example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "Accepts"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "Disable flashes (e.g. lightning)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "Accessibility"; title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "Active display"; Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "Check these mods to add them to your save file."; could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "AdditionError__CollisionWith" = "Collision with {0}"; could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "Overlapping with terrain designation"; {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water "AdditionError__HasDeposit" = "Cannot be placed on top of existing deposit ({0})"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "Invalid placement height, must be placed within heights {0} and {1} (inclusive)."; could not place a building as some part needs to be in the ocean (e.g. ship depot) "AdditionError__NeedsOcean" = "Some part needs to be in the ocean"; {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "AdditionError__NoDeposit" = "There is no deposit of {0}"; could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "Requires a hard surface (e.g. concrete)"; could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "Some ground is not farmable"; could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "Some ground is not fertile"; could not place a building outside a predefined slot (e.g. shipyard module) "AdditionError__NotInSlot" = "Must be placed in a highlighted slot"; could not place a building because the terrain is not stable enough (for example landfill) "AdditionError__NotStable" = "Some ground is not stable"; could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "Ocean access blocked"; could not place entity due blocked ocean access by an entity, {0} is entity name "AdditionError__OceanBlockedBy" = "Ocean access blocked by '{0}' or terrain."; could not place entity due blocked ocean access by terrain, {0} a positive integer "AdditionError__OceanBlockedByTerrain" = "Ocean access blocked by terrain at {0} location, you might need to repeat the recovery action."; could not place a building as it can't be placed in the ocean "AdditionError__OceanNotAllowed" = "Cannot place in the ocean"; could not place a building as it is outside of buildable area of the game (outside of the map) "AdditionError__OutsideOfMap" = "Outside of buildable area"; could not place a building as something was in the way (building, tree) "AdditionError__SomethingInWay" = "Something is in the way"; could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "Terrain too high"; could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "Terrain too low"; shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness "AdditionError__ThinDeposit" = "Requires ground deposit with thickness at least: {0}, current thickness: {1}"; could not place a tree as it is too close to another "AdditionError__TooCloseToOtherTree" = "Too close to another tree"; could not place a building because it already exists and only one is allowed in the game "AdditionError__Unique" = "Building is unique and already exists"; Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "Warning: A port is above transport support height. Connection may not be possible."; title of a window that enables to install a new ship part "AddNewShipPart" = "Add new part"; title of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Title" = "Adopt population"; tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Tooltip" = "People in the settlement that are willing to join your island. This number replenishes naturally over time until the limit is reached. The capacity and replenish rate are affected by your reputation. Also some settlements might not have this option."; button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "Adopt {0} pop"; short description of a machine "AirSeparator__desc" = "Performs a cryogenic distillation process at temperatures reaching -200 °C to separate atmospheric air into its primary components - oxygen and nitrogen."; name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "Air separator"; Map description "AlphaStaticIslandMap__desc" = "A balanced map, great for new or casual players. The starting location offers easy access to all resources and plenty of space to build a large factory. Later on, create ramps to the higher platforms to scale up industrial and mining operations.\n\nThis is the first and oldest map in Captain of Industry. It was first available in a closed-alpha build in October of 2021. Back then, it was the only playable map in the game.\n"; Map name "AlphaStaticIslandMap__name" = "New Haven"; represents number of people in a settlement, example '2 pops' (keep it short) "AmountOfPops" = "{0} pop"; people who work somewhere. example: '1 worker', '2 workers' - keep it short! "AmountOfWorkers" = "{0} worker"; short description of a machine "AnaerobicDigester__desc" = "Performs a process in which microorganisms break down biodegradable material in the absence of oxygen to produce fuels and fertilizer."; name of a machine "AnaerobicDigester__name" = "Anaerobic digester"; tooltip for a button that enables to move animals between farms "AnimalFarm_AddAnimals_Tooltip" = "Reallocates animals from other farms into this farm"; button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "Pause growth"; tooltip "AnimalFarm_PauseGrowth__Tooltip" = "Stops natural increase in number of animals in this farm."; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "Remove all"; tooltip for a button that enables to move animals between farms "AnimalFarm_RemoveAnimals_Tooltip" = "Reallocates animals that are in this farm into other farms"; title of a panel showing animals in this farm "AnimalFarm_Title" = "Animals"; "AnimalFarm_TitleTooltip" = "Animals housed in this farm. You can obtain new animals by trading with a world village. Once there are some animals they will start naturally increase in number. Animals need to be provided with food and water otherwise they can perish."; notification "AnimalFarmMissingFood__name" = "{entity}: Not enough food"; notification "AnimalFarmMissingWater__name" = "{entity}: Not enough water"; see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "Enable slaughtering"; "AnimalSlaughtering__Tooltip" = "When enabled a red slider appears. If the total number of animals in this farm gets above the red slider, then the excess number will be slaughtered for products like meat. In case the slider is set to full capacity it will only slaughter the born excess that would not fit into the farm. If slaughtering is disabled, no meat gets produced."; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "Multisample anti-aliasing (MSAA) {0}"; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "MSAA {0}"; rendering setting name "AntiAliasingRenderingSetting__Name" = "Anti-aliasing"; anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "Subpixel morphological anti-aliasing (SMAA)"; anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "SMAA"; button to apply changes "ApplyChanges" = "Apply changes"; confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "Ignore conflicts and apply changes?"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "Apply settings from"; short description of a machine "ArcFurnace__desc" = "Melts metals via a powerful electric arc. The arc is deployed using graphite anodes that are partially spent during the process due to the high heat. Beware that the furnace consumes a significant amount of power. It would be polite to notify your local power plant before turning this on."; name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "Arc furnace"; short description of a machine "ArcFurnace2__desc" = "This furnace has a cooling system to safely reach higher operating temperatures. This provides increased throughput and an opportunity to reuse some of the excess heat. Power requirements are increased as well."; name of a machine "ArcFurnace2__name" = "Arc furnace II"; Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "{0} km²"; notification "AreasWithoutForestryTowers__name" = "There are some forestry designations outside of forestry tower areas"; notification "AreasWithoutTowers__name" = "There are some mining designations outside of mine tower areas"; Map description "ArmageddonMap__desc" = "Welcome to Armageddon, the shattered remnants of a bygone cataclysm. The impact that produced the central crater scattered precious resources over all the islands, offering lucrative opportunities for ambitious miners and entrepreneurs. I’m just glad I didn’t live here back then! That must have been quite the BOOM.\n\nThis island has more land area than any three other islands we’ve scouted, so substantial room for growth is available. With four starting locations, each offering a different difficulty level, this map caters to both new players looking for a manageable challenge and seasoned veterans seeking a test of their factory building skills.\n\nThis map was created as a celebration of the map editor for Update 2 as it demonstrates what can be achieved with it.\n"; Map name "ArmageddonMap__name" = "Armageddon"; value of armor, e.g. `armor: 40` "Armor" = "Armor"; name: ship part upgrade "ArmorT1__name" = "Armor plating"; name: ship part upgrade "ArmorT2__name" = "Armor plating II"; description of a machine "AssemblyElectrified__desc" = "Assembly line that is faster and can produce more advanced products."; name of a machine "AssemblyElectrified__name" = "Assembly II"; name of a machine "AssemblyElectrifiedT2__name" = "Assembly III"; short description of a machine "AssemblyManual__desc" = "Assembly line that produces basic products."; name of a machine "AssemblyManual__name" = "Assembly I"; description of a machine "AssemblyRoboticT1__desc" = "Robotic assembly that is faster and can produce more advanced products."; name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "Assembly (robotic)"; name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "Assembly (robotic) II"; tooltip that explains what excavators do when assigned to a mine tower "AssignedExcavators__MineTower_Title" = "Assigned excavators will automatically mine all the mining designations managed by this tower. Don't forget to also assign some trucks so the excavators can unload their shovel."; title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "Assigned excavators"; shown when they are no routes assigned "AssignedForLogistics__Empty" = "No routes assigned"; "AssignedForLogistics__ExportTooltipForestryTower" = "Allows to assign storage units for export of wooden logs that are cut by tree harvesters assigned to this tower. If at least one storage unit is assigned, wood will be delivered only to assigned units and nowhere else."; "AssignedForLogistics__ExportTooltipFuelStation" = "Enables to assign refueling trucks in this station to individual mine towers."; "AssignedForLogistics__ExportTooltipGeneral" = "Configures dedicated export routes for trucks. Once this storage is set to export into another storage (B), trucks will only export products to that storage (B). No other unassigned storage or machine will be able to export from this storage. This does not affect imports. Route assignments do not affect any connected conveyors or pipes. Storage can be also assigned to a mine control tower."; {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "Configures dedicated export routes for trucks. For example, if you’d like to deliver materials mined here to a specific storage but nowhere else, you can assign this {0} to the chosen storage. You can also assign it to another {0} in order to use that one for dumping."; "AssignedForLogistics__ImportTooltipForestryTower" = "Configures dedicated import routes for trucks. You can also assign a fuel station to make its trucks refuel tree planters and tree harvesters in this place."; "AssignedForLogistics__ImportTooltipGeneral" = "Configures dedicated import routes for trucks. Once this storage is set to import from another storage (B), trucks will only import products from that storage (B). No other unassigned storage or machine will be able to import into this storage. This does not affect export. Route assignments do not affect any connected conveyors or pipes. Storage can be also assigned to a mine control tower."; "AssignedForLogistics__ImportTooltipMineTower" = "Configures dedicated import routes for trucks. For example, if you’d like materials from some storage to be dumped in here but nowhere else, you can assign this {0} to the chosen storage. You can also assign a fuel station to make its trucks refuel excavators in this place."; example: 'assigned to Tree harvesting' "AssignedTo" = "assigned to {0}"; tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "Assigned tree harvesters will automatically harvest trees in all the forestry designations managed by this tower. Unassigned harvesters will work here as long as there is no harvester assigned."; title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "Assigned tree harvesters"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "Assigned tree planters will automatically plant saplings in all the forestry designations managed by this tower. Unassigned planters will work here as long as there is no planter assigned."; title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "Assigned tree planters"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "Assigned vehicles will be allocated to transfer cargo exclusively for this building. This means that anytime an assigned vehicle performs a delivery this building has to be either source or destination of the cargo. This can be combined with routes assignment to form dedicated supply lines."; tooltip that explains what trucks do when assigned to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "Assigned trucks will automatically refuel all the nearby excavators and tree harvesters."; tooltip that explains what trucks do when assigned to a mine tower "AssignedTrucks__MineTower_Tooltip" = "Assigned trucks will automatically serve all the excavators assigned to this tower."; title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "Assigned trucks"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "Assigned trucks will follow this harvester which will load them with wood. Trucks will deliver the wood to the factory and return back to the harvester."; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucksEnforce__Title" = "Accept assigned only"; "AssignedTrucksEnforce__Tooltip" = "When enabled, only the assigned vehicles below will be allowed to collect or deliver cargo here."; tooltip "AssignVehicleBtn__NotAvailable" = "There are no available vehicles of this type"; tooltip "AssignVehicleBtn__Tooltip" = "Click to assign this type of vehicle"; label for ambient sounds volume slider "AudioEffectsVolume__Ambient" = "Ambient sounds (e.g. weather)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "Effects volume"; label for entities volume slider "AudioEffectsVolume__Entities" = "Entities (e.g. machines, vehicles)"; label for master volume of the game "AudioEffectsVolume__Master" = "Master volume"; label for music volume slider "AudioEffectsVolume__Music" = "Music volume"; label for user interface volume slider "AudioEffectsVolume__UI" = "User interface"; title of audio settings "AudioSettings_Title" = "Audio"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "Autosave interval"; how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Every {0} minute"; list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "Available to assign"; label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "Avg. production"; average damage "AvgDamage" = "Avg. damage"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "FPS limit in background"; short description of a machine "BakingUnit__desc" = "Bakes organic products such as bread."; name of a machine "BakingUnit__name" = "Baking unit"; title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "Latest transactions"; title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "Prioritization"; "BalancerPrioritization__Tooltip" = "You can chose what ports to prioritize. If you enable output prioritization, all products from any input will be first attempted to output via the prioritized port. If that port cannot accept any more products, the other non-prioritized port will be used. Input prioritization works in a similar way."; "BalancerRatios__Inputs" = "Enforce strictly even inputs"; "BalancerRatios__Outputs" = "Enforce strictly even outputs"; title for balancer ratios configuration "BalancerRatios__Title" = "Even I/O ratios"; "BalancerRatios__Tooltip" = "You can chose to enforce strictly even input/output product ratios. If you enable strict output ratio, products will be output to all output ports evenly. If a port cannot accept any more products, output will pause until the port gets freed-up. Input strict ratio works in a similar way."; name "BarrierCorner__name" = "Barrier (corner)"; name "BarrierCross__name" = "Barrier (cross)"; name "BarrierEnd__name" = "Barrier (ending)"; description of barrier wall "BarrierStraight1__desc" = "Barrier that blocks vehicle access."; name "BarrierStraight1__name" = "Barrier (straight)"; name "BarrierTee__name" = "Barrier (tee)"; short description of a machine "BasicDieselDistiller__desc" = "Allows distillation of low-grade diesel but it is quite inefficient and produces a lot of waste."; name of a machine "BasicDieselDistiller__name" = "Basic distiller"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "Basic rack"; amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "Damage done: {0}"; title showing that the player was defeated in a battle "BattleResult__Defeat" = "Defeated!"; title of player's ship in battle stats "BattleResult__ShipTitle" = "Our ship"; title showing that the player won a battle "BattleResult__Victory" = "Victory!"; abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "Battle score"; Map description "BeachStaticIslandMap__desc" = "A beach vacation awaits! Because, of course, all of the best vacations come with mining, heavy industry, and factory automation. Farming and lumber challenges await you on these sandy shores, but abundant crude oil will sustain your infrastructure as the sunshine sustains your workers."; Map name "BeachStaticIslandMap__name" = "The Beach"; short description "Beacon__desc" = "Strong light helps other refugees to find your island and join you. This can help you to get more workers and some extra starting loot."; building or machine "Beacon__name" = "Beacon"; displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "No more refugees available!"; "Beacon__Notice" = "Note: active progress gets reset if the beacon gets interrupted"; example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Expecting {0} refugee in less than:"; {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} enables you to bring more people to your island and get more workers. It needs a constant supply of power from a {1}. And running the {0} requires {2}. Refugees who find you via {0} will also bring extra resources with them. Also make sure you have enough housing for new refugees as homelessness can negatively affect {2}."; disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "Please note that localizations are currently done by our amazing community and we provide them on best-effort basis."; "BirchTree__desc" = "Birch tree"; "BirchTreeDry__desc" = "Birch tree (dry)"; name "BirthRateCategoryCat_Base__name" = "Base"; name "BirthRateCategoryCat_Disease__name" = "Disease"; name "BirthRateCategoryCat_Edicts__name" = "Edicts"; name "BirthRateCategoryCat_Health__name" = "Health"; name "BirthRateCategoryCat_Radiation__name" = "Radiation"; name "BirthRateCategoryCat_Starvation__name" = "Starvation"; tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file "Blueprint__NumberOfBackups" = "{0} backup file located in the same directory"; tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "Export currently selected blueprint or folder as a string into the clipboard."; tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "Create a new blueprint by selecting an area of existing structures."; tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "Add a new blueprint by pasting text from a clipboard."; tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "Place the current blueprint into the world."; tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "Some items could not be loaded. Either the blueprint is too old or was made with mods that are currently not present."; title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "Content missing:"; title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "Delete"; confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "Are you sure you want to delete '{0}'? This cannot be undone."; tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "Delete the selected item."; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "Backup failure"; tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "The library was saved but there was an issue to create a backup file (check that the game has file access permission)."; status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "Failed to load"; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "Failed to load the library due to incorrect format. Any new changes will overwrite it."; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "Failed to load the library as access to the file was denied."; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "Failed to save"; tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "Failed to save the library (check that the game has file access permission)."; status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "Synchronized"; "BlueprintProtosLocked__CanDowngrade" = "The following items will be downgraded on placement as they are not available yet:"; "BlueprintProtosLocked__NotAvailable" = "The following items are not available yet:"; title of a window containing blueprints "Blueprints" = "Blueprints"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "Blueprints are not available as {0} is not operational"; short description of a machine "BoilerCoal__desc" = "Produces high pressure steam by burning loose products (such as coal) to boil water."; name of a machine "BoilerCoal__name" = "Boiler"; short description of a machine "BoilerElectric__desc" = "Produces high pressure steam by boiling water. Basically a giant kettle. But not recommended for tea preparation."; name of a machine "BoilerElectric__name" = "Boiler (electric)"; short description of a machine "BoilerGas__desc" = "Produces high pressure steam by burning gas."; name of a machine "BoilerGas__name" = "Boiler (gas)"; removes current active unity boost applied to a machine' "BoostMachine__Disable" = "Remove boost"; button that enables continuous machine boost that costs "BoostMachine__Enable" = "Boost"; tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "Doubles the throughput while consuming Unity. Also ignores electricity requirement"; name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "Brick surface"; short description of a machine "BricksMaker__desc" = "Extracts clay out of dirt and produces bricks."; name of a machine "BricksMaker__name" = "Brickworks"; name "BridgeT1__name" = "Ship bridge"; short description "BridgeT2__desc" = "Provides advanced radar capabilities."; name "BridgeT2__name" = "Ship bridge II"; short description "BridgeT3__desc" = "Provides advanced radar capabilities."; name "BridgeT3__name" = "Ship bridge III"; text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "Build {0} and ensure {1} gets delivered to {2}"; name: toolbar category name "buildingsCategory__name" = "Buildings"; name: toolbar category name "buildingsForVehiclesCategory__name" = "Buildings (for vehicles)"; category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "Build"; short description of a machine "Burner__desc" = "Disposes solid waste by burning it"; name of a machine "Burner__name" = "Burner (solid)"; category for key bindings affecting camera "Camera" = "Camera"; title for vertical field of view "CameraSettings__Fov" = "Vertical field of view"; title for camera settings "CameraSettings__Title" = "Camera"; button to cancel something in the progress (construction for instance) "Cancel" = "Cancel"; notification "CannotDeliverFromMineTower__name" = "{entity}: No available place to dump products"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "Captain's office is not available"; name "CaptainOfficeT1__name" = "Captain's office I"; name "CaptainOfficeT2__name" = "Captain's office II"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "Instantly remove cargo from this truck (into any available storage or shipyard)"; cargo depot description "CargoDepotBase__desc" = "Once built, a repaired cargo ship can dock here and transfer its cargo via attached cargo depot modules."; notification "CargoDepotHasNoModule__name" = "Cargo depot has no module available"; notification "CargoDepotHasNoShip__name" = "Cargo depot has no cargo ship"; notification "CargoDepotModuleContractNotMatching__name" = "Cargo depot module is not compatible with the assigned contract"; building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT1__name" = "Fluid module (S)"; building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT2__name" = "Fluid module (M)"; building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT3__name" = "Fluid module (L)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "Loose module (S)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "Loose module (M)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "Loose module (L)"; notification "CargoDepotModuleNoProductAssigned__name" = "No product assigned to cargo module"; building or machine "CargoDepotModuleUnitT1__name" = "Unit module (S)"; building or machine "CargoDepotModuleUnitT2__name" = "Unit module (M)"; building or machine "CargoDepotModuleUnitT3__name" = "Unit module (L)"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "Cargo depot"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "Product to export"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "Product to import"; building or machine "CargoDepotT1__name" = "Cargo depot (2)"; building or machine "CargoDepotT2__name" = "Cargo depot (4)"; building or machine "CargoDepotT3__name" = "Cargo depot (6)"; building or machine "CargoDepotT4__name" = "Cargo depot (8)"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "Assign a contract"; title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) "CargoDepotWizard__ImportProducts" = "Import from mine / oil rig"; title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract "CargoDepotWizard__Title" = "How would you like to use this depot?"; tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "Cargo depot can be used either to import products from your mines and oil rigs or to perform a contract. Cargo depot can be assigned only to a single contract and once it is assigned, its ship will automatically perform the assigned contract given there are correct modules with correct products assigned. When cargo depot is assigned a contract it cannot perform any other duties such as importing products from mines and oil rigs."; cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "Cargo depot module for transferring fluid materials (such as oil). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module."; cargo depot module description "CargoModuleFluidCommon__desc" = "Cargo depot module for transferring fluid materials (such as oil). It can be built in any empty slot of a cargo depot."; cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "Cargo depot module for transferring loose materials (such as coal). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module."; cargo depot module description "CargoModuleLooseCommon__desc" = "Cargo depot module for transferring loose materials (such as coal). It can be built in any empty slot of a cargo depot."; cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "Cargo depot module for transferring units of products (such as construction parts). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module."; cargo depot module description "CargoModuleUnitCommon__desc" = "Cargo depot module for transferring units of products (such as construction parts). It can be built in any empty slot of a cargo depot."; cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "No cargo depot modules built."; cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "Waiting until there is enough cargo to pick up."; cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "There is nothing to pick up."; cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "Ship is being unloaded."; toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip "CargoShip_FuelSaver__Toggle" = "Reduce ship speed & save fuel"; {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% "CargoShip_FuelSaver__Tooltip" = "Reduce ship speed by {0} to reduce overall fuel consumption by {1}."; title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "Journey options"; prefix for view that shows how long it takes for a cargo ship to go for cargo and come back "CargoShip_TripDuration" = "Round trip duration"; tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "Does not include the time needed to (un)load cargo on your island."; reason why 'ship depart now' action is not available - general category, specific reason was not given "CargoShipCannotDepartNow__General" = "Not available"; reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "Already requested"; notification "CargoShipContractLacksUpoints__name" = "Not enough unity to perform assigned contract"; more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "Depart now"; tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded "CargoShipDepartNow__Tooltip" = "Request the ship to depart immediately to avoid further waiting"; notification "CargoShipMissingFuel__name" = "{entity} is low on fuel"; explains what something like this '1/2' means "CargoShipsLimitTooltip" = "Number of ships available (repaired) / number of ships discovered."; description of a cargo ship "CargoShipT1__desc" = "The cargo ship departs automatically when there is enough cargo to collect on the world map. Each journey of the ship has a fixed cost of fuel that is based on the size of the ship. Larger ships are more efficient in fuel consumption (they get upgraded automatically with cargo depot upgrade). The ship doesn't need to be assigned to individual mines / oil rigs, it collects cargo automatically. It can transport multiple types of products at the same time and will make sure all of them are supplied (it will depart anytime any of its products need to be transported)."; ship name "CargoShipT1__name" = "Cargo Ship"; ship name "CargoShipT2__name" = "Cargo Ship"; ship name "CargoShipT3__name" = "Cargo Ship"; ship name "CargoShipT4__name" = "Cargo Ship"; name "CargoShipWreckCost1__name" = "Damaged cargo ship"; title for panel that shows cargo stored / transported "CargoTitle" = "Cargo"; description of a machine "Caster__desc" = "Casts molten materials into slabs."; name of a machine "Caster__name" = "Metal caster"; description of a machine "CasterCooled__desc" = "Casts molten materials into slabs. This one also utilizes water for cooling."; name of a machine "CasterCooled__name" = "Cooled caster"; name of a machine "CasterCooledT2__name" = "Cooled caster II"; name of a machine "CasterT2__name" = "Metal caster II"; Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" "ChangeHistory__ConfirmPrompt" = "Once applied, you won't be able to change these options again for {0} (in-game):"; Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "Are you sure?"; Label shown on the change history tab of the difficulty settings window when no changes have yet been made "ChangeHistory__EmptyLabel" = "No difficulty setting changes found"; Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present "ChangeHistory__Title" = "Change history ({0})"; shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0} char"; short description of a machine "CharcoalMaker__desc" = "Uses wood to create coal but it is quite inefficient."; name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "Coal maker"; description of a machine "ChemicalPlant__desc" = "Performs variety of chemical recipes including processing of fluids and their packaging."; name of a machine "ChemicalPlant__name" = "Chemical plant"; name of a machine "ChemicalPlant2__name" = "Chemical plant II"; short description "ChickenFarm__desc" = "Enables to raise chickens for eggs and meat. Chickens need to be provided with water and animal feed. To obtain some chickens you can trade with a village on the world map."; name "ChickenFarm__name" = "Chicken farm"; more info in ClearSurface__Tooltip "ClearSurface__Title" = "Remove surface"; "ClearSurface__Tooltip" = "Designates an area of surface to be removed by trucks."; tooltip explaining that click opens a tutorial, example use: alt + click to learn more "ClickToLearnMore" = "{0} to learn more"; title of a tool that is used to copy settings from one machine to another. Please keep this short! "CloneTool" = "Copy settings"; button to close a dialog "Close" = "Close"; name: describes the current weather "CloudyWeather__name" = "Cloudy"; name "CoalMine__name" = "Coal mine"; name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "Cobblestone"; button to view the captain of industry community site "COIHub" = "Community Hub"; "Cold__desc" = "This disease happens naturally and cannot be completely avoided. However the impact of it can be significantly reduced by having a hospital provided with medical supplies."; name "Cold__name" = "Cold"; Action to collect / claim a reward. Keep short "Collect" = "Collect"; label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "Collected"; short description of a machine "Compactor__desc" = "Presses loose items into compact units for easier transportation. A shredder can be used to restore compacted products back to their uncompacted state."; name of a machine "Compactor__name" = "Compactor"; Computing power in peta-flops "Computing__PFlop" = "{0} PFlops"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this "Computing__PFlop_short" = "{0} PF"; Computing power in terra-flops "Computing__TFlop" = "{0} TFlops"; super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this "Computing__TFlop_short" = "{0} TF"; explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. "ComputingDisplayTooltip" = "current demand / current production | Max production capacity"; title of a window that shows computing production & demands "ComputingStats" = "Computing statistics"; short description of a machine "ConcreteMixer__desc" = "High-power mixer that creates concrete."; name of a machine "ConcreteMixer__name" = "Concrete Mixer"; description of a machine "ConcreteMixerT2__desc" = "High-powered mixer that creates concrete. Also provides alternative recipes for concrete."; name of a machine "ConcreteMixerT2__name" = "Concrete Mixer II"; name of a machine "ConcreteMixerT3__name" = "Concrete Mixer III"; name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "Reinforced surface"; used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load "ConfigureMods_Action" = "Mods"; Warning shown above the enable mod checkboxes in the new load nad save window "ConfigureMods_Warning" = "Warning: Adding or removing mods from a save may not work and may cause game loading to fail."; button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "Hooray!"; used in a tooltip to list all the other key-bindings that conflict with the hovered one "ConflictsWith" = "Conflicts with:"; name "ConiferForest__name" = "Conifer forest"; title of a panel showing a construction progress "ConstrType_Constructing" = "Constructing"; title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "Construction paused"; title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "Deconstructing"; title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "Deconstruction paused"; title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "Preparing upgrade"; title of a panel showing an upgrade progress "ConstrType_Upgrading" = "Upgrading"; label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "Cost:"; status of construction progress - construction is going fine "ConstructionState__InProgress" = "Working"; status of construction progress - construction was paused "ConstructionState__Paused" = "Paused"; status of construction progress - construction is ready "ConstructionState__Ready" = "Ready"; status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "Waiting for materials delivery"; status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "Waiting for materials removal"; "ConsumedLastMonth" = "Consumed last month"; "ConsumedThisMonth" = "Consumed this month"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "Consumer electronics consumption increased by {0}, unity given for it increased by {1}"; policy / edict which can enabled by the player in their Captain's office. "ConsumerElectronicsConsumptionIncrease__name" = "More consumer electronics"; name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "Consumer electronics"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "Use surplus power only"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "When enabled, this consumer will become a surplus consumer and will only be using power made by generators that allow to supply surplus consumers (e.g. solar panels). Also, in case this is enabled, lack of power is not reported as an issue."; "Consumption" = "Consumption"; button to request to continue some operation "Continue" = "Continue"; {0} will be replaced with the title of a button that provides mods configuration "ContinueDisabled__NeedsModConfig" = "The selected save file requires mods that are not available. Go to the load menu and click the '{0}' button to learn more."; button to assign a contract to a specific cargo depot "Contract__Assign" = "Assign"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "Establish"; tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "Will pay the Unity cost shown and establish this contract so it can be performed by your cargo ship."; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "Exchange cost"; Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "Monthly cost"; button to unassign a contract from a cargo depot "Contract__Unassign" = "Unassign"; Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. "ContractAssignCheck__IncompatibleProduct" = "Some modules contain incompatible product - {0}"; Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract "ContractAssignCheck__ModuleNotSupported" = "Some modules are not supported - {0}"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "Assigned contract"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "Shows the currently assigned contract. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. The displayed traded volumes are calculated based on all the cargo depot's modules that are assigned with corresponding products. If there isn't any corresponding cargo depot module for both the products then the estimates will show a question mark."; tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "Cannot be canceled as it is currently assigned to at least one cargo depot"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "Some of the traded products are not researched yet"; "Contracts__NoneEstablished" = "There isn't any contract established. You can establish one and then assign it to one of your cargo depots."; prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> "Contracts__ShipSize" = "Ship size:"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> "Contracts__ShipSizeModules" = "{0} module"; title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "Contracts"; tooltip for contracts "Contracts__Tooltip" = "Lists all the contracts available. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. Contracts are meant to be used on a more permanent basis (when compared to quick trade). A contract has to be assigned to your cargo depot (not to a trading dock like in case of quick trade). In order to assign a contract, it has to be established first which has one-time Unity cost. Established contract also costs a smaller monthly Unity fee and you also pay a Unity fee for every cargo exchanged (depends on the amounts exchanged). To see the maximum amount of quantities that can be transferred in one ship journey, use the dropdown to select the size of a ship you are going to use. In case of more complex products, you can hover over the yellow 'diamond' icon to see their production value. Contracts are generally lucrative (especially when you're exporting complex products) but it highly depends on the efficiency of your factory - so they are generally recommended for advanced factories."; title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "Controls"; description of a machine "CoolingTowerT1__desc" = "Improves water efficiency of a power plant by recovering some steam back to water."; name of a machine "CoolingTowerT1__name" = "Cooling tower"; name of a machine "CoolingTowerT2__name" = "Cooling tower (large)"; short description of a machine "CopperElectrolysis__desc" = "Purifies copper by electrolytic refining to over 99.95% purity."; name of a machine "CopperElectrolysis__name" = "Copper electrolysis"; tooltip "CopySettings__Tooltip" = "Click on a structure to copy its configuration and then click again to apply it. You can also drag the cursor over multiple structures to apply the configuration at once."; title of a button to copy string into the clipboard "CopyString__Action" = "Copy"; text shown after a string was successfully copied to the clipboard "CopyString__Success" = "Copied to clipboard!"; tooltip "CopyString__Tooltip" = "Click to copy the source string into the clipboard."; title of a tool that is used to copy already existing buildings and machines. Please keep this short! "CopyTool" = "Copy"; tooltip "CopyTool__NoCopyTooltip" = "Hold the shortcut key to prevent copying original configuration while placing new structures"; tooltip "CopyTool__Tooltip" = "Click or drag over an area of structures to copy them."; title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "Costs"; Map description "CraterStaticIslandMap__desc" = "The remnants of a colossal meteorite impact have given rise to the Crater, unearthing a treasure trove of valuable natural resources. But beware: the ringing mountains are all that stands between your factory and a watery end. They’re a tempting target for excavation and expansion, though, so careful planning and preparation is advised. Hey, if we have any trouble with water, I volunteer Jimmy to build a levee – he’s been looking for something to take his mind off Insula Mortis.\n\nThis unique map is part of the Supporter’s edition, thanks for your generous support, Captain!\n"; Map name "CraterStaticIslandMap__name" = "The Crater"; button to open credits of the game "Credits" = "Credits"; name "Crop_Canola__name" = "Canola"; name "Crop_Corn__name" = "Corn"; shows estimated harvest for a farm, example use: 'Estimate: 28 in 4 months', {0} is an integer specifying product quantity, and {1} is number of months like '4 months' "Crop_DurationLeft" = "Estimate: {0} in {1}"; tooltip "Crop_DurationLeft__Tooltip" = "Duration left to harvest this crop as long as there is enough water. Otherwise delays will occur."; name "Crop_Flowers__name" = "Flowers"; name "Crop_Fruits__name" = "Fruits"; name "Crop_GreenManure__name" = "Green manure"; name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months "Crop_NoCrop__name" = "No crop"; name "Crop_Poppy__name" = "Poppy"; name "Crop_Potato__name" = "Potato"; name "Crop_Soybeans__name" = "Soybeans"; name "Crop_SugarCane__name" = "Sugar cane"; name "Crop_TreeSapling__name" = "Tree sapling"; name "Crop_Vegetables__name" = "Vegetables"; name "Crop_Wheat__name" = "Wheat"; notification, any strings in curly braces { } must be preserved and non-translated "CropCouldNotBeStored__name" = "Farm: Could not store all {0} after harvest"; notification, any strings in curly braces { } must be preserved and non-translated "CropDiedNoFertility__name" = "Farm: {0} lost due to lack of fertility"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "Farm: {0} lost due to lack of workers"; notification, any strings in curly braces { } must be preserved and non-translated Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "Farm: {0} lost due to lack of water"; button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "Harvest now"; tooltip "CropHarvestNow__Tooltip" = "Will harvest the current crop prematurely. Estimated yield: {0}"; button that opens a window with statistics from the last crop harvest, keep it short! "CropHarvestStats__Open" = "Harvest stats"; title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "Previous harvest stats"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "Farm: {0} lacks workers"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. "CropOverdue" = "{0} without water. Crop will survive up to {1}"; tooltip "CropOverdue__Tooltip" = "Total accumulated delay during which this crop wasn't growing due to lack of water. This is typically fine for early farms and crops with low water sensitivity. However more sensitive crops can dry out."; error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm "CropRequiresGreenhouse" = "Greenhouse required"; title for farm's crop schedule "CropSchedule" = "Crop schedule"; tooltip explaining crop schedule "CropSchedule__Tooltip" = "Each farm can be set up with a crop rotation schedule up to 4 seasons long. Crops will be grown in order from left to right, any missing crops will be automatically skipped. For example, to set up a two crop rotation select two crops in the schedule and leave everything else blank. Crop rotation can be important for farm’s fertility."; tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "Click to force the farm to move to the next slot in the schedule; any progress made on the current crop will be lost."; crop died out due to lack of fertility "CropState__DeadNoFertility" = "Dead: low fertility"; crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "Dead: no workers"; crop died out due to lack of water "CropState__DeadNoWater" = "Dead: no water"; crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "Removed for change"; item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. "CropStats__DelayedDueToWater" = "Was delayed by {0} due to lack of water"; item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) "CropStats__LessDueEarlyHarvest" = "{0} less yield due to premature harvest"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility "CropStats__LessDueToFertility" = "{0} less due to lack of fertility"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water "CropStats__LessDueToWater" = "{0} less yield due to lack of water"; item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. "CropStats__MonthsWithoutWater" = "Was {0} without water"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus "CropStats__MoreDueToBonus" = "{0} more yield thanks to bonus such as edicts"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility "CropStats__MoreDueToFertility" = "{0} more yield thanks to fertility"; explaining that crop is not planted yet as the farm has low fertility "CropWaiting__Fertility" = "Waiting for better fertility"; explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "Cannot start, waiting"; explaining that crop is not planted yet as the farm's soil is dry and needs water "CropWaiting__Water" = "Waiting for water or rain"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "Farm: {0} will dry out due to lack of water"; short description of a machine "Crusher__desc" = "Crushes ores into more fine grained materials so they can be used in advanced processing."; name of a machine "Crusher__name" = "Crusher"; short description of a machine "CrusherLarge__desc" = "Large crusher for better efficiency and increased throughput."; name of a machine "CrusherLarge__name" = "Crusher (large)"; Map description "CurlandMap__desc" = "Welcome to Curland, the slender and elongated island bursting with space and natural riches. Its curly shape adds a delightful challenge to constructing sizable factories – prepare to make a robust logistics network capable of traversing the lengthy distances along its elegant curl. For the adventurous, consider connecting the ends to establish a circular logistics loop, turning the island's weakness into a strategic advantage. Rumors of a substantial crude oil deposit circulate, but it has yet to be found."; map name, this name is join of curly + island, this island is a curly line in a shape of letter G "CurlandMap__name" = "Curland"; info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' "CurrentDisease__Info" = "Months left: {0} | Health: {1} | Mortality: {2}"; explaining that there is no disease active "CurrentDisease__NoDisease" = "No active disease"; title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "Current disease"; tooltip "CurrentDisease__Tooltip" = "From time to time diseases appear in your settlement. Some diseases occur as a consequence of lack of facilities in your settlement. Some are just seasonal diseases that can't be affected much. When your ship goes for explorations, her crew can bring more severe versions of seasonal diseases back to the island."; title of a panel that shows current research that is in progress "CurrentResearch" = "Current research"; Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "You can further fine tune all settings below. These settings are also available in-game."; Title above non-core maps on the map selection tab of the new game window "CustomMaps__Title" = "Custom maps"; title of a tool that is used to cut & paste already existing buildings and machines. Please keep this short! "CutTool" = "Cut"; tooltip "CutTool__Tooltip" = "Click or drag over an area of non-constructed structures to cut them and make them available for new placement"; example: The ship (damaged) "DamagedSuffix" = "{0} (damaged)"; short description "DataCenter__desc" = "Datacenter is used to host server racks that you add to it. It is highly scalable and makes computing more affordable. Each added server rack provides computing. It is worth noting that each server rack has its power, cooling, and maintenance demands. However, some people say that all it does is to persist and search in a vast collection of pictures of cats and memes - we were not able to debunk this."; building or machine "DataCenter__name" = "Data center"; {0} will be an integer year number "DateYear__Label" = "Year {0}"; opens a panel that allows to paint decals onto surfaces "Decals_Paint" = "Paint"; tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. "DecreasePriority" = "Decrease priority"; name: Surface that can be placed on the ground outside. "DefaultConcrete_TerrainSurface__name" = "Concrete surface"; Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted "DeleteSave__Confirm" = "Are you sure you want to delete {0}?"; {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "Oops! Failed to delete {0}!"; {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "Save file {0} was deleted."; tooltip "DeleteTool__EntireTransport" = "Hold the shortcut key (while destroying) to remove the entire conveyor belt or pipe"; tooltip "DeleteTool__QuickRemoveTooltip" = "Hold the shortcut key (while destroying) to also quick remove all the materials with Unity"; tooltip "DeleteTool__Tooltip" = "Click or drag over an area of structures to demolish them"; "Demand" = "Demand"; title of a tool that is used to mark buildings and machines for removal. Please keep this short! "Demolish" = "Demolish"; title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Dumping designation"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "Forestry designation"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "Leveling designation"; title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Mining designation"; title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Tree harvesting designation"; shown when designation is at invalid position "DesignationError__Invalid" = "Invalid position."; player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "Right click & drag to remove existing designations"; category for key bindings affecting designations "Designations" = "Designations"; shown when player is trying to paint lines outside of hard surface area "DesignationWarning__CannotPlaceDecal" = "Can't paint over terrain."; shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "Cannot start dumping here yet, all the edges are too high above the terrain."; shown when forestry designation is not usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "Cannot start forestry here yet, ground is not fertile."; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "Cannot start leveling terrain here yet, all the edges are too low/high above the terrain."; shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "Cannot start mining here yet, all the edges are too deep below the terrain."; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "Must be managed by a forestry tower area."; shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "Must be managed by a mining tower area."; short description "DieselGenerator__desc" = "Burns diesel to create electricity."; name "DieselGenerator__name" = "Diesel generator"; short description "DieselGeneratorT2__desc" = "More powerful generator. Can also serve as a power backup."; name "DieselGeneratorT2__name" = "Diesel generator II"; example: 'Difficulty: Hard' "Difficulty" = "Difficulty: {0}"; Difficulty impact on construction "DifficultyConstruction__Easy" = "Standard construction cost"; Difficulty impact on construction "DifficultyConstruction__Hard" = "Increased construction cost"; Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "More profitables contracts and cheaper loans"; Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "Standard contracts and more expensive loans"; Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "Standard contracts and loans"; Difficulty impact on disease "DifficultyDisease__Easy" = "Milder diseases"; Difficulty impact on disease "DifficultyDisease__Hard" = "More severe diseases"; Difficulty impact on disease "DifficultyDisease__Normal" = "Standard disease severity"; Difficulty impact on food consumption "DifficultyFood__Easy" = "Reduced resource consumption by settlements"; Difficulty impact on food consumption "DifficultyFood__Hard" = "Increased resource consumption by settlements"; Difficulty impact on food consumption "DifficultyFood__Normal" = "Standard resource consumption by settlements"; Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "Reduced fuel consumption for vehicles and cargo ships"; Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "Increased fuel consumption for vehicles and cargo ships"; Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "Standard fuel consumption for vehicles and cargo ships"; Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "Faster growth for crops and trees"; Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "Slower growth for crops and trees"; Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "Standard growth speed for crops and trees"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "Reduced maintenance consumption"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "Increased maintenance consumption"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "Standard maintenance consumption"; Difficulty impact on mining "DifficultyMining__Easy" = "Increased mining yield"; Difficulty impact on mining "DifficultyMining__Hard" = "Reduced mining yield"; Difficulty impact on mining "DifficultyMining__Normal" = "Standard mining yield"; Difficulty impact on pollution "DifficultyPollution__Easy" = "Reduced impact of pollution and increased base population health"; Difficulty impact on pollution "DifficultyPollution__Hard" = "Increased impact of pollution"; Difficulty impact on pollution "DifficultyPollution__Normal" = "Standard impact of pollution"; Difficulty impact on rainfall "DifficultyRainfall__Easy" = "Increased rainfall and water collection"; Difficulty impact on rainfall "DifficultyRainfall__Hard" = "Reduced rainfall and water collection"; Difficulty impact on rainfall "DifficultyRainfall__Normal" = "Standard rainfall and water collection"; Difficulty impact on research "DifficultyResearch__Easy" = "Reduced research cost"; Difficulty impact on mining "DifficultyResearch__Hard" = "Increased research cost"; Difficulty impact on mining "DifficultyResearch__Normal" = "Standard research cost"; Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "Difficulty settings saved!"; Difficulty impact on unity generation "DifficultyUnity__Easy" = "Increased Unity generation"; Difficulty impact on unity generation "DifficultyUnity__Hard" = "Increased Unity generation. Some Unity actions are more expensive."; Difficulty impact on unity generation "DifficultyUnity__Normal" = "Standard Unity generation"; a difficulty option where machines / vehicles slow down and after a while stop instead of stopping abruptly when they run out of something (power) "DiffOption__GraduallyStops" = "Gradually stops"; a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "Runs on Unity"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "Slows down"; a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "Stops working"; {0} = Dirt "DigDirtTip" = "You can set up a dedicated {0} mine in case you don't have enough of it."; used when some option is disabled "Disabled" = "Disabled"; button to discard / destroy all products "DiscardAllProducts__Action" = "Discard all"; {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "Are you sure you want to permanently discard all the {0} stored here?"; "DiscardAllProducts__NotSupported" = "This product cannot be discarded."; button to discard changes "DiscardChanges" = "Discard"; explains the player what they need to do in order to get access to some technology "DiscoverOnWorldMap__desc" = "Has to be discovered by exploring the world map"; disease "Disease1__name" = "Flu"; disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "{0} (mild)"; disease severity, this is second lowest severity 2/5, {0} is disease name "DiseaseSeverity__2" = "{0} (moderate)"; disease severity, this is third lowest severity, 3/5, {0} is disease name "DiseaseSeverity__3" = "{0} (severe)"; disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "{0} (very severe)"; disease severity, this is the highest severity 5/5, {0} is disease name "DiseaseSeverity__5" = "{0} (deadly)"; button to dismiss a dialog "Dismiss" = "Dismiss"; short description of a machine "DistillationTowerT1__desc" = "The entry point for advanced crude oil processing. Separates oil into two components for additional processing into useful resources."; name of a machine "DistillationTowerT1__name" = "Distillation (stage I)"; description of a distillation tower "DistillationTowerT2__desc" = "Introduces extra distillation step to expand oil processing capabilities."; name of a machine "DistillationTowerT2__name" = "Distillation (stage II)"; name of a machine "DistillationTowerT3__name" = "Distillation (stage III)"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "DLC"; name: toolbar category name "docksCategory__name" = "Cargo docks"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "Do not show again"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "Configures the offset to the maximum height of the dumped pile relative to the tip of the stacker."; explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "Nothing allowed to be dumped"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain dumping designations managed by a mine tower area "DumpingFilter__Title" = "What can be dumped here"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Tooltip" = "Configures which materials are allowed to be dumped by trucks on the designations that are managed here."; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain "DumpingFilterGlobal__Title" = "What can be dumped by trucks"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilterGlobal__Tooltip" = "Configures which products are allowed to be dumped by trucks on dumping designations on your island. Each mine tower has its own filter to override and fine-tune what can be dumped in the area it manages."; shown next to a material that can be dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. "DumpInMineTowerOnly" = "Can be dumped only in Mine control tower's area with a dumping filter set or by enabling this product in the global dumping filter."; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "Dump offset"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name "EdictCategory_Industry__name" = "Industrial edicts"; name "EdictCategory_Population__name" = "Population edicts"; Explanation shown when some edict could not be activated due to low health "EdictReason__HealthLow" = "Health is too low (is: {0}, required: {1})"; Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) "EdictReason__HousingFull" = "Housing is full"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "Requires an advanced captain office"; Electricity in giga-watts "Electricity__Gw" = "{0} GW"; Electricity in kilo-watts "Electricity__Kw" = "{0} KW"; Electricity in mega-watts "Electricity__Mw" = "{0} MW"; explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. "ElectricityDisplayTooltip" = "current demand / current production | Total production capacity"; title of a window that shows electricity production & demands "ElectricityStats" = "Electricity statistics"; description of a machine "Electrolyzer__desc" = "Decomposes a product into simpler substances by passing an electric current through it."; name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Electrolyzer"; name of a machine "ElectrolyzerT2__name" = "Electrolyzer II"; shown when entity has no products (e.g. when transport is empty) "Empty" = "Empty"; used when some option is enabled "Enabled" = "Enabled"; name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "Enable mods (restart required)"; tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "Warning: Mods can execute arbitrary code and access any files on your machine, even connect to the internet. Only use mods that you trust. Use mods only at your own risk."; enemy ship(s) "Enemy" = "Enemy"; name "EngineT1__name" = "Ship engine"; short description "EngineT2__desc" = "Increases speed and range of the ship."; name "EngineT2__name" = "Ship engine II"; short description "EngineT3__desc" = "Increases speed and range of the ship."; name "EngineT3__name" = "Ship engine III"; example: 'breakdown chance: 20%' "EntityBreakdownChance" = "breakdown chance: {0}"; notification "EntityCannotBeReached__name" = "Vehicles can't reach {entity}."; "EntityCannotBeReachedDesc" = "Some or all vehicles are struggling to reach this target, make sure there is an accessible path or disable target's logistics requests."; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip" = "Computing consumed when operational"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "Computing that is currently being consumed"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "Computing consumed when operational (currently not consuming)"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "Computing required to operate (currently not enough)"; tooltip for the computing production status in machine / building inspector "EntityComputingProductionTooltip" = "Computing generated when operational"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip" = "Electricity consumed when operational"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "Electricity that is currently being consumed"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "Electricity consumed when operational (currently not consuming)"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "Electricity required to operate (currently not enough)"; tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "Maximal electricity output generated"; notification "EntityMayCollapseUnevenTerrain__name" = "Building {entity} may collapse due to uneven terrain"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "Monthly Unity consumed"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__Consuming" = "Monthly Unity that is currently being consumed"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "Monthly Unity consumed when operational (currently not consuming)"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "Monthly Unity required to operate (currently not enough)"; tooltip that explains quick repair action "EntityRepair__Tooltip" = "Emergency quick-repair that costs Unity"; title of a panel that shows the current status of a vehicle, ship or machine "EntityStatus" = "Status"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "Overheated"; animal farm has no animals, so it's empty has nothing to do "EntityStatus__AnimalFarm_NoAnimals" = "No animals"; animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "No food"; status of a selected entity (keep it short!) "EntityStatus__Broken" = "Broken"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "Clearing"; status of a datacenter, can't work as player did not add any servers into it (keep it short!) "EntityStatus__Datacenter_NoServers" = "No servers"; farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "Growing"; farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "Low fertility"; farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "No crop selected"; farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "No water"; blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "Full output"; storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "Full storage"; status of a selected entity (keep it short!) "EntityStatus__Idle" = "Idle"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "Invalid placement"; not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "Low power"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "Missing coolant"; status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "Missing input"; selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "Needs fuel"; not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "No computing"; means that vehicle has no jobs to do "EntityStatus__NoJobs" = "No jobs"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "No recipe"; not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "Not connected via shaft"; transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "Not connected"; not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "No Unity"; status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "No workers"; status for ore sorter when it got stuck with some products but still can sort others (keep it short!) "EntityStatus__PartiallyStuck" = "Partially stuck"; status of a selected entity (keep it short!) "EntityStatus__Paused" = "Paused"; status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "Can't research"; shown when entity such as mine has run out of a deposit to mine "EntityStatus__ResourceDepleted" = "Resource depleted"; ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "Arriving"; ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "Departing"; ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "Docked"; ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "Exploring"; ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "In battle"; ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "On the move"; ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "No orders"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "Waiting for products"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "Products missing"; all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "Working"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "Working ({0})"; button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "Navigation overlay"; explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "Shows overlay that explains where this vehicle can or cannot drive."; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip" = "Number of workers needed"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "Currently assigned workers"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "Number of workers required when operational (no workers assigned at this moment)"; Label for a button to copy an error message "Error__Copy" = "Copy error"; Label for a button shown on error notifications to view more details "Error__View" = "View error"; name of a toggle button that turns on / off the error reporting "ErrorReporting__Title" = "Send error reports"; tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "Allows us to send anonymous reports of errors that occur during your gameplay. This helps us to discover issues quickly and make the game better for everyone."; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "No established contracts. Time to close a new deal?"; title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. "EstablishedContracts__Title" = "Established contracts"; tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "Lists all the established contracts. These contracts might cost monthly Unity. Established contract can be cancelled only if it is not assigned to any cargo depot."; title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "Average water collection"; short description of a machine "EvaporationPond__desc" = "Produces salt by evaporating residual water from brine."; name of a machine "EvaporationPond__name" = "Evaporation pond"; short description of a machine "EvaporationPondHeated__desc" = "Produces salt by evaporating residual water from brine. The process is accelerated by utilizing a set of electric heaters."; name of a machine "EvaporationPondHeated__name" = "Evaporation pond (heated)"; notification "ExcavatorHasNoValidTruck__name" = "{entity} has no compatible truck"; vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "Suitable for mining any terrain with max bucket capacity of {0}. It is too tall and it cannot go under transports, use ramps to cross them."; vehicle "ExcavatorT1__name" = "Small excavator"; vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "This is a serious mining machine with max bucket capacity of {0}! It is too tall and it cannot go under transports, use ramps to cross them."; vehicle "ExcavatorT2__name" = "Excavator"; vehicle "ExcavatorT2H__name" = "Excavator"; vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "Extremely large excavator that can mine any terrain with ease. It has bucket capacity of {0}. It cannot go under transports due to its size, use ramps to cross them."; vehicle "ExcavatorT3__name" = "Mega excavator"; vehicle "ExcavatorT3H__name" = "Mega excavator"; {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "Filters {0}% of pollutants from hot exhaust gasses by extracting useful resources."; name of a machine "ExhaustScrubber__name" = "Exhaust scrubber"; exits the current gameplay session back to game's main menu "ExitToMainMenu" = "Exit to main menu"; example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "Our ship has discovered {0}!"; "ExplorationResult__Loot" = "Found some loot!"; "ExplorationResult__Nothing" = "Nothing found!"; "ExplorationResult__Title" = "Area explored!"; title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "Export to string"; title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "Export"; tooltip "ExportPriority__ShipFuelTooltip" = "Trucks priority for removal of stored fuel."; tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "Truck priority for removal of stored cargo."; tooltip "ExportPriority__StorageTooltip" = "Trucks priority for removal of stored product."; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "Export routes"; title of settings affecting game failures, outages "FailureOutages" = "Failures & outages"; title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "Crop planted"; tooltip explaining average farm production rate "FarmAvgProduction__Tooltip" = "Estimated average production per month of all crops in the schedule. This estimate is based on the crop growth time and soil fertility equilibrium (or the target fertility set via the slider below). Losses incurred due to lack of fertility or water are not included in this estimate. However, extra time incurred by slots that have no yield is included. To see how much food is needed, check your food market consumption report."; title of a window providing farm crop selection "FarmCropSelector" = "Crop selection"; shorter version of FarmFertilityTitle used in recipes that affect fertility "FarmFertility" = "Fertility"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "Fertility equilibrium: {0}"; describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "Fertility equilibrium is a value to which soil fertility will converge naturally for the current crop schedule. At the equilibrium, crop fertility consumption is equal to the natural replenishment rate. If there are multiple crops setup in a rotation, this value is only approximate since each crop may have different equilibrium value. Note that equilibrium does not take fertilizer into account."; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "Natural replenish"; describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "Monthly rate at which the soil fertility replenishes naturally (without fertilizer).The less fertile soil, the higher replenish rate. When soil fertility is above 100%, natural replenishment will be negative and fertility will slowly decrease."; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "Fertility needed: {0}"; tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "Amount of extra fertility needed on average (for the current crop rotation) in order to reach target fertility level. This extra fertility needs to be supplied with fertilizer."; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "TARGET: {0}"; tooltip explaining farm fertility "FarmFertility__Tooltip" = "Soil fertility affects crop yield, with 60% fertility there will be only 60% yield. Most crops consume fertility by growing. Fertility replenishes naturally when below 100%, or it can be increased by growing crops that provide fertility, or by using fertilizers. Growing the same crops after each other increases their fertility consumption. Thus, it is advantageous to rotate different crops."; explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) "FarmFertilityPenaltyNoRotation" = "Fertility consumption is increased due to lack of rotation."; title for farm fertility panel "FarmFertilityTitle" = "Soil fertility"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1 fertilizer -> {0}"; describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "How much soil fertility is provided by each unit of stored fertilizer."; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "Max fertilization: {0}"; describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "Maximum fertilization target achievable with currently stored fertilizer."; title for farm's stored fertilizer "FarmFertilizer__Title" = "Stored Fertilizer"; describes fertilizers function and storage "FarmFertilizer__Tooltip" = "Fertilizers can be used to artificially increase soil fertility above its natural equilibrium. Some fertilizers can even raise soil fertility above 100%. Use the green slider to set the desired fertilization target. Fertilizer has to be delivered via pipes. When different types of fertilizers are delivered, their properties will be proportionally mixed."; button to open overview window of all the existing fertilizers, keep short "FarmFertilizersOverview__Open" = "Fertilizers overview"; title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "Fertilizers overview"; title for farm irrigation tank "FarmIrrigation__Title" = "Irrigation tank"; tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "Amount of stored water ready for irrigation. Farm will automatically start irrigation when soil water level is low. Irrigation will be always off during rain."; info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "Click '+' to start growing"; short description "FarmT1__desc" = "Allows growing various crops. Can be used for food production. This farm depends on rain only. To supply water from external source it needs to be upgraded."; name "FarmT1__name" = "Farm"; short description "FarmT2__desc" = "Irrigated farm that can be connected to a source of water or fertilizer. That could be useful."; name "FarmT2__name" = "Irrigated Farm"; example values: {0}=30%, {1}=15% "FarmT3__desc" = "Has {0} increased crop yield compared to the basic farm. Crops also require {1} extra water and fertility."; name "FarmT3__name" = "Greenhouse"; name "FarmT4__name" = "Greenhouse II"; title showing average water need of the farm "FarmWater__AvgNeed" = "Avg. need"; title of a panel showing the current soil water level (how well is the farm watered) "FarmWater__Title" = "Soil water level"; tooltip explaining how water works on farms "FarmWater__Tooltip" = "Every crop needs water to grow based on its water requirements. If there is not enough water, the crop will stop growing and will start to wither. If water is not provided over longer periods of time, the crop can dry out, forcing a premature harvest. Water replenishes during the rain. Later, farms can be upgraded with an irrigation system that can provide water at any time. When nothing is growing on the farm, water will slowly evaporate. Crops can start growing only when soil has some water."; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "Farm yield increased by {0}, water demands by {1}"; policy / edict which can enabled by the player in their Captain's office. "FarmYieldIncrease__name" = "Farming boost"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "Fast breeder reactor is a nuclear reactor in which the fission chain reaction is sustained by fast neutrons. This process needs highly enriched fuel and produces large amounts of heat. The core containing enriched fuel is surrounded by a blanket of fissionable material which is bombarded by the fast neutrons and transformed into fissile fuel. This process also allows to burn transuranic isotopes which would normally take thousands of years to decay. This reactor does not use solid fuel rods, instead, its fuel is dissolved in molten salt. It runs under higher operating temperatures to produce super pressurized steam (800 °C). If the core is overheated and no emergency cooling is available, the reactor will automatically shut off by draining its molten fuel out of the reactor, all fuel will be lost, and the reactor will be damaged. This plant can be set up to effectively provide up to {0} MW of electricity when running on full power."; name "FastBreederReactor__name" = "Fast breeder reactor"; short description of a machine "FermentationTank__desc" = "Employs microorganisms to convert sugars into other useful substances such as ethanol. The microorganisms employed here are not getting any salary (they just love sugar)."; name of a machine "FermentationTank__name" = "Fermentation tank"; shows a location of a file, {0} is replaced with the location "FileLocation" = "Location: {0}"; caption for a table header displaying file sizes "FileSize_Title" = "File size"; "FirTree__desc" = "Fir tree"; short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Can burn combustible liquids and gasses but produces pollution."; name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Flare"; description of transport "FlatConveyorFormattedFirst__desc" = "Transports units of solid products."; description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "Transports units of solid products. Its throughput is {0} times increased compared to the previous tier."; short description: small machine that allows sorting of products When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "Allows sorting of products."; name: small machine that allows sorting of products "FlatConveyorSorter__name" = "Flat sorter"; name "FlatConveyorT1__name" = "Flat conveyor"; name "FlatConveyorT2__name" = "Flat conveyor II"; name "FlatConveyorT3__name" = "Flat conveyor III"; name: default name of the main ship "Fleet__name" = "The Ship"; tooltip "FlipShortcut__Tooltip" = "Press the shortcut key to flip"; description of flywheel, {0} = '120 MW-seconds' "Flywheel__desc" = "Flywheel is able to store {0} worth of mechanical power as inertia of a spinning mass. It slowly loses power only if all other entities on the same shaft are idle (not consuming or producing mechanical power)."; name "Flywheel__name" = "Flywheel"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "Makes the camera follow this vehicle. Pan camera or click this button to cancel."; title of a panel showing information about food in a settlement "Food" = "Food"; number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0} category satisfied"; name "FoodCategory_Carbs__name" = "Carbs"; name "FoodCategory_Protein__name" = "Protein"; name "FoodCategory_Treats__name" = "Treats"; name "FoodCategory_Vitamins__name" = "Vitamins"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "Food consumption increased by {0}"; policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionIncrease__name" = "Plenty of food"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "Food consumption reduced by {0}"; policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionReduction__name" = "Food saver"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "feeds {0} person"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "This food category participates in health bonus if provided."; title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "Health bonus"; tooltip "FoodHealth__Tooltip" = "Providing food from multiple categories can increase health of your population. A food category can participate in health bonus if it has a health icon next to it. It requires at least two categories to be satisfied before a bonus is provided."; title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "Food in settlement"; tooltip "FoodInSettlement__Tooltip" = "Shows all the food available in the settlement together with information on consumption and benefits. Food is divided into categories, providing food from multiple categories can provide health benefit. If you provide variety of food, the total consumption distributes across all the different types of food provided. Providing variety of food can also be a great source of Unity."; tooltip "FoodLeftMainPanel__Tooltip" = "Shows for how long the current food supply lasts. Counts only supply stored in food markets attached to settlements."; short description of a machine "FoodMill__desc" = "Grinds organic products into a fine powder or oil."; name of a machine "FoodMill__name" = "Mill"; name: name of a settlement service provided to pops "FoodNeed__name" = "Food"; short description of a machine "FoodProcessor__desc" = "Can produce different types of food from given ingredients."; name of a machine "FoodProcessor__name" = "Food processor"; title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "Food supply"; this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "The food supply available in this settlement. Based on the sum of all the food stored in the attached food markets."; Description of forestry tower. "ForestryTower__desc" = "Enables assignment of tree planters and tree harvesters to designated forestry areas. Only designated forestry areas within the influence of the tower can be used."; name "ForestryTower__name" = "Forestry control tower"; option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "No limit"; option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "VSync"; tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "Synchronize with screen refresh rate"; option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "VSync x2"; tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "Synchronize with screen, every other frame"; title for fuel information (keep it general, no diesel references) "Fuel" = "Fuel"; title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "Fuel available"; keep it as general fuel "FuelForShip__Title" = "Fuel for ship"; "FuelForShip__Tooltip" = "Move the left green slider to the right to make this building transfer the stored fuel into the ship. This building will also request trucks to keep its storage filled up to the green marker."; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "per a single journey"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "Vehicles fuel consumption reduced by {0}"; policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "Vehicles fuel saver"; building or machine "FuelStationHydrogenT1__name" = "Hydrogen fuel station"; notification "FuelStationNotConnected__name" = "{entity} has no fuel pipe connected"; notification "FuelStationOutOfFuel__name" = "{entity} is out of fuel"; "FuelStationT1__desc" = "Trucks assigned to a fuel station will automatically refuel excavators and tree harvesters at their working site so they don't waste their time going for fuel on their own."; building or machine "FuelStationT1__name" = "Fuel station"; advanced fuel station description "FuelStationT2__desc" = "Provides increased storage and refueling rate compared to the previous tier."; building or machine "FuelStationT2__name" = "Fuel station II"; building or machine "FuelStationT3__name" = "Fuel station III"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "Fuel tank"; name: ship part upgrade "FuelTankT1__name" = "Extra fuel tank"; Label above the game name column in the load & save; game is a set of save files in one session / folder "Game__Title" = "Game"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "Base health"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "Affects the baseline health of your population."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ComputingLow" = "Consumer out of computing"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "Construction costs"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "Affects construction costs of entities such as machines, building, vehicles."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConsumerBroken" = "Consumer out of maintenance"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DeconstructionRefund" = "Deconstruction refund"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "Affects how much material is returned back when deconstructing buildings, machines and vehicles."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DiseaseMortalityDiff" = "Disease mortality rate"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraContractsProfit" = "Contracts profitability"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "Extra free goods received when trading via contracts."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "Extra starting materials"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "Extra starting materials and materials returned when scrapping ruined buildings. Affects also extra size of island's crude oil deposits."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "Farms yield"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "Affects yield of all farms and greenhouses."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "Fuel consumption"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "Affects fuel consumption of vehicles and cargo ships."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__GroundwaterPumpLow" = "Pump out of water"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__LoansDifficulty" = "Loan conditions"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "Maintenance consumption"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__OreSorting" = "Mixed ore sorting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__OreSorting_Tooltip" = "If enabled, mined mixed materials in trucks must be processed at a dedicated sorting facility"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "Pollution impact"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PollutionDiff_Tooltip" = "Affects pollution intensity."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerLow" = "Consumer out of power"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "Power for belts & storages"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "Determines whether belts & storages will consume power and how. If power is set to '{0}', belts & storages will NOT work when low on power. If set to '{1}', power is consumed with the highest priority but belts & storages will still work despite having no power. Finally, power consumption for belts & storages can be disabled entirely."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickActionsCostDiff" = "Quick actions cost"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__QuickActionsCostDiff_Tooltip" = "Adjusts the Unity cost for quick actions, like quick delivery"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "Quick repair"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "Rainwater yield"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "Affects how much water is generated from rain."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResearchCostDiff" = "Research cost"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "Adjusts the amount of time and resources required for each research task."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "Ore mining yield"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResourceMiningDiff_Tooltip" = "Increases or reduces the mined amount of ores and sand. If increased, excavators will mine more ore from the same-sized deposit compared to what they would mine for standard setting."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "Settlement consumption"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "Affects how much food, services, goods is consumed by your population."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "Ship out of fuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SolarPowerDiff" = "Solar power production"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SolarPowerDiff_Tooltip" = "Affects how much electricity is generated by solar panels"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__Starvation" = "Starvation effects"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "Trees growth speed"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "Affects how fast trees grow."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__UnityProductionDiff" = "Unity generation"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__UnityProductionDiff_Tooltip" = "Affects how much Unity is produced in settlements."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "Vehicle out of fuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "Weather"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesNoUnity" = "World mine out of Unity"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "World mines deposits"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "Affects size of deposits in the world mines (for instance quartz mines or oil rigs)."; description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "A tough challenge with unforgiving mechanics for experienced Captains"; clear description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "For experienced players only"; title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "Admiral"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually "GameDifficulty__CustomTitle" = "Custom"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "Additional bonuses and mechanics make this highly recommended for new players"; clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "For players who want a smooth sail"; title of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyTitle" = "Sailor"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "An experience that balances consumption and production for more challenge"; clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "For players who seek some adventure"; title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "Captain"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "FPS limit in game"; message when game initialization failed on generic failure "GameInitFail" = "The game failed to initialize. Please file a bug report if this issue persists."; message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "The game failed to initialize likely due to a mod, see logs for more info."; message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "The game failed to initialize due to insufficient system memory. Try closing other programs to free-up memory."; Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "Getting started"; Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "Challenges"; Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "Realism"; title of the game over message "GameOver__Message" = "It's over. There are no more people on this island. I wonder what could I have done to prevent this..."; title of the game over message "GameOver__Title" = "It's over!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "Cannot load"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "Failed to write save data to '{0}': {1}\n\nEnsure that the game has access rights to the save directory and there is enough free space on the drive. Access can be blocked by antivirus software or by Windows feature called 'Controlled Folder Access'.\n"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile_Crash" = "Failed to save the game '{0}': {1}\n\nIf you are using mods, please ensure they are compatible with the current game version. Otherwise, file a bug report including this error message and your logs, so we can investigate.\n"; message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "Could not load the given save, file is empty or does not exist: {0}."; message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "Could not load the given save file as it was missing a mod '{0}' (version {1}, type '{2}')."; explains to the player how they can get older version of this game to load an older save file. "GameSaveLoad__SwitchSteamVersion" = "If you still wish to load this save file, quit the game, go to Steam > Properties > Betas and select {0} version in the dropdown. Steam will then download the older game version for you. Any features added into this version will not be available in the previous ones."; message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "This save file is from a newer game version ({0}) than what is currently supported ({1}). Are you on an old Steam branch?"; message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "This save file is from an older game version ({0}) which is not supported by this version of the game."; label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "Game seed"; tooltip explaining how is seed used in the game "GameSeed__Tooltip" = "Affects randomization used in places like weather generation or world map layout. Does not affect map generation"; category for key bindings affecting game speed "GameSpeed" = "Game speed"; short description of a machine "GasInjectionPump__desc" = "Provides permanent disposal of gases such as carbon dioxide by dissolving them in a liquid and injecting them under pressure into the ground. Has no pollution effect. Can be built only on top of a limestone deposit."; pump name "GasInjectionPump__name" = "Gas injection pump"; Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "Game time"; title of a panel showing general information about a settlement, things like services, number of occupants, etc. "General" = "General"; category for general key bindings "GeneralShortcuts" = "General"; short description of a machine "GlassMakerT1__desc" = "Casts molten glass into glass sheets"; name of a machine "GlassMakerT1__name" = "Glass maker"; short description of a machine "GlassMakerT2__desc" = "Casts molten glass into glass sheets and with much greater efficiency"; name of a machine "GlassMakerT2__name" = "Glass maker II"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "Global maintenance status"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "Shows the global state of maintenance. Any excessive maintenance is stored in the global buffer. If global buffer is full, maintenance depots pause their progress. If the buffer is empty it typically means there is a lack of maintenance."; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "Global need:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "Activate {0} edict in your {1}"; title for set of goals "Goal__AdvancedDiesel__name" = "Advanced oil processing"; goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "Build another {0} to produce {1}"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "Assign trucks {0} to {1}"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "Assign {0} to the {1} to have it automatically refuel all your excavators"; text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "Build {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "Build and connect {0}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "Build {0} and connect it to {1}"; text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "Build {0} and connect it to {1} and {2}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "Build {0} and connect it to {1} using a pipe"; text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "Build {0} and ensure {1} gets delivered from {2}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "Build another {0}"; title for set of goals "Goal__BuildCaptainOffice__name" = "Captain office"; goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "Research and build {0} and attach it with {1}"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "Build {0}, assign it with {1} and connect it to the {2} using {3}"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "Build {0} for {1} and connect it to {2}"; goal text, {0} - farm "Goal__BuildFarm" = "Build {0} on fertile ground (grass)"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "Build {0} and connect it to a {1} with {2}"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "Build {0} attached to the existing settlement"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "Build {0} near the shore and enable a recipe to dump {1}"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "Build {0} on an oil deposit and connect them to {1}"; goal text "Goal__BuildPowerGenerator" = "Start power production by building {0}"; title for set of goals "Goal__BuildResearchLab2__name" = "Advanced research"; title for set of goals "Goal__BuildSlagStorage__name" = "Improve slag export"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "Build {0} and connect it to the existing {1} using a {2} to output {3}"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "Build {0} and attach {1} to it and connect {2} pipe from the {3}"; goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "Build {0} and assign it {1}"; goal text "Goal__BuildWasteCollection" = "Build {0} attached to the settlement"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "Construct new {0}"; title for set of goals "Goal__ConveyorBelts__name" = "Set up conveyor belts"; goal text "Goal__Conveyors" = "Connect several machines using conveyor belts"; title for set of goals "Goal__CopperProduction__name" = "Copper production"; title for set of goals "Goal__CpIProduction__name" = "Construction parts"; title for set of goals "Goal__CrudeOilImport__name" = "Automate crude oil import"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "Designate a dumping zone for {0}"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "Disable truck import for the new {0} storage"; title for set of goals "Goal__DiscoverOilRig__name" = "Find oil rig"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "Dump {0}"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "Dump {0}"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "Establish {0} mine and start mining {0}"; goal text "Goal__ExploreWithShip" = "Explore first location on the world map with the ship"; title for set of goals "Goal__ExploreWithShip__name" = "Repair shipyard and set sail"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "Assign the {0} with {1} and drag the right (red) slider to the left to export / dump"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "Store {0} in {1} "; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "Burn excess {0} in {1}"; title for set of goals "Goal__FoodProduction__name" = "Food production"; title for set of goals "Goal__FoodProduction2__name" = "Food production II"; text for a goal, example with replacements: 'Build a Mine control tower near iron ore deposit, assign Excavator and Pickup to it and set up mining designations.' "Goal__ForTower" = "Build a {0} near {1} deposit, assign {2} and {3} to it and set up mining designations."; title for set of goals "Goal__FuelStation__name" = "Fuel station"; goal text "Goal__GrowPotatoes" = "Wait for the first harvest of potatoes"; goal text "Goal__HarvestTrees" = "Start harvesting trees"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "Have your {0} import {1} from the {2}"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "Drag the left / green slider in the {0} to the right to make it actively request {1}"; title for set of goals "Goal__IronOreMining__name" = "Iron ore mining"; title for set of goals "Goal__IronProduction__name" = "Iron production"; goal text "Goal__LoadCrew" = "Load crew to the ship"; title for set of goals "Goal__Maintenance__name" = "Maintenance"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "Mine {0}"; title for set of goals "Goal__MineCoal__name" = "Mine coal"; goal text, {0} - beacon "Goal__PauseBeacon" = "Pause the {0} to reduce the rate of refugees inbound"; title for set of goals "Goal__PauseBeacon__name" = "Reduce refugees inbound"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "Pause {0} to save on {1}"; title for set of goals "Goal__PopulationGrowth__name" = "Population growth"; title for set of goals "Goal__PowerFromCoal__name" = "Coal power plant"; text for a goal, {0} replaced with title of a product "Goal__Process" = "Process {0}"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "Build {0} with {1} and {2} and enable recipe for copper ore processing"; goal text "Goal__ProcessIron" = "Enable iron recipe that uses {0} in {1}"; title for set of goals "Goal__ProcessIronOre__name" = "Processing iron ore"; text for a goal, {0} replaced with title of a product "Goal__Produce" = "Produce {0}"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "Build a new {0} and produce {1}"; goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "Produce {0} in {1}"; text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "Start recycling {1} to get some {0}"; goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "Fill the ship with {0}"; goal text, {0} - cargo ship "Goal__RepairCargoShip" = "Discover {0} on the world map & repair it using your main ship"; goal text, {0} - oil rig "Goal__RepairOilRig" = "Repair {0}"; goal text "Goal__RepairShip" = "Repair the ship"; goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "Repair {0}"; text for a goal, {0} replaced with title of a node to research "Goal__Research" = "Research {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "Research and build {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "Research and upgrade to {0}"; title for set of goals "Goal__RubberProduction__name" = "Synthetic rubber"; goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "Select recipe in {0} to produce {1}"; title for set of goals "Goal__SettlementWater__name" = "Water for the settlement"; title for set of goals "Goal__SetupBricks__name" = "Bricks production"; title for set of goals "Goal__SetupCp2__name" = "Construction II"; title for set of goals "Goal__SetupDiesel__name" = "Diesel production"; title for set of goals "Goal__SetupTradings__name" = "Trading"; title for set of goals "Goal__SetupVehicleParts__name" = "Vehicle parts"; text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "Start producing {0}"; title for set of goals "Goal__StockpileDiesel__name" = "Stockpile diesel"; title for set of goals "Goal__StockpileProducts__name" = "Stockpile products"; goal text, {0} - bricks, {1} - iron "Goal__Trade" = "Purchase {0} for {1} from the village on the world map"; goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "Produce {0} by converting {1}"; text for a goal "Goal__WaitForRefugees" = "Wait for the first refugees to arrive"; title for set of goals "Goal__WasteDumping__name" = "Waste dumping"; goal text, {0} - oil rig "Goal__WorldMine" = "Discover {0} by exploring with your ship"; tooltip explaining that the current goal is long-term "Goal_TakeTime" = "No need to rush this goal. Take your time and make sure to develop other parts of your industry as well."; title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "Show completed items"; title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "Show locked items"; title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "Skip this goal"; confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "Are you sure you want to skip this goal? You will miss on any rewards you would normally get on completion."; {0} = Maintenance depot "GoalTip__Maintenance" = "Majority of machines and vehicles require regular maintenance. You should research & build a {0} as soon as possible otherwise your equipment will start breaking down."; "GoalTip_ActivateRecipe" = "Click on the machine and then click on the recipe to activate it. Active recipe is marked with a green border around it. You can select multiple recipes in which case their priority is determined by their order."; "GoalTip_BeltsMotivation" = "Connecting your machines with conveyor belts reduces the demand on your trucks."; "GoalTip_BuildMore" = "You can always build more machines to accelerate your production."; "GoalTip_BuildNearShore" = "Build your advanced oil processing complex close to shore in order to easily import crude oil via ships."; {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "You can build a pipe to connect the {0} to the {1} if they are nearby."; {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "To disable import from trucks, select the {0} and click on {1} under '{2}' section."; {0} = Shipyard "GoalTip_RefuelShip" = "To refuel your ship, select your {0} and drag the green fuel slider to the right."; {0} = iron ore "GoalTip_ReorderRecipes" = "You can prioritize {0} production by moving the {0} recipe higher in the recipes list. Recipe execution priority is based on their order. You can also build another furnace with metal casters to scale up your production."; button to go back (e.g. to close a window) "GoBack" = "Back"; name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "Golden surface"; Map description "GoldenPeakStaticIslandMap__desc" = "Behold, the Golden Peak – a compact island shaded by a majestic peak of glittering gold! This map presents a distinctive challenge due to its numerous platforms set at different elevations, requiring strategic earthworking to unlock access to new locations for your factory. To expand your buildable territory even further, excavate mountains and higher elevation plateaus to expand your foundations and dump the tailings into the ocean to grow your island!"; Map name "GoldenPeakStaticIslandMap__name" = "The Golden Peak"; name of a machine "GoldFurnace__name" = "Gold furnace"; Button to advance to the next step or tab in a wizard "GoNext" = "Next"; tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "Enables you to click on a specific spot to manually order this vehicle to drive there"; button that takes player a window that shows contracts overview "GoToContracts" = "Go to contracts"; tooltip "GroundReserveTooltip__Groundwater" = "Shows the overall status of the reserve of groundwater. Groundwater is replenished during rain and can temporarily run out if pumped out too much."; tooltip "GroundReserveTooltip__Oil" = "Shows the overall status of the ground reserve of crude oil in this deposit. This is a limited resource. We need to find a new one before we deplete it. Long-term source of crude oil needs to be found in the world map."; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "Disables natural pop growth"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "Growth pause"; name: ship part upgrade "Gun0__name" = "Gun (basic)"; name: ship part upgrade "Gun1__name" = "Gun I (front)"; name: ship part upgrade "Gun1Rear__name" = "Gun I (rear)"; name: ship part upgrade "Gun2__name" = "Gun II (front)"; name: ship part upgrade "Gun2Rear__name" = "Gun II (rear)"; name: ship part upgrade "Gun3__name" = "Gun III (front)"; name: ship part upgrade "Gun3Rear__name" = "Gun III (rear)"; "HeadquartersT1__desc" = "Enables you to declare edicts that can significantly affect your island's population and industry. Some edicts can provide you with benefits but may cost you monthly Unity. Other edicts can generate monthly Unity, but these typically require you to provides something in return. Edicts can be toggled anytime."; example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "Also adds {0} increase in quick trade volume."; title of a panel showing health overview or statistics of people on the island "Health" = "Health"; tooltip "Health__Tooltip" = "Health of your population can be affected by many factors which will be always listed in the table below. Positive health generates Unity and also leads to growth of your population. On the other hand, negative health gives penalty to Unity and leads to decrease of your population. There are settlements services that can help you to increase health of your population, such as clean water, healthcare or food variety."; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "Increase safety conditions to get extra +{0} health points."; policy / edict which can enabled by the player in their Captain's office. "HealthBonus__name" = "Health boost"; name: name of a settlement service provided to pops "HealthCareNeed__name" = "Hospitals"; name "HealthPointsCat_AirPollution__name" = "Air pollution"; name "HealthPointsCat_AirPollutionShips__name" = "Ships pollution"; name "HealthPointsCat_AirPollutionVehicles__name" = "Vehicles pollution"; name "HealthPointsCat_Base__name" = "Base"; name "HealthPointsCat_Disease__name" = "Disease"; name "HealthPointsCat_Edicts__name" = "Edicts"; name "HealthPointsCat_Food__name" = "Food"; name "HealthPointsCat_Healthcare__name" = "Healthcare"; name "HealthPointsCat_LandfillPollution__name" = "Landfill pollution"; name "HealthPointsCat_WasteInSettlement__name" = "Settlement waste"; name "HealthPointsCat_WaterPollution__name" = "Water pollution"; name: describes the current weather "HeavyRainWeather__name" = "Heavy rain"; amount of hit points "HitPoints" = "Hit points"; notification "Homeless__name" = "Not enough housing, settlement is overcrowded"; notification, any strings in curly braces { } must be preserved and non-translated "HomelessLeft__name" = "{0} homeless left the island due to lack of food."; short description "Hospital__desc" = "Provides healthcare that increases overall health of your population, gives extra unity and also reduces negative effects of diseases. This building needs to be provided with medical supplies in order to work."; name "Hospital__name" = "Clinic"; tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "This clinic needs to be provided with medical supplies in order to provide its services to the attached settlement. The quality of the healthcare depends on the supplies provided. Consumption of supplies can temporary increase in case there is an active disease on the island."; shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' "Hospital_MortalityReduction" = "Mortality reduction"; tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "Reduces mortality rate of any ongoing disease. If for instance a disease has a mortality rate of 3% and the reduction is 2%, the final mortality rate will be 1%."; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "Household appliances consumption increased by {0}, unity given for it increased by {1}"; policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "More household appliances"; name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "Household appliances"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "Household goods consumption increased by {0}, unity given for it increased by {1}"; policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "More household goods"; name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "Household goods"; housing description, for instance {0}=60 "Housing__desc" = "Primitive housing for {0} people made of shipping containers."; building or machine "Housing__name" = "Housing"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "Housing can be either attached to an existing settlement to become part of it (and benefit from all the already provided services such as food). Or it can be placed independently to establish itself as a new settlement, in that case you need to attach it with service modules."; label of a chart showing total housing capacity "HousingCap" = "Total capacity"; name: toolbar category name "housingCategory__name" = "Housing & services"; title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "Increased demands"; tooltip "HousingDemandIncrease__Tooltip" = "Housing has increased demands on top of its regular consumption. This is typical for more advanced tiers of housing."; housing description, for instance {0}=120 "HousingT2__desc" = "Advanced housing for {0} people that provides more comfort. It can also provide a monthly Unity increase if the housing is provided with required services."; building or machine "HousingT2__name" = "Housing II"; building or machine "HousingT3__name" = "Housing III"; title of a panel listing unity bonus of a housing "HousingUnityBonus" = "Unity bonus"; tooltip "HousingUnityBonus__Tooltip" = "If all the needs listed below are satisfied, this housing will provide Unity bonus on top of its regular Unity it generates from all the services provided to it."; short description of a machine "HydroCrackerT1__desc" = "Transforms different fuel types between each other to help with consumption imbalance."; name of a machine "HydroCrackerT1__name" = "Cracking unit"; name of a machine "HydrogenReformer__name" = "Hydrogen reformer"; "ImportantAnnouncementTitle" = "Important announcement"; message shown when blueprint string failed to import "ImportBlueprint__Fail" = "Failed to import the given string."; message shown when blueprint was successfully imported "ImportBlueprint__Success" = "New blueprint added!"; title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "Import from string"; title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "Import"; tooltip "ImportPriority__ShipCargoTooltip" = "Truck priority for deliveries of materials that are requested to be loaded onto the ship."; tooltip "ImportPriority__ShipFuelTooltip" = "Trucks priority for fuel deliveries."; tooltip "ImportPriority__ShipRepairTooltip" = "Truck priority for deliveries of materials needed for ship repairs and modifications."; tooltip "ImportPriority__StorageTooltip" = "Trucks priority for deliveries of assigned product."; toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "Accept assigned only"; tooltip "ImportRoutesEnforce__Tooltip" = "Accept cargo import only via the assigned routes (this is set by default). If this is disabled, cargo can be delivered from anywhere (meaning that import routes are ignored)."; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "Import routes"; short description of a machine "IncinerationPlant__desc" = "Burns waste with much better efficiency than a basic burner. The process is energy positive and generates steam."; name of a machine "IncinerationPlant__name" = "Incineration plant"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "Priority"; tooltip "IncreasedPriority__ConstructionTooltip" = "Trucks will prioritize this operation to make it finish as soon as possible"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "Increase priority"; tooltip "IndividualFoodSupply__Tooltip" = "Estimate for how long the current supply can feed the settlement. This estimate is increased in case there are also other types of food available in the settlement."; description of a machine "IndustrialMixer__desc" = "High-power mixer for general materials mixing."; name of a machine "IndustrialMixer__name" = "Mixer"; name of a machine "IndustrialMixerT2__name" = "Mixer II"; short description "InfectionDisease__desc" = "To prevent this illness in the future, prevent trash from piling up in your settlement."; name "InfectionDisease__name" = "Infection"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "settlement full of waste"; allows trucks to deliver materials "Input__Enable" = "Enable input"; temporarily disables any material deliveries "Input__Pause" = "Pause input"; title of a panel listing all the inputs of some machine / building "InputsTitle" = "Inputs"; Map description "InsulaMortis__desc" = "Explore the mysterious archipelago of Insula Mortis, a collection of islands shrouded in legend and intrigue. Unlocking access to neighboring isles requires mining through mountains and constructing land bridges, achieved by dumping materials into the ocean.\n\nDespite its wealth in natural resources, a legend tells that this place is cursed. None of the few scouts who made it back said anything about a curse though, so it’s probably nothing. Well, except for Jimmy - he may have screamed something about dead trees before we sedated him. If you want to give it a look yourself, though, I’m sure you’ll be fine.\n"; map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this "InsulaMortis__name" = "Insula mortis"; notification "InvalidExportRoute__name" = "{entity}: Invalid route assigned."; "InvalidExportRouteSuffix" = "Storage has export route but also has '{0}' slider set or truck export off, these modes are not compatible."; notification "InvalidImportRoute__name" = "{entity}: Invalid route assigned."; "InvalidImportRouteSuffix" = "Storage has import route but also has '{0}' slider set or truck import off, these modes are not compatible."; Short label for input, keep it short! "IoLabel__IN" = "IN"; Short label for output, keep it short! "IoLabel__OUT" = "OUT"; label explaining how difficult a selected island map is (this is the easiest one) "IslandMapDifficulty__Easy" = "Standard"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "A balanced map. Great for beginners or casual players."; label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "Difficult"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "For skilled players who have some experience with the game already. Requires planning and trade-offs."; label explaining how difficult a selected island map is (this is the hardest one) "IslandMapDifficulty__Insane" = "Challenging"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "For players who are ready to fail and like to push their limits. Do not take success for granted."; label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "Advanced"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "A slightly more advanced map that may require some extra planning."; label for a key-binding "Kb_ApplyChanges__label" = "Apply changes"; label for a key-binding "Kb_ClearDesignation__label" = "Clear designation"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration "Kb_CopyExcludingSettings__label" = "Copy without configuration"; tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "Hold while copying structures to exclude copying their configuration"; label for a key-binding "Kb_DecreaseGameSpeed__label" = "Decrease speed"; label for a key-binding "Kb_DeleteEntireTransport__label" = "Demolish entire transport"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "With quick remove (using Unity)"; label for a key-binding "Kb_Flip__label" = "Flip / Toggle mode"; label for a key-binding "Kb_FreeLookMode__label" = "Free look mode"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "Increase speed"; label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "Jump to saved camera position {0}"; label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "Jump to saved camera position {0}"; label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "Jump to saved camera position {0}"; label for a key-binding "Kb_LiftSnapping__label" = "Toggle snapping"; label for a key-binding "Kb_LowerDown__label" = "Lower down"; label for a key-binding "Kb_MoveDown__label" = "Move down"; label for a key-binding "Kb_MoveLeft__label" = "Move left"; label for a key-binding "Kb_MoveRight__label" = "Move right"; label for a key-binding "Kb_MoveUp__label" = "Move up"; label for a key-binding "Kb_PanCamera__label" = "Move camera (hold)"; label for a key-binding "Kb_PanSpeedBoost__label" = "Increase pan speed"; label for a key-binding "Kb_PauseGame__label" = "Toggle pause"; label for a key-binding that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. "Kb_PauseMore__label" = "Pause only"; tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "Hold to make the pause tool to only pause things instead of automatically toggling pause."; label for a key-binding "Kb_PhotoModeRotation__label" = "Camera auto-rotation"; label for a key-binding "Kb_PhotoModeTakePicture__label" = "Take screenshot"; label for a key-binding "Kb_PlaceMultiple__label" = "Place multiple"; label for a key-binding "Kb_PrimaryAction__label" = "Primary action / select"; label for a key-binding "Kb_RaiseUp__label" = "Raise up"; label for a key-binding "Kb_Redo__label" = "Redo"; label for a key-binding "Kb_Rotate__label" = "Rotate"; label for a key-binding "Kb_RotateClockwise__label" = "Rotate clock-wise"; label for a key-binding "Kb_RotateCounterClockwise__label" = "Rotate counter-clock-wise"; label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "Save camera position {0}"; label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "Save camera position {0}"; label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "Save camera position {0}"; label for a key-binding "Kb_Search__label" = "Search"; label for a key-binding "Kb_SecondaryAction__label" = "Alternative action / deselect"; label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "Set game speed to {0}x"; label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "Set game speed to {0}x"; label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "Set game speed to {0}x"; label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "Set game speed to {0}x"; label for a key-binding "Kb_ToggleBlueprints__label" = "Blueprints"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "Captain's office (if constructed)"; label for a key-binding "Kb_ToggleCloneConfigTool__label" = "Clone"; label for a key-binding "Kb_ToggleConsole__label" = "Console"; label for a key-binding "Kb_ToggleCopyTool__label" = "Copy"; label for a key-binding "Kb_ToggleCutTool__label" = "Cut"; label for a key-binding "Kb_ToggleDeleteTool__label" = "Demolish / remove"; label for a key-binding "Kb_ToggleDumpingTool__label" = "Dumping designations"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity "Kb_ToggleInstaCopyTool__label" = "Copy (insta-copy)"; tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "Will also insta-copy on press while you are hovering over an entity"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity "Kb_ToggleInstaCutTool__label" = "Cut (insta-cut)"; tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "Will also insta-cut on press while you are hovering over an entity"; label for a key-binding "Kb_ToggleLevelingTool__label" = "Leveling designations"; label for a key-binding "Kb_ToggleMap__label" = "World map"; label for a key-binding "Kb_ToggleMiningTool__label" = "Mining designations"; label for a key-binding "Kb_TogglePauseTool__label" = "Pause tool"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). "Kb_TogglePhotoMode__label" = "Toggle photo mode"; tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "Photo mode allows taking high-quality screenshots (better quality than default screen-grab)."; label for a key-binding "Kb_TogglePlanningMode__label" = "Toggle planning mode"; label for a key-binding "Kb_TogglePricePopup__label" = "Toggle price popup"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "Debris removal tool"; label for a key-binding "Kb_ToggleRecipesBook__label" = "Recipes book"; label for a key-binding "Kb_ToggleResearchWindow__label" = "Research"; label for a key-binding "Kb_ToggleResVis__label" = "Resources visualization"; label for a key-binding "Kb_ToggleStats__label" = "Statistics"; label for a key-binding "Kb_ToggleSurfacingTool__label" = "Surface designations"; label for a key-binding "Kb_ToggleTradePanel__label" = "Trading"; label for a key-binding "Kb_ToggleTransportMenu__label" = "Transports menu"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "Harvesting designations"; label for a key-binding "Kb_ToggleTutorials__label" = "Tutorials"; label for a key-binding "Kb_ToggleUnityTool__label" = "Unity tool"; label for a key-binding "Kb_ToggleUpgradeTool__label" = "Upgrade tool"; label for a key-binding "Kb_TransportNoTurn__label" = "Disallow turns"; label for a key-binding "Kb_TransportPortsBlocking__label" = "Toggle port avoidance"; label for a key-binding "Kb_TransportSnapping__label" = "Toggle snapping"; label for a key-binding "Kb_TransportTieBreak__label" = "Use alternative route"; label for a key-binding "Kb_Undo__label" = "Undo"; label for a key-binding "Kb_ZoomIn__label" = "Zoom in"; label for a key-binding "Kb_ZoomOut__label" = "Zoom out"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "to clear"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "to edit"; notification "LabCannotResearchHigherTech__name" = "Current research is too advanced for our lab"; notification "LabMissingInputProducts__name" = "This lab requires a consumable input product in order to work"; research lab is missing input products "LabStatus__MissingInput" = "Missing input products"; name: toolbar category name "landmarksCategory__name" = "Landmarks & decorations"; description of ground water pump "LandWaterPump__desc" = "Pumps water from the ground deposit which is replenished during rain. Has to be built on top of a groundwater deposit."; pump name "LandWaterPump__name" = "Groundwater pump"; label for a dropdown that provides language setting for the game "Language" = "Language"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "Last month change: {0}"; "LastMonthUnityChanges__Title" = "Last month changes"; "LastMonthUnityChanges__Tooltip" = "Summary of ongoing Unity gains and spendings from the last month. This does not contain one-time actions or income from settlement services."; Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "Launches"; title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "Fuel in rocket"; option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "Auto-launch when ready"; Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "Lift off!"; starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "Start launch countdown!"; title of a panel to control rocket launch "LaunchPad_Launch__Title" = "Launch control"; title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "Unity per launch"; title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. "LaunchPad_WaterBufferTitle" = "Sound suppression"; title of an overview that shows resources layers on top of the island terrain. Please keep this very short! "Layers" = "Layers"; small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "Allows raising or lowering units of solid products vertically."; small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "Flat lift"; small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "Allows raising or lowering loose products vertically."; small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "Loose lift"; name "LimestoneMine__name" = "Limestone quarry"; button to load the game from the currently selected save file "Load_Action" = "Load"; title of a window that that enables to load existing save files "Load_Title" = "Load game"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "Can't read this file!"; tooltip "LoadDisabled__Error" = "Error opening the save file and reading its metadata. Try to restart the game. In case the issue persists, inspect logs for more information."; tooltip "LoadDisabled__ModsMissing" = "At least one mod that is required by the current save file is not installed. Install the missing mod or disable it to try run the game without it."; {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "Mod loading is disabled, you need to enable mods in {0} or disable all the mods required by this save file."; status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "Loading ..."; Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "Borrow"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "Click to accept this loan."; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "Borrow"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "Credit score"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "Shows how well you keep up with payments. A higher score means you can get better loan deals. Paying on time boosts your score, but missing payments lowers it, making it trickier to get new loans later on."; how much player owes, used as: 'debt: 100' "Loan_Debt" = "Debt"; Tooltip for loan duration "Loan_DurationTooltip" = "The loan duration sets your minimum annual payment. You can always repay your loan earlier."; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "Fee"; Tooltip for loan fee "Loan_Fee__Tooltip" = "A one-time fee applied to each new loan."; Loan interest rate "Loan_InterestRate" = "Interest rate"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "Annual interest rate applied to new loans. The rate varies with your credit score."; Total interest paid on the current loan so far plus extra interest added to the existing debt (used as label to show the quantity). "Loan_InterestSoFar" = "Interest accumulated so far"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "Lifetime interest"; Maximum number of loans, keep short, please :) "Loan_MaxLoans" = "Max. loans"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "Determines the number of active loans you can have simultaneously."; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "The maximum you can borrow is based on your past production performance and credit score."; Loan volume multiplier, keep short, please :) "Loan_Multiplier" = "Volume multiplier"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "Affects the quantity you can borrow, adjusted based on your credit score."; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "New loan"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "Next payment"; tooltip explaining how payments are being paid "Loan_NextPayment__Tooltip" = "Payments are automatically taken from your trade dock. Ensure sufficient quantity is available."; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "in"; "Loan_NotAvailable__LowProduction" = "Your production history doesn't meet the minimum criteria to borrow this product."; "Loan_NotAvailable__MaxLoans" = "You've reached the limit for loans you can have at once."; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "You can't borrow more than {0}"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "You can't borrow less than {0}"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "Overdue!"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "Buffer closed"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "Repayment buffer opens {0} before each payment. This one opens in {1}."; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "Sets the priority for vehicles to deliver products to this buffer. A lower number indicates higher priority."; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "Loan payments"; "Loan_PaymentBuffers__Tooltip" = "For every active loan, there's a product buffer in this dock. When a loan payment is due, products are deducted from the buffer to cover the payment. Trucks should regularly deliver payment products to the dock. Access for these deliveries opens up a few months before each due date. Rebuilding the dock won't affect payment capabilities."; see Loan_PayPerYear__part2, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part1" = "Pay"; see Loan_PayPerYear__part1, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part2" = "each year for the duration of:"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "Products will be delivered to your trading dock."; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "Remaining interest"; button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "Repay"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "You need to input a valid quantity"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "Insufficient products in storage to make this payment."; tooltip "Loan_Repay__Tooltip" = "Repay your loan directly from your storage silos to decrease your debt."; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "Start date"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "Starting loan"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "Left"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "Loan payment is overdue ({0})"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "Failed to collect payment for loan ({0})"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "Active loans"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "Products to lend"; title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "Loans"; "Loans_Title__Tooltip" = "Allows you to borrow products from other settlements on the world map. Borrowed products are delivered to your trading dock. You must repay the borrowed quantity plus interest in annual installments. Payments are deducted from your trading dock, so ensure trucks regularly supply the dock."; a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "Lenient"; a difficulty option for loans, this is the hardest (although not really severe) "LoansSetting__Hard" = "Firm"; Example use: 350 km away from our Island "Location_Distance" = "{0} km away from our Island"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "{0} ship with battle score:"; Example use: This location has Oil rig "Location_HasEntity" = "This location has {0}"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "Ship on way"; shown in a detail of a research that is currently not available (locked behind other ones) "Locked" = "Locked"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "Locked for {0}"; rendering setting name "LodBiasRenderingSetting__Name" = "Level of detail (LOD)"; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__Auto" = "Auto"; "LogisticsControl__Auto_InputTooltip" = "Trucks will be allowed to deliver a product. But once the product is successfully received via a conveyor / pipe, trucks will no longer be allowed to deliver it. If the conveyor / pipe gets disconnected afterwards, truck deliveries get restored."; "LogisticsControl__Auto_OutputTooltip" = "Trucks will be allowed to collect a product. But once the product is successfully dispatched via a conveyor / pipe, trucks will no longer be allowed to collect it. If the conveyor / pipe gets disconnected afterwards, truck collections get restored."; title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "Truck import"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "Configures whether trucks can import products"; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__Off" = "Off"; "LogisticsControl__Off_InputTooltip" = "Trucks will NOT be allowed to deliver cargo here."; "LogisticsControl__Off_OutputTooltip" = "Trucks will NOT be allowed to pick up cargo here."; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__On" = "On"; "LogisticsControl__On_InputTooltip" = "Truck will be allowed to deliver cargo here if possible."; "LogisticsControl__On_OutputTooltip" = "Truck will be allowed to pick up cargo here if possible."; title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "Truck export"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "Configures whether trucks can export products"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "Busy"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "Extremely busy"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "Stable"; tooltip "LogisticsStatus__Tooltip" = "Shows how busy your trucks are (does not include mining operations). Click for more details."; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "Very busy"; description of transport "LooseConveyorFormattedFirst__desc" = "Transports loose products."; description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "Transports loose products. Its throughput is {0} times increased compared to the previous tier."; short description: small machine that allows sorting of products "LooseConveyorSorter__desc" = "Allows sorting of products."; name: small machine that allows sorting of products "LooseConveyorSorter__name" = "U-shape sorter"; name "LooseMaterialConveyor__name" = "U-shape conveyor"; name "LooseMaterialConveyorT2__name" = "U-shape conveyor II"; name "LooseMaterialConveyorT3__name" = "U-shape conveyor III"; title of panel that lists all the loot received by getting new refugees "LootReceived" = "Loot received"; notification "LowFarmFertility__name" = "Farm fertility is too low"; notification "LowFoodSupply__name" = "Low food supply!"; notification "LowGroundwater__name" = "Groundwater is low"; notification "MachineIsBroken__name" = "Machine is broken as it lacks maintenance"; name: toolbar category name "machinesCategory__name" = "General machines"; name: toolbar category name "machinesElectricityCategory__name" = "Power production"; name: toolbar category name "machinesFoodCategory__name" = "Food production"; name: toolbar category name "machinesMetallurgyCategory__name" = "Metallurgy & smelting"; name: toolbar category name "machinesOilCategory__name" = "Crude oil refining"; name: toolbar category name "machinesWaterCategory__name" = "Water extraction & processing"; example: 'Made in version: 1.0.0' "MadeInVersion" = "Made in version: {0}"; button to subscribe for our updates "MailingList" = "Mailing list"; short description "Mainframe__desc" = "Provides computing as a resource that can be used on your island. Computing is used in advanced machines such as robotic assemblers or microchip makers. This is early technology with low efficiency."; name "Mainframe__name" = "Mainframe computer"; title of player's main ship "MainShipTitle" = "The ship"; represents general maintenance for machine, vehicle or anything else "Maintenance" = "Maintenance"; tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "This entity needs regular maintenance to function. See maintenance depot for details."; name "MaintenanceDepotT0__name" = "Maintenance depot (basic)"; description of a maintenance depot "MaintenanceDepotT1__desc" = "Converts products into maintenance which is distributed to all machines, buildings, and vehicles that need it. Important as if there is not enough maintenance, vehicles and machines can break down temporarily."; name "MaintenanceDepotT1__name" = "Maintenance depot"; name "MaintenanceDepotT2__name" = "Maintenance II depot"; name "MaintenanceDepotT3__name" = "Maintenance III depot"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "Maintenance reduced by {0}"; policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "Maintenance reducer"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "Make default"; tooltip "MakeDefault__ConstructionTooltip" = "Set this priority to be the default one for all constructions and upgrades."; tooltip "MakeDefault__DeconstructionTooltip" = "Set this priority to be the default one for all deconstructions."; button to click on to change the area that is managed by the selected tower "ManagedArea__EditAction" = "Edit area"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "Managed area: {0}"; button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "Edit designation"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "Save in progress ..."; To show the island map name, used like this: 'Map New Haven "Map" = "Map"; Shows the total flat area of an island. Flat are considered areas that have no cliffs or mountains and can be used for construction. Example of use: 'Flat area 2.1 km²' "MapArea__Flat" = "Flat area"; Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' "MapArea__Land" = "Land area"; Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value "MapArea__Total" = "Map size"; shown when the current map file is probably corrupted. "MapInvalid" = "Map not selected or the file is corrupted."; "MapleTree__desc" = "Maple tree"; "MapleTreeDry__desc" = "Maple tree (dry)"; Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. "MapResources_EasyToReach_Tooltip" = "When on, shows resources that are easy to reach: those not submerged under the ocean and within {0} tiles deep."; Label for a checkbox in the "Map resources" section of the map selection tab of the new game wizard that toggles preview of resource locations on the map "MapResources_ShowPins" = "Show on the map"; Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map "MapResources_ShowPinsTooltip" = "Show resources on the map"; Title shown above the map's resources in the map selection tab of the new game flow "MapResources_Title" = "Map resources"; shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. "MapSize_XY" = "{0} × {1} km"; text showing how many matches were found for a search query "MatchesFound" = "{0} match"; describes a chart that visualizes maximal production capacity, e.g. for electricity or computing "MaxCapacity" = "Max. capacity"; max. fire range from all the weapons available "MaxWeaponRange" = "Max. weapon range"; item of a game mechanic "Mechanic_Casual__InfiniteMines" = "Impact from power and computing outages is reduced"; item of a game mechanic "Mechanic_Casual__LogisticsPower" = "Belts and storage units don’t require electricity"; title of a game mechanic "Mechanic_Casual__Title" = "Casual"; item of a game mechanic "Mechanic_Casual__WorldMines" = "World mines produce less resources when Unity is low, rather than stopping entirely"; item of a game mechanic "Mechanic_OreSorting__OreSorting" = "Mined mixed materials in trucks must be processed at a dedicated sorting facility"; title of a game mechanic "Mechanic_OreSorting__Title" = "Ore sorting"; item of a game mechanic "Mechanic_Realism__Pumps" = "Pumps stop working if groundwater is depleted"; item of a game mechanic "Mechanic_Realism__ShipsFuel" = "Ships can't move without fuel and can't use Unity as a remedy"; item of a game mechanic "Mechanic_Realism__Starvation" = "People die from starvation"; title of a game mechanic "Mechanic_Realism__Title" = "Realism"; item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "Vehicles can't move without fuel"; item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "Machines and other maintenance consumers stop working when broken"; item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "Belts and storage units require power to function and stop working without it"; item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "Quick repair action is not available"; title of a game mechanic "Mechanic_RealismPlus__Title" = "Realism++"; title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "Reduced world mines"; item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "World mines have reduced deposits"; item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "Extra starting resources"; item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "Infinite world mines"; item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "Full deconstruction refund"; title of a game mechanic "Mechanic_ResourcesBoost__Title" = "Resources boost"; title for difficulty settings affecting game mechanics "Mechanics" = "Mechanics"; label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power "MechPowerGenerator__AutoBalance" = "Auto-balance"; tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "When enabled, the turbine will be automatically paused once the shaft is nearly fully charged to save the input product from being wasted. The production will resume once the shaft's charge gets low. Keep in mind that when turbine starts, it takes it some time to get to the full power."; efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "Efficiency"; efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "Efficiency is a ratio of produced power over used input. It represents how efficiently is input product converted to mechanical power. If the shaft is overloaded, some produced power will be wasted and efficiency will go down accordingly. There is also loss of efficiency when the machine is starting-up. To avoid startup losses, this machine should run continuously without interruption."; button to leave the menu and continue playing "Menu__Continue" = "Continue"; button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "Customize difficulty"; Label for a button that opens game's discord, keep short! "Menu__Discord" = "Discord"; button to open a window that enables to choose a saved game and load it "Menu__Load" = "Load"; button to click on to open a map editor "Menu__MapEditor" = "Map editor"; button to start a new game "Menu__NewGame" = "New game"; button to click on to open a settings window "Menu__OpenSettings" = "Settings"; button to open a window that enables to save the current game progress "Menu__Save" = "Save"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "FPS limit in menus"; title of column showing a list of all messages "MessageCenter__MessagesTitle" = "Messages"; title of a window containing messages to the player "MessageCenter__Title" = "Message center"; name of tutorial group about food production "MessageGroupFoodProduction__name" = "Food production"; name of tutorial group about general topics "MessageGroupGeneral__name" = "General"; name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "Getting started"; name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "Logistics"; name of tutorial group about settlements "MessageGroupSettlement__name" = "Settlement"; name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "Terraforming"; name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "Tools"; name of messages group for warnings "MessageGroupWarnings__name" = "Warnings"; name of tutorial group about world map (world settlements, exploration, ships) "MessageGroupWorld__name" = "World"; victory message (part 1) "MessageOnVictory__part1" = "Congratulations, Captain! Against all the odds, you have built a thriving industrial empire and launched a rocket to space!"; victory message (part 2) "MessageOnVictory__part2" = "This is the end of content of this the Early Access version of Captain of Industry, but there are still a lot of things to explore! You can keep playing on this map for as long as you want, or try different maps and higher difficulty settings."; victory message (part 3) "MessageOnVictory__part3" = "If you have any feedback, please reach out to us on our Discord server or via Steam forums, we’d love to hear from you!"; victory message caption "MessageOnVictory__title" = "Congratulations!"; title of message or tutorial "MessageWelcome__name" = "Welcome Captain!"; "MessageWelcome__part1" = "Captain, we have found the island we’ve been searching for, it was not on the map! Our ship took a lot of damage and will need major repairs in order to sail again but we should be safe here."; {0} = Construction parts "MessageWelcome__part2V2" = "Besides our initial supplies we are starting from scratch. We should start manufacturing {0} to be able to build our infrastructure, grow food to feed our people, and find a way to make fuel for our vehicles."; "MessageWelcome__part3V2" = "The island looks abandoned but it has plenty of natural resources that we could use. There are even some abandoned buildings around that we could disassemble for scrap."; {0} = Research Lab "MessageWelcome__part4V2" = "Also we should set up a {0} so we can reinvent all the technologies we took for granted for so long."; {0} = Trading Dock "MessageWelcome__part5" = "We found out about a settlement nearby we can trade with in case we run out of something. They can deliver the goods to us once we have a {0}."; "MessageWelcome__part6" = "The entire crew is counting on you after everything we have been through together. Good luck!"; Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "Metal surface"; description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s "MicrochipMachine__desc" = "The most sophisticated manufacturing processes where a thin monocrystalline wafer is slowly transformed into a matrix of microchips. Chips are built from many layers where each layer has to be placed with nanometer precision. This is performed in a special chamber that employs ultraviolet technology - substances reacting with light to form the layers. Microchips typically go through lot of stages including washing and coating in between. It is good to start small and then expand. Small setups can be connected in form of a loop with a sorter."; name of a machine "MicrochipMachine__name" = "Microchip machine"; name of a machine "MicrochipMachineT2__name" = "Microchip machine II"; short description "MineTower__desc" = "Enables assignment of excavators and trucks to designated mine areas. Only designated mining areas within the influence of the tower can be mined."; building or machine "MineTower__name" = "Mine control tower"; explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "No notifications set"; title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification "MineTowerNotifyFilter__Title" = "Notify if cannot dispose"; tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification "MineTowerNotifyFilter__Tooltip" = "Configures for which materials you want to get a notification in case the trucks assigned here cannot get rid of them. Example case is where you run out of dumping designations and mining trucks can't get rid of dirt."; title of a panel that sets what material should be prioritized by an excavator when mining "MiningPriority__Title" = "Mining priority"; tooltip "MiningPriority__Tooltip" = "When a product is selected, the excavator will prioritize mining designations containing the selected product."; small box that allows splitting and merging of transports "MiniZip_all" = "Connector"; title of other / misc settings "MiscellaneousSettings_Title" = "Miscellaneous"; Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "This mod is not installed or not the right version."; title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "Mods available"; tooltip "ModsAvailable__Tooltip" = "Mods that are installed but are not used in the current save file. You can select mods below to include them when loading the save file. This will work only for some mods."; List of mods required to load the selected save file shown in the details panel of the load & save window "ModsInSave__Detail" = "Mods required"; tooltip "ModsInSave__Tooltip" = "Mods used by the current save file. You can unselect a mod to try to load the game without it. Be careful that removing a mod that is providing a new game content might not always work."; description of transport "MoltenConveyorFormattedFirst__desc" = "Transports molten products."; name "MoltenMetalChannel__name" = "Molten channel"; explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1 month = {0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW-seconds"; title of settings affecting nature - trees, crops growth "Nature" = "Nature"; tooltip suffix that explains that player can navigate through all the results by pressing {0} key "NavigateTo__KeyHint" = "press {0} key to cycle through all the results"; tooltip for button that navigates to the next search result "NavigateTo__Next" = "Navigate to the next result"; tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "Navigate to the previous result"; e.g. 'Needs: 40 / month' "Needs" = "Needs:"; {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "This {0} needs to be repaired before we can use it."; notification, any strings in curly braces { } must be preserved and non-translated Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} needs a transport to output {0}"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "Blueprint"; title of a panel showing new discovery, e.g. a new technology "NewDiscovery" = "New discovery!"; notification, any strings in curly braces { } must be preserved and non-translated "NewErrorOccurred__name" = "Error: {0}"; tooltip of a button that creates a new folder "NewFolder__Tooltip" = "Create a new folder."; placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "New folder"; In new game wizard. Title of the tab where you configure game options "NewGameWizard__Customization" = "Customization"; In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "Game difficulty"; In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "Name your game"; Shown when we fail to write a testing save file to a save folder before starting the new game "NewGameWizard__GameName__FailedToWrite" = "Failed to write a test save file to {0}\n\nAvoid using special characters in the game name, and ensure the game has the necessary access rights to the save directory. Additionally, verify that there is sufficient free space on the drive. Access might be blocked by antivirus software or the 'Controlled Folder Access' feature in Windows. Please set up appropriate exception rules in such software or your OS.\n"; In new game wizard. Warning shown next to the game name entry field when the name is already used "NewGameWizard__GameName__InUse" = "This game name is already in use"; In new game wizard. Warning shown next to the game name entry field when the name contains invalid characters. "NewGameWizard__GameName__InvalidChars" = "The provided game name contains invalid characters"; Button that launches a new game "NewGameWizard__Launch" = "Launch game"; In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "Map selection"; In new game wizard. Title of the tab where you configure optional game meachanics "NewGameWizard__Mechanics" = "Mechanics"; Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "New game"; "NewRefugees" = "Population increased!"; "NewRefugees__Beacon" = "Refugees joined our island! Good job, beacon!"; notification "NoAvailableMineDesignInTowerArea__name" = "{entity} has no available designations to be mined in its area"; notification "NoCropToGrow__name" = "Farm has no crop assigned"; notification "NoForestryDesignInTowerArea__name" = "{entity} has no forestry designations in its area"; status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "No lab available"; notification "NoMineDesignInTowerArea__name" = "{entity} has no mining designations in its area"; used for items in a list that have no value, often used to unset something "None" = "None"; Message shown in empty dropdowns "NoOptions" = "No options found"; notification "NoProductAssignedToEntity__name" = "{entity} has no product assigned"; notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} has no recipe selected"; status shown when there is no research active (keep it short!) "NoResearchSelected" = "No research"; example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} has no resource to extract"; notification "NotEnoughFuelToRefuel__name" = "Not enough fuel to refuel a vehicle"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "Not enough {0}"; notification "NotEnoughPower__name" = "Not enough electricity"; notification This is displayed when the accumulated unity that the player has gets to 0 but there are some demands for it on regular basis (e.g. active oil rig that needs 1 every month). "NotEnoughUpoints__name" = "Not enough Unity"; notification "NotEnoughUpointsForEntity__name" = "{entity} has not enough Unity"; notification "NotEnoughWorkers__name" = "Not enough workers"; shown when nothing is found for a search query. "NothingFound" = "Nothing found"; shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "Nothing found for '{0}'"; notification text when new world map location is explored "Notification__LocationExplored" = "LOCATION EXPLORED"; notification text when refugees arrive to the island "Notification__NewRefugees" = "New refugees"; notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "FINISHED: {0}"; notification text when player's ship gets into a battle (with pirates ships) "Notification__ShipInBattle" = "SHIP IN BATTLE"; mute notifications audio "Notifications__Mute" = "Mute notifications"; explains that there are no new notifications "Notifications__NoNew" = "No new notifications"; unmute notifications audio "Notifications__Unmute" = "Unmute notifications"; Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. "NotifyIfFarmBufferFull" = "Notify if cannot store more"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "Notify if reserve is low"; notification "NoTreeSaplingsForPlanter__name" = "{entity} has no tree saplings to plant trees with"; notification "NoTreesToHarvest__name" = "{entity} has no trees to harvest"; notification "NoTruckAssignedToTreeHarvester__name" = "{entity} has no truck assigned"; "NoVehicleDepotAvailable" = "There is no operational vehicle depot that can accept this type of vehicle"; shown in a vehicle assignment panel in case there are no vehicles assigned "NoVehiclesAssigned" = "No vehicles assigned"; short description "NoWaterDisease__desc" = "Bacterial disease spread through contaminated water. To prevent this disease in the future, make sure your settlement has stable supply of clean water."; name "NoWaterDisease__name" = "Cholera"; explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "low water supply"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "Enable automatic regulation"; "NuclearReactor__AutoThrottle_Tooltip" = "If enabled, the reactor will regulate the target power based on the heat demand. The automated regulation will never go above the target power level (selected on the slider above). It also can't go below the first level (shutting the reactor down). The automation relies on the cooling loop; without it a rapid change in reactor's heat could lead to a meltdown. This regulation requires computing in order to operate."; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "Thermal reactor that maintains nuclear chain reaction from enriched uranium rods. The reaction releases a large amount of energy utilized for steam generation. This plant can be set up to effectively provide up to {0} MW of electricity when running on full power. Beware that spent fuel is radioactive and can harm the population if not stored in a specialized facility."; tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "The reactor needs to be turned off before upgrading"; title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "Cooling"; "NuclearReactor__EmergencyCoolingTooltip" = "Cooling is deployed in case the reactor starts to overheat, and that typically happens when water is not supplied fast enough to be converted into steam (or steam output gets stuck). Cooling is not mandatory if you are not using automatic power regulation. However, it is highly recommended to have it as it provides extra protection and helps to avoid any potential overheating."; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "Enrichment"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "If input is provided, it will be enriched into fissile fuel. The enrichment process is optional and does not affect reactor's fuel economy. Keeping the enriched output buffer full does not affect operation of the reactor."; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "This reactor has advanced safety feature that prevents radiation leaks on overheat but its fuel content will be lost."; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "Overheat will also cause significant radiation leak into the area."; title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "Reactor heat"; "NuclearReactor__HeatLevelTooltip" = "The current heat that has built up in the reactor. Heat is necessary to produce steam to run turbines. The pace of heat generation depends on the current power level of the reactor. When the heat reaches above the red marker, emergency cooling will try to reduce excess heat in the reactor. If the heat level goes beyond the heat bar maximum, the reactor will critically overheat, damaging the reactor and releasing radiation into the area."; name "NuclearReactor__name" = "Nuclear reactor"; explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "Nuclear reactor cannot start if it is not well maintained. Increase maintenance in order to safely start it."; explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "Nuclear reactor was critically overheated and is shutting down. Depending on severity, this may cause loss of loaded fuel, damage to the building (loss of maintenance), and leak of radiation."; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "Power level"; "NuclearReactor__PowerLevelTooltip" = "By dragging the orange slider to the right, you define the desired power level maintained in the reactor. This affects the amount of steam the reactor generates and how fast it burns through the fuel. All the heat generated needs to be used. Any extra heat can slowly build up, eventually leading to a reactor overheating. Basic reactors don’t have automated power regulation which makes their heat output fixed."; notification "NuclearReactorInMeltdown__name" = "Nuclear reactor reached critical temperature and is shutting down!"; shows the minimum number of fuel required in the reactor in order for it to work, used like this: 'At least 16 units of fuel required to operate' "NuclearReactorRods__MinRequired" = "Requires at least {0} unit of fuel to operate"; title of a panel that shows status of fuel stored in the reactor "NuclearReactorRods__StatusTitle" = "Fuel in reactor"; tooltip explaining how fuel works in a reactor "NuclearReactorRods__Tooltip" = "The reactor will operate as long as it is supplied the minimum amount of fuel shown below. When fuel is depleted it will be replaced with a new one and spent fuel or any other corresponding product will be returned."; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "Advanced thermal reactor that provides increased throughput. This reactor is also able to utilize MOX fuel. It can also regulate its power level automatically (if computing is provided). This plant can be set up to effectively provide up to {0} MW of electricity when running on full power."; name "NuclearReactorT2__name" = "Nuclear reactor II"; short description of a machine "NuclearReprocessingPlant__desc" = "A complex facility which reprocesses radioactive material by isolating fission products (material that is no longer fissile and would slow down reaction if left in a reactor). Isolated waste decays faster, allowing it to be disposed of in a reasonable time span. The isolated waste is vitrified using molten glass into a solid form for easier storage."; name of a machine "NuclearReprocessingPlant__name" = "Nuclear reprocessing plant"; short description "NuclearWasteStorage__desc" = "A special underground storage facility that can safely manage any radioactive waste without causing any danger to the island’s population. Leaving a legacy for the next generations to come."; name "NuclearWasteStorage__name" = "Radioactive waste storage"; example: '1 day', '2 days' "NumberOfDays" = "{0} day"; example: '1 month', '2 months' "NumberOfMonths" = "{0} month"; e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} settlement"; example: '1 year', '2 years' "NumberOfYears" = "{0} year"; "OakTree__desc" = "Oak tree"; "OakTreeDry__desc" = "Oak tree (dry)"; title of a panel showing the current population size on the island or in a settlement and amount of housing available. "Occupants__Title" = "Occupants"; this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "Current population size in all the settlements on the island and their available housing capacity. Exceeding the capacity leads to an overcrowded island which comes with a monthly Unity penalty."; this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "Current population size in this settlement and its available housing capacity. To see the whole island's population, go to the island overview."; notification "OceanAccessBlocked__name" = "Ocean access is blocked"; title for ocean quality setting "OceanRenderingQuality" = "Ocean quality"; short description: {0} is an integer specifying max height such as '10' "OceanWaterPumpLarge__desc" = "Larger pump that can be placed up to height of {0} from the ocean level. Requires more power to run."; name "OceanWaterPumpLarge__name" = "Seawater pump (tall)"; short description: {0} is an integer specifying max height such as '5' "OceanWaterPumpT1__desc" = "Pumps water from ocean. Works at the maximum height of {0} from the ocean level."; name "OceanWaterPumpT1__name" = "Seawater pump"; something is turned off - e.g. autosave: off "Off_Option" = "Off"; short description of a machine "OilPump__desc" = "Pumps crude oil from underground."; pump name "OilPump__name" = "Oil pump"; short description "OilRigCost1__desc" = "This station provides crude oil when assigned with workers."; name "OilRigCost1__name" = "Oil rig"; used as for instance: / month "OneMonth" = "month"; In new game wizard. Label on a button to open the CoI Hub community website "OpenCoIHub" = "Browse community maps"; button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "Open research"; Button to open statistics for a particular product "OpenStats" = "Open statistics"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "Open tutorial"; checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "Allow any vehicle to refuel here"; a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely "Option_ReducesThroughput" = "Reduces throughput"; configuration option that sets something to be unlimited (e.g. oil reserve). "Option_Unlimited" = "Unlimited"; title for options (to configure machine or building) "Options" = "Options"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "{0} increased"; example usages: '-4 meters' or '+1 meter' "OptionValMeters" = "{0} meter"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "{0} reduced"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' "OptionValStandard" = "Standard"; title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "Orders"; more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "Products to sort"; {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "Choose products that can be sorted in this facility. Trucks will deliver mixed cargo only if all its products are selected here. Trucks will always prefer a sorting plant over dumping onto terrain. But if you assign your mine with a {0} that manages dumping designations, these designations will take precedence over the sorting plant. This setup enables you to skip sorting through cargo that contains only unwanted products."; tooltip for toggle in ore sorting plant to set to notify if plant can't no longer work due to its output being blocked "OreSorter_BlockedAlert__Tooltip" = "If enabled, you will be notified when this product blocks the output."; title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "Unsorted input"; note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "A single facility cannot sort more than {0} different products"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "Reject single-product loads"; tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "Trucks carrying only one type of product will be rejected."; tooltip "OreSorter_ProductBlocked__Tooltip" = "The sorter is not accepting more of this product because there is already too much of it."; Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "Select products to sort"; short description "OreSortingPlantT1__desc" = "This facility handles sorting of mixed materials loaded onto your trucks by excavators. This is required as trucks can't directly deliver mixed loads to storage units or buildings."; name "OreSortingPlantT1__name" = "Ore sorting plant"; tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "ID of the port that outputs this product"; title of a panel listing all the outputs of some machine / building "OutputsTitle" = "Outputs"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "Output this product only"; tooltip "OutputThisProductOnly__Tooltip" = "If enabled, the output port of this storage will output only this product."; toggles visibility of mining & dumping designations "Overlays__Designations" = "Mining & dumping"; toggles visibility of grid on terrain "Overlays__Grid" = "Terrain grid"; title to panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "Resources"; title for window that shows overlays like resources, designations. "Overlays__Title" = "Overlays"; highlights trees that are prioritized for harvest "Overlays__Trees" = "Tree harvesting"; button to overwrite an already existing save file "OverwriteSave__Action" = "Overwrite"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "Are you sure you want to overwrite {0}?"; title of panel that shows all the owned vehicles "OwnedVehicles" = "Owned"; description of a machine "OxygenFurnace__desc" = "Creates steel by blowing pure oxygen under high-pressure into molten iron, lowering its carbon content."; name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "Oxygen furnace"; name of a machine "OxygenFurnaceT2__name" = "Oxygen furnace II"; "PalmTree__desc" = "Palm tree"; explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "Allow partially loaded trucks"; tooltip "PartialTrucksToggle__Tooltip" = "If this is enabled and there are no jobs in the queue, trucks can be assigned delivery jobs that don’t necessarily utilize their cargo capacity fully (e.g. 50% cargo utilization). This makes logistics more responsive in the early phases of your island. However, later on, it is reasonable to disable this to save on fuel costs."; title for particle quality setting "ParticlesRenderingQuality" = "Particles quality"; title of a button to paste string from the clipboard "PasteString__Action" = "Paste"; tooltip "PasteString__Tooltip" = "Click to paste a string from the clipboard."; button to open patch notes and title of a window with patch notes as well "PatchNotes" = "Patch notes"; title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "New changes since you last played"; button to request to pause some operation (not the game itself) "Pause" = "Pause"; displayed on the screen when the game is paused "Paused" = "Paused"; title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "Pause tool"; tooltip "PauseTool__PauseOnlyTooltip" = "Hold the shortcut key to apply pause only. This disables un-pause functionality."; tooltip "PauseTool__Tooltip" = "Click or drag over an area of structures and vehicles to pause or unpause them"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "journey"; category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) "PhotoMode" = "Photo mode"; description of transport "PipeFormattedFirst__desc" = "Transports liquids and gasses. Pipes cannot transport more than one product type at a time."; description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "Transports liquids and gasses. Its throughput is {0} times increased compared to the previous tier."; name "PipeT1__name" = "Pipe"; name "PipeT2__name" = "Pipe II"; name "PipeT3__name" = "Pipe III"; tooltip "PlaceMultipleTooltip" = "Hold the shortcut key to place selected structures multiple times"; "PlaceSurface__Tooltip" = "Designates an area for surface placement by trucks."; title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) "PlanningMode" = "Planning mode"; label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "Planning mode on"; tooltip "PlanningModeActive__Tooltip" = "Planning mode is enabled which means that any new construction will be paused (preventing trucks to make deliveries). Click to turn the planning mode off."; title for pollution "Pollution" = "Pollution"; name of a machine "PolymerizationPlant__name" = "Polymerization plant"; title for population growth information / stats "PopGrowth" = "Population growth"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "Pops growth increased by {0}"; policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "Growth boost"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "In quarantine"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "Starving"; title to explain that some people can't work, followed by a list of reasons with number of people "PopsCannotWorkTitle" = "Some pops can't work"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsEviction__desc" = "Every month, {0} of the population will have to pack their things and leave the island"; policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "Eviction"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "Quarantines {0} of the total workforce to reduce effects of any ongoing disease by {1}."; policy / edict which can enabled by the player in their Captain's office. "PopsQuarantine__name" = "Quarantine"; notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "{0} pops died of starvation!"; notification "PopsStarving__name" = "People are starving!"; tooltip explaining that people can't be adopted from the world settlement because there are no people available "PopsToAdoptNotAvailable" = "No people to adopt"; title for population "Population" = "Population"; title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "Growth"; "PopulationGrowth__Tooltip" = "Population can grow in size if there are good conditions and enough housing. Growth can be reduced by diseases and pollution."; button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "Open population overview"; title of a window that shows the global population overview "PopulationOverview__Title" = "Population overview"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "Priority for electricity generation. In case there is extra power, a generator with higher priority (a lower number) will generate power while the ones with lower priority will be on standby."; tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "Power production is automatically scaled based on current demand. Electricity that is not needed is not generated. Note that production efficiency might be lower when the generator is not running on 100% capacity."; example: 'Utilization: 20%' "PowerGenerator__Utilization" = "Utilization: {0}"; short description "PowerGeneratorT1__desc" = "Converts mechanical power to electricity. The slower it spins the lower its efficiency is."; name "PowerGeneratorT1__name" = "Power generator"; short description "PowerGeneratorT2__desc" = "Optimized power generator with lower friction and better efficiency. The slower it spins the lower its efficiency is."; name "PowerGeneratorT2__name" = "Power generator (large)"; name: name of a settlement service provided to pops "PowerNeed__name" = "Electricity"; if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "Always consume"; if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "Consume if can"; if set, belts will never consumer power "PowerSetting__DoNotConsume" = "Never consume"; title of a panel that enabled to configure a priority or title of a button that toggle priority "Priority" = "Priority"; tooltip "Priority__ConstructionTooltip" = "Priority for delivery of materials needed for this construction."; tooltip "Priority__DeconstructionTooltip" = "Priority for removal of materials returned from this deconstruction."; suffix added into each priority tooltip "Priority__OrderingExplanation" = "The lower the number the higher the priority."; tooltip "PriorityGeneral__Tooltip" = "General priority for workers assignment, electricity, maintenance and Unity consumption."; tooltip "PriorityGeneral__TooltipWithCargo" = "General priority for workers assignment, electricity, maintenance and Unity consumption. Also determines priority for products delivery and removal when using trucks."; "ProducedLastMonth" = "Produced last month"; "ProducedThisMonth" = "Produced this month"; fluid product "Product_Acid__name" = "Acid"; fluid product "Product_Ammonia__name" = "Ammonia"; name: unit product "Product_Anesthetics__name" = "Anesthetics"; name: loose product "Product_AnimalFeed__name" = "Animal feed"; name: unit product "Product_Antibiotics__name" = "Antibiotics"; name: loose product "Product_Biomass__name" = "Biomass"; liquid content to be enriched in a fast breeder reactor, placed to wrap the reactor core as blanket, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_BlanketFuel__name" = "Blanket fuel"; see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "Blanket fuel (enriched)"; name: unit product "Product_Bread__name" = "Bread"; name: unit product "Product_Bricks__name" = "Bricks"; fluid product "Product_Brine__name" = "Brine"; name: loose product "Product_BrokenGlass__name" = "Broken glass"; name: unit product "Product_Cake__name" = "Cake"; name: loose product "Product_Canola__name" = "Canola"; fluid product "Product_CarbonDioxide__name" = "Carbon dioxide"; name: virtual product "Product_CargoShip__name" = "Cargo ship"; name: unit product "Product_Cement__name" = "Cement"; name: virtual product "Product_Chicken__name" = "Chicken"; name: a chicken body with removed limbs and feathers, ready to be butchered "Product_ChickenCarcass__name" = "Chicken carcass"; fluid product "Product_ChilledWater__name" = "Chilled water"; fluid product "Product_Chlorine__name" = "Chlorine"; name: loose product "Product_Coal__name" = "Coal"; name: loose product "Product_Compost__name" = "Compost"; name: unit product "Product_ConcreteSlab__name" = "Concrete slab"; name: unit product "Product_ConstructionParts__name" = "Construction Parts"; name: unit product "Product_ConstructionParts2__name" = "Construction Parts II"; name: unit product "Product_ConstructionParts3__name" = "Construction Parts III"; name: unit product "Product_ConstructionParts4__name" = "Construction Parts IV"; name: unit product "Product_ConsumerElectronics__name" = "Consumer electronics"; fluid product "Product_CookingOil__name" = "Cooking oil"; name: unit product "Product_Copper__name" = "Copper"; name: loose product "Product_CopperOre__name" = "Copper ore"; name: loose product "Product_CopperOreCrushed__name" = "Copper ore crushed"; name: loose product "Product_CopperScrap__name" = "Copper scrap"; name: unit product "Product_CopperScrapPressed__name" = "Copper scrap pressed"; liquid fuel for a fast breeder reactor that goes into its core, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_CoreFuel__name" = "Core fuel"; result of Product_CoreFuel after it was used in nuclear reactor, but this still gets filtered and reprocessed back to some Product_CoreFuel, so it is not entirely spent yet "Product_CoreFuelDirty__name" = "Core fuel (spent)"; name: loose product "Product_Corn__name" = "Corn"; fluid product "Product_CornMash__name" = "Corn mash"; fluid product "Product_CrudeOil__name" = "Crude oil"; fluid product "Product_Diesel__name" = "Diesel"; name: loose product "Product_Dirt__name" = "Dirt"; name: unit product "Product_Disinfectant__name" = "Disinfectant"; name: unit product "Product_Eggs__name" = "Eggs"; name: unit product "Product_Electronics__name" = "Electronics"; name: unit product "Product_Electronics2__name" = "Electronics II"; name: unit product "Product_Electronics3__name" = "Electronics III"; fluid product "Product_Ethanol__name" = "Ethanol"; fluid product "Product_Exhaust__name" = "Exhaust"; fluid product "Product_Fertilizer__name" = "Fertilizer I"; fluid product "Product_Fertilizer2__name" = "Fertilizer II"; fluid product "Product_FertilizerOrganic__name" = "Fertilizer (organic)"; name: loose product "Product_FilterMedia__name" = "Filter media"; name: waste from nuclear fission "Product_FissionProduct__name" = "Fission product"; name: unit product "Product_Flour__name" = "Flour"; name: unit product "Product_Flowers__name" = "Flowers"; name: unit product "Product_FoodPack__name" = "Food pack"; name: unit product "Product_Fruit__name" = "Fruit"; fluid product "Product_FuelGas__name" = "Fuel gas"; name: unit product "Product_Glass__name" = "Glass"; name: loose product "Product_GlassMix__name" = "Glass mix"; name: unit product "Product_Gold__name" = "Gold"; name: loose product "Product_GoldOre__name" = "Gold ore"; name: loose product "Product_GoldOreConcentrate__name" = "Gold ore concentrate"; name: loose product "Product_GoldOreCrushed__name" = "Gold ore crushed"; name: loose product "Product_GoldOrePowder__name" = "Gold ore powder"; name: loose product "Product_GoldScrap__name" = "Gold scrap"; name: unit product "Product_GoldScrapPressed__name" = "Gold scrap pressed"; name: unit product "Product_Graphite__name" = "Graphite"; name: loose product "Product_Gravel__name" = "Gravel"; fluid product "Product_HeavyOil__name" = "Heavy oil"; name: unit product "Product_HouseholdAppliances__name" = "Household appliances"; name: unit product "Product_HouseholdGoods__name" = "Household goods"; fluid product "Product_Hydrogen__name" = "Hydrogen"; fluid product "Product_HydrogenFluoride__name" = "Hydrogen fluoride"; name: unit product "Product_ImpureCopper__name" = "Impure copper"; name: unit product "Product_Iron__name" = "Iron"; name: loose product "Product_IronOre__name" = "Iron ore"; name: loose product "Product_IronOreCrushed__name" = "Iron ore crushed"; name: loose product "Product_IronScrap__name" = "Iron scrap"; name: unit product "Product_IronScrapPressed__name" = "Iron scrap pressed"; name: unit product "Product_LabEquipment__name" = "Lab Equipment"; name: unit product "Product_LabEquipment2__name" = "Lab Equipment II"; name: unit product "Product_LabEquipment3__name" = "Lab Equipment III"; name: unit product "Product_LabEquipment4__name" = "Lab Equipment IV"; fluid product "Product_LightOil__name" = "Light oil"; name: loose product "Product_Limestone__name" = "Limestone"; name: loose product "Product_ManufacturedSand__name" = "Manufactured sand"; name: unit product "Product_Meat__name" = "Meat"; name: loose product "Product_MeatTrimmings__name" = "Meat trimmings"; name: unit product "Product_MechanicalParts__name" = "Mechanical Parts"; name: unit product "Product_MedicalEquipment__name" = "Medical equipment"; name: unit product "Product_MedicalSupplies__name" = "Medical Supplies"; name: unit product "Product_MedicalSupplies2__name" = "Medical Supplies II"; name: unit product "Product_MedicalSupplies3__name" = "Medical Supplies III"; fluid product "Product_MediumOil__name" = "Medium oil"; name: unit product "Product_Microchips__name" = "Microchips"; name: unit product "Product_MicrochipsStage1A__name" = "Microchips stage 1 a"; name: unit product "Product_MicrochipsStage1B__name" = "Microchips stage 1 b"; name: unit product "Product_MicrochipsStage1C__name" = "Microchips stage 1 c"; name: unit product "Product_MicrochipsStage2A__name" = "Microchips stage 2 a"; name: unit product "Product_MicrochipsStage2B__name" = "Microchips stage 2 b"; name: unit product "Product_MicrochipsStage2C__name" = "Microchips stage 2 c"; name: unit product "Product_MicrochipsStage3A__name" = "Microchips stage 3 a"; name: unit product "Product_MicrochipsStage3B__name" = "Microchips stage 3 b"; name: unit product "Product_MicrochipsStage3C__name" = "Microchips stage 3 c"; name: unit product "Product_MicrochipsStage4A__name" = "Microchips stage 4 a"; name: unit product "Product_MicrochipsStage4B__name" = "Microchips stage 4 b"; molten product "Product_MoltenCopper__name" = "Molten copper"; molten product "Product_MoltenGlass__name" = "Molten glass"; molten product "Product_MoltenIron__name" = "Molten iron"; molten product "Product_MoltenSilicon__name" = "Molten silicon"; molten product "Product_MoltenSteel__name" = "Molten steel"; name: unit product "Product_Morphine__name" = "Morphine"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "MOX rod"; fluid product "Product_Naphtha__name" = "Naphtha"; fluid product "Product_Nitrogen__name" = "Nitrogen"; fluid product "Product_Oxygen__name" = "Oxygen"; name: unit product "Product_Paper__name" = "Paper"; name: unit product "Product_PCB__name" = "PCB"; name: unit product "Product_Plastic__name" = "Plastic"; name: unit product "Product_Plutonium__name" = "Plutonium"; name: high purity polycrystalline form of silicon, keep short "Product_PolySilicon__name" = "Silicon (poly)"; name: loose product "Product_Poppy__name" = "Poppy"; name: loose product "Product_Potato__name" = "Potato"; name: loose product "Product_Quartz__name" = "Quartz"; name: loose product "Product_QuartzCrushed__name" = "Quartz crushed"; name: loose product "Product_Recyclables__name" = "Recyclables"; name: unit product "Product_RecyclablesPressed__name" = "Recyclables pressed"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "Retired waste"; name: loose product "Product_Rock__name" = "Rock"; name: unit product "Product_Rubber__name" = "Rubber"; name: loose product "Product_Salt__name" = "Salt"; name: loose product "Product_Sand__name" = "Sand"; name: unit product "Product_Sausage__name" = "Sausage"; fluid product "Product_Seawater__name" = "Seawater"; name: unit product "Product_Server__name" = "Server"; name: unit product "Product_SiliconWafer__name" = "Silicon wafer"; name: by-product of smelting ores in furnace "Product_Slag__name" = "Slag"; name: loose product "Product_SlagCrushed__name" = "Slag crushed"; name: loose product "Product_Sludge__name" = "Sludge"; name: unit product "Product_Snack__name" = "Snack"; name: unit product "Product_SolarCell__name" = "Solar cell"; name: unit product "Product_SolarCellMono__name" = "Solar cell mono"; fluid product "Product_SourWater__name" = "Sour water"; name: loose product "Product_Soybean__name" = "Soybean"; name: spent nuclear fuel, radioactive, keep short "Product_SpentFuel__name" = "Spent fuel"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "Spent MOX"; fluid product This is a steam that has such a low pressure that it is consider depleted (no longer useful). So this is a product, it's not a notification that some machine ran out of steam. It goes like this steam hi > steam lo > steam depleted "Product_SteamDepleted__name" = "Steam (depleted)"; high pressure steam, keep short! High pressure steam. "Product_SteamHi__name" = "Steam (high)"; low pressure steam, keep short! Low pressure steam. "Product_SteamLP__name" = "Steam (low)"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "Steam (super)"; name: unit product "Product_Steel__name" = "Steel"; name: loose product "Product_Sugar__name" = "Sugar"; name: loose product "Product_SugarCane__name" = "Sugar cane"; name: loose product "Product_Sulfur__name" = "Sulfur"; name: unit product "Product_Tofu__name" = "Tofu"; fluid product "Product_ToxicSlurry__name" = "Toxic slurry"; name: unit product "Product_TreeSapling__name" = "Tree sapling"; name: loose product "Product_UraniumDepleted__name" = "Depleted uranium"; name: unit product "Product_UraniumEnriched__name" = "Enriched uranium (4%)"; name: unit product "Product_UraniumEnriched20__name" = "Enriched uranium (20%)"; name: loose product "Product_UraniumOre__name" = "Uranium ore"; name: loose product "Product_UraniumOreCrushed__name" = "Uranium ore crushed"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Reprocessed uranium (1%)"; name: unit product "Product_UraniumRod__name" = "Uranium rod"; name: unit product "Product_Vegetables__name" = "Vegetables"; name: unit product "Product_VehicleParts__name" = "Vehicle Parts"; name: unit product "Product_VehicleParts2__name" = "Vehicle Parts II"; name: unit product "Product_VehicleParts3__name" = "Vehicle Parts III"; name: virtual product "Product_Virtual_Computing__name" = "Computing"; name: virtual product "Product_Virtual_Electricity__name" = "Electricity"; name "Product_Virtual_Groundwater__name" = "Groundwater"; name: virtual product "Product_Virtual_Heat__name" = "Heat"; name: virtual product "Product_Virtual_MaintenanceT1__name" = "Maintenance I"; name: virtual product "Product_Virtual_MaintenanceT2__name" = "Maintenance II"; name: virtual product "Product_Virtual_MaintenanceT3__name" = "Maintenance III"; name: virtual product "Product_Virtual_MechPower__name" = "Mechanical power"; name: virtual product "Product_Virtual_PollutedAir__name" = "Air pollution"; name: virtual product "Product_Virtual_PollutedWater__name" = "Water pollution"; abstract points that player gains for taking good care of people and making sure they are well, people unite and pull together, and player gains unity, 'togetherness' "Product_Virtual_Upoints__name" = "Unity"; name: loose product "Product_Waste__name" = "Waste"; name: unit product "Product_WastePressed__name" = "Waste pressed"; fluid product "Product_WasteWater__name" = "Waste water"; fluid product "Product_Water__name" = "Water"; name: loose product "Product_Wheat__name" = "Wheat"; name: unit product "Product_Wood__name" = "Wood"; name: loose product "Product_Woodchips__name" = "Woodchips"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "Yellowcake"; "Production" = "Production"; title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "Production cost estimate"; list of products "Products" = "Products"; title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "Select a product"; lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "Products to filter"; "ProductsToFilter__None" = "No products set to be filtered"; title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "Remove debris"; tooltip "PropsRemovalTool__Tooltip" = "Click or drag over an area of debris (stones, bushes, tree stumps) to clear them. This action costs Unity."; example usage: 'Provides ' - means this entity provides coal. "Provides" = "Provides"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ProvideSurplusPower__Toggle" = "Allow powering surplus consumers"; option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "When enabled, power generated here can also be used by consumers that are set to consume surplus power only. Surplus mode is useful for generators for which any unused power goes to waste (e.g. solar panels) and can be instead provided to surplus consumers. Surplus generators always have a priority over non-surplus ones to generate power."; rendering preset name for 2nd best option "QualityPreset__HighQuality" = "High quality"; rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "High performance"; rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "Balanced"; rendering preset name for best rendering option "QualityPreset__UltraQuality" = "Ultra high quality"; shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / month"; name "QuartzMine__name" = "Quartz mine"; button to instantly deliver some materials for unity "QuickBuild__Action" = "Quick deliver"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "Quick delivery is not allowed for this type of structure"; tooltip that explains quick deliver for unity "QuickBuild__Tooltip" = "Speeds up the current construction by instantly delivering missing materials without having to wait for trucks to deliver them. The materials to deliver have to be available in storage or shipyard."; button to instantly remove some materials something for unity "QuickRemove__Action" = "Quick remove"; tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "Speeds up the current deconstruction by instantly removing all the materials. The removed materials will be transferred to storage or shipyard."; exits the game entirely (back to windows) "QuitGame" = "Quit"; shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "Are you sure you want to quit? Unsaved progress will get lost."; range of a ship radar "RadarRange" = "Radar range"; tooltip "RadiationLevel__Tooltip" = "Radiation level. The higher the number the more radiation is released into the area (unless the fuel is safely stored)."; short description "RainwaterHarvester__desc" = "Harvests rain water during rain. Has built-in small water tank."; building or machine "RainwaterHarvester__name" = "Rainwater harvester"; name: describes the current weather "RainyWeather__name" = "Rainy"; title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "Recipes"; title that is displayed above a list of new recipes in a research node "Recipes__New" = "New recipes"; "RecipesBook__OpenHint" = "Tip: You can right click a product icon in any recipe in the game to jump to this overview"; Title of a window that shows all the recipes in the game. Recipes are used in machines for production. "RecipesBook__Title" = "Recipes"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "Recover"; vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "The vehicle will be disassembled and reassembled at the nearest depot."; shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "Recycling efficiency"; "RecyclingEfficiency__Tooltip" = "This does not relate to efficiency of this sorting plant. Instead it defines how efficiently your island converts waste into recyclables in places like maintenance depots and settlement. So for instance 40% efficiency means that 40% of the iron used in maintenance ends up in recyclables. What is not converted into recyclables gets wasted. Note that postponing processing of recyclables due to expectations of future increase in efficiency won't help as the conversion is done when recyclables are created not when they are sorted. Efficiency can be increased via research and edicts."; policy / edict which can enabled by the player in their Captain's office. {0}=15% "RecyclingIncrease__desc" = "Recycling efficiency increased by {0}"; policy / edict which can enabled by the player in their Captain's office. "RecyclingIncrease__name" = "Recycling increase"; description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "+{0}% RECYCLING INCREASE"; a difficulty option where player gets a full (100%) refund when deconstructing something "RefundOption__Full" = "Full refund"; a difficulty option where player gets only a partial refund when deconstructing something "RefundOption__Partial" = "Partial refund"; Relative times shown in the load & save windows "RelativeTime_Days" = "{0} day ago"; Relative times shown in the load & save windows "RelativeTime_Hours" = "{0} hour ago"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "{0} minute ago"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "{0} second ago"; trying to remove a building that is not allowed to be removed (e.g. shipyard) "RemovalError__CannotRemove" = "Cannot be removed"; could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "Cargo is being transferred"; could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "Farm has animals"; could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "Stored product needs to be emptied first"; trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "Cannot be removed - has a ship assigned"; could not remove a housing or square as it has a service module attached "RemovalError__HousingHasModuleAttached" = "Cannot remove a part of settlement that has some service buildings attached."; could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "Settlement must remain contiguous"; could not demolish a depot as its modules need to be removed first "RemovalError__RemoveModulesFirst" = "Modules need to be removed first"; could not demolish an abandoned building, it needs to be scrapped for parts "RemovalError__ScrapItFirst" = "Needs to be scrapped"; could not demolish a cargo depot as its ship still has some cargo to unload "RemovalError__ShipHasCargo" = "Ship has cargo"; button to request products removal from a transport (comes with a trash icon as well) "RemoveProducts" = "Clear"; button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "Stop removal"; tooltip "RemoveProducts__Tooltip" = "Requests trucks to remove products from this transport."; tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "Instantly remove products stored in the internal input and output buffers used by this recipe. The products will be moved into any available storage or shipyard."; option for rendering quality setting for the high quality "RenderingQuality__High" = "High"; option for rendering quality setting for low quality "RenderingQuality__Low" = "Low"; option for rendering quality setting for medium quality "RenderingQuality__Medium" = "Medium"; option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "Off"; option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "Very high"; note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "{0} is not supported on this hardware"; title for rendering settings "RenderingSetting_Title" = "Rendering"; Label for the rendering quality preset buttons in the settings window "RenderingSettingPreset_Label" = "Preset"; button to request to repair something "Repair" = "Repair"; title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "Replace part"; tooltip "ReplaceVehicle__MainTooltip" = "Allows to replace (upgrade) this vehicle. A requested replacement will be scheduled for assembly in a nearby vehicle depot. Once the replacement is built, the vehicle will head to the depot to be scrapped and replaced. In the meantime, the vehicle will operate as usual."; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "There is no compatible vehicle depot that could build the selected replacement."; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "No vehicle is selected for replacement."; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "Vehicle is heading to a vehicle depot to be replaced."; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "Vehicle is waiting for its replacement to be built in the vehicle depot."; button to open a page to report game issue / bug "ReportIssue" = "Report issue"; button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "Donate"; title of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Title" = "Reputation increase"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "You can donate some products to increase your reputation in this settlement. The better reputation you have the more trade offers you get. Reputation also affects pops adoption. The products have to be delivered by your ship."; text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' "ReputationIncreaseTitle" = "Increase our reputation to {0}"; title of a panel that lists requirements of something (e.g. research) "Requires" = "Requires"; title or tooltip of a button that opens research tree "Research" = "Research"; ex: 14 / 98, research progress in the details panel of the load & save window "Research__Detail" = "Research"; description of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "Provides extra management of logistics and dumping."; title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "Advanced logistics control"; description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "Provides smelting with higher throughput and increased efficiency for crushed ores."; title of a research node in the research tree "ResearchAdvancedSmelting__name" = "Advanced smelting"; title of a research node in the research tree "ResearchArcFurnace2__name" = "Arc furnace II"; title of a research node in the research tree "ResearchAssembler3__name" = "Assembly (robotic) II"; title of a research node in the research tree "ResearchBasicComputing__name" = "Basic computing"; description of a research node in the research tree "ResearchBasicDiesel__desc" = "Enables to pump island's limited reserve of oil and convert it to diesel. Not very efficient."; title of a research node in the research tree "ResearchBasicDiesel__name" = "Basic diesel"; description of a research node in the research tree "ResearchBasicFarming__desc" = "Basic farming of potatoes. We just need to hope it will rain."; title of a research node in the research tree "ResearchBasicFarming__name" = "Basic farming"; title of a research node in the research tree "ResearchBeacon__name" = "Beacon"; title of a research node in the research tree "ResearchBioDiesel__name" = "Biodiesel"; title of a research node in the research tree "ResearchBiofuel__name" = "Biofuel"; title of a research node in the research tree "ResearchBlueprints__name" = "Blueprints"; title of a research node in the research tree "ResearchBoilerElectric__name" = "Electric boiler"; title of a research node in the research tree "ResearchBricksProduction__name" = "Bricks production"; title of a research node in the research tree "ResearchBurner__name" = "Burner"; title of a research node in the research tree "ResearchCanola__name" = "Canola"; description of a research node in the research tree "ResearchCaptainsOffice__desc" = "Your own office! This is where all the important decision are made."; title of a research node in the research tree "ResearchCaptainsOffice__name" = "Captain's office"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "A bit more spacious office. It provides access to advanced edicts and gives a passive increase in quick trade volume."; title of a research node in the research tree "ResearchCaptainsOffice2__name" = "Captain's office II"; title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "CO2 recycling"; description of a research node in the research tree "ResearchCargoDepot__desc" = "Enables to automate the transportation process of resources that are outside of the island (crude oil for instance)."; title of a research node in the research tree "ResearchCargoDepot__name" = "Cargo depot"; title of a research node in the research tree "ResearchCargoDepot2__name" = "Cargo depot II"; title of a research node in the research tree "ResearchCargoDepot3__name" = "Cargo depot III"; title of a research node in the research tree "ResearchCargoDepot4__name" = "Cargo depot IV"; title of a research node in the research tree "ResearchChemicalPlant__name" = "Chemical plant & paper"; title of a research node in the research tree "ResearchChemicalPlant2__name" = "Chemical plant II"; title of a research node in the research tree "ResearchChickenFarm__name" = "Chicken farm"; title of a research node in the research tree "ResearchCompactor__name" = "Compactor"; title of a research node in the research tree "ResearchConcreteAdvanced__name" = "Concrete production"; title of a research node in the research tree "ResearchConsumerElectronics__name" = "Consumer electronics"; description of a research node in the research tree "ResearchConveyorBelts__desc" = "Connects machines directly to provide smooth and continuous operation."; title of a research node in the research tree "ResearchConveyorBelts__name" = "Conveyor belts"; description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "Conveyor belts with an increased throughput."; title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "Conveyor belts II"; title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "Conveyor belts III"; title of a research node in the research tree "ResearchConveyorRouting__name" = "Smart conveyor routing"; description of a research node in the research tree "ResearchCopperRefinement__desc" = "Copper electrolysis enables us to reach 99% pure copper. This way we can leverage its properties to the maximum."; title of a research node in the research tree "ResearchCopperRefinement__name" = "Copper refinement"; description of a research node in the research tree "ResearchCopperRefinement2__desc" = "More efficient process of copper refinement using acid."; title of a research node in the research tree "ResearchCopperRefinement2__name" = "Copper refinement II"; description of a research node in the research tree "ResearchCornCrop__desc" = "Enables to grow & harvest corn in farms."; title of a research node in the research tree "ResearchCornCrop__name" = "Corn farming"; description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "Production of advanced construction parts."; title of a research node in the research tree "ResearchCp2Packing__name" = "Construction II"; title of a research node in the research tree "ResearchCp3Packing__name" = "Construction III"; title of a research node in the research tree "ResearchCp4Packing__name" = "Construction IV"; description of a research node in the research tree "ResearchCpPacking__desc" = "Production of basic construction parts."; title of a research node in the research tree "ResearchCpPacking__name" = "Construction"; title of a research node in the research tree "ResearchCropRotation__name" = "Crop rotation"; description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "Advanced process for diesel production and much more."; title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "Advanced diesel"; title of a research node in the research tree "ResearchCrusherLarge__name" = "Crusher (large)"; title of a research node in the research tree "ResearchCustomSurfaces__name" = "Custom surfaces"; title of a research node in the research tree "ResearchDatacenter__name" = "Datacenter"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "Deconstruction efficiency"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "Deconstruction efficiency II"; title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "Large generator"; description of a research node in the research tree "ResearchEdicts1__desc" = "Some really useful edicts that you can apply in your office."; title of a research node in the research tree "ResearchEdicts1__name" = "Edicts"; description of a research node in the research tree "ResearchEdicts2__desc" = "Another set of useful edicts."; title of a research node in the research tree "ResearchEdicts2__name" = "Edicts II"; title of a research node in the research tree "ResearchEdicts3__name" = "Edicts III"; title of a research node in the research tree "ResearchEdicts4__name" = "Edicts IV"; title of a research node in the research tree "ResearchElectricity__name" = "Electricity"; title of a research node in the research tree "ResearchElectrolysis__name" = "Electrolysis"; title of a research node in the research tree "ResearchElectrolysis2__name" = "Electrolyzer II"; description of a research of a ship engine upgrade "ResearchEngine2__desc" = "Once fitted, the ship will be able to travel farther."; title of a research node in the research tree "ResearchEngine2__name" = "Ship engine II"; title of a research node in the research tree "ResearchEngine3__name" = "Ship engine III"; title of a research node in the research tree "ResearchExhaustFiltration__name" = "Exhaust filtration"; title of a research node in the research tree "ResearchFarmingT2__name" = "Irrigated farms"; title of a research node in the research tree "ResearchFarmingT3__name" = "Greenhouse"; title of a research node in the research tree "ResearchFarmingT4__name" = "Greenhouse II"; title of a research node in the research tree "ResearchFermentation__name" = "Fermentation"; description of a research node in the research tree "ResearchFertilizers__desc" = "Provides industrial production of chemical fertilizer."; title of a research node in the research tree "ResearchFertilizers__name" = "Fertilizers"; title of a research node in the research tree "ResearchFoodMarket2__name" = "Food market II"; description of a research node in the research tree "ResearchFoodPacking__desc" = "Enables to pack food in order to sell it via contracts."; title of a research node in the research tree "ResearchFoodPacking__name" = "Food packing"; description of a research node in the research tree "ResearchFruit__desc" = "Enables to grow & harvest fruit in greenhouses."; title of a research node in the research tree "ResearchFruit__name" = "Fruit"; description of a research node in the research tree "ResearchFuelStation__desc" = "Tired of excavators going back and forth to refuel? Build this station and assign it some trucks."; title of a research node in the research tree "ResearchFuelStation__name" = "Fuel station"; title of a research node in the research tree "ResearchFuelStation2__name" = "Fuel station II"; title of a research node in the research tree "ResearchFuelStation3__name" = "Fuel station III"; title of a research node in the research tree "ResearchGasCombustion__name" = "Gas combustion"; description of a research node in the research tree "ResearchGlassSmelting__desc" = "Provides glass production."; title of a research node in the research tree "ResearchGlassSmelting__name" = "Glass making"; title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "Glass making II"; title of a research node in the research tree "ResearchGoldSmelting__name" = "Gold smelting"; title of a research node in the research tree "ResearchHeavyOilCracking__name" = "Heavy oil cracking"; title of a research node in the research tree "ResearchHospital__name" = "Hospital"; title of a research node in the research tree "ResearchHouseholdAppliances__name" = "Household appliances"; description of a research node in the research tree "ResearchHouseholdGoods__desc" = "Household goods for a settlement, generates extra Unity when provided."; title of a research node in the research tree "ResearchHouseholdGoods__name" = "Household goods"; title of a research node in the research tree "ResearchHousing2__name" = "Housing II"; title of a research node in the research tree "ResearchHousing3__name" = "Housing III"; title of a research node in the research tree "ResearchHydrogenCell__name" = "Hydrogen cell"; title of a research node in the research tree "ResearchHydrogenReforming__name" = "Hydrogen production"; title of a research node in the research tree "ResearchIncinerationPlant__name" = "Incineration plant"; title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "Mixer II"; description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "Production of iron from metal scraps."; title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "Iron smelting (from scrap)"; short description "ResearchLab1__desc" = "Provides research. The more labs you have, the faster you research."; building or machine "ResearchLab1__name" = "Research lab"; description of a research lab "ResearchLab2__desc" = "Provides access to more advanced technologies. Important: this lab has to be provided with lab equipment on continuous basis in order to work. The more labs you have, the faster you research. Lab can return consumed products in form of recyclables, if recycling technology is unlocked. "; building or machine "ResearchLab2__name" = "Research lab II"; building or machine "ResearchLab3__name" = "Research lab III"; building or machine "ResearchLab4__name" = "Research lab IV"; building or machine "ResearchLab5__name" = "Research lab V"; {0} = Unity "ResearchLabTip" = "If you need to speed-up your research, you can build more research labs. But don’t forget that running them costs {0}. {0} is naturally generated in settlements when people are well and happy but can decrease when their needs are not met. You can visit the settlement to see the details."; tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "Shows the total accumulated lifetime production you need to achieve in order to get enough experience to perform this research."; title of a research node in the research tree "ResearchMaintenanceDepot__name" = "Maintenance Depot II"; description of a research node in the research tree "ResearchMechPowerStorage__desc" = "Provides mechanical power storage and turbines auto-balancing capability."; title of a research node in the research tree "ResearchMechPowerStorage__name" = "Mechanical power storage"; title of a research node in the research tree "ResearchMedicalSupplies2__name" = "Medical supplies II"; title of a research node in the research tree "ResearchMedicalSupplies3__name" = "Medical supplies III"; title of a research node in the research tree "ResearchMicrochipProduction__name" = "Microchip production"; title of a research node in the research tree "ResearchMicrochipProduction2__name" = "Microchip production II"; title of a research node in the research tree "ResearchNaphthaProcessing__name" = "Naphtha processing"; title of a research node in the research tree "ResearchNaphthaReforming__name" = "Reforming & cracking"; title of a research node in the research tree "ResearchNuclearReactor__name" = "Nuclear reactor"; title of a research node in the research tree "ResearchNuclearReactor2__name" = "Nuclear reactor II"; title of a research node in the research tree "ResearchNuclearReactor3__name" = "Fast breeder reactor"; title of a research node in the research tree "ResearchOrganicFertilizer__name" = "Organic fertilizer"; description of a research node in the research tree "ResearchPipeTransports__desc" = "Pipes are great. Imagine hauling all of that with trucks?"; title of a research node in the research tree "ResearchPipeTransports__name" = "Pipes"; description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "It turns out that if we increase the pipe diameter, it has a higher throughput."; title of a research node in the research tree "ResearchPipeTransportsT2__name" = "Pipes II"; description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "Another increase in the throughput."; title of a research node in the research tree "ResearchPipeTransportsT3__name" = "Pipes III"; title of a research node in the research tree "ResearchPlasticProduction__name" = "Plastic"; title of a research node in the research tree "ResearchPolySiliconProduction__name" = "Silicon & electronics II"; title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "Maintenance"; description of a research node in the research tree "ResearchPowerGeneration2__desc" = "Unlocks power generation from coal."; title of a research node in the research tree "ResearchPowerGeneration2__name" = "Power generation II"; title of a research node in the research tree "ResearchPowerGeneration3__name" = "Power generation III"; title of a research node in the research tree "ResearchPowerGeneration4__name" = "Power generation IV"; button to add the current research into the queue "ResearchQueue__Add" = "Add to queue"; button to remove the current research from the queue "ResearchQueue__Remove" = "Remove from queue"; shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "In queue ({0})"; title of a research node in the research tree "ResearchRecycling__name" = "Recycling"; research node description "ResearchRecyclingEdict__desc" = "Edicts that can be enabled to increase island's overall recycling efficiency."; title of a research node in the research tree "ResearchRecyclingEdict__name" = "Recycling edicts"; title of a research node in the research tree "ResearchRecyclingEdict2__name" = "Recycling edicts II"; title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "Settlement recycling"; {0}=10 "ResearchRecyclingIncrease__desc" = "Increases overall recycling efficiency by extra {0}%."; title of a research node in the research tree "ResearchRecyclingIncrease__name" = "Recycling increase"; description of a research node in the research tree "ResearchRepairDock__desc" = "Enables to repair the ship dock so we can start working on ship repairs."; title of a research node in the research tree "ResearchRepairDock__name" = "Ship dock repair"; title of a research node in the research tree "ResearchResearchLab2__name" = "Research lab II"; title of a research node in the research tree "ResearchResearchLab3__name" = "Research lab III"; title of a research node in the research tree "ResearchResearchLab4__name" = "Research lab IV"; title of a research node in the research tree "ResearchResearchLab5__name" = "Research lab V"; title of a research node in the research tree "ResearchRetainingWalls__name" = "Retaining walls"; title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "Rocket assembly & launch"; title of a research node in the research tree "ResearchRotaryKilnGas__name" = "Rotary kiln (gas)"; title of a research node in the research tree "ResearchRubberProduction__name" = "Synthetic rubber"; title of a research node in the research tree "ResearchSaltProduction__name" = "Salt production"; title of a research node in the research tree "ResearchSausageProduction__name" = "Sausage production"; title of a research node in the research tree "ResearchSettlementDecorations__name" = "Settlement decorations"; title of a research node in the research tree "ResearchSettlementPower__name" = "Settlement power"; description of a research node in the research tree "ResearchSettlementWaste__desc" = "Basic collection and disposal of waste from settlements."; title of a research node in the research tree "ResearchSettlementWaste__name" = "Settlement waste"; title of a research node in the research tree "ResearchSettlementWater__name" = "Settlement water"; description of a research node in the research tree "ResearchShipArmor__desc" = "Our ship will take more hits from enemy's artillery. Our crew is looking forward to test it, huh?"; title of a research node in the research tree "ResearchShipArmor__name" = "Ship armor"; title of a research node in the research tree "ResearchShipArmor2__name" = "Ship armor II"; title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "Fuel tank upgrade"; description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "Advanced ship bridge. Also contains a better radar for area explorations."; title of a research node in the research tree "ResearchShipRadar__name" = "Ship bridge II"; title of a research node in the research tree "ResearchShipRadar2__name" = "Ship bridge III"; description of a research node in the research tree "ResearchShipWeapons__desc" = "Once fitted on the ship, we can finally stop running away from every battle."; title of a research node in the research tree "ResearchShipWeapons__name" = "Ship weapons"; description of ship weapons "ResearchShipWeapons2__desc" = "Ship guns that provide increased range and damage."; title of a research node in the research tree "ResearchShipWeapons2__name" = "Ship weapons II"; title of a research node in the research tree "ResearchShipWeapons3__name" = "Ship weapons III"; title of a research node in the research tree "ResearchSnacksProduction__name" = "Snacks production"; title of a research node in the research tree "ResearchSolarPanels__name" = "Solar panels"; title of a research node in the research tree "ResearchSolarPanels2__name" = "Solar panels II"; title of a research node in the research tree "ResearchSoybeanCrop__name" = "Soybean farming"; title of a panel that shows current research speed of a research lab "ResearchSpeed__Title" = "Research speed"; title of a research node in the research tree "ResearchStacker__name" = "Stacker"; title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "Statue of maintenance"; description of a research node in the research tree "ResearchSteelSmelting__desc" = "Process to convert iron into more durable steel."; title of a research node in the research tree "ResearchSteelSmelting__name" = "Steel smelting"; title of a research node in the research tree "ResearchStorage2__name" = "Storage II"; title of a research node in the research tree "ResearchStorage3__name" = "Storage (Large) I"; title of a research node in the research tree "ResearchStorage4__name" = "Storage (Large) II"; title of a research node in the research tree "ResearchStoragesT1__name" = "Storage"; title of a research node in the research tree "ResearchSugarCane__name" = "Sugar cane"; title of a research node in the research tree "ResearchSulfurProcessing__name" = "Sulfur processing"; description of a research node in the research tree "ResearchSuperPressSteam__desc" = "Super pressurized steam heated to 800 °C. Can be leveraged to produce hydrogen using sulfur-iodine cycle which is more efficient than electrolysis."; title of a research node in the research tree "ResearchSuperPressSteam__name" = "Super heated steam"; title of a research node in the research tree "ResearchTerrainLeveling__name" = "Terrain leveling"; title of a research node in the research tree "ResearchThermalDesalination__name" = "Thermal desalination"; description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "Enables to repurpose basic distiller for water desalination. It is not very efficient."; title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "Basic desalination"; title of a research node in the research tree "ResearchThermalStorage__name" = "Thermal storage"; title of a research node in the research tree "ResearchTombOfCaptains__name" = "Tomb of Captains"; description of a research node in the research tree "ResearchTools__desc" = "Provides advanced tools for easier planning and management."; title of a research node in the research tree "ResearchTools__name" = "Tools"; explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "You need to research a technology in order to repair this."; title of a research node in the research tree "ResearchTradeDock__name" = "Trading dock"; description of a research node in the research tree "ResearchTransportsBalancing__desc" = "You can already split / merge transports. But this gives you the ability to set input / output priorities and ratios."; title of a research node in the research tree "ResearchTransportsBalancing__name" = "Transports balancing"; description of a research node in the research tree "ResearchTransportsLifts__desc" = "Allows to raise or lower conveyors in a compact footprint."; title of a research node in the research tree "ResearchTransportsLifts__name" = "Conveyor lifts"; title of a research node in the research tree "ResearchTreeHarvester__name" = "Tree harvester II"; title of a research node in the research tree "ResearchTreePlanting__name" = "Tree planting"; title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "Trucks overloading edict"; title of a research node in the research tree "ResearchUndergroundWater__name" = "Groundwater pump"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "{0} unlocked!"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "New buildings:"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "New products:"; title of a research node in the research tree "ResearchUraniumEnrichment__name" = "Uranium enrichment"; description of a research node in the research tree "ResearchVacuumDesalination__desc" = "Enables to utilize depleted steam for desalination."; title of a research node in the research tree "ResearchVacuumDesalination__name" = "Vacuum desalination"; description of a research node in the research tree "ResearchVegetables__desc" = "Enables to grow & harvest vegetables in farms."; title of a research node in the research tree "ResearchVegetables__name" = "Vegetables farming"; description of a research node in the research tree "ResearchVehicleAndMining__desc" = "Excavator & mining tower to enable mining raw materials. And more trucks to reinforce our logistics."; title of a research node in the research tree "ResearchVehicleAndMining__name" = "Vehicles & mining"; description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "Large vehicles to scale your mining and logistics operations. Their production requires glass which has to be acquired via quick trade from other world settlements until you research how to produce it yourself."; title of a research node in the research tree "ResearchVehicleAssembly2__name" = "Large vehicles"; title of a research node in the research tree "ResearchVehicleAssembly3__name" = "Mega vehicles"; title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "Hydrogen mega vehicles"; {0}=25 "ResearchVehicleCapIncrease__desc" = "Increases vehicle limit by {0}."; title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "Vehicles management"; title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "Vehicles management II"; title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "Vehicles management III"; title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "Vehicles management IV"; title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "Vehicles management V"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "Vehicles management VI"; title of a research node in the research tree "ResearchVehicleRamps__name" = "Ramp for vehicles"; title of a research node in the research tree "ResearchWaterRecovery__name" = "Water recovery"; title of a research node in the research tree "ResearchWaterTreatment__name" = "Wastewater treatment"; description of a research node in the research tree "ResearchWaterTreatment2__desc" = "A more efficient wastewater treatment process."; title of a research node in the research tree "ResearchWaterTreatment2__name" = "Wastewater treatment II"; title of a research node in the research tree "ResearchWheatCrop__name" = "Wheat farming & processing"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "Reserve status"; title for screen resolution setting "Resolution" = "Resolution"; example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} resource is getting low"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (restart required)"; button to restore defaults "RestoreDefaults" = "Restore defaults"; name "RetainingWallCorner__name" = "Retaining wall (corner)"; name "RetainingWallCross__name" = "Retaining wall (cross)"; Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "Retaining walls"; description of retaining wall "RetainingWallStraight1__desc" = "Prevents terrain from collapsing. Walls can be placed below the surface to prevent terrain collapse during mining, or above terrain to aid with dumping operations. The placement elevation is adjustable. Walls will collapse if they hold more than {0} units of height or if they are overfilled."; name "RetainingWallStraight1__name" = "Retaining wall (short)"; name "RetainingWallStraight4__name" = "Retaining wall (long)"; name "RetainingWallTee__name" = "Retaining wall (tee)"; informs how much time is left until the current radioactive waste gets converted into nonradioactive waste. Example use: 'Next disposal in: 40 years' "RetiredWaste__NextDisposal" = "Next disposal in: {0}"; tooltip "RetiredWaste__Tooltip" = "Product into which the current stored waste transforms after it is no longer radioactive. Only some waste can be retired this way (more information can be found in the recipe book)."; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "Right click to remove"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "The {0} is not parked inside."; short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "Constructs space rockets and delivers them to the nearest {0} using a specialized transporter. The transporter is a large vehicle and cannot drive over uneven ground so make sure that the {0} is on the same height level as this building."; name "RocketAssemblyDepot__name" = "Rocket assembly depot"; short description "RocketLaunchPad__desc" = "Enables launching rockets to space! After a rocket is delivered and securely attached to the tower, it will be filled with fuel based on the rocket type. This has to match with connected fuel to this tower. Fuel is never stored at the launch pad for safety reasons. Water also needs to be connected since the launch process requires a large amount of it for dampening of rocket exhaust shockwaves."; name "RocketLaunchPad__name" = "Rocket launch pad"; name "RockMine__name" = "Rock mine"; description of a machine "RotaryKiln__desc" = "Performs calcination process under high temperatures. Used to produce cement."; name of a machine "RotaryKiln__name" = "Rotary Kiln"; name of a machine "RotaryKilnGas__name" = "Rotary Kiln (gas)"; tooltip "RotateShortcut__Tooltip" = "Press the shortcut key to rotate clock-wise"; short description "Ruins__desc" = "Seems like a building that is abandoned for a long time and no longer useful. We can deconstruct it for useful materials which can be processed in our factory."; building or machine "Ruins__name" = "Abandoned communication station"; starts recycling a building for metal scraps "RuinsRecycle__Action" = "Start recycling"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "Recycling this building provides you with useful materials which will be automatically transported by trucks where needed (e.g. {0} will be delivered to a {1})."; title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. "RunOnLowFuel__Action" = "Run on low fuel"; tooltip for a button "RunOnLowFuel__Tooltip" = "The ship will depart even with insufficient fuel, but the journey will take longer and cost Unity."; Message shown when a save is unsuccessful "Save__FailureMessage" = "Failed to save the game!"; {0} is name of the file that was saved "Save__SuccessMessage" = "File {0} has been saved!"; Label above the save name column in the load & save windows "Save__Title" = "Save"; button to save the game after the player clicks it "Save_Action" = "Save"; title of a window that that enables to save the current game progress "Save_Title" = "Save game"; Label for the date of the save in the details panels of the load & save windows "Saved__Detail" = "Saved"; a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "Saving ..."; note about blueprints "SaveMigration__BlueprintsNote" = "Note that blueprints remain compatible so you can go back to the old game version, export your blueprints to string, and import them to the new version."; {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "Welcome to the {0}! Unfortunately, saves from the previous game version are not compatible. However, the new version is full of new exciting content so we hope you will not mind a new start.\n\nIf you'd prefer to keep playing your old save, you can! Just go to Steam and switch to the old version '{1}' as shown below. Steam will then automatically download it for you. Whenever you are ready to go back to {0} just remove the beta branch by setting it to 'None'.\n"; Label next to the save name entry box in the save window "SaveName__Label" = "Name your save"; button to click on to create a new save file (shows a new text field where player can type name of the save file) "SaveNew" = "+ New save"; UI scaling option. Example: 'Scale: 120%' "Scale" = "Scale"; button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "Scrap"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "Vehicle is heading to be scrapped in the vehicle depot"; vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "Sends the vehicle to the vehicle depot to be scrapped for parts"; title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "Screen"; placeholder used in a search text box "Search" = "Search"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "To discover new seeds, explore the world map with your ship."; title of a panel that allows to select a fuel type for a consumer like a ship for instance "SelectFuel_Title" = "Select fuel"; Title on the "Select mods" tab of the new game window "SelectMods_Title" = "Select mods to include in the game"; Message shown in dropdown buttons when no value is selected "SelectOption" = "Select..."; title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "Select vehicle"; title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "Server racks"; tooltip in data center "ServerRacks__Tooltip" = "Data center hosts server racks. Every added server rack increases the computing output but also increases demands on power, cooling and more. Server racks can be freely added and removed below."; title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip "ServiceLimit__Title" = "Service limit"; "ServiceLimit__Tooltip" = "This settlement module has a limit on how many people it can serve. In case the total population of the attached settlement exceeds this limit, you need to build more modules."; title of the settings window "Settings_Title" = "Settings"; short description "SettlementBiomassModule__desc" = "Collects organic waste (leftovers from food typically). If a settlement does not have this module built, all the organic waste ends up in general waste."; name "SettlementBiomassModule__name" = "Biomass collection"; short description "SettlementConsumerElectronicsModule__desc" = "Provides consumer electronics to the attached settlement which generates extra Unity."; building or machine "SettlementConsumerElectronicsModule__name" = "Consumer electronics module"; short description "SettlementFoodModule__desc" = "Provides food to the attached settlement. A settlement needs to have at least one food market attached otherwise its population will starve."; name "SettlementFoodModule__name" = "Food market"; short description "SettlementFoodModuleT2__desc" = "Provides food to the attached settlement. This one can store multiple types of products."; name "SettlementFoodModuleT2__name" = "Food market II"; name "SettlementFountain__name" = "Square with fountain"; notification "SettlementFullOfLandfill__name" = "Settlement is full of trash"; notification "SettlementHasNoFoodModule__name" = "Settlement has no food market!"; short description "SettlementHouseholdAppliancesModule__desc" = "Provides appliances electronics to the attached settlement which generates extra Unity."; building or machine "SettlementHouseholdAppliancesModule__name" = "Household appliances module"; short description "SettlementHouseholdGoodsModule__desc" = "Provides household goods to the attached settlement which generates extra Unity."; building or machine "SettlementHouseholdGoodsModule__name" = "Household goods module"; notification "SettlementIsStarving__name" = "Settlement is starving!"; short description "SettlementLandfillModule__desc" = "Collects general waste from the attached settlement to prevent it from piling up in the settlement and causing health concerns."; name "SettlementLandfillModule__name" = "Waste collection"; name "SettlementPillar__name" = "Square with column"; short description "SettlementPowerModule__desc" = "Provides electricity to the attached settlement which generates extra Unity."; name "SettlementPowerModule__name" = "Transformer"; {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "Collects recyclables from the attached settlement. Recyclables are generated only from products that you provide to the settlement (e.g. {0}). If a settlement does not have this module built, all recyclables end up in general waste."; name "SettlementRecyclablesModule__name" = "Recyclables collection"; title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "Services"; tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "Status of services provided to this settlement."; name "SettlementSmall1__name" = "Settlement"; name "SettlementSquare1__name" = "Square (light)"; name "SettlementSquare2__name" = "Square (dark)"; title of a window showing individual settlement information "SettlementTitle" = "Settlement"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "{0} (Reputation {1})"; title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "Waste in settlement"; tooltip "SettlementWaste__Tooltip" = "Population in settlement generates waste. The amount of waste generated depends on amount of products provided to the settlement. However settlement always generates some basic amount of waste. When waste in settlement gets over limit it creates negative health effects, so it is important to collect the waste via a dedicated waste module. Waste can be dumped on the ground. However research might find new ways of dealing with waste."; short description "SettlementWaterModule__desc" = "Provides fresh water to the attached settlement and returns waste water that needs to be disposed of. Providing fresh water to a settlement generates extra Unity and reduces health risks."; building or machine "SettlementWaterModule__name" = "Water facility"; name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "Settling tank"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "Shadows quality"; name "Shaft__name" = "Shaft"; shaft status, currently showing maximum output percentage "Shaft__Status" = "Max output: {0}%"; title for section that shows connected shaft overview "ShaftOverview" = "Connected shaft"; tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "This machine is connected to a shaft that allows exchange of mechanical power. All machines connected to one shaft contribute to its inertia - stored mechanical power. When shaft is turning too slow, machines cannot use its power (denoted by red marker) and it needs to be charged up first. When inertia is low, the maximum output is limited and connected machines might not get all the power they need. Similarly, when inertia is too high, the maximum input to the shaft is limited and connected machines may not be able to deliver all produced power to the shaft. The shaft has a maximum throughput of {0}."; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0} shift"; used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. "ShipAutoRepair__Toggle" = "Auto-repair"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "Repairs will be requested automatically whenever the ship is damaged."; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "Automatically return home"; tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "The ship will automatically return back from the world map if it has no available locations to explore."; displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "Cannot unload cargo! Shipyard is full."; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "Ship is being modified"; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "Ship is being modified"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "Ship is too damaged"; reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "Ship is arriving to the dock."; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "Ship has no access"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "Not enough crew"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "Not enough fuel"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "Request our ship to visit this location"; reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "Already present or on its way"; reason why the action to visit a location by the ship is not available "ShipCantVisit__TooFar" = "Location is too far"; notification, any strings in curly braces { } must be preserved and non-translated Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "Ship delivered cargo to {0}"; notification, any strings in curly braces { } must be preserved and non-translated Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "Done loading cargo for {0}"; ship crew label "ShipCrew" = "Crew"; button to request to load a crew onto the ship "ShipCrew__Load" = "Load crew"; ship crew tooltip "ShipCrew__Tooltip" = "Ship requires crew in order to operate. Crew cannot board in case the ship is damaged."; button to request to unload the crew from the ship "ShipCrew__Unload" = "Unload crew"; title of a window that provides ship modifications & upgrades "ShipDesigner" = "Ship designer"; shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "Ship is being repaired!"; shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "Ship has to be repaired!"; title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "Proceed with the modifications?"; title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "Pending modifications"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ShipFuelReduction__desc" = "Cargo ship fuel consumption reduced by {0}"; policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "Ships fuel saver"; ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "Replacement is in progress. Click to cancel."; can't switch fuel type for ship as the selected fuel is already in use "ShipFuelSwitch__InUse" = "The selected fuel is already in use."; "ShipFuelSwitch__MissingMaterials" = "Materials for this modification are not available"; can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "Not available as ship is currently busy."; "ShipFuelSwitch__Tooltip" = "Allows to switch the ship's fuel type. Changing to some fuels is free, while others require a ship rebuild, costing materials. If there is some cost, it is displayed below."; title of a button that unloads fuel from the ship "ShipFuelUnload" = "Unload fuel"; tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "Unloads fuel from the ship back into the shipyard."; "ShipHealth__Title" = "Ship health and repair"; "ShipHealth__Tooltip" = "The current state of repair of the ship. If the value is below the green mark it means it needs to be repaired in order to depart for new adventures."; requests to start loading material onto the ship "ShipLoading__Action" = "Start loading the ship"; "ShipLoading__CancelProject" = "Abandon this project for now (can be restarted anytime)"; tooltip "ShipLoading__Desc" = "List of all the world map locations that are scheduled for repair or upgrade. After you request materials to be loaded, the trucks will fetch all the required products to the shipyard and the shipyard will load them onto the ship. Once all the required materials are loaded, you can send your ship to deliver the cargo to the location so the construction can begin."; "ShipLoading__Done" = "All required cargo loaded! We can send the ship on its way."; "ShipLoading__InProgress" = "Loading required materials ..."; "ShipLoading__NotStarted" = "Click to fetch the required material onto the ship."; lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "World map repairs & upgrades"; notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "Ship modifications complete"; notification "ShipRepaired__name" = "Ship was fully repaired"; name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "Armor"; name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "Bridge"; name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "Engine"; name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "Fuel tank"; name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "Guns (front)"; name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "Guns (rear)"; properties / stats of a ship "ShipStats" = "Ship stats"; modifications are being performed "ShipUpgrade_Performing" = "Performing modifications"; tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "Modifications are being applied"; modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "Preparing modifications"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "The ship can still operate while the modifications are being prepared"; modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "Waiting for ship"; tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "Modifications are prepared, waiting for the ship to apply them"; short description "Shipyard__desc" = "This shipyard is damaged and needs to be repaired to be able to fix our ship."; name "Shipyard__name" = "Shipyard (damaged)"; short description "Shipyard2__desc" = "Serves to refuel, repair, and modify our ship. Also handles loading and unloading ship's cargo. If a truck happens to have some cargo that cannot be delivered anywhere else, it can be delivered here."; name "Shipyard2__name" = "Shipyard"; tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "All the cargo that is temporarily stored in the shipyard. When the shipyard gets too full it is unable to unload more cargo from the ship. Trucks always actively remove products from the shipyard whenever there is space somewhere else."; shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "Shipyard is overloaded with cargo!"; tooltip explaining full shipyard "ShipyardFullMessage__Tooltip" = "Shipyard will not unload cargo from the ship unless some of its cargo gets removed first. That can be done by building external storages for the products stored here."; truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "Keep empty"; tooltip "ShipyardKeepEmpty__Tooltip" = "Requests trucks to prioritize unloading of all the cargo stored here."; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "Make primary"; tooltip "ShipyardMakePrimary__Tooltip" = "Request the ship to dock here (enables to remove any shipyard that is not in use)"; tooltip "ShipyardMakePrimary__TooltipInProgress" = "This shipyard is currently being re-assigned"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "Shipyard needs to be repaired first"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "IMPORTANT: It might be required to perform this action multiple times."; button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "Recover ocean access"; title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "Area recovery"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "The docking area is blocked and prevents the ship to operate. You can use the button below to automatically remove accidental material deposits. This action costs Unity and it might be required to perform it multiple times. In case the area is blocked by other structure such as dock or pump, you need to demolish it yourself."; button to open current directory in OS explorer "ShowInExplorer" = "Show in folder"; example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "show"; short description of a machine "Shredder__desc" = "Breaks down products into loose form."; name of a machine "Shredder__name" = "Shredder"; short description of a machine "SiliconCrystallizer__desc" = "Produces monocrystalline silicon. Dips a rod with seed crystal into molten silicon and slowly pulls it upwards and rotates it simultaneously. The final ingot is then sliced into wafers."; name of a machine "SiliconCrystallizer__name" = "Silicon crystallizer"; short description of a machine "SiliconReactor__desc" = "Purifies silicon using hydrogen. The processed silicon can be used in electronics."; name of a machine "SiliconReactor__name" = "Silicon reactor"; Action to skip something (e.g. skip a task) "Skip" = "Skip"; short description of a machine "SmeltingFurnaceT1__desc" = "Smelts various materials such as iron or copper. The output is a molten material that needs to be sent via molten channel transport, for instance, into a caster for further processing. Molten materials cannot be transported via trucks."; name of a machine "SmeltingFurnaceT1__name" = "Blast furnace"; short description of a machine "SmeltingFurnaceT2__desc" = "Smelts various materials such as iron or copper. The output is a molten material that needs to be sent via molten channel transport, for instance, into a caster for further processing. Molten materials cannot be transported via trucks."; name of a machine "SmeltingFurnaceT2__name" = "Blast furnace II"; description of a smoke stack "SmokeStack__desc" = "Allows release of gasses into atmosphere. Some gasses such as exhaust cause pollution."; name of a machine "SmokeStack__name" = "Smoke stack"; name of a machine "SmokeStackLarge__name" = "Smoke stack (large)"; short description "SolarPanel__desc" = "Converts sunlight to electricity. Surprisingly, the efficiency depends on how sunny it is."; name "SolarPanel__name" = "Solar panel"; solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "Solar panels that are made from a single crystal silicon. That makes them more expensive to produce but they provide {0}% more energy."; name "SolarPanelMono__name" = "Solar panel (mono)"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "A demanding cleaning procedure for solar panels, increasing their power output by {0}."; policy / edict which can enabled by the player in their Captain's office. "SolarPowerIncrease__name" = "Clean panels"; notification "SortingPlantBlockedOutput__name" = "{entity}: blocked due to full output"; notification "SortingPlantNoProductSet__name" = "{entity} needs to be assigned with products to sort"; short description of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__desc" = "Makes sour water useful by extracting ammonia and sulfur. Sulfur can be turned into acid and used for instance in the production of copper"; name of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "Sour water stripper"; example replacements: {0} => 50% "SpeedReduced__Machine" = "Speed reduced to {0} due to the following factors:"; example replacements: {0} => 50% "SpeedReduced__Vehicle" = "Vehicle speed reduced to {0} due to the following factors:"; "SpruceTree__desc" = "Spruce tree"; short description "Stacker__desc" = "Dumps material from connected conveyor belts directly on the terrain."; name "Stacker__name" = "Stacker"; title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "What will be dumped here"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "{0} (stage {1})"; Title shown above the starting location description in the map selection tab of the new game flow "StartingLocation_Title" = "Starting location"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "A balanced map. Great for beginners or casual players."; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "For skilled players who have some experience with the game already. Requires planning and trade-offs."; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "For players who are ready to fail and like to push their limits. Do not take success for granted."; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "A slightly more advanced map that may require some extra planning."; label explaining how difficult a selected island map is (this is the easiest one) "StartingLocationDifficulty_Easy" = "Easy"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "Hard"; label explaining how difficult a selected island map is (this is the hardest one) "StartingLocationDifficulty_Insane" = "Insane"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Medium" = "Medium"; button to click on to open a research window to pick a new research, shown when no research is in progress "StartNewResearch_Action" = "Start new research"; requests to start repairs "StartRepairs" = "Start repairs"; tooltip "StartRepairs__Tooltip" = "We need to load all the required materials onto our ship and request it to deliver all the materials to this location."; button to start researching the currently selected research node "StartResearch_Action" = "Start research"; "StarvationMode__Death" = "Death by starvation"; "StarvationMode__ReducedWorkers" = "Reduced workforce"; title of a window containing statistics "Statistics" = "Statistics"; shown when statistics have no data yet "Stats_NoDataYet" = "No data yet"; statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "Cargo ships"; statistics category referring to usage of fuel in the main player's ship "StatsCat__MainShip" = "Main ship"; statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "Power production"; statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "Vehicles"; label of a chart showing consumption of a product via costs in construction "StatsEntry__Construction" = "Construction"; label of a chart showing production of a product by getting it back via deconstruction "StatsEntry__Deconstruction" = "Deconstruction"; label of a chart showing consumption of a product by dumping it (on terrain or into ocean) or disposing it (burning it) "StatsEntry__Dumping" = "Dumped / disposed"; label of a chart showing consumption of a product by exporting it into the world "StatsEntry__Export" = "Export"; label of a chart showing consumption of a product via farming (e.g. by irrigation) "StatsEntry__Farming" = "Farming"; label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "Import"; label of a chart showing production of a product by mining "StatsEntry__Mining" = "Mining"; label of a chart showing production of a product by recycling it "StatsEntry__Recycling" = "Recycling"; label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "Total consumption"; label of a chart showing total production of a product "StatsEntry__TotalProduction" = "Total production"; title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "Total quantity"; statistics category referring to people born on the island "StatsPops__Born" = "Born"; statistics category referring to people lost (people who died / left the island) "StatsPops__Lost" = "Lost"; statistics category referring to people that joined they island as refuges or the player adopted them "StatsPops__Refugees" = "Refugees & adopted"; title of a chart that shows quantity statistics of a product over time. "StatsProduct_Quantity" = "Quantity"; shows stats for the last {0} day "StatsRange__Days" = "Last {0} day"; title of a column showing sum of data from previous year "StatsRange__LastYear" = "Last year"; title of a column showing sum of lifetime data - sum of data for the whole gameplay duration "StatsRange__Lifetime" = "Lifetime"; shows max range of statistics chart "StatsRange__Max" = "Max"; shows stats for the last {0} month "StatsRange__Months" = "Last {0} month"; title of a column showing sum of data from this year "StatsRange__ThisYear" = "This year"; shows stats for the last {0} years "StatsRange__Years" = "Last {0} year"; title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "Breakdown"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "Summary chart"; e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "Statue that not just demonstrates the wealth of your island but also serves as a celebration of your industrial success. It has such a positive effect on your population that it reduces your island's maintenance requirements by {0}. In order to get the bonus, the statue needs to be provided with '{1}' on a continuous basis. However, if you don't maintain your statue you will get a negative effect. Because nothing demotivates your workers from performing maintenance more than seeing a broken statue of maintenance. You can build this statue multiple times should your wealth allow it, but each additional statue's effect is reduced by half."; name "StatueOfMaintenance__name" = "The statue of maintenance"; name "StatueOfMaintenanceGolden__name" = "The statue of maintenance (golden)"; label of a panel showing current entity status "Status" = "Status"; Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 "Status_LowReputation" = "Requires reputation to be at least {0}"; Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "Stone surface"; title of a button that opens a panel with storage alerts setup "StorageAlert__BtnTitle" = "Alerts"; used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "Empty"; used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "Full"; used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "Notify if"; building or machine "StorageFluid__name" = "Fluid storage"; description for storage "StorageFluidFormattedBase__desc" = "Stores up to {0} units of a liquid or gas product."; building or machine "StorageFluidT2__name" = "Fluid storage II"; building or machine "StorageFluidT3__name" = "Fluid storage III"; building or machine "StorageFluidT4__name" = "Fluid storage IV"; building or machine "StorageLoose__name" = "Loose storage"; description for storage "StorageLooseFormattedBase__desc" = "Stores up to {0} units of a loose product."; building or machine "StorageLooseT2__name" = "Loose storage II"; building or machine "StorageLooseT3__name" = "Loose storage III"; building or machine "StorageLooseT4__name" = "Loose storage IV"; appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "Consumes power when sending or receiving products via its ports."; name: toolbar category name "storagesCategory__name" = "Storage"; description for storage "StorageSolidFormattedBase__desc" = "Stores up to {0} units of a solid product."; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooHigh__name" = "Alert: {entity} has high supply of {0}"; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "Alert: {entity} has low supply of {0}"; building or machine "StorageUnit__name" = "Unit storage"; building or machine "StorageUnitT2__name" = "Unit storage II"; building or machine "StorageUnitT3__name" = "Unit storage III"; building or machine "StorageUnitT4__name" = "Unit storage IV"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "no product selected for heat transfer"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "Stored heat"; tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "The available heat accumulated in this storage. Heat does not decay as long as the storage remains operational."; tooltip "StoredProduct__Clear_Tooltip" = "Click to remove currently assigned product. If storage is not empty, this will request trucks to remove all the remaining products."; tooltip "StoredProduct__ClearActive_Tooltip" = "Storage is now being emptied by trucks."; note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "Empty"; note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "Keep full"; explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "No product assigned"; Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "Stored product"; storage tooltip "StoredProduct__Tooltip" = "Moving the green slider (left) to the right will inform trucks to prioritize their deliveries to make the storage filled up to the green slider. This is useful when storage is connected to machines that need the products. Moving the red slider (right) to the left will request trucks to actively remove the products from storage until its cargo is below the red marker. This is useful when the storage needs to be emptied or is used as a temporary storage, for example for slag that needs to be dumped on the terrain."; world mine tooltip "StoredProduct__WorldMapTooltip" = "Products stored on this mining site. To transport these to the island we need to send our ship and request it to load the cargo or get some dedicated cargo ships to automate this."; button to open a page for posting suggestions "Suggestions" = "Suggestions"; name "SulfurMine__name" = "Sulfur mine"; name: describes the current weather "SunnyWeather__name" = "Sunny"; title of a panel that shows products support by a given storage or transport "SupportedProducts" = "Supported products"; title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. "SupportedTrucks__Title" = "Compatible trucks"; Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "Supporter edition maps"; name: toolbar category name "surfaceCategory__name" = "Surfaces"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "Areas & borders"; name: Title for category of decals - lines & symbols pained on surfaces Contains letters and numbers. "SurfaceDecalsCat_Characters__name" = "Characters"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Hazard__name" = "Hazard"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "Lines & arrows"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "Double lines"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "Symbols"; short description "TechnologyBlueprints__desc" = "Enables to create, import and use blueprints."; name "TechnologyBlueprints__name" = "Blueprints"; name "TechnologyCanolaSeeds__name" = "Canola seeds"; short description "TechnologyCargoShip__desc" = "We need to discover a cargo ship in the world map to understand how to design this building."; name "TechnologyCargoShip__name" = "Cargo ship technology"; name "TechnologyCornSeeds__name" = "Corn seeds"; short description "TechnologyCropRotation__desc" = "Enables to set up crop rotation for farms. Can be used to increase farm's yield."; name "TechnologyCropRotation__name" = "Crop rotation"; {0}=list of buildings "TechnologyCustomRoutes__desc" = "Enables to manually assign buildings to each other to set up routes that trucks will follow. Supported by storage, {0}. Also enables to assign trucks to individual storages."; name "TechnologyCustomRoutes__name" = "Custom routes"; short description "TechnologyCustomSurfaces__desc" = "Allows laying down custom surfaces, such as concrete, on the ground. Surfaces reduce the maintenance needs of vehicles that drive over them."; name "TechnologyCustomSurfaces__name" = "Custom surfaces"; name "TechnologyElectronics2__name" = "Electronics II technology"; name "TechnologyFruitSeeds__name" = "Fruit seeds"; name "TechnologyHydrogenCargoShip__name" = "Hydrogen cargo ship"; short description "TechnologyMechPowerAutoBalance__desc" = "Once manually enabled for a steam turbine, it prevents it from wasting steam by automatically shutting it off in case there is a large excess of mechanical power on the shaft. Once the power on the shaft gets low, the turbine gets restarted. However restarts are not instant so shaft should be accompanied with a mechanical power storage to achieve stable supply of energy."; name "TechnologyMechPowerAutoBalance__name" = "Turbine control"; name "TechnologyMicrochip__name" = "Microchip technology"; name "TechnologyNuclearPower__name" = "Nuclear energy"; short description "TechnologyOilDrilling__desc" = "We need to discover an oil rig in the world map to obtain this technology."; name "TechnologyOilDrilling__name" = "Ocean drilling technology"; name "TechnologyPoppySeeds__name" = "Poppy seeds"; short description "TechnologyRecycling__desc" = "Enables to recycle products in places like research labs."; name "TechnologyRecycling__name" = "Recycling"; name "TechnologyShipRadar__name" = "Radar system"; name "TechnologyShipRadarT2__name" = "Radar system II"; name "TechnologySoybeansSeeds__name" = "Soybean seeds"; name "TechnologySugarCaneSeeds__name" = "Sugar cane seeds"; short description "TechnologyTerrainLeveling__desc" = "Combines mining & dumping designations into one. Useful for terrain flattening or ramps setup. If part of terrain is below the designation, trucks will dump there. If part of terrain is above designation, it will be mined by excavators. For mining to work, the designation has to be inside of a mine tower area."; name "TechnologyTerrainLeveling__name" = "Terrain Leveling"; name "TechnologyWheatSeeds__name" = "Wheat seeds"; rendering setting name "TerrainDetailsRenderDistance" = "Terrain grass quality"; rendering setting name "TerrainQuality" = "Terrain quality"; short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "Testing rocket that demonstrates capability of reaching space! It uses {0} as fuel."; name "TestingRocketT0__name" = "Testing rocket"; short description of a machine "ThermalDesalinator__desc" = "Heats saline water into vapor to collect it as clean water. Produces brine as a byproduct."; name of a machine "ThermalDesalinator__name" = "Thermal desalinator"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "Charging process"; description of a thermal storage "ThermalStorage__desc" = "Thermal storage uses steam to heat its tank of molten salt to store thermal energy. The accumulated energy can be then used to boil incoming water back to steam. The conversion process has losses but maintaining the accumulated heat does not decay while the storage is operational."; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "Discharging process"; name "ThermalStorage__name" = "Thermal storage"; "ThisVehicleCannotDriveUnderTransports" = "Note that this vehicle cannot drive under conveyor belts and pipes."; throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "Throughput: {0}"; tip displayed on the loading screen "TipOnLoad__BuildClose" = "Build machines that process mined material closer to mines to save on fuel for trucks."; tip displayed on the loading screen "TipOnLoad__BuildTransports" = "If your logistics network is overwhelmed, build more trucks or connect machines with conveyor belts to relieve it."; tip displayed on the loading screen "TipOnLoad__Diesel" = "Keep an eye on the amount of diesel. If you run out, your trucks and excavators will stop working."; tip displayed on the loading screen "TipOnLoad__Food" = "Make sure you always have enough food otherwise your people will starve."; tip displayed on the loading screen "TipOnLoad__OilRig" = "If you are running out of crude oil on your island, you can explore with your ship for remote oil rigs."; tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "Tip #{0}: {1}"; tip displayed on the loading screen "TipOnLoad__TransportStraight" = "When building transports, hold SHIFT to only allow straight transports, or hold CTRL for alternative route."; tip displayed on the loading screen "TipOnLoad__TransportUX" = "When building transports, instead of selecting a particular transport from menu, you can initiate transport construction by just hovering and clicking on port arrows or other transports."; tip displayed on the loading screen "TipOnLoad__Unity" = "Unity is generated by settlements when people are well and happy. It is used in many important places but keeping some extra for emergencies is a wise idea."; tip displayed on the loading screen "TipOnLoad__Unity2" = "Unity can be also used for quick-repair of entities, even when maintenance parts are completely missing."; button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "Toggle direction"; a description of tomb of captains "TombOfCaptainsStage1__desc" = "Tomb of Captains provides final resting place for generations of captains who lead the people of this island. When completed, fires should be always lit and tomb should be decorated with flowers to pay tribute to resting Captains."; name of a building "TombOfCaptainsStageFinal__name" = "Tomb of Captains"; tooltip "Toolbox__HideCosts" = "Press the shortcut key to to toggle price display."; title of a menu containing editing tools such as copy paste or delete. "ToolsTitle" = "Tools"; title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' "Total" = "Total"; label of a chart showing total population "TotalPopulation" = "Total population"; tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "There are homeless people on your island. Build more housing, evict them using edicts, or reduce new population intake. Note that homeless people will not work for you."; tooltip explaining total population view "TotalPopulation__Tooltip" = "The total population / the total housing capacity."; used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "Total settlement need"; used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "Total settlement production"; could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "Under deconstruction"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "Blocked by {0}"; could not place reverse a transport "TrAdditionError__CannotReverse" = "Cannot be reversed"; could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "Connecting output to output or input to input"; could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "Incompatible port at end"; could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "Incompatible port at start"; could not connect a transport "TrAdditionError__InvalidConnection" = "Invalid connection"; generic message for invalid transport "TrAdditionError__InvalidTransport" = "Invalid transport"; generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "Transport cannot be split here"; could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "Start and end are connected to the same transport"; transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "Cannot be split or merged"; could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "Cannot find valid pillars placement"; could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "Cannot join if not flat"; could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "Transport to selected position was not found."; could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "Self-collision"; could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "Collision with terrain"; could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "Too close to other {0}"; could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "Incompatible type"; performs a trade with another settlement "Trade__Action" = "Trade"; displayed when trade action is no longer available "Trade__SoldOut" = "Sold out"; short description "TradeDock__desc" = "Allows trading of various goods with villages on the world map. All the products you trade are delivered into a trading dock. Also, trading can be a lifesaver if you run into a shortage of critical products, so it is advised to always have a trading dock available."; name "TradeDock__name" = "Trading dock"; tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "All the products acquired from trading get delivered here."; shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "Products were delivered to your trading dock!"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "Animals were delivered to your farm!"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "You new cargo ship is ready to use!"; title of a panel that shows trade offer from a world map settlement "TradeOffers" = "Quick trade offers"; title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "Trade offers require a Trading dock. These trades are performed instantly - products to export are removed from your storage and imported ones will appear in your Trading dock. Product on the left side is the one you are exporting (selling) and the one on the right side is being imported. These trades get expensive with higher volumes and are typically less profitable when compared to contracts."; player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "You don't have enough products to trade with"; tooltip explaining how trade works "TradeStatus__Info" = "Products will be delivered to your trading dock immediately"; tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "Animals will be transported to your farm immediately"; tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "The ship will be immediately available after the purchase"; player can't trade an animal (e.g. chicken) as they have no farm where they could place it into, note: players confuse regular farm with animal farm, try to make it clear "TradeStatus__NoSpaceInFarm" = "Not enough space in animal farm or no animal farm built"; player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "You need to build a trading dock first"; player lack unity to afford the current trade or feature "TradeStatus__NoUnity" = "Not enough Unity"; trade is 'sold out' "TradeStatus__SoldOut" = "Sold out - come back later"; player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "Trade dock is not in operational state or ship access is blocked"; title of a window that provides overview on trading - buying, selling products "TradeTitle" = "Trade"; Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "Trade with a village"; title of a panel showing all the products transported by a selected transport "TransportedProducts" = "Transported products"; height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "Height: {0}"; category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "Transport build"; name: toolbar category name "transportsCategory__name" = "Transports"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "Belts & pipes snapping is off"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "You have disabled snapping of belts & pipes. This is useful when trying to stack them on top of each other. But it is not suitable for regular building. You can disable this by pressing the {0} key."; short description "TransportsPillar__desc" = "Pillar that supports transports."; name "TransportsPillar__name" = "Pillar"; tooltip "TransportTool__NoTurnTooltip" = "Hold the shortcut key to enforce straight belt / pipe without any turns."; tooltip "TransportTool__PortBlockTooltip" = "Press the shortcut key to toggle port avoidance. By default belts & pipes are planned to avoid blocking any existing ports. When this is enabled, ports will be ignored and belts & pipes can be placed anywhere near them."; tooltip "TransportTool__PortSnapTooltip" = "Press the shortcut key to toggle automatic snapping. It is useful to disable snapping when building belts / pipes on top of each other."; tooltip "TransportTool__TieBreakTooltip" = "Hold the shortcut key to get an alternative option of placement in case there are multiple ones with the same cost."; explanation how to make transport shorter "TransportTooLong__HowToResolve" = "To make transport shorter, you can split it with connector or balancer."; notification "TransportTooLong__name" = "{entity} is too long"; could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "Construction already started"; short description "TreeHarvesterT1__desc" = "A machine for harvesting trees. Make sure to assign service trucks to use it. It cannot pass under transports."; name "TreeHarvesterT1__name" = "Tree harvester"; "TreeHarvesterT2__desc" = "There is nothing that can harvest trees faster than this machine. Make sure you assign plenty of service trucks to it to keep up with the amount of harvested wood."; name "TreeHarvesterT2__name" = "Large tree harvester"; name "TreeHarvesterT2H__name" = "Large tree harvester"; {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "To designate trees for harvesting, select the tree designation tool ({0} key) (1) and drag your cursor over a forest (2)."; {0} = 'Tree harvester' "TreeHarvesting__part2" = "{0} will automatically start harvesting any designated trees. Click on the {0} and assign it at least one truck so it can unload the harvested wood."; "TreeHarvesting__part3" = "Once trucks are loaded with wood they will deliver it to a nearby storage or any machine that requires wood."; "TreePlanterT1__desc" = "A machine for planting trees. Make sure it has access to saplings. It cannot pass under transports."; name "TreePlanterT1__name" = "Tree planter"; name "TreePlanterT1H__name" = "Tree planter"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "Cut after"; Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "Harvesting options"; tooltip "Trees__HarvestingOptionsTooltip" = "Allows to select at which percentage of size the trees should be cut. That affects yield of wood and consumption of saplings. The table below shows quantity of wood produced per a single tree."; Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "No cut"; description of tree in a build menu "TreesInMenuDescription" = "A tree that can be manually positioned without having to use a forestry tower. Planting it requires a tree sapling and a tree planting vehicle."; notification, any strings in curly braces { } must be preserved and non-translated Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "{entity} cannot deliver {0}. No valid destination"; notification "TruckCannotDeliverMixedCargo__name" = "{entity} has no compatible sorting plant for mixed cargo"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "TruckCapacityIncrease__desc" = "Trucks can get overloaded by {0} but they require extra {1} maintenance"; policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "Overloaded trucks"; notification "TruckHasNoValidExcavator__name" = "{entity} has no compatible excavator"; Tab that contains more insights into jobs done by vehicles and the cargo they exchanged "TrucksAnalytics__Title" = "Analytics"; number of jobs done by a vehicle, example use: '1 job', '2 jobs' "TrucksStats__JobsCnt" = "{0} job"; "TrucksStats__OptionGeneral" = "Include general jobs"; "TrucksStats__OptionGeneralTooltip" = "Includes all general jobs performed by trucks not included in the options below. Examples of such jobs are: moving cargo between storages or machines, dumping from storage. Does not include jobs where truck refuels itself."; "TrucksStats__OptionMining" = "Include mining trucks"; "TrucksStats__OptionMiningTooltip" = "Includes jobs done by trucks assigned to mining and tree harvesting."; "TrucksStats__OptionRefueling" = "Include refueling trucks"; "TrucksStats__OptionRefuelingTooltip" = "Includes jobs done by trucks assigned to refuel other vehicles such as excavators."; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "Trucks cargo history"; truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "Heavy duty pickup truck with max capacity of {0}. It can go under transports that are at height {1} or higher."; vehicle "TruckT1__name" = "Pickup"; vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "Large industrial truck with max capacity of {0}. It can go under transports if they are at height {1} or higher."; vehicle "TruckT2__name" = "Truck"; vehicle "TruckT2H__name" = "Truck"; vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "Large hauling truck with max capacity of {0}. This type can transport only liquid or gas products. It cannot go under transports."; vehicle "TruckT3Fluid__name" = "Haul truck (tank)"; vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "Large hauling truck with max capacity of {0}. This type can transport only liquid or gas products. It cannot go under transports."; vehicle "TruckT3FluidH__name" = "Haul truck (tank)"; vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports."; vehicle "TruckT3Loose__name" = "Haul truck (dump)"; vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports."; vehicle "TruckT3LooseH__name" = "Haul truck (dump)"; description of a high pressure turbine "TurbineHighPress__desc" = "Uses high pressure steam to create mechanical power."; name "TurbineHighPress__name" = "High-pressure turbine"; name "TurbineHighPressT2__name" = "High-pressure turbine II"; description of a low pressure turbine "TurbineLowPress__desc" = "Improves power production efficiency by reusing low pressure steam to create mechanical power."; name "TurbineLowPress__name" = "Low-pressure turbine"; name "TurbineLowPressT2__name" = "Low-pressure turbine II"; description of a super pressure turbine "TurbineSuperPress__desc" = "Uses super pressure steam to create mechanical power."; name "TurbineSuperPress__name" = "Super-pressure turbine"; title of message or tutorial "TutorialOnAdvancedLogistics__name" = "Custom routes"; title of message or tutorial "TutorialOnCargoShip__name" = "Cargo ship"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "A Cargo ship allows to automate product deliveries from world mines and oil rigs. The ship has to be discovered, repaired, or purchased on the world map, it cannot be built directly on your island. Once you obtain a cargo ship you can build a {0} on your island and the ship will dock there automatically."; "TutorialOnCargoShip__part2" = "The number of ships available (repaired) and the number of ships discovered is shown at the top of the interface."; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "A {0} can only be researched once a first cargo ship is discovered on the world map. Depots can be built on the shore of your island. When placing a {0}, you will see striped patterns reaching out into the sea indicating ship access. You must ensure that at least one area is green, indicating that a ship will be able to dock. Be careful to not block these areas with other buildings such as other depots or ocean pumps."; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "A {0} requires modules in order to store and transfer products. There are modules for each type of product and you can mix and match them on a single depot. These modules determine what types of products your ship will import or export, you need to assign this product manually. Modules also have input and output ports for you to connect transports to."; "TutorialOnCargoShip__part4Heading" = "Ship logistics"; "TutorialOnCargoShip__part4V2" = "A cargo ship will depart automatically when there is enough cargo to fill the ship on the world map (1). A ship can pick up cargo from any entity on the world map. Each trip of the ship has a fixed fuel cost which is based on the size of the ship (2). "; "TutorialOnCargoShip__part5V2" = "Upgrading the cargo depot will also upgrade the attached ship. This expands the number of slots and thus the amount of transported materials. Larger ships are more efficient in fuel consumption."; title of message or tutorial "TutorialOnCoalPower__name" = "Coal power plant"; "TutorialOnCoalPower__part1" = "A more efficient way of generating power compared to diesel generators is a coal power plant. Coal burned in boilers turns water into steam (1). This steam then spins turbines (2) and transfers mechanical force over a shaft into attached power generators (3) which make electricity from it."; "TutorialOnCoalPower__part2" = "It does not matter how you order your turbines and generators, as long as they are all on one shaft they work together."; {0} = Flywheel "TutorialOnCoalPower__part3" = "Generators do not produce electricity when there is no need and ignore the energy from the mechanical shaft. However, the turbines do not stop when the shaft is spinning at full power, instead, they let the steam pass through which means some energy gets lost. To combat this, you can use a {0} attached to the mechanical shaft which will store the mechanical energy as inertia and return it when the power is needed, behaving like batteries."; {0} = Flywheel "TutorialOnCoalPower__part4" = "A {0} can be used in combination with “auto-balance” toggle on turbines. Once enabled, turbines will automatically turn off when the connected shaft has maximum inertia, and back on when the inertia is low. The {0} helps to increase the total inertia of the shaft to make this system more efficient and prevent loss of power due to turbines' slow startup."; title of message or tutorial "TutorialOnContracts__name" = "Contracts"; {0} = Cargo ship "TutorialOnContracts__part1" = "You can establish contracts with settlements to exchange goods on regular basis. Contracts are typically much more lucrative than quick trading deals but they cost Unity and require a dedicated {0}."; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "After you establish a contract, you’ll need a {0} and a {1} with modules fit for the contract. For example, if you’re trading {2} for {3} you’ll need to have both a Unit Module ({2}) and a Fluid Module ({3}) attached to the {1} (1). Select either module, click 'assign a contract' (2), and assign the contract you wish to begin (3). Note that any other attached module will be auto assigned to the appropriate type of material if compatible with the contract."; {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "Once your {1} modules are supplied with the correct amounts of required goods, the {0} will automatically travel to the settlement to exchange the goods. Contracts enable you to trade as much as you want without any time restriction"; "TutorialOnCopySettings__part1" = "This tool enables you to copy configuration from one building to another. You can even drag over multiple buildings to mass apply the selected configuration."; {0} = shortcut key "TutorialOnCopySettings__part2" = "This tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). Then click on the building you want to copy settings from (2). Finally click on or drag across as many other similar buildings to paste those settings (3)."; "TutorialOnCopyTool__part1" = "This tool allows you to select one or more buildings to copy and place elsewhere. This allows you to effortlessly copy existing factory designs to scale your production."; {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "To copy several buildings at once, press {0} or click the icon in the toolbar (1) to select the copy tool then click and drag across the desired buildings (2) tool. Let go of the mouse button and drag to where you want to place your copied buildings and left click once to place (3). You can copy a single building by hovering over it and pressing {1}."; {0} shortcut key "TutorialOnCopyTool__part3" = "This tool copies configurations of buildings by default. You can hold the {0} while placing a building to prevent it from copying the configuration. Copies buildings will be constructed as new ones. "; title of message or tutorial "TutorialOnCrisis__name" = "Crisis management"; "TutorialOnCrisis__part1" = "From time to time, your island might get into a crisis – fuel running out, no power, low maintenance, etc. Obviously, it is never your fault. It’s always caused by the people on the island doing a bad job. However, there are ways to avoid some of the issues early on."; "TutorialOnCrisis__part2" = "You can pin / unpin products you would like to monitor in your right side panel. By clicking on this panel it will open your global statistics which showcases inventory across your island. Click on the pin icon to keep this product shown at all times."; "TutorialOnCrisis__part2Heading" = "Pinning important products"; "TutorialOnCrisis__part3" = "It is recommended to set up storage alerts for products like {0} or products that are critical for maintenance or settlement services. Getting notified early on gives you time to react. You can also set up dedicated storages, fill them with emergency supplies and disable truck export. This way, you have emergency supplies whenever you need them."; "TutorialOnCrisis__part3Heading" = "Storage alerts"; "TutorialOnCrisis__part4" = "Most of your machines and buildings are assigned a priority. The lower the number the higher the priority is and the more likely they get power, unity, workers, maintenance and more. So having the most critical infrastructure on an increased priority is a great way to go."; "TutorialOnCrisis__part4Heading" = "Priority system"; "TutorialOnCrisis__part5" = "Running out of power is no fun and there are several ways to avoid that. The first step is to set up alerts for storages that feed power-making machines, for example, coal and water storage that feed boilers used to produce steam for generators. This way, you know that coal or water are getting low before the power supply halts entirely."; "TutorialOnCrisis__part5Heading" = "Power crisis management"; {0} - keep full "TutorialOnCrisis__part6V2" = "You can also give an increased priority to a storage that feeds your power plant. You must first have the {0} slider (1) moved away from the default location or you will not see the priority selection screen (2). "; "TutorialOnCrisis__part7a" = "The most robust but expensive setup is to have a backup plant like in the real world. This can, for instance, be an array of diesel generators that are ready to kick in when power drops."; {0} - Diesel generator "TutorialOnCrisis__part7b" = "This works by default because a {0} has lower production priority than standard generators connected to turbines. You can reconfigure power generation priority for any power generator yourself. Note that machines consume less maintenance when they are idle."; {0} - Unity "TutorialOnCrisis__part8V2" = "In case of the worst emergency, you can also boost a machine. Boost enables machines to work without power at the monthly cost of {0}."; "TutorialOnCutTool__part1" = "This tool is similar to the copy tool, but it removes the copied buildings. It only works for ghost buildings whose construction has not started yet."; {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). You can also press {1} while hovering your cursor over a building to cut it instantly, which can be handy when making quick adjustments."; title of message or tutorial "TutorialOnDiesel__name" = "Diesel production"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "{0} can be produced by distilling {1} in the {2}. To extract {1}, build an {3} on top of an oil reservoir. When an {3} is selected for building, you will see black bars revealing locations of the oil reservoir."; "TutorialOnDiesel2__part2" = "The resources overlay can be also displayed at any time by toggling it in the bottom-left panel."; {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "When production buildings are selected, icons showing input and output products will be displayed above the connection ports so you can determine where everything will go in and come out. Connect 3x {0} to a {1} using pipes."; {0} = crude oil "TutorialOnDiesel2__part4" = "There are limited underground supplies of {0} on the island. Later in the game you will be able to find additional {0} resources on the world map. In order to find them you will need to use your ship and explore the surroundings."; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "Diesel production is not a clean process, it produces {0} and {1}. {1} can be released via a {2} and {0} can be dumped into the ocean with a {3}. Note that releasing pollutants to the environment will have negative effects on your population when done in large volumes."; "TutorialOnDiesel2__part5Heading" = "Waste products"; title of message or tutorial "TutorialOnDumping__name" = "Dumping"; title of message or tutorial "TutorialOnFarmFertility__name" = "Farm fertility"; title of message or tutorial "TutorialOnFarming__name" = "Farming"; "TutorialOnFarming__part2" = "Farms grow crops, and crops can be used in various places but mainly to feed your people. But crops don’t grow for free, they consume water and fertility."; "TutorialOnFarming__water" = "Soil water level is replenished by rain and this is mostly sufficient for crops with low water demands (such as potatoes). However, rain is not a reliable water source and crops can yield less or even dry out and die when not having enough water."; "TutorialOnFarming__water2" = "Having an external source of water is vital for reliable farming. This requires upgrading farms with irrigation systems (unlocked via research). Irrigated Farms only consume water when the soil gets dry so externally supplied water does not get wasted."; "TutorialOnFarming__waterHeading" = "Soil water level"; "TutorialOnFertility__fertilizers1" = "Farmer’s biggest dream are fertilizers. They can increase the soil fertility beyond the natural equilibrium value, some even beyond 100%!"; "TutorialOnFertility__fertilizers2" = "To make fertilizers work, you need to connect a pipe with fertilizer product to the farm (1) and drag the fertility target slider (2) to the desired level. The farm will automatically fertilize the soil to the selected level. Note that each fertilizer type has its own maximum fertilization target which is displayed in the Fertilizers Overview UI."; "TutorialOnFertility__fertilizers3" = "Note that the higher your soil fertilization target is the lower the natural replenishment is. And once fertility climbs above 100%, the natural replenishment will turn negative which will require even more fertilizer to sustain it."; "TutorialOnFertility__fertilizersHeading" = "Fertilizers"; "TutorialOnFertility__part1" = "Crop yield is based on soil fertility. If a farm has 50% soil fertility it will only have a 50% yield of products. Crops consume fertility as they grow but fertility is also naturally replenished over time (an empty farm would eventually reach 100% fertility)."; "TutorialOnFertility__part2" = "Note that soil fertility does not affect crop water consumption or growth duration. This means that crops growing on more fertile soil will not only yield more but also will be more water-efficient (greater yield for the same amount of water)."; fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently "TutorialOnFertility__part3" = "Over time, crop fertility consumption and natural replenishment will stabilize at a value called fertility equilibrium. This value represents an estimate of average soil fertility based on the current growth schedule. The equilibrium exists because crop fertility consumption is constant but the natural replenishment speed increases as soil fertility gets lower."; {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "Growing the same crop more than once in a row will impose {0} penalty on fertility. This can be avoided by planting different crops in a crop rotation schedule. You can plant {1} which does not yield any useful products but helps to regenerate soil fertility and eliminates same-crop fertility penalty when planted between other crops."; "TutorialOnFertility__rotation2" = "You can also leave the field empty with no crop planted. This gives the soil time to regenerate fertility naturally but it won’t eliminate the same-crop fertility penalty on its own."; "TutorialOnFertility__rotationHeading" = "Crop rotation"; title of message or tutorial "TutorialOnFurnace__name" = "Iron Scrap smelting"; title of message or tutorial "TutorialOnHealth__name" = "Health & pollution"; "TutorialOnHealth__part1" = "Your population has health. If health is positive, your population grows and provides you with extra unity. If health goes negative, your population starts to decline."; "TutorialOnHealth__part2" = "You can increase your population's health by providing them with a variety of food, water, and healthcare."; "TutorialOnHealth__part2Heading" = "Positive effects"; "TutorialOnHealth__part3" = "Your population's health decreases if you emit pollution (air or water). Pollution on your island is global, so moving smoke stacks farther from your settlement won’t help. It is a good idea to keep your eye on how much pollution you emit."; "TutorialOnHealth__part3Heading" = "Negative effects"; "TutorialOnHealth__part4" = "When something emits pollution, it is displayed in the right side of the recipe UI as shown below."; "TutorialOnHealth__part5a" = "Your population can suffer from diseases. There are diseases that just come and go and it is not possible to completely prevent them from happening. Providing healthcare can significantly reduce their negative impact."; "TutorialOnHealth__part5b" = "There are also diseases that can occur due to bad conditions in your settlement, for instance lack of clean water or too much trash. There are no diseases from pollution as pollution gives a health penalty directly."; "TutorialOnHealth__part5Heading" = "Diseases"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "The {0} can process both {1} and {2} by toggling both recipes on. To do so, turn on the {1} recipe by clicking on it."; {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "The priority of recipe execution depends on their order which can be changed using the arrows on the left (1). If you want to prioritize {0} processing over {1}, click the up arrow on the {0} recipe for it to move above the {1} recipe."; {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "With {0} being smelted, the {2} will produce {1}. {1} can be dumped anywhere on the island by placing dumping designations (unless you prevent {1} dumping by changing the global dumping filter). Trucks will always prioritize delivering {1} and other materials to where it is needed before dumping it (e.g. concrete production). Dumping {1} is important as typically your smelting industry will produce way more {1} than you can use. Dumping it has no pollution effect."; title of message or tutorial "TutorialOnIronOreSmelting__name" = "Iron ore smelting"; title of message or tutorial "TutorialOnMaintenance__name" = "Maintenance"; {0} = Unity "TutorialOnMaintenance__part1" = "Maintenance is a crucial global resource that is required by vehicles and buildings to keep operational otherwise they break down and stop working. Maintenance level of each entity can be seen on the bottom of its window (1). In an emergency, broken entities can be instantly repaired using {0} (2)."; {0} = Maintenance depot "TutorialOnMaintenance__part2" = "In order to produce maintenance you need to build a {0} and supply it with the necessary materials."; "TutorialOnMaintenance__part3" = "You can see the current Maintenance amount on the right side of the screen (1). You can also see Maintenance Production and Consumption over time in the Statistics screen (2)."; title of message or tutorial "TutorialOnMineTower__name" = "Mining"; "TutorialOnMining__part1" = "You can remove any material from the terrain by mining it with your excavators and add material by dumping it with trucks."; "TutorialOnMining__part10" = "Below is an example of how a mining designation starting at surface level is reachable only if it touches the surface. The top designation is reachable as denoted by the yellow color. The bottom starts one level below the surface and is not reachable, denoted by the orange color with red borders."; {0} = shortcut key "TutorialOnMining__part11" = "Use the {0} key to switch to the ramp mode. Then you can snap to a previous flat designations and extend a ramp from there."; "TutorialOnMining__part11Header" = "Creating Ramps"; "TutorialOnMining__part12" = "Each designation square can be mined by only one excavator at a time. Be sure that there are enough available designations if you have multiple excavators."; "TutorialOnMining__part13" = "You can see available resources by toggling a resource overlay in the bottom-left corner of the screen."; "TutorialOnMining__part13Header" = "Resources layer"; {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "While dumping designations can be placed anywhere on the island, mining designations must be within a {0} managed area. With a mine control tower selected, click the {1} button to outline a new area."; {0} = Mine control tower "TutorialOnMining__part3" = "Trucks and excavators must be assigned to a {0} in order for mining to begin. Excavators mine designated terrain while trucks transport the mined materials from the excavators to machines, storages, or any available dumping areas."; {0} = shortcut key "TutorialOnMining__part4" = "To mine the terrain, select the mine designation tool {0} from the bottom toolbar (1), and click and drag on the terrain to designate your mining area (2)."; "TutorialOnMining__part4Header" = "Mining designations"; "TutorialOnMining__part5" = "Designations denote how the terrain will be shaped after mining."; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "This tool behaves the same as the dumping designating tool. {0} will toggle between flat or ramp designations. Pressing {1} will toggle the ramp direction either up or down when placing beside another designation."; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "Move the height up or down using {0} and {1} respectively."; {0} = shortcut key "TutorialOnMining__part8" = "Rotate the ramp direction using {0}."; "TutorialOnMining__part9" = "Mining designations have to start at or above the terrain, otherwise, they won’t be reachable by your excavators. If an edge of designation is not reachable, a red line is displayed. If there are red lines all around a designated area, that means that it cannot be mined."; "TutorialOnPathing__part1" = "If your vehicle has issues reaching its target because there is no valid path, you can investigate this situation by toggling its navigation overlay. Each type of vehicle has its own overlay. Trucks delivering construction materials have some distance tolerance but vehicles performing regular duties need to be able to navigate near their target."; "TutorialOnPathing__part3" = "Sometimes, vehicles can get stuck. You can always recover a vehicle using the recovery action. To avoid situations like this, use wide ramps and retaining walls during mining to prevent terrain collapse."; "TutorialOnPathing__part4" = "Sometimes, trucks can not access certain buildings due to obstacles such as terrain or other buildings. Instead of rebuilding parts of your factory to accommodate the vehicles, you can turn off import or export at the problematic building to prevent vehicles from trying to access it."; "TutorialOnPauseTool__part1" = "This tool enables pausing and unpausing individual entities such as machines or vehicles. It also supports mass pausing / unpausing by dragging over an area."; {0} = key shortcut "TutorialOnPauseTool__part2" = "The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). When you drag over an area with non-constructed buildings it will toggle the construction pause, otherwise, it will toggle the regular pause. If any entity in the selection is paused, it unpauses everything selected, otherwise, it pauses everything selected."; "TutorialOnPlanning__part1" = "The Planning Mode is toggleable mode that makes any building placed to be initially paused. You can toggle Planning Mode on and off by clicking the Planning Mode button in the bottom left corner toolbar. Buildings with paused construction are colored Gray as shown below."; {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "Turning off Planning Mode does not unpause buildings that were placed while it was on. To unpause buildings placed, use the {0} (1). You can also select a building that was placed in {1} and unpause it by clicking the pause button on the Construction Inspector window (2)."; "TutorialOnPlanning__part5Heading" = "Color Statuses of Construction"; "TutorialOnPlanning__part6" = "When placing buildings, the color of the building ghost itself will change depending on its construction status."; "TutorialOnPlanning__part7" = "Buildings colored White are planned for construction and are currently paused. Blue colored buildings are currently being constructed. Red colored buildings are currently being deconstructed."; title of message or tutorial "TutorialOnPopsAndUnity__name" = "Population and Unity"; "TutorialOnPopsAndUnity__part1" = "Population is one of the most important pillars of your economy. You need to provide your people with housing, food, and other services and in return they will work for you."; "TutorialOnPopsAndUnity__part2" = "People live in settlements. One settlement can be composed of one or more attached housing units and service buildings. You can have more than one settlement, but each requires its own services."; "TutorialOnPopsAndUnity__part3" = "If there are more people than housing capacity, some will become homeless. Homeless people are very unhappy and they won’t work for you."; {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "Population will naturally increase over time if people are healthy and housing is available. You can control the growth rate using edicts in the {0}."; {0} = Unity "TutorialOnPopsAndUnity__part5" = "{0} is a virtual resource that is generated when people are well and happy. The more services and comfort you provide, the more united they will feel, and generate more unity in return."; {0} = Unity "TutorialOnPopsAndUnity__part6" = "{0} can be spent on special tasks such as research, trade, work at remote mines, or vehicle recovery. Actions that require unity are usually denoted by purple color."; {0} = Unity "TutorialOnPopsAndUnity__part7" = "{0} can be extremely helpful in emergency situations. For example, {0} actions allow to instantly deliver products for construction or boost production of selected machines. It is advised to always keep some unspent {0} for when it is needed the most."; {0} = Unity "TutorialOnPopsAndUnity__part8" = "An overview of {0} gain/loss can be seen in the population overview window. The maximum amount of {0} that can be accumulated is determined by the amount and quality of housing. Recurrent unity gain/loss is computed on a monthly basis."; "TutorialOnRoutes__part1V2" = "Trucks deliver cargo automatically based on the priority settings of source and destination building. Sometimes you may want to have a greater control over delivery source/destination or servicing vehicles. Custom routes offer this control and can increase efficiency and reliability of logistics."; {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) "TutorialOnRoutes__part2V2" = "A {0} can be assigned to export mined products to specific storages. To do this, select a {0} (1) and then click the {1} button under {2} (2) then click on desired storages. "; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "Assigned storages can be seen in the {0} and right-clicking on their icon will delete the route. The routes can be also removed by clicking on the {1} button again and clicking on previously assigned storages."; {0} = Mine control tower "TutorialOnRoutes__part4V2" = "When a {0} has export routes set up to storages with certain products, trucks will deliver these products only to the assigned storages and nowhere else."; {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "Custom routes can be also used to assign a {0} to a {1} to specify fueling preferences for trucks and excavators."; "TutorialOnRoutes__part8" = "It is recommended to use custom routes wisely and put them in places where it helps the most. Micromanaging every single storage with custom routes can lead to unnecessary complexity in your logistics system and can cause troubles during your future factory expansion."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "Custom routes can be also set up between storages to further optimize your operations as shown below. Just make sure that the destination storage has the {0} slider set (1). You can optionally assign trucks to the receiving storage to solely service this supply line (2). There are also two toggles (3) that let you restrict the storage to only accept connected storages and assigned trucks."; {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "Following example shows how a conveyor belt together with custom routes can reduce truck trips while dumping excess mined material. First, assign the {0} to a nearby storage (1). The storage is connected via a long conveyor belt (2) to another storage. The second storage is set to export to the nearby tower (3) which has an area marked for dumping."; title of message or tutorial "TutorialOnShipRepair__name" = "World exploration"; "TutorialOnShipRepair__part1" = "You can use your ship to explore the world map. You can discover supplies to bring back to your island, other settlements to trade with, world mines to exploit, and more."; {0} -> key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "To start exploring, open the world map ({0} key), select a destination (1), and click {1} (2). Once the ship arrives, it will start exploring. Exploration takes some time and you will be notified when it is complete."; "TutorialOnShipRepair__part2Heading" = "Exploration"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "All the items that your ship brings will be automatically unloaded to the {0}. Just make sure that the {0} has enough free space. You can toggle on {1} to task your trucks to actively unload all cargo if there is storage available."; "TutorialOnShipRepair__part4Heading" = "Ship range and fuel"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "The ship needs fuel to travel and exploration of a new location requires an additional amount. In order to load the ship with fuel, select the {0} and drag the green slider of the fuel buffer to the right. Fuel can be delivered by trucks or via pipe."; "TutorialOnShipRepair__part5" = "Some areas may be occupied by enemies or pirates. You cannot pass through these areas or explore them unless you defeat the pirates first. If your ship has no weapons equipped, it will automatically try to escape, otherwise, the battle will start."; "TutorialOnShipRepair__part5Heading" = "Enemies and pirates"; {0} - Shipyard "TutorialOnShipRepair__part6" = "Many components of the ship can be added or upgraded. Upgrades are performed in the {0}. The {0} prepares any required components regardless of whether the ship is present or not. Once upgrades are prepared, they get automatically applied when the ship arrives."; "TutorialOnShipRepair__part6Heading" = "Ship upgrades and weapons"; {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "The {0} allows smelting products such as ores and scrap into molten materials. The {1} can be used to cast molten materials to slabs."; {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "In order to produce iron plate you can use {0} gathered from the abandoned buildings nearby. Later on you will be able to set up a mining operation to smelt {1} directly."; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "Build a {0} and 2x {1}. Connect them together using {2}. The molten channels are needed since the molten iron is too hot to be transported by trucks."; {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "Build and attach a {0} to the {1} either directly or via pipe (which can be found in the transports category)."; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "Since you don’t have access to coal mining yet, build a {0} to produce coal from wood. Don’t forget to attach a {1} to it as well. You can even share the same {1} which is used for {2}. To learn how to get wood, read the tutorial for {3}."; {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "Watch the furnace recipe in progress whilst trucks automatically supply it with {0} and coal. Iron slabs produced in a {1} will be stored there until trucks can find a place for them to be delivered. Later, you will be able to unlock and build conveyor belts to deliver iron directly to your production buildings or storage."; "TutorialOnStorage__part1" = "It is beneficial to use conveyor belts and pipes to transport goods from production buildings to storages and let trucks to balance the inventory between storages. This helps keep truck utilization high since they can always travel fully loaded. It also gives machines an extra input and output buffer for uninterrupted operation."; {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "For example, {0} can benefit by having {1} and {2} storage silos attached via conveyor belts."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "A storage unit will not actively request products from trucks by default. To change this, drag the green slider marked as {0} to the right. This makes the storage request products until it gets filled up to the green slider."; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "For storages that you do not want full (such as {0}, pictured below), you can use the {1} slider to set the threshold which vehicles will automatically retrieve materials and store them at another available storage."; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "Note that the red/green sliders have no effect on connected transports. For example, a storage set to {0} will still continue to output products via connected transports, ignoring any rules set to the storage."; "TutorialOnStorage__part6" = "You can also set up alerts to be notified if the storage becomes either too full or too empty which would prevent connected machines from performing correctly. This is ideal for alerting you if a critical material providing storage, such as coal to a power plant, is running low."; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "Once machines are connected via transports and a first product is delivered / received, trucks will no longer try to deliver / receive that type of product. You can manually override this behavior via the logistics panel in each machine in {0} and {1} panels."; title of message or tutorial "TutorialOnStoragesAndTransports__name" = "Storages with transports"; "TutorialOnTerDumping__colorsDesc1" = "The colored outlines on the designation squares lets you determine many things."; "TutorialOnTerDumping__colorsDesc2" = "light green square: is accessible and will be used"; "TutorialOnTerDumping__colorsDesc3" = "yellow green square with a red outline: is not accessible yet"; "TutorialOnTerDumping__colorsDesc4" = "darkened green square: already fulfilled and will be ignored"; "TutorialOnTerDumping__colorsDesc5" = "The numbers on the designation indicate the height of the terrain level."; {0} = key shortcut "TutorialOnTerDumping__part1" = "To dump materials on the terrain, select the dumping designation tool {0} in the bottom toolbar (1). Hover over the terrain to see your starting direction and elevation of the tool (2). Left click and drag to create a dumping designation (3). Important is that dump designations should start at or below terrain, otherwise they cannot be accessed by trucks."; {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "The {0} has the option to filter what products can be dumped within its managed area. This managed area ignores the global dumping filter which is ideal for restricting what materials can be dumped. For example, you can only allow {1} to be dumped in a specific area by removing it from the global dumping filter and adding it to dumpable products in the {0} window."; {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "{0} dumping filter"; "TutorialOnTerDumping__part2" = "Dumping designations show what the terrain will look like when completed."; {0} = key shortcut "TutorialOnTerDumping__part3" = "The {0} key will toggle the designation tool between a sloped designation (1) for placing terrain in an ascending / descending ramp and flat designation (2)."; {0} = key shortcut "TutorialOnTerDumping__part4" = "The {0} key (1) will rotate ramp designations clockwise to choose which direction the slope will go. When snapped to another designation the {0} key just toggles the slope (2)."; {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "The {0} and {1} keys (1) will raise (2) and lower (3) the designation respectively, allowing you to control the target height. Remember that dumping designations with all edges above the terrain cannot be accessed by trucks."; "TutorialOnTerDumping__part7" = "Trucks dump products automatically. If there is a dumpable product that needs to be disposed of and no machine or storage that accepts it, trucks will automatically navigate to the nearest designation to dump it."; {0} = key shortcut "TutorialOnTerDumping__part8" = "There are many products that can be dumped. If you are ever curious if a product can be dumped, open the Recipes screen {0} by clicking on the icon in the bottom right (1), navigate to the product (2), and check if dumping is an option for consumption (3)."; "TutorialOnTerDumping__part8Heading" = "What can be dumped"; {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "Global dump filters choose what products can be dumped in designated areas across the island by default. For example, if you only wanted {0} and {1} used as dumping materials, you could remove any other products listed there besides those two."; "TutorialOnTerDumping__part9Heading" = "Global dump filters"; title of message or tutorial "TutorialOnTransports__name" = "Pipes & conveyor belts"; {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "Trucks can go under any conveyors or pipes that are at height {0} or higher. However, taller vehicles such as excavators cannot go under them. In order to let taller vehicles pass, you must build a {1}."; "TutorialOnTransports2__part1" = "Transports (pipes and conveyor belts) are an alternative way of transporting products around your factory. They reduce demands on your truck logistics and make product deliveries more steady."; {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "You can see which products are making trucks the most busy in the {0} tab."; {0} = technology title "TutorialOnTransports2__part3" = "Split and merge transports by simply connecting them to each other. If you need control over priorities and ratios, research {0} to get balancers with advanced capabilities."; "TutorialOnTransports2__part4" = "You can also start building a transport by hovering over the red/green arrow next to a building/transport port while the construction menu is open."; {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "Most of the transports (except {0}) can go up/down by pressing {1} keys during the design process. This is handy when trying to make space for vehicles to go under."; {0} = key-binding "TutorialOnTransports2__part7" = "You can build transports stacked on top of each other. To make it easier, toggle {0} key while placing a transport to prevent it from snapping to any existing one."; title of message or tutorial "TutorialOnTreesPlanting__name" = "Tree planting"; "TutorialOnTreesPlanting__part1" = "Tree planting provides a renewable source of wood. To start, you need to obtain tree saplings by growing them on farms."; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "A {0} is required to designate tree replanting zones. It has an area which is the working space where the assigned vehicles will operate. It can be changed similarly as in {2}. To plant & harvest trees, you need to place forestry designations inside the area by clicking on {1}."; {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "You also need to build a vehicle called {0} and assign it to the {1}. Once tree saplings are available, the {0} automatically picks them up and plants them onto the designations."; "TutorialOnTreesPlanting__part4" = "Tree harvesters will automatically cut down fully grown trees as long as the trees are situated on tower’s designations."; {0} - Tree planter "TutorialOnTreesPlanting__part5" = "You can also place trees manually to have them planted exactly where you want. The available types of trees can be found in the build menu. Manually placed trees are planted by the {0} as well."; title of message or tutorial "TutorialOnTrucks__name" = "Trucks"; "TutorialOnTrucks__part1" = "Trucks are the most versatile option to transport products around the island. They can transport almost every product except molten materials or hot gasses such as steam."; "TutorialOnTrucks__part2" = "Anytime there is a machine that needs a product, trucks will try to find a source and deliver it. The same goes for construction."; "TutorialOnTrucks__part3" = "Trucks can get very busy if there are lots of jobs to do. You can see the current load in the overview panel on the top left of the screen. If the load is high, consider building more trucks or automating products delivery building pipes and conveyors."; "TutorialOnTrucks__part4" = "When trucks become too busy, deliveries that are critical to your factory operation may not be completed on time. To help with this, you can set higher priority on places where products are needed the most. The lower the number, the higher the priority."; {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "Trucks usually wait until there is enough cargo to transport to make their trip worth it. If you want trucks to always prefer driving fully loaded to further optimize their journey, you can disable {0}."; "TutorialOnTrucks__part6" = "Don’t forget that trucks require fuel and maintenance, failing to provide these may grind your logistics to a halt and cause problems."; "TutorialOnUnityTool__part1" = "You can use unity to instantly deliver/remove products to/from construction in order to finish construction projects quickly."; "TutorialOnUnityTool__part2" = "This tool enables you to drag over an area to order quick delivery/removal for all selected buildings. If there is no product delivery possible, this tool will act as a boost toggle."; {0} = shortcut key "TutorialOnUnityTool__part3" = "The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). Then click and drag across the desired buildings (2)."; title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "Vehicles accessibility"; "TutorialOnWalls__part1" = "When there is terrain dug from underneath a building or landslide that buries a building it may trigger building collapse. In that case the building gets lost and it can trigger further landslides and collapses. When mining a deeper mine, terrain can also collapse blocking vehicles from entering or exiting the mine."; "TutorialOnWalls__part2" = "Each material has its own properties on how steep an angle it can hold until it collapses."; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "You can build {0} to prevent terrain from uncontrolled collapse. These are designed to hold terrain in place. They can hold up to {1} tiles of terrain."; {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "Retaining walls are best built before mining/dumping. They also cannot be built on top of any previously designated mining/dumping areas. Use {0} and {1} keys to raise or lower the wall."; {0} = number (e.g. 5) "TutorialOnWalls__part5" = "Any terrain higher or lower than {0} beside the retaining wall will cause it to collapse."; {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "{0} can be also used to create a contained place for dumping in otherwise unsuitable areas."; title of message or tutorial "TutorialOnWasteDumping__name" = "Dumping waste"; "TutorialOnWasteDumping__part1" = "Your population generates waste that needs to be collected to maintain healthy conditions in your settlement."; {0} = waste module "TutorialOnWasteDumping__part2" = "Build a {0} and attach it to your settlement. It will automatically store waste generated by the settlement’s population."; {0} = key shortcut "TutorialOnWasteDumping__part3a" = "Set up dumping designations ({0}) anywhere on your island."; {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "Your trucks will automatically pick up waste from {0} and dump it on the ground. To learn more about dumping, see the {1} tutorial"; "TutorialOnWasteDumping__part4" = "Note that the amount of general waste your population produces depends on the amount of supply they get and whether they recycle. It is not possible to get rid of the general waste entirely, but later on you will be able to research more ways to deal with the waste."; title of message or tutorial "TutorialOnWorldEntities__name" = "World structures"; {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "When you first discover a world mine, you must repair it before exploiting it. This is done by selecting the structure icon on the map and clicking {0} (1). The {1} will now have the option of loading the supplies necessary to repair that structure (2). Once loaded, they must be delivered by your main ship to begin the repairs."; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "World Structures have a configuration window when selected on the {0} (1). You can select the {1} (2) that determines the rate of production but it also affects how many workers are required to work there and the {2} cost associated with it (3). You can increase the maximum {1} by upgrading the structure (4). In emergencies, you can load cargo to your ship when it’s present (5)."; {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "For more information on using cargo ships and depots to automate collection of these supplies, visit {0} tutorial."; button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "Reset progress"; text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "Reset done!"; title for a button that enables to reset tutorial progress "TutorialReset__Title" = "Tutorial progress"; tooltip "TutorialReset__Tooltip" = "Resets your tutorial progress so you get notified on any new tutorial which you have already seen before."; Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "Enables tutorials and goals that grant rewards on completion"; Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "Tutorials (recommended)"; title of message or tutorial "TutorialTreeHarvesting__name" = "Tree harvesting"; title for user interface settings "UiSettings_Title" = "User interface"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "Unassign"; tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Removes the vehicle from the current assignment."; virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "Unity is important to run things such as research labs, oil rigs or edicts. Unity can be increased by providing better services to your settlements or building a better housing. Unity from settlements is generated on monthly basis."; title of a panel showing the current global Unity capacity "UnityCap__Title" = "Unity cap"; "UnityCap__Tooltip" = "The maximum amount of Unity that can be accumulated. Typically increases with the amount of housing and its quality."; example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract "UnityPerShip" = "ship"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' "UnityStr_Format" = "{0} Unity"; title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this short! "UnityTool" = "Unity tool"; tooltip "UnityTool__Tooltip" = "Click or drag over an area of structures to apply this tool. It performs quick build, quick removal, or toggles production boost based on the context."; title of a panel that lists all the things that player unlocks by a research "Unlocks" = "Unlocks"; Group heading for all saves with no game name shown in the game column of the load & save window "UnsortedSaves__Title" = "Unsorted saves"; "Update1__BlueprintsCopied" = "Your blueprints were copied to the new location shown below."; "Update1__LocationChange" = "The game also uses a new folder location to store your save files."; shows new blueprint files location "Update1__NewBlueprintsLocation" = "New blueprints location:"; shows new save files location "Update1__NewSaveLocation" = "New location:"; "Update1__OldLocationStillExists" = "Note: The old folder still exists, and contains data from the game version before Update 1."; shows old save files location "Update1__OldSaveLocation" = "Old location:"; placeholder of a text area for description input "UpdateDescription__Placeholder" = "Type description."; title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "Update description."; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "Update description for this item."; button to upgrade something "Upgrade" = "Upgrade"; explains that upgrade is currently being in progress "UpgradeInProgress" = "Upgrade in progress"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "Upgrade"; tooltip "UpgradeTool__CancelTooltip" = "Right click or drag over an area of structures to cancel any ongoing upgrades"; tooltip "UpgradeTool__Tooltip" = "Click or drag over an area of structures to upgrade them"; name "UpointsCat_Boost__name" = "Boost"; name "UpointsCat_Contract__name" = "Contracts"; name "UpointsCat_ContractEstablish__name" = "Contract establish"; name "UpointsCat_Decorations__name" = "Settlements quality"; name "UpointsCat_Edict__name" = "Edicts"; name "UpointsCat_FreeUnity__name" = "Free"; name "UpointsCat_Health__name" = "Health"; name "UpointsCat_Homeless__name" = "Homeless"; name "UpointsCat_IslandBuildings__name" = "Island buildings"; name "UpointsCat_OneTimeActions__name" = "One time actions"; name "UpointsCat_OtherDecorations__name" = "Other decorations"; name "UpointsCat_PopsAdoption__name" = "Pops adoption"; name "UpointsCat_QuickBuild__name" = "Quick build"; name "UpointsCat_QuickRemove__name" = "Quick remove"; name "UpointsCat_QuickRepair__name" = "Quick repair"; name "UpointsCat_QuickTrade__name" = "Quick trade"; name "UpointsCat_Rockets__name" = "Rocket launch"; name "UpointsCat_ShipFuel__name" = "Fuel for ships"; name "UpointsCat_Starvation__name" = "Starvation"; name "UpointsCat_VehicleRecovery__name" = "Vehicle recovery"; title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "Decorations"; title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "Bonus from decorations"; name "UpointsStatsCat_Services__name" = "Services"; name "UpointsStatsCat_WorldMapMines__name" = "World map mines"; short description of a machine "UraniumEnrichmentPlant__desc" = "Utilizes a large set of centrifuges to concentrate uranium-235 isotope out of natural uranium (a process called isotope separation). The resulting product is fissile uranium, ready to undergo a chain reaction in a nuclear reactor."; name of a machine "UraniumEnrichmentPlant__name" = "Enrichment plant"; name "UraniumMine__name" = "Uranium mine"; short description of a machine "VacuumDistillationTower__desc" = "Produces synthetic rubber."; name of a machine "VacuumDistillationTower__name" = "Rubber maker"; notification "VehicleGoalStruggling__name" = "{entity} is struggling to find a destination it can reach."; notification "VehicleGoalStrugglingCannotGoUnder__name" = "{entity} is struggling to find a destination it can reach."; notification "VehicleGoalUnreachable__name" = "{entity} cannot reach destination."; notification "VehicleGoalUnreachableCannotGoUnder__name" = "{entity} cannot reach destination."; notification "VehicleIsBroken__name" = "Vehicle is broken as it lacks maintenance"; truck job status message "VehicleJob__DrivingToGoal" = "Driving to destination"; truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "Invalid state"; truck job status message "VehicleJob__Loading" = "Loading cargo"; vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "Navigating"; truck status when truck is adding / removing a ground surface (e.g. concrete) "VehicleJob__ProcessingSurface" = "Processing surface"; truck job status message "VehicleJob__SearchingForDesignation" = "Searching for a valid terrain designation"; truck job status message "VehicleJob__Unloading" = "Unloading cargo"; vehicles cap increase increase, all caps Example: 15 vehicle cap. Meaning: this will increase the global limit of vehicles that the player can have. "VehicleLimitIncrease" = "+{0} VEHICLE CAP"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "Vehicle limit reached!"; notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} has no fuel"; notification "VehicleNoReachableDesignations__name" = "{entity} has no reachable terrain designations"; description for vehicle ramps "VehicleRamp__desc" = "Allows vehicles to cross obstacles such as transports."; name "VehicleRamp__name" = "Vehicle ramp (small)"; name "VehicleRamp2__name" = "Vehicle ramp (medium)"; name "VehicleRamp3__name" = "Vehicle ramp (large)"; vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "Tree harvesting"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "Assigned to buildings"; list of vehicles assigned to mining "VehiclesAssignedToMining" = "Assigned to mining operations"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "Assigned to tree harvesting"; description of a machine "VehiclesDepot__desc" = "Allows building vehicles such as trucks and excavators."; building or machine "VehiclesDepot__name" = "Vehicles depot"; building or machine "VehiclesDepotT2__name" = "Vehicles depot II"; building or machine "VehiclesDepotT3__name" = "Vehicles depot III"; tooltip "VehiclesLimit__Tooltip" = "Number of vehicles owned / limit of vehicles. The limit can be increased via research."; example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "Vehicles maintenance"; window that provides management & overview of all the vehicles "VehiclesManagement" = "Vehicles management"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} driver"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "idle: {0}"; example: 'Version: alpha 1.0.0' "Version" = "Version: {0}"; title of video settings "VideoSettings_Title" = "Video"; shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "press now"; title of message or tutorial "WarningLowDiesel__name" = "Low diesel!"; "WarningLowDiesel__part1" = "Global supply of diesel is critically low! You are at high risk of running out of diesel. When all your diesel supplies are depleted, all vehicles and diesel generators will stop working. Without working logistics and electricity generation your economy will halt."; {0} = Oil Pump "WarningLowDiesel__part2" = "Make sure that you have sufficient diesel production and that you are extracting enough crude oil. You can boost an {0} using Unity which will not only speed it up but also it makes it work without the need for electricity."; title of message or tutorial "WarningLowMaintenanceNoDepot__name" = "Low maintenance!"; "WarningLowMaintenanceNoDepot__part1" = "Some entities are running out of maintenance and they may start breaking down soon."; {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "In order to get more maintenance, you should prioritize researching and building a {0}. Once operational, you will need to supply it with products and it will start maintaining all your machines and vehicles."; "WarningLowMaintenanceNoDepot__part3" = "In the meantime, you can spend Unity for quick-repair action to fix machines or vehicles that are needed the most."; title of message or tutorial "WarningNoWorkersNoBeacon__name" = "No workers!"; "WarningNoWorkersNoBeacon__part1" = "You have no more free workers on your island. Everyone is already busy working. Some buildings or vehicles will not be able to operate."; {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "In order to get more people, you should prioritize researching and building a {0}. It will help to attract more refugees to your island and you will not only get more workers but also some extra materials from them. The effectiveness of the beacon will decline over time. So you should prioritize repairing the ship to bring more people and resources to the island."; "WarningNoWorkersNoBeacon__part3" = "In the meantime, you can pause some buildings that you need the least to free up some workers."; "WarningPrefix" = "Warning:"; name: toolbar category name "wasteCategory__name" = "Waste management"; short description: {0} is an integer specifying max height such as '5' Dumps liquids into the ocean. "WasteDump__desc" = "Dumps liquid into the ocean. Some liquid will cause water pollution which can affect health and happiness of your people. Works at the maximum height of {0} from the ocean level."; name Dumps liquids into the ocean. "WasteDump__name" = "Liquid dump"; "WasteSortingOutputs__Tooltip" = "The ratios of individual output products depend on where the input recyclables come from (e.g. where they were produced and from which products). Which means that these ratios are subject to change based on production processes used."; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "Recycling can transform your island's economy in a significant way as it allows to recover a portion of raw materials from various sources like settlement, maintenance, or research. Recycling reduces the need for raw minerals extraction and thus also extends longevity of deposits. Places that support recycling will return '{0}'. This product can be separated via waste sorting plant into scraps (such as iron or copper scraps) which can be sent to any furnace for smelting. The ratio of materials recycled is based on '{1}' and more about that is explained in the waste sorting plant."; name "WasteSortingPlant__name" = "Waste sorting plant"; name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "Water chiller"; title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "Water collected"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "WaterConsumptionReduction__desc" = "Reduces water consumed in settlements and farms by {0}"; policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "Water saver"; name: name of a settlement service provided to pops "WaterNeed__name" = "Water"; short description of a machine "WaterTreatmentPlant__desc" = "Converts not so nice water to nice water. Just don't tell this to the people who drink it."; name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "Wastewater treatment"; short description "WaterWell__desc" = "This station can extract fresh water."; name "WaterWell__name" = "Groundwater well"; sets weather configuration to be dry "WeatherOption_Dry" = "Dry"; sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "Less dry"; option in WindowMode__Title setting "WindowMode__Option_Borderless" = "Borderless"; option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "Fullscreen"; option in WindowMode__Title setting "WindowMode__Option_Windowed" = "Windowed"; title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "Window mode"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "Windows shortcuts"; used like this '4 workers available' "Workers__Available" = "available"; used like this '4 workers needed' "Workers__Needed" = "needed"; tooltip "WorkersAvailable__Tooltip" = "The number of workers available. To get more workers increase your population. You can do so by building a beacon, explore the world map or apply edicts."; label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "Workers demand"; title of a panel showing quantities available to pick up by a cargo ship in the world "WorldCargo__Title" = "Available to pick up"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0} was fully repaired"; title of a location in the world map "WorldLocation__BeingExplored_Title" = "Exploration in progress!"; description of a location in the world map "WorldLocation__Explored_Desc" = "This was already explored."; title of a location in the world map "WorldLocation__Explored_Title" = "Fully explored"; description of a location in the world map "WorldLocation__Home_Desc" = "This is our home island!"; title of a location in the world map "WorldLocation__Home_Title" = "Home island"; description of a location in the world map "WorldLocation__Unknown_Desc" = "We need to explore this!"; title of a location in the world map "WorldLocation__Unknown_Title" = "Unknown location"; description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "Our ship is on way to explore this!"; description of a location in the world map "WorldLocation__WithEnemy_Desc" = "There is an enemy that needs to be defeated!"; title of a location in the world map "WorldLocation__WithEnemy_Title" = "Location with enemy"; description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "Our ship is on her way to the battle!"; button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "Enemy found"; title for ship orders "WorldLocation_Orders" = "Ship orders"; button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "Battle"; button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "Deliver cargo"; button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "Explore"; button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "Go home"; button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "Load cargo"; button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "Visit"; button to request ship to visit an already explored location "WorldLocation_StructureFound" = "Structure found"; title/tooltip of a button that opens the world map "WorldMap" = "World map"; description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "This site mines {0} when assigned with workers."; shown when e.g. an oil rig has a production penalty (the output is not just reduced, the non-mined product also gets wasted), example substitutes: {0} => 20% {1} => 12 "WorldMine_ReducedOutput" = "Warning: {0} of production is currently wasted due to a lack of Unity, resulting in an actual output of {1}. This penalty can increase over time."; provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' "WorldMine_ReserveEstimate" = "Years left: {0} (estimate)"; tooltip "WorldMine_ReserveEstimate__Tooltip" = "This rough estimate is based on the current production level. Idle times (such as due to a full output) are not accounted for, in which case the duration left might be greater."; tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. "WorldMine_ReserveTooltip" = "Shows the overall status of the reserve available in this deposit. This is a limited resource."; example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "This {0} needs to be repaired before we can use it."; example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "This {0} provides us with resources. To deliver the resources to our island we need to send our ship to fetch it. Or find & repair a dedicated cargo ship and build a cargo depot to automate the process."; production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip "WorldMineProductionLvl__Title" = "Production level"; station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "Production level determines output of this station but also increases its demands on workers, maintenance and Unity. Stations can be upgraded to provide even higher production levels."; shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' "WorldMineTitleWithLevel" = "{0} (Level {1})"; describes a settlement in the world map "WorldSettlement_NeutralDesc" = "This is a peaceful settlement we can trade with. We can also give them donations to increase our reputation and motivate some of their people to join our island or provide us with more trade deals."; Map description "YouShallNotPassStaticIslandMap__desc" = "Prepare for the ultimate challenge on You Shall Not Pass, an experimental map designed to push your skills to the limit! The starting point is a tiny valley with limited space, yet it is abundant in resources. Your task? Ascend to the top plateau before you run out of space (and coal). Once at the top, you are rewarded with a flat area for building a vast factory so you can utilize all the resources available to you.\n\nWill your excavators win the race against time or will your factory spiral out of control as your resources sputter out? Only the captains with the most robust plans (and trousers) can conquer this island of pain.\n\nThis map is for experts only.\n"; Map name "YouShallNotPassStaticIslandMap__name" = "You Shall Not Pass"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Flat balancer"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "U-shape balancer"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Molten balancer"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Allows distributing and prioritizing products using any of its two input and output ports."; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Pipe balancer";