWN Sets whether to show rendered planets / asteroids on the sidepanel. OPTIONS_DB_GAMESETUP_STARS The number of systems in the galaxy to be generated. OPTIONS_DB_GAMESETUP_GALAXY_SHAPE The shape of the galaxy to be generated. OPTIONS_DB_GAMESETUP_GALAXY_AGE The age of the galaxy to be generated. OPTIONS_DB_GAMESETUP_PLANET_DENSITY The number of planets per system in the galaxy to be generated. OPTIONS_DB_GAMESETUP_STARLANE_FREQUENCY The number of starlanes in the galaxy to be generated. OPTIONS_DB_GAMESETUP_SPECIALS_FREQUENCY The frequency of specials appearing in the galaxy to be generated. OPTIONS_DB_GAMESETUP_MONSTER_FREQUENCY The frequency of monsters in the galaxy to be generated. OPTIONS_DB_GAMESETUP_NATIVE_FREQUENCY The frequency of natives in the galaxy to be generated. OPTIONS_DB_GAMESETUP_EMPIRE_NAME The name used in the game for your empire. OPTIONS_DB_GAMESETUP_PLAYER_NAME The name used in the game to represent the player in single player games. OPTIONS_DB_GAMESETUP_EMPIRE_COLOR The color used in the game for your empire. OPTIONS_DB_GAMESETUP_STARTING_SPECIES_NAME The species on your homeworld at the start of the game. OPTIONS_DB_GAMESETUP_NUM_AI_PLAYERS The number of AI opponents in the game. OPTIONS_DB_UI_TECH_LAYOUT_HORZ_SPACING The horizontal spacing to be placed between techs in the tech screen, in multiples of the width of a single theory tech. OPTIONS_DB_UI_TECH_LAYOUT_VERT_SPACING The vertical spacing to be placed between techs in the tech screen, in multiples of the height of a single theory tech. OPTIONS_DB_SAVE_DIR The directory in which saved games are saved and from which they are loaded. OPTIONS_DB_RESOURCE_DIR Sets the root directory for the game resource files (game content and data files). OPTIONS_DB_LOG_LEVEL Sets the level at or above which log messages will be output (levels in order of decreasing verbosity: DEBUG, INFO, NOTICE, WARN, ERROR, CRIT, ALERT, FATAL, EMERG) OPTIONS_DB_STRINGTABLE_FILENAME Sets the language-specific string table filename. OPTIONS_DB_AUTOSAVE_SINGLE_PLAYER If true, autosaves will occur during single-player games. OPTIONS_DB_AUTOSAVE_MULTIPLAYER If true, autosaves will occur during multiplayer games. OPTIONS_DB_AUTOSAVE_TURNS Sets the number of turns between autosaves. OPTIONS_DB_MUSIC_VOLUME The volume (0 to 255) at which music should be played. OPTIONS_DB_COMBAT_ENABLE_GLOW Toggles glow effects on and off. OPTIONS_DB_COMBAT_ENABLE_SKYBOX Toggles background skybox on and off. OPTIONS_DB_COMBAT_ENABLE_LENS_FLARE Toggles lens flares on and off. OPTIONS_DB_COMBAT_FILLED_SELECTION Uses a filled-in effect, as opposed to an outline effect, on selected objects. OPTIONS_DB_QUICKSTART Starts a new quickstart game, bypassing the main menu. OPTIONS_DB_AUTO_FIRST_TURN Hits the "Turn" button automatically on the first turn; useful for debugging, especially when used with --quickstart. OPTIONS_DB_CHECKED_GL_VERSION Stores whether the OpenGL version of this system has been checked. If false, several rendering options may be altered depending on the GL version, after which, this option will be set to true. OPTIONS_DB_RESET_FSSIZE Stores whether to reset the stored fullscreen resolution. If false, the stored values are used, but if true, the values are reset to the max the rendering system supports. OPTIONS_DB_AUTO_EFFECT_DESC Toggles inclusion of autogenerated text in tech, building or ship part descriptions. OPTIONS_DB_VERBOSE_LOGGING_DESC Toggles verbose logging of universe contents and effect evaluation. OPTIONS_DB_TECH_DEMO Try out the 3D combat tech demo. OPTIONS_DB_TEST_3D_COMBAT Test 3D combat resolution. OPTIONS_DB_LOAD Loads the specified single-player save game. ################# # File Dialog # ################# FILE_DLG_FILES File(s): FILE_DLG_FILE_TYPES Type(s): FILE_DLG_MALFORMED_FILENAME Invalid file name. FILE_DLG_OVERWRITE_PROMPT '''%1% exists. Ok to overwrite it?''' FILE_DLG_INVALID_FILENAME '''"%1%" is an invalid file name.''' FILE_DLG_FILENAME_IS_A_DIRECTORY '''"%1%" is a directory.''' FILE_DLG_FILE_DOES_NOT_EXIST '''File "%1%" does not exist.''' FILE_DLG_DEVICE_IS_NOT_READY Device is not ready. ################# # Color Dialog # ################# COLOR_DLG_NEW New COLOR_DLG_OLD Old COLOR_DLG_RED R: COLOR_DLG_GREEN G: COLOR_DLG_BLUE B: COLOR_DLG_HUE H: COLOR_DLG_SATURATION S: COLOR_DLG_VALUE V: COLOR_DLG_ALPHA A: ################# # Intro Screen # ################# #Window title#### INTRO_WINDOW_TITLE FreeOrion Main Menu #Button names#### INTRO_BTN_SINGLE_PLAYER Single Player INTRO_BTN_QUICK_START Quick Start INTRO_BTN_MULTI_PLAYER Multi Player INTRO_BTN_LOAD_GAME Load Game INTRO_BTN_OPTIONS Options INTRO_BTN_ABOUT About INTRO_BTN_CREDITS Credits INTRO_BTN_EXIT Exit #Error Messages#### ERR_CONNECT_TIMED_OUT Timed out while attempting to connect to server ERR_VERSION_MISMATCH Cannot connect to server because this client is using different versions of the following settings and/or source files: ######################## # Server Setup Screen # ######################## #Window title#### SCONNECT_WINDOW_TITLE Connect to Server #Static labels#### LAN_GAME_LABEL Lan game at: INTERNET_GAME_LABEL Internet game at: PLAYER_NAME_LABEL Player name #Button names#### HOST_GAME_BN Host a new game JOIN_GAME_BN Join a game REFRESH_LIST_BN Refresh list ######################## # Multiplayer Lobby # ######################## MPLOBBY_WINDOW_TITLE Multiplayer Setup MPLOBBY_HOST_ABORTED_GAME The host player has terminated this game setup. MULTIPLAYER_GAME_START_CONDITIONS Unique empire names and colours required MULTIPLAYER_PLAYER_LIST_TYPES Type MULTIPLAYER_PLAYER_LIST_NAMES Player MULTIPLAYER_PLAYER_LIST_EMPIRES Empire MULTIPLAYER_PLAYER_LIST_COLOURS Empire Colour MULTIPLAYER_PLAYER_LIST_ORIGINAL_NAMES Previous Player MULTIPLAYER_PLAYER_LIST_STARTING_SPECIES Starting Species NEW_GAME_BN New game LOAD_GAME_BN Load game START_GAME_BN Start game ######################## # Galaxy Setup Screen # ######################## #Window title#### GSETUP_WINDOW_TITLE Galaxy Setup #Strings GSETUP_GRAPHICS_FILES Graphics Files GSETUP_PLAYER_NAME Player Name GSETUP_EMPIRE_NAME Empire Name GSETUP_EMPIRE_COLOR Empire Color GSETUP_SPECIES Starting Species GSETUP_NUMBER_AIS Number of AI Players #Drop-down list labels and choices#### GSETUP_STARS Systems GSETUP_SHAPE Galaxy Shape GSETUP_AGE Galaxy Age GSETUP_STARLANE_FREQ Starlane Frequency GSETUP_PLANET_DENSITY Planet Density GSETUP_SPECIALS_FREQ Specials Frequency GSETUP_MONSTER_FREQ Monster Frequency GSETUP_NATIVE_FREQ Native Frequency GSETUP_2ARM Spiral, 2-arm GSETUP_3ARM Spiral, 3-arm GSETUP_4ARM Spiral, 4-arm GSETUP_CLUSTER Cluster GSETUP_ELLIPTICAL Elliptical GSETUP_IRREGULAR Irregular GSETUP_RING Ring GSETUP_NONE None GSETUP_LOW Low GSETUP_MEDIUM Medium GSETUP_HIGH High GSETUP_YOUNG Young GSETUP_MATURE Mature GSETUP_ANCIENT Ancient #Error messages#### GSETUP_ERR_NOEXIST does not exist. ########################### # About Dialog # ########################### #License button text#### LICENSE License ABOUT_WINDOW_TITLE About FreeOrion CREDITS Credits VISION Vision FREEORION_VISION FreeOrion, an open-source game based on Master of Orion, is a turn-based game of epic space strategy that builds on the classic '4X' model by incorporating the nation-building elements of games such as Europa Universalis 2 and a versatile tactical combat engine. While its modular, open-source design allows for a significant degree of customization of the game engine and the story elements by the community, the FreeOrion team is dedicated to the construction of a living, breathing universe in a 'grand campaign' model. ########################### # Game Menu # ########################### GAME_MENU_WINDOW_TITLE Menu GAME_MENU_SAVE Save Game GAME_MENU_LOAD Load Game GAME_MENU_RESIGN Resign GAME_MENU_SAVE_FILES Save Game Files ########################### # Game Options # ########################### OPTIONS_TITLE Options OPTIONS_AUTOSELECT_FLEET Auto-select first fleet OPTIONS_MULTIPLE_FLEET_WNDS Multiple fleet windows OPTIONS_QUICK_CLOSE_WNDS Quick-close windows OPTIONS_MISC_UI Miscellaneous UI Settings OPTIONS_SINGLEPLAYER Single player OPTIONS_MULTIPLAYER Multiplayer OPTIONS_AUTOSAVE_TO_KEEP Autosaves to keep OPTIONS_AUTOSAVE_TURNS_BETWEEN Turns between autosaves OPTIONS_LANGUAGE Language file OPTIONS_FONTS Fonts OPTIONS_FONT_SIZES Font Sizes OPTIONS_FONT_TEXT Text OPTIONS_FONT_TITLE Window titles OPTIONS_TECH_SPACING Tech spacing OPTIONS_HORIZONTAL Horizontal OPTIONS_VERTICAL Vertical OPTIONS_TOOLTIP_DELAY Tooltip delay (ms) OPTIONS_VIDEO_MODE Full-Screen Video Mode OPTIONS_VIDEO_MODE_LIST_DESCRIPTION Sets bits per pixel and full-screen resolution. OPTIONS_VIDEO_MODE_WINDOWED Windowed Video Mode OPTIONS_VIDEO_MODE_WINDOWED_SPINNERS_DESCRIPTION Sets width and height of window in windowed mode. Windowed bits per pixel uses full-screen mode setting. OPTIONS_VIDEO_SETTINGS Video Settings OPTIONS_APP_WIDTH_WINDOWED Windowed Width OPTIONS_APP_HEIGHT_WINDOWED Windowed Height OPTIONS_FULLSCREEN Fullscreen OPTIONS_SHOW_FPS Show FPS OPTIONS_LIMIT_FPS Limit FPS OPTIONS_MAX_FPS Max FPS OPTIONS_APPLY Apply OPTIONS_CHAT Chat OPTIONS_CHAT_HISTORY Chat history OPTIONS_CHAT_HIDE Chat-hide delay OPTIONS_GALAXY_MAP Galaxy Map OPTIONS_DESCRIPTIONS Content Descriptions OPTIONS_SYSTEM_ICONS System Icons OPTIONS_OPTIMIZED_SYSTEM_RENDERING Optimized system rendering OPTIONS_UI_SYSTEM_ICON_SIZE System icon size OPTIONS_UI_SYSTEM_FOG System icon fog of war scanlines OPTIONS_UI_SYSTEM_FOG_SPACING Fog of war scanline spacing OPTIONS_UI_SYSTEM_CIRCLES System enclosing circles OPTIONS_UI_SYSTEM_CIRCLE_SIZE System circle relative size OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_SIZE System selection indicator relative size OPTIONS_UI_SYSTEM_SELECTION_INDICATOR_FPS System selection indicator animation frame rate OPTIONS_UI_SYSTEM_TINY_ICON_SIZE_THRESHOLD Tiny system icon size threshold OPTIONS_UI_SYSTEM_NAME_UNOWNED_COLOR Unowned system name colour OPTIONS_FLEET_ICONS Fleet Icons OPTIONS_UI_TINY_FLEET_BUTTON_MIN_ZOOM Tiny fleet icon minimum zoom OPTIONS_UI_SMALL_FLEET_BUTTON_MIN_ZOOM Small fleet icon minimum zoom OPTIONS_UI_MEDIUM_FLEET_BUTTON_MIN_ZOOM Medium fleet icon minimum zoom OPTIONS_UI_FLEET_SELECTION_INDICATOR_SIZE Fleet selection indicator relative size OPTIONS_GALAXY_MAP_GENERAL General OPTIONS_GALAXY_MAP_GAS Galaxy map gas rendering OPTIONS_GALAXY_MAP_STARFIELDS Galaxy map starfields rendering OPTIONS_GALAXY_MAP_SCALE_LINE Galaxy distance scale line OPTIONS_GALAXY_MAP_ZOOM_SLIDER Galaxy map zoom slider OPTIONS_GALAXY_MAP_DETECTION_STEALTH_THRESHOLD Galaxy map detection range displayed stealth threshold OPTIONS_GALAXY_MAP_STEALTH_THRESHOLD_SLIDER Galaxy map stealth threshold slider OPTIONS_GALAXY_MAP_DETECTION_RANGE Detection range circles OPTIONS_STARLANES Starlanes OPTIONS_STARLANE_THICKNESS Starlane thickness OPTIONS_RESOURCE_STARLANE_COLOURING Resource starlane colouring OPTIONS_FLEET_SUPPLY_LINES Fleet supply lines OPTIONS_FLEET_SUPPLY_LINE_WIDTH Fleet supply line width OPTIONS_FLEET_SUPPLY_LINE_DOT_SPACING Fleet supply line dot spacing OPTIONS_FLEET_SUPPLY_LINE_DOT_RATE Fleet supply line dot rate OPTIONS_UNOWNED_STARLANE_COLOUR Default starlane colour OPTIONS_MUSIC Music OPTIONS_UI_SOUNDS UI sounds OPTIONS_BACKGROUND_MUSIC Music OPTIONS_SOUNDS Sounds OPTIONS_SOUND_CLOSE Close window OPTIONS_SOUND_MINIMIZE Minimize window OPTIONS_SOUND_MAXIMIZE Maximize window OPTIONS_SOUND_CLICK Click OPTIONS_SOUND_ROLLOVER Rollover OPTIONS_SOUND_FLEET_CLICK Fleet Button Click OPTIONS_SOUND_FLEET_ROLLOVER Fleet Button Rollover OPTIONS_SOUND_SYSTEM_ROLLOVER System Icon Rollover OPTIONS_SOUND_WINDOW Window Sounds OPTIONS_SOUND_BUTTON Button Sounds OPTIONS_SOUND_FLEET Fleet Button Sounds OPTIONS_SOUND_ALERT Alert OPTIONS_SOUND_TYPING Typing OPTIONS_SOUND_TURN Turn button click OPTIONS_SOUND_SIDEPANEL Side-panel open OPTIONS_SOUND_PLANET Planet click OPTIONS_SOUND_FOCUS Focus Sounds OPTIONS_SOUND_BALANCED Balanced focus OPTIONS_SOUND_FARMING Farming focus OPTIONS_SOUND_INDUSTRY Industry focus OPTIONS_SOUND_MINING Mining focus OPTIONS_SOUND_RESEARCH Research focus OPTIONS_SOUND_LIST List sounds OPTIONS_SOUND_DROP Item drop OPTIONS_SOUND_PULLDOWN Drop-down list open OPTIONS_SOUND_SELECT List select OPTIONS_GENERAL_COLORS General OPTIONS_CONTROL_COLORS UI Controls OPTIONS_FILL_COLOR Fill OPTIONS_BORDER_COLOR Border OPTIONS_TEXT_COLOR Text OPTIONS_DEFAULT_LINK_COLOR Default links OPTIONS_ROLLOVER_LINK_COLOR Rollover links OPTIONS_HIGHLIGHT_COLOR Selection highlighting OPTIONS_DROPLIST_ARROW_COLOR Droplist arrow OPTIONS_STATE_BUTTON_COLOR Toggle button selected OPTIONS_STAT_INCREASE_COLOR Statistic increasing OPTIONS_STAT_DECREASE_COLOR Statistic decreasing OPTIONS_INTERIOR_COLOR Interior OPTIONS_WINDOW_COLORS Windows OPTIONS_INNER_BORDER_COLOR Inner border OPTIONS_OUTER_BORDER_COLOR Outer border OPTIONS_PAGE_VIDEO Video OPTIONS_PAGE_AUDIO Audio OPTIONS_PAGE_AUTOSAVE Autosave OPTIONS_PAGE_UI UI OPTIONS_PAGE_COLORS Colors OPTIONS_PAGE_COMBAT Combat OPTIONS_PAGE_DIRECTORIES Directories OPTIONS_TECH_COLORS Techs OPTIONS_TEXT_AND_BORDER_COLOR Text and Border OPTIONS_KNOWN_TECH_COLORS Known techs OPTIONS_RESEARCHABLE_TECH_COLORS Researchable techs OPTIONS_UNRESEARCHABLE_TECH_COLORS Unresearchable techs OPTIONS_TECH_PROGRESS_COLORS Research progress bars OPTIONS_PROGRESS_BAR_COLOR Bar OPTIONS_PROGRESS_BACKGROUND_COLOR Background OPTIONS_COMBAT_ENABLE_GLOW Glow OPTIONS_COMBAT_ENABLE_SKYBOX Skybox OPTIONS_COMBAT_ENABLE_LENS_FLARES Lens Flares OPTIONS_COMBAT_FILLED_SELECTION Filled selection OPTIONS_ANY_FILE All files OPTIONS_FOLDER_SETTINGS Resource Files OPTIONS_FOLDER_SAVE Save files OPTIONS_LANGUAGE_FILE Language files OPTIONS_VOLUME_AND_MUSIC Volume And Music OPTIONS_MUSIC_FILE Music files OPTIONS_SOUND_FILE Sound files OPTIONS_AUTO_EFFECT_DESC Autogenerated effect descriptions OPTIONS_VERBOSE_LOGGING_DESC Verbose logging for debugging ################## # CombatSetupWnd # ################## AUTO_PLACE_SHIPS Auto-Place Ships REDO_PLACEMENTS Redo Placements ################# # Main Map # ################# MAP_BTN_TURN_UPDATE Turn %1% MAP_INDICATOR_FPS %1% FPS MAP_SCALE_INDICATOR %1% uu MAP_BTN_MENU Menu MAP_BTN_SITREP SitRep MAP_BTN_RESEARCH Research MAP_BTN_PRODUCTION Production MAP_BTN_DESIGN Design MAP_BTN_PEDIA Pedia ################# # SidePanel # ################# SIDE_PANEL Side Panel SP_SYSTEM_PRODUCTION System Production RESOURCE_PRODUCTION_TOOLTIP System %1%: %2% RESOURCE_ALLOCATION_TOOLTIP System %1%: %2% FOOD_PRODUCTION Food Production MINERALS_PRODUCTION Minerals Production INDUSTRY_PRODUCTION Industrial Production RESEARCH_PRODUCTION Research Production TRADE_PRODUCTION Trade Production FOOD_CONSUMPTION Food Consumption MINERALS_CONSUMPTION Minerals Consumption INDUSTRY_CONSUMPTION Industrial Consumption RESEARCH_CONSUMPTION Research Consumption TRADE_CONSUMPTION Trade Consumption INTERSYSTEM_EXCHANGE_TOOLTIP Inter-System Exchange IMPORT_EXPORT_TOOLTIP Import / Export RESOURCE_IMPORT Importing RESOURCE_EXPORT Available for Export RESOURCE_SELF_SUFFICIENT No Import or Export ##Planet Panel############# PLANET_PANEL Planet Panel PL_ASTEROID_BELT Asteroid belt PL_UNINHABITED Uninhabited PL_SIZE Size PL_COLONIZE Colonize (%1% / %2%) PL_CANCEL_COLONIZE Cancel Colonization PL_INVADE Invade (+%1%) PL_CANCEL_INVADE Cancel Invasion PL_SELECT_COLONY_SHIP_INSTRUCTION Select colony ship to colonize. PL_TYPE_SIZE %1% %2% PL_TYPE_SIZE_ENV %1% %2% (%3%) ## Resources Panel ########## RP_FOCUS_TOOLTIP Focus: %1% ## Buildings Panel########## BP_INCOMPLETE_BUILDING_TOOLTIP '''%1% (Incomplete) %2%''' BP_COMPLETE_BUILDING_TOOLTIP '''%1% %2%''' ORDER_BUIDLING_SCRAP Scrap Building ORDER_CANCEL_BUIDLING_SCRAP Cancel Scrapping Building ## General Tooltips######### TT_THIS_TURN This Turn TT_NEXT_TURN Next Turn TT_CHANGE Change TT_BREAKDOWN_SUMMARY %1%: %2% TT_INHERENT Inherent TT_TECH %1% Tech %2% TT_BUILDING %1% Building %2% TT_SHIP_HULL Ship %1% Hull %2% TT_SHIP_PART Ship %1% Part %2% TT_SPECIAL Special %1% TT_SPECIES Species %1% TT_UNKNOWN Unknown TT_RESOURCE_PRODUCTION %1% produces %2% TT_RESOURCE_ALLOCATION %1% consumes %2% TT_SPECIES_POPULATION %1% [[METER_POPULATION]] SP_RENAME_PLANET Rename Planet SP_ENTER_NEW_PLANET_NAME Enter new planet name ################# # Fleet Window # ################# FW_FLEET_HOLDING_AT Holding at %1% FW_FLEET_MOVING_TO Moving to %1% FW_FLEET_ETA_NEVER Never FW_FLEET_ETA_UNKNOWN Unknown FW_FLEET_ETA_OUT_OF_RANGE Out of Range FW_SHIP_CLASS Ship Class FW_UNKNOWN_DESIGN_NAME Unknown Design FW_SPECIES_SHIP_DESIGN_LABEL (%2%) %1% # the name of the new fleet icon in the fleet listbox FW_NEW_FLEET_LABEL New Fleet FW_EMPIRE_FLEETS_AT_SYSTEM %1% Fleets At %2% FW_EMPIRE_FLEETS %1% Fleets FW_NO_FLEET No Fleet FW_GENERIC_FLEETS_AT_SYSTEM Fleets At %1% FW_GENERIC_FLEETS Fleets FW_HOME_FLEET Home Fleet FW_BATTLE_FLEET Battle Fleet # the name that is used for fleets the player does not control FW_FOREIGN_FLEET Foreign fleet # the name that is used for fleets that no player controls FW_ROGUE_FLEET Rogue Fleet # the name that is used for ships the player does not control FW_FOREIGN_SHIP Foreign ship # the name that is used for ships that no player controls FW_ROGUE_SHIP Rogue Ship SHIP_DAMAGE_STAT_TITLE Damage SHIP_DAMAGE_STAT_MAIN Total damage done by ship weapons per combat round. SHIP_SPEED_STAT_TITLE Speed SHIP_SPEED_STAT_MAIN Maximum distance along starlanes travelled per turn. FW_FLEET_FUEL_SUMMARY Fleet Fuel - Equal to the minimum fuel of ships in the fleet. FW_FLEET_SPEED_SUMMARY Fleet Speed - Equal to the minimum speed of ships in the fleet. FW_SPLIT_FLEET Split Fleet ORDER_SHIP_SCRAP Scrap Ship ORDER_CANCEL_SHIP_SCRAP Cancel Scrapping Ship ############### # TechTreeWnd # ############### TECH_DISPLAY Display TECH_NAVIGATION Navigation TECH_TOTAL_COST_STR %1% RP and %2% Turns TECH_TURN_COST_STR +%1% RP TECH_TURNS_LEFT_STR %1% Turns TECH_TURNS_LEFT_NEVER Never TECH_WND_TECH_COMPLETED COMPLETED TECH_WND_TECH_QUEUED Queued TECH_WND_TECH_INCOMPLETE Incomplete TECH_WND_TYPE_THEORIES Theories TECH_WND_TYPE_APPLICATIONS Applications TECH_WND_TYPE_REFINEMENTS Refinements TECH_WND_STATUS_COMPLETED Completed TECH_WND_STATUS_RESEARCHABLE Researchable TECH_WND_STATUS_UNRESEARCHABLE Unresearchable TECH_WND_LIST_VIEW List View TECH_WND_TREE_VIEW Tree View TECH_WND_REQUIRES Requires TECH_WND_UNLOCKS Unlocks ####################### # ProductionInfoPanel # ####################### PRODUCTION_INFO_TOTAL_PS_LABEL Total Available Points PRODUCTION_INFO_WASTED_PS_LABEL Wasted Points PRODUCTION_INFO_PROJECTS_IN_PROGRESS_LABEL Projects in Progress PRODUCTION_INFO_PS_TO_UNDERFUNDED_PROJECTS_LABEL Underfunded Project PRODUCTION_INFO_PROJECTS_IN_QUEUE_LABEL Projects in Queue ############### # ResearchWnd # ############### RESEARCH_WND_TITLE Research RESEARCH_INFO_PANEL_TITLE Research RESEARCH_INFO_RP RP #################### # BuildSelectorWnd # #################### PRODUCTION_WND_BUILD_ITEMS_TITLE Buildable Items PRODUCTION_WND_CATEGORY_BT_BUILDING Buildings PRODUCTION_WND_CATEGORY_BT_SHIP Ships PRODUCTION_WND_AVAILABILITY_AVAILABLE Available PRODUCTION_WND_AVAILABILITY_UNAVAILABLE Unavailable PRODUCTION_TOTAL_COST_STR %1% PP and %2% Turns PRODUCTION_TURN_COST_STR +%1% PP PRODUCTION_TURNS_LEFT_STR %1% Turns left PRODUCTION_TURNS_LEFT_NEVER Never PRODUCTION_DETAIL_NUMBER_TO_BUILD Quantity PRODUCTION_DETAIL_ADD_TO_QUEUE Add to Queue PRODUCTION_DETAIL_CENTER_ON_BUILD Center on Build ################# # ProductionWnd # ################# PRODUCTION_WND_TITLE Production PRODUCTION_INFO_PANEL_TITLE Production PRODUCTION_INFO_PP PP PRODUCTION_QUEUE_MULTIPLES %1%x PRODUCTION_QUEUE_EMPTY '''Empire production queue is empty. Enqueue production projects by selecting a planet on the sidepanel, then double-clicking items in the list. Note that ships can only be built on planets with a shipyard, and that various other objects may have other restrictions on build location.''' PRODUCTION_QUEUE_ITEM_LOCATION At %1% ############### # DesignWnd # ############### DESIGN_ADD_TEST Add Test Design DESIGN_NAME_DEFAULT Custom Ship Design DESIGN_DESCRIPTION_DEFAULT Design Description DESIGN_NO_PART None DESIGN_WND_STARTS Design Starts DESIGN_WND_HULLS Empty Hulls DESIGN_WND_FINISHED_DESIGNS Finished Designs DESIGN_WND_SAVED_DESIGNS Saved Designs DESIGN_WND_TEMPLATES Design Templates DESIGN_WND_PART_PALETTE_TITLE Ship Parts DESIGN_WND_MAIN_PANEL_TITLE Design Details DESIGN_WND_DESIGN_NAME Design Name DESIGN_WND_DESIGN_DESCRIPTION Description DESIGN_WND_CONFIRM Confirm New Design DESIGN_WND_CLEAR Clear Parts DESIGN_DELETE Delete Design #################### # Encyclopedia # #################### # types of things that can be shown in encyclopedia ENC_SHIP_PART Ship Part ENC_SHIP_HULL Ship Hull ENC_TECH Technology ENC_SPECIAL Special OBJECTS_WITH_SPECIAL Objects with Special: ENC_BUILDING_TYPE Building Type ENC_SPECIES Species ENC_SHIP_DESIGN Ship Design SHIPS_OF_DESIGN Ships of this Design: NO_SHIPS_OF_DESIGN No Known Ships of this Design ENC_INCOMPETE_SHIP_DESIGN Incomplete Ship Design ENC_EMPIRE Empire EMPIRE_CAPITAL Capital: NO_CAPITAL No Known Capital OWNED_PLANETS Owned Planets: NO_OWNED_PLANETS_KNOWN No Owned Planets Known OWNED_FLEETS Owned Fleets: OWNED_FLEET_AT_SYSTEM %1% at %2% NO_OWNED_FLEETS_KNOWN No Owned Fleets Known ENC_SHIP Ship ENC_MONSTER Monster Type MONSTER_TYPES Monster Types MONSTER_OBJECTS Monsters: NO_MONSTER_OBJECTS No Known Monsters ENC_FLEET Fleet ENC_PLANET Planet ENC_BUILDING Building ENC_SYSTEM System ENC_INDEX Encyclopedia Index # type of thing being shown. %1% is a bit of detail, and %2% is the general type. # for example: %1% = "Point Defence" or "Farming" and %2% = "Ship Part" or "Building". # %1% may be an empty string for most general types of things that can be shown. ENC_DETAIL_TYPE_STR %1% %2% ENC_PP PP ENC_RP RP # indication of cost to produce or research thing that is shown. May be omitted if thing shown can't # be produced or researched (e.g. specials) # %1% will be the max cost per turn (a number, the max amount that can be spent per turn on this thing) # %2% will be one of ENC_PP or ENC_RP, depending on whether the thing shown is built or researched # %3% will be the minimum number of turns it takes to produce or research the thing shown ENC_COST_AND_TURNS_STR %1% %2% and %3% Turns # autogenerated effects description. %1% will be the autogenerated effects text. This string should # provide an appropriate heading to appear before the autogenerated text. ENC_EFFECTS_STR ''' Effects %1%''' ENC_SHIP_DESIGN_DESCRIPTION_STR '''%1% Hull: %2% Parts: %3% Total Attack Damage: %17% Structure: %8% Shields: %9% Detection: %10% Stealth: %11% Fuel Capacity: %14% Colonization Capacity: %15% Troops: %16% Starlane Speed: %13% ''' ## Temporarily removed # Direct Fire Parts: %4% # Missile Parts: %5% # Fighter Bays: %6% # Point Defense Parts: %7% # Battle Speed: %12% ## ENC_TECH_DETAIL_UNLOCKS_SECTION_STR ''' Unlocks ''' ENC_TECH_DETAIL_UNLOCKED_ITEM_STR '''%1%: %2% ''' ENC_TECH_DETAIL_TYPE_STR %1% %2% - %3% #################### # Combat Messages # #################### COMBAT_WINDOW_TITLE Combat Window COMBAT_BATTLE BATTLE : COMBAT_SYSTEM The %1% System COMBAT_MILITARY_SHIPS Military Ships COMBAT_CIVILIAN_SHIPS Civilian Ships COMBAT_PLANETS Planets COMBAT_REMAINING Remaining COMBAT_RETREATED Retreated COMBAT_DESTROYED Destroyed COMBAT_DEFENSELESS Defenseless COMBAT_LOST Lost! #################### # TurnProgress # #################### TURN_PROGRESS_PHASE_FLEET_MOVEMENT Fleet Movement TURN_PROGRESS_PHASE_COMBAT Resolving Combat TURN_PROGRESS_PHASE_EMPIRE_GROWTH Production and Growth TURN_PROGRESS_PHASE_WAITING Waiting for Other Players TURN_PROGRESS_PHASE_ORDERS Executing Orders TURN_PROGRESS_COLONIZE_AND_SCRAP Colonization, Invasion, and Scrapping TURN_PROGRESS_PHASE_DOWNLOADING Downloading and Unpacking New Gamestate TURN_PROGRESS_PHASE_LOADING_GAME Loading TURN_PROGRESS_PHASE_GENERATING_UNIVERSE Generating Universe TURN_PROGRESS_STARTING_AIS Creating AI Clients TURN_BEGIN Begin Turn %1% ######################## # Messages Panel # ######################## MESSAGES_PANEL_TITLE Messages MESSAGES_PANEL_INTRO Status and Chat Messages ######################## # Players List # ######################## PLAYERS_LIST_PANEL_TITLE Empires PLAYING_TURN Playing RESOLVING_COMBAT Combat WAITING Waiting ######################## # SitRep Panel # ######################## #Window title#### SITREP_PANEL_TITLE Situation Report #################### # Sit Rep Entries # #################### SITREP_ERROR An unknown event occurred. SITREP_SHIP_BUILT The ship %ship% has been produced at %system%. SITREP_BUILDING_BUILT %building% has been produced on %planet%. SITREP_TECH_RESEARCHED %tech% has been researched. SITREP_COMBAT_SYSTEM A battle occurred at %system%. SITREP_OBJECT_DESTROYED_AT_SYSTEM An object was destroyed at %system%. SITREP_SHIP_DESTROYED_AT_SYSTEM The ship %ship% was destroyed at %system%. SITREP_FLEET_DESTROYED_AT_SYSTEM The fleet %fleet% was destroyed at %system%. SITREP_PLANET_DESTROYED_AT_SYSTEM The planet %planet% was destroyed at %system%. SITREP_BUILDING_DESTROYED_ON_PLANET_AT_SYSTEM The buidling %building% on planet %planet% was destroyed at %system%. SITREP_GROUND_BATTLE A ground battle occurred on %planet%. SITREP_PLANET_CAPTURED %planet% was captured by %empire%. SITREP_PLANET_LOST_STARVED_TO_DEATH The population of %planet% was lost to famine. SITREP_PLANET_COLONIZED %planet% has been colonized. SITREP_FLEET_ARRIVED_AT_DESTINATION %fleet% has arrived at %system%. SITREP_EMPIRE_ELIMINATED %empire% has been eliminated. SITREP_VICTORY %empire% %text% #################### # Victory / Defeat # #################### TECH_VICTORY has achieved a technological victory. ALL_ENEMIES_ELIMINATED_VICTORY has achieved a sole-survivor victory. #################### # Species # #################### HOMEWORLD Homeworld: NO_HOMEWORLD No Known Homeworld UNKNOWN_PLANET Unknown Planet CANNOT_PRODUCE_SHIPS Cannot Produce Ships CAN_PRODUCE_SHIPS Can Produce Ships CANNNOT_COLONIZESPACEBOUND Cannot Colonize Planets CAN_COLONIZE Can Produce Colony Ships OCCUPIED_PLANETS Occupied Planets: ENVIRONMENTAL_PREFERENCES Environmental Preferences: SP_HUMAN Human SP_HUMAN_DESC Mostly Harmless. Prefer Terran planets. SP_SCYLIOR Scylior SP_SCYLIOR_DESC Three-tentacled, aquatic Nautiloid. Prefer Ocean planets. SP_GYISACHE Gyisache SP_GYISACHE_DESC Cowardly, freakish sheep-like herbivores. Prefer Swamp planets. SP_CHATO Chato SP_CHATO_DESC Sessile crystalline entities which ride the animal Gormoshk. Prefer Toxic planets. SP_EGASSEM Egassem SP_EGASSEM_DESC Super massive, nuclear, lava-dwelling, crystalline amoebas. Prefer Inferno planets. SP_TRITH Trith SP_TRITH_DESC Bereaved xenophobic telepaths. Prefer Radiated planets. SP_CRAY Cray SP_CRAY_DESC Cheerful enthusiastic robots. Prefer Barren planets. SP_HHHOH Hhhoh SP_HHHOH_DESC Huge, slow, multi-trunked Mammoths. Prefer Tundra planets. SP_EAXAW Eaxaw SP_EAXAW_DESC Evil amazonian xenophobic agressive worms. Prefer Desert planets. SP_SUPER_TEST Super Testers SP_SUPER_TEST_DESC Super Testers are unbalanced and unfair. They are nearly Omniscient. And they trive on all planets. SP_CYNOS Cynos SP_CYNOS_DESC '''Walking plants sustained by a giant non-sentient mother plant. Can only produce Food or Research.''' SP_DERTHREAN Derthrean SP_DERTHREAN_DESC Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis. SP_GEORGE George SP_GEORGE_DESC A single, childish Telelpathic entity that consists of tons of centipedeoids SP_PHINNERT Phinnert SP_PHINNERT_DESC '''Flying Monkeys. Cannot produce Research''' SP_SSLITH Sslith SP_SSLITH_DESC Flat, aquatic, plyable creatures. SP_LAENFA Laenfa SP_LAENFA_DESC Sneaky, telepathic, sentient vines. SP_TAEGHIRUS T'aeghirus SP_TAEGHIRUS_DESC Weak, flightless birds, united in total mutual cooperation. SP_FIFTYSEVEN Fifty-seven SP_FIFTYSEVEN_DESC '''Math-obsessed sky-serpents, singing planet-wide fractal songs. Can only produce Food or Research. Biology: Adult Fifty-Seven are between 10 and 20 m long. The main deviation from the tapering serpentine body are the two resonating domes on the forward dorsal side. Various fins provide fine control. Entirely blind, they rely on smell, hearing, an exquisitely honed presure sensitivity, and when the need arises bursts of echolocation. Fifty-Seven are omnivores: eating flocks of small flying creatures with the same relish as the floating phytoplankton. Since they remain aloft their entire lives and have no manipulator limbs, the Fifty-Seven have no material technology. Personality: The Fifty-Seven show little interest in the rest of the galaxy, or indeed in the parts of their planet that they don't use. The bulk of their attention individually, and culturally is focused on math. They do seem eager for new mathematical puzzles, so if research problems can be phrased properly... Homeworld: High g swamp world with a very dense atmosphere. Reason for Staying: The Fifty-Seven are in constant contact with most of the rest of their species, participating in a complex fractal 'song' that may also be a way to test complex mathematical hypotheses and/or some sort of social or artistic expression. Leaving the fractal song is apparently extremely unattractive.''' SP_SETINON Setinon SP_SETINON_DESC Individualistic sentient microscopic cells SP_SILEXIAN Silexian SP_SILEXIAN_DESC Gleaming gardener robots, left on their own. SP_NYMNMN Nymnmn SP_NYMNMN_DESC '''Planet-wide sapient magnetic waveforms. Can only produce Food or Research.''' SP_TRENCHERS Trenchers SP_TRENCHERS_DESC Enigmatic wheeled robots devoted to carving up their planet into the most elaborate curves and spirals. SP_BEIGEGOO Beige Goo SP_BEIGEGOO_DESC '''Insane, intensely private, planet-engulfing nanite swarm. Can only produce Food and Industry.''' SP_KOBUNTURA Kobuntura SP_KOBUNTURA_DESC Sentient magnetic dust formations with a fascination for building and construction. SP_ETTY Etty SP_ETTY_DESC cybernetic plants. SP_UGMORRS Ugmorrs SP_UGMORRS_DESC Lava-dwelling yeast piles, which form temporary golems. SP_GISGUFGTHRIM '''Gis Guf G'thrim''' SP_GISGUFGTHRIM_DESC Shelled herbivores that live off a singular planets-sized colonial gel. SP_HIDDENGARDENER Hidden Gardener SP_HIDDENGARDENER_DESC '''A sapient fungal network that tends it's plant food from beneath. Can only produce food. The Hidden Gardener is a massive distributed fungal intelligence lying just beneath the surface. Each individual covers many square kms. It's actions and thoughts are slow. Various sensory nodes are scattered about by which it can monitor the weather and the growth of its garden. A Hidden Gardener by means of enzymes, the encapsulation and releases of seeds, and the control of water tends it's garden to produce precisely the rotting plant matter it needs to survive. Fungal type life-forms seldom have much use for brains of any type, but the Gardener's unusual, and thoughtful approach to providing itself with food provides enough additional energy to make it work. Their terran homeworld is an eerily park-like place with plants arrainged with unnatural precision, but no other signs of habitation. The wide ranging, delicate fungi-nets are too large and integrated into the soil to be moved off-planet. And since the hidden gardeners reproduce by 'splitting' into two consciousnesses when a Gardener grows too wide-ranging to have a decent thought-latency, there are no small, young individuals to take off planet.''' SP_ABADDONNIANS Abaddonnians SP_ABADDONNIANS_DESC A race of cave dwelling genrally decent folk living in permanent slavery to an overprotective computer they created. SP_ACIREMA Acirema SP_ACIREMA_DESC '''A race with nearly limitless power, that can't survive in this universe. Description An Acirem is a 10-30 m elipsoidal energy beings with large (30-100m) ''wings''. As they age they tend to accumulate material from around them developing a dusty and eventually rocky appearance (still maintaining the visible energy flows through their body and the gaps). Most Acirema live in a universe where the physical constants are slightly different, and there is only one place where they can get through to our universe, on their "Homeworld" of Portal. However, upon doing that they immediately begin to 'age' differently than in their own universe. Acirema cannot survive more than a few fractions of a galactic cycle in this universe. So an Acirem rarely spends much time before crossing back into their own universe. As the Acirema found the anomaly that allowed them to enter into this universe, they also found that harnesing the differences in structure allowed them to generate energy in massive amounts in both universes. They also found that their bodies could release and manipulate massive amounts of energy. They rapidly began gathering material on Portal to study, and use to build structures on Portal itself. However that massive amount of energy meant they rapidly mined Portal out, and soon had very limited minerals that were safe for them to extract. The massive amount of energy they can release as individuals and across the connection from Portal to their home universe, gives them the ability to produce large amounts of Industry, and also allows them to act as weapons. This makes Portal a very dangerous world to approach, as the Acirema are very wary of outsiders, and are sensitive to the vulnerability of their position. Trade with another universe is definitely beneficial, especially since they cannot obtain minerals from other planets. The Acirema on Portal seem to have a government that is similar to a military and/or research outpost (tightly controlled core with a majority loosely controlled) They are very secretive of the nature of their society back home. "Homeworld" Portal is a Radiated world close to an unusually bright Blue Giant Star, with a connection to another universe. It is thought that Precursor testing may have opened the connection, and caused the star to change. There is suspicion that there may have been intelligent life on Portal, and they were destroyed by the Acirema when the connection opened (either due to research or advanced weapons use). Reason for staying They can't stay here long enough to actually move to another planet and still survive.''' SP_TEST Testing Guinea Pig SP_TEST_DESC '''Try all your exparamental scripting on this guy, he'll appear a lot.''' #################### # Specials # #################### GAIA_SPECIAL Gaia GAIA_SPECIAL_DESC '''This planet has essentially been transformed into a living organism, allowing it to change and adapt to suit the needs of it's population. Doubles the planet's target farming, target health and target population.''' ANCIENT_RUINS_DEPLETED_SPECIAL Ancient Ruins ANCIENT_RUINS_DEPLETED_SPECIAL_DESC This planet holds the ruins of an unknown, advanced ancient race. Research is tripled on the planet and increasing research on Research-focused planets throughout the empire by one twentieth (non-stacking). A valuable discovery has already been made here. ANCIENT_RUINS_SPECIAL Ancient Ruins ANCIENT_RUINS_SPECIAL_DESCRIPTION This planet holds the ruins of an unknown, advanced ancient race. Research is tripled on the planet and increasing research on Research-focused planets throughout the empire by one twentieth (non-stacking). The first empire with the tech Xenoarchaeology to possess this planet receives one free advanced tech or uncovers a powerful building or ship. MINERALS_SPECIAL Mineral Rich MINERALS_SPECIAL_DESCRIPTION '''This planet has a rich natural deposit of minerals, boosting mining significantly. Increases target mining by 50 when focus is set to Mining, and by twice the planet's population when focus is set to Heavy Mining.''' TUNNELS_SPECIAL Natural Tunnels TUNNELS_SPECIAL_DESCRIPTION '''This planet has a network of naturally formed tunnels, enabling a much larger portion of the planet to be easily colonized. Increases the population that can be supported by the planet by 2, 4, 6, 8 or 10 for Tiny, Small, Medium, Large or Huge planets, respectively, and by an additional 1, 2, 3, 4 or 5 if the owner has the tech Subterranean Construction.''' TECHTONIC_INSTABILITY_SPECIAL Tectonically Unstable TECHTONIC_INSTABILITY_SPECIAL_DESC '''This planet is tectonically unstable. Frequent earthquakes, tsunamis, volcanic eruptions or unpredictable support below foundations make construction and general infrastructure development difficult. Resource supply length from this planet is decreased by 1.''' SOLID_CORE_SPECIAL Solid Core SOLID_CORE_SPECIAL_DESC '''This planet's core has solidified, and it has a very weak magnetic field. The star's solar wind reaches the surface relatively unfiltered, damaging the health of the planet's population. Health is reduced by 5.''' HIGH_AXIAL_TILT_SPECIAL High Axial Tilt HIGH_AXIAL_TILT_SPECIAL_DESC '''This planet's rotational axis is highly tilted relative to its orbital plane. Seasonal weather variations are particularly extreme and infrastructure development is significantly impeded. Resource supply length from this planet is decreased by 1.''' SLOW_ROTATION_SPECIAL Very Slow Rotation SLOW_ROTATION_SPECIAL_DESC '''This planet rotates about its axis very slowly, causing very long days and nights. Infrastructure growth and food production are reduced. Resource supply length from this planet is decreased by 1, and target farming is decreased by 10, unless the Orbital Farming tech has been researched.''' TIDAL_LOCK_SPECIAL Tidally Locked Rotation TIDAL_LOCK_SPECIAL_DESC '''This planet is tidally locked with the star it orbits. Its day and year are the same duration, and one half of the planet is perpetually day, the other perpetually night. Infrastructure growth is hampered, though once established, industrial capacity benefits from the locally stable surface conditions. Resource supply length from this planet is decreased by 1, but industry is increased by one fifth the planet's population.''' ECCENTRIC_ORBIT_SPECIAL Eccentric Orbit ECCENTRIC_ORBIT_SPECIAL_DESC '''This planet's orbit is very eccentric. It has a large distance between its closest and farthest approaches to its star. Total insolation varies significantly throughout the year. The varied conditions inhibit infrastructure development, but provide a beneficial platform for research. Resource supply length from this planet is decreased by 1, but research is increased by 3.''' RESONANT_MOON_SPECIAL Resonant Moon RESONANT_MOON_SPECIAL_DESC This planet has a natural satellite, the orbital period of which is in 1:1 resonance with its rotational period, causing there to be a "dark side" which is constantly facing away from the planet. This "dark side" is a perfect site for clandestine facilities. COMPUTRONIUM_SPECIAL Computronium Moon COMPUTRONIUM_SPECIAL_DESC '''Left by some vanished civilization, the entire moon --from surface to core-- is a computing device of awesome power. It can complete the most complicated simulations and equations faster than they can be entered. All research-focused planets in the system recieve a large population-based bonus.''' COMPUTRONIUM_BROKEN_SPECIAL Damaged Computronium Moon COMPUTRONIUM_BROKEN_SPECIAL_DESC '''Left by some vanished civilization, the entire moon --from surface to core-- is a computing device of awesome power. This one however has been blasted by some unknown weapon of war leaving most of the computronium fused and useless. Still it can complete complicated simulations and equations in impressive time. All research-focused planets in the system recieve a population-based bonus.''' ABANDONED_COLONY_SPECIAL Abandoned Colony ABANDONED_COLONY_SPECIAL_DESC An old abandoned colony. Some of the infrastructure should still be useful. KRAKEN_NEST_SPECIAL Kraken Nest KRAKEN_NEST_SPECIAL_DESC At some point young kraken will rise from this place. With the proper tech, these mega-fauna could be domesticated. SNOWFLAKE_NEST_SPECIAL Snowflake Nest SNOWFLAKE_NEST_SPECIAL_DESC At some point young snowflakes will rise from this place. With the proper tech, these mega-fauna could be domesticated. JUGGERNAUT_NEST_SPECIAL Juggernaut Nest JUGGERNAUT_NEST_SPECIAL_DESC At some point young juggernauts will rise from this place. With the proper tech, these mega-fauna could be domesticated. ####################### # Enumeration values # ####################### # UniverseObjectTypes OBJ_BUILDING building OBJ_SHIP ship OBJ_FLEET fleet OBJ_PLANET planet OBJ_POP_CENTER population center OBJ_PROD_CENTER production center OBJ_SYSTEM system # StarTypes STAR_BLUE blue STAR_WHITE white STAR_YELLOW yellow STAR_ORANGE orange STAR_RED red STAR_NEUTRON neutron STAR_BLACK black hole STAR_NONE no star INVALID_STAR_TYPE unknown star type # PlanetTypes PT_SWAMP swamp PT_TOXIC toxic PT_INFERNO inferno PT_RADIATED radiated PT_BARREN barren PT_TUNDRA tundra PT_DESERT desert PT_TERRAN terran PT_OCEAN ocean PT_ASTEROIDS asteroids PT_GASGIANT gas giant # Planet Sizes SZ_NOWORLD Nothing to see here; move along. SZ_TINY tiny SZ_SMALL small SZ_MEDIUM medium SZ_LARGE large SZ_HUGE huge SZ_ASTEROIDS asteroids SZ_GASGIANT gas giant # PlanetEnvironments PE_UNINHABITABLE uninhabitable PE_HOSTILE hostile PE_POOR poor PE_ADEQUATE adequate PE_GOOD good # FocusTypes INVALID_FOCUS_TYPE invalid focus type FOCUS_FARMING farming FOCUS_INDUSTRY industry FOCUS_MINING mining FOCUS_HEAVY_MINING Heavy Mining FOCUS_RESEARCH research FOCUS_TRADE trade FOCUS_LOGISTICS Logistics FOCUS_REPLIC_FARMING Food Replication FOCUS_REPLIC_MINING Mineral Replication FOCUS_STEALTH Stealth FOCUS_BIOTERROR Bioterror FOCUS_STARGATE Stargate FOCUS_PLANET_DRIVE Planet Drive FOCUS_DISTORTION Spatial Distortion # MeterTypes INVALID_METER_TYPE Invalid Meter Type METER_TARGET_POPULATION Target Population METER_TARGET_HEALTH Target Health METER_TARGET_FARMING Target Farming METER_TARGET_INDUSTRY Target Industry METER_TARGET_RESEARCH Target Research METER_TARGET_TRADE Target Trade METER_TARGET_MINING Target Mining METER_TARGET_CONSTRUCTION Target Construction METER_MAX_FUEL Max Fuel METER_MAX_SHIELD Max Shield METER_MAX_STRUCTURE Max Structure METER_MAX_DEFENSE Max Defense METER_MAX_TROOPS Max Troops METER_POPULATION Population METER_HEALTH Health METER_FARMING Farming METER_INDUSTRY Industry METER_RESEARCH Research METER_TRADE Trade METER_MINING Mining METER_CONSTRUCTION Construction METER_FUEL Fuel METER_SHIELD Shield METER_STRUCTURE Structure METER_DEFENSE Defense METER_TROOPS Troops METER_FOOD_CONSUMPTION Food Consumption METER_SUPPLY Supply METER_STEALTH Stealth METER_DETECTION Detection METER_BATTLE_SPEED Battle Speed METER_STARLANE_SPEED Starlane Speed METER_DAMAGE Damage METER_ROF Rate of Fire METER_RANGE Range METER_SPEED Speed METER_CAPACITY Capacity METER_ANTI_SHIP_DAMAGE Anti-Ship Damage METER_ANTI_FIGHTER_DAMAGE Anti-Fighter Damage METER_LAUNCH_RATE Launch Rate METER_FIGHTER_WEAPON_RANGE Fighter Weapon Range ALIGN_MILITARISM Militarism ALIGN_MILITARY_STRENGTH_DESC Strength and size of military ALIGN_SOCIAL_CONTROL Social Control ALIGN_SOCIAL_CONTROL_DESC Degree to which population is monitored, restricted and manipulated ALIGN_ENVIRONMENT_MODIFICATION Environment Modification ALIGN_ENVIRONMENT_MODIFICATION_DESC Use of terraforming or other large-scale ALIGN_BIOLOGICAL_ALTERATION Biological Alteration ALIGN_BIOLOGICAL_ALTERATION_DESC Use of biological engineering and alteration ALIGN_MECHANIZATION Mechanization ALIGN_MECHANIZATION_DESC Use of artificial sentience and automation # EmpireAffiliationTypes AFFIL_SELF self AFFIL_ENEMY enemy AFFIL_ALLY ally AFFIL_ANY any # UnlockableItemTypes INVALID_UNLOCKABLE_ITEM_TYPE Invalid Unlockable Item Type UIT_BUILDING Building UIT_SHIP_PART Ship Part UIT_SHIP_HULL Ship Hull UIT_TECH Technology # TechTypes TT_THEORY Theory TT_APPLICATION Application TT_REFINEMENT Refinement # BuildTypes BT_NOT_BUILDING no build BT_BUILDING building BT_SHIP ship # StockpileTypes ST_FOOD food ST_MINERAL mineral ST_TRADE trade # Resource Types RE_FOOD food RE_MINERALS mineral RE_TRADE trade RE_INDUSTRY industry RE_RESEARCH research # Ship Slot Types SL_EXTERNAL External SL_INTERNAL Internal # Ship Part Classes PC_SHORT_RANGE Short Range PC_MISSILES Missiles PC_FIGHTERS Fighters PC_POINT_DEFENSE Point Defense PC_SHIELD Shields PC_ARMOUR Armour PC_TROOPS Ground Troops PC_DETECTION Detection PC_STEALTH Stealth PC_FUEL Fuel PC_COLONY Colonization PC_BATTLE_SPEED Battle Speed PC_STARLANE_SPEED Starlane Speed ################################################ # ValueRef, Effect, and Condition Descriptions # ################################################ # ValueRef DESC_VAR_PLANET planet DESC_VAR_SYSTEM system DESC_VAR_FLEET fleet DESC_VAR_SOURCE source DESC_VAR_TARGET target DESC_VAR_LOCAL_CANDIDATE local condition candidate DESC_VAR_ROOT_CANDIDATE root condition candidate DESC_STATISTIC statistic DESC_VAR_PLANETSIZE planet size DESC_VAR_PLANETTYPE planet type DESC_VAR_NEXTBETTERPLANETTYPE next better planet type for planet's species DESC_VAR_PLANETENVIRONMENT planet environment DESC_VAR_OBJECTTYPE object type DESC_VAR_STARTYPE star type DESC_VAR_VALUE previous value for this meter DESC_VAR_TARGETPOPULATION [[METER_TARGET_POPULATION]] DESC_VAR_TARGETHEALTH [[METER_TARGET_HEALTH]] DESC_VAR_TARGETFARMING [[METER_TARGET_FARMING]] DESC_VAR_TARGETINDUSTRY [[METER_TARGET_INDUSTRY]] DESC_VAR_TARGETRESEARCH [[METER_TARGET_RESEARCH]] DESC_VAR_TARGETTRADE [[METER_TARGET_TRADE]] DESC_VAR_TARGETMINING [[METER_TARGET_MINING]] DESC_VAR_TARGETCONSTRUCTION [[METER_TARGET_CONSTRUCTION]] DESC_VAR_MAXFUEL [[METER_MAX_FUEL]] DESC_VAR_MAXSHIELD [[METER_MAX_SHIELD]] DESC_VAR_MAXSTRUCTURE [[METER_MAX_STRUCTURE]] DESC_VAR_MAXDEFENSE [[METER_MAX_DEFENSE]] DESC_VAR_MAXTROOPS [[METER_MAX_TROOPS]] DESC_VAR_POPULATION [[METER_POPULATION]] DESC_VAR_HEALTH [[METER_HEALTH]] DESC_VAR_FARMING [[METER_FARMING]] DESC_VAR_INDUSTRY [[METER_INDUSTRY]] DESC_VAR_RESEARCH [[METER_RESEARCH]] DESC_VAR_TRADE [[METER_TRADE]] DESC_VAR_MINING [[METER_MINING]] DESC_VAR_CONSTRUCTION [[METER_CONSTRUCTION]] DESC_VAR_FUEL [[METER_FUEL]] DESC_VAR_SHIELD [[METER_SHIELD]] DESC_VAR_STRUCTURE [[METER_STRUCTURE]] DESC_VAR_DEFENSE [[METER_DEFENSE]] DESC_VAR_TROOPS [[METER_TROOPS]] DESC_VAR_FOODCONSUMPTION [[METER_FOOD_CONSUMPTION]] DESC_VAR_SUPPLY [[METER_SUPPLY]] DESC_VAR_STEALTH [[METER_STEALTH]] DESC_VAR_DETECTION [[METER_DETECTION]] DESC_VAR_BATTLESPEED [[METER_BATTLE_SPEED]] DESC_VAR_STARLANESPEED [[METER_STARLANE_SPEED]] DESC_VAR_DAMAGE [[METER_DAMAGE]] DESC_VAR_ROF [[METER_ROF]] DESC_VAR_RANGE [[METER_RANGE]] DESC_VAR_SPEED [[METER_SPEED]] DESC_VAR_CAPACITY [[METER_CAPACITY]] DESC_VAR_ANTISHIPDAMAGE [[METER_ANTI_SHIP_DAMAGE]] DESC_VAR_ANTIFIGHTERDAMAGE [[METER_ANTI_FIGHTER_DAMAGE]] DESC_VAR_LAUNCHRATE [[METER_LAUNCH_RATE]] DESC_VAR_FIGHTERWEAPONRANGE [[METER_FIGHTER_WEAPON_RANGE]] DESC_VAR_TRADESTOCKPILE trade stockpile DESC_VAR_MINERALSTOCKPILE mineral stockpile DESC_VAR_FOODSTOCKPILE food stockpile DESC_VAR_TRADEOUTPUT trade output DESC_VAR_FOODOUTPUT food output DESC_VAR_MINERALOUTPUT mineral output DESC_VAR_INDUSTRYOUTPUT industry output DESC_VAR_RESEARCHOUTPUT research output DESC_VAR_OWNER owner DESC_VAR_ID ID DESC_VAR_AGE age in turns DESC_VAR_PRODUCEDBYEMPIREID producer DESC_VAR_CREATIONTURN turn of creation DESC_VAR_DESIGNID design id DESC_VAR_FLEETID fleet id DESC_VAR_PLANETID planet id DESC_VAR_SYSTEMID system id DESC_VAR_FINALDESTINATIONID final destination id DESC_VAR_NEXTSYSTEMID next system id DESC_VAR_PREVIOUSSYSTEMID previous system id DESC_VAR_NUMSHIPS number of ships DESC_VAR_CURRENTTURN the current turn DESC_VAR_NAME name DESC_VAR_SPECIES species DESC_VAR_BUILDINGTYPE building type name DESC_VAR_FOCUS focus DESC_VAR_LASTTURNBATTLEHERE last turn a battle occured here DESC_VAR_ALLOCATEDFOOD allocated food FoodAllocationForMaxGrowth food allocation needed for max growth # this one is intentionally left empty DESC_VALUE_REF_MULTIPART_VARIABLE0 %1% DESC_VALUE_REF_MULTIPART_VARIABLE1 %1%'s %2% DESC_VALUE_REF_MULTIPART_VARIABLE2 %1%'s %2%'s %3% DESC_VALUE_REF_MULTIPART_VARIABLE3 %1%'s %2%'s %3%'s %4% DESC_VALUE_REF_MULTIPART_VARIABLE4 %1%'s %2%'s %3%'s %4%'s %5% DESC_VALUE_REF_MULTIPART_VARIABLE5 %1%'s %2%'s %3%'s %4%'s %5%'s %6% # six is probably more than will be needed, but just in case ... DESC_VALUE_REF_MULTIPART_VARIABLE6 %1%'s %2%'s %3%'s %4%'s %5%'s %6%'s %7% # Effects DESC_EFFECTS_GROUP_SCOPE Objects affected: Any object%1% DESC_EFFECTS_GROUP_SELF_SCOPE Objects affected: Source object only DESC_EFFECTS_GROUP_ACTIVATION Effect is active if the source is an object%1% DESC_EFFECTS_GROUP_ALWAYS_ACTIVE Effect is always active DESC_EFFECTS_GROUP_SCOPE_DESC '''%1% ''' DESC_EFFECTS_GROUP_ACTIVATION_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECT_DESC '''%1% ''' DESC_EFFECTS_GROUP_EFFECTS_GROUP_DESC '''%1% ''' DESC_EFFECTS_GROUP_NUMBERED_EFFECTS_GROUP_DESC '''Effects group %1%: %2% ''' # SetMeter DESC_SIMPLE_SET_METER %1% %2%%3% DESC_COMPLEX_SET_METER Set %1% to %2% DESC_SET_SHIP_PART_METER Set %1% for %2% to %3% DESC_SET_EMPIRE_METER Set %2% of the %1% empire to %3% # others DESC_SET_EMPIRE_STOCKPILE Sets the stockpile of %1% of the %3% empire to %2% DESC_SET_EMPIRE_CAPITAL Makes the object the capital planet of the %1% empire DESC_SET_PLANET_TYPE Changes the planet's type to %1% DESC_SET_PLANET_SIZE Changes the planet's size to %1% DESC_SET_SPECIES Changes the object's species to %1% DESC_SET_OWNER Sets %1% as the owner of object DESC_DESTROY Destroys object DESC_ADD_SPECIAL Attaches %1% special to object DESC_REMOVE_SPECIAL Removes %1% special from object DESC_ADD_STARLANES Creates starlanes between the target system and the system of objects%1% DESC_REMOVE_STARLANES Removes starlanes between the target system and the system of objects%1% DESC_SET_STAR_TYPE Changes the star's type to %1% DESC_MOVE_TO Moves the object to the location of an object%1% DESC_SET_DESTINATION Sets the destination of the object to an object%1% DESC_VICTORY Causes the object's owner to win the game DESC_GENERATE_SITREP Generates a SitRep message for empire %1% # SetTechAvailability DESC_TECH_AND_ITEMS_AFFECTED %1% and all the items it unlocks DESC_ITEMS_ONLY_AFFECTED the items unlocked by the %1% tech DESC_SET_TECH_AVAIL Makes %1% available to empire %2% DESC_SET_TECH_UNAVAIL Makes %1% unavailable to empire %2% # Object Creation DESC_CREATE_PLANET Creates a new planet of type %1% and size %2% DESC_CREATE_BUILDING Creates a new %1% building DESC_CREATE_SHIP Creates a new ship of design %1% owned by the %2% empire crewed by %3% DESC_CREATE_SHIP_SIMPLE Creates a new ship of design %1% with no owner and no species # Effect Sitreps EFFECT_ANCIENT_SHIP Ancient Ruins in %planet% have revealed a %predefinedshipdesign%. EFFECT_ANCIENT_BUILDING Ancient Ruins in %planet% have revealed a %buildingtype%. EFFECT_ANCIENT_TECH Ancient Ruins in %planet% have revealed %tech%. EFFECT_DRYDOCK_SHIP_REPAIR %ship% was repaired by %building% on %planet%. #The following is for monster spawning testing. EFFECT_MONSTER_SPAWNING A %predefinedshipdesign% was spawned in %system%! EFFECT_GAIAN_TERRAFORM The Gaian planet %planet% has terraformed itself to better accommodate its inhabitants. EFFECT_TERRAFORM %planet% has been terraformed. EFFECT_STARVATION Famine struck %planet%. EFFECT_TAME_MONSTER_HATCHED A tamed %predefinedshipdesign% is ready for service at %planet%. EFFECT_GATEWAY_VOID_DESTROY The %buildingtype% at %planet% destroyed the %fleet% fleet. # Conditions DESC_ALL in the universe DESC_ALL_NOT not in the universe DESC_EMPIRE_AFFILIATION_SELF that belongs to %1% empire DESC_EMPIRE_AFFILIATION_SELF_NOT that does not belong to %1% empire DESC_EMPIRE_AFFILIATION that belongs to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_NOT that does not belong to an %1% of %2% empire DESC_EMPIRE_AFFILIATION_ANY that belongs to any empire DESC_EMPIRE_AFFILIATION_ANY_NOT that does not belong to an empire DESC_SOURCE that is the source object DESC_SOURCE_NOT that is not the source object DESC_ROOT_CANDIDATE that is the root candidate object DESC_ROOT_CANDIDATE_NOT that is not the root candidate object DESC_TARGET that is the target object DESC_TARGET_NOT that is not the target object DESC_HOMEWORLD that is a homeworld of species %1% DESC_HOMEWORLD_NOT that is not a homeworld of species %1% DESC_CAPITAL that is an empire's capital planet DESC_CAPITAL_NOT that is not an empire's capital planet DESC_MONSTER that is a space monster DESC_MONSTER_NOT that is not a space monster DESC_ARMED that is an armed ship DESC_ARMED_NOT that is not an armed ship DESC_TYPE that is a %1% DESC_TYPE_NOT that is not a %1% DESC_BUILDING that contains a %1% building DESC_BUILDING_NOT that does't contain a %1% building DESC_SPECIAL that has a %1% special DESC_SPECIAL_NOT that doesn't have a %1% special DESC_SPECIAL_TURN_RANGE that has had a %1% special since between turns %2% and %3% DESC_SPECIAL_TURN_RANGE_NOT that has not had a %1% special since between turns %2% and %3% DESC_CREATED_ON_TURN that was created between turns %1% and %2% DESC_CREATED_ON_TURN_NOT that was not created between turns %1% and %2% DESC_CONTAINS that contains an object%1% DESC_CONTAINS_NOT that doesn't contain an object%1% DESC_PLANET_TYPE that is a %1% planet DESC_PLANET_TYPE_NOT that is not a %1% planet DESC_PLANET_SIZE that is a %1% planet DESC_PLANET_SIZE_NOT that is not a %1% planet DESC_PLANET_ENVIRONMENT that is a %1% planet DESC_PLANET_ENVIRONMENT_NOT that is not a %1% planet DESC_SPECIES that has species %1% DESC_SPECIES_NOT that does not contain species %1% DESC_FOCUS_TYPE that has focus %1% DESC_FOCUS_TYPE_NOT that does not have focus %1% DESC_STAR_TYPE that is a system with a %1% star DESC_STAR_TYPE_NOT that is not a system with a %1% star DESC_DESIGN_HAS_HULL that contains the hull %1% DESC_DESIGN_HAS_HULL_NOT that does not contain the hull %1% DESC_DESIGN_HAS_PART that contains between %1% and %2% of the %3% part DESC_DESIGN_HAS_PART_NOT that does not contain between %1% and %2% of the %3% part DESC_DESIGN_HAS_PART_CLASS that has a part of class %1% DESC_DESIGN_HAS_PART_CLASS_NOT that does not have a part of class %1% DESC_PREDEFINED_SHIP_DESIGN that is of the design %1% DESC_PREDEFINED_SHIP_DESIGN_NOT that is not of the design %1% DESC_NUMBERED_SHIP_DESIGN that is of the design %1% DESC_NUMBERED_SHIP_DESIGN_NOT that is not of the design %1% DESC_CHANCE_PERCENTAGE on a %1%%% chance DESC_CHANCE_PERCENTAGE_NOT on a (100 - %1%)%% chance DESC_CHANCE with a probability of %1% DESC_CHANCE_NOT with a probability of 1 - %1% DESC_PRODUCED_BY_EMPIRE that was produced by the %1% empire DESC_PRODUCED_BY_EMPIRE_NOT that was not produced by the %1% empire DESC_METER_VALUE_MAX that has a max %1% between %2% and %3% DESC_METER_VALUE_MAX_NOT that does not have a max %1% between %2% and %3% DESC_METER_VALUE_CURRENT that has a %1% between %2% and %3% DESC_METER_VALUE_CURRENT_NOT that doesn't have a %1% between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE that belongs to an empire with a %1% stockpile between %2% and %3% DESC_EMPIRE_STOCKPILE_VALUE_NOT that doesn't belong to an empire with a %1% stockpile between %2% and %3% DESC_VISIBLE_TO_EMPIRE that is visible to the %1% empire DESC_VISIBLE_TO_EMPIRE_NOT that is not visible to the %1% empire DESC_WITHIN_DISTANCE that is within %1% of any object%2% DESC_WITHIN_DISTANCE_NOT that is not within %1% of any object%2% DESC_WITHIN_STARLANE_JUMPS that is within %1% starlane jumps of any object%2% DESC_WITHIN_STARLANE_JUMPS_NOT that is not within %1% starlane jumps of any object%2% DESC_CAN_ADD_STARLANE_CONNECTION that can have starlanes added connecting to all systems that contain objects%1% DESC_CAN_ADD_STARLANE_CONNECTION_NOT that can not have starlanes added connecting to all systems that contain objects%1% DESC_CAN_REMOVE_STARLANE_CONNECTION that can have starlanes removed that connect to all systems that contain objects%1% DESC_CAN_REMOVE_STARLANE_CONNECTION_NOT that can not have starlanes removed that connect to all systems that contain objects%1% DESC_EXPLORED_BY_EMPIRE that has been explored by the %1% empire DESC_EXPLORED_BY_EMPIRE_NOT that has not been explored by the %1% empire DESC_STATIONARY that is stationary DESC_STATIONARY_NOT that is moving DESC_SUPPLY_CONNECTED_FLEET that is in a system where the %1% empire can provide fleet supply DESC_SUPPLY_CONNECTED_FLEET_NOT that is not in a system where the %1% empire can provide fleet supply DESC_SUPPLY_CONNECTED_RESOURCE that is resource connected for the %1% empire to an object%2% DESC_SUPPLY_CONNECTED_RESOURCE_NOT that is not resource connected for the %1% empire to an object%2% DESC_AND_BETWEEN_OPERANDS and DESC_OR_BETWEEN_OPERANDS or DESC_TURN on turns between %1% and %2% DESC_TURN_NOT except between turns %1% and %2% DESC_TURN_MIN_ONLY starting on turn %1% DESC_TURN_MIN_ONLY_NOT before turn %1% DESC_TURN_MAX_ONLY until turn %1% DESC_TURN_MAX_ONLY_NOT after turn %1% DESC_TURN_ANY on any turn DESC_TURN_ANY_NOT on no turn DESC_NUMBER_OF that is one of %1% randomly selected objects%2% DESC_NUMBER_OF_NOT that is not one of %1% randomly selected objects%2% DESC_MAX_NUMBER_OF that is one of %1% objects with the largest value of%2% and%3% DESC_MAX_NUMBER_OF_NOT that is not one of %1% objects with the largest value of%2% and%3% DESC_MIN_NUMBER_OF that is one of %1% objects with the smallest value of%2% and%3% DESC_MIN_NUMBER_OF_NOT that is not one of %1% objects with the smallest value of%2% and%3% DESC_MODE_NUMBER_OF that is one of %1% objects with the most common value of%2% and%3% DESC_MODE_NUMBER_OF_NOT that is not one of %1% objects with the most common value of%2% and%3% DESC_CONTAINED_BY that is contained by an object%1% DESC_CONTAINED_BY_NOT that is not contained by an object%1% DESC_IN_SYSTEM that is in the system with id %1% DESC_IN_SYSTEM_NOT that is not in the system with id %1% DESC_IN_SYSTEM_SIMPLE that is in a system DESC_IN_SYSTEM_SIMPLE_NOT that is not in a system DESC_OBJECT_ID that is the object with id %1% DESC_OBJECT_ID_NOT that is not the object with id %1% DESC_OWNER_HAS_TECH that belongs to an empire that has the tech %1% DESC_OWNER_HAS_TECH_NOT that does not belong to an empire that has the tech %1% DESC_NUMBER if there are between %1% and %2% objects%3% DESC_NUMBER_NOT if there are not between %1% and %2% objects%3% ################### # Tech Categories # ################### LEARNING_CATEGORY Learning PRODUCTION_CATEGORY Production CONSTRUCTION_CATEGORY Construction GROWTH_CATEGORY Growth ECONOMICS_CATEGORY Economics SHIPS_CATEGORY Ships DEFENSE_CATEGORY Defense #################################### # Theory Tech Names & Descriptions # #################################### THEORY_SHORT_DESC Theoretical Prerequisite LRN_PHYS_BRAIN The Physical Brain LRN_PHYS_BRAIN_DESC The structures and their functions in the brain are determined. The electrochemical and quantum nature of thought and memory are exposed. With understanding, alteration and augmentation of brain functions becomes possible, and new ideas are spawned at the frontiers of thought, its expression, and its replacement. LRN_ALGO_ELEGANCE Algorithmic Elegance LRN_ALGO_ELEGANCE_DESC With greater and greater difficulty of data analysis problems, traditional measures of algorithm performance become less useful due to the limitations of irreducible complexity. At this stage, other measures of algorithm form and function become significant; aesthetically and metaphorically, the elegance of the solution must be optimized. LRN_TRANSLING_THT Translinguistics LRN_TRANSLING_THT_DESC Lesser minds struggle with, or accept the confines of the language they have learned. Adequate minds reach and feel constrained by the concepts they are given ways to express. Truly great minds break free of the bounds of language, forming and analyzing thoughts that verge on the transcendental. But merely great minds are left isolated and futile, for without language to express thoughts, how can they share their insights? LRN_PSIONICS Psionics LRN_PSIONICS_DESC Through deep introspection or artificial enhancement, the brain may develop abilities to directly interact with the universe around it, bypassing the limitations of a physical body. Powers such as telepathy, empathy, clairvoyance, prescience, psychokinesis and psychoenergetics replace or surpass mundane biological or technological alternatives. Applications of these powers, including mind control, personality alteration and possession have profound implications for the relationship between talented and untalented beings. LRN_ARTIF_MINDS Artificial Minds LRN_ARTIF_MINDS_DESC '''Increases target research on all planets by 5. By automatically inputting all data discovered by active researchers into a single automatic data processing network, data can be analyzed and new data obtained by an entirely automated research facility. Each planet can contain such structures regardless of the population's occupations, giving a bonus to research on all worlds. While traditional computers have nearly unfathomable intelligence and computational abilities, they lack the essential qualities of self-awareness, consciousness or sentience. With the development of true artificial minds, these qualities may be synthesized, modified and altered. These investigations open new avenues of research into cognitive sciences and novel metaparadigms.''' LRN_XENOARCH Xenoarchaeology XENOARCH_SHORT_DESC Allows discoveries from Ruins LRN_XENOARCH_DESC '''Allows discoveries from Ancient Ruins. The contemporary empires, races and single-star civilizations are not the first or only beings to have lived in this galaxy. Remains, ruins and rumours of the ancients may be found on deserted planets and lifeless asteroids, or drifting in open space. Finding and deciphering such clues holds great potential to reveal secrets, teach lessons, or give warnings of ancient knowledge. It is often exceedingly difficult and dangerous to decipher the clues left by ancient civilizations in the form of highly advanced technology. Mistreatment of the technology or accidental activation can cause the technology itself and/or the archaeologists extracting the technology to be lost. By containing the technology safely within a force field and probing its depths via non-local field manipulation, it is possible to safely recover and unlock the mysteries of ancient technology.''' LRN_GRAVITONICS Gravitonics LRN_GRAVITONICS_DESC Analogous to the "colour charge" of quantum chromodynamics, there are several types of graviton. With the common attractive-force graviton, the colloquial "anti-graviton", "right-graviton" and "left-graviton" may be combined to bend and flex the surface of spacetime arbitrarily. This manipulation is perceived as control of the force of gravity, permitting structures, craft and investigations previously impossible, even theoretically. LRN_EVERYTHING Theory of Everything LRN_EVERYTHING_DESC Early, naive theories describe subsets of the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. A complete framework expressing all forces as special cases of a single interaction represents a holy grail of science. This theory describes the earliest moments of the universe, the most distorted depths of a singularity, the tightest windings of hidden dimensions and the final fate of the cosmos. Yet still, there may "exist" layers of existence beyond what can be observed and described by science... LRN_FORCE_FIELD Force-Field Harmonics LRN_FORCE_FIELD_DESC Like Fourier analysis of sound, electromagnetism, strong and weak forces may be expressed as harmonic quantum standing-wave superpositions of force-carrier particles. By selectively amplifying these harmonics, forces may be arbitrarily controlled to shield, attack, contain or support. LRN_MIND_VOID Mind of the Void LRN_MIND_VOID_DESC We are not alone in the cosmos... but why should the search be so limited? Many cultures have myths, legends or fervent belief in a higher consciousness. Whether a loving or malevolent God, or a detached observer, it is clear that something, perhaps the universe itself on some level, is alive, aware, watching. LRN_TIME_MECH Temporal Mechanics LRN_TIME_MECH_DESC What are "now", "future" and "past"? The twin paradox of special relativity, or the theoretical "wormhole" in its place, suggest early forms of "time travel". Direct manipulation of spacetime and temporal flux permit these effects to be harnessed and magnified. Temporal incursions cannot perceptibly alter the past of the universe that we perceive. They can, however, compress ages or extend moments to arbitrary durations, to uses limited only by the material supplies provided, and our own patience... LRN_NDIM_SUBSPACE N-Dimensional Subspace LRN_NDIM_SUBSPACE_DESC Early superstring theorists spoke of 10, 11 or 26 dimensional universes, with all but the 4 macrodimensions "curled up" so tightly as to be unseen. These and other dimensions may now be uncurled and opened, and the very surface of space itself stretched and pierced by shifting matter to or from levels of existence previously hidden below the surface of our limited perception, or creating layers or bubbles where none existed before. LRN_UNIF_CONC Unified Consciousness LRN_UNIF_CONC_DESC '''By transferring the mind into cyberspace, thousands of minds can act as one, their actions perfectly unified and directed towards the good of the whole. Telepathic communication between individuals or mind-machine interfaces only permit the most basic, trivial and surface exchanges of thought and ideas. Truly joined minds function as a single consciousness, with the summed faculties and knowledge of its constituent parts, and acting as a new unique entity. This has great potential, but also significant risk, in that the union may not seek its own destruction, which is necessary for the original minds to be regained. Alternatively, one of the minds may dominate the other, controlling or destroying the other, rather than forming an equal, harmonious union.''' LRN_QUANT_NET Quantum Networking LRN_QUANT_NET_DESC '''Multiplies target research on all planets with the Research focus by 2. A massive, empire-wide data network able to transfer information instantaneously between any two places, rather than via the lengthy and indirect path of starlanes. This advancement greatly facilitates research throughout the empire. Every particle is inextricably connected on the quantum level to every particle with which it has previously interacted. Older mechanistic ideas about cause and effect do not apply on this level, and particles can "communicate" instantaneously across vast distances. When a thorough understanding of this phenomena is acquired, selective small-scale action-at-a-distance between any two points can be achieved instantaneously and outdated relativistic speed limits no longer apply to the transfer of information.''' LRN_TRANSCEND Singularity of Transcendence LRN_TRANSCEND_DESC What is godhood? Is a god concerned with whether it is moral and benevolent or evil and tyrannical? Does a god treat mortals with care and love, hatred and suffering or detached indifference? Does a god even remain aware of the infinitely miniscule affairs of the physical universe, or is true godhood of a form beyond description, of which inability to comprehend by mortals applies equally in the other direction? GRO_MEDICAL_PATH Medical Pathology GRO_MEDICAL_PATH_DESC '''Increases health on all planets by 5. Many diseases and injuries, or manifestations of the same disease or injury, can have very similar causes and symptoms, but very different ideal treatments. By treating each individual's illness according its specific manifestation rather than its general categorization, a general benefit to health can be obtained. Treatment of diseases and injuries requires a thorough understanding of their causes. By studying the subtleties and intricacies of various ailments, it is possible to develop far more effective treatment methods.''' GRO_PLANET_ECOL Planetary Ecology GRO_PLANET_ECOL_DESC Agriculture and medical science can drastically increase survivability, allowing great increases in population and food production. Eventually, new limits to growth arise in the carrying capacity of a planet, and the interconnected web of life that supports it. Understanding natural ecology and its interaction to stresses permits the system to be modified and enhanced, and its benefits reaped for generations to come. GRO_GENETIC_ENG Genetic Engineering GRO_GENETIC_ENG_DESC '''Increases farming on Good planets by half the planet's population, and on Adequate planets by one quarter of the planet's population. High-intensity farming output benefits from a thorough understanding of the environment and application of this knowledge in custom-tailoring crops via genetic modification. Self-rotating crops may be grown continually, without the traditional need to alternate to soil rejuvenating - but less productive - plants every few growing seasons. The palette of genetics is as varied as the forms of life from which it borrows. Genes may be removed, copied and reinserted into genomes to create transgenic organisms with combinations of traits not existent or possible in nature. As well, genes may be altered prior to reinsertion, by altering the base codes directly, allowing entirely new genes to be created. Techniques are limited, however, to small modifications of existing genes that are available for study.''' GRO_ENV_ENCAPSUL Environmental Encapsulation GRO_ENV_ENCAPSUL_DESC '''Allows one tenth of a population unit to settle on any previously uninhabitable planet type, including Asteroids and Gas Giants. Many building types cannot be constructed on these outposts.''' GRO_SYMBIOTIC_BIO Symbiotic Biology GRO_SYMBIOTIC_BIO_DESC '''Increases the population that can be sustained by Adequate planets to 2, 4, 6, 9 and 12 for Tiny, Small, Medium, Large and Huge planets, respectively.''' GRO_GENETIC_MED Genetic Medicine GRO_GENETIC_MED_DESC '''Increases health on all planets by 5. Traditional Genetic Engineering alters genetic codes, then grows the modified organism from an embryonic state. Similar techniques may be applied to already matured individuals. The goals of these treatments may be cosmetic, functional, corrective, preventative or life-saving medical treatments. Reducing the delay between alteration and results from generations to months, days or hours has a corresponding increase in the range and power of possible alterations.''' GRO_LIFECYCLE_MAN Lifecycle Manipulation GRO_LIFECYCLE_MAN_DESC Most complex organisms progress through various physiological stages during a lifetime, whether distinctly separated by metamorphoses, or blurred by continuous slow aging. In many cases, one or more of these stages are, at least at a given time, more useful and desirable than others. By delicate control of hormonal or mental mechanisms, it becomes possible to drastically speed or slow each stage, permitting fully developed and functional individuals to be produced in a fraction of the natural timeframe, and for those individuals to remain functional indefinitely, becoming effectively immortal. GRO_EDV_ECOMAN Advanced Ecomanipulation GRO_EDV_ECOMAN_DESC Even in an artificial environment, weather patterns and natural ecological cycles can get out of control, causing large amounts of damage. By introducing stabilizing factors, incidents of destructive ecological forces in artificial environments can be reduced, allowing large-scale environmental modifications. GRO_XENO_GENETICS Xenological Genetics GRO_XENO_GENETICS_DESC '''Increases the population that can be sustained by Poor planets to 1, 2, 3, 4 and 5, and the population that can be sustained by Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively. Health on Poor and Adequate planets is increased by 5. The study of other life forms often exemplifies the weaknesses inherent in one's own species. By studying other life forms and using that knowledge to improve upon one's own genetic code, it is possible to develop many useful adaptations that would be otherwise impossible. Early genetics is limited by the available samples of naturally occurring organisms on which to base its modifications. As well, these modifications are restricted within the limits of the physical mechanisms of genetic code storage, alteration and expression in developed individuals. By investigating the equivalent systems in entirely different ecosystems and organisms, great insights or revelations may be reached, spurring new developments in more familiar genetic systems.''' GRO_NANOTECH_MED Nanotech Medicine GRO_NANOTECH_MED_DESC '''Increases health on all planets by 10. Pathogens, particularly prokaryotes, are vulnerable to disruption of their genetic material from within - that is, if it is possible to permeate the cell membrane or the protein coating, in the case of viral infections. By designing nanorobots capable of identifying and penetrating such pathogens, it would be possible to destroy them by completely deconstructing their genetic material. While genetic alteration can repair or undo the effects of harmful or undesired mutations or correct biochemical imbalances, treating major physical trauma and non-genetic congenital defects requires actual physical corrective measures. Nanotechnology may be used to accomplish these tasks, with two important advantages: Correction may be done without invasive surgeries and associated secondary damage and risks, and treatment reaction time is greatly reduced, as the tools to do the job are always in place and ready to function.''' GRO_ECO_METAMORPH Ecological Metamorphosis GRO_ECO_METAMORPH_DESC Often, it is helpful to think of an ecosystem as a gigantic organism in and of itself, with predator-prey relationships acting as negative feedback loops, with newly introduced species acting as symbiotes or parasites, with populations acting as systems and individuals acting as cells. In this sense, every planet is alive, and as such, goes through various phases of "life". By manipulating these phases as one would in a biological organism, it would be possible to affect a planets environment with comparative ease and efficiency. GRO_XENO_HYBRIDS Xenological Hybridization GRO_XENO_HYBRIDS_DESC '''Increases the population that can be sustained by Hostile planets to 1, 2, 3, 4 and 5, by Poor planets to 4, 8, 12, 16 and 20, and by Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively. Health on Hostile, Poor and Adequate planets is increased by 5. Often, the native fauna of a planet are far better suited to a planet's environment than any colonists who would try to inhabit it. These adverse effects can include anything from weather patterns to the planet's size. Through xenological hybridization, a genetically adapted form of the colonizing species can be developed with the advantageous traits of the native fauna, thus allowing more of the planet to be inhabited. Regardless of how well understood, or how adeptly improved, a biological system is limited by its inherent nature. Structures and basic physiology can only be altered so far within the confines of a single planet's biology. With understanding of other biologies however, the disparate systems may be fused, forming an entirely new hybrid biology with potential abilities and traits greater than those of any of its parts.''' GRO_NANO_CYBERNET Nanotech Cybernetics GRO_NANO_CYBERNET_DESC After applying nanotechnology to internally correct defects or injuries, the next step is to augment or replace natural biochemical systems with superior artificial replacements. Rather than merely regrowing lost limbs or repairing damaged organs, augments are able to quickly grow new ones to suit their needs at any time. Antiquated biological systems, from muscle tissue and tendons, down to organelles or enzymes may also be replaced, affording greatly increased strength, endurance and flexibility. GRO_TRANSORG_SENT Trans-Organic Sentience GRO_TRANSORG_SENT_DESC Sentience as we know it is always observed as being inextricably tied to biological life. By grasping the true nature and origin of sentience itself, it would be possible to create conscious entities that could not possibly be classified as life as we know it. GRO_ENERGY_META Pure-Energy Metabolism GRO_ENERGY_META_DESC '''Increases max fuel on all ships by 2, max defense on all planets by 5, max shield on all planets by 5, target farming on all planets with the Farming focus by one quarter of the planet's population, target mining on all planets with the Mining focus by 10, target industry on all planets with the Industry focus by one quarter of the planet's population, and target research on all planets with the Research focus by one fifth. While transforming an entire population into beings of pure energy would be impractical, certain tasks are better suited to individuals able to manifest themselves non-corporeally. Ship's crews for example, would no longer have to waste space with crew quarters or rations storage. Beings with greater energy channeling abilities would be able to enhance planetary shields and defense, and resource production would be generally enhanced. The ultimate stage of physical development is to transcend the physical altogether. Without bodies, individuals and society may move, grow and exist freely, unhindered by unnecessary physical limitations and inefficient metabolic processes that waste energy supporting homeostasis.''' PRO_MICROGRAV_MAN Microgravity Manufacturing PRO_MICROGRAV_MAN_DESC The microgravity of low planetary orbit offers great potential for novel manufacturing facility designs, equipment and techniques not possible on planet surfaces. Solids may be held in place with minimal support. Liquids and gases float freely, shaped only by surface tension, unless otherwise manipulated. Factory equipment may be arranged optimally in three dimensions. These conditions permit great increases in efficiency and productivity, if properly exploited. PRO_CORE_MINE Deep Core Mining PRO_CORE_MINE_DESC '''Increases target mining on planets with the Mining focus by 5, 10, 15 and 20 for Large, Medium, Small and Tiny planets, respectively. The pressure and temperatures in terrestrial planet mantles and cores create large quantities of crystal and mineral formations that appear on upper crust layers only due to vulcanism. The lower atmospheric layers and core materials of gaseous planets contain even more exotic materials, in greater concentrations. Accessing these regions to extract the materials is difficult and treacherous, but eminently rewarding, compared to traditional surface mining activities. Useful minerals are created throughout the volume of a planet, under various exacting chemical and thermodynamic conditions, including aqueous surface sedimentation, crushing core differentiation and mid-depth metamorphosis. After creation, processes such as plate tectonics, vulcanism and deep convection currents are equally important in determining the final location and form of these extractable resources. Understanding these processes and their effects, causes and signs is essential for large scale efficient mining operations.''' PRO_ROBOTIC_PROD Robotic Production PRO_ROBOTIC_PROD_DESC '''Increases industry on all planets by one tenth of the planet's population, and mining on all planets 5. Exobots, as they become commonly known, are a marvel of form meets function. They are robots designed to fulfill nearly any manufacturing job, in fields as wide ranging as electronics to large-scale construction. Easily mass produced, they serve best on colonies that place a high priority on industry. Every world focused primarily on industry receives a team of Exobots, greatly increasing industrial production. 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 '''Increases industry on planets by one fifth of the planet's population. Fusion plants, while expensive to produce and maintain, easily pay for themselves on industrialized worlds with ever increasing power demands. Reliance on old fission based nuclear plants will gradually become a thing of the past. Explosive or uncontrolled thermonuclear reactions are comparatively simple to cause at scales ranging from small tactical warheads to supergiant stellar furnaces. Controllable, stable and practical power generation from the reaction is somewhat more difficult. The process remains attractive, however, due to the near-limitless supply of fuel and potential for emissions-free operation.''' PRO_NANOTECH_PROD Nanotech Production PRO_NANOTECH_PROD_DESC Traditional production techniques are fundamentally limited by the size and form of the tools they employ. As a product takes form, its outer layers may prevent direct access and manipulation of the inner structure, requiring inconvenient and inefficient adjustment to the order of assembly. Furthermore, the components of a larger product must be carefully formed and assembled to exacting specifications to ensure they will function as intended when combined. By using nanotechnology to form a complete product in one step, directly from the stock materials, these limitations can be bypassed, dramatically improving efficiency and production speed. PRO_ORBITAL_GEN Orbital Generation PRO_ORBITAL_GEN_DESC '''Once troublesome gravity well problems are overcome, gas giants offer a unique opportunity to harvest usable energy quickly and efficiently. Methods which take advantage of the high density atmosphere and belt-zone circulation allow a significant amount of energy to be easily accrued and transported for use in nearby planets. Low orbit of planetary bodies provides numerous benefits for power generation compared to planetary surfaces. Direct exposure to nearby solar radiation without atmospheric attenuation, and the orders of magnitude larger structures that may be assembled in microgravity to collect it are significant advantages. The resulting power may be used in orbit, or may be beamed to the planet to support surface industry. As well, new mechanisms of energy conversion become available in orbit, including planetary magnetic field coupling, orbital momentum exchange, and frictional heating with planetary atmospheres, which are uniquely beneficial for specialized applications.''' PRO_SENTIENT_AUTOMATION Sentient Automation PRO_SENTIENT_AUTOMATION_DESC '''Increases target industry on all planets by 5. By producing automated factories that operate without direct supervision, it is possible to increase industrial output in an entirely automated facility. These factories can be built and maintained on any planet, regardless of focus, providing a bonus to industry on all worlds. As equipment becomes increasingly automated, it becomes capable of fully replicating and maintaining itself without outside support, other than its required raw materials and a requested, or suggested, final product to produce. When controlled by an artificial mind, the entire system can learn, plan, react, and adapt autonomously, and can do so without the cumbersome inefficiencies traditionally required to house and employ workers.''' PRO_INTSTEL_COPRO Interstellar Co-Production PRO_INTSTEL_COPRO_DESC Traditional means of production are limited by the necessity of self-sufficiency due to transportation and other logistical problems. Later developments in planetary regional cooperation permit some degree of specialization and co-operation, with each facility producing only a few parts or subsystems, and the whole system benefitting from concentrated expertise and economy of scale. Expanding this concept several orders of magnitude, it may adapted to a galactic scale, with individual planets or entire systems functioning in the role of the single specialized facility. The logistical difficulties inherent in this paradigm are also similar to those of the earlier iteration, and are scaled up to the same degree as the potential benefits. PRO_NDIM_ASSMB N-Dimensional Assembly PRO_NDIM_ASSMB_DESC ''' Unlocks Hyperspatial Dam Once the greatest fear of N-dimensional physicists, now the noblest goal. To deliberately create a hyperspatial rift between our universe and the next, but inside a dimensional bubble, safely separate from known space-time. Once this is accomplished, it would be a relatively simple matter to tap into the enormous flow of energy that would travel across the rift. The geometry of physical space has always been a major impediment to the assembly of objects within that space. Objects cannot be collocated, and volumes cannot be simultaneously enclosed and open if their existence is restricted to a mere three dimensions. Moving beyond this limitation, parts of objects can be folded out of the way in a pocket dimensions, and 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 '''Harnessing energy from a black hole is significantly more dangerous than harnessing energy from a regular star, but also has potential for significantly greater gains. By building a generator designed to tap into the energy of particle-antiparticle collisions on the event horizon of a singularity, tremendous benefits to industry may be obtained. As matter is drawn towards a singularity by the intense spacetime curvature, or gravitational field, the matter forms an accretion disk and is greatly compressed and heated. High energy radiation emitted from the disk may be captured and harnessed for power generation. The event horizon of the singularity itself also emits radiation due to the annihilation of virtual particle-antiparticle pairs that form in its vicinity. This method of power generation is significantly more delicate and unstable than the accretion disk method, but can produce an even greater output.''' PRO_ENERGY_CONV Energy Conversion PRO_ENERGY_CONV_DESC '''At appropriate scales and under specific conditions, matter-energy becomes a unified phenomenon. Applied at larger scales, complete control over the structure of matter and the dynamics of energy becomes possible, as does the interchange between the two. Transmutation and replication, at limited scales, become possible. However, despite the enormous rest mass energy equivalence of matter, converting directly to energy for bulk power generation is generally less effective than comparatively simple fusion generation. Previous production techniques were essentially ways to avoid or remove particularly vexing problems with manipulation of matter. None of these techniques fundamentally changed the basic method however, which was to assemble larger objects out of supplied materials, be they prefabricated subsections, or raw minerals. By converting pure energy directly into the desired material object, the need for supplied materials such as minerals or food can become greatly reduced in times of necessity.''' PRO_ZERO_GEN Zero-Point Generation PRO_ZERO_GEN_DESC Any power generation mechanism that involves a material fuel supply is limited by the relativistic mass-energy relationship: no more energy can be produced than equivalent mass consumed, even with perfect efficiency. By tapping the inherent energy of the vacuum, or zero-point energy, an effectively infinite source is made available. The rate, or power, of this extraction is also theoretically unbounded, with limits only in the available means to collect and use the output. PRO_NEUTRONIUM_EXTRACTION Neutronium Extraction PRO_NEUTRONIUM_EXTRACTION_DESC The core of a neutron star consists of degenerate neutron matter, compressed by gravity to a density far greater than the heaviest normal matter. This exotic material has numerous applications once extracted from the star, allowing production of otherwise impossible structures and ship parts. CON_ARCH_PSYCH Architectural Psychology CON_ARCH_PSYCH_DESC The form of a structure or inhabited space is not merely guided by the physical limitations of the materials from which it is constructed. Psychological effects on the inhabitants within, or observers outside can have a far greater influence on the success of a design than the strength of a wall or sturdiness of a foundation. CON_INFRA_ECOL Infrastructure Ecology CON_INFRA_ECOL_DESC The basic infrastructure of an established planetary colony may seem to be created entirely by the colonizers, and to function only according to their designs. In reality, however, the ecology of the planet on which it is built is the foundation and support mechanism for the added infrastructure, and often forms an integral part of its function. Understanding the interaction between natural and artificial components, and the limits of the resources an ecological system can provide are essential to the development of an optimal and sustainable infrastructure for any colony. CON_ORGANIC_STRC Organic Structures CON_ORGANIC_STRC_DESC '''Buildings formed of inanimate minerals are functional and occasionally elegant, and those of harvested but dead organics are often simple and inexpensive. Actual living structures, however, can be grown into their final shape with no additional labour, as well effect some degree of self-repair when damaged. They may also naturally self-regulate their internal environments, or potentially adapt to varied or changing surroundings as necessary, during or after their initial growth. A shutter functions as both a solid wall and open window, according to the desire of its user. A room may be refurnished to serve an entirely new purpose, within the limits of the space available. This concept may also be extended to the actual form and structure of an entire building or city, whether mechanical or organic. Eliminating the need for demolition and rebuilding permits much greater infrastructure flexibility and efficiency. Single or isolated structures may also serve many purposes simultaneously, that would previously have required much larger and elaborate fixed designs.''' CON_METRO_INFRA Metroplex Infrastructure CON_METRO_INFRA_DESC When the entire surface of a world is covered, continued development must occur above and below pre-existing construction. Care must be taken to ensure the stability of the undercut or overshadowed structures are not damaged, and transportation and supply routes must be rethought to support vastly increased population densities. Furthermore, novel stylistic and functional issues must be considered, to ensure that the newer levels, and the combined whole, are worth inhabiting. CON_ARCH_MONOFILS Architectural Monofilaments CON_ARCH_MONOFILS_DESC Essentially unbreakable and merely a few atoms in diameter, single-crystal filaments have many uses in improving traditional structure designs in durability and economy of construction. The capacity to suspend or stress other materials in previously impossible configurations also permits a wholly new designs. Low weight and high strength filaments are of particular use in large-scale orbital or surface to orbit spanning structures, where variations in gravity across lengths were previously very prohibitive. CON_ASYMP_MATS Asymptotic Materials CON_ASYMP_MATS_DESC Once certain thresholds of performance are passed, measuring the physical properties of materials for relative comparison becomes impractical in any terms other than orders of magnitude or logarithmic scales. Much like superconductivity in electronics, the tensile strength, toughness, density, elasticity, refractory index and other mechanical properties of materials may be controlled with effectively no limits. With all previously significant limitations removed, structure designs are further unhindered, and may extend or change by similar order of magnitude scales. CON_FRC_ENRG_STRC Force-Energy Structures CON_FRC_ENRG_STRC_DESC '''Increases the growth of resource meters below target value to 3 per turn, and the decay of resource meters above target value to 5 per turn. The flexibility and versatility of force-energy structures permits a colonies buildings to be more easily re-tooled to suit new purposes, increasing the rate at which focus changes can take effect. When forces and energy can be manipulated as desired to provide the same functionality as solid surfaces, there is no essential need to have physical materials enclosing the occupants of a building. Structures composed entirely of energy have many advantages, including simple reconfiguration, resilience, portability and novel design possibilities.''' CON_CONTGRAV_ARCH Controlled Gravity Architecture CON_CONTGRAV_ARCH_DESC '''Increases the resource supply range of all colonies by 1. By installing a massive null gravity generator at a planet's core, it becomes possible to turn a planet's gravity on or off like a light switch, but in a narrow well. The planet's industry then gains all the benefits of low-G and zero-G, but without the drawbacks. Reverse gravity wells can also be created, making space launches cost practically nothing. By fully controlling the orientation and strength of gravitational forces acting upon and existent within a structure, designs may simultaneously exhibit the freedom of weightlessness and the utility of having a defined up and down. The structure itself, and the local environments it seeks to provide, may take any shape in space, extending to great lengths, looping about itself, and making arbitrary interconnections. Simultaneously, local environments within may be infused with a useful tug, which may vary from or be entirely different from immediately adjacent areas. Such versatility permits great new functional designs for social, manufacturing or other uses.''' CON_GAL_INFRA Galactic Infrastructure CON_GAL_INFRA_DESC '''Increases the resource supply range of all colonies by 1. The consistent and effective transportation of resources over large interstellar distances requires laborious planning, and is complicated by numerous factors such as the presence of space monsters, enemy empires and dangerous interstellar phenomena. By utilizing integrated galactic infrastructure, the fluid deployment of resources between advanced and developing colonies can be achieved, and solutions can be found to particularly troubling logistical problems. Integration and development of the infrastructures on highly productive worlds into a unified galaxy-spanning network is one of the greatest logistical effort conceivable. When completed, such a system functionally unifies the worlds of which it is composed. Integrated transportation, housing, maintenance, and construction tools may be fluidly deployed wherever needed to optimally alter resource allocations or adjust to changes.''' CON_ART_HEAVENLY Artificial Heavenly Bodies CON_ART_HEAVENLY_DESC When roughly the mass of a small moon or larger, it is no longer sufficient to conceive of what is wrought as a "structure", "station" or "ship". Rather, beyond this scale, the object becomes more like a heavenly body; its gravitational pull influences orbital motions, it may retain an thin atmosphere on its surface, and it may be orbited by, rather than orbiting with, lesser structures. At even larger scales, entire planets may be built, or rebuilt, or even new stars may be formed and ignited, broadcasting the power and determination of their creators throughout the universe. CON_TRANS_ARCH Transcendent Architecture CON_TRANS_ARCH_DESC '''Mastering advanced orbital construction techniques, scientists create methods to enable construction of the awe inspiring Megalith. The epitome of design unifies optimal functionality with elegance of form. A transcendent structure expands and inspires the minds of its occupants or observers with its shape, placement, substance and integration, whether through awe-inspiring scale, perfect emphasis of a single idea, perception or lack thereof, or utter simplicity and fitness for purpose.''' CON_NDIM_STRC N-Dimensional Structures CON_NDIM_STRC_DESC '''Increases the population that can be sustained by Good worlds by 3, 6, 9, 12 and 15 for Tiny, Small, Medium, Large and Huge planets, respectively. The primary limiting factors on a planets population capacity are environmental desirability and space. By phasing basic infrastructure development into multiple dimensions, spatial limitations are all but eliminated, and under ideal environmental conditions, the maximum population of a planet can be greatly increased. Of all the bizarre feats of applied physics, the ability to to fold space onto itself has the most direct and profound influence on structural form and design. The potential is endless, literally as hallways are made to bend back upon their beginning, or given a twist so that their ceiling becomes their floor. As well, the concept of urban sprawl becomes laughable, as any number of people may fit into an arbitrarily small volume, safely tucked into an adjacent plane of existence.''' SHP_GAL_EXPLO Galactic Exploration SHP_GAL_EXPLO_DESC The discovery of interstellar travel via starlanes ushers in a new era of development of society. Old political squabbles between minor factions become insignificant when the entire civilization is faced with the limitless potential of the stars... for growth and prosperity, or utter destruction. SHP_SPACE_TACTICS Space Tactics SHP_SPACE_TACTICS_DESC Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use. SHP_SPACE_WEAPON Space Weaponry SHP_SPACE_WEAPON_DESC Basic land-oriented weaponry can be adapted for use in space and utilized quite effectively. These weapons cannot however, be as effective as weaponry designed specifically for use in space, with the paradigm of space combat completely dominant over that of ground combat in the minds of the designers. SHP_MAX_DISRUPT Maximized Disruption SHP_MAX_DISRUPT_DESC The ideas of engineering and construction are very different in the environment of space. Different structural forms are utilized, and the basic architectural principals are drastically affected by the lack of gravity. By applying these ideas to the development of weaponry, it is possible to create weapons which are highly effective against microgravity architecture. SHP_TACT_COUNTER Tactical Countermeasures SHP_TACT_COUNTER_DESC Due to the unfamiliarity of space combat, not all tactical events and possibilities have been thought out and their consequences analyzed. As such, there may be certain tactics against which a tactically underdeveloped empire would have very little defense. Theoretical countermeasures to these tactics motivate the development of more advanced defensive systems and special devices. SHP_TACT_SUPER Tactical Superiority SHP_TACT_SUPER_DESC Many tactical scenarios are a complex form of Rock-Paper-Scissors; a defender may find himself vulnerable to attack because he prepared for a different sort of assault than that with which he was faced. Likewise, an attacker may have received incorrect or inaccurate information about an opponents defences and find that his method of attack is ineffective. By developing an ideal fighting force for nearly all scenarios, the risk of loss due to unforeseen circumstances can be greatly reduced. SHP_SURGICAL_DESTRUCT Surgical Destruction SHP_SURGICAL_DESTRUCT_DESC Often, there are highly valuable strategic and tactical targets in a battle which are of far more importance than any other ship engaged in battle, and in some circumstances, every other ship engaged in battle. Maximizing the effectiveness with which a single valuable target can be identified and destroyed can be of great strategic value. SHP_STRAT_DEFENSE Strategic Defense SHP_STRAT_DEFENSE_DESC When the protection of a strategic target is the primary or only concern in a battle, any cost in either production of defensive material or casualties is acceptable. With proper equipment and tactics, a strategic target can be made significantly more difficult to destroy. SHP_NAVIGATION Interstellar Navigation SHP_NAVIGATION_DESC Starlanes form a relatively restrictive network of possible paths, but interstellar travel is complicated and risky without proper navigation techniques, as well as proper defensive equipment. SHP_INTSTEL_LOG Interstellar Logistics SHP_INTSTEL_LOG_DESC Effectively supplying ships, ordering general fleet movement and even organizing the movement of specific ships in battle requires a complex understanding of navigation and detection, and of methods of information acquisition. SHP_ADV_NAVIGATION Advanced Navigation SHP_ADV_NAVIGATION_DESC The dangers of the untampered universe are miniscule compared to the dangers of a universe fraught with other ships, both friend and foe. By integrated the known effects of other empires on the conditions of starlanes and interplanetary space, more effective navigation methods can be enacted. SHP_NEUTRONIUM_ARM Neutronium Armour SHP_NEUTRONIUM_ARM_DESC Neutronium is one of the densest substances in the universe, naturally occurring or otherwise. As such, it is extremely difficult even break it into manageable pieces for transport. Through advanced metallurgical processes however, Neutronium can theoretically be plated on to many military vessels. SHP_MIL_ROBO_CONT Military Robotic Control SHP_MIL_ROBO_CONT_DESC Robotic control can be used effectively for tasks such as farming, mining and industry; the natural extension of this concept is to develop military robotic equipment capable of independently operating a starship. This would allow greater versatility in design, as the necessity for bulky life-support systems would be removed. Hulls produced with such technology could also perform dangerous repairs without thought for the safety and biological limitations of living engineers. SHP_SPACE_FLUX_DRIVE Spatial Flux Drive SHP_SPACE_FLUX_DRIVE_DESC Ordinarily, propulsion in space is limited to either propellant or field propulsion. On relatively small scales however, it is possible to propel an object in space much like one could in water: by pushing backwards the medium in which the object is immersed. This requires the manipulation of space itself whereby the smallest units of space are collapsed, forcing the matter they once contained into adjacent units of space. This method of propulsion is very efficient, but dangerous on larger scales and easily detectable due to the dimensional effects. SHP_CONTGRAV_MAINT Contra-Gravitational Maintenence SHP_CONTGRAV_MAINT_DESC When the mass of the ship surpasses a certain threshold, it becomes necessary to consider the gravitational stresses on vital architectural points in the ship's structure. These points will be unable to withstand the gravitational stresses and collapse, destroying the vessel. This necessitates nearly constant maintenance of these points to avoid total structural failure. SHP_NANOROBO_MAINT Nano-Robotic Maintenance SHP_NANOROBO_MAINT_DESC Just as nanorobots can be used for production, so also can they be used for maintenance. A hull with a complement of centrally organized nanite engineers would be able to rapidly repair damage, even during combat. Such machines would have great difficulty distinguishing organic beings from a part of the hull in need of repair however, and as such this concept could only be applied to automated hulls. SHP_MASSPROP_SPEC Mass-Propulsion Specialization SHP_MASSPROP_SPEC_DESC Traditional propulsion devices operate well on objects of relatively low mass. However, when the mass of a ship approaches that of a small moon, ordinary methods of propulsion are very clumsy and require tremendous amounts of energy. A new approach to propulsion, taking into account the size of the object in question as a fundamental aspect of the system, could allow such vessels to have useful mobility. SHP_TRANSSPACE_DRIVE Trans-Spatial Drive SHP_TRANSSPACE_DRIVE_DESC Even when spatial dimensions are skewed by relativistic effects, an object generally has constant space-time characteristics. By creating a device which alters the characteristics of space-time itself using quasi-relativistic effects, it would be possible to create a fast, stealthy method of propulsion. SHP_MIDCOMB_LOG Mid-Combat Logistics SHP_MIDCOMB_LOG_DESC When interstellar fleets are in regular, commonplace use, the transfer of personnel and materiel in the absence of enemy ships is a relatively trivial task. In combat however, when such transfers could potentially have great tactical merit, there is great difficulty with the coordinational aspects of logistics due to the possibility of sudden changes in the tactical scenario. By using a single mobile command station, it is possible to organize and enact logistic patterns in the midst of combat. SHP_ASTEROID_HULLS Asteroid Hulls SHP_ASTEROID_HULLS_DESC Rather than constructing a hull from scratch, it is far easier to take a pre-existing space-borne object and adapt it to fill the role of a ship's hull. Not only would such ships be very inexpensive to produce, but they would also be able to avoid detection by enemy ships by hiding amongst other asteroids. SHP_ASTEROID_REFORM Asteroid Reformation SHP_ASTEROID_REFORM_DESC '''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. Structure is good, but speed is very low. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. While modifying asteroids to serve as ship's hulls is very efficient, it is limited by the available sizes and shapes of available asteroids. By combining or breaking apart asteroids, asteroid hulls of extremely large or small sizes could be produced.''' SHP_MONOMOLEC_LATTICE Monomolecular Latticing SHP_MONOMOLEC_LATTICE_DESC Asteroid Hulls can be reinforced and armour plated, but the fact remains that the basic substance of which most asteroids are primarily composed is of lesser strength than most modern alloys. However, if the molecular structure of the rock itself were to be rearranged into a crystal lattice, its strength could be increased tremendously, allowing the production of asteroid hulls of previously impossible strengths. SHP_MULTICELL_CAST Multi-Cellular Casting SHP_MULTICELL_CAST_DESC Even when it is inert, organic material is much more versatile than standard materials. A non-living multi-cellular ship would provide some of the advantages of organic materials without the customary nuisances of organic life. SHP_DOMESTIC_MONSTER Domesticated Mega-Fauna SHP_DOMESTIC_MONSTER_DESC '''Though huge and alien the time-tested arts of domestication can also be applied to the space monsters that travel the starlanes. Building Colonies or Outposts at monster nests will enable the raising of domesticated monsters.''' SHP_HAB_MEGAFAUN Habitable Mega-Fauna SHP_HAB_MEGAFAUN_DESC It is generally uncommon to find comfortable living conditions within a gigantic space monster. This is exactly what must exist within an organic hull however, if it is to be adequately controlled from within. The development of massive, habitable creatures opens up numerous possibilities for ship design. SHP_MONOCELL_EXP Mono-Cellular Expansion SHP_MONOCELL_EXP_DESC Multi-cellular organisms tend to have longer life spans than single celled organisms due to specialization and interdependency. However, with the appropriate technological refinements, these aspects of multi-cellular life can be applied to a massive mono-cellular organism, allowing it to have practical functionality in combat. SHP_CONT_SYMB Contrived Symbiosis SHP_CONT_SYMB_DESC Any ship's hull is in a symbiotic relationship with its makers in that they bring it into being and sustain it, and it performs its desired functions. However, this is a purely behavioural type of symbiosis. Through careful planning and design, an organic ship can be made to have a biological symbiotic relationship with its crew, each providing the other with the essentials of life. SHP_CONT_BIOADAPT Controlled Bioadaption SHP_CONT_BIOADAPT_DESC It is very difficult to predict the actions of a living being to any useful degree of certainty without having an intimate understanding of its behavioural patterns. By placing a life form under harshly competitive developmental conditions, its behavioural patterns can be manipulated, strengthened and effectively utilized in war. SHP_BIONEUR_SPEC Bio-Neural Specialization SHP_BIONEUR_SPEC_DESC As a species evolves mental capabilities, the individuals whose minds are not perfectly attuned to the needs of their bodies cannot compete with those whose minds are perfectly specialized for their bodies. Thus, all evolved life forms have nearly ideal mental development for their type of body. There are no such guarantees for artificial life forms however, and often the true potential of such a being is unrealized due to subtle incompatibilities between mind and body. By specializing the organism's neural patterns to conform to its body type, these incompatibilities can be eliminated. SHP_FRC_ENRG_COMP Force-Energy Compression SHP_FRC_ENRG_COMP_DESC Typically, the manipulation of energy requires it to be in the form of matter so that potential energy can be stored as desired and released on demand. Matter converted to pure energy stored in the fabric of space-time itself would be more versatile than any material substance, but impossible to contain without advanced force-field technology. SHP_QUANT_ENRG_MAG Quantum Energy Magnification SHP_QUANT_ENRG_MAG_DESC '''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but stealth is very low. This hull requires a very great deal of energy to construct and can only be build at a system with a star of type Blue or Black Hole. Due to quantum uncertainty, it is possible for a particle to arbitrarily gain a small amount of energy or for new particles to temporarily enter existence. By detecting and magnifying these fluctuations in quantum energy, it would be possible to tremendously increase the capabilities of an energy hull.''' SHP_ENRG_BOUND_MAN Energy Boundary Manipulation SHP_ENRG_BOUND_MAN_DESC '''Whether constructed, grown, or adapted from a pre-existing structure, ships composed of matter must have a logical and co-ordinated structure to allow even basic utility. Pure energy however, has no such restrictions. This allows a pure energy hull to take on any form whatsoever, however impractical it would be from a material standpoint. This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has twenty-seven external slots, but no internal slots. Stealth is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole.''' SHP_SOLAR_CONT Solar Containment SHP_SOLAR_CONT_DESC '''A hull constructed from pure energy, while far more versatile than a solid hull, has a disadvantage in that it is unable to harness the potential energy of material objects. If, however, it were made possible to contain a hull composed not of pure energy, but of super-heated gases constantly undergoing a self-sustaining fusion reaction, the limitations of both pure energy and solid matter could be avoided. This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to stealth. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and stealth are very low. However, this ship has the ability to enter a star and hide, giving it perfect stealth on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation.''' SHP_ROOT_AGGRESSION Aggression SHP_ROOT_AGGRESSION_DESC '''Allows basic weapons and troop pods.''' DEF_ROOT_DEFENSE Self Defense DEF_ROOT_DEFENSE_DESC '''Allows planetary garrisons of +5. The concept of 'self defense' is at the root of many avenues of technological advance.''' DEF_GARRISON_1 Planetary Garrison 1 DEF_GARRISON_1_DESC '''Enables planetary garrison max of +10''' DEF_GARRISON_2 Planetary Garrison 2 DEF_GARRISON_2_DESC '''Enables planetary garrison max of +20''' DEF_GARRISON_3 Planetary Garrison 3 DEF_GARRISON_3_DESC '''Enables planetary garrison max of +40''' DEF_GARRISON_4 Planetary Garrison 4 DEF_GARRISON_4_DESC '''Enables planetary garrison max of +80''' ######################################### # Tech Application Names & Descriptions # ######################################### VICTORY_SHORT_DESC Brings Victory! DOES_NOTHING_SHORT_DESC Useless: Does Nothing SHIP_PART_UNLOCK_SHORT_DESC Unlocks Ship Part SHIP_WEAPON_UNLOCK_SHORT_DESC Unlocks Ship Weapon SHIP_HULL_UNLOCK_SHORT_DESC Unlocks Ship Hull BUILDING_UNLOCK_SHORT_DESC Unlocks Building RESEARCH_SHORT_DESC Improves Research FARMING_SHORT_DESC Improves Farming MINING_SHORT_DESC Improves Mining INDUSTRY_SHORT_DESC Improves Industry PRODUCTION_SHORT_DESC Improves Production TRADE_SHORT_DESC Improves Trade CONSTRUCTION_SHORT_DESC Improves Resource Supply DEFENSE_SHORT_DESC Improves Planetary Defense METER_GROWTH_SHORT_DESC Improves Meter Growth POPULATION_SHORT_DESC Increases Target Population HEALTH_SHORT_DESC Improves Health STRUCTURE_SHORT_DESC Improves Structure FLEET_RANGE_DESC Improves Fleet Supply SHIP_REPAIR_DESC Repairs Ships SHIELD_SHORT_DESC Improves Shield STEALTH_SHORT_DESC Improves Stealth DETECTION_SHORT_DESC Improves Detection PLANET_PROTECT_SHORT_DESC Protects Planets VARIOUS_SHORT_DESC Improves Various Things PENALTY_ELIMINATE_SHORT_DESC Eliminates Penalties GAME_MAKE_WORK_SHORT_DESC Makes the Game Work TAME_MONSTER_SHORT_DESC Tames Space Monsters CON_ORBITAL_CON Orbital Construction CON_ORBITAL_CON_DESC '''Increases the resource supply range of all colonies by 1. On a planet, there is always a fixed reference direction: "up". Microgravity is effectively isotropic. This single difference has a multitude of consequences for the types of structures that can be built, and which of those forms is the optimal use of space, materials and energy in each environment. As well, the interior configuration of spaces in orbit must be rethought. However, while it is appealing to attempt to completely revolutionize interior design in a paradigm completely independent of the styles used on planet surfaces, the practical use of these spaces will be initial primarily by those who are used to, and adapted for, those planet surfaces. Rather than a complete break from older styles, a gradual transition may be more effective.''' CON_SUBTER_CONST Subterranean Construction CON_SUBTER_CONST_DESC '''Increases the population that can be sustained by Good planets by 1, 2, 3, 4 and 5 on Tiny, Small, Medium, Large and Huge planets, respectively. When space is at a premium, the ability to build downwards as well as up is an invaluable asset. Entire underground cities and facilities can be constructed and maintained, and trans-planetary subterranean transportation routes can be established.''' CON_SPACE_ELEVATOR Space Elevator CON_SPACE_ELEVATOR_DESC Nano-construction enables production of tensile cables strong enough to reach beyond geostationary orbit. Shuttles magnetically lifted up the cable are superior to the expensive, inefficient, and highly dangerous rocket launches to escape velocity. CON_CONC_CAMP Concentration Camps CON_CONC_CAMP_DESC Typically, when forced to work to death, citizens will put up some resistance and have the sympathy and support of outside observers. However, by carefully creating buildings designed to quench the fire of justice within outsiders, and to promote feelings of worthlessness and subservience in those on the inside, concentration camps can be effectively utilized without fear of revolt. CON_FRC_ENRG_CAMO Force-Energy Camouflage CON_FRC_ENRG_CAMO_DESC '''Increases the stealth of all buildings by 20. Ordinary physical structures tend to be both opaque and rigid, being constructed from similarly opaque and rigid natural materials. A force field does not, of necessity, possess these features in any permanent sense, and can be turned on and off or changed from one colour to another at will. While most buildings are easily visible from many uus away with a powerful detection apparatus, a force-energy structure - or a regular structure surrounded by a series of camouflage force-fields - would be essentially invisible from great distances.''' CON_PLANET_DRIVE Planetary Starlane Drive CON_PLANET_DRIVE_DESC Planets in the outermost systems of an empire are often in great danger of attack from enemy fleets, yet these planets can often contain extremely valuable resources and specials. By equipping an entire planet with the means to open and navigate a starlane, it would be possible to move such planets to a safer location in times of necessity. CON_STARGATE Stargate CON_STARGATE_DESC Particularly in more expansive empires, the need to move ships to a specific defensive location in great haste often exceeds the feasibility. By creating a warp between two or more points in space-time, it can be made possible to move ships even across an entire empire at need, allowing new offensive and defensive strategies. CON_ART_PLANET Artificial Planet CON_ART_PLANET_DESC Gas giants and asteroid belts offer unique opportunities and resources, not only as sites for acquiring valuable - and on occasion extremely rare - resources, but as raw materials in and of themselves for the production of artificial planets. Such planets would offer new centres for production in previously empty or entirely occupied systems. In addition, various key features of the planet can be modified or added during the construction process, potentially allowing the planets size and environment to be specified, or certain planet specials to be added. CON_PALACE_EXCLUDE Palace Excluder CON_PALACE_EXCLUDE_DESC Ensures that only one imperial palace will be present in an empire at a time. Make sure you scrap your old imperial palace before your new one is built. GRO_INDUSTRY_FARM Industrial Farming GRO_INDUSTRY_FARM_DESC Traditional, simple farming methods are sufficient for small, locally self-sufficient populations without significant limits on available space or time. With greater specialization of more advanced societies however, fewer farmers must feed many more workers from much greater distances away, including even interstellar food shipment for fledgling colonies or major industrial centres. This dependency on interstellar shipping routes makes industrial worlds extremely vulnerable to blockade by enemy forces. By gradually adapting factories and adding supplementary infrastructure over a long period of time, waste matter and energy can be used to grow food with no extra cost, allowing industrial planets a small supply of food in great need. GRO_GENOME_BANK Genome Bank GRO_GENOME_BANK_DESC The unknown variables in genomic calculations for any given species remain severe for all but the simplest genetic repairs, not to mention the changes that a genetic modification can potentially have on a larger multi-species biosphere. To truly realize the benefits of genetic medicine, it is necessary to collect a massive genome database for all the species from all known worlds. GRO_INDUSTRY_CLONE Industrial Cloning GRO_INDUSTRY_CLONE_DESC Primitive manual nuclear transfer cloning techniques are little more than novelties for large organisms. By applying techniques similar to industrial mass production or biochemical process engineering, it becomes possible to generate dozens, or millions, of full-grown copies of a single genetic blueprint. Populations may be made to order, tailored to meet the specific needs of society. GRO_SUSPENDED_ANIMATION Suspended Animation GRO_SUSPENDED_ANIMATION_DESC Through chemical manipulation and cryonics, life processes may be halted without terminating them permanently. Beings in this state are preserved indefinitely, consume no resources and require very little storage - not living - space. With this technique, the capacity of colony ships can be greatly increased. GRO_ORBIT_FARMING Orbital Farming GRO_ORBIT_FARMING_DESC '''Increases target farming on all planets by 2, regardless of focus and environment. The primary energy source for food production in most societies is solar radiation. Bound to a planet, farms have very limited access to this energy, due to the comparatively small solid angle subtended by the planet's surface and other land uses competing with surface farming. By moving food production to orbital installations, continuous access to solar energy is gained, and any undesired spectral filtration by planetary atmospheres is eliminated.''' GRO_TERRAFORM Terraforming GRO_TERRAFORM_DESC Changing the environmental type of a planet is a massive undertaking, the challenge of this process is to a large degree logistical. The precise method depends greatly on the type of planet to be changed and the desired result. However, in all cases much of the surface of the entire planet and it's atmosphere needs to be converted to other types of molecules, vented into space or buried under the crust. As such, this process requires most of the planet to be accessible to the terraformers, and cannot be performed on a world with max population less than one. GRO_TERRAFORM_SHORT_DESC Allows terraforming GRO_REMOTE_TERRAFORM Remote Terraforming GRO_REMOTE_TERRAFORM_DESC Traditional terraforming methods treat the planet as a structure and attempt to alter its environment through physical and chemical means. This necessitates that the majority of the planet be accessible to the terraforming species, which generally limits its usefulness. By treating the planet as an organism and altering it's physiology indirectly, it is possible to make use of less labour intensive, though more time consuming terraforming methods, allowing outposts on poor and hostile worlds to make use of terraforming. GRO_BIOTERROR Bioterror Facilites GRO_BIOTERROR_DESC A research centre created to safely develop the most dangerous of biological weaponry while keeping prying eyes out. Biological weaponry takes effect too slowly to be of much use in a direct military conflict, but as a weapon of terror it is unsurpassed; a slowly growing contamination will spread panic before it, images of a desperate people quarantined by their own government sowing despair beyond the affected area. However, care must be taken when developing such organisms to ensure they are not accidentally released. Furthermore, utter secrecy is required to dispel the risk of damaging relations with civilians and other empires. GRO_REMOTE_TERRAFORM_SHORT_DESC Allows remote terraforming GRO_CYBORG Cyborgs GRO_CYBORG_DESC '''Increases the population that can be sustained by Hostile, Poor and Adequate planets to 5, 10, 15, 20 and 25 for Tiny, Small, Medium, Large and Huge planets, respectively. Health on Hostile and Poor planets is increased by 10, and health on Adequate planets is increased by 5. A highly versatile fusion of organism and machine, capable of adapting to a tremendous variety of circumstances. Spontaneous generation of specialized organs and mechanically enhanced strength permit cyborgs to exist with ease in nearly any environment.''' GRO_GAIA_TRANS Gaia Transformation GRO_GAIA_TRANS_DESC Theoretically, it is possible to completely predict the ecology of a single planet by mapping out its entire web of biological interdependence, both sentient and non-sentient, in fractal algorithms. In practice however, this could only be realized by constructing a vast planet-spanning network running a computer program dedicated to regulating the planet's entire biosphere. This computer would become, in effect, the brain of a new type of life - a single planetary organism, with intelligent citizens as part of its fabric, subject to the greater will. GRO_GAIA_TRANS_SHORT_DESC Allows Gaia Transformation LRN_OBSERVATORY_I Observatory LRN_OBSERVATORY_I_DESC Studying and understanding the nature of stars and their internal and external attributes provides powerful insight into the nature of stellar phenomena and planetary bodies. Furthermore, fractal algorithms can be employed to decipher the dispersal of starlanes throughout the galaxy, allowing any stars which are in some way connected, however indirectly, to the known network of starlanes to be identified an monitored. LRN_SOLAR_MAN Solar Manipulation LRN_SOLAR_MAN_DESC Different star types not only have their own distinct attributes and opportunities for exploitation, but also tend to give rise to a particular planet type. Often, a star of a particular type will give a desired bonus, but will almost certainly be devoid of any desirable planets, or will not be present in an opportune location in the galaxy. By manipulating the high-energy reactions within a star's core, it would be possible to either reverse or accelerate the natural processes within the star, allowing it to be changed to an entirely different type at need. LRN_DISTRIB_THOUGHT Distributed Thought Computing LRN_DISTRIB_THOUGHT_DESC '''Multiplies research on all planets by 1.15. The average citizen literally wastes his mind away, one of the finest computing devices in the universe. By tapping into the idle brain cycles of a sufficiently large population through a network of simple cybernetic transceivers, the research centers of a world can gain access to cheap and plentiful raw computing power.''' LRN_STELLAR_TOMOGRAPHY Stellar Tomography LRN_STELLAR_TOMOGRAPHY_DESC '''Multiplies target research on planets with the research focus by 2, 1.75, 1.5, or 1.25 in systems with Black Hole stars, Neutron stars, Blue or white stars, and Yellow, Orange or Red stars, respectively. A network of specialized satellites can use tomographic methods to reconstruct the activities occurring deep within a star. These otherwise costly-to-produce conditions are ideal for a variety of research endeavours, with larger benefits for more exotic star types.''' LRN_SPATIAL_DISTORT_GEN Spatial Distortion Generator LRN_SPATIAL_DISTORT_GEN_DESC '''By manipulating the dimensional properties of a starlane, it would be possible to selectively bend it so that an incoming ship of sufficiently low speed would inadvertently arrive back where it began, having wasted its time and fuel. Alternatively, such a ship may be sent randomly along a completely different starlane adjacent to the building.''' LRN_GATEWAY_VOID Gateway to the Void LRN_GATEWAY_VOID_DESC The power of the Void Mind is almost imperceptible in a mere four-dimensional space-time. By creating a permanent gateway accessing an immense number of dimensions, a dangerous, non-discriminating force can be unleashed in a localized area. LRN_ENCLAVE_VOID Enclave of the Void LRN_ENCLAVE_VOID_DESC Study of the Void Mind could be accelerated by genetically engineering the populace of an entire world to be attuned to the Void. This new priestly class could transform the entire social structure of their world to better understand and channel the wisdom of the Void Mind to the entire empire. LRN_ART_BLACK_HOLE Artificial Black Hole LRN_ART_BLACK_HOLE_DESC By carefully collapsing a red star, a Black Hole can be formed. This is an expensive and dangerous task, but with great potential benefits for Research and Industry. LRN_PSY_DOM Psychogenic Domination LRN_PSY_DOM_DESC '''Has a 10% chance of taking control of any enemy ship within one starlane jump of a colony owned by the empire, provided that the ship is not owned by an empire who also has this tech. It is difficult to force a conscious individual to submit to the total mental control of another entity against its will. By manipulating the timeframes involved however, the mental force exerted by a population over a period of hours may be brought to bear on a single individual in the span of a few seconds, creating an almost irresistible compulsion to join the unified mind.''' LRN_RUINS_MOD Ancient Ruins Modifier LRN_RUINS_MOD_DESC Due to the order in which effects groups are processed, the Ancient Ruins special cannot have the desired effect of multiplying research on the planet where it is located. This technology makes it possible. MIND_CONTROL_SHORT_DESC Allows Mind Control PRO_HEAVY_MINING_I Heavy Mining Processors PRO_HEAVY_MINING_I_DESC When increased minerals production is the only concern, no environmental damage considerations exist and the environment itself is conducive, partially automated bulk mining activities can be optimal. Heavy mining processors are expensive however, and are only practical to use on worlds with primary focus mining. As well, these processors severely damage the ecology of a planet, reducing it's maximum population and health somewhat. PRO_ASTEROID_MINE Asteroid Mining PRO_ASTEROID_MINE_DESC '''Permits use of the Mining focus on Asteroids. 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.''' PRO_ORBITAL_MINE Orbital Mining PRO_ORBITAL_MINE_DESC '''Permits use of the Mining focus on planetary outposts. On solid, habitable planets, traditional bulk surface mining is effective and relatively efficient. For gas giants and terrestrial planets that are unable to support a sizable population however, the ability to extract usable minerals with space-based facilities is far more practical. A primary challenge to this method is overcoming the planetary gravity well, but once this is accomplished, vast new sources of minerals become available. As well, specialized resources on uninhabitable planets become accessible for the first time.''' PRO_SOL_ORB_GEN Solar Orbital Generation PRO_SOL_ORB_GEN_DESC Traditional solar generation methods rely solely on radiating solar energy. By placing generators in low orbit around the star itself, the ability to directly harness the energy of supermassive stellar phenomena becomes a possibility, and a sizeable and far-reaching benefit to industry can be obtained. PRO_INDUSTRY_CENTER_I Industrial Centers PRO_INDUSTRY_CENTER_I_DESC '''Coordinating industrial activity between planets and star systems can be effectively accomplished at large centralized complexes. Facility's large cost and build time, as well as significant future range growth potential, require strong planning to produce in location with ideal future utility. Industrial Centers come with large up-front cost, in both production resources and time, but with great opportunity for possible expansion. This makes them ideal for long-term strategies, but unattractive for empires planning on a quick victory.''' PRO_NEUTRONIUM_FAC Neutronium Facilities PRO_NEUTRONIUM_FAC_DESC By extracting neutronium from a neutron star, it is possible to utilize it in the construction of otherwise impossible ship parts. PRO_INDUSTRY_MOD Industry Modifier DEF_LIGHTHOUSE Interstellar Lighthouses DEF_LIGHTHOUSE_DESC By using a complex pattern of EM pulses and particle streams to reveal the location of objects in a system, it is possible for even very stealthy objects to be illuminated and detected with moderate detection equipment. DEF_DEFENSE_NET Planetary Defense Network DEF_DEFENSE_NET_DESC '''Increases max defense on all planets by 5. With galactic exploration comes the possibility of meeting new races - and new enemies. By placing several armed defense bases in orbit around a planet, it is possible to give that planet defensive capabilities without the need for ships.''' DEF_HI_ENRG_FOCUS High Energy Focus DEF_HI_ENRG_FOCUS_DESC '''Increases max defense on all planets by 15. While having a multitude of defense satellites is superior to a single large defense satellite in terms of versatility and dependability, it is considerably inferior in terms of firepower. Often, enemy shields can simply absorb numerous weak attacks where a single powerful attack would be able to penetrate its shields and severely damage the ship. By using a high energy focusing device, the power of multiple defense satellites can be unified into a single powerful beam weapon.''' DEF_PLAN_DEFLECT_SHLD Planetary Deflector Shield DEF_PLAN_DEFLECT_SHLD_DESC '''Increases max shield on all planets by 10. Basic Planetary Shield. This is not cumulative with Planetary Barrier Shield.''' DEF_PLAN_BARRIER_SHLD Planetary Barrier Shield DEF_PLAN_BARRIER_SHLD_DESC '''Increases max shield on all planets by 45. Advanced Planetary Shield. This is not cumulative with Planetary Deflector Shield.''' SHP_FLEET_LOGISTICS Fleet Logistics SHP_FLEET_LOGISTICS_DESC Unlocks the Logistics focus setting, which increases the Supply meter of planets. SHP_FLEET_REPAIR Fleet Field Repair SHP_FLEET_REPAIR_DESC Allows ships within supply range to slowly repair damage. Does not function immediately after battles. SHP_REINFORCED_HULL Reinforced Hull SHP_REINFORCED_HULL_DESC '''Increases max structure of all ships by 5. Standard ship hulls are designed and constructed with advanced microgravity architectural techniques and highly resistant materials. However, the limitations of physical matter impose a severe limitation on the strength of hulls. By enhancing the hull with structural integrity fields, a sizeable increase in strength can be obtained.''' SHP_BASIC_DAM_CONT Basic Damage Control SHP_BASIC_DAM_CONT_DESC Gradually increases the health of damaged ships. Current structure of all ships is replenished at a rate of 1 per turn. SHP_ADV_DAM_CONT Advanced Damage Control SHP_ADV_DAM_CONT_DESC Fully restores the health of damaged ships between battles. SHP_SYST_DEF_MINE System Defense Mines SHP_SYST_DEF_MINE_DESC '''When friendly ships are not present in a system, enemy ships are free to blockade the system, stopping the transfer of resources without directly engaging the planet's defenses, thus with no risk of damage to themselves. A network of system defense mines can deter these tactics by damaging enemy ships each turn they are in the system. The structure of all ships belonging to an enemy empire which are present in a system containing a planet owned by the empire that possesses this technology will be reduced at a rate of 2 per turn. The mines have a lifetime of one turn; they are gone by the time combat begins in a system and are replaced in time for the next turn.''' DEF_PLANET_CLOAK Planetary Cloaking Device DEF_PLANET_CLOAK_DESC By phasing parts a planet in and out of space-time, its stealth can be increased massively. SHP_WEAPON_2 Mass Driver 2 SHP_WEAPON_2_DESC '''Refines Mass Driver to level 2.''' SHP_WEAPON_3 Mass Driver 3 SHP_WEAPON_3_DESC '''Refines Mass Driver to level 3.''' SHP_WEAPON_4 Mass Driver 4 SHP_WEAPON_4_DESC '''Refines Mass Driver to level 4.''' SHP_WEAPON_5 Laser 1 SHP_WEAPON_5_DESC '''Unlocks the Laser, a more powerful ship's weapon than the Mass Driver.''' SHP_WEAPON_6 Laser 2 SHP_WEAPON_6_DESC '''Refines Laser to level 2.''' SHP_WEAPON_7 Laser 3 SHP_WEAPON_7_DESC '''Refines Laser to level 3.''' SHP_WEAPON_8 Laser 4 SHP_WEAPON_8_DESC '''Refines Laser to level 4.''' SHP_WEAPON_9 Plasma Cannon 1 SHP_WEAPON_9_DESC '''Unlocks the Plasma Cannon, a more powerful ship's weapon than the Laser.''' SHP_WEAPON_10 Plasma Cannon 2 SHP_WEAPON_10_DESC '''Refines Plasma Cannon to level 2.''' SHP_WEAPON_11 Plasma Cannon 3 SHP_WEAPON_11_DESC '''Refines Plasma Cannon to level 3.''' SHP_WEAPON_12 Plasma Cannon 4 SHP_WEAPON_12_DESC '''Refines Plasma Cannon to level 4.''' SHP_WEAPON_13 Death Ray 1 SHP_WEAPON_13_DESC '''Unlocks the Death Ray, the ultimate ship's weapon.''' SHP_WEAPON_14 Death Ray 2 SHP_WEAPON_14_DESC '''Refines Death Ray to level 2.''' SHP_WEAPON_15 Death Ray 3 SHP_WEAPON_15_DESC '''Refines Death Ray to level 3.''' SHP_WEAPON_16 Death Ray 4 SHP_WEAPON_16_DESC '''Refines Death Ray to level 4.''' SHP_WEAPON_17 Death Ray 5 SHP_WEAPON_17_DESC '''Refines Death Ray to level 5. The ultimate refinement of the ultimate weapon.''' SHP_ION_CANNON Ion Cannon SHP_ION_CANNON_DESC Unlocks Ion Cannon ship part. SHP_MASS_DRIVER Mass Driver SHP_MASS_DRIVER_DESC With the advent of space age weaponry, a paradigm shift tends to occur away from projectile weapons and towards energy or particle weapons. However, as the ability to manipulate matter continuously increases, it becomes possible to fire massive projectiles at relativistic speeds, more deadly than most energy weapons. SHP_DEATH_RAY Death Ray SHP_DEATH_RAY_DESC A devastating beam of ultra-massive high-energy particles, tearing open deadly rifts in space-time as well as delivering an incredibly high-energy impact. SHP_PULSE_LASER Pulse Laser SHP_PULSE_LASER_DESC Unlocks Pulse Laser ship part. SHP_PHASOR Phasor SHP_PHASOR_DESC Unlocks Phasor ship part. SHP_INTERCEPTOR Interceptor SHP_INTERCEPTOR_DESC Unlocks Interceptor ship part. SHP_BOMBER Bomber SHP_BOMBER_DESC Unlocks Bomber ship part. SHP_RECON_FIGHT Reconnaissance Fighter SHP_RECON_FIGHT_DESC Unlocks Reconnaissance Fighter ship part. SHP_NUCLEAR_MISSILE Nuclear Missile SHP_NUCLEAR_MISSILE_DESC Unlocks Nuclear Missile ship part. SHP_NEUTRONIUM_PLATE_NUC_MIS Neutronium Plated Nuclear Missile SHP_NEUTRONIUM_PLATE_NUC_MIS_DESC Unlocks Neutronium Plated Nuclear Missile ship part. SHP_SPECTRAL_MISSILE Spectral Missile SHP_SPECTRAL_MISSILE_DESC Unlocks Spectral Missile ship part. SHP_NEUTRONIUM_PLATE_SPEC_MIS Neutronium Plated Spectral Missile SHP_NEUTRONIUM_PLATE_SPEC_MIS_DESC Unlocks Neutronium Plated Spectral Missile ship part. SHP_DEFLECTOR Deflector Shield SHP_DEFLECTOR_DESC Unlocks Deflector Shield ship part. SHP_MULTISPEC_SHIELD Multi-Spectral Shielding SHP_MULTISPEC_SHIELD_DESC Provides adequate shielding to allow a ship to enter into the heart of a star. Ships in a system with a star type other than Black Hole and Neutron receive a mighty stealth bonus. SHP_OPTICAL_SCANNER Optical Scanner SHP_OPTICAL_SCANNER_DESC All colonies start the game with a detection level of 20, and the ship part Optical Scanner permits ships to reach the same level of detection. SHP_RADAR Active Radar SHP_RADAR_DESC '''Increases the detection of all planets to 40. Passively relying on incoming electromagnetic radiation for information about objects in the vicinity is crude and impractical, as this radiation can be masked or dampened. By emitting electromagnetic radiation and detecting returning radiation, it is possible to determine the location and velocity of many objects.''' SHP_NEUTRON_SCANNER Neutron Scanner SHP_NEUTRON_SCANNER_DESC '''Increases the detection of all planets to 60. Electromagnetic radiation has no rest mass and is easily manipulable. Simply by bending waves of light around an object, it is possible to render radar devices virtually useless. By firing waves of neutrons instead of electromagnetic radiation, more effective active scanning can be utilized.''' SHP_SENSORS Sensors SHP_SENSORS_DESC Unlocks Sensors ship part and increases the detection of all planets to 80. SHP_EM_DAMPER Electromagnetic Damper SHP_EM_DAMPER_DESC Unlocks Electromagnetic Damper ship part. and increases the stealth of all planets, systems and buildings by 5. This bonus is not cumulative with that of other stealth techs. SHP_ABSORPTION_FIELD Absorption Field SHP_ABSORPTION_FIELD_DESC '''Increases the stealth of all planets, systems and buildings by 30. This bonus is not cumulative with that of other stealth techs. Simply dampening electromagnetic emissions can make an object completely invisible to passive scans. Active scanning however, can make such methods of hiding an object nearly useless. By absorbing, rather than reflecting the radiation emitted by active scanning devices, the stealth of a ship can be greatly increased.''' SHP_DIM_CLOAK Dimensional Cloak SHP_DIM_CLOAK_DESC Unlocks the Dimensional Cloak ship part and increases the stealth of all planets, systems and buildings by 55. This bonus is not cumulative with that of other stealth techs. SHP_PHASING_CLOAK Phasing Cloak SHP_PHASING_CLOAK_DESC '''Increases the stealth of all planets, systems and buildings by 80. This bonus is not cumulative with that of other stealth techs. Even the most carefully concealed ship emits radiation in the form of force carrier particles. By modulating the wave forms of these particles, it is possible to synchronize them with the background radiation, hampering even very advanced attempts to detect the ship.''' SHP_DEUTERIUM_TANK Deuterium Tank SHP_DEUTERIUM_TANK_DESC Unlocks Deuterium Tank ship part. SHP_ANTIMATTER_TANK Antimatter Tank SHP_ANTIMATTER_TANK_DESC Unlocks Antimatter Tank ship part. SHP_LEAD_PLATE Lead Armour Plating SHP_LEAD_PLATE_DESC Unlocks Lead Armour Plating ship part. SHP_ZORTRIUM_PLATE Zortrium Armour Plating SHP_ZORTRIUM_PLATE_DESC Unlocks Zortrium Armour Plating ship part. SHP_NEUTRONIUM_PLATE Neutronium Armour Plating SHP_NEUTRONIUM_PLATE_DESC Unlocks Neutronium Armour Plating ship part. SHP_DIST_MOD Distortion Modulator SHP_DIST_MOD_DESC All objects with mass cause a curvature in space-time due to gravitational effects. Other forces such as the electromagnetic force have similar geometric effects. By indiscriminately amplifying these effects in a localized area, space-time distortion caused by ships can easily be distinguished from background electromagnetic and gravitational radiation. SHP_SELFGRAV_HULL Self-Gravitating Hull SHP_SELFGRAV_HULL_DESC This hull is immense in both size and power, with eight external slots and two internal slots. It is fairly sturdy, having a high max structure, but stealth and speed are fairly low. SHP_NANOROBO_HULL Nano-Robotic Hull SHP_NANOROBO_HULL_DESC This automated hull is large and fast, and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, but it has low stealth and is very fragile, though it regenerates structure during combat and restores structure completely between combats. SHP_TITAN_HULL Titanic Hull SHP_TITAN_HULL_DESC This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and stealth. SHP_TRANSSPACE_HULL Trans-Spatial Hull SHP_TRANSSPACE_HULL_DESC This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive. It has only a single external slot however, and it's max structure is extremely low. SHP_LOGISTICS_FAC Logistics Facilitator SHP_LOGISTICS_FAC_DESC This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots and two internal slots. It's speed is low, but max structure is fairly high. In addition, it's built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats. SHP_ANTIMAT_TORP Antimatter Torpedo SHP_ANTIMAT_TORP_DESC A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. SHP_PLASMA_TORP Plasma Torpedo SHP_PLASMA_TORP_DESC A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. SHP_CAMO_AST_HULL Camouflage Asteroid Hull SHP_CAMO_AST_HULL_DESC This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. SHP_MINIAST_SWARM Mini-Asteroid Swarm SHP_MINIAST_SWARM_DESC This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to shields. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. SHP_SCAT_AST_HULL Scattered Asteroid Hull SHP_SCAT_AST_HULL_DESC This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to shields for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. SHP_CRYSTAL_AST_HULL Crystallized Asteroid Hull SHP_CRYSTAL_AST_HULL_DESC This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Speed is somewhat low, but structure is extremely high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. SHP_ROCK_PLATE Rock Armour Plating SHP_ROCK_PLATE_DESC A strong, cheap alternative to alloys. This part can only be built if there is an Asteroid Reformation Facility at an asteroid belt somewhere in the empire or an ally's empire. SHP_CRYSTAL_PLATE Crystal Armour Plating SHP_CRYSTAL_PLATE_DESC An incredibly strong armour produced with advanced crystallization techniques. This part can only be built if there is a Crystallization Module at an asteroid belt somewhere in the empire or an ally's empire. SHP_ORG_HULL Organic Hull SHP_ORG_HULL_DESC This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. Stealth is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats. SHP_STAT_MULTICELL_HULL Static Multicellular Hull SHP_STAT_MULTICELL_HULL_DESC Despite being organic, this hull is non-living, being produced via multicellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems to maintain its structure it is very weak. It has three external slots and two internal slots. Stealth is average and speed is good, but structure is very low. Unlike most organic hulls, this hull regenerates neither structure nor fuel between combats. SHP_ENDOMORPH_HULL Endomorphic Hull SHP_ENDOMORPH_HULL_DESC This living hull contains non-living multicellular components for greater internal modularity. This hull has four external slots and three internal slots. Stealth is good and speed is average, but structure is low. This hull regenerates structure and fuel between combats. SHP_SYMB_HULL Symbiotic Hull SHP_SYMB_HULL_DESC This living hull exists in a symbiotic relationship with it's crew, increasing its stealth and speed. It has two external slots and one internal slot. Stealth, speed and structure are all good. This hull regenerates structure and fuel between combats. SHP_PROTOPLASM_HULL Protoplasmic Hull SHP_PROTOPLASM_HULL_DESC This mono-cellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure. It has three of each internal slots and external slots. Speed is average and stealth is high, but structure is very low. This hull regenerates structure and fuel between combats. SHP_ENDOSYMB_HULL Endosymbiotic Hull SHP_ENDOSYMB_HULL_DESC This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has three external slots and two internal slots. Speed and stealth are good, and structure is average. This hull regenerates structure and fuel between combats. SHP_RAVEN_HULL Ravenous Hull SHP_RAVEN_HULL_DESC This living hull has been raised on the blood of it's brethren. It has four external slots and two internal slots. Stealth is low, but speed and structure are high. Unlike most organic hulls, the Ravenous Hull will only regenerate fuel between combats, not structure. SHP_BIOADAPT_HULL Bio-Adaptive Hull SHP_BIOADAPT_HULL_DESC This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency. It has only two of each internal and external slots, but stealth, speed and structure are all very high. This hull regenerates fuel and completely recovers structure between combats. SHP_SENT_HULL Sentient Hull SHP_SENT_HULL_DESC This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a stealth and detection bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but stealth and structure are good. This hull regenerates structure and fuel between combats. SHP_BIOINTERCEPTOR Biointerceptors SHP_BIOINTERCEPTOR_DESC Living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire. SHP_BIOBOMBER Biobombers SHP_BIOBOMBER_DESC Living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Competitive Maturation Chamber and a Bioneural Modification Unit somewhere in the empire or an ally's empire. SHP_PLANET_STEALTH_MOD Planet Stealth Modifier SHP_PLANET_STEALTH_MOD_DESC '''Increases the natural stealth of planets to 4.99, so that systems will be made visible to empires before their planets.''' ######################################## # Tech Refinement Names & Descriptions # ######################################## BUILDING_REFINE_SHORT_DESC Refines Building TECH_REFINE_SHORT_DESC Refines Tech PRO_ASTEROID_MINE_II Advanced Asteroid Mines PRO_ASTEROID_MINE_II_DESC Experience with operation of initial implementations of asteroid mining techniques allows more refined methods to be devised. The same mining facility produces an additional 10 minerals per turn. PRO_INDUSTRY_CENTER_II Greater Industrial Center PRO_INDUSTRY_CENTER_II_DESC Improved centralized management of dispersed industrial activities increases the size of increased industrial output provided. PRO_INDUSTRY_CENTER_III Supreme Industrial Center PRO_INDUSTRY_CENTER_III_DESC Additional experience and facilities improvements further extend the size of industrial output improvement. PRO_ENVIRO_MINING Environmentally Conscious Mining PRO_ENVIRO_MINING_DESC '''Many mining methods are incompatible with highly populous planets, due to environmental damage. Careful consideration of Planetary Ecology is required to permit limited mining techniques to be employed without such downsides. Halves the population and health penalties on planets with the Heavy Mining focus.''' ################################# # Building Names & Descriptions # ################################# BLD_OBSERVATORY Observatory BLD_OBSERVATORY_DESC '''An observational facility dedicated to locating and mapping the stars in the know galaxy, particularly those which are determined to be reachable via the network of starlanes. One random star will be revealed each turn to the entire galaxy. Sometimes, a star which is already visible/explored may be revealed, resulting in no new star actually being made known to the empires in the galaxy.''' BLD_CULTURE_ARCHIVES Cultural Archives BLD_CULTURE_ARCHIVES_DESC '''Stores the sum accumulated knowledge from thousands of years of life on this planet, giving bonuses to many aspects of planetary productivity. Increases target research by 5, target farming by the planet's population, target industry by the planet's population, and target mining by half of the planet's population.''' BLD_IMPERIAL_PALACE Imperial Palace BLD_IMPERIAL_PALACE_DESC '''Represents imperial power and prestige and functions as a centre of control for the empire's holdings. Increases resource supply range by one, and sets the owner's capital.''' BLD_SHIPYARD_BASE Basic Shipyard BLD_SHIPYARD_BASE_DESC Orbital production facility for assembly of interstellar military-grade spacecraft. This shipyard must be present for any ships to be made at a planet, and can be upgraded by producing additional buildings in the same system. No shipyard upgrades can be produced without the presence of this shipyard. BLD_SHIPYARD_ORBITAL_DRYDOCK Orbital Drydock BLD_SHIPYARD_ORBITAL_DRYDOCK_DESC When a large interstellar vessel is being constructed, it is not practical to move large parts up and down space elevators for orbital assembly. Rather, it is far more practical to fabricate the parts and assemble them in the same orbital facility, thus eliminating the need to transport particularly massive ship parts from the surface of the planet. This is an upgrade for the Basic Shipyard and is required for all constructed hulls and all further constructed hulls shipyard upgrades to be built. BLD_SHIPYARD_CON_ROBO Robotic Processing Unit BLD_SHIPYARD_CON_ROBO_DESC A robotic manufacturing plant and AI programming facility designed to produce complex, automated ships. This is an upgrade for the Orbital Drydock and allows construction of Robotic Hulls. BLD_SHIPYARD_CON_ENGINE Engineering Bay BLD_SHIPYARD_CON_ENGINE_DESC An advanced engineering facility specializing in the assembly of the Spatial Flux Drive. This is an upgrade to the Orbital Drydock and allows construction of Spatial Flux Hulls. In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Antimatter Torpedo ship part. BLD_SHIPYARD_CON_MILIT_MEGAPROC Military Megaprocessor BLD_SHIPYARD_CON_MILIT_MEGAPROC_DESC A massive orbital installation capable of supporting the construction of extremely large hulls. This is an upgrade for the Orbital Drydock and allows production of Self-Gravitating Hulls. BLD_SHIPYARD_CON_NANOROBO Nanorobotic Processing Unit BLD_SHIPYARD_CON_NANOROBO_DESC The production of millions of maintenance nanorobots and their connection to a single master AI requires more extensive robotics facilities than the production of a basic robotic hull. This building is able to facilitate the construction of more advanced robotic hulls than the basic Robotic Processing Unit. This is an upgrade for the Orbital Drydock and allows production of Nano-Robotic Hulls and Robotic Hulls. BLD_SHIPYARD_CON_GEOINT Geointegration Facility BLD_SHIPYARD_CON_GEOINT_DESC When the needs of a shipyard become sufficiently great, it is no longer practical for the shipyard and the planet on which it is built to remain separate entities. Rather, it is more useful to integrate the two into a harmonious unit, with the shipyard extending from below the surface to beyond geosynchronous orbit, making full use of all the geological aspects of the planet. This is an upgrade to the Orbital Drydock and allows production of Titanic Hulls and Self-Gravitating Hulls. BLD_SHIPYARD_CON_ADV_ENGINE Advanced Engineering Bay BLD_SHIPYARD_CON_ADV_ENGINE_DESC An extremely well-developed engineering facility which specializes in the production of the Trans-Spatial Drive, but is also capable of producing the Spatial Flux Drive. This is an upgrade to the Orbital Drydock and allows construction of Spatial Flux Hulls and Trans-Spatial Hulls. In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Antimatter Torpedo and Plasma Torpedo ship parts. BLD_SHIPYARD_CON_MIL_LOG_ASSMBL Military Logistics Assembly BLD_SHIPYARD_CON_MIL_LOG_ASSMBL_DESC A shipyard upgrade designed to fully utilize the advancements of hull construction for the production of highly specialized flagships. This upgrade utilizes the facilities of the Advanced Engineering Bay, the Geointegration Facility and the Nanorobotics Processing Unit, all of which, in addition to the Orbital Drydock, must be present for the construction of this upgrade. Allows the production of the Logistics Facilitator flagship hull type. BLD_SHIPYARD_AST Asteroid Processor BLD_SHIPYARD_AST_DESC A shipyard dedicated to the purpose of hollowing out asteroids and using them as ships' hulls. It can only be built at an asteroid belt. This is an upgrade to the Basic Shipyard and is required for the production of all asteroid hulls and all further asteroid hulls shipyard upgrades. BLD_SHIPYARD_AST_REF Asteroid Reformation Processor BLD_SHIPYARD_AST_REF_DESC An extensive facility dedicated to fusing, shattering, deconstructing and rebuilding preexisting asteroids to form ship's parts and hulls. This is an upgrade to the Asteroid Shipyard and allows production of Nano-Asteroid Swarms, Compound Asteroid Hulls and Scattered Asteroid Hull flagships. In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Rock Armour Plating ship part. BLD_SHIPYARD_AST_CRYSTAL Crystallization Module BLD_SHIPYARD_AST_CRYSTAL_DESC A complex facility with the special ability to crystallize asteroids and use them for parts and hulls. This is an upgrade to the Asteroid Shipyard and allows production of Crystallized Asteroid Hulls. In addition, this shipyard upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Crystal Armour Plating ship part. BLD_SHIPYARD_ORG_ORB_INC Orbital Incubator BLD_SHIPYARD_ORG_ORB_INC_DESC A shipyard designed to meet the needs of maturing space-creatures. Conditions within the shipyard must meet exacting specifications in order for the ships within to continue living and developing. As such, any unfinished living ships within are liable to be destroyed if the shipyard is sufficiently damaged. This is an upgrade to the Basic Shipyard and is required for the development of all organic hulls with the exception of the Static Multicellular Hull, and for the production of all further organic hull shipyard upgrades. BLD_SHIPYARD_ORG_IND_ORG_ASSMBL Industrialized Organic Assembly BLD_SHIPYARD_ORG_IND_ORG_ASSMBL_DESC A shipyard upgrade capable of applying multicellular casting techniques to a hull. This is an upgrade to the Basic Shipyard and allows the development of Static Multicellular Hulls. BLD_SHIPYARD_ORG_CELL_GRO_CHAMB Cellular Growth Chamber BLD_SHIPYARD_ORG_CELL_GRO_CHAMB_DESC A specialized shipyard upgrade able to increase the size of monocellular organisms to truly massive proportions. This is an upgrade to the Organic Shipyard and allows development of Protoplasmic Hulls. The presence of this upgrade and the Xenocoordination Facility upgrade on the same planet allows development of the Endosymbiotic Hull. The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Interceptor ship part. BLD_SHIPYARD_ORG_XENO_FAC Xenocoordination Facility BLD_SHIPYARD_ORG_XENO_FAC_DESC A facility dedicated to creating a fully symbiotic relationship between a ship and its crew. This is an upgrade to the Organic Shipyard and allows development of Symbiotic Hulls. The presence of this upgrade and the Cellular Growth Chamber upgrade on the same planet allows development of the Endosymbiotic Hull. The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Interceptor ship part. BLD_SHIPYARD_ORG_COMP_MAT_CHAMB Competitive Maturation Chamber BLD_SHIPYARD_ORG_COMP_MAT_CHAMB_DESC A breeding ground in which developing organic hulls must fight savagely and ruthlessly for survival. This is an upgrade to the Organic Shipyard and allows development of Ravenous Hulls. The presence of this upgrade and the Bioneural Modification Unit upgrade on the same planet allows development of the Sentient Hull. The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Bomber ship part. BLD_SHIPYARD_ORG_BIONEUR_MOD Bioneural Modification Unit BLD_SHIPYARD_ORG_BIONEUR_MOD_DESC Facilities for the direct and precise neurological adaption of a developing organic hull's mind to its body. This is an upgrade to the Organic Shipyard and allows the development of Bio-Adaptive Hulls. The presence of this upgrade and the Competitive Maturation Chamber upgrade on the same planet allows development of the Sentient Hull. The presence of these two upgrades anywhere in the empire or an ally's empire allows the production of ships with the Bio-Bomber ship part. BLD_SHIPYARD_ENRG_COMP Energy Compressor BLD_SHIPYARD_ENRG_COMP_DESC A highly specialized shipyard designed to create and mount parts on large bundles of densely compressed energy. This is a fragile process, and this shipyard will explode mightily if it takes more than a very small amount of damage. This is an upgrade to the Basic Shipyard and is required for the formation of all energy hulls and all further energy hull shipyard upgrades. BLD_SHIPYARD_ENRG_FOCUS Controlled Energy Focusing Array BLD_SHIPYARD_ENRG_FOCUS_DESC A shipyard capable of controlling the shape of energy to exacting specifications, as well as conducting and magnifying tiny fluctuations in energy. This is an upgrade to the Energy Compressor and allows formation of Fractal Energy Hulls and Quantum Energy Hulls. BLD_SHIPYARD_ENRG_SOLAR Solar Containment Unit BLD_SHIPYARD_ENRG_SOLAR_DESC The task of creating a miniature sun is a gargantuan task in and of itself. The production of such a body on which ship parts can be safely mounted is even more so. This is an upgrade to the Energy Compressor and allows formation of Solar Hulls. BLD_BIOTERROR_PROJECTOR Bioterror Projection Base BLD_BIOTERROR_PROJECTOR_DESC '''This clandestine biological warfare base wreaks havoc on enemy planets in the vicinity. Gradually reduces the health of all enemy planets within four starlane jumps until the planet's population is gone. Such activities are not endorsed by the public however, and this facility can only be built on a planet with a resonant moon. Ineffective if there is a Genome Bank building in the enemy empire. This building can also be built at an outpost, provided it has a resonant moon. Gives the planet on which it is built the Bioterror focus, which decreases health on enemy planets within 4 starlane jumps at a rate of two per turn, provided the enemy empire does not contain a Genome Bank.''' BLD_LIGHTHOUSE Interstellar Lighthouse BLD_LIGHTHOUSE_DESC Decreases the stealth of all objects in the same system by 45. This building can be built at an outpost. BLD_HEAVY_MINE_PROCESSOR Heavy Mining Processor BLD_HEAVY_MINE_PROCESSOR_DESC Gives all colonies in the empire access to the Heavy Mining focus. BLD_INDUSTRY_CENTER Industrial Center BLD_INDUSTRY_CENTER_DESC '''Initially provides a bonus to industry on all Industry focused planets in the empire equal to one half the planet's population. [[tech PRO_INDUSTRY_CENTER_II]] refinement increases the bonus to equal the planet's population. [[tech PRO_INDUSTRY_CENTER_III]] refinement further increases bonus to 1.5 times the planet's population.''' BLD_MEGALITH Megalith BLD_MEGALITH_DESC '''The Megalith is an abnormally massive starscraper, kilometers in diameter, and an inspiration to architects empire-wide. This building sets the owner empire's capital, overriding any existing Imperial Palace. The planet on which it is built receives a +2 bonus to resource supply range, and has all resource meters able to reach target in a single turn. Furthermore, all colonies belonging the empire receive a +1 bonus to resource supply range.''' BLD_SPACE_ELEVATOR Space Elevator BLD_SPACE_ELEVATOR_DESC An enormous and practically unbreakable line of cable tethered to a satellite in geo-stationary low orbit on one end, and a launch platform on the planet-bound end. The supply meter of the planet which contains this building is tripled. BLD_GENOME_BANK Genome Bank BLD_GENOME_BANK_DESC '''The largest database ever conceived. The Genome Bank includes maps of the genomes of every organism known to the empire. This database is invaluable in the treatment of disease. Increases target farming on farming focused planets by one half of the planet's population, and increases health on all planets by 3. This building also provides the empire with immunity from bioterror.''' BLD_GAIA_TRANS Gaia Transformation BLD_GAIA_TRANS_DESC '''Convert a planet into a Gaia world by way of a sentient, almost god-like, cell-based computer program. This planet is wondrous to behold and famous throughout the known galaxy as a celebration of life and harmony. The inhabitants of this world think and act as though part of a larger organism, serving its needs simultaneously with their own. Gaian planets have health, farming and population doubled.''' BLD_COLLECTIVE_NET Collective Thought Network BLD_COLLECTIVE_NET_DESC '''By transferring the mind into cyberspace, thousands of minds can act as one, solving problems and making breakthroughs that no single mind could. Increases target farming on planets with the Farming focus by half of the planet's population, target industry on planets with the Industry focus by half of the planet's population, target mining on planets with the Mining focus by 20, and target research on planets with the Research focus by half. Starlane travel within 500 uus will disrupt this building's effectiveness and eliminate these bonuses.''' BLD_GATEWAY_VOID Gateway to the Void BLD_GATEWAY_VOID_DESC A dimensional tear capable of magnifying the destructive potential of the Void Mind in a localized region. Any ships who enter this system without passing through on the same turn are destroyed, and all colonies within are reduced to outpost status, with a max population of one tenth. Furthermore, it is impossible for anyone outside a system containing this building to see into it. BLD_ENCLAVE_VOID Enclave of the Void BLD_ENCLAVE_VOID_DESC '''The population of an entire planet is genetically attuned to the Void Mind and dedicated to channeling its wisdom to the empire. The denizens of the Void Enclave are regarded as priests, channels of higher thinking and wisdom. In all matters of importance to the empire, their advice is sought after. Emissaries from the Enclave can even be sent to assist in the empire's research projects. Multiplies target research on all planets with the Research focus by 1.5.''' BLD_ART_BLACK_HOLE Artificial Black Hole BLD_ART_BLACK_HOLE_DESC By introducing a tremendous amount of artificial gravity into a star without increasing it's energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost. BLD_HYPER_DAM Hyperspatial Dam BLD_HYPER_DAM_DESC '''A tear in the fabric of the universe, safely controlled and harnessed. Each planet may construct it's own hyperspatial dams, but a single control center is required to ensure that the space-time continuum is not torn apart by the stresses. Additionally, all planets who use hyperspatial dams experience health problems, unless they are orbiting a Black Hole. Increases target industry on planets with the Industry focus by the planet's population, and decreases health on such planets by 5.''' BLD_SOL_ACCEL Solar Accelerator BLD_SOL_ACCEL_DESC A Solar Accelerator artificially ages a star by speeding up it's natural processes. The star becomes one type older, according to the following order: Blue, White, Yellow, Orange, Red. This process can be enacted at an outpost. BLD_SOL_ORB_GEN Solar Orbital Generator BLD_SOL_ORB_GEN_DESC '''A power generator in low solar orbit designed to tap directly into the star's energy. Since different star types produce different amounts of energy, the system-wide industry bonus is dependant on star type. Blue and White stars give bonuses equal to the planet's population to target industry on planets with the Industry focus in the same system. Yellow and Orange stars give bonuses equal to half the planet's population to target industry on planets with the Industry focus in the same system. Red stars give bonuses equal to one quarter the planet's population to target industry on planets with the Industry focus in the same system. This building can be built at an outpost.''' BLD_CLONING_CENTER Cloning Center BLD_CLONING_CENTER_DESC '''Industrial Cloning allows made-to-order populations to be produced industrially, significantly improving planet health. However, due to political considerations, such activities must be kept a secret from those who might have ethical concerns. As a result, this building must be hidden from the population on the dark side of a resonant moon. This building can be built at an outpost, provided it has a resonant moon. Increases target health on all planets by 30.''' BLD_TERRAFORM Terraforming BLD_TERRAFORM_DESC Terraforms a world one step closer to the environmental preference of the inhabiting species. BLD_REMOTE_TERRAFORM Remote Terraforming BLD_REMOTE_TERRAFORM_DESC Terraforms a world one step closer to the environmental preference of the inhabiting species. This process can be enacted at an outpost. BLD_NEUTRONIUM_EXTRACTOR Neutronium Extractor BLD_NEUTRONIUM_EXTRACTOR_DESC '''Before parts can be built using Neutronium, it must be extracted from a neutron star. Neutronium extracted at this facility is transported to Neutronium Forges throughout the empire. This building can be built at an outpost. Permits construction of ships with Neutronium ship parts.''' BLD_NEUTRONIUM_FORGE Neutronium Forge BLD_NEUTRONIUM_FORGE_DESC The industrial processing of neutronium requires an extensive specialized facility. This building is required for building any ships with neutronium parts. Unlike most shipyards and shipyard upgrades, this building cannot be built at an outpost. BLD_NEUTRONIUM_SYNTH Neutronium Synthesizer BLD_NEUTRONIUM_SYNTH_DESC An ancient building designed long ago to synthesize neutronium. An empire with this building does not need a Neutronium Extractor to build neutronium ship parts. BLD_CONC_CAMP Concentration Camps BLD_CONC_CAMP_DESC '''Ridding a planet of an undesirable species allows the introduction of a more suited species. By creating a planet-wide network of concentration camps designed to work the citizens to death, this goal can be achieved quickly and efficiently. This building can be built on an outpost. Decreases the planet's population at a rate of 3 per turn, and increases target industry by 5 times the planet's population.''' BLD_INDUSTRY_FARM Industrial Farms BLD_INDUSTRY_FARM_DESC '''Long-term adaptations to factories, shipping routes and personnel that already exist allows production of food in industrial regions with no extra cost beyond that of initially developing the additional infrastructure. This building gives a bonus to max farming equal to 1/10 of max industry for all planets in the empire''' BLD_BLACK_HOLE_POW_GEN Black Hole Power Generator BLD_BLACK_HOLE_POW_GEN_DESC This building gives a bonus to max industry of double the planet's population for all planets in the empire with the Industry focus. This building can be built at an outpost. BLD_REPLICATORS Replicators BLD_REPLICATORS_DESC '''When activated, half of all industrial production in the empire goes towards replicating extra food or minerals at a 2:1 ratio. If the planet on which it is built has focus set to Food Replication, food will be produced at the expense of industry. When the focus is set to Mineral Replication, minerals will be produced at the expense of industry. Only one replication focus can take effect in the empire at one time.''' BLD_PLANET_DRIVE Planetary Starlane Drive BLD_PLANET_DRIVE_DESC '''Allows a planet to move between star systems. An interstellar lighthouse is required within 200 uus of the target system to allow the planet to proceed safely. Otherwise, the planet will have a 50% chance of being destroyed in transit. This is a hazardous journey even if the planet survives however, and only half the population of a planet will live even with support from the interstellar lighthouse. This building can be built at an outpost, but not on an asteroid belt. Due to a lack of UI targeting, a second building is currently required on the other end of the starlane. This building will destroy itself immediately, so that the planet can move to a different target system later. To use this building, set the planet to Planet Drive focus, and construct a Planetary Beacon in an adjacent system. The planet will then be moved to that system.''' BLD_PLANET_BEACON Planetary Beacon BLD_PLANET_BEACON_DESC Designates the target for the planetary starlane drive. This building can be built at an outpost. BLD_ART_PLANET Artificial Planet BLD_ART_PLANET_DESC Forms an artificial planet from an asteroid belt or a gas giant. Asteroids become tiny barren planets and gas giants become huge barren planets. This process must be enacted at an outpost on either a gas giant or an asteroid belt. BLD_ART_MOON Artificial Moon BLD_ART_MOON_DESC '''Forms an artificial moon with 1:1 orbital period - rotational period resonance. This allows the construction of special buildings which may only be built on a resonant moon. This cannot be constructed at a Gas Giant or Asteroid Belt. Though natural satellites are relatively commonplace occurrences amongst planetary bodies, it is truly rare to find a moon with an orbital period equal to that of its rotational period. Such a satellite would have one side constantly facing away from the planet, allowing the construction of massive installations - which under normal circumstances would be easily visible from the planet's surface - to be constructed with total secrecy, completely invisible to the unsuspecting populace on the planet below.''' BLD_SOL_REJUV Solar Rejuvenator BLD_SOL_REJUV_DESC A Solar Rejuvenator artificially rejuvenates a star by increasing its fuel supply. The star becomes one type younger, according to the following order: Red, Orange, Yellow, White, Blue. This process can be enacted at an outpost. BLD_TRANSFORMER Transformer BLD_TRANSFORMER_DESC '''An versatile and extremely expensive building capable of having the effects many other buildings, currently activated using the focus settings of the planet on which it is built, provided the owner has unlocked the building which the Transformer is mimicking. This building can be given the effects of a Replicator, a Planetary Cloaking Device, a Bioterror Projector, a Stargate, a Planetary Starlane Drive, or a Spatial Distortion Generator, provided the owner has the appropriate technology.''' BLD_PLANET_CLOAK Planetary Cloaking Device BLD_PLANET_CLOAK_DESC A powerful cloaking device able to shroud an entire world. Max stealth of the planet on which it is built is increased by 80 when the planet's focus is set to Stealth. BLD_SPATIAL_DISTORT_GEN Spatial Distortion Generator BLD_SPATIAL_DISTORT_GEN_DESC Manipulates the dimensional properties of adjacent starlanes. Any enemy ships attempting to reach the system containing this building will be redirected back the way they came, or to a random adjacent star. Only ships fast enough to traverse the starlane in one turn are able to avoid these effects. This is activated with the Spatial Distortion focus. BLD_STARGATE Stargate BLD_STARGATE_DESC '''Capable of creating a shortcut through space-time between itself and any other stargate owned by the empire. To activate the stargate, set the planet to the Stargate focus, and build a stargate activator on a planet in the source system, and a stargate beacon on a planet set to the Stargate focus in the destination system.''' BLD_STARGATE_ACTIVATOR Stargate Activator BLD_STARGATE_ACTIVATOR_DESC Designates the source of ships being sent through a stargate. BLD_STARGATE_BEACON Stargate Beacon BLD_STARGATE_BEACON_DESC Designates the destination of ships being sent through a stargate. BLD_GAS_GIANT_GEN Gas Giant Generator BLD_GAS_GIANT_GEN_DESC '''A power generator designed to harvest the energy of a Gas Giant. This building can only be constructed at a gas giant and gives an industry bonus to planets with the Industry focus in the same system of one quarter the planets' respective populations.''' BLD_COLONY_BASE Colony Base BLD_COLONY_BASE_DESC Creates a Colony Base ship which can be used to colonize another planet in the same system. Can only be built on a colony with a population of 3 or more. ################################### # Hull/Part Description Templates # ################################### HULL_DESC '''Starlane Speed: %1% Fuel Capacity: %2% Combat Speed: %3% Health: %4%''' PART_DESC_CAPACITY Capacity: %1% PART_DESC_STRENGTH Strength: %1% PART_DESC_DIRECT_FIRE_STATS '''Attack Damage: %1% ''' ## TEMPORARILY HIDDEN # Rate of Fire: %2% shots/turn # Range: %3% PART_DESC_LR_STATS '''Damage: %1% Rate of Fire: %2% missiles/turn Range: %3% Missile Speed: %4% Missile Structure: %5% Missile Stealth: %6% Capacity: %7% missiles''' PART_DESC_FIGHTER_STATS '''Fighter Type: %1% Fighter Anti-Fighter Damage: %3% Fighter Anti-Ship Damage: %2% Fighter Launch Rate: %4% fighters/turn Fighter Speed: %5% Fighter Structure: %6% Fighter Stealth: %7% Fighter Detection: %8% Capacity: %9% fighters''' ############## # Ship Parts # ############## SR_WEAPON_1 Mass Driver 1 SR_WEAPON_1_DESC '''The Mass Driver, a basic weapon.''' SR_WEAPON_2 Mass Driver 2 SR_WEAPON_2_DESC '''Mass Driver, refined to level 2.''' SR_WEAPON_3 Mass Driver 3 SR_WEAPON_3_DESC '''Mass Driver, refined to level 3.''' SR_WEAPON_4 Mass Driver 4 SR_WEAPON_4_DESC '''Mass Driver, refined to level 4.''' SR_WEAPON_5 Laser 1 SR_WEAPON_5_DESC '''The Laser, a more powerful ship's weapon than the Mass Driver.''' SR_WEAPON_6 Laser 2 SR_WEAPON_6_DESC '''Laser, refined to level 2.''' SR_WEAPON_7 Laser 3 SR_WEAPON_7_DESC '''Laser, refined to level 3.''' SR_WEAPON_8 Laser 4 SR_WEAPON_8_DESC '''Laser, refined to level 4.''' SR_WEAPON_9 Plasma Cannon 1 SR_WEAPON_9_DESC '''The Plasma Cannon, a more powerful ship's weapon than the Laser.''' SR_WEAPON_10 Plasma Cannon 2 SR_WEAPON_10_DESC '''Plasma Cannon, refined to level 2.''' SR_WEAPON_11 Plasma Cannon 3 SR_WEAPON_11_DESC '''Plasma Cannon, refined to level 3.''' SR_WEAPON_12 Plasma Cannon 4 SR_WEAPON_12_DESC '''Plasma Cannon, refined to level 4.''' SR_WEAPON_13 Death Ray 1 SR_WEAPON_13_DESC '''The Death Ray, the ultimate ship's weapon.''' SR_WEAPON_14 Death Ray 2 SR_WEAPON_14_DESC '''Death Ray, refined to level 2.''' SR_WEAPON_15 Death Ray 3 SR_WEAPON_15_DESC '''Death Ray, refined to level 3.''' SR_WEAPON_16 Death Ray 4 SR_WEAPON_16_DESC '''Death Ray, refined to level 4.''' SR_WEAPON_17 Death Ray 5 SR_WEAPON_17_DESC '''Death Ray, refined to level 5. The ultimate refinement of the ultimate weapon.''' SR_LASER Laser SR_LASER_DESC Lower power and mass SR_ION_CANNON Ion Cannon SR_ION_CANNON_DESC Moderate power and mass SR_MASS_DRIVER Mass Driver SR_MASS_DRIVER_DESC A projectile weapon capable of launching objects of tremendous mass at relativistic speeds. SR_DEATH_RAY Death Ray SR_DEATH_RAY_DESC Ultimate short range weapon PD_PULSE_LASER Pulse Laser PD_PULSE_LASER_DESC Short range, high rate of fire PD_PHASOR Phasor PD_PHASOR_DESC Stronger, faster point defense weapon PD_PARTICLE_BEAM Particle Beam PD_PARTICLE_BEAM_DESC Ultimate point defense weapon FI_INTERCEPTOR Interceptor FI_INTERCEPTOR_DESC Twelve fast interceptors designed to destroy missiles and enemy fighters FI_BOMBER Bomber FI_BOMBER_DESC Six bombers designed to target ships and planets FI_RECON Reconnaissance Fighter FI_RECON_DESC Twelve fast, unarmed fighters designed for reconnaissance FI_BIOINTERCEPTOR Bio-Interceptor FI_BIOINTERCEPTOR_DESC Thirty-six living interceptors designed to destroy missiles and enemy fighters. Far more effective than regular interceptors. This part can only be built if there is a Xenocoordination Facility and a Cellular Growth Chamber somewhere in the empire or an ally's empire. FI_BIOBOMBER Bio-Bomber FI_BIOBOMBER_DESC Eighteen living bombers designed to target ships and planets. Far more effective than regular bombers. This part can only be built if there is a Competitive Maturation Chamber and a Bioneural Modification Unit somewhere in the empire or an ally's empire. LR_NUCLEAR_MISSILE Nuclear Missile LR_NUCLEAR_MISSILE_DESC Long range moderate power LR_SPECTRAL_MISSILE Spectral Missile LR_SPECTRAL_MISSILE_DESC A fast, stealthy missile. LR_NEUTRONIUM_PLATE_NUC_MIS Neutronium Plated Nuclear Missile LR_NEUTRONIUM_PLATE_NUC_MIS_DESC Heavily armoured nuclear missile LR_NEUTRONIUM_PLATE_SPEC_MIS Neutronium Plated Spectral Missile LR_NEUTRONIUM_PLATE_SPEC_MIS_DESC Heavily armoured spectral missile LR_ANTIMATTER_TORPEDO Antimatter Torpedo LR_ANTIMATTER_TORPEDO_DESC A fast, long-range missile powered by the Spatial Flux Drive and armed with a powerful anti-matter warhead. This part can only be built if there is an Engineering Bay or an Advanced Engineering Bay somewhere in the empire or an ally's empire. LR_PLASMA_TORPEDO Plasma Torpedo LR_PLASMA_TORPEDO_DESC A fast, long-range missile with excellent stealth, powered by the Trans-Spatial Drive and armed with a devastatingly powerful plasma warhead. This part can only be built if there is an Advanced Engineering Bay somewhere in the empire or an ally's empire. DT_OPTICAL_SCANNER Optical Scanner DT_OPTICAL_SCANNER_DESC Basic detection capability DT_ACTIVE_RADAR Active Radar DT_ACTIVE_RADAR_DESC Moderate detection DT_NEUTRON_SCANNER Neutron Scanner DT_NEUTRON_SCANNER_DESC Strong detection DT_SENSORS Sensors DT_SENSORS_DESC Ultimate detection FU_BASIC_TANK Extra Fuel Tank FU_BASIC_TANK_DESC Allows an additional jump. FU_DEUTERIUM_TANK Deuterium Tank FU_DEUTERIUM_TANK_DESC Small increase to ship range by increasing fuel capacity. Bulky and vulnerable to weapons fire. FU_ANTIMATTER_TANK Antimatter Tank FU_ANTIMATTER_TANK_DESC Moderate increase to ship range by increasing fuel capacity. Compact and low mass. FU_ZERO_FUEL Zero-Point Fuel Generator FU_ZERO_FUEL_DESC Generates energy using Zero-Point generation and converts it into fuel using matter-energy conversion techniques. ST_EM_DAMPER Electromagnetic Damper ST_EM_DAMPER_DESC Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present. ST_ABSORPTION_FIELD Absorption Field ST_ABSORPTION_FIELD_DESC Creates an absorption field around the ship, effectively transforming it into a perfect blackbody. ST_DIM_CLOAK Dimensional Cloak ST_DIM_CLOAK_DESC Hides this ship within a dimensional rift, greatly increasing stealth. ST_PHASING_CLOAK Phasing Cloak ST_PHASING_CLOAK_DESC Modulates the frequency of any matter waves emitted from the ship to match that of the background radiation. AR_LEAD_PLATE Lead Armour Plating AR_LEAD_PLATE_DESC Weak defense with large mass AR_ZORTRIUM_PLATE Zortrium Armour Plating AR_ZORTRIUM_PLATE_DESC Stronger defense than lead plating AR_ROCK_PLATE Rock Armour Plating AR_ROCK_PLATE_DESC A strong, cheap alternative to alloys. This part can only be built if there is an Asteroid Reformation Facility at an asteroid belt somewhere in the empire or an ally's empire. AR_CRYSTAL_PLATE Crystal Armour Plating AR_CRYSTAL_PLATE_DESC An incredibly strong armour produced with advanced crystallization techniques. This part can only be built if there is a Crystallization Module at an asteroid belt somewhere in the empire or an ally's empire. AR_NEUTRONIUM_PLATE Neutronium Armour Plating AR_NEUTRONIUM_PLATE_DESC Admirable defense with moderate mass SH_DEFENSE_GRID Defense Grid SH_DEFENSE_GRID_DESC Weak defense with no extra mass SH_DEFLECTOR Deflector Shield SH_DEFLECTOR_DESC Strong defense with small mass SH_MULTISPEC Multi-Spectral Shield SH_MULTISPEC_DESC Powerful Shield capable of protecting a ship within a star. Provides a high stealth bonus on the galaxy map when the ship is in a star other than a Black Hole or a Neutron Star and allows the ship to enter a star in combat. CO_COLONY_POD Colony Pod CO_COLONY_POD_DESC '''Basic facilities for colonists to survive journey to a new planet. Allows ship to colonize new worlds. All Colony class ship parts require the planet at which they are built to have a population of at least three.''' CO_SUSPEND_ANIM_POD Cryonic Colony Pod CO_SUSPEND_ANIM_POD_DESC '''Colonists are kept in suspended animation during colonization journey, eliminating need to provide sustenance, and greatly increasing the number of colonists that can be carried on one ship. All Colony class ship parts require the planet at which they are built to have a population of at least three.''' CO_OUTPOST_MOD Outpost Module CO_OUTPOST_MOD_DESC '''Low capacity colony pod which allows ships to create an outpost-like colony with low starting population. All Colony class ship parts require the planet at which they are built to have a population of at least three.''' GT_TROOP_POD Ground Troop Pod GT_TROOP_POD_DESC Carries a brigade of ground troops and equipment that can be deployed onto a planet. SP_DISTORTION_MODULATOR Distortion Modulator SP_DISTORTION_MODULATOR_DESC Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects within 0 uus have max stealth reduced by 20. The effect is non-stacking. ############## # Ship Hulls # ############## SH_ROBOTIC Robotic Hull SH_ROBOTIC_DESC '''This hull is completely automated and functions under the principals of Military Robotic Control. Like the standard hull, it has four external slots and one internal slot. It is faster than the standard hull, and will have its structure restored between combats, but has a lower max structure. In addition to a Basic Shipyard and an orbital Drydock, either a Robotic Processing Unit or a Nanorobotic Processing Unit is required at the planet where it is constructed.''' SH_SPATIAL_FLUX Spatial Flux Hull SH_SPATIAL_FLUX_DESC '''This tiny hull is capable of immense speed due to the power of the Spatial Flux Drive. It has only two external slots however, and it's max structure is low. Stealth is fairly high, but it receives a large stealth penalty for movement both in combat and on the galaxy map. In addition to a Basic Shipyard and an Orbital Drydock, either an Engineering Bay or an Advanced Engineering Bay is required at the planet where it is constructed.''' SH_SELF_GRAVITATING Self-Gravitating Hull SH_SELF_GRAVITATING_DESC '''This hull is immense in both size and power, with eight external slots and two internal slots. It is fairly sturdy, having a high max structure, but stealth and speed are fairly low. In addition to a Basic Shipyard and an Orbital Drydock, either a Military Megaprocessor or a Geointegration Facility is required at the planet where it is constructed.''' SH_NANOROBOTIC Nano-Robotic Hull SH_NANOROBOTIC_DESC '''This automated hull is large and fast, and repairs damage to itself using millions of nano-robots. It has six external slots and one internal slot, but it has low stealth and is very fragile, though it regenerates structure during combat and restores structure completely between combats. Requires a Basic Shipyard, an Orbital Drydock and a Nanorobotic Processing unit at the planet where it is constructed.''' SH_TITANIC Titanic Hull SH_TITANIC_DESC '''This extraordinarily large hull requires quite a feat of engineering even to move. It has sixteen external slots and three internal slots, and its max structure is very high, but at the cost of a great deal of speed and stealth. Requires a Basic Shipyard, an Orbital Drydock and a Geointegration Facility at the planet where it is constructed.''' SH_TRANSSPATIAL Trans-Spatial Hull SH_TRANSSPATIAL_DESC '''This hull is able to travel stealthily and at an incredible speed due to the Trans-Spatial drive. It has only a single external slot however, and its max structure is extremely low. Requires a Basic Shipyard, an Orbital Drydock and an Advanced Engineering Bay at the planet where it is constructed.''' SH_LOGISTICS_FACILITATOR Logistics Facilitator SH_LOGISTICS_FACILITATOR_DESC '''This organizational flagship is designed to organize and manage mid-battle transfers of crewmen and other objects. It has seven external slots and two internal slots. It's speed is low, but max structure is fairly high. In addition, it's built-in fleet of stealthy freighters allows transfer of personnel and materiel during battle, enabling all friendly ships to recover structure during combat and completely restore structure between combats. Requires a Basic Shipyard, an Orbital Drydock, a Nanorobotic Processing Unit, a Geointegration Facility, an Advanced Engineering Bay and a Military Logistics Assembly at the planet where it is constructed.''' SH_ASTEROID Asteroid Hull SH_ASTEROID_DESC '''This hull is constructed from an average-sized asteroid. A bit roomier than the standard hull, it has four external slots and two internal slots. Speed and structure are relatively low, but it is fairly inexpensive to build. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.''' SH_SMALL_ASTEROID Small Asteroid Hull SH_SMALL_ASTEROID_DESC '''This hull is constructed from a very small asteroid. It has only a single external slot and a single internal slot. Speed is very good, but structure is quite low. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.''' SH_HEAVY_ASTEROID Heavy Asteroid Hull SH_HEAVY_ASTEROID_DESC '''This hull is constructed from a gigantic asteroid, and has six external slots and three internal slots. Speed is very low, but structure is moderately high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.''' SH_CAMOUFLAGE_ASTEROID Camouflage Asteroid Hull SH_CAMOUFLAGE_ASTEROID_DESC '''This hull is designed to look exactly like a real asteroid. It has four internal slots, but no external slots. Structure is average, but speed is fairly low. This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.''' SH_SMALL_CAMOUFLAGE_ASTEROID Small Camouflage Asteroid Hull SH_SMALL_CAMOUFLAGE_ASTEROID_DESC '''This camouflage asteroid hull is able to make use of camouflage asteroid parts on it's exterior, although it must be made much smaller to compensate and avoid losing it's stealth bonus. It has a single external slot and a single internal slot. Speed is average, but structure is quite low. This hull gets a tremendous bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard and an Asteroid Processor at the asteroid belt where it is produced.''' SH_AGREGATE_ASTEROID Agregate Asteroid Hull SH_AGREGATE_ASTEROID_DESC '''This massive hull is formed by combining several large asteroids. It has fifteen external slots and four internal slots. Structure is good, but speed is very low. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.''' SH_MINIASTEROID_SWARM Mini-Asteroid Swarm SH_MINIASTEROID_SWARM_DESC '''This hull is constructed from a small asteroid, much of which has been broken off to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect the main ship, giving a bonus to shields. This hull has two external slots, but no internal slots. Structure is very low, but speed is high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.''' SH_SCATTERED_ASTEROID Scattered Asteroid Hull SH_SCATTERED_ASTEROID_DESC '''This flagship is constructed from several large asteroids, some of which have been combined to form the main hull, and some of which have been broken apart to form numerous tiny asteroids, which are controlled by the main hull. These asteroids protect not only the main ship, but every accompanying friendly ship, giving a bonus to shields for all owned ships and allies' ships in the vicinity. Like the compound asteroid hull, this hull has fifteen external slots and four internal slots. Speed is very low, but structure is high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard, an Asteroid Processor and an Asteroid Reformation Facility at the asteroid belt where it is produced.''' SH_CRYSTALLIZED_ASTEROID Crystallized Asteroid Hull SH_CRYSTALLIZED_ASTEROID_DESC '''This sturdy hull is made from a average-sized asteroid, hardened by advanced crystallization techniques. Like the regular Asteroid Hull, it has four external slots and two internal slots. Speed is somewhat low, but structure is extremely high. This hull gets a large bonus to stealth on the galaxy map when it is in a system with an asteroid belt, and in combat when it is hiding in an asteroid belt. Requires a Basic Shipyard, an Asteroid Processor and a Crystallization Module at the asteroid belt where it is produced.''' SH_ORGANIC Organic Hull SH_ORGANIC_DESC '''This is the most basic type of organic hull: a living hull grown from the most basic unit of life and raised for battle. It has three external slots and one internal slot. Stealth is high and speed is average, but structure is a bit low. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard and an Orbital Incubator at the planet where it is developed.''' SH_STATIC_MULTICELLULAR Static Multicellular Hull SH_STATIC_MULTICELLULAR_DESC '''Despite being organic, this hull is non-living, being produced via multi-cellular casting. The versatility of the interior and the lack of necessity for internal organs increases its capacity, but without living systems to maintain its structure it is very weak. It has three external slots and two internal slots. Stealth is average and speed is good, but structure is very low. Unlike most organic hulls, this hull regenerates neither structure nor fuel between combats. Requires a Basic Shipyard and an Industrial Organic Assembly at the planet where it is constructed.''' SH_ENDOMORPHIC Endomorphic Hull SH_ENDOMORPHIC_DESC '''This living hull contains non-living multicellular components for greater internal modularity. This hull has four external slots and three internal slots. Stealth is good and speed is average, but structure is low. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard, an Orbital Incubator and an Industrial Organic Assembly at the planet where it is developed.''' SH_SYMBIOTIC Symbiotic Hull SH_SYMBIOTIC_DESC '''This living hull exists in a symbiotic relationship with it's crew, increasing its stealth and speed. It has two external slots and one internal slot. Stealth, speed and structure are all good. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard, an Orbital Incubator and a Xenocoordination Facility at the planet where it is developed.''' SH_PROTOPLASMIC Protoplasmic Hull SH_PROTOPLASMIC_DESC '''This monocellular hull suspends its internal parts in its cytoplasm rather than mounting them on a solid internal structure. It has three of each internal slots and external slots. Speed is average and stealth is high, but structure is very low. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard, an Orbital Incubator and a Cellular Growth Chamber at the planet where it is developed.''' SH_ENDOSYMBIOTIC Endosymbiotic Hull SH_ENDOSYMBIOTIC_DESC '''This mono-cellular hull exists in a symbiotic relationship with its crew, suspending them in its cytoplasm and using them as organelles. It has three external slots and two internal slots. Speed and stealth are good, and structure is average. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard, an Orbital Incubator, a Xenocoordination facility and a Cellular Growth Chamber at the planet where it is developed.''' SH_RAVENOUS Ravenous Hull SH_RAVENOUS_DESC '''This living hull has been raised on the blood of it's brethren. It has four external slots and two internal slots. Stealth is low, but speed and structure are high. Unlike most organic hulls, the Ravenous Hull will only regenerate fuel between combats, not structure. Requires a Basic Shipyard, an Orbital Incubator and a Competitive Maturation Chamber at the planet where it is developed.''' SH_BIOADAPTIVE Bio-Adaptive Hull SH_BIOADAPTIVE_DESC '''This living hull has mind and body working in perfect unison, allowing it to react and adapt to its surroundings with unparalleled efficiency. It has only two of each internal and external slots, but stealth, speed and structure are all very high. This hull regenerates fuel and completely recovers structure between combats. Requires a Basic Shipyard, an Orbital Incubator and a Bioneural Modification Unit at the planet where it is developed.''' SH_SENTIENT Sentient Hull SH_SENTIENT_DESC '''This self-aware flagship has powerful analytical abilities and a tremendous memory capacity, which allow it to direct friendly vessels and provide them with useful information and subtle tactical cues in combat, giving a stealth and detection bonus to all accompanying friendly ships. It has six external slots and three internal slots. It has low speed, but stealth and structure are good. This hull regenerates structure and fuel between combats. Requires a Basic Shipyard, an Orbital Incubator, a Competitive Maturation Chamber and a Bioneural Modification Unit at the planet where it is developed.''' SH_COMPRESSED_ENERGY Compressed Energy Hull SH_COMPRESSED_ENERGY_DESC '''This fast hull is comprised entirely of compressed energy and has a single external slot. Structure is low, but stealth and speed are very high. This hull requires a great deal of energy to construct and can only be built at a system with a star of type White, Blue or Black Hole. Requires a Basic Shipyard and an Energy Compressor at the planet where it is formed.''' SH_FRACTAL_ENERGY Fractal Energy Hull SH_FRACTAL_ENERGY_DESC '''This hull, while small, has a fractal surface which allows many more parts to be mounted than would be possible on a smoother hull. It has twenty-seven external slots, but no internal slots. Stealth is very low, but structure and speed are average. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole. Requires a Basic Shipyard, an Energy Compressor and a Controlled Energy Focusing Array at the planet where it is formed.''' SH_QUANTUM_ENERGY Quantum Energy Hull SH_QUANTUM_ENERGY_DESC '''This hull magnifies quantum energy fluctuations to increase its own power. It has seven external slots and three internal slots. Speed and structure are very high, but stealth is very low. This hull requires a very great deal of energy to construct and can only be built at a system with a star of type Blue or Black Hole. Requires a Basic Shipyard, an Energy Compressor and a Controlled Energy Focusing Array at the planet where it is formed.''' SH_SOLAR Solar Hull SH_SOLAR_DESC '''This mighty flagship is essentially a miniature sun, and as such is a great source of both fuel and visibility. All accompanying friendly ships completely recover fuel between combat, and all enemy ships in the vicinity receive a penalty to stealth. This hull has eighteen external slots and nine internal slots - a far greater internal capacity than any other hull. Structure is extremely high, but speed and stealth are very low. However, this ship has the ability to enter a star and hide, giving it perfect stealth on the galaxy map when it is in a system with a star of type other than Black Hole or Neutron, and in combat, when it is hiding inside such a star. This ship requires a tremendous amount of energy to construct and must harness energy from particle-antiparticle collisions on the event horizon of a Black Hole in its formation. Requires a Basic Shipyard, an Energy Compressor and a Solar Containment Unit at the planet where it is built.''' SH_BASIC_SMALL Basic Small Hull SH_BASIC_SMALL_DESC Basic Small Hull SH_BASIC_MEDIUM Basic Medium Hull SH_BASIC_MEDIUM_DESC Basic Medium Hull SH_STANDARD Standard Hull SH_STANDARD_DESC '''Basic interstellar hull. Requires a Basic Shipyard and an Orbital Drydock at the planet where it is Constructed.''' SH_XENTRONIUM Xentronium Hull SH_XENTRONIUM_DESC A hull constructed primarily with xentronium. Though small, it has extremely high max structure. SH_COLONY_BASE Colony Base Hull SH_COLONY_BASE_DESC A hull designed to create a colony on another planet in system. It cannot move between systems or move quickly in-system. SH_WEAK_MONSTER_BODY Weak Body SH_WEAK_MONSTER_BODY_DESC Small frail body that is unable to withstand significant damage. SH_IMMOBILE_MONSTER_BODY Immobile Body SH_IMMOBILE_MONSTER_BODY_DESC Rigid tree-like body that is unable to move between systems. SH_STRONG_MONSTER_BODY Strong Body SH_STRONG_MONSTER_BODY_DESC Large strong body with fearsome natural weapons and strong natural armour. SH_GUARD_MONSTER_BODY Guard Hull SH_GUARD_MONSTER_BODY_DESC A Strong Hull for Guardian Class Monsters SH_KRILL_1_BODY Krill Body 1 SH_KRILL_1_BODY_DESC Krill Body 1 SH_KRILL_2_BODY Krill Body 2 SH_KRILL_2_BODY_DESC Krill Body 2 SH_KRILL_3_BODY Krill Body 3 SH_KRILL_3_BODY_DESC Krill Body 3 SH_KRILL_4_BODY Krill Body 4 SH_KRILL_4_BODY_DESC Krill Body 4 SH_DRONE_BODY Drone Hull SH_DRONE_BODY_DESC Drone Hull SH_IMMOBILE_FACTORY Drone Factory SH_IMMOBILE_FACTORY_DESC Drone Factory SH_KRAKEN_1_BODY Larval Kraken Body SH_KRAKEN_1_BODY_DESC A formidible medium-weight space monster. SH_KRAKEN_2_BODY Kraken Body SH_KRAKEN_2_BODY_DESC A formidible medium-weight space monster. SH_KRAKEN_3_BODY Great Kraken Body SH_KRAKEN_3_BODY_DESC A formidible medium-weight space monster. SH_SNOWFLAKE_1_BODY Small Snowflake Body SH_SNOWFLAKE_1_BODY_DESC A formidible light-weight space monster. SH_SNOWFLAKE_2_BODY Snowflake Body SH_SNOWFLAKE_2_BODY_DESC A formidible light-weight space monster. SH_SNOWFLAKE_3_BODY Large Snowflake Body SH_SNOWFLAKE_3_BODY_DESC A formidible light-weight space monster. SH_JUGGERNAUT_1_BODY Small Juggernaut Body SH_JUGGERNAUT_1_BODY_DESC A formidible heavy-weight space monster. SH_JUGGERNAUT_2_BODY Juggernaut Body SH_JUGGERNAUT_2_BODY_DESC A formidible heavy-weight space monster. SH_JUGGERNAUT_3 Large Juggernaut Body SH_JUGGERNAUT_3_BODY_DESC A formidible heavy-weight space monster.