example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "Accetta"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "Disattiva i flash (ad es. fulmini)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "Accessibilità"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "Attiva monitor"; Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "AddableMods__Tooltip"; could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "AdditionError__CollisionWith" = "Collisione con {0}"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "Sovrapposizione a terreno già assegnato"; {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 {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" = "Non può essere posizionato sopra un deposito esistente"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "Altezza di posizionamento non valida, deve essere posizionata tra le altezze {0} e {1} (incluse)."; could not place a building as some part needs to be in the ocean (e.g. ship depot) could not place a building as some part needs to be in the ocean (e.g. ship depot) "AdditionError__NeedsOcean" = "Una parte deve essere posizionata nell’oceano"; {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil {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" = "Non c'è un deposito di {0}"; could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "AdditionError__NotASurface"; could not place a farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "Alcuni terreni non sono coltivabili"; could not place a tree as the terrain is not fertile could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "Alcuni terreni non sono fertili"; could not place a building outside a predefined slot (e.g. shipyard module) could not place a building outside a predefined slot (e.g. shipyard module) "AdditionError__NotInSlot" = "Deve essere posizionato in uno slot evidenziato"; could not place a building because the terrain is not stable enough (for example landfill) could not place a building because the terrain is not stable enough (for example landfill) "AdditionError__NotStable" = "Parte del terreno è instabile"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "Accesso all'oceano bloccato"; could not place entity due blocked ocean access by an entity, {0} is entity name could not place entity due blocked ocean access by an entity, {0} is entity name "AdditionError__OceanBlockedBy" = "Accesso all'oceano bloccato da {0}, demoliscilo per sbloccare l'accesso."; could not place entity due blocked ocean access by terrain, {0} a positive integer could not place entity due blocked ocean access by terrain, {0} a positive integer "AdditionError__OceanBlockedByTerrain" = "L'accesso all'oceano è bloccato dal terreno nella posizione {0}, potrebbe essere necessario ripetere l'azione di ripristino."; could not place a building as it can't be placed in the ocean could not place a building as it can't be placed in the ocean "AdditionError__OceanNotAllowed" = "Non può essere piazzato nell'oceano"; could not place a building as it is outside of buildable area of the game (outside of the map) could not place a building as something was in the way (building, tree) "AdditionError__OutsideOfMap" = "Al di fuori dell'area edificabile"; could not place a building as something was in the way (building, tree) could not place a building as something was in the way (building, tree) "AdditionError__SomethingInWay" = "Qualcosa lo blocca"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "Il terreno è troppo elevato"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "Il terreno è troppo basso"; 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" = "Richiede una superficie di deposito con altezza di almeno {0}, altezza attuale: {1}"; could not place a tree as it is too close to another could not place a tree as it is too close to another "AdditionError__TooCloseToOtherTree" = "Troppo vicino ad un altro albero"; could not place a building because it already exists and only one is allowed in the game could not place a building because it already exists and only one is allowed in the game "AdditionError__Unique" = "L'edificio è unico ed è già esistente"; Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "AdditionWarning__HighLift"; title of a window that enables to install a new ship part title of a window that enables to install a new ship part "AddNewShipPart" = "Aggiungi nuova parte"; title of a panel that enables to adopt population from a village, the adopted population will join player's island title of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Title" = "Adotta popolazione"; tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Tooltip" = "Persone nell'insediamento che sono disposte a unirsi alla tua isola. Il numero di persone si incrementa naturalmente nel tempo, fino al raggiungimento del limite. La capacità e il tasso di ripopolamento sono influenzati dalla reputazione. Inoltre, alcuni insediamenti potrebbero non avere questa opzione."; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "Adotta {0} persona"; short description of a machine short description of a machine "AirSeparator__desc" = "Esegue un processo di distillazione criogenica a temperature che raggiungono i -200 °C per separare l'aria nei suoi componenti primari - ossigeno e azoto."; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "Frazionatore dell'aria"; Map description Map description "AlphaStaticIslandMap__desc" = "Mappa dalla versione Alpha. Una mappa equilibrata, ideale per i nuovi giocatori o per i giocatori occasionali. Si parte dalla piattaforma più bassa e si ottengono tutte le risorse iniziali necessarie. L'area iniziale ha molto spazio per posizionare tutte le banchine di carico. In seguito, vale la pena costruire rampe per raggiungere le altre due piattaforme per ampliare ulteriormente le operazioni di fabbrica e di estrazione mineraria.\n"; Map name Map name "AlphaStaticIslandMap__name" = "Nuovo Paradiso"; represents number of people in a settlement, example '2 pops' (keep it short) represents number of people in a settlement, example '2 pops' (keep it short) "AmountOfPops" = "{0} persona"; people who work somewhere. example: '1 worker', '2 workers' - keep it short! people who work somewhere. example: '1 worker', '2 workers' - keep it short! "AmountOfWorkers" = "{0} lavoratore"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "Permette il processo in cui microorganismi consumano materiali biologici in assenza di ossigeno per produrre combustibile e fertilizzante."; name of a machine name of a machine "AnaerobicDigester__name" = "Smaltitore"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_AddAnimals_Tooltip" = "Sposta gli animali da altre fattorie a questa fattoria"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "Sospendere la crescita"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "Ferma la riproduzione di animali in questa fattoria."; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "Rimuovi tutti"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_RemoveAnimals_Tooltip" = "Sposta animali da questa fattoria ad altre fattorie"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "Animali"; "AnimalFarm_TitleTooltip" = "Animali in questa fattoria. Puoi ottenere nuovi animali commerciando con un villagio. Una volta ottenuti alcuni animali, inizieranno a riprodursi naturalmente . Gli animali necessitano di cibo e acqua per sopravvivere."; notification notification "AnimalFarmMissingFood__name" = "{entity}: Cibo insufficiente"; notification notification "AnimalFarmMissingWater__name" = "{entity}: Acqua insufficiente"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "Abilita macellazione"; "AnimalSlaughtering__Tooltip" = "Quando attivo comparirà una linea rossa. Se il numero totale degli animali supererà la linea rossa verranno macellati per la produzione di carne. Nel caso in cui la linea è impostata su capacità massima vengono macellati solo i nuovi animali che non entrano nella fattoria. Se la macellazione è disabilitata non sarà prodotta carne."; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "Multisampling anti-aliasing (MSAA) {0}"; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "AntiAliasingRenderingSetting__MsaaShort"; rendering setting name "AntiAliasingRenderingSetting__Name" = "Anti-aliasing"; anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "Subpixel morphological anti-aliasing (SMAA)"; anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "AntiAliasingRenderingSetting__SmaaShort"; button to apply changes "ApplyChanges" = "Applica modifiche"; confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "ApplyChangesConflictPrompt"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "Applica impostazioni da"; short description of a machine name of a machine "ArcFurnace__desc" = "Fonde metalli grazie ad un potente arco elettrico. L'arco viene dispiegato utilizzando anodi di grafite che vengono parzialmente esauriti durante il processo a causa dell'elevato calore. Tenere conto che il forno consuma una quantità significativa di energia. Sarebbe educato informare la centrale elettrica locale prima di accenderla."; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "Fornace ad arco elettrico"; short description of a machine name of a machine "ArcFurnace2__desc" = "Questo forno è dotato di un sistema di raffreddamento per raggiungere in sicurezza temperature di esercizio più elevate. Ciò fornisce una maggiore produttività e l'opportunità di riutilizzare parte del calore in eccesso. I requisiti di alimentazione sono aumentati a loro volta."; name of a machine name of a machine "ArcFurnace2__name" = "Fornace ad arco elettrico II"; Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "Area_Value"; notification "AreasWithoutForestryTowers__name" = "Ci sono alcune designazioni forestali al di fuori delle aree di controllo delle torri forestali"; notification notification "AreasWithoutTowers__name" = "Alcune zone di scavo sono fuori dall'area assegnata alla torre mineraria"; Map description "ArmageddonMap__desc" = "ArmageddonMap__desc"; Map name "ArmageddonMap__name" = "ArmageddonMap__name"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "Armatura"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "Rivestimento dell'armatura"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "Rivestimento dell'armatura II"; description of a machine description of a machine "AssemblyElectrified__desc" = "La linea di assemblaggio elettrificata è più veloce e può produrre prodotti più avanzati."; name of a machine name of a machine "AssemblyElectrified__name" = "Assemblatore (elettrificato)"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "Assemblatore (elettrificato) II"; short description of a machine short description of a machine "AssemblyManual__desc" = "Linea di assemblaggio manuale che produce prodotti di base."; name of a machine name of a machine "AssemblyManual__name" = "Assemblatore (manuale)"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "L'assemblatore robotico è più veloce e può produrre prodotti più avanzati."; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "Assemblatore (robotico)"; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "Assemblatore (robotico) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains excavator assignment to a mine tower "AssignedExcavators__MineTower_Title" = "Gli escavatori assegnati estrarranno automaticamente tutti i prodotti minerari gestiti da questa torre. Non dimenticare di assegnare anche alcuni camion in modo che gli escavatori possano scaricare il materiale raccolto."; title of a panel that enables to assign excavators to a building title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "Escavatori assegnati"; shown when they are no routes assigned shown when they are no routes assigned "AssignedForLogistics__Empty" = "Nessun percorso assegnato"; "AssignedForLogistics__ExportTooltipForestryTower" = "Consente di assegnare unità di stoccaggio per l'esportazione di tronchi di legno tagliati dai raccoglitori di alberi assegnati a questa torre. In caso di assegnazione di almeno un'unità di deposito, la consegna della legna avverrà solo alle unità assegnate e non altrove."; "AssignedForLogistics__ExportTooltipFuelStation" = "Consente l'assegnazione dei camion di rifornimento in questa stazione alle singole torri minerarie."; "AssignedForLogistics__ExportTooltipGeneral" = "Configura una rotta di esportazione per camion dedicata. Una volta che il magazzino è impostato per l'esportazione verso un altro magazzino (B), i camion esporteranno i materiali solo verso quel magazzino (B). Nessun altro magazzino o macchina non assegnati saranno in grado di esportare da questo magazzino. Non incide sull'importazione. Le rotte assegnate non influenzano in alcun modo eventuali nastri trasportatori o tubazioni collegate. Il magazzino può anche essere assegnato ad una torre di controllo mineraria."; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "Configura percorsi di esportazione dedicati per i camion. Ad esempio, se desideri consegnare i materiali estratti qui a un deposito specifico ma in nessun altro luogo, puoi assegnare questo {0} al deposito scelto. Puoi anche assegnarlo con un altro {0} per usarlo per lo scarico."; "AssignedForLogistics__ImportTooltipForestryTower" = "Configura percorsi di importazione dedicati per i camion. Puoi anche assegnare una stazione di rifornimento per fare in modo che i suoi camion riforniscano le piantatrici di alberi e i raccoglitori di alberi in questo luogo."; "AssignedForLogistics__ImportTooltipGeneral" = "Configura percorsi di importazione dedicati per i camion. Una volta che questo deposito è impostato per l'importazione da un altro deposito (B), i camion importeranno solo i prodotti da quel deposito (B). Nessun altro archivio o macchina non assegnato potrà importare in questo magazzino. Ciò non influisce sull'esportazione. Le assegnazioni dei percorsi non influiscono sui trasportatori o sui tubi collegati. Lo stoccaggio può anche essere assegnato a una torre di controllo della miniera."; "AssignedForLogistics__ImportTooltipMineTower" = "Configura una rotta di importazione per i camion dedicata. Per esempio, se vuoi che dei materiali provenienti dallo stesso magazzino vengano scaricati solamente qui, puoi assegnare questo {0} al magazzino selezionato. Puoi anche assegnare una stazione di rifornimento per far si che i suoi camion riforniscano gli scavatori in questo posto."; example: 'assigned to Tree harvesting' example: 'assigned to Tree harvesting' "AssignedTo" = "assegnato a {0}"; tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "I raccoglitori di alberi assegnati taglieranno autonomamente gli alberi assegnati alla zone designata da questa torre. I raccoglitori non assegnati, lavoreranno qui finchè la zone non verrà assegnata ad un altro raccoglitore"; title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "Raccoglitori di alberi assegnati"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "Le trapiantatrici di alberi assegnate pianteranno automaticamente gli alberelli in tutte le aree forestali gestite da questa torre. Le trapiantatrici non assegnate opereranno qui fino a quando non ne sarà assegnata una."; title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "Trapiantatrici per alberi assegnate"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) tooltip that explains trucks assignment to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "I veicoli assegnati trasferiranno il carico esclusivamente per questo edificio. Ciò significa che ogni volta che un veicolo assegnato esegue una consegna, questo edificio deve essere l'origine o la destinazione del carico. Questo può essere combinato con l'assegnazione dei percorsi per formare catene di approvigionamento dedicate."; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains trucks assignment to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "I camion assegnati riforniranno automaticamente tutti gli escavatori e le macchine per la raccolta degli alberi nelle vicinanze."; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains trucks assignment to a mine tower "AssignedTrucks__MineTower_Tooltip" = "I camion assegnati serviranno automaticamente tutti gli escavatori assegnati a questa torre."; title of a panel that enables to assign trucks to a building title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "Camion assegnati"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains trucks assignment to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "I camion assegnati seguiranno questa mietitrice che li caricherà di legna. I camion consegneranno il legno alla fabbrica e torneranno alla mietitrice."; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucksEnforce__Title" = "Accetta solo assegnato"; "AssignedTrucksEnforce__Tooltip" = "Se abilitato, solo i veicoli assegnati di seguito potranno raccogliere o consegnare merci qui."; tooltip "AssignVehicleBtn__NotAvailable" = "Non ci sono veicoli di questo tipo disponibili"; tooltip "AssignVehicleBtn__Tooltip" = "Fare click per assegnare questo tipo di veicolo"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "Suoni ambientali (ad es. tempo meteorologico)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "Volume effetti"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "Entità (ad es. macchine, veicoli)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "Volume master"; label for music volume slider label for music volume slider "AudioEffectsVolume__Music" = "Volume musica"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "Interfaccia utente"; title of audio settings 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' title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "Intervallo di autosalvataggio"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Ogni {0} minuto"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "Disponibile all'assegnazione"; label of a panel that shows an average monthly production (keep it short) label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "Produzione media"; average damage average damage "AvgDamage" = "Danni medi"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "Limite di FPS in background"; short description of a machine short description of a machine "BakingUnit__desc" = "Cuoce prodotti organici come il pane."; name of a machine name of a machine "BakingUnit__name" = "Unità di cottura"; title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "Balance_LatestTransactions"; title of a panel that configures in / out priorities for a balancer title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "Priorità"; "BalancerPrioritization__Tooltip" = "Puoi scegliere a quali porte dare la priorità. Se abiliti la prioritizzazione dell'output, tutti i prodotti da qualsiasi input verranno prima tentati di inviare all'output tramite la porta prioritaria. Se quella porta non può accettare altri prodotti, verrà utilizzata l'altra porta non prioritaria. La priorità degli input funziona in modo simile."; "BalancerRatios__Inputs" = "Mantieni gli ingressi rigorosamente omogenei"; "BalancerRatios__Outputs" = "Mantieni le uscite rigorosamente omogenee"; title for balancer ratios configuration title for balancer ratios configuration "BalancerRatios__Title" = "Rateo I/O"; "BalancerRatios__Tooltip" = "Puoi scegliere di mantenere i flussi di ingresso/uscita rigorosamente omogenei. Se mantieni le uscite rigorosamente omogenee, i prodotti verranno distribuiti omogeneamente su tutte le uscite. Se una porta non può accettare ulteriori prodotti, le uscite saranno interrotte finché la porta non viene liberata. Gli ingressi rigorosamente omogenei funzionano similarmente."; name name "BarrierCorner__name" = "Barriera (angolo)"; name name "BarrierCross__name" = "Barriera (croce)"; name name "BarrierEnd__name" = "Barriera (finale)"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "Barriera che blocca l'accesso ai veicoli."; name name "BarrierStraight1__name" = "Barriera (dritta)"; name name "BarrierTee__name" = "Barriera (a T)"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "Consente la distillazione di benzina di bassa qualità, ma è piuttosto inefficiente e produce molti rifiuti."; name of a machine name of a machine "BasicDieselDistiller__name" = "Distillatore di base"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "Rack base"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "Danno fatto: {0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "Sconfitta!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "La tua nave"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "Vittoria!"; abstract value that helps to determine how capable a ship is in a battle abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "Punteggio battaglia"; Map description Map description "BeachStaticIslandMap__desc" = "Partendo su una spiaggia sabbiosa, avrai un sacco di spazio per costruire una fabbrica, ma le fattorie non possono essere costruite sulla sabbia, la sfida sarà quindi dover costruire su uno spazio molto vincolato. Un ulteriore sfida sarà lo spazio limitato dove poter costruire le banchine per le navi cargo e la presenza di alte montagne lungo tutto il perimetro che ti costringeranno a creare scogliere artificiali o ad utilizzare uno spazio più remoto."; Map name Map name "BeachStaticIslandMap__name" = "La spiaggia"; short description short description "Beacon__desc" = "Una luce forte aiuta gli altri rifugiati a trovare la vostra isola e a unirsi a voi. Questo può aiutarvi a ottenere più lavoratori e un bottino iniziale extra."; building or machine building or machine "Beacon__name" = "Faro"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "Nessun altro rifugiato disponibile!"; "Beacon__Notice" = "Nota: il progresso attivo viene ripristinato se il faro viene spento"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Aspettando {0} rifugiato in meno di:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "Il {0} ti permette di portare più persone sull'isola ed avere un maggior numero di lavoratori. Ha bisogno di una costante alimentazione da parte di un {1}. Per far funzionare il {0} sono richiesti punti {2}. I rifugiati che ti trovano attraverso il {0} porteranno maggiori risorse con loro. Assicurati anche di avere abbastanza spazio per i nuovi rifugiati poiché i senzatetto incideranno negativamente sui punti {2}."; disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "BestEffortLocalized"; "BirchTree__desc" = "BirchTree__desc"; "BirchTreeDry__desc" = "BirchTreeDry__desc"; name name "BirthRateCategoryCat_Base__name" = "Base"; name name "BirthRateCategoryCat_Disease__name" = "Malattia"; name name "BirthRateCategoryCat_Edicts__name" = "Ordinanze"; name name "BirthRateCategoryCat_Health__name" = "Salute"; name name "BirthRateCategoryCat_Radiation__name" = "Radiazioni"; name name "BirthRateCategoryCat_Starvation__name" = "Fame"; 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} file di backup trovati nello stesso percorso"; tooltip of a button that allows to export a blueprint tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "Esporta il progetto o la cartella selezionata come stringa di codice negli appunti."; tooltip for a button that allows to add a new blueprint via selection tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "Crea un nuovo progetto selezionano un'area contenente delle strutture esistenti."; tooltip for a button that allows to add a new blueprint via string tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "Aggiungi un nuovo progetto copiano il testo dagli appunti."; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "Piazza il progetto corrente all'interno del mondo."; tooltip explaining that some content in the currently selected blueprint is not available. tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "Alcuni oggetti non possono essere caricati. Il progetto è troppo vecchio o è stato creato usando delle mod attualmente non presenti."; title that is followed by a list of content that is missing in the current blueprint title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "Contenuto mancante:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "Elimina"; confirmation text of a dialog to delete a blueprint confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "Sei sicuro di voler eliminare '{0}'? L'operazione sarà irreversibile."; tooltip of a button that deletes a blueprint or folder tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "Elimina l'oggetto selezionato."; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "Errore nel backup"; tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "La libreria è stata salvata ma si è verificato un problema per creare un file di backup (controlla che il gioco disponga dell'autorizzazione di accesso ai file)."; status explaining that the blueprint library failed to load (keep short) status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "Errore nel caricamento"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "Errore nel caricamento della libreria dovuto ad un formato incorretto. Qualsiasi nuova modifica la sovrascriverà."; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "Errore nel caricamento della libreria. L'accesso al file è stato negato."; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "Errore nel salvataggio"; tooltip for blueprint library save failure tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "Errore nel salvataggio della libreria (controlla che i permessi consentano al gioco di accedere ai file)"; status explaining that the blueprint library was saved / loaded successfully (keep short) status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "Sincronizzato"; "BlueprintProtosLocked__CanDowngrade" = "I seguenti elementi verranno declassati al momento del posizionamento in quanto non sono ancora disponibili:"; "BlueprintProtosLocked__NotAvailable" = "Gli elementi seguenti non sono ancora disponibili:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "Progetti"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "I progetti non sono disponibili poiché {0} non è operativo"; short description of a machine short description of a machine "BoilerCoal__desc" = "Produce vapore ad alta pressione bruciando prodotti sfusi (come il carbone) per bollire l'acqua."; name of a machine name of a machine "BoilerCoal__name" = "Caldaia"; short description of a machine short description of a machine "BoilerElectric__desc" = "Produce vapore ad alta pressione facendo evaporare l'acqua. Praticamente un bollitore gigante. Ma non raccomandato per la preparazione del tè."; name of a machine name of a machine "BoilerElectric__name" = "Caldaia (elettrica)"; short description of a machine short description of a machine "BoilerGas__desc" = "Produce vapore ad alta pressione bruciando gas."; name of a machine name of a machine "BoilerGas__name" = "Caldaia (gas)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "Rimuovi potenziamento"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "Potenziamento"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "Raddoppia la portata consumando Unity. Ignora anche il fabbisogno di elettricità"; name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "Bricks_TerrainSurface__name"; short description of a machine short description of a machine "BricksMaker__desc" = "Estrae l'argilla dalla terra e produce mattoni."; name of a machine name of a machine "BricksMaker__name" = "Mattonificio"; name name "BridgeT1__name" = "Ponte della nave"; short description short description "BridgeT2__desc" = "Fornisce funzionalità radar avanzate."; name name "BridgeT2__name" = "Ponte della nave II"; short description short description "BridgeT3__desc" = "Fornisce funzionalità radar avanzate."; name name "BridgeT3__name" = "Ponte della nave III"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "Costruisci {0} e assicurati che {1} vengano consegnati a {2}"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "Edifici"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "Edifici (per veicoli)"; category for key bindings used during build mode (when players builds / places stuff on the ground) category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "Costruisci"; short description of a machine short description of a machine "Burner__desc" = "Elimina i rifiuti solidi bruciandoli"; name of a machine name of a machine "Burner__name" = "Bruciatore (solidi)"; category for key bindings affecting camera category for key bindings affecting camera "Camera" = "Telecamera"; title for vertical field of view "CameraSettings__Fov" = "CameraSettings__Fov"; title for camera settings "CameraSettings__Title" = "CameraSettings__Title"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "Cancella"; notification notification "CannotDeliverFromMineTower__name" = "{entity}: Nessun posto disponibile per scaricare i prodotti"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "L'ufficio del Capitano non è disponibile"; name "CaptainOfficeT1__name" = "Ufficio del Capitano I"; name "CaptainOfficeT2__name" = "Ufficio del Capitano II"; tooltip for a button that allows to discard truck's cargo tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "Rimuovi istantaneamente il carico da questo camion (ponendolo in un qualsiasi deposito o cantiere navale disponibile)"; cargo depot description cargo depot description "CargoDepotBase__desc" = "Una volta costruita, una nave da carico riparata può attraccare qui e trasferire il suo carico tramite i moduli del deposito di carico collegati."; notification notification "CargoDepotHasNoModule__name" = "Il deposito merci non ha moduli disponibili"; notification notification "CargoDepotHasNoShip__name" = "Il deposito merci non ha una nave da carico"; notification notification "CargoDepotModuleContractNotMatching__name" = "Il deposito merci non è compatibile con il contratto assegnato"; building or machine 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" = "Modulo fluido (S)"; building or machine 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" = "Modulo fluido (M)"; building or machine 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" = "Modulo fluido (L)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "Modulo di scarico (S)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "Modulo di scarico (M)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "Modulo di scarico (L)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "Nessun prodotto assegnato al modulo cargo"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "Unit modulo (S)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "Unit modulo (M)"; building or machine building or machine "CargoDepotModuleUnitT3__name" = "Modulo unità (L)"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "Deposito merci"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "Prodotto da esportare"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "Prodotto da importare"; building or machine building or machine "CargoDepotT1__name" = "Deposito merci (2)"; building or machine building or machine "CargoDepotT2__name" = "Deposito merci (4)"; building or machine building or machine "CargoDepotT3__name" = "Deposito merci (6)"; building or machine building or machine "CargoDepotT4__name" = "Deposito merci (8)"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "Assegna un contratto"; title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) 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" = "Importa da cava / piattaforma petrolifera"; 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 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" = "Come vorresti usare questo deposito?"; tooltip of a selection dialog where player decides how their cargo depot should operate. tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "Il deposito merci può essere utilizzato sia per importare prodotti dalle miniere e dalle piattaforme petrolifere, sia per eseguire un contratto. Il deposito merci può essere assegnato solo a un singolo contratto e, una volta assegnato, la sua nave eseguirà automaticamente il contratto assegnato, a condizione che ci siano i moduli corretti con i prodotti corretti assegnati. Quando il deposito merci è assegnato a un contratto, non può svolgere altri compiti, come importare prodotti dalle miniere e dalle piattaforme petrolifere."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "Modulo deposito merci per il trasferimento di materiali fluidi (come olio). Può essere costruito in qualsiasi slot vuoto di un deposito merci. Scarica il carico {0} più velocemente rispetto al modulo di base."; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "Modulo deposito merci per il trasferimento di materiali fluidi (come olio). Può essere costruito in qualsiasi slot vuoto di un deposito merci."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "Modulo deposito merci per il trasferimento di materiali sfusi (come bauxite). Può essere costruito in qualsiasi slot vuoto di un deposito merci. Scarica il carico {0} più velocemente rispetto al modulo di base."; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "Modulo di deposito merci per il trasferimento di materiali sfusi (come il carbone). Può essere costruito in qualsiasi slot vuoto di un deposito merci."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "Modulo di deposito merci per il trasferimento di unità di prodotti (come parti di costruzione). Può essere costruito in qualsiasi slot vuoto di un deposito merci. Scarica il carico {0} più velocemente rispetto al modulo base."; cargo depot module description cargo depot module description "CargoModuleUnitCommon__desc" = "Modulo deposito merci per il trasferimento di unità di prodotti (come parti di costruzione). Può essere costruito in qualsiasi spazio vuoto di un deposito merci."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "Nessun modulo di deposito merci costruito."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "Aspettando che ci sia abbastanza carico da prelevare."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "Non c'è niente da prelevare."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "La nave è in fase di scarico."; toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip "CargoShip_FuelSaver__Toggle" = "Riduci la velocità della nave risparmiando carburante"; {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% "CargoShip_FuelSaver__Tooltip" = "Riduce la velocità della nave di {0} per ridurre il consumo complessivo di carburante di {1}."; title of a panel that enables to configure journey parameters for current cargo ship title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "Opzioni di viaggio"; prefix for view that shows how long it takes for a cargo ship to go for cargo and come back prefix for view that shows how long it takes for a cargo ship to go for cargo and come back "CargoShip_TripDuration" = "Durata del viaggio andata/ritorno"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "Non include il tempo impiegato per (s)caricare la merce sulla tua isola."; reason why 'ship depart now' action is not available - general category, specific reason was not given reason why 'ship depart now' action is not available - general category, specific reason was not given "CargoShipCannotDepartNow__General" = "Non disponibile"; reason why 'ship depart now' action is not available reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "Azione in corso"; notification notification "CargoShipContractLacksUpoints__name" = "Unità insufficiente per eseguire il contratto assegnato"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "Parti ora"; tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded 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" = "Chiedi alla nave di partire immediatamente per evitare ulteriori attese"; notification notification "CargoShipMissingFuel__name" = "{entity} è a corto di carburante"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "Numero di navi disponibili (riparate) / numero di navi scoperte."; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "La nave da carico parte automaticamente quando c'è abbastanza carico da raccogliere sulla mappa del mondo. Ogni viaggio della nave ha un costo fisso di carburante che si basa sulle dimensioni della nave. Le navi più grandi sono più efficienti nel consumo di carburante (vengono aggiornate automaticamente con l'aggiornamento del deposito merci). La nave non ha bisogno di essere assegnata a singole miniere / piattaforme petrolifere, raccoglie automaticamente il carico. Può trasportare più tipi di prodotti contemporaneamente e si assicurerà che tutti siano forniti (partirà ogni volta che uno dei suoi prodotti deve essere trasportato)."; ship name ship name "CargoShipT1__name" = "Nave da carico"; ship name ship name "CargoShipT2__name" = "Nave da carico"; ship name ship name "CargoShipT3__name" = "Nave merci"; ship name ship name "CargoShipT4__name" = "Nave merci"; name name "CargoShipWreckCost1__name" = "Nave da carico danneggiata"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "Carico"; description of a machine short description of a machine "Caster__desc" = "Getta i materiali fusi in lastre."; name of a machine name of a machine "Caster__name" = "Fonditore di metallo"; description of a machine short description of a machine "CasterCooled__desc" = "Getta i materiali fusi in lastre. Questo utilizza anche l'acqua per il raffreddamento per accelerare il processo."; name of a machine name of a machine "CasterCooled__name" = "Fonditore raffreddato"; name of a machine name of a machine "CasterCooledT2__name" = "Fonderia raffreddata II"; name of a machine name of a machine "CasterT2__name" = "Fonderia metallo II"; Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" "ChangeHistory__ConfirmPrompt" = "ChangeHistory__ConfirmPrompt"; Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "ChangeHistory__ConfirmTitle"; Label shown on the change history tab of the difficulty settings window when no changes have yet been made "ChangeHistory__EmptyLabel" = "ChangeHistory__EmptyLabel"; Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present "ChangeHistory__Title" = "ChangeHistory__Title"; shows number of characters in a string, e.g. '1254 chars' shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0} carattere"; short description of a machine short description of a machine "CharcoalMaker__desc" = "Usa legno per creare carbone in maniera abbastanza inefficiente."; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "Forno di carbone"; description of a machine short description of a machine "ChemicalPlant__desc" = "Esegue una varietà di ricette chimiche, inclusa la lavorazione dei fluidi e il loro confezionamento."; name of a machine unit product "ChemicalPlant__name" = "Impianto chimico"; name of a machine name of a machine "ChemicalPlant2__name" = "Impianto chimico II"; short description short description "ChickenFarm__desc" = "Consente di allevare polli per uova e carne. I polli devono ricevere acqua e mangime per animali. Per ottenere dei polli puoi commerciare con un villaggio sulla mappa del mondo."; name name "ChickenFarm__name" = "Allevamento di polli"; more info in ClearSurface__Tooltip "ClearSurface__Title" = "ClearSurface__Title"; "ClearSurface__Tooltip" = "ClearSurface__Tooltip"; tooltip explaining that click opens a tutorial, example use: alt + click to learn more tooltip explaining that click opens a tutorial, example use: alt + click to learn more "ClickToLearnMore" = "{0} per saperne di più"; title of a tool that is used to copy settings from one machine to another. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CloneTool" = "Copia impostazioni"; button to close a dialog button to close a dialog "Close" = "Chiudi"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "Nuvoloso"; name name "CoalMine__name" = "Miniera di carbone"; name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "Cobblestone_TerrainSurface__name"; button to view the captain of industry community site "COIHub" = "COIHub"; "Cold__desc" = "Questa malattia è contratta naturalmente e non può essere evitata completamente. Tuttavia, l'impatto può essere notevolmente ridotto disponendo di un ospedale provvisto di forniture mediche."; name name "Cold__name" = "Freddo"; Action to collect / claim a reward. Keep short Action to collect / claim a reward. Keep short "Collect" = "Ricevi"; label of a panel showing how much waste was collected from the attached settlement so far label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "Raccolti"; short description of a machine "Compactor__desc" = "Pressa gli oggetti sfusi in unità compattate per facilitarne il trasporto. Puoi usare un trituratore per riportare i prodotti compattati nel loro stato originale."; name of a machine "Compactor__name" = "Compattatore"; Computing power in peta-flops Computing power in peta-flops "Computing__PFlop" = "{0} PFlop"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this 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 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 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. 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" = "Domanda attuale / produzione attuale | Capacità di produzione massima"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "Calcolo statistiche"; short description of a machine short description of a machine "ConcreteMixer__desc" = "Miscelatore ad alta potenza che crea calcestruzzo."; name of a machine name of a machine "ConcreteMixer__name" = "Miscelatore calcestruzzo"; description of a machine description of a machine "ConcreteMixerT2__desc" = "Miscelatore ad alta potenza che crea calcestruzzo. Fornisce anche ricette alternative per il calcestruzzo."; name of a machine name of a machine "ConcreteMixerT2__name" = "Miscelatore calcestruzzo II"; name of a machine name of a machine "ConcreteMixerT3__name" = "Miscelatore calcestruzzo III"; name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "ConcreteReinforced_TerrainSurface__name"; 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 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" = "ConfigureMods_Warning"; button used to confirm great news (like discovery of something) button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "Evviva!"; used in a tooltip to list all the other key-bindings that conflict with the hovered one "ConflictsWith" = "ConflictsWith"; name "ConiferForest__name" = "ConiferForest__name"; title of a panel showing a construction progress title of a panel showing a construction progress "ConstrType_Constructing" = "Costruzione"; title of a panel showing a construction progress that is paused title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "Costruzione in pausa"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "Decostruzione"; title of a panel showing a deconstruction progress that is paused title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "Decostruzione in pausa"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "Preparazione dell'aggiornamento"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "Aggiornamento"; label for construction cost of buildings, after it there are product icons with numbers showing the cost label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "Costo:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "In lavorazione"; status of construction progress - construction was paused status of construction progress - construction was paused "ConstructionState__Paused" = "Messo in pausa"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "Pronto"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "In attesa della consegna dei materiali"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "In attesa della rimozione dei materiali"; "ConsumedLastMonth" = "Consumato il mese scorso"; "ConsumedThisMonth" = "Consumato questo mese"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "Consumo di elettrodomestici aumentato di {0}, Intesa ricevuta aumentata di {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "ConsumerElectronicsConsumptionIncrease__name" = "Più elettronica di consumo"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "Elettronica di consumo"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "Usa soltanto l'energia in eccedenza"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "Quando abilitato, questo consumatore diventerà un consumatore surplus e userà solo energia creata da generatori che consentono la fornitura ai consumatori surplus (ad esempio i pannelli solari). Inoltre, quando questa opzione è abilitata, l'assenza di energia non viene evidenziata come un problema."; "Consumption" = "Consumo"; button to request to continue some operation button to request to continue some operation "Continue" = "Continua"; {0} will be replaced with the title of a button that provides mods configuration {0} will be replaced with the title of a button that provides mods configuration "ContinueDisabled__NeedsModConfig" = "Il file di salvataggio selezionato richiede delle mod che non sono disponibili. Vai al menu di caricamento e fai click sul pulsante '{0}' per maggiori informazioni."; button to assign a contract to a specific cargo depot button to assign a contract to a specific cargo depot "Contract__Assign" = "Assegna"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "Stipula"; tooltip explaining a button that establishes a new contract tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "Pagherà le Unity richieste e attiverà questo contratto in modo da essere preso in carico dalla tua nave merci."; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "Costo scambio"; Used in statistics to denote monthly Unity fees for contracts Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "Costo mensile"; button to unassign a contract from a cargo depot button to unassign a contract from a cargo depot "Contract__Unassign" = "Revoca"; 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. 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" = "Alcuni moduli contengono prodotti incompatibili - {0}"; Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract 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" = "Alcuni moduli non sono supportati - {0}"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "Contratto assegnato"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "Mostra il contratto attualmente assegnato. Il prodotto sul lato sinistro è quello che stai esportando (vendendo) e quello sul lato destro è quello che verrà importato. I volumi di scambio visualizzati sono calcolati in base a tutti i depositi merci che sono assegnati ai prodotti corrispondenti. Se non c'è nessun deposito merce corrispondente per entrambi i prodotti, le stime mostreranno un punto interrogativo."; tooltip explaining why the current contract cannot be canceled tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "Non può essere cancellato perché è attualmente assegnato ad almeno un deposito merci"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "Alcuni dei prodotti scambiati non sono stati ancora ricercati"; "Contracts__NoneEstablished" = "Non è stato stipulato alcun contratto. Puoi stipularne uno e quindi assegnarlo a uno dei tuoi depositi merce."; 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> 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" = "Capacità nave:"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> 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} modulo"; title of a panel listing contracts that are available - either globally or in a settlement. title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "Contratti"; tooltip for contracts tooltip for contracts "Contracts__Tooltip" = "Elenca tutti i contratti disponibili. Il prodotto sul lato sinistro è quello che stai esportando (vendendo) e quello sul lato destro è in fase di importazione. I contratti sono pensati per essere utilizzati su base più permanente (rispetto al commercio rapido). Un contratto deve essere assegnato al tuo deposito merci (non a un molo commerciale come nel caso dello scambio rapido). Per assegnare un contratto, è necessario prima stipularlo che ha un costo di Unity una tantum. Il contratto stipulato costa anche una tariffa mensile di Unity inferiore e paghi anche una tariffa di Unity per ogni carico scambiato (dipende dagli importi scambiati). Per vedere le quantità massime che possono essere trasferite in un viaggio in nave, utilizza il menu a discesa per selezionare la dimensione della nave che intendi utilizzare. In caso di prodotti più complessi, puoi passare con il mouse sull'icona gialla del \"diamante\" per vedere il loro valore di produzione. I contratti sono generalmente redditizi (soprattutto quando esporti prodotti complessi), ma dipende molto dall'efficienza della tua fabbrica, quindi sono generalmente consigliati per le fabbriche avanzate."; title of controls (key-bindings & mouse) settings title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "Controlli"; description of a machine description of a machine "CoolingTowerT1__desc" = "Migliora l'efficienza idrica di una centrale elettrica recuperando un po' di vapore in acqua."; name of a machine name of a machine "CoolingTowerT1__name" = "Torre di raffreddamento"; name of a machine name of a machine "CoolingTowerT2__name" = "Torre di raffreddamento (grande)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "Purifica il rame mediante raffinazione elettrolitica fino ad una purezza superiore al 99,95%."; name of a machine name of a machine "CopperElectrolysis__name" = "Raffinatore di rame per elettrolisi"; tooltip tooltip "CopySettings__Tooltip" = "Fare clic su una struttura per copiarne la configurazione, quindi fare nuovamente clic per applicarla. Puoi anche trascinare il cursore su più strutture per applicare la configurazione contemporaneamente."; title of a button to copy string into the clipboard title of a button to copy string into the clipboard "CopyString__Action" = "Copia"; text shown after a string was successfully copied to the clipboard text shown after a string was successfully copied to the clipboard "CopyString__Success" = "Copiato negli appunti!"; tooltip tooltip "CopyString__Tooltip" = "Fai click per copiare il codice sorgente negli appunti."; title of a tool that is used to copy already existing buildings and machines. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CopyTool" = "Copia"; tooltip tooltip "CopyTool__NoCopyTooltip" = "Tenere premuto il tasto di scelta rapida per evitare di copiare la configurazione originale durante il posizionamento di nuove strutture"; tooltip tooltip "CopyTool__Tooltip" = "Fare clic o trascinare su un'area di strutture per copiarle."; title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "Costs"; Map description Map description "CraterStaticIslandMap__desc" = "Si dice in giro che questo cratere non si sia formato naturalmente, ma che fosse una miniera di uranio abbandonata da tempo. Nonostante l'uranio sia sparito, ci sono ancora molte risorse preziose lasciate intatte. Dovrai essere estremamente attento a non rompere il perimetro esterno, altrimenti l'oceano inonderà l'intero cratere!"; Map name Map name "CraterStaticIslandMap__name" = "Il Cratere"; button to open credits of the game "Credits" = "Crediti"; name name "Crop_Canola__name" = "Canola"; name name "Crop_Corn__name" = "Mais"; 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' shows how many months is left to harvest the current crop "Crop_DurationLeft" = "Raccolta stimata: {0} in {1} mese"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "Tempo rimasto per raccogliere questo raccolto finché c'è abbastanza acqua. In caso contrario si verificheranno ritardi."; name name "Crop_Flowers__name" = "Fiori"; name name "Crop_Fruits__name" = "Frutti"; name name "Crop_GreenManure__name" = "Sovescio"; 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 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" = "Nessuna coltivazione"; name name "Crop_Poppy__name" = "Papavero"; name name "Crop_Potato__name" = "Patata"; name name "Crop_Soybeans__name" = "Soia"; name name "Crop_SugarCane__name" = "Canna da zucchero"; name "Crop_TreeSapling__name" = "Arboscello"; name name "Crop_Vegetables__name" = "Verdure"; name name "Crop_Wheat__name" = "Grano"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropCouldNotBeStored__name" = "Fattoria: impossibile immagazinare tutti i {0} dopo il raccolto"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropDiedNoFertility__name" = "Fattoria: {0} Persa per mancanza di fertilità"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "Fattoria: {0} perso per mancanza di lavoratori"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "Fattoria: {0} perso per mancanza d'acqua"; button to harvests the current crop ASAP instead of waiting for harvest time button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "Raccogli ora"; tooltip tooltip "CropHarvestNow__Tooltip" = "Raccoglierà il raccolto corrente prematuramente. Resa stimata: {0}"; button that opens a window with statistics from the last crop harvest, keep it short! button that opens a window with statistics from the last crop harvest, keep it short! "CropHarvestStats__Open" = "Statistiche raccolto"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "Statistiche raccolto precedente"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "Fattoria: mancano {0} lavoratori"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. crop is delayed (did not have enough water to grow), {0} is always >= 2 "CropOverdue" = "{0} mesi senza acqua. La coltivazione sopravvivrà per {1} mesi"; tooltip tooltip "CropOverdue__Tooltip" = "Ritardo totale accumulato durante il quale questa coltura non cresceva per mancanza d'acqua. Questo va in genere bene per le prime aziende agricole e le colture con bassa sensibilità all'acqua. Tuttavia, le colture più sensibili possono seccarsi."; error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm 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" = "Serra richiesta"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "Programma del raccolto"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "Ogni fattoria può essere configurata con un programma di rotazione delle colture di 4 stagioni. Le colture verranno coltivate in ordine da sinistra a destra, eventuali colture mancanti verranno automaticamente ignorate. Ad esempio, per impostare una rotazione di due colture, selezionare due colture nella pianificazione e lasciare tutto il resto vuoto. La rotazione delle colture può essere importante per la fertilità della fattoria."; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "Fare clic per forzare l'inizio del prossimo ciclo di coltura; qualunque progresso effettuato nell'attuale ciclo verrà perso."; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "Essiccato: fertilità bassa"; crop died out due to lack of workers - no one cared about the crop crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "Morto: nessun lavoratore"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "Morto: niente acqua"; crop is being removed so it can be replaced with a different one crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "Rimosso per cambio"; item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. 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" = "In ritardo di {0} per mancanza di acqua"; item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) "CropStats__LessDueEarlyHarvest" = "{0} in meno per raccolto prematuro"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility "CropStats__LessDueToFertility" = "{0} in meno per mancanza di fertilità"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water "CropStats__LessDueToWater" = "{0} in meno per mancanza d'acqua"; item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. 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" = "è stato {0} senza acqua"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus "CropStats__MoreDueToBonus" = "{0} in più grazie al bonus delle ordinanze"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility "CropStats__MoreDueToFertility" = "{0} in più grazie alla fertilità"; explaining that crop is not planted yet as the farm has low fertility explaining that crop is not planted yet as the farm has low fertility "CropWaiting__Fertility" = "In attesa di fertilità migliore"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "Non può iniziare, in attesa"; explaining that crop is not planted yet as the farm's soil is dry and needs water explaining that crop is not planted yet as the farm's soil is dry and needs water "CropWaiting__Water" = "In attesa di acqua o pioggia"; notification, any strings in curly braces { } must be preserved and non-translated 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" = "Fattoria: {0} si asciugherà per mancanza d'acqua"; short description of a machine short description of a machine "Crusher__desc" = "Frantuma i minerali in materiali a grana più fine in modo che possano essere utilizzati in lavorazioni avanzate."; name of a machine name of a machine "Crusher__name" = "Pressa"; short description of a machine "CrusherLarge__desc" = "Un frantumatore più grande per un'efficienza ed una produttività migliorata."; name of a machine "CrusherLarge__name" = "Frantumatore (grande)"; Map description Map description "CurlandMap__desc" = "Bellissima isola ricca di risorse naturali ma la sua forma arricciata rende difficile la costruzione di grandi fabbriche. Puoi anche provare a collegare le due estremità per creare un cerchio!"; map name, this name is join of curly + island, this island is a curly line in a shape of letter G map name, this name is join of curly + island, this isliand 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%' 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" = "Mesi rimasti: {0} | Salute: {1} | Mortalità: {2}"; explaining that there is no disease active explaining that there is no disease active "CurrentDisease__NoDisease" = "Nessuna malattia attiva"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "Malattie attuali"; tooltip tooltip "CurrentDisease__Tooltip" = "Di tanto in tanto compaiono malattie nel tuo insediamento. Alcune malattie si verificano a causa della mancanza di strutture nel tuo insediamento. Alcune sono solo malattie stagionali non molto gravi. Quando la tua nave va in esplorazione, il suo equipaggio può portare sull'isola versioni più gravi di malattie stagionali."; title of a panel that shows current research that is in progress title of a panel that shows current research that is in progress "CurrentResearch" = "Ricerca attuale"; Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "CustomizeDifficulty__Description"; Title above non-core maps on the map selection tab of the new game window "CustomMaps__Title" = "CustomMaps__Title"; title of a tool that is used to cut & paste already existing buildings and machines. Please keep this short! title of a tool that is used to cut & paste already existing buildings and machines. Please keep this very short! "CutTool" = "Taglia"; tooltip tooltip "CutTool__Tooltip" = "Fare clic o trascinare su un'area di strutture non costruite per tagliarle e renderle disponibili per un nuovo posizionamento"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0} (danneggiato)"; short description "DataCenter__desc" = "Il datacenter viene utilizzato per ospitare i rack di server che aggiungi ad esso. Ogni server rack aggiunto fornisce l'informatica come risorsa che può essere utilizzata sulla tua isola. L'informatica viene utilizzata in macchine avanzate come assemblatori robotici o produttori di microchip. Vale la pena notare che ogni rack di server ha le sue esigenze di alimentazione, raffreddamento e manutenzione. Tuttavia, alcune persone dicono che tutto ciò che fa è persistere e cercare in una vasta raccolta di immagini di gatti e meme: non siamo stati in grado di sfatare queste dicerie."; building or machine building or machine "DataCenter__name" = "Centro dati"; {0} will be an integer year number "DateYear__Label" = "DateYear__Label"; opens a panel that allows to paint decals onto surfaces "Decals_Paint" = "Decals_Paint"; tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. "DecreasePriority" = "Diminuisci la priorità"; name: Surface that can be placed on the ground outside. "DefaultConcrete_TerrainSurface__name" = "DefaultConcrete_TerrainSurface__name"; Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted "DeleteSave__Confirm" = "DeleteSave__Confirm"; {0} is name of the file that could not be deleted {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "Oops! Eliminazione di {0} non riuscita !"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "Il salvataggio {0} è stato eliminato."; tooltip tooltip "DeleteTool__EntireTransport" = "Tieni premuto il pulsante di scelta rapita (mentre demolisci) per rimuovere l'intero nastro trasportatore o tubo"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "Tieni premuto il tasto di scelta rapida (mentre demolisci) per rimuovere rapidamente anche tutti i materiali usando Intesa"; tooltip tooltip "DeleteTool__Tooltip" = "Fare clic o trascinare su un'area di strutture per demolirle"; "Demand" = "Domanda"; title of a tool that is used to mark buildings and machines for removal. Please keep this short! title of a tool that is used to mark buildings and machines for removal. Please keep this very short! "Demolish" = "Demolisci"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Designazione scarico"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "Area forestale"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "Area di livellamento"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Designazione zona di scavo"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Designazione raccoglimento legname"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "Posizione non valida."; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "Fare clic con il tasto destro e trascinare per rimuovere le designazioni esistenti"; category for key bindings affecting designations category for key bindings affecting designations "Designations" = "Designazioni"; shown when player is trying to paint lines outside of hard surface area "DesignationWarning__CannotPlaceDecal" = "DesignationWarning__CannotPlaceDecal"; shown when dumping designation is not yet mineable due to its edges being too deep shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "Non è ancora possibile iniziare a scaricare qui, tutti i bordi sono troppo in alto rispetto al terreno."; shown when forestry designation is not usable due to terrain not being fertile shown when forestry designation is usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "Impossibile avviare qui la silvicoltura, il terreno non è fertile."; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "Non è ancora possibile livellare questo terreno, tutti i bordi sono troppo alti/bassi rispetto al terreno."; shown when mining designation is not yet mineable due to its edges being too deep shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "Non è ancora possibile iniziare a scavare qui, tutti i bordi sono troppo profondi sotto il terreno."; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "Deve essere gestita da un'area della torre forestale."; shown when mining designation is not contained by any mine tower area and cannot be mined. shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "Deve essere gestito nell'area della torre mineraria."; short description short description "DieselGenerator__desc" = "Brucia diesel per creare elettricità."; name name "DieselGenerator__name" = "Generatore diesel"; short description "DieselGeneratorT2__desc" = "Un generatore più potente. Può essere utilizzato anche come generatore di emergenza."; name "DieselGeneratorT2__name" = "Generatore diesel II"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "Difficoltà: {0}"; Difficulty impact on construction "DifficultyConstruction__Easy" = "DifficultyConstruction__Easy"; Difficulty impact on construction "DifficultyConstruction__Hard" = "DifficultyConstruction__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "DifficultyContracts__Easy"; Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "DifficultyContracts__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "DifficultyContracts__Normal"; Difficulty impact on disease "DifficultyDisease__Easy" = "DifficultyDisease__Easy"; Difficulty impact on disease "DifficultyDisease__Hard" = "DifficultyDisease__Hard"; Difficulty impact on disease "DifficultyDisease__Normal" = "DifficultyDisease__Normal"; Difficulty impact on food consumption "DifficultyFood__Easy" = "DifficultyFood__Easy"; Difficulty impact on food consumption "DifficultyFood__Hard" = "DifficultyFood__Hard"; Difficulty impact on food consumption "DifficultyFood__Normal" = "DifficultyFood__Normal"; Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "DifficultyFuel__Easy"; Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "DifficultyFuel__Hard"; Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "DifficultyFuel__Normal"; Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "DifficultyGrowth__Easy"; Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "DifficultyGrowth__Hard"; Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "DifficultyGrowth__Normal"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "DifficultyMaintenance__Easy"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "DifficultyMaintenance__Hard"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "DifficultyMaintenance__Normal"; Difficulty impact on mining "DifficultyMining__Easy" = "DifficultyMining__Easy"; Difficulty impact on mining "DifficultyMining__Hard" = "DifficultyMining__Hard"; Difficulty impact on mining "DifficultyMining__Normal" = "DifficultyMining__Normal"; Difficulty impact on pollution "DifficultyPollution__Easy" = "DifficultyPollution__Easy"; Difficulty impact on pollution "DifficultyPollution__Hard" = "DifficultyPollution__Hard"; Difficulty impact on pollution "DifficultyPollution__Normal" = "DifficultyPollution__Normal"; Difficulty impact on rainfall "DifficultyRainfall__Easy" = "DifficultyRainfall__Easy"; Difficulty impact on rainfall "DifficultyRainfall__Hard" = "DifficultyRainfall__Hard"; Difficulty impact on rainfall "DifficultyRainfall__Normal" = "DifficultyRainfall__Normal"; Difficulty impact on research "DifficultyResearch__Easy" = "DifficultyResearch__Easy"; Difficulty impact on mining "DifficultyResearch__Hard" = "DifficultyResearch__Hard"; Difficulty impact on mining "DifficultyResearch__Normal" = "DifficultyResearch__Normal"; Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "DifficultySettingsSaved"; Difficulty impact on unity generation "DifficultyUnity__Easy" = "DifficultyUnity__Easy"; Difficulty impact on unity generation "DifficultyUnity__Hard" = "DifficultyUnity__Hard"; Difficulty impact on unity generation "DifficultyUnity__Normal" = "DifficultyUnity__Normal"; 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" = "DiffOption__GraduallyStops"; a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "DiffOption__RunsOnUnity"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "DiffOption__SlowsDown"; a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "DiffOption__StopsWorking"; {0} = Dirt {0} = Dirt "DigDirtTip" = "Puoi allestire una miniera di {0} in caso tu non ne abbia abbastanza."; used when some option is disabled used when some option is disabled "Disabled" = "Disabilitato"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "Scarta tutto"; {0} - title of a product to discard, e.g. Coal {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "Sei sicuro di voler eliminare definitivamente l'intera quantità di {0} immagazzinato qui?"; "DiscardAllProducts__NotSupported" = "Questo prodotto non può essere scartato."; button to discard changes button to discard changes "DiscardChanges" = "Annulla"; explains the player what they need to do in order to get access to some technology explains the player what they need to do in order to get access to some technology "DiscoverOnWorldMap__desc" = "Deve essere scoperto esplorando la mappa del mondo"; disease disease "Disease1__name" = "Influenza"; disease severity, this is the lowest severity 1/5, {0} is disease name disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "{0} (lieve)"; disease severity, this is second lowest severity 2/5, {0} is disease name disease severity, this is second lowest severity 2/5, {0} is disease name "DiseaseSeverity__2" = "{0} (moderato)"; disease severity, this is third lowest severity, 3/5, {0} is disease name disease severity, this is third lowest severity, 3/5, {0} is disease name "DiseaseSeverity__3" = "{0} (grave)"; disease severity, this is second highest severity 4/5, {0} is disease name disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "{0} (molto grave)"; disease severity, this is the highest severity 5/5, {0} is disease name disease severity, this is the highest severity 5/5, {0} is disease name "DiseaseSeverity__5" = "{0} (mortale)"; button to dismiss a dialog button to dismiss a dialog "Dismiss" = "Chiudi"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "Il punto di ingresso per la lavorazione avanzata del petrolio greggio. Viene separato in due componenti per un'ulteriore elaborazione in risorse utili."; name of a machine name of a machine "DistillationTowerT1__name" = "Distillatore (fase I)"; description of a distillation tower short description of a machine "DistillationTowerT2__desc" = "Introduce una fase di distillazione aggiuntiva per espandere la capacità di lavorazione dell'olio."; name of a machine name of a machine "DistillationTowerT2__name" = "Distillatore (fase II)"; name of a machine name of a machine "DistillationTowerT3__name" = "Distillatore (fase III)"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "Dlc__Detail"; name: toolbar category name name: toolbar category name "docksCategory__name" = "Banchine merci"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "Non mostrare più"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "Configura l'offset all'altezza massima della pila scaricata rispetto alla punta dell'impilatore."; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "Niente può essere scaricato"; 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 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__Title" = "Cosa può essere scaricato qui"; 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 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" = "Configura quali materiali possono essere scaricati dai camion sulle designazioni che vengono gestite qui."; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain title of a panel that configures what products are allowed to be dumped by trucks onto the terrain "DumpingFilterGlobal__Title" = "Cosa può essere scaricato dai camion"; 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 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" = "Configura quali prodotti possono essere scaricati dai camion sulle designazioni di dumping sulla tua isola. Ogni torre mineraria ha il proprio filtro per ignorare e mettere a punto ciò che può essere scaricato nell'area che gestisce."; 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. 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" = "Può essere scaricato solo nell'area della torre di controllo della miniera con un set di filtri di scarico o abilitando questo prodotto nel filtro di scarico globale."; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "Offset di scarico"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name name "EdictCategory_Industry__name" = "Ordinanze industriali"; name name "EdictCategory_Population__name" = "Ordinanze della popolazione"; Explanation shown when some edict could not be activated due to low health Explanation shown when some edict could not be activated due to low health "EdictReason__HealthLow" = "Salute troppo bassa (attuale: {0}, necessaria: {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) 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" = "Le abitazioni sono piene"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "Richiede un ufficicio del capitano avanzato"; Electricity in giga-watts Electricity in giga-watts "Electricity__Gw" = "{0} GW"; Electricity in kilo-watts Electricity in kilo-watts "Electricity__Kw" = "{0} KW"; Electricity in mega-watts 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. 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" = "Domanda attuale / produzione attuale | Capacità di produzione massima"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "Statistiche sull'elettricità"; description of a machine short description of a machine "Electrolyzer__desc" = "Decompone un prodotto in sostanze più semplici facendolo passare attraverso una corrente elettrica."; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Elettrolizzatore"; name of a machine "ElectrolyzerT2__name" = "Elettrolizzatore II"; shown when entity has no products (e.g. when transport is empty) shown when entity has no products (e.g. when transport is empty) "Empty" = "Vuoto"; used when some option is enabled allows trucks to deliver materials "Enabled" = "Abilita"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "Abilita mod (riavvio richiesto)"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "Avvertenza: le mod possono eseguire codici arbitrari e accedere a qualsiasi file sul tuo computer, persino connettersi a Internet. Usa solo mod di cui ti fidi. Usa le mod solo a tuo rischio."; enemy ship(s) enemy ship(s) "Enemy" = "Nemico"; name name "EngineT1__name" = "Motore della nave"; short description short description "EngineT2__desc" = "Aumenta la velocità e la portata della nave."; name name "EngineT2__name" = "Motore della nave II"; short description short description "EngineT3__desc" = "Aumenta la velocità e la portata della nave."; name name "EngineT3__name" = "Motore della nave III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "possibilità di guasto: {0}"; notification "EntityCannotBeReached__name" = "EntityCannotBeReached__name"; "EntityCannotBeReachedDesc" = "EntityCannotBeReachedDesc"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector. "EntityComputingConsumptionTooltip" = "Computing consumato quando operativo"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "Informatica attualmente consumata"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "Informatica consumata quando operativo (attualmente non in consumo)"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "Informatica necessaria per funzionare (attualmente non sufficiente)"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "Computing generato quando operativo"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "Elettricità consumata durante il funzionamento"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "Elettricità attualmente consumata"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "Elettricità consumata quando operativo (attualmente non in consumo)"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "Elettricità necessaria per funzionare (attualmente non sufficiente)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "Massima produzione di elettricità generata"; notification notification "EntityMayCollapseUnevenTerrain__name" = "L'edificio {entity} potrebbe crollare a causa del terreno irregolare"; tooltip that explains the panel that shows monthly unity consumed in a machine / building tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "Unity mensile consumata"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__Consuming" = "EntityMonthlyUnitTooltip__Consuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "EntityMonthlyUnitTooltip__NotConsuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "EntityMonthlyUnitTooltip__NotEnough"; tooltip that explains quick repair action tooltip that explains quick repair action "EntityRepair__Tooltip" = "Riparazione rapida di emergenza che costa Unity"; title of a panel that shows the current status of a vehicle, ship or machine 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!) storage is full - status of a selected entity (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "Surriscaldato"; animal farm has no animals, so it's empty has nothing to do animal farm has no animals, so it's empty has nothing to do "EntityStatus__AnimalFarm_NoAnimals" = "Nessun animale"; animal farm is missing food to feed its animals animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "Nessun alimento"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "Rotto"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "Sgombero"; status of a datacenter, can't work as player did not add any servers into it (keep it short!) status of a datacenter, can't work as player did not add any servers into it (keep it short!) "EntityStatus__Datacenter_NoServers" = "Nessun server"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "In crescita"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "Bassa fertilità"; farm has no crop selected, so it can't work (keep it short!) farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "Nessun raccolto selezionato"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "Niente acqua"; blocked as output is full - status of a selected entity (keep it short!) blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "Output pieno"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "Capienza piena"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "Inattivo"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "Posizionamento errato"; not enough electricity - status of a selected entity (keep it short!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "Bassa potenza"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "Refrigerante mancante"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "Manca input"; selected entity can't work as it is lacking fuel (keep it short!) selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "Necessita carburante"; not enough computing from datacenter - status of a selected entity (keep it short!) not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "Nessuna elaborazione"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "Nessun lavoro"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "Nessuna formula"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "Non collegato tramite albero"; transport is not connected - status of a selected entity (keep it short!) transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "Non connesso"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "No Unity"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "Niente lavoratori"; status for ore sorter when it got stuck with some products but still can sort others (keep it short!) "EntityStatus__PartiallyStuck" = "EntityStatus__PartiallyStuck"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Paused" = "Pausa"; status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "Non è possibile eseguire la ricerca"; shown when entity such as mine has run out of a deposit to mine machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__ResourceDepleted" = "Risorsa esaurita"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "In arrivo"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "In partenza"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "Attraccato"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "Esplorando"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "In battaglia"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "In movimento"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "Niente ordini"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "In attesa di prodotti"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "Prodotti mancanti"; all cool! - Status of a selected entity (keep it short!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "Lavoro"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "Lavoro ({0})"; button that toggles navigation overlay, keep short button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "Attiva/disattiva overlay di navigazione"; explanation of what navigation overlay toggle does explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "Attiva un overlay che mostra dove questo veicolo può o non può guidare."; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip" = "Numero di lavoratori necessari"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "Lavoratori attualmente assegnati"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "Numero di lavoratori necessari quando operativo (nessun lavoratore assegnato al momento)"; Label for a button to copy an error message "Error__Copy" = "Error__Copy"; Label for a button shown on error notifications to view more details "Error__View" = "Error__View"; name of a toggle button that turns on / off the error reporting title for setting that configures error reporting "ErrorReporting__Title" = "Segnalazione errori"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "Ci consente di inviare segnalazioni anonime di errori che si verificano durante il gioco. Questo ci aiuta a scoprire rapidamente i problemi e a rendere il gioco migliore per tutti."; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "Nessun contratto stipulato. È ora di chiudere un nuovo affare?"; 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. 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" = "Contratti stipulati"; tooltip for EstablishedContracts__Title tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "Elenca tutti i contratti stipulati. Questi contratti potrebbero costare Intesa mensile. Il contratto stipulato può essere annullato solo se non assegnato ad alcun deposito merci."; title of a panel showing an estimate of water yield for rainwater harvester title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "Raccolta media dell'acqua"; short description of a machine short description of a machine "EvaporationPond__desc" = "Produce sale evaporando l'acqua residua dalla salamoia."; name of a machine name of a machine "EvaporationPond__name" = "Stagno di evaporazione"; short description of a machine short description of a machine "EvaporationPondHeated__desc" = "Produce sale evaporando l'acqua residua dalla salamoia. Il processo viene accelerato utilizzando una serie di riscaldatori elettrici."; name of a machine name of a machine "EvaporationPondHeated__name" = "Stagno di evaporazione (riscaldato)"; notification notification "ExcavatorHasNoValidTruck__name" = "{entity} non ha un camion compatibile"; vehicle description, for instance {0}=6 vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "Adatto a scavare qualsiasi terreno, la capacità massima della benna di {0}. E' troppo alta da non poter passare sotto i sistemi di trasporto, usa delle rampe per attraversarli."; vehicle vehicle "ExcavatorT1__name" = "Piccolo scavatore"; vehicle description, for instance {0}=18 vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "Questa è una macchina scavatrice davvero seria! La capacità della benna è di {0}! E' troppo alta da non poter passare sotto i sistemi di trasporto, usa delle rampe per attraversarli."; vehicle vehicle "ExcavatorT2__name" = "Escavatore"; vehicle "ExcavatorT2H__name" = "ExcavatorT2H__name"; vehicle description, for instance {0}=60 vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "Scavatore estremamente largo da poter scavare qualsiasi terreno senza fatica. La capacità della benna è di {0}. A causa delle sue dimensioni non può passare sotto i sistemi di trasporto, usa delle rampe per attraversarli."; vehicle vehicle "ExcavatorT3__name" = "Mega scavatore"; vehicle "ExcavatorT3H__name" = "ExcavatorT3H__name"; {0} is a number, used like for instance '75%' {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "Filtra il {0}% dell'inquinamento dai gas di scarico caldi estraendo risorse utili."; name of a machine name of a machine "ExhaustScrubber__name" = "Depuratore delle emissioni"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "Esci dal menu principale"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "La nostra nave ha scoperto {0}!"; "ExplorationResult__Loot" = "Trovato del bottino!"; "ExplorationResult__Nothing" = "Non è stato trovato niente!"; "ExplorationResult__Title" = "Area esplorata!"; title of a dialog that allows to export blueprint into a string title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "Esporta come stringa di codice"; title of a panel that configures truck's export priority - keep it short! title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "Export"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "Priorità dei camion per la rimozione del carburante immagazzinato."; tooltip for export of cargo stored in shipyard could not demolish a cargo depot as its ship still has some cargo to unload "ExportPriority__ShipyardCargo" = "Priorità del camion per la rimozione del carico immagazzinato."; tooltip tooltip "ExportPriority__StorageTooltip" = "Priorità dei camion per la rimozione del prodotto immagazzinato."; title of a panel configuring custom export routes for trucks title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "Rotte di esportazione"; title of settings affecting game failures, outages "FailureOutages" = "FailureOutages"; title of a panel showing the currently planted crop (can be only one per farm). title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "Raccolto piantato"; tooltip explaining average farm production rate tooltip "FarmAvgProduction__Tooltip" = "Produzione media mensile stimata per tutte le colture selezionate. La stima si basa sul tempo di crescita della coltura e la fertilità del suolo media (o alla fertilità target impostata tramite slider sottostante). Perdite dovuta a mancanza di fertilità o acqua sono escluse dalla stima. Tuttavia, è incluso il tempo extra dovuto alle colture che non producono raccolto. Per sapere quanto cibo serve, controlla il rapporto sul consumo del mercato alimentare."; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "Selezione raccolto"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "Fertilità"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "Equilibrio fertile: {0}"; describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "L'equilibrio di fertilità è un valore al quale la fertilità del suolo convergerà naturalmente per l'attuale programma di coltura. All'equilibrio, il consumo di fertilità della coltura è uguale al tasso di ricostituzione naturale. Se ci sono più colture impostate in una rotazione, questo valore è solo approssimativo poiché ciascuna coltura può avere un valore di equilibrio diverso. Si noti che l'equilibrio non tiene conto del fertilizzante."; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "Fertilizzazione naturale"; describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "Tasso mensile al quale la fertilità del suolo si ricostituisce naturalmente (senza fertilizzante). Meno il terreno è fertile, più è alto il tasso di ricostituzione. Quando la fertilità del suolo è superiore al 100%, la ricostituzione naturale sarà negativa e la fertilità diminuirà lentamente."; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "Fertilità necessaria: {0}"; tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "Quantità di fertilità extra necessaria in media (per l'attuale rotazione delle colture) per raggiungere l'obiettivo del livello di fertilità. Questa fertilità extra deve essere fornita con fertilizzante."; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "OBIETTIVO: {0}"; tooltip explaining farm fertility tooltip explaining farm fertility "FarmFertility__Tooltip" = "La fertilità del suolo influisce sulla resa delle colture, con una fertilità del 60% ci sarà solo una resa del 60%. La maggior parte delle colture consuma fertilità crescendo. La fertilità si ricostituisce naturalmente quando è inferiore al 100%, oppure può essere aumentata coltivando colture che forniscono fertilità o utilizzando fertilizzanti. Coltivare le stesse colture una dopo l'altra aumenta il loro consumo di fertilità. Pertanto, è vantaggioso ruotare diverse colture."; explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) 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" = "Il consumo di fertilità è aumentato a causa della mancanza di rotazione."; title for farm fertility panel title for farm fertility panel "FarmFertilityTitle" = "Fertilità del terreno"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1 fertilizzante -> {0}"; describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "Quanta fertilità del suolo è fornita da ciascuna unità di fertilizzante immagazzinato."; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "Fertilizzazione massima: {0}"; describes maximum fertilization target describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "Obiettivo massimo di fertilizzazione raggiungibile con il fertilizzante attualmente stoccato."; title for farm's stored fertilizer title for farm's stored fertilizer "FarmFertilizer__Title" = "Fertilizzante stoccato"; describes fertilizers function and storage describes fertilizers function and storage "FarmFertilizer__Tooltip" = "I fertilizzanti possono essere usati per incrementare artificialmente la fertilità del suolo oltre il suo equilibrio naturale. Alcuni fertilizzanti possono persino aumentare la fertilità del suolo oltre il 100%. Usa il cursore verde per impostare l'obiettivo di fertilizzazione desiderato. Il fertilizzante deve essere distribuito attraverso i tubi. Quando vengono distribuiti tipi differenti di fertilizzanti, le loro proprietà saranno miscelate proporzionalmente."; button to open overview window of all the existing fertilizers, keep short button to open overview window of all the existing fertilizers, keep short "FarmFertilizersOverview__Open" = "Panoramica sui fertilizzanti"; title of a window showing overview of all the existing fertilizers title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "Panoramica sui fertilizzanti"; title for farm irrigation tank title for farm irrigation tank "FarmIrrigation__Title" = "Vasca di irrigazione"; tooltip explaining farm irrigation tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "Quantità di acqua immagazzinata pronta per l'irrigazione. La fattoria avvierà automaticamente l'irrigazione quando il livello d'acqua del suolo è basso. L'irrigazione sarà sempre spenta durante la pioggia."; info text that points the player to click the plus button to plant new crop and start growing something in the farm info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "Clicca '+' per iniziare la coltivazione"; short description short description "FarmT1__desc" = "Consente la coltivazione di varie colture. Può essere utilizzato per la produzione alimentare. Questa fattoria dipende solo dalla pioggia. Per fornire acqua da fonte esterna deve essere aggiornata."; name name "FarmT1__name" = "Fattoria"; short description short description "FarmT2__desc" = "Fattoria irrigata che può essere collegata a una fonte di acqua o fertilizzante. Potrebbe essere utile."; name name "FarmT2__name" = "Fattoria irrigata"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "Ha il {0} di resa del raccolto in più rispetto alla fattoria di base. Le colture richiedono anche il {1} in più di acqua e fertilità."; name name "FarmT3__name" = "Serra"; name name "FarmT4__name" = "Serra II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "Bisogno medio"; title of a panel showing the current soil water level (how well is the farm watered) title of a panel showing the current soil water level (how well is the farm watered) "FarmWater__Title" = "Livello di acqua nel suolo"; tooltip explaining how water works on farms "FarmWater__Tooltip" = "Le colture richiedono acqua per crescere in base al loro fabbisogno. Se non c'è abbastanza acqua, le piante smetteranno di crescere e inizieranno ad appassire. Se non gli viene data acqua per molto tempo, le piante potrebbero essiccarsi, forzando un raccolto prematuro. La pioggia ripristina i livelli d'acqua. Più avanti sarà possibile migliorare le fattorie con un sistema d'irrigazione che può fornire acqua in qualsiasi momento. L'acqua evapora lentamente se non sta crescendo niente nella fattoria. Le colture possono iniziare a crescere solo se il terreno è idratato."; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "La resa della fattoria è aumentata di {0}, il fabbisogno idrico di {1}"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "FarmYieldIncrease__name" = "Potenziamento agricolo"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "Il reattore autofertilizzante veloce è un reattore nucleare in cui la reazione a catena di fissione è sostenuta da neutroni veloci. Questo processo necessita di combustibile altamente arricchito e produce grandi quantità di calore. Il nucleo contenente il combustibile arricchito è circondato da una coltre di materiale fissile che viene bombardato dai neutroni veloci e trasformato in combustibile fissile. Questo processo consente anche di bruciare gli isotopi transuranici che normalmente impiegherebbero migliaia di anni per decadere. Questo reattore non utilizza barre di combustibile solido, ma il suo combustibile è disciolto in sale fuso. Funziona a temperature operative più elevate per produrre vapore super pressurizzato (800 °C). Se il nocciolo è surriscaldato e non è disponibile alcun raffreddamento di emergenza, il reattore si spegnerà automaticamente drenando il combustibile fuso dal reattore, tutto il combustibile andrà perso e il reattore verrà danneggiato. Questo impianto può essere configurato per fornire in modo efficace fino a {0} MW di elettricità quando funziona a piena potenza."; name "FastBreederReactor__name" = "Reattore autofertilizzanre veloce"; short description of a machine "FermentationTank__desc" = "Impiega microrganismi per convertire gli zuccheri in altre sostanze utili come l'etanolo. I microrganismi impiegati qui non ricevono alcuno stipendio (adorano semplicemente lo zucchero)."; name of a machine "FermentationTank__name" = "Vasca di fermentazione"; shows a location of a file, {0} is replaced with the location "FileLocation" = "Posizione: {0}"; caption for a table header displaying file sizes "FileSize_Title" = "FileSize_Title"; "FirTree__desc" = "Abete"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Può bruciare liquidi e gas combustibili ma produce inquinamento."; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Bruciatore"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "Unità di trasporto di prodotti solidi."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "Unità di trasporto di prodotti solidi. La sua portata è {0} volte aumentata rispetto al livello precedente."; short description: small machine that allows sorting of products short description When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "Consente lo smistamento dei prodotti."; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "Smistatore"; name name "FlatConveyorT1__name" = "Nastro conduttore"; name name "FlatConveyorT2__name" = "Nastro conduttore II"; name name "FlatConveyorT3__name" = "Nastro conduttore III"; name: default name of the main ship name "Fleet__name" = "La Nave"; tooltip "FlipShortcut__Tooltip" = "FlipShortcut__Tooltip"; description of flywheel, {0} = '120 MW-seconds' description of flywheel, {0} = '80 MW-seconds' "Flywheel__desc" = "Il volano è in grado di immagazzinare {0} di potenza meccanica grazie all'inerzia di una massa rotante."; name name "Flywheel__name" = "Volano"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "Fa in modo che la telecamera segua questo veicolo. Premi {0} per annullare."; title of a panel showing information about food in a settlement "Food" = "Cibo"; number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0} categoria soddisfatta"; name "FoodCategory_Carbs__name" = "Carboidrati"; name "FoodCategory_Protein__name" = "Proteine"; name "FoodCategory_Treats__name" = "Dolci"; name "FoodCategory_Vitamins__name" = "Vitamine"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "Il consumo di cibo è aumentato di {0}"; policy / edict which can enabled by the player in their Captain's office. name: 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" = "Abbondanza di cibo"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "Consumo di cibo ridotto di {0}"; policy / edict which can enabled by the player in their Captain's office. name: 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" = "Risparmio di cibo"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "nutre {0} persona"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "Questa categoria di cibo partecipa al bonus salute se previsto."; title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "Bonus salute"; tooltip "FoodHealth__Tooltip" = "Provvedere al fabbisogno calorico della popolazione con diverse categorie di cibo può migliorare la salute generale della popolazione. Una categoria di cibo è utile a questo fine solo se ha l'icona della salute di fianco. É necessario soddisfare almeno due categorie di cibo prima che qualsiasi bonus venga applicato."; title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "Cibo nell'insediamento"; tooltip "FoodInSettlement__Tooltip" = "Mostra tutto il cibo disponibile nell'insediamento assieme alle informazioni sui consumi e i benefici. Il cibo è diviso in categorie, fornire cibo di diverse categorie può beneficiare la salute. Se fornisci cibo variegato, il consumo totale si distribuisce su tutti i tipi di cibo fornito. Fornire diversi tipi di cibo è anche un ottimo metodo per produrre Unity."; tooltip "FoodLeftMainPanel__Tooltip" = "Mostra per quanto tempo dura l'attuale approvvigionamento alimentare. Conta solo la fornitura immagazzinata nei mercati alimentari collegati agli insediamenti."; short description of a machine "FoodMill__desc" = "Macina i prodotti organici in una polvere fine o olio."; name of a machine "FoodMill__name" = "Mulino"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "FoodNeed__name" = "Cibo"; short description of a machine "FoodProcessor__desc" = "Può produrre diversi tipi di cibo da determinati ingredienti."; name of a machine "FoodProcessor__name" = "Robot per cibo"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "Fornitura di cibo"; this tooltip is for a panel that shows food supply in a single settlement this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "L'approvvigionamento alimentare è disponibile in questo insediamento. Basato sulla somma di tutto il cibo immagazzinato nei mercati alimentari annessi."; Description of forestry tower. "ForestryTower__desc" = "ForestryTower__desc"; name "ForestryTower__name" = "Torre di controllo forestale"; option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "FpsLimitOption__NoLimit"; option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "FpsLimitOption__VSync1"; tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "FpsLimitOption__VSync1Tooltip"; option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "FpsLimitOption__VSync2"; tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "FpsLimitOption__VSync2Tooltip"; title for fuel information (keep it general, no diesel references) title for fuel information (keep it general, no diesel references) "Fuel" = "Carburante"; title of a panel that shows amount of stored fuel (keep it as general fuel) title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "Carburante disponibile"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "Carburante per nave"; "FuelForShip__Tooltip" = "Sposta il cursore verde sinistro verso destra per fare in modo che questo edificio trasferisca il carburante immagazzinato nella nave. Questo edificio richiederà anche ai camion di mantenere il suo magazzino pieno fino all'indicatore verde."; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "per un singolo viaggio"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "Consumo di carburante dei veicoli ridotto di {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "Risparmio di carburante sui veicoli"; building or machine "FuelStationHydrogenT1__name" = "FuelStationHydrogenT1__name"; notification notification "FuelStationNotConnected__name" = "{entity} non ha un tubo del carburante collegato"; notification notification "FuelStationOutOfFuel__name" = "{entity} è a corto di carburante"; short description "FuelStationT1__desc" = "I camion assegnati a una stazione di servizio riforniranno automaticamente di carburante gli escavatori e le mietitrici di alberi nel loro sito di lavoro, in modo che non perdano tempo a rifornirsi di carburante da soli."; building or machine building or machine "FuelStationT1__name" = "Stazione di rifornimento"; advanced fuel station description "FuelStationT2__desc" = "Fornisce una maggiore velocità di stoccaggio e rifornimento rispetto al livello precedente."; building or machine building or machine "FuelStationT2__name" = "Stazione di rifornimento II"; building or machine building or machine "FuelStationT3__name" = "Stazione di rifornimento III"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "Serbatoio di carburante"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "Serbatoio di carburante extra"; 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"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "Salute di base"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "Influisce sulla salute di base della tua popolazione."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ComputingLow" = "GameDiff__ComputingLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "Costi di costruzione"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "Influisce sui costi di costruzione di entità come macchine, edifici, veicoli."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConsumerBroken" = "GameDiff__ConsumerBroken"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DeconstructionRefund" = "GameDiff__DeconstructionRefund"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "GameDiff__DeconstructionRefund_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DiseaseMortalityDiff" = "GameDiff__DiseaseMortalityDiff"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraContractsProfit" = "Redditività dei contratti"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "GameDiff__ExtraContractsProfit_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "Materiali di partenza aggiuntivi"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "Materiali di partenza aggiuntivi e più materiali quando si smantellano gli edifici abbandonati. Influenza anche le dimensioni extra dei depositi di petrolio dell'isola."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "Rendimento delle fattorie"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "Influisce sulla resa di tutte le fattorie e serre."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "Consumo di carburante"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "Influenza il consumo di carburante dei veicoli e delle navi da carico."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__GroundwaterPumpLow" = "GameDiff__GroundwaterPumpLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__LoansDifficulty" = "GameDiff__LoansDifficulty"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "Consumo dei punti manutenzione"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__OreSorting" = "GameDiff__OreSorting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__OreSorting_Tooltip" = "GameDiff__OreSorting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "GameDiff__PollutionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PollutionDiff_Tooltip" = "GameDiff__PollutionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerLow" = "GameDiff__PowerLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "GameDiff__PowerSetting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "GameDiff__PowerSetting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickActionsCostDiff" = "GameDiff__QuickActionsCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__QuickActionsCostDiff_Tooltip" = "GameDiff__QuickActionsCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "Riparazione immediata"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "Resa dell'acqua piovana"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "Influenza quanta acqua è generata dalla pioggia."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResearchCostDiff" = "GameDiff__ResearchCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "GameDiff__ResearchCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "Resa dei minerali"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResourceMiningDiff_Tooltip" = "Aumenta o diminuisce la quantità di minerali e sabbia. Se aumentato, gli escavatori troveranno più risorse rispetto al settaggio standard, a parità di grandezza del deposito."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "Consumi dell'insediamento"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "Influenza la quantità di cibo, servizi e merci consumata dalla popolazione."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "GameDiff__ShipsNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SolarPowerDiff" = "GameDiff__SolarPowerDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SolarPowerDiff_Tooltip" = "GameDiff__SolarPowerDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__Starvation" = "GameDiff__Starvation"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "Velocità di crescita degli alberi"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "Influisce sulla velocità di crescita degli alberi."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__UnityProductionDiff" = "Produzione Unity"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__UnityProductionDiff_Tooltip" = "Influenza quanto Unity è prodotto negli insediamenti."; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "GameDiff__VehiclesNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "Meteo"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesNoUnity" = "GameDiff__WorldMinesNoUnity"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "Depositi minerari mondiali"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "Influisce sulla dimensione dei depositi nelle miniere mondiali (ad esempio miniere di quarzo o piattaforme petrolifere)."; description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "GameDifficulty__AdmiralDescription"; clear description of difficulty setting (this is hard difficulty) clear description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "Solo per giocatori esperti"; title of game difficulty setting (this is hard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__AdmiralTitle" = "Ammiraglio"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__CustomTitle" = "Personalizzato"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "GameDifficulty__EasyDescription"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "Per i giocatori che vogliono una navigazione tranquilla"; title of game difficulty setting (this is easy difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__EasyTitle" = "Marinaio"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "GameDifficulty__NormalDescription"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "Per giocatori che cercano un po' di avventura"; title of game difficulty setting (this is standard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__NormalTitle" = "Capitano"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "GameFpsLimitRenderingSetting__Name"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "Siamo davvero spiacenti, ma il gioco non è stato inizializzato, ti preghiamo di inviarci un rapporto con i dettagli."; message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "GameInitFail__Mod"; message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "GameInitFail__OutOrMemory"; Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "GameMechanic__Casual"; Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "GameMechanic__Challenges"; Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "GameMechanic__Realism"; title of the game over message "GameOver__Message" = "È finita. Non ci sono più persone su quest'isola. Chissà cosa avrei potuto fare per impedirlo..."; title of the game over message "GameOver__Title" = "È finita!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "Il file non può essere caricato"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "GameSaveLoad__CannotSaveFile"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile_Crash" = "GameSaveLoad__CannotSaveFile_Crash"; message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "Non è stato possibile caricare il salvataggio richiesto, il file è vuoto o non esiste: {0}."; message when game failed to load due to missing mod message when game failed to load due to save version being too old "GameSaveLoad__MissingMod" = "Impossibile caricare il file di salvataggio specificato perché mancava una 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" = "Se desideri ancora caricare questo file di salvataggio, esci dal gioco, vai su Steam > Proprietà > Beta e seleziona {0} versione nel menu a discesa. Steam scaricherà quindi la versione precedente del gioco per te. Tutte le funzionalità aggiunte in questa versione non saranno disponibili in quelle precedenti."; message when game failed to load due to save version being too new message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "Questo file di salvataggio proviene da una versione del gioco più recente ({0}) rispetto a quella correntemente supportata ({1}). Stai usando una vecchia versione di Steam?"; message when game failed to load due to save version being too old message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "Questo file di salvataggio proviene da una versione precedente del gioco ({0}) che non è supportata da questa versione del gioco."; label for game seed, see https://en.wikipedia.org/wiki/Random_seed label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "Game seed"; tooltip explaining how is seed used in the game tooltip explaining how soil water level works "GameSeed__Tooltip" = "Influenza la randomizzazione usata per la generazione del meteo o il layout della mappa del mondo. Non influisce sulla generazione della mappa"; category for key bindings affecting game speed "GameSpeed" = "Velocità di gioco"; short description of a machine "GasInjectionPump__desc" = "GasInjectionPump__desc"; pump name "GasInjectionPump__name" = "Pompa d'iniezione per gas"; Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "GateTime__Detail"; title of a panel showing general information about a settlement, things like services, number of occupants, etc. "General" = "Generale"; category for general key bindings "GeneralShortcuts" = "Generale"; short description of a machine short description of a machine "GlassMakerT1__desc" = "Getta il vetro fuso in lastre di vetro"; name of a machine name of a machine "GlassMakerT1__name" = "Produttore di vetro"; short description of a machine short description of a machine "GlassMakerT2__desc" = "Getta il vetro fuso in lastre di vetro e con un'efficienza molto maggiore"; name of a machine name of a machine "GlassMakerT2__name" = "Produttore di vetro II"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "Status della manutenzione globale"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "Mostra lo stato di manutenzione globale. Qualsiasi manutenzione eccessiva viene archiviata nel buffer globale. Se il buffer globale è pieno, i depot di manutenzione mettono in pausa il loro avanzamento. Se il buffer è vuoto, in genere significa che manca la manutenzione."; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "Bisogno globale:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "Goal__ActivateEdict"; title for set of goals "Goal__AdvancedDiesel__name" = "Raffinazione del greggio avanzata"; goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "Costruisci un altro {0} per produrre {1}"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "Goal__AssignTrucksToTreeHarvester"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "Assegna {0} al {1} per rifornire automaticamente tutti i tuoi scavatori"; text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "Costruisci {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "Costruisci e collega {0}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "Costruisci {0} e connettilo a {1}"; text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "Costruisci {0} e connettilo a {1} e {2}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "Costruisci {0} e connettilo a {1} usando un tubo"; text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "Costruisci {0} e assicurati che {1} venga consegnato da {2}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "Costruisci un altro {0}"; title for set of goals "Goal__BuildCaptainOffice__name" = "Ufficio del Capitano"; goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "Goal__BuildCargoDock"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "Costruisci un {0}, assegnalo con {1} e connettilo al {2} usando dei {3}"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "Costruisci un {0} per il {1} e connettilo al {2}"; goal text, {0} - farm "Goal__BuildFarm" = "Costruisci una {0} sopra a del terreno fertile (erba)"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "Costruisci {0} e connettilo a {1} con {2}"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "Costruisci {0} attaccato all'insediamento esistente"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "Costruisci {0} vicino alla riva e seleziona una ricetta per scaricare {1}"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "Costruisci {0} sopra un giacimento petrolifero e connettilo ad un {1}"; goal text "Goal__BuildPowerGenerator" = "Inizia a produrre energia costruendo {0}"; title for set of goals "Goal__BuildResearchLab2__name" = "Ricerca avanzata"; title for set of goals "Goal__BuildSlagStorage__name" = "Migliora l'esportazione delle scorie"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "Goal__BuildSlagStorage2"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "Goal__BuildSteamTurbine"; goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "Costruisci un {0} e assegnalo a {1}"; goal text "Goal__BuildWasteCollection" = "Costruisci {0} attaccato all'insediamento"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "Costruisci un nuovo {0}"; title for set of goals "Goal__ConveyorBelts__name" = "Configura i nastri trasportatori"; goal text "Goal__Conveyors" = "Connetti diversi macchinari usando dei nastri trasportatori"; title for set of goals "Goal__CopperProduction__name" = "Produzione di rame"; title for set of goals "Goal__CpIProduction__name" = "Costruzione di parti"; title for set of goals "Goal__CrudeOilImport__name" = "Automatizza l'importazione di petrolio greggio"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "Indica una zona di scarico per {0}"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "Disabilita l'importazione dai camion per il nuovo deposito di {0}"; title for set of goals "Goal__DiscoverOilRig__name" = "Trova la piattaforma petrolifera"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "Scarica {0}"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "Smaltisci {0}"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "Stabilisci un estrazione mineraria di {0} ed estrai {0}"; goal text "Goal__ExploreWithShip" = "Esplora la prima posizione sulla mappa del mondo con la nave"; title for set of goals "Goal__ExploreWithShip__name" = "Ripara il cantiere navale e preparati a salpare"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "Goal__ExportFromSlagStorage"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "Immagazzina {0} in {1} "; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "Brucia il {0} in eccesso in {1}"; title for set of goals "Goal__FoodProduction__name" = "Produzione alimentare"; title for set of goals "Goal__FoodProduction2__name" = "Produzione alimentare 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" = "Costruisci un {0} vicino ad un deposito di {1}, assegnagli {2} e {3} e imposta l'assegnazione mineraria."; title for set of goals "Goal__FuelStation__name" = "Stazione di servizio"; goal text "Goal__GrowPotatoes" = "Aspetta il primo raccolto di patate"; goal text "Goal__HarvestTrees" = "Inizia ad abbattere gli alberi"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "Fai in modo che la tua {0} importi {1} dalla {2}"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "Trascina il cursore verde nel {0} da sinistra verso destra per abilitare la richiesta attiva di {1}"; title for set of goals "Goal__IronOreMining__name" = "Estrazione mineraria di ferro"; title for set of goals "Goal__IronProduction__name" = "Produzione di ferro"; goal text "Goal__LoadCrew" = "Carica l'equipaggio sulla nave"; title for set of goals "Goal__Maintenance__name" = "Manutenzione"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "Estrai {0}"; title for set of goals "Goal__MineCoal__name" = "Estrai del carbone"; goal text, {0} - beacon "Goal__PauseBeacon" = "Metti in pausa il {0} per ridurre il traffico di rifugiati in entrata"; title for set of goals "Goal__PauseBeacon__name" = "Riduci l'ingresso di rifugiati"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "Metti in pausa il {0} per risparmiare sulla {1}"; title for set of goals "Goal__PopulationGrowth__name" = "Crescita della popolazione"; title for set of goals "Goal__PowerFromCoal__name" = "Centrale elettrica a carbone"; text for a goal, {0} replaced with title of a product "Goal__Process" = "Raffina il {0}"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "Goal__ProcessCopperOre"; goal text "Goal__ProcessIron" = "Goal__ProcessIron"; title for set of goals "Goal__ProcessIronOre__name" = "Goal__ProcessIronOre__name"; text for a goal, {0} replaced with title of a product "Goal__Produce" = "Goal__Produce"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "Costruisci un nuovo {0} e produci {1}"; goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "Goal__ProduceLabEquipment"; text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "Goal__ProduceScrap"; goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "Goal__RefuelShip"; goal text, {0} - cargo ship "Goal__RepairCargoShip" = "Goal__RepairCargoShip"; goal text, {0} - oil rig "Goal__RepairOilRig" = "Goal__RepairOilRig"; goal text "Goal__RepairShip" = "Goal__RepairShip"; goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "Goal__RepairShipyard"; text for a goal, {0} replaced with title of a node to research "Goal__Research" = "Ricerca {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "Ricerca e costruisci {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "Goal__ResearchAndUpgrade"; title for set of goals "Goal__RubberProduction__name" = "Goal__RubberProduction__name"; goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "Goal__SelectCpRecipe"; title for set of goals "Goal__SettlementWater__name" = "Goal__SettlementWater__name"; title for set of goals "Goal__SetupBricks__name" = "Produzione di mattoni"; title for set of goals "Goal__SetupCp2__name" = "Costruzione II"; title for set of goals "Goal__SetupDiesel__name" = "Goal__SetupDiesel__name"; title for set of goals "Goal__SetupTradings__name" = "Goal__SetupTradings__name"; title for set of goals "Goal__SetupVehicleParts__name" = "Goal__SetupVehicleParts__name"; text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "Goal__StartProducing"; title for set of goals "Goal__StockpileDiesel__name" = "Goal__StockpileDiesel__name"; title for set of goals "Goal__StockpileProducts__name" = "Goal__StockpileProducts__name"; goal text, {0} - bricks, {1} - iron goal text, {0} - bricks, {1} - wood "Goal__Trade" = "Compra dei {0} per della {0} dal villaggio nella mappa del mondo"; goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "Goal__UseMediumOil"; text for a goal "Goal__WaitForRefugees" = "Goal__WaitForRefugees"; title for set of goals "Goal__WasteDumping__name" = "Goal__WasteDumping__name"; goal text, {0} - oil rig "Goal__WorldMine" = "Scopri una {0} esplorando con la tua nave"; tooltip explaining that the current goal is long-term "Goal_TakeTime" = "Goal_TakeTime"; title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "GoalShowCompleted__Action"; title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "GoalShowLocked__Action"; title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "GoalSkip__Action"; confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "GoalSkip__Confirmation"; {0} = Maintenance depot "GoalTip__Maintenance" = "La maggior parte dei macchinari e dei veicoli richiede una manutenzione regolare. Dovresti ricercare e costruire un {0} il prima possibile altrimenti il tuo equipaggiamento inizierà a rompersi."; "GoalTip_ActivateRecipe" = "GoalTip_ActivateRecipe"; "GoalTip_BeltsMotivation" = "GoalTip_BeltsMotivation"; "GoalTip_BuildMore" = "GoalTip_BuildMore"; "GoalTip_BuildNearShore" = "GoalTip_BuildNearShore"; {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "GoalTip_ConnectWasteWithPipe"; {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "GoalTip_DisableTruckImport"; {0} = Shipyard "GoalTip_RefuelShip" = "GoalTip_RefuelShip"; {0} = iron ore "GoalTip_ReorderRecipes" = "GoalTip_ReorderRecipes"; button to go back (e.g. to close a window) button to go back (e.g. to close a window) "GoBack" = "Indietro"; name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "Gold_TerrainSurface__name"; Map description "GoldenPeakStaticIslandMap__desc" = "GoldenPeakStaticIslandMap__desc"; Map name "GoldenPeakStaticIslandMap__name" = "GoldenPeakStaticIslandMap__name"; name of a machine name of a machine "GoldFurnace__name" = "Fornace d'oro"; Button to advance to the next step or tab in a wizard "GoNext" = "GoNext"; tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "GoTo__Tooltip"; button that takes player a window that shows contracts overview "GoToContracts" = "GoToContracts"; tooltip tooltip "GroundReserveTooltip__Groundwater" = "Mostra lo stato complessivo della riserva di acque sotterranee. L'acqua freatica viene reintegrata durante la pioggia e può esaurirsi temporaneamente se pompata troppo."; tooltip tooltip "GroundReserveTooltip__Oil" = "Mostra lo stato generale della riserva terrestre di petrolio greggio in questo deposito. Questa è una risorsa limitata. Dobbiamo trovarne uno nuovo prima di esaurirlo. La fonte a lungo termine di petrolio greggio deve essere trovata nella mappa del mondo."; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "GrowthPause__desc"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "GrowthPause__name"; name: ship part upgrade name: ship part upgrade "Gun0__name" = "Pistola (di base)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "Pistola I (front)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "Pistola I (rear)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "Pistola II (front)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "Pistola II (rear)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "Pistola III (front)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "Pistola III (rear)"; "HeadquartersT1__desc" = "HeadquartersT1__desc"; example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "HeadquartersT1__QuickTrade__desc"; title of a panel showing health overview or statistics of people on the island "Health" = "Health"; tooltip "Health__Tooltip" = "Health__Tooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "HealthBonus__desc"; policy / edict which can enabled by the player in their Captain's office. "HealthBonus__name" = "HealthBonus__name"; name: name of a settlement service provided to pops "HealthCareNeed__name" = "Ospedali"; name "HealthPointsCat_AirPollution__name" = "HealthPointsCat_AirPollution__name"; name "HealthPointsCat_AirPollutionShips__name" = "HealthPointsCat_AirPollutionShips__name"; name "HealthPointsCat_AirPollutionVehicles__name" = "HealthPointsCat_AirPollutionVehicles__name"; name "HealthPointsCat_Base__name" = "HealthPointsCat_Base__name"; name "HealthPointsCat_Disease__name" = "HealthPointsCat_Disease__name"; name "HealthPointsCat_Edicts__name" = "HealthPointsCat_Edicts__name"; name "HealthPointsCat_Food__name" = "HealthPointsCat_Food__name"; name "HealthPointsCat_Healthcare__name" = "HealthPointsCat_Healthcare__name"; name "HealthPointsCat_LandfillPollution__name" = "HealthPointsCat_LandfillPollution__name"; name "HealthPointsCat_WasteInSettlement__name" = "HealthPointsCat_WasteInSettlement__name"; name "HealthPointsCat_WaterPollution__name" = "HealthPointsCat_WaterPollution__name"; name: describes the current weather name: describes the current weather "HeavyRainWeather__name" = "Pioggia intensa"; amount of hit points amount of hit points "HitPoints" = "Danni"; notification notification "Homeless__name" = "Alloggi insufficienti, l'insediamento è sovraffollato"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "HomelessLeft__name" = "{0} i senzatetto hanno lasciato l'isola per mancanza di cibo."; short description "Hospital__desc" = "Hospital__desc"; name "Hospital__name" = "Hospital__name"; tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "Hospital_InputsTooltip"; shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' "Hospital_MortalityReduction" = "Hospital_MortalityReduction"; tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "Hospital_MortalityReductionTooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "HouseholdAppliancesConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "HouseholdAppliancesConsumptionIncrease__name"; name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "HouseholdAppliancesNeed__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "HouseholdGoodsConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "HouseholdGoodsConsumptionIncrease__name"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "Beni per la casa"; housing description, for instance {0}=60 housing description, for instance {0}=60 "Housing__desc" = "Abitazioni primitive per {0} persone fatte di container."; building or machine building or machine "Housing__name" = "Alloggi"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "Housing_AttachmentDesc__desc"; label of a chart showing total housing capacity "HousingCap" = "HousingCap"; name: toolbar category name name: toolbar category name "housingCategory__name" = "Alloggi & servizi"; title of a panel that lists all the increases of settlement services demands title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "Aumento della domanda"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "L'edilizia abitativa ha aumentato le richieste oltre al suo consumo regolare. Questo è tipico dei livelli abitativi più avanzati."; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "Alloggi avanzati per {0} persone che offrono più comfort. Può inoltre prevedere un aumento mensile dell'Unity se l'alloggio è dotato dei servizi richiesti."; building or machine building or machine "HousingT2__name" = "Alloggi II"; building or machine building or machine "HousingT3__name" = "Alloggi III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "Bonus Unity"; tooltip tooltip "HousingUnityBonus__Tooltip" = "Se tutte le esigenze elencate di seguito sono soddisfatte, questo alloggio fornirà un bonus di Unity in aggiunta alla sua normale generazione di Unity da tutti i servizi provvisti."; short description of a machine short description of a machine "HydroCrackerT1__desc" = "Trasforma diversi tipi di carburante tra loro per contrastare lo squilibrio dei consumi."; name of a machine name of a machine "HydroCrackerT1__name" = "Unità di fessurazione"; name of a machine name of a machine "HydrogenReformer__name" = "Sintetizzatore idrogeno"; "ImportantAnnouncementTitle" = "ImportantAnnouncementTitle"; message shown when blueprint string failed to import "ImportBlueprint__Fail" = "ImportBlueprint__Fail"; message shown when blueprint was successfully imported "ImportBlueprint__Success" = "ImportBlueprint__Success"; title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "ImportBlueprint__Title"; title of a panel that configures truck's import priority - keep it short! title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "Import"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "Priorità del camion per le consegne di materiali che devono essere caricati sulla nave."; tooltip tooltip "ImportPriority__ShipFuelTooltip" = "Priorità dei camion per le consegne di carburante."; tooltip tooltip that explains quick repair action "ImportPriority__ShipRepairTooltip" = "Priorità del camion per le consegne dei materiali necessari per riparazioni e modifiche navali."; tooltip tooltip "ImportPriority__StorageTooltip" = "Priorità dei camion per le consegne del prodotto assegnato."; toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "ImportRoutesEnforce__Title"; tooltip "ImportRoutesEnforce__Tooltip" = "ImportRoutesEnforce__Tooltip"; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "ImportRoutesTitle"; short description of a machine "IncinerationPlant__desc" = "IncinerationPlant__desc"; name of a machine "IncinerationPlant__name" = "IncinerationPlant__name"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "Priorità"; tooltip tooltip "IncreasedPriority__ConstructionTooltip" = "I camion daranno priorità a questa operazione per farla finire il prima possibile"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "IncreasePriority"; tooltip "IndividualFoodSupply__Tooltip" = "IndividualFoodSupply__Tooltip"; description of a machine short description of a machine "IndustrialMixer__desc" = "Miscelatore ad alta potenza per la miscelazione di materiali generici."; name of a machine name of a machine "IndustrialMixer__name" = "Miscelatore"; name of a machine "IndustrialMixerT2__name" = "IndustrialMixerT2__name"; short description "InfectionDisease__desc" = "InfectionDisease__desc"; name "InfectionDisease__name" = "InfectionDisease__name"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "InfectionDisease_Reason"; allows trucks to deliver materials allows trucks to deliver materials "Input__Enable" = "Abilita input"; temporarily disables any material deliveries temporarily disables any material deliveries "Input__Pause" = "Stoppa input"; title of a panel listing all the inputs of some machine / building title of a panel listing all the inputs of some machine / building "InputsTitle" = "Ingressi"; Map description "InsulaMortis__desc" = "InsulaMortis__desc"; 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" = "InsulaMortis__name"; notification "InvalidExportRoute__name" = "InvalidExportRoute__name"; "InvalidExportRouteSuffix" = "InvalidExportRouteSuffix"; notification "InvalidImportRoute__name" = "InvalidImportRoute__name"; "InvalidImportRouteSuffix" = "InvalidImportRouteSuffix"; Short label for input, keep it short! "IoLabel__IN" = "IoLabel__IN"; Short label for output, keep it short! "IoLabel__OUT" = "IoLabel__OUT"; label explaining how difficult a selected island map is (this is the easiest one) "IslandMapDifficulty__Easy" = "IslandMapDifficulty__Easy"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "IslandMapDifficulty__EasyTooltip"; label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "IslandMapDifficulty__Hard"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "IslandMapDifficulty__HardTooltip"; label explaining how difficult a selected island map is (this is the hardest one) "IslandMapDifficulty__Insane" = "IslandMapDifficulty__Insane"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "IslandMapDifficulty__InsaneTooltip"; label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "Avanzato"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "IslandMapDifficulty__MediumTooltip"; label for a key-binding "Kb_ApplyChanges__label" = "Kb_ApplyChanges__label"; label for a key-binding "Kb_ClearDesignation__label" = "Kb_ClearDesignation__label"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration "Kb_CopyExcludingSettings__label" = "Kb_CopyExcludingSettings__label"; tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "Kb_CopyExcludingSettings__tooltip"; label for a key-binding "Kb_DecreaseGameSpeed__label" = "Kb_DecreaseGameSpeed__label"; label for a key-binding "Kb_DeleteEntireTransport__label" = "Kb_DeleteEntireTransport__label"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "Kb_DeleteWithQuickRemove__label"; label for a key-binding "Kb_Flip__label" = "Modalità capovolgi / alterna"; label for a key-binding "Kb_FreeLookMode__label" = "Modalità vista libera"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "Aumenta la velocità"; label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "Kb_JumpToCameraPosition1__label"; label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "Kb_JumpToCameraPosition2__label"; label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "Kb_JumpToCameraPosition3__label"; label for a key-binding "Kb_LiftSnapping__label" = "Kb_LiftSnapping__label"; label for a key-binding "Kb_LowerDown__label" = "Abbassa"; label for a key-binding "Kb_MoveDown__label" = "Sposta giù"; label for a key-binding "Kb_MoveLeft__label" = "Sposta a sinistra"; label for a key-binding "Kb_MoveRight__label" = "Sposta a destra"; label for a key-binding "Kb_MoveUp__label" = "Sposta su"; label for a key-binding "Kb_PanCamera__label" = "Sposta telecamera (tieni premuto)"; label for a key-binding "Kb_PanSpeedBoost__label" = "Aumenta velocità pan"; label for a key-binding "Kb_PauseGame__label" = "Attiva/disattiva pausa"; 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" = "Kb_PauseMore__label"; tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "Kb_PauseMore__tooltip"; label for a key-binding "Kb_PhotoModeRotation__label" = "Rotazione automatica della telecamera"; label for a key-binding label for a key-binding that does: Taken screenshots will be saved in your documents in Captain Of Industry/Screenshots. "Kb_PhotoModeTakePicture__label" = "Fai uno screenshot"; label for a key-binding "Kb_PlaceMultiple__label" = "Posiziona più elementi"; label for a key-binding "Kb_PrimaryAction__label" = "Azione primaria/seleziona"; label for a key-binding "Kb_RaiseUp__label" = "Alza"; label for a key-binding "Kb_Redo__label" = "Kb_Redo__label"; label for a key-binding "Kb_Rotate__label" = "Kb_Rotate__label"; label for a key-binding "Kb_RotateClockwise__label" = "Kb_RotateClockwise__label"; label for a key-binding "Kb_RotateCounterClockwise__label" = "Kb_RotateCounterClockwise__label"; label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "Kb_SaveCameraPosition1__label"; label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "Kb_SaveCameraPosition2__label"; label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "Kb_SaveCameraPosition3__label"; label for a key-binding "Kb_Search__label" = "Kb_Search__label"; label for a key-binding "Kb_SecondaryAction__label" = "Kb_SecondaryAction__label"; label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "Kb_SetGameSpeedTo0__label"; label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "Kb_SetGameSpeedTo1__label"; label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "Kb_SetGameSpeedTo2__label"; label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "Kb_SetGameSpeedTo3__label"; label for a key-binding "Kb_ToggleBlueprints__label" = "Kb_ToggleBlueprints__label"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "Kb_ToggleCaptainsOffice__label"; label for a key-binding "Kb_ToggleCloneConfigTool__label" = "Kb_ToggleCloneConfigTool__label"; label for a key-binding "Kb_ToggleConsole__label" = "Kb_ToggleConsole__label"; label for a key-binding "Kb_ToggleCopyTool__label" = "Kb_ToggleCopyTool__label"; label for a key-binding "Kb_ToggleCutTool__label" = "Kb_ToggleCutTool__label"; label for a key-binding "Kb_ToggleDeleteTool__label" = "Kb_ToggleDeleteTool__label"; label for a key-binding "Kb_ToggleDumpingTool__label" = "Kb_ToggleDumpingTool__label"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity "Kb_ToggleInstaCopyTool__label" = "Kb_ToggleInstaCopyTool__label"; tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "Kb_ToggleInstaCopyTool__tooltip"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity "Kb_ToggleInstaCutTool__label" = "Kb_ToggleInstaCutTool__label"; tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "Kb_ToggleInstaCutTool__tooltip"; label for a key-binding "Kb_ToggleLevelingTool__label" = "Kb_ToggleLevelingTool__label"; label for a key-binding "Kb_ToggleMap__label" = "Kb_ToggleMap__label"; label for a key-binding "Kb_ToggleMiningTool__label" = "Designazione mineraria"; label for a key-binding "Kb_TogglePauseTool__label" = "Kb_TogglePauseTool__label"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). "Kb_TogglePhotoMode__label" = "Kb_TogglePhotoMode__label"; tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "Kb_TogglePhotoMode__tooltip"; label for a key-binding "Kb_TogglePlanningMode__label" = "Kb_TogglePlanningMode__label"; label for a key-binding "Kb_TogglePricePopup__label" = "Kb_TogglePricePopup__label"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "Kb_TogglePropsRemovalTool__label"; label for a key-binding "Kb_ToggleRecipesBook__label" = "Kb_ToggleRecipesBook__label"; label for a key-binding "Kb_ToggleResearchWindow__label" = "Ricerca"; label for a key-binding "Kb_ToggleResVis__label" = "Kb_ToggleResVis__label"; label for a key-binding "Kb_ToggleStats__label" = "Kb_ToggleStats__label"; label for a key-binding "Kb_ToggleSurfacingTool__label" = "Kb_ToggleSurfacingTool__label"; label for a key-binding "Kb_ToggleTradePanel__label" = "Kb_ToggleTradePanel__label"; label for a key-binding "Kb_ToggleTransportMenu__label" = "Kb_ToggleTransportMenu__label"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "Kb_ToggleTreeHarvestingTool__label"; label for a key-binding "Kb_ToggleTutorials__label" = "Kb_ToggleTutorials__label"; label for a key-binding "Kb_ToggleUnityTool__label" = "Kb_ToggleUnityTool__label"; label for a key-binding "Kb_ToggleUpgradeTool__label" = "Kb_ToggleUpgradeTool__label"; label for a key-binding "Kb_TransportNoTurn__label" = "Kb_TransportNoTurn__label"; label for a key-binding "Kb_TransportPortsBlocking__label" = "Kb_TransportPortsBlocking__label"; label for a key-binding "Kb_TransportSnapping__label" = "Kb_TransportSnapping__label"; label for a key-binding "Kb_TransportTieBreak__label" = "Kb_TransportTieBreak__label"; label for a key-binding "Kb_Undo__label" = "Kb_Undo__label"; label for a key-binding "Kb_ZoomIn__label" = "Kb_ZoomIn__label"; label for a key-binding "Kb_ZoomOut__label" = "Kb_ZoomOut__label"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "KeybindingHowToClear"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "KeybindingHowToEdit"; notification notification "LabCannotResearchHigherTech__name" = "La ricerca corrente è troppo avanzata per i nostri laboratori"; notification "LabMissingInputProducts__name" = "LabMissingInputProducts__name"; research lab is missing input products "LabStatus__MissingInput" = "LabStatus__MissingInput"; name: toolbar category name "landmarksCategory__name" = "landmarksCategory__name"; description of ground water pump description of ground water pump "LandWaterPump__desc" = "Pompa l'acqua dal deposito di terra che viene reintegrata durante la pioggia. Deve essere costruito sopra un deposito di acque sotterranee."; pump name pump name "LandWaterPump__name" = "Pompa per acque sotterranee"; label for a dropdown that provides language setting for the game label for a dropdown that provides language setting for the game "Language" = "Lingua"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "Modifica rispetto al mese scorso: {0}"; "LastMonthUnityChanges__Title" = "Modifiche del mese scorso"; "LastMonthUnityChanges__Tooltip" = "Riepilogo dei guadagni e delle spese di Unity nell'ultimo mese. Questo non contiene azioni una tantum o proventi da servizi di regolamento."; Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "Launches__Detail"; title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "LaunchPad_FuelTitle"; option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "LaunchPad_Launch__AutoStart"; Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "LaunchPad_Launch__LiftOff"; starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "LaunchPad_Launch__Start"; title of a panel to control rocket launch "LaunchPad_Launch__Title" = "LaunchPad_Launch__Title"; title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "Unity per lancio"; 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" = "LaunchPad_WaterBufferTitle"; title of an overview that shows resources layers on top of the island terrain. Please keep this very short! title of an overview that shows resources layers on top of the island terrain. Please keep this very short! "Layers" = "Strati"; small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "LiftFlat__desc"; small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "LiftFlat__name"; small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "LiftLoose__desc"; small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "LiftLoose__name"; name "LimestoneMine__name" = "LimestoneMine__name"; button to load the game from the currently selected save file button to load the game from the currently selected save file "Load_Action" = "Carica"; title of a window that that enables to load existing save files title of a window that that enables to load existing save files "Load_Title" = "Carica partita"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "LoadDisabled__Corrupted"; tooltip "LoadDisabled__Error" = "LoadDisabled__Error"; tooltip "LoadDisabled__ModsMissing" = "LoadDisabled__ModsMissing"; {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "LoadDisabled__ModsNotEnabled"; status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "LoadInProgress"; Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "Loan_Borrow__Action"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "Loan_Borrow__Tooltip"; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "Loan_BorrowFieldLabel"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "Loan_CreditScore"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "Loan_CreditScore__Tooltip"; how much player owes, used as: 'debt: 100' "Loan_Debt" = "Loan_Debt"; Tooltip for loan duration "Loan_DurationTooltip" = "Loan_DurationTooltip"; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "Loan_Fee"; Tooltip for loan fee "Loan_Fee__Tooltip" = "Loan_Fee__Tooltip"; Loan interest rate "Loan_InterestRate" = "Loan_InterestRate"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "Loan_InterestRate__Tooltip"; 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" = "Loan_InterestSoFar"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "Loan_LifetimeInterest"; Maximum number of loans, keep short, please :) "Loan_MaxLoans" = "Loan_MaxLoans"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "Loan_MaxLoans__Tooltip"; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "Loan_MaxToBorrowTooltip"; Loan volume multiplier, keep short, please :) "Loan_Multiplier" = "Loan_Multiplier"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "Loan_Multiplier__Tooltip"; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "Loan_NewLoan"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "Loan_NextPayment"; tooltip explaining how payments are being paid "Loan_NextPayment__Tooltip" = "Loan_NextPayment__Tooltip"; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "Loan_NextPaymentIn"; "Loan_NotAvailable__LowProduction" = "Loan_NotAvailable__LowProduction"; "Loan_NotAvailable__MaxLoans" = "Loan_NotAvailable__MaxLoans"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "Loan_NotAvailable__QuantityHigh"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "Loan_NotAvailable__QuantityLow"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "Loan_Overdue"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "Loan_PaymentBuffer__Closed"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "Loan_PaymentBuffer__ClosedTooltip"; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "Loan_PaymentBuffer__PriorityToggle"; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "Loan_PaymentBuffers__Title"; "Loan_PaymentBuffers__Tooltip" = "Loan_PaymentBuffers__Tooltip"; see Loan_PayPerYear__part2, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part1" = "Loan_PayPerYear__part1"; see Loan_PayPerYear__part1, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part2" = "Loan_PayPerYear__part2"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "Loan_ProductsDeliveryTooltip"; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "Loan_RemainingInterest"; button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "Loan_Repay__Action"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "Loan_Repay__InvalidQuantity"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "Loan_Repay__LackOfProducts"; tooltip "Loan_Repay__Tooltip" = "Loan_Repay__Tooltip"; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "Loan_StartDate"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "Loan_StartingLoan"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "Loan_TimeLeft"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "LoanPaymentDelayed__name"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "LoanPaymentFailed__name"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "Loans_Active"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "Loans_ProductsToLend"; title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "Loans_Title"; "Loans_Title__Tooltip" = "Loans_Title__Tooltip"; a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "LoansSetting__Easy"; a difficulty option for loans, this is the hardest (although not really severe) "LoansSetting__Hard" = "LoansSetting__Hard"; Example use: 350 km away from our Island "Location_Distance" = "Location_Distance"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "Location_EnemyScore"; Example use: This location has Oil rig "Location_HasEntity" = "Location_HasEntity"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "Location_ShipOnWay"; shown in a detail of a research that is currently not available (locked behind other ones) shown in a detail of a research that is currently not available (locked behind other ones) "Locked" = "Bloccato"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "LockedFor__Tooltip"; rendering setting name "LodBiasRenderingSetting__Name" = "LodBiasRenderingSetting__Name"; keep it short, there is more info in the tooltip for player to understand automatic mode, more info in the tooltip. note: keep it short! "LogisticsControl__Auto" = "Auto"; "LogisticsControl__Auto_InputTooltip" = "I camion saranno autorizzati a consegnare un prodotto. Ma una volta che il prodotto viene ricevuto con successo tramite un trasportatore/tubo, i camion non saranno più autorizzati a consegnarlo. Se in seguito il trasportatore/tubo viene disconnesso, le consegne del camion vengono ripristinate."; "LogisticsControl__Auto_OutputTooltip" = "I camion potranno ritirare un prodotto. Ma una volta che il prodotto è stato spedito con successo tramite un trasportatore / tubo, i camion non saranno più autorizzati a ritirarlo. Se il trasportatore/tubo viene successivamente scollegato, le raccolte dei camion vengono ripristinate."; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "Importazione di camion"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "LogisticsControl__InputTooltip"; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__Off" = "Spento"; "LogisticsControl__Off_InputTooltip" = "I camion NON saranno autorizzati a consegnare merci qui."; "LogisticsControl__Off_OutputTooltip" = "I camion NON saranno autorizzati a prelevare merci qui."; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__On" = "On"; "LogisticsControl__On_InputTooltip" = "Il camion sarà autorizzato a consegnare il carico qui, se possibile."; "LogisticsControl__On_OutputTooltip" = "Il camion sarà autorizzato a prelevare merci qui, se possibile."; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "Esportazione di camion"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "LogisticsControl__OutputTooltip"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "LogisticsStatus__Busy"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "LogisticsStatus__ExtremelyBusy"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "LogisticsStatus__Stable"; tooltip "LogisticsStatus__Tooltip" = "Mostra quanto sono occupati i tuoi camion (non include le operazioni di mining). Fare clic per maggiori dettagli."; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "LogisticsStatus__VeryBusy"; description of transport description of transport "LooseConveyorFormattedFirst__desc" = "Trasporta prodotti sfusi."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "Trasporta prodotti sfusi. La sua portata è {0} volte aumentata rispetto al livello precedente."; short description: small machine that allows sorting of products "LooseConveyorSorter__desc" = "LooseConveyorSorter__desc"; name: small machine that allows sorting of products "LooseConveyorSorter__name" = "LooseConveyorSorter__name"; name name "LooseMaterialConveyor__name" = "Trasportatore a U"; name name "LooseMaterialConveyorT2__name" = "Trasportatore a U II"; name name "LooseMaterialConveyorT3__name" = "Trasportatore a U III"; title of panel that lists all the loot received by getting new refugees title of panel that lists all the loot received by getting new refugees "LootReceived" = "Bottino ricevuto"; notification notification "LowFarmFertility__name" = "La fertilità della fattoria è troppo bassa"; notification "LowFoodSupply__name" = "LowFoodSupply__name"; notification notification "LowGroundwater__name" = "Il livello delle acque sotterranee è basso"; notification notification "MachineIsBroken__name" = "La macchina è rotta perché manca di manutenzione"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "Macchine generiche"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "Produzione di energia"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "Produzione di cibo"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "Metallurgia & fusione"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "Raffinazione del petrolio greggio"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "Estrazione delle acque & lavorazione"; example: 'Made in version: 1.0.0' "MadeInVersion" = "MadeInVersion"; button to subscribe for our updates "MailingList" = "MailingList"; short description "Mainframe__desc" = "Mainframe__desc"; name "Mainframe__name" = "Mainframe__name"; title of player's main ship title of player's main ship "MainShipTitle" = "La nave"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else "Maintenance" = "Manutenzione"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "Questa entità necessita di una manutenzione regolare per funzionare. Vedere il deposito di manutenzione per i dettagli."; name name "MaintenanceDepotT0__name" = "Deposito di manutenzione (base)"; description of a maintenance depot short description "MaintenanceDepotT1__desc" = "Converte i prodotti in manutenzione che viene distribuita a tutte le macchine, edifici e veicoli che ne hanno bisogno. Importante perché se non c'è abbastanza manutenzione, i veicoli e le macchine possono guastarsi temporaneamente."; name name "MaintenanceDepotT1__name" = "Deposito di manutenzione"; name name "MaintenanceDepotT2__name" = "Manutenzione II depot"; name "MaintenanceDepotT3__name" = "MaintenanceDepotT3__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "Manutenzione ridotta di {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "Riduttore di manutenzione"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "Rende predefinito"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "Imposta questa priorità in modo che sia quella predefinita per tutte le costruzioni e gli aggiornamenti."; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "Imposta questa priorità in modo che sia quella predefinita per tutte le decostruzioni."; button to click on to change the area that is managed by the selected tower button to click on to change the area that is managed by the selected mining tower "ManagedArea__EditAction" = "Modifica area"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "Area gestita: {0}"; button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "ManagedDesignation__EditAction"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "ManualSaveInProgress"; 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" = "MapArea__Flat"; Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' "MapArea__Land" = "MapArea__Land"; Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value "MapArea__Total" = "MapArea__Total"; shown when the current map file is probably corrupted. "MapInvalid" = "MapInvalid"; "MapleTree__desc" = "MapleTree__desc"; "MapleTreeDry__desc" = "MapleTreeDry__desc"; Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. "MapResources_EasyToReach_Tooltip" = "MapResources_EasyToReach_Tooltip"; 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" = "MapResources_ShowPins"; Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map "MapResources_ShowPinsTooltip" = "MapResources_ShowPinsTooltip"; Title shown above the map's resources in the map selection tab of the new game flow "MapResources_Title" = "MapResources_Title"; shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. "MapSize_XY" = "MapSize_XY"; text showing how many matches were found for a search query "MatchesFound" = "MatchesFound"; describes a chart that visualizes maximal production capacity, e.g. for electricity or computing "MaxCapacity" = "MaxCapacity"; max. fire range from all the weapons available max. fire range from all the weapons available "MaxWeaponRange" = "Max. range arma"; item of a game mechanic "Mechanic_Casual__InfiniteMines" = "Mechanic_Casual__InfiniteMines"; item of a game mechanic "Mechanic_Casual__LogisticsPower" = "Mechanic_Casual__LogisticsPower"; title of a game mechanic "Mechanic_Casual__Title" = "Mechanic_Casual__Title"; item of a game mechanic "Mechanic_Casual__WorldMines" = "Mechanic_Casual__WorldMines"; item of a game mechanic "Mechanic_OreSorting__OreSorting" = "Mechanic_OreSorting__OreSorting"; title of a game mechanic "Mechanic_OreSorting__Title" = "Mechanic_OreSorting__Title"; item of a game mechanic "Mechanic_Realism__Pumps" = "Mechanic_Realism__Pumps"; item of a game mechanic "Mechanic_Realism__ShipsFuel" = "Mechanic_Realism__ShipsFuel"; item of a game mechanic "Mechanic_Realism__Starvation" = "Mechanic_Realism__Starvation"; title of a game mechanic "Mechanic_Realism__Title" = "Mechanic_Realism__Title"; item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "Mechanic_Realism__VehiclesFuel"; item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "Mechanic_RealismPlus__BrokenConsumers"; item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "Mechanic_RealismPlus__LogisticsPower"; item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "Mechanic_RealismPlus__QuickRepair"; title of a game mechanic "Mechanic_RealismPlus__Title" = "Mechanic_RealismPlus__Title"; title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "Mechanic_ReducedWorldMines__Title"; item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "Mechanic_ReducedWorldMines__WorldMines"; item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "Mechanic_ResourcesBoost__ExtraMaterials"; item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "Mechanic_ResourcesBoost__InfiniteMines"; item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "Mechanic_ResourcesBoost__Refund"; title of a game mechanic "Mechanic_ResourcesBoost__Title" = "Mechanic_ResourcesBoost__Title"; 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 label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power "MechPowerGenerator__AutoBalance" = "Bilanciamento automatico"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "Quando abilitata, la turbina verrà automaticamente messa in pausa una volta che l'albero è quasi completamente carico per evitare che il prodotto in ingresso venga sprecato. La produzione riprenderà una volta che la carica dell'albero si sarà ridotta. Tieni presente che quando la turbina si avvia, ci vuole un po' di tempo per raggiungere la massima potenza."; efficiency title for mech power generators efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "Efficienza"; efficiency tooltip for mech power generators efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "L'efficienza è il rapporto tra la potenza prodotta e l'input utilizzato. Rappresenta l'efficienza con cui il prodotto in ingresso viene convertito in potenza meccanica. Se l'albero è sovraccarico, parte della potenza prodotta andrà persa e l'efficienza diminuirà di conseguenza. C'è anche una perdita di efficienza all'avvio della macchina. Per evitare perdite di avvio, questa macchina dovrebbe funzionare continuamente senza interruzioni."; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "Continua"; button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "Menu__DifficultySettings"; Label for a button that opens game's discord, keep short! "Menu__Discord" = "Menu__Discord"; button to open a window that enables to choose a saved game and load it button to open a window that enables to choose a saved game and load it "Menu__Load" = "Carica"; button to click on to open a map editor "Menu__MapEditor" = "Menu__MapEditor"; button to start a new game button to start a new game "Menu__NewGame" = "Nuova partita"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "Impostazioni"; button to open a window that enables to save the current game progress button to open a window that enables to save the current game progress "Menu__Save" = "Salva"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "MenusFpsLimitRenderingSetting__Name"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "Messaggi"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "Centro messaggi"; name of tutorial group about food production "MessageGroupFoodProduction__name" = "MessageGroupFoodProduction__name"; name of tutorial group about general topics "MessageGroupGeneral__name" = "MessageGroupGeneral__name"; name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "MessageGroupGettingStarted__name"; name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "MessageGroupLogistics__name"; name of tutorial group about settlements "MessageGroupSettlement__name" = "MessageGroupSettlement__name"; name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "MessageGroupTerraforming__name"; name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "MessageGroupTools__name"; name of messages group for warnings "MessageGroupWarnings__name" = "MessageGroupWarnings__name"; name of tutorial group about world map (world settlements, exploration, ships) "MessageGroupWorld__name" = "MessageGroupWorld__name"; victory message (part 1) "MessageOnVictory__part1" = "MessageOnVictory__part1"; victory message (part 2) "MessageOnVictory__part2" = "MessageOnVictory__part2"; victory message (part 3) "MessageOnVictory__part3" = "MessageOnVictory__part3"; victory message caption "MessageOnVictory__title" = "MessageOnVictory__title"; title of message or tutorial name: message for player "MessageWelcome__name" = "Benvenuto Capitano!"; "MessageWelcome__part1" = "Capitano, abbiamo appena attraccato!"; {0} = Construction parts "MessageWelcome__part2V2" = "MessageWelcome__part2V2"; "MessageWelcome__part3V2" = "MessageWelcome__part3V2"; {0} = Research Lab "MessageWelcome__part4V2" = "MessageWelcome__part4V2"; {0} = Trading Dock "MessageWelcome__part5" = "MessageWelcome__part5"; "MessageWelcome__part6" = "MessageWelcome__part6"; Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "Metal_TerrainSurface"; description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s "MicrochipMachine__desc" = "MicrochipMachine__desc"; name of a machine name of a machine "MicrochipMachine__name" = "Macchina per microchip"; name of a machine "MicrochipMachineT2__name" = "MicrochipMachineT2__name"; short description short description "MineTower__desc" = "Consente l'assegnazione di escavatori e camion alle aree minerarie designate. Possono essere estratte solo le aree minerarie designate all'interno dell'influenza della torre."; building or machine building or machine "MineTower__name" = "Torre di controllo miniera"; explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "MineTowerNotifyFilter__Empty"; 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" = "MineTowerNotifyFilter__Title"; 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" = "MineTowerNotifyFilter__Tooltip"; title of a panel that sets what material should be prioritized by an excavator when mining title of a panel that sets what material should be prioritized by an excavator when mining "MiningPriority__Title" = "Priorità mineraria"; tooltip tooltip "MiningPriority__Tooltip" = "Quando viene selezionato un prodotto, l'escavatore darà la priorità alle designazioni minerarie contenenti il prodotto selezionato."; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "Connettore"; title of other / misc settings title of other / misc settings "MiscellaneousSettings_Title" = "Varie"; Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "ModMissing__Tooltip"; title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "ModsAvailable__Title"; tooltip "ModsAvailable__Tooltip" = "ModsAvailable__Tooltip"; List of mods required to load the selected save file shown in the details panel of the load & save window "ModsInSave__Detail" = "ModsInSave__Detail"; tooltip "ModsInSave__Tooltip" = "ModsInSave__Tooltip"; description of transport description of transport "MoltenConveyorFormattedFirst__desc" = "Trasporta prodotti fusi."; name name "MoltenMetalChannel__name" = "Canale fuso"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1 mese = {0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW-secondo"; 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" = "NavigateTo__KeyHint"; tooltip for button that navigates to the next search result "NavigateTo__Next" = "NavigateTo__Next"; tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "NavigateTo__Previous"; e.g. 'Needs: 40 / month' e.g. 'Needs: 40 / month' "Needs" = "Bisogni:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "Questo {0} deve essere riparato prima di poterlo utilizzare."; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} necessita di un trasporto per l'output {0}"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "NewBlueprintTitlePlaceholder"; title of a panel showing new discovery, e.g. a new technology title of a panel showing new discovery, e.g. a new technology "NewDiscovery" = "Nuova scoperta!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "Si è verificato un nuovo errore"; tooltip of a button that creates a new folder "NewFolder__Tooltip" = "NewFolder__Tooltip"; placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "NewFolderTitlePlaceholder"; In new game wizard. Title of the tab where you configure game options "NewGameWizard__Customization" = "NewGameWizard__Customization"; In new game wizard. Title of a panel that enables to configure game difficulty In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "Difficoltà di gioco"; In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "NewGameWizard__GameName"; Shown when we fail to write a testing save file to a save folder before starting the new game "NewGameWizard__GameName__FailedToWrite" = "NewGameWizard__GameName__FailedToWrite"; In new game wizard. Warning shown next to the game name entry field when the name is already used "NewGameWizard__GameName__InUse" = "NewGameWizard__GameName__InUse"; In new game wizard. Warning shown next to the game name entry field when the name contains invalid characters. "NewGameWizard__GameName__InvalidChars" = "NewGameWizard__GameName__InvalidChars"; Button that launches a new game Button that launches a new game "NewGameWizard__Launch" = "Avvia nuova partita"; In new game wizard. Title of a panel that enables to pick a map and configure it In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "Seleziona mappa"; In new game wizard. Title of the tab where you configure optional game meachanics "NewGameWizard__Mechanics" = "NewGameWizard__Mechanics"; Title of window that enables the player to configure and start a new game. Contains several configuration panels. Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "Nuova partita"; "NewRefugees" = "La popolazione è aumentata!"; "NewRefugees__Beacon" = "I rifugiati si sono uniti alla nostra isola! Buon lavoro, faro!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "Nessuna designazione disponibile per l'estrazione nell'area della torre della miniera"; notification notification "NoCropToGrow__name" = "La fattoria non ha colture assegnate"; notification "NoForestryDesignInTowerArea__name" = "NoForestryDesignInTowerArea__name"; status shown when there is a research in progress but no lab is available (keep it short!) status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "Nessun laboratorio disponibile"; notification notification "NoMineDesignInTowerArea__name" = "Nessuna designazione mineraria nell'area della torre della miniera"; used for items in a list that have no value, often used to unset something used for items in a list that have no value, often used to unset something "None" = "Nessuno"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification "NoProductAssignedToEntity__name" = "NoProductAssignedToEntity__name"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} non ha alcuna ricetta selezionata"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "Nessuna ricerca"; example: 'Groundwater pump has no resource to extract' example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} non ha risorse da estrarre"; notification notification "NotEnoughFuelToRefuel__name" = "Non c'è abbastanza carburante per rifornire un veicolo"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "Insufficiente {0}"; notification notification "NotEnoughPower__name" = "Elettricità insufficiente"; notification 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" = "Unity insufficiente"; notification notification "NotEnoughUpointsForEntity__name" = "{entity} non ha abbastanza Unity"; notification notification "NotEnoughWorkers__name" = "Lavoratori insufficienti"; shown when nothing is found for a search query. "NothingFound" = "NothingFound"; shown when nothing is found for a given search query where {0} is the search query. shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "Non è stato trovato nulla per '{0}'"; notification text when new world map location is explored "Notification__LocationExplored" = "Notification__LocationExplored"; notification text when refugees arrive to the island "Notification__NewRefugees" = "Notification__NewRefugees"; notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "Notification__ResearchComplete"; notification text when player's ship gets into a battle (with pirates ships) "Notification__ShipInBattle" = "Notification__ShipInBattle"; mute notifications audio "Notifications__Mute" = "Notifications__Mute"; explains that there are no new notifications "Notifications__NoNew" = "Notifications__NoNew"; unmute notifications audio "Notifications__Unmute" = "Notifications__Unmute"; 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" = "NotifyIfFarmBufferFull"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "NotifyOnLowReserve"; notification "NoTreeSaplingsForPlanter__name" = "NoTreeSaplingsForPlanter__name"; notification "NoTreesToHarvest__name" = "NoTreesToHarvest__name"; notification "NoTruckAssignedToTreeHarvester__name" = "NoTruckAssignedToTreeHarvester__name"; "NoVehicleDepotAvailable" = "NoVehicleDepotAvailable"; shown in a vehicle assignment panel in case there are no vehicles assigned shown in a vehicle assignment panel in case there are no vehicles assigned "NoVehiclesAssigned" = "Nessun veicolo assegnato"; short description "NoWaterDisease__desc" = "NoWaterDisease__desc"; name "NoWaterDisease__name" = "NoWaterDisease__name"; explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "NoWaterDisease_Reason"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "NuclearReactor__AutoThrottle"; "NuclearReactor__AutoThrottle_Tooltip" = "NuclearReactor__AutoThrottle_Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "Mantiene la reazione nucleare a catena delle barre di uranio arricchito. La reazione rilascia una grande quantità di energia utilizzata per la generazione di vapore. Questo impianto può essere configurato per fornire efficacemente fino a {0} MW di elettricità quando funziona a piena potenza. Attenzione che il combustibile esaurito è radioattivo e può danneggiare la popolazione se non immagazzinato in una struttura specializzata."; tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "NuclearReactor__DisableBeforeUpgrade"; title of a panel that shows status of emergency cooling buffers, see tooltip to get better context title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "Raffreddamento di emergenza"; "NuclearReactor__EmergencyCoolingTooltip" = "Il raffreddamento di emergenza viene attivato nel caso in cui il reattore inizi a surriscaldarsi, e ciò accade in genere quando l'acqua non viene fornita abbastanza velocemente per essere convertita in vapore. Il raffreddamento di emergenza non è obbligatorio ma è altamente consigliato in quanto fornisce una protezione aggiuntiva e aiuta a evitare qualsiasi potenziale surriscaldamento."; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "NuclearReactor__EnrichmentTitle"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "NuclearReactor__EnrichmentTooltip"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "NuclearReactor__HeatLevelNoRadiationSuffix"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "NuclearReactor__HeatLevelRadiationSuffix"; title of a section that shows reactor heat, see tooltip to get better context title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "Riscaldamento reattore"; tooltip explaining how soil water level works "NuclearReactor__HeatLevelTooltip" = "Il calore attuale che si è accumulato nel reattore. Il calore è necessario per produrre vapore per far funzionare le turbine. Il ritmo di generazione del calore dipende dal livello di potenza attuale del reattore. Quando il riscaldamento raggiunge il livello superiore all'indicatore rosso, il raffreddamento di emergenza cercherà di ridurre il calore in eccesso nel reattore. Se il livello di calore supera il massimo della barra del riscaldamento, il reattore si surriscalderà in modo critico, danneggiando il reattore e rilasciando radiazioni nell'area."; name vehicle "NuclearReactor__name" = "Reattore nucleare"; explanation of nuclear reactor state when it has low maintenance notification, any strings in curly braces { } must be preserved and non-translated "NuclearReactor__NotEnoughMaintenance" = "ATTENZIONE: il reattore nucleare non può avviarsi se non è ben mantenuto. Aumentare la manutenzione per avviarla in sicurezza."; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "AVVERTENZA: il reattore nucleare è stato gravemente surriscaldato e si sta spegnendo. A seconda della gravità, ciò può causare la perdita di carburante caricato, danni all'edificio (perdita di manutenzione) e perdita di radioattività."; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "Livello di potenza"; tooltip explaining how soil water level works "NuclearReactor__PowerLevelTooltip" = "Trascinando il cursore arancione verso destra, si definisce il livello di potenza desiderato mantenuto nel reattore. Ciò influisce sulla quantità di vapore generata dal reattore e sulla velocità con cui brucia attraverso il combustibile. Tutto il calore generato deve essere utilizzato. Qualsiasi calore extra può accumularsi lentamente, portando infine al surriscaldamento del reattore. I reattori di base non hanno una regolazione automatizzata della potenza che rende fissa la loro potenza termica. I reattori avanzati possono utilizzare l'informatica per regolare il loro livello di potenza in modo automatizzato, riducendo il consumo di carburante e acqua."; notification notification "NuclearReactorInMeltdown__name" = "Il reattore nucleare ha raggiunto la temperatura critica e si sta spegnendo!"; 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" = "NuclearReactorRods__MinRequired"; title of a panel that shows status of fuel stored in the reactor "NuclearReactorRods__StatusTitle" = "NuclearReactorRods__StatusTitle"; tooltip explaining how fuel works in a reactor "NuclearReactorRods__Tooltip" = "NuclearReactorRods__Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "NuclearReactorT2__desc"; name "NuclearReactorT2__name" = "NuclearReactorT2__name"; short description of a machine "NuclearReprocessingPlant__desc" = "NuclearReprocessingPlant__desc"; name of a machine "NuclearReprocessingPlant__name" = "NuclearReprocessingPlant__name"; short description description of a research node in the research tree "NuclearWasteStorage__desc" = "Uno speciale impianto di stoccaggio sotterraneo in grado di gestire in sicurezza eventuali scorie radioattive senza causare alcun pericolo per la popolazione dell'isola. Lasciando un'eredità per le prossime generazioni."; name title of a research node in the research tree "NuclearWasteStorage__name" = "Stoccaggio di carburante esausto"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0} mese"; e.g. 1 settlement, 2 settlements e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} insediamento"; example: '1 year', '2 years' "NumberOfYears" = "NumberOfYears"; "OakTree__desc" = "OakTree__desc"; "OakTreeDry__desc" = "OakTreeDry__desc"; title of a panel showing the current population size on the island or in a settlement and amount of housing available. title of a panel showing the current population size on the island or in a settlement and amount of housing available. "Occupants__Title" = "Occupanti"; this tooltip is for a panel showing occupants on the whole island this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "Dimensione attuale della popolazione in tutti gli insediamenti dell'isola e loro capacità abitativa disponibile. Il superamento della capacità porta a un'isola sovraffollata che viene fornita con una penalità di Unity mensile."; this tooltip is for a panel showing occupants in a single settlement this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "Dimensione attuale della popolazione in questo insediamento e la sua capacità abitativa disponibile. Per vedere l'intera popolazione dell'isola, vai alla panoramica dell'isola."; notification "OceanAccessBlocked__name" = "OceanAccessBlocked__name"; title for ocean quality setting "OceanRenderingQuality" = "OceanRenderingQuality"; short description: {0} is an integer specifying max height such as '10' short description of a machine "OceanWaterPumpLarge__desc" = "Pompa più grande che può essere posizionata su scogliere più alte ma richiede più potenza per funzionare."; name name of a machine "OceanWaterPumpLarge__name" = "Pompa dell'acqua di mare (L)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "Pompe acqua dall'oceano."; name name of a machine "OceanWaterPumpT1__name" = "Pompa dell'acqua di mare"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "Off"; short description of a machine short description of a machine "OilPump__desc" = "Pompa petrolio greggio dal sottosuolo."; pump name pump name "OilPump__name" = "Pompa del petrolio"; short description short description "OilRigCost1__desc" = "Questa stazione fornisce petrolio quando viene assegnata ai lavoratori."; name name "OilRigCost1__name" = "Piattaforma petrolifera"; used as for instance: / month used as for instance: / month "OneMonth" = "mesi"; In new game wizard. Label on a button to open the CoI Hub community website "OpenCoIHub" = "OpenCoIHub"; button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "OpenResearch_Action"; Button to open statistics for a particular product "OpenStats" = "OpenStats"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "Apri il tutorial"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "Consenti a qualsiasi veicolo di fare rifornimento qui"; a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely "Option_ReducesThroughput" = "Option_ReducesThroughput"; configuration option that sets something to be unlimited (e.g. oil reserve). "Option_Unlimited" = "Option_Unlimited"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "Opzioni"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "{0} aumentato"; example usages: '-4 meters' or '+1 meter' title for options (to configure machine or building) "OptionValMeters" = "{0} metro"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "{0} ridotto"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' 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) title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "Ordini"; more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "OreSorter_AllowedProducts__Title"; {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "OreSorter_AllowedProducts__Tooltip"; 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" = "OreSorter_BlockedAlert__Tooltip"; title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "OreSorter_InputTitle"; note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "OreSorter_LimitReached"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "OreSorter_NoSingleLoad__Toggle"; tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "OreSorter_NoSingleLoad__Tooltip"; tooltip "OreSorter_ProductBlocked__Tooltip" = "OreSorter_ProductBlocked__Tooltip"; Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "OreSorter_SelectProducts"; short description "OreSortingPlantT1__desc" = "OreSortingPlantT1__desc"; name "OreSortingPlantT1__name" = "OreSortingPlantT1__name"; tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "OutputPort__Tooltip"; title of a panel listing all the outputs of some machine / building title of a panel listing all the outputs of some machine / building "OutputsTitle" = "Produce"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "OutputThisProductOnly"; tooltip "OutputThisProductOnly__Tooltip" = "OutputThisProductOnly__Tooltip"; toggles visibility of mining & dumping designations toggles visibility of mining & dumping designations "Overlays__Designations" = "Miniere & discariche"; toggles visibility of grid on terrain "Overlays__Grid" = "Overlays__Grid"; title to panel that highlights individual resources like coal, iron ore. title fo panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "Risorse"; title for window that shows overlays like resources, designations. title for window that shows overlays like resources, designations. "Overlays__Title" = "Sovrapposizioni"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "Raccolta degli alberi"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "Sovrascrivere"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "OverwriteSave__ConfirmPrompt"; title of panel that shows all the owned vehicles title of panel that shows all the owned vehicles "OwnedVehicles" = "Di proprietà"; description of a machine short description of a machine "OxygenFurnace__desc" = "Crea acciaio insufflando ossigeno puro ad alta pressione nel ferro fuso, abbassandone il contenuto di carbonio."; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "Fornace ad ossigeno"; name of a machine name of a machine "OxygenFurnaceT2__name" = "Fornace ad ossigeno II"; "PalmTree__desc" = "PalmTree__desc"; explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "PartialTrucksToggle"; tooltip "PartialTrucksToggle__Tooltip" = "PartialTrucksToggle__Tooltip"; title for particle quality setting "ParticlesRenderingQuality" = "ParticlesRenderingQuality"; title of a button to paste string from the clipboard "PasteString__Action" = "PasteString__Action"; tooltip "PasteString__Tooltip" = "PasteString__Tooltip"; button to open patch notes and title of a window with patch notes as well button to open patch notes and title of a window with patch notes as well "PatchNotes" = "Note sulla patch"; title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "PatchNotes__New"; button to request to pause some operation (not the game itself) button to request to pause some operation (not the game itself) "Pause" = "Pausa"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "Stoppato"; title of a tool that is used to pause / unpause machines and vehicle title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "Strumento di pausa"; tooltip "PauseTool__PauseOnlyTooltip" = "PauseTool__PauseOnlyTooltip"; tooltip "PauseTool__Tooltip" = "PauseTool__Tooltip"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "PerJourneySuffix"; 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" = "PhotoMode"; description of transport description of transport "PipeFormattedFirst__desc" = "Trasporta liquidi e gas."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "Trasporta liquidi e gas. La sua portata è {0} aumentata in confronto al precedente livello."; name name "PipeT1__name" = "Tubo"; name name "PipeT2__name" = "Tubo II"; name name "PipeT3__name" = "Tubo III"; tooltip "PlaceMultipleTooltip" = "PlaceMultipleTooltip"; "PlaceSurface__Tooltip" = "PlaceSurface__Tooltip"; title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) "PlanningMode" = "PlanningMode"; label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "PlanningModeActive__Title"; tooltip "PlanningModeActive__Tooltip" = "PlanningModeActive__Tooltip"; title for pollution title for pollution "Pollution" = "Inquinamento"; name of a machine name of a machine "PolymerizationPlant__name" = "Impianto di polimerizzazione"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "Crescita demografica"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "Crescita dei pop aumentata di {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "Incremento della crescita"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "PopsCannotWork__Quarantine"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "PopsCannotWork__Starving"; title to explain that some people can't work, followed by a list of reasons with number of people "PopsCannotWorkTitle" = "PopsCannotWorkTitle"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsEviction__desc" = "PopsEviction__desc"; policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "PopsEviction__name"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "PopsQuarantine__desc"; policy / edict which can enabled by the player in their Captain's office. "PopsQuarantine__name" = "PopsQuarantine__name"; notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "PopsStarvedToDeath__name"; notification "PopsStarving__name" = "PopsStarving__name"; tooltip explaining that people can't be adopted from the world settlement because there are no people available "PopsToAdoptNotAvailable" = "PopsToAdoptNotAvailable"; title for population title for population "Population" = "Popolazione"; title of a panel showing statistics for population increase / decrease and diseases. title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "Crescita"; "PopulationGrowth__Tooltip" = "La popolazione può crescere se ci sono buone condizioni e alloggi sufficienti. La crescita può essere ridotta da malattie e inquinamento."; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "Apri panoramica della popolazione"; title of a window that shows the global population overview title of a window that shows the global population overview "PopulationOverview__Title" = "Panoramica della popolazione"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works tooltip describing how electricity generation works "PowerGenerationPriorityTooltip" = "Priorità per la produzione di energia elettrica. In caso di eccedenza di potenza, un generatore con priorità maggiore (numero inferiore) genererà potenza mentre quelli con priorità minore saranno in stand-by."; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "La produzione di energia viene ridimensionata automaticamente in base alla domanda attuale. L'elettricità che non è necessaria non viene generata. Si noti che l'efficienza di produzione potrebbe essere inferiore quando il generatore non funziona al 100% della capacità."; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "Utilizzo: {0}"; short description short description "PowerGeneratorT1__desc" = "Converte la potenza meccanica in elettricità. Più lentamente gira, minore è la sua efficienza."; name name "PowerGeneratorT1__name" = "Generatore di potenza"; short description short description "PowerGeneratorT2__desc" = "Generatore di potenza ottimizzato con minore attrito e migliore efficienza. Richiede solo un po' di pianificazione."; name name "PowerGeneratorT2__name" = "Generatore di potenza II"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "Elettricità"; if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "PowerSetting__ConsumeAlways"; if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "PowerSetting__ConsumeIfCan"; if set, belts will never consumer power "PowerSetting__DoNotConsume" = "PowerSetting__DoNotConsume"; title of a panel that enabled to configure a priority or title of a button that toggle priority button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "Priority" = "Priorità"; tooltip tooltip "Priority__ConstructionTooltip" = "Priorità per la consegna dei materiali necessari per questa costruzione."; tooltip tooltip "Priority__DeconstructionTooltip" = "Priorità per la rimozione dei materiali restituiti da questa decostruzione."; suffix added into each priority tooltip button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "Priority__OrderingExplanation" = "Più basso è il numero, maggiore è la priorità."; tooltip tooltip "PriorityGeneral__Tooltip" = "Priorità generale per assegnazione lavoratori, elettricità, manutenzione e consumo Unity."; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "Priorità generale per assegnazione lavoratori, elettricità, manutenzione e consumo Unity. Determina anche la priorità per la consegna e la rimozione dei prodotti quando si utilizzano i camion."; "ProducedLastMonth" = "Prodotto il mese scorso"; "ProducedThisMonth" = "Prodotto questo mese"; fluid product fluid product "Product_Acid__name" = "Acido"; fluid product fluid product "Product_Ammonia__name" = "Ammoniaca"; name: unit product "Product_Anesthetics__name" = "Product_Anesthetics__name"; name: loose product "Product_AnimalFeed__name" = "Product_AnimalFeed__name"; name: unit product "Product_Antibiotics__name" = "Product_Antibiotics__name"; name: loose product "Product_Biomass__name" = "Product_Biomass__name"; 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" = "Product_BlanketFuel__name"; see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "Product_BlanketFuelEnriched__name"; name: unit product "Product_Bread__name" = "Product_Bread__name"; name: unit product "Product_Bricks__name" = "Mattoni"; fluid product fluid product "Product_Brine__name" = "Salamoia"; name: loose product "Product_BrokenGlass__name" = "Product_BrokenGlass__name"; name: unit product "Product_Cake__name" = "Product_Cake__name"; name: loose product "Product_Canola__name" = "Product_Canola__name"; fluid product loose product "Product_CarbonDioxide__name" = "Diossido di carbonio"; name: virtual product "Product_CargoShip__name" = "Product_CargoShip__name"; name: unit product unit product "Product_Cement__name" = "Cemento"; name: virtual product "Product_Chicken__name" = "Product_Chicken__name"; name: a chicken body with removed limbs and feathers, ready to be butchered "Product_ChickenCarcass__name" = "Product_ChickenCarcass__name"; fluid product fluid product "Product_ChilledWater__name" = "Acqua refrigerata"; fluid product fluid product "Product_Chlorine__name" = "Cloro"; name: loose product loose product "Product_Coal__name" = "Carbone"; name: loose product "Product_Compost__name" = "Product_Compost__name"; name: unit product unit product "Product_ConcreteSlab__name" = "Lastra di cemento"; name: unit product unit product "Product_ConstructionParts__name" = "Parti di costruzione"; name: unit product unit product "Product_ConstructionParts2__name" = "Parti di costruzione II"; name: unit product unit product "Product_ConstructionParts3__name" = "Parti di costruzione III"; name: unit product unit product "Product_ConstructionParts4__name" = "Parti di costruzione IV"; name: unit product "Product_ConsumerElectronics__name" = "Product_ConsumerElectronics__name"; fluid product "Product_CookingOil__name" = "Product_CookingOil__name"; name: unit product unit product "Product_Copper__name" = "Rame"; name: loose product loose product "Product_CopperOre__name" = "Minerale di rame"; name: loose product loose product "Product_CopperOreCrushed__name" = "Minerale di rame frantumato"; name: loose product "Product_CopperScrap__name" = "Product_CopperScrap__name"; name: unit product "Product_CopperScrapPressed__name" = "Product_CopperScrapPressed__name"; 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" = "Product_CoreFuel__name"; 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" = "Product_CoreFuelDirty__name"; name: loose product "Product_Corn__name" = "Product_Corn__name"; fluid product "Product_CornMash__name" = "Product_CornMash__name"; fluid product fluid product "Product_CrudeOil__name" = "Petrolio grezzo"; fluid product fluid product "Product_Diesel__name" = "Diesel"; name: loose product loose product "Product_Dirt__name" = "Terra"; name: unit product "Product_Disinfectant__name" = "Product_Disinfectant__name"; name: unit product "Product_Eggs__name" = "Product_Eggs__name"; name: unit product unit product "Product_Electronics__name" = "Elettronica"; name: unit product unit product "Product_Electronics2__name" = "Elettronica II"; name: unit product "Product_Electronics3__name" = "Product_Electronics3__name"; fluid product "Product_Ethanol__name" = "Product_Ethanol__name"; fluid product fluid product "Product_Exhaust__name" = "Scarico"; fluid product fluid product "Product_Fertilizer__name" = "Fertilizzante"; fluid product "Product_Fertilizer2__name" = "Product_Fertilizer2__name"; fluid product "Product_FertilizerOrganic__name" = "Product_FertilizerOrganic__name"; name: loose product fluid product "Product_FilterMedia__name" = "Fertilizzante"; name: waste from nuclear fission "Product_FissionProduct__name" = "Product_FissionProduct__name"; name: unit product "Product_Flour__name" = "Product_Flour__name"; name: unit product "Product_Flowers__name" = "Product_Flowers__name"; name: unit product "Product_FoodPack__name" = "Product_FoodPack__name"; name: unit product "Product_Fruit__name" = "Product_Fruit__name"; fluid product unit product "Product_FuelGas__name" = "Gas combustibile"; name: unit product unit product "Product_Glass__name" = "Vetro"; name: loose product loose product "Product_GlassMix__name" = "Miscela di vetro"; name: unit product unit product "Product_Gold__name" = "Oro"; name: loose product loose product "Product_GoldOre__name" = "Minerale d'oro"; name: loose product loose product "Product_GoldOreConcentrate__name" = "Minerale d'oro concentrato"; name: loose product loose product "Product_GoldOreCrushed__name" = "Minerale d'oro frantumato"; name: loose product loose product "Product_GoldOrePowder__name" = "Minerale d'oro in polvere"; name: loose product "Product_GoldScrap__name" = "Product_GoldScrap__name"; name: unit product "Product_GoldScrapPressed__name" = "Product_GoldScrapPressed__name"; name: unit product fluid product "Product_Graphite__name" = "Grafite"; name: loose product unit product "Product_Gravel__name" = "Ghiaia"; fluid product fluid product "Product_HeavyOil__name" = "Petrolio pesante"; name: unit product "Product_HouseholdAppliances__name" = "Product_HouseholdAppliances__name"; name: unit product unit product "Product_HouseholdGoods__name" = "Beni per la casa"; fluid product fluid product "Product_Hydrogen__name" = "Idrogeno"; fluid product "Product_HydrogenFluoride__name" = "Product_HydrogenFluoride__name"; name: unit product unit product "Product_ImpureCopper__name" = "Rame impuro"; name: unit product unit product "Product_Iron__name" = "Ferro"; name: loose product loose product "Product_IronOre__name" = "Minerale di ferro"; name: loose product loose product "Product_IronOreCrushed__name" = "Minerale di ferro frantumato"; name: loose product "Product_IronScrap__name" = "Product_IronScrap__name"; name: unit product "Product_IronScrapPressed__name" = "Product_IronScrapPressed__name"; name: unit product "Product_LabEquipment__name" = "Product_LabEquipment__name"; name: unit product "Product_LabEquipment2__name" = "Product_LabEquipment2__name"; name: unit product "Product_LabEquipment3__name" = "Product_LabEquipment3__name"; name: unit product "Product_LabEquipment4__name" = "Product_LabEquipment4__name"; fluid product fluid product "Product_LightOil__name" = "Petrolio leggero"; name: loose product fluid product "Product_Limestone__name" = "Calcare"; name: loose product "Product_ManufacturedSand__name" = "Product_ManufacturedSand__name"; name: unit product "Product_Meat__name" = "Product_Meat__name"; name: loose product "Product_MeatTrimmings__name" = "Product_MeatTrimmings__name"; name: unit product "Product_MechanicalParts__name" = "Product_MechanicalParts__name"; name: unit product "Product_MedicalEquipment__name" = "Product_MedicalEquipment__name"; name: unit product "Product_MedicalSupplies__name" = "Product_MedicalSupplies__name"; name: unit product "Product_MedicalSupplies2__name" = "Product_MedicalSupplies2__name"; name: unit product "Product_MedicalSupplies3__name" = "Product_MedicalSupplies3__name"; fluid product fluid product "Product_MediumOil__name" = "Petrolio medio"; name: unit product unit product "Product_Microchips__name" = "Microchips"; name: unit product unit product "Product_MicrochipsStage1A__name" = "Microchips stadio 1 a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "Microchips stadio 1 b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "Microchips stadio 1 c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "Microchips stadio 2 a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "Microchips stadio 2 b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "Microchips stadio 2 c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "Microchips stadio 3 a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "Microchips stadio 3 b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "Microchips stadio 3 c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "Microchips stadio 4 a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "Microchips stadio 4 b"; molten product molten product "Product_MoltenCopper__name" = "Rame fuso"; molten product molten product "Product_MoltenGlass__name" = "Vetro fuso"; molten product molten product "Product_MoltenIron__name" = "Ferro fuso"; molten product molten product "Product_MoltenSilicon__name" = "Silicio fuso"; molten product molten product "Product_MoltenSteel__name" = "Acciaio fuso"; name: unit product "Product_Morphine__name" = "Product_Morphine__name"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "Product_MoxRod__name"; fluid product loose product "Product_Naphtha__name" = "Nafta"; fluid product fluid product "Product_Nitrogen__name" = "Azoto"; fluid product fluid product "Product_Oxygen__name" = "Ossigeno"; name: unit product "Product_Paper__name" = "Product_Paper__name"; name: unit product loose product "Product_PCB__name" = "Circuito stampato"; name: unit product unit product "Product_Plastic__name" = "Plastica"; name: unit product "Product_Plutonium__name" = "Product_Plutonium__name"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "Silicio (poly)"; name: loose product "Product_Poppy__name" = "Product_Poppy__name"; name: loose product "Product_Potato__name" = "Product_Potato__name"; name: loose product loose product "Product_Quartz__name" = "Quarzo"; name: loose product "Product_QuartzCrushed__name" = "Product_QuartzCrushed__name"; name: loose product "Product_Recyclables__name" = "Product_Recyclables__name"; name: unit product "Product_RecyclablesPressed__name" = "Product_RecyclablesPressed__name"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "Product_RetiredWaste__name"; name: loose product loose product "Product_Rock__name" = "Roccia"; name: unit product unit product "Product_Rubber__name" = "Gomma"; name: loose product loose product "Product_Salt__name" = "Sale"; name: loose product loose product "Product_Sand__name" = "Sabbia"; name: unit product "Product_Sausage__name" = "Product_Sausage__name"; fluid product fluid product "Product_Seawater__name" = "Acqua di mare"; name: unit product "Product_Server__name" = "Product_Server__name"; name: unit product unit product "Product_SiliconWafer__name" = "Wafer di silicio"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "Scorie"; name: loose product loose product "Product_SlagCrushed__name" = "Scorie frantumate"; name: loose product loose product "Product_Sludge__name" = "Fanghi"; name: unit product "Product_Snack__name" = "Product_Snack__name"; name: unit product unit product "Product_SolarCell__name" = "Celle a energia solare"; name: unit product "Product_SolarCellMono__name" = "Product_SolarCellMono__name"; fluid product fluid product "Product_SourWater__name" = "Acqua acida"; name: loose product "Product_Soybean__name" = "Product_Soybean__name"; name: spent nuclear fuel, radioactive, keep short unit product "Product_SpentFuel__name" = "Carburante usato"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "Product_SpentMox__name"; fluid product 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" = "Vapore esaurito"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "Vapore ad alta pressione"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "Vapore a bassa pressione"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "Product_SteamSp__name"; name: unit product unit product "Product_Steel__name" = "Acciaio"; name: loose product unit product "Product_Sugar__name" = "Zucchero"; name: loose product "Product_SugarCane__name" = "Product_SugarCane__name"; name: loose product unit product "Product_Sulfur__name" = "Zolfo"; name: unit product "Product_Tofu__name" = "Product_Tofu__name"; fluid product unit product "Product_ToxicSlurry__name" = "Liquame tossico"; name: unit product "Product_TreeSapling__name" = "Product_TreeSapling__name"; name: loose product "Product_UraniumDepleted__name" = "Product_UraniumDepleted__name"; name: unit product "Product_UraniumEnriched__name" = "Product_UraniumEnriched__name"; name: unit product "Product_UraniumEnriched20__name" = "Product_UraniumEnriched20__name"; name: loose product loose product "Product_UraniumOre__name" = "Minerale di uranio"; name: loose product loose product "Product_UraniumOreCrushed__name" = "Minerale di uranio frantumato"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Product_UraniumReprocessed__name"; name: unit product loose product "Product_UraniumRod__name" = "Barra di uranio"; name: unit product "Product_Vegetables__name" = "Product_Vegetables__name"; name: unit product "Product_VehicleParts__name" = "Product_VehicleParts__name"; name: unit product "Product_VehicleParts2__name" = "Product_VehicleParts2__name"; name: unit product "Product_VehicleParts3__name" = "Product_VehicleParts3__name"; name: virtual product name: virtual product "Product_Virtual_Computing__name" = "Elaborazione"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "Elettricità"; name name "Product_Virtual_Groundwater__name" = "Acque sotterranee"; name: virtual product "Product_Virtual_Heat__name" = "Product_Virtual_Heat__name"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "Manutenzione I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "Manutenzione II"; name: virtual product "Product_Virtual_MaintenanceT3__name" = "Product_Virtual_MaintenanceT3__name"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "Potenza meccanica"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "Inquinamento dell'aria"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "Inquinamento dell'acqua"; 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' virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Product_Virtual_Upoints__name" = "Unity"; name: loose product "Product_Waste__name" = "Product_Waste__name"; name: unit product "Product_WastePressed__name" = "Product_WastePressed__name"; fluid product fluid product "Product_WasteWater__name" = "Acque reflue"; fluid product fluid product "Product_Water__name" = "Acqua"; name: loose product "Product_Wheat__name" = "Product_Wheat__name"; name: unit product unit product "Product_Wood__name" = "Legna"; name: loose product "Product_Woodchips__name" = "Product_Woodchips__name"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "Product_Yellowcake__name"; "Production" = "Produzione"; title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "ProductionCostEstimate"; list of products list of products "Products" = "Prodotti"; title of a window that enables to select a product from multiple ones title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "Seleziona un prodotto"; lists products that are filtered in the sorter into its special output port lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "Prodotti da filtrare"; "ProductsToFilter__None" = "Non ci sono prodotti da filtrare"; title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "PropsRemovalTool"; tooltip "PropsRemovalTool__Tooltip" = "PropsRemovalTool__Tooltip"; example usage: 'Provides ' - means this entity provides coal. example usage: 'Provides ' - means this entity provides coal. "Provides" = "Fornisce"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ProvideSurplusPower__Toggle" = "ProvideSurplusPower__Toggle"; option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "ProvideSurplusPower__Tooltip"; rendering preset name for 2nd best option "QualityPreset__HighQuality" = "QualityPreset__HighQuality"; rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "QualityPreset__LowQuality"; rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "QualityPreset__MediumQuality"; rendering preset name for best rendering option "QualityPreset__UltraQuality" = "QualityPreset__UltraQuality"; shows some quantity per month, e.g. '4 / month' shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / mese"; name name "QuartzMine__name" = "Miniera di quarzo"; button to instantly deliver some materials for unity button to quick build something for unity "QuickBuild__Action" = "Consegna veloce"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity tooltip that explains quick build for unity "QuickBuild__Tooltip" = "Accelera l'attuale costruzione consegnando istantaneamente i materiali mancanti senza dover aspettare che i camion li consegnino. I materiali da consegnare devono essere disponibili in deposito o in cantiere."; button to instantly remove some materials something for unity button to instantly remove some materials something for unity "QuickRemove__Action" = "Rimozione rapida"; tooltip that explains quick remove for unity tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "Accelera la decostruzione in corso rimuovendo istantaneamente tutti i materiali. I materiali rimossi saranno trasferiti in deposito o cantiere."; exits the game entirely (back to windows) exits the game entirely (back to windows) "QuitGame" = "Esci"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "Sei sicuro di voler uscire? I progressi non salvati verranno persi."; range of a ship radar range of a ship radar "RadarRange" = "Range del radar"; tooltip "RadiationLevel__Tooltip" = "RadiationLevel__Tooltip"; short description short description "RainwaterHarvester__desc" = "Raccoglie l'acqua piovana durante la pioggia. Ha un piccolo serbatoio dell'acqua incorporato."; building or machine building or machine "RainwaterHarvester__name" = "Raccoglitore di acqua piovana"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "Piovoso"; title that is displayed above a list of recipes (a recipe is what a machine performs) title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "Formule"; title that is displayed above a list of new recipes in a research node title that is displayed above a list of new recipes in a research node "Recipes__New" = "Nuove formule"; "RecipesBook__OpenHint" = "RecipesBook__OpenHint"; Title of a window that shows all the recipes in the game. Recipes are used in machines for production. "RecipesBook__Title" = "RecipesBook__Title"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "Recupero"; vehicle recovery button tooltip vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "Invia questo veicolo al deposito di veicoli più vicino. Se il deposito non è raggiungibile, il veicolo viene smontato e rimontato presso il deposito più vicino."; shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "RecyclingEfficiency__Title"; "RecyclingEfficiency__Tooltip" = "RecyclingEfficiency__Tooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "RecyclingIncrease__desc" = "RecyclingIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "RecyclingIncrease__name" = "RecyclingIncrease__name"; description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "RecyclingRatioIncrease"; a difficulty option where player gets a full (100%) refund when deconstructing something "RefundOption__Full" = "RefundOption__Full"; a difficulty option where player gets only a partial refund when deconstructing something "RefundOption__Partial" = "RefundOption__Partial"; Relative times shown in the load & save windows "RelativeTime_Days" = "RelativeTime_Days"; Relative times shown in the load & save windows "RelativeTime_Hours" = "RelativeTime_Hours"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "RelativeTime_Minutes"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "RelativeTime_Seconds"; trying to remove a building that is not allowed to be removed (e.g. shipyard) trying to remove a building that is not allowed to be removed (e.g. shipyard) "RemovalError__CannotRemove" = "Non può essere rimosso"; could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "RemovalError__DepotMovingCargo"; could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "RemovalError__FarmHasAnimals"; could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "RemovalError__HasProductsStored"; trying to remove a shipyard that can't be removed as it has the ship assigned trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "Non può essere rimosso: ha una nave assegnata"; could not remove a housing or square as it has a service module attached could not remove a housing as it has a service module attached "RemovalError__HousingHasModuleAttached" = "Non è possibile rimuovere l'insediamento a cui sono annessi alcuni edifici di servizio."; could not remove a housing as it would split the settlement into two individual ones could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "L'insediamento deve rimanere contiguo"; could not demolish a depot as its modules need to be removed first could not demolish a depot as its modules need to be removed first "RemovalError__RemoveModulesFirst" = "I moduli devono essere rimossi prima"; could not demolish an abandoned building, it needs to be scrapped for parts could not demolish an abandoned building, it needs to be scrapped for parts "RemovalError__ScrapItFirst" = "Deve essere rottamato"; could not demolish a cargo depot as its ship still has some cargo to unload could not demolish a cargo depot as its ship still has some cargo to unload "RemovalError__ShipHasCargo" = "La nave ha un carico"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "Rimuovi prodotti"; button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "RemoveProducts__Stop"; tooltip tooltip "RemoveProducts__Tooltip" = "Richiede ai camion di rimuovere i prodotti da questo trasporto."; tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "RemoveProductsInBuffers__Tooltip"; option for rendering quality setting for the high quality "RenderingQuality__High" = "RenderingQuality__High"; option for rendering quality setting for low quality "RenderingQuality__Low" = "RenderingQuality__Low"; option for rendering quality setting for medium quality "RenderingQuality__Medium" = "RenderingQuality__Medium"; option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "RenderingQuality__Off"; option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "RenderingQuality__VeryHigh"; note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "RenderingSetting_NotSupported"; title for rendering settings "RenderingSetting_Title" = "RenderingSetting_Title"; Label for the rendering quality preset buttons in the settings window "RenderingSettingPreset_Label" = "RenderingSettingPreset_Label"; button to request to repair something button to request to repair something "Repair" = "Ripara"; title of a window that enables to replace an existing ship part with a different one title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "Rimpiazza parte"; tooltip "ReplaceVehicle__MainTooltip" = "ReplaceVehicle__MainTooltip"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "ReplaceVehicle__NoDepot"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "ReplaceVehicle__NoVehicleSelected"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "ReplaceVehicle__OnItsWay"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "ReplaceVehicle__WaitingForReplace"; button to open a page to report game issue / bug button to open a page to report game issue / bug "ReportIssue" = "Reporta problema"; button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "ReputationIncrease__DonateAction"; title of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Title" = "ReputationIncrease__Title"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "ReputationIncrease__Tooltip"; 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" = "ReputationIncreaseTitle"; title of a panel that lists requirements of something (e.g. research) title of a panel that lists requirements of something (e.g. research) "Requires" = "Richieste"; title or tooltip of a button that opens research tree title or tooltip of a button that opens research tree "Research" = "Ricerca"; ex: 14 / 98, research progress in the details panel of the load & save window "Research__Detail" = "Research__Detail"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "Fornisce una gestione extra della logistica e del dumping."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "Controllo logistico avanzato"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "Fornisce la fusione con una maggiore produttività e una maggiore efficienza per i minerali frantumati."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "Fusione avanzata"; title of a research node in the research tree title of a research node in the research tree "ResearchArcFurnace2__name" = "Fornace ad arco elettrico II"; title of a research node in the research tree title of a research node in the research tree "ResearchAssembler3__name" = "Assemblatore (robotico) II"; title of a research node in the research tree "ResearchBasicComputing__name" = "ResearchBasicComputing__name"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicDiesel__desc" = "Consente di estrarre la limitata riserva di petrolio dell'isola e convertirla in diesel. Non molto efficiente."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "Diesel base"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "Coltivazione di base delle patate. Dobbiamo solo sperare che piova."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "Coltivazione di base"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "Faro"; title of a research node in the research tree "ResearchBioDiesel__name" = "ResearchBioDiesel__name"; title of a research node in the research tree title of a research node in the research tree "ResearchBiofuel__name" = "Biocarburante"; title of a research node in the research tree "ResearchBlueprints__name" = "ResearchBlueprints__name"; title of a research node in the research tree title of a research node in the research tree "ResearchBoilerElectric__name" = "Caldaia elettrica"; title of a research node in the research tree "ResearchBricksProduction__name" = "Produzione di mattoni"; title of a research node in the research tree "ResearchBurner__name" = "ResearchBurner__name"; title of a research node in the research tree "ResearchCanola__name" = "ResearchCanola__name"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice__desc" = "Il tuo ufficio! È qui che vengono prese tutte le decisioni importanti."; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "Ufficio del Capitano"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "ResearchCaptainsOffice2__desc"; title of a research node in the research tree "ResearchCaptainsOffice2__name" = "ResearchCaptainsOffice2__name"; title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "ResearchCarbonDioxideRecycling__name"; description of a research node in the research tree description of a research node in the research tree "ResearchCargoDepot__desc" = "Consente di automatizzare il processo di trasporto delle risorse che si trovano al di fuori dell'isola (ad esempio petrolio greggio)."; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__name" = "Deposito merci"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot2__name" = "Deposito merci II"; title of a research node in the research tree "ResearchCargoDepot3__name" = "ResearchCargoDepot3__name"; title of a research node in the research tree "ResearchCargoDepot4__name" = "ResearchCargoDepot4__name"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant__name" = "Impianti industriali & fertilizzante"; title of a research node in the research tree "ResearchChemicalPlant2__name" = "ResearchChemicalPlant2__name"; title of a research node in the research tree "ResearchChickenFarm__name" = "ResearchChickenFarm__name"; title of a research node in the research tree "ResearchCompactor__name" = "ResearchCompactor__name"; title of a research node in the research tree "ResearchConcreteAdvanced__name" = "ResearchConcreteAdvanced__name"; title of a research node in the research tree "ResearchConsumerElectronics__name" = "Elettronica di consumo"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "Collega direttamente le macchine per garantire un funzionamento regolare e continuo."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "Nastri trasportatori"; description of a research that provides advanced conveyor belts description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "Nastri trasportatori con una maggiore portata."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "Nastri trasportatori II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "Nastri trasportatori III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "Instradamento intelligente del trasportatore"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "L'elettrolisi del rame ci permette di raggiungere il 99% di rame puro. In questo modo possiamo sfruttare al massimo le sue proprietà."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "Raffinazione del rame"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "Processo più efficiente di raffinazione del rame mediante acido."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "Raffinazione del rame II"; description of a research node in the research tree description of a research node in the research tree "ResearchCornCrop__desc" = "Consente di coltivare & raccogliere grano nelle fattorie."; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "Coltivazione del grano"; description of a research that provides advanced construction parts description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "Produzione di parti per costruzione avanzate."; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "Costruzione II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "Costruzione III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "Costruzione IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "Produzione di parti per costruzione di base."; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "Costruzione"; title of a research node in the research tree "ResearchCropRotation__name" = "ResearchCropRotation__name"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "Processo avanzato per la produzione di diesel e molto altro."; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "Diesel avanzato"; title of a research node in the research tree "ResearchCrusherLarge__name" = "ResearchCrusherLarge__name"; title of a research node in the research tree "ResearchCustomSurfaces__name" = "ResearchCustomSurfaces__name"; title of a research node in the research tree "ResearchDatacenter__name" = "ResearchDatacenter__name"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "ResearchDeconstructionRatioIncrease__name"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "ResearchDeconstructionRatioIncrease2__name"; title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "ResearchDieselGeneratorLarge__name"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts1__desc" = "Alcuni editti davvero utili che puoi applicare nel tuo ufficio."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "Editti"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "Un'altra serie di editti utili."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "Editti II"; title of a research node in the research tree "ResearchEdicts3__name" = "ResearchEdicts3__name"; title of a research node in the research tree "ResearchEdicts4__name" = "ResearchEdicts4__name"; title of a research node in the research tree "ResearchElectricity__name" = "ResearchElectricity__name"; title of a research node in the research tree name of a machine "ResearchElectrolysis__name" = "Elettrolisi"; title of a research node in the research tree "ResearchElectrolysis2__name" = "ResearchElectrolysis2__name"; description of a research of a ship engine upgrade description of a research of a ship engine upgrade "ResearchEngine2__desc" = "Una volta finalizzata, la nave sarà in grado di viaggiare più lontano."; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "Motore della nave II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "Motore della nave III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "Filtrazione dello scarico"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "Fattorie irrigate"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "Serra"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "Serra II"; title of a research node in the research tree "ResearchFermentation__name" = "Fermentazione"; description of a research node in the research tree "ResearchFertilizers__desc" = "ResearchFertilizers__desc"; title of a research node in the research tree "ResearchFertilizers__name" = "ResearchFertilizers__name"; title of a research node in the research tree "ResearchFoodMarket2__name" = "ResearchFoodMarket2__name"; description of a research node in the research tree "ResearchFoodPacking__desc" = "ResearchFoodPacking__desc"; title of a research node in the research tree "ResearchFoodPacking__name" = "ResearchFoodPacking__name"; description of a research node in the research tree "ResearchFruit__desc" = "ResearchFruit__desc"; title of a research node in the research tree "ResearchFruit__name" = "ResearchFruit__name"; description of a research node in the research tree description of a research node in the research tree "ResearchFuelStation__desc" = "Stanchi degli escavatori che fanno avanti e indietro per fare rifornimento? Costruisci questa stazione e assegnale dei camion."; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "Stazione di servizio"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "Stazione di servizio II"; title of a research node in the research tree "ResearchFuelStation3__name" = "Stazione di servizio III"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "Combustione gas"; description of a research node in the research tree description of a research node in the research tree "ResearchGlassSmelting__desc" = "Fornisce la produzione di vetro e il suo utilizzo in articoli per la casa."; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "Produzione vetro & beni"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "Fabbricazione del vetro II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "Fusione dell'oro"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "Cracking petrolio pesante"; title of a research node in the research tree "ResearchHospital__name" = "Ospedale"; title of a research node in the research tree "ResearchHouseholdAppliances__name" = "ResearchHouseholdAppliances__name"; description of a research node in the research tree "ResearchHouseholdGoods__desc" = "ResearchHouseholdGoods__desc"; title of a research node in the research tree "ResearchHouseholdGoods__name" = "ResearchHouseholdGoods__name"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing2__name" = "Insediamento II"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing3__name" = "Insediamento III"; title of a research node in the research tree "ResearchHydrogenCell__name" = "ResearchHydrogenCell__name"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "Produzione di idrogeno"; title of a research node in the research tree "ResearchIncinerationPlant__name" = "ResearchIncinerationPlant__name"; title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "ResearchIndustrialMixerT2__name"; description of a research node in the research tree description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "Produzione di ferro da rottami metallici."; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "Fusione del ferro (da rottami)"; short description short description "ResearchLab1__desc" = "Fa ricerca."; building or machine building or machine "ResearchLab1__name" = "Laboratorio di ricerca"; description of a research lab short description "ResearchLab2__desc" = "Fa ricerca."; building or machine building or machine "ResearchLab2__name" = "Laboratorio di ricerca II"; building or machine building or machine "ResearchLab3__name" = "Laboratorio di ricerca III"; building or machine building or machine "ResearchLab4__name" = "Laboratorio di ricerca IV"; building or machine building or machine "ResearchLab5__name" = "Laboratorio di ricerca V"; {0} = Unity "ResearchLabTip" = "ResearchLabTip"; tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "ResearchLocked_LifetimeProduction"; title of a research node in the research tree title of a research node in the research tree "ResearchMaintenanceDepot__name" = "Manutenzione Depot II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "Fornisce accumulo di potenza meccanica e capacità di autobilanciamento delle turbine."; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "Accumulo di potenza meccanica"; title of a research node in the research tree "ResearchMedicalSupplies2__name" = "ResearchMedicalSupplies2__name"; title of a research node in the research tree "ResearchMedicalSupplies3__name" = "ResearchMedicalSupplies3__name"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction__name" = "Produzione microchip"; title of a research node in the research tree "ResearchMicrochipProduction2__name" = "ResearchMicrochipProduction2__name"; title of a research node in the research tree "ResearchNaphthaProcessing__name" = "ResearchNaphthaProcessing__name"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaReforming__name" = "Raffinazione nafta"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "Reattore nucleare"; title of a research node in the research tree "ResearchNuclearReactor2__name" = "ResearchNuclearReactor2__name"; title of a research node in the research tree "ResearchNuclearReactor3__name" = "ResearchNuclearReactor3__name"; title of a research node in the research tree "ResearchOrganicFertilizer__name" = "ResearchOrganicFertilizer__name"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransports__desc" = "I tubi sono fantastici. Immagina di trasportare tutto questo con i camion?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "Tubi"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "Si è scoperto che se aumentiamo il diametro del tubo, ha una portata maggiore."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "Tubi II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "Un altro aumento della portata."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "Tubi III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "Plastica"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "Silicio"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "Potenza & manutenzione"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "Sblocca la generazione di energia dal carbone."; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "Generazione di energia II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "Generazione di energia III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "Generazione di energia IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "Aggiungi alla coda"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "Rimuovi dalla coda"; shows what place in the queue a research node has, e.g. 'in queue (3)' shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "In coda ({0})"; title of a research node in the research tree "ResearchRecycling__name" = "ResearchRecycling__name"; research node description "ResearchRecyclingEdict__desc" = "ResearchRecyclingEdict__desc"; title of a research node in the research tree "ResearchRecyclingEdict__name" = "ResearchRecyclingEdict__name"; title of a research node in the research tree "ResearchRecyclingEdict2__name" = "ResearchRecyclingEdict2__name"; title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "ResearchRecyclingForSettlement__name"; {0}=10 "ResearchRecyclingIncrease__desc" = "ResearchRecyclingIncrease__desc"; title of a research node in the research tree "ResearchRecyclingIncrease__name" = "ResearchRecyclingIncrease__name"; description of a research node in the research tree description of a research node in the research tree "ResearchRepairDock__desc" = "Consente di riparare la banchina della nave in modo da poter iniziare a lavorare sulle riparazioni della nave."; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "Riparazione banchina navale"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "Laboratorio di ricerca II"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "Laboratorio di ricerca III"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "Laboratorio di ricerca IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "Laboratorio di ricerca V"; title of a research node in the research tree "ResearchRetainingWalls__name" = "ResearchRetainingWalls__name"; title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "ResearchRocketAssemblyAndLaunch__name"; title of a research node in the research tree "ResearchRotaryKilnGas__name" = "ResearchRotaryKilnGas__name"; title of a research node in the research tree title of a research node in the research tree "ResearchRubberProduction__name" = "Gomma sintetica"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "Produzione salina"; title of a research node in the research tree title of a research node in the research tree "ResearchSausageProduction__name" = "Produzione di salumi"; title of a research node in the research tree "ResearchSettlementDecorations__name" = "ResearchSettlementDecorations__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementPower__name" = "Potere dell'insediamento"; description of a research node in the research tree "ResearchSettlementWaste__desc" = "ResearchSettlementWaste__desc"; title of a research node in the research tree "ResearchSettlementWaste__name" = "ResearchSettlementWaste__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWater__name" = "Acqua dell'insediamento"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "La nostra nave potrà subire più colpi dall'artiglieria nemica. Il nostro equipaggio non vede l'ora di testarlo, eh?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "Corazza della nave"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "Corazza della nave II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "Aggiornamento del serbatoio del carburante"; description of a research of a ship bridge upgrade description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "Ponte avanzato della nave. Contiene anche un radar migliore per le esplorazioni dell'area."; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "Ponte della nave II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "Ponte della nave III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "Una volta montati sulla nave, possiamo finalmente smettere di scappare da ogni battaglia."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "Armi per navi"; description of ship weapons description of ship weapons "ResearchShipWeapons2__desc" = "Cannoni per navi che forniscono una maggiore portata e danni."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "Armi per navi II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "Armi per navi III"; title of a research node in the research tree "ResearchSnacksProduction__name" = "ResearchSnacksProduction__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "Pannelli solari"; title of a research node in the research tree "ResearchSolarPanels2__name" = "ResearchSolarPanels2__name"; title of a research node in the research tree "ResearchSoybeanCrop__name" = "ResearchSoybeanCrop__name"; title of a panel that shows current research speed of a research lab "ResearchSpeed__Title" = "ResearchSpeed__Title"; title of a research node in the research tree "ResearchStacker__name" = "ResearchStacker__name"; title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "ResearchStatueOfMaintenance__name"; description of a research node in the research tree description of a research node in the research tree "ResearchSteelSmelting__desc" = "Processo per convertire il ferro in acciaio più durevole."; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "Fusione dell'acciaio"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage2__name" = "Stoccaggio II"; title of a research node in the research tree "ResearchStorage3__name" = "ResearchStorage3__name"; title of a research node in the research tree "ResearchStorage4__name" = "ResearchStorage4__name"; title of a research node in the research tree title of a research node in the research tree "ResearchStoragesT1__name" = "Stoccaggio"; title of a research node in the research tree "ResearchSugarCane__name" = "ResearchSugarCane__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSulfurProcessing__name" = "Lavorazione dello zolfo"; description of a research node in the research tree "ResearchSuperPressSteam__desc" = "ResearchSuperPressSteam__desc"; title of a research node in the research tree "ResearchSuperPressSteam__name" = "ResearchSuperPressSteam__name"; title of a research node in the research tree "ResearchTerrainLeveling__name" = "ResearchTerrainLeveling__name"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalination__name" = "Dissalazione termica"; description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "ResearchThermalDesalinationBasic__desc"; title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "ResearchThermalDesalinationBasic__name"; title of a research node in the research tree "ResearchThermalStorage__name" = "ResearchThermalStorage__name"; title of a research node in the research tree "ResearchTombOfCaptains__name" = "ResearchTombOfCaptains__name"; description of a research node in the research tree "ResearchTools__desc" = "ResearchTools__desc"; title of a research node in the research tree "ResearchTools__name" = "ResearchTools__name"; explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "ResearchToRepair__Tooltip"; title of a research node in the research tree title of a research node in the research tree "ResearchTradeDock__name" = "Stazione commerciale"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "Puoi già dividere / unire i trasporti. Ma questo ti dà la possibilità di impostare priorità e rapporti di input / output."; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "Bilanciamento trasporti"; description of a research node in the research tree "ResearchTransportsLifts__desc" = "ResearchTransportsLifts__desc"; title of a research node in the research tree "ResearchTransportsLifts__name" = "ResearchTransportsLifts__name"; title of a research node in the research tree title of a research node in the research tree "ResearchTreeHarvester__name" = "Raccoglitrice per alberi"; title of a research node in the research tree "ResearchTreePlanting__name" = "ResearchTreePlanting__name"; title of a research node in the research tree title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "Editto di sovraccarico dei camion"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "Pompa per acque sotterranee"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "ResearchUnlocked"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "ResearchUnlocked__NewBuildings"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "ResearchUnlocked__NewProducts"; title of a research node in the research tree title of a research node in the research tree "ResearchUraniumEnrichment__name" = "Arricchimento dell'uranio"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "Consente di utilizzare il vapore esausto per la dissalazione."; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "Desalinizzazione sottovuoto"; description of a research node in the research tree "ResearchVegetables__desc" = "ResearchVegetables__desc"; title of a research node in the research tree "ResearchVegetables__name" = "ResearchVegetables__name"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAndMining__desc" = "Escavatore e torre mineraria per consentire l'estrazione di materie prime. E più camion per rafforzare la nostra logistica."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "Veicoli & mining"; description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "ResearchVehicleAssembly2__desc"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "Camion grande"; title of a research node in the research tree "ResearchVehicleAssembly3__name" = "ResearchVehicleAssembly3__name"; title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "ResearchVehicleAssembly3H__name"; {0}=25 {0}=25 "ResearchVehicleCapIncrease__desc" = "Aumenta il limite dei veicoli di {0}."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "Gestione veicoli"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "Gestione veicoli II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "Gestione veicoli III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "Gestione veicoli IV"; title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "ResearchVehicleCapIncrease5__name"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "ResearchVehicleCapIncrease6__name"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleRamps__name" = "Rampa per veicoli"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "Recupero dell'acqua"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "Trattamento delle acque reflue"; description of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__desc" = "Un processo di trattamento delle acque reflue più efficiente. Alcuni dei rifiuti possono anche essere riutilizzati come fonte di carburante e fertilizzante."; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "Trattamento delle acque reflue II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "Coltivazione di grano"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "Stato della riserva"; title for screen resolution setting title for screen resolution setting "Resolution" = "Risoluzione"; example: 'Groundwater resource is getting low' example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} la risorsa si sta esaurendo"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (riavvio richiesto)"; button to restore defaults "RestoreDefaults" = "RestoreDefaults"; name "RetainingWallCorner__name" = "RetainingWallCorner__name"; name "RetainingWallCross__name" = "RetainingWallCross__name"; Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "RetainingWallsTitle"; description of retaining wall "RetainingWallStraight1__desc" = "RetainingWallStraight1__desc"; name "RetainingWallStraight1__name" = "RetainingWallStraight1__name"; name "RetainingWallStraight4__name" = "RetainingWallStraight4__name"; name "RetainingWallTee__name" = "RetainingWallTee__name"; 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" = "RetiredWaste__NextDisposal"; tooltip "RetiredWaste__Tooltip" = "RetiredWaste__Tooltip"; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "RightClickToRemove"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "RocketAssemblyDepot__CannotDestroy"; short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "RocketAssemblyDepot__desc"; name name "RocketAssemblyDepot__name" = "Deposito di assemblaggio di razzi"; short description short description "RocketLaunchPad__desc" = "Consente di lanciare razzi nello spazio! Una volta che il razzo è posizionato e assicurato alla torre verrà caricato con il carburante appropriato, che deve coincidere con il carburante connesso a questa torre. Il carburante non è mai immagazzinato nella rampa di lancio per ragioni di sicurezza. Anche l'acqua deve essere collegata poiché andranno smorzate le onde d'urto causate dal lancio."; name name "RocketLaunchPad__name" = "Pista di lancio del razzo"; name "RockMine__name" = "RockMine__name"; description of a machine short description "RotaryKiln__desc" = "Esegue il processo di calcinazione ad alte temperature. Usato per produrre cemento."; name of a machine building or machine "RotaryKiln__name" = "Forno rotativo"; name of a machine "RotaryKilnGas__name" = "RotaryKilnGas__name"; tooltip "RotateShortcut__Tooltip" = "RotateShortcut__Tooltip"; short description short description "Ruins__desc" = "Sembra un edificio abbandonato da tempo e non più utile. Possiamo decostruire questo edificio per ottenere rottami metallici e calcestruzzo che possono essere lavorati nella nostra fabbrica."; building or machine building or machine "Ruins__name" = "Stazione di comunicazione abbandonata"; starts recycling a building for metal scraps starts recycling a building for metal scraps "RuinsRecycle__Action" = "Inizia a riciclare"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "RuinsRecycleFormatted__Tooltip"; title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. "RunOnLowFuel__Action" = "RunOnLowFuel__Action"; tooltip for a button "RunOnLowFuel__Tooltip" = "RunOnLowFuel__Tooltip"; Message shown when a save is unsuccessful "Save__FailureMessage" = "Save__FailureMessage"; {0} is name of the file that was saved {0} is name of the file that was saved "Save__SuccessMessage" = "Il file {0} è stato salvato!"; Label above the save name column in the load & save windows "Save__Title" = "Save__Title"; button to save the game after the player clicks it button to save the game after the player clicks it "Save_Action" = "Salva"; title of a window that that enables to save the current game progress title of a window that that enables to save the current game progress "Save_Title" = "Salva partita"; Label for the date of the save in the details panels of the load & save windows "Saved__Detail" = "Saved__Detail"; a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "SaveInProgress"; note about blueprints "SaveMigration__BlueprintsNote" = "SaveMigration__BlueprintsNote"; {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "SaveMigration__Intro"; Label next to the save name entry box in the save window "SaveName__Label" = "SaveName__Label"; button to click on to create a new save file (shows a new text field where player can type name of the save file) 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" = "+ Nuovo salvataggio"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "Scala"; button to send the current vehicle to a depot to have it scrapped for parts button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "Rottama"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "ScrapVehicle__InProgress"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "Invia il veicolo al deposito di veicoli per recuperare parti"; title of graphical settings (resolution, quality, etc.) title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "Schermo"; placeholder used in a search text box placeholder used in a search text box "Search" = "Ricerca"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "SeedsTech_Description"; title of a panel that allows to select a fuel type for a consumer like a ship for instance "SelectFuel_Title" = "SelectFuel_Title"; Title on the "Select mods" tab of the new game window "SelectMods_Title" = "SelectMods_Title"; Message shown in dropdown buttons when no value is selected "SelectOption" = "SelectOption"; title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "SelectVehicle_Title"; title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "ServerRacks__Title"; tooltip in data center "ServerRacks__Tooltip" = "ServerRacks__Tooltip"; title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip "ServiceLimit__Title" = "ServiceLimit__Title"; "ServiceLimit__Tooltip" = "ServiceLimit__Tooltip"; title of the settings window title of the settings window "Settings_Title" = "Impostazioni"; short description "SettlementBiomassModule__desc" = "SettlementBiomassModule__desc"; name "SettlementBiomassModule__name" = "SettlementBiomassModule__name"; short description "SettlementConsumerElectronicsModule__desc" = "SettlementConsumerElectronicsModule__desc"; building or machine "SettlementConsumerElectronicsModule__name" = "SettlementConsumerElectronicsModule__name"; short description short description "SettlementFoodModule__desc" = "Fornisce cibo per l'insediamento allegato. Un insediamento deve avere almeno un mercato alimentare, altrimenti la sua popolazione morirà di fame."; name building or machine "SettlementFoodModule__name" = "Mercato alimentare"; short description "SettlementFoodModuleT2__desc" = "SettlementFoodModuleT2__desc"; name "SettlementFoodModuleT2__name" = "SettlementFoodModuleT2__name"; name "SettlementFountain__name" = "SettlementFountain__name"; notification "SettlementFullOfLandfill__name" = "SettlementFullOfLandfill__name"; notification notification "SettlementHasNoFoodModule__name" = "L'insediamento non ha un mercato alimentare!"; short description "SettlementHouseholdAppliancesModule__desc" = "SettlementHouseholdAppliancesModule__desc"; building or machine "SettlementHouseholdAppliancesModule__name" = "SettlementHouseholdAppliancesModule__name"; short description short description "SettlementHouseholdGoodsModule__desc" = "Fornisce beni per la casa per un insediamento annesso. Fornire beni per la casa a un insediamento genera Unity extra."; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "Modulo beni casalinghi"; notification notification "SettlementIsStarving__name" = "L'insediamento sta morendo di fame!"; short description "SettlementLandfillModule__desc" = "SettlementLandfillModule__desc"; name "SettlementLandfillModule__name" = "SettlementLandfillModule__name"; name "SettlementPillar__name" = "SettlementPillar__name"; short description short description "SettlementPowerModule__desc" = "Fornisce con energia elettrica l'insediamento adiacente. Fornire elettricità a un insediamento genera Unity extra."; name building or machine "SettlementPowerModule__name" = "Trasformatore"; {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "SettlementRecyclablesModule__descToFormat"; name "SettlementRecyclablesModule__name" = "SettlementRecyclablesModule__name"; title of a panel showing status of all the services in the settlement or globally title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "Servizi"; tooltip of a panel that shows status of all the services in the selected settlement tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "Stato dei servizi forniti a questo insediamento."; name name "SettlementSmall1__name" = "Insediamento"; name "SettlementSquare1__name" = "SettlementSquare1__name"; name "SettlementSquare2__name" = "SettlementSquare2__name"; title of a window showing individual settlement information title of a window showing individual settlement information "SettlementTitle" = "Insediamento"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "SettlementTitleWithReputation"; title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "SettlementWaste__Title"; tooltip "SettlementWaste__Tooltip" = "SettlementWaste__Tooltip"; short description short description "SettlementWaterModule__desc" = "Fornisce acqua potabile per l'insediamento annesso e restituisce le acque reflue che devono essere smaltite. Fornire acqua potabile ad un insediamento genera Unity extra."; building or machine building or machine "SettlementWaterModule__name" = "Impianto idrico"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "Vasca di sedimentazione"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "ShadowsQualityRenderingSetting__Name"; name name "Shaft__name" = "Albero"; shaft status, currently showing maximum output percentage shaft status, currently showing maximum output percentage "Shaft__Status" = "Output massimo: {0}%"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "Albero collegato"; tooltip explaining shafts, {0} = throughput in MW tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "Questa macchina è collegata ad un albero che permette lo scambio di potenza meccanica. Tutte le macchine collegate a un albero contribuiscono alla sua inerzia - potenza meccanica immagazzinata. Quando l'albero gira troppo lentamente, le macchine non possono utilizzare la sua potenza (indicata dall'indicatore rosso) e deve essere prima ricaricata. Quando l'inerzia è bassa, l'uscita massima è limitata e le macchine collegate potrebbero non ricevere tutta la potenza di cui hanno bisogno. Allo stesso modo, quando l'inerzia è troppo alta, l'ingresso massimo all'albero è limitato e le macchine collegate potrebbero non essere in grado di fornire tutta la potenza prodotta all'albero. L'albero ha una portata massima di {0}."; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0} turno"; used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. "ShipAutoRepair__Toggle" = "ShipAutoRepair__Toggle"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "ShipAutoRepair__Tooltip"; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "ShipAutoReturn__Toggle"; tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "ShipAutoReturn__Tooltip"; displayed when the ship has cargo but can't unload it displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "Impossibile scaricare il carico! Il cantiere è pieno."; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "La nave è in fase di modifica"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "La nave è in fase di modifica"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "La nave è troppo danneggiata"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "La nave sta arrivando al molo."; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "La nave non ha accesso"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "Equipaggio insufficiente"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "Carburante insufficiente"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "Richiedi alla nostra nave di visitare questa località"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "Già presente o in arrivo"; reason why the action to visit a location by the ship is not available "ShipCantVisit__TooFar" = "ShipCantVisit__TooFar"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "Spedisci il carico consegnato a {0}"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "Caricamento carico completato per {0}"; ship crew label ship crew label "ShipCrew" = "Equipaggio"; button to request to load a crew onto the ship button to request to load a crew onto the ship "ShipCrew__Load" = "Carica equipaggio"; ship crew tooltip ship crew tooltip "ShipCrew__Tooltip" = "La nave richiede equipaggio per operare"; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "Scarica l'equipaggio"; title of a window that provides ship modifications & upgrades title of a window that provides ship modifications & upgrades "ShipDesigner" = "Progettazione navale"; shown when modifications cannot proceed because the ship is being repaired shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "La nave è in riparazione!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "La nave deve essere riparata!"; title of a panel that shows button to confirm current modifications of the ship title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "Procedere con le modifiche?"; title of a panel that shows costs & confirmation of pending ship modifications title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "In attesa di modifiche"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ShipFuelReduction__desc" = "ShipFuelReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "ShipFuelReduction__name"; ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "ShipFuelSwitch__InProgress"; can't switch fuel type for ship as the selected fuel is already in use "ShipFuelSwitch__InUse" = "ShipFuelSwitch__InUse"; "ShipFuelSwitch__MissingMaterials" = "ShipFuelSwitch__MissingMaterials"; can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "ShipFuelSwitch__ShipBusy"; "ShipFuelSwitch__Tooltip" = "ShipFuelSwitch__Tooltip"; title of a button that unloads fuel from the ship title of a button that unloads fuel from the ship "ShipFuelUnload" = "Scarico carburante"; tooltip of a button that performs this action tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "Scarica il carburante dalla nave nel cantiere navale."; "ShipHealth__Title" = "Salute e riparazione della nave"; "ShipHealth__Tooltip" = "L'attuale stato di manutenzione della nave. Se il valore è inferiore al segno verde significa che deve essere riparato per poter partire per nuove avventure."; requests to start loading material onto the ship requests to start loading material onto the ship "ShipLoading__Action" = "Inizia a caricare la nave"; "ShipLoading__CancelProject" = "ShipLoading__CancelProject"; tooltip tooltip "ShipLoading__Desc" = "Elenco di tutte le posizioni sulla mappa del mondo programmate per la riparazione o l'aggiornamento. Dopo aver richiesto il carico dei materiali, i camion porteranno tutti i prodotti richiesti al cantiere navale e il cantiere li caricherà sulla nave. Una volta che tutti i materiali richiesti sono stati caricati, puoi inviare la tua nave per consegnare il carico alla posizione in modo che la costruzione possa iniziare."; "ShipLoading__Done" = "Tutto il carico richiesto è stato caricato! Possiamo far partire la nave."; "ShipLoading__InProgress" = "Caricamento dei materiali richiesti..."; "ShipLoading__NotStarted" = "Fare clic per caricare il materiale richiesto sulla nave."; lists all the world map repairs and upgrades in progress lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "Riparazioni e aggiornamenti della mappa del mondo"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "Modifiche alla nave completate"; notification notification "ShipRepaired__name" = "La nave è stata completamente riparata"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "Armatura"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "Ponte"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "Motore"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "Serbatoio di carburante"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "Cannoni (frontali)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "Cannoni (posteriori)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "Statistiche della nave"; modifications are being performed modifications are being performed "ShipUpgrade_Performing" = "Esecuzione di modifiche"; tooltip - modifications are being performed tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "Sono in corso modifiche"; modifications are being prepared (e.g. materials are being loaded to the shipyard) modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "Preparazione delle modifiche"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "La nave può ancora funzionare mentre vengono preparate le modifiche"; modifications are ready but ship needs to come back so they can be applied modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "Aspettando la nave"; tooltip - modifications are ready but ship needs to come back so they can be applied tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "Le modifiche sono pronte, in attesa che la nave le applichi"; short description short description "Shipyard__desc" = "Questo cantiere è danneggiato e deve essere riparato per poter riparare la nostra nave."; name name "Shipyard__name" = "Cantiere (danneggiato)"; short description short description "Shipyard2__desc" = "Serve per fare rifornimento, riparare e modificare la nostra nave. Gestisce anche il carico e lo scarico del carico della nave. Se un camion ha del carico che non può essere consegnato da nessun'altra parte, può essere consegnato qui."; name name "Shipyard2__name" = "Cantiere navale"; tooltip of a panel showing all the cargo stored in a shipyard tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "Tutto il carico che è temporaneamente immagazzinato nel cantiere navale. Quando il cantiere si riempie troppo, non è in grado di scaricare altro carico dalla nave."; shown when the shipyard has too much cargo that it can't keep unloading the ship shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "Il cantiere navale è sovraccarico di carico!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "Il cantiere navale non scaricherà il carico dalla nave a meno che una parte del suo carico non venga prima rimossa. Ciò può essere fatto costruendo magazzini esterni per i prodotti conservati qui."; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "Mantieni vuoto"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "Richiede ai camion di dare priorità allo scarico di tutto il carico immagazzinato qui."; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "ShipyardMakePrimary"; tooltip "ShipyardMakePrimary__Tooltip" = "ShipyardMakePrimary__Tooltip"; tooltip tooltip "ShipyardMakePrimary__TooltipInProgress" = "Questo cantiere navale è in fase di riassegnazione"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "ShipyardNeedsRepairs"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "ShipyardRecoverOceanAccess__BtnTooltip"; button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "ShipyardRecoverOceanAccess__Button"; title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "ShipyardRecoverOceanAccess__Title"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "ShipyardRecoverOceanAccess__Tooltip"; button to open current directory in OS explorer "ShowInExplorer" = "ShowInExplorer"; example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "mostra"; short description of a machine "Shredder__desc" = "Shredder__desc"; name of a machine "Shredder__name" = "Shredder__name"; short description of a machine "SiliconCrystallizer__desc" = "SiliconCrystallizer__desc"; name of a machine name of a machine "SiliconCrystallizer__name" = "Cristallizzatore di silicio"; short description of a machine short description "SiliconReactor__desc" = "Purifica il silicio utilizzando l'idrogeno. Il silicio lavorato può essere utilizzato in elettronica."; name of a machine name "SiliconReactor__name" = "Reattore di silicio"; Action to skip something (e.g. skip a task) "Skip" = "Skip"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "Fonde vari materiali come ferro o rame. L'output è un materiale fuso che deve essere inviato tramite il trasporto del canale fuso, ad esempio, in un caster per un'ulteriore elaborazione. I materiali fusi non possono essere trasportati tramite camion."; name of a machine name of a machine "SmeltingFurnaceT1__name" = "Altoforno"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "Fonde vari materiali come ferro o rame. L'output è un materiale fuso che deve essere inviato tramite il trasporto del canale fuso, ad esempio, in un caster per un'ulteriore elaborazione. I materiali fusi non possono essere trasportati tramite camion."; name of a machine name of a machine "SmeltingFurnaceT2__name" = "Altoforno II"; description of a smoke stack short description of a machine "SmokeStack__desc" = "Consente il rilascio di gas nell'atmosfera. Alcuni gas come i gas di scarico causano inquinamento."; name of a machine name of a machine "SmokeStack__name" = "Ciminiera"; name of a machine "SmokeStackLarge__name" = "SmokeStackLarge__name"; short description short description "SolarPanel__desc" = "Converte la luce solare in elettricità. Sorprendentemente, l'efficienza dipende dalla presenza del sole."; name name "SolarPanel__name" = "Pannello solare"; solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "SolarPanelMono__desc"; name "SolarPanelMono__name" = "SolarPanelMono__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "SolarPowerIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "SolarPowerIncrease__name" = "SolarPowerIncrease__name"; notification "SortingPlantBlockedOutput__name" = "SortingPlantBlockedOutput__name"; notification "SortingPlantNoProductSet__name" = "SortingPlantNoProductSet__name"; short description of a machine 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" = "Rende utile l'acqua acida convertendola in acido. L'acido può essere utilizzato ad esempio nella produzione di rame"; name of a machine 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" = "Macchina per la lavorazione dell'acqua acida"; example replacements: {0} => 50% "SpeedReduced__Machine" = "SpeedReduced__Machine"; example replacements: {0} => 50% "SpeedReduced__Vehicle" = "SpeedReduced__Vehicle"; "SpruceTree__desc" = "SpruceTree__desc"; short description "Stacker__desc" = "Stacker__desc"; name "Stacker__name" = "Stacker__name"; title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "StackerProducts__Title"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "StageStr"; Title shown above the starting location description in the map selection tab of the new game flow "StartingLocation_Title" = "StartingLocation_Title"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "StartingLocationDifficulty__EasyTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "StartingLocationDifficulty__HardTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "StartingLocationDifficulty__InsaneTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "StartingLocationDifficulty__MediumTooltip"; label explaining how difficult a selected island map is (this is the easiest one) "StartingLocationDifficulty_Easy" = "StartingLocationDifficulty_Easy"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "StartingLocationDifficulty_Hard"; label explaining how difficult a selected island map is (this is the hardest one) "StartingLocationDifficulty_Insane" = "StartingLocationDifficulty_Insane"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Medium" = "StartingLocationDifficulty_Medium"; button to click on to open a research window to pick a new research, shown when no research is in progress button to click on to open a research window to pick a new research "StartNewResearch_Action" = "Inizia nuova ricerca"; requests to start repairs requests to start repairs "StartRepairs" = "Inizia riparazioni"; tooltip tooltip "StartRepairs__Tooltip" = "Dobbiamo caricare tutti i materiali richiesti sulla nostra nave e richiederle di consegnare tutti i materiali a questa posizione."; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "Inizia ricerca"; "StarvationMode__Death" = "StarvationMode__Death"; "StarvationMode__ReducedWorkers" = "StarvationMode__ReducedWorkers"; title of a window containing statistics title of a window containing statistics "Statistics" = "Statistiche"; shown when statistics have no data yet "Stats_NoDataYet" = "Stats_NoDataYet"; statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "StatsCat__CargoShips"; statistics category referring to usage of fuel in the main player's ship "StatsCat__MainShip" = "StatsCat__MainShip"; statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "StatsCat__PowerProduction"; statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "StatsCat__Vehicles"; label of a chart showing consumption of a product via costs in construction "StatsEntry__Construction" = "StatsEntry__Construction"; label of a chart showing production of a product by getting it back via deconstruction "StatsEntry__Deconstruction" = "StatsEntry__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" = "StatsEntry__Dumping"; label of a chart showing consumption of a product by exporting it into the world "StatsEntry__Export" = "StatsEntry__Export"; label of a chart showing consumption of a product via farming (e.g. by irrigation) "StatsEntry__Farming" = "StatsEntry__Farming"; label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "StatsEntry__Import"; label of a chart showing production of a product by mining "StatsEntry__Mining" = "StatsEntry__Mining"; label of a chart showing production of a product by recycling it "StatsEntry__Recycling" = "StatsEntry__Recycling"; label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "StatsEntry__TotalConsumption"; label of a chart showing total production of a product "StatsEntry__TotalProduction" = "StatsEntry__TotalProduction"; title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "StatsEntry__TotalQuantity"; statistics category referring to people born on the island "StatsPops__Born" = "StatsPops__Born"; statistics category referring to people lost (people who died / left the island) "StatsPops__Lost" = "StatsPops__Lost"; statistics category referring to people that joined they island as refuges or the player adopted them "StatsPops__Refugees" = "StatsPops__Refugees"; title of a chart that shows quantity statistics of a product over time. "StatsProduct_Quantity" = "StatsProduct_Quantity"; shows stats for the last {0} day "StatsRange__Days" = "StatsRange__Days"; title of a column showing sum of data from previous year "StatsRange__LastYear" = "StatsRange__LastYear"; title of a column showing sum of lifetime data - sum of data for the whole gameplay duration "StatsRange__Lifetime" = "StatsRange__Lifetime"; shows max range of statistics chart shows max range of statistics chart "StatsRange__Max" = "Max"; shows stats for the last {0} month "StatsRange__Months" = "StatsRange__Months"; title of a column showing sum of data from this year "StatsRange__ThisYear" = "StatsRange__ThisYear"; shows stats for the last {0} years shows stats for the last {0} years "StatsRange__Years" = "Ultimo {0} anno"; title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "StatsTab__Breakdown"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "StatsTab__Chart"; e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "StatueOfMaintenance__desc"; name "StatueOfMaintenance__name" = "StatueOfMaintenance__name"; name "StatueOfMaintenanceGolden__name" = "StatueOfMaintenanceGolden__name"; 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" = "Status_LowReputation"; Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "Stone_TerrainSurface"; title of a button that opens a panel with storage alerts setup "StorageAlert__BtnTitle" = "StorageAlert__BtnTitle"; used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "StorageAlert__Empty"; used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "StorageAlert__Full"; used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "StorageAlert__Prefix"; building or machine building or machine "StorageFluid__name" = "Magazzino di fluidi"; description for storage description for storage "StorageFluidFormattedBase__desc" = "Immagazzina fino a {0} unità di un prodotto liquido o gassoso."; building or machine building or machine "StorageFluidT2__name" = "Magazzino di fluidi II"; building or machine "StorageFluidT3__name" = "StorageFluidT3__name"; building or machine "StorageFluidT4__name" = "StorageFluidT4__name"; building or machine building or machine "StorageLoose__name" = "Magazzino sfusi"; description for storage description for storage "StorageLooseFormattedBase__desc" = "Immagazzina fino a {0} unità di un prodotto sfuso."; building or machine building or machine "StorageLooseT2__name" = "Magazzino sfusi II"; building or machine "StorageLooseT3__name" = "StorageLooseT3__name"; building or machine "StorageLooseT4__name" = "StorageLooseT4__name"; appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "StoragePowerConsumptionSuffix"; name: toolbar category name name: toolbar category name "storagesCategory__name" = "Magazzino"; description for storage description for storage "StorageSolidFormattedBase__desc" = "Immagazzina fino a {0} unità di un prodotto solido."; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooHigh__name" = "StorageSupplyTooHigh__name"; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "StorageSupplyTooLow__name"; building or machine building or machine "StorageUnit__name" = "Magazzino"; building or machine building or machine "StorageUnitT2__name" = "Magazzino II"; building or machine "StorageUnitT3__name" = "StorageUnitT3__name"; building or machine "StorageUnitT4__name" = "StorageUnitT4__name"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "StoredHeat__NoProductSelected"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "StoredHeat__Title"; tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "StoredHeat__Tooltip"; tooltip tooltip "StoredProduct__Clear_Tooltip" = "Fare clic per rimuovere il prodotto attualmente assegnato. Se il magazzino non è vuoto, questo richiederà ai camion di rimuovere tutti i prodotti rimanenti."; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "Il magazzino viene ora svuotato dai camion."; note: keep this short!! - label of a slider that requires the storage to be empty note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "Vuoto"; note: keep this short!! - label of a slider that requires the storage to be full note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "Mantieni pieno"; explains that no product was assigned to a storage so far explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "Nessun prodotto assegnato"; Title of a panel that shows product that is stored in a some entity Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "Prodotti immagazzinati"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "Spostando il cursore verde (sinistra) a destra si informerà i camion di dare la priorità alle consegne per riempire il magazzino fino al cursore verde. Ciò è utile quando il magazzino è collegato a macchine che necessitano dei prodotti. Spostando il cursore rosso (destra) verso sinistra, i camion chiederanno ai camion di rimuovere attivamente i prodotti dallo stoccaggio finché il carico non sarà al di sotto dell'indicatore rosso. Questo è utile quando il deposito deve essere svuotato o viene utilizzato come deposito temporaneo, ad esempio per scorie che devono essere scaricate sul terreno."; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "Prodotti immagazzinati su questo sito minerario. Per trasportarli sull'isola dobbiamo inviare la nostra nave e richiederle di caricare il carico o ottenere alcune navi cargo dedicate per automatizzare quest'ultimo."; button to open a page for posting suggestions "Suggestions" = "Suggerimenti"; name name "SulfurMine__name" = "Miniera di zolfo"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "Soleggiato"; title of a panel that shows products support by a given storage or transport title of a panel that shows products support by a given storage or transport "SupportedProducts" = "Prodotti supportati"; 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" = "SupportedTrucks__Title"; Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "SupporterMaps__Title"; name: toolbar category name "surfaceCategory__name" = "surfaceCategory__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "SurfaceDecalsCat_Areas__name"; name: Title for category of decals - lines & symbols pained on surfaces Contains letters and numbers. "SurfaceDecalsCat_Characters__name" = "SurfaceDecalsCat_Characters__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Hazard__name" = "SurfaceDecalsCat_Hazard__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "SurfaceDecalsCat_Lines__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "SurfaceDecalsCat_LinesDouble__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "SurfaceDecalsCat_Symbols__name"; short description "TechnologyBlueprints__desc" = "TechnologyBlueprints__desc"; name "TechnologyBlueprints__name" = "TechnologyBlueprints__name"; name "TechnologyCanolaSeeds__name" = "TechnologyCanolaSeeds__name"; short description short description "TechnologyCargoShip__desc" = "Abbiamo bisogno di scoprire una nave da carico nella mappa del mondo per capire come progettare questo edificio."; name name "TechnologyCargoShip__name" = "Tecnologia delle navi da carico"; name name "TechnologyCornSeeds__name" = "Semi di grano"; short description "TechnologyCropRotation__desc" = "TechnologyCropRotation__desc"; name "TechnologyCropRotation__name" = "TechnologyCropRotation__name"; {0}=list of buildings {0}=list of buildings "TechnologyCustomRoutes__desc" = "Consente di assegnare manualmente gli edifici l'uno all'altro per impostare i percorsi che i camion seguiranno. Supportato dal magazzino, {0}. Consente inoltre di assegnare i camion ai singoli depositi."; name name "TechnologyCustomRoutes__name" = "Percorsi personalizzati"; short description "TechnologyCustomSurfaces__desc" = "TechnologyCustomSurfaces__desc"; name "TechnologyCustomSurfaces__name" = "TechnologyCustomSurfaces__name"; name "TechnologyElectronics2__name" = "TechnologyElectronics2__name"; name "TechnologyFruitSeeds__name" = "TechnologyFruitSeeds__name"; name "TechnologyHydrogenCargoShip__name" = "TechnologyHydrogenCargoShip__name"; short description short description "TechnologyMechPowerAutoBalance__desc" = "Una volta abilitato manualmente per una turbina a vapore, ne impedisce lo spreco di vapore spegnendolo automaticamente in caso di forte eccesso di potenza meccanica sull'albero. Una volta che la potenza sull'albero si riduce, la turbina viene riavviata. Tuttavia, i riavvii non sono istantanei, quindi l'albero dovrebbe essere accompagnato da un accumulo di energia meccanica per ottenere una fornitura stabile di energia."; name name "TechnologyMechPowerAutoBalance__name" = "Controllo della turbina"; name "TechnologyMicrochip__name" = "TechnologyMicrochip__name"; name name "TechnologyNuclearPower__name" = "Energia nucleare"; short description short description "TechnologyOilDrilling__desc" = "Dobbiamo scoprire una piattaforma petrolifera nella mappa del mondo per ottenere questa tecnologia."; name name "TechnologyOilDrilling__name" = "Tecnologia di perforazione oceanica"; name "TechnologyPoppySeeds__name" = "TechnologyPoppySeeds__name"; short description "TechnologyRecycling__desc" = "TechnologyRecycling__desc"; name "TechnologyRecycling__name" = "TechnologyRecycling__name"; name name "TechnologyShipRadar__name" = "Sistema radar"; name name "TechnologyShipRadarT2__name" = "Sistema radar II"; name "TechnologySoybeansSeeds__name" = "TechnologySoybeansSeeds__name"; name "TechnologySugarCaneSeeds__name" = "TechnologySugarCaneSeeds__name"; short description "TechnologyTerrainLeveling__desc" = "TechnologyTerrainLeveling__desc"; name "TechnologyTerrainLeveling__name" = "TechnologyTerrainLeveling__name"; name "TechnologyWheatSeeds__name" = "TechnologyWheatSeeds__name"; rendering setting name "TerrainDetailsRenderDistance" = "TerrainDetailsRenderDistance"; rendering setting name "TerrainQuality" = "TerrainQuality"; short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "TestingRocketT0__desc"; name "TestingRocketT0__name" = "TestingRocketT0__name"; short description of a machine short description of a machine "ThermalDesalinator__desc" = "Riscalda l'acqua salina in vapore per raccoglierla come acqua pulita. Produce salamoia come sottoprodotto. Non molto efficiente ma fa il suo lavoro."; name of a machine name of a machine "ThermalDesalinator__name" = "Dissalatore termico"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "ThermalStorage__ChargingRecipeTitle"; description of a thermal storage "ThermalStorage__desc" = "ThermalStorage__desc"; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "ThermalStorage__DischargingRecipeTitle"; name "ThermalStorage__name" = "ThermalStorage__name"; "ThisVehicleCannotDriveUnderTransports" = "ThisVehicleCannotDriveUnderTransports"; throughput of something, e.g. 'Throughput: 20%' throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "Portata: {0}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "Costruisci macchine che elaborano il materiale estratto più vicino alle miniere per risparmiare carburante per i camion."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "Se la tua rete logistica è sommersa dal lavoro, costruisci più camion o collega le macchine con nastri trasportatori per alleviarlo."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "Tieni d'occhio la quantità di diesel. Se si esaurisce, i tuoi camion ed escavatori smetteranno di funzionare."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "Assicurati di avere sempre abbastanza cibo, altrimenti la tua gente morirà di fame."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "Se stai esaurendo il petrolio greggio sulla tua isola, puoi esplorare con la tua nave le piattaforme petrolifere remote."; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "Suggerimento #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "Quando costruisci i trasporti, tieni premuto MAIUSC per consentire solo i trasporti diretti o tieni premuto CTRL per un percorso alternativo."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "Quando costruisci i trasporti, invece di selezionare un particolare trasporto dal menu, puoi avviare la costruzione del trasporto semplicemente passandoci il mouse e facendo clic sulle frecce del porto o su altri trasporti."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "Unity è generata dagli insediamenti quando le persone stanno bene e sono felici. Può essere usato in molti luoghi importanti, ma tenerne da parte per le emergenze è un'idea saggia."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "Unity può essere utilizzato anche per la riparazione rapida di entità, anche quando mancano completamente le parti di manutenzione."; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "Cambia direzione"; a description of tomb of captains "TombOfCaptainsStage1__desc" = "TombOfCaptainsStage1__desc"; name of a building "TombOfCaptainsStageFinal__name" = "TombOfCaptainsStageFinal__name"; tooltip "Toolbox__HideCosts" = "Toolbox__HideCosts"; title of a menu containing editing tools such as copy paste or delete. "ToolsTitle" = "ToolsTitle"; title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' "Total" = "Totale"; label of a chart showing total population label of a chart showing total population "TotalPopulation" = "Popolazione totale"; tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "TotalPopulation__HomelessTooltip"; tooltip explaining total population view "TotalPopulation__Tooltip" = "TotalPopulation__Tooltip"; used like this 'Total settlement need: 40 / month' used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "Totale insediamenti necessari"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "Totale insediamenti prodotti"; could not place a transport as it the other being connected to it is being destroyed could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "In decostruzione"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "Bloccato da {0}"; could not place reverse a transport could not place reverse a transport "TrAdditionError__CannotReverse" = "Non può essere invertito"; could not place a transport as its direction could not be resolved could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "Collega output ad output o input ad input"; could not place a transport due to incompatible port at transport end could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "Porta incompatibile alla fine"; could not place a transport due to incompatible port at transport start could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "Porta incompatibile all'inizio"; could not connect a transport could not connect a transport "TrAdditionError__InvalidConnection" = "Connessione non valida"; generic message for invalid transport generic message for invalid transport "TrAdditionError__InvalidTransport" = "Trasporto non valido"; generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "TrAdditionError__InvalidTransportCut"; could not place a transport because its start and end are connected to the same transport could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "Inizio e fine sono collegati allo stesso trasporto"; transport of this type cannot be split/merged transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "Non può essere diviso o unito"; could not place a transport because of no valid pillars (supports) placement could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "Impossibile trovare un posizionamento valido dei pilastri"; could not merge a transport due to not being flat could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "Impossibile unirsi a una rampa"; could not find a valid transport to selected position could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "Il trasporto alla posizione selezionata non è stato trovato."; could not place a transport because it is self-colliding could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "Auto-collisione"; could not place a transport because of collision with terrain could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "Collisione con il terreno"; could not create a connector because it is too close to other connector, {0} is translated name of the connector could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "Troppo vicino ad altro {0}"; could not connect a transport to another one as they don't match could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "Tipo incompatibile"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "Commercio"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "Esaurito"; short description short description "TradeDock__desc" = "Consente il commercio di vari beni con i villaggi sulla mappa del mondo. Tutti i prodotti che scambi vengono consegnati in una stazione di scambio. Inoltre, il commercio può salvarti la vita se ti imbatti in una carenza di prodotti critici, quindi si consiglia di avere sempre una stazione di commercio disponibile."; name name "TradeDock__name" = "Stazione commerciale"; tooltip of a panel showing all the cargo stored in a trade dock tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "Tutti i prodotti acquisiti dal commercio vengono consegnati qui."; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "I prodotti sono stati consegnati alla nostra stazione commerciale!"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "TradeOfferDelivered__Animal"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "TradeOfferDelivered__CargoShip"; title of a panel that shows trade offer from a world map settlement title of a panel that show trade offer from a world map settlement "TradeOffers" = "Offerte commerciali"; title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "TradeOffers__Tooltip"; player can't afford the current trade as it requires more products than they have player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "Non hai abbastanza prodotti con cui scambiare"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "I prodotti verranno consegnati immediatamente alla tua stazione commerciale"; tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "TradeStatus__Info_Animal"; tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "TradeStatus__Info_CargoShip"; 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" = "TradeStatus__NoSpaceInFarm"; player can't trade as they are missing a trade dock building that enables them to trade player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "Devi prima costruire una stazione commerciale"; player lack unity to afford the current trade or feature player lack unity to afford the current trade "TradeStatus__NoUnity" = "Unity insufficiente"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "Esaurito - torna più tardi"; player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "TradeStatus__TradeDockNotOperational"; title of a window that provides overview on trading - buying, selling products "TradeTitle" = "TradeTitle"; Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "TradeWithVillage"; title of a panel showing all the products transported by a selected transport title of a panel showing all the products transported by a selected transport "TransportedProducts" = "Prodotti trasportati"; height of the current transport that is being build - e.g. 'Height: 2' height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "Altezza: {0}"; category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "TransportMode"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "Trasporti"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "TransportSnappingOff__Title"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "TransportSnappingOff__Tooltip"; short description short description "TransportsPillar__desc" = "Pilastro che sostiene i trasporti."; name name "TransportsPillar__name" = "Pilastro"; tooltip "TransportTool__NoTurnTooltip" = "TransportTool__NoTurnTooltip"; tooltip "TransportTool__PortBlockTooltip" = "TransportTool__PortBlockTooltip"; tooltip "TransportTool__PortSnapTooltip" = "TransportTool__PortSnapTooltip"; tooltip "TransportTool__TieBreakTooltip" = "TransportTool__TieBreakTooltip"; explanation how to make transport shorter "TransportTooLong__HowToResolve" = "TransportTooLong__HowToResolve"; notification "TransportTooLong__name" = "TransportTooLong__name"; could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "TrCutError__ConstructionAlreadyStarted"; short description "TreeHarvesterT1__desc" = "TreeHarvesterT1__desc"; name "TreeHarvesterT1__name" = "TreeHarvesterT1__name"; "TreeHarvesterT2__desc" = "TreeHarvesterT2__desc"; name "TreeHarvesterT2__name" = "TreeHarvesterT2__name"; name "TreeHarvesterT2H__name" = "TreeHarvesterT2H__name"; {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "TreeHarvesting__part1"; {0} = 'Tree harvester' "TreeHarvesting__part2" = "TreeHarvesting__part2"; "TreeHarvesting__part3" = "TreeHarvesting__part3"; "TreePlanterT1__desc" = "TreePlanterT1__desc"; name "TreePlanterT1__name" = "TreePlanterT1__name"; name "TreePlanterT1H__name" = "TreePlanterT1H__name"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "Trees__CutAfter"; Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "Trees__HarvestingOptions"; tooltip "Trees__HarvestingOptionsTooltip" = "Trees__HarvestingOptionsTooltip"; Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "Trees__NoCut"; description of tree in a build menu "TreesInMenuDescription" = "TreesInMenuDescription"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "Il camion non può consegnare {0}. Nessuna destinazione valida"; notification "TruckCannotDeliverMixedCargo__name" = "TruckCannotDeliverMixedCargo__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "TruckCapacityIncrease__desc" = "I camion possono essere sovraccarichi di {0} ma richiedono {1} manutenzione extra"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "Camion sovraccarichi"; notification "TruckHasNoValidExcavator__name" = "TruckHasNoValidExcavator__name"; Tab that contains more insights into jobs done by vehicles and the cargo they exchanged "TrucksAnalytics__Title" = "TrucksAnalytics__Title"; number of jobs done by a vehicle, example use: '1 job', '2 jobs' "TrucksStats__JobsCnt" = "TrucksStats__JobsCnt"; "TrucksStats__OptionGeneral" = "TrucksStats__OptionGeneral"; "TrucksStats__OptionGeneralTooltip" = "TrucksStats__OptionGeneralTooltip"; "TrucksStats__OptionMining" = "TrucksStats__OptionMining"; "TrucksStats__OptionMiningTooltip" = "TrucksStats__OptionMiningTooltip"; "TrucksStats__OptionRefueling" = "TrucksStats__OptionRefueling"; "TrucksStats__OptionRefuelingTooltip" = "TrucksStats__OptionRefuelingTooltip"; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "TrucksStats__Title"; truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "TruckT1__desc"; vehicle "TruckT1__name" = "TruckT1__name"; vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "TruckT2__desc"; vehicle "TruckT2__name" = "TruckT2__name"; vehicle "TruckT2H__name" = "TruckT2H__name"; vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "TruckT3Fluid__desc"; vehicle "TruckT3Fluid__name" = "TruckT3Fluid__name"; vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "TruckT3FluidH__desc"; vehicle "TruckT3FluidH__name" = "TruckT3FluidH__name"; vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "TruckT3Loose__desc"; vehicle "TruckT3Loose__name" = "TruckT3Loose__name"; vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "TruckT3LooseH__desc"; vehicle "TruckT3LooseH__name" = "TruckT3LooseH__name"; description of a high pressure turbine short description "TurbineHighPress__desc" = "Utilizza vapore ad alta pressione per creare potenza meccanica."; name name "TurbineHighPress__name" = "Turbina ad alta pressione"; name name "TurbineHighPressT2__name" = "Turbina ad alta pressione II"; description of a low pressure turbine short description "TurbineLowPress__desc" = "Migliora l'efficienza della produzione di energia riutilizzando il vapore a bassa pressione per creare energia meccanica."; name name "TurbineLowPress__name" = "Turbina a bassa pressione"; name name "TurbineLowPressT2__name" = "Turbina a bassa pressione II"; description of a super pressure turbine "TurbineSuperPress__desc" = "TurbineSuperPress__desc"; name "TurbineSuperPress__name" = "TurbineSuperPress__name"; title of message or tutorial name: message for player "TutorialOnAdvancedLogistics__name" = "Logistica avanzata"; title of message or tutorial name: message for player "TutorialOnCargoShip__name" = "Nave da carico"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "TutorialOnCargoShip__part1"; "TutorialOnCargoShip__part2" = "Il numero di navi disponibili (riparate) e il numero di navi scoperte è mostrato nella barra di stato in alto (immagine sotto)."; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "TutorialOnCargoShip__part3a"; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "TutorialOnCargoShip__part3b"; "TutorialOnCargoShip__part4Heading" = "Logistica navale"; "TutorialOnCargoShip__part4V2" = "TutorialOnCargoShip__part4V2"; "TutorialOnCargoShip__part5V2" = "TutorialOnCargoShip__part5V2"; title of message or tutorial "TutorialOnCoalPower__name" = "TutorialOnCoalPower__name"; "TutorialOnCoalPower__part1" = "TutorialOnCoalPower__part1"; "TutorialOnCoalPower__part2" = "TutorialOnCoalPower__part2"; {0} = Flywheel "TutorialOnCoalPower__part3" = "TutorialOnCoalPower__part3"; {0} = Flywheel "TutorialOnCoalPower__part4" = "TutorialOnCoalPower__part4"; title of message or tutorial "TutorialOnContracts__name" = "TutorialOnContracts__name"; {0} = Cargo ship "TutorialOnContracts__part1" = "TutorialOnContracts__part1"; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "TutorialOnContracts__part2"; {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "TutorialOnContracts__part3"; "TutorialOnCopySettings__part1" = "TutorialOnCopySettings__part1"; {0} = shortcut key "TutorialOnCopySettings__part2" = "TutorialOnCopySettings__part2"; "TutorialOnCopyTool__part1" = "TutorialOnCopyTool__part1"; {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "TutorialOnCopyTool__part2"; {0} shortcut key "TutorialOnCopyTool__part3" = "TutorialOnCopyTool__part3"; title of message or tutorial "TutorialOnCrisis__name" = "TutorialOnCrisis__name"; "TutorialOnCrisis__part1" = "TutorialOnCrisis__part1"; "TutorialOnCrisis__part2" = "TutorialOnCrisis__part2"; "TutorialOnCrisis__part2Heading" = "TutorialOnCrisis__part2Heading"; "TutorialOnCrisis__part3" = "TutorialOnCrisis__part3"; "TutorialOnCrisis__part3Heading" = "TutorialOnCrisis__part3Heading"; "TutorialOnCrisis__part4" = "TutorialOnCrisis__part4"; "TutorialOnCrisis__part4Heading" = "TutorialOnCrisis__part4Heading"; "TutorialOnCrisis__part5" = "TutorialOnCrisis__part5"; "TutorialOnCrisis__part5Heading" = "TutorialOnCrisis__part5Heading"; {0} - keep full "TutorialOnCrisis__part6V2" = "TutorialOnCrisis__part6V2"; "TutorialOnCrisis__part7a" = "TutorialOnCrisis__part7a"; {0} - Diesel generator "TutorialOnCrisis__part7b" = "TutorialOnCrisis__part7b"; {0} - Unity "TutorialOnCrisis__part8V2" = "TutorialOnCrisis__part8V2"; "TutorialOnCutTool__part1" = "TutorialOnCutTool__part1"; {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "TutorialOnCutTool__part2"; title of message or tutorial name: message for player "TutorialOnDiesel__name" = "Produzione diesel"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "TutorialOnDiesel2__part1"; "TutorialOnDiesel2__part2" = "TutorialOnDiesel2__part2"; {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "TutorialOnDiesel2__part3"; {0} = crude oil "TutorialOnDiesel2__part4" = "TutorialOnDiesel2__part4"; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "TutorialOnDiesel2__part5"; "TutorialOnDiesel2__part5Heading" = "TutorialOnDiesel2__part5Heading"; title of message or tutorial "TutorialOnDumping__name" = "TutorialOnDumping__name"; title of message or tutorial "TutorialOnFarmFertility__name" = "TutorialOnFarmFertility__name"; title of message or tutorial "TutorialOnFarming__name" = "TutorialOnFarming__name"; "TutorialOnFarming__part2" = "TutorialOnFarming__part2"; "TutorialOnFarming__water" = "TutorialOnFarming__water"; "TutorialOnFarming__water2" = "TutorialOnFarming__water2"; "TutorialOnFarming__waterHeading" = "TutorialOnFarming__waterHeading"; "TutorialOnFertility__fertilizers1" = "TutorialOnFertility__fertilizers1"; "TutorialOnFertility__fertilizers2" = "TutorialOnFertility__fertilizers2"; "TutorialOnFertility__fertilizers3" = "TutorialOnFertility__fertilizers3"; "TutorialOnFertility__fertilizersHeading" = "TutorialOnFertility__fertilizersHeading"; "TutorialOnFertility__part1" = "TutorialOnFertility__part1"; "TutorialOnFertility__part2" = "TutorialOnFertility__part2"; fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently "TutorialOnFertility__part3" = "TutorialOnFertility__part3"; {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "TutorialOnFertility__rotation1"; "TutorialOnFertility__rotation2" = "TutorialOnFertility__rotation2"; "TutorialOnFertility__rotationHeading" = "TutorialOnFertility__rotationHeading"; title of message or tutorial name: message for player "TutorialOnFurnace__name" = "Fusione del ferro"; title of message or tutorial "TutorialOnHealth__name" = "TutorialOnHealth__name"; "TutorialOnHealth__part1" = "TutorialOnHealth__part1"; "TutorialOnHealth__part2" = "TutorialOnHealth__part2"; "TutorialOnHealth__part2Heading" = "TutorialOnHealth__part2Heading"; "TutorialOnHealth__part3" = "TutorialOnHealth__part3"; "TutorialOnHealth__part3Heading" = "TutorialOnHealth__part3Heading"; "TutorialOnHealth__part4" = "TutorialOnHealth__part4"; "TutorialOnHealth__part5a" = "TutorialOnHealth__part5a"; "TutorialOnHealth__part5b" = "TutorialOnHealth__part5b"; "TutorialOnHealth__part5Heading" = "TutorialOnHealth__part5Heading"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "TutorialOnIronOre__part1"; {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "TutorialOnIronOre__part2"; {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "TutorialOnIronOre__part3"; title of message or tutorial "TutorialOnIronOreSmelting__name" = "TutorialOnIronOreSmelting__name"; title of message or tutorial "TutorialOnMaintenance__name" = "TutorialOnMaintenance__name"; {0} = Unity "TutorialOnMaintenance__part1" = "TutorialOnMaintenance__part1"; {0} = Maintenance depot "TutorialOnMaintenance__part2" = "TutorialOnMaintenance__part2"; "TutorialOnMaintenance__part3" = "TutorialOnMaintenance__part3"; title of message or tutorial name: message for player "TutorialOnMineTower__name" = "Estrazione e scarico"; "TutorialOnMining__part1" = "TutorialOnMining__part1"; "TutorialOnMining__part10" = "TutorialOnMining__part10"; {0} = shortcut key "TutorialOnMining__part11" = "TutorialOnMining__part11"; "TutorialOnMining__part11Header" = "TutorialOnMining__part11Header"; "TutorialOnMining__part12" = "TutorialOnMining__part12"; "TutorialOnMining__part13" = "TutorialOnMining__part13"; "TutorialOnMining__part13Header" = "TutorialOnMining__part13Header"; {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "TutorialOnMining__part2"; {0} = Mine control tower "TutorialOnMining__part3" = "TutorialOnMining__part3"; {0} = shortcut key "TutorialOnMining__part4" = "TutorialOnMining__part4"; "TutorialOnMining__part4Header" = "TutorialOnMining__part4Header"; "TutorialOnMining__part5" = "TutorialOnMining__part5"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "TutorialOnMining__part6"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "TutorialOnMining__part7"; {0} = shortcut key "TutorialOnMining__part8" = "TutorialOnMining__part8"; "TutorialOnMining__part9" = "TutorialOnMining__part9"; "TutorialOnPathing__part1" = "TutorialOnPathing__part1"; "TutorialOnPathing__part3" = "TutorialOnPathing__part3"; "TutorialOnPathing__part4" = "TutorialOnPathing__part4"; "TutorialOnPauseTool__part1" = "TutorialOnPauseTool__part1"; {0} = key shortcut "TutorialOnPauseTool__part2" = "TutorialOnPauseTool__part2"; "TutorialOnPlanning__part1" = "TutorialOnPlanning__part1"; {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "TutorialOnPlanning__part3V2"; "TutorialOnPlanning__part5Heading" = "TutorialOnPlanning__part5Heading"; "TutorialOnPlanning__part6" = "TutorialOnPlanning__part6"; "TutorialOnPlanning__part7" = "TutorialOnPlanning__part7"; title of message or tutorial "TutorialOnPopsAndUnity__name" = "TutorialOnPopsAndUnity__name"; "TutorialOnPopsAndUnity__part1" = "TutorialOnPopsAndUnity__part1"; "TutorialOnPopsAndUnity__part2" = "TutorialOnPopsAndUnity__part2"; "TutorialOnPopsAndUnity__part3" = "TutorialOnPopsAndUnity__part3"; {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "TutorialOnPopsAndUnity__part4"; {0} = Unity "TutorialOnPopsAndUnity__part5" = "TutorialOnPopsAndUnity__part5"; {0} = Unity "TutorialOnPopsAndUnity__part6" = "TutorialOnPopsAndUnity__part6"; {0} = Unity "TutorialOnPopsAndUnity__part7" = "TutorialOnPopsAndUnity__part7"; {0} = Unity "TutorialOnPopsAndUnity__part8" = "TutorialOnPopsAndUnity__part8"; "TutorialOnRoutes__part1V2" = "TutorialOnRoutes__part1V2"; {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) "TutorialOnRoutes__part2V2" = "TutorialOnRoutes__part2V2"; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "TutorialOnRoutes__part3V2"; {0} = Mine control tower "TutorialOnRoutes__part4V2" = "TutorialOnRoutes__part4V2"; {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "TutorialOnRoutes__part7V2"; "TutorialOnRoutes__part8" = "TutorialOnRoutes__part8"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "TutorialOnRoutes2__part5V2"; {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "TutorialOnRoutes2__part6V2"; title of message or tutorial name: message for player "TutorialOnShipRepair__name" = "Esplorazione del mondo"; "TutorialOnShipRepair__part1" = "Puoi usare la tua nave per esplorare la mappa del mondo. Puoi trovare bottino, rifugiati, piattaforme petrolifere e altro ancora."; {0} -> key-binding that opens the map, {1} = 'Explore' {0} = key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "Per iniziare l'esplorazione, apri la mappa del mondo ({0}), seleziona una destinazione e fai clic su {1}. Una volta che la nave arriva, inizierà l'esplorazione. L'esplorazione richiede un po' di tempo e riceverai una notifica quando sarà completata."; "TutorialOnShipRepair__part2Heading" = "Esplorazione"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "TutorialOnShipRepair__part3V2"; "TutorialOnShipRepair__part4Heading" = "Portata e carburante della nave"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "TutorialOnShipRepair__part4V2"; "TutorialOnShipRepair__part5" = "Alcune aree potrebbero essere occupate da nemici o pirati. Non puoi attraversare queste aree o esplorarle a meno che non sconfiggi prima i pirati. Se la tua nave non ha armi equipaggiate, tenterà automaticamente di fuggire, altrimenti inizierà la battaglia."; "TutorialOnShipRepair__part5Heading" = "Nemici e pirati"; {0} - Shipyard "TutorialOnShipRepair__part6" = "TutorialOnShipRepair__part6"; "TutorialOnShipRepair__part6Heading" = "Potenziamenti e armi per navi"; {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "TutorialOnSmelting__part1"; {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "TutorialOnSmelting__part2"; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "TutorialOnSmelting__part3"; {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "TutorialOnSmelting__part4"; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "TutorialOnSmelting__part6"; {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "TutorialOnSmelting__part7"; "TutorialOnStorage__part1" = "TutorialOnStorage__part1"; {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "TutorialOnStorage__part2"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "TutorialOnStorage__part3"; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "TutorialOnStorage__part4"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "TutorialOnStorage__part5"; "TutorialOnStorage__part6" = "TutorialOnStorage__part6"; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "TutorialOnStorage__part7"; title of message or tutorial "TutorialOnStoragesAndTransports__name" = "TutorialOnStoragesAndTransports__name"; "TutorialOnTerDumping__colorsDesc1" = "TutorialOnTerDumping__colorsDesc1"; "TutorialOnTerDumping__colorsDesc2" = "TutorialOnTerDumping__colorsDesc2"; "TutorialOnTerDumping__colorsDesc3" = "TutorialOnTerDumping__colorsDesc3"; "TutorialOnTerDumping__colorsDesc4" = "TutorialOnTerDumping__colorsDesc4"; "TutorialOnTerDumping__colorsDesc5" = "TutorialOnTerDumping__colorsDesc5"; {0} = key shortcut "TutorialOnTerDumping__part1" = "TutorialOnTerDumping__part1"; {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "TutorialOnTerDumping__part10"; {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "TutorialOnTerDumping__part10Heading"; "TutorialOnTerDumping__part2" = "TutorialOnTerDumping__part2"; {0} = key shortcut "TutorialOnTerDumping__part3" = "TutorialOnTerDumping__part3"; {0} = key shortcut "TutorialOnTerDumping__part4" = "TutorialOnTerDumping__part4"; {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "TutorialOnTerDumping__part5"; "TutorialOnTerDumping__part7" = "TutorialOnTerDumping__part7"; {0} = key shortcut "TutorialOnTerDumping__part8" = "TutorialOnTerDumping__part8"; "TutorialOnTerDumping__part8Heading" = "TutorialOnTerDumping__part8Heading"; {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "TutorialOnTerDumping__part9"; "TutorialOnTerDumping__part9Heading" = "TutorialOnTerDumping__part9Heading"; title of message or tutorial name: message for player "TutorialOnTransports__name" = "Logistica"; {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "TutorialOnTransports2__height"; "TutorialOnTransports2__part1" = "TutorialOnTransports2__part1"; {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "TutorialOnTransports2__part2"; {0} = technology title "TutorialOnTransports2__part3" = "TutorialOnTransports2__part3"; "TutorialOnTransports2__part4" = "TutorialOnTransports2__part4"; {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "TutorialOnTransports2__part5"; {0} = key-binding "TutorialOnTransports2__part7" = "TutorialOnTransports2__part7"; title of message or tutorial "TutorialOnTreesPlanting__name" = "TutorialOnTreesPlanting__name"; "TutorialOnTreesPlanting__part1" = "TutorialOnTreesPlanting__part1"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "TutorialOnTreesPlanting__part2"; {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "TutorialOnTreesPlanting__part3"; "TutorialOnTreesPlanting__part4" = "TutorialOnTreesPlanting__part4"; {0} - Tree planter "TutorialOnTreesPlanting__part5" = "TutorialOnTreesPlanting__part5"; title of message or tutorial "TutorialOnTrucks__name" = "TutorialOnTrucks__name"; "TutorialOnTrucks__part1" = "TutorialOnTrucks__part1"; "TutorialOnTrucks__part2" = "TutorialOnTrucks__part2"; "TutorialOnTrucks__part3" = "TutorialOnTrucks__part3"; "TutorialOnTrucks__part4" = "TutorialOnTrucks__part4"; {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "TutorialOnTrucks__part5"; "TutorialOnTrucks__part6" = "TutorialOnTrucks__part6"; "TutorialOnUnityTool__part1" = "TutorialOnUnityTool__part1"; "TutorialOnUnityTool__part2" = "TutorialOnUnityTool__part2"; {0} = shortcut key "TutorialOnUnityTool__part3" = "TutorialOnUnityTool__part3"; title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "TutorialOnVehiclesAccessibility__name"; "TutorialOnWalls__part1" = "TutorialOnWalls__part1"; "TutorialOnWalls__part2" = "TutorialOnWalls__part2"; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "TutorialOnWalls__part3"; {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "TutorialOnWalls__part4"; {0} = number (e.g. 5) "TutorialOnWalls__part5" = "TutorialOnWalls__part5"; {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "TutorialOnWalls__part6"; title of message or tutorial "TutorialOnWasteDumping__name" = "TutorialOnWasteDumping__name"; "TutorialOnWasteDumping__part1" = "TutorialOnWasteDumping__part1"; {0} = waste module "TutorialOnWasteDumping__part2" = "TutorialOnWasteDumping__part2"; {0} = key shortcut "TutorialOnWasteDumping__part3a" = "TutorialOnWasteDumping__part3a"; {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "TutorialOnWasteDumping__part3b"; "TutorialOnWasteDumping__part4" = "TutorialOnWasteDumping__part4"; title of message or tutorial "TutorialOnWorldEntities__name" = "TutorialOnWorldEntities__name"; {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "TutorialOnWorldEntities__part1"; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "TutorialOnWorldEntities__part2"; {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "TutorialOnWorldEntities__part3"; button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "TutorialReset__Action"; text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "TutorialReset__ResetDone"; title for a button that enables to reset tutorial progress "TutorialReset__Title" = "TutorialReset__Title"; tooltip "TutorialReset__Tooltip" = "TutorialReset__Tooltip"; Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "Tutorials__Description"; Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "Tutorials__Title"; title of message or tutorial "TutorialTreeHarvesting__name" = "TutorialTreeHarvesting__name"; title for user interface settings title for user interface settings "UiSettings_Title" = "UI"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "Annulla assegnazione"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Rimuove il veicolo dall'assegnazione corrente."; virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "Unity__Tooltip"; title of a panel showing the current global Unity capacity title of a panel showing the current global Unity capacity "UnityCap__Title" = "Capacità Unity"; "UnityCap__Tooltip" = "La quantità massima di Unity che può essere accumulata. In genere aumenta con la quantità di alloggi e la loro qualità."; 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" = "UnityPerShip"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' example: '1 Unity' "UnityStr_Format" = "{0} Intesa"; title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this short! "UnityTool" = "UnityTool"; tooltip "UnityTool__Tooltip" = "UnityTool__Tooltip"; title of a panel that lists all the things that player unlocks by a research title of a panel that lists all the things that player unlocks by a research "Unlocks" = "Sblocca"; Group heading for all saves with no game name shown in the game column of the load & save window "UnsortedSaves__Title" = "UnsortedSaves__Title"; "Update1__BlueprintsCopied" = "Update1__BlueprintsCopied"; "Update1__LocationChange" = "Update1__LocationChange"; shows new blueprint files location "Update1__NewBlueprintsLocation" = "Update1__NewBlueprintsLocation"; shows new save files location "Update1__NewSaveLocation" = "Update1__NewSaveLocation"; "Update1__OldLocationStillExists" = "Update1__OldLocationStillExists"; shows old save files location "Update1__OldSaveLocation" = "Update1__OldSaveLocation"; placeholder of a text area for description input "UpdateDescription__Placeholder" = "UpdateDescription__Placeholder"; title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "UpdateDescription__Title"; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "UpdateDescription__Tooltip"; button to upgrade something button to upgrade something "Upgrade" = "Migliora"; explains that upgrade is currently being in progress "UpgradeInProgress" = "UpgradeInProgress"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "UpgradeTool"; tooltip "UpgradeTool__CancelTooltip" = "UpgradeTool__CancelTooltip"; tooltip "UpgradeTool__Tooltip" = "UpgradeTool__Tooltip"; name "UpointsCat_Boost__name" = "UpointsCat_Boost__name"; name "UpointsCat_Contract__name" = "UpointsCat_Contract__name"; name "UpointsCat_ContractEstablish__name" = "UpointsCat_ContractEstablish__name"; name "UpointsCat_Decorations__name" = "UpointsCat_Decorations__name"; name "UpointsCat_Edict__name" = "UpointsCat_Edict__name"; name "UpointsCat_FreeUnity__name" = "UpointsCat_FreeUnity__name"; name "UpointsCat_Health__name" = "UpointsCat_Health__name"; name "UpointsCat_Homeless__name" = "UpointsCat_Homeless__name"; name "UpointsCat_IslandBuildings__name" = "UpointsCat_IslandBuildings__name"; name "UpointsCat_OneTimeActions__name" = "UpointsCat_OneTimeActions__name"; name "UpointsCat_OtherDecorations__name" = "UpointsCat_OtherDecorations__name"; name "UpointsCat_PopsAdoption__name" = "UpointsCat_PopsAdoption__name"; name "UpointsCat_QuickBuild__name" = "UpointsCat_QuickBuild__name"; name "UpointsCat_QuickRemove__name" = "UpointsCat_QuickRemove__name"; name "UpointsCat_QuickRepair__name" = "UpointsCat_QuickRepair__name"; name "UpointsCat_QuickTrade__name" = "UpointsCat_QuickTrade__name"; name "UpointsCat_Rockets__name" = "UpointsCat_Rockets__name"; name "UpointsCat_ShipFuel__name" = "UpointsCat_ShipFuel__name"; name "UpointsCat_Starvation__name" = "UpointsCat_Starvation__name"; name "UpointsCat_VehicleRecovery__name" = "UpointsCat_VehicleRecovery__name"; title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "UpointsCategory__Decorations"; title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "UpointsCategory__DecorationsLong"; name "UpointsStatsCat_Services__name" = "UpointsStatsCat_Services__name"; name "UpointsStatsCat_WorldMapMines__name" = "UpointsStatsCat_WorldMapMines__name"; short description of a machine short description of a machine "UraniumEnrichmentPlant__desc" = "Utilizza un ampio set di centrifughe per concentrare l'isotopo di uranio-235 dall'uranio naturale (un processo chiamato separazione degli isotopi). Il prodotto risultante sono granuli di uranio fissile, pronti a subire una reazione a catena in un reattore nucleare. I granuli non sono ancora radioattivi e possono essere movimentati manualmente."; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "Impianto d'arricchimento"; name name "UraniumMine__name" = "Miniera di uranio"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "Produce gomma sintetica."; name of a machine name of a machine "VacuumDistillationTower__name" = "Produttore di gomma"; notification "VehicleGoalStruggling__name" = "VehicleGoalStruggling__name"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "VehicleGoalStrugglingCannotGoUnder__name"; notification notification "VehicleGoalUnreachable__name" = "{entity} non può raggiungere la destinazione."; notification "VehicleGoalUnreachableCannotGoUnder__name" = "VehicleGoalUnreachableCannotGoUnder__name"; notification notification "VehicleIsBroken__name" = "Il veicolo è rotto ed è senza manutenzione"; truck job status message "VehicleJob__DrivingToGoal" = "VehicleJob__DrivingToGoal"; truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "VehicleJob__InvalidState"; truck job status message "VehicleJob__Loading" = "VehicleJob__Loading"; vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "VehicleJob__Navigating"; truck status when truck is adding / removing a ground surface (e.g. concrete) "VehicleJob__ProcessingSurface" = "VehicleJob__ProcessingSurface"; truck job status message truck job status message "VehicleJob__SearchingForDesignation" = "Ricerca di una designazione valida per il terreno"; truck job status message "VehicleJob__Unloading" = "VehicleJob__Unloading"; vehicles cap increase increase, all caps 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} LIMITE VEICOLO"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "VehicleLimitReached"; notification notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} non ha carburante"; notification "VehicleNoReachableDesignations__name" = "VehicleNoReachableDesignations__name"; description for vehicle ramps short description "VehicleRamp__desc" = "Consente ai veicoli di attraversare ostacoli bassi come i trasporti. È un pezzo di tecnologia interessante."; name name "VehicleRamp__name" = "Rampa per veicoli"; name "VehicleRamp2__name" = "VehicleRamp2__name"; name "VehicleRamp3__name" = "VehicleRamp3__name"; vehicle role which means the vehicle will harvest trees vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "Raccolta degli alberi"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "VehiclesAssignedToBuildings"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "Assegnato ad operazioni minerarie"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "VehiclesAssignedToTreeHarvesting"; description of a machine short description "VehiclesDepot__desc" = "Consente la costruzione di veicoli come camion ed escavatori."; building or machine building or machine "VehiclesDepot__name" = "Deposito veicoli"; building or machine "VehiclesDepotT2__name" = "VehiclesDepotT2__name"; building or machine "VehiclesDepotT3__name" = "VehiclesDepotT3__name"; tooltip "VehiclesLimit__Tooltip" = "VehiclesLimit__Tooltip"; example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "VehiclesMaintenance"; window that provides management & overview of all the vehicles window that provides management & overview of all the vehicles "VehiclesManagement" = "Gestione veicoli"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} pilota"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "inattivo: {0}"; example: 'Version: alpha 1.0.0' "Version" = "Version"; title of video settings 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" = "WaitingForKeyPress"; title of message or tutorial name: message for player "WarningLowDiesel__name" = "Diesel basso!"; "WarningLowDiesel__part1" = "L'offerta globale di diesel è estremamente bassa! Sei ad alto rischio di rimanere senza diesel. Quando tutte le tue scorte di diesel saranno esaurite, tutti i veicoli e i generatori diesel smetteranno di funzionare. Senza logistica funzionante e produzione di energia elettrica la tua economia si fermerà."; {0} = Oil Pump {0} = Oil Pump "WarningLowDiesel__part2" = "Assicurati di avere una produzione di diesel sufficiente e di estrarre abbastanza petrolio greggio. Puoi potenziamento un {0} utilizzando Unity che non solo lo velocizzerà, ma lo farà anche funzionare senza bisogno di elettricità."; title of message or tutorial name: message for player "WarningLowMaintenanceNoDepot__name" = "Manutenzione bassa!"; "WarningLowMaintenanceNoDepot__part1" = "Alcune entità stanno esaurendo la manutenzione e potrebbero iniziare a guastarsi presto."; {0} = Maintenance depot {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "Per ottenere più manutenzione, dovresti dare la priorità alla ricerca e alla creazione di un {0}. Una volta operativo, dovrai rifornirlo di prodotti e inizierà la manutenzione di tutte le tue macchine e veicoli."; "WarningLowMaintenanceNoDepot__part3" = "Nel frattempo, puoi spendere Unity per un'azione di riparazione veloce per riparare macchine o veicoli che sono più necessari."; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "Niente lavoratori!"; "WarningNoWorkersNoBeacon__part1" = "Non hai più nessun lavoratore libero sulla tua isola. Tutti sono già impegnati a lavorare. Alcuni edifici o veicoli non potranno funzionare."; {0} = Beacon {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "Per ottenere più persone, dovresti dare la priorità alla ricerca e alla creazione di un {0}. Aiuterà ad attirare più rifugiati sulla tua isola e non solo otterrai più lavoratori ma anche alcuni materiali extra da loro. L'efficacia del faro diminuirà nel tempo. Quindi dovresti dare la priorità alla riparazione della nave per portare più persone e risorse sull'isola."; "WarningNoWorkersNoBeacon__part3" = "Nel frattempo, puoi mettere in pausa alcuni edifici di cui hai meno bisogno per liberare alcuni lavoratori."; "WarningPrefix" = "Avvertimento:"; name: toolbar category name name: toolbar category name "wasteCategory__name" = "Gestione rifiuti"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "Consente lo scarico di liquidi nell'oceano. Alcuni liquidi causeranno inquinamento dell'acqua che può influire sulla salute e sulla felicità della tua gente."; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "Scarico liquidi"; "WasteSortingOutputs__Tooltip" = "WasteSortingOutputs__Tooltip"; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "WasteSortingPlant__desc"; name "WasteSortingPlant__name" = "WasteSortingPlant__name"; name of a machine name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "Refrigeratore d'acqua"; title of a panel that shows the amount of water collected in a rainwater harvester title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "Acqua raccolta"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "WaterConsumptionReduction__desc" = "WaterConsumptionReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "WaterConsumptionReduction__name"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "WaterNeed__name" = "Acqua"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "Converte l'acqua non molto pulita in acqua pulita. Basta non dirlo alle persone che lo bevono."; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "Trattamento delle acque reflue"; short description short description "WaterWell__desc" = "Questa stazione può estrarre acqua dolce."; name name "WaterWell__name" = "Pozzo d'acqua sotterranea"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "Asciutto"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "Meno asciutto"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "Senza bordi"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "Schermo intero"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "In finestra"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "Modalità in finestra"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "WindowsShortcuts"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "disponibile"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "necessari"; tooltip "WorkersAvailable__Tooltip" = "WorkersAvailable__Tooltip"; label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "WorkersDemand"; title of a panel showing quantities available to pick up by a cargo ship in the world "WorldCargo__Title" = "WorldCargo__Title"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0} è stato completamente riparato"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "Esplorazione in corso!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "Questo era già stato esplorato."; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "Completamente esplorato"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "Questa è la nostra isola!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "Isola di casa"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "Dobbiamo esplorare questo!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "Località sconosciuta"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "La nostra nave è in viaggio per esplorarlo!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "C'è un nemico che deve essere sconfitto!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "Posizione nemica"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "La nostra nave è in viaggio per la battaglia!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "Nemico trovato"; title for ship orders title for ship orders "WorldLocation_Orders" = "Ordini della nave"; button to request ship to enter a battle for a location button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "Battaglia"; button to request ship to deliver cargo to the selected location button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "Consegna merci"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "Esplora"; button to request ship to return back to the home island button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "Torna a casa"; button to request ship to load cargo at the selected location button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "Imbarcare il carico"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "Visita"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "Struttura trovata"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "Mappa del mondo"; description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "WorldMine__Desc"; 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" = "WorldMine_ReducedOutput"; 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" = "WorldMine_ReserveEstimate"; tooltip "WorldMine_ReserveEstimate__Tooltip" = "WorldMine_ReserveEstimate__Tooltip"; 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. tooltip "WorldMine_ReserveTooltip" = "Mostra lo stato generale della riserva disponibile in questo deposito. Questa è una risorsa limitata."; example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "WorldMineInfo__NeedsRepair"; example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "WorldMineInfo__ProvidesResources"; production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip "WorldMineProductionLvl__Title" = "WorldMineProductionLvl__Title"; station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "WorldMineProductionLvl__Tooltip"; shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' "WorldMineTitleWithLevel" = "WorldMineTitleWithLevel"; describes a settlement in the world map describes a settlement in the world map "WorldSettlement_NeutralDesc" = "Questo è un accordo pacifico con cui possiamo commerciare. Possiamo anche investire nelle loro infrastrutture per motivare alcune delle loro persone a unirsi alla nostra isola."; Map description "YouShallNotPassStaticIslandMap__desc" = "YouShallNotPassStaticIslandMap__desc"; Map name "YouShallNotPassStaticIslandMap__name" = "YouShallNotPassStaticIslandMap__name"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "Consente di gestire la distribuzione e la priorità dei prodotti utilizzando una delle sue due porte di input e output."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Scambiatore nastro"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Consente di gestire la distribuzione e la priorità dei prodotti utilizzando una delle sue due porte di input e output."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "Scambiatore ad U"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Consente di gestire la distribuzione e la priorità dei prodotti utilizzando una delle sue due porte di input e output."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Scambiatore materiale fuso"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Consente di gestire la distribuzione e la priorità dei prodotti utilizzando una delle sue due porte di input e output."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Scambiatore";